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author | L0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-07-04 02:32:28 +0000 |
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committer | L0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-07-04 02:32:28 +0000 |
commit | 9c100697bf79604fcef8b7eedbadeed45c63b41b (patch) | |
tree | c721652bde274ac22a67685a65af2d42d9245c7f /npc/quests/first_class/tu_acolyte.txt | |
parent | 6d0a690e53ddd3ffe8470d15a6ae925fd70b653e (diff) | |
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Updated Tutorial quests, and added back NPCs needed for Priest quest.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/branches/renewal@14884 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/quests/first_class/tu_acolyte.txt')
-rw-r--r-- | npc/quests/first_class/tu_acolyte.txt | 659 |
1 files changed, 359 insertions, 300 deletions
diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt index 244407f9d..2e78d4d5f 100644 --- a/npc/quests/first_class/tu_acolyte.txt +++ b/npc/quests/first_class/tu_acolyte.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Fix up by Jukka //===== Current Version: ===================================== -//= 1.3 +//= 1.4 //===== Compatible With: ===================================== //= eAthena SVN (Testet in Trunk 88xx) //===== Description: ========================================= @@ -14,6 +14,7 @@ //= TODO: Test, Add correct misceffects numbers //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth] //= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf] +//= 1.4 Misc. updates. [L0ne_W0lf] //============================================================ @@ -115,14 +116,19 @@ prt_church,179,15,1 script Priest Praupin 110,{ mes "I know I'm not offering much,"; mes "but they were quite helpful to me when I was a young Acolyte like yourself."; next; - if(select("Maces:Clubs")==1){ - getitem 1604, 1; - } else { - getitem 1510, 1; + switch(select("Wand:Flail")) { + case 1: + delitem 7181,1; //Receipt_01 + set tu_acolyte01,23; + getitem 1604,1; //Wand + break; + case 2: + delitem 7181,1; //Receipt_01 + set tu_acolyte01,23; + getitem 1510,1; //Flail + break; } - delitem 7181, 1; - set tu_acolyte01, 23; - close; + close; } else { mes "You are such a good person,"; mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind."; @@ -287,7 +293,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ set tu_acolyte01, 3; if(getskilllv("AL_HEAL") == 0){ getexp 0,100; - //misceffect EF_CONE; + specialeffect2 EF_CONE; } close; break; @@ -306,7 +312,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "Your strength is undeveloped,"; mes "so fight weaker monsters for now."; - mes " I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?"; + mes "I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?"; next; mes "[Asthe]"; mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now."; @@ -323,9 +329,9 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "Well then,"; mes "I hope you"; mes "have a safe trip."; - set tu_acolyte01, 4; - getitem 1504, 1; - getitem 602, 1; + set tu_acolyte01,4; + getitem 1504,1; //Mace + getitem 602,1; //Wing_Of_Butterfly savepoint "prt_monk",30,250; close; } else { @@ -353,16 +359,38 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "I see that you've"; mes "completed the assignment"; mes "already. Good work!"; + next; + mes "[Asthe]"; + mes "Now, I would like to have the Mace back, if you don't mind."; + mes "By any chance, do you carry ^FF0000any other Mace with an elemental Property^000000?"; + mes "If so, please store the mace somewhere first."; + mes "I am afraid that my sight is too bad to distinguish the difference...Hoho."; + next; + mes "[Asthe]"; + mes "Would you like me to take the mace away from your inventory now?"; + next; + switch(select("Sure.:Let me check again.")) { + case 1: + break; + case 2: + mes "[Asthe]"; + mes "Okay, no problem."; + mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000."; + close; + } + mes "[Asthe]"; + mes "Thank you so much."; + mes "You have returned the Mace."; emotion e_heh; set tu_acolyte01, 5; - delitem 1504, 1; + delitem 1504, 1; //Mace if(Class == Job_Acolyte_High){ getexp 2000,1000; - //misceffect EF_CONE; + specialeffect2 EF_CONE; close; } else { getexp 1000,500; - //misceffect EF_CONE; + specialeffect2 EF_CONE; close; } } else { @@ -420,8 +448,8 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "However, I'm a little busy with"; mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?"; - set tu_acolyte01, 7; - getitem 7148, 1; + set tu_acolyte01,7; + getitem 7148,1; //Mother_Letter close; break; case 7: @@ -433,7 +461,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ close; break; case 9: - mes "You went to Payon on behalf of the convent for Priest Gardron? That must have been tough..."; + mes "You went to Prontera on behalf of the convent for Priest Gardron? That must have been tough..."; next; mes "[Asthe]"; mes "Blessing!"; @@ -510,11 +538,11 @@ prt_monk,230,106,3 script Asthe#tu 79,{ next; mes "[Asthe]"; mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster."; - //misceffect EF_SIGNUM; + specialeffect EF_SIGNUM; next; mes "[Asthe]"; mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works."; - //misceffect EF_ANGELUS; + specialeffect EF_ANGELUS; next; mes "[Asthe]"; mes "That's about it"; @@ -533,7 +561,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "part of the Heal skill tree."; next; mes "[Asthe]"; - mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target."; + mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target."; next; mes "[Asthe]"; mes "Increase AGI"; @@ -567,7 +595,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,"; mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will"; mes "actually curse them."; - //misceffect EF_CURE; + specialeffect EF_CURE; next; mes "[Asthe]"; mes "For now, don't forget that the Increase AGI, Decrease AGI and"; @@ -590,7 +618,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and"; mes "damage hidden enemies."; - //misceffect EF_RUWACH; + specialeffect EF_RUWACH; next; mes "[Asthe]"; mes "After you have learned Ruwach,"; @@ -622,7 +650,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "Pneuma shields characters"; mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks."; - //misceffect EF_PNEUMA; + specialeffect2 EF_PNEUMA; next; mes "[Asthe]"; mes "There are some Undead monsters"; @@ -677,10 +705,10 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "Why don't you put some of your things in Kafra Storage first?"; } else { set tu_acolyte01, 18; - getitem 7183, 1; - getitem 7181, 1; - getitem 1081, 2; - getitem 7148, 1; + getitem 7183,1; //Sister_Letter + getitem 7181,1; //Receipt_01 + getitem 1081,2; //Merchant_Box_1 + getitem 7148,1; //Mother_Letter } close; break; @@ -743,7 +771,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "Place the water into a cup like so and focus all of your holy energy like this... And then..."; next; - //misceffect EF_AQUA; + specialeffect EF_AQUA; mes "[Asthe]"; mes "Aqua"; mes "Benedicta!"; @@ -765,7 +793,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~"; set tu_acolyte01, 25; getexp 5000,3000; - //misceffect EF_CONE; + specialeffect2 EF_CONE; close; } mes "If you get into an"; @@ -801,8 +829,8 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ mes "her, especially since"; mes "she is getting old now, but I'm relieved to hear that her health"; mes "is good. We are truly blessed..."; - delitem 7148, 1; - set tu_acolyte01, 8; + delitem 7148,1; //Mother_Letter + set tu_acolyte01,8; close; } else { mes "Hmm...?"; @@ -829,7 +857,7 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ mes "on behalf of the convent,"; mes "not to mention the fact that"; mes "you've protected the citizens"; - mes "of Payon from danger."; + mes "of Prontera from danger."; next; mes "[Priest Gardron]"; mes "May you always"; @@ -840,15 +868,16 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ set tu_acolyte01, 9; percentheal 100,100; getexp 2000,2000; - //misceffect EF_CONE; - getitem 505,1; //Blue_Potion + specialeffect2 EF_CONE; + //getitem 505,1; //Blue_Potion close; } else { - mes "A little while ago, the Payon Elder sent me a message. Apparently,"; - mes "the residents of Payon are being attacked by Zombies."; + mes "A little while ago, a Prontere Sister sent me a message. Apparently,"; + mes "the residents of Prontera are being plagued by Hornets."; + next; mes "[Priest Gardron]"; - mes "He has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation..."; + mes "She has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation..."; next; mes "[Priest Gardron]"; mes "....!"; @@ -858,25 +887,24 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ mes ""+strcharinfo(0)+","; mes "may I ask"; mes "you to take care"; - mes "of this task? Exterminate the Skeletons and Zombies in the"; - mes "First Floor of Payon Dungeon."; + mes "of this task? Exterminate the Hornets west of Prontera."; next; mes "[Priest Gardron]"; mes "Since you're still in basic training, I will give you some"; mes "help if you return with"; - mes "^3131FF5 Decayed Nails^000000."; + mes "^3131FF5 Bee Stings^000000."; next; mes "[Priest Gardron]"; mes "Now then..."; - mes "Will you go to Payon?"; + mes "Will you go to Prontera?"; next; - if(select("Let's go to Payon!:Um, let me get ready first.")==1){ + if(select("Let's go to Prontera!:Um, let me get ready first.")==1){ mes "[Priest Gardron]"; mes "Good, good."; mes "I shall send you"; - mes "there to fight the monsters in Payon Dungeon so that you can return with 5 Decayed Nails. May God bless you..."; + mes "there to fight the monsters west of Prontera so that you can return with 5 Bee Stings. May God bless you..."; close2; - warp "payon",161,58; + warp "prontera",116,72; end; } close; @@ -898,12 +926,12 @@ prt_monk,235,245,5 script Dog#tu 81,{ mes "Woof woof!^000000"; next; if(tu_acolyte01 == 10){ - set @dog_food, 0; + set .@dog_food, 0; while((1)){ switch(select("Give a treat.:Pet the dog.:End actions.")){ case 1: - set @dog_food, @dog_food + 1; - if(@dog_food > 4){ + set .@dog_food, .@dog_food + 1; + if(.@dog_food > 4){ mes "[Dog]"; mes "^CDB79EGrrrrrr...!^000000"; emotion e_an; @@ -940,13 +968,14 @@ prt_monk,235,245,5 script Dog#tu 81,{ //=================================================Boy==================================================== prt_monk,243,238,5 script Boy#boy_voi 139,5,5,{ -OnTouch: +OnTouch_: if(tu_acolyte01 != 10)end; - mes "[???]"; + mes "[??]"; mes "^333333*Sniff*^000000"; mes "Sister..."; close; } + //=================================================Ill Girl==================================================== prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "[Angelic]"; @@ -981,7 +1010,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "^333333*Cough cough*"; mes "H-hurts..."; next; - menu "Are you alright?",-; + select("Are you alright?"); mes "[Angelic]"; mes "My sister..."; @@ -1011,7 +1040,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "["+strcharinfo(0)+"]"; mes "Are you alright?"; next; - //misceffect EF_CURSEATTACK ; + specialeffect EF_CURSEATTACK ; soundeffectall "_curse.wav",0; emotion e_omg; mes "["+strcharinfo(0)+"]"; @@ -1045,7 +1074,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "["+strcharinfo(0)+"]"; mes "H..."; mes "Heal !!"; - //misceffect EF_HEAL ; + specialeffect EF_HEAL ; next; mes "^3355FFNothing happened."; mes "It doesn't look like"; @@ -1053,45 +1082,58 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ close; break; case 2: - if(getskilllv("AL_BLESSING") == 0) goto L_NONE; - mes "["+strcharinfo(0)+"]"; - mes "B..."; - mes "Blessing!"; - next; - if(rand(100) < getskilllv("AL_BLESSING")*10){ - //misceffect EF_BLESSING; + if(getskilllv("AL_BLESSING") > 0){ mes "["+strcharinfo(0)+"]"; - mes "I..."; - mes "I did it!!"; - next; - mes "^3355FFWhat a great"; - mes "chance for you to"; - mes "practice your abilities!"; - mes "It seemed that this good deed has improved your skills."; - set tu_acolyte01, 13; - getexp 0,1000; - //misceffect EF_CONE; + mes "B..."; + mes "Blessing!"; next; - break; + if(rand(100) < getskilllv("AL_BLESSING")*10){ + specialeffect EF_BLESSING; + mes "["+strcharinfo(0)+"]"; + mes "I..."; + mes "I did it!!"; + next; + mes "^3355FFWhat a great"; + mes "chance for you to"; + mes "practice your abilities!"; + mes "It seemed that this good"; + mes "deed has improved your skills.^000000"; + set tu_acolyte01, 13; + getexp 0,1000; + specialeffect2 EF_CONE; + next; + break; + } else { + mes "["+strcharinfo(0)+"]"; + mes "Huh...?"; + mes "It's not working..."; + mes "Maybe it's because"; + mes "I'm still learning?"; + close; + } } else { - mes "["+strcharinfo(0)+"]"; - mes "Huh...?"; - mes "It's not working..."; - mes "Maybe it's because"; - mes "I'm still learning?"; + mes "^3355FFYou didn't learn"; + mes "this skill yet, so you're"; + mes "not able to use it for now.^000000"; close; } break; case 3: - if(getskilllv("AL_CURE") == 0) goto L_NONE; - mes "["+strcharinfo(0)+"]"; - mes "C-Cure...!"; - //misceffect EF_CURE; - next; - mes "^3355FFNothing happened."; - mes "It doesn't look like"; - mes "that skill will work.^000000"; - close; + if(getskilllv("AL_CURE") > 0){ + mes "["+strcharinfo(0)+"]"; + mes "C-Cure...!"; + specialeffect EF_CURE; + next; + mes "^3355FFNothing happened."; + mes "It doesn't look like"; + mes "that skill will work.^000000"; + close; + } else { + mes "^3355FFYou didn't learn"; + mes "this skill yet, so you're"; + mes "not able to use it for now.^000000"; + close; + } break; case 4: mes "^3355FFThis isn't a skill"; @@ -1099,16 +1141,22 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ close; break; case 5: - if(getskilllv("AL_CRUCIS") == 0) goto L_NONE; - mes "["+strcharinfo(0)+"]"; - mes "S-Signum..."; - mes "Signum Crucis!"; - //misceffect EF_SIGNUM; - next; - mes "^3355FFNothing happened."; - mes "It doesn't look like"; - mes "that skill will work.^000000"; - close; + if(getskilllv("AL_CRUCIS") > 0){ + mes "["+strcharinfo(0)+"]"; + mes "S-Signum..."; + mes "Signum Crucis!"; + specialeffect EF_SIGNUM; + next; + mes "^3355FFNothing happened."; + mes "It doesn't look like"; + mes "that skill will work.^000000"; + close; + } else { + mes "^3355FFYou didn't learn"; + mes "this skill yet, so you're"; + mes "not able to use it for now.^000000"; + close; + } break; case 6: mes "^3355FFThis isn't a skill"; @@ -1130,19 +1178,12 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "power of God?"; } close; -L_NONE: - mes "^3355FFYou didn't learn"; - mes "this skill yet, so you're"; - mes "not able to use it for now.^000000"; - close; } //=================================================Veiner==================================================== prt_monk,197,228,3 script Veiner 89,{ mes "[Veiner]"; if(countitem(1081) && tu_acolyte01 == 18){ - set tu_acolyte01, 19; - delitem 1081, 1; mes "So very exhausted..."; mes "Should I just go back home?"; next; @@ -1157,13 +1198,15 @@ prt_monk,197,228,3 script Veiner 89,{ mes "It's Handmade Chocolate"; mes "from my honey bunny!"; mes "Oh Bibi! You're the best!"; - //misceffect EF_VALLENTINE ; - //misceffect EF_HEARTCASTING; + specialeffect EF_VALLENTINE; + specialeffect EF_HEARTCASTING; next; mes "[Veiner]"; mes "Oh right!"; mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~"; emotion e_thx; + set tu_acolyte01,19; + delitem 1081,1; //Merchant_Box_1 close; } else if(tu_acolyte01 > 18){ mes "I can't wait"; @@ -1202,25 +1245,23 @@ prt_monk,28,260,5 script Hedrick 50,{ mes "This letter is"; mes "full of the energy"; mes "of motherly love!"; - //misceffect EF_STEELBODY; + specialeffect EF_STEELBODY; next; mes "[Hedrick]"; mes "Thanks a lot!"; mes "Here, why don't"; mes "you have one of the"; mes "cookies she sent me?"; - delitem 7148, 1; - set tu_acolyte01, 20; - getitem 538, 1; + delitem 7148,1; //Mother_Letter + set tu_acolyte01,20; + getitem 538,1; //Well_Baked_Cookie close; } //=================================================Weapon Merchant==================================================== -prt_monk,135,263,4 script Weapon Merchant#tu 139,9,9,{ +prt_monk,136,261,0 script Weapon Merchant#tu 139,9,9,{ OnTouch: if(tu_acolyte01 != 20 || countitem(1081)==0) end; - delitem 1081, 1; - set tu_acolyte01, 21; mes "[Weapon Merchant]"; mes "The stuff I requested from the guild is finally here!"; mes "It's pretty tough to keep everything in stock since this is such a remote place."; @@ -1229,6 +1270,8 @@ OnTouch: mes "Hey, thanks so much!"; mes "Oh, and come here if"; mes "you need anything, okay?"; + delitem 1081,1; //Merchant_Box_1 + set tu_acolyte01,21; close; } @@ -1338,10 +1381,172 @@ prt_monk,219,164,3 script Gloria#tu 95,{ mes "Prontera anymore. ^333333*Sniff*^000000"; close; } + //=================================================Cleope Verce==================================================== prt_monk,153,210,3 script Cleope Verce 95,{ mes "[Cleope Verce]"; if(BaseJob != Job_Acolyte){ + if (JobLevel < 40) { + if (BaseLevel < 26) { + mes "Oh my.. "; + mes "A newbie Acolyte?"; + mes "It doesn't even seem"; + mes "like you've learned"; + mes "that many skills?"; + next; + mes "[Cleope Verce]"; + mes "Ho ho~!"; + mes "In my days"; + mes "as an Acolyte,"; + switch(rand(1,4)){ + case 1: + mes "I trained by attacking"; + mes "^3131FFgreen frogs^000000 till my knuckles"; + mes "bled from all the punching!"; + break; + case 2: + mes "I beat up ^3131FFwooden sticks"; + mes "about to collapse^000000 and these"; + mes "^3131FFhuge mushrooms^000000 all the time!"; + break; + case 3: + mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000."; + next; + mes "[Cleope Verce]"; + mes "Ugh..."; + mes "Actually, that's not such a good memory when I think about it."; + break; + case 4: + mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees."; + break; + } + next; + mes "[Cleope Verce]"; + mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~"; + next; + emotion e_gg; + mes "[Cleope Verce]"; + mes "Good luck..."; + mes "Rookie."; + close; + } else if(BaseLevel < 36){ + mes "Oh my.. "; + mes "A young Acolyte?"; + mes "You seem to have just"; + mes "started learning your skills?"; + next; + mes "[Cleope Verce]"; + mes "Ho ho~!"; + mes "When I was"; + mes "around your age,"; + switch(rand(1,5)){ + case 1: + mes "I'd fight with those ^3131FFwhite"; + mes "mice^000000 and ^3131FFbig roaches^000000~"; + break; + case 2: + mes "I'd walk straight into the"; + mes "^3131FFdepths of the ocean^000000 to find monsters to hunt."; + break; + case 3: + mes "I used to fight ^3131FFcreepy"; + mes "looking tree monsters^000000."; + break; + case 4: + mes "I used to fight hundreds"; + mes "of ^3131FFuuuuuug~ly orcs^000000."; + break; + case 5: + mes "I would fight the ^3131FFmonkeys"; + mes "in front of the convent^000000."; + break; + } + next; + mes "[Cleope Verce]"; + mes "Those were"; + mes "bad memories."; + mes "If someone told me"; + mes "to go there again,"; + mes "I'd go insane."; + next; + mes "[Cleope Verce]"; + mes "Still, it seems you"; + mes "have a long way to go"; + mes "until you become a well"; + mes "experienced Acolyte. Ho ho~"; + next; + emotion e_gg; + mes "[Cleope Verce]"; + mes "Good luck,"; + mes "young friend."; + close; + } else if(BaseLevel < 46){ + mes "Well, well, well~"; + mes "Hello, young Acolyte."; + mes "You're still kind of"; + mes "green, but I guess you're"; + mes "not exactly a beginner either."; + next; + mes "[Cleope Verce]"; + mes "I remember that when"; + mes "I was your age, I used to"; + switch(rand(1,6)){ + case 1: + mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000. I wonder how I survived"; + mes "all that?"; + break; + case 2: + mes "play with these ^3131FFcute"; + mes "Poporings^000000 all the time!"; + next; + mes "[Cleope Verce]"; + mes "Still, I had to be careful from their attacks. At that time they were pretty strong!"; + break; + case 3: + mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!"; + break; + case 4: + mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then."; + break; + case 5: + mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time."; + break; + case 6: + mes "beat up these ^3131FFliving chunks of"; + mes "sand in the desert^000000. I swear, they were alive!"; + break; + } + next; + mes "[Cleope Verce]"; + mes "^333333*Sigh*^000000"; + mes "Ah, memories~"; + mes "Of course, if I had"; + mes "the chance to do it all"; + mes "over again, I don't know"; + mes "if I would take it..."; + next; + mes "[Cleope Verce]"; + mes "Anyway, you have"; + mes "plenty of adventures"; + mes "waiting for you. I hope"; + mes "you'll make many fond"; + mes "memories when you're"; + mes "still an Acolyte."; + next; + emotion e_gg; + mes "[Cleope Verce]"; + mes "Good luck,"; + mes "young friend~"; + close; + } + mes "Hmmm?"; + mes "It looks like you've"; + mes "learned quite a lot as"; + mes "an Acolyte! I hate to admit it,"; + mes "but you're too good for me to"; + mes "call you a rookie anymore~"; + close; + } mes "Hello hello."; mes "The sun is very"; mes "warm today, don't"; @@ -1349,186 +1554,12 @@ prt_monk,153,210,3 script Cleope Verce 95,{ mes "weather today..."; close; } - if(JobLevel >= 40){ - mes "Hmmm?"; - mes "It looks like you've"; - mes "learned quite a lot as"; - mes "an Acolyte! I hate to admit it,"; - mes "but you're too good for me to"; - mes "call you a rookie anymore~"; - close; - } - if(BaseLevel < 26){ - mes "Oh my.. "; - mes "A newbie Acolyte?"; - mes "It doesn't even seem"; - mes "like you've learned"; - mes "that many skills?"; - next; - mes "[Cleope Verce]"; - mes "Ho ho~!"; - mes "In my days"; - mes "as an Acolyte,"; - switch(rand(1,4)){ - case 1: - mes "I trained by attacking"; - mes "^3131FFgreen frogs^000000 till my knuckles"; - mes "bled from all the punching!"; - break; - case 2: - mes "I beat up ^3131FFwooden sticks"; - mes "about to collapse^000000 and these"; - mes "^3131FFhuge mushrooms^000000 all the time!"; - break; - case 3: - mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000."; - next; - mes "[Cleope Verce]"; - mes "Ugh..."; - mes "Actually, that's not such a good memory when I think about it."; - break; - case 4: - mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees."; - break; - } - next; - mes "[Cleope Verce]"; - mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~"; - next; - emotion e_gg; - mes "[Cleope Verce]"; - mes "Good luck..."; - mes "Rookie."; - close; - } else if(BaseLevel < 36){ - mes "Oh my.. "; - mes "A young Acolyte?"; - mes "You seem to have just"; - mes "started learning your skills?"; - next; - mes "[Cleope Verce]"; - mes "Ho ho~!"; - mes "When I was"; - mes "around your age,"; - switch(rand(1,5)){ - case 1: - mes "I'd fight with those ^3131FFwhite"; - mes "mice^000000 and ^3131FFbig roaches^000000~"; - break; - case 2: - mes "I'd walk straight into the"; - mes "^3131FFdepths of the ocean^000000 to find monsters to hunt."; - break; - case 3: - mes "I used to fight ^3131FFcreepy"; - mes "looking tree monsters^000000."; - break; - case 4: - mes "I used to fight hundreds"; - mes "of ^3131FFuuuuuug~ly orcs^000000."; - break; - case 5: - mes "I would fight the ^3131FFmonkeys"; - mes "in front of the convent^000000."; - break; - } - next; - mes "[Cleope Verce]"; - mes "Those were"; - mes "bad memories."; - mes "If someone told me"; - mes "to go there again,"; - mes "I'd go insane."; - next; - mes "[Cleope Verce]"; - mes "Still, it seems you"; - mes "have a long way to go"; - mes "until you become a well"; - mes "experienced Acolyte. Ho ho~"; - next; - emotion e_gg; - mes "[Cleope Verce]"; - mes "Good luck,"; - mes "young friend."; - close; - } else if(BaseLevel < 46){ - mes "Well, well, well~"; - mes "Hello, young Acolyte."; - mes "You're still kind of"; - mes "green, but I guess you're"; - mes "not exactly a beginner either."; - next; - mes "[Cleope Verce]"; - mes "I remember that when"; - mes "I was your age, I used to"; - switch(rand(1,6)){ - case 1: - mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000."; - mes "I wonder how I survived all that?"; - break; - case 2: - mes "play with these ^3131FFcute"; - mes "Poporings^000000 all the time!"; - next; - mes "[Cleope Verce]"; - mes "Still, I had to be careful from their attacks. At that time they were pretty strong!"; - break; - case 3: - mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!"; - break; - case 4: - mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then."; - break; - case 5: - mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time."; - break; - case 6: - mes "beat up these ^3131FFliving chunks of"; - mes "sand in the desert^000000. I swear, they were alive!"; - break; - } - next; - mes "[Cleope Verce]"; - mes "^333333*Sigh*^000000"; - mes "Ah, memories~"; - mes "Of course, if I had"; - mes "the chance to do it all"; - mes "over again, I don't know"; - mes "if I would take it..."; - next; - mes "[Cleope Verce]"; - mes "Anyway, you have"; - mes "plenty of adventures"; - mes "waiting for you. I hope"; - mes "you'll make many fond"; - mes "memories when you're"; - mes "still an Acolyte."; - next; - emotion e_gg; - mes "[Cleope Verce]"; - mes "Good luck,"; - mes "young friend~"; - close; - } - mes "Hmmm?"; - mes "It looks like you've"; - mes "learned quite a lot as"; - mes "an Acolyte! I hate to admit it,"; - mes "but you're too good for me to"; - mes "call you a rookie anymore~"; - close; } //=================================================Range NPC==================================================== -prt_monk,217,123,4 script #tu_monk 139,10,10,{ -OnTouch: +prt_monk,217,123,0 script #tu_monk 139,10,10,{ +OnTouch_: if(BaseJob == Job_Acolyte){ switch(tu_acolyte01){ - case 0: - mes "[Sound by Window]"; - mes "Oh...no.. ....so....."; - next; - mes "- You hear something by the window. -"; - close; case 4: case 10: case 25: @@ -1540,13 +1571,10 @@ OnTouch: mes "yonder window...^000000"; close; } - } else if(BaseClass == Job_Archer){ - mes "[Sound by Window]"; - mes "Oh...no.. ....so....."; - close; } end; } + //=================================================Eavesdrop==================================================== prt_monk,223,123,3 script Eavesdrop#tu 111,{ if(BaseJob != Job_Acolyte){ @@ -1574,7 +1602,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ mes "what happens? I'm sure the truth will come out one way or another.^000000"; next; mes "[Voices from Window]"; - mes "^A68064 Alright, sir."; + mes "^A68064 Alright, sir."; mes "Still, I can't help"; mes "but feel uneasy...^000000"; close; @@ -1611,10 +1639,10 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ close; } else if(tu_acolyte01 > 24){ mes "[Voices from Window]"; - mes "^A68064...Sir, do you know anything about the ^855E42curse of the Geobourg family^A68064?^000000"; + mes "^A68064...Sir, do you know anything about the ^855E42curse of the Gaebolg family^A68064?^000000"; next; mes "[Voices from Window]"; - mes "^CD6600The Geobourgs?"; + mes "^CD6600The Gaebolg?"; mes "Are you telling me"; mes "there's a curse on"; mes "the royal family?^000000"; @@ -1630,7 +1658,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ mes "^A68064You see..."; mes "Yormungard is"; mes "said to have cursed"; - mes "the Geobourg family when Rune-Midgarts was first established.^000000"; + mes "the Gaebolg family when Rune-Midgarts was first established.^000000"; next; mes "[Voices from Window]"; mes "^CD6600Yormungard?!"; @@ -1643,7 +1671,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ mes "[Voices from Window]"; mes "^A68064It's horrible..."; mes "Because of the curse,"; - mes "the first child of every generation of the Geobourg family will supposedly die an early death...^000000"; + mes "the first child of every generation of the Gaebolg family will supposedly die an early death...^000000"; next; mes "[Voices from Window]"; mes "^CD6600Are you saying that all of the first princes and princesses"; @@ -1654,7 +1682,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ mes "in the palace? Did the eldest prince pass away recently?^000000"; next; mes "[Voices from Window]"; - mes "^A68064 No..."; + mes "^A68064 No..."; mes "Actually, the second"; mes "eldest prince passed"; mes "away, not the first.^000000"; @@ -1671,7 +1699,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ mes "Was it an accident?^000000"; next; mes "[Voices from Window]"; - mes "^A68064 They haven't determined"; + mes "^A68064 They haven't determined"; mes "the exact reason of the death yet. But the court officials want us to see if we can undo Yormungard's curse once and for all.^000000"; next; mes "[Voices from Window]"; @@ -1709,7 +1737,38 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ next; mes "[Voice from Window]"; mes "^CD6600Oh dear God."; - mes "Please expel the darkness that approaches the Rune Midgarts Kingdom. Please protect us with your light and compassion.^000000"; + mes "Please expel the darkness that approaches the Rune-Midgarts Kingdom. Please protect us with your light and compassion.^000000"; close; } } + +/* +sec_in02,17,156,3 script 1st Job Quest Reset 726,{ + mes "[1st Job Quest]"; + mes "Which would you like to reset?"; + next; + switch(select("Swordsman:Merchant:Archer:Acolyte:Thief:Mage")) { + case 1: + set tu_swordman,0; + break; + case 2: + set tu_merchant,0; + break; + case 3: + set tu_archer01,0; + set tu_archer02,0; + break; + case 4: + set tu_acolyte01,0; + break; + case 5: + set tu_thief01,0; + break; + case 6: + set tu_magician01,0; + break; + } + mes "Completed."; + close; +} +*/ |