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author | Andrei Karas <akaras@inbox.ru> | 2014-10-05 11:34:32 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2016-04-27 17:09:04 +0300 |
commit | 2a4e4a197369a169e8e72badc8d82719a8662df7 (patch) | |
tree | 429785937af8ddd8eec7634307d4f69b944b52a8 /npc/re/jobs/3-1 | |
parent | 6d106a53352cb0c45d0eb695cc7a857d5a017c8f (diff) | |
download | hercules-2a4e4a197369a169e8e72badc8d82719a8662df7.tar.gz hercules-2a4e4a197369a169e8e72badc8d82719a8662df7.tar.bz2 hercules-2a4e4a197369a169e8e72badc8d82719a8662df7.tar.xz hercules-2a4e4a197369a169e8e72badc8d82719a8662df7.zip |
Remove conf dir.
Diffstat (limited to 'npc/re/jobs/3-1')
-rw-r--r-- | npc/re/jobs/3-1/archbishop.txt | 1698 | ||||
-rw-r--r-- | npc/re/jobs/3-1/guillotine_cross.txt | 3978 | ||||
-rw-r--r-- | npc/re/jobs/3-1/mechanic.txt | 753 | ||||
-rw-r--r-- | npc/re/jobs/3-1/ranger.txt | 1821 | ||||
-rw-r--r-- | npc/re/jobs/3-1/rune_knight.txt | 2175 | ||||
-rw-r--r-- | npc/re/jobs/3-1/warlock.txt | 1112 |
6 files changed, 0 insertions, 11537 deletions
diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt deleted file mode 100644 index addcc0346..000000000 --- a/npc/re/jobs/3-1/archbishop.txt +++ /dev/null @@ -1,1698 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Joseph -//= Copyright (C) Euphy -//= Copyright (C) Masao -//= Copyright (C) Gepard -//= Copyright (C) L0ne_W0lf -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Arch Bishop Job Quest -//================= Description =========================================== -//= Job change Quest from Priest / High Priest -> Arch Bishop. -//================= Current Version ======================================= -//= 1.9 -//========================================================================= - -prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{ - if (BaseJob != Job_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,"; - mes "there shall be no person smarter than him,"; - mes "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 "These days, 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,"; - mes "there shall be no person smarter than him,"; - mes "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 (Sex == SEX_MALE ? "Brother" : "Sister") +", how has your life been? Have you lived it to its 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; - mes "[Praying Minister]"; - mes (Sex == SEX_MALE ? "Brother" : "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; - select("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 ^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,"; - mes "'^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."; - job_arch = 1; - setquest 2187; - close; - case 2: - mes "[Praying Minister]"; - mes "Mmmm..."; - 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,"; - mes "there shall be no person smarter than him,"; - mes "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 "These days, 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 4_M_UMKID,{ - mes "[Utan Boy]"; - mes "........"; - close; -} - -umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ - if (job_arch == 0) { - mes "[Priest]"; - mes "Un...ba... Unba?"; - close; - } else 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."; - mes "I'm Dayan. Nice to meet you "+ (Sex == SEX_MALE ? "Brother." : "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."; - mes "Welcome. "+ (Sex == SEX_MALE ? "Brother." : "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 Niflheim where you can find the Hvergelmir spring."; - mes "In Rune-Midgard there is Mimir's spring."; - mes "And in Asgard, the world of the Gods, there is the Word spring."; - next; - mes "[Priest Dayan]"; - mes "Mimir's 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]"; - mes Sex == SEX_MALE ? "Brother." : "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"; - mes "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. -"; - job_arch = 2; - changequest 2187,2188; - close; - } else 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; - } - } else if (job_arch == 3) { - mes "[Priest Dayan]"; - mes "Oh, you've come back."; - mes "I can feel that you have a fresh energy."; - mes "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]"; - mes Sex == SEX_MALE ? "Brother." : "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,"; - mes "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."; - mes "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]"; - mes "Thank you very much."; - mes "Feel free to visit here when you want to pray, "+ (Sex == SEX_MALE ? "brother." : "sister."); - mes "A visit from a friend always makes me happy."; - job_arch = 4; - changequest 2188,2189; - close; - } - mes "[Dayan]"; - mes "Did you find Vinue in Hugel? How's she doing?"; - close; -} - -yggdrasil01,220,47,0 script #arch_pilgrimage HIDDEN_WARP_NPC,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 "Time to start..."; - 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 "The way of silence...?"; - 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; - } - 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; - mes "^3131FF[Priest Dayan]^000000"; - mes "^3131FFYou're drinking the Holy Water.^000000"; - next; - if (countitem(Holy_Water) == 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 crashes 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."; - job_arch = 3; - close2; - warp "umbala",138,219; - end; - } else 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 1_F_PRIEST,{ - if (job_arch == 4) { - mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -"; - next; - if(select("Talk to her.", "Stay Quiet.") == 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..."; - mes "Are you here to pray, "+ (Sex == SEX_MALE ? "brother" : "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..."; - mes "He's very kind. As are you "+ (Sex == SEX_MALE ? "brother" : "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; - if(select("A dream? What kind of dream?", "Your soul should be fine.") == 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 "Unfortunately, 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 "These days, 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; - if(select("I'll investgate for you.", "I'll pray with you.") == 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."; - job_arch = 5; - changequest 2189,2190; - close; - } else 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 "Thank the Gods."; - close; -} - -odin_tem02,282,263,0 script #find_val HIDDEN_WARP_NPC,3,3,{ -OnTouch: - if ((job_arch > 4) && (job_arch < 100)) - hideoffnpc "Valkyrie Illusion#arch"; - end; -} - -odin_tem02,281,275,3 script Valkyrie Illusion#arch 4_F_VALKYRIE2,{ - 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 4_F_VALKYRIE2,{ - if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) { - mes "- Wait a Sec !! -"; - mes "- You are carrying too many items, -"; - mes "- you won't be able to obtain any new items. -"; - mes "- Please take off some items -"; - mes "- and come for the challenge again. -"; - close; - } - if ((BaseLevel < 99) || (JobLevel < 50) || (BaseJob != Job_Priest)) { - 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 (Class != Job_Priest && Class != Job_High_Priest && Class != Job_Baby_Priest) { - warp "odin_tem02",282,263; - end; - } else if (Class != Job_Arch_Bishop && Class != Job_Arch_Bishop_T && Class != Job_Baby_Bishop) { - if (job_arch < 5) { - warp "odin_tem02",282,263; - end; - } else 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; - if(select("Yes", "No") == 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 sieged the temple and I exhausted my energy trying 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; - select("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..."; - job_arch = 6; - close; - } else if (job_arch == 6) { - if ($@archbs == 0) { - $@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]"; - mes "Hmm, someone is battling the devil in the shrine right now."; - mes "You just wait a minute while I'm finding who it is."; - $@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."; - $@archbs = 0; - close2; - nude; - if (countitem(Will_Of_Exhausted_Angel)) - delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel); - donpcevent "start#arch::OnEnable"; - job_arch = 7; - changequest 2190,2191; - warp "job3_arch02",119,49; - hideonnpc "Valkyrie#arch"; - end; - } - mes "[Valkyrie Anguhilde]"; - mes "I'm talking with another person now, so give me a second."; - close; - } else if (job_arch == 7) { - if (countitem(ValkyrieA_Scroll)) delitem ValkyrieA_Scroll,countitem(ValkyrieA_Scroll); - if (countitem(ValkyrieB_Scroll)) delitem ValkyrieB_Scroll,countitem(ValkyrieB_Scroll); - if ($@archbs == 0) { - $@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) { - $@archbs = 0; - mes "[Valkyrie Anguhilde]"; - mes "Hmm, someone is battling the devil in the shrine right now."; - mes "You just wait a minute while I'm finding who it is."; - close; - } - $@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 impersonation falls down."; - close2; - nude; - if (countitem(Will_Of_Exhausted_Angel)) - delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel); - donpcevent "start#arch::OnEnable"; - job_arch = 7; - warp "job3_arch02",119,49; - hideonnpc "Valkyrie#arch"; - end; - } - mes "[Valkyrie Anguhilde]"; - mes "I'm talking with another person now, so give me a second."; - close; - } - } - end; -OnBc: - $@archbs = 0; - mapannounce "job3_arch01","Valkyrie: I think someone fell down in the shrine. I can hear the devil's unpleasant laugh.",bc_map,"0xFFCE00"; - hideoffnpc "Valkyrie#arch"; - end; -} - -job3_arch02,119,49,0 script #arch_1_start HIDDEN_WARP_NPC,6,6,{ -OnTouch: - if (countitem(ValkyrieA_Scroll) == 0) - getitem ValkyrieA_Scroll,1; - mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00"; - disablenpc "#arch_1_start"; - end; -} - -- script #arch_1_01_0::archbjcq FAKE_NPC,{ -OnTouch: - if (countitem(ValkyrieA_Scroll)) { - delitem ValkyrieA_Scroll,1; - // fall through - } else if (getmercinfo(1) == 2037) { - if (strnpcinfo(0) == "#arch_1_10") - viewpoint 1,113,327,1,0xFF9900; - .@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"; - else if ((.@randht == 8) || (.@randht == 9)) - mapannounce "job3_arch02","Whispering of an impersonation: They are coming!",bc_map,"0xFFCE00"; - end; - } - mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job3_arch01",29,29; - end; -} -job3_arch02,112,73,0 duplicate(archbjcq) #arch_1_01 HIDDEN_WARP_NPC,5,5 -job3_arch02,94,123,0 duplicate(archbjcq) #arch_1_02 HIDDEN_WARP_NPC,5,5 -job3_arch02,93,173,0 duplicate(archbjcq) #arch_1_03 HIDDEN_WARP_NPC,5,5 -job3_arch02,114,186,0 duplicate(archbjcq) #arch_1_04 HIDDEN_WARP_NPC,5,5 -job3_arch02,134,201,0 duplicate(archbjcq) #arch_1_05 HIDDEN_WARP_NPC,5,5 -job3_arch02,154,211,0 duplicate(archbjcq) #arch_1_06 HIDDEN_WARP_NPC,5,5 -job3_arch02,175,227,0 duplicate(archbjcq) #arch_1_07 HIDDEN_WARP_NPC,5,5 -job3_arch02,201,240,0 duplicate(archbjcq) #arch_1_08 HIDDEN_WARP_NPC,5,5 -job3_arch02,223,252,0 duplicate(archbjcq) #arch_1_09 HIDDEN_WARP_NPC,5,5 -job3_arch02,255,268,0 duplicate(archbjcq) #arch_1_10 HIDDEN_WARP_NPC,5,5 -job3_arch02,269,302,0 duplicate(archbjcq) #arch_1_11 HIDDEN_WARP_NPC,5,5 -job3_arch02,245,289,0 duplicate(archbjcq) #arch_1_12 HIDDEN_WARP_NPC,5,5 - -job3_arch02,203,286,0 script #arch_1_boss HIDDEN_WARP_NPC,5,5,{ -OnTouch: - if (countitem(ValkyrieA_Scroll)) { - delitem ValkyrieA_Scroll,1; - // fall through - } else if (getmercinfo(1) == 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"; - donpcevent "mob#arch_1::OnKill"; - end; - } - mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job3_arch01",29,29; - end; -} - -- script #arch_redcell FAKE_NPC,{ -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 CLEAR_NPC,{ - 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"; - hideoffnpc "Valkyrie#arch_01"; - disablenpc "#arch_1_start"; - disablenpc "#arch_1_01"; - disablenpc "#arch_1_02"; - disablenpc "#arch_1_03"; - disablenpc "#arch_1_04"; - disablenpc "#arch_1_05"; - disablenpc "#arch_1_06"; - disablenpc "#arch_1_07"; - disablenpc "#arch_1_08"; - disablenpc "#arch_1_09"; - disablenpc "#arch_1_10"; - disablenpc "#arch_1_11"; - disablenpc "#arch_1_12"; - disablenpc "#arch_1_boss"; - } - end; -OnKill: - killmonster "job3_arch02","#arch_val01::OnMyMobDead"; - end; -} - -job3_arch02,390,387,1 script #arch_val02 CLEAR_NPC,{ - 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"; - hideoffnpc "Valkyrie#arch_02"; - disablenpc "#arch_2_boss"; - viewpoint 1,279,234,1,0xFFFF99; - } - end; -OnKill: - killmonster "job3_arch02","#arch_val02::OnMyMobDead"; - end; -} - -job3_arch02,113,327,5 script Valkyrie#arch_01 4_F_VALKYRIE2,{ - 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 ValkyrieB_Scroll,1; - viewpoint 1,244,46,1,0xFFFF99; - hideonnpc "Valkyrie#arch_01"; - donpcevent "#arch_2_start::OnEnable"; - end; -} - -job3_arch02,244,46,5 script Valkyrie#arch_02 4_F_VALKYRIE2,{ - mes "[Valkyrie Anguhilde]"; - mes "Did you find the rest of the pieces?"; - next; - if (countitem(Broken_Horn_Pipe) < 2) { - mes "[Valkyrie Anguhilde]"; - mes "Hum?"; - mes "I can see this one beside you."; - getitem Broken_Horn_Pipe,2; - 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 Will_Of_Exhausted_Angel,1; - hideonnpc "Valkyrie#arch_02"; - donpcevent "#arch_3_start::OnEnable"; - end; -} - -job3_arch02,279,234,0 script #arch_end HIDDEN_WARP_NPC,7,7,{ - end; -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(Knife,1) == 0 || (MaxWeight - Weight) < 2000) { - mes "- Wait a Sec !! -"; - mes "- You are carrying too many items, -"; - mes "- you won't be able to obtain any new items. -"; - mes "- Please take off some items -"; - mes "- and come for the challenge again. -"; - close; - } - if (hascashmount()) { - mes "You are on a riding pet,"; - mes "so you cannot change your job."; - mes "Please unequip your riding pet and try again!"; - close; - } - if (countitem(Broken_Horn_Pipe) < 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(Will_Of_Exhausted_Angel)) - delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel); - delitem Broken_Horn_Pipe,countitem(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 an 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; - if (SkillPoint) { - mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~"; - close; - } - 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(Will_Of_Exhausted_Angel)) - delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel); - delitem Broken_Horn_Pipe,countitem(Broken_Horn_Pipe); - job_arch = 100; - completequest 2191; - getitem Mitra,1; - getitem Green_Apple_Ring,1; - jobchange roclass(eaclass()|EAJL_THIRD); - close; -OnInit: - disablenpc "#arch_end"; - end; -} - -job3_arch02,281,232,1 script Valkyrie Anguhilde#end 4_F_VALKYRIE2,{ - end; -OnInit: - hideonnpc "Valkyrie Anguhilde#end"; - end; -} - -job3_arch02,273,235,5 script Valkyrie of the heavens 4_F_VALKYRIE,{ - 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 HIDDEN_WARP_NPC,5,5,{ - end; -OnTouch: - if (countitem(ValkyrieB_Scroll)) - mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map; - end; -} - -- script #arch_2_02_0::archbjcq2 FAKE_NPC,{ -OnTouch: - if (countitem(ValkyrieB_Scroll)) { - delitem ValkyrieB_Scroll,1; - // fall through - } else if (getmercinfo(1) == 2038) { - .@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"; - else if ((.@randht == 8) || (.@randht == 9)) - mapannounce "job3_arch02","Whispering of an impersonation: Combat readiness!",bc_map,"0xFFCE00"; - else - mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you. Die!",bc_map,"0xFFCE00"; - end; - } - mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job3_arch01",29,29; - end; -} -job3_arch02,167,313,0 duplicate(archbjcq2) #arch_2_02 HIDDEN_WARP_NPC,5,5 -job3_arch02,127,304,0 duplicate(archbjcq2) #arch_2_03 HIDDEN_WARP_NPC,5,5 -job3_arch02,207,279,0 duplicate(archbjcq2) #arch_2_04 HIDDEN_WARP_NPC,5,5 -job3_arch02,239,281,0 duplicate(archbjcq2) #arch_2_05 HIDDEN_WARP_NPC,5,5 -job3_arch02,269,303,0 duplicate(archbjcq2) #arch_2_06 HIDDEN_WARP_NPC,5,5 -job3_arch02,288,283,0 duplicate(archbjcq2) #arch_2_07 HIDDEN_WARP_NPC,5,5 -job3_arch02,278,234,0 duplicate(archbjcq2) #arch_2_08 HIDDEN_WARP_NPC,5,5 -job3_arch02,234,179,0 duplicate(archbjcq2) #arch_2_09 HIDDEN_WARP_NPC,5,5 -job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 HIDDEN_WARP_NPC,5,5 -job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 HIDDEN_WARP_NPC,5,5 - -/* -// Not in official script. -job3_arch02,252,267,0 script #arch_2_12 HIDDEN_WARP_NPC,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"; - end; -} - -job3_arch02,250,290,0 script #arch_2_13 HIDDEN_WARP_NPC,5,5,{ -OnTouch: - mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00"; - end; -} -*/ - -job3_arch02,206,113,0 script #arch_2_boss HIDDEN_WARP_NPC,5,5,{ -OnTouch: - if (countitem(ValkyrieB_Scroll)) { - delitem ValkyrieB_Scroll,1; - // fall through - } else 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"; - end; - } - mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job3_arch01",29,29; - end; -} - -job3_arch02,284,159,0 script #arch_3_01 HIDDEN_WARP_NPC,20,20,{ -OnTouch: - if (Class != Job_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"; - areamonster "job3_arch02",242,44,246,48,"Frus",1762,1,"#arch_3_01::OnMyMobDead"; - } - disablenpc "#arch_3_01"; - end; -OnMyMobDead: - end; -OnKill: - killmonster "job3_arch02","#arch_3_01::OnMyMobDead"; - end; -//OnInit: -// enablenpc "#arch_3_01"; -// end; -} - -job3_arch02,307,200,0 script #arch_3_02 HIDDEN_WARP_NPC,5,5,{ -OnTouch: - if (BaseJob == Job_Priest) { - mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000"; - monster "job3_arch02",307,200,"Skogul",1761,1,"#arch_3_02::OnMyMobDead"; - } - disablenpc "#arch_3_02"; - end; -OnMyMobDead: - end; -OnKill: - killmonster "job3_arch02","#arch_3_02::OnMyMobDead"; - end; -//OnInit: -// enablenpc "#arch_3_02"; -// end; -} - -job3_arch02,296,216,0 script #arch_3_03 HIDDEN_WARP_NPC,5,5,{ -OnTouch: - mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; - monster "job3_arch02",296,216,"Frus",1762,1,"#arch_3_03::OnMyMobDead"; - disablenpc "#arch_3_03"; - end; -OnMyMobDead: - end; -OnKill: - killmonster "job3_arch02","#arch_3_03::OnMyMobDead"; - end; -OnInit: - disablenpc "#arch_3_03"; - end; -} - -job3_arch02,389,390,1 script mob#arch_1 CLEAR_NPC,{ - end; -OnEnable: - monster "job3_arch02",100,102,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; - monster "job3_arch02",90,131,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; - monster "job3_arch02",91,170,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; - monster "job3_arch02",104,183,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; - monster "job3_arch02",138,205,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; - monster "job3_arch02",161,215,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; - monster "job3_arch02",165,215,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; - monster "job3_arch02",201,236,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; - monster "job3_arch02",218,250,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; - monster "job3_arch02",254,293,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; - end; -OnMyMobDead: - end; -OnKill: - killmonster "job3_arch02","mob#arch_1::OnMyMobDead"; - end; -} - -job3_arch02,389,389,1 script mob#arch_2 CLEAR_NPC,{ - end; -OnEnable: - monster "job3_arch02",156,321,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",170,305,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",183,293,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",200,287,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",256,293,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",286,284,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",278,236,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",292,185,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",281,170,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",227,166,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",190,146,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead"; - monster "job3_arch02",204,177,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - end; -OnMyMobDead: - end; -OnKill: - killmonster "job3_arch02","mob#arch_2::OnMyMobDead"; - end; -} - -job3_arch02,389,388,1 script start#arch CLEAR_NPC,{ - end; -OnInit: - mapwarp "job3_arch02","job3_arch01",29,29; - end; -OnEnable: - mapwarp "job3_arch02","job3_arch01",29,29; - enablenpc "#arch_1_start"; - enablenpc "#arch_1_01"; - enablenpc "#arch_1_02"; - enablenpc "#arch_1_03"; - enablenpc "#arch_1_04"; - enablenpc "#arch_1_05"; - enablenpc "#arch_1_06"; - enablenpc "#arch_1_07"; - enablenpc "#arch_1_08"; - enablenpc "#arch_1_09"; - enablenpc "#arch_1_10"; - enablenpc "#arch_1_11"; - enablenpc "#arch_1_12"; - enablenpc "#arch_1_boss"; - disablenpc "#arch_2_01"; - disablenpc "#arch_2_02"; - disablenpc "#arch_2_03"; - disablenpc "#arch_2_04"; - disablenpc "#arch_2_05"; - disablenpc "#arch_2_06"; - disablenpc "#arch_2_07"; - disablenpc "#arch_2_08"; - disablenpc "#arch_2_09"; - disablenpc "#arch_2_10"; - disablenpc "#arch_2_11"; - disablenpc "#arch_2_boss"; - disablenpc "#arch_3_01"; - disablenpc "#arch_3_02"; - disablenpc "#arch_3_03"; - donpcevent "#arch_3_01::OnKill"; - donpcevent "#arch_3_02::OnKill"; - donpcevent "#arch_3_03::OnKill"; - disablenpc "#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: -OnTimer120000: -OnTimer180000: -OnTimer240000: -OnTimer300000: -OnTimer360000: -OnTimer420000: -OnTimer480000: -OnTimer540000: - if (getmapusers("job3_arch02") == 0) { - mapwarp "job3_arch02","job3_arch01",29,29; - donpcevent "Valkyrie#arch::OnBc"; - stopnpctimer; - } - end; -OnTimer600000: - mapannounce "job3_arch02","Valkyrie's Nightmare: I can't stand anymore!",bc_map,"0xFF0000"; - end; -OnTimer605000: - mapannounce "job3_arch02","Whispering of Valkyrie: No way! I can't let you guys do that. Go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job3_arch01",29,29; - donpcevent "Valkyrie#arch::OnBc"; - stopnpctimer; - end; -} - -job3_arch02,390,388,1 script #arch_2_start CLEAR_NPC,{ - end; -OnInit: - disablenpc "#arch_2_01"; - disablenpc "#arch_2_02"; - disablenpc "#arch_2_03"; - disablenpc "#arch_2_04"; - disablenpc "#arch_2_05"; - disablenpc "#arch_2_06"; - disablenpc "#arch_2_07"; - disablenpc "#arch_2_08"; - disablenpc "#arch_2_09"; - disablenpc "#arch_2_10"; - disablenpc "#arch_2_11"; - disablenpc "#arch_2_boss"; - end; -OnEnable: - enablenpc "#arch_2_01"; - enablenpc "#arch_2_02"; - enablenpc "#arch_2_03"; - enablenpc "#arch_2_04"; - enablenpc "#arch_2_05"; - enablenpc "#arch_2_06"; - enablenpc "#arch_2_07"; - enablenpc "#arch_2_08"; - enablenpc "#arch_2_09"; - enablenpc "#arch_2_10"; - enablenpc "#arch_2_11"; - enablenpc "#arch_2_boss"; - donpcevent "#arch_val02::OnEnable"; - donpcevent "mob#arch_2::OnEnable"; - end; -} - -job3_arch02,390,386,1 script #arch_3_start CLEAR_NPC,{ - end; -OnEnable: - enablenpc "#arch_3_01"; - enablenpc "#arch_3_02"; - enablenpc "#arch_3_03"; - enablenpc "#arch_end"; - //enablenpc "#arch_end_eff"; - end; -} - -job3_arch02,290,221,0 script #arch_end_eff HIDDEN_WARP_NPC,5,5,{ -OnTouch: - specialeffect EF_MAPPILLAR2,"#arch_end"; - end; -} - -/* -job_arch01,26,25,0 script #archremove HIDDEN_WARP_NPC,3,3,{ -OnTouch: - if (countitem(Broken_Horn_Pipe)) delitem Broken_Horn_Pipe, countitem(Broken_Horn_Pipe); - if (countitem(ValkyrieA_Scroll)) delitem ValkyrieA_Scroll, countitem(ValkyrieA_Scroll); - if (countitem(ValkyrieB_Scroll)) delitem ValkyrieB_Scroll, countitem(ValkyrieB_Scroll); - if (countitem(Will_Of_Exhausted_Angel)) delitem Will_Of_Exhausted_Angel, countitem(Will_Of_Exhausted_Angel); - end; -} -*/ - -job3_arch01,1,1,1 script control#arch CLEAR_NPC,{ - callfunc "F_GM_NPC"; - mes "[Troll]"; - mes "Password please."; - next; - if (callfunc("F_GM_NPC",1854,0) == 1) { - mes "[Transit]"; - mes "The GlobalVar is"; - mes $@archbs + "."; - mes "Do you want to change it?"; - next; - switch(select("0", "1")) { - case 1: - $@archbs = 0; - hideoffnpc "Valkyrie#arch"; - close; - case 2: - $@archbs = 1; - hideoffnpc "Valkyrie#arch"; - close; - } - } else { - mes "[Troll]"; - mes "Enter the correct password!"; - close; - } -} - -odin_tem02,30,181,0 script #wherearch01 HIDDEN_WARP_NPC,10,10,{ -OnTouch: - if (job_arch == 5) - viewpoint 1,282,263,1,0xFFFF99; - end; -} - -odin_tem02,30,335,0 script #wherearch02 HIDDEN_WARP_NPC,10,10,{ -OnTouch: - if (job_arch == 5) - viewpoint 1,282,263,1,0xFFFF99; - end; -} diff --git a/npc/re/jobs/3-1/guillotine_cross.txt b/npc/re/jobs/3-1/guillotine_cross.txt deleted file mode 100644 index a29961eca..000000000 --- a/npc/re/jobs/3-1/guillotine_cross.txt +++ /dev/null @@ -1,3978 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Joseph -//= Copyright (C) Euphy -//= Copyright (C) Muad_Dib -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Guillotine Cross Job Quest -//================= Description =========================================== -//= Job change Quest from Assassin / Assassin Cross -> Guillotine Cross. -//================= Current Version ======================================= -//= 1.5 -//========================================================================= - -que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{ - if (job_3rd_gc == 0) { - if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { - if (BaseLevel >= 99) { - L_Mission: - mes "[Ahcart]"; - mes "Finally, it's time..."; - mes "Hey, what's your name?"; - next; - switch(select(strcharinfo(0),".....")) { - case 1: - mes "[Ahcart]"; - mes strcharinfo(0)+"?"; - mes "Got it. I'll remember your name."; - mes "A master told me that you are a person with ability."; - break; - case 2: - mes "[Ahcart]"; - mes "What? You are a distrustful person."; - mes "Hmm, whatever."; - mes "I heard that you are a person with ability."; - break; - } - next; - mes "[Ahcart]"; - mes "My duty is delivering a guild message to a capable assassin."; - mes "I think that you are suitable to perform the guild's duty."; - next; - mes "[Ahcart]"; - mes "So, would you perform this duty for us?"; - mes "Of course, I'm going to offer a reward for completing your task."; - next; - select("What is the request?"); - mes "[Ahcart]"; - mes "It's unclear."; - mes "I told you. It's a special task."; - mes "The only thing I know is the condition to bring a person with the master's ability."; - next; - mes "[Ahcart]"; - mes "First, one who has patience."; - mes "Second, one who is quiet."; - mes "Third, one who is focused."; - next; - mes "[Ahcart]"; - mes "What do you think about what I told you?"; - mes "This task means that it needs a person who can perform a task irrespective of their own will."; - next; - mes "[Ahcart]"; - mes "It's necessary to keep this request secret."; - mes "But it's also your duty not to tell anyone."; - next; - mes "[Ahcart]"; - mes "This is all your choice."; - mes "Will you help us with this request?"; - next; - switch(select("I'll do it.", "Give me time to think.")) { - case 1: - mes "[Ahcart]"; - mes "Ok, to Veins."; - mes "I'll contact them."; - mes "It's your first duty to go to Veins."; - next; - mes "[Ahcart]"; - mes "You should be able to find it easily."; - mes "Go now."; - job_3rd_gc = 3; - setquest 7101; - close; - case 2: - mes "[Ahcart]"; - mes "Got it."; - mes "But don't think about it for too long."; - job_3rd_gc = 2; - close; - } - } - mes "[Ahcart]"; - mes "Hmm, you are my peer."; - mes "I'm Ahcart. I'm from Veins."; - mes "Hmm..."; - next; - mes "[Ahcart]"; - mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there."; - mes "I think you might go there."; - job_3rd_gc = 1; - close; - } - mes "[A man of a sharp impression]"; - mes "...."; - mes "What the...?"; - mes "You are not an assassin."; - close; - } else if (job_3rd_gc == 1) { - if (BaseLevel >= 99) goto L_Mission; - mes "[Ahcart]"; - mes "If you become stronger and more skillful, then the assassin's guild will give you a special task."; - mes "Go for it."; - close; - } else if (job_3rd_gc == 2) { - mes "[Ahcart]"; - mes "Have you thought about it more?"; - next; - switch(select("I'll do it.", "I'm not ready.")) { - case 1: - mes "[Ahcart]"; - mes "Ok, to Veins."; - mes "I'll contact them."; - mes "It's your first duty to go to Veins."; - next; - mes "[Ahcart]"; - mes "You should be able to find it easily."; - mes "Go now."; - job_3rd_gc = 3; - setquest 7101; - close; - case 2: - mes "[Ahcart]"; - mes "You are too cautious."; - mes "I get the sense that you don't want to work for us."; - close; - } - } else if (job_3rd_gc == 3) { - mes "[Ahcart]"; - mes "Go to Veins and find a chapter."; - mes "You can hear more details from there."; - close; - } else { - mes "[Ahcart]"; - mes "Good luck to you."; - close; - } -} - -function script func_3rdgc { - .@n$ = "["+strcharinfo(0)+"]"; - mes .@n$; - mes "Let me collect all the information..."; - .@i = 0; - if (questprogress(7112) == 1) { - mes "Madelle saw a person who looked like a priest from Rachel late at night."; - ++.@i; - } - if (questprogress(7113) == 1) { - mes "Crave said that there was a girl who bought lots of things day and night."; - ++.@i; - } - if (questprogress(7114) == 1) { - mes "Trovan said that there was a guy who could be seen often but is not a hotel guest, so he is suspicious."; - ++.@i; - } - if (!getarg(0)) { - .@i -= 2; - if (questprogress(7115) == 1) { - mes "A peddler wears shabby clothes, but she buys fresh and expensive things every single day."; - ++.@i; - } - if (questprogress(7116) == 1) { - mes "The old man in village said that there was a girl who showed up in same place at the same time, so maybe moved here."; - ++.@i; - } - } - next; - if (.@i == 3) { - mes .@n$; - mes "One day, Madelle saw a person who looked like a priest of Rachel,"; - mes "and Trovan is suspicious of why that person is here."; - next; - mes .@n$; - mes "But the reason that Trovan suspects them is..."; - next; - switch(select("They are unfamiliar", "The residence is unclear")) { - case 1: - mes .@n$; - mes "No, that's not the reason. The guard sees new adventurers every day."; - mes "Besides, Madelle told me that it was a guy and Crave said it was a girl."; - mes "I'm confused."; - next; - mes .@n$; - mes "Let me rethink this."; - job_3rd_gc = 7; - close; - case 2: - mes .@n$; - mes "Yeah, adventurers often visit so it can't be a proper reason."; - next; - mes .@n$; - mes "The thing Trovan suspected is that his residence is unclear. But he shows up often and buys supplies regularly."; - next; - mes .@n$; - mes "But Crave said it was a girl."; - mes "Madelle said that she witnessed a guy."; - next; - if (getarg(0)) { - if(select("Madelle witnessed 2...", "There are more than 2...") == 1) { - mes .@n$; - mes "Madelle said that she saw one more person in the darkness."; - mes "Then is it a girl who brought the supplies?"; - next; - } - } - else select("It could be a helper."); - mes .@n$; - mes "Yeah. There could be one more helper."; - mes "She sent a person to buy the stuff instead of herself."; - mes "Or it could be a peer Madelle can't see."; - next; - mes .@n$; - mes "Crave said that she comes here day and night to buy stuff regularly."; - mes "Then I know what I have to do."; - job_3rd_gc = 8; - close; - } - } - mes .@n$; - mes "Umm..."; - mes "Do I need more information? I think something more is needed."; - close; -} - -job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ - mes "[Daora]"; - if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { - if (job_3rd_gc < 4) { - if (Sex == SEX_MALE) { - mes "Oh~ you're good-looking!"; - mes "So, what do you want?"; - } else { - mes "Hmm, you're a girl."; - mes "Ok pick up whatever you want."; - } - next; - mes "[Daora]"; - mes "I'm not sure that you already know or not, but we are selling special Morroc liquor."; - mes "Which one do you want?"; - next; - switch(select("Tropical Sograt", "Vermilion on the Beach", "No thanks!", "......")) { - case 1: - mes "[Daora]"; - if (Zeny > 799) { - mes "Here you are, take it."; - Zeny -= 800; - getitem Tropical_Sograt,1; - close; - } - mes "It's 800 zeny per glass of Tropical Sograt."; - close; - case 2: - mes "[Daora]"; - if (Zeny > 799) { - mes "Here you are, take it."; - Zeny -= 800; - getitem Vermilion_The_Beach,1; - close; - } - mes "It's 800 zeny per glass of Vermilion on the Beach."; - close; - case 3: - mes "[Daora]"; - mes "Don't show me your nervousness!"; - specialeffect2 EF_HIT1; - percentheal -30,0; - close; - case 4: - mes "[Daora]"; - mes "What? Why are you looking at me like that?"; - mes "Oh? You are a person of this world."; - mes "Your name is..."; - next; - mes "["+strcharinfo(0)+"]"; - mes strcharinfo(0)+"."; - next; - mes "[Daora]"; - if (job_3rd_gc == 3) { - mes "Ah~ I've heard your name before."; - mes "Umm... right!"; - mes "You were recommended by Ahcart."; - next; - mes "[Daora]"; - mes "Yeah, can you find an entrance to an alley in the corner?"; - mes "Go in there, then you can hear a more detailed story."; - mes "Take on this special task~!"; - job_3rd_gc = 4; - changequest 7101,7102; - close; - } - mes "What, I don't know that name."; - mes "Hey, I have to be in business, so can you move over?"; - close; - } - } else if (job_3rd_gc == 4) { - mes "The room in the corner. Feel free to enter it because no one enters that room anyway."; - mes "Or do you need something?"; - next; - mes "[Daora]"; - mes "Ah, I'm not selling liquir to someone who's started the special task."; - next; - switch(select("Not selling liquor...", "I need information.", "Fine then punk!")) { - case 1: - mes "[Daora]"; - mes "Hey, you are performing a task now."; - mes "And you want me to sell you booze?!"; - mes "Is every assasin like you? Lazy boozers?"; - close; - case 2: - mes "[Daora]"; - mes "You dare to demand information after taking a task."; - mes "You didn't meet a master yet?"; - mes "As if I would just tell you because you ask!"; - mes "You are childish."; - close; - case 3: - mes "[Daora]"; - mes "Don't talk to me like I'm one of your friends!"; - mes "You have no right to be that way!"; - specialeffect2 EF_HIT1; - percentheal -30,0; - close; - } - } else if (job_3rd_gc == 10) { - mes "Oh~! good for me."; - mes "Who is she?"; - mes "You told her that we'll protect her?"; - next; - select("Yes,I did."); - mes "[Daora]"; - mes "Hmm, I see..."; - mes "Your opinion will be important."; - mes "I got it."; - next; - mes "[Daora]"; - mes "She was so scared,"; - mes "so I gave her a hot drink"; - mes "and took her to a her room."; - next; - mes "[Daora]"; - mes "Well... there is better place to keep an eye on her than this room."; - next; - select("No, I just protect..."); - mes "[Daora]"; - mes "Ah~ whatever anyway you make me work."; - mes "To protect that young girl."; - next; - mes "[Daora]"; - mes "Mayshell told me that I have to support you, so I'm not going to complain."; - next; - mes "[Daora]"; - mes "So, don't worry."; - mes "Are you supposed to be here for her?"; - mes "Go ahead."; - job_3rd_gc = 11; - close; - } else if (job_3rd_gc == 11) { - mes "She is in a room."; - mes "The one in front of master's room."; - mes "Can you find it?"; - close; - } else if (job_3rd_gc == 12) { - mes "That girl..."; - mes "will be sent to her home?"; - mes "Don't worry about that."; - next; - mes "[Daora]"; - mes "Mayshell and the other guys will handle it."; - close; - } else if (job_3rd_gc == 14) { - mes "Oh, it's perfect timing."; - mes "Mayshell will call you."; - mes "Go to the master's room."; - close; - } else if (job_3rd_gc > 4 && job_3rd_gc < 18) { - mes "What do you need?"; - mes "We don't sell to anyone who has started the special task."; - next; - switch(select("....", "Give me 1 glass.", "Then, can you give milk?")) { - case 1: - mes "[Daora]"; - mes "Why? Are you disappointed?"; - mes "Um~"; - mes "I can't let anyone on duty drink."; - close; - case 2: - mes "[Daora]"; - if (job_3rd_gc == 5) { - mes "I told you that I won't sell you any."; - mes "An empty glass is fine without liquor."; - mes "I already told you..."; - next; - mes "[Daora]"; - mes "I'll let you know all the information that I know."; - next; - mes "[Daora]"; - mes "If you need to, visit me anytime and I'll serve you a drink after your task is done."; - job_3rd_gc = 6; - close; - } else if (job_3rd_gc == 6) { - if (questprogress(7091) == 1) { - mes "You hope that there will be something in the glass?"; - mes "Information can't come out of empty glasses."; - close; - } - mes "You need a glass?"; - mes "Mayshell's order distracted you, so you can't understand anything."; - next; - mes "[Daora]"; - mes "Ok, what do you want to know?"; - mes "You hope that there will be something in the glass?"; - next; - switch(select("Ask for help.", "Handle it by yourself.")) { - case 1: - mes "[Daora]"; - mes "So, it means just killing a strange guy in the village?"; - mes "Why were you in agony because of that?"; - mes "Hmm... Let me see..."; - next; - mes "[Daora]"; - mes "Then it will need legwork?"; - mes "Where is the most crowded place in this village?"; - mes "The pub and motel."; - next; - mes "[Daora]"; - mes "And the guard of the village always keeps an eye on strange people."; - mes "Or the old merchant is quick in visual learning."; - next; - mes "[Daora]"; - mes "I can say that especially..."; - mes "Trovan, Crave who is a trader, and Madelle in the pub are quick in visual learning."; - next; - mes "[Daora]"; - mes "It's good information, isn't it?"; - setquest 7091; - next; - mes "- The advice of Daora is attached to the board with quest information. -"; - close; - case 2: - mes "[Daora]"; - mes "Ok. It's great."; - mes "Each word and behavior will be an important key of the events."; - mes "So, look around carefully and figure it out."; - next; - mes "[Daora]"; - mes "Something good will happen."; - close; - } - } else if (job_3rd_gc == 7) { - mes "You seem to be worried."; - mes "Here, It's cold water."; - mes "You think over with cold water."; - next; - switch(select("Figure out based on information.", "Stop the stage.")) { - case 1: - if (questprogress(7091) == 1) - .@j = 1; - callfunc "func_3rdgc",.@j; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } else if (job_3rd_gc == 8) { - if (questprogress(7092) == 1) { - mes "Wait in an alley where she usually shows up to find her, and you will be able to pursue the question."; - next; - mes "[Daora]"; - mes "Trying wouldn't hurt."; - mes "If you want to find a root, you have to find a leaf first."; - mes "Work hard."; - close; - } - mes "Did you solve it?"; - mes "What will you do?"; - next; - switch(select("Get advice.", "It's a secret.")) { - case 1: - mes "[Daora]"; - mes "Can you let me know about an information you collected?"; - next; - if(select("You have a heart-to-heart talk with him.", "That's impossible.") == 2) { - mes "[Daora]"; - mes "What, I can't support you properly?"; - mes "You solve it by yourself."; - close; - } - mes "[Daora]"; - mes "Hum. Got it."; - next; - mes "[Daora]"; - mes "There is a guy who looks like a priest and Trovan and Madelle saw him."; - mes "A merchant saw a girl who buys things regularly."; - next; - mes "[Daora]"; - mes "The main target is a guy,"; - mes "but the helper is a girl."; - mes "Maybe."; - next; - mes "[Daora]"; - mes "Above all,"; - mes "it's really getting to you."; - next; - mes "[Daora]"; - mes "Then it's simple."; - mes "Why don't you meet her in the place where she visits often?"; - next; - mes "[Daora]"; - mes "It's the transience of duty."; - mes "You don't know the meaning with a piece of the puzzle."; - next; - mes "[Daora]"; - mes "They can be related people or not."; - mes "Ok, I'll be very attentive to my want."; - next; - mes "[Daora]"; - mes "Right~?"; - mes "Go on a place where can look down a village well and find Melissa."; - mes "That will be helpful."; - next; - mes "- Daora's advice is attached on the board of quest. -"; - setquest 7092; - close; - case 2: - mes "[Daora]"; - mes "Umm~."; - mes "Right. There is a secret"; - mes "you can't tell anyone while perfoming a task."; - next; - mes "[Daora]"; - mes "In those regards, you surpass the standards."; - close; - } - } else if (job_3rd_gc == 9) { - if (questprogress(7093) == 1) { - mes "So, go to the east of village, you can see a narrow alley directed to the north."; - next; - mes "[Daora]"; - mes "The blind alley that Melissa told means this street."; - mes "You are thinking like a child."; - close; - } - mes "Haha... how's it going?"; - next; - switch(select("Where is the blind alley?", "It's okay.")) { - case 1: - mes "[Daora]"; - mes "The blind alley?"; - mes "Hmm... well."; - mes "Is there a blind alley like our pub..."; - next; - mes "[Daora]"; - mes "Ah, in the northeast alley"; - mes "directed upside in the village,"; - mes "there is no street because"; - mes "the houses stand close together in that area."; - next; - mes "[Daora]"; - mes "Around Melissa's house,"; - mes "that is the blind alley"; - mes "for the boy, maybe."; - next; - mes "[Daora]"; - mes "It's very easy to find walking around the village."; - setquest 7093; - next; - mes "- Daora's advice is attached on the board of quest. -"; - close; - case 2: - mes "[Daora]"; - mes "Ok. It's going well."; - mes "Can I expect a good result?"; - close; - } - } else if (job_3rd_gc == 13) { - mes "I sent a girl named Estillda to her home."; - mes "Why do we handle worthless things like it?"; - next; - if (questprogress(7094) == 1) { - mes "[Daora]"; - mes "I'm not sure if he still lives..."; - mes "Anyway, he is a key artisan in Rachel,"; - mes "and can recognize all kinds of keys."; - next; - mes "[Daora]"; - mes "What? Residence?"; - mes "I told you, it's Rachel."; - mes "He maybe lives in comfort for the rest of his days in Rachel."; - next; - mes "[Daora]"; - mes "Go ask inside a pub of Rachel..."; - close; - } - mes "[Daora]"; - mes "Yeah, how's it going?"; - next; - switch(select("It progress satisfactorily.", "Show the key.")) { - case 1: - mes "[Daora]"; - mes "My glass, you don't need it?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Yes. I already have enough information."; - mes "If that is a stuff has a long story behind it,"; - mes "we have only one way."; - next; - mes "[Daora]"; - mes "Right."; - mes "If you think carefully,"; - mes "you can find a way."; - next; - mes "[Daora]"; - mes "Good luck~"; - close; - case 2: - mes "[Daora]"; - mes "What is th--"; - mes "I see, that guy had this key...?"; - next; - mes "[Daora]"; - mes "It's a symbol of shrines"; - mes "and has a showy pattern."; - mes "Hmm..."; - next; - mes "[Daora]"; - mes "So, you want to know this key's use?"; - mes "If you do, go to Rachel."; - mes "There is a key artisan there."; - next; - mes "[Daora]"; - mes "Now, he is retired, but he"; - mes "spends his declining years in peace."; - mes "You can ask him yourself."; - next; - mes "[Daora]"; - mes "Ask what this key's use is."; - setquest 7094; - next; - mes "- Daora's advice is attached on the quest board. -"; - close; - } - } else if (job_3rd_gc == 15) { - if (questprogress(7095) == 1) { - mes "The field northwest of Veins."; - mes "You can find that easily with a map."; - mes "There are lots of wolves, so be careful."; - close; - } - mes "Hey, how's Mayshell?"; - mes "Can you fix an uncomfortable way of talking?"; - next; - mes "[Daora]"; - mes "Don't pretend to be a noblewoman."; - next; - switch(select("I'm going to go.", "Do you know a mansion around Veins?")) { - case 1: - mes "[Daora]"; - mes "Ok."; - mes "Don't be carried away by ill-advised bravery."; - mes "Well... it's also hard to be killed."; - close; - case 2: - mes "[Daora]"; - mes "Yes, sure."; - mes "There is a mansion between ravines."; - mes "It's very gloomy."; - mes "I don't understand his taste."; - next; - mes "[Daora]"; - mes "And that mansion is built in back of a ravine..."; - mes "It's always dark like the night."; - next; - mes "[Daora]"; - mes "The location?"; - mes "Well..."; - mes "It's in the northwest field of Veins."; - mes "You can go through a narrow road to northeast."; - setquest 7095; - next; - mes "- Daora's advice is attached on the board of quest. -"; - next; - mes "[Daora]"; - mes "There are lots of scary wolves in that area, be careful."; - close; - } - } else { - mes "No. It's not funny anymore."; - close; - } - case 3: - mes "[Daora]"; - mes "Our milk is expensive!"; - mes "Give me 500 zeny for a cup."; - next; - switch(select("It's ok. Give me a cup of milk.", "You are a barefaced robber!")) { - case 1: - mes "[Daora]"; - if (Zeny > 499) { - mes "Here you are. Milk."; - mes "Then take a rest."; - Zeny -= 500; - getitem Milk,1; - close; - } - mes "I told you, it's 500 zeny."; - mes "A poor man. You have only a fine figure!"; - close; - case 2: - mes "[Daora]"; - mes "An impertinent fellow!"; - specialeffect2 EF_HIT1; - percentheal -30,0; - close; - } - } - } else { - mes "You've completed the task perfectly."; - mes "What do you need now?"; - mes "Do you need something else?"; - next; - mes "[Daora]"; - mes "If you decide on a way to walk, it's time to start newly."; - mes "Everyone is waiting for you."; - close; - } - } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) { - if (Sex == SEX_MALE) { - mes "Oh~ you're good-looking~!"; - mes "It's worthwhile to open a pub~"; - mes "I can feel fruitful labors whenever I see a guy like you~"; - } else { - mes "Hmm... You look as good as I did in my youth."; - mes "What do you want?"; - } - next; - switch(select("Tropical Sograt", "Vermilion on the Beach", "Milk")) { - case 1: - mes "[Daora]"; - if (Zeny > 799) { - mes "Here you are, take it."; - Zeny -= 800; - getitem Tropical_Sograt,1; - close; - } - mes "It's 800 zeny per 1 glass of Tropical Sograt."; - close; - case 2: - mes "[Daora]"; - if (Zeny > 799) { - mes "Here you are, take it."; - Zeny -= 800; - getitem Vermilion_The_Beach,1; - close; - } - mes "[Daora]"; - mes "It's 800 zeny per 1 glass of Vermilion on the Beach."; - close; - case 3: - mes "[Daora]"; - if (Sex == SEX_MALE) { - mes "Uh... Umm..."; - mes "It's complicated order. but I don't have any choice since you want it."; - next; - mes "[Daora]"; - if (Zeny > 499) { - mes "I feel sorry to take 500 zeny per bottle, but I have to."; - mes "It's very hard to get milk in Veins."; - Zeny -= 500; - getitem Milk,1; - close; - } - mes "Umm... I think I can't help you."; - mes "There is no milk in Veins."; - close; - } else { - mes "Ah, milk."; - mes "Huu! Milk!"; - next; - mes "[Daora]"; - mes "I don't have anything like that."; - close; - } - } - } else { - if (Sex == SEX_MALE) { - mes "Oh~ you're good-looking!"; - mes "So, what do you want?"; - } - else { - mes "Hum...you're a girl."; - mes "Ok pick up whatever you want."; - } - next; - mes "[Daora]"; - mes "I'm not sure that you already know or not, but we are selling special liquor of Morroc."; - mes "Which one do you want?"; - next; - switch(select("Tropical Sograt", "Vermilion the beach", "No thanks!")) { - case 1: - mes "[Daora]"; - if (Zeny > 999) { - mes "Here you are, take it."; - Zeny -= 1000; - getitem Tropical_Sograt,1; - close; - } - mes "It's 1000 zeny per glass of Tropical Sograt."; - close; - case 2: - mes "[Daora]"; - if (Zeny > 999) { - mes "Here you are, take it."; - Zeny -= 1000; - getitem Vermilion_The_Beach,1; - close; - } - mes "It's 1000 zeny per glass of Vermilion on the Beach."; - close; - case 3: - mes "[Daora]"; - mes "Don't show me your nervousness!"; - specialeffect2 EF_HIT1; - percentheal -30,0; - close; - } - } -} - -job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ - if (!checkweight(Knife,2)) { - mes "- You can't continue this quest because you have too many items. -"; - close; - } - mes "[Mayshell]"; - if (job_3rd_gc == 4) { - mes "You were sent here by Ahcart?"; - mes "I'll give you a task without asking anymore questions."; - mes "Ok, listen carefully."; - next; - mes "[Mayshell]"; - mes "We are chasing a person trying to dissolve an organization."; - mes "We got information about a guy who looks like a town leader."; - next; - mes "[Mayshell]"; - mes "Your task is to punish him under the cover of shadow."; - next; - mes "[Mayshell]"; - mes "Our objective shouldn't be released to anybody."; - mes "Your memories should disappear in shadow."; - mes "Be cautious and avoid observation."; - next; - select("Ok...", "So the task is...?"); - mes "[Mayshell]"; - mes "What does he look like?"; - mes "How do you recognize him?"; - mes "I can't tell you."; - mes "That's for you to find out."; - next; - mes "[Mayshell]"; - mes "You will need a compass."; - mes "You need a lamp and a light to see in the darkness."; - next; - mes "[Mayshell]"; - mes "At that point, you will be able to have a drink and rest."; - next; - mes "[Mayshell]"; - mes "Overcome the adversity."; - mes "It is up to you to judge."; - mes "We can't help you, so you must figure it out for yourself."; - next; - mes "[Mayshell]"; - mes "We saw a stranger in this village, we are quite sure that he is the person who we are looking for your task."; - next; - mes "[Mayshell]"; - mes strcharinfo(0)+"."; - mes "Time is not waiting for you."; - mes "Go ahead. Spill blood with the blade of a knife that stands for a stoic life."; - job_3rd_gc = 5; - changequest 7102,7103; - close; - } else if (job_3rd_gc == 5) { - mes "You already have your orders."; - mes "Even though you don't have any evidence, I trust you to do a good job."; - next; - mes "[Mayshell]"; - mes "It's a test to watch you."; - mes "Let me see, "+strcharinfo(0)+"..."; - mes "Go out and think about what you have to do first."; - next; - mes "[Mayshell]"; - mes "Your task is finding a stranger."; - next; - mes "[Mayshell]"; - mes "Go out search diligently."; - mes "I'll allow you to have some water."; - next; - mes "[Mayshell]"; - mes "Meet Daora before you start."; - mes "She may be helpful to you."; - close; - } else if (job_3rd_gc == 14) { - mes "Welcome."; - mes "How was your day?"; - mes "I heard about your activity."; - next; - mes "[Mayshell]"; - mes "You found a key, right?"; - mes "Huhu. I have my ways of finding out."; - next; - mes "[Mayshell]"; - mes "Can you show me the key?"; - mes "I'm going to check if"; - mes "you were capable or not..."; - next; - select("Give a key to him."); - mes "[Mayshell]"; - if (countitem(Key_Of_The_Mansion) == 0) { - mes "You didn't bring a key?"; - mes "I'll be in lots of trouble."; - close; - } - mes "I didn't expect your success without a clear target..."; - mes "You are a man of greater ability than I thought."; - next; - mes "[Mayshell]"; - mes "I think you find a target what we look for."; - mes "Then you handle it after finding a key's host."; - next; - mes "[Mayshell]"; - mes "Then it'll be over."; - mes "But you have to find the key's host by yourself."; - next; - mes "[Mayshell]"; - mes "When you find the mansion, there will be a person waiting for you."; - next; - mes "[Mayshell]"; - mes "This is the last step."; - mes "Don't make any mistakes."; - delitem Key_Of_The_Mansion,1; - job_3rd_gc = 15; - changequest 7108,7109; - close; - } else if (job_3rd_gc == 15) { - mes "Ok, you have something to do?"; - mes "If you are late, Renzak might get upset."; - close; - } else if (job_3rd_gc == 18 || job_3rd_gc == 19) { - mes "I already got a report from Renzak."; - if (job_3rd_gc == 18) { - mes "You completed the task quickly."; - mes "That's great."; - } else { - mes "I'm so happy to see you."; - mes "But quickness is very important to us."; - next; - mes "[Mayshell]"; - mes "You were not punctual..."; - mes "At least you came back alive."; - } - next; - .@all_wine = 0; - for(.@i = 0; .@i < 5; ++.@i) - if (questprogress(7091+.@i) == 1) { - ++.@all_wine; - } - mes "[Mayshell]"; - if (.@all_wine < 2) { - mes "You did the job by yourself"; - mes "even though there wasn't any"; - mes "information about it, and you"; - mes "collected it."; - next; - mes "[Mayshell]"; - mes "You corresponded with all conditions"; - mes "promptly and with patience."; - next; - mes "[Mayshell]"; - if (job_3rd_gc == 18) { - mes "The evaluation of your task is... [S]."; - mes "[S] is for 'special'."; - .@quest = 7099; - } else { - mes "The evaluation of your task is... [A]."; - mes "If you were punctual, you would have received higher."; - .@quest = 7096; - } - next; - } else { - mes "You made full use of Daora's advice."; - mes "But, didn't I mention it?"; - next; - mes "[Mayshell]"; - mes "I told you to keep it a secret..."; - mes "Of course, I don't want to blame you."; - next; - mes "[Mayshell]"; - mes "It's important not only to solve this by yourself,"; - mes "but also to make an effort getting information."; - next; - mes "[Mayshell]"; - if (.@all_wine > 3) { - if (job_3rd_gc == 18) { - mes "The evaluation of your task is... [B]."; - .@quest = 7097; - } else { - mes "The evaluation of your task is... [C]."; - mes "You need to act by yourself."; - .@quest = 7098; - } - next; - } else { - mes "You adjusted an affair with flexible points of view."; - mes "You were not dependent on the others and you used the surroundings properly."; - next; - mes "[Mayshell]"; - mes "I like that."; - if (job_3rd_gc == 18) { - mes "The evaluation of your task is... [A]."; - .@quest = 7096; - } else { - mes "The evaluation of your task is... [B]."; - .@quest = 7097; - } - next; - } - } - mes "[Mayshell]"; - mes "You got a new qualification for completing this task."; - mes "It's a shadow of our assasin as a shadow of the world..."; - next; - mes "[Mayshell]"; - mes "I'm going to give you the qualification to be a ^4d4dffGuillotine Cross^000000."; - mes "I'm not pushing you, so you can come whenever you want to visit."; - next; - mes "[Mayshell]"; - mes "I reward you for your labor, and I'm going to give you a present."; - mes "I got this one from guild, I hope it's helpful to you."; - job_3rd_gc = 20; - getitem Accessory_Box,1; - erasequest 7091; - erasequest 7092; - erasequest 7093; - if (questprogress(7094)) erasequest 7094; - if (questprogress(7095)) erasequest 7095; - erasequest 7112; - erasequest 7113; - erasequest 7114; - if (questprogress(7115)) erasequest 7115; - if (questprogress(7116)) erasequest 7116; - changequest 7111,.@quest; - next; - mes "[Mayshell]"; - mes "I want to tell you something."; - mes "I order you that ^4d4dffyou should not leave a document at all^000000, whatever it is."; - next; - mes "[Mayshell]"; - mes "There are two types of information:"; - mes "Things that can be shared and those that cannot."; - next; - mes "[Mayshell]"; - mes "And never leave records or tell anybody about a task you completed..."; - mes "for your junior who will follow your steps."; - next; - mes "[Mayshell]"; - mes "Don't forget."; - mes "And the task you did is related to Rachel, Rune-Midgard, and our assassin guild."; - mes "So the others should not be known. Of course, you are included, so please forget everything."; - close; - } else if (job_3rd_gc == 20) { - mes "You are acknowledged by the guild."; - mes "Feel free to come whenever you want to become a Guillotine Cross."; - next; - mes "[Mayshell]"; - mes "That choice means that you will have to walk a street of blood again."; - next; - mes "[Mayshell]"; - mes "Bercasell is waiting in the room on the opposite side."; - mes "Meet him."; - close; - } else if (job_3rd_gc > 20) { - mes "Even though I gave you a qualification,"; - mes "I don't want to celebrate that qualification."; - next; - mes "[Mayshell]"; - mes "It's a way to abandon one's mind and the way of pain, of adversity."; - mes "I pushed you that way."; - next; - mes "[Mayshell]"; - mes "It's funny."; - mes "We live for checking our comrades..."; - mes "But it's a rule of the assasin."; - next; - mes "[Mayshell]"; - mes "In a dark night, it's the fate of a person who is going on the shadow of the moon."; - mes "I wish you to store one's mind, please..."; - close; - } else { - mes "You are not allowed in here."; - close; - } -} - -ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ - mes "[Waitress]"; - if (job_3rd_gc < 6) { - mes "Welcome~"; - mes "Visit and take a rest~"; - close; - } else if (job_3rd_gc == 6) { - if (questprogress(7091) == 1) { - if (questprogress(7112) == 1) { - mes "That's all the information that I know."; - mes "After that, I can't remember anything else."; - next; - mes "Then can we figure it out with the information you collected?-"; - next; - switch(select("Do it.", "Stop it.")) { - case 1: - callfunc "func_3rdgc",1; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } else { - mes "Welcome."; - mes "Are you ready to order?"; - next; - switch(select("You are...", "Your name is..?", "Water, please.")) { - case 1: - mes "[Waitress]"; - mes "What's the matter?"; - mes "Are you ready to order?"; - next; - select("I'm looking for Madelle..."); - mes "[Madelle]"; - mes "Ah? Madelle? Do you know about Daora?"; - mes "I'm Madelle."; - mes "I think you have business because you came from Daora."; - next; - select("Was there a suspicious guest?"); - mes "[Madelle]"; - mes "A suspicious guest?"; - mes "What kind of...?"; - mes "Ah, well... we have had a few strangers."; - next; - mes "[Madelle]"; - mes "We don't have lots of floating population because of the rough terrain in the village."; - mes "Almost all people have been here since they were born or adventurers who are regulars."; - next; - mes "[Madelle]"; - mes "But if they are not that kind of people..."; - mes "Yes, there were strangers."; - next; - select("Can you tell me about them?"); - mes "[Madelle]"; - mes "Um... One looked like a priest from Rachel."; - mes "A priest in this village..."; - mes "Maybe he is a soldier, I understand."; - next; - mes "[Madelle]"; - mes "One day, there was a guy who seemed to be exhausted and bought food."; - mes "I remember him because he visited after closing a store."; - next; - mes "[Madelle]"; - mes "I'm not sure but there was a person who was wearing a hood."; - mes "He seemed be exhausted and they wanted to buy a small drink and a snack."; - next; - mes "[Madelle]"; - mes "I haven't seen any of them since."; - mes "So I don't know anymore."; - setquest 7112; - next; - mes "- The information of Madelle is attached on the guest board."; - mes "Then can we figure out what information you've collected? -"; - next; - switch(select("Do it.", "Stop it.")) { - case 1: - callfunc "func_3rdgc",1; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - case 2: - mes "[Waitress]"; - mes "What? My name?"; - mes "Are you hitting on me?"; - mes "Don't do that."; - if (Sex == SEX_MALE) - mes "You are not my type."; - else - mes "I don't swing that way."; - close; - case 3: - mes "[Waitress]"; - mes "Do you want ice with that?"; - close; - } - } - } else { - if (questprogress(7112) == 1) { - mes "That's all the information that I know."; - mes "I haven't seen them since."; - next; - mes "- I wonder if I can figure it out with the information I've collected... -"; - next; - switch(select("Do it.", "Stop it.")) { - case 1: - callfunc "func_3rdgc",0; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } else { - mes "Welcome."; - mes "Are you ready to order?"; - next; - switch(select("Suspicious people?", "Which one is the best food?")) { - case 1: - mes "[Waitress]"; - mes "A suspicious person?"; - mes "You are a suspicious person."; - close; - case 2: - mes "[Waitress]"; - mes "Umm? well..."; - mes "If you want to have a simple dish, have a meal from our fixed menu."; - mes "It's 5000 zeny, Do you want it?"; - next; - switch(select("Yes, I'll try it.", "......")) { - case 1: - if (Zeny > 4999) { - mes "[Waitress]"; - mes "Here you are, this is a meal from the fixed menu."; - mes "Feel free to call me when you need."; - next; - switch(select("How's your business?", "Do you have lots of guests?")) { - case 1: - mes "[Waitress]"; - mes "Well... not bad."; - mes "This is the only pub here so it's good."; - break; - case 2: - mes "[Waitress]"; - mes "Not that much lately."; - mes "It's so-so."; - break; - } - next; - mes "[Waitress]"; - mes "A business in a village can keep up with customers."; - mes "Thesedays, adventurers have been visiting more often."; - next; - select("Any suspicious visitors?"); - mes "[Waitress]"; - mes "Sure, I see some everyday."; - mes "I can recognize when I see their outfits."; - mes "I have to memorize their characters because of business."; - next; - select("It's boring..."); - mes "[Waitress]"; - mes "Yeah sometimes."; - mes "Everyday I have to talk"; - mes "with same people."; - mes "But..."; - next; - mes "[Waitress]"; - mes "I'm refreshed when I see guests like you."; - mes "I remember something that happened a few days ago."; - next; - mes "[Waitress]"; - mes "When I closed the store,"; - mes "he seemed be exhausted and they wanted to buy a small drink and a snack."; - next; - mes "[Waitress]"; - mes "He was a stranger but I'm sure that he is from Rachel."; - mes "He looked like a priest."; - next; - mes "[Waitress]"; - mes "I thought that a priest came here, but it's wrong."; - mes "I was starting to get scared."; - next; - mes "[Waitress]"; - mes "I thought that I may have opened the door to a thief."; - mes "Ah, sorry, I must be talking too much."; - next; - mes "[Waitress]"; - mes "It was boring to talk with that old man..."; - mes "Anyway, don't let me disturb you anymore."; - mes "Bon Appetit!"; - next; - mes "[Waitress]"; - mes "Oh by the way, my name is Madelle."; - mes "I hope you remember my name."; - Zeny -= 5000; - setquest 7112; - next; - mes "- Madelle's information is attached to a quest board. What information have I collected? -"; - next; - switch(select("Check information.", "Cancel.")) { - case 1: - callfunc "func_3rdgc",0; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } else { - mes "[Waitress]"; - mes "A meal from our menu is 5000 zeny."; - mes "You have to pay."; - mes "It's prepay."; - close; - } - case 2: - mes "[Waitress]"; - mes "You feel annoyed."; - mes "I see. I won't push you."; - mes "Take a rest there."; - close; - } - } - } - } - } else { - mes "Hi~!"; - mes "We can see often each other."; - next; - mes "[Madelle]"; - mes "A meal? Liquor?"; - mes "Hoho, have a good time!"; - close; - } -} - -ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ - if (job_3rd_gc < 6) { - mes "[Young Merchant]"; - mes "If you want to buy stuff, go to this person."; - mes "I'm a distributor."; - close; - } - else if (job_3rd_gc == 6) { - if (questprogress(7091) == 1) { - if (questprogress(7113) == 1) { - mes "[Crave]"; - mes "I already gave you all the information I have."; - mes "I'm quick in visual learning."; - mes "I can't find the other girl, only the one who matches your condition."; - next; - mes "Can we figure out with the information you collected?"; - next; - switch(select("Do it.", "Stop it.")) { - case 1: - callfunc "func_3rdgc",1; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } else { - mes "[Young Merchant]"; - mes "How about increasing potion in next time..."; - mes "Um, do you have something to tell me?"; - next; - switch(select("Do you know Crave?", "Give me a potion.")) { - case 1: - mes "[Crave]"; - mes "I'm Crave, who are you...?"; - //mes "You're not a usual stuff in connection.."; //FIXME: Dialogue. - next; - mes "[Crave]"; - mes "Ah, is it about Daora?"; - mes "Yes, what can I do for you?"; - next; - select("Did you see a stranger these past days?"); - mes "[Crave]"; - mes "Stranger... about Daora's business?"; - mes "Ok. I understand what you are talking about."; - next; - mes "[Crave]"; - mes "I found a new face while"; - mes "watching the stores."; - mes "It was a girl..."; - next; - mes "[Crave]"; - mes "She buys food and the necessities of life regularly in the morning and afternoon."; - mes "I wanted to know more about her, because she was pretty."; - mes "But there is no person who knows her residence."; - next; - mes "[Crave]"; - mes "Is it a mysterious person?"; - mes "I don't know who she is, or where she lives!"; - next; - mes "[Crave]"; - mes "I want to talk to her, but she runs away..."; - mes "She must be hiding something."; - setquest 7113; - next; - mes "- The information Crave gave is attached on the quest board."; - mes "Then can we figure out with information you collected? -"; - next; - switch(select("Do it.", "Stop it.")) { - case 1: - callfunc "func_3rdgc",1; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - case 2: - mes "[Young Merchant]"; - mes "I carry on a wholesale trade, not a retail trade."; - mes "Buy that from a tool salesperson."; - close; - } - } - } else { - if (questprogress(7113) == 1) { - mes "[Crave]"; - mes "I already gave you all the information I have."; - mes "I'm quick in visual learning."; - mes "I can't find the other girl, only the one who matches your condition."; - next; - mes "Can we figure out with the information you collected?"; - next; - switch(select("Do it.", "Stop it.")) { - case 1: - callfunc "func_3rdgc",0; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } else { - mes "[Young Merchant]"; - mes "What's wrong?"; - mes "I'm a merchant, but not a retail merchant."; - mes "If you want to buy things, go to the others."; - next; - switch(select("Suspicious people?", "I heard that you are sharp.")) { - case 1: - mes "[Young Merchant]"; - mes "A suspicious person?"; - mes "There are lots of people who are suspicious."; - next; - mes "[Young Merchant]"; - mes "It's that lame person that's suspicious, isn't it?"; - close; - case 2: - mes "[Young Merchant]"; - mes "Hmm? It's reasonable."; - mes "I have to be quick in visual learning for living as a merchant."; - next; - mes "[Young Merchant]"; - mes "I have to memorize the faces of people who do business with me so I can make a profit."; - mes "Then I can make steady customers."; - next; - switch(select("I'm looking for a cousin...", "End conversation.")) { - case 1: - mes "[Young Merchant]"; - mes "Is she a beautiful blonde?"; - next; - switch(select("No, it's a boy.", "Yes, she is.")) { - case 1: - mes "[Young Merchant]"; - mes "Is he?"; - mes "I don't know."; - mes "I know only a mysterious blonde beauty."; - close; - case 2: - mes "[Crave]"; - mes "Oh, she is?"; - mes "I'm Crave. If you find her later, please contact me."; - next; - mes "[Crave]"; - mes "Don't give me a fierce scowl."; - mes "I'm a man of ability."; - next; - select("Where did you see her?"); - mes "["+strcharinfo(0)+"]"; - mes "A few days have passed already."; - mes "I want to find her as soon as possible."; - mes "You said you saw that child? Where did you see her?"; - next; - mes "[Crave]"; - mes "So... that's why we don't know her residence."; - mes "I can understand buying food and other supplies."; - next; - mes "[Crave]"; - mes "She always runs away without saying anything."; - mes "I like her because of her mysterious atmosphere."; - next; - mes "[Crave]"; - mes "I think that she ran away from home."; - mes "She visits here to buy stuff every day and every night regularly."; - next; - mes "[Crave]"; - mes "She may run away when she sees you."; - mes "It's probably better to hide in the alley to catch her."; - setquest 7113; - next; - mes "- Crave's information is attached to the quest board. What information have I collected? -"; - next; - switch(select("Check information.", "Cancel.")) { - case 1: - callfunc "func_3rdgc",0; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } - case 2: - mes "[Young Merchant]"; - mes "Why do you change your face while I'm talking about a steady customer?"; - mes "Oh, you are..."; - mes "It's a sword of darkness that can't make a profit unrelated to memorizing people's faces."; - close; - } - } - } - } - } else { - mes "[Crave]"; - mes "Excuse me?"; - mes "Did you find who you were looking for?"; - close; - } -} - -veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ - if (job_3rd_gc < 6) { - mes "[Vigilante]"; - mes "Do you have any inconveniences while you are traveling?"; - mes "At the outskirts of the city, there are many monsters. Be careful."; - close; - } - else if (job_3rd_gc == 6) { - if (questprogress(7091) == 1) { - if (questprogress(7114) == 1) { - mes "[Trovan]"; - mes "I already gave you all the information I have."; - mes "He's the only suspicious person that's been seen."; - mes "But nothing has happened yet, so I'm keeping watch."; - next; - mes "- What information have I collected? -"; - next; - switch(select("Check information.", "Cancel.")) { - case 1: - callfunc "func_3rdgc",1; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } else { - mes "[Vigilante]"; - mes "Hello?"; - mes "Do you need help?"; - next; - switch(select("Do you know Trovan?", "No thanks.")) { - case 1: - mes "[Vigilante]"; - mes "Eh? I'm Trovan, a member of the vigilante corps of Veins."; - mes "What's the matter?"; - next; - mes "[Trovan]"; - mes "Ah, you were recommended by Daora."; - mes "I remember all of the faces of people who live in this village."; - next; - mes "[Trovan]"; - mes "Maybe he is a stranger."; - mes "We should exclude normal adventurers."; - next; - mes "[Trovan]"; - mes "And if Daora finds a person, he must not be a normal person."; - mes "So we should exclude normal guests..."; - next; - mes "[Trovan]"; - mes "Then we can set limits for guessing who it is."; - mes "A few days ago, a priest visited this village."; - mes "He covered his face with a hood, so I couldn't see him too well."; - next; - mes "[Trovan]"; - mes "I can detect suspicious people pretty well."; - mes "He might be a criminal if he were hiding his face."; - next; - mes "[Trovan]"; - mes "Why is he suspicious?"; - mes "He shows up here regularly, but he has no definite residence."; - mes "And I always lose him when I try to follow him."; - next; - mes "[Trovan]"; - mes "I can't offer any more information."; - mes "I always have to guard the entrance of the village, so I can't follow him for too long."; - next; - mes "[Trovan]"; - mes "Anyway. He is a only person who I suspect."; - mes "He hasn't been caught doing anything criminal,"; - mes "but he's always covering himself up."; - setquest 7114; - next; - mes "- Trovan's information is attached to the quest board. What information have I collected? -"; - next; - switch(select("Check information.", "Cancel.")) { - case 1: - callfunc "func_3rdgc",1; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - case 2: - mes "[Trovan]"; - mes "Recently, I've seen many suspicious people."; - mes "I'm keeping strict watch."; - close; - } - } - } else { - if (questprogress(7114) == 1) { - mes "[Trovan]"; - mes "I already gave you all the information I have."; - mes "He's the only suspicious person that's been seen."; - mes "But nothing has happened yet, so I'm keeping watch."; - next; - mes "- Should I figure out the information collected? -"; - next; - switch(select("Check the information.", "Cancel.")) { - case 1: - callfunc "func_3rdgc",0; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } else { - mes "[Trovan]"; - mes "I'm Trovan, a guard of Veins."; - mes "What's wrong?"; - next; - switch(select("Is there a wanted man?", "Nothing.")) { - case 1: - mes "[Trovan]"; - mes "A wanted man?"; - mes "No, what's the matter?"; - next; - mes "[Trovan]"; - mes "Did you find any suspicious people entering this village lately?"; - mes "Umm..."; - next; - mes "[Trovan]"; - mes "Recently, there's been a man in this village wearing a hood."; - mes "He is not a traveler. He bought food and slipped out of the village."; - next; - mes "[Trovan]"; - mes "I'm wondering about his identity."; - mes "I think he is related to a shrine..."; - mes "Or maybe he isn't..."; - next; - mes "[Trovan]"; - mes "There is no one else like him among the people living in this village."; - mes "I wonder where he is from."; - next; - mes "[Trovan]"; - mes "He might still be here."; - mes "There are no new people except for him. I know almost all of the adventurer's faces that visit here."; - mes "So that's not much news."; - setquest 7114; - next; - mes "- Trovan's information is attached to the quest board. What information have I collected? -"; - next; - switch(select("Check information.", "Cancel.")) { - case 1: - callfunc "func_3rdgc",0; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - case 2: - mes "[Trovan]"; - mes "Don't go too far away."; - close; - } - } - } - } else { - mes "[Trovan]"; - mes "How's it going?"; - close; - } -} - -veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{ - mes "[Peddler]"; - if (job_3rd_gc < 6) { - mes "What a huge sandstorm."; - mes "Are you ok?"; - close; - } - else if (job_3rd_gc == 6) { - if (questprogress(7091) == 1) { - mes "What a huge sandstorm."; - mes "Are you ok?"; - close; - } else { - if (questprogress(7115) == 1) { - mes "So, did you find that girl?"; - mes "If you do, let her know that she has to come and visit me."; - next; - mes "- You can't get more information from the peddler. What information have I collected? -"; - next; - switch(select("check information.", "Cancel.")) { - case 1: - callfunc "func_3rdgc",1; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } else { - mes "Hey. Hey!"; - mes "I'm talking to you!"; - next; - switch(select("Ignore him.", "Listen to the story.")) { - case 1: - mes "[Peddler]"; - mes "You are too cold."; - close; - case 2: - mes "[Peddler]"; - mes "A pretty girl just bought food."; - mes "You know that freshness is important when buying fish..."; - next; - mes "[Peddler]"; - mes "But I gave the wrong fish to her."; - mes "Recently, she bought food from my store."; - mes "I can't find her, maybe she doesn't live here."; - next; - mes "[Peddler]"; - mes "She looks shabby but she always buys expensive food."; - mes "I thought that she was a maid but we don't have a mansion that can hire maids in Veins."; - next; - mes "[Peddler]"; - mes "Kind of suspicious, isn't it?"; - mes "But, I gave spoiled fish to her..."; - next; - mes "[Peddler]"; - mes "So I have to find her and exchange the fish for a refund."; - next; - mes "[Peddler]"; - mes "If you find her, send that message, please?"; - mes "I can't miss a guest like her."; - next; - mes "[Peddler]"; - mes "Ok, let's see..."; - mes "She is blonde girl."; - mes "You should be able"; - mes "to find her easily."; - next; - mes "[Peddler]"; - mes "Actually, nobody knows where she's from."; - mes "You're an adventurer, so I'm asking you."; - next; - select("I'll send her your message.", "Hmm..."); - mes "["+strcharinfo(0)+"]"; - mes "- Even though I don't have time to spare, the girl mentioned by the peddler is suspicious. -"; - next; - mes "["+strcharinfo(0)+"]"; - mes "- A girl who has no clear residence and buys expensive food. I have to find out. -"; - next; - mes "[Peddler]"; - mes "Then send my message to her, please."; - mes "If I can't exchange the fish, it will spoil."; - setquest 7115; - next; - mes "- The peddler's information is attached to the quest board. What information have I collected? -"; - next; - switch(select("Check information.", "Cancel.")) { - case 1: - callfunc "func_3rdgc",0; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } - } - } - } else { - mes "Did you send my message properly?"; - mes "Then why she hasn't she visited here to exchange the fish?"; - close; - } -} - -veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{ - mes "[Old Man]"; - if (job_3rd_gc < 6) { - mes "Haha... I can remember my past when I see a young adventurer like you..."; - close2; - } else if (job_3rd_gc == 6) { - if (questprogress(7091) == 1) { - mes "Haha... I can remember my past when I see a young adventurer like you..."; - close; - } else { - if (questprogress(7116) == 1) { - mes "Thanks for talking to me."; - next; - mes "- I can't get anymore information from the Old Man. What information have I collected? -"; - next; - switch(select("Check information.", "Cancel.")) { - case 1: - callfunc "func_3rdgc",0; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } else { - mes "What? What's the matter?"; - mes "You want to talk with me?"; - next; - switch(select("Suspicious person...", "You look good.")) { - case 1: - mes "[Old Man]"; - mes "A suspicious person?"; - mes "Well, Trovan may know more about her than me."; - close; - case 2: - mes "[Old Man]"; - mes "Thanks anyway."; - mes "I'll just sit down here..."; - next; - mes "[Old Man]"; - mes "I look around at people who pass by here all the time."; - mes "I can find out where they're from easily by watching what they wear."; - next; - mes "[Old Man]"; - mes "I can't forget her at all because of her funny outfit."; - mes "It's not difficult to forget a person wearing a formal dress."; - next; - select("Then what's funny?"); - mes "[Old Man]"; - mes "Umm, this village is not funny anymore."; - mes "I know everything~ I even found out everyone's job."; - next; - mes "[Old Man]"; - mes "But..."; - mes "Recently, a girl showed up."; - mes "In the morning, she buys some food from a peddler and then disappears."; - next; - mes "[Old Man]"; - mes "And in the afternoon she usually buys the necessities of life."; - mes "A little bit at a time."; - mes "And then she goes somewhere after..."; - next; - mes "[Old Man]"; - mes "I figure that she must be preparing something."; - mes "If she buys a lot of stuff, then she can be found easily."; - next; - mes "[Old Man]"; - mes "I think she stocks up heavily on foods that help during battles."; - next; - mes "[Old Man]"; - mes "She just recently started this routine."; - mes "Is she a newcomer?"; - next; - mes "[Old Man]"; - mes "I'm going to watch you for a while."; - mes "Ah, why am I bothering you with this story?"; - setquest 7116; - next; - mes "- The information of the Old Man is attached to the quest board. What information have I collected?"; - next; - switch(select("Check information.", "Cancel.")) { - case 1: - callfunc "func_3rdgc",0; - close; - case 2: - mes "You stop the confirmation of information."; - close; - } - } - } - } - } else if (job_3rd_gc == 8) { - mes "You want to know something?"; - mes "We have a marvelous girl in our village."; - next; - mes "[Old Man]"; - mes "I don't know what kind of gift she has, but she knows how to find people."; - next; - mes "[Old Man]"; - mes "If you want to find her, ask that kid."; - close; - } else { - mes "I still don't know."; - mes "I'm too old..."; - close; - } -} - -veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ - mes "[Melissa]"; - if (job_3rd_gc == 8) { - mes "Hi?"; - mes "What?"; - mes "Have you lost a friend?"; - next; - switch(select("Do you know something?", "No...")) { - case 1: - mes "[Melissa]"; - mes "I have a special gift that I've had my whole life."; - mes "People visit me when they need to find something."; - next; - mes "[Melissa]"; - mes "Are looking for someone?"; - mes "Can you tell me about their character?"; - next; - switch(select("You are joking.", "Let me do it.")) { - case 1: - mes "[Melissa]"; - mes "Ha! But you'll come back to me when you need to find someone."; - mes "I know everything."; - close; - case 2: - .@ans00 = 0; - mes "[Melissa]"; - mes "Ok, answer my question."; - mes "Is it a boy or a girl?"; - next; - switch(select("A boy", "A girl")) { - case 1: - mes "[Melissa]"; - mes "A boy and..."; - break; - case 2: - mes "[Melissa]"; - mes "A girl and..."; - ++.@ans00; - break; - } - next; - mes "[Melissa]"; - mes "What is the hair color?"; - next; - switch(select("Dark", "Red", "Light yellowish", "White")) { - case 1: - mes "[Melissa]"; - mes "Dark hair color... hmm..."; - mes "Dark brown or black hair..."; - break; - case 2: - mes "[Melissa]"; - mes "Light brown or dark orange... Red hair..."; - break; - case 3: - mes "[Melissa]"; - mes "Light orange to blonde hair."; - ++.@ans00; - break; - case 4: - mes "[Melissa]"; - mes "Gray... white... gold... silver hair..."; - break; - } - next; - mes "[Melissa]"; - mes "Young or old?"; - next; - switch(select("Like a child.", "Young.", "Middle-aged.", "Very old.")) { - case 1: - mes "[Melissa]"; - mes "And a child."; - break; - case 2: - mes "[Melissa]"; - mes "A young person."; - mes "Like you?"; - ++.@ans00; - break; - case 3: - mes "[Melissa]"; - mes "Same age as a tool salesman?"; - mes "Middle-aged."; - break; - case 4: - mes "[Melissa]"; - mes "Yes, very old."; - break; - } - next; - mes "[Melissa]"; - mes "Hi, "+ (Sex == SEX_MALE ? "brother" : "sister")+ "~ Let me collect all of the information you've provided..."; - next; - mes "- She begins to murmur and gestures toward the sky. Her hair springs up as she says... -"; - next; - if (.@ans00 == 3) { - mes "[Melissa]"; - mes "Got it!"; - mes "I know her."; - mes "Her name is ^4d4dffEstillda^000000."; - mes "Right?"; - next; - mes "[Melissa]"; - mes "Why are you looking for her? Is she your friend?"; - mes "She gave me candy the other day."; - next; - mes "[Melissa]"; - mes "Umm... this girl..."; - mes "will pass around"; - mes "a blind alley in"; - mes "about 1 hour!"; - mes "Hehehe!"; - erasequest 7103; - setquest 7104; - job_3rd_gc = 9; - next; - mes "[Melissa]"; - mes "She has to be who you're looking for. I'm never wrong."; - mes "Tell me I did a good job!"; - next; - switch(select("Pat Melissa on the head.", "Giver her a thumbs up sign.")) { - case 1: - mes "You pat Melissa on the head."; - mes "She reacts like a puppy would."; - next; - mes "[Melissa]"; - mes "Hehehe..."; - mes "I'm here to help~!"; - close; - case 2: - mes "[Melissa]"; - mes "Hehehe..."; - mes "I did good!"; - close; - } - } else { - mes "[Melissa]"; - mes "Umm..."; - mes "That person who has those characteristics is..."; - next; - mes "[Melissa]"; - mes "Wha-...? Eww, I've never been wrong."; - mes "I don't know why, but I can't see that person."; - next; - mes "[Melissa]"; - mes "Eeeahhh! Wahhh!"; - next; - mes "- All I can do is soothe Melissa as she cries. I have to think about the person's characteristics again. -"; - close; - } - } - case 2: - mes "[Melissa]"; - mes "It's strange."; - mes "In this village people are always looking for someone."; - close; - } - } else if (job_3rd_gc == 9) { - mes "Did you find her?"; - mes "Say thanks to her for giving me candy the other day."; - close; - } else { - mes "When I'm looking for people, an angel wearing black clothes gives me information."; - next; - mes "[Melissa]"; - mes "I told Daora about this story, then she said to me not to do it again."; - mes "Maybe she isn't a good angel."; - close; - } -} - -veins,337,284,0 script #ghostestilla_3rdgc HIDDEN_WARP_NPC,3,3,{ - end; -OnTouch: - if (job_3rd_gc == 9) { - if ((questprogress(7104,PLAYTIME) == 1) || (questprogress(7105,PLAYTIME) == 1)) { - mes ".....?"; - mes "There's a sign of somebody present."; - mes "You still have time."; - close; - } else if ((questprogress(7104,PLAYTIME) == 2) || (questprogress(7105,PLAYTIME) == 2)) { - mes "The blind alley that Melissa told me about must be this street."; - next; - mes "There's a sign of somebody present."; - mes "A blonde girl shows up!"; - donpcevent "Estillda#3rdgc10::OnEnable"; - next; - select("Make a surprise attack."); - .@c_spec = readparam(bDex)+readparam(bAspd)+readparam(bCritical); - if (.@c_spec > 209 || (!rand(2) && .@c_spec > 190 && .@c_spec < 210) || (!rand(3) && .@c_spec < 191)) { - mes "You take her by the wrist trying not to let her see you."; - mes "The food that she is holding falls on the floor."; - next; - mes "[Estillda]"; - mes "Ahhhh!"; - mes "Who are you?"; - mes "What are you doing?"; - next; - if(select("Who sent you?", "Who's from Rachel?") == 2) { - mes "[Estillda]"; - mes "I don't know! I don't have any idea. I don't know him!"; - next; - } - mes "[Estillda]"; - mes "If I buy stuff for him..."; - mes "He said that he can pay for my labor and production costs."; - next; - mes "[Estillda]"; - mes "I don't know who he is."; - mes "It's true."; - mes "Is he bad guy?"; - next; - mes "[Estillda]"; - mes "Help me, please?"; - mes "Help me."; - mes "I'll do anything you want."; - next; - mes "[Estillda]"; - mes "I didn't know anything about him, I don't know if he's a bad guy."; - mes "I just bought some stuff... (sobbing)..."; - next; - mes "- Estillda is in shock because she thinks that she's in trouble. -"; - next; - select("Calm her down."); - mes "["+strcharinfo(0)+"]"; - mes "Just relax for a second."; - mes "I totally understand what you're saying."; - mes "You won't get into any trouble."; - next; - mes "["+strcharinfo(0)+"]"; - mes "I'm looking for a guy who committed a crime and ran away."; - mes "I have to catch him."; - next; - mes "["+strcharinfo(0)+"]"; - mes "So who made you get those supplies?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "If you cooperate with me, I'm going to protect you until this is all done."; - mes "The Assassin Guild will protect you."; - next; - mes "[Estillda]"; - mes "You promise, right?"; - mes "How can I help you?"; - next; - select("When are you supposed to meet?"); - mes "[Estillda]"; - mes "Oh, I already delivered the stuff."; - mes "I'm on my way back."; - next; - mes "[Estillda]"; - mes "Ah, these are mine."; - mes "I got a lot of zeny."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Then go straight this way and pretend that nothing happened."; - next; - mes "- I demand that she walks as usual and tell her how to get to Daora's pub. -"; - donpcevent "Estillda#3rdgc10::OnDisable"; - if (questprogress(7104)) erasequest 7104; - if (questprogress(7105)) erasequest 7105; - job_3rd_gc = 10; - setquest 7106; - next; - mes "- The pub in the underground of Veins is the best place to keep her safe. -"; - close; - } else { - mes "- I tried to take her by the wrist, but she already knew and ran away screaming. -"; - donpcevent "Estillda#3rdgc10::OnDisable"; - if (questprogress(7104)) erasequest 7104; - if (questprogress(7105)) erasequest 7105; - setquest 7105; - next; - mes "You couldn't catch Estillda."; - close; - } - } else { - mes "An error has occurred."; - mes "Please contact the GM team to fix this situation."; - close; - } - } - end; -} - -veins,341,287,3 script Estillda#3rdgc10 4_F_SHABBY,{ -OnInit: -OnDisable: - disablenpc "Estillda#3rdgc10"; - end; -OnEnable: - enablenpc "Estillda#3rdgc10"; - end; -} - -job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ - if (job_3rd_gc == 11) { - mes "Estillda is looking around with an anxious expression on her face."; - next; - switch(select("Are you ok?", "Intimidate her.")) { - case 1: - mes "[Estillda]"; - mes "Yes? Yes..."; - mes "I thought assassins were scary."; - mes "But I don't think so..."; - next; - select("You don't look like you're from Veins"); - mes "[Estillda]"; - mes "Yes? Yes..."; - mes "I'm from Rachel."; - mes "I'm here to make zeny."; - mes "I had a desolate life in Rachel."; - next; - switch(select("You came here with alone?", "Had a desolate life...")) { - case 1: - mes "[Estillda]"; - mes "No."; - mes "I don't think so."; - mes "I came here with a guy."; - next; - mes "[Estillda]"; - mes "I usually come here by myself. Sometimes he checks my destination."; - mes "I thought that he is an important person from some company."; - next; - mes "[Estillda]"; - mes "But I don't know who he is."; - break; - case 2: - mes "[Estillda]"; - mes "I'm a native,"; - mes "I work in his house."; - mes "I think it's not bad."; - mes "I just left my home..."; - next; - mes "[Estillda]"; - mes "He said that he needed a maid and that he could pay me enough money."; - break; - } - next; - mes "[Estillda]"; - mes "Actually I don't know him well."; - mes "...I'll never do it."; - mes "I want to go home. I miss my mommy."; - next; - switch(select("What can you tell me?", "Tell me what you know!")) { - case 1: - mes "[Estillda]"; - mes "Yes. Right?"; - mes "I'm going to tell you everything that I know."; - break; - case 2: - mes "[Estillda]"; - mes "Sorry. I'm sorry."; - mes "I'm going to do what you want..."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Your attitude is a problem."; - mes "Let's take up the main subject."; - break; - } - next; - mes "[Estillda]"; - mes "I usually supply food"; - mes "and other life necessities."; - next; - mes "[Estillda]"; - mes "I buy some food to eat for myself."; - mes "And I buy expensive food for him everyday."; - next; - mes "[Estillda]"; - mes "I think he is very fussy about food..."; - mes "And I get money whenever I deliver food.."; - next; - select("Where did you sleep?"); - mes "[Estillda]"; - mes "Yes? Yes, around here."; - mes "There is a place that soldiers stay."; - mes "He wants me to stay there..."; - next; - select("When are you supposed to meet?"); - mes "[Estillda]"; - mes "In a couple of hours."; - mes "At a warehouse underground in the south."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Thanks for your cooperation."; - mes "Your house is in Rachel?"; - mes "Estillda is your real name?"; - mes "Yes, I'm going to draw his rations in Rachel."; - next; - mes "["+strcharinfo(0)+"]"; - mes "To go back home without an accident."; - job_3rd_gc = 12; - changequest 7106,7107; - close; - case 2: - mes "[Estillda]"; - mes "Yes?"; - mes "Please..."; - mes "Don't kill me."; - next; - mes "- Estillda looks scared. You need to change the subject. -"; - close; - } - } else if (job_3rd_gc == 12) { - mes "[Estillda]"; - mes "We usually meet at the same place at the same time."; - mes "It's in a warehouse underground in the south."; - mes "Don't tell him that I told you."; - close; - } - end; -} - -veins,206,56,0 script #3rdgc_battleroom01 HIDDEN_WARP_NPC,1,1,{ - end; -OnInit: - $@3rdgc_room01 = 0; - end; -OnTouch: - if (job_3rd_gc == 12) { - if (questprogress(7107,PLAYTIME) == 2) { - mes "This must be the place Estillda told me about."; - next; - switch(select("Go inside.", "Observe the situation.")) { - case 1: - if ($@3rdgc_room01 == 0) { - warp "job3_guil02",34,44; - $@3rdgc_room01 = 1; - } else { - mes "You tried to open the door but it's locked."; - mes "It doesn't show any signs of life."; - next; - mes "Come back here later."; - } - close; - case 2: - mes "I back up to watch the situation unfold."; - close; - } - } else if (questprogress(7107,PLAYTIME) == 1) { - mes "This must be the place Estillda told me about."; - mes "I have enough time for meeting."; - close; - } else { - mes "An error has occurred."; - mes "Contact the GM team to resolve the situation."; - close; - } - } - end; -} - -job3_guil02,34,44,0 script #3rdgc_room01_mag01 HIDDEN_WARP_NPC,2,2,{ - end; -OnEnable: - enablenpc "#3rdgc_room01_mag01"; - end; -OnDisable: - disablenpc "#3rdgc_room01_mag01"; - end; -OnStop: - stopnpctimer; - end; -OnTouch: - if (job_3rd_gc == 12) { - initnpctimer; - donpcevent "A man with black clothes::OnEnable"; - disablenpc "#3rdgc_room01_mag01"; - } else { - mes "You don't have to come here now."; - close; - warp "veins",178,62; - $@3rdgc_room01 = 0; - end; - } - end; -OnTimer295000: - mapannounce "job3_guil02","Dandelion: ...Ha, you are strong and sticky!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - donpcevent "A man with black clothes::OnReset"; - end; -OnTimer296000: - mapannounce "job3_guil02","The Dandelion ran away.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - end; -OnTimer298000: - mapwarp "job3_guil02","veins",186,65; - end; -OnTimer299000: - donpcevent "Dandelion#3rdgc12::OnDisable"; - donpcevent "A man with black clothes::OnDisable"; - donpcevent "#3rdgc_room01_mag01::OnEnable"; - end; -OnTimer300000: - $@3rdgc_room01 = 0; - stopnpctimer; - end; -} - -job3_guil02,51,43,7 script A man with black clothes 4_M_DSTMAN,4,4,{ - end; -OnInit: -OnDisable: - hideonnpc "A man with black clothes"; - .on = 0; - end; -OnEnable: - hideoffnpc "A man with black clothes"; - .on = 1; - end; -OnReset: - killmonster "job3_guil02","A man with black clothes::OnMyMobDead"; - end; -OnTouch: - if (!.on) end; - mes "[A man with black clothes]"; - mes "You just arrived here."; - mes "Why are you so late?"; - mes "Put your stuff down."; - next; - select("......"); - mes "[A man with black clothes]"; - mes "May the goddess bless you eternally..."; - npcskill "AL_BLESSING",10,0,0; - next; - emotion e_gasp; - mes "[A man with black clothes]"; - mes "Who... who are you?!"; - mes "A... Assassin Guild?!"; - mes "What?!"; - mes "When did I give you a clue?!"; - next; - select("You lost your head..."); - mes "["+strcharinfo(0)+"]"; - mes "Is this the correct target?"; - mes "Can you talk with me for a sec?"; - next; - mes "[A man with black clothes]"; - mes "No way!!!!"; - mes "You... I'll make you close your eyes forever!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "What?!"; - close2; - donpcevent "A man with black clothes::OnDisable"; - monster "job3_guil02",51,43,"Dandelion",2031,1,"A man with black clothes::OnMyMobDead"; - end; -OnMyMobDead: - donpcevent "#3rdgc_room01_mag01::OnStop"; - donpcevent "#3rdgc_2nd_timer::OnEnable"; - mapwarp "job3_guil02","job3_guil02",47,43; - end; -} - -job3_guil02,1,1,0 script #3rdgc_2nd_timer CLEAR_NPC,{ - end; -OnEnable: - initnpctimer; - end; -OnTimer1000: - donpcevent "Dandelion#3rdgc12::OnEnable"; - end; -OnTimer60000: - mapwarp "job3_guil02","veins",186,65; - end; -OnTimer61000: - donpcevent "Dandelion#3rdgc12::OnDisable"; - donpcevent "A man with black clothes::OnDisable"; - donpcevent "#3rdgc_room01_mag01::OnEnable"; - $@3rdgc_room01 = 0; - stopnpctimer; - end; -} - -job3_guil02,49,43,5 script Dandelion#3rdgc12 4_M_DSTMANDEAD,{ - if (!checkweight(Knife,2)) { - mes "- You can't continue this quest because you have too many items. -"; - close; - } - if (job_3rd_gc == 12) { - mes "[Dandelion]"; - mes "Eyah!"; - mes "You... won't find anything."; - mes "Everything... is guided... by the goddess..."; - mes "Keeek!"; - next; - mes "- He puts something in his mouth and swallows. -"; - next; - mes "["+strcharinfo(0)+"]"; - mes "What is that?!"; - mes "What do you have in your mouth...?"; - mes "Why did you do that?"; - next; - mes "It's too late to save him."; - mes "He passed away."; - mes "You find a key with a fancy decoration around his neck."; - job_3rd_gc = 13; - getitem Key_Of_The_Mansion,1; - changequest 7107,7108; - close; - } else { - if (job_3rd_gc == 13) { - mes "There is nothing to do."; - mes "Let's get out of here."; - } else - mes "You are shoved by an unknown force."; - close2; - warp "veins",178,62; - end; - } -OnInit: -OnDisable: - disablenpc "Dandelion#3rdgc12"; - end; -OnEnable: - enablenpc "Dandelion#3rdgc12"; - end; -} - -rachel,115,77,3 script Girke#3rdgc13 4_M_03,{ - mes "[Girke]"; - mes "Oh~ young man."; - mes "I'm Girke Sara."; - mes "Just call me Girke."; - next; - mes "- He smells like alcohol. -"; - next; - mes "[Girke]"; - mes "You know what?"; - mes "A man who is a legendary key artisan lives in our village."; - mes "Hiccup~"; - next; - mes "[Girke]"; - mes "Ah~hahahaha"; - mes "My dad likes pieces of work like that."; - mes "One day, he said to me."; - next; - mes "[Girke]"; - mes "'Girke, my wish is having a key crafted from Oresa.'"; - next; - mes "[Girke]"; - mes "But Oresa already disappeared after handing everything over to his apprentice."; - mes "Finally, my dad passed away without seeing such a key..."; - next; - mes "[Girke]"; - mes "You know."; - mes "That Oresa! He lives in our town?!"; - mes "Hiccup~"; - next; - mes "[Girke]"; - mes "But he is too old..."; - mes "But the artisan is..."; - next; - mes "[Girke]"; - mes "...difficult to meet."; - mes "Like my dad... He's a bit of a loner."; - next; - mes "[Girke]"; - mes "What am I talking to you about."; - mes "Are you drunken? Daddy... (sobbing)"; - mes "Ah... Daddy..."; - next; - mes "- Girke starts to cry. -"; - close; -} - -ra_in01,175,196,3 script Oresa Rava#3rdgc13 4_M_LGTGRAND,{ - mes "[Oresa Rava]"; - if (job_3rd_gc == 13) { - mes "I don't know why you are visiting me, but I'm not crafting anymore."; - mes "I'm too old to craft."; - next; - select("Do you know this key?"); - mes "[Oresa Rava]"; - mes "Hmm? Umm... Give it to me."; - mes "This pattern..."; - mes "Where did you get this from?"; - next; - switch(select("I just picked it up.", "I have a story...")) { - case 1: - mes "[Oresa Rava]"; - mes "Umm? Did you just pick it up?"; - mes "That's impossible."; - mes "Did something happen in that house."; - next; - mes "[Oresa Rava]"; - mes "So what will you do with this key?"; - next; - select("I'm going to find the owner."); - mes "[Oresa Rava]"; - mes "Ah~! That's why you came here to see me."; - mes "I gave that key to a person who was a priest."; - next; - mes "[Oresa Rava]"; - mes "I couldn't see my home after he became a priest, but I made a key for a celebration."; - next; - mes "[Oresa Rava]"; - mes "It's a key to his mansion."; - mes "Now I don't know where he lives."; - mes "But can you visit there and send over the caretaker of the summer cottage?"; - next; - break; - case 2: - mes "[Oresa Rava]"; - mes "I don't know what's going on."; - mes "I gave that key to a person who was a priest."; - next; - mes "[Oresa Rava]"; - mes "I couldn't see my home after he became a priest, but I made a key for a celebration."; - next; - mes "[Oresa Rava]"; - mes "It's a key to his mansion."; - mes "Now I don't know where he lives."; - mes "But can you visit there and send over the caretaker of the summer cottage?"; - next; - mes "[Oresa Rava]"; - mes "Actually, I can't trust you..."; - mes "But you showed up with a key. It may be an act of providence."; - next; - select("Sure."); - break; - } - mes "[Oresa Rava]"; - mes "That mansion was..."; - mes "built in a gorge of Veins."; - mes "I don't know the exact location of it though."; - next; - select("That should be enough."); - mes "[Oresa Rava]"; - mes "Are you sure?"; - mes "You are so kind."; - mes "Send over that key."; - next; - mes "- Find the owner of that key soon and tell Mayshell. -"; - job_3rd_gc = 14; - close; - } else if (job_3rd_gc == 14) { - mes "That key is of a mansion built in a gorge of Veins."; - mes "I'm sure of it."; - close; - } else { - mes "It's an old story about that artisan."; - mes "Now... It's best to see my grandchild."; - next; - mes "[Oresa Rava]"; - mes "You are laughing now, but you will understand me soon."; - close; - } -} - -//Pre-RE: ve_fild05 (327,308) -ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{ - if (job_3rd_gc > 14 && job_3rd_gc < 18) { - mes "[Renzak]"; - if (job_3rd_gc == 15) { - mes "You are here."; - mes "I'm Renzak."; - mes "You sent here from Mayshell?"; - //mes "I'm not dwelling on."; //FIXME: Dialogue. - next; - mes "[Renzak]"; - mes "Our final target is over there."; - mes "The mansion is surrounded by cliffs."; - mes "You must remove the target in the mansion."; - next; - mes "[Renzak]"; - mes "I'm going to give you 10 min."; - mes "Complete your task and then wait in the backdoor of the mansion."; - mes "I'll wait for you there."; - } else if (job_3rd_gc == 16) { - mes "You have to attain our goal and come out of the mansion's backdoor within 10 minutes."; - mes "You can do it."; - } else { - mes "You failed."; - mes "You must succeed."; - next; - mes "[Renzak]"; - mes "You have to come out of the mansion's backdoor."; - mes "I'll wait for you."; - } - next; - switch(select("I got it.", "I'll be ready.")) { - case 1: - if ($@3rdgc_room02 == 0) { - erasequest ((job_3rd_gc == 17)?7110:7109); - job_3rd_gc = 17; - setquest 7110; - $@3rdgc_room02 = 1; - warp "job3_guil03",22,70; - } else { - mes "[Renzak]"; - mes "Wait a second."; - mes "Just wait until it gets dark."; - next; - mes "[Renzak]"; - mes "It'll be easy to infiltrate because it's covered by the cliff's shadow."; - job_3rd_gc = 16; - } - close; - case 2: - mes "[Renzak]"; - mes "You don't have time to spare."; - mes "You should prepare for action."; - if (job_3rd_gc == 17) { - erasequest 7110; - setquest 7109; - } - job_3rd_gc = 16; - close; - } - } else if (job_3rd_gc > 18) { - mes "[Renzak]"; - mes "You look good."; - mes "Me? I've always had the same figure."; - next; - mes "[Renzak]"; - mes "I just wait for guys who will do what I ask."; - close; - } else { - mes "[Shadow-faced girl]"; - mes "......"; - mes "This road is blocked."; - mes "Go back."; - close; - } -OnInit: - $@3rdgc_room02 = 0; - end; -} - -job3_guil03,22,70,0 script #3rdgc_event01 HIDDEN_WARP_NPC,3,3,{ - end; -OnEnable: - enablenpc "#3rdgc_event01"; - end; -OnDisable: - disablenpc "#3rdgc_event01"; - end; -OnStop: - stopnpctimer; - end; -OnTouch: - if (job_3rd_gc == 17) { - initnpctimer; - donpcevent "#3rdgc_event_master::OnEnable"; - disablenpc "#3rdgc_event01"; - } else { - mes "You don't have to come here."; - close2; - warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) - $@3rdgc_room02 = 0; - } - end; -OnTimer900000: - mapannounce "job3_guil03","Renzak : Withdraw!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - end; -OnTimer901000: - mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) - end; -OnTimer902000: - donpcevent "#3rdgc_event_master::OnReset"; - stopnpctimer; - end; -} - -job3_guil03,1,4,0 script #3rdgc_event_master CLEAR_NPC,{ - end; -OnEnable: - donpcevent "Barbed-Wire Entanglement::OnEnable"; - donpcevent "Guard Dog#dog01::OnEnable"; - donpcevent "Guard Dog#dog02::OnEnable"; - donpcevent "#3rdgc_sunchal_nomal::OnEnable"; - donpcevent "#3rdgc_sunchal_kill01::OnEnable"; - donpcevent "#3rdgc_sunchal_kill02::OnEnable"; - donpcevent "#3rdgc_sunchal_kill03::OnEnable"; - donpcevent "#3rdgc_gojung_kill01::OnEnable"; - donpcevent "#3rdgc_gojung_kill02::OnEnable"; - donpcevent "#3rdgc_gojung_kill03::OnEnable"; - donpcevent "Priest from Rachel::OnEnable"; - end; -OnReset: - donpcevent "#3rdgc_guard::OnStop"; - donpcevent "#3rdgc_guardoff::OnReset"; - donpcevent "#3rdgc_hide01::OnStop"; - donpcevent "#3rdgc_hide02::OnStop"; - donpcevent "#3rdgc_hide03::OnStop"; - donpcevent "#3rdgc_sunchal_kill01::OnStop"; - donpcevent "#3rdgc_sunchal_kill02::OnStop"; - donpcevent "#3rdgc_sunchal_kill03::OnStop"; - donpcevent "#3rdgc_gojung_kill01::OnStop"; - donpcevent "#3rdgc_gojung_kill02::OnStop"; - donpcevent "#3rdgc_gojung_kill03::OnStop"; - donpcevent "Guard Dog#dog01::OnReset"; - donpcevent "Guard Dog#dog02::OnReset"; - donpcevent "#3rdgc_sunchal_nomal::OnReset"; - donpcevent "#3rdgc_sunchal_kill01::OnReset"; - donpcevent "#3rdgc_sunchal_kill02::OnReset"; - donpcevent "#3rdgc_sunchal_kill03::OnReset"; - donpcevent "#3rdgc_gojung_kill01::OnReset"; - donpcevent "#3rdgc_gojung_kill02::OnReset"; - donpcevent "#3rdgc_gojung_kill03::OnReset"; - donpcevent "Priest from Rachel::OnReset"; - donpcevent "Barbed-Wire Entanglement::OnDisable"; - donpcevent "Guard Dog#dog01::OnDisable"; - donpcevent "Guard Dog#dog02::OnDisable"; - donpcevent "#3rdgc_gojung_kill01::OnDisable"; - donpcevent "#3rdgc_gojung_kill02::OnDisable"; - donpcevent "#3rdgc_gojung_kill03::OnDisable"; - donpcevent "Priest from Rachel::OnDisable"; - donpcevent "Renzak#3rdgc16::OnDisable"; - donpcevent "#3rdgc_event01::OnEnable"; - $@3rdgc_room02 = 0; - end; -} - -//Original name: Barbed-Wire Entanglements#3rdgc_door01 -job3_guil03,55,79,0 script Barbed-Wire Entanglement CLEAR_NPC,1,1,{ - end; -OnEnable: - enablenpc "Barbed-Wire Entanglement"; - end; -OnDisable: - disablenpc "Barbed-Wire Entanglement"; - end; -OnTouch: - mes "There is space on the bottom of the old fence."; - next; - if(select("Find another way.", "Climb into the space.") == 2) { - mes "You climb into the narrow space."; - mes "The hole is blocked with the old barbed-wire entanglements."; - close2; - warp "job3_guil03",57,79; - disablenpc "Barbed-Wire Entanglement"; - end; - } - close; -} - -job3_guil03,98,46,0 script #3rdgc_hide01 HIDDEN_WARP_NPC,1,4,{ - end; -OnStop: - killmonster "job3_guil03","#3rdgc_hide01::OnMyMobDead"; - stopnpctimer; - end; -OnTouch: - mapannounce "job3_guil03","Man's voice : Umm? Is that a shadow in the window?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - initnpctimer; - end; -OnTimer2000: - monster "job3_guil03",97,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead"; - monster "job3_guil03",98,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead"; - monster "job3_guil03",99,49,"Guard Dog",1866,1,"#3rdgc_hide01::OnMyMobDead"; - mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - end; -OnTimer60000: - mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - donpcevent "#3rdgc_guard::OnEnable"; - stopnpctimer; - end; -OnMyMobDead: - if (mobcount("job3_guil03","#3rdgc_hide01::OnMyMobDead") < 1) - stopnpctimer; - end; -} - -job3_guil03,98,55,0 script #3rdgc_hide02 HIDDEN_WARP_NPC,1,4,{ - end; -OnStop: - killmonster "job3_guil03","#3rdgc_hide02::OnMyMobDead"; - stopnpctimer; - end; -OnTouch: - mapannounce "job3_guil03","Man's voice : There is something outside!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - initnpctimer; - end; -OnTimer2000: - monster "job3_guil03",97,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead"; - monster "job3_guil03",98,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead"; - monster "job3_guil03",99,57,"Guard Dog",1866,1,"#3rdgc_hide02::OnMyMobDead"; - mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - end; -OnTimer60000: - mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - donpcevent "#3rdgc_guard::OnEnable"; - stopnpctimer; - end; -OnMyMobDead: - if (mobcount("job3_guil03","#3rdgc_hide02::OnMyMobDead") < 1) - stopnpctimer; - end; -} - -job3_guil03,98,64,0 script #3rdgc_hide03 HIDDEN_WARP_NPC,1,4,{ - end; -OnStop: - killmonster "job3_guil03","#3rdgc_hide03::OnMyMobDead"; - stopnpctimer; - end; -OnTouch: - mapannounce "job3_guil03","Man's voice : What is that?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - initnpctimer; - end; -OnTimer2000: - monster "job3_guil03",97,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead"; - monster "job3_guil03",98,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead"; - monster "job3_guil03",99,67,"Guard Dog",1866,1,"#3rdgc_hide03::OnMyMobDead"; - mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - end; -OnTimer60000: - mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - donpcevent "#3rdgc_guard::OnEnable"; - stopnpctimer; - end; -OnMyMobDead: - if (mobcount("job3_guil03","#3rdgc_hide03::OnMyMobDead") < 1) - stopnpctimer; - end; -} - -job3_guil03,1,2,0 script #3rdgc_guard CLEAR_NPC,{ - end; -OnEnable: - initnpctimer; - end; -OnStop: - stopnpctimer; - end; -OnTimer5000: - mapannounce "job3_guil03","Guards : Take strict precaution outside!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - donpcevent "Exterior Guard#g01::OnEnable"; - donpcevent "Exterior Guard#g02::OnEnable"; - donpcevent "Exterior Guard#g03::OnEnable"; - donpcevent "Exterior Guard#g04::OnEnable"; - donpcevent "Exterior Guard#g05::OnEnable"; - donpcevent "Exterior Guard#g06::OnEnable"; - end; -OnTimer8000: - mapannounce "job3_guil03","Guards : Take strict precaution of the front gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - donpcevent "Front Gate Guard#g01::OnEnable"; - donpcevent "Front Gate Guard#g03::OnEnable"; - donpcevent "Front Gate Guard#g04::OnEnable"; - donpcevent "Front Gate Guard#g05::OnEnable"; - end; -OnTimer13000: - mapannounce "job3_guil03","Guards : Take strict precaution of the back gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - donpcevent "Back Gate Guard#g01::OnEnable"; - donpcevent "Back Gate Guard#g03::OnEnable"; - donpcevent "Back Gate Guard#g04::OnEnable"; - donpcevent "Back Gate Guard#g05::OnEnable"; - end; -OnTimer16000: - mapannounce "job3_guil03","Guards : Take strict precaution of the interior!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - donpcevent "Interior Guard#g01::OnEnable"; - donpcevent "Interior Guard#g03::OnEnable"; - donpcevent "Interior Guard#g04::OnEnable"; - donpcevent "Interior Guard#g05::OnEnable"; - stopnpctimer; - end; -} - -job3_guil03,1,3,0 script #3rdgc_guardoff CLEAR_NPC,{ - end; -OnDisable: - initnpctimer; - end; -OnReset: - stopnpctimer; - donpcevent "Front Gate Guard#g01::OnDisable"; - donpcevent "Front Gate Guard#g03::OnDisable"; - donpcevent "Front Gate Guard#g04::OnDisable"; - donpcevent "Front Gate Guard#g05::OnDisable"; - donpcevent "Back Gate Guard#g01::OnDisable"; - donpcevent "Back Gate Guard#g03::OnDisable"; - donpcevent "Back Gate Guard#g04::OnDisable"; - donpcevent "Back Gate Guard#g05::OnDisable"; - donpcevent "Interior Guard#g01::OnDisable"; - donpcevent "Interior Guard#g03::OnDisable"; - donpcevent "Interior Guard#g04::OnDisable"; - donpcevent "Interior Guard#g05::OnDisable"; - donpcevent "Exterior Guard#g01::OnDisable"; - donpcevent "Exterior Guard#g02::OnDisable"; - donpcevent "Exterior Guard#g03::OnDisable"; - donpcevent "Exterior Guard#g04::OnDisable"; - donpcevent "Exterior Guard#g05::OnDisable"; - donpcevent "Exterior Guard#g06::OnDisable"; - donpcevent "Front Gate Guard#g01::OnReset"; - donpcevent "Back Gate Guard#g01::OnReset"; - donpcevent "Interior Guard#g01::OnReset"; - donpcevent "Exterior Guard#g01::OnReset"; - donpcevent "Exterior Guard#g02::OnReset"; - donpcevent "Exterior Guard#g03::OnReset"; - donpcevent "Exterior Guard#g04::OnReset"; - donpcevent "Exterior Guard#g05::OnReset"; - donpcevent "Exterior Guard#g06::OnReset"; - end; -OnTimer1000: - mapannounce "job3_guil03","Guards : Umm? I'm imagining things.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - end; -OnTimer4000: - mapannounce "job3_guil03","Guards : Let's go back.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - end; -OnTimer5000: - donpcevent "Front Gate Guard#g01::OnDisable"; - donpcevent "Front Gate Guard#g03::OnDisable"; - donpcevent "Front Gate Guard#g04::OnDisable"; - donpcevent "Front Gate Guard#g05::OnDisable"; - donpcevent "Back Gate Guard#g01::OnDisable"; - donpcevent "Back Gate Guard#g03::OnDisable"; - donpcevent "Back Gate Guard#g04::OnDisable"; - donpcevent "Back Gate Guard#g05::OnDisable"; - donpcevent "Interior Guard#g01::OnDisable"; - donpcevent "Interior Guard#g03::OnDisable"; - donpcevent "Interior Guard#g04::OnDisable"; - donpcevent "Interior Guard#g05::OnDisable"; - donpcevent "Exterior Guard#g01::OnDisable"; - donpcevent "Exterior Guard#g02::OnDisable"; - donpcevent "Exterior Guard#g03::OnDisable"; - donpcevent "Exterior Guard#g04::OnDisable"; - donpcevent "Exterior Guard#g05::OnDisable"; - donpcevent "Exterior Guard#g06::OnDisable"; - stopnpctimer; - end; -} - -- script #3rdgc_guard00 FAKE_NPC,{ - end; -OnInit: -OnDisable: - disablenpc strnpcinfo(0); - end; -OnEnable: - enablenpc strnpcinfo(0); - end; -} - -job3_guil03,93,35,3 script Front Gate Guard#g01 4_M_DSTMAN,5,5,{ - end; -OnInit: -OnDisable: - disablenpc "Front Gate Guard#g01"; - end; -OnEnable: - enablenpc "Front Gate Guard#g01"; - end; -OnReset: - killmonster "job3_guil03","Front Gate Guard#g01::OnMyMobDead"; - end; -OnTouch: - disablenpc "Front Gate Guard#g01"; - disablenpc "Front Gate Guard#g03"; - disablenpc "Front Gate Guard#g04"; - disablenpc "Front Gate Guard#g05"; - monster "job3_guil03",93,37,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead"; - monster "job3_guil03",93,36,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead"; - monster "job3_guil03",93,35,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead"; - monster "job3_guil03",93,34,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead"; - monster "job3_guil03",93,33,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead"; - monster "job3_guil03",93,32,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead"; - end; -OnMyMobDead: - end; -} -job3_guil03,93,36,3 duplicate(#3rdgc_guard00) Front Gate Guard#g03 4_M_DSTMAN -job3_guil03,93,34,3 duplicate(#3rdgc_guard00) Front Gate Guard#g04 4_M_DSTMAN -job3_guil03,93,33,3 duplicate(#3rdgc_guard00) Front Gate Guard#g05 4_M_DSTMAN - -job3_guil03,133,52,5 script Back Gate Guard#g01 4_M_DSTMAN,5,5,{ - end; -OnInit: -OnDisable: - disablenpc "Back Gate Guard#g01"; - end; -OnEnable: - enablenpc "Back Gate Guard#g01"; - end; -OnReset: - killmonster "job3_guil03","Back Gate Guard#g01::OnMyMobDead"; - end; -OnTouch: - disablenpc "Back Gate Guard#g01"; - disablenpc "Back Gate Guard#g03"; - disablenpc "Back Gate Guard#g04"; - disablenpc "Back Gate Guard#g05"; - monster "job3_guil03",133,54,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead"; - monster "job3_guil03",133,53,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead"; - monster "job3_guil03",133,52,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead"; - monster "job3_guil03",133,51,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead"; - monster "job3_guil03",133,50,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead"; - monster "job3_guil03",133,49,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead"; - end; -OnMyMobDead: - end; -} -job3_guil03,133,53,5 duplicate(#3rdgc_guard00) Back Gate Guard#g03 4_M_DSTMAN -job3_guil03,133,51,5 duplicate(#3rdgc_guard00) Back Gate Guard#g04 4_M_DSTMAN -job3_guil03,133,50,5 duplicate(#3rdgc_guard00) Back Gate Guard#g05 4_M_DSTMAN - -job3_guil03,117,51,4 script Interior Guard#g01 4_M_DSTMAN,5,5,{ - end; -OnInit: -OnDisable: - disablenpc "Interior Guard#g01"; - end; -OnEnable: - enablenpc "Interior Guard#g01"; - end; -OnReset: - killmonster "job3_guil03","Interior Guard#g01::OnMyMobDead"; - end; -OnTouch: - disablenpc "Interior Guard#g01"; - disablenpc "Interior Guard#g03"; - disablenpc "Interior Guard#g04"; - disablenpc "Interior Guard#g05"; - monster "job3_guil03",117,53,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead"; - monster "job3_guil03",117,52,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead"; - monster "job3_guil03",117,51,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead"; - monster "job3_guil03",117,50,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead"; - monster "job3_guil03",117,49,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead"; - monster "job3_guil03",117,48,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead"; - end; -OnMyMobDead: - end; -} -job3_guil03,117,52,4 duplicate(#3rdgc_guard00) Interior Guard#g03 4_M_DSTMAN -job3_guil03,117,50,4 duplicate(#3rdgc_guard00) Interior Guard#g04 4_M_DSTMAN -job3_guil03,117,49,4 duplicate(#3rdgc_guard00) Interior Guard#g05 4_M_DSTMAN - -job3_guil03,88,44,4 script Exterior Guard#g01 4_M_DSTMAN,5,5,{ - end; -OnInit: -OnDisable: - disablenpc "Exterior Guard#g01"; - end; -OnEnable: - enablenpc "Exterior Guard#g01"; - end; -OnReset: - killmonster "job3_guil03","Exterior Guard#g01::OnMyMobDead"; - end; -OnTouch: - mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - disablenpc "Exterior Guard#g01"; - monster "job3_guil03",88,44,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead"; - monster "job3_guil03",88,43,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead"; - monster "job3_guil03",88,45,"Guard Dog",1866,1,"Exterior Guard#g01::OnMyMobDead"; - end; -OnMyMobDead: - end; -} - -job3_guil03,88,55,4 script Exterior Guard#g02 4_M_DSTMAN,5,5,{ - end; -OnInit: -OnDisable: - disablenpc "Exterior Guard#g02"; - end; -OnEnable: - enablenpc "Exterior Guard#g02"; - end; -OnReset: - killmonster "job3_guil03","Exterior Guard#g02::OnMyMobDead"; - end; -OnTouch: - mapannounce "job3_guil03","Guards : Enemy?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - disablenpc "Exterior Guard#g02"; - monster "job3_guil03",88,55,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead"; - monster "job3_guil03",88,54,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead"; - monster "job3_guil03",88,56,"Guard Dog",1866,1,"Exterior Guard#g02::OnMyMobDead"; - end; -OnMyMobDead: - end; -} - -job3_guil03,88,64,4 script Exterior Guard#g03 4_M_DSTMAN,5,5,{ - end; -OnInit: -OnDisable: - disablenpc "Exterior Guard#g03"; - end; -OnEnable: - enablenpc "Exterior Guard#g03"; - end; -OnReset: - killmonster "job3_guil03","Exterior Guard#g03::OnMyMobDead"; - end; -OnTouch: - mapannounce "job3_guil03","Guards : An invader, remove!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - disablenpc "Exterior Guard#g03"; - monster "job3_guil03",88,64,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead"; - monster "job3_guil03",88,63,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead"; - monster "job3_guil03",88,65,"Guard Dog",1866,1,"Exterior Guard#g03::OnMyMobDead"; - end; -OnMyMobDead: - end; -} - -job3_guil03,73,62,4 script Exterior Guard#g04 4_M_DSTMAN,5,5,{ - end; -OnInit: -OnDisable: - disablenpc "Exterior Guard#g04"; - end; -OnEnable: - enablenpc "Exterior Guard#g04"; - end; -OnReset: - killmonster "job3_guil03","Exterior Guard#g04::OnMyMobDead"; - end; -OnTouch: - mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - disablenpc "Exterior Guard#g04"; - monster "job3_guil03",73,62,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead"; - monster "job3_guil03",73,61,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead"; - monster "job3_guil03",73,63,"Guard Dog",1866,1,"Exterior Guard#g04::OnMyMobDead"; - end; -OnMyMobDead: - end; -} - -job3_guil03,77,51,4 script Exterior Guard#g05 4_M_DSTMAN,5,5,{ - end; -OnInit: -OnDisable: - disablenpc "Exterior Guard#g05"; - end; -OnEnable: - enablenpc "Exterior Guard#g05"; - end; -OnReset: - killmonster "job3_guil03","Exterior Guard#g05::OnMyMobDead"; - end; -OnTouch: - mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - disablenpc "Exterior Guard#g05"; - monster "job3_guil03",77,51,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead"; - monster "job3_guil03",77,50,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead"; - monster "job3_guil03",77,49,"Guard Dog",1866,1,"Exterior Guard#g05::OnMyMobDead"; - end; -OnMyMobDead: - end; -} - -job3_guil03,73,34,4 script Exterior Guard#g06 4_M_DSTMAN,5,5,{ - end; -OnInit: -OnDisable: - disablenpc "Exterior Guard#g06"; - end; -OnEnable: - enablenpc "Exterior Guard#g06"; - end; -OnReset: - killmonster "job3_guil03","Exterior Guard#g06::OnMyMobDead"; - end; -OnTouch: - mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - disablenpc "Exterior Guard#g06"; - monster "job3_guil03",73,34,"Exterior Guards",1985,1,"Exterior Guard#g06::OnMyMobDead"; - monster "job3_guil03",73,33,"Exterior guards",1985,1,"Exterior Guard#g06::OnMyMobDead"; - monster "job3_guil03",73,32,"Guard Dog",1866,1,"Exterior Guard#g06::OnMyMobDead"; - end; -OnMyMobDead: - end; -} - -job3_guil03,110,27,3 script Guard Dog#dog01 HELL_POODLE,3,1,{ - end; -OnEnable: - enablenpc "Guard Dog#dog01"; - end; -OnDisable: - disablenpc "Guard Dog#dog01"; - end; -OnReset: - killmonster "job3_guil03","Guard Dog#dog01::OnMyMobDead"; - end; -OnTouch: - mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0 - disablenpc "Guard Dog#dog01"; - monster "job3_guil03",110,27,"Guard Dog",1866,1,"Guard Dog#dog01::OnMyMobDead"; - monster "job3_guil03",103,27,"Dog Trainer",1985,1,"Guard Dog#dog01::OnMyMobDead"; - monster "job3_guil03",104,27,"Dog Trainer's Assistant",1985,1,"Guard Dog#dog01::OnMyMobDead"; - monster "job3_guil03",98,27,"Guard",1985,1,"Guard Dog#dog01::OnMyMobDead"; - end; -OnMyMobDead: - end; -} - -job3_guil03,119,27,3 script Guard Dog#dog02 HELL_POODLE,3,1,{ - end; -OnEnable: - enablenpc "Guard Dog#dog02"; - end; -OnDisable: - disablenpc "Guard Dog#dog02"; - end; -OnReset: - killmonster "job3_guil03","Guard Dog#dog02::OnMyMobDead"; - end; -OnTouch: - mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0 - disablenpc "Guard Dog#dog02"; - monster "job3_guil03",124,27,"Guard Dog",1866,1,"Guard Dog#dog02::OnMyMobDead"; - monster "job3_guil03",126,27,"Dog Trainer",1985,1,"Guard Dog#dog02::OnMyMobDead"; - monster "job3_guil03",104,27,"Trainer's Assistant",1985,1,"Guard Dog#dog02::OnMyMobDead"; - monster "job3_guil03",131,27,"Guard",1985,1,"Guard Dog#dog02::OnMyMobDead"; - end; -OnMyMobDead: - end; -} - -job3_guil03,2,1,0 script #3rdgc_sunchal_nomal CLEAR_NPC,{ - end; -OnEnable: - monster "job3_guil03",62,35,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",108,78,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",133,77,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",79,69,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",117,27,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",62,48,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",116,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",137,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",49,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",48,50,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",62,48,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",61,38,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",74,47,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",90,34,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",91,51,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",155,77,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",127,67,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",131,43,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",103,27,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",63,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",79,69,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; - end; -OnReset: - killmonster "job3_guil03","#3rdgc_sunchal_nomal::OnMyMobDead"; - end; -OnMyMobDead: - end; -} - -job3_guil03,2,2,0 script #3rdgc_sunchal_kill01 CLEAR_NPC,{ - end; -OnEnable: - .@i = atoi(charat(strnpcinfo(0),20)); - setarray .@x[1],74,124,103; - setarray .@y[1],63, 78, 24; - monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead"; - end; -OnStop: - mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something...",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - stopnpctimer; - end; -OnReset: - killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead"; - end; -OnMyMobDead: - initnpctimer; - end; -OnTimer3000: - mapannounce "job3_guil03","Guard : Huh? What's that sound. Hey, what's going on?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - end; -OnTimer70000: - mapannounce "job3_guil03","Guard : What's the matter?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - end; -OnTimer10000: - mapannounce "job3_guil03","Guard : Something's wrong, take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - donpcevent "#3rdgc_guard::OnEnable"; - stopnpctimer; - end; -} -job3_guil03,2,3,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill02 CLEAR_NPC -job3_guil03,2,4,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill03 CLEAR_NPC - -job3_guil03,64,68,3 script #3rdgc_gojung_kill01 4_M_DSTMAN,7,7,{ - end; -OnEnable: - enablenpc strnpcinfo(0); - end; -OnDisable: - disablenpc strnpcinfo(0); - end; -OnStop: - mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something.",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 - stopnpctimer; - end; -OnReset: - killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead"; - end; -OnTouch: - .@i = atoi(charat(strnpcinfo(0),19)); - setarray .@x[1],64,86,83; - setarray .@y[1],68,63,36; - mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - disablenpc strnpcinfo(0); - monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead"; - initnpctimer; - end; -OnMyMobDead: - stopnpctimer; - end; -OnTimer5000: - if (strnpcinfo(0) == "#3rdgc_gojung_kill03") end; -OnTimer10000: - mapannounce "job3_guil03","Guard : I need support! Take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - donpcevent "#3rdgc_guard::OnEnable"; - stopnpctimer; - end; -} -job3_guil03,86,63,1 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill02 4_M_DSTMAN,8,8 -job3_guil03,83,36,5 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill03 4_M_DSTMAN,6,6 - -job3_guil03,88,71,0 script #3rdgc_safezone01 HIDDEN_WARP_NPC,1,1,{ - end; -OnTouch: - mes "It's a good bush to hide yourself."; - donpcevent strnpcinfo(0)+"::OnTimer"; - close; -OnTimer: - //FIXME: This is a workaround for... - //var pccount_tt = GetNeighborPcNumber 2 - getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC); - setarray .@x[1],.@x-2,.@x+2; - setarray .@y[1],.@y-2,.@y+2; - sleep 1000; - for(.@i = 0; .@i<9; ++.@i) { - if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) < 1) - end; - sleep 1000; - } - if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) > 0) - donpcevent "#3rdgc_guardoff::OnDisable"; - end; -} -job3_guil03,82,45,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone02 HIDDEN_WARP_NPC,1,1 -job3_guil03,72,53,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone03 HIDDEN_WARP_NPC,1,1 - -job3_guil03,111,51,7 script Priest from Rachel 4_M_MIDDLE1,{ - if (!.on) end; - mes "[Priest from Rachel]"; - if (job_3rd_gc == 17) { - mes "Are you from the Assassin Guild?"; - next; - mes "[Priest from Rachel]"; - mes "The reason that our organization was dissolved was because of you guys."; - mes "You are a thorough person?"; - next; - mes "[Priest from Rachel]"; - mes "Because of you, you ruined everything!"; - setnpcdisplay(strnpcinfo(0), HIDEN_PRIEST); - next; - mes "[Priest from Rachel]"; - mes "You want to destroy us forever!"; - mes "I can't put the Goddess to shame on a dirty Odin!"; - next; - mes "[Priest from Rachel]"; - mes "I'll never forgive you!!!"; - mes "Pagan! Justice will be swift!"; - donpcevent "Priest from Rachel::OnDisable"; - monster "job3_guil03",111,51,"Priest from Rachel",2030,1,"Priest from Rachel::OnMyMobDead"; - close; - } - mes "Who are you?"; - mes "Get out of here."; - close2; - warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) - end; -OnInit: -OnDisable: - .on = 0; - hideonnpc "Priest from Rachel"; - end; -OnEnable: - .on = 1; - hideoffnpc "Priest from Rachel"; - end; -OnReset: - killmonster "job3_guil03","Priest from Rachel::OnMyMobDead"; - end; -OnMyMobDead: - donpcevent "Renzak#3rdgc16::OnEnable"; - mapannounce "job3_guil03","I... I can't die in vain...",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 - donpcevent "#3rdgc_event01::OnStop"; - initnpctimer; - end; -OnTimer3000: - mapannounce "job3_guil03","Renzak : Hey! Come out!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0 - end; -OnTimer40000: - mapannounce "job3_guil03","Renzak : Don't lag!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0 - end; -OnTimer60000: - mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) - end; -OnTimer61000: - donpcevent "#3rdgc_guard::OnStop"; - donpcevent "#3rdgc_guardoff::OnReset"; - donpcevent "#3rdgc_hide01::OnStop"; - donpcevent "#3rdgc_hide02::OnStop"; - donpcevent "#3rdgc_hide03::OnStop"; - donpcevent "#3rdgc_sunchal_kill01::OnStop"; - donpcevent "#3rdgc_sunchal_kill02::OnStop"; - donpcevent "#3rdgc_sunchal_kill03::OnStop"; - donpcevent "#3rdgc_gojung_kill01::OnStop"; - donpcevent "#3rdgc_gojung_kill02::OnStop"; - donpcevent "#3rdgc_gojung_kill03::OnStop"; - donpcevent "Guard Dog#dog01::OnReset"; - donpcevent "Guard Dog#dog02::OnReset"; - donpcevent "#3rdgc_sunchal_nomal::OnReset"; - donpcevent "#3rdgc_sunchal_kill01::OnReset"; - donpcevent "#3rdgc_sunchal_kill02::OnReset"; - donpcevent "#3rdgc_sunchal_kill03::OnReset"; - donpcevent "#3rdgc_gojung_kill01::OnReset"; - donpcevent "#3rdgc_gojung_kill02::OnReset"; - donpcevent "#3rdgc_gojung_kill03::OnReset"; - donpcevent "Priest from Rachel::OnReset"; - donpcevent "Barbed-Wire Entanglement::OnDisable"; - donpcevent "Guard Dog#dog01::OnDisable"; - donpcevent "Guard Dog#dog02::OnDisable"; - donpcevent "#3rdgc_gojung_kill01::OnDisable"; - donpcevent "#3rdgc_gojung_kill02::OnDisable"; - donpcevent "#3rdgc_gojung_kill03::OnDisable"; - donpcevent "Priest from Rachel::OnDisable"; - donpcevent "Renzak#3rdgc16::OnDisable"; - end; -OnTimer61500: - donpcevent "#3rdgc_event01::OnEnable"; - $@3rdgc_room02 = 0; - stopnpctimer; - end; -} - -job3_guil03,146,70,3 script Renzak#3rdgc16 4_F_GUILLOTINE,{ - mes "[Renzak]"; - if (questprogress(7110,HUNTING) == 2) { - mes "My peers will come here to settle this affair."; - mes "Go to Mayshell for the report."; - next; - mes "[Renzak]"; - if (questprogress(7110,PLAYTIME) == 1) { - mes "You finished quickly."; - mes "Good job."; - job_3rd_gc = 18; - } else { - mes "I told you that you have to finish within 10 minutes."; - mes "You might be exhausted."; - mes "Fortunately you are ok."; - job_3rd_gc = 19; - } - erasequest 7110; - setquest 7111; - close2; - warp "job3_guil01",51,50; - end; - } - mes "Get the target!"; - mes "Actually, I'm not supposed to be here. Is something wrong with you?"; - close; -OnInit: - disablenpc "Renzak#3rdgc16"; - end; -OnEnable: - enablenpc "Renzak#3rdgc16"; - end; -OnDisable: - disablenpc "Renzak#3rdgc16"; - end; -} - -job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{ - if (!checkweight(Knife,2)) { - mes "- You can't continue this quest because you have too many items. -"; - close; - } - mes "[Bercasell]"; - if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { - if (job_3rd_gc == 20) { - if (JobLevel > 49 && SkillPoint == 0 && BaseLevel > 98) { - mes "I'm so tired..."; - mes "You were sent by Mayshell?"; - mes "Tell me why you came to see me."; - next; - switch(select("What is a Guillotine Cross?", "I want to be a Guillotine Cross.", "Nothing.")) { - case 1: - mes "[Bercasell]"; - mes "....."; - next; - mes "[Bercasell]"; - mes "So you want to know about the Guillotine Cross?"; - mes "Get out!"; - next; - switch(select("Just tell me...", "......")) { - case 1: - mes "[Bercasell]"; - callsub L_Info; - mes "[Bercasell]"; - mes "It's funny that I'm talking to you like this."; - mes "I want to stop you from becoming a Guillotine Cross because of your defiance."; - close; - case 2: - mes "[Bercasell]"; - mes "Yes, you don't ask questions."; - mes "That's good. You are qualified. What about being a Guillotine Cross?"; - mes "Do you want to be a Guillotine Cross?"; - next; - switch(select("Yes, change my job.", "I need to think about it.")) { - case 1: - L_JobChange: - mes "[Bercasell]"; - mes "You don't regret it?"; - callsub L_Info; - mes "[Bercasell]"; - mes "You can become a living offensive weapon."; - mes "Do you really want to become a Guillotine Cross?"; - next; - switch(select("Yes, change my job.", "I need to rethink it.")) { - case 1: - mes "[Bercasell]"; - if (hascashmount()) { - mes "I cannot perform the job change."; - mes "Please remove your mount and try again."; - close; - } else if (SkillPoint != 0) { - mes "You still have unspent skill points."; - mes "Please use all your skill points and try again."; - close; - } - mes "Is your decision final?"; - mes "Good."; - next; - mes "[Bercasell]"; - mes "Now, you are an assassin, yet you are not an assassin anymore."; - mes "You are in the shadows, but it's different from the other shadows."; - next; - mes "[Bercasell]"; - mes "Your enemy is everything you can see."; - mes "Don't forget yourself."; - mes "A weight of the blood on your weapons."; - next; - mes "[Bercasell]"; - mes "Ok, change your clothes to your new uniform."; - mes "You are now a Guillotine Cross."; - next; - mes "[Bercasell]"; - mes "A sword of the shadow..."; - setlook 7,0; - jobchange roclass(eaclass()|EAJL_THIRD); - if (questprogress(7096) == 1) { - job_3rd_gc = 25; - erasequest 7096; - } else if (questprogress(7097) == 1) { - job_3rd_gc = 26; - erasequest 7097; - } else if (questprogress(7098) == 1) { - job_3rd_gc = 27; - erasequest 7098; - } else if (questprogress(7099) == 1) { - job_3rd_gc = 28; - erasequest 7099; - } - getitem Green_Apple_Ring,1; - getitem Silent_Executer,1; - next; - mes "[Bercasell]"; - mes "And... these are presents to celebrate your becoming a Guillotine Cross."; - close; - case 2: - mes "[Bercasell]"; - mes "You are prudent. That's a good thing."; - mes "I'll wait for the day that you decide to join us as a Guillotine Cross."; - close; - } - case 2: - mes "[Bercasell]"; - mes "You are prudent. That's a good thing."; - mes "I'll wait for the day that you decide to join us as a Guillotine Cross."; - close; - } - } - case 2: - goto L_JobChange; - case 3: - mes "[Bercasell]"; - mes "Don't bother me."; - close; - } - } - mes "......"; - mes "What can I do for you?"; - next; - switch(select("I want to be a Guillotine.", "Nothing.")) { - case 1: - mes "[Bercasell]"; - mes "Do you?"; - mes "What for...?"; - mes "Of course, you came here with your own will..."; - next; - mes "[Bercasell]"; - mes "Guillotine Cross is an enforcer of the Assassin Guild's laws."; - mes "Can you put a dagger in the back of one of your peers?"; - next; - mes "[Bercasell]"; - mes "You are not ready to do it yet..."; - close; - case 2: - mes "[Bercasell]"; - mes "Don't bother me."; - close; - } - } else if (job_3rd_gc > 20) { - mes "Don't pursue only strength."; - mes "You'll get tired."; - mes "It's no better than living."; - mes "If you only seek power..."; - next; - mes "[Bercasell]"; - mes "Someday, it'll come back to you."; - mes "Well, I'm just a weapon, suppose I have no right to talk about life..."; - close; - } else { - mes "What's going on with Daora?"; - mes "Why are you in here?"; - mes "Did I say you could come here?"; - next; - mes "[Bercasell]"; - mes "Or did Mayshell send you?"; - mes "Or what, are you my fan?"; - mes "You found the wrong place!"; - next; - mes "[Bercasell]"; - mes "Get out of here now!!!"; - close; - } - } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) { - mes "Don't pursue only strength."; - mes "You'll get tired."; - mes "It's no better than living."; - mes "If you only seek power..."; - next; - mes "[Bercasell]"; - mes "Someday, it'll come back to you."; - mes "Well, I'm just a weapon, suppose I have no right to talk about life..."; - close; - } - mes "What?"; - mes "Hey, you aren't supposed to be here!"; - mes "Get out now!"; - close; - -L_Info: - mes "Guillotine Cross is an enforcer."; - mes "A living offensive weapon..."; - next; - mes "[Bercasell]"; - mes "Who is an assassin's natural enemy?"; - mes "Swordman? Priest?"; - mes "Wizard?"; - mes "Things of evil in great abundance?"; - next; - mes "[Bercasell]"; - mes "No, an assassin's natural enemy is other assassins."; - mes "The most threatening thing to us is us."; - next; - mes "[Bercasell]"; - mes "In the darkness of the guild, in the shadows we are the Guillotine Crosses."; - mes "We maintain the law and order within the Assassin Guild."; - next; - mes "[Bercasell]"; - mes "Sometimes we set examples for our peers, sometimes we aim swords at our members' necks in the name of the Guild."; - mes "We are the Guillotine Cross, the sword of the Assassin Guild."; - next; - mes "[Bercasell]"; - mes "We have the skill to find members who are in the darkness, and you are being way too pushy."; - next; - mes "[Bercasell]"; - mes "We have highly advanced combat skills."; - next; - return; -} - -//== Warp Portals ========================================== -job3_guil01,80,77,0 script #gate_to_guil05 WARPNPC,1,1,{ - end; -OnTouch: - if (job_3rd_gc > 3) - warp "job3_guil01",60,50; - else { - mes "[Daora]"; - mes "Hey, there!"; - mes "No trespassing!"; - close; - } - end; -} -job3_guil01,51,55,0 script #gate_to_guil07 WARPNPC,1,1,{ - end; -OnTouch: - if (job_3rd_gc == 4 || job_3rd_gc == 14 || job_3rd_gc > 17) - warp "job3_guil01",12,7; - else { - mes " [-----------------------------]"; - mes " No trespassing without "; - mes " permission. "; - mes " I'm not a "; - mes " generous person. "; - mes " - Mayshell "; - mes " [-----------------------------]"; - close; - } - end; -} -job3_guil01,51,44,0 script #gate_to_guil09 WARPNPC,1,1,{ - end; -OnTouch: - if (job_3rd_gc == 11 || job_3rd_gc == 12) - warp "job3_guil01",79,23; - else if (job_3rd_gc > 19) - warp "job3_guil01",144,57; - else { - mes "You don't have anything to do."; - close; - } - end; -} - -job3_guil02,1,3,0 script #GMhelper01_gc CLEAR_NPC,{ - callfunc "F_GM_NPC"; - mes "What can I do for you?"; - next; - if (callfunc("F_GM_NPC",1854,0) == 1) { - .@room01 = $@3rdgc_room01; - mes "I check the recent situation."; - mes "The battle situation of storage: "+.@room01+""; - mes "1 : In progress. 0 : Standby status."; - next; - switch(select("Reset a situation of storage", "Stop it.")) { - case 1: - mes "Do you wish to reset a situation of storage?"; - mes "Check the inside that there is a person or not, please."; - next; - switch(select("No.", "Reset.")) { - case 1: - mes "I did nothing."; - close; - case 2: - mes "Reset a situation of storage."; - donpcevent "Dandelion#3rdgc12::OnDisable"; - donpcevent "A man with black clothes::OnDisable"; - donpcevent "#3rdgc_room01_mag01::OnEnable"; - $@3rdgc_room01 = 0; - next; - mes "Complete a reset."; - close; - } - case 2: - mes "A management for mansion is in mansion."; - close; - } - } else { - mes "-_-."; - close; - } -} - -job3_guil03,1,8,0 script #GMhelper02_gc CLEAR_NPC,{ - callfunc "F_GM_NPC"; - mes "What can I do for you?"; - next; - if (callfunc("F_GM_NPC",1854,0) == 1) { - .@room02 = $@3rdgc_room02; - mes "Check the recent situation."; - mes "The battle situation of the mansion is: "+.@room02+""; - mes "1 : In progress. 0 : Standby status."; - next; - switch(select("Reset the mansion", "Stop it.")) { - case 1: - mes "Do you want to reset the mansion?"; - mes "With completion a rest all players of inside will be expelled."; - next; - switch(select("No.", "Reset.")) { - case 1: - mes "I don't anything."; - close; - case 2: - mes "Reset the mansion."; - donpcevent "#3rdgc_guard::OnStop"; - donpcevent "#3rdgc_guardoff::OnReset"; - donpcevent "#3rdgc_hide01::OnStop"; - donpcevent "#3rdgc_hide02::OnStop"; - donpcevent "#3rdgc_hide03::OnStop"; - donpcevent "#3rdgc_sunchal_kill01::OnStop"; - donpcevent "#3rdgc_sunchal_kill02::OnStop"; - donpcevent "#3rdgc_sunchal_kill03::OnStop"; - donpcevent "#3rdgc_gojung_kill01::OnStop"; - donpcevent "#3rdgc_gojung_kill02::OnStop"; - donpcevent "#3rdgc_gojung_kill03::OnStop"; - donpcevent "Guard Dog#dog01::OnReset"; - donpcevent "Guard Dog#dog02::OnReset"; - donpcevent "#3rdgc_sunchal_nomal::OnReset"; - donpcevent "#3rdgc_sunchal_kill01::OnReset"; - donpcevent "#3rdgc_sunchal_kill02::OnReset"; - donpcevent "#3rdgc_sunchal_kill03::OnReset"; - donpcevent "#3rdgc_gojung_kill01::OnReset"; - donpcevent "#3rdgc_gojung_kill02::OnReset"; - donpcevent "#3rdgc_gojung_kill03::OnReset"; - donpcevent "Priest from Rachel::OnReset"; - donpcevent "Barbed-Wire Entanglement::OnDisable"; - donpcevent "Guard Dog#dog01::OnDisable"; - donpcevent "Guard Dog#dog02::OnDisable"; - donpcevent "#3rdgc_gojung_kill01::OnDisable"; - donpcevent "#3rdgc_gojung_kill02::OnDisable"; - donpcevent "#3rdgc_gojung_kill03::OnDisable"; - donpcevent "Priest from Rachel::OnDisable"; - donpcevent "Renzak#3rdgc16::OnDisable"; - next; - mes "Complete a reset of NPC inside."; - mes "The global var is organized."; - mes "We start to expel by force."; - mes "Just put the enter button now."; - donpcevent "#3rdgc_event01::OnEnable"; - $@3rdgc_room02 = 0; - close2; - mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) - end; - } - case 2: - mes "The management of storage is in a storage."; - close; - } - } else { - mes "-_-."; - close; - } -} diff --git a/npc/re/jobs/3-1/mechanic.txt b/npc/re/jobs/3-1/mechanic.txt deleted file mode 100644 index 4dcc98448..000000000 --- a/npc/re/jobs/3-1/mechanic.txt +++ /dev/null @@ -1,753 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= Copyright (C) JayPee -//= Copyright (C) Masao -//= Copyright (C) Muad_Dib -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Mechanic Job Quest -//================= Description =========================================== -//= Jobchange Quest from Blacksmith / Whitesmith -> Mechanic. -//================= Current Version ======================================= -//= 1.2 -//========================================================================= - -yuno,129,156,3 script Chainheart 4_M_DOCTOR,{ - mes "[Chainheart]"; - if (BaseLevel > 99) { - mes "Living as a Mechanic is tough,"; - mes "but I am happy that I can"; - mes "always do what I want."; - close; - } - if (job__mechanic == 12) { - mes "There's nothing to say specifically about Mechanics or magic machinery."; - mes "You would know more about it than anyone now."; - next; - mes "[Chainheart]"; - mes "Continue to grow your knowledge by experiencing what the world has to offer."; - close; - } else if (job__mechanic == 11) { - if (BaseJob == Job_Blacksmith && BaseLevel > 98 && JobLevel > 49 && SkillPoint == 0) { - if (hascashmount()) { - mes "You are on a riding pet,"; - mes "so you cannot change your job."; - mes "Please unequip your riding pet and try again!"; - close; - } - mes "What is it? Is that you?"; - mes "Oh wait, you look quite different than the last time I saw you."; - mes "Did something happen?"; - next; - mes "[Chainheart]"; - mes "Ahh! You went to Juperos"; - mes "like I said. As Franklson did."; - next; - mes "[Chainheart]"; - mes "It seems there's no need"; - mes "for more questioning."; - mes "I'm certain that you've gained the knowledge to be a true mechanic."; - next; - mes "[Chainheart]"; - mes "There's nothing I can say more."; - mes "You are already a great Mechanic."; - mes "Don't lose your nerves with the"; - mes "title. The most important thing is that you have the knowledge."; - next; - mes "[Chainheart]"; - mes "You don't seem to be the type to be locked up inside a lab or in a library."; - mes "You are a type who learns"; - mes "by actively participating."; - next; - mes "[Chainheart]"; - mes "I like who you are and I think we need that kind of a new blood for our Mechanics."; - next; - mes "[Chainheart]"; - mes "Science is seeking and studying things that can be proven logically."; - mes "Ironically enough, science usually starts from uncertain theories just like magic."; - next; - mes "[Chainheart]"; - mes "As I said before if the passion and the talent are real there would be no problem!"; - mes "Congratulations for walking through a new path as a Mechanic!"; - next; - job__mechanic = 12; - completequest 10101; - if (Sex == SEX_MALE) - getitem Driver_Band,1; - else - getitem Driver_Band_,1; - getitem Green_Apple_Ring,1; - jobchange roclass(eaclass()|EAJL_THIRD); - mes "[Chainheart]"; - mes "This is a gift that I give to you."; - mes "If you keep this well, one day"; - mes "you'll be thankful to me."; - next; - mes "[Chainheart]"; - mes "Well, go. This wide world is"; - mes "your laboratory, everything in"; - mes "this world is going to be your"; - mes "textbook, so let there be a silver lining in the future of Mechanics!"; - close; - } - mes "It seems something not enough?"; - close; - } else if (job__mechanic >= 3) { - mes "By the way, Franklson is missing."; - mes "He said that he wanted to study"; - mes "and then disappeared."; - mes "Where could he have gone?"; - next; - mes "[Chainheart]"; - mes "If you keep walking the way to being a Mechanic you might bump into him."; - mes "Fate works in weird ways friend."; - next; - mes "[Chainheart]"; - mes "Anyway, farewell."; - close; - } else if (job__mechanic == 2) { - mes "I think I've done all the explanations, is there anything else you want to know?"; - next; - switch(select("I want to know more.", "Nothing.")) { - case 1: - mes "[Chainheart]"; - mes "Um..? You want to know more about magic machinery. Is that it?"; - mes "Hmm... I told you that you are talented it's difficult."; - next; - mes "[Chainheart]"; - mes "Well, you seem talented, so it wouldn't be bad for us if you could become a Mechanic."; - mes "But unfortunately it doesn't"; - mes "work just like that."; - next; - mes "[Chainheart]"; - mes "The mechanic scholars won't just acknowledge you that easily and hand you the knowledge without you showing true effort first."; - next; - mes "[Chainheart]"; - mes "Of course, I'm one of those scholars so I guess I can try to consider you."; - next; - mes "[Chainheart]"; - mes "Anyhow, I just think it's unfair to exclude someone who's talented without any test."; - next; - mes "[Chainheart]"; - mes "Hmm..."; - next; - mes "[Chainheart]"; - mes "Actually, if somebody can't teach you, you can learn by yourself."; - mes "If someone else can do it then anyone can figure it out for themself too right?"; - next; - mes "[Chainheart]"; - mes "It won't be easy but if your passion is strong and your talent is real then there shouldn't be any problems."; - next; - mes "[Chainheart]"; - mes "Come to think of it..."; - mes "Franklson developed the"; - mes "magic machinery on his own."; - mes "So why don't you go to"; - mes "the Ruins of Juperos?"; - next; - mes "[Chainheart]"; - mes "As I told you before, if your passion and talent are real, you will definitely find something."; - next; - mes "[Chainheart]"; - mes "Find out the knowledge"; - mes "for yourself like we did."; - mes "Don't just wait around for someone to teach it to you. Show the passion that you claim to have."; - next; - job__mechanic = 3; - changequest 10091,10092; - mes "[Chainheart]"; - mes "Anyway, whatever your choice might be I expect you to do your best."; - close; - case 2: - mes "[Chainheart]"; - mes "What a strange person."; - mes "I thought that you had what it took to be a true Mechanic."; - close; - } - } else if (job__mechanic == 1) { - mes "Ok let me catch my breath."; - mes "You must be interested in"; - mes "magic machinery and the"; - mes "world of Mechanics."; - mes "Ok, so let me explain."; - next; - mes "[Chainheart]"; - mes "Magic machinery was born by a fusion between machines and magic."; - mes "The two haven't really been connected successfully together until now."; - next; - mes "[Chainheart]"; - mes "If you use the magic machinery, you really have to be familiar with the inner workings of machines."; - next; - mes "[Chainheart]"; - mes "It can be used effectively,"; - mes "and you don't need to rely on something that's uncertain and unstable as magic, so what can be better than this."; - next; - mes "[Chainheart]"; - mes "The person who invented magic machinery is Franklson, a scholar from the Schwaltzvalt Republic."; - next; - mes "[Chainheart]"; - mes "Franklson discovered an ancient machine in the ^FF0000Ruins of Juperos^000000 and fused it with the power of magic, and that was the beginning."; - next; - mes "[Chainheart]"; - mes "So naturally, Franklson named the newborn machine Magic Machinery."; - next; - mes "[Chainheart]"; - mes "Anyway, since it hasn't been too well known to other places outside of Juno, the study of Magic Machinery has been progressing since."; - next; - mes "[Chainheart]"; - mes "Because we've researched"; - mes "Magic Machinery endlessly"; - mes "people started calling us ^FF0000Mechanics^000000."; - mes "The name is self-explanatory"; - mes "so it just stuck."; - next; - mes "[Chainheart]"; - mes "Hmm. Well I guess I'm done explaining Magic Machinery."; - mes "I want to explain more but it's too technical."; - mes "I don't want to bore you more."; - next; - job__mechanic = 2; - changequest 10090,10091; - mes "[Chainheart]"; - mes "Anyway if you become one of us you can form your own definition and explanation of Mechanics yourself."; - close; - } - if (BaseJob == Job_Blacksmith) { - if (BaseLevel > 98 && JobLevel > 49 && SkillPoint == 0) { - mes "At a glance, you, seem to be a very versatile person on dealing with various things."; - mes "You look quite skilled."; - mes "You can be the one."; - next; - mes "[Chainheart]"; - mes "Ah, I didn't introduce myself."; - mes "I am the famous Chainheart."; - mes "I'm a Mechanic."; - mes "Well, actually I'm not that famous."; - next; - mes "[Chainheart]"; - mes "I don't think the word Mechanic"; - mes "is familiar to you."; - mes "In fact, when it comes"; - mes "to the description,"; - mes "it's a new job that can"; - mes "be explained simply."; - next; - mes "[Chainheart]"; - mes "One who studies and uses Magic Machinery, that is a Mechanic."; - next; - mes "[Chainheart]"; - mes "So, what is the Magic Machinery that a Mechanic studies and uses?"; - mes "That isn't as simple to explain but I'll give it a try."; - next; - setquest 10090; - job__mechanic = 1; - mes "[Chainheart]"; - mes "Sorry, I'm starting"; - mes "to talk too much."; - mes "Let me catch my"; - mes "breath for a while."; - mes "If you are interested,"; - mes "please talk to me again."; - close; - } - mes "You look like someone who has a great sense on dealing with stuff."; - next; - mes "[Chainheart]"; - mes "That power has been used on"; - mes "just dealing with simple things."; - mes "That isn't going to give"; - mes "you true enjoyment."; - next; - mes "[Chainheart]"; - mes "Right... If you want to enjoy"; - mes "true feelings of dealing and"; - mes "a deep profoundness,"; - mes "you need to handle"; - mes "^FF0000Magic Machinery^000000!"; - next; - mes "[Chainheart]"; - mes "Magic Machinery hasn't been"; - mes "in the world long, so recognizing it is not common yet."; - mes "It's very precise and completely different from anything you've experienced in the world."; - next; - mes "[Chainheart]"; - mes "Yeah, and the ones who deal with magic machinery are called ^FF0000Mechanics^000000."; - mes "I am also the one of those honorable mechanics."; - next; - mes "[Chainheart]"; - mes "It seems like you have what it takes to be a good mechanic."; - mes "Here are the basic requirements."; - next; - mes "[Chainheart]"; - mes "If you come to me after reaching ^FF0000Base level 99^000000 and ^FF0000Job level 50^000000,"; - mes "I will guide you to the world of Mechanics."; - close; - } - mes "Living as a Mechanic is tough,"; - mes "but I am happy that I can"; - mes "always do what I want."; - next; - mes "[Chainheart]"; - mes "Don't you also want to become a Mechanic and enjoy true happiness?"; - close; -} - -jupe_cave,37,55,5 script Scholar#Mechanic 4_M_ALCHE_D,{ - if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 300) { - mes "- Your pack is too heavy. -"; - mes "- Lighten your body first -"; - mes "- and please try again. -"; - close; - } - mes "[Scholar]"; - if (job__mechanic > 10) { - mes "How was Juperos?"; - mes "I am so scared that I still"; - mes "cannot go there."; - close; - } else if (job__mechanic > 3) { - mes "^FF0000You won't be able to reach the destination by walking."; - mes "^FF0000Strong enemies are not the problem here, you just won't be able to get to the destination."; - mes "Please make yourself at home.^000000"; - next; - mes "[Scholar]"; - mes "However comfortable it may be,"; - mes "I have no intention to go."; - next; - mes "[Scholar]"; - mes "Okay then, Are you ready"; - mes "to go to the midway point"; - mes "at Juperos?"; - next; - switch(select("I am ready!", "Not yet")) { - case 1: - mes "[Scholar]"; - mes "Uh... you are acting so firmly that I regret a little that I haven't gone there."; - mes "Should I have gone there? Uh... It's no use crying over spilled milk!"; - next; - mes "[Scholar]"; - mes "Well, I'll send you."; - mes "I hope you get"; - mes "the knowledge"; - mes "you wanted."; - close2; - warp "jupe_core2",149,288; - end; - case 2: - mes "[Scholar]"; - mes "Umm... right. Of course, it's no surprise that you are hesitant."; - next; - mes "[Scholar]"; - mes "But, if you don't take the warp that I open for you, you won't be able to get to the destination."; - mes "Please don't waste your energy."; - next; - mes "[Scholar]"; - mes "Of course, no matter how comfortable you may be I wouldn't go there."; - close; - } - } - mes "I am a scholar who came here to research the ruins here in Juperos."; - next; - mes "[Scholar]"; - mes "But... actually when I try to go further"; - mes "I get scared. I can hardly go inside."; - mes "What can I do?"; - next; - mes "[Scholar]"; - mes "I heard a rumor that humans aren't welcome inside there."; - mes "But it should be very useful to study the marvelous machines in there."; - if (job__mechanic != 3) close; - next; - mes "[Scholar]"; - mes "Umm? Are you also going to Juperos to get something?"; - mes "I have no courage to go in there."; - mes "Good luck to you."; - next; - mes "[Scholar]"; - mes "I know the way to get to"; - mes "the midway point and I also have"; - mes "all the stuff I need. But I'm just too scared."; - next; - mes "[Scholar]"; - mes "So if you want, I'll send you"; - mes "to Juperos. Mr. Elder Scholar"; - mes "has told me how to warp to"; - mes "the midway point to Juperos."; - next; - job__mechanic = 4; - mes "[Scholar]"; - mes "It is true that it becomes easy"; - mes "but you can't help the fear"; - mes "it's too bad. Anyway if you are"; - mes "ready to go please tell me."; - close; -} - -jupe_core2,149,273,3 script Ghostfire#1 4_NFWISP,{ - mes "[?]"; - if (job__mechanic == 11) { - mes "I've lost my body and all that's left is my spirit in this place."; - mes "I will live and die here in Juperos forever..."; - close; - } else if (job__mechanic == 10) { - mes "That appearance... Is it so? You also gained the knowledge."; - mes "When the future is full of possibilities..."; - mes "An attitude of a pure child"; - mes "like you can do anything..."; - next; - mes "[?]"; - mes "Come to think of it now the most precious thing right now might be getting confidence rather than knowledge itself..."; - next; - mes "[?]"; - mes "Please don't make any"; - mes "faults from now on as I did."; - mes "I hope you get knowledge"; - mes "by yourself someday."; - next; - mes "[?]"; - mes "Well then go back, find a human who knows of magic machinery and show evidence that you've gained the knowledge..."; - next; - mes "[?]"; - mes "I'm the one who lost my body"; - mes "and my spirits are disrupted"; - mes "I'm restricted to this place, Juperos... I will live and die with Juperos"; - mes "Forever..."; - next; - mes "[?]"; - mes "My name... name is... Fr..."; - close2; - job__mechanic = 11; - changequest 10100,10101; - warp "yuno",157,83; - end; - } else if (job__mechanic > 4) { - mes "I've lost my body and all that's left is my spirit in this place."; - mes "I will live and die here in Juperos forever..."; - close; - } else if (job__mechanic > 2) { - mes "Talented one."; - mes "Make sure there are"; - mes "no enemies around."; - mes "If you focus on me,"; - mes "you might get attacked."; - next; - if(select("Well then, later.", "Focus.") == 1) close; - mes "[?]"; - mes "I was once a human scholar."; - mes "I wanted to know the limitation of science that humankind didn't know of, so I learned a lot of things, studied,"; - mes "and searched..."; - next; - mes "[?]"; - mes "That's when I discovered, the uncertain magical power."; - next; - mes "[?]"; - mes "The thing, with uncertain magic is that it is highly unstable and unpredictable."; - mes "During my studies I encountered a pocket of highly volatile magic."; - next; - mes "[?]"; - mes "The only memories I have are from that day forward."; - mes "I've been trapped here since."; - next; - mes "[?]"; - mes "Juperos is all that I know now."; - mes "I'm going to die here."; - next; - mes "[?]"; - mes "I don't know who you are..."; - mes "I won't bother to know if you"; - mes "want to gain some knowledge"; - mes "find someone who cares."; - next; - if (job__mechanic == 3 || job__mechanic == 4) - changequest 10092,10094; - job__mechanic = 5; - mes "[?]"; - mes "Knowledge isn't obtained from others. It is found through one's own efforts."; - mes "Find your own knowledge path."; - close; - } - end; -} - -jupe_core2,53,75,3 script Ghostfire#2 4_NFWISP,{ - mes "[?]"; - if (job__mechanic > 5) { - mes "Juperos... I..."; - mes "Juperos... What I want"; - mes "exists all in here..."; - mes "The power of science...the paradise of machines..."; - close; - } else if (job__mechanic == 5) { - mes "Talented one."; - mes "Make sure there are"; - mes "no enemies around."; - mes "If you focus on me,"; - mes "you might get attacked."; - next; - if(select("Well then, later", "Focus") == 1) close; - mes "[?]"; - mes "When I had a body"; - mes "I wanted to prove the"; - mes "excellence of science"; - mes "to the ones who only believe"; - mes "such occult things..."; - next; - mes "[?]"; - mes "I wanted to use the power of"; - mes "magic as a reasonable form"; - mes "which is visible. With stronger"; - mes "results, I wanted to control"; - mes "the power of magic by"; - mes "using science...."; - next; - mes "[?]"; - mes "I wanted to show that science"; - mes "is excellent to control magic"; - mes "like the occult. I studied a lot"; - mes "of things and agonized over"; - mes "making science and magic"; - mes "co-exist."; - next; - mes "[?]"; - mes "My research led me here,"; - mes "Juperos. In this place there"; - mes "are many products of science"; - mes "that could stimulate a scholar's"; - mes "brain..."; - next; - mes "[?]"; - mes "I found that it was possible to join the power of magic with science."; - mes "Even if it wasn't perfect, it appealed enough to the other scholars..."; - next; - mes "[?]"; - mes "The recent events of the world have created a confusion so my research hasn't been shared with the rest of the world."; - next; - job__mechanic = 6; - changequest 10094,10095; - mes "[?]"; - mes "So... I came back to Juperos to continue my investigation of science and magic."; - close; - } - end; -} - -jupe_core2,242,62,3 script Ghostfire#3 4_NFWISP,{ - mes "[?]"; - if (job__mechanic > 6) { - mes "I want to know more about the knowledge..."; - mes "the features of humans..."; - mes "The things to be done first and later..."; - mes "The door of truth will later..."; - close; - } else if (job__mechanic == 6) { - mes "Talented one."; - mes "Make sure there are"; - mes "no enemies around."; - mes "If you focus on me,"; - mes "you might get attacked."; - next; - if(select("Well then, later", "Focus") == 1) close; - mes "[?]"; - mes "I wasn't satisfied with my success so I came back here time and time again."; - next; - mes "[?]"; - mes "When I stepped on the foothold of this statue, the energy I had gathered and learned was absorbed."; - next; - mes "[?]"; - mes "But, with that energy being absorbed, I began to gain knowledge that I never knew previously."; - next; - mes "[?]"; - mes "But it came at a price. With the knowledge I started losing my humanity."; - mes "I lost my body and the only thing I had was my spirit."; - next; - mes "[?]"; - mes "I don't regret gaining the knowledge. All I wish is that I could have my body back."; - next; - job__mechanic = 7; - changequest 10095,10096; - mes "[?]"; - mes "After I had poured my energy into the statue, I figured that I could move my energy to different statues."; - close; - } - end; -} - -jupe_core2,29,150,0 script #Foothold HIDDEN_WARP_NPC,1,1,{ -OnTouch: - if (job__mechanic == 8) { - percentheal 0,-30; - mes "-Suddenly I feel power is-"; - mes "-escaping my whole body-"; - mes "-What is happening?-"; - next; - mes "-Find the door of truth-"; - mes "-it is the source of the-"; - mes "-power drain.-"; - close; - } else if (job__mechanic == 7) { - percentheal -20,0; - mes "-Suddenly, an unidentified-"; - mes "-voice is ringing in my head-"; - mes "-What is it?-"; - next; - mes "-Handling machines-"; - mes "-absorbing magic power-"; - mes "-a sacrificial offering-"; - mes "-the statue of a human.-"; - next; - job__mechanic = 8; - changequest 10096,10097; - mes "-Most certain of all is that-"; - mes "-I started to feel the urge-"; - mes "-to go to the door of truth.-"; - close; - } else if (job__mechanic > 2) { - percentheal 0,-30; - mes "-Suddenly I feel power is-"; - mes "-escaping from my body-"; - mes "-What is happening?-"; - close; - } - end; -} - -jupe_core2,272,149,0 script #Foothold2 HIDDEN_WARP_NPC,1,1,{ -OnTouch: - if (job__mechanic == 9) { - mes "-I had a feeling that power-"; - mes "-has been draining out,-"; - mes "-but now, I do not-"; - mes "-feel anything.-"; - next; - mes "-Go to the south of-"; - mes "-the foothold quickly.-"; - close; - } else if (job__mechanic == 8) { - percentheal -20,-30; - mes "-Suddenly I feel power is-"; - mes "-escaping from my body-"; - mes "-What is happening?-"; - next; - mes "-I feel my senses-"; - mes "-are returning to me.-"; - next; - donpcevent "#Door::OnEnable"; - changequest 10097,10098; - mes "-I think that I am becoming-"; - mes "-the sacrificial offering.-"; - close; - } else if (job__mechanic > 2) { - percentheal 0,-30; - mes "-Suddenly I feel power is-"; - mes "-escaping from my body-"; - mes "-What is happening?-"; - close; - } - end; -} - -jupe_core2,288,142,3 script #Door CLEAR_NPC,1,1,{ - end; -OnInit: -OnDisable: - disablenpc "#Door"; - end; -OnEnable: - enablenpc "#Door"; - specialeffect EF_MAPPILLAR; - initnpctimer; - end; -OnTimer180000: - donpcevent "#Door::OnDisable"; - end; -OnTouch: - mes "-Once again a voice rings out-"; - mes "-in my head. This time it is-"; - mes "-different than before, it is a-"; - mes "-voice of an impressive person.-"; - next; - mes "I know you came this far because you want the knowledge."; - mes "Humans are weak animals"; - mes "and any sacrifice is a hard"; - mes "decision for them to make."; - next; - mes "But you are lacking something to pass through this door of truth."; - mes "Through this door is knowledge above all human thinking."; - next; - mes "It won't harm a human's mind if it doesn't surpass your brain capacity."; - next; - mes "Try to put your body onto the foothold of knowledge at the south."; - next; - mes "If the knowledge suits you, you'll be able to obtain it without becoming a sacrificial offering."; - mes "If you are unqualified, you will lose your body as a sacrifice."; - next; - mes "When you are qualified, you will be able to pass through the door of truth."; - mes "Till that day, don't lose yourself."; - next; - mes "............"; - next; - mes "-I can't hear any voices-"; - mes "-anymore and I can't feel-"; - mes "-anything in this place.-"; - next; - mes "-As the ringing voice in my-"; - mes "-head instructed, let's go to-"; - mes "-the southern foothold.-"; - close2; - job__mechanic = 9; - changequest 10098,10099; - donpcevent "#Door::OnDisable"; - end; -} - -jupe_core2,149,34,0 script #Acquiring Knowledge HIDDEN_WARP_NPC,1,0,{ -OnTouch: - if (job__mechanic == 9) { - mes "-The moment I stepped on-"; - mes "-the foothold the voice-"; - mes "-didn't come into my brain-"; - mes "-rather new knowledge-"; - mes "-came in naturally.-"; - next; - mes "-Almost instantaneously-"; - mes "-you gained all of the-"; - mes "-knowledge that you need-"; - mes "-to know about mechanics-"; - mes "-and magic machinery.-"; - next; - job__mechanic = 10; - changequest 10099,10100; - specialeffect EF_POTION_CON; - mes "-This amount of knowledge-"; - mes "-is enough. Let's get finished-"; - mes "-and find a way out.-"; - close; - } - end; -} -jupe_core2,150,33,0 duplicate(#Acquiring Knowledge) #Acquiring Knowledge2 HIDDEN_WARP_NPC,1,0 - -jupe_core2,0,0,0,0 monster Dimik 1669,100,0,0,0 diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt deleted file mode 100644 index 1e7b40c98..000000000 --- a/npc/re/jobs/3-1/ranger.txt +++ /dev/null @@ -1,1821 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= Copyright (C) Elias -//= Copyright (C) Masao -//= Copyright (C) Muad_Dib -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Ranger Job Quest -//================= Description =========================================== -//= Job change Quest from Hunter / Sniper -> Ranger. -//================= Current Version ======================================= -//= 1.6 -//========================================================================= - -tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ - mes "[Survival Instructor, Rescue]"; - if (BaseJob == Job_Hunter) { - if (job_ranger01 < 1) { - mes "eeeeei~ ha!"; - mes "The weather is really great."; - next; - mes "[Survival Instructor, Rescue]"; - mes "What's up?"; - mes "The monsters here are a"; - mes "little tough so be careful."; - next; - if(select("I came here to become to a Ranger.", "I just came to look around.") == 2) { - mes "[Survival Instructor, Rescue]"; - mes "Oh ya?"; - mes "The weather is really great. Shall we take a picture to commemorate it?"; - next; - mes "[Survival Instructor, Rescue]"; - mes "No?"; - mes "Then just look around quietly and then go back."; - close; - } - mes "[Survival Instructor, Rescue]"; - mes "Huh?"; - mes "How did you find me?"; - next; - mes "[Survival Instructor, Rescue]"; - mes "Well, it's a passing mark that you recognize me... let me see."; - next; - if (BaseLevel < 99 || JobLevel < 50) { - mes "[Survival Instructor, Rescue]"; - mes "No."; - mes "I can tell just by looking at you that you seem to be inexperienced."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again."; - close; - } - mes "[Survival Instructor, Rescue]"; - mes "Ok!"; - mes "It looks like you have"; - mes "enough experience."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Good."; - mes "First of all, let me tell you the job change qualifications to be a Ranger."; - next; - mes "[Survival Instructor, Rescue]"; - mes "I've already checked the first qualification that you've experienced enough to make an aura as a Hunter or a Sniper."; - next; - mes "[Survival Instructor, Rescue]"; - mes "For the second qualification to judge one's ability exactly, you need to lighten your body and mind."; - next; - if (Class == Job_Hunter || Class == Job_Baby_Hunter) { - mes "[Survival Instructor, Rescue]"; - mes "Ah wait, before that."; - mes "When you change a job into a Ranger from a Hunter,"; - mes "you won't get any chance to learn the skills of a Sniper, would that be okay?"; - next; - switch(select("I'll think about it more.", "I want to be a Ranger already.")) { - case 1: - mes "[Survival Instructor, Rescue]"; - mes "Okay."; - mes "Take your time to think, if it's okay then come back."; - close; - case 2: - mes "[Survival Instructor, Rescue]"; - mes "All right."; - mes "You are ready then."; - next; - } - mes "[Survival Instructor, Rescue]"; - mes "Well let's continue our conversation."; - mes "Before you change into a Ranger, even though you reached the highest level of a Hunter, it is not the best evaluation of your abilities."; - next; - mes "[Survival Instructor, Rescue]"; - mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~"; - next; - } else { - mes "[Survival Instructor, Rescue]"; - mes "Before you change into a Ranger, even though you reached the highest level of a Sniper, it is not the best evaluation of your abilities."; - next; - mes "[Survival Instructor]"; - mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~"; - next; - } - mes "[Survival Instructor, Rescue]"; - mes "To do this you need to be cleansed of body and soul."; - mes "Make sure that your weight equals '0' to continue."; - job_ranger01 = 1; - setquest 8254; - close2; - warp "alberta",117,57; - end; - } else if (job_ranger01 == 1) { - if (Weight < 1) { - mes "Wow, you've come back so quickly."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Ok, now I'll talk about the requirements to take the test to become a Ranger."; - next; - mes "[Survival Instructor, Rescue]"; - mes "All the tests to become a Ranger are going to be done with practical means."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Will there be a written test?"; - next; - mes "[Survival Instructor, Rescue]"; - mes "Why do you want one?"; - mes "The most important part of this test is the test of your experience on the battlefield."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Therefore, what I request of you is to prove your power of survival."; - next; - mes "[Survival Instructor, Rescue]"; - mes "I want to see the real power of survival, even if you fall down and get beat up."; - next; - mes "[Survival Instructor, Rescue]"; - mes "If you succeed with this survival power test, you will receive the first qualification."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Well, let's talk about the details when you get the qualification for taking the test."; - mes "When you want to take the survival power test, please talk to me again."; - job_ranger01 = 2; - changequest 8254,8255; - close; - } - mes "Before you change into a Ranger, I'll need to evaluate your pure abilities."; - next; - mes "[Survival Instructor, Rescue]"; - mes "To do this you need to be cleansed of body and soul."; - mes "Make sure that your weight equals 0 to continue."; - close; - } else if (job_ranger01 == 2) { - if (Weight < 1) { - mes "Um. That you talked to me again means that you are determined to change into a Ranger and take the survival power test."; - next; - if(select("I'll think about it more", "I'll take the test") == 1) { - mes "[Survival Instructor, Rescue]"; - mes "Prepare yourself very well before taking this test."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Think about it well and come back."; - close; - } - mes "[Survival Instructor, Rescue]"; - mes "If you are determined, then there's nothing to wait for."; - next; - mes "[Survival Instructor, Rescue]"; - mes "I'll explain it simply."; - mes "What I'm going to provide you is 10 Fly Wings, 500 of Arrows and 1 test Bow."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000."; - mes "Easy, right?"; - next; - mes "[Survival Instructor, Rescue]"; - mes "Remember that you don't have any other equipment on, so be careful of the monsters."; - mes "Ready to start?"; - next; - if(select("Wait a second", "Yes, I'm ready") == 1) { - mes "[Survival Instructor, Rescue]"; - mes "What kind of preparation can be so long."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Come again when you are absolutely ready."; - close; - } - mes "[Survival Instructor, Rescue]"; - mes "Well, then let's start."; - mes "There's no time to hesitate."; - mes "Do your best."; - job_ranger01 = 3; - changequest 8255,8256; - getitem Bow__,1; - getitem N_Fly_Wing,10; - getitem Arrow,500; - close; - } - mes "I knew it."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Why did you bring so much?"; - mes "It's good that you do your best on the job change but, the key to this test is to test our true abilities..."; - next; - mes "[Survival Instructor, Rescue]"; - mes "If you don't make your weight 0, you wouldn't be able to take the test."; - close; - } else if (job_ranger01 == 3) { - mes "Umm?"; - mes "What are you waiting for?"; - next; - if(select("Tell me the mission again.", "I just wanted to talk.") == 1) { - mes "[Survival Instructor, Rescue]"; - mes "Oh, ya."; - mes "Is this the mind of a person who's going to take the test?"; - next; - mes "[Survival Instructor, Rescue]"; - mes "Stay alert and listen."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000."; - mes "Isn't that so easy?"; - next; - mes "[Survival Instructor, Rescue]"; - mes "As you don't have any equipment on, be careful of the monsters in the field."; - mes "Well, shall we start?"; - next; - if(select("Wait a minute", "I will start") == 1) { - mes "[Survival Instructor, Rescue]"; - mes "What kind of preparation can be so long."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Come again when you are absolutely ready."; - close; - } - mes "[Survival Instructor, Rescue]"; - mes "Okay, let's start."; - mes "There's no time to hesitate, so do your best."; - close; - } - mes "[Survival Instructor, Rescue]"; - mes "I don't think you have the time for that."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Hurry up and finish the test."; - close; - } else if (job_ranger01 > 3 && job_ranger01 < 7) { - mes "Are you still wandering about here?"; - next; - mes "[Survival Instructor, Rescue]"; - mes "Well, if you are an easy person, that's none of my business but if you decided once, wouldn't it be better to take the practical test in a minute and meet me after becoming a Ranger?"; - close; - } else if (job_ranger01 == 7) { - mes "Oh, hey. What are you doing here?"; - next; - mes "[Survival Instructor, Rescue]"; - mes "Because you've disappeared suddenly, the Ranger Master was looking for you."; - mes "Do you want to go to him now?"; - next; - switch(select("Don't go", "Go")) { - case 1: - mes "[Survival Instructor, Rescue]"; - mes "Are you busy with something else?"; - close; - case 2: - mes "[Survival Instructor, Rescue]"; - mes "Then I'll send you, please be well."; - close2; - warp "job3_rang01",89,38; - end; - } - } - mes "Oh, hey. Who's this?"; - next; - mes "[Survival Instructor, Rescue]"; - mes "Hey, you look great."; - mes "Congratulations on becoming a Ranger~"; - next; - mes "[Survival Instructor, Rescue]"; - mes "Next time, try not to intimidate other people."; - close; - } - if (Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) { - if (job_ranger01 == 8) { - mes "Ho. Who's this~"; - mes "You really look talented..."; - next; - mes "[Survival Instructor, Rescue]"; - mes "Next time, try not to intimidate other people."; - close; - } - } - mes "Ha ~ ha."; - mes "The weather is really great."; - next; - mes "[Survival Instructor, Rescue]"; - mes "What's up?"; - mes "The monsters here are a"; - mes "little tough so be careful."; - close; -} - -tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ - mes "[Test Instructor, Teardrop]"; - if (BaseJob == Job_Hunter) { - if (job_ranger01 < 3) { - mes "Good to goooooo!!!!!!!"; - next; - mes "[Test Instructor, Teardrop]"; - mes "Huh? Who are you? What are you doing here, you baby archer."; - next; - mes "[Test Instructor, Teardrop]"; - mes "May I tell you one thing?"; - mes "If you want to change a job to a Ranger, first talk to Survival Instructor Rescue."; - next; - mes "[Test Instructor, Teardrop]"; - mes "Then he will tell you the requirement for the job change test!!!"; - close; - } else if (job_ranger01 == 3) { - mes "Good to goooooo!!!!!!!"; - next; - mes "[Test Instructor, Teardrop]"; - mes "Huh? Who are you? What are you doing here, you baby archer."; - next; - mes "[Test Instructor, Teardrop]"; - mes "That you are coming and going bugs me so, would you please stop?!"; - next; - if(select("Ranger practical test building?", "I came for the test.") == 1) { - mes "[Test Instructor, Teardrop]"; - mes "What, what are you...?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "What do you think you are looking at?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "How could you be a Ranger if you can't even recognize what's in front of you? Get out of here!"; - close; - } - mes "[Test Instructor, Teardrop]"; - mes "Ho, having come this far, it means you've passed the first survival test."; - next; - mes "[Test Instructor, Teardrop]"; - mes "But, can you be sure that there wasn't any cheating?"; - next; - if (Weight > 500) { - mes "[Test Instructor, Teardrop]"; - mes "See, I knew it."; - next; - mes "[Test Instructor, Teardrop]"; - mes "Having done the test normally, you would have adjusted your weight to 0, and hold the items provided by Rescue!"; - mes "But, how come you weigh so much?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "I consider this as cheating!"; - mes "Come and see me again!"; - close2; - warp "tur_dun01",162,33; - end; - } - mes "[Test Instructor, Teardrop]"; - mes "Hmm. It's doubtful..."; - next; - mes "[Test Instructor, Teardrop]"; - mes "I don't smell any signs of cheating. For now..."; - next; - mes "[Test Instructor, Teardrop]"; - mes "Before taking a practical test, I want to eat something."; - mes "You know the food situation isn't always so good in a foreign land."; - next; - mes "[Test Instructor, Teardrop]"; - mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me."; - next; - mes "[Test Instructor, Teardrop]"; - mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Wing of Dragonfly^000000."; - next; - mes "[Test Instructor, Teardrop]"; - mes "If you run out of the provided items, we cannot support you more so take care."; - mes "Consider this as an extension of the survival power test."; - job_ranger01 = 4; - changequest 8256,8257; - close; - } else if (job_ranger01 == 4) { - if (questprogress(8257,HUNTING) == 2) { - if (countitem(Dragon_Fly_Wing) > 0) { - mes "Oh! Oh! Woooooow!"; - mes "You've brought it! Let me see..."; - next; - mes "[Test Instructor, Teardrop]"; - mes "Hmmmm, it's still hot?!"; - mes "You don't seem to be hurt anywhere..."; - next; - mes "[Test Instructor, Teardrop]"; - mes "Good, for now you're qualified for the practical test."; - next; - mes "[Test Instructor, Teardrop]"; - mes "Well, before I explain, could you please give me that Dragonfly wing?"; - mes "You've heard the saying, 'in any situation, eating comes first'?"; - delitem Dragon_Fly_Wing,1; - job_ranger01 = 5; - changequest 8257,8258; - close; - } - } - mes "What are you doing there? Standing with a blank look."; - next; - mes "[Test Instructor, Teardrop]"; - mes "I'm hungry."; - mes "Before taking the practical test, I want to eat something."; - next; - mes "[Test Instructor, Teardrop]"; - mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me."; - next; - mes "[Test Instructor, Teardrop]"; - mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Dragon Fly Wing^000000."; - next; - mes "[Test Instructor, Teardrop]"; - mes "If you run out of the provided items, we cannot support more so take care."; - mes "Consider this as an extension of the survival power test."; - close; - } else if (job_ranger01 == 5) { - mes "Awooo. Yumyum."; - mes "Eh? What are you looking at?"; - mes "You want to eat some?"; - next; - switch(select("Oh, just eat up", "...")) { - case 1: - mes "[Test Instructor, Teardrop]"; - mes "Why aren't you eating?"; - mes "It's quite edible."; - mes "If you cover it with rice, it's like roasted seaweed, very tasty and delicious."; - next; - mes "[Test Instructor, Teardrop]"; - mes "You need to be strong enough not to be so picky with such things..."; - next; - break; - case 2: - mes "["+strcharinfo(0)+"]"; - mes "No thanks... anyway..."; - next; - mes "[Test Instructor, Teardrop]"; - mes "Hmm? Oh my, oh my, I've shown you my sloppiness."; - next; - break; - } - mes "[Test Instructor, Teardrop]"; - mes "Ok, I'll send you to the practical test field."; - next; - mes "[Test Instructor, Teardrop]"; - mes "The practical test consists of 3 parts in total."; - mes "It's to recheck the things you've learned as a hunter or a sniper, so there's nothing much to be worried."; - next; - mes "[Test Instructor, Teardrop]"; - mes "If you get a passing mark over three tests, you'll be on your way to becoming a Ranger."; - next; - mes "[Test Instructor, Teardrop]"; - mes "I'll explain the paths for the test."; - next; - mes "[Test Instructor, Teardrop]"; - mes "Once you get into the test field, a staff will be waiting for you. Go into the room made by the staff, and standby."; - next; - mes "[Test Instructor, Teardrop]"; - mes "The test is done one by one so, if there's many people, you might need to wait."; - next; - mes "[Test Instructor, Teardrop]"; - mes "The first test is to test of how keen your eyes are."; - mes "Different monsters will appear in 8 places. Kill only the monster named 'Poring' and you get a point, when you reach a certain mark, then you pass. Easy, huh?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "The second test is about how much you can use a trap efficiently."; - mes "Get rid of monsters and do the mission by using only the provided traps, and you pass. Just be careful not to be engulfed by the explosion."; - next; - mes "[Test Instructor, Teardrop]"; - mes "For the 3rd test, when you become a Ranger you can handle a wolf, so you will be tested on how well you can handle such an animal."; - next; - mes "[Test Instructor, Teardrop]"; - mes "When you remove a bomb by using the given wolf, you get points. You pass when you get a certain mark on the test."; - next; - mes "[Test Instructor, Teardrop]"; - mes "The staff there will tell you more details as well."; - next; - mes "[Test Instructor, Teardrop]"; - mes "Now, I will enter you into the practical test field, is your preparation all done?"; - next; - if(select("Please wait a little", "Let's go to the practical test field!") == 1) { - mes "[Test Instructor, Teardrop]"; - mes "Um? Aren't you ready?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "Well. To be careful is good."; - mes "Come back when you are ready."; - close; - } - callsub L_Start,0; - close; - } else if (job_ranger01 == 6) { - mes "Good to goooooo!!!!!!!"; - next; - mes "[Test Instructor, Teardrop]"; - mes "Um? What happened?"; - mes "Why are you walking about here? What about the test?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "Aha... You've failed the middle!"; - mes "You are such a fool."; - emotion e_gg; - next; - mes "[Test Instructor, Teardrop]"; - mes "So what are you going to do? Try again?"; - next; - switch(select("Wait a minute", "Go to the practical test field!", "I give up the job change.")) { - case 1: - mes "[Test Instructor, Teardrop]"; - mes "Um? Aren't you ready yet?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "All right. To be careful is good."; - mes "Come when you are ready."; - close; - case 2: - callsub L_Start,1; - close; - case 3: - mes "[Test Instructor, Teardrop]"; - mes "Um? What, you're kidding huh?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "Think again."; - mes "Do you really want to give up the job change to become a Ranger?"; - next; - switch(select("No, I'll try again", "I give up!")) { - case 1: - mes "[Test Instructor, Teardrop]"; - mes "Hey. You were kidding after all?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "It's not funny so don't do that kind of joke again."; - close; - case 2: - mes "[Test Instructor, Teardrop]"; - mes "You don't have as many guts as I thought."; - nude; - next; - if (countitem(Bow__) > 0) { - mes "[Test Instructor, Teardrop]"; - mes "Okay. I'll respect your opinion."; - mes "I'll cancel the job change request from "+strcharinfo(0)+"."; - delitem Bow__,1; - job_ranger01 = 0; - for(.@i = 8254; .@i <= 8262; ++.@i) - if (questprogress(.@i)) - erasequest .@i; - close; - } - mes "[Test Instructor, Teardrop]"; - mes "Huh? Where's the bow that I gave you for the practical tests?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "If you don't return it, I can't cancel you job change request."; - close; - } - } - } else if (job_ranger01 == 7) { - mes "Oh, hey. What are you doing here?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "Because you've disappeared suddenly, the Ranger Master was looking for you."; - mes "Do you want to go to him now?"; - next; - switch(select("Don't go", "Go")) { - case 1: - mes "[Test Instructor, Teardrop]"; - mes "Are you busy with something else?"; - close; - case 2: - mes "[Test Instructor, Teardrop]"; - mes "Then I'll send you, please be well."; - close2; - warp "job3_rang01",89,38; - end; - } - } - mes "Wow. Who's this?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "It seems that your dull eyes became somewhat keen now?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "Then, enjoy an adventure well as a Ranger."; - close; - } - mes "Good to gooooooooooooooo!!!!!!"; - next; - mes "[Test Instructor]"; - mes "Huh? What are you? Where are you from?"; - mes "Don't hang around here doing nothing. This is my area!"; - close; -L_Start: - if (getmercinfo(1)) { - mes "[Test Instructor, Teardrop]"; - mes "Stop!"; - next; - mes "[Test Instructor, Teardrop]"; - mes "Where do you think you're going with that mercenary?!"; - next; - mes "[Test Instructor, Teardrop]"; - mes "If you don't cancel the mercenary, you cannot get into the test field! Cancel it first!"; - close; - } - if (getarg(0) == 1) { - if (countitem(Desert_Wolf_Babe_Scroll)) { - mes "[Test Instructor, Teardrop]"; - mes "What, what is this?"; - mes "You shouldn't keep this around!"; - delitem Desert_Wolf_Babe_Scroll,countitem(Desert_Wolf_Babe_Scroll); - next; - } - if (countitem(Bombring_Box)) { - mes "[Test Instructor, Teardrop]"; - mes "What, what is this, a Bombring Capsule."; - mes "You shouldn't keep such a dangerous thing!"; - delitem Bombring_Box,countitem(Bombring_Box); - next; - } - if (countitem(Approval_Report)) { - mes "[Test Instructor, Teardrop]"; - mes "What, what are all these Documents?"; - mes "I think I know. You were going to send this to Caution, right?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "If you hold such thing it would disturb your practical test so I'll take this."; - delitem Approval_Report,countitem(Approval_Report); - next; - } - } - if (Weight > 500) { - mes "[Test Instructor, Teardrop]"; - mes "Well, then let's gooooooooo.... oo,um?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "Hey, what are you hiding there?"; - mes "I've pointed it out for several times, you should not even think to go in there secretly with anything other than the provided items!"; - next; - mes "[Test Instructor, Teardrop]"; - mes "You'd better lighten your weight."; - close; - } - mes "[Test Instructor, Teardrop]"; - mes "See, for the last time, I warn you that cheating is strictly banned."; - next; - if (countitem(Arrow) < 100) { - mes "[Test Instructor, Teardrop]"; - mes "Okay, once again I'll provide you with arrows, then I'll let you in."; - .@arrow = 1; - next; - } - mes "[Test Instructor, Teardrop]"; - mes "Good luck."; - mes "Become a Ranger and we shall meet again."; - job_ranger01 = 6; - if (getarg(0) == 0) - changequest 8258,8259; - else { - erasequest 8260; - erasequest 8261; - } - if (.@arrow) getitem Arrow,100; - close2; - warp "job3_rang01",30,36; - end; -} - -job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{ - mes "[Staff DTS]"; - mes "Please wait at the practical test waiting room to start the test process."; - next; - mes "[Staff DTS]"; - mes "In the order you enter, you can take the practical test one by one."; - mes "There's 3 kinds of a Ranger job change practical tests, it takes a total of about 10 minutes."; - next; - switch(select("Test explanation", "Cancel", "I give up the Ranger test")) { - case 1: - break; - case 2: - mes "[Staff DTS]"; - mes "Don't you need any explanation?"; - next; - mes "[Staff DTS]"; - mes "Enter into the chat room and wait for the order and take the job change practical test."; - close; - case 3: - mes "[Staff DTS]"; - mes "Please think about it again."; - mes "If you give up here, your job change request will be cancelled. Do you really want to give up the job change to a Ranger?"; - next; - switch(select("No, I'll continue with the test", "I give up the Ranger job change")) { - case 1: - mes "[Staff DTS]"; - mes "If you want to continue with the practical test, please enter into the chat room."; - close; - case 2: - mes "[Staff DTS]"; - mes "You don't have as many guts as I thought."; - nude; - next; - if (countitem(Bow__) > 0) { - mes "[Staff DTS]"; - mes "Okay. I'll respect your opinion."; - mes "I'll cancel the job change request from "+strcharinfo(0)+"."; - delitem Bow__,1; - job_ranger01 = 0; - for(.@i = 8254; .@i <= 8262; ++.@i) - if (questprogress(.@i)) - erasequest .@i; - close; - close2; - warp "alberta",117,57; - end; - } - mes "[Staff DTS]"; - mes "Huh? Where's the bow that I gave you for the practical tests?"; - next; - mes "[Test Instructor, Teardrop]"; - mes "If you don't return it, I can't cancel you job change request."; - close; - } - } - while (1) { - mes "[Staff DTS]"; - mes "I'll explain the Ranger job change practical test."; - mes "Among the 1st, 2nd, and 3rd practical tests, which one's test method are you curious of?"; - next; - switch(select("1st Test", "2nd Test", "3rd Test", "Cancel")) { - case 1: - mes "[Staff DTS]"; - mes "For the 1st test, we test your eyesight and accuracy."; - next; - mes "[Staff DTS]"; - mes "Monsters appear randomly from 8 sides of the left, right, up and down of the player, among them if you get rid of a monster named 'Poring' you get a point."; - next; - mes "[Staff DTS]"; - mes "^0000ffWhatever the form looks like, you need to kill the monster named 'Poring' to get a point, and if you get rid of others your points get deducted, so be careful.^000000"; - next; - mes "[Staff DTS]"; - mes "The 1st test progressing time will be about 3 minutes. When you get 15 points or more over 20, you are sent to 2nd test field."; - next; - break; - case 2: - mes "[Staff DTS]"; - mes "The 2nd test is to test the mission performance ability and the efficient use of a trap."; - next; - mes "[Staff DTS]"; - mes "The attendant receives 10 'Bombring Capsules'. When you consume the Bombring Capsule, a Bombring is summoned near and after the summoning when you reach a certain time, the Bombring explodes."; - next; - mes "[Staff DTS]"; - mes "^0000ffThe Bombring explosion affects you, so be careful not to get involved in the explosion. You need to get rid of the monster by using the Bombring Capsule, accomplish the mission and come out alive.^000000"; - next; - mes "[Staff DTS]"; - mes "The 2nd test progressing time will be about 3 minutes. When you consume all the Bombring Capsules, collect hidden equipment, and survive, you will be sent to the 3rd test field."; - next; - break; - case 3: - mes "[Staff DTS]"; - mes "The 3rd is to test how you can efficiently use a wolf which is given Rangers."; - next; - mes "[Staff DTS]"; - mes "The tester is provided with disposable wolf summoning flute. Remove all bombs that are dispersed here and there by controlling the summoned warg and you get a point."; - next; - mes "[Staff DTS]"; - mes "^0000ffThe tester cannot move while the test is going on and the test is completed when he or she removes the bombs quickly and accurately in time by using only the warg.^000000"; - next; - mes "[Staff DTS]"; - mes "The 3rd test progressing time would be about 3 minutes, when you get 10 or more over 20, all the practical tests are completed."; - next; - break; - case 4: - mes "[Staff DTS]"; - mes "When you want to progress with the practical test, please enter into the chat room."; - close; - } - } - end; -OnInit: - waitingroom "Practical Test Waiting Room",20,"Test Waiting Room#jr_03::OnStartArena",1; - enablewaitingroomevent; - end; -OnStartArena: - warpwaitingpc "job3_rang02",45,48; - donpcevent "Test Supervisor#jr_04::OnEnable"; - disablewaitingroomevent; - end; -OnEnable: - enablewaitingroomevent; - end; -OnDisable: - disablewaitingroomevent; - end; -} - -job3_rang02,100,95,0 script Test Supervisor#jr_04 HIDDEN_WARP_NPC,{ -OnInit: - $@job_rang_point01 = 0; - disablenpc "Test Supervisor#jr_04"; - end; -OnEnable: - enablenpc "Test Supervisor#jr_04"; - $@job_rang_point01 = 0; - initnpctimer; - end; -OnDisable: - stopnpctimer; - disablenpc "Test Supervisor#jr_04"; - end; -OnStart: - stopnpctimer; - donpcevent "CallCorrectAnswer#jr::OnEnable"; - donpcevent "CallWrongAnswer#jr::OnEnable"; - donpcevent "First Test Timer#jr_05::OnEnable"; - disablenpc "Test Supervisor#jr_04"; - end; -OnTimer3000: - mapannounce "job3_rang02","Test Supervisor, Notice : Welcome to the Ranger Job Change Test. I am Test Supervisor, Notice.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer6000: - mapannounce "job3_rang02","Test Supervisor, Notice : The 1st test is to test your eyesight and accuracy.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer9000: - mapannounce "job3_rang02","Test Supervisor, Notice : The test method is, to kill monsters named 'Poring' amongst the random spawned monsters on 8 locations.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer12000: - mapannounce "job3_rang02","Test Supervisor, Notice : Whatever it may look like, you need to kill the monster named 'Poring' to get a point, and if you kill others you will lose points, so be careful.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 - end; -OnTimer15000: - mapannounce "job3_rang02","Test Supervisor, Notice : The test progression time would be around 3 minutes. You need to get 15 points or more to qualify for the next test.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer18000: - stopnpctimer; - mapannounce "job3_rang02","Test Supervisor, Notice : Then let's begin the test. Good luck.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - donpcevent "Test Supervisor#jr_04::OnStart"; - end; -} - -job3_rang02,102,95,0 script First Test Timer#jr_05 HIDDEN_WARP_NPC,{ -OnInit: - disablenpc "First Test Timer#jr_05"; - end; -OnEnable: - enablenpc "First Test Timer#jr_05"; - $@job_rang_point01 = 0; - $@job_rang_text01 = 0; - setarray .text$[1], - "First","Second","Third","Fourth","Fifth","Sixth","Seventh","Eighth","Ninth","Tenth","Eleventh", - "Twelfth","Thirteenth","Fourteenth","Fifteenth","Sixteenth","Seventeenth","Eighteenth","Nineteenth","Last"; - initnpctimer; - end; -OnDisable: - stopnpctimer; - disablenpc "First Test Timer#jr_05"; - end; -OnTimer8000: -OnTimer15000: -OnTimer22000: -OnTimer29000: -OnTimer36000: -OnTimer43000: -OnTimer50000: -OnTimer57000: -OnTimer64000: -OnTimer71000: -OnTimer78000: -OnTimer85000: -OnTimer92000: -OnTimer99000: -OnTimer106000: -OnTimer113000: -OnTimer120000: -OnTimer127000: -OnTimer134000: -OnTimer141000: - donpcevent "CallCorrectAnswer#jr::OnReset"; - donpcevent "CallWrongAnswer#jr::OnReset"; - end; -OnTimer3000: -OnTimer10000: -OnTimer17000: -OnTimer24000: -OnTimer31000: -OnTimer38000: -OnTimer45000: -OnTimer52000: -OnTimer59000: -OnTimer66000: -OnTimer73000: -OnTimer80000: -OnTimer87000: -OnTimer94000: -OnTimer101000: -OnTimer108000: -OnTimer115000: -OnTimer122000: -OnTimer129000: -OnTimer136000: - ++$@job_rang_text01; - mapannounce "job3_rang02","Test Supervisor, Notice : "+.text$[$@job_rang_text01]+" Wave! Kill the Poring!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - donpcevent "CallCorrectAnswer#jr::OnStart"; - end; -OnTimer143000: - mapannounce "job3_rang02","Test Supervisor, Notice : Well done! Now for your test result!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer146000: - if ($@job_rang_point01 < 1) - $@job_rang_point01 = 0; - mapannounce "job3_rang02","Test Supervisor, Notice : I'll announce the test result. The number of Porings you killed out of 20 is ..." + $@job_rang_point01 + "!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer149000: - if ($@job_rang_point01 > 14) { - mapannounce "job3_rang02","Test Supervisor, Notice : Congratulations! You've killed " + $@job_rang_point01 + " out of 20 Porings total, so you've passed the 1st test. I will send you to the 2nd test field.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 - mapwarp "job3_rang02","job3_rang02",113,58; - donpcevent "Second Test Timer#jr_08::OnEnable"; - stopnpctimer; - } else - mapannounce "job3_rang02","Test Supervisor, Notice : You couldn't kill 15 Porings or more on a total of 20 total, so you've failed the 1st test... I am sorry but please try again.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer151000: - mapannounce "job3_rang02","Test Supervisor, Notice : The adventurer's 1st test ends now. Please make yourself more capable. Goodbye.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - mapwarp "job3_rang02","tur_dun01",93,165; - end; -OnTimer154000: - mapwarp "job3_rang02","tur_dun01",93,165; - donpcevent "CallCorrectAnswer#jr::OnDisable"; - donpcevent "CallWrongAnswer#jr::OnDisable"; - end; -OnTimer157000: - stopnpctimer; - mapwarp "job3_rang02","tur_dun01",93,165; - $@job_rang_point01 = 0; - $@job_rang_text01 = 0; - donpcevent "Test Supervisor#jr_04::OnDisable"; - donpcevent "Test Waiting Room#jr_03::OnEnable"; - donpcevent "First Test Timer#jr_05::OnDisable"; - end; -} - -job3_rang02,104,95,0 script CallCorrectAnswer#jr HIDDEN_WARP_NPC,{ -OnInit: -OnDisable: - disablenpc "CallCorrectAnswer#jr"; - end; -OnEnable: - enablenpc "CallCorrectAnswer#jr"; - end; -OnStart: - setarray .@label$[0],"OnOne","OnTwo","OnThree","OnFour","OnFive","OnSix","OnSeven","OnEight"; - setarray .@x[0],35,44,54,35,54,35,44,54; - setarray .@y[0],58,58,58,49,49,39,39,39; - setarray .@id[0],1002,1031,1242,1113; - .@i = rand(8); - donpcevent "CallWrongAnswer#jr::"+.@label$[.@i]; - monster "job3_rang02",.@x[.@i],.@y[.@i],"Poring",.@id[rand(4)],1,"CallCorrectAnswer#jr::OnMyMobDead"; - end; -OnReset: - killmonster "job3_rang02","CallCorrectAnswer#jr::OnMyMobDead"; - end; -OnMyMobDead: - specialeffect2 EF_POTION_CON; - ++$@job_rang_point01; - mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 - end; -} - -job3_rang02,106,95,0 script CallWrongAnswer#jr HIDDEN_WARP_NPC,{ -OnInit: -OnDisable: - disablenpc "CallWrongAnswer#jr"; - end; -OnEnable: - enablenpc "CallWrongAnswer#jr"; - end; -OnOne: - monster "job3_rang02",44,58,"Poing",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,58,"Horing",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,49,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,49,"Puring",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,39,"Poriring",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,39,"Marine",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,39,"Dropporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - end; -OnTwo: - monster "job3_rang02",35,58,"Poyong",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,58,"Puding",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,49,"Porin",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,49,"Poja",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,39,"Poporing",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,39,"Drops",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,39,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - end; -OnThree: - monster "job3_rang02",35,58,"Poporing",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,58,"Podaegi",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,49,"Poing",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,49,"Poja",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,39,"Maporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,39,"Drops",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,39,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - end; -OnFour: - monster "job3_rang02",35,58,"Poing",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,58,"Hoing",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,58,"Marine",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,49,"Drops",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,39,"Puding",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,39,"Droporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,39,"Marine",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - end; -OnFive: - monster "job3_rang02",35,58,"Popuri",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,58,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,58,"Mariring",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,49,"Poyong",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,39,"Marine",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,39,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,39,"Hoing",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - end; -OnSix: - monster "job3_rang02",35,58,"Pork",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,58,"Drops",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,58,"Poja",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,49,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,49,"Horing",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,39,"Marun",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,39,"Drawing",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - end; -OnSeven: - monster "job3_rang02",35,58,"Marine",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,58,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,58,"Pork",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,49,"Porin",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,49,"Poporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,39,"Horin",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,39,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - end; -OnEight: - monster "job3_rang02",35,58,"Marun",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,58,"Poja",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,58,"Drops",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,49,"Poing",1242,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",54,49,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",35,39,"Horing",1031,1,"CallWrongAnswer#jr::OnMyMobDead"; - monster "job3_rang02",44,39,"Poporing",1113,1,"CallWrongAnswer#jr::OnMyMobDead"; - end; -OnReset: - killmonster "job3_rang02","CallWrongAnswer#jr::OnMyMobDead"; - end; -OnMyMobDead: - specialeffect2 EF_DEVIL; - --$@job_rang_point01; - mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 - end; -} - -job3_rang02,100,93,0 script Second Test Timer#jr_08 HIDDEN_WARP_NPC,{ -OnInit: - disablenpc "Second Test Timer#jr_08"; - end; -OnEnable: - enablenpc "Second Test Timer#jr_08"; - initnpctimer; - donpcevent "Test Supervisor#jr_04::OnDisable"; - donpcevent "First Test Timer#jr_05::OnDisable"; - donpcevent "CallCorrectAnswer#jr::OnDisable"; - donpcevent "CallWrongAnswer#jr::OnDisable"; - end; -OnDisable: - stopnpctimer; - disablenpc "Second Test Timer#jr_08"; - end; -OnStop: - stopnpctimer; - end; -OnTimer3000: - mapannounce "job3_rang02","Test Supervisor, Caution : Yeah. Congrats on you passing the 1st practical test. I am the 2nd practical test supervisor Caution.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer6000: - mapannounce "job3_rang02","Test Supervisor, Caution : The Second Test is about test performance ability and the effective usage of traps.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer9000: - mapannounce "job3_rang02","Test Supervisor, Caution : When the test begins, you'll recive 'Bombring Caspule's' from a staff member near you, and kill the monsters in your way.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer11000: - mapannounce "job3_rang02","Test Supervisor, Caution : When you use a 'Bombring Capsule' a Bombring is summoned near you, and after 3 seconds it will explode.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer14000: - mapannounce "job3_rang02","Test Supervisor, Caution : The explosive range of the Bombring is a 5x5 cell around the Bombring, so be carefull not to be caught in the explosion.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 - end; -OnTimer17000: - mapannounce "job3_rang02","Test Supervisor, Caution : Whilst progressing, if you complete the mission given by an staff member come and see me, then you will pass the 2nd practical test!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer20000: - mapannounce "job3_rang02","Test Supervisor, Caution : Oh! When you come and see me, all 'Bombring Capsules' have to been used up.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 - end; -OnTimer23000: - mapannounce "job3_rang02","Test Supervisor, Caution : The test period will take 3 minutes in total! Copmplete the mission in 3 minutes and stay alive! Then come to see me!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer26000: - mapannounce "job3_rang02","Test Supervisor, Caution : Well the test begins now!! Start going!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - donpcevent "Staff Rust#jr_09::OnEnable"; - end; -OnTimer80000: - mapannounce "job3_rang02","Test Supervisor, Caution : 1 Minute has passed. You are coming to see me, right?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer83000: - mapannounce "job3_rang02","Test Supervisor, Caution : Don't be too brave to rush and get yourself killed, be slow and careful.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer140000: - mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes have passed. Getting here on time should be your top priority.?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer143000: - mapannounce "job3_rang02","Test Supervisor, Caution : However, you need to be alive in order to make the time limit, right? Please watch out.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer170000: - mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes and 30 Seconds have passed. There's not much time left!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer173000: - mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer200000: - mapannounce "job3_rang02","Test Supervisor, Caution : 3 Minutes have passed! 3 Minutes!!!! I'll be a little easy on you, so hurry up!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer205000: - mapannounce "job3_rang02","Test Supervisor, Caution : 5 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer206000: - mapannounce "job3_rang02","Test Supervisor, Caution : 4 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer207000: - mapannounce "job3_rang02","Test Supervisor, Caution : 3 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer208000: - mapannounce "job3_rang02","Test Supervisor, Caution : 2 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer209000: - mapannounce "job3_rang02","Test Supervisor, Caution : 1 Second remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer210000: - mapannounce "job3_rang02","Test Supervisor, Caution : Ugh... What are you doing? Your time is up!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer213000: - mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer217000: - mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - mapwarp "job3_rang02","tur_dun01",93,165; - end; -OnTimer220000: - mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - mapwarp "job3_rang02","tur_dun01",93,165; - donpcevent "Staff Rust#jr_09::OnDisable"; - donpcevent "Summon Monster#jr_10::OnDisable"; - donpcevent "Test Supervisor#jr_11::OnDisable"; - end; -OnTimer223000: - stopnpctimer; - donpcevent "Test Waiting Room#jr_03::OnEnable"; - donpcevent "Second Test Timer#jr_08::OnDisable"; - end; -} - -job3_rang02,111,56,3 script Staff Rust#jr_09 4_M_ORIENT02,{ - if (job_ranger01 == 6) { - if (countitem(Bombring_Box) < 1) { - percentheal 100,0; - specialeffect2 EF_ABSORBSPIRITS; - mes "[Staff Rust]"; - mes "I'll give you the 'Bombring Capsules."; - mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind."; - if (countitem(Approval_Report)) { - getitem Bombring_Box,5; - close; - } - next; - emotion e_an; - mes "[Staff Rust]"; - mes "And the mission is.... to deliver these documents to the supervisor, Caution. He won't take what I give..."; - setquest 8260; - getitem Approval_Report, (MaxWeight-Weight-2000)/10; - getitem Bombring_Box,10; - getitem Novice_Potion,100; - close; - } - mes "[Staff Rust]"; - mes "I'm sorry, but you already have the 'Bombring Capsules', so I cannot provide you with more."; - close; - } - mes "[Staff Rust]"; - mes "Excuse me, but how did you get in?"; - next; - mes "[Staff Rust]"; - mes "If you are not here for the job change test, please leave."; - close; -OnInit: - disablenpc "Staff Rust#jr_09"; - end; -OnEnable: - enablenpc "Staff Rust#jr_09"; - donpcevent "Summon Monster#jr_10::OnEnable"; - donpcevent "Test Supervisor#jr_11::OnEnable"; - end; -OnDisable: - disablenpc "Staff Rust#jr_09"; - end; -} - -job3_rang02,136,21,0 script Summon Monster#jr_10 HIDDEN_WARP_NPC,5,5,{ -OnInit: - disablenpc "Summon Monster#jr_10"; - end; -OnEnable: - enablenpc "Summon Monster#jr_10"; - monster "job3_rang02",112,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",114,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",116,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",110,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",112,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",114,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",116,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",116,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",112,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",111,34,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",117,22,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",114,21,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",115,23,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",135,25,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",135,23,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",137,36,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",139,34,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",144,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",152,41,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",168,49,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",165,48,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",160,56,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",158,56,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",170,53,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",168,56,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",174,63,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",176,60,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",170,59,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead"; - monster "job3_rang02",126,19,"Nepenthes",1988,1,"Summon Monster#jr_10::OnMyMobDead"; - end; -OnDisable: - killmonster "job3_rang02","Summon Monster#jr_10::OnMyMobDead"; - disablenpc "Summon Monster#jr_10"; - end; -OnTouch: - percentheal 10,0; - specialeffect2 EF_ABSORBSPIRITS; - mapannounce "job3_rang02","Test Supervisor, Caution : You are doing well! If you come closer a little more, you should be able to see me.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnMyMobDead: - end; -} - -job3_rang02,180,78,3 script Test Supervisor#jr_11 4_F_SITDOWN,1,1,{ - mes "[Test Supervisor, Caution]"; - mes "Come, come near, nearer, nearer!!"; - close; -OnInit: - disablenpc "Test Supervisor#jr_11"; - end; -OnEnable: - enablenpc "Test Supervisor#jr_11"; - end; -OnDisable: - stopnpctimer; - disablenpc "Test Supervisor#jr_11"; - end; -OnTouch: - if (job_ranger01 == 6) { - if (countitem(Bombring_Box)) { - mes "[Test Supervisor, Caution]"; - mes "No, no!"; - mes "You need to use all the 'Bombring Capsules'?!"; - next; - mes "[Test Supervisor, Caution]"; - mes "Use it all and come back!"; - mes "Time is ticking so you'd better hurry."; - close; - } - if (countitem(Approval_Report) > 0) { - mes "[Test Supervisor, Caution]"; - mes "You've arrived safely!!!"; - donpcevent "Second Test Timer#jr_08::OnDisable"; - donpcevent "Staff Rust#jr_09::OnDisable"; - donpcevent "Summon Monster#jr_10::OnDisable"; - initnpctimer; - next; - mes "[Test Supervisor, Caution]"; - mes "What are those documents?"; - emotion e_no; - next; - select("Mr. Rust asked me to give this to you."); - mes "[Test Supervisor, Caution]"; - mes "Haaaaaaaah!!"; - mes "I've been avoiding him so much!!"; - delitem Approval_Report,countitem(Approval_Report); - erasequest 8260; - next; - mes "[Test Supervisor, Caution]"; - mes "I've never imagined this could be a test..."; - emotion e_sob; - next; - mes "[Test Supervisor, Caution]"; - mes "Anyway you've passed the 2nd test very well."; - next; - mes "[Test Supervisor, Caution]"; - mes "Pass the 3rd one and you will become a great ranger."; - close2; - warp "job3_rang02",250,49; - donpcevent "Test Supervisor#jr_13::OnEnable"; - end; - } - } - mes "[Test Supervisor, Caution]"; - mes "You've arrived safely......uh?"; - next; - mes "[Test Supervisor, Caution]"; - mes "Didn't Rust give you something?"; - next; - mes "[Test Supervisor, Caution]"; - mes "Where did you lose that?"; - mes "Pick it up quickly!"; - close; -OnTimer60000: - mapannounce "job3_rang02","Test Supervisor, Caution : Come here, you don't have to rush your test, but why are you delaying the test?",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 - end; -OnTimer63000: - mapannounce "job3_rang02","Test Supervisor, Caution : I hate people that make me wait! if you don't talk to me in 30 seconds to continue the test, I will end your test progress!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 - end; -OnTimer93000: - mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 - end; -OnTimer96000: - mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer99000: - mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidity! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - mapwarp "job3_rang02","tur_dun01",93,165; - end; -OnTimer102000: - mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidity! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - mapwarp "job3_rang02","tur_dun01",93,165; - donpcevent "Staff Rust#jr_09::OnDisable"; - donpcevent "Summon Monster#jr_10::OnDisable"; - donpcevent "Second Test Timer#jr_08::OnDisable"; - end; -OnTimer105000: - stopnpctimer; - donpcevent "Test Waiting Room#jr_03::OnEnable"; - donpcevent "Test Supervisor#jr_11::OnDisable"; - end; -} - -job3_rang02,104,93,0 script Third Test Timer#jr_12 HIDDEN_WARP_NPC,{ -OnInit: - disablenpc "Third Test Timer#jr_12"; - end; -OnEnable: - enablenpc "Third Test Timer#jr_12"; - initnpctimer; - end; -OnDisable: - stopnpctimer; - $@job_rang_point03 = 0; - disablenpc "Third Test Timer#jr_12"; - end; -OnTimer3000: - mapannounce "job3_rang02","Test Supervisor, Freeze : Well, then let's start the 3rd practical test! Are you ready?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer6000: - mapannounce "job3_rang02","Test Supervisor, Freeze : From now on, every 3 seconds an 'Egg Bomb' will appear! Look at it carefully, and have your wolf attack the egg bomb to dismantle it!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer9000: - mapannounce "job3_rang02","Test Supervisor, Freeze : You can control the wolf by pressing the alt key and left click the surface, the wolf then moves to that point! Then you target the bomb and click on more time, it will then attack it!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer12000: - mapannounce "job3_rang02","Test Supervisor, Freeze : The 'Egg Bombs' will spawn 20 times! Each time you successfully dismantle one, you get 1 point! If you get 10 or more points, you pass the practical test, so go for it! Then I'll start!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - .n = 14; - end; -OnTimer15000: -OnTimer20000: -OnTimer25000: -OnTimer30000: -OnTimer35000: -OnTimer40000: -OnTimer45000: -OnTimer50000: -OnTimer55000: -OnTimer60000: -OnTimer65000: -OnTimer70000: -OnTimer75000: -OnTimer80000: -OnTimer85000: -OnTimer90000: -OnTimer95000: -OnTimer100000: -OnTimer105000: -OnTimer110000: - donpcevent "Egg Bomb#"+(.n+rand(3))+"::OnEnable"; - if (.n == 26) .n = 14; - else .n += 3; - end; -OnTimer113000: - mapannounce "job3_rang02","Test Supervisor, Freeze : The test is ooooooooooooooveeeeerrr!!!!!!!!!!!!!!!!!!!!!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - for(.@i = 14; .@i<=28; ++.@i) - donpcevent "Egg Bomb#"+.@i+"::OnDisable"; - .n = 0; - end; -OnTimer116000: - mapannounce "job3_rang02","Test Supervisor, Freeze : Well let's see the result?!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer119000: - mapannounce "job3_rang02","Test Supervisor, Freeze : Your score is ..." + $@job_rang_point03 + " out of 20!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer121000: - if ($@job_rang_point03 > 9) { - mapannounce "job3_rang02","Test Supervisor, Freeze : You have been successful so far! You've passed all practical tests! Let's move to the waitingroom!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - mapwarp "job3_rang02","job3_rang01",89,38; - } else - mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad but you couldn't pass the 10 points, so you failed!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer124000: - mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - mapwarp "job3_rang02","tur_dun01",93,165; - end; -OnTimer127000: - mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - $@job_rang_point03 = 0; - mapwarp "job3_rang02","tur_dun01",93,165; - donpcevent "Test Supervisor#jr_13::OnDisable"; - end; -OnTimer130000: - stopnpctimer; - $@job_rang_point03 = 0; - donpcevent "Test Waiting Room#jr_03::OnEnable"; - donpcevent "Third Test Timer#jr_12::OnDisable"; - end; -} - -job3_rang02,251,49,3 script Test Supervisor#jr_13 4_M_JOB_HUNTER,{ - mes "[Test Supervisor, Freeze]"; - if (job_ranger01 == 6) { - if (!questprogress(8261)) { - mes "Congrats for passing the 2nd practical test! I am the 3rd practical test supervisor Freeze!"; - next; - mes "[Test Supervisor, Freeze]"; - mes "For the 3rd test, I'll test how much you could use a wolf effectively. When you become a Ranger in the future, you'll learn an wolf!"; - next; - mes "[Test Supervisor, Freeze]"; - mes "^0000ffThe tester is provided with a disposable Wolf summoning Flute! When you remove egg bombs coming out from here and there by controlling the summoned wolf, you get points!^000000"; - next; - mes "[Test Supervisor, Freeze]"; - mes "Tester cannot move during the test, and the test completes when all bombs are removed quickly and accurately within the given time only by using a wolf!"; - next; - mes "[Test Supervisor, Freeze]"; - mes "^0000ffThe way to control an wolf is to press the alt key and left-click the surface, then the wolf moves to the point where you've clicked on!^000000"; - mes "^0000ffWhen you target the bomb and press one more, it starts to attack!^000000"; - next; - mes "[Test Supervisor, Freeze]"; - mes "The 3rd test time limit is about 3 minutes, when you get 10 over 20 points, you can pass the practical test!"; - next; - mes "[Test Supervisor, Freeze]"; - mes "Well, then first get this Wolf' flutes and after summoning the wolf, talk to me!"; - getitem Desert_Wolf_Babe_Scroll,1; - setquest 8261; - close; - } - if (getmercinfo(1) == 2034) { - erasequest 8261; - mes "Good! Then I'll start the test right now!"; - next; - mes "[Test Supervisor, Freeze]"; - mes "Keep in mind! You need to remove the egg bomb before it gets exploded by only using a wolf!"; - next; - mes "[Test Supervisor, Freeze]"; - mes "Then, good luck!"; - sc_start SC_STONE,120000,10; - close2; - donpcevent "Test Supervisor#jr_13::OnDisable"; - donpcevent "Third Test Timer#jr_12::OnEnable"; - end; - } - if (countitem(Desert_Wolf_Babe_Scroll) < 1) { - mes "Huh?! There's no wolf, no Test Flute, where did you get rid of them?!"; - next; - mes "[Test Supervisor, Freeze]"; - mes "I'll give you one more time specially, so hold yourself together!"; - next; - mes "[Test Supervisor, Freeze]"; - mes "Summon the wolf quickly, and talk to me again!"; - getitem Desert_Wolf_Babe_Scroll,1; - close; - } - mes "Ha? What are you doing?"; - next; - mes "[Test Supervisor, Freeze]"; - mes "Play the Test Flute quickly to summon the wolf and talk to me!"; - close; - } - mes "Who are you?"; - next; - mes "[Test Supervisor, Freeze]"; - mes "This area is for the Ranger Job Change test!"; - mes "You are not authorized to be here, please get out!"; - close; -OnInit: - disablenpc "Test Supervisor#jr_13"; - end; -OnEnable: - enablenpc "Test Supervisor#jr_13"; - initnpctimer; - donpcevent "Second Test Timer#jr_08::OnDisable"; - donpcevent "Staff Rust#jr_09::OnDisable"; - donpcevent "Summon Monster#jr_10::OnDisable"; - donpcevent "Test Supervisor#jr_11::OnDisable"; - end; -OnDisable: - stopnpctimer; - disablenpc "Test Supervisor#jr_13"; - end; -OnTimer3000: - mapannounce "job3_rang02","Test Supervisor, Freeze : Welcome to the 3rd practical test field! I am the 3rd practical Test Supervisor Freeze!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer6000: - mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 2 minutes to start the 3rd test, the test will end!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer9000: - mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer60000: - mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 1 minute to start the 3rd test, the test will end!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer63000: - mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer120000: - mapannounce "job3_rang02","Test Supervisor, Freeze : Why aren't you starting the test?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer123000: - mapannounce "job3_rang02","Test Supervisor, Freeze : You weren't on time for the test, so I am ending the 3rd practical test!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnTimer127000: - $@job_rang_point03 = 0; - mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - mapwarp "job3_rang02","tur_dun01",93,165; - end; -OnTimer130000: - mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - mapwarp "job3_rang02","tur_dun01",93,165; - end; -OnTimer133000: - stopnpctimer; - donpcevent "Third Test Timer#jr_12::OnDisable"; - donpcevent "Test Waiting Room#jr_03::OnEnable"; - donpcevent "Test Supervisor#jr_13::OnDisable"; - end; -} - -- script Egg Bomb#0 FAKE_NPC,{ -OnInit: - disablenpc strnpcinfo(0); - end; -OnEnable: - enablenpc strnpcinfo(0); - initnpctimer; - getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC); - monster "job3_rang02",.@x,.@y,"Egg Bomb",1047,1,strnpcinfo(0)+"::OnMyMobDead"; - switch(atoi(strnpcinfo(2))%3) { - case 0: .@str$ = "Hey, I am going to explode. What are you going to do?"; break; - case 1: .@str$ = "I... no, I can't stand anymore!!"; break; - case 2: .@str$ = "I am almost done now... Don't stop me."; break; - } - mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - end; -OnDisable: - stopnpctimer; - killmonster "job3_rang02",strnpcinfo(0)+"::OnMyMobDead"; - disablenpc strnpcinfo(0); - end; -OnMyMobDead: - ++$@job_rang_point03; - switch(atoi(strnpcinfo(2))%3) { - case 0: .@str$ = "The world is meaningless and my dream is so far away..."; break; - case 1: .@str$ = "Don't be relieved. Misery always comes from carelessness."; break; - case 2: .@str$ = "Alas, it was only a dream for a short time..."; break; - } - mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - donpcevent strnpcinfo(0)+"::OnDisable"; - end; -OnTimer10000: - mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!",bc_map,"0xFF9900"; //FW_NORMAL 12 0 0 - donpcevent strnpcinfo(0)+"::OnDisable"; - end; -} -job3_rang02,246,42,0 duplicate(Egg Bomb#0) Egg Bomb#14 HIDDEN_WARP_NPC -job3_rang02,249,46,0 duplicate(Egg Bomb#0) Egg Bomb#15 HIDDEN_WARP_NPC -job3_rang02,256,43,0 duplicate(Egg Bomb#0) Egg Bomb#16 HIDDEN_WARP_NPC -job3_rang02,243,54,0 duplicate(Egg Bomb#0) Egg Bomb#17 HIDDEN_WARP_NPC -job3_rang02,246,58,0 duplicate(Egg Bomb#0) Egg Bomb#18 HIDDEN_WARP_NPC -job3_rang02,255,56,0 duplicate(Egg Bomb#0) Egg Bomb#19 HIDDEN_WARP_NPC -job3_rang02,260,48,0 duplicate(Egg Bomb#0) Egg Bomb#20 HIDDEN_WARP_NPC -job3_rang02,244,53,0 duplicate(Egg Bomb#0) Egg Bomb#21 HIDDEN_WARP_NPC -job3_rang02,254,50,0 duplicate(Egg Bomb#0) Egg Bomb#22 HIDDEN_WARP_NPC -job3_rang02,241,41,0 duplicate(Egg Bomb#0) Egg Bomb#23 HIDDEN_WARP_NPC -job3_rang02,259,41,0 duplicate(Egg Bomb#0) Egg Bomb#24 HIDDEN_WARP_NPC -job3_rang02,256,52,0 duplicate(Egg Bomb#0) Egg Bomb#25 HIDDEN_WARP_NPC -job3_rang02,259,58,0 duplicate(Egg Bomb#0) Egg Bomb#26 HIDDEN_WARP_NPC -job3_rang02,254,52,0 duplicate(Egg Bomb#0) Egg Bomb#27 HIDDEN_WARP_NPC -job3_rang02,247,42,0 duplicate(Egg Bomb#0) Egg Bomb#28 HIDDEN_WARP_NPC - -job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ - mes "[Ranger Master, Neveragain]"; - if (job_ranger01 < 6) { - mes "... ...Huh?"; - mes "It's weird... How did you get here?"; - next; - mes "[Ranger Master, Neveragain]"; - mes "You don't seem to belong here..."; - next; - mes "[Ranger Master, Neveragain]"; - mes "Go away."; - mes "You are not supposed to be here."; - close2; - warp "alberta",117,57; - end; - } else if (job_ranger01 == 6 || job_ranger01 == 7) { - if (BaseLevel < 99 || JobLevel < 50) { - mes "No."; - mes "I can tell just by looking at you that you seem to be inexperienced."; - next; - mes "[Ranger Master, Neveragain]"; - mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again."; - close2; - warp "alberta",117,57; - end; - } - mes "Congratulations!"; - mes "You've completed all the rough practical tests!"; - if (job_ranger01 == 6) { - job_ranger01 = 7; - changequest 8259,8262; - } - next; - mes "[Ranger Master, Neveragain]"; - mes "Well, you've had enough experience so I won't need to drag on."; - next; - mes "[Ranger Master, Neveragain]"; - mes "Before you do a job change ^0000ffdismiss your Falcon^000000, and check if you've used all of your ^0000ffSkill Points^000000."; - next; - if(select("Wait a minute", "I am ready") == 1) { - mes "[Ranger Master, Neveragain]"; - mes "I am not running away so take your time."; - close; - } - mes "[Ranger Master, Neveragain]"; - if (checkfalcon()) { - mes "Didn't you dismiss your falcon??"; - next; - mes "[Ranger Master, Neveragain]"; - mes "Please dismiss your falcon, and come back to me."; - close; - } - if (SkillPoint != 0) { - mes "I think you need to learn more."; - next; - mes "[Ranger Master Neveragain]"; - mes "Use up all of your skill points before continuing on."; - close; - } - mes "Good. No falcon and you've used up all your skill points."; - next; - mes "[Ranger Master, Neveragain]"; - mes "Okay, before you really change the job into a ranger, I'll ask you on more time."; - mes "Do you really want to become a ranger?"; - next; - if(select("No", "Yes!") == 1) { - mes "[Ranger Master, Neveragain]"; - mes "...Um? That's not the answer that I was waiting for..."; - next; - mes "[Ranger Master, Neveragain]"; - mes "Even after passing through all the rough practical tests, you don't want to become a ranger... are you sure?"; - close; - } - mes "[Ranger Master, Neveragain]"; - if (hascashmount()) { - mes "You are on a riding pet,"; - mes "so you cannot change your job."; - mes "Please unequip your riding pet and try again!"; - close; - } - if (BaseJob != Job_Hunter) { - mes "Wait, who are you?"; - mes "You are not a Hunter or a Sniper?!"; - next; - mes "[Ranger Master, Neveragain]"; - mes "What are you doing here?"; - mes "You are not supposed to be here. Get out!"; - job_ranger01 = 0; - for(.@i = 8254; .@i <= 8262; ++.@i) - if (questprogress(.@i)) - erasequest .@i; - close2; - warp "alberta",117,57; - end; - } - mes "Your firm answer seems very trustworthy!"; - next; - nude; - if (countitem(Bow__) < 1) { - mes "[Ranger Master, Neveragain]"; - mes "Umm?"; - mes "You need to return the borrowed stuff."; - mes "Where is the bow that was given to you for the job change test?"; - close; - } - mes "[Ranger Master, Neveragain]"; - mes "From now on be active as a splendid Ranger!"; - mes "I wish you luck in your future!"; - delitem Bow__,1; - job_ranger01 = 8; - completequest 8262; - jobchange roclass(eaclass()|EAJL_THIRD); - getitem Sniper_Goggle,1; - getitem Green_Apple_Ring,1; - getitem Wolf's_Flute,1; - close; - } - mes "Hey, you look great."; - mes "What are you doing here?"; - next; - switch(select("I just came by", "Please let me be out")) { - case 1: - mes "[Ranger Master, Neveragain]"; - mes "Well, there's nothing to see and you came."; - next; - mes "[Ranger Master, Neveragain]"; - mes "Take a rest as long as you want."; - mes "It's the place where you can have a tea easily."; - close; - case 2: - mes "[Ranger Master, Neveragain]"; - mes "It was good to see you."; - mes "Don't lose the dignity as a Ranger wherever you go."; - close2; - warp "alberta",117,57; - end; - } -} - -job3_rang01,58,1,0 script Worker#job_ranger 4_M_ORIENT01,{ - callfunc "F_GM_NPC"; - switch(select("Enable Waiting Room", "Disable Waiting Room", "Enable 1st Test", "Disable 1st Test", "Enable 2nd Test", "Disable 2nd Test", "Enable 3rd Test", "Disable 3rd Test", "Cancel")) { - case 1: - mes "Enabled Waiting Room"; - donpcevent "Test Waiting Room#jr_03::OnEnable"; - close; - case 2: - mes "Disabled Waiting Room"; - donpcevent "Test Waiting Room#jr_03::OnDisable"; - close; - case 3: - mes "1st Test Enabled"; - donpcevent "Test Supervisor#jr_04::OnEnable"; - close; - case 4: - mes "1st Test Disabled"; - donpcevent "Test Supervisor#jr_04::OnDisable"; - donpcevent "First Test Timer#jr_05::OnDisable"; - donpcevent "CallCorrectAnswer#jr::OnReset"; - donpcevent "CallWrongAnswer#jr::OnReset"; - donpcevent "CallCorrectAnswer#jr::OnDisable"; - donpcevent "CallWrongAnswer#jr::OnDisable"; - close; - case 5: - mes "2nd Test Enabled"; - donpcevent "Second Test Timer#jr_08::OnEnable"; - close; - case 6: - mes "2nd Test Disabled"; - donpcevent "Second Test Timer#jr_08::OnDisable"; - close; - case 7: - mes "3rd Test has been Enabled"; - donpcevent "Third Test Timer#jr_12::OnEnable"; - close; - case 8: - mes "3rd Test has been Disabled"; - donpcevent "Third Test Timer#jr_12::OnDisable"; - for(.@i = 14; .@i<=28; ++.@i) - donpcevent "Egg Bomb#"+.@i+"::OnDisable"; - close; - case 9: - close; - } -} diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt deleted file mode 100644 index 237c1f33e..000000000 --- a/npc/re/jobs/3-1/rune_knight.txt +++ /dev/null @@ -1,2175 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= Copyright (C) Masao -//= Copyright (C) Muad_Dib -//= Copyright (C) L0ne_W0lf -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Rune Knight Job Quest -//================= Description =========================================== -//= Job change Quest from Knight / Lord Knight -> Rune Knight. -//================= Current Version ======================================= -//= 1.5 -//========================================================================= - -prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{ - mes "[Rune Knight Manuel]"; - if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "You are now a member of our select brethren. I can still remember when I first met you."; - next; - mes "[Rune Knight Manuel]"; - mes "Strive to live the way of the sword with honor..."; - next; - mes "[Rune Knight Manuel]"; - mes "Cheers to our new future..."; - close; - } - if (job_rune_edq == 0) { - mes "There are many paths one can take in the world. Most people can see their path but don't really follow it..."; - next; - mes "[Rune Knight Manuel]"; - mes "Anyway the drinks here are really good. Would you like to have one?"; - next; - if(select("Sure, let's have a drink.", "I refuse.") == 2) { - mes "[Rune Knight Manuel]"; - mes "Are you sure? You don't know the true elegance of these drinks..."; - close; - } - mes "[Rune Knight Manuel]"; - if (BaseJob == Job_Knight) { - mes "You walk the way of sword too don't you? Then we can understand each other. Drinks taste better when it's with a fellow Swordman."; - next; - mes "[Rune Knight Manuel]"; - mes "I'll buy this round."; - mes "A toast to friendship~"; - next; - mes "[Rune Knight Manuel]"; - if (BaseLevel > 98 && JobLevel > 49) { - mes "In my opinion you seem to be ready to start a new way..."; - next; - mes "[Rune Knight Manuel]"; - mes "Walking the way of the sword is a perpetual battle. From now on you may have a rough journey ahead of you..."; - next; - mes "[Rune Knight Manuel]"; - mes "If you want to walk on your new way and surpass your current limits, I'm willing to help you."; - next; - mes "[Rune Knight Manuel]"; - mes "The true way of a Swordman who learned harmony to break the limit of a sword is a Rune Knight."; - next; - mes "[Rune Knight Manuel]"; - mes "Won't you join our brethren? You look like you're fully qualified to become one of us."; - next; - mes "[Rune Knight Manuel]"; - mes "If you are interested, I'll introduce you to the masters who will guide you to the way of the Rune Knight with my recommendation."; - next; - switch(select("I am not ready yet.", "I'm ready to be a Rune Knight.")) { - case 1: - mes "[Rune Knight Manuel]"; - mes "Right. Every challenge always needs preparation. Okay, I'll wait for you."; - next; - mes "[Rune Knight Manuel]"; - mes "Of course, I would only accept you if you are one hundred percent sure of your conviction to become a Rune Knight."; - close; - case 2: - mes "[Rune Knight Manuel]"; - mes "You're sure now?"; - mes "Let me send a dispatch to my comrades that you are willing to join our ranks."; - next; - job_rune_edq = 1; - setquest 3200; - mes "[Rune Knight Manuel]"; - mes "You know the place called Glast Heim? There's a Rune Knight waiting for you there, he will guide you to the entrance of Glast Heim Tower."; - next; - mes "[Rune Knight Manuel]"; - mes "My name is Manuel. I am called the Rune Knight of Brilliance. When you tell him that you are a Rune Knight candidate with my recommendation, he will handle the rest."; - next; - mes "[Rune Knight Manuel]"; - mes "I will wait for the day that you become our comrade as a true Rune Knight."; - close; - } - } - mes "If you continually walk the way of the sword, you will eventually feel the limits of your powers. Like myself before..."; - next; - mes "[Rune Knight Manuel]"; - mes "When the time comes there will be a way to help you surpass that limit. Until the day that your strength has grown comes, we can at least still have a drink together."; - next; - mes "[Rune Knight Manuel]"; - mes "A toast to the day that your strength can withstand the powers of a Rune Knight!"; - close; - } - mes "I believe that the wind of change is not always a good one."; - next; - mes "[Rune Knight Manuel]"; - mes "Just like the taste of this drink. I wish the taste of this drink is kept here forever."; - close; - } else if (job_rune_edq == 1) { - mes "The Rune Knight is waiting for you at Glast Heim. He will guide you to the entrance of Glast Heim Tower."; - next; - mes "[Rune Knight Manuel]"; - mes "Tell him that you are a candidate to be a Rune Knight and he will handle the rest."; - next; - mes "[Rune Knight Manuel]"; - mes "I will wait for the day you become our comrade as a true Rune Knight."; - close; - } - mes "Don't you have things to do right now?"; - next; - mes "[Rune Knight Manuel]"; - mes "No? Well then never mind."; - mes "Don't you love the smell of alcohol?"; - close; -} - -glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ - mes "[Guide, Jungberg]"; - if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Oh, you must be "+strcharinfo(0)+"."; - mes "Welcome."; - next; - mes "[Guide, Jungberg]"; - mes "We are looking forward to you helping the Rune Knights spread honor throughout the world."; - next; - mes "[Guide, Jungberg]"; - mes "So, What can I help you with?"; - next; - switch(select("I want to go to the gathering place.", "Nothing.")) { - case 1: - mes "[Guide, Jungberg]"; - mes "Right. I'll send you right now. I'll see you soon."; - close2; - warp "job3_rune01",80,65; - end; - case 2: - close; - } - } - if (BaseJob != Job_Knight) { - mes "I am the only knight who's keeping the way of the Swordsman in this cursed place Glast Heim."; - next; - mes "[Guide, Jungberg]"; - mes "Since you don't walk the way of the Sword, you wouldn't understand our spirit. I can manage by myself. Follow your own path."; - close; - } - if (job_rune_edq < 2) { - mes "Are you a cursed ghost of this place? Or are you an ignorant adventurer?"; - next; - mes "[Guide, Jungberg]"; - mes "If you are a breathing human, then listen to me carefullly. I wouldn't risk my life here by hesitating to talk to just anyone."; - next; - if (job_rune_edq == 0) { - switch(select("Who are you?", "What are you doing here?", "Cancel.")) { - case 1: - mes "[Guide, Jungberg]"; - mes "I am the only knight who's keeping the way of the Swordsman in this cursed place Glast Heim."; - next; - mes "[Guide, Jungberg]"; - mes "If you also follow the way of the Swordsman our paths will most certainly cross again when you have reached your full potential."; - close; - case 2: - mes "[Guide, Jungberg]"; - mes "I am a man walking the way of the Sword. But I'm not exactly the same as the likes of you, Rune-Midgart knight."; - next; - mes "[Guide, Jungberg]"; - mes "We are not like the other Knights who are absorbed with pomp and circumstance so you may not know of us yet."; - next; - mes "[Guide, Jungberg]"; - mes "We are the Rune Knights. A group that leads the true power as well as the physical strength to the righteous way of the Sword."; - next; - mes "[Guide, Jungberg]"; - mes "We have been living in secret here in the deep of Glast Heim for a half century but it's time to let the world know our purpose."; - next; - mes "[Guide, Jungberg]"; - mes "Now there are many instructors who are looking for talented Sword wielders in various places of Rune-Midgard. They are looking for a people who will join the true way of the Sword."; - next; - mes "[Guide, Jungberg]"; - mes "If you wish to join the Rune Knights. Please get a recommendation from one of the guides and come to me again."; - close; - case 3: - close; - } - } else if (job_rune_edq == 1) { - switch(select("I came to be a Rune Knight.", "Cancel.")) { - case 1: - mes "[Guide, Jungberg]"; - mes "Um... Are you the Rune Knight candidate that Manuel talked about?"; - next; - mes "[Guide, Jungberg]"; - mes "Your name is "+strcharinfo(0)+", right? I can see clearly that you are qualified to become our comrade."; - next; - mes "[Guide, Jungberg]"; - mes "Good. I don't have to ask any more about your qualification to join our brethren....1.S... Now I'll give you your first assignment."; - next; - mes "[Guide, Jungberg]"; - mes "Find our Rune Knight gathering place hidden inside of Glast Heim."; - next; - mes "[Guide, Jungberg]"; - mes "There's a place that leads to the Rune Knight's secret gathering room inside the Glast Heim Chivalry. Find that place by yourself."; - next; - mes "[Guide, Jungberg]"; - mes "If you can find it, there'll be a person waiting to greet you, so let's start."; - next; - mes "[Guide, Jungberg]"; - mes "Of course your life might be at risk by the ghosts of Glast Heim... but overcoming the risk shouldn't be hard for a Rune Knight candidate."; - job_rune_edq = 2; - changequest 3200,3201; - close; - case 2: - close; - } - } - } else if (job_rune_edq == 2) { - mes "The 1st assignment is to find out our Rune Knight gathering place hidden inside of Glast Heim."; - next; - mes "[Guide, Jungberg]"; - mes "There's a place that leads to the Rune Knights' secret gathering place inside Glast Heim Chivalry. Find that place by yourself."; - next; - mes "[Guide, Jungberg]"; - mes "If you can find it, there'll be a person waiting to greet you, so let's start."; - next; - mes "[Guide, Jungberg]"; - mes "Of course your life might be at risk by the ghosts of Glast Heim... but overcoming the risk shouldn't be hard for a Rune Knight candidate."; - close; - } - mes "It seems that you are still taking the test. Do your best and pass all the tests."; - next; - switch(select("I want to go to the gathering place.", "Quit the conversation.")) { - case 1: - mes "[Guide, Jungberg]"; - mes "All right. I'll send you right away. I'll check you later."; - close2; - warp "job3_rune01",80,65; - end; - case 2: - close; - } -} - -gl_knt02,150,55,3 script Rune Knight Staff 4_M_01,2,2,{ - mes "[Rune Knight Staff]"; - if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Welcome, "+strcharinfo(0)+". Are you going to the gathering place?"; - next; - switch(select("Yes, take me there.", "I'm on other business.", "Cancel.")) { - case 1: - mes "[Rune Knight Staff]"; - mes "Okay, come in. I'll guide you."; - close2; - warp "job3_rune01",80,65; - end; - case 2: - mes "[Rune Knight Staff]"; - mes "Oh, really? Then, keep on your work. I'll continue with my mission."; - close; - case 3: - close; - } - } - if (BaseJob == Job_Knight) { - if (job_rune_edq == 1) { - mes "Ah... this area is off limits, you are prohibited to be here. Please do not do anything to hinder our efforts."; - next; - mes "[Rune Knight Staff]"; - mes "Although... you seem to have the potential to become a companion to those who follow the path of the sword."; - next; - mes "[Rune Knight Staff]"; - mes "I'm sure we'll be crossing paths before long. I believe we will meet again."; - close; - } else if (job_rune_edq > 1) { - mes "You found this place correctly. Jungberg sent me to send you to the gathering place."; - next; - mes "[Rune Knight Staff]"; - mes "When you get into the gathering place, talk to Captain Tigris. He's always waiting for new members to show up."; - next; - mes "[Rune Knight Staff]"; - mes "Well, please follow me."; - close2; - warp "job3_rune01",80,65; - end; - } - } - mes "Wait! This place is prohibited. I don't mind you wandering about but, don't ever disturb me again."; - close; -} - -job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ - if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) { - mes "You've got too many things. You cannot proceed anymore. Please try again after losing some weight."; - close; - } - if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "[Captain Tigris]"; - if (job_rune_edq == 23) { - mes "Oh, I see... Please wait a moment."; - next; - mes "[Captain Tigris]"; - mes "I forgot to check if you are qualified to get the celebration gift for changing your job..."; - next; - mes "[Captain Tigris]"; - mes "Let me check the report from the instructors who took care of your tests."; - next; - mes "[Captain Tigris]"; - if (job_rune_edq3 == 0) { - mes "Hm... This is perfect. You've come here with very rare good records."; - .@item = 2140; //Energy_Rune_Guard - } else if (job_rune_edq3 > 2 && job_rune_edq3 < 6) { - mes "Hmm... This is great. You've come here with decent records."; - .@item = 2794; //Magic_Stone_Ring - } else { - mes "Hmm, not bad. It's not a great record but you tried your best."; - .@item = 15002; //Rune_Plate - } - next; - mes "[Captain Tigris]"; - mes "Here, take this. It's a gift that I like to give to the younger generation like yourself."; - getitem .@item,1; //Energy_Rune_Guard - job_rune_edq = 24; - close; - } - mes "Hey, long time no see, "+strcharinfo(0)+". I don't think you've got any important matters to discuss but make yourself comfortable."; - close; - } - if (BaseJob == Job_Knight) { - if (job_rune_edq == 2) { - mes "A man wearing glorious armor and passion in his eyes is standing in front of me."; - next; - mes "He stares at me with an absent look and after a while he begins to talk."; - next; - mes "[Captain Tigris]"; - mes "Hey, are you the Rune Knight candidate that Manuel recommended? I am Captain Tigris from the Rune Knights, and your name is?"; - next; - mes "[Captain Tigris]"; - mes "Oh, I've heard it before but I've forgotten it. Right, were you "+strcharinfo(0)+"? I truly welcome you from the heart for coming here."; - next; - mes "[Captain Tigris]"; - mes "Let's see. How many candidates have come to this room? Hey, Lunarea, which candidate is this one here?"; - next; - mes "[Rune Knight, Lunarea]"; - mes "... 172nd."; - next; - mes "[Captain Tigris]"; - mes "She says so my friend. Actually I don't want to see the next one. So please do well."; - next; - mes "[Captain Tigris]"; - mes "Let me see... Manual and Jungberg must have finished the basic verification, then let's start the test right away."; - next; - mes "[Captain Tigris]"; - mes "Lunarea, proceed with the first test."; - next; - mes "[Rune Knight, Lunarea]"; - mes "..."; - next; - mes "This pale-skinned female Rune Knight called Lunarea is nodding her head quietly and watching me."; - next; - mes "[Captain Tigris]"; - mes "The test begins now. First, you'll get the 1st test from that beautiful icy lady, so please try your best."; - next; - mes "[Captain Tigris]"; - mes "When the test is done, talk to me. Anyway you'll need to care about the tests progressing with other people."; - next; - job_rune_edq = 3; - changequest 3201,3202; - mes "[Captain Tigris]"; - mes "Well then, I'll be waiting here so take the test."; - close; - } else if (job_rune_edq == 3) { - mes "[Captain Tigris]"; - mes "Now the test begins. First, you'll get the 1st test from that beautiful icy lady, so please try your best."; - next; - mes "[Captain Tigris]"; - mes "When the test is done, talk to me... anyway you'll need to care about the tests progressing with other people."; - next; - mes "[Captain Tigris]"; - mes "Well then, I'll be waiting here so take the test."; - close; - } else if (job_rune_edq > 3 && job_rune_edq < 6) { - mes "[Captain Tigris]"; - mes "Hey you, weren't you testing? Lunarea, what happened? Is the test all done?"; - next; - mes "[Rune Knight, Lunarea]"; - mes "......"; - next; - mes "She just shakes her head without saying any word, and stares at me. She has piercing eyes."; - next; - mes "[Captain Tigris]"; - mes "Okay Lunarea. Hey, listen to me carefully. Lunarea is a poor talker and quiet but you shouldn't ignore her."; - next; - mes "[Captain Tigris]"; - mes "Even for me... no, any one of us who upsets her wouldn't be able to deal with that."; - next; - mes "[Rune Knight, Lunarea]"; - mes "......"; - next; - mes "[Captain Tigris]"; - mes "Whoa don't look at me like that. Okay, you see that? Aspiring Rune Knight. Go back to Lunarea and take the test as she says. That'll be good for you."; - close; - } else if (job_rune_edq == 6) { - mes "[Captain Tigris]"; - mes "Umm, it seems that you've passed Lunarea's test? I guess I won't have to test more for the basics."; - next; - mes "[Captain Tigris]"; - mes "Undeniably our Rune Knights have some differences but we should not forget our Swordsman roots."; - next; - mes "[Captain Tigris]"; - mes "From now on, this will be the real test as a Rune Knight that you want to be. You'll need to prepare to take next test."; - next; - mes "[Captain Tigris]"; - mes "Renoa, I know that you've been waiting for a long time but it's your turn."; - next; - mes "[Rune Knight, Renoa]"; - mes "It really has been such a long time but Lunarea's test and mine differ like the sky to the earth. I hope you won't be just a muscle-headed fool."; - next; - mes "[Captain Tigris]"; - mes "Hahaha. you heard that? It won't be easy this time. I hope you get through it my friend."; - next; - mes "[Captain Tigris]"; - mes "Go to that fiery lady in the library room to get the next test done and come back."; - job_rune_edq = 7; - changequest 3204,3205; - close; - } else if (job_rune_edq > 6 && job_rune_edq < 16) { - mes "[Captain Tigris]"; - mes "Now, this will be the real test as a Rune Knight. You've got to prepare to take the next test."; - next; - mes "[Captain Tigris]"; - mes "Renoa, I know that you've been waiting for a long time but it's your turn."; - next; - mes "[Rune Knight, Renoa]"; - mes "It really has been such a long time but Lunarea's test and mine differ like the sky to the earth. I hope you won't be just a muscle-headed fool."; - next; - mes "[Captain Tigris]"; - mes "Hahaha. you heard that? It won't be easy this time. I hope you get through it my friend."; - next; - mes "[Captain Tigris]"; - mes "Go to that fiery lady in the library room to get the next test done and come back."; - close; - } else if (job_rune_edq == 16) { - mes "[Captain Tigris]"; - mes "Oh, I heard that you've passed Renoa's test which only few people could pass."; - next; - mes "[Captain Tigris]"; - mes "I heard that the number of candidates who've given up while taking Renoa's test has been high."; - next; - mes "[Captain Tigris]"; - mes "You have to understand. I think it was the test that shows exactly the test instructor's personality. Hmm..."; - next; - mes "[Captain Tigris]"; - mes "Now, there's only the last test left. When you pass this, you will be on your way to officially becoming a Rune Knight."; - next; - mes "[Captain Tigris]"; - mes "Take the final test from the Rune Knight Velpino who is at the arsenal's right side."; - next; - mes "[Captain Tigris]"; - mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight."; - mes "So please do your best."; - job_rune_edq = 17; - changequest 3215,3216; - close; - } else if (job_rune_edq > 16 && job_rune_edq < 22) { - mes "[Captain Tigris]"; - mes "Take the final test from the Rune Knight Velpino who is at the arsenal's right side."; - next; - mes "[Captain Tigris]"; - mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight. So please do your best."; - close; - } else if (job_rune_edq == 22) { - mes "[Captain Tigris]"; - mes "Congratulations. Now you've passed all the tests and can walk the way of a Rune Knight."; - next; - mes "[Captain Tigris]"; - mes "I'm happy from the bottom of my heart. I'm very proud of you."; - next; - mes "[Captain Tigris]"; - mes "Now you can be yourself around us and stand proud as one of us."; - next; - mes "[Captain Tigris]"; - mes "There's the evaluations from Lunarea, Renoa and Velpino who took care of your tests."; - next; - mes "[Captain Tigris]"; - mes "It's not much but there are some gifts for new Rune Knights who got good scores on the tests."; - next; - mes "[Captain Tigris]"; - mes "There will be a difference depending on the scores, but they are all helpful for anyone who is a Rune Knight."; - next; - mes "[Captain Tigris]"; - mes "Lastly, there are several things to be aware of as a Knight who's experienced a job change to a Lord Knight in Valhalla."; - next; - callsub L_Warning; - mes "[Captain Tigris]"; - mes "Well, my job is done now. Would you like to start your new life as a Rune Knight?"; - next; - switch(select("Every preparation is done.", "I need more time to think.")) { - case 1: - if (SkillPoint != 0 || checkmount() == MOUNT_PECO) { - mes "[Captain Tigris]"; - mes "Weren't you listening?"; - next; - callsub L_Warning; - mes "[Captain Tigris]"; - mes "If you understood, then make your preparations and come back."; - close; - } - if (BaseLevel < 99 || JobLevel < 50) { - mes "[Captain Tigris]"; - mes "It seems not enough?"; - close; - } - if (hascashmount()) { - mes "[Captain Tigris]"; - mes "Please unequip your mount and come back again."; - close; - } - mes "[Captain Tigris]"; - mes "Our Master, Beljeve... and the Great Sage, Serpeone..."; - next; - mes "[Captain Tigris]"; - mes "This Knight is going to walk the way of the Rune Knights with us, so please give your blessing."; - next; - getitem Rune_Circlet,1; - getitem Green_Apple_Ring,1; - job_rune_edq = 23; - completequest 3219; - jobchange roclass(eaclass()|EAJL_THIRD); - mes "[Captain Tigris]"; - mes "Congratulations."; - mes "You are now an honorable Rune Knight."; - mes "Remember this day from this day forth!"; - next; - mes "[Captain Tigris]"; - mes "There's a royal gift from the Rune-Midgarts Kingdom for all new Rune Knights."; - next; - mes "[Captain Tigris]"; - mes "Give me a second to get the royal gift and talk to me again."; - close; - case 2: - close; - } - } - } - mes "[Captain Tigris]"; - mes "I don't know how you were able to get here. But it looks like you've come to a place where you shouldn't be."; - next; - mes "[Captain Tigris]"; - mes "Go back to where you belong."; - close2; - warp "gl_knt02",150,55; - end; -L_Warning: - mes "[Captain Tigris]"; - mes "If there's any equipment that you are wearing now, or anything you're holding. Please empty it for your job change moment."; - next; - mes "[Captain Tigris]"; - mes "Talk to the Kafra Employee to use the storage."; - next; - mes "[Captain Tigris]"; - mes "You might know already, if you are riding a Peco Peco, you should have left it behind. If you brought it, leave it and come again."; - next; - mes "[Captain Tigris]"; - mes "One more thing. If you have any remaining skill-points, use it all and learn the skills. You won't be able to change jobs if you have any more skill points."; - next; - return; -} - -job3_rune01,90,50,3 script Rune Knight Lunarea 4_M_KNIGHT_GOLD,2,2,{ - if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "She holds up her chin quietly, nods lightly and notices me."; - next; - mes "Then after a moment she puts her face down and seems absorbed with other thoughts."; - close; - } - if (BaseJob == Job_Knight) { - if (job_rune_edq == 3) { - mes "She finally opens her mouth and begins to talk."; - next; - mes "[Rune Knight, Lunarea]"; - mes "5 minutes... When you endure and get rid of all, you succeed."; - next; - mes "[Rune Knight, Lunarea]"; - mes "In this test, Captain Tigris, Renoa, Velpino and I will visit together."; - next; - mes "[Rune Knight, Lunarea]"; - mes "If you want to, you can ask help from one of us. But don't think that we will always help."; - next; - mes "[Rune Knight, Lunarea]"; - mes "Since it's a test, getting help from us is completely your choice. It doesn't matter if you take the test with our help or all by yourself."; - next; - mes "[Rune Knight, Lunarea]"; - mes "When you are ready to go to the test field talk to me."; - next; - switch(select("Move to the test field now.", "Give me time to get ready.")) { - case 1: - callsub L_Test,0; - close; - case 2: - close; - } - } else if (job_rune_edq == 4) { - mes "[Rune Knight, Lunarea]"; - mes "Did you fail? But, there's no limitation to the number of times you can try."; - next; - mes "[Rune Knight, Lunarea]"; - mes "If you want to take the test again. I can send you to the test field."; - next; - mes "[Rune Knight, Lunarea]"; - mes "5 minutes... When you endure and get rid of all, you succeed."; - next; - mes "[Rune Knight, Lunarea]"; - mes "If you are ready to move to the test field talk to me."; - next; - switch(select("Move to the test field now.", "Please give me time to prepare.")) { - case 1: - if (questprogress(3220,PLAYTIME) == 1) { - mes "[Rune Knight, Lunarea]"; - mes "Once someone enters into the test field you cannot enter directly. The test is taken one by one."; - next; - mes "[Rune Knight, Lunarea]"; - mes "When it's your turn to enter you will be sent there directly."; - close; - } - callsub L_Test,1; - close; - case 2: - close; - } - } else if (job_rune_edq == 5) { - mes "[Rune Knight, Lunarea]"; - mes "Was your test successful?"; - next; - mes "She shows a small smile which is barely visible and looks at me."; - next; - mes "[Rune Knight, Lunarea]"; - mes "This portion of the test is over. Go talk to Captain Tigris."; - job_rune_edq = 6; - changequest 3203,3204; - close; - } else if (job_rune_edq > 5) { - mes "[Rune Knight, Lunarea]"; - mes "This portion of the test is over. Go talk to Captain Tigris."; - next; - mes "[Rune Knight, Lunarea]"; - mes "There are other tests you need to complete. I hope you do a good job."; - close; - } - } - mes "This pale-skinned absent-looking female Rune Knight doesn't seem to care. Of course she doesn't seem interested with my existence"; - close; -L_Test: - mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal."; - if ($@job_rune_test1 == 0) { - if (getarg(0) == 0) { - job_rune_edq = 4; - changequest 3202,3203; - setquest 3220; // ? - } else if (questprogress(3220)) { - erasequest 3220; - setquest 3220; - } - $@job_rune_test1 = 1; - close2; - warp "job3_rune02",38,40; - end; - } - // Custom translation - next; - mes "But her expression suddenly changed a bit as she looked at to speak."; - next; - mes "[Rune Knight, Lunarea]"; - mes "Now... the testing room is currently occupied..."; - next; - mes "[Rune Knight, Lunarea]"; - mes "You'll have to wait... it is regulation that the test must take place one by one."; - next; - mes "[Rune Knight, Lunarea]"; - mes "Just wait 5 minutes and it should be your turn."; - close; -} - -job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ - mes "[Rune Knight, Renoa]"; - if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Congratulations for becoming one of us. Junior Rune Knight, "+strcharinfo(0)+"."; - next; - mes "[Rune Knight, Renoa]"; - mes "Soon you'll see the way we need to go clearly."; - next; - mes "[Rune Knight, Renoa]"; - mes "Until then, I'll be here to discover more candidates just like you."; - close; - } - if (BaseJob == Job_Knight) { - if (job_rune_edq < 7) { - mes "Are you the one who wants to be a Rune Knight? There have been so many today."; - next; - mes "[Rune Knight, Renoa]"; - mes "It's too bad that there haven't been many candidates that have made it to my part of the test yet so I'm just taking a bit of a rest."; - next; - mes "[Rune Knight, Renoa]"; - mes "If you are taking the Rune Knight test I hope that you try your best. This won't be as easy to pass as Lunarea's test ok?"; - close; - } else if (job_rune_edq == 7) { - mes "Finally! Is it my turn? I'm so happy."; - next; - mes "[Rune Knight, Renoa]"; - mes "There have been so many candidates failing Lunarea's test that I've given up counting."; - next; - mes "[Rune Knight, Renoa]"; - mes "I am Renoa. I am in charge of the teaching and testing of runes and magic for Rune Knight candidates."; - next; - mes "[Rune Knight, Renoa]"; - mes "Thank you for all of your trouble taking the test so far. Okay, anyway."; - next; - mes "[Rune Knight, Renoa]"; - mes "Well first, I'll give you an assignment. Let's start by studying. Go to the library and study these books."; - next; - mes "[Rune Knight, Renoa]"; - mes "Umm, ^0000FFRunes and Rune Knights^000000, ^0000FFThe Principles of Runes^000000, ^0000FFThe Making and use of Runes^000000. Start with these 3..."; - next; - mes "[Rune Knight, Renoa]"; - mes "Read the book thoroughly and come back. If you are the type of person who doesn't like reading and studying then it won't be easy for you to live as a Rune Knight."; - next; - mes "[Rune Knight, Renoa]"; - mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either."; - job_rune_edq = 8; - changequest 3205,3206; - close; - } else if (job_rune_edq > 7 && job_rune_edq < 11) { - mes "Well first, I'll give you an assignment. Let's start by studying. Go to the library and study these books."; - next; - mes "[Rune Knight, Renoa]"; - mes "Umm, ^0000FFRunes and Rune Knights^000000, ^0000FFThe Principles of Runes^000000, ^0000FFThe Making and use of Runes^000000. Start with these 3..."; - next; - mes "[Rune Knight, Renoa]"; - mes "Read the book thoroughly and come back. If you are the type of person who doesn't like reading and studying then it won't be easy for you to live as a Rune Knight."; - next; - mes "[Rune Knight, Renoa]"; - mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either."; - close; - } else if (job_rune_edq == 11) { - mes "Have you read all the books from the library? It won't be easy to read but if you are determined to be a Rune Knight, you have to have this kind of basic knowledge."; - next; - mes "[Rune Knight, Renoa]"; - mes "Basically, the power of magic cannot be used without training to draw out the power of nature and the elements."; - next; - mes "[Rune Knight, Renoa]"; - mes "Therefore, jobs such as Wizard and Sage have come out and the magic became their own sacred field."; - next; - mes "[Rune Knight, Renoa]"; - mes "The leader of the Rune Knights, Beljeve, is known to have been in touch with the fairies even before the dimensional door of the Ash-Vacuum was made when Satan Morroc resurrected."; - next; - mes "[Rune Knight, Renoa]"; - mes "I heard a story from the magical scholars about the technology that can substantialize the essence of magic. I began a study to substantialize it to a rune by getting their help."; - next; - mes "[Rune Knight, Renoa]"; - mes "Our Rune Knight's were born from the result of that study, which enables practicing both the power of the sword and magic by using runes."; - next; - mes "[Rune Knight, Renoa]"; - mes "You look like you don't understand why I'm repeating the teaching of the story already written in the book."; - next; - mes "[Rune Knight, Renoa]"; - mes "So for the second test, you need to visit the Laphine magical scholars who had given the direct help to the birth of Rune Knights at Ash-Vacuum."; - next; - mes "[Rune Knight, Renoa]"; - mes "Find the sage, Serpeone who's been studying and helping the Rune Knights who are out in the Rune-Midgard's camp at Ash-Vacuum."; - next; - mes "[Rune Knight, Renoa]"; - mes "The sage has already been in touch with us for a long time so you don't need to worry about understanding Serpeone's language.c"; - next; - mes "[Rune Knight, Renoa]"; - mes "If you are ready I'll guide you to the warp that moves you directly to Serpeone. Meet her and get instructions from her."; - job_rune_edq_book = 0; - job_rune_edq = 12; - changequest 3206,3207; - close; - } else if (job_rune_edq > 11 && job_rune_edq < 14) { - mes "If you are ready I'll open the way to the sage, Serpeone who's in the Rune-Midgard post at Ash-Vacuum. Are you prepared?"; - next; - switch(select("Yes, I am prepared.", "Not yet.")) { - case 1: - mes "[Rune Knight, Renoa]"; - mes "Good. Then I'll send you there now. But, there's one thing I need to tell you."; - next; - mes "[Rune Knight, Renoa]"; - mes "You will be sent to the Ash-Vacuum. The people dispatched to the Rune-Midgard post are certified adventurers and officials."; - next; - mes "[Rune Knight, Renoa]"; - mes "Beljeve has an agreement with the other alliance countries that the free behavior of our Rune Knights is guaranteed but..."; - next; - mes "[Rune Knight, Renoa]"; - mes "If you want to move freely through all of Ash-Vacuum, you'll have to go through the normal route which is acquiring qualification with the Rune-Midgard alliance. It has nothing to do with us."; - next; - mes "[Rune Knight, Renoa]"; - mes "The agreement only allows us to send candidates to the Rune-Midgard camp and nowhere else."; - next; - mes "[Rune Knight, Renoa]"; - mes "Good luck."; - close2; - warp "mid_camp",235,250; - end; - case 2: - mes "[Rune Knight, Renoa]"; - mes "If you are ready talk to me again. I'm free anytime."; - close; - } - } else if (job_rune_edq == 14) { - mes "Umm, you're back? How's it like in the Ash-Vacuum?"; - next; - mes "[Rune Knight, Renoa]"; - mes "Well, a person of your strength must have been there already no?"; - next; - mes "[Rune Knight, Renoa]"; - mes "Now it's time to take the test concerning runes. I know that you have been through quite a complicated process."; - next; - mes "[Rune Knight, Renoa]"; - mes "I am going to give you a test that allows you to deal with runes directly."; - next; - mes "[Rune Knight, Renoa]"; - mes "In this test you will be making a rune stone yourself which will also be used for your last test."; - next; - mes "[Rune Knight, Renoa]"; - mes "If you remember what you read in the library just before, you'll be able to produce a rune stone here without my explanation."; - next; - mes "[Rune Knight, Renoa]"; - mes "If you succeed in making the rune stone it will automatically become the rune stone you'll use for yourself when you become a Rune Knight, so try your best."; - next; - mes "[Rune Knight, Renoa]"; - mes "The total number of rune stones you need to make is 20."; - mes "Remember that well."; - job_rune_edq = 15; - changequest 3213,3214; - close; - } else if (job_rune_edq == 15) { - mes "In this test you will be making a rune stone yourself which is going to be used for your last test."; - next; - mes "[Rune Knight, Renoa]"; - mes "If you remember the books you've read in the library just before, you'll be able to produce a rune stone here without my explanation."; - next; - mes "[Rune Knight, Renoa]"; - mes "If you succeed in making the rune stone automatically it becomes the rune stone you'll use for yourself when you succeed, and it's delivered to Captain Tigris...so try hard."; - next; - mes "[Rune Knight, Renoa]"; - mes "The number of total rune stones you need to make is exactly 20. Remember that well."; - next; - switch(select("Check number of made runes?", "I've made all the 20 rune stones.")) { - case 1: - mes "[Rune Knight, Renoa]"; - mes "The number of rune stones made 'til now is " + job_rune_edq2 + "."; - close; - case 2: - if (job_rune_edq2 < 20) { - mes "[Rune Knight, Renoa]"; - mes "Hey! I think I told you to make at least 20."; - close; - } - if (job_rune_edq2 == 20) { - mes "[Rune Knight, Renoa]"; - mes "You've brought just the right amount. I'll hand over all the finished rune stones to Captain Tigris."; - next; - } else { - mes "[Rune Knight, Renoa]"; - mes "Wow! What's this? You've made over 20. It's ok for now but remember to follow directions next time."; - mes "I'll hand over all the made rune stones to Captain Tigris."; - next; - } - mes "[Rune Knight, Renoa]"; - mes "Because there is a test waiting for you that uses these rune stones."; - next; - mes "[Rune Knight, Renoa]"; - mes "Here, you've passed. Go back to Captain Tigris and complete the next test."; - next; - mes "[Rune Knight, Renoa]"; - mes "Ha! You did a good job considering how difficult my test is. If you were nervous, you can relax now."; - job_rune_edq = 16; - if (job_rune_edq2 == 20) - changequest 3214,3215; - close; - } - } - mes "Become a proud Rune Knight."; - close; - } - mes "How... how did you get in here?! Captain, we have a spy!"; - next; - mes "[Captain Tigris]"; - mes "Ah? What are you talking about, Renoa? Don't talk in such a manner! You make us sound like criminals."; - next; - mes "[Rune Knight, Renoa]"; - mes "Well, there is an unidentified person here."; - next; - mes "[Captain Tigris]"; - mes "Ah... hey, friend, come over here and let us talk for a minute..."; - close; -} - -job3_rune01,58,51,1 script Rune Furnace CLEAR_NPC,{ - if (job_rune_edq < 15) { - mes "[Rune Knight Renoa]"; - mes "You don't want to touch that thing. Believe me, I'm not kidding."; - close; - } else if (job_rune_edq == 15) { - mes "I can see a hole under the huge Rune Stone Statue behind Renoa. Clearly this is a mass-produced rune heating furnace that I read in the book."; - next; - if(select("Use the Rune Heating Furnace", "Stop.") == 2) close; - switch(rand(24)) { - case 0: setarray .@str$[0],"Ehwaz","This red hot spiral is..."; break; - case 1: setarray .@str$[0],"Osilla","The rune flashing with this violet oblique line shape is..."; break; - case 2: setarray .@str$[0],"Mannaz","This live emerald diamond rune is..."; break; - case 3: setarray .@str$[0],"Ansuz","The rune flashing with an emerald round shape is..."; break; - case 4: setarray .@str$[0],"Hagalaz","The rune flashing with this sky-blue star shape is..."; break; - case 5: setarray .@str$[0],"Kano","The rune flashing with a red diamond shape is..."; break; - case 6: setarray .@str$[0],"Rhydo","The rune flashing with this sky-blue oblique line shape is..."; break; - case 7: setarray .@str$[0],"Turisus","The rune flashing with this yellow round shape is..."; break; - case 8: setarray .@str$[0],"Dagaz","The rune flashing with this emerald spiral line shape is..."; break; - case 9: setarray .@str$[0],"Sowilo","The rune flashing with this sky-blue fan-shape is..."; break; - case 10: setarray .@str$[0],"Laguz","The rune flashing with this yellow diamond shape is..."; break; - case 11: setarray .@str$[0],"Isia","The rune flashing with this violet spiral line is..."; break; - case 12: setarray .@str$[0],"Pertz","The rune flashing with this silver spiral shape is..."; break; - case 13: setarray .@str$[0],"Verkana","The rune flashing with this gold star shape is..."; break; - case 14: setarray .@str$[0],"Gebo","The rune flashing with this yellow cone shape is..."; break; - case 15: setarray .@str$[0],"Algiz","The rune flashing with this emerald oblique line is..."; break; - case 16: setarray .@str$[0],"Arwez","The rune flashing with this gray diamond is..."; break; - case 17: setarray .@str$[0],"Teiwaz","The rune flashing with this gold sphere is..."; break; - case 18: setarray .@str$[0],"Wunjo","The rune flashing with this emerald star shape is..."; break; - case 19: setarray .@str$[0],"Jera","The rune flashing with this yellow sphere is..."; break; - case 20: setarray .@str$[0],"Nosiege","The rune flashing with this yellow fan-shape is..."; break; - case 21: setarray .@str$[0],"Ingz","The rune flashing with this violet diamond shape is..."; break; - case 22: setarray .@str$[0],"Fehu","The rune flashing with this silver round shape is..."; break; - case 23: setarray .@str$[0],"Urj","The rune flashing with this violet spiral is..."; break; - } - progressbar "ffff00",5; - mes "The magical power of the rune pitches and tosses while it is getting shaped."; - next; - mes .@str$[1]; - next; - input .@inputstr$; - if (.@inputstr$ == .@str$[0]) { - mes "[Rune Knight Renoa]"; - mes "Wow! This is great. The image of the rune stone in my head and the modeled rune stone match perfectly. It's well made."; - next; - mes "[Rune Knight Renoa]"; - mes "1 "+.@str$[0]+" rune was created normally."; - ++job_rune_edq2; - close; - } - if (rand(1,(6 + job_rune_edq3)) == 3) { - mes "[Rune Knight Renoa]"; - mes "I was lucky. The image of the rune stone in my head and the modelled rune stone didn't match but it's made normally. This case is rare."; - next; - mes "[Rune Knight Renoa]"; - mes "1 "+.@str$[0]+" rune was created normally."; - ++job_rune_edq2; - close; - } - mes "[Rune Knight Renoa]"; - mes "It's a natural result. The image of the rune stone in my head and the modeled rune stone didn't match so the success rate just got lower."; - next; - mes "[Rune Knight Renoa]"; - mes "Refining the rune stone has failed... Please try again."; - ++job_rune_edq3; - close; - } - mes "[Rune Knight Renoa]"; - mes "You don't want to touch that thing. Believe me, I'm not kidding."; - close; -} - -job3_rune01,40,54,1 script Runes and Rune Knights CLEAR_NPC,{ - if (job_rune_edq < 8) { - mes "[Rune Knight Renoa]"; - mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?"; - next; - mes "[Captain Tigris]"; - mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission."; - close; - } - while(1) { - switch(select("The birth of Rune Knights", "Runes and Magic Energy", "Stop Reading")) { - case 1: - .@book1 = 1; - mes "Rune Knights are the gathering of evolved swordmen who have achieved the harmony of sword and magic."; - next; - mes "It had been achieved by the legendary swordsman Beljeve who's been known as a Sword Master and a founder of dispensable expenditure."; - next; - mes "Rune Knights use rune stones as a medium for magic power rather than using the magical energy made directly within the body."; - next; - mes "Magic power could only previously be used by those who can harness magic power within their bodies through a long time of research"; - next; - mes "However, for the direct research on the rune magical power which had broken the human's normal concept is now ongoing."; - next; - mes "It's known that the Sword Master Beljeve felt the limit of his power, so he studied the way to overcome the physical limitation of mortals."; - next; - mes "We guess he had been already in touch with the Laphine tribe long before the dimensional rift was discovered to get to the Ash-Vacuum."; - next; - mes "The Laphine tribe are the fairies from the Ash-Vacuum and are known to have a close relationship to the birth of the Rune Knights."; - next; - mes "Now it's possible for those who are normally unsuited to using magic power to carry a medium that can carry magic that normal mortals could not wield before."; - next; - mes "The result of studying these techniques are the rune stones tuned in harmony with the physical power of swords."; - next; - mes "Beljeve's disciples who started to learn the way to imbue their swords with rune stones became known as Rune Knights."; - next; - break; - case 2: - .@book2 = 1; - mes "A jewel called as a Rune is a medium that contains the formless existence, the magical power and the essence of it can be used directly."; - next; - mes "The Laphine Sage, Serpeone and the founder of Rune Knights Beljeve co-researched runes and the result of their research has only recently become to be known to the world."; - next; - mes "It's a limitless alternative energy source and research on them is still ongoing. "; - next; - mes "Unlike humans, the living things in the Ash-Vacuum preserve magical energy by holding it in their bodies."; - next; - mes "The discovery of transvering this magical power into runes was refined by Beljeve and Serpeone and shared with the Rune Knights."; - next; - break; - case 3: - if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 1) == 0) { - job_rune_edq_book |= 1; - ++job_rune_edq; - } - close; - } - } -} - -job3_rune01,43,44,1 script The Principles of Runes CLEAR_NPC,{ - if (job_rune_edq < 8) { - mes "[Rune Knight Renoa]"; - mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?"; - next; - mes "[Captain Tigris]"; - mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission."; - close; - } - while(1) { - switch(select("The principle use of Runes", "The types of Runes", "Stop Reading")) { - case 1: - .@book1 = 1; - mes "A rune is a kind of symbol that's been used on the Rune-Midgard continent since ancient times. Up until now it has only been used by occult circles."; - next; - mes "Runes are used as a symbol system, however, by the story handed down orally, it's known to be used for fortune-telling or used to draw out the human sub consciousness."; - next; - mes "Runes have their own system and types and can draw out various powers according to how they are arranged. But their power level can't currently be measured by known means."; - next; - mes "It is fortunate that the Rune Knights discovered their use for positive means. Runes have not been used for dark magic but it is certainly possible for their power to be misused if in the wrong hands."; - next; - break; - case 2: - .@book2 = 1; - mes "The runes are created from a a total of 25 small stones and they are very fragile to physical shock. So they require special care when being handled."; - next; - mes "The 25 stones have different meanings and among these, 14 when counter-positioned can have entirely different power and meaning from the original so it's essential to study the exceptional aspects."; - next; - mes "The other 11 runes have consistent power, not influenced by any position so if you don't master all 11 ordinary runes and the 14 inverse runes, you cannot draw out all the complete power."; - next; - mes "Among the 11 ordinary runes, the blank rune is an exception."; - next; - mes "The names of the 25 rune stones are the following:"; - next; - mes "Ehwaz, Osilia, Mannaz, Ansuz, Hagalas, Kano, Rhydo, Turisus, Dagaz, Sowilo, Laguz, Isia, Pertz, Verkana, Gebo, Algiz, Arwez, Teiwaz, Wunjo, Jera, Nosiege, Ingz, Fehu, Urj."; - next; - break; - case 3: - if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 2) == 0) { - job_rune_edq_book |= 2; - ++job_rune_edq; - } - close; - } - } -} - -job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{ - if (job_rune_edq < 8) { - mes "[Rune Knight Renoa]"; - mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?"; - next; - mes "[Captain Tigris]"; - mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission."; - close; - } - while(1) { - switch(select("The Making of Rune Stones", "Rune Stone Ability Details", "Stop Reading")) { - case 1: - .@book1 = 1; - mes "The making of Rune stones is achieved through a skill called rune mastery which is learned when one becomes a Rune Knight."; - next; - mes "Rune Mastery is like a code that's been put into the body as a mark of a Rune Knight."; - next; - mes "Ordinary people can also learn this skill and it needs its own machine called a Rune Furnace."; - next; - mes "When you making a Rune stone with a Rune Furnace, the type of rune is determined by the magical energy put into it, and it cannot be changed."; - next; - mes "When making a rune stone by using Rune Mastery, it can be made into the rune property that you want but it's classified as a Rune Knights' own ability."; - next; - mes "When you operate the Rune Furnace, the magical energy of the body gets concentrated through it and it enables the change into a Rune Stone."; - next; - break; - case 2: - .@book2 = 1; - switch(select("Chapter One", "Chapter Two", "Chapter Three", "Chapter Four", "Stop Reading")) { - case 1: - mes "Ehwaz - This rune means the enhancement of luck and positive power. It shapes the source in the form of a red spiral in a Rune Furnace."; - next; - mes "Osilia - This rune is an equivalent exchangement which means that you lose one and you gain one, and it also means the power that needs a cost. This is shaped into the form of a violet oblique line in a Rune Furnace."; - next; - mes "Mannaz - This rune means hope and a new start and also the positive power that can reverse a desperate situation. This is shaped into the form of an emerald diamond in a Rune Furnace."; - next; - mes "Ansuz - This rune means preparation or arrangement and the power that can overcome the uneasiness of the coming future. This is shaped into the form of an emerald round in a Rune Furnace. "; - next; - mes "Hagalas - This rune means the freedom and the power that resists restraint. This is shaped into the form of a sky-blue colored star-shape in a Rune Furnace."; - next; - mes "Kano - This rune means flame and passion, and the power that ends everything. The source of it is shaped into the form of a red diamond in a Rune Furnace."; - next; - break; - case 2: - mes "Rhydo - This rune means the combination and recombination and the power of completion. This is shaped into the sky-blue oblique line in a Rune Furnace."; - next; - mes "Turisus - This rune means the border and the power of limitation. This is shaped into a yellow round in a Rune Furnace."; - next; - mes "Dagaz - This rune means the talent and the power of enduring adversity. This is shaped into an emerald spiral in a Rune Furnace."; - next; - mes "Sowilo - This rune means victory and success and the power of arrangement and cessation. This is shaped into the form of a sky-blue fan-shape in a Rune Furnace."; - next; - mes "Laguz -This rune means uncertainty and the power that protects the inside. This is shaped into a form of a yellow diamond in a Rune Furnace."; - next; - mes "Isia - This rune means the power that stops everything. This is shaped into a violet spiral in a Rune Furnace."; - next; - break; - case 3: - mes "Pertz - This rune means revelation and the power of chance. This is shaped into the form of silver spiral in a Rune Furnace."; - next; - mes "Verkana - This rune means richness, birth and the power of defense and protection. This is shaped into the form of a gold-color star in a Rune Furnace."; - next; - mes "Gebo - This rune means cooperation and the power of harmony. This is shaped into the form of a yellow cone in a Rune Furnace."; - next; - mes "Algiz - This rune means chance and the power of challenge. This is shaped into the form of an emerald oblique line in a Rune Furnace."; - next; - mes "Arwez - This rune means change, convulsion and the power of movement. This is shaped into the form of a gray diamond in a Rune Furnace."; - next; - mes "Teiwaz - This rune means perfect victory and the power of absolute solution. This is shaped into the form of a gold round in a Rune Furnace."; - next; - break; - case 4: - mes "Wunjo - This rune means intelligence and the power of wisdom. This is shaped into the form of an emerald star in a Rune Furnace."; - next; - mes "Jera - This rune means comfort and the power of rest. This is shaped into the form of a yellow round in a Rune Furnace."; - next; - mes "Nosiege - This rune means weakness and the power of attenuating. This is shaped into the form of a yellow fan-shape in a Rune Furnace."; - next; - mes "Ingz - This rune means disruption and the power of separation. This is shaped into the form of a violet diamond in a Rune Furnace."; - next; - mes "Fehu - This rune means attainment and the power of materialization. This is shaped into the form of a silver round in a Rune Furnace."; - next; - mes "Urj - This rune means destiny and the power of restriction. This is shaped into the form of a violet spiral line in a Rune Furnace."; - next; - break; - case 5: - close; - } - break; - case 3: - if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 4) == 0) { - job_rune_edq_book |= 4; - ++job_rune_edq; - } - close; - } - } -} - -mid_camp,238,250,3 script Rune Knight Sage Guard 4_M_KNIGHT_BLACK,2,2,{ - mes "[Rune Knight Sage Guard]"; - if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "The sage Serpeone is the one who has been with us since the beginning of the Rune Knights."; - next; - mes "[Rune Knight Sage Guard]"; - mes "I am very proud as a Rune Knight to serve beside her."; - close; - } - if (BaseJob == Job_Knight) { - if (job_rune_edq < 11) { - mes "You might be walking the way of the sword but you are not a Rune Knight yet. Don't wander around here too much if you know what I mean."; - close; - } - mes "Splendide is the land of the Laphine. We are offering a convenience by an agreement between the Rune Knights and the expeditionary team."; - next; - mes "[Rune Knight Sage Guard]"; - mes "Our agents are opening the way to Splendide only for the trainees who are taking the Rune Knight job change test."; - next; - mes "[Rune Knight Sage Guard]"; - mes "But when you become a Rune Knight, you'll need to make sure that you join the expeditionary team in order to fully explore the Ash-Vacuum."; - close; - } - mes "Hanging around this man won't be good for you. Keep going the way you were heading."; - close; -} - -mid_camp,13,138,3 script Dispatched Rune Knight#1 4_M_01,2,2,{ - mes "[Dispatched Rune Knight]"; - if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Thanks for your work. We will continue our mission for the Rune Knight testers."; - close; - } - if (BaseJob == Job_Knight && job_rune_edq > 10) { - mes "I've been waiting for you Rune Knight candidate. I'm helping the candidates as a favor to Ms. Serpeone."; - next; - mes "[Dispatched Rune Knight]"; - if (strnpcinfo(0) == "Dispatched Rune Knight#1") { - mes "Do you want to go out to the Splendide field?"; - next; - if(select("Move to Splendide field", "Cancel.") == 1) - warp "spl_fild01",355,325; - close; - } else if (strnpcinfo(0) == "Dispatched Rune Knight#2") { - mes "Do you want to go back to the expeditionary team's post?"; - next; - if(select("Yes please.", "Not yet.") == 1) - warp "mid_camp",50,153; - close; - } - close; - } - mes "Shh... Our mission is not something to be revealed to the public. Please just move along."; - close; -} -spl_fild01,361,327,3 duplicate(Dispatched Rune Knight#1) Dispatched Rune Knight#2 4_M_01,2,2 - -spl_fild02,13,241,0 script #Barricade1 HIDDEN_WARP_NPC,10,10,{ - end; -OnTouch: - if (job_rune_edq > 0 && job_rune_edq < 23) { - mes "- Whispers of the sage Serpeone are delivered to my mind. -"; - next; - mes "[Sage Serpeone]"; - mes "Until you become an honorable Rune Knight I cannot help you control your powers in Rune-Midgard."; - next; - mes "[Sage Serpeone]"; - mes "Please understand this and be devoted to this test."; - close2; - warp "spl_fild02",25,245; - end; - } - end; -} - -mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ - mes "[Sage Serpeone]"; - if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Finally you are an honorable Rune Knight. I'm happy to help you."; - next; - mes "[Sage Serpeone]"; - mes "The power of Runes are not perfect and more research still needs to be done to make it perfectly safe. It is up to me and other Rune Knights like you to make sure to continue that research."; - next; - mes "[Sage Serpeone]"; - mes "Please be devoted to the Runes and hopefully your life will be illuminated by it."; - close; - } - if (BaseJob == Job_Knight) { - if (job_rune_edq < 12) { - mes "It must be surprising that I, a Laphine, am here in your people's base."; - next; - mes "[Sage Serpeone]"; - mes "Some of us have been in contact with humans in special situations since even before the dimensional rift opened up."; - next; - mes "[Sage Serpeone]"; - mes "I have been having correspondences with humans for a number of years now. It was for mutual interests. Anyway, that's how I learned your language."; - next; - mes "[Sage Serpeone]"; - mes "Maybe there needs to be a machine that can translate the Laphine language to make it easier for humans to understand us."; - next; - mes "[Sage Serpeone]"; - mes "More than that... I cannot tell you more. I cannot speak carelessly since I'm speaking for my people here and I am on a special pass to be allowed in your camp."; - close; - } else if (job_rune_edq == 12) { - mes "Welcome, you are the one taking the job training test of the Rune Knights. I am Serpeone."; - next; - mes "[Sage Serpeone]"; - mes "All Rune Knights that you've met so far are the disciples who were taught by me and Beljeve. Now you are on your way to joining them."; - next; - mes "[Sage Serpeone]"; - mes "I think you've already heard a basic explanation and instructions from Renoa. Now it seems that it's my turn to help you out."; - next; - mes "[Sage Serpeone]"; - mes "The magical power that the Rune Knights use are not technically the same as the magical power made in the human world."; - next; - mes "[Sage Serpeone]"; - mes "Right this place... our sphere where you call as Ash-Vacuum...it's the magical power made with"; - next; - mes "[Sage Serpeone]"; - mes "The living things in this place have been preserving the magical energy in our bodies unlike the living things in the human world."; - next; - mes "[Sage Serpeone]"; - mes "The power of the rune stones is the way of shaping the magical power in our bodies into runes which take place of our bodies as a medium."; - next; - mes "[Sage Serpeone]"; - mes "So to use the rune stone you need a direct understanding of the other sphere's living things."; - next; - mes "[Sage Serpeone]"; - mes "But, it must be too much for you to extract the magical energy from the living things in this land yet."; - next; - mes "[Sage Serpeone]"; - mes "Now I'll cast a magic spell on your body so you can gather magic energy from other living things."; - next; - mes "[Sage Serpeone]"; - mes "Temporarily you'll able to extract magic energy from evil creatures in the human world. Of course you won't be able to use the energy directly..."; - next; - mes "[Sage Serpeone]"; - mes "If you store up the energy by getting rid of evil creatures in the human world, I'll convert it to the energy that you can use."; - next; - mes "[Sage Serpeone]"; - mes "The vicious souls that they keep even after being dead is the great source of magical powers."; - next; - mes "[Sage Serpeone]"; - mes "Please get rid of ^0000FF10 Dullahan^000000, ^0000FF10 Disguise^000000, ^0000FF10 Quve^000000, ^0000FF10 Heirozoist^000000 and gather their energy."; - next; - mes "[Sage Serpeone]"; - mes "I am telling you beforehand but I don't test or judge your qualification. A Rune Knight will be the judge of that."; - next; - mes "[Sage Serpeone]"; - mes "If you have any problems or any questions, please talk to me."; - job_rune_edq = 13; - changequest 3207,3208; - setquest 3209; - setquest 3210; - setquest 3211; - setquest 3212; - close; - } else if (job_rune_edq == 13) { - mes "Are you gathering enough magical energy? Or do you have any questions?"; - next; - switch(select("I've gathered enough energy.", "To the gathering place.", "Stop the conversation.")) { - case 1: - mes "[Sage Serpeone]"; - mes "Is it so? Then let's check this out."; - next; - if (questprogress(3209,HUNTING) == 2 && questprogress(3210,HUNTING) == 2 && questprogress(3211,HUNTING) == 2 && questprogress(3212,HUNTING) == 2) { - mes "[Sage Serpeone]"; - mes "Umm, this is great. Enough amount of living body magical energy has accumulated in your body."; - next; - mes "[Sage Serpeone]"; - mes "Rune Knight Renoa will tell you the way of using rune stones."; - next; - mes "[Sage Serpeone]"; - mes "Now I think my part is all over. I hope you will become an honorable Rune Knight."; - next; - mes "[Sage Serpeone]"; - mes "If you have any business here, I'll send you to the Rune Knight gathering place. If you are ready, please tell me."; - job_rune_edq = 14; - changequest 3208,3213; - completequest 3209; - completequest 3210; - completequest 3211; - completequest 3212; - close; - } - mes "[Sage Serpeone]"; - mes "You haven't collected enough magical energy yet."; - next; - mes "[Sage Serpeone]"; - mes "Please brace yourself and gather enough energy by dispatching those monsters."; - close; - case 2: - mes "[Sage Serpeone]"; - mes "You want to go back to the gathering place? If you want I'll send you back there immediately. But to continue the test you'll need to come and see me again."; - next; - mes "[Sage Serpeone]"; - mes "Do you want to go back the Rune Knight gathering place?"; - next; - if(select("I want to go back.", "I want to cancel.") == 1) - warp "job3_rune01",80,65; - close; - case 3: - close; - } - } else if (job_rune_edq == 14) { - mes "Are you ready to go back to the Rune Knight gathering place?"; - next; - if(select("I want to go back now.", "I am not ready yet.") == 1) - warp "job3_rune01",80,65; - close; - } - mes "Are the preparations going well?"; - next; - mes "[Sage Serpeone]"; - mes "Aren't you in the wrong state right now?"; - next; - mes "[Sage Serpeone]"; - mes "Then I'll send you to the Rune Knight gathering place where you should be."; - next; - if(select("I'll go back now.", "I'll stay.") == 1) - warp "job3_rune01",80,65; - close; - } - mes "It must be surprising that I, a Laphine, am here in your people's base."; - next; - mes "[Sage Serpeone]"; - mes "Some of us have been in contact with humans in special situations since even before the dimensional rift opened up."; - next; - mes "[Sage Serpeone]"; - mes "I have been having correspondences with humans for a number of years now. It was for mutual interests. Anyway, that's how I learned your language."; - next; - mes "[Sage Serpeone]"; - mes "Maybe there needs to be a machine that can translate the Laphine language to make it easier for humans to understand us."; - next; - mes "[Sage Serpeone]"; - mes "More than that... I cannot tell you more. I cannot speak carelessly since I'm speaking for my people here and I am on a special pass to be allowed in your camp."; - close; -} - -job3_rune01,114,50,3 script Rune Knight Velpino 4_M_KNIGHT_BLACK,{ - if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "[Rune Knight Velpino]"; - mes "You still smell like a fledging. Bring honor to the Rune Knights and raise your power..."; - close; - } - if (BaseJob == Job_Knight) { - if (job_rune_edq < 17) { - mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me."; - next; - mes "Why are all of the Rune Knights blabberers or uncommunicative and combative...?"; - next; - mes "[Captain Tigris]"; - mes "Hey... What about me? I'm not like that!"; - close; - } else if (job_rune_edq == 17) { - mes "[Rune Knight Velpino]"; - mes "I didn't think that a candidate would make it to me today..."; - next; - mes "[Rune Knight Velpino]"; - mes "Congratulations! You are at the long-waited final test... I think you've mastered the basics now."; - next; - mes "[Rune Knight Velpino]"; - mes "The final test is relatively simple. Everything ends when you get rid of all the magical monsters in this Glast Heim..."; - next; - mes "[Rune Knight Velpino]"; - mes "The only condition is that you have to get rid of these monsters by using the rune stones you made at the former test."; - next; - mes "[Rune Knight Velpino]"; - mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped."; - next; - mes "[Rune Knight Velpino]"; - mes "The only set of weapons you can use should be within the weight limit of 400. Rune stones to be provided are 30 attack-only rune stones and 30 defense-only rune stones."; - next; - mes "[Rune Knight Velpino]"; - mes "To use these runes, I will cast a special buff spell over you."; - next; - mes "[Rune Knight Velpino]"; - mes "The magical monsters are the 3 kinds of magic monsters from Glast Heim that you might already know... It won't be an easy fight but if you just undergo this final suffering, you'll walk the path of a Rune Knight."; - next; - mes "[Rune Knight Velpino]"; - mes "To help the preparation we've made a contract with the Kafra headquarters in Al De Baran by employing a Kafra Employee especially for this gathering place. So it would be good to visit her."; - next; - mes "[Rune Knight Velpino]"; - mes "If you are ready just talk to me again."; - job_rune_edq = 18; - changequest 3216,3217; - close; - } else if (job_rune_edq > 17 && job_rune_edq < 21) { - if (countitem(Runstone_Crush)+countitem(Runstone_Storm)+countitem(Runstone_Millennium) == 0) { - mes "[Rune Knight Velpino]"; - mes "If all of your preparations are done, I'll send you to the final test field."; - job_rune_edq = 18; - next; - if(select("Enter the final test field.", "I'm not ready yet.") == 2) close; - if (getequipisequiped(EQI_HEAD_TOP) || getequipisequiped(EQI_ARMOR) || getequipisequiped(EQI_GARMENT) || getequipisequiped(EQI_SHOES) || - getequipisequiped(EQI_ACC_L) || getequipisequiped(EQI_ACC_R) || getequipisequiped(EQI_HEAD_MID) || getequipisequiped(EQI_HEAD_LOW)) { - mes "[Rune Knight Velpino]"; - mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped. Keep your other equipments with the Kafra Employee in the center."; - close; - } - if (questprogress(3220,PLAYTIME) == 1) { - mes "[Rune Knight Velpino]"; - mes "Haven't you failed at the test... If you fail once, you cannot enter again for 10 minutes."; - next; - mes "[Rune Knight Velpino]"; - mes "It's a consideration for the other testers who are waiting for the test, just like you, so come back after the designated time."; - close; - } - if ($@job_rune_test1 == 0) { - if (Weight < 4001) { - $@job_rune_test1 = 1; - sc_start SC_INCINT,300000,40; - getitem Runstone_Storm,30; - getitem Runstone_Millennium,30; - if (questprogress(3220)) erasequest 3220; - setquest 3220; - warp "job3_rune02",38,40; - end; - } - mes "[Rune Knight Velpino]"; - mes "The only set of weapons you can use should be within the weight limit of 400. Rune stones to be provided are 30 attack-only rune stones and 30 defense-only rune stones."; - next; - mes "[Rune Knight Velpino]"; - mes "The remaining stuff you are holding should be kept by the Kafra employee in the middle."; - close; - } - // Custom translation - mes "[Rune Knight Velpino]"; - mes "Looks like there is already an applicant in the test room."; - next; - mes "[Rune Knight Velpino]"; - mes "Be patient and wait your turn."; - close; - } - mes "[Rune Knight Velpino]"; - mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test."; - if (countitem(Runstone_Crush)) delitem Runstone_Crush,countitem(Runstone_Crush); - if (countitem(Runstone_Storm)) delitem Runstone_Storm,countitem(Runstone_Storm); - if (countitem(Runstone_Millennium)) delitem Runstone_Millennium,countitem(Runstone_Millennium); - next; - mes "[Rune Knight Velpino]"; - mes "I'll get new rune stones so if your preparation is all done, please talk to me again."; - close; - } else if (job_rune_edq == 21) { - mes "[Rune Knight Velpino]"; - mes "You've been very successful up to the last test."; - next; - if (countitem(Runstone_Crush)+countitem(Runstone_Storm)+countitem(Runstone_Millennium) == 0) { - mes "[Rune Knight Velpino]"; - mes "Now all the tests you need to take are over. Go back to Captain Tigris and inform him of this test result, and then feel the deep emotion of being born again as a Rune Knight."; - next; - mes "[Rune Knight Velpino]"; - mes "Congratulations!"; - mes "Well I'd better go now for the remaining candidates."; - job_rune_edq = 22; - changequest 3218,3219; - close; - } - mes "[Rune Knight Velpino]"; - mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test."; - if (countitem(Runstone_Crush)) delitem Runstone_Crush,countitem(Runstone_Crush); - if (countitem(Runstone_Storm)) delitem Runstone_Storm,countitem(Runstone_Storm); - if (countitem(Runstone_Millennium)) delitem Runstone_Millennium,countitem(Runstone_Millennium); - next; - mes "[Rune Knight Velpino]"; - mes "I'll need to re-use these unused rune stones. Talk to me again once I have taken all the test rune stones."; - close; - } - } - mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me."; - close; -} - -job3_rune02,38,40,0 script #RK Test Hidden Portal 1 HIDDEN_WARP_NPC,15,15,{ - end; -OnEnable: - enablenpc "#RK Test Hidden Portal 1"; - end; -OnDisable: - disablenpc "#RK Test Hidden Portal 1"; - end; -OnTouch: - if (job_rune_edq == 4) { - donpcevent "job_rune_edq#1st_tb::OnEnable"; - donpcevent "#RK Test Hidden Portal 1::OnDisable"; - end; - } else if (job_rune_edq > 17 && job_rune_edq < 21) { - donpcevent "job_rune_edq#3rd_tb::OnEnable"; - donpcevent "#RK Test Hidden Portal 1::OnDisable"; - end; - } else { - donpcevent "#RK Test Hidden Portal 1::OnDisable"; - donpcevent "job_rune_edq#1st_tb::OnDisable"; - donpcevent "job_rune_edq#1st_tc::OnDisable"; - donpcevent "job_rune_edq#1st_tcmc::OnDisable"; - donpcevent "job_rune_edq#1st_tcmc2::OnDisable"; - donpcevent "job_rune_edq#1st_tcnc::OnDisable"; - donpcevent "job_rune_edq#3rd_tb::OnDisable"; - donpcevent "job_rune_edq#3rd_tc::OnDisable"; - $@job_rune_test1 = 0; - $@job_rune_test2 = 0; - donpcevent "#RK Test Hidden Portal 1::OnEnable"; - mapwarp "job3_rune02","job3_rune01",80,65; - end; - } -} - -job3_rune02,1,1,0 script job_rune_edq#1st_tb HIDDEN_WARP_NPC,{ - end; -OnInit: - disablenpc "job_rune_edq#1st_tb"; - end; -OnEnable: - enablenpc "job_rune_edq#1st_tb"; - initnpctimer; - end; -OnDisable: - stopnpctimer; - disablenpc "job_rune_edq#1st_tb"; - end; -OnTimer5000: - mapannounce "job3_rune02","I'll start the first test of the Rune Knight Job Change.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - end; -OnTimer8000: - mapannounce "job3_rune02","The content of the test is to get rid of all the monsters for 5 minutes and survive.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - end; -OnTimer11000: - mapannounce "job3_rune02","If you fail to survive or cannot get rid of all the monsters within the time limit, I'll consider it a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - end; -OnTimer14000: - mapannounce "job3_rune02","Now let's start the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - donpcevent "job_rune_edq#1st_tc::OnEnable"; - donpcevent "job_rune_edq#1st_tb::OnDisable"; - end; -} - -job3_rune02,1,2,0 script job_rune_edq#1st_tc HIDDEN_WARP_NPC,{ - end; -OnInit: - disablenpc "job_rune_edq#1st_tc"; - end; -OnEnable: - enablenpc "job_rune_edq#1st_tc"; - initnpctimer; - donpcevent "job_rune_edq#1st_tcmc::OnEnable"; - donpcevent "job_rune_edq#1st_tcnc::OnEnable"; - end; -OnDisable: - stopnpctimer; - disablenpc "job_rune_edq#1st_tc"; - end; -OnTimer300000: - killmonster "job3_rune02","job_rune_edq#1st_tc::OnMyMobDead"; - mapannounce "job3_rune02","You reached the limit time so I'll consider the test as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - end; -OnTimer305000: - donpcevent "#RK Test Hidden Portal 1::OnDisable"; - donpcevent "job_rune_edq#1st_tb::OnDisable"; - donpcevent "job_rune_edq#1st_tc::OnDisable"; - donpcevent "job_rune_edq#1st_tcmc::OnDisable"; - donpcevent "job_rune_edq#1st_tcmc2::OnDisable"; - donpcevent "job_rune_edq#1st_tcnc::OnDisable"; - donpcevent "job_rune_edq#3rd_tb::OnDisable"; - donpcevent "job_rune_edq#3rd_tc::OnDisable"; - donpcevent "#RK Test Hidden Portal 1::OnEnable"; - mapwarp "job3_rune02","job3_rune01",80,65; - $@job_rune_test1 = 0; - $@job_rune_test2 = 0; - stopnpctimer; - end; -} - -job3_rune02,3,10,0 script job_rune_edq#1st_tcmc HIDDEN_WARP_NPC,{ - end; -OnInit: - disablenpc "job_rune_edq#1st_tcmc"; - end; -OnEnable: - enablenpc "job_rune_edq#1st_tcmc"; - initnpctimer; - end; -OnDisable: - killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead"; - stopnpctimer; - disablenpc "job_rune_edq#1st_tcmc"; - end; -OnReset: - killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead"; - end; -OnTimer5000: - monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead"; - monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc::OnMyMobDead"; - end; -OnTimer50000: -OnTimer100000: -OnTimer150000: -OnTimer200000: - switch(rand(6)) { - case 0: - monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead"; - monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc::OnMyMobDead"; - end; - case 1: - case 2: - monster "job3_rune02",0,0,"Rideword",1478,4,"job_rune_edq#1st_tcmc::OnMyMobDead"; - end; - case 3: - case 4: - monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc::OnMyMobDead"; - monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc::OnMyMobDead"; - end; - case 5: - monster "job3_rune02",0,0,"Wraith Dead",1475,4,"job_rune_edq#1st_tcmc::OnMyMobDead"; - end; - } - end; -OnTimer250000: - killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead"; - donpcevent "job_rune_edq#1st_tcmc2::OnEnable"; - donpcevent "job_rune_edq#1st_tcmc::OnDisable"; - end; -OnMyMobDead: - end; -} - -job3_rune02,3,11,0 script job_rune_edq#1st_tcmc2 HIDDEN_WARP_NPC,{ - end; -OnInit: - disablenpc "job_rune_edq#1st_tcmc2"; - end; -OnEnable: - enablenpc "job_rune_edq#1st_tcmc2"; - switch(rand(6)) { - case 0: - monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc2::OnMyMobDead"; - monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc2::OnMyMobDead"; - end; - case 1: - case 2: - monster "job3_rune02",0,0,"Rideword",1478,4,"job_rune_edq#1st_tcmc2::OnMyMobDead"; - end; - case 3: - case 4: - monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc2::OnMyMobDead"; - monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc2::OnMyMobDead"; - end; - case 5: - monster "job3_rune02",0,0,"Wraith Dead",1475,4,"job_rune_edq#1st_tcmc2::OnMyMobDead"; - end; - } - end; -OnDisable: - killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead"; - disablenpc "job_rune_edq#1st_tcmc2"; - end; -OnMyMobDead: - if (mobcount("job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead") < 1) { - job_rune_edq = 5; - erasequest 3220; - killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead"; - mapannounce "job3_rune02","Congratulations. You've passed the first test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - mapwarp "job3_rune02","job3_rune01",80,65; - donpcevent "job_rune_edq#1st_tb::OnDisable"; - donpcevent "job_rune_edq#1st_tc::OnDisable"; - donpcevent "job_rune_edq#1st_tcnc::OnDisable"; - donpcevent "job_rune_edq#1st_tcmc::OnDisable"; - donpcevent "job_rune_edq#1st_tcmc2::OnDisable"; - donpcevent "#RK Test Hidden Portal 1::OnEnable"; - $@job_rune_test1 = 0; - $@job_rune_test2 = 0; - end; - } - end; -} - -job3_rune02,1,10,0 script job_rune_edq#1st_tcnc HIDDEN_WARP_NPC,{ - end; -OnInit: - disablenpc "job_rune_edq#1st_tcnc"; - end; -OnEnable: - enablenpc "job_rune_edq#1st_tcnc"; - initnpctimer; - end; -OnDisable: - stopnpctimer; - $@job_rune_test2 = 0; - donpcevent "Captain Tigris#jrt1::OnDisable"; - donpcevent "Rune Knight Lunarea#jrt1::OnDisable"; - donpcevent "Rune Knight Renoa#jrt1::OnDisable"; - donpcevent "Rune Knight Velpino#jrt1::OnDisable"; - disablenpc "job_rune_edq#1st_tcnc"; - end; -OnUse: - mapannounce "job3_rune02","Captain Tigris : Gentlemen, let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - stopnpctimer; - $@job_rune_test2 = 0; - donpcevent "Captain Tigris#jrt1::OnDisable"; - donpcevent "Rune Knight Lunarea#jrt1::OnDisable"; - donpcevent "Rune Knight Renoa#jrt1::OnDisable"; - donpcevent "Rune Knight Velpino#jrt1::OnDisable"; - donpcevent "job_rune_edq#1st_tcnc::OnEnable"; - end; -OnTimer30000: - mapannounce "job3_rune02","Captain Tigris : Rune Knight Candidates... If you want to borrow our power talk to one of us.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - donpcevent "Captain Tigris#jrt1::OnEnable"; - donpcevent "Rune Knight Lunarea#jrt1::OnEnable"; - donpcevent "Rune Knight Renoa#jrt1::OnEnable"; - donpcevent "Rune Knight Velpino#jrt1::OnEnable"; - end; -OnTimer60000: - mapannounce "job3_rune02","Captain Tigris : It seems you don't need our help... Let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - stopnpctimer; - donpcevent "Captain Tigris#jrt1::OnDisable"; - donpcevent "Rune Knight Lunarea#jrt1::OnDisable"; - donpcevent "Rune Knight Renoa#jrt1::OnDisable"; - donpcevent "Rune Knight Velpino#jrt1::OnDisable"; - donpcevent "job_rune_edq#1st_tcnc::OnEnable"; - end; -} - -job3_rune02,34,46,5 script Captain Tigris#jrt1 4_M_KNIGHT_SILVER,2,2,{ - if (job_rune_edq != 4 || $@job_rune_test2 != 0) { - donpcevent "job_rune_edq#1st_tcnc::OnUse"; - end; - } - switch(rand(6)) { - case 0: - mapannounce "job3_rune02","Captain Tigris : May Beljeve bless you!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - npcskill "AL_BLESSING",1,0,0; - break; - case 1: - case 2: - mapannounce "job3_rune02","Captain Tigris : The Spark of life... may flame again.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - npcskill "AL_HEAL",8,70,99; - break; - case 3: - mapannounce "job3_rune02","Captain Tigris : Evil demons! I will send you back to your graves!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - specialeffect2 EF_METEORSTORM; - donpcevent "job_rune_edq#1st_tcmc::OnReset"; - break; - case 4: - mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - sc_start SC_STUN,10000,0; - break; - case 5: - mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - sc_start SC_BLOODING,10000,0; - break; - } - $@job_rune_test2 = 1; - initnpctimer; - end; -OnInit: -OnDisable: - disablenpc "Captain Tigris#jrt1"; - end; -OnEnable: - enablenpc "Captain Tigris#jrt1"; - end; -OnTimer5000: - donpcevent "job_rune_edq#1st_tcnc::OnUse"; - $@job_rune_test2 = 0; - stopnpctimer; - end; -} - -job3_rune02,43,46,3 script Rune Knight Lunarea#jrt1 4_M_KNIGHT_GOLD,2,2,{ - if (job_rune_edq != 4 || $@job_rune_test2 != 0) { - donpcevent "job_rune_edq#1st_tcnc::OnUse"; - end; - } - switch(rand(6)) { - case 0: - mapannounce "job3_rune02","Rune Knight Lunarea : Quickly... find and strike at the enemy's weakness!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - npcskill "AL_INCAGI",1,0,0; - break; - case 1: - case 2: - mapannounce "job3_rune02","Rune Knight Lunarea : It's not over... you need more power...",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - npcskill "AL_HEAL",8,60,90; - break; - case 3: - mapannounce "job3_rune02","Rune Knight Lunarea : Everything starts from the beginning!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - npcskill "AL_CURE",1,0,0; - break; - case 4: - mapannounce "job3_rune02","Rune Knight Lunarea : There can't be growth without a trial.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - sc_start SC_POISON,30000,0; - break; - case 5: - mapannounce "job3_rune02","Rune Knight Lunarea : There can't be growth without a trial.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - sc_start SC_CURSE,30000,0; - break; - } - $@job_rune_test2 = 1; - initnpctimer; - end; -OnInit: -OnDisable: - disablenpc "Rune Knight Lunarea#jrt1"; - end; -OnEnable: - enablenpc "Rune Knight Lunarea#jrt1"; - end; -OnTimer5000: - donpcevent "job_rune_edq#1st_tcnc::OnUse"; - $@job_rune_test2 = 0; - stopnpctimer; - end; -} - -job3_rune02,43,34,1 script Rune Knight Renoa#jrt1 4_M_KNIGHT_GOLD,2,2,{ - if (job_rune_edq != 4 || $@job_rune_test2 != 0) { - donpcevent "job_rune_edq#1st_tcnc::OnUse"; - end; - } - switch(rand(6)) { - case 0: - mapannounce "job3_rune02","Rune Knight Renoa : The rune of Wind! May it give you strength!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - npcskill "AL_INCAGI",1,0,0; - break; - case 1: - case 2: - mapannounce "job3_rune02","Rune Knight Renoa : The rune of Birth! May give you the power of life!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - npcskill "AL_HEAL",8,60,90; - break; - case 3: - mapannounce "job3_rune02","Rune Knight Renoa : I am faster than all of them! Different then the others!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - specialeffect2 EF_PIERCESELF; - donpcevent "job_rune_edq#1st_tcmc::OnReset"; - break; - case 4: - mapannounce "job3_rune02","Rune Knight Renoa : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - sc_start SC_POISON,30000,0; - break; - case 5: - mapannounce "job3_rune02","Rune Knight Renoa : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - sc_start SC_CURSE,30000,0; - break; - } - $@job_rune_test2 = 1; - initnpctimer; - end; -OnInit: -OnDisable: - disablenpc "Rune Knight Renoa#jrt1"; - end; -OnEnable: - enablenpc "Rune Knight Renoa#jrt1"; - end; -OnTimer5000: - $@job_rune_test2 = 0; - donpcevent "job_rune_edq#1st_tcnc::OnUse"; - stopnpctimer; - end; -} - -job3_rune02,34,34,7 script Rune Knight Velpino#jrt1 4_M_KNIGHT_BLACK,2,2,{ - if (job_rune_edq != 4 || $@job_rune_test2 != 0) { - donpcevent "job_rune_edq#1st_tcnc::OnUse"; - end; - } - switch(rand(6)) { - case 0: - mapannounce "job3_rune02","Rune Knight Velpino : You are not one who gets to fall down in this kind of place.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - npcskill "AL_HEAL",8,60,90; - break; - case 1: - case 2: - mapannounce "job3_rune02","Rune Knight Velpino : Move on! There are obstacles to overcome.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - npcskill "AL_INCAGI",1,0,0; - break; - case 3: - mapannounce "job3_rune02","Rune Knight Velpino : You are not alone. We are by your side.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - npcskill "AL_BLESSING",1,0,0; - break; - case 4: - mapannounce "job3_rune02","Rune Knight Velpino : Fight and win! Don't give in to the pain!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - sc_start SC_FREEZE,10000,0; - break; - case 5: - mapannounce "job3_rune02","Rune Knight Velpino : It's not a big trial for a true Rune Knight!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - sc_start SC_SLEEP,10000,0; - break; - } - $@job_rune_test2 = 1; - initnpctimer; - end; -OnInit: -OnDisable: - disablenpc "Rune Knight Velpino#jrt1"; - end; -OnEnable: - enablenpc "Rune Knight Velpino#jrt1"; - end; -OnTimer5000: - $@job_rune_test2 = 0; - donpcevent "job_rune_edq#1st_tcnc::OnUse"; - stopnpctimer; - end; -} - -job3_rune02,2,1,0 script job_rune_edq#3rd_tb HIDDEN_WARP_NPC,{ - end; -OnInit: - disablenpc "job_rune_edq#3rd_tb"; - end; -OnEnable: - enablenpc "job_rune_edq#3rd_tb"; - initnpctimer; - end; -OnDisable: - stopnpctimer; - disablenpc "job_rune_edq#3rd_tb"; - end; -OnTimer5000: - mapannounce "job3_rune02","I'll start the last test of the Rune Knight Job change.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - end; -OnTimer8000: - mapannounce "job3_rune02","Get rid of monsters appearing here within 8 minutes by using the provided rune stones.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - end; -OnTimer11000: - mapannounce "job3_rune02","If you die or can't get rid of all the monsters within the time limit, I'll consider the try as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - end; -OnTimer14000: - mapannounce "job3_rune02","Now I'll start the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - donpcevent "job_rune_edq#3rd_tc::OnEnable"; - donpcevent "job_rune_edq#3rd_tb::OnDisable"; - end; -} - -job3_rune02,2,2,0 script job_rune_edq#3rd_tc HIDDEN_WARP_NPC,{ - end; -OnInit: - disablenpc "job_rune_edq#3rd_tc"; - end; -OnEnable: - enablenpc "job_rune_edq#3rd_tc"; - initnpctimer; - donpcevent "job_rune_edq#3rd_tc1::OnEnable"; - end; -OnDisable: - stopnpctimer; - donpcevent "job_rune_edq#3rd_tc1::OnDisable"; - donpcevent "job_rune_edq#3rd_tc2::OnDisable"; - donpcevent "job_rune_edq#3rd_tc3::OnDisable"; - disablenpc "job_rune_edq#3rd_tc"; - end; -OnTimer480000: - killmonster "job3_rune02","job_rune_edq#3rd_tc::OnMyMobDead"; - mapannounce "job3_rune02","You reached the limit time so I'll consider the test as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - end; -OnTimer482000: - mapwarp "job3_rune02","job3_rune01",80,65; - donpcevent "job_rune_edq#1st_tb::OnDisable"; - donpcevent "job_rune_edq#1st_tc::OnDisable"; - donpcevent "job_rune_edq#1st_tcnc::OnDisable"; - donpcevent "job_rune_edq#1st_tcmc2::OnDisable"; - donpcevent "job_rune_edq#1st_tcmc::OnDisable"; - donpcevent "job_rune_edq#3rd_tb::OnDisable"; - donpcevent "job_rune_edq#3rd_tc::OnDisable"; - donpcevent "#RK Test Hidden Portal 1::OnEnable"; - $@job_rune_test1 = 0; - $@job_rune_test2 = 0; - stopnpctimer; - end; -} - -job3_rune02,2,3,0 script job_rune_edq#3rd_tc1 HIDDEN_WARP_NPC,{ - end; -OnInit: - disablenpc "job_rune_edq#3rd_tc1"; - end; -OnEnable: - enablenpc "job_rune_edq#3rd_tc1"; - monster "job3_rune02",40,40,"Executioner",2039,1,"job_rune_edq#3rd_tc1::OnMyMobDead"; - end; -OnDisable: - killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead"; - disablenpc "job_rune_edq#3rd_tc1"; - end; -OnMyMobDead: - if (mobcount("job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead") < 1) { - job_rune_edq = 19; - killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead"; - donpcevent "job_rune_edq#3rd_tc2::OnEnable"; - donpcevent "job_rune_edq#3rd_tc1::OnDisable"; - end; - } - end; -} - -job3_rune02,2,4,0 script job_rune_edq#3rd_tc2 HIDDEN_WARP_NPC,{ - end; -OnInit: - disablenpc "job_rune_edq#3rd_tc2"; - end; -OnEnable: - enablenpc "job_rune_edq#3rd_tc2"; - monster "job3_rune02",40,40,"Ogretooth",2040,1,"job_rune_edq#3rd_tc2::OnMyMobDead"; - end; -OnDisable: - killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead"; - disablenpc "job_rune_edq#3rd_tc2"; - end; -OnMyMobDead: - if (mobcount("job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead") < 1) { - job_rune_edq = 20; - killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead"; - donpcevent "job_rune_edq#3rd_tc3::OnEnable"; - donpcevent "job_rune_edq#3rd_tc2::OnDisable"; - end; - } - end; -} - -job3_rune02,2,5,0 script job_rune_edq#3rd_tc3 HIDDEN_WARP_NPC,{ - end; -OnInit: - disablenpc "job_rune_edq#3rd_tc3"; - end; -OnEnable: - enablenpc "job_rune_edq#3rd_tc3"; - monster "job3_rune02",40,40,"Mysteltainn",2041,1,"job_rune_edq#3rd_tc3::OnMyMobDead"; - end; -OnDisable: - killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead"; - disablenpc "job_rune_edq#3rd_tc3"; - end; -OnMyMobDead: - if (mobcount("job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead") < 1) { - job_rune_edq = 21; - changequest 3217,3218; - erasequest 3220; - killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead"; - mapannounce "job3_rune02","Congratulations. You've passed the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - mapwarp "job3_rune02","job3_rune01",80,65; - donpcevent "job_rune_edq#1st_tb::OnDisable"; - donpcevent "job_rune_edq#1st_tc::OnDisable"; - donpcevent "job_rune_edq#1st_tcnc::OnDisable"; - donpcevent "job_rune_edq#1st_tcmc2::OnDisable"; - donpcevent "job_rune_edq#1st_tcmc::OnDisable"; - donpcevent "job_rune_edq#3rd_tb::OnDisable"; - donpcevent "job_rune_edq#3rd_tc::OnDisable"; - donpcevent "#RK Test Hidden Portal 1::OnEnable"; - $@job_rune_test1 = 0; - $@job_rune_test2 = 0; - end; - } - end; -} - -sec_in02,34,167,3 script R.Knight Job Manager 4_M_KNIGHT_SILVER,1,1,{ - callfunc "F_GM_NPC"; - mes "Enter the Password."; - next; - if (callfunc("F_GM_NPC","1854",1) == 1) { - mes "Rune Knight Job Change Managing Module Start"; - next; - switch(select("GlobalVar check", "GlobalVar Oneshot Modification")) { - case 1: - mes "Rune Knight Job Change GlobalVar right now is " + $@job_rune_test1 + "."; - mes "The number of Rune Knight Test field right now is... " + getmapusers("job3_rune02") + "."; - close; - case 2: - $@job_rune_test1 = 0; - mes "Rune Knight Job Change GlobalVar is modified to 0. The use of the test field is now available."; - close; - } - } - close; -} -job3_rune01,1,1,3 duplicate(R.Knight Job Manager) #renshucheck CLEAR_NPC diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt deleted file mode 100644 index adbdf2d6a..000000000 --- a/npc/re/jobs/3-1/warlock.txt +++ /dev/null @@ -1,1112 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= Copyright (C) Masao -//= Copyright (C) L0ne_W0lf -//= Copyright (C) Gepard -//= Copyright (C) Muad_Dib -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Warlock Job Quest -//================= Description =========================================== -//= Job change Quest from Wizard / High Wizard -> Warlock. -//================= Current Version ======================================= -//= 1.4 -//========================================================================= - -- script #distorted_space_ FAKE_NPC,{ -OnTouch: - if (job_wl > 1) { - mes " - There is a strange distortion here - "; - if (strnpcinfo(0) == "#distorted_space_1" && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) { - close2; - if (countitem(Special_Exchange_Coupon) > 0) - warp "spl_in02",79,102; - end; - } - next; - switch(select("Extend your hand.", "Ignore it.")) { - case 1: - mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - "; - close2; - warp "spl_in02",79,102; - end; - case 2: - mes " - You ignore the distortion. - "; - close; - } - } - if (BaseLevel > 94 && (strnpcinfo(0) == "#distorted_space_2" || BaseJob == Job_Wizard)) { - mes " - There is a strange distortion here - "; - next; - switch(select("Search the area.", "Ignore it.")) { - case 1: - mes " - There appears to be nothing here. But I can definitely feel something around here... - "; - next; - switch(select("Extend arm.", "Leave it alone.")) { - case 1: - mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - "; - close2; - warp "spl_in02",79,102; - end; - case 2: - mes " - You decide to leave it alone. - "; - close; - } - case 2: - mes " - You ignore it. - "; - close; - } - } - end; -} -//morocc,103,144,0 duplicate(#distorted_space_) #distorted_space_1 HIDDEN_WARP_NPC,1,1 -morocc,95,132,0 duplicate(#distorted_space_) #distorted_space_1 HIDDEN_WARP_NPC,1,1 -splendide,141,284,0 duplicate(#distorted_space_) #distorted_space_2 HIDDEN_WARP_NPC,1,1 - -function script F_Warlock { - mes "[Assistant]"; - mes "Huh!!! Human!?!"; - mes "How did you enter here?"; - mes "This is only connected with a special gate!"; - next; - mes "[Assistant]"; - mes "I don't know how..."; - mes "But we should leave before my master spots you...!"; - next; - mes "[???]"; - mes "What's that noise out there?"; - mes "I warned them to be quiet while I'm meditating."; - next; - mes "[Assistant]"; - mes "Huh!?!"; - mes "Master..."; - mes "It's nothing..."; - next; - mes "[Master]"; - mes "Oh~ there's a human being in front of me."; - next; - mes "[Assistant]"; - mes "Oh this thing?"; - mes "I was just leading it out."; - next; - mes "[Master]"; - mes "Yoop!!!"; - next; - mes "[Yoop]"; - mes "Yeap...!!"; - next; - mes "[Master]"; - mes "There's the warp portal beyond you... Is it an illusion?"; - next; - mes "[Yoop]"; - mes "Sorry!!!"; - mes "It's my mistake..."; - next; - mes "[Master]"; - mes "Fool..."; - mes "I'll deal with you after you send the human away."; - next; - mes "[Master]"; - mes "MushSartas Ir Cyamar"; - mes "UdenLo"; - if (BaseJob == Job_Wizard) { - next; - mes " - The fairy with the green hair chants a spell. - "; - mes " - I feel like something special surrounds me. - "; - specialeffect2 EF_DISPELL; - next; - mes "[Master]"; - mes "Oh, that's interesting."; - mes "How dare you resist me human?"; - next; - if (BaseLevel > 98 && JobLevel > 49) { - select("I'm not sure. Who are you?"); - mes "[Master]"; - mes "I am the leader of the ^000077Warlock^000000s."; - mes "'^000077Sila Egnoloria^000000'"; - mes "If you are a Wizard, it would be good of you to memorize my name."; - next; - select("What is a ^000077Warlock^000000?"); - mes "[Master Egnoloria]"; - mes "Oh...are you interested?"; - next; - mes "[Master Egnoloria]"; - mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim."; - mes "It can't be defined in any other words."; - next; - mes "[Master Egnoloria]"; - mes "Only the strong magic can explain it."; - next; - select("Could I become Warlock?"); - mes "[Master Egnoloria]"; - mes "You?"; - mes "You want to become a Warlock?"; - mes "Hahaha"; - next; - mes "[Master Egnoloria]"; - mes "You're so interesting."; - mes "It would be difficult for a human to become a Warlock."; - mes "The strong power would gnaw at your weak body."; - next; - mes "[Master Egnoloria]"; - mes "If you dare to face death, you can try to become one."; - next; - switch(select("What do I need to do?", "Cancel.")) { - case 1: - mes "[Master Egnoloria]"; - mes "Are you serious?"; - mes "You hunger for power don't you human."; - next; - mes "[Master Egnoloria]"; - mes "The strong desire to be more powerful makes your soul more beautiful."; - next; - mes "[Master Egnoloria]"; - mes "But, I need to check that you're qualified."; - next; - mes "[Master Egnoloria]"; - mes "Yoop!"; - next; - mes "[Yoop]"; - mes "Yeap!!"; - next; - mes "[Master Egnoloria]"; - mes "Give this to the human."; - next; - mes "[Master Egnoloria]"; - mes "Talk to the guy with the weird hair."; - mes "He'll let you know what you should do."; - job_wl = 2; - setquest 11106; - close; - case 2: - mes "[Master Egnoloria]"; - mes "Good."; - mes "You are a human being so that's for you."; - job_wl = 1; - close2; - warp "splendide",200,100; - end; - } - } - mes "[Master]"; - mes "You're still quite far too low of a level to even consider this."; - } - close2; - warp "splendide",200,100; - end; -} - -spl_in02,77,107,5 script Assistant#Warlock1 4_M_FAIRYKID5,{ - if (job_wl == 0) { - callfunc "F_Warlock"; - end; - } else if (job_wl == 1) { - mes "[Yoop]"; - mes "You're... we've met before."; - mes "Can you imagine how severely I was scolded by my master?!"; - mes "If you have any business with me, just go away!"; - next; - switch(select("Leave.", "Stay.")) { - case 1: - mes "[Yoop]"; - mes "Leave me alone...!"; - close2; - warp "splendide",200,100; - end; - case 2: - mes "[Yoop]"; - mes "What?!"; - mes "Just do whatever you want..."; - mes "My master will deal with you then."; - close; - } - } else if (job_wl == 2 || job_wl == 3) { - mes "[Yoop]"; - if (job_wl == 2) { - mes "Dear, master! My pony-tail is funny looking?!"; - mes "Oh, but I spent a lot time on it!"; - next; - mes "[Master Egnoloria]"; - mes "It's noisy."; - mes "I need to meditate"; - mes "so do as I said."; - next; - mes "[Yoop]"; - mes "Huh.."; - mes "Oh, yeah!"; - next; - mes "[Yoop]"; - mes "Hey, human!"; - mes "Would you like to"; - mes "become a Warlock?"; - next; - } - if (SkillPoint != 0) { - mes "First, use all of your remaining job skill points before continuing."; - job_wl = 3; - close; - } - mes "This is the Master's"; - mes "decision so let me know."; - next; - mes "[Yoop]"; - mes "We need to test if your body can withstand being a Warlock."; - mes "So you need to gather materials to prove yourself."; - next; - mes "[Yoop]"; - mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s."; - next; - callsub L_Quest,1; - close; - } else if (job_wl == 4) { - if (countitem(Glittering_Crystal) == 0 || countitem(Peice_Of_Great_Bradium) == 0) - callsub L_Quest,0; - else { - mes "[Yoop]"; - mes "I can't conduct the task here. I need to go to my lab."; - mes "My lab is located on the north western part of Splendide."; - } - close; - } else if (job_wl == 5) { - mes "[Yoop]"; - mes "This stone is well made."; - mes "Please go to my Master."; - close; - } else { - mes "[Yoop]"; - mes "A Magic Chamber is created from magic materials."; - next; - mes "[Yoop]"; - mes "This combined stone is formed differently according to the raw materials and the way of treating it."; - next; - mes "[Yoop]"; - mes "But most of stones are quite similar!"; - mes "We can't differentiate them easily."; - next; - mes "[Yoop]"; - mes "Even I don't know how it all works."; - close; - } - -L_Quest: - mes "[Yoop]"; - mes "You must be wearing these Magical Stone Rings to get these items while hunting."; - mes "You need to hunt Naga and Bradium Golems while wearing these rings."; - next; - if (getarg(0)) { - mes "[Yoop]"; - mes "Show us how strong you are. And don't forget to wear this."; - job_wl = 4; - getitem Magical_Stone,1; - getitem Magical_Stone_,1; - changequest 11106,11107; - next; - } - mes "[Yoop]"; - mes "Bring these stones with you or else you won't be able to return!"; - mes "Be careful!"; - next; - mes "[Yoop]"; - mes "The person next to my Master will let you out if you talk to him."; - next; - mes "[Yoop]"; - mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them."; - return; -} - -spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{ - mes "[Yoop]"; - if (job_wl < 4) { - mes "Who are you?"; - mes "Get out of here!"; - close; - } else if (job_wl == 4) { - mes "You're back?"; - next; - switch(select("I brought the materials.", "I've lost the Magical Stones.", "Nothing.")) { - case 1: - mes "[Yoop]"; - if (countitem(Glittering_Crystal) == 0 || countitem(Peice_Of_Great_Bradium) == 0) { - mes "......"; - mes "......Where?"; - mes "Don't bother me!"; - next; - mes "[Yoop]"; - mes "We need to test if your body can withstand being a Warlock."; - mes "So you need to gather materials to prove yourself."; - next; - mes "[Yoop]"; - mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s."; - next; - mes "[Yoop]"; - mes "You must be wearing these Magical Stone Rings to get these items while hunting."; - mes "You need to hunt Naga and Bradium Golems while wearing these rings."; - next; - mes "[Yoop]"; - mes "Bring these stones with you or else you won't be able to return!"; - mes "Be careful!"; - close; - } else if (countitem(Glittering_Crystal) && countitem(Peice_Of_Great_Bradium)) { - if (isequipped(2796) || isequipped(2797)) { - mes "Bring me back the magical stones."; - close; - } - if (countitem(Magical_Stone) == 0 || countitem(Magical_Stone_) == 0) { - mes "It seems that you don't have it?"; - mes "You lost it?"; - next; - mes "[Yoop]"; - mes "Please find that stone and come back to me."; - close; - } - mes "Alright! All the materials are ready!"; - mes "While I am concentrating on working on this stone. Can you go back to my master?"; - mes "I will follow up once it's done."; - delitem Magical_Stone,countitem(Magical_Stone); - delitem Magical_Stone_,countitem(Magical_Stone_); - delitem Glittering_Crystal,countitem(Glittering_Crystal); - delitem Peice_Of_Great_Bradium,countitem(Peice_Of_Great_Bradium); - job_wl = 5; - changequest 11107,11108; - close; - } - case 2: - mes "[Yoop]"; - mes "What?!"; - mes "I asked you to double check it and make sure you wore it!"; - next; - mes "[Yoop]"; - mes "Please check whether you misplaced it or if you already have it equipped."; - next; - switch(select("I found it.", "Nah.")) { - case 1: - mes "[Yoop]"; - mes "Don't tease me!"; - mes "It's not hard to tell if you have it or not!"; - close; - case 2: - if ((isequipped(2796) == 0 && countitem(Magical_Stone) == 0) || (isequipped(2797) == 0 && countitem(Magical_Stone_) == 0)) { - if (countitem(Crystal_Jewel__) > 0) { - switch(select("Give 3 carat diamond.", "Just quit it.")) { - case 1: - mes "[Yoop]"; - mes "I will overlook your fault."; - mes "Please be careful with it."; - delitem Crystal_Jewel__,1; - if (isequipped(2796) == 0 && countitem(Magical_Stone) == 0) - getitem Magical_Stone,1; - if (isequipped(2797) == 0 && countitem(Magical_Stone_) == 0) - getitem Magical_Stone_,1; - close; - case 2: - mes "[Yoop]"; - mes "Just show me your good faith!"; - close; - } - } - mes "[Yoop]"; - mes "How can you can say that?"; - mes "^000077Just apologize^000000!"; - mes "I guess I could give you more stones if you give me say a 3 carat diamond..."; - close; - } - mes "[Yoop]"; - if (isequipped(2796) || isequipped(2797)) { - mes "Please check your equipment window..."; - mes "You sure you don't have it?"; - close; - } - mes "Then what's that you are holding now...?"; - close; - } - case 3: - mes "[Yoop]"; - mes "What...?"; - mes "Don't bother me, I am quite busy."; - close; - } - } else { - mes "I am focusing on meditating."; - mes "So I can create magic."; - next; - mes "[Yoop]"; - mes "And... you seem to have more talent on this than regular mages."; - mes "Maybe if I become an alchemist, I might be better than I am now don't you think?"; - next; - mes "[Yoop]"; - mes "I'm studying to better myself."; - next; - mes "[Yoop]"; - mes "If am inside of 'the room of time and magic', I will catch up with your power!"; - mes "Hahahaha..."; - close; - } -} - -spl_in02,84,103,3 script Assistant#Warlock2 4_F_FAIRYKID4,{ - if (job_wl == 0) { - callfunc "F_Warlock"; - end; - } else if (job_wl == 1) { - mes "[Assistant]"; - mes "Human! What do you want?"; - close; - } else if (job_wl < 6) { - mes "[Assistant]"; - mes "It's not me you are looking for currently."; - close; - } else if (job_wl == 6) { - if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) { - mes "You're carring out too many items."; - mes "You'd better minimize your weight."; - close; - } - mes "[Yoop]"; - mes "The test isn't that hard."; - mes "We can create the magic stone in the magic room."; - next; - mes "[Yoop]"; - mes "Be careful of the monsters in the test room."; - mes "These are rainbow Rubies sealed with a Warlock's magic."; - mes "Use these during the test."; - next; - mes "[Yoop]"; - mes "I will guide you into the magic room."; - job_wl = 7; - changequest 11109,11110; - getitem Rainbow_Ruby_Water,5; - getitem Rainbow_Ruby_Wind,5; - getitem Rainbow_Ruby_Earth,5; - getitem Rainbow_Ruby_Fire,5; - close2; - warp "job3_war01",23,20; - end; - } else if (job_wl == 7) { - if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) { - mes "You're carring out too many items."; - mes "You'd better minimize your weight."; - close; - } - mes "[Yoop]"; - mes "Would you like to try it again?"; - mes "Let me give you more rubies."; - next; - if (countitem(Rainbow_Ruby_Water)) delitem Rainbow_Ruby_Water,countitem(Rainbow_Ruby_Water); - if (countitem(Rainbow_Ruby_Wind)) delitem Rainbow_Ruby_Wind,countitem(Rainbow_Ruby_Wind); - if (countitem(Rainbow_Ruby_Earth)) delitem Rainbow_Ruby_Earth,countitem(Rainbow_Ruby_Earth); - if (countitem(Rainbow_Ruby_Fire)) delitem Rainbow_Ruby_Fire,countitem(Rainbow_Ruby_Fire); - getitem Rainbow_Ruby_Water,5; - getitem Rainbow_Ruby_Wind,5; - getitem Rainbow_Ruby_Earth,5; - getitem Rainbow_Ruby_Fire,5; - close2; - warp "job3_war01",23,20; - end; - } else if (job_wl == 8) { - mes "[Yoop]"; - mes "You have successfully crystallized the Hollow Stone."; - mes "I'm sorry that I've doubted you."; - if (countitem(Rainbow_Ruby_Water)) delitem Rainbow_Ruby_Water,countitem(Rainbow_Ruby_Water); - if (countitem(Rainbow_Ruby_Wind)) delitem Rainbow_Ruby_Wind,countitem(Rainbow_Ruby_Wind); - if (countitem(Rainbow_Ruby_Earth)) delitem Rainbow_Ruby_Earth,countitem(Rainbow_Ruby_Earth); - if (countitem(Rainbow_Ruby_Fire)) delitem Rainbow_Ruby_Fire,countitem(Rainbow_Ruby_Fire); - next; - mes "[Yoop]"; - mes "All of the tests are done. Now talk to Master Engoloria."; - mes "I'm so happy that you have succeeded."; - job_wl = 9; - changequest 11111,11112; - close; - } else if (job_wl == 9) { - mes "[Yoop]"; - mes "All of the tests are done. Now talk to Master Engoloria."; - mes "I'm so happy that you have succeeded."; - close; - } else { - mes "[Yoop]"; - mes "I can feel that you have strong magic."; - mes "I envy you."; - next; - mes "[Yoop]"; - mes "It deserves something special."; - mes "Don't abuse it."; - close; - } -} - -spl_in02,78,110,5 script Assistant#Warlock3 4_F_FAIRYKID2,{ - if (job_wl == 0) { - callfunc "F_Warlock"; - end; - } - mes "[Assistant]"; - mes "......"; - switch(job_wl) { - case 1: mes "If you don't have anything to say to me, would you just leave?"; break; - case 2: mes "I don't have a pony-tail..."; break; - default: mes "Please be quiet while my master is meditating."; break; - } - next; - switch(select("Leave", "Stay")) { - case 1: - mes "[Assistant]"; - mes "Then be careful."; - close2; - warp "splendide",200,100; - end; - case 2: - mes "[Assistant]"; - mes "......"; - close; - } -} - -spl_in02,80,108,5 script Guild Master#Warlock 4_F_FAIRY1,{ - if (job_wl == 0) { - callfunc "F_Warlock"; - end; - } else if (job_wl == 1) { - mes "[Master Egnoloria]"; - mes "Do you have something to ask me?"; - next; - switch(select("How can I be a Warlock?", "Cancel.")) { - case 1: - mes "[Master Egnoloria]"; - mes "Are you serious?"; - mes "You hunger for power don't you human."; - next; - mes "[Master Egnoloria]"; - mes "The strong desire to be more powerful makes your soul more beautiful."; - next; - mes "[Master Egnoloria]"; - mes "But, I need to check that you're qualified."; - next; - mes "[Master Egnoloria]"; - mes "Yoop!"; - next; - mes "[Yoop]"; - mes "Yeap!!"; - next; - mes "[Master Egnoloria]"; - mes "Give this to the human."; - next; - mes "[Master Egnoloria]"; - mes "Talk to the guy with the weird hair."; - mes "He'll let you know what you should do."; - job_wl = 2; - setquest 11106; - close; - case 2: - mes "[Master Egnoloria]"; - mes "Good."; - mes "You are a human being so that's for you."; - close2; - warp "splendide",200,100; - end; - } - } else if (job_wl == 2) { - mes "[Master Egnoloria]"; - mes "I'm meditating, I said talk to Yoop ok."; - mes "Yoop has a funny pony-tail."; - mes "And don't disturb me."; - close; - } else if (job_wl == 3 || job_wl == 4) { - mes "[Master Egnoloria]"; - mes "......"; - next; - mes "[Assistant]"; - mes "Master is meditating."; - mes "Be quiet."; - close; - } else if (job_wl == 5) { - mes "[Master Egnoloria]"; - mes "I've heard from Yoop that a very useful stone can be created."; - next; - mes "[Master Egnoloria]"; - mes "It can be used to make magical jewelry that can cast powerful magic."; - next; - mes "[Master Egnoloria]"; - mes "Yoop."; - next; - mes "[Yoop]"; - mes "Yeap, Master!"; - next; - mes "[Master Egnoloria]"; - mes "Please take him to the magical room."; - next; - mes "[Yoop]"; - mes "Yup, Master."; - mes "Please follow me."; - emotion e_ic,0,"Assistant#Warlock2"; - job_wl = 6; - changequest 11108,11109; - close; - } else if (job_wl < 9) { - mes "[Master Egnoloria]"; - mes "......"; - next; - mes "[Yoop]"; - mes "My master is meditating now, please follow me."; - close; - } else if (job_wl == 9) { - if (BaseLevel < 99 || BaseJob != Job_Wizard) { - mes "[Master Egnoloria]"; - mes "Hm...?"; - mes "How did you come this far..."; - close; - } - if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) { - mes "You've got too many items."; - mes "Please come back after reducing the number of items you have."; - close; - } - mes "[Master Egnoloria]"; - if (SkillPoint != 0) { - mes "Unless you like your current job, you should use all your skill points."; - close; - } - if (hascashmount()) { - mes "You are on a riding pet,"; - mes "so you cannot change your job."; - mes "Please unequip your riding pet and try again!"; - close; - } - mes "Beautiful light..."; - mes "Don't make me disappointed at you..."; - next; - mes "[Master Egnoloria]"; - mes "You have become a member of the Warlocks."; - mes "Be proud."; - next; - if (SkillPoint != 0) { - mes "^0000ffYou still have left the skill points, Please use all the skill points and try to start again!^000000"; - close; - } - mes "[Master Egnoloria]"; - mes "This crystallized magical stone will keep you safe."; - if (Class == Job_High_Wizard) { - if (JobLevel > 69) job_wl = 13; - else if (JobLevel > 59) job_wl = 12; - else job_wl = 11; - } - else job_wl = 10; - jobchange roclass(eaclass()|EAJL_THIRD); - completequest 11112; - getitem Magic_Stone_Hat,1; - getitem Green_Apple_Ring,1; - close; - } else if (job_wl > 9) { - mes "[Master Egnoloria]"; - mes "How are you adjusting to the power of a Warlocks?"; - mes "If you get careless, you will be overthrown by your own power."; - close; - } -} - -job3_war01,22,22,7 script Yoop#WRR 4_F_FAIRYKID4,{ - mes "[Yoop]"; - mes "If you ask Ebein to be sent to the magical room, he would send you there."; - mes "Wait in the queue to enter the Chamber of Magic."; - close; -} - -job3_war01,29,25,0 script Ebein#WRR 4_F_FAIRYKID2,{ - mes "[Ebein]"; - mes "Would you like to take a test?"; - mes "If you stand by in the waiting room, you'll be able to go into the Chamber of Magic."; - next; - mes "[Ebein]"; - mes "If there're others inside the room, you just need to wait for a while."; - next; - switch(select("Go to the waiting room.", "Go outside.")) { - case 1: - mes "[Ebein]"; - mes "Then please enter the room yourself."; - mes "Make sure you have enough potions to survive the test as the monsters are very powerful in the Chamber."; - close; - case 2: - mes "[Ebein]"; - mes "......"; - mes "Then I will send you outside."; - mes "Bye..."; - close2; - warp "spl_in02",79,102; - end; - } -} - -job3_war01,29,25,5 script The chamber of magic#1 4_F_FAIRYKID2,{ - end; -OnInit: - disablenpc "The chamber of magic#1"; - waitingroom "The chamber of magic",20,"The chamber of magic#1::OnStartArena",1; - enablewaitingroomevent; - end; -OnStartArena: - warpwaitingpc "job3_war02",29,25; - donpcevent "The chamber of magic#2::OnEnable"; - initnpctimer; - disablewaitingroomevent; - end; -OnTimer10000: - if (getmapusers("job3_war02") == 0) { - donpcevent "The chamber of magic#2::OnReset"; - donpcevent "The chamber of magic#2::OnDisable"; - stopnpctimer "The chamber of magic#2"; - donpcevent "The chamber of magic#3::OnReset"; - donpcevent "The chamber of magic#3::OnDisable"; - stopnpctimer "The chamber of magic#3"; - donpcevent "The chamber of magic#4::OnReset"; - donpcevent "The chamber of magic#4::OnDisable"; - stopnpctimer "The chamber of magic#4"; - donpcevent "Hollow Stone#Warlock::OnReset"; - donpcevent "Hollow Stone#Warlock::OnDisable"; - stopnpctimer "Hollow Stone#Warlock"; - stopnpctimer; - enablewaitingroomevent; - end; - } - initnpctimer; - end; -OnEnable: - enablewaitingroomevent; - end; -OnDisable: - disablewaitingroomevent; - end; -} - -- script The chamber of magic#2 FAKE_NPC,{ -OnInit: - disablenpc strnpcinfo(0); - end; -OnEnable: - enablenpc strnpcinfo(0); - monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(0)+"::OnMyMobDead"; - initnpctimer; - end; -OnReset: - killmonster "job3_war02",strnpcinfo(0)+"::OnMyMobDead"; - end; -OnDisable: - disablenpc strnpcinfo(0); - end; -OnMyMobDead: - if (mobcount("job3_war02",strnpcinfo(0)+"::OnMyMobDead") < 1) { - stopnpctimer; - mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map; - .@str$ = "The chamber of magic#"+((strnpcinfo(0) == "The chamber of magic#2")?"3":"4"); - donpcevent .@str$+"::OnEnable"; - } - end; -OnTimer3000: - if (strnpcinfo(0) != "The chamber of magic#2") end; - mapannounce "job3_war02","A Magical Power fragment has been created in the Magic Chamber Room.",bc_map; - end; -OnTimer4000: - mapannounce "job3_war02","Defend this room from monsters for 5 minutes.",bc_map; - end; -OnTimer5000: - mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map; - end; -OnTimer63000: - mapannounce "job3_war02","There's 4 min left to stabilize the chamber...",bc_map; - end; -OnTimer123000: - mapannounce "job3_war02","There's 3 min left to stabilize the chamber...",bc_map; - end; -OnTimer183000: - mapannounce "job3_war02","There's 2 min left to stabilize the chamber...",bc_map; - end; -OnTimer243000: - mapannounce "job3_war02","There's 1 min left to stabilize the chamber...",bc_map; - end; -OnTimer273000: - mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber...",bc_map; - end; -OnTimer283000: - mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber...",bc_map; - end; -OnTimer293000: - mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber...",bc_map; - end; -OnTimer303000: - mapannounce "job3_war02","The magic stabilization has failed.",bc_map; - donpcevent "The chamber of magic#2::OnReset"; - donpcevent "The chamber of magic#3::OnReset"; - donpcevent "The chamber of magic#4::OnReset"; - end; -OnTimer304000: - mapwarp "job3_war02","spl_in02",79,102; - end; -OnTimer305000: - donpcevent "The chamber of magic#2::OnDisable"; - donpcevent "The chamber of magic#3::OnDisable"; - donpcevent "The chamber of magic#4::OnDisable"; - donpcevent "The chamber of magic#1::OnEnable"; - stopnpctimer; - end; -} -- duplicate(The chamber of magic#2) The chamber of magic#3 FAKE_NPC - -- script The chamber of magic#4 FAKE_NPC,{ -OnInit: - disablenpc "The chamber of magic#4"; - end; -OnEnable: - enablenpc "The chamber of magic#4"; - monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead"; - monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead"; - monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead"; - monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead"; - monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead"; - monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead"; - monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead"; - monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead"; - initnpctimer; - end; -OnReset: - killmonster "job3_war02","The chamber of magic#4::OnMyMobDead"; - end; -OnDisable: - disablenpc "The chamber of magic#4"; - end; -OnMyMobDead: - if (mobcount("job3_war02","The chamber of magic#4::OnMyMobDead") < 1) { - mapannounce "job3_war02","Once it's stabilized, the fragments are toward the center.",bc_map; - stopnpctimer; - donpcevent "Hollow Stone#Warlock::OnEnable"; - } - end; -OnTimer4000: - mapannounce "job3_war02","Defend this room from monsters for 1 min.",bc_map; - end; -OnTimer5000: - mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map; - end; -OnTimer33000: - mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber....",bc_map; - end; -OnTimer43000: - mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber....",bc_map; - end; -OnTimer53000: - mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber....",bc_map; - end; -OnTimer58000: - mapannounce "job3_war02","There's 5 seconds left to stabilize the chamber....",bc_map; - end; -OnTimer63000: - mapannounce "job3_war02","The magic stabilization has failed. The fragment has lost its power.",bc_map; - donpcevent "The chamber of magic#2::OnReset"; - donpcevent "The chamber of magic#3::OnReset"; - donpcevent "The chamber of magic#4::OnReset"; - end; -OnTimer64000: - mapwarp "job3_war02","spl_in02",79,102; - end; -OnTimer65000: - donpcevent "The chamber of magic#2::OnDisable"; - donpcevent "The chamber of magic#3::OnDisable"; - donpcevent "The chamber of magic#4::OnDisable"; - donpcevent "The chamber of magic#1::OnEnable"; - stopnpctimer; - end; -} - -- script Hollow Stone#Warlock FAKE_NPC,{ -OnInit: - disablenpc "Hollow Stone#Warlock"; - end; -OnEnable: - enablenpc "Hollow Stone#Warlock"; - donpcevent "The chamber of magic#2::OnReset"; - donpcevent "The chamber of magic#2::OnDisable"; - donpcevent "The chamber of magic#3::OnReset"; - donpcevent "The chamber of magic#3::OnDisable"; - donpcevent "The chamber of magic#4::OnReset"; - donpcevent "The chamber of magic#4::OnDisable"; - monster "job3_war02",29,27,"Hollow Stone",2035,1,"Hollow Stone#Warlock::OnMyMobDead"; - initnpctimer; - end; -OnReset: - killmonster "job3_war02","Hollow Stone#Warlock::OnMyMobDead"; - end; -OnDisable: - disablenpc "Hollow Stone#Warlock"; - end; -OnMyMobDead: - if (mobcount("job3_war02","Hollow Stone#Warlock::OnMyMobDead") < 1) { - mapannounce "job3_war02","The Hollow Stone is crystallized with enough magic power.",bc_map; - job_wl = 8; - changequest 11110,11111; - donpcevent "Hollow Stone#Warlock::OnReset"; - donpcevent "Hollow Stone#Warlock::OnDisable"; - stopnpctimer; - donpcevent "Ebein#E1::OnEnable"; - donpcevent "Ebein#E2::OnEnable"; - } - end; -OnTimer1000: - mapannounce "job3_war02","The Hollow Stone needs to be crystallized with magic.",bc_map; - end; -OnTimer2000: - mapannounce "job3_war02","The Hollow Stone will absorb any magic thrown at it.",bc_map; - end; -OnTimer3000: - mapannounce "job3_war02","You have 10 minutes to crystallize the Hollow Stone with your magic.",bc_map; - end; -OnTimer303000: - mapannounce "job3_war02","There's 5 min left to crystallize the stone....",bc_map; - end; -OnTimer363000: - mapannounce "job3_war02","There's 4 min left to crystallize the stone....",bc_map; - end; -OnTimer423000: - mapannounce "job3_war02","There's 3 min left to crystallize the stone....",bc_map; - end; -OnTimer483000: - mapannounce "job3_war02","There's 2 min left to crystallize the stone....",bc_map; - end; -OnTimer543000: - mapannounce "job3_war02","There's 1 min left to crystallize the stone....",bc_map; - end; -OnTimer573000: - mapannounce "job3_war02","There's 30 seconds left to crystallize the stone....",bc_map; - end; -OnTimer583000: - mapannounce "job3_war02","There's 20 seconds left to crystallize the stone....",bc_map; - end; -OnTimer593000: - mapannounce "job3_war02","There's 10 seconds left to crystallize the stone....",bc_map; - end; -OnTimer603000: - mapannounce "job3_war02","The Hollow Stone Crystalization has failed.",bc_map; - donpcevent "Hollow Stone#Warlock::OnReset"; - end; -OnTimer605000: - mapwarp "job3_war02","spl_in02",79,102; - end; -OnTimer607000: - donpcevent "Hollow Stone#Warlock::OnDisable"; - stopnpctimer; - donpcevent "The chamber of magic#1::OnEnable"; - end; -} - -- script Ebein#E1 FAKE_NPC,{ -OnInit: - disablenpc "Ebein#E1"; - end; -OnEnable: - initnpctimer; - end; -OnDisable: - disablenpc "Ebein#E1"; - end; -OnTimer2000: - mapannounce "job3_war01","Congratulations! You've succeeded in creating a magic crystal.",bc_map; - end; -OnTimer3000: - mapannounce "job3_war01","The Magic Chamber is starting to fill with magic power.",bc_map; - end; -OnTimer6000: - donpcevent "Ebein#E1::OnDisable"; - stopnpctimer; - donpcevent "The chamber of magic#1::OnEnable"; - end; -} - -- script Ebein#E2 FAKE_NPC,{ -OnInit: - disablenpc "Ebein#E2"; - end; -OnEnable: - initnpctimer; - end; -OnDisable: - disablenpc "Ebein#E2"; - end; -OnTimer3000: - mapannounce "job3_war02","Congratulations! You've succeeded in creating a magic crystal.",bc_map; - end; -OnTimer5000: - mapannounce "job3_war02","The Magic Chamber is starting to fill with magic power.",bc_map; - mapwarp "job3_war02","spl_in02",79,102; - end; -OnTimer6000: - donpcevent "Ebein#E2::OnDisable"; - stopnpctimer; - end; -} - -job3_war01,1,2,0 script Button Girl#wl 1_F_01,{ - callfunc "F_GM_NPC"; - switch(select("Open Arena", "Close Arena", "Open the Chamber of Magic", "Close the Chamber of Magic", "Hollow Stone On", "Hollow Stone Off", "Cancel")) { - case 1: - mes "Opening the Arena."; - donpcevent "The chamber of magic#1::OnEnable"; - close; - case 2: - mes "Closing the Arena."; - donpcevent "The chamber of magic#1::OnDisable"; - close; - case 3: - mes "Opening the Chamber of Magic."; - donpcevent "The chamber of magic#2::OnEnable"; - close; - case 4: - mes "Closing the Chamber of Magic."; - donpcevent "The chamber of magic#2::OnReset"; - donpcevent "The chamber of magic#2::OnDisable"; - donpcevent "The chamber of magic#3::OnReset"; - donpcevent "The chamber of magic#3::OnDisable"; - donpcevent "The chamber of magic#4::OnReset"; - donpcevent "The chamber of magic#4::OnDisable"; - close; - case 5: - mes "Enabing Hollow Stone."; - donpcevent "Hollow Stone#Warlock::OnEnable"; - close; - case 6: - mes "Disabling Hollow Stone."; - donpcevent "Hollow Stone#Warlock::OnReset"; - donpcevent "Hollow Stone#Warlock::OnDisable"; - close; - case 7: - close; - } -} - -spl_fild02,0,0,0,0 monster Bradium Golem 2049,20,5000,0,0 -spl_fild02,0,0,0,0 monster Naga 2047,20,5000,0,0 |