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author | shennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-07-08 19:30:07 +0000 |
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committer | shennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-07-08 19:30:07 +0000 |
commit | 31825ccc2dde034a218d9ad466dd721c40b5651d (patch) | |
tree | 961b976e45988f7f7158d33b3f11a18688f34b1f /npc/re/jobs/3-1/archbishop.txt | |
parent | 22c75b070526de8b103032f5bf13504af81e0095 (diff) | |
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Okie ladies and gentleman if this commit breaks anything it's jman's and maki's fault, yes, blame them.
Fixing pre-re / re npc support, moving /config/ folder to src root so other servers may also make use of the #define renewal dir and other stuff.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16382 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/re/jobs/3-1/archbishop.txt')
-rw-r--r-- | npc/re/jobs/3-1/archbishop.txt | 1897 |
1 files changed, 1897 insertions, 0 deletions
diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt new file mode 100644 index 000000000..395bbb6cc --- /dev/null +++ b/npc/re/jobs/3-1/archbishop.txt @@ -0,0 +1,1897 @@ +//===== rAthena Script ======================================= +//= Arch Bishop Job change Quest +//===== By: ================================================== +//= L0ne_W0lf +//= Credits: Gepard +//===== Current Version: ===================================== +//= 1.5 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Translated from the Official] +//= Job change Quest from Priest / High Priest -> Arch Bishop. +//===== Additional Comments: ================================= +//= 1.0 First version. +//= 1.1 Fixed class checks for arch bishops. +//= 1.2 Fixed Job tags typos. +//= 1.3 Made some NPC's into duplicates and fixed some && / || checks. [Masao] +//= 1.4 Fixed Job_Archbishop/Job_Archbishop_T typos. [Euphy] +//= 1.5 Redone the whole Script. [Masao] +//============================================================ + +prt_church,103,88,3 script Praying Minister#arch 60,{ + if ((Class != Job_Priest) && (Class != Job_High_Priest) && (Class != Job_Baby_Priest)) { + if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) { + mes "[Praying Minister]"; + mes "Ah! An Archbishop."; + mes "You have reached the state of light."; + mes "I hope you give happiness and honor to people during your adventures."; + close; + } + mes "[Praying Minister]"; + mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; + next; + mes "[Praying Minister]"; + mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; + next; + mes "[Praying Minister]"; + mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; + next; + mes "[Praying Minister]"; + mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; + next; + mes "[Praying Minister]"; + mes "They give out a special aura so you can easily recognize them."; + mes "I'm going to make them ministers worthy of serving Odin."; + close; + } + if ((BaseLevel == 99) && (JobLevel > 49)) { + if (job_arch == 0) { + if (SkillPoint) { + mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~"; + close; + } + mes "[Praying Minister]"; + mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; + next; + mes "[Praying Minister]"; + mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; + next; + if (Sex == 1) { + mes "[Praying Minister]"; + mes "Brother, how has your life been?"; + } + else { + mes "[Praying Minister]"; + mes "Sister, how has your life been?"; + } + mes "Have you lived it to it's fullest?"; + mes "Have you served your life in the light of Odin?"; + next; + mes "[Praying Minister]"; + mes "We are ministers and our behavior is seen as acts of the Gods."; + mes "We should always be mindful of this."; + next; + mes "[Praying Minister]"; + mes "We should always tell the truth."; + mes "We should not fall prey to lies and deceit."; + next; + if (Sex == 1) { + mes "[Praying Minister]"; + mes "Brother..."; + } + else { + mes "[Praying Minister]"; + mes "Sister..."; + } + mes "Even though we serve Odin, we are normal people."; + mes "We can be degraded in spite of ourselves and we must realize that."; + next; + mes "[Praying Minister]"; + mes "We always try to keep our original intention in mind and spread Odin's rule."; + next; + menu "How do I become like that?",-; + mes "[Praying Minister]"; + mes "That's a good question."; + mes "We have lots of methods."; + mes "But, I recommend this."; + next; + mes "[Praying Minister]"; + mes "Have you ever heard of a"; + mes "^3131FFHoly Pilgrimage^000000?"; + mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace."; + next; + mes "[Praying Minister]"; + mes "When you pray to Odin in the holy place, you will feel that you are born again."; + next; + mes "[Praying Minister]"; + mes "What do you think?"; + mes "Would you like to do a Holy Pilgrimage?"; + next; + switch (select("Yes I want to.:I'll think about it.")) { + case 1: + mes "[Praying Minister]"; + mes "That's the correct attitude."; + mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin."; + next; + mes "[Praying Minister]"; + mes "There is a small village named Umbala far from here."; + mes "That village is a where a tribe lives in harmony with nature."; + next; + mes "[Praying Minister]"; + mes "Go there and find Priest Dayan."; + mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''"; + next; + mes "[Praying Minister]"; + mes "He's very old so he is hard of hearing."; + mes "You have to speak loud and clearly. You got it?"; + mes "I hope that this paves the way for you to live in the light of Odin......"; + set job_arch,1; + setquest 2187; + close; + case 2: + mes "[Praying Minister]"; + mes "A Holy Pilgrimage isn't that difficult."; + mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin."; + next; + mes "[Praying Minister]"; + mes "Feel free to visit me if you change your mind."; + mes "I'll always be here for you."; + close; + } + } + mes "[Praying Minister]"; + mes "How's it going?"; + mes "Did you meet Priest Dayan in Umbala?"; + close; + } + mes "[Praying Minister]"; + mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; + next; + mes "[Praying Minister]"; + mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; + next; + mes "[Praying Minister]"; + mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; + next; + mes "[Praying Minister]"; + mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; + next; + mes "[Praying Minister]"; + mes "They give out a special aura so you can easily recognize them."; + mes "I'm going to make them ministers worthy of serving Odin."; + close; +} + +umbala,137,227,5 script Utan Boy#arch 787,{ + mes "[Utan Boy]"; + mes "........"; + close; +} + +umbala,139,227,3 script Priest#arch 60,{ + if (job_arch < 1) { + mes "[Priest]"; + mes "Un...ba... Unba?"; + close; + } + if (job_arch == 1) { + mes "[Priest]"; + mes "Un...ba... Umba?"; + next; + mes "[Utan Boy]"; + mes "..............."; + next; + mes "[Priest]"; + mes "Is that... right?"; + mes "Hmm... so..."; + mes "Um...ma? Umau...ma?"; + emotion e_swt; + next; + mes "[Utan Boy]"; + mes "..............."; + next; + mes "[Priest]"; + mes "Huuuuuu......"; + mes "Oh, dear . I feel heavy."; + mes "hohohoho."; + next; + mes "- mumbling~ -"; + next; + mes "[Priest]"; + mes "hahahahaha."; + mes "huhuhuhu. humhum."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Hello. are you... Priest Dayan?"; + next; + mes "[Priest]"; + mes "Huh?"; + next; + mes "He turns his head towards you."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Aren't you Priest Dayan?"; + next; + mes "[Priest]"; + mes "muttering..."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Priest! Da~yan! Right!?"; + next; + mes "[Priest Dayan]"; + mes "Ah~, yes."; + mes "Yes, I am."; + if (Sex == 1) { + mes "I'm Dayan. Nice to meet you Brother."; + } + else { + mes "I'm Dayan. Nice to meet you Sister."; + } + next; + mes "The old priest gives you an ear to ear grin. "; + next; + mes "[Priest Dayan]"; + mes "I forgot to wear my hearing aid. hehe."; + mes "Anyway, why have you come here?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Hmm, I wanted to tell you..."; + next; + input .@inputstr$; + mes "[" + strcharinfo(0) + "]"; + mes "" + .@inputstr$ + ""; + next; + if (.@inputstr$ != "I'm here for the Holy Pilgrimage") { + mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles."; + next; + mes "[Priest]"; + mes "Eh? Say what?"; + close; + } + mes "[Priest Dayan]"; + mes "..............?"; + next; + mes "He cups his ears towards you."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; + mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; + mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; + mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; + next; + mes "[Priest Dayan]"; + mes "Eh... are you?"; + mes "A pilgrimage to the Holy Land..."; + mes "It has been a long time since I've seen such a devout minister."; + if (Sex == 1) { + mes "Welcome. Brother."; + next; + } + else { + mes "Welcome. Sister."; + next; + } + mes "The old priest gives you a gracious smile."; + next; + mes "[Priest Dayan]"; + mes "See this village with the huge forest surrounding it."; + mes "Can you see a giant tree?"; + next; + mes "[Priest Dayan]"; + mes "That big tree is called The ^3131FFYggdrasil^000000."; + mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune Midgard."; + next; + mes "[Priest Dayan]"; + mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world."; + next; + mes "[Priest Dayan]"; + mes "The roots head to Nifflheim where you can find Hvergelmir spring."; + mes "In Rune Midgard there is Mimir's spring. And in Asgard, the world of the Gods, there is the Word spring."; + next; + mes "[Priest Dayan]"; + mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring."; + next; + mes "[Priest Dayan]"; + if (Sex == 1) { + mes "Brother."; + } + else { + mes "Sister."; + } + mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls."; + next; + mes "[Priest Dayan]"; + mes "Enter the Yggdrasil."; + mes "You may be assaulted by creatures in there but be mindful that their intentions are only to protect the Yggdrasil."; + next; + mes "[Priest Dayan]"; + mes "Follow your steps with purpose."; + mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil."; + mes "When you arrive there, find a quiet place."; + next; + mes "[Priest Dayan]"; + mes "Pray for a life of faith and expiate your sins with a pious mind."; + next; + mes "[Priest Dayan]"; + mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path."; + mes "^3131FFFeel free to ask me about how to pray^000000."; + next; + mes "[Priest Dayan]"; + mes "Lets see, go to the place of the most famous creature from Odin."; + next; + mes "[Priest Dayan]"; + mes "After making your pilgrimage, let's have a drink together and talk about your experience."; + next; + mes "- Priest Dayan smiles again. -"; + set job_arch,2; + changequest 2187,2188; + close; + } + if (job_arch == 2) { + mes "[Priest Dayan]"; + mes "This place is the holiest place in the world, Yggdrasil."; + mes "This holy ceremony will brighten your soul."; + next; + switch (select("How should I pray?:Cancel.")) { + case 1: + mes "[Priest Dayan]"; + mes "Through prayer, we can follow four paths."; + mes "Remember what I say to you now."; + next; + mes "[Priest Dayan]"; + mes "The 1st way is the ^3131FFway of meditation^000000."; + mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience."; + next; + mes "[Priest Dayan]"; + mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down."; + next; + mes "[Priest Dayan]"; + mes "The 2nd is the ^3131FFway of agony^000000."; + mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life."; + next; + mes "[Priest Dayan]"; + mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds."; + next; + mes "[Priest Dayan]"; + mes "The 3rd way is the ^3131FFway of joy^000000."; + mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others."; + next; + mes "[Priest Dayan]"; + mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000."; + mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio."; + next; + mes "[Priest Dayan]"; + mes "The last way is the ^3131FFway of light^000000."; + mes "You are free from all sin because you were blessed from all creation."; + next; + mes "[Priest Dayan]"; + mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you."; + next; + mes "[Priest Dayan]"; + mes "After finishing all of these prayers, just stand up with a pious mind."; + mes "If your prayer is truthful, Odin will lend you his wisdom."; + next; + mes "[Priest Dayan]"; + mes "Are you ready?"; + mes "Okay, it's time to leave and exculpate yourself."; + mes "If your prayer is finished, let's talk."; + close; + case 2: + mes "[Priest Dayan]"; + mes "I hope that my prayer can weaken your agony..."; + close; + } + } + if (job_arch == 3) { + mes "[Priest Dayan]"; + mes "Oh, you've come back."; + mes "I can feel that you have a fresh energy. Maybe you did pray truthfully."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I feel light-hearted. Like I was just reborn..."; + next; + mes "[Priest Dayan]"; + mes "Your faith gives you confidence and courage."; + mes "A smile from a peaceful mind will easily rid people of their wariness."; + mes "Please, inspire people with love and energy."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Thanks for your kind words."; + next; + mes "[Priest Dayan]"; + if (Sex == 1) { + mes "Brother."; + } + else { + mes "Sister."; + } + mes "Now, there is a place you should go to."; + next; + mes "[Priest Dayan]"; + mes "That place is Hugel in Schwaltzvalt."; + mes "There is a Nun praying there named Vinue, she is a true minister who prays for the suffering people in the world."; + mes "But the last time I saw her she seemed sad."; + next; + mes "[Priest Dayan]"; + mes "Can you convince her to make a pilgrimage to Yggdrasil?"; + mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Don't worry."; + mes "I'll go and meet her."; + next; + mes "[Priest Dayan]"; + if (Sex == 1) { + mes "Feel free to visit here when you want to pray, brother."; + } + else { + mes "Feel free to visit here when you want to pray, sister."; + } + mes "A visit from a friend always makes me happy."; + set job_arch,4; + changequest 2188,2189; + close; + } + mes "[Dayan]"; + mes "Did you find Vinue in Hugel?"; + close; +} + +yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{ + +OnTouch: + if (job_arch == 2) { + mes "[" + strcharinfo(0) + "]"; + mes "Is it the spring of Hvergelmir."; + mes "This place is a very vivid and peaceful place."; + mes "It's proper to pray."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Time to genuflect..."; + mes "Hmm, what did that priest say to me?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Hmm... What is the first way?"; + next; + switch (select("The way of silence.:The way of confession.:The way of meditation.")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes ""; + mes "I don't think so."; + close; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "The way of confession...?"; + mes "I don't think so."; + close; + case 3: + mes "[" + strcharinfo(0) + "]"; + mes "The way of meditation...?"; + mes "Yes, it's the way of meditation."; + next; + break; + } + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFThe 1st way is the way of meditation.^000000"; + mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000"; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000"; + next; + mes "- You close your eyes slowly and take a deep breath. -"; + next; + mes "- * BLESSING! * -"; + specialeffect2 EF_BLESSING; + next; + mes "Your mind is refreshed with the blessing effect."; + mes "You continue to meditate trying to rid your mind of any ill feelings."; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFThe 2nd is the way of agony^000000."; + mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000"; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Pain... What kind of faults have I had?"; + input .@inputstr$; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I confess my guilt to the Almighty God Odin."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "^3131FF" + .@inputstr$ + ".^000000"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister."; + mes "Please, lead the way and save a foolish minister with your wisdom."; + next; + mes "You ruminate about your confession and are lost in thought again."; + next; + mes "............................."; + next; + mes "............................."; + mes "........................."; + next; + mes "............................."; + mes "........................."; + mes "....................."; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFThe 3rd way is the way of joy.^000000"; + mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000"; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000."; + mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000"; + next; + if (countitem(523) == 0) { + mes "[" + strcharinfo(0) + "]"; + mes "Oh no! I forgot to bring a Holy Water!"; + close; + } + mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -"; + next; + mes "- * ASPERSIO ! * -"; + specialeffect2 EF_ASPERSIO; + next; + specialeffect2 EF_RECOVERY; + mes "............................."; + next; + mes "............................."; + mes "........................."; + next; + mes "............................."; + mes "........................."; + mes "....................."; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFThe last way is a way of light^000000.^000000."; + mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000"; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000"; + next; + mes "- You breath in deep and start to sing a Gloria."; + mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -"; + specialeffect2 EF_GLORIA; + next; + mes "[" + strcharinfo(0) + "]"; + mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~"; + mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "~The Curdan wolf protects me from all threats in the world.~"; + specialeffect2 EF_GLORIA; + next; + mes "[" + strcharinfo(0) + "]"; + mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~"; + mes "~The father of light, the poet of wisdom, sing for me.~"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "~The host of a glittering glass, give me a holy prediction.~"; + specialeffect2 EF_GLORIA; + next; + mes "- After you finish the song, you feel light and strong with abundant devotion. -"; + specialeffect2 EF_BLESSING; + specialeffect2 EF_RESURRECTION; + next; + mes "[" + strcharinfo(0) + "]"; + mes "That was refreshing."; + mes "I guess I should go back to Priest Dayan."; + set job_arch,3; + close2; + warp "umbala",138,219; + end; + } + if (job_arch == 3) { + mes "[" + strcharinfo(0) + "]"; + mes "The song is over. It's time to go back to Priest Dayan."; + close2; + warp "umbala",138,219; + end; + } + end; +} + +hu_in01,205,204,7 script Praying Nun#benew 79,{ + if (job_arch == 4) { + mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -"; + next; + switch (select("Talk to her.:Stay Quiet.")) { + case 1: + break; + case 2: + mes "- You don't feel like disturbing her -"; + close; + } + mes "[" + strcharinfo(0) + "]"; + mes "Umm, hello sister?"; + next; + mes "[Vinue]"; + mes "Ah, Welcome."; + mes "It's not time to have a service yet..."; + if (Sex == 1) { + mes "Are you here to pray, brother?"; + } + else { + mes "Are you here to pray, sister?"; + } + next; + mes "[" + strcharinfo(0) + "]"; + mes "I came here to say hello from Priest Dayan from Prontera."; + next; + mes "[Vinue]"; + mes "Ah, Priest Dayan."; + mes "Is he good?"; + mes "He is so cute even though he's old."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "He told me that he was worried because when he saw you last time, you seemed sad."; + mes "He asks you to go on a Holy Pilgrimage."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Umbala has the vital power of nature!"; + next; + mes "[Vinue]"; + mes "Ah..."; + if (Sex == 1) { + mes "He's very kind. As are you brother."; + } + else { + mes "He's very kind. As are you sister."; + } + next; + mes "[Vinue]"; + mes "But don't worry."; + mes "I'm just a little tired because of a bad dream."; + next; + mes "[Vinue]"; + mes "Evil is always watching for our souls."; + mes "If you are indifferent to praying, it never misses an opportunity."; + next; + switch (select("A dream? What kind of dream?:Your soul should be fine.")) { + case 1: + break; + case 2: + mes "[Vinue]"; + mes "Oh but that's where you're wrong."; + mes "My soul may be the most at risk."; + mes "Thank you for delivering the message."; + mes "I'll go back to my prayers."; + close; + } + mes "[Vinue]"; + mes "That is..."; + mes "Actually I started to have a bad dream from the date I was appointed."; + next; + mes "[Vinue]"; + mes "At first, it was a dream that Valkyrie was sad and in darkness."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Valkyrie?"; + next; + mes "[Vinue]"; + mes "Yeah..."; + mes "She was crying in a pitch-black room."; + mes "Hanging down like a bird that had its wings cut."; + next; + mes "[Vinue]"; + mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces."; + next; + mes "[Vinue]"; + mes "What a cruel performance! I suddenly can't breathe properly and then I wake up."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "To have to see the death of Valkyrie, must be a tormenting dream."; + next; + mes "[Vinue]"; + mes "Is it just a nightmare?"; + mes "Or do you think it is an omen?"; + next; + mes "[Vinue]"; + mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "The shrine?"; + mes "Nobody tried to subdue the evil?"; + next; + mes "[Vinue]"; + mes "Unfortunely, I'm a nun who doesn't have any exorcism skill..."; + mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure."; + next; + mes "[Vinue]"; + mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Is the dream related with the evil in the Odin shrine?"; + next; + mes "[Vinue]"; + mes "Hum... well."; + mes "I don't have any way to find out."; + mes "I don't have a method, so I just pray."; + next; + switch (select("I'll investgate for you.:I'll pray with you.")) { + case 1: + break; + case 2: + mes "[Vinue]"; + mes "Thank you."; + mes "I'll pray that the darkness stays away."; + mes "I hope you have a good time with the festival here in Hugel."; + close; + } + mes "[Vinue]"; + mes "Yeah?"; + mes "But, it'll be scary inside!"; + mes "There are lots of devils inside!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "But I can't pretend to ignore a Sister who is in trouble?"; + mes "I'm a minister who copes with lots of asceticism!"; + mes "Entrust me."; + next; + mes "[Vinue]"; + mes "Ah... I'm so worried...."; + mes "I'll never forget your warm heart."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "How do I get to Odin shrine?"; + next; + mes "[Vinue]"; + mes "There is a ferry on the right side of the church."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Ok, wait for good news!"; + next; + mes "[Vinue]"; + mes "I'll pray for your safe return."; + mes "I hope that Odin gives you his protection as well."; + set job_arch, 5; + changequest 2189,2190; + close; + } + if ((job_arch > 4) && (job_arch < 100)) { + mes "[Vinue]"; + mes "I'll pray for your safe return."; + close; + } + mes "[Vinue]"; + mes "I feel refreshed."; + mes "It must be good news?"; + mes "Thanks the Gods."; + close; +} + +odin_tem02,282,263,0 script #find_val 139,3,3,{ + +OnTouch: + if ((job_arch > 4) && (job_arch < 100)) { + hideoffnpc "Valkyrie Illusion#arch"; + } + end; +} + +odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{ + if ((job_arch > 4) && (job_arch < 100)) { + mes "You can see Valkyrie who has a despairing face."; + next; + switch (select("Touch Valkyrie's Illusion.:Turn away.")) { + case 1: + mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion."; + close2; + specialeffect2 EF_CLOAKING; + warp "job3_arch01",29,29; + hideonnpc "Valkyrie Illusion#arch"; + end; + case 2: + mes "Out of fear, you turn away from Valkyrie's illusion."; + close2; + hideonnpc "Valkyrie Illusion#arch"; + end; + } + } + end; + +OnInit: + hideonnpc "Valkyrie Illusion#arch"; + end; +} + +job3_arch01,29,34,3 script Valkyrie#arch 403,{ + + if(checkweight(1201,2) == 1){ + //Custom translation + mes "- bags must be emptied before they can proceed. -"; + close; + } + if ((BaseLevel != 99) && (JobLevel < 50)) { + warp "odin_tem02",282,263; + end; + } + if (getmercinfo(1)) { + mes "[Valkyrie]"; + mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have."; + close; + } + if (SkillPoint) { + mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~"; + close; + } + if (checkweight(1201,4) == 0) { + mes "- Wait a moment! -"; + mes "- Currently you are carrying -"; + mes "- too many items with you. -"; + mes "- Please come back after -"; + mes "- you put some items into Kafra Storage. -"; + close; + } + if ((MaxWeight - Weight) < 2000) { + mes "- Wait a moment! -"; + mes "- Currently you are carrying -"; + mes "- too many items with you. -"; + mes "- Please come back after -"; + mes "- you put some items into Kafra Storage. -"; + close; + } + if ((Class != Job_Priest) && (Class != Job_High_Priest) && (Class == Job_Baby_Priest)) { + warp "odin_tem02",282,263; + } + if (Class != Job_Arch_Bishop || Class != Job_Arch_Bishop_T || Class == Job_Baby_Bishop) { + if (job_arch < 5) { + warp "odin_tem02",282,263; + } + if (job_arch == 5) { + mes "[Valkyrie]"; + mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground."; + mes "Ah, I'm resentful! so regretful!"; + next; + mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -"; + next; + mes "[Valkyrie]"; + mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?"; + mes "Are you here to ridicule my grim fate?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "No way!"; + mes "But it's true that I'm here for you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "...me?"; + mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I see, is your goal to enter Valhalla?"; + mes "If you do, it's the wrong place for you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I was already expelled from Asgard."; + mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "It's not that kind of problem."; + mes "But someone who perceives your painful situation has sent me here."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Haha! You are going to help me?!"; + next; + mes "[Valkyrie Anguhilde]"; + mes "..................."; + next; + mes "- Valkyrie gives you a fierce scowl. -"; + next; + mes "[Valkyrie Anguhilde]"; + mes "In fact, I can't do anything with my body now."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Human, answer me. Are you here to sincerely help me?"; + next; + switch (select("Yes:No")) { + case 1: + break; + case 2: + mes "[Valkyrie Anguhilde]"; + mes "I knew that I couldn't trust a human!"; + close2; + warp "odin_tem02",282,263; + end; + } + mes "[Valkyrie Anguhilde]"; + mes "Ok..."; + mes "I don't have any energy to hold my own, so I have no choice but to trust you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin."; + next; + mes "[Valkyrie Anguhilde]"; + mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I was disgraced, this island is important as a temple for Odin and the various Gods."; + mes "I tried to do my best to protect this holy place."; + next; + mes "[Valkyrie Anguhilde]"; + mes "But one day, the devil started to gain influence on this island."; + mes "I don't know why they came here and from where they came from."; + next; + mes "[Valkyrie Anguhilde]"; + mes "They seiged the temple and I exhausted my energy tring to fight them all myself."; + next; + mes "[Valkyrie Anguhilde]"; + mes "The holy shrine was tainted by the devils."; + mes "How long do I have to be under this dishonorable fate!"; + next; + mes "[Valkyrie Anguhilde]"; + mes "Mortal one, what is your name?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "My name is " + strcharinfo(0) + "."; + next; + mes "[Valkyrie Anguhilde]"; + mes "" + strcharinfo(0) + ","; + mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help."; + next; + mes "[Valkyrie Anguhilde]"; + mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine."; + mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly."; + next; + menu "How can I do that?",-; + mes "[Valkyrie Anguhilde]"; + mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I'm going to give you a scroll of paper written in an ancient language."; + mes "In that scroll, there is my impersonation."; + mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000"; + next; + mes "[Valkyrie Anguhilde]"; + mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000."; + mes "Maybe it'll be spread in the shrine..."; + next; + mes "[Valkyrie Anguhilde]"; + mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation."; + mes "And then I'm going to take care of the matter."; + next; + mes "[Valkyrie Anguhilde]"; + mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000."; + mes "But you have to be careful if an imeprsonation falls down."; + next; + mes "[Valkyrie Anguhilde]"; + mes "When you finish preparing to go on, talk to me again."; + mes "It'll be a long journey..."; + set job_arch,6; + close; + } + if (job_arch == 6) { + if ($@archbs == 0) { + set $@archbs,1; + mes "[Valkyrie Anguhilde]"; + mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?"; + next; + if (getmapusers("job3_arch02") > 0) { + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "Ah, it seems someone is already combating the evil in the temple."; + mes "I will go see who it is, please wait a moment."; + set $@archbs,0; + close; + } + mes "[Valkyrie Anguhilde]"; + mes "Ok. Now I'm going to send you there."; + mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget."; + set $@archbs,0; + close2; + nude; + if (countitem(2798) > 0) { + delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + } + donpcevent "start#arch::OnEnable"; + set job_arch,7; + changequest 2190,2191; + warp "job3_arch02",119,49; + hideonnpc "Valkyrie#arch"; + end; + } + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "I am already talking to someone, please wait and talk to me again."; + close; + } + if (job_arch == 7) { + if (countitem(12381) > 0 || countitem(12382) > 0) { + if (countitem(12381) > 0) { + delitem 12381,countitem(12381); //ValkyrieA_Scroll + } + if (countitem(12382) > 0) { + delitem 12382,countitem(12382); //ValkyrieB_Scroll + } + if ($@archbs == 0) { + set $@archbs,1; + mes "[Valkyrie Anguhilde]"; + mes "Are you ok human?"; + mes "It was not as easy as I expected."; + mes "Will you challenge again?"; + next; + if (getmapusers("job3_arch02") > 0) { + set $@archbs,0; + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "Ah, it seems someone is already combating the evil in the temple."; + mes "I will see who it is, please wait a moment."; + close; + } + set $@archbs,0; + mes "[Valkyrie Anguhilde]"; + mes "OK. now I'm going to send you there."; + mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000."; + mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000."; + mes "But you have to be careful if an imeprsonation falls down."; + close2; + nude; + if (countitem(2798) > 0) { + delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + } + donpcevent "start#arch::OnEnable"; + set job_arch, 7; + warp "job3_arch02",119,49; + hideonnpc "Valkyrie#arch"; + end; + } + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "I am already talking to someone, please wait and talk to me again."; + close; + } + end; + } + end; + } + end; + +OnInit: + set $@archbs,0; + end; + +OnBc: + set $@archbs,0; + //Custom translation + mapannounce "job3_arch01","Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + hideoffnpc "Valkyrie#arch"; + end; +} + +job3_arch02,119,49,0 script #arch_1_start 139,6,6,{ + +OnTouch: + if (countitem(12381) == 0) { + getitem 12381,1; //ValkyrieA_Scroll + } + mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + hideonnpc "#arch_1_start"; + end; +} + +- script #arch_1_01_0::archbjcq 139,5,5,{ + +OnTouch: + if (countitem(12381) > 0) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + end; + } + if (getmercinfo(1) == 2037) { + set .@randht, rand(1,10); + if (.@randht < 8) { + mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + } + else if (.@randht == 8 || .@randht == 9) { + mapannounce "job3_arch02","Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation + } + end; + } + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + end; +} + +job3_arch02,112,73,0 duplicate(archbjcq) #arch_1_01 139,5,5 +job3_arch02,94,123,0 duplicate(archbjcq) #arch_1_02 139,5,5 +job3_arch02,93,173,0 duplicate(archbjcq) #arch_1_03 139,5,5 +job3_arch02,114,186,0 duplicate(archbjcq) #arch_1_04 139,5,5 +job3_arch02,134,201,0 duplicate(archbjcq) #arch_1_05 139,5,5 +job3_arch02,154,211,0 duplicate(archbjcq) #arch_1_06 139,5,5 +job3_arch02,175,227,0 duplicate(archbjcq) #arch_1_07 139,5,5 +job3_arch02,201,240,0 duplicate(archbjcq) #arch_1_08 139,5,5 +job3_arch02,223,252,0 duplicate(archbjcq) #arch_1_09 139,5,5 +job3_arch02,255,268,0 duplicate(archbjcq) #arch_1_10 139,5,5 +job3_arch02,269,302,0 duplicate(archbjcq) #arch_1_11 139,5,5 +job3_arch02,245,289,0 duplicate(archbjcq) #arch_1_12 139,5,5 + +job3_arch02,203,286,0 script #arch_1_boss 139,5,5,{ + +OnTouch: + if (countitem(12381) > 0) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + end; + } + if (GetMyMercenary == 2037) { + mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + donpcevent "mob#arch_1::OnKill"; + } + else { + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + } + end; +} + +job3_arch02,390,390,1 script #arch_redcell 844,{ + end; + +OnInit: + setcell "job3_arch02",276,290,280,294,cell_walkable,0; + setcell "job3_arch02",276,290,280,294,cell_shootable,0; + end; + +OnGreen: + setcell "job3_arch02",276,290,280,294,cell_walkable,1; + setcell "job3_arch02",276,290,280,294,cell_shootable,1; + end; + +OnRed: + setcell "job3_arch02",276,290,280,294,cell_walkable,0; + setcell "job3_arch02",276,290,280,294,cell_shootable,0; + end; +} + +job3_arch02,390,389,1 script #arch_val01 844,{ + end; + +OnEnable: + areamonster "job3_arch02",111,325,115,329,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead"; + end; + +OnMyMobDead: + if (mobcount ("job3_arch02","#arch_val01::OnMyMobDead") < 1) { + donpcevent "#arch_redcell::OnGreen"; + mapannounce "job3_arch02","Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + hideoffnpc "Valkyrie#arch_01"; + hideonnpc "#arch_1_start"; + hideonnpc "#arch_1_01"; + hideonnpc "#arch_1_02"; + hideonnpc "#arch_1_03"; + hideonnpc "#arch_1_04"; + hideonnpc "#arch_1_05"; + hideonnpc "#arch_1_06"; + hideonnpc "#arch_1_07"; + hideonnpc "#arch_1_08"; + hideonnpc "#arch_1_09"; + hideonnpc "#arch_1_10"; + hideonnpc "#arch_1_11"; + hideonnpc "#arch_1_12"; + hideonnpc "#arch_1_boss"; + } + end; + +OnKill: + killmonster "job3_arch02","#arch_val01::OnMyMobDead"; + end; +} + +job3_arch02,390,387,1 script #arch_val02 844,{ + end; + +OnEnable: + areamonster "job3_arch02",242,44,246,48,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead"; + end; + +OnMyMobDead: + if (mobcount ("job3_arch02","#arch_val02::OnMyMobDead") < 1) { + mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + hideoffnpc "Valkyrie#arch_02"; + hideonnpc "#arch_2_boss"; + viewpoint 234,279,1,1,0xFFFF9900; + } + end; + +OnKill: + killmonster "job3_arch02","#arch_val02::OnMyMobDead"; + end; +} + +job3_arch02,113,327,5 script Valkyrie#arch_01 403,{ + if (getmercinfo(1)) { + mes "[Valkyrie]"; + mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have."; + close; + } + mes "[Valkyrie Anguhilde]"; + mes "The devil always makes an effort to agitate people's mind."; + mes "You don't have to care about their whisperings."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Anyway I can feel my energy coming back."; + mes "Show me the stuff that you found."; + next; + mes "- You show a golden piece of pipe to Valkyrie. -"; + next; + mes "[Valkyrie Anguhilde]"; + mes "Oh, It's a piece of pipe!"; + mes "If you collect pieces, you can ask other Valkyries for help."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Because of a close battle, I could only get a little energy."; + mes "I'm going to give a ^3131FFnew ancient scroll^000000."; + mes "It'll be helpful to find the rest of pieces."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Then I look forward a good news."; + close2; + getitem 12382,1; //ValkyrieB_Scroll + viewpoint 46,244,1,1,0xFFFF9900; + hideonnpc "Valkyrie#arch_01"; + donpcevent "#arch_2_start::OnEnable"; + end; +} + +job3_arch02,244,46,5 script Valkyrie#arch_02 403,{ + mes "[Valkyrie Anguhilde]"; + mes "Did you find the rest of the pieces?"; + next; + if (countitem(6154) < 2) { + mes "[Valkyrie Anguhilde]"; + mes "Hum?"; + mes "I can see this one beside you."; + getitem 6154,2; //Broken_Horn_Pipe + next; + } + mes "[Valkyrie Anguhilde]"; + mes "OK."; + mes "I'll complete the broken horn pipe!"; + next; + mes "[Valkyrie Anguhilde]"; + mes "But the battle is not finished yet."; + mes "You remember a ^3131FFruined shrine on the center of the island^000000?"; + mes "It'll be completed only when you use a horn pipe."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I can feel the air around me is getting impure."; + mes "And feel the coldness of the pitch-black darkness."; + mes "This time will be dangerous."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I give you a necklace as a present."; + mes "But I'm not sure that It'll be helpful or not...."; + mes "Take care."; + mes "Please, hurry up!"; + close2; + getitem 2798,1; //Will_Of_Exhausted_Angel + hideonnpc "Valkyrie#arch_02"; + donpcevent "#arch_3_start::OnEnable"; + end; +} + +job3_arch02,279,234,0 script #arch_end 139,7,7,{ + +OnTouch: + donpcevent "#arch_3_01::OnKill"; + donpcevent "#arch_3_02::OnKill"; + donpcevent "#arch_3_03::OnKill"; + donpcevent "mob#arch_2::OnKill"; + hideoffnpc "Valkyrie Anguhilde#end"; + if (checkweight(1201,4) == 0) { + mes "- Wait a moment! -"; + mes "- Currently you are carrying -"; + mes "- too many items with you. -"; + mes "- Please come back after -"; + mes "- you put some items into Kafra Storage. -"; + close; + } + if ((MaxWeight - Weight) < 2000) { + mes "- Wait a moment! -"; + mes "- Currently you are carrying -"; + mes "- too many items with you. -"; + mes "- Please come back after -"; + mes "- you put some items into Kafra Storage. -"; + close; + } + if (countitem(6154) < 2) { + mes "[Valkyrie Anguhilde]"; + mes "Did you collect all of the pieces of my horn pipe?"; + next; + mes "[Valkyrie Anguhilde]"; + mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe."; + next; + mes "[Valkyrie Anguhilde]"; + mes "It can be dangerous, so let's go back."; + close2; + nude; + if (countitem(2798) > 0) { + delitem 2798,(2798); //Will_Of_Exhausted_Angel + } + delitem 6154,countitem(6154); //Broken_Horn_Pipe + mapwarp "job3_arch02","job3_arch01",29,29; + end; + } + mes "[Valkyrie Anguhilde]"; + mes "Finally we finished all the preparations."; + next; + mes "Valkyrie holds the pipe and blows towards the sky."; + next; + mes "Booo - - - -"; + next; + mes "Booo - - -"; + next; + hideoffnpc "Valkyrie of the heavens"; + mes "[Valkyrie Anguhilde]"; + mes "Assistance of Odin! Soldiers of Valhalla!"; + mes "The holy place of the God Odin is tainted by darkness!"; + next; + mes "[Valkyrie of the heavens]"; + mes "Don't worry, Anguhilde."; + mes "Your desire has reached Valhalla."; + mes "The devils were removed by other Valkyries as you wanted."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Valkyries! Then is it safe now?"; + next; + mes "[Valkyrie of the heavens]"; + mes "Yes Anguhilde."; + mes "Even though you were expelled because of a incident before, Odin said that he is reconsidering your banishment."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Ah! I can go back to Asgard!"; + next; + mes "[Valkyrie of the heavens]"; + mes "Don't make a hasty generalization."; + mes "But I think that good news will be sent to you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Honor to Odin!"; + mes "I feel full of grace."; + mes "So bright and warm...."; + next; + mes "- Shoooo -"; + specialeffect EF_CLOAKING,AREA,"Valkyrie Anguhilde#end"; + hideonnpc "Valkyrie Anguhilde#end"; + emotion e_omg,1; + next; + mes "[Valkyrie of the heavens]"; + mes "Set your mind at ease."; + mes "She went to a place where she is supposed to be."; + next; + mes "[Valkyrie of the heavens]"; + mes "I think you don't get it."; + next; + mes "[Valkyrie of the heavens]"; + mes "Anguhilde is a Valkyrie who is dead for a long time ago."; + mes "Didn't you see a shrine covered by the devil?"; + mes "Unfortunately, Anguhilde couldn't cope with the task and fell down."; + next; + mes "[Valkyrie of the heavens]"; + mes "Here is an illusion of Anguhilde who doesn't want to be recognized."; + mes "She can't go to hell even when she is dead, and struggles from her constant nightmare."; + next; + mes "[Valkyrie of the heavens]"; + mes "But she is relieved by your favor."; + mes "Even though It's different with reality but now she may be able to rest in peace."; + next; + mes "[Valkyrie of the heavens]"; + mes "Human, the Valkyries are in your debt. Thank you."; + mes "I can't invite you as I want, but the power given by Odin can help you."; + next; + mes "[Valkyrie of the heavens]"; + mes "Now, go back to your world."; + mes "The sound of the horn pipe and a bird's chirpings will be spread out for you."; + next; + mes "[Valkyrie of the heavens]"; + mes "Don't forget an altruistic minister's spirit like today forever."; + mes "I hope we see each other in Valhalla sometime."; + nude; + if (countitem(2798) > 0) { + delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + } + delitem 6154,countitem(6154); //Broken_Horn_Pipe + set job_arch,100; + completequest 2191; + getitem 5747,1; //Mitra + getitem 2795,1; //Green_Apple_Ring + if(Class == Job_Baby_Priest){ + jobchange Job_Baby_Bishop; + } + else if (Class == Job_Priest) { + jobchange Job_Arch_Bishop; + } + else { + jobchange Job_Arch_Bishop_T; + } + close; + +OnInit: + hideonnpc "#arch_end"; + end; +} + +job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{ + end; + +OnInit: + hideonnpc "Valkyrie Anguhilde#end"; + end; +} + +job3_arch02,273,235,5 script Valkyrie of the heavens 811,{ + if (job_arch == 100) { + mes "[Valkyrie of the heavens]"; + mes "Now, go back to your world."; + mes "The sound of the horn pipe and a bird's chirpings will be spread out for you."; + next; + mes "[Valkyrie of the heavens]"; + mes "Don't forget an altruistic minister's spirit like today forever."; + mes "I hope we see each other in Valhalla sometime."; + close2; + mapwarp "job3_arch02","job3_arch01",29,29; + end; + } + end; + +OnInit: + hideonnpc "Valkyrie of the heavens"; + end; +} + +job3_arch02,132,323,0 script #arch_2_01 139,5,5,{ + +OnTouch: + if (countitem(12382) > 0) { + mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000"; //FW_NORMAL 12 0 0 + } + end; +} + +- script #arch_2_02_0::archbjcq2 139,5,5,{ + +OnTouch: + if (countitem(12382) > 0) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + end; + } + if (getmercinfo(1) == 2038) { + set .@randht, rand(1,10); + if (.@randht < 8) { + mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + } + else if (.@randht == 8 || .@randht == 9) { + mapannounce "job3_arch02","Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation + } + else { + mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + } + end; + } + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + end; +} + +job3_arch02,167,313,0 duplicate(archbjcq2) #arch_2_02 139,5,5 +job3_arch02,127,304,0 duplicate(archbjcq2) #arch_2_03 139,5,5 +job3_arch02,207,279,0 duplicate(archbjcq2) #arch_2_04 139,5,5 +job3_arch02,239,281,0 duplicate(archbjcq2) #arch_2_05 139,5,5 +job3_arch02,269,303,0 duplicate(archbjcq2) #arch_2_06 139,5,5 +job3_arch02,288,283,0 duplicate(archbjcq2) #arch_2_07 139,5,5 +job3_arch02,278,234,0 duplicate(archbjcq2) #arch_2_08 139,5,5 +job3_arch02,234,179,0 duplicate(archbjcq2) #arch_2_09 139,5,5 +job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 139,5,5 +job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 139,5,5 + +job3_arch02,252,267,0 script #arch_2_12 139,5,5,{ + +OnTouch: + mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + end; +} + +job3_arch02,250,290,0 script #arch_2_13 139,5,5,{ + +OnTouch: + mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + end; +} + +job3_arch02,206,113,0 script #arch_2_boss 139,5,5,{ + +OnTouch: + if (countitem(12382) > 0) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + end; + } + if (getmercinfo(1) == 2038) { + mapannounce "job3_arch02","A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + } + else { + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + } + end; +} + +job3_arch02,284,159,0 script #arch_3_01 139,20,20,{ + +OnTouch: + if ((Class != Job_Priest) && (Class != Job_Baby_Priest)) { + mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + areamonster "job3_arch02",242,44,246,48,"Frus",1762,1; + } + hideonnpc "#arch_3_01"; + end; + +OnKill: + killmonster "job3_arch02","#arch_3_01::OnMyMobDead"; + end; + +OnInit: + hideoffnpc "#arch_3_01"; + end; +} + +job3_arch02,307,200,0 script #arch_3_02 139,5,5,{ + +OnTouch: + if (Class == Job_Priest || Class == Job_Baby_Priest) { + mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + monster "job3_arch02",307,200,"Skogul",1761,1; + } + hideonnpc "#arch_3_02"; + end; + +OnKill: + killmonster "job3_arch02","#arch_3_02::OnMyMobDead"; + end; + +OnInit: + hideoffnpc "#arch_3_02"; + end; + +} + +job3_arch02,296,216,0 script #arch_3_03 139,5,5,{ + +OnTouch: + mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + monster "job3_arch02",296,216,"Frus",1762,1; + hideonnpc "#arch_3_03"; + end; + +OnKill: + killmonster "job3_arch02","#arch_3_03::OnMyMobDead"; + end; + +OnInit: + hideonnpc "#arch_3_03"; + end; + +} + +job3_arch02,389,390,1 script mob#arch_1 844,{ + end; + +OnEnable: + monster "job3_arch02",100,102,"Shrine Invader",1394,2; + monster "job3_arch02",90,131,"Shrine Invader",1394,2; + monster "job3_arch02",91,170,"Shrine Invader",1427,1; + monster "job3_arch02",104,183,"Shrine Invader",1427,1; + monster "job3_arch02",138,205,"Shrine Invader",1394,2; + monster "job3_arch02",161,215,"Shrine Invader",1394,2; + monster "job3_arch02",165,215,"Shrine Invader",1427,1; + monster "job3_arch02",201,236,"Shrine Invader",1394,2; + monster "job3_arch02",218,250,"Shrine Invader",1427,1; + monster "job3_arch02",254,293,"Shrine Invader",1427,1; + end; + +OnKill: + killmonster "job3_arch02","mob#arch_1::OnMyMobDead"; + end; +} + +job3_arch02,389,389,1 script mob#arch_2 844,{ + end; + +OnEnable: + monster "job3_arch02",156,321,"Shrine Invader",1480,2; + monster "job3_arch02",170,305,"Shrine Invader",1480,2; + monster "job3_arch02",183,293,"Shrine Invader",1453,1; + monster "job3_arch02",200,287,"Shrine Invader",1453,1; + monster "job3_arch02",256,293,"Shrine Invader",1480,2; + monster "job3_arch02",286,284,"Shrine Invader",1480,2; + monster "job3_arch02",278,236,"Shrine Invader",1453,1; + monster "job3_arch02",292,185,"Shrine Invader",1480,2; + monster "job3_arch02",281,170,"Shrine Invader",1453,1; + monster "job3_arch02",227,166,"Shrine Invader",1453,1; + monster "job3_arch02",190,146,"Shrine Invader",1480,1; + monster "job3_arch02",204,177,"Shrine Invader",1453,1; + end; + +OnKill: + killmonster "job3_arch02","mob#arch_2::OnMyMobDead"; + end; +} + +job3_arch02,389,388,1 script start#arch 844,{ + end; + +OnInit: + mapwarp "job3_arch02","job3_arch02",29,29; + end; + +OnEnable: + mapwarp "job3_arch02","job3_arch02",29,29; + hideoffnpc "#arch_1_start"; + hideoffnpc "#arch_1_01"; + hideoffnpc "#arch_1_02"; + hideoffnpc "#arch_1_03"; + hideoffnpc "#arch_1_04"; + hideoffnpc "#arch_1_05"; + hideoffnpc "#arch_1_06"; + hideoffnpc "#arch_1_07"; + hideoffnpc "#arch_1_08"; + hideoffnpc "#arch_1_09"; + hideoffnpc "#arch_1_10"; + hideoffnpc "#arch_1_11"; + hideoffnpc "#arch_1_12"; + hideoffnpc "#arch_1_boss"; + hideonnpc "#arch_2_01"; + hideonnpc "#arch_2_02"; + hideonnpc "#arch_2_03"; + hideonnpc "#arch_2_04"; + hideonnpc "#arch_2_05"; + hideonnpc "#arch_2_06"; + hideonnpc "#arch_2_07"; + hideonnpc "#arch_2_08"; + hideonnpc "#arch_2_09"; + hideonnpc "#arch_2_10"; + hideonnpc "#arch_2_11"; + hideonnpc "#arch_2_boss"; + hideonnpc "#arch_3_01"; + hideonnpc "#arch_3_02"; + hideonnpc "#arch_3_03"; + donpcevent "#arch_3_01::OnKill"; + donpcevent "#arch_3_02::OnKill"; + donpcevent "#arch_3_03::OnKill"; + hideonnpc "#arch_end"; + hideonnpc "Valkyrie#arch_01"; + hideonnpc "Valkyrie#arch_02"; + hideonnpc "Valkyrie Anguhilde#end"; + hideonnpc "Valkyrie of the heavens"; + donpcevent "#arch_redcell::OnRed"; + donpcevent "mob#arch_1::OnKill"; + donpcevent "mob#arch_2::OnKill"; + donpcevent "start#arch::OnTimeoff"; + donpcevent "start#arch::OnTimeon"; + donpcevent "#arch_val01::OnKill"; + donpcevent "#arch_val02::OnKill"; + donpcevent "mob#arch_1::OnKill"; + donpcevent "mob#arch_2::OnKill"; + donpcevent "mob#arch_1::OnEnable"; + donpcevent "#arch_val01::OnEnable"; + end; + +OnTimeon: + initnpctimer; + end; + +OnTimeoff: + stopnpctimer; + end; + +OnTimer60000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + +OnTimer120000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + +OnTimer180000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + +OnTimer240000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + +OnTimer300000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + +OnTimer360000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + } + end; + +OnTimer420000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + +OnTimer480000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + +OnTimer540000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + +OnTimer600000: + mapannounce "job3_arch02","Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 //Custom translation; + end; + +OnTimer605000: + mapannounce "job3_arch02","Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + end; +} + +job3_arch02,390,388,1 script #arch_2_start 844,{ + end; + +OnInit: + hideonnpc "#arch_2_01"; + hideonnpc "#arch_2_02"; + hideonnpc "#arch_2_03"; + hideonnpc "#arch_2_04"; + hideonnpc "#arch_2_05"; + hideonnpc "#arch_2_06"; + hideonnpc "#arch_2_07"; + hideonnpc "#arch_2_08"; + hideonnpc "#arch_2_09"; + hideonnpc "#arch_2_10"; + hideonnpc "#arch_2_11"; + hideonnpc "#arch_2_boss"; + end; + +OnEnable: + hideoffnpc "#arch_2_01"; + hideoffnpc "#arch_2_02"; + hideoffnpc "#arch_2_03"; + hideoffnpc "#arch_2_04"; + hideoffnpc "#arch_2_05"; + hideoffnpc "#arch_2_06"; + hideoffnpc "#arch_2_07"; + hideoffnpc "#arch_2_08"; + hideoffnpc "#arch_2_09"; + hideoffnpc "#arch_2_10"; + hideoffnpc "#arch_2_11"; + hideoffnpc "#arch_2_boss"; + donpcevent "#arch_val02::OnEnable"; + donpcevent "mob#arch_2::OnEnable"; + end; +} + +job3_arch02,390,386,1 script #arch_3_start 844,{ + end; + +OnEnable: + hideoffnpc "#arch_3_01"; + hideoffnpc "#arch_3_02"; + hideoffnpc "#arch_3_03"; + hideoffnpc "#arch_end"; + hideoffnpc "#arch_end_eff"; + end; +} + +job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{ + +OnTouch: + if (countitem(6154) > 0) { + delitem 6154,countitem(6154); //Broken_Horn_Pipe + } + if (countitem(12381) > 0) { + delitem 12381,countitem(12381); //ValkyrieA_Scroll + } + if (countitem(12381) > 0) { + delitem 12382,countitem(12382); //ValkyrieB_Scroll + } + if (countitem(2798) > 0) { + delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + } + end; +} + +job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263 + +/* +job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{ + mes "[Íç¹ÌµÄÊÞÈË]"; + mes "ÇëÊäÈëÃÜÂë¡£"; + next; + input .@input; + if (.@input == 1854) { + mes "[ͨÐÐ]"; + mes "ÏÖÔÚµÄÈ«¾Ö±äÁ¿ÖµÎª"; + mes "" + $@archbs + "¡£"; + mes "ÄãÏëÐÞ¸ÄÂð?"; + next; + switch (select("0:1")) { + case 1: + set $@archbs,0; + hideoffnpc "Valkyrie#arch"; + close; + case 2: + set $@archbs,1; + hideoffnpc "Valkyrie#arch"; + close; + } + } + if (.@input < 0 || .@input > 9999) { + mes "[Íç¹ÌµÄÊÞÈË]"; + mes "ÎÒ²»ÊÇ˵¹ýÃÜÂëÒªÊäÈëÕýÈ·Â𣡣¡"; + close; + } +} +*/ + +odin_tem02,30,181,0 script #wherearch01 139,10,10,{ + +OnTouch: + if (job_arch == 5) { + viewpoint 263,282,1,1,0xFFFF9900; + } + end; +} + +odin_tem02,30,335,0 script #wherearch02 139,10,10,{ + +OnTouch: + if (job_arch == 5) { + viewpoint 263,282,1,1,0xFFFF9900; + } + end; +}
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