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authorL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-07-04 02:32:28 +0000
committerL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-07-04 02:32:28 +0000
commit9c100697bf79604fcef8b7eedbadeed45c63b41b (patch)
treec721652bde274ac22a67685a65af2d42d9245c7f /npc/quests/first_class/tu_acolyte.txt
parent6d0a690e53ddd3ffe8470d15a6ae925fd70b653e (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.txt659
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;
+}
+*/