diff options
author | Dastgir <dastgirpojee@rocketmail.com> | 2015-03-14 19:40:02 +0530 |
---|---|---|
committer | Dastgir <dastgirpojee@rocketmail.com> | 2015-03-14 19:48:30 +0530 |
commit | 8e1884e7e61272e1fa7077cf5903f8451c9c5644 (patch) | |
tree | a5237cdb5267792893cc24697fd4c62db13096c3 /npc/re/quests/eden | |
parent | 40038df7efafa5856de20312e419377b1fec6d17 (diff) | |
download | hercules-8e1884e7e61272e1fa7077cf5903f8451c9c5644.tar.gz hercules-8e1884e7e61272e1fa7077cf5903f8451c9c5644.tar.bz2 hercules-8e1884e7e61272e1fa7077cf5903f8451c9c5644.tar.xz hercules-8e1884e7e61272e1fa7077cf5903f8451c9c5644.zip |
Eden Quests Update - Credits rAthena - 001e6967d417d0c7c6dce1069ddef9acd1b87d57
Diffstat (limited to 'npc/re/quests/eden')
-rw-r--r-- | npc/re/quests/eden/eden_quests.txt | 5597 |
1 files changed, 2393 insertions, 3204 deletions
diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt index 7ad15eca6..e75191c56 100644 --- a/npc/re/quests/eden/eden_quests.txt +++ b/npc/re/quests/eden/eden_quests.txt @@ -3,11 +3,11 @@ //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== -//= 1.5 +//= 2.1 //===== Description: ========================================= //= Eden Group Headquarter NPCs. -//===== Additional Comments: ================================= -//= 1.0 First Version. +//===== Changelogs: ========================================== +//= 1.0 First Version. [L0ne_W0lf] //= 1.1 Removed unencoded comments (Korean -> Gibberish) //= Readded the GM helper NPC, commented out. //= 1.2 Some little optimization here and there. [Masao] @@ -17,1075 +17,592 @@ //= 1.4a Added 'npcskill' command. [Euphy] //= 1.4b Added 'disable_items' command. [Euphy] //= 1.5 Added GM management function. [Euphy] +//= 1.6 Kagerou/Oboro support (Class -> BaseClass) [Euphy] +//= 2.0 Updated Instructor Ur's quests. [Capuche] +//= 2.1 Updated Blacksmith Thorn and Weapons Expert NPC. [Capuche] //============================================================ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ - if (countitem(6219) > 0) { - if (para_suv01 == 0) { - mes "[Boya]"; - mes "What's up?"; - mes "If you have any normal missions use the bulletin board."; - next; - switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) { - case 1: - mes "[Boya]"; - mes "I give training missions to members."; - mes "That's why they participate in it."; - mes "If they don't want to get in trouble, it's essential."; - next; - mes "[Boya]"; - mes "Through battle training they can improve their real experience."; - mes "The members that prove themselves will even get a reward."; - next; - mes "[Boya]"; - mes "We gave them special equipmant that we have made."; - mes "These gifts are for people who are really doing their best."; - next; - mes "[Boya]"; - mes "If you are curious, you can join."; - mes "The training battle course is not very difficult."; - mes "There's nothing to worry about."; - next; - mes "[Boya]"; - mes "If you want to join, don't hesitate."; - next; - switch (select("Participate in the training.:Ignore.")) { - case 1: - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - if (BaseLevel < 12) { - mes "[Boya]"; - mes "Umm. You should raise your level more!"; - mes "You need to be at least level 12!"; - mes "I'm sorry but those are the rules."; - close; - } - if ((BaseLevel > 11) && (BaseLevel < 20)) { - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "The first step is course A."; - mes "Course A is called 'Conquer the Desert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "^4d4dffThere is a desert town called Morroc."; - mes "From there go south and then east. There is small oasis in the center of that field.^000000"; - next; - mes "[Boya]"; - mes "If you go there, you will find a dog around the oasis."; - mes "He is really mysterious and he can speak so don't be suprised."; - next; - mes "[Boya]"; - mes "Tell the dog ^4d4dffBoya is really great.^000000"; - mes "If you have any questions ask that dog."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "I had to come up with a password right?"; - mes "What's wrong with that password?"; - next; - mes "[Boya]"; - mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 1; - setquest 7128; - close; - } - if ((BaseLevel > 19) && (BaseLevel < 26)) { - mes "[Boya]"; - mes "I'll send you to the first step of course B."; - mes "Course B is called 'Conquer the Culvert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "You need to register to explore the culvert in Prontera at the Knight Guild."; - mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; - next; - mes "[Boya]"; - mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; - next; - mes "[Boya]"; - mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; - mes "He is really mysterious and he can speak so don't be suprised."; - mes "He will give you a battle target when you tell him that."; - mes "If you have any questions ask the cat."; - next; - mes "[Boya]"; - mes "Why are you staring at me like that?"; - mes "It's just a password that I made up."; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 6; - setquest 7133; - close; - } - if ((BaseLevel > 25) && (BaseLevel < 33)) { - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - mes "[Boya]"; - mes "I'll send you to the second step of course A."; - mes "This course is called 'Conquer the Ghost Cave!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "There is a small archer village north of Payon."; - mes "There is a cave on the western hill of the archer village."; - next; - mes "[Boya]"; - mes "We have dispatched someone in front of the cave."; - mes "His name is... um..."; - mes "..."; - next; - mes "[Boya]"; - mes "Anyway he is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 13; - setquest 7138; - close; - } - if ((BaseLevel > 32) && (BaseLevel < 40)) { - mes "[Boya]"; - mes "I'll send you to the 2nd step of course B."; - mes "This course is called 'Conquer Anthell!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Travel just southwest of Morroc City."; - mes "There you will find a hole in the ground to a cave called Anthell."; - next; - mes "[Boya]"; - mes "There are lots of ants in there. kk?"; - mes "It is also covered in sand so be careful in there ok."; - next; - mes "[Boya]"; - mes "That's why it's called ant hell."; - mes "One of our members will be waiting there."; - mes "His name is... K? M? Hmm? Anyway I can't remember."; - next; - mes "[Boya]"; - mes "He is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have any questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, blessing you~!!"; - para_suv01 = 17; - setquest 7142; - close; - } - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - case 2: - mes "[Boya]"; - mes "It's all your decision."; - mes "It's not my business but you should probably reconsider."; - close; - } - case 2: - mes "[Boya]"; - mes "Huh?"; - mes "You are so honest!"; - mes "Gosh. You wanted to know something about equipment?"; - next; - mes "[Boya]"; - mes "I have a uniform set which is free for our group members."; - mes "But, I can't give it for free."; - next; - mes "[Boya]"; - mes "We give it to great participants who do their best in the training."; - next; - mes "-Boya eyes you from top to bottom."; - mes "Hmm... he seems to think something is wrong.-"; - next; - mes "[Boya]"; - mes "Due to emotion."; - next; - select("What?!"); - mes "[Boya]"; - mes "So, will you join the training or not?"; - mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight."; - mes "Make a decision, hurry."; - next; - switch (select("Participate in the training.:Refuse!!")) { - case 1: - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - if (BaseLevel < 12) { - mes "[Boya]"; - mes "Umm. You should raise your level more!"; - mes "You need to be at least level 12!"; - mes "I'm sorry but those are the rules."; - close; - } - if ((BaseLevel > 11) && (BaseLevel < 20)) { - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "The first step is course A."; - mes "Course A is called 'Conquer the Desert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "^4d4dffThere is a desert town called Morroc."; - mes "From there go south and then east. There is small oasis in the center of that field.^000000"; - next; - mes "[Boya]"; - mes "If you go there, you will find a dog around the oasis."; - mes "He is really mysterious and he can speak so don't be suprised."; - next; - mes "[Boya]"; - mes "Tell the dog ^4d4dffBoya is really great.^000000"; - mes "If you have any questions ask that dog."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "I had to come up with a password right?"; - mes "What's wrong with that password?"; - next; - mes "[Boya]"; - mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 1; - setquest 7128; - close; - } - if ((BaseLevel > 19) && (BaseLevel < 26)) { - mes "[Boya]"; - mes "I'll send you to the first step of course B."; - mes "Course B is called 'Conquer the Culvert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "You need to register to explore the culvert in Prontera at the Knight Guild."; - mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; - next; - mes "[Boya]"; - mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; - next; - mes "[Boya]"; - mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; - mes "He is really mysterious and he can speak so don't be suprised."; - mes "He will give you a battle target when you tell him that."; - mes "If you have any questions ask the cat."; - next; - mes "[Boya]"; - mes "Why are you staring at me like that?"; - mes "It's just a password that I made up."; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 6; - setquest 7133; - close; - } - if ((BaseLevel > 25) && (BaseLevel < 33)) { - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - mes "[Boya]"; - mes "I'll send you to the second step of course A."; - mes "This course is called 'Conquer the Ghost Cave!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "There is a small archer village north of Payon."; - mes "There is a cave on the western hill of the archer village."; - next; - mes "[Boya]"; - mes "We have dispatched someone in front of the cave."; - mes "His name is... um..."; - mes "..."; - next; - mes "[Boya]"; - mes "Anyway he is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 13; - setquest 7138; - close; - } - if ((BaseLevel > 32) && (BaseLevel < 40)) { - mes "[Boya]"; - mes "I'll send you to the 2nd step of course B."; - mes "This course is called 'Conquer Anthell!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Travel just southwest of Morroc City."; - mes "There you will find a hole in the ground to a cave called Anthell."; - next; - mes "[Boya]"; - mes "There are lots of ants in there. kk?"; - mes "It is also covered in sand so be careful in there ok."; - next; - mes "[Boya]"; - mes "That's why it's called ant hell."; - mes "One of our members will be waiting there."; - mes "His name is... K? M? Hmm? Anyway I can't remember."; - next; - mes "[Boya]"; - mes "He is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have any questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, blessing you~!!"; - para_suv01 = 17; - setquest 7142; - close; - } - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - case 2: - mes "[Boya]"; - mes "You are so rude!"; - specialeffect2 EF_HIT1; - percentheal -50,0; - next; - mes "-Beats quickly and this shining Rune Knight turns invisible."; - mes "It hurts too much-"; - close; - } - case 3: - mes "[Boya]"; - mes "Don't bother me."; - close; - } - } - if ((para_suv01 > 0) && (para_suv01 < 5)) { - mes "[Boya]"; - mes "Hey, I already talked all about the training areas."; - mes "I will explain again please concentrate."; - next; - mes "[Boya]"; - mes "An oasis souteast of Morroc."; - mes "There is a big dog in the center."; - mes "The detailed story is written in the log, see?"; - close; - } - if (para_suv01 == 5) { - mes "[Boya]"; - mes "Oh you've come back."; - mes "Good job."; - mes "Now you are adapting."; - next; + mes "[Boya]"; + if (countitem(Para_Team_Mark) < 1) { + mes "You are not in my group are you?"; + mes "I don't have anything to say to outsiders."; + mes "If you want something register with my group."; + next; + mes "[Boya]"; + mes "To register with the Eden Group ask Laime Evenor next to me."; + close; + } + if (para_suv01 == 0) { + mes "What's up?"; + mes "If you have any normal missions use the bulletin board."; + next; + switch (select("What is your responsibility?:Don't you have equipment?:Ignore.")) { mes "[Boya]"; - mes "Completed step 1."; - mes "Congratulations."; - mes "We will give you a uniform and some equipment."; + case 1: + mes "I give training missions to members."; + mes "That's why they participate in it."; + mes "If they don't want to get in trouble, it's essential."; next; mes "[Boya]"; - mes "Can you see a large blue gate next to the board?"; - mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + mes "Through battle training they can improve their real experience."; + mes "The members that prove themselves will even get a reward."; next; mes "[Boya]"; - mes "Inform the manager that I sent you. He will give you some stuff."; - mes "Go go go!"; - para_suv01 = 11; - completequest 7132; - close; - } - if ((para_suv01 > 5) && (para_suv01 < 10)) { - mes "[Boya]"; - mes "The training name was 'Conquer the Culvert!."; - mes "Did you explore the culvert fully?"; + mes "We gave them special equipmant that we have made."; + mes "These gifts are for people who are really doing their best."; next; mes "[Boya]"; - mes "Come back when you've completed all the courses from the local trainer."; - close; - } - if (para_suv01 == 10) { - mes "[Boya]"; - mes "Oh you're back."; - mes "Good job."; - mes "Now you are adapting."; + mes "If you are curious, you can join."; + mes "The training battle course is not very difficult."; + mes "There's nothing to worry about."; next; mes "[Boya]"; - mes "Completed step 1."; - mes "Congratulations."; - mes "My team will give you a uniform and some equipment."; + mes "If you want to join, don't hesitate."; next; - mes "[Boya]"; - mes "Can you see a large blue gate next to the board?"; - mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; - next; - mes "[Boya]"; - mes "Inform the manager that I sent you. He will give you some stuff."; - mes "Go go go!"; - para_suv01 = 11; - completequest 7137; - close; - } - if (para_suv01 == 11) { - mes "[Boya]"; - mes "What are you doing?"; - mes "Get the equipment from the storage manager."; - mes "Our uniform is pretty awesome haha."; - close; - } - if (para_suv01 == 12) { - mes "[Boya]"; - mes "Um, did you like the supplies?"; - mes "I like the red hat."; - mes "The red ribbon is really cute."; - next; - if (BaseLevel > 25) { + switch (select("Participate in the training.:Ignore.")) { mes "[Boya]"; - mes "And you seem to."; - mes "Able to take upper class, now."; - mes "What about it, do you want?"; - next; - switch (select("No, way.:Absolutely, I will.")) { - case 1: - mes "[Boya]"; - mes "Really?"; - mes "Actually I don't care but the uniform will be changed as upper class."; - close; - case 2: - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - if ((BaseLevel > 25) && (BaseLevel < 33)) { - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - mes "[Boya]"; - mes "I'll send you to the second step of course A."; - mes "This course is called 'Conquer the Ghost Cave!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "There is a small archer village north of Payon."; - mes "There is a cave on the western hill of the archer village."; - next; - mes "[Boya]"; - mes "We have dispatched someone in front of the cave."; - mes "His name is... um..."; - mes "..."; - next; - mes "[Boya]"; - mes "Anyway he is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 13; - setquest 7138; - close; - } - if ((BaseLevel > 32) && (BaseLevel < 40)) { - mes "[Boya]"; - mes "I'll send you to the 2nd step of course B."; - mes "This course is called 'Conquer Anthell!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Travel just southwest of Morroc City."; - mes "There you will find a hole in the ground to a cave called Anthell."; - next; - mes "[Boya]"; - mes "There are lots of ants in there. kk?"; - mes "It is also covered in sand so be careful in there ok."; - next; - mes "[Boya]"; - mes "That's why it's called ant hell."; - mes "One of our members will be waiting there."; - mes "His name is... K? M? Hmm? Anyway I can't remember."; - next; - mes "[Boya]"; - mes "He is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have any questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, blessing you~!!"; - para_suv01 = 17; - setquest 7142; - close; - } - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - } + case 1: + callsub S_Quest1; + callsub S_Quest2; + callsub S_Quest3; + case 2: + mes "It's all your decision."; + mes "It's not my business but you should probably reconsider."; + close; } - mes "[Boya]"; - mes "The battle training is organized into steps."; - mes "When you able to join next step come back again after leveling more."; - next; - mes "[Boya]"; - mes "The next training step is available for those over Level 26."; - mes "When you reach that level, come by again. get it?"; - close; - } - if ((para_suv01 > 12) && (para_suv01 < 16)) { - mes "[Boya]"; - mes "The training area is at the north cave of Payon."; - mes "A staff member is already dispatched there."; - mes "Find him and follow his directions."; - close; - } - if (para_suv01 == 16) { - mes "[Boya]"; - mes "You finished the second step of training."; - mes "Now do you understand how this world is organized?"; + case 2: + mes "Huh?"; + mes "You are so honest!"; + mes "Gosh. You wanted to know something about equipment?"; next; mes "[Boya]"; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with what you need."; + mes "I have a uniform set which is free for our group members."; + mes "But, I can't give it for free."; next; mes "[Boya]"; - mes "Choose an equipment that fits your particular set of skills."; - para_suv01 = 22; - completequest 7141; - close; - } - if ((para_suv01 > 16) && (para_suv01 < 21)) { - mes "[Boya]"; - mes "The training area is southwest of Morroc."; - mes "Enter the Saint Darmain Fortress to reach it directly."; + mes "We give it to great participants who do their best in the training."; next; - mes "[Boya]"; - mes "There's someone there named... Uh... he is waiting for you to follow his direction."; - close; - } - if (para_suv01 == 21) { - mes "[Boya]"; - mes "You finished the second step of training."; - mes "Now do you understand how this world is organized?"; + mes "-Boya eyes you from top to bottom."; + mes "Hmm... he seems to think something is wrong.-"; next; mes "[Boya]"; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with what you need."; + mes "Due to emotion."; next; + select("What?!"); mes "[Boya]"; - mes "The person in charge of equipment storage will supply you with what you need."; - para_suv01 = 22; - completequest 7146; - close; - } - if (para_suv01 == 22) { - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; + mes "So, will you join the training or not?"; + mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight."; + mes "Make a decision, hurry."; next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + switch (select("Participate in the training.:Refuse!!")) { + mes "[Boya]"; + case 1: + callsub S_Quest1; + callsub S_Quest2; + callsub S_Quest3; + case 2: + mes "You are so rude!"; + specialeffect2 EF_HIT1; + percentheal -50,0; + next; + mes "-Beats quickly and this shining Rune Knight turns invisible."; + mes "It hurts too much-"; + close; + } + case 3: + mes "Don't bother me."; close; } - if (para_suv01 == 23) { - mes "[Boya]"; - mes "Hey long time no see."; - mes "So what's up?"; + } + else if (para_suv01 < 5) { + mes "Hey, I already talked all about the training areas."; + mes "I will explain again please concentrate."; + next; + mes "[Boya]"; + mes "An oasis souteast of Morroc."; + mes "There is a big dog in the center."; + mes "The detailed story is written in the log, see?"; + } + else if (para_suv01 == 5) { + mes "Oh you've come back."; + mes "Good job."; + mes "Now you are adapting."; + next; + mes "[Boya]"; + mes "Completed step 1."; + mes "Congratulations."; + mes "We will give you a uniform and some equipment."; + next; + mes "[Boya]"; + mes "Can you see a large blue gate next to the board?"; + mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + next; + mes "[Boya]"; + mes "Inform the manager that I sent you. He will give you some stuff."; + mes "Go go go!"; + para_suv01 = 11; + completequest 7132; + } + else if (para_suv01 < 10) { + mes "The training name was 'Conquer the Culvert!."; + mes "Did you explore the culvert fully?"; + next; + mes "[Boya]"; + mes "Come back when you've completed all the courses from the local trainer."; + } + else if (para_suv01 == 10) { + mes "Oh you're back."; + mes "Good job."; + mes "Now you are adapting."; + next; + mes "[Boya]"; + mes "Completed step 1."; + mes "Congratulations."; + mes "My team will give you a uniform and some equipment."; + next; + mes "[Boya]"; + mes "Can you see a large blue gate next to the board?"; + mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + next; + mes "[Boya]"; + mes "Inform the manager that I sent you. He will give you some stuff."; + mes "Go go go!"; + para_suv01 = 11; + completequest 7137; + } + else if (para_suv01 == 11) { + mes "What are you doing?"; + mes "Get the equipment from the storage manager."; + mes "Our uniform is pretty awesome haha."; + } + else if (para_suv01 == 12) { + mes "Um, did you like the supplies?"; + mes "I like the red hat."; + mes "The red ribbon is really cute."; + next; + mes "[Boya]"; + if (BaseLevel > 25) { + mes "And you seem to."; + mes "Able to take upper class, now."; + mes "What about it, do you want?"; next; - switch (select("I want to join training.:Nothing.")) { - case 1: + switch (select("No, way.:Absolutely, I will.")) { mes "[Boya]"; - mes "Hmm... really?"; - mes "Let me see... which step is good for you..."; - next; - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - mes "[Boya]"; - mes "Sooo sorry but to join this training You need to be at least level 40."; - mes "Concentrate to become higher level then come back."; + case 1: + mes "Really?"; + mes "Actually I don't care but the uniform will be changed as upper class."; close; case 2: - mes "[Boya]"; - mes "Did you come to see me?"; - mes "Just that? Without anything?"; - mes "At could have least brought some chocolate..."; + mes "Cool."; + mes "Let me choose a proper place for you."; next; mes "[Boya]"; - mes "Banana roll or stripe straw... anything."; - mes "Oh, I don't eat snacks with cinnamon..."; - close; + callsub S_Quest2; + callsub S_Quest3; } } - if ((para_suv01 > 23) && (para_suv01 < 28)) { - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - close; - } - if (para_suv01 == 28) { - mes "[Boya]"; - mes "Cool! You passed the third step of training."; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with some equipment."; - next; - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; - next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - para_suv01 = 37; - completequest 7151; - close; - } - if ((para_suv01 > 28) && (para_suv01 < 32)) { - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - close; - } - if (para_suv01 == 32) { - mes "[Boya]"; - mes "Cool! You passed the third step of training."; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with some equipment."; - next; - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; - next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - para_suv01 = 37; - completequest 7155; - close; - } - if ((para_suv01 > 32) && (para_suv01 < 36)) { - mes "[Boya]"; - mes "First take a ship toward to Bayalan from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - close; - } - if (para_suv01 == 36) { - mes "[Boya]"; - mes "Cool! You passed the third step of training."; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with some equipment."; - next; - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; - next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - para_suv01 = 37; - completequest 7159; - close; - } - if (para_suv01 == 37) { - mes "[Boya]"; - mes "If you finish all of the steps go and get your supplies."; - mes "We offer equipment to those who complete the training."; - next; - mes "[Boya]"; - mes "We might serve you other things."; - mes "If you have any questions, ask the person in charge of the arsenal."; + else { + mes "The battle training is organized into steps."; + mes "When you able to join next step come back again after leveling more."; next; mes "[Boya]"; - mes "The arsenal is past the blue gate and at the end of the right side of the passage."; - close; + mes "The next training step is available for those over Level 26."; + mes "When you reach that level, come by again. get it?"; } - if (para_suv01 >= 38) { - mes "[Boya]"; - mes "My boss created all the courses for the training."; - mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free."; - next; - mes "[Boya]"; - mes "People who show their effort for my team and the world can get some supplies."; - mes "That's why these courses were made."; - next; - mes "[Boya]"; - mes "Basically we are supposed to offer these supplies for beginners"; - mes "but if experts want to participate this training, we accept them."; - next; + } + else if (para_suv01 < 16) { + mes "The training area is at the north cave of Payon."; + mes "A staff member is already dispatched there."; + mes "Find him and follow his directions."; + } + else if (para_suv01 == 16) { + mes "You finished the second step of training."; + mes "Now do you understand how this world is organized?"; + next; + mes "[Boya]"; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with what you need."; + next; + mes "[Boya]"; + mes "Choose an equipment that fits your particular set of skills."; + para_suv01 = 22; + completequest 7141; + } + else if (para_suv01 < 21) { + mes "The training area is southwest of Morroc."; + mes "Enter the Saint Darmain Fortress to reach it directly."; + next; + mes "[Boya]"; + mes "There's someone there named... Uh... he is waiting for you to follow his direction."; + } + else if (para_suv01 == 21) { + mes "You finished the second step of training."; + mes "Now do you understand how this world is organized?"; + next; + mes "[Boya]"; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with what you need."; + next; + mes "[Boya]"; + mes "The person in charge of equipment storage will supply you with what you need."; + para_suv01 = 22; + completequest 7146; + } + else if (para_suv01 == 22) { + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + } + else if (para_suv01 == 23) { + mes "Hey long time no see."; + mes "So what's up?"; + next; + switch (select("I want to join training.:Nothing.")) { mes "[Boya]"; - mes "Although the uniform and equipment might be useless."; - mes "participating in this training means they want to become a member of our group."; + case 1: + mes "Hmm... really?"; + mes "Let me see... which step is good for you..."; next; mes "[Boya]"; - mes "Yes that's all."; - mes "That's why when we decided a hat design it was really difficult."; + if (BaseLevel < 40) { + mes "Sooo sorry but to join this training You need to be at least level 40."; + mes "Concentrate to become higher level then come back."; + close; + } + callsub S_Quest3; + case 2: + mes "Did you come to see me?"; + mes "Just that? Without anything?"; + mes "At could have least brought some chocolate..."; next; mes "[Boya]"; - mes "Remember this when you use the equipment."; - mes "But if you decide to sell or trade them off, it is none of our concern."; + mes "Banana roll or stripe straw... anything."; + mes "Oh, I don't eat snacks with cinnamon..."; close; } + } + else if (para_suv01 < 28) { + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + } + else if (para_suv01 == 28) { + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + para_suv01 = 37; + completequest 7151; + } + else if (para_suv01 < 32) { + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + } + else if (para_suv01 == 32) { + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + para_suv01 = 37; + completequest 7155; + } + else if (para_suv01 < 36) { + mes "First take a ship toward to Bayalan from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + } + else if (para_suv01 == 36) { + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + para_suv01 = 37; + completequest 7159; + } + else if (para_suv01 == 37) { + mes "[Boya]"; + mes "If you finish all of the steps go and get your supplies."; + mes "We offer equipment to those who complete the training."; + next; mes "[Boya]"; + mes "We might serve you other things."; + mes "If you have any questions, ask the person in charge of the arsenal."; + next; + mes "[Boya]"; + mes "The arsenal is past the blue gate and at the end of the right side of the passage."; + } + else if (para_suv01 >= 38) { + mes "My boss created all the courses for the training."; + mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free."; + next; + mes "[Boya]"; + mes "People who show their effort for my team and the world can get some supplies."; + mes "That's why these courses were made."; + next; + mes "[Boya]"; + mes "Basically we are supposed to offer these supplies for beginners"; + mes "but if experts want to participate this training, we accept them."; + next; + mes "[Boya]"; + mes "Although the uniform and equipment might be useless."; + mes "participating in this training means they want to become a member of our group."; + next; + mes "[Boya]"; + mes "Yes that's all."; + mes "That's why when we decided a hat design it was really difficult."; + next; + mes "[Boya]"; + mes "Remember this when you use the equipment."; + mes "But if you decide to sell or trade them off, it is none of our concern."; + } + else { mes "What do you want?"; mes "I doubt that you need more training."; next; mes "[Boya]"; mes "There is nothing more I can teach a battle master such as yourself."; - close; } - mes "[Boya]"; - mes "You are not in my group are you?"; - mes "I don't have anything to say to outsiders."; - mes "If you want something register with my group."; + close; +S_Quest1: + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; next; mes "[Boya]"; - mes "To register with the Eden Group ask Laime Evenor next to me."; + if (BaseLevel < 12) { + mes "Umm. You should raise your level more!"; + mes "You need to be at least level 12!"; + mes "I'm sorry but those are the rules."; + close; + } + if (BaseLevel < 20) { + mes "The first step is course A."; + mes "Course A is called 'Conquer the Desert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "^4d4dffThere is a desert town called Morroc."; + mes "From there go south and then east. There is small oasis in the center of that field.^000000"; + next; + mes "[Boya]"; + mes "If you go there, you will find a dog around the oasis."; + mes "He is really mysterious and he can speak so don't be suprised."; + next; + mes "[Boya]"; + mes "Tell the dog ^4d4dffBoya is really great.^000000"; + mes "If you have any questions ask that dog."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "I had to come up with a password right?"; + mes "What's wrong with that password?"; + next; + mes "[Boya]"; + mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + para_suv01 = 1; + setquest 7128; + close; + } + if (BaseLevel < 26) { + mes "I'll send you to the first step of course B."; + mes "Course B is called 'Conquer the Culvert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "You need to register to explore the culvert in Prontera at the Knight Guild."; + mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; + next; + mes "[Boya]"; + mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; + next; + mes "[Boya]"; + mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; + mes "He is really mysterious and he can speak so don't be suprised."; + mes "He will give you a battle target when you tell him that."; + mes "If you have any questions ask the cat."; + next; + mes "[Boya]"; + mes "Why are you staring at me like that?"; + mes "It's just a password that I made up."; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + para_suv01 = 6; + setquest 7133; + close; + } + return; +S_Quest2: + if (BaseLevel < 33) { + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the western hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway he is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, may Freya bless you~!"; + para_suv01 = 13; + setquest 7138; + close; + } + if (BaseLevel < 40) { + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "He is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, blessing you~!!"; + para_suv01 = 17; + setquest 7142; + close; + } + return; +S_Quest3: + if (BaseLevel < 50) { + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + para_suv01 = 24; + setquest 7147; + } + else if (BaseLevel < 60) { + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + para_suv01 = 29; + setquest 7152; + } + else { + mes "You are on the last step."; + mes "This course is called 'Conquer the Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship to to Byalan Island from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, may Freya bless you!"; + para_suv01 = 33; + setquest 7156; + } close; } @@ -1309,7 +826,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "Not a wolf."; mes "I wasn't a dog originally..."; next; - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Talking Dog]"; mes "Anyway are you a Eden Group member?"; mes "Oh good to see you."; @@ -1517,7 +1034,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ if (para_suv01 < 13) { - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Karl]"; mes "Hey, how are you?"; mes "Good to see you~"; @@ -1660,7 +1177,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ if (para_suv01 < 17) { - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Cloud]"; mes "Oops."; mes "You are a member of my group."; @@ -1850,7 +1367,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ if (para_suv01 < 24) { - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Hooksha]"; mes "Unbelievable why did you come here?"; mes "Um... You are not on the third step of the training?"; @@ -2119,7 +1636,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ if (para_suv01 < 33) { - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Callandiva]"; mes "How did you get so deep in this ocean city?"; mes "Ah, that symbol is of our group."; @@ -2262,51 +1779,47 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "Why did you come here?"; next; switch (select("To get supplies:Where is here?:Upgrade equipment")) { + mes "[Michael]"; case 1: if (para_suv01 == 11) { - mes "[Michael]"; mes "If you've completed step 1"; mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots."; mes "^4d4dffCheck your inventory first.^000000"; next; - switch (select("Let me check my inventory:I have enough room.")) { - case 1: + if (select("Let me check my inventory:I have enough room.") == 1) { mes "[Michael]"; mes "Make sure you have enough room for the supplies."; close; - case 2: - mes "[Michael]"; - mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,"; - mes "will only be given out once."; - mes "So treat them with caution and care."; - next; - mes "[Michael]"; - mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades."; - next; - mes "[Michael]"; - mes "One Eden Group Hat."; - mes "One Eden Group Uniform I."; - mes "One pair of Eden Group Boots I."; - mes "One Eden Group Manteau."; - mes "A total of 4 supplies, that's all."; - para_suv01 = 12; - para_suv02 = 1; - getitem 5583,1; //Para_Team_Hat1 - getitem 2560,1; //Para_Team_Manteau1 - getitem 2456,1; //Para_Team_Boots1 - getitem 15009,1; //Para_Team_Uniform1 - next; - mes "[Michael]"; - mes "Is that correct?"; - mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops."; - next; - mes "[Michael]"; - mes "We made them especially for the Eden Group."; - close; } - } - if (para_suv01 == 22) { mes "[Michael]"; + mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,"; + mes "will only be given out once."; + mes "So treat them with caution and care."; + next; + mes "[Michael]"; + mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades."; + next; + mes "[Michael]"; + mes "One Eden Group Hat."; + mes "One Eden Group Uniform I."; + mes "One pair of Eden Group Boots I."; + mes "One Eden Group Manteau."; + mes "A total of 4 supplies, that's all."; + para_suv01 = 12; + para_suv02 = 1; + getitem Para_Team_Hat,1; //Para_Team_Hat1 + getitem Para_Team_Manteau,1; //Para_Team_Manteau1 + getitem Para_Team_Boots1,1; //Para_Team_Boots1 + getitem Para_Team_Uniform1,1; //Para_Team_Uniform1 + next; + mes "[Michael]"; + mes "Is that correct?"; + mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops."; + next; + mes "[Michael]"; + mes "We made them especially for the Eden Group."; + } + else if (para_suv01 == 22) { mes "If you've completed step 2, we offer extra weapons including the basic equipment."; next; mes "[Michael]"; @@ -2323,486 +1836,73 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "^4d4dffPlease check your inventory to get those items.^000000"; next; - switch (select("I will make more space.:I have got enough space.")) { - case 1: + if (select("I will make more space.:I have got enough space.") == 1) { mes "[Michael]"; mes "Make enough space."; close; - case 2: - if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have one and Two-handed swords."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Slayer I: Two-handed sword. attack 162."; - mes "Eden Saber I: One-handed sword. attack 147."; - mes "Both are Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Slayer I:Eden Sabre I")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Slayer I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1192,1; //P_Slayer1 - getitem 18514,1; //Para_Team_Hat2 - getitem 2571,1; //Para_Team_Manteau2 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Two-handed sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1192,1; //P_Slayer1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Sabre I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - mes "This is what we strive for."; - close; - } - } - if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Dagger I: Dagger. MATK+60, attack 124."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Dagger I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Dagger, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - mes "This is what we strive for."; - close; - } - if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a One-handed sword."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Saber I: One-handed sword. attack 147."; - mes "Eden Mace I: Mace. attack 142."; - mes "Both are level 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Sabre I:Eden Mace I")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Sabre I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed Sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - mes "This is what we strive for."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Bow I: Bow. attack 82."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Bow I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1747,1; //P_Bow1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Bow, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1747,1; //P_Bow1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a staff."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Mace I: Mace. attack 142."; - mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60."; - mes "Both are Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Staff I:Eden Mace I")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Staff I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Staff I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Gunslinger) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Revolver I: Revolver. HIT-5, attack 44."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Revolver I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13112,1; //P_Revolver1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Revolver, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13112,1; //P_Revolver1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - mes "[Michael]"; - mes "Let me see... you will receive.."; - mes "the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "I don't know what weapon will suit you so, you'll get a Dagger."; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Weapon, Uniform and Boots all 3 supplies."; + } + mes "[Michael]"; + if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { + callsub S_Select,"We have one and Two-handed swords", + P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","",//P_Slayer1 + P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.";//P_Sabre1 + } + if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) { + callsub S_Select,"", + P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for.";//P_Dagger1 + } + if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { + callsub S_Select,"We have a mace and a One-handed sword", + P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.",// P_Sabre1 + P_Mace1,"Eden Mace I","Mace","Attack 142","";// P_Mace1 + } + if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { + callsub S_Select,"", + P_Bow1,"Eden Bow I","Bow","Attack 82","";//P_Bow1 + } + if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { + callsub S_Select,"We have a mace and a staff", + P_Staff1,"Eden Mace I","Mace","Attack 142","", //P_Staff1 + P_Mace1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; //P_Mace1 + } + if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { + callsub S_Select,"", + P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60","";//P_Staff1 + } + if (Class == Job_Gunslinger) { + callsub S_Select,"", + P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44","";//P_Revolver1 + } + + mes "Let me see... you will receive.."; + mes "the Eden Group Boots II and Uniform II."; + next; + mes "[Michael]"; + para_suv01 = 23; + getitem P_Dagger1,1; //P_Dagger1 + getitem Para_Team_Boots2,1; //Para_Team_Boots2 + getitem Para_Team_Uniform2,1; //Para_Team_Uniform2 + if (para_suv02 == 0) { mes "I don't know what weapon will suit you so, you'll get a Dagger."; - mes "Please check it again."; - para_suv01 = 23; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + getitem Para_Team_Hat,1; //Para_Team_Hat + getitem Para_Team_Manteau,1; //Para_Team_Manteau para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; - mes "I hope they're useful to you."; + mes "Check your supplies again and look after it."; close; } - } - if (para_suv01 == 37) { + para_suv02 = 2; + mes "A Weapon, Uniform and Boots all 3 supplies."; + mes "I don't know what weapon will suit you so, you'll get a Dagger."; + mes "Please check it again."; + next; mes "[Michael]"; + mes "I hope they're useful to you."; + } + else if (para_suv01 == 37) { mes "You've completed the last training course."; mes "It's time for you to receive a new weapon."; next; @@ -2814,522 +1914,69 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "^4d4dffPlease check you inventory to get those supplies.^000000"; next; - switch (select("I'll come back.:I have enough room.")) { - case 1: + if (select("I'll come back.:I have enough room.") == 1) { mes "[Michael]"; mes "Make sure you have enough room."; close; - case 2: - if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have one and Two-handed swords."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Saber II: One-handed sword. attack 170."; - mes "Eden Slayer II: Two-handed sword. attack 185."; - mes "Both of them are Lv. 2 weapons and the required level is 40."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Saber II:Eden Slayer II")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Sabre II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed sword, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Slayer II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1193,1; //P_Slayer2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Two-handed sword, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1193,1; //P_Slayer2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Dagger II: Dagger. MATK+70, attack 158."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Dagger II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Dagger, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a staff."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Mace II: Mace. attack 163."; - mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60."; - mes "Both of them are Lv. 2 weapons and the required level is 40."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Staff II:Eden Mace II")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Staff II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Bow II: Bow. attack 82."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Bow II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1748,1; //P_Bow2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Bow, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1748,1; //P_Bow2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Dagger II: Dagger. MATK+70, attack 158."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Dagger II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Dagger, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Staff II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a one-handed sword."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Saber II: One-handed sword. attack 170."; - mes "Eden Mace II: Mace. attack 163."; - mes "Both of them are Lv. 2 weapons and the required level is 40."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Saber II:Eden Mace II")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Sabre II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Gunslinger) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Revolver II: Revolver. HIT-5, attack 60."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Revolver II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13113,1; //P_Revolver2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Revolver, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13113,1; //P_Revolver2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - mes "[Michael]"; - mes "Let me see... you will receive.."; - mes "the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Uniform and Boots all 2 supplies."; - mes "Please check it again."; - para_suv01 = 38; + } + mes "[Michael]"; + if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { + callsub S_Select,"We have one and Two-handed swords", + P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",///P_Sabre2 + P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185","";//P_Slayer2 + } + if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) { + callsub S_Select,"", + P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158","";//P_Dagger2 + } + if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { + callsub S_Select,"We have a mace and a staff", + P_Staff2,"Eden Mace II","Mace","Attack 163","", //P_Staff2 + P_Mace2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60",""; //P_Mace2 + } + if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { + callsub S_Select,"", + P_Bow2,"Eden Bow II","Bow","Attack 82","";//P_Bow2 + } + if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { + callsub S_Select,"", + P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60","";//P_Staff2 + } + if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { + callsub S_Select,"We have a mace and a One-handed sword", + P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",//P_Sabre2 + P_Mace2,"Eden Mace II","Mace","Attack 163","";// P_Mace2 + } + if (Class == Job_Gunslinger) { + callsub S_Select,"", + P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60","";//P_Revolver2 + } + mes "Let me see... you will receive.."; + mes "the Eden Group Boots III and Uniform III."; + next; + para_suv01 = 38; + getitem Para_Team_Boots3,1; //Para_Team_Boots3 + getitem Para_Team_Uniform3,1; //Para_Team_Uniform3 + mes "[Michael]"; + if (para_suv02 == 0) { + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; para_suv02 = 3; - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 + getitem Para_Team_Hat,1; //Para_Team_Hat + getitem Para_Team_Manteau,1; //Para_Team_Manteau next; mes "[Michael]"; - mes "I hope they're useful to you."; + mes "Check your supplies again and look after it."; close; } + para_suv02 = 3; + mes "A Uniform and Boots all 2 supplies."; + mes "Please check it again."; + next; mes "[Michael]"; + mes "I hope they're useful to you."; + } + else { mes "Wait...I will check the record..."; mes "..."; mes "...hummmm."; @@ -3337,10 +1984,9 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "Sorry, but I can't find any record that you can obtain supplies."; mes "Are you sure?"; - close; } + close; case 2: - mes "[Michael]"; mes "We store weapons, armor and other goods which were created by the Eden Group here."; mes "We also have a lot of special stuff."; next; @@ -3355,149 +2001,22 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "If I make a mistake, Reke will punish me."; close; case 3: - mes "[Michael]"; mes "You mean upgrading equipment, right?"; mes "We can only upgrade the Eden Group Hat."; next; + mes "[Michael]"; if (para_suv02 == 3) { - if (countitem(5583) > 0) { + if (countitem(Para_Team_Hat) > 0) { disable_items; - mes "[Michael]"; mes "What status bonus do you want to upgrade?"; next; switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) { - case 1: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade STR^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 2: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade AGI^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 3: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade VIT^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 4: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade INT^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 5: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade DEX^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 6: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade LUK^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } + case 1: callsub S_Upgrade,"STR",4701; + case 2: callsub S_Upgrade,"AGI",4731; + case 3: callsub S_Upgrade,"VIT",4741; + case 4: callsub S_Upgrade,"INT",4711; + case 5: callsub S_Upgrade,"DEX",4721; + case 6: callsub S_Upgrade,"LUK",4751; case 7: mes "[Michael]"; mes "Why? It'll be beter than it is."; @@ -3508,13 +2027,11 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ close; } } - mes "[Michael]"; mes "First come with a Hat that you want me to upgrade."; mes "Make sure that it's in your inventory, got it?"; close; } if (para_suv02 == 4) { - mes "[Michael]"; mes "Umm, didn't you upgrade this already?"; mes "According to the records"; mes ""+strcharinfo(0)+": Has already upgraded their Hat."; @@ -3524,7 +2041,6 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "Sorry but I can't do it twice."; close; } - mes "[Michael]"; mes "You haven't received all the supplies up to step 3."; mes "Upgrading your Hat is a special service."; next; @@ -3532,9 +2048,109 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "Sorry but I can't help you."; close; } +S_Upgrade: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade "+ getarg(0) +"^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + para_suv02 = 4; + delitem Para_Team_Hat,1; + getitem2 5583,1,1,0,0,0,0,0,getarg(1); + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + +S_Select: + .@total_arg = getargcount(); + if (.@total_arg < 7) + mes "We only have 1 weapon for you."; + else { + mes "What kind of weapon do you want?"; + mes getarg(0); + mes "Here are the options."; + } + next; + mes "[Michael]"; + for ( .@i = 1; .@i < .@total_arg; .@i += 5 ) { + .@menu$ = .@menu$ + getarg(.@i+1) + ":"; + mes getarg(.@i+1)+": "+ getarg(.@i+2) +". "+ getarg(.@i+3) +"."; + } + if (.@total_arg < 7) + mes "It is Lv. 2 and the required level is "+ (para_suv01 == 22 ? "26" : "40") +"."; + else + mes "Both of them are Lv. 2 weapons and the required level is "+ (para_suv01 == 22 ? "26" : "40") +"."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + if (.@total_arg < 7) { + .@i = 1; + mes "[Michael]"; + mes "You'll receive the "+ getarg(.@i+1) +"."; + next; + mes "[Michael]"; + } + else { + .@i = (select(.@menu$) -1) *5 +1; + mes "[Michael]"; + mes "You've chosen the "+ getarg(.@i+1) +"."; + } + if (para_suv01 == 22) { + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + getitem Para_Team_Boots2,1; // Para_Team_Boots2 + getitem Para_Team_Uniform2,1;// Para_Team_Uniform2 + para_suv01 = 23; + } + else { + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + getitem Para_Team_Boots3,1;// Para_Team_Boots3 + getitem Para_Team_Uniform3,1;// Para_Team_Uniform3 + para_suv01 = 38; + } + getitem getarg(.@i),1; + mes "[Michael]"; + if (para_suv02 == 0) { + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + getitem Para_Team_Hat2,1;// Para_Team_Hat2 + getitem Para_Team_Manteau2,1; // Para_Team_Manteau2 + if (para_suv01 == 22) + para_suv02 = 2; + else + para_suv02 = 3; + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + } + else { + if (para_suv01 == 22) + para_suv02 = 2; + else + para_suv02 = 3; + mes "A "+ getarg(.@i+2) +", Uniform and Boots all 3 supplies."; + mes "Please check it again."; + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + mes getarg(.@i+4); + } + close; } -moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ +moc_para01,179,44,3 script Chef 820,{ mes "[Chef]"; mes "What's up?"; mes "Do you want a Meal? Or do you have other business?"; @@ -3614,7 +2230,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "Ah, Kim-dduck-soon."; mes "It's the representative meal for normal citizens."; next; - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { if (Zeny > 2699) { mes "[Chef]"; mes "Hey, here you are."; @@ -3622,7 +2238,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; - Zeny -= 2700; + Zeny = Zeny - 2700; percentheal 50,0; percentheal 0,50; close; @@ -3639,7 +2255,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; - Zeny -= 3000; + Zeny = Zeny - 3000; percentheal 50,0; percentheal 0,50; close; @@ -3653,7 +2269,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "Course meal B?"; mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature."; next; - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { if (Zeny > 3599) { mes "[Chef]"; mes "Hey, here you are."; @@ -3661,7 +2277,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; - Zeny -= 3600; + Zeny = Zeny - 3600; percentheal 75,0; percentheal 0,75; close; @@ -3678,7 +2294,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; - Zeny -= 4000; + Zeny = Zeny - 4000; percentheal 75,0; percentheal 0,75; close; @@ -3688,7 +2304,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "How many times do I have to tell you?"; close; case 4: - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { if (Zeny > 4499) { mes "[Chef]"; mes "Hey, here you are."; @@ -3697,7 +2313,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- The Rib Eye Roll is grilled on the oak."; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered your HP and SP. -"; - Zeny -= 4500; + Zeny = Zeny - 4500; percentheal 100,0; percentheal 0,100; close; @@ -3716,7 +2332,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- The Rib Eye Roll is grilled on the oak."; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered your HP and SP. -"; - Zeny -= 5000; + Zeny = Zeny - 5000; percentheal 100,0; percentheal 0,100; close; @@ -3731,7 +2347,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ close; } case 2: - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Chef]"; mes "Most jobs should be managed by yourself. So it might be difficult, right?"; mes "Actually it's harmful so they have requested continuously."; @@ -3838,1286 +2454,1859 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ } } -moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ +moc_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{ mes "[Instructor Ur]"; - if (countitem(6219) > 0) { - if (BaseLevel < 60) { - mes "Umm. You should raise your level more!"; - mes "You need to be at least level 60!"; - mes "I'm sorry but those are the rules."; + if (countitem(Para_Team_Mark) < 1) {// Para_Team_Mark + mes "Hey there!"; + mes "I see you're not one of our agents?"; + mes "Are you interested in joining us?"; + next; + mes "[Instructor Ur]"; + mes "There are no fees to join!"; + mes "We are brokers that send help where help is needed. More adventurers like you means more profit."; + next; + mes "[Instructor Ur]"; + mes "If you're interested, talk to Raim."; + mes "Raim's a good guy."; + mes "Hahaha.."; + } + else if (para_2nd01 == 0) { + mes "Hello?"; + mes "Do you need help?"; + mes "This is a general request in order to receive the next board's request."; + next; + if (select( "What are you doing here?", "It's nothing." ) == 2) { + mes "[Instructor Ur]"; + mes "I guess I have no business with you then."; close; } - if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; - next; - para_suv01 = 39; - setquest 7214; + mes "[Instructor Ur]"; + mes "Well, I'm an instructor for Eden Group."; + next; + mes "[Instructor Ur]"; + mes "I'm here to give you missions based on your current base level."; + mes "These missions are not very difficult to do."; + next; + mes "[Instructor Ur]"; + mes "I am the senior instructor here at Eden Group."; + mes "What do you say are you up for the challenge?"; + next; + if (select( "Not today I'm not.", "Okay, I'll try." ) == 1) { mes "[Instructor Ur]"; - mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; + mes "Really?"; + mes "That's so sad."; + mes "When you finish these missions I will even give you a pretty decent reward."; close; } - if ((para_suv01 == 39) && (romeo < 4)) { - mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000."; + mes "[Instructor Ur]"; + mes "Yeah!"; + mes "Ok, let me check what mission you should get ok?"; + next; + mes "[Instructor Ur]"; + if (BaseLevel < 60) { + mes "Well... I know that you've got the heart but you're just a little too weak to help."; next; mes "[Instructor Ur]"; - mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; - close; + mes "Sorry, but your basic level should be at least 60 to help with these missions."; } - if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5; - if (para_suv01 == 41) callsub L_Toren; - if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70; - if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; - next; - para_suv01 = 43; - setquest 7219; + else if (BaseLevel < 70) { + mes "Ok, I guess you're the bare minimum level for these missions."; + next; mes "[Instructor Ur]"; - mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; - close; - } - if ((para_suv01 == 43) && (johan < 3)) { - mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000."; + mes "Based on your level, I think that the Comodo area suits you."; next; mes "[Instructor Ur]"; - mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; - close; - } - if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7; - if (para_suv01 == 44) callsub L_Toren; - if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80; - if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; - next; - para_suv01 = 46; - setquest 7223; + mes "Do you know where Comodo is?"; + mes "You can get there by going to Morocc and then through Pharos Lighthouse."; + next; mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; - close; - } - if ((para_suv01 == 46) && (kiren < 3)) { - mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000."; + mes "Comodo is a small city on the coast with many caves."; next; mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; - close; - } - if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9; - if (para_suv01 == 47) callsub L_Toren; - if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90; - if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; - next; - para_suv01 = 49; - setquest 7229; + mes "Look for the cave located to the north. There's someone there named Romeo."; + mes "You know? As in Romeo, Romeo, wherefore art thou Romeo."; + next; mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; - close; + mes "Go there are get the mission from him."; + mes "Well, then come back here alive when you're done!"; + para_2nd01 = 1; + setquest 7214;// Advanced Training at Comodo } - if ((para_suv01 == 49) && (naomi < 3)) { - mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000."; + else if (BaseLevel < 80) { + mes "Let's see..."; + mes "Your level would suggest that Comodo is just too easy for you."; + mes "Yeah, here we go."; next; mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; - close; - } - if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11; - if (para_suv01 == 50) callsub L_Toren; - if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100; - if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; - next; - para_suv01 = 52; - setquest 7233; + mes "Do you know where Glast Heim is?"; + mes "If there was a tragic accident now, the capital of the Rune-Midgarts Kingdom could revert back to there."; + next; mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; - close; + mes "Well, if it wasn't infested with undead monsters, it would become the new capitol of Rune-Midgarts."; + next; + mes "[Instructor Ur]"; + mes "Please, come back alive."; + para_2nd01 = 7; + setquest 7219;// Advanced Training at Glast Heim } - if ((para_suv01 == 52) && (margaret < 7)) { - mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000."; + else if (BaseLevel < 90) { + mes "Ah, ok so for you..."; + mes "Hmm where do I send you?"; next; mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; - close; + mes "There an industrial city called Einbroch."; + mes "You know it? It's a city covered in smog."; + mes "It's a pretty gloomy city come to think of it."; + next; + mes "[Instructor Ur]"; + mes "Anyways, go to Einbroch and find the Dispatched Instructor there. He should be in the field south of the main city."; + setquest 7223;// Advanced Training in Einbroch + para_2nd01 = 12; + } + else + callsub S_Quest89100; + } + else if (para_2nd01 == 5) { + mes "Oh, there he is."; + mes "Romeo seems to be back from his field report."; + next; + mes "[Instructor Ur]"; + mes "We have rewards for you."; + mes "I'm sure Romeo gave you some items, but we brought more useful things."; + next; + mes "[Instructor Ur]"; + mes "Do you know where the weapon storage is at?"; + mes "Go out through that large blue door and walk to the end of the hallway."; + mes "Ask the Blacksmith, and he will give you new equipment."; + next; + mes "[Instructor Ur]"; + mes "And the 2nd stage training and missions start at level 70, so come back then."; + mes "Don't forget, I'll be waiting for you."; + para_2nd01 = 6; + para_2nd02 = 1; + erasequest 7218;// Report to Instructor Ur + } + else if (para_2nd01 == 6) { + if (BaseLevel > 69) { + mes "Hey, buddy~"; + mes "What's going on?"; + next; + switch( select( "I want to start training.", "I'm just visiting." ) ) { + mes "[Instructor Ur]"; + case 1: + mes "Hmm... You have a good form!"; + mes "Let me see...."; + mes "Which location would suit you...?"; + next; + mes "[Instructor Ur]"; + if (BaseLevel < 80) { + mes "Ah, this place should be good!"; + mes "Do you know where Glast Heim is?"; + mes "If it wasn't for that terrible accident, Glast Heim would still be"; + mes "the capital of Rune Midgard, not Prontera."; + next; + mes "[Instructor Ur]"; + mes "Anyways, that ancient castle is now full of undead monsters ."; + mes "It's especially bad around the Abbey in the south."; + next; + mes "[Instructor Ur]"; + mes "All of those undead monsters come from the underground graveyard"; + mes "Well... I guess you don't have to go all the way into the graveyard..."; + next; + mes "[Instructor Ur]"; + mes "Once you get to the Abbey you'll see our unit member stationed in front of the entrance."; + mes "Follow his instructions to help clear out that area."; + next; + mes "[Instructor Ur]"; + mes "Please come back alive."; + para_2nd01 = 7; + setquest 7219;// Advanced Training at Glast Heim + } + else if (BaseLevel < 90) + callsub S_Quest7990; + else + callsub S_Quest89100; + close; + case 2: + mes "Really? At your level, I think you can easily complete the top class missions.."; + mes "I'll be here if you change your mind."; + close; + } + } + else { + mes "2nd stage training missions start at level 70."; + mes "I'll see you then."; + mes "Did you pick up the necessary equipment from the storage?"; + mes "Hahaha!"; + } + } + else if (para_2nd01 == 10) { + mes "Oh! You're here!"; + mes "I just got a message from Johan."; + mes "I think he's not telling me something, but I can't figure out what that is."; + next; + mes "[Instructor Ur]"; + mes "Anyways, good job. I'm glad you're not hurt"; + mes "The Blacksmith BK said he'll reinforce your weapon."; + next; + callsub S_Para2; + mes "[Instructor Ur]"; + mes "You know where the Blacksmith is at right??"; + mes "Go out through the blue door, to the end of the hallway."; + mes "BK is a great blacksmith, he'll make your weapon stronger."; + mes "What are you waiting for?"; + para_2nd01 = 11;// Report to Instructor Ur + erasequest 7222; + } + else if (para_2nd01 == 11) { + if (BaseLevel > 79) { + mes "Ah, ever so improving "+ strcharinfo(0) +"?"; + mes "To what do I owe this pleasure?"; + next; + switch( select( "I came for more training.", "I'm just visiting." ) ) { + mes "[Instructor Ur]"; + case 1: + mes "Hmm... You have a good form!"; + mes "Let me see...."; + next; + mes "[Instructor Ur]"; + if (BaseLevel < 90) + callsub S_Quest7990; + else + callsub S_Quest89100; + close; + case 2: + mes "Really? At your level, I think you can easily complete the top class missions.."; + mes "I'll be here if you change your mind."; + close; + } } - if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13; - if (para_suv01 == 53) callsub L_Toren; - if (para_suv01 > 53) { + else { + mes "3rd stage training starts at level 80."; + mes "I'll see you then."; + mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; + } + } + else if (para_2nd01 == 15) { + mes "Ah, you've come."; + mes "I just received a message from Kiren."; + mes "How was he? He didn't throw a tantrum for waking him up?"; + mes "I wouldn't be surprised if he did"; + next; + mes "[Instructor Ur]"; + mes "Anyways, good job. I'm glad you're not hurt."; + mes "The Blacksmith BK said he'll reinforce your weapon."; + next; + callsub S_Para2; + mes "[Instructor Ur]"; + mes "You know where the Blacksmith is at right??"; + mes "Go out through the blue door, to the end of the hallway."; + mes "BK is a great blacksmith, he'll make your weapon stronger."; + mes "What are you waiting for?"; + erasequest 7228;// Report to Instructor Ur + para_2nd01 = 16; + } + else if (para_2nd01 == 16) { + if (BaseLevel > 89) { + mes "It's nice to see you still strong!"; + mes "What brings you today?"; + next; + if (select( "I want to continue training.", "I'm just visiting." ) == 2) { + mes "[Instructor Ur]"; + mes "Really? At your level, I think you can easily complete the top class missions.."; + mes "I'll be here if you change your mind."; + close; + } mes "[Instructor Ur]"; - mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain."; - close; + callsub S_Quest89100; + } + else { + mes "4th stage training starts at level 90."; + mes "I'll see you then."; + mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; } } - mes "You are not in my group are you?"; - mes "I don't have anything to say to outsiders."; - mes "If you want something register with my group."; - next; - mes "[Instructor Ur]"; - mes "To register with the Eden Group ask Laime Evenor next to me."; + else if (para_2nd01 == 20) { + mes "Congratulations on completing all training stages!"; + mes "That took quite a bit of time huh?"; + mes "The Blacksmith BK said he'll reinforce your weapon."; + next; + callsub S_Para2; + mes "[Instructor Ur]"; + mes "You know where the Blacksmith is at right??"; + mes "Go out through the blue door, to the end of the hallway."; + mes "BK is a great blacksmith, he'll make your weapon stronger."; + next; + mes "[Instructor Ur]"; + mes "Good job!"; + para_2nd01 = 30; + erasequest 7232;//Report to Instructor Ur + } + else if (para_2nd01 == 29) { + mes "Congratulations on completing all training stages!"; + mes "How was the Expedition? From the looks of it, it must've been pretty tough."; + next; + mes "[Instructor Ur]"; + mes "Good job.."; + mes "The Blacksmith BK said he'll reinforce your weapon."; + next; + callsub S_Para2; + mes "[Instructor Ur]"; + mes "You know where the Blacksmith is at right??"; + mes "Go out through the blue door, to the end of the hallway."; + mes "BK is a great blacksmith, he'll make your weapon stronger."; + next; + mes "[Instructor Ur]"; + mes "By the way, it looked like Michael had something to tell you as well"; + mes "Go talk to him, he's at the weapon storage as well."; + mes "Go ahead."; + para_2nd01 = 30; + erasequest 7237;// Report to Instructor Ur + } + else if (para_2nd01 == 30) { + mes "Good job."; + mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; + next; + mes "[Instructor Ur]"; + mes "Also, sometimes Michael needs help, so if you have time try to help him out."; + mes "I'm sure he'll reward you for your time."; + } + else if (para_2nd01 < 5) + callsub S_Direction,"Comodo"; + else if (para_2nd01 < 10) + callsub S_Direction,"Glast Heim Castle"; + else if (para_2nd01 < 15) + callsub S_Direction,"Einbroch"; + else if (para_2nd01 < 20) + callsub S_Direction,"Ice Dungeon"; + else if (para_2nd01 < 29) { + mes "You have to travel very far to get to the ^4d4dffRune Midgard Expedition Camp^000000!"; + mes "If you want to stay there then earn your keep by doing missions. Got it?"; + } close; - -L_GiveQuest: - mes "You are just in time! I have a new quest for you, would you like to start it now?"; - next; - if(select("Yes!:No, thanks.") == 2) { +S_Para2: + if (para_2nd02 == 0) { mes "[Instructor Ur]"; - mes "Thats too bad. I had some nice rewards I could have given to you for helping me."; - close; + mes "I just realized... this was your first mission, wasn't it?"; + mes "You must not have gotten the basic equipments yet, right?"; + mes "Pick them up at the weapon storage."; + mes "Ask the Blacksmith Michael and he'll give you the equipment."; + para_2nd02 = 1; + next; } - mes "[Instructor Ur]"; return; -L_CompleteQuest: - mes "Done already? Great work!"; +S_Direction: + mes "So, have you been in ^4d4dff"+ getarg(0) +"^000000 yet?"; + mes "Didn't I tell you to go there?"; + mes "Go there first and then come back to me. Okay?"; + return; + +S_Quest7990: + mes "Hmm.. Not bad ..."; + mes "You must be getting a hang of this.."; + mes "Let's go with a simple mission this time"; next; - para_suv01 = getarg(1); - completequest getarg(0); - if (para_suv02 < getarg(2)) para_suv02 = getarg(2); mes "[Instructor Ur]"; -L_Toren: - mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; - close; -L_Level: - mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000."; - close; + mes "There is a industrial city called Einbroch."; + mes "You've heard of it? It's a city clouded with pollution."; + mes "You'll appreciate the environment here so much more after visiting that city..."; + mes "We should all be thankful."; + next; + mes "[Instructor Ur]"; + mes "Anyways, go out to the field south of Einbroch and you'll see the Dispatched Instructor."; + mes "I'm sure he'll recognize you first."; + mes "Don't forget to bring the Eden Group badge."; + next; + mes "[Instructor Ur]"; + mes "The city's pollution is unbearable"; + mes "But the surrounding fields are relatively clean..."; + mes "This should be pretty easy for you."; + para_2nd01 = 12; + setquest 7223;// Advanced Training in Einbroch + return; + +S_Quest89100: + if (BaseLevel < 100) { + mes "Uh-huh...."; + mes "Hmm..."; + mes "You seem like a cool-headed person. What do you think about the ice caves?"; + next; + mes "[Instructor Ur]"; + mes "North of the city of Rachel is a cave filled with ice."; + mes "Find the Dispatched Instructor there."; + para_2nd01 = 17; + setquest 7229;// Advanced Training in Ice Dungeon + } + else { + mes "Well, well..."; + mes "I don't even know where to send you now."; + mes "I'm sure you are familiar with most places around here"; + next; + mes "[Instructor Ur]"; + mes "Then, should I send you somewhere farther this time?"; + mes "There is a cat hand agent here."; + mes "Do you see him over there?"; + next; + mes "[Instructor Ur]"; + mes "Through him, you can get to Ash Vacuum pretty easily ."; + mes "Since there is a Expedition Camp there..."; + next; + mes "[Instructor Ur]"; + mes "All you have to do is find the Eden Group agent there."; + mes "Tell him I sent you, and he'll give you instructions."; + mes "You can explore the new world"; + mes "It's like a vacation isn't it?"; + next; + mes "[Instructor Ur]"; + mes "Hahaha!"; + mes ".. Maybe I'll go instead of sending you."; + mes "Anyways, their names are Ma~ something... I don't know."; + next; + mes "[Instructor Ur]"; + mes "So, the mission, once again, is finding our agent at the Midgard Expedition Camp."; + mes "Isn't this the easiest mission you've ever had?"; + mes "Don't forget my present when you come back~!"; + para_2nd01 = 22; + setquest 7233;// Advanced Training at Ash Vacuum + } + return; } -comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{ - if ((para_suv01 == 39) && (romeo < 1)) { +//--60~69 +comodo,173,354,5 script Dispatched Instructor#02 1_M_JOBTESTER,{ + mes "[Romeo]"; + if (para_2nd01 < 1) { + mes "How are you?"; + mes "Comodo has the best weather in the whole world."; + mes "Even during the winter, Comodo has great weather."; + next; mes "[Romeo]"; - mes "Ah, there you are."; + mes "Do you know why?"; + mes "Comodo is surrounded by the ocean and caves."; + mes "Seasonal changes don't make any difference in the temperature here."; next; mes "[Romeo]"; - mes "Before we begin, I want to test you."; + mes "Take it easy here."; + mes "This area is a place for relaxation."; + } + else if (para_2nd01 == 1) { + mes "How are you?"; + mes "You were sent here by Instructor Ur right?"; + mes "Did you come here for a quest?"; next; - romeo = 1; - changequest 7214,7215; mes "[Romeo]"; - mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me."; - close; + mes "I don't know if this will fit you well"; + mes "Why don't you just try it."; + next; + mes "[Romeo]"; + mes "The thing about this cave is that, many monsters are created from stones."; + mes "If you stay cautious, they shouldn't be too threatning..."; + next; + mes "[Romeo]"; + mes "But most of them have range attacks.."; + mes "And sometimes a really strong one roams around."; + next; + mes "[Romeo]"; + mes "Well... this is the reason why you train right?"; + mes "Let's try taking on one of the big monsters"; + next; + mes "[Romeo]"; + mes "'They are called 'Stalactic Golem'."; + mes "Try defeating some of them."; + mes "Not too difficult, right?"; + para_2nd01 = 2; + erasequest 7214; + setquest 7215; } - if (romeo == 1) { + else if (para_2nd01 == 2) { if (questprogress(7215,HUNTING) == 2) { + mes "So, how good of an explorer are you now?"; + mes "You've fought these before, so clearing this cave should be possible."; + next; + mes "[Romeo]"; + mes "As I said before, since Komodo is a city inside a cave.."; + mes "Access to the outside world is mostly done through the east entrance, but..."; + next; + mes "[Romeo]"; + mes "Let's try going out through the north."; + mes "There should be things you can hunt out there."; + next; mes "[Romeo]"; - mes "You did it? Thats all the proof I needed."; + mes "And instead of just walking out,"; + mes "Let's kill about 10 Stalactic Golems on the way out."; next; mes "[Romeo]"; - mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; + mes "So that, travelers coming from the north can safely walk through."; + mes "Remember, 10 Stalactic Golems. Then come to the other side of northern part of the cave"; next; + mes "[Romeo]"; + mes "I'll be waiting outside."; + para_2nd01 = 3; getexp 10000,10000; - romeo = 2; - changequest 7215,7216; + erasequest 7215;// Stalactic Golem Hunt + setquest 7216;// More Golem Hunting + } + else { + mes "As a test of the difficulty of this cave"; + mes "Go defeat 3 Stalactic Golems."; + mes "Watch out for other monsters as well."; + next; mes "[Romeo]"; - mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside."; - close; + mes "Let me help you recover if you are tired."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Romeo]"; - mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000."; - close; } - if (romeo == 2) { - mes "[Romeo]"; - mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; - next; - mes "[Romeo]"; - mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside."; - close; + else if (para_2nd01 == 3) { + mes "You must go through this cave to the outside."; + mes "Don't forget to defeat the Stalactic Golems you run into on the way."; + } + else { + mes "I always give the same test to the trainees that come here.."; + mes "I've never seen anyone pass it so perfectly like you did."; } - mes "[Romeo]"; - mes "The person I'm waiting for is late..."; close; } -um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{ - if (romeo == 2) { +um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{ + mes "[Romeo]"; + if (para_2nd01 < 2) { + mes "If you were sent from the Eden Group for training, wait for me at the town."; + mes "I'm waiting for a different trainee right now."; + } + else if (para_2nd01 == 2) { + mes "No no.. Not here."; + mes "I'm waiting for a different trainee right now."; + mes "Go back."; + } + else if (para_2nd01 == 3) { if (questprogress(7216,HUNTING) == 2) { + mes "Ah, I see you didn't get lost."; + mes "Your skills at defeating those Stalactic Golems were better than I expected."; + mes "Just means you've improved that much."; + next; + mes "[Romeo]"; + mes "Now look around here"; + mes "We're in a dense forest now."; + mes "There are Dryads and Wootans here..."; + next; mes "[Romeo]"; - mes "Wow, you have arrived sooner than I expected."; + mes "Next task is to clearing this area of monsters."; + mes "Bring me the following from the monsters."; next; mes "[Romeo]"; - mes "There is only one more thing I need you to do for me."; + mes "5 Wootan Fighter's Shoulderguard"; + mes "7 Dryad's Sharp Leaf"; next; + mes "[Romeo]"; + mes "This is the last test."; + mes "Good luck."; + para_2nd01 = 4; + erasequest 7216;// More Golem Hunting + setquest 7217;// Field drops getexp 10000,10000; - romeo = 3; - changequest 7216,7217; + } + else { + mes "I see you didn't get lost."; + mes "But you didn't defeat enough Stalactic Golems.."; + mes "Go back and defeat them."; + next; mes "[Romeo]"; - mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; - close; + mes "I'll help you recover if you are tired."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Romeo]"; - mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do."; - close; } - if (romeo == 3) { - if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) { - mes "[Romeo]"; - mes "Your work here is done my friend."; + else if (para_2nd01 == 4) { + if (countitem(Shoulder_Protection) > 4 && countitem(Sharp_Leaf) > 6) {// Shoulder_Protection, Sharp_Leaf + mes "You really got these by defeating the monsters?"; + mes "I believe you. I want to get out of here anyways."; next; - delitem 7196,5; // Shoulder Pad - delitem 7100,7; // Sharp Leaf + mes "[Romeo]"; + mes "There are no more training tasks here."; + mes "Go back and report to Ur."; + delitem Shoulder_Protection,5; + delitem Sharp_Leaf,7; + para_2nd01 = 5; + erasequest 7217;// Field drops + setquest 7218;// Report to Instructor Ur getexp 10000,10000; - romeo = 4; - para_suv01 = 40; - changequest 7217,7218; + } + else { + mes "Didn't I already tell you the last task?"; + mes "Defeat the monsters in this forest, and bring me the items I asked for."; + next; mes "[Romeo]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "5 Wootan Fighter's Shoulderguard"; + mes "7 Dryad's Sharp Leaf"; + mes "You must bring me those to pass this test."; + next; + mes "[Romeo]"; + mes "I'll help you recover if you are tired."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Romeo]"; - mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; - close; } - if (romeo == 4) { - mes "[Romeo]"; - mes "Thank you again for all your help."; - next; - mes "[Romeo]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + else { + mes "Ugh, It's way too hot here."; + mes "You can leave now."; } - mes "[Romeo]"; - mes "What is taking so long..."; close; } -glast_01,195,131,6 script Johan 4_F_SISTER,{ - if ((para_suv01 == 43) && (johan < 1)) { +//--70~79 +glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{ + mes "[Johan]"; + if (para_2nd01 < 7) { + mes "Ah~ So bored."; + mes "You're not the one Ur sent, are you?"; + mes "Oh~ That's okay."; + next; mes "[Johan]"; - mes "..."; + mes "This is Glast Heim Abbey."; + mes "Be careful, there are a lot of lost souls around here."; + } + else if (para_2nd01 == 7) { + mes "Oh oh!!"; + mes "You're finally here!"; + mes "I asked Ur to send someone to help me here!"; next; + select("What? I came for training.."); mes "[Johan]"; - mes "I don't need to explain anything to you."; + mes "No no, that's the same thing!"; + mes "Your training mission is to help me clear out this Abbey!"; next; - johan = 1; - changequest 7219,7220; mes "[Johan]"; - mes "Go kill ^0000FF20 Wraiths^000000."; - close; + mes "Phew... It's been so tough."; + mes "I can't run in by myself, but then Gargoyles attack me out here.."; + mes "Hahaha..."; + next; + mes "[Johan]"; + mes "This abbey is our responsibilty."; + mes "Just like other monasteries, this one has an underground graveryad as well, but.."; + next; + mes "[Johan]"; + mes "As you well know, this castle... is not at a normal state."; + mes "I think that's causing these souls from being able to rest in peace."; + next; + mes "[Johan]"; + mes "Let's defeat the ones around here first, since going underground may be too much for just us."; + mes "I'll be testing how skilled you are as well..."; + next; + mes "[Johan]"; + mes "First target are the Wraiths."; + mes "You can tell them apart by their strange laugh."; + mes "They look like demons, but we can't tell for sure..."; + next; + mes "[Johan]"; + mes "Defeat 20 Wraiths."; + mes "I'll assist you from here!"; + para_2nd01 = 8; + erasequest 7219;// Advanced Training at Glast Heim + setquest 7220;// Wraith Hunt } - if (johan == 1) { + else if (para_2nd01 == 8) { if (questprogress(7220,HUNTING) == 2) { - mes "[Johan]"; - mes "Good."; + mes "Oh~ You are pretty strong!"; + mes "I'm so glad that someone strong like you came."; + mes "I wouldn't have last long here by myself."; next; mes "[Johan]"; - mes "Next I want you to kill ^0000FF10 Evil Druids^000000."; + mes "By the way, did you see those other monsters besides the Wraiths?"; + mes "They are the corrupted souls of priests."; + mes "They are called 'Evil Druid' as well."; next; - getexp 20000,20000; - johan = 2; - changequest 7220,7221; mes "[Johan]"; - mes "This time kill them quickly, I don't like to wait."; - close; + mes "Let's take care of these Evil Druids this time."; + mes "10 of them."; + mes "You can do it right?"; + mes "I believe in you!"; + para_2nd01 = 9; + erasequest 7220;// Wraith Hunt + setquest 7221;// Evil Druid hunt + getexp 20000,20000; + } + else { + mes "20 Wraiths!"; + mes "I'll watch your back!."; + mes "... Of.. Course.. I'll fight too!"; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Johan]"; - mes "... ^0000FF20 Wraiths^000000 shouldn't take this long."; - close; } - if (johan == 2) { + else if (para_2nd01 == 9) { if (questprogress(7221,HUNTING) == 2) { + mes "...Oh you're back!"; + mes "(Johan Opens the door and checks)"; + mes "....!"; + mes "Okay!!"; + next; mes "[Johan]"; - mes "Hmmmm, better."; + mes "Thank you! I really appreciate it!"; + mes "I think I can enter without any worries now!"; + mes "I hope those evil souls left it alone.."; next; mes "[Johan]"; - mes "Ok, I'm done with you."; + mes "Hehe, I'll put in a good word to Ur!"; + mes "You're a valient and skilled exorcist!"; next; - getexp 20000,20000; - johan = 3; - changequest 7221,7222; mes "[Johan]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "You can go back to Eden now"; + mes "I'll stay and clean up the rest, hehe"; + para_2nd01 = 10; + erasequest 7221;// Evil Druid hunt + setquest 7222;// Report to Instructor Ur + getexp 20000,20000; + } + else { + mes "10 Evil Druids!"; + mes "I'll watch your back, like last time."; + mes "... Of... Course... I'll fight them too!"; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Johan]"; - mes "Hurry up, it is only ^0000FF10 Evil Druids^000000."; - close; } - if (johan == 3) { - mes "[Johan]"; - mes "Why are you still here?"; + else if (para_2nd01 == 10) { + mes "Go back and report to Ur."; + mes "That Glast Heim Abbey is clear now."; + mes "I need to stay and look for something... Good bye."; + } + else { + mes "Ugh, I still haven't found the thing I lost."; + mes "Hmm... I may need to wait for the next trainee before I can start looking again... Eep!"; next; mes "[Johan]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "Uh... You didn't hear that did you?"; + mes "Hahahahahahaha!!!"; + mes "Hahahahaha!!"; } - mes "[Johan]"; - mes "Go away... I'm busy."; close; } -ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{ - if ((para_suv01 == 46) && (kiren < 1)) { +//--80~89 +ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{ + mes "[Kiren]"; + if (para_2nd01 < 12) { + mes "What are you looking at?"; + mes "You want something from me?"; + mes "Mind your own business, go away.."; + } + else if (para_2nd01 == 12) { + mes "What?"; + mes "...."; + mes "Hmm, Ur sent you?"; + mes "Oh, that training mission thing."; + next; mes "[Kiren]"; - mes "Hey there."; + mes "You've came a long way, I won't make you do anything too tough, don't worry."; + mes "The fields outside of Einbroch isn't too bad."; next; mes "[Kiren]"; - mes "You must be a member of the Paradise Group, come help me for a second."; + mes "And monsters here usually leaves me alone, so I can nap all day."; + mes "But there are some that bother me."; next; - kiren = 1; - changequest 7223,7224; - mes "[kiren]"; - mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?"; - close; + mes "[Kiren]"; + mes "Do you know Porcellios are?"; + mes "Ugly looking insects... They steal too.."; + next; + mes "[Kiren]"; + mes "Let's defeat some of them as a warm up."; + mes "There are plenty of them around here. 30 shouldn't be too hard right?"; + next; + mes "[Kiren]"; + mes "I'm not holding a grudge just because they ate my lunch."; + mes "I'll be resting here until you're done."; + para_2nd01 = 13; + erasequest 7223;// Advanced Training in Einbroch + setquest 7224;// Porcellio hunting } - if (kiren == 1) { - if (questprogress(7224,HUNTING) == 2) { + else if (para_2nd01 == 13) { + if (questprogress(7224,HUNTING) == 2) {// Porcellio hunting + mes "What, You're done already?"; + mes "I was just about to fall asleep... Oh well.."; + mes "It can't be helped, I guess. Let's go to a different spot.."; + next; + mes "[Kiren]"; + mes "No, what are you talking about?"; + mes "Go... with you?"; + mes "You can by yourself right?"; + next; mes "[Kiren]"; - mes "Wow, most people spend twice as long as you did to kill those Porcellios!"; + mes "Okay, next task!"; + mes "People of Einbroch say that the pollution is really bad in the north."; + mes "They are worried that pollution will drift into the town."; next; mes "[Kiren]"; - mes "I think you need a challenge."; + mes "It's probably all those factories right there..."; + mes "I guess I should still look into it."; + mes "The cause for the pollution... Find it and destroy it."; next; + mes "[Kiren]"; + mes "30 Venomous and 5 Teddy Bears."; + mes "That should be good enough."; + next; + mes "[Kiren]"; + mes "I'm sure you'll do fine without me watching."; + mes "To show my support, let me give you some EXP and HP recovery."; + next; + mes "[Kiren]"; + mes "The monsters are at the northern fields of Einbroch."; + mes "Okay then, be safe."; + mes "I'm going to take a nap."; + para_2nd01 = 14; + erasequest 7224;// Porcellio hunting + setquest 7226;// Venomous hunting + setquest 7227;// Teddy Bear hunting getexp 30000,30000; - kiren = 2; - changequest 7224,7226; - setquest 7227; + } + else { + mes "So, have you punished those Porcellio's yet?"; + mes "I don't think you're done yet right?"; + next; mes "[Kiren]"; - mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; - close; + mes "If you're hurt I'll heal you a bit."; } - mes "[Kiren]"; - mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000."; - close; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - if (kiren == 2) { - if ((questprogress(7226,HUNTING) == 2) && (questprogress(7227,HUNTING) == 2)) { - mes "[Kiren]"; - mes "Incredible, you set a new record!"; + else if (para_2nd01 == 14) { + if (questprogress(7226,HUNTING) == 2 && questprogress(7227,HUNTING) == 2) { + mes "Um..."; + mes "I'm getting it done."; + mes "Hmm..."; + mes "I'm still tired to finish..."; next; mes "[Kiren]"; - mes "I have never seen anyone kill them all so fast, you are good at this."; + mes "Good. Those monsters have been bothering the Einbroch workers."; + mes "That was great.."; next; + mes "[Kiren]"; + mes "I have some things to report to Instructor Ur."; + mes "I've been watching you closely and you've done well. Go back to Ur and deliver this report."; + para_2nd01 = 15; + erasequest 7226;// Venomous hunting + erasequest 7227;// Teddy Bear hunting + setquest 7228;// Report to Instructor Ur getexp 30000,30000; - kiren = 3; - changequest 7226,7228; - completequest 7227; + } + else { + mes "The monsters are at the northern fields of Einbroch."; + mes "Find the Noxious..."; + mes "Don't try to lie to me that you've finished hunting them."; + next; mes "[Kiren]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "Yeah, if this is okay?"; + mes "Ugh this is difficult."; + mes "I'll make you feel better though."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Kiren]"; - mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; - close; } - if (kiren == 3) { - mes "[Kiren]"; - mes "Don't worry, nobody else has beaten your record yet."; + else if (para_2nd01 == 15) { + mes "What serious?"; + mes "Have you made your report to Instructor Ur?"; + mes "Einbroch has commissioned work out so that means more training."; + } + else { + mes "I'm not a thief..."; + mes "It's a hard living."; + mes "Nor is there any real ambition."; next; mes "[Kiren]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "Come practitioners?"; + mes "Make things."; + mes "How convenient witchinya."; + mes "Heumnya. I'll sleep in one breath.."; } - mes "[Kiren]"; - mes "Be careful, there are some fast monsters around here."; close; } -ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{ - if ((para_suv01 == 49) && (naomi < 1)) { +//--90~99 +ice_dun01,154,13,5 script Dispatched Instructor#05 4_F_JOB_BLACKSMITH,{ + mes "[Naomi]"; + if (para_2nd01 <= 17) { + mes "It's more than that~"; + mes "Now where did the time go~"; + mes "I thought you said you sent me~!"; + next; mes "[Naomi]"; - mes "It is so cold in here."; + if (para_2nd01 < 17) { + mes "What is it? You'll help me. Is that right?"; + mes "No, you don't have to do that."; + mes "I'm waiting for someone scheduled to help me."; + close; + } + mes "And you are?"; + mes "Oh, you were sent here by Ur?"; + mes "I don't know how long I've been waiting here in the snow."; next; mes "[Naomi]"; - mes "I blame those annoying Siromas."; + mes "This is the ice dungeon of the northern plains."; + mes "Nothing like a cave that's cold the entire year."; next; - naomi = 1; - changequest 7229,7230; mes "[Naomi]"; - mes "Can you kill ^0000FF30 Siromas^000000 for me, please?"; - close; + mes "So this is where the people of Rachel go for their ice supply."; + mes "But, this area is crawling with dangerous monsters."; + next; + mes "[Naomi]"; + mes "One of those monsters is known as a Siroma."; + mes "They should be a good challenge for you."; + next; + mes "[Naomi]"; + mes "Okay, then go in the cave and find those Siroma."; + mes "It's cold in there but this job has to be done."; + next; + mes "[Naomi]"; + mes "OH, sometimes"; + mes "You be careful in there."; + mes "Well, good luck~!"; + para_2nd01 = 18; + erasequest 7229;// Advanced Training in Ice Dungeon + setquest 7230;// Siroma hunting } - if (naomi == 1) { + else if (para_2nd01 == 18) { if (questprogress(7230,HUNTING) == 2) { + mes "Ah... It's over..."; + mes "Good!"; + mes "Your skills have been verified."; + next; + mes "[Naomi]"; + mes "Now, what have I happened to do next."; + mes "Those Siromas seem to be growing at a faster rate."; + mes "As before go and hunt 30 more Siromas and bring me some materials."; + next; mes "[Naomi]"; - mes "Thank you, but there are still so many Siromas here!"; + mes "And get this... Well..."; + mes "Please listen carefully"; + mes "30 Ice Cubic"; + mes "1 Sweet Sauce"; + mes "1 Milk"; next; mes "[Naomi]"; - mes "I need to make a special drink to stay warm, please help me make it."; + mes "I'm not just doing this for myself you know."; + mes "I'm doing this for everyone."; next; + mes "[Naomi]"; + mes "That's the last of it anyways."; + mes "So hunt those Siromas and get the materials."; + mes "We understand each other?"; + next; + select("What about you?"); + mes "[Naomi]"; + mes "Me? Well of course... I'm going to stand guard here."; + mes "I... I'm a busy person!"; + mes "Besides this is training so who are you to ask me what about me?"; + next; + mes "[Naomi]"; + mes "Go now!"; + mes "Those Siromas are going to just get rowdier by the minute."; + para_2nd01 = 19; + erasequest 7230;// Siroma hunting + setquest 7231;// Hunting and Gathering getexp 40000,40000; - naomi = 2; - changequest 7230,7231; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; + } + else { + mes "The biggest stumbling block is dealing with the Siromas."; + mes "Have you hunted 30 yet?"; + next; mes "[Naomi]"; - mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; - close; + mes "Oh, you want help recovering your HP/SP huh?"; + mes "You'll get nothing from me~!"; + mes "What challenge would that be if I did that?"; } - mes "[Naomi]"; - mes "Please kill ^0000FF30 Siromas^000000, I just hate them."; - close; } - if (naomi == 2) { - if ((questprogress(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) { + else if (para_2nd01 == 19) { + if (questprogress(7231,HUNTING) == 2 && countitem(Ice_Piece) > 29 && countitem(Sweet_Sauce) > 0 && countitem(Milk) > 0) {// Ice_Piece, Sweet_Sauce, Milk + mes "Ohh!"; + mes "You've brought everything."; + mes "Okay, so just one last thing...!"; + next; + select("...... Look"); mes "[Naomi]"; - mes "Yay, you did it!"; + mes "Yes, yes? Why not?"; + mes "..."; + mes "Oh, that's right! I'm supposed to give you something."; + mes "You've done enough, I know."; next; mes "[Naomi]"; - mes "I will be fine now, don't worry about me."; + mes "I'll inform Instructor Ur."; + mes "A few more stages left to go so don't worry!"; next; - delitem 7066,30; // Ice Cubic - delitem 519,1; // Milk - delitem 7453,1; // Sweet Sauce + mes "[Naomi]"; + mes "Oh and congratulations!"; + mes "This is the last training stage prepared!"; + next; + mes "[Naomi]"; + mes "I guess I should do some of this myself~"; + mes "Muahaha~"; + delitem Ice_Piece,30; + delitem Sweet_Sauce,1; + delitem Milk,1; + para_2nd01 = 20; + erasequest 7231;// Hunting and Gathering + setquest 7232;// Report to Instructor Ur getexp 40000,40000; - naomi = 3; - changequest 7231,7232; + } + else { + mes "Have you finished hunting the 30 Siroma yet?"; + mes "You've already done it once so this shouldn't be difficult..."; + next; mes "[Naomi]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "And don't forget the 30 Ice Cubic, 1 Sweet Sauce, and 1 Milk."; } - mes "[Naomi]"; - mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; - close; } - if (naomi == 3) { - mes "[Naomi]"; - mes "I will be fine now, don't worry about me."; + else if (para_2nd01 == 20) { + mes "Were you there yet?"; + mes "Other people have come and go since you've been here last."; + mes "Now I don't have to get the materials myself."; next; mes "[Naomi]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "Report back to Instructor Ur and report that the job is done."; + mes "Don't procrastinate."; } - mes "[Naomi]"; - mes "So... cold..."; + else + mes "Alas, is there anywhere where the buildup of ice caps is more than here?"; close; } -mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{ - if ((para_suv01 == 52) && (margaret < 1)) { +mid_camp,212,229,3 script Dispatched Instructor#06 4_F_HUWOMAN,{ + mes "[Margaret]"; + if (para_2nd01 < 22) { + mes "Oh, sorry."; + mes "I don't know much about the life of an adventurer."; + mes "I'm just a member of Eden Group..."; + } + else if (para_2nd01 == 22) { + mes "The proof that you have there."; + mes "You're here in paradise."; + mes "Instructor Ur sent you?"; + next; + if (select( "Yes.", "No." ) == 2) { + mes "[Margaret]"; + mes "Oh, my mistake."; + close; + } mes "[Margaret]"; - mes "Oh, hello there."; + mes "How do you do?"; + mes "Oh, so you're here for the training from Instructor Ur."; next; mes "[Margaret]"; - mes "I have two friends here in the New World which need your help."; + mes "Ok, I'm in a bit of a situation right now so I asked Instructor Ur to use his missions to help."; next; - margaret = 1; - changequest 7233,7234; + select("A situation?"); mes "[Margaret]"; - mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; - close; - } - if (margaret == 1 || margaret == 2) { + mes "Yes, "; + mes "Find Mine and do what he asks you."; + next; mes "[Margaret]"; - mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; - close; - } - if (margaret == 3) { + mes "We dispatched him to do something and he hasn't done it yet so I'm guessing he's either chickened out or failed."; + next; mes "[Margaret]"; - mes "Ah good, you were able to help him."; + mes "So can you find him out there in Splendide Field?"; next; - margaret = 4; mes "[Margaret]"; - mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; - close; + mes "Find him and figure out what the heck he's up to please."; + para_2nd01 = 23; + erasequest 7233;// Advanced Training at Ash Vacuum + setquest 7234;// Margaret's favor } - if (margaret == 4 || margaret == 5) { - mes "[Margaret]"; - mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; - close; + else if (para_2nd01 < 27) { + mes "Can you find those two brothers?"; + mes "Find out what's up with them."; } - if (margaret == 6) { + else if (para_2nd01 == 27) { + mes "So what's up?!"; + next; + mes "- You tell her about Meeru and Mine. -"; + next; mes "[Margaret]"; - mes "Haha, so he still wants a zoom out hack..."; + mes "Yeah? Oh what?"; + mes "This is not really..."; + mes "Ok I'll go deal with them."; next; mes "[Margaret]"; - mes "Thanks for helping them, I knew you could do it."; + mes "Well, whatever the Nepenthes and Pinguicula proof has been collected."; next; - margaret = 7; - changequest 7234,7237; mes "[Margaret]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "Your training is done so go back and talk to Instructor Ur."; + para_2nd01 = 29; + erasequest 7234;// Margaret's favor + setquest 7237;// Report to Instructor Ur } - mes "[Margaret]"; - mes "The New World... What a beautiful place!"; + else if (para_2nd01 == 29) { + mes "Well, whatever the Nepenthes and Pinguicula proof has been collected."; + next; + mes "[Margaret]"; + mes "Your training is done so go back and talk to Instructor Ur."; + } + else + mes "........"; close; } -man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{ - if (margaret == 1) { - mes "[Paradise Dispatch]"; - mes "Hey you, can you help me here?"; - next; - mes "[Paradise Dispatch]"; - mes "The plant monsters in this area have a long ranged attack."; - next; - margaret = 2; - changequest 7234,7235; - mes "[Paradise Dispatch]"; - mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; - close; +man_fild01,43,234,3 script Dispatched Instructor#07 4_DST_SOLDIER,{ + mes "[Meeru]"; + if (para_2nd01 < 23) { + mes "You think I'll lose!"; + mes "...?"; + mes "All of them... Who're you?!"; + mes "Mine is a stooge?"; + mes "He sent you to watch me!?"; + next; + mes "[Meeru]"; + mes "What? Isn't that it?"; + mes "... ..."; + mes "Mine didn't send you did he?"; } - if (margaret == 2) { + else if (para_2nd01 == 23) { + mes "You think I'll lose!"; + mes "...?"; + mes "All of them... Who're you?!"; + mes "Mine is a stooge?"; + mes "He sent you to watch me!?"; + next; + mes "[Meeru]"; + mes "What? Isn't that it?"; + mes "... ..."; + mes "Mine didn't send you did he?"; + mes "So why are you here?"; + next; + select("Margaret sent me"); + mes "[Meeru]"; + mes "Ah, Margaret!"; + mes "Mine and Margaret are always trying to mess with me because of my win-!"; + mes "Gosh..."; + next; + select( "What happened?", "What do you win?" ); + mes "[Meeru]"; + mes "It all started with them bickering."; + mes "Margaret was asked to scout for both of us. It's like what you're doing now."; + next; + mes "[Meeru]"; + mes "Mine said that he was strong enough to defeat any monster."; + mes "So I insisted that he go to either East or West of the camp and show me."; + next; + mes "[Meeru]"; + mes "Mine made an idle threat and huffed and puffed but didn't do anything."; + next; + mes "[Meeru]"; + mes "Basically, Margaret didn't believe him and challenged him to kill 1 Nepenthes."; + next; + mes "[Meeru]"; + mes "So anyways now I'm charged with asking people to go and hunt 1 Nepenthes because of that bickering incident."; + next; + mes "[Meeru]"; + mes "It's really not that difficult to hunt 1 so just go to the field East of here and kill one of them."; + para_2nd01 = 24; + setquest 7235;// Nepenthes Hunt + } + else if (para_2nd01 == 24) { if (questprogress(7235,HUNTING) == 2) { - mes "[Paradise Dispatch]"; - mes "Thanks!"; + mes "Hmm yes I saw."; + mes "I knew I should've asked you to hunt more than 1."; next; - mes "[Paradise Dispatch]"; - mes "Ok, I'm out of here."; + mes "[Meeru]"; + mes "Anyways you've proven that you're stronger than Mine ever made himself out to be."; next; - getexp 50000,50000; - margaret = 3; - changequest 7235,7234; - mes "[Paradise Dispatch]"; - mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!"; - close; + mes "[Meeru]"; + mes "Well anyways here's a small reward."; + next; + mes "[Meeru]"; + mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows."; + para_2nd01 = 25; + erasequest 7235;// Nepenthes Hunt + getexp 50000,50000;; + } + else { + mes "Is hunting the Nepenthes too much for you?"; + mes "You seem a bit flushed."; + mes "Fine I'll heal you!"; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Paradise Dispatch]"; - mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; - close; } - if (margaret == 3) { - mes "[Paradise Dispatch]"; - mes "..."; - next; - mes "[Paradise Dispatch]"; - mes "Don't rush me, just head back to ^0000FFMargaret^000000."; - close; + else if (para_2nd01 == 25) + mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows."; + else { + mes "Something wrong?"; + mes "Did you have trouble with that Nepenthes..."; + mes ".........hyuk huk."; } - mes "[Paradise Dispatch]"; - mes "Those Nepenthes are so scary!"; close; } -spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{ - if (margaret == 4) { - mes "[Paradise Dispatch]"; - mes "So Margaret sent you to help me?"; - next; - mes "[Paradise Dispatch]"; - mes "Ok, lets get started!"; - next; - margaret = 5; - changequest 7234,7236; - mes "[Paradise Dispatch]"; - mes "Kill ^0000FF5 Pinguicula^000000 and then return to me."; - close; +spl_fild02,377,149,3 script Dispatched Instructor#08 4_M_DST_MASTER,{ + mes "[Mine]"; + if (para_2nd01 < 25) { + mes "Oh cruel world."; + mes "..."; + mes "Way to go passing by."; + mes "What a fiasco this has turned out to be"; + } + else if (para_2nd01 == 25) { + mes "Oh cruel world..."; + mes "..."; + mes "Who are you?"; + next; + if (select( "Margaret sent me.", "Yeah I'm here..." ) == 1) { + mes "[Mine]"; + mes "Eh? Who!"; + mes "I see. Is it that time already?"; + mes "This has been difficult."; + mes "I'm in a crisis here!"; + } + else { + mes "[Mine]"; + mes "Oh so you're not here by your own will eh?"; + mes "So why even bother coming?"; + next; + mes "[Mine]"; + mes "You didn't want to be here right?"; + mes "Margaret sent you instead of someone else I bet."; + mes "Whatever, anyway I'm in a crisis here!"; + } + next; + mes "[Mine]"; + mes "Ok I don't want to admit it but you gotta help me out here."; + next; + mes "[Mine]"; + mes "Ok just because I was complaining doesn't mean they have to send me here!"; + next; + mes "[Mine]"; + mes "I mean they've asked for too much of a simple person like myself."; + next; + mes "[Mine]"; + mes "Ok here's the deal."; + mes "I'm supposed to hunt those Pinguiculas. Just 5 of 'em."; + mes "But you'll do that for me yeah?"; + next; + mes "[Mine]"; + mes "I promise you I'll give you something good."; + mes "Thanks."; + para_2nd01 = 26; + setquest 7236;// Pinguicula Hunt } - if (margaret == 5) { + else if (para_2nd01 == 26) { if (questprogress(7236,HUNTING) == 2) { - mes "[Paradise Dispatch]"; - mes "You make it look so easy, but I couldn't even kill 1..."; + mes "Excellent!"; + mes "Now I can go back to the camp and..."; next; - mes "[Paradise Dispatch]"; - mes "Now is my chance to run to Splendide!"; + mes "[Mine]"; + mes "I mean, can you tell Margaret that it's all done?"; next; - getexp 50000,50000; - margaret = 6; - changequest 7236,7234; - mes "[Paradise Dispatch]"; - mes "Head back to ^0000FFMargaret^000000, I will be ok now."; - close; + mes "[Mine]"; + mes "Oh don't worry she won't mind. I'll just go back to doing what I was doing. Here's your reward."; + para_2nd01 = 27; + erasequest 7236;// Pinguicula Hunt + getexp 50000,50000;; + } + else { + mes "Come on 5 Pinguicula."; + mes "Really how did you get here then?"; + next; + mes "[Mine]"; + mes "You're not lying about being a real adventurer are you?"; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Paradise Dispatch]"; - mes "Kill ^0000FF5 Pinguicula^000000 and return to me."; - close; } - if (margaret == 6) { - mes "[Paradise Dispatch]"; - mes "Now, if only I had a hack for zooming out more..."; - next; - mes "[Paradise Dispatch]"; - mes "Head back to ^0000FFMargaret^000000, I will be ok now."; - close; + else if (para_2nd01 == 27) { + mes "Margaret gets everything she wants back at the camp."; + mes "Don't you worry, I'm going back soon."; } - mes "[Paradise Dispatch]"; - mes "I need a hack to zoom out more so I can see if it is safe..."; + else + mes "........."; close; } -moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ - if (checkweight(1101,5) == 0) { - mes "^3355FFWait a second!"; - mes "Right now, you're carrying"; - mes "to many things with you."; - mes "Please come back after"; - mes "using the Kafra Service"; - mes "to store some of your items.^000000"; +moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{ + if (checkweight(Para_Team_Manteau2,5) == 0) { + mes "- You have too many items in your inventory to continue -"; close; } - mes "[Toren]"; - mes "Hello adventurer, what can I do for you?"; + mes "[Thorn]"; + if (countitem(Para_Team_Mark) < 1) {// Para_Team_Mark + mes "Hmm, are you a member of Eden Group?"; + mes "You need to be one of our members to use my services."; + close; + } + mes "What's going on?"; next; - switch(select("Where is my reward?:I want an enchantment!")) { + switch( select( "Strengthen Equipment", "Personal Request", "Give me new equipment." ) ) { + mes "[Thorn]"; case 1: - if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) { - mes "[Toren]"; - mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you."; - next; - mes "[Toren]"; - mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else."; - next; - mes "[Toren]"; - if (BaseClass == Job_Swordman) { - mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; - callsub L_Select, - 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III - 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III - 1434,"Spear","One-handed, 165 Atk"; //P.Spear I + if (para_2nd01 < 6) { + mes "Hmm equipment strengthening."; + mes "I don't exactly do that for just anyone."; + mes "The first step is at least a higher degree of training so have you done the Eden Group training yet?"; + next; + mes "[Thorn]"; + mes "You have not awakened yet."; + mes "First do the missions set forth by Instructor Ur and I'll help you strengthen your equipment."; + next; + mes "[Thorn]"; + mes "I won't help you unless you do that first!"; + } + else if (para_2nd04 == 3) { + mes "Strengthen your equipment eh?"; + mes "I'll strengthen the new Eden Group equipment for you by giving it a random stat boost."; + next; + mes "[Thorn]"; + mes "So what equipment do you want to enhance?"; + next; + switch( select( "Eden Group Manteau II", "Eden Group Armor IV", "Eden Group Boots IV" ) ) { + case 1: callsub S_Enchant,Para_Team_Manteau2,"Manteau";// Para_Team_Manteau2 + case 2: callsub S_Enchant,Para_Team_Armor,"Armor";// Para_Team_Armor + case 3: callsub S_Enchant,Para_Team_Boots4,"Boots";// Para_Team_Boots4 } - else if (BaseClass == Job_Merchant) { - mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; - callsub L_Select, - 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else { + mes "I will strengthen your equipment after you've done a personal request of mine."; + next; + mes "[Thorn]"; + mes "I just want to be sure that you're worthy of using my services."; + } + close; + case 2: + if (para_2nd02 < 2) { + mes "Have you started the request of Instructor Ur?"; + mes "I'm lending my services to those who are worthy."; + next; + mes "[Thorn]"; + mes "Besides, you won't have the equipment that I can enhance until you do those missions."; + } + else if (para_2nd04 == 0) { + mes "Glad you're here."; + mes "As a blacksmith I am in need of Iron materials constantly."; + next; + mes "[Thorn]"; + mes "Of course there will be a reward eventually..."; + mes "So..."; + next; + mes "[Thorn]"; + if (BaseLevel < 80) { + mes "Bring me some materials."; + mes "I need 20 Iron Ore, and 10 Iron."; } - else if (BaseJob == Job_Assassin) { - mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; - callsub L_Select, - 1289,"Katar","Two-handed, 155 Atk", //P.Katar I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + else { + mes "Bring me some materials."; + mes "Bring 20 Used Iron Plate."; + .@add = 1; } - else if (BaseJob == Job_Rogue) { - mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + mes "It shouldn't be hard to get these can you bring them right away?"; + next; + switch( select( "Sure thing.", "I don't want to." ) ) { + mes "[Thorn]"; + case 1: + mes "I appreciate it."; + mes "So take your time and I'll be waiting."; + para_2nd04 = 1 + .@add; + setquest (7238 + .@add);// Errands for Thorn (easy/hard) + close; + case 2: + mes "Eh...?"; + mes "Guess you're too busy to help me."; + close; } - else if (BaseJob == Job_Thief) { - mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (para_2nd04 == 1 || para_2nd04 == 2) { + if (para_2nd04 == 1) { + setarray .@item[0],Iron_Ore,Iron;// Iron_Ore, Iron + setarray .@amount[0],20,10; + setarray .@countitem[0],countitem(Iron_Ore),countitem(Iron); + .@string$ = "I asked you to get 20 Iron Ore, and 10 Iron."; } - else if (BaseJob == Job_Bard) { - mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; - callsub L_Select, - 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + else { + .@item[0] = 7319; + .@amount[0] = 20; + .@countitem[0] = countitem(Old_Steel_Plate); + .@add = 1; + .@string$ = "I asked you to get 20 Used Iron Plate."; } - else if (BaseJob == Job_Dancer) { - mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; - callsub L_Select, - 1986,"Whip","One-handed, 125 Atk", //P.Tail I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + if (.@countitem[0] >= .@amount[0] && .@countitem[1] >= .@amount[1]) { + mes "Let me guess..."; + mes "You've brought me the best quality materials."; + mes "Good."; + next; + mes "[Thorn]"; + mes "I can always use more Iron materials."; + mes "Instead of a normal reward I'll give you an advanced equipment."; + next; + mes "[Thorn]"; + mes "If at any time you think you have equipment that you need to strengthen come by me again."; + delitem .@item[0],.@amount[0]; + if (.@countitem[1]) + delitem .@item[1],.@amount[1]; + para_2nd04 = 3; + erasequest (7238 + .@add); + setquest 7240; } - else if (BaseClass == Job_Archer) { - mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; - callsub L_Select, - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + else { + mes .@string$; + mes "I'm pretty sure that it isn't that difficult to do."; } - else if (BaseJob == Job_Priest) { - mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I + } + else if (para_2nd04 == 3) { + mes "Now, that's it."; + mes "That's enough for today."; + mes "For now, ask me to strengthen your equipment and I'll do it for you."; + next; + mes "[Thorn]"; + mes "If you have one of these bring them to me."; + mes "Eden Group Manteau II, Eden Group Armor IV, Eden Group Boots IV."; + } + else if (para_2nd04 == 4) { + if (questprogress(7241,PLAYTIME) == 1) { + mes "Come back later."; + mes "You have to wait for some time first."; } - else if (BaseJob == Job_Monk) { - mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; - callsub L_Select, - 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III + else { + mes "Uh-huh..."; + mes "What are we going to... oh don't worry."; + mes "Come to me later."; + erasequest 7241;// Errands for Thorn timer + para_2nd04 = 0; + } + } + close; + case 3: + if (para_2nd02 < 1) { + mes "I'm not permitted to do this by Instructor Ur."; + mes "Don't mess with me."; + } + else if (para_2nd02 == 1) { + mes "Okay, I'll give you equipment."; + mes "I'll give you good armor and equipment that you'll be proud of."; + next; + mes "[Thorn]"; + mes "So now, ^4d4dffmake sure that you have enough free inventory space.^000000"; + next; + if (select( "Let me organize my inventory.", "I have free space." ) == 1) { + mes "[Thorn]"; + mes "You do that."; + mes "Free up your inventory so that you can get the weapons, boots, and all the other equipment."; + close; } - else if (BaseJob == Job_Acolyte) { - mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk"; //P.Mace III + mes "[Thorn]"; + if (BaseJob == Job_Knight || BaseJob == Job_Crusader) { + callsub L_Select,"One-handed sword, two-handed sword or spear.", + P_Slayer3,"Eden Group Slayer III","Two-handed Sword, Attack 200", + P_Saber3,"Eden Group Saber III","One-handed Sword, Attack 185", + P_Sphere1,"Eden Group Spear I","One-handed, Attack 165"; } + else if (BaseJob == Job_Assassin) { + callsub L_Select,"You have your choice of dagger or katar.", + P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", + P_Katar1,"Eden Group Katar I","Katar, ATK 155"; + } + else if (BaseJob == Job_Rogue || BaseClass == Job_Novice) + getitem P_Dagger3,1;// P.Dagger III + else if (BaseJob == Job_Alchemist || BaseJob == Job_Blacksmith) { + callsub L_Select,"Your options are Mace, Saber and Axe.", + P_Mace3,"Eden Group Mace III","Mace, Attack 172",// P_Mace3 + P_Saber3,"Eden Group Saber III","Sword, Attack 185",//P.Saber III + P_Two_Handed_Axe1,"Eden Group Axe I","Axe, Attack 195"; //P.Two-Handed Axe I + } + else if (BaseJob == Job_Wizard) + getitem P_Staff3,1;// P.Staff III else if (BaseJob == Job_Sage) { - mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + callsub L_Select,"", + P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III + P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135"; //P.Book I } - else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { - mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + else if (BaseJob == Job_Priest) { + callsub L_Select,"", + P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III + P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135", //P.Book I + P_Mace3,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III } - else if (Class == Job_Ninja) { - mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; - callsub L_Select, - 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + else if (BaseJob == Job_Monk) { + callsub L_Select,"", + P_Knuckle1,"Eden Group Knuckles I","Knuckle, Attack 120", //P.Knuckle I + P_Mace3,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III } - else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I - else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III - else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III - getitem 18514,1; //Paradise Hat II - getitem 2571,1; //Paradise Mantle II - getitem 2473,1; //Paradise Boots IV - getitem 15031,1; //Paradise Uniform IV - para_suv02 = 14; - if (para_suv01 > 40) - para_suv01 += 1; - if (Class == Job_Taekwon) { - mes "I'm sorry, but Teakwon Class can't wear any of our weapons..."; - next; + else if (BaseJob == Job_Hunter) + getitem P_Bow3,1;// P.Bow III + else if (BaseJob == Job_Bard) { + callsub L_Select,"", + P_Bow3,"Eden Group Bow III","Bow, Attack 140", //P.Bow III + P_String_Inst1,"Eden Group Guitar I","Guitar, Attack 125"; //P.Guitar I } - mes "See you later, and good luck on your adventures!"; - close; - } - if (para_suv02 == 14) { - setarray .@check[0],18514,2571,2473,15031; - setarray .@item$[0],"Hat","Mantle","Boots","Uniform"; - for(.@i = 0; .@i<4; ++.@i) - if (countitem(.@check[.@i]) < 1) { - mes "[Toren]"; - mes "Where is the Paradise "+.@item$[.@i]+" I gave you?"; - next; - mes "[Toren]"; - mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; - next; - if(select("Ok.:No, thanks.") == 2) { - mes "[Toren]"; - mes "Come back if you change your mind."; - close; - } - if (Zeny < 250000) { - mes "[Toren]"; - mes "You dont have enough zeny."; - close; - } - Zeny -= 250000; - getitem .@check[.@i],1; - mes "[Toren]"; - mes "These advanced gears are not easy to make, please take better care of this one."; - close; - } - mes "[Toren]"; - mes "I already gave you the most advanced gears we have to offer."; - close; - } - mes "[Toren]"; - mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward."; - close; - case 2: - if (para_suv02 < 14) { - mes "[Toren]"; - mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; - close; - } - if (paragearenchant < 1) { - mes "[Toren]"; - mes "Alright, but I'll need a few items for the enchantment process."; - next; - if (BaseLevel >= 90) { - paragearenchant = 1; - setquest 7239; - mes "[Toren]"; - mes "Just bring me ^0000FF20 Used Iron Plates^000000."; - close; + else if (BaseJob == Job_Dancer) { + callsub L_Select,"", + P_Bow3,"Eden Group Bow III","Bow, Attack 140", //P.Bow III + P_Tail1,"Eden Group Whip I","Whip, Attack 125"; //P.Tail I } - paragearenchant = 2; - setquest 7238; - mes "[Toren]"; - mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; - close; - } - if (paragearenchant == 1) { - if (countitem(7319) >= 20) { - mes "[Toren]"; - mes "Thanks, that's what I needed!"; - next; - delitem 7319,20; // Used Iron Plate - paragearenchant = 3; - changequest 7239,7240; - mes "[Toren]"; - mes "Give me a second to prepare before I enchant your gears."; - close; + else if (Class == Job_Ninja) { + callsub L_Select,"", + P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III + P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170"; //P.Huuma Suriken I } - mes "[Toren]"; - mes "Just bring me ^0000FF20 Used Iron Plates^000000."; - close; - } - if (paragearenchant == 2) { - if ((countitem(1002) >= 20) && (countitem(998) >= 10)) { - mes "[Toren]"; - mes "Thanks, that's what I needed!"; + else if (Class == Job_Star_Gladiator) + getitem P_Dic1,1; //P.Book I + else if (Class == Job_Soul_Linker) { + callsub L_Select,"", + P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III + P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60"; //P.Staff III + } + else if (Class == Job_Gunslinger) + getitem P_Revolver3,1; //P.Revolver III + else { + mes "Hmm, you are eligible to receive equipment."; + mes "Yeah I understand that."; next; - delitem 1002,20; // Iron Ore - delitem 998,10; // Iron - paragearenchant = 3; - changequest 7238,7240; - mes "[Toren]"; - mes "Give me a second to prepare before I enchant your gears."; + mes "[Thorn]"; + mes "Hmm something went wrong though. I'm not sure what..."; close; } - mes "[Toren]"; - mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; - close; + para_2nd02 = 2; + getitem Para_Team_Hat2,1;// Paradise Hat II + getitem Para_Team_Manteau2,1;// Paradise Mantle II + getitem Para_Team_Boots4,1;// Paradise Boots IV + getitem Para_Team_Armor,1;// Paradise Uniform IV + mes "Here's your equipment."; + mes "I'll also give you the other gear that comes along with this set."; } - if (paragearenchant == 3) { - mes "[Toren]"; - mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000."; - next; - mes "[Toren]"; - mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you."; - next; - mes "[Toren]"; - mes "Now pick which gear you would like me to enchant."; + else if (para_2nd02 == 2) { + mes "You can strengthen the equipment that I gave you."; + mes "Weapons Expert BK is at Eden Group Headquarters and he can do that for you."; next; - setarray .@item[0],2571,2473,15031; - .@i = select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1; - if (countitem(.@item[.@i]) < 1) { - mes "[Toren]"; - mes "Bring one and I'll enchant it."; - close; - } - .@paragearcount = .@item[.@i]; - mes "[Toren]"; - mes "Here we go!"; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - .@enc_paragear = rand(1,42); - if (.@enc_paragear == 1) .@addpart = 4763; - else if (.@enc_paragear == 2) .@addpart = 4765; - else if (.@enc_paragear == 3) .@addpart = 4790; - else if (.@enc_paragear == 4) .@addpart = 4794; - else if (.@enc_paragear < 7) .@addpart = 4762; - else if (.@enc_paragear < 9) .@addpart = 4764; - else if (.@enc_paragear < 11) .@addpart = 4789; - else if (.@enc_paragear < 13) .@addpart = 4793; - else if (.@enc_paragear < 15) .@addpart = 4701; - else if (.@enc_paragear < 17) .@addpart = 4711; - else if (.@enc_paragear < 19) .@addpart = 4721; - else if (.@enc_paragear < 21) .@addpart = 4731; - else if (.@enc_paragear < 23) .@addpart = 4741; - else if (.@enc_paragear < 25) .@addpart = 4751; - else if (.@enc_paragear < 28) .@addpart = 4788; - else if (.@enc_paragear < 31) .@addpart = 4792; - else if (.@enc_paragear < 35) .@addpart = 4787; - else if (.@enc_paragear < 39) .@addpart = 4791; - else if (.@enc_paragear < 43) .@addpart = 4786; - .@addpart2 = 4701+(10*rand(6)); - delitem .@paragearcount,1; - getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart; - paragearenchant = 4; - changequest 7240,7241; - mes "[Toren]"; - mes "It is finished! Come back tomorrow if you want to enchant more."; - close; - } - if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) != 2)) { - mes "[Toren]"; - mes "Please come back tomorrow if you want to enchant more."; - close; + mes "[Thorn]"; + mes "So go to him and he can make your equipment stronger."; } - if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) == 2)) { - paragearenchant = 0; - erasequest 7241; - mes "[Toren]"; - mes "Another day, another piece of equipment to enchant!"; - close; + else { + mes "Have you gotten your gear yet?"; + mes "I can give you the gear but I can't strengthen it for you."; + next; + mes "[Thorn]"; + mes "Your armor can be strengthened by someone else."; + mes "I wish I could but I can't."; } } - end; + close; L_Select: - next; - mes "[Toren]"; - .@menu$ = ""; - for(.@i = 0; .@i<getargcount(); .@i += 3) { - .@menu$ += getarg(.@i+1)+".:"; - mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; - mes " "; + mes "Choose a weapon."; + mes getarg(0); + mes "Choose from the following."; + for ( .@i = 1; .@i < getargcount(); .@i += 3 ) { + .@menu$ = .@menu$ + getarg(.@i+1) + ":"; + mes getarg(.@i+1)+" : "+ getarg(.@i+2); } next; - .@i = select(.@menu$)-1; - getitem getarg(.@i*3),1; + .@i = (select(.@menu$) -1) *3 +1; mes "[Toren]"; + getitem getarg(.@i),1; return; +S_Enchant: + mes "[Thorn]"; + if (countitem(getarg(0)) > 0) { + setarray .@bonus[1], + Luck2,// Luck2 + Mdef4,// Mdef4 + Def3,// Def3 + Strength2,// Strength2 + Mdef6,// Mdef6 + Def6,// Def6 + Agility2,// Agility2 + Mdef8,// Mdef8 + Def9,// Def9 + Dexterity2,// Dexterity2 + Inteligence2,// Inteligence2 + Vitality2;// Vitality2 + .@1st = .@bonus[ rand(1,12) ]; + .@2nd = .@bonus[ rand(1,12) ]; + mes "Eden Group "+ getarg(1) +"?"; + mes "I understand."; + mes "Remember the stats that are enhanced will be random."; + mes "You sure you want me to enhance this?"; + next; + switch( select( "I changed my mind.", "Yes, enhance it." ) ) { + mes "[Thorn]"; + case 1: + mes "You sure you don't want to enhance it?"; + mes "It's your choice."; + close; + case 2: + mes "I understand."; + mes "Let's begin the enhancement."; + next; + specialeffect EF_REPAIRWEAPON; + progressbar "ffff00",3; + delitem getarg(0),1; + para_2nd04 = 4; + changequest 7240,7241; + getitem2 getarg(0),1,1,0,0,0,0,.@1st,.@2nd; + mes "[Thorn]"; + mes "Ok, seems that the enhancement went well."; + mes "If you don't like the result then you can come back again tomorrow."; + close; + } + } + mes "Hmm... Don't you have the "+ getarg(1) +"?"; + mes "I don't think you have it with you."; + close; } -moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ - if (checkweight(1101,5) == 0) { - mes "^3355FFWait a second!"; - mes "Right now, you are carrying"; - mes "to many things with you."; - mes "Please come back after"; - mes "using the Kafra Service"; - mes "to store some of your items.^000000"; +moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{ + setarray .@wplist[0], + P_Slayer3, // P_Slayer3 + P_Saber3, // P_Saber3 + P_Dagger3, // P_Dagger3 + P_Katar1, // P_Katar1 + P_Two_Handed_Axe1, // P_Two_Handed_Axe1 + P_Sphere1, // P_Spear I + P_Staff3, // P_Staff3 + P_Mace3, // P_Mace3 + P_Bow3, // P_Bow3 + P_Dic1, // P.Book I + P_String_Inst1, // P_Guitar I + P_Tail1, // P_Tail1 + P_Revolver3, // P_Revolver3 + P_Knuckle1, // P_Knuckle1 + P_Huuma_Shuriken1; // P_Huuma_Shuriken1 + .@menu$ = "Eden Group Slayer III:" + + "Eden Group Saber III:" + + "Eden Group Dagger III:" + + "Eden Group Katar I:" + + "Eden Group Axe I:" + + "Eden Group Spear I:" + + "Eden Group Staff III:" + + "Eden Group Mace III:" + + "Eden Group Bow III:" + + "Eden Group Dictionary I:" + + "Eden Group Guitar I:" + + "Eden Group Whip I:" + + "Eden Group Revolver III:" + + "Eden Group Knuckles I:" + + "Eden Group Huuma Shuriken I"; + mes "[BK]"; + mes "What's happening?"; + mes "No way?!"; + next; + if (select( "Enhancing weapons.", "What?" ) == 2) { + mes "[BK]"; + mes "Yeah?"; + mes "Are you asking me what I know?"; + next; + select("...??"); + mes "[BK]"; + mes ".....????"; close; } - mes "[Weapons Expert]"; - mes "Hello adventurer, what can I do for you today?"; + mes "[BK]"; + mes "Ah, you're here to enhance your gear."; + mes "Okay, shall we?"; next; - switch(select("Where is my reward?","I want an enchantment!")) { - case 1: - if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { - mes "[Weapons Expert]"; - mes "Where is the Paradise Weapon I gave you?"; - next; - mes "[Weapons Expert]"; - mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; - next; - switch(select("Ok.","No, thanks.")) { - case 1: - mes "[Weapons Expert]"; - if (Zeny < 250000) { - mes "You dont have enough zeny."; - close; - } - if (Class == Job_Taekwon) { - mes "Wait... Your Class doesn't have a weapon."; - close; - } - Zeny -= 250000; - if (BaseClass == Job_Swordman) { - mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; - callsub L_Select, - 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III - 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III - 1434,"Spear","One-handed, 165 Atk"; //P.Spear I - } - else if (BaseClass == Job_Merchant) { - mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; - callsub L_Select, - 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Assassin) { - mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; - callsub L_Select, - 1289,"Katar","Two-handed, 155 Atk", //P.Katar I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Rogue) { - mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Thief) { - mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Bard) { - mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; - callsub L_Select, - 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseJob == Job_Dancer) { - mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; - callsub L_Select, - 1986,"Whip","One-handed, 125 Atk", //P.Tail I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseClass == Job_Archer) { - mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; - callsub L_Select, - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseJob == Job_Priest) { - mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I - } - else if (BaseJob == Job_Monk) { - mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; - callsub L_Select, - 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III - } - else if (BaseJob == Job_Acolyte) { - mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk"; //P.Mace III - } - else if (BaseJob == Job_Sage) { - mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { - mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + mes "[BK]"; + if (para_2nd02 < 2) { + mes "You have to have the equipment first in order for me to do anything."; + mes "Didn't you get anything from Thorn yet?"; + } + else if (para_2nd02 == 2) { + if (para_2nd01 < 11) { + mes "Hmm, no."; + mes "I don't have permission from Instructor Ur."; + mes "You have to finish your training."; + next; + mes "[BK]"; + mes "Once you do that I can help you."; + mes "Until then I won't talk to you."; + } + else { + mes "Okay, what weapon do you want to enhance?"; + next; + .@s = select(.@menu$) -1; + mes "[BK]"; + if (countitem(.@wplist[.@s]) > 0) { + mes "Ok for the first reinforcement."; + mes "ATK + 3% or MATK + 3%?"; + mes "I'll give you the option to grant this effect on the selected gear."; + next; + mes "[BK]"; + mes "You can't change your mind after so choose wisely."; + next; + if (select( "ATK +3%","MATK +3%" ) == 1) { + .@string$ = "Ok, you've chosen to raise physical attack."; + .@card = Atk3; } - else if (Class == Job_Ninja) { - mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; - callsub L_Select, - 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + else { + .@string$ = "Ok, you've chosen to raise magical attack."; + .@card = Matk3; + .@add = 1; } - else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I - else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III - else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III - mes "These weapons aren't easy to make, please take better care of this one."; - close; - case 2: - mes "[Weapons Expert]"; - mes "Come back if you change your mind."; - close; + mes "[BK]"; + mes .@string$; + mes "Would you look at that. Your weapon will now be stronger."; + para_2nd03 = 1 + .@add; + next; + specialeffect EF_REPAIRWEAPON; + progressbar "ffff00",3; + para_2nd02 = 3; + delitem .@wplist[.@s],1; + getitem2 .@wplist[.@s],1,1,0,0,0,0,0,.@card; + mes "[BK]"; + mes "Isn't it magnificent?"; + mes "I know, I know, I'm pretty amazing!"; + } + else { + mes "Are you kidding me?"; + mes "You don't seem to have that weapon in your possession."; } } - mes "[Weapons Expert]"; - mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000."; - next; - mes "[Weapons Expert]"; - mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed."; - close; - case 2: - if (para_suv02 < 14) { - mes "[Weapons Expert]"; - mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; - close; - } - if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { - mes "[Weapons Expert]"; - mes "Did you sell your new Paradise Weapon? No enchantments for you."; - close; + } + else if (para_2nd02 == 3) { + if (para_2nd01 < 16) { + mes "Hmm, I'm not sure you're ready."; + mes "All 3 steps of Instructor Ur's missions have to be completed first."; + next; + mes "[BK]"; + mes "You get what I'm saying?"; + mes "Finish the third mission from Instructor Ur."; } - if (para_suv01 < 44) { - mes "[Weapons Expert]"; - mes "You haven't completed enough quests for an enchantment yet."; + else { + mes "Good. So you previously received an addition to Atk or Matk."; + mes "For this option you can choose from Brute, Plant, Fish, Dragon, Increased Heal."; next; - mes "[Weapons Expert]"; - mes "Make sure to pick a weapon from Toren too."; - close; - } - if (para_suv01 == 44) { - mes "[Weapons Expert]"; - mes "It seems you have earned your first weapon enchantment."; - next; - mes "[Weapons Expert]"; - mes "There are only 2 to choose from, which one would you like?"; - next; - if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; - else paraweaponenchant = 4806; - callsub L_GetWeapon; - mes "[Weapons Expert]"; - mes "OK, gimmy a sec."; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - delitem paraweaponcount,1; - getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant; - para_suv01 = 45; - mes "[Weapons Expert]"; - mes "All done."; - close; - } - if (para_suv01 == 47) { - mes "[Weapons Expert]"; - mes "It seems you have earned your second weapon enchantment."; + mes "[BK]"; + mes "Once you've chosen you can't change your mind again."; + mes "But your weapon will increase damage to the type of enhancement you pick."; next; - if (paraweaponenchant < 1) { - mes "[Weapons Expert]"; - mes "Before I do the second enchantment, you need to pick the first one."; - next; - mes "[Weapons Expert]"; - mes "There are only 2 to choose from, which one would you like?"; - next; - if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; - else paraweaponenchant = 4806; - callsub L_GetWeapon; - mes "[Weapons Expert]"; - mes "Gotcha, now for the second enchantment."; - next; - } - mes "[Weapons Expert]"; - mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + mes "[BK]"; + mes "Basically I will add a random monster card with the property type that you choose."; + mes "Good luck!"; next; - mes "[Weapons Expert]"; - mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; - next; - switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + switch( select( "Brute Type", "Plant Type", "Insect Type", "Fish Type", "Dragon Type", "Increased Heal" ) ) { case 1: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4060; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4472; + setarray .@arg[0],Goblin_Card,Bradium_Goram_Card,111;// Goblin_Card, Bradium_Goram_Card + .@type$ = "Brute"; break; case 2: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4068; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4470; + setarray .@arg[0],Scorpion_Card,Nepenthes_Card,121;// Scorpion_Card, Nepenthes_Card + .@type$ = "Plant"; break; case 3: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4063; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4476; + setarray .@arg[0],Caramel_Card,Pinguicula_Card,131;// Caramel_Card, Pinguicula_Card + .@type$ = "Insect"; break; case 4: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4080; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4469; + setarray .@arg[0],Flora_Card,Naga_Card,141;// Flora_Card, Naga_Card + .@type$ = "Fish"; break; case 5: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4118; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4471; + setarray .@arg[0],Petit_Card,Egg_Of_Draco_Card,151;// Petit_Card, Egg_Of_Draco_Card + .@type$ = "Dragon"; break; case 6: - paraweaponenchant2 = 4805; - break; + setarray .@arg[0],Heal_Amount2,Heal_Amount2,161;// Heal_Amount2 + } + mes "[BK]"; + for ( .@i = 0; .@i < 15; .@i++ ) { + if (countitem(.@wplist[.@i]) > 0) { + if (.@arg[0] == Heal_Amount2) + mes "Good. Your weapon will now increase Heal effectiveness."; + else + mes "Good. Your weapon will increase attacks to "+ .@type$ +" type monsters."; + next; + specialeffect EF_REPAIRWEAPON; + progressbar "ffff00",3; + delitem .@wplist[.@i],1; + para_2nd02 = 4; + if (para_2nd03 == 1) { + para_2nd03 = .@arg[2]; + getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[0],Atk3; + } + else { + para_2nd03 = .@arg[2] + 100; + getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[1],Matk3; + } + mes "[BK]"; + mes "Isn't it magnificent?"; + mes "I know, I know, I'm pretty amazing!"; + close; + } } - mes "[Weapons Expert]"; - mes "OK, gimmy a sec."; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - delitem paraweaponcount,1; - getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant; - para_suv01 = 48; - mes "[Weapons Expert]"; - mes "All done."; + mes "Sorry, but it doesn't seem like you have a weapon that can be enhanced."; + mes "How did this happen?"; close; } - if (para_suv01 == 50 || para_suv01 == 53) { - mes "[Weapons Expert]"; - mes "It seems you have earned your third weapon enchantment."; - next; - if (paraweaponenchant < 1) { - mes "[Weapons Expert]"; - mes "Before I do the other enchantments, you need to pick the first one."; - next; - mes "[Weapons Expert]"; - mes "There are only 2 to choose from, which one would you like?"; - next; - if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; - else paraweaponenchant = 4806; - callsub L_GetWeapon; - mes "[Weapons Expert]"; - mes "Gotcha, on to the next one."; + } + else if (para_2nd02 == 4) { + if (para_2nd01 < 30) { + mes "Instructor Ur has a lot of training missions doesn't he?"; + mes "There's only one more stage."; + mes "Reach the final stage of training."; + } + else { + mes "Okay, this is the last step."; + mes "I will make your weapon even more enhanced."; + next; + mes "[BK]"; + mes "The card added from the previous step will be doubled."; + mes "And if you have a healing weapon it will increase it's healing efficiency."; + mes "You understand?"; + next; + mes "[BK]"; + mes "Ok what weapon did you have now?"; + next; + .@s = select(.@menu$) -1; + mes "[BK]"; + if (countitem(.@wplist[.@s]) > 0) { + mes "Doubling the strength of your bonus stat."; next; + specialeffect EF_REPAIRWEAPON; + progressbar "ffff00",3; + delitem .@wplist[.@s],1; + para_2nd02 = 5; + if (para_2nd03 == 111) + getitem2 .@wplist[.@s],1,1,0,0,0,Goblin_Card,Goblin_Card,Atk3;// Goblin_Card, Goblin_Card, Atk3 + else if (para_2nd03 == 121) + getitem2 .@wplist[.@s],1,1,0,0,0,Scorpion_Card,Scorpion_Card,Atk3;// Scorpion_Card, Scorpion_Card, Atk3 + else if (para_2nd03 == 131) + getitem2 .@wplist[.@s],1,1,0,0,0,Caramel_Card,Caramel_Card,Atk3;// Caramel_Card, Caramel_Card, Atk3 + else if (para_2nd03 == 141) + getitem2 .@wplist[.@s],1,1,0,0,0,Flora_Card,Flora_Card,Atk3;// Flora_Card, Flora_Card, Atk3 + else if (para_2nd03 == 151) + getitem2 .@wplist[.@s],1,1,0,0,0,Petit_Card,Petit_Card,Atk3;// Petit_Card, Petit_Card, Atk3 + else if (para_2nd03 == 161) + getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Atk3;// Heal_Amount2, Heal_Amount2, Atk3 + else if (para_2nd03 == 211) + getitem2 .@wplist[.@s],1,1,0,0,0,Bradium_Goram_Card,Bradium_Goram_Card,Matk3;// Bradium_Goram_Card, Bradium_Goram_Card, Matk3 + else if (para_2nd03 == 221) + getitem2 .@wplist[.@s],1,1,0,0,0,Nepenthes_Card,Nepenthes_Card,Matk3;// Nepenthes_Card, Nepenthes_Card, Matk3 + else if (para_2nd03 == 231) + getitem2 .@wplist[.@s],1,1,0,0,0,Pinguicula_Card,Pinguicula_Card,Matk3;// Pinguicula_Card, Pinguicula_Card, Matk3 + else if (para_2nd03 == 241) + getitem2 .@wplist[.@s],1,1,0,0,0,Naga_Card,Naga_Card,Matk3;// Naga_Card, Naga_Card, Matk3 + else if (para_2nd03 == 251) + getitem2 .@wplist[.@s],1,1,0,0,0,Egg_Of_Draco_Card,Egg_Of_Draco_Card,Matk3;// Egg_Of_Draco_Card, Egg_Of_Draco_Card, Matk3 + else if (para_2nd03 == 261) + getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Matk3;// Heal_Amount2, Heal_Amount2, Matk3 + mes "[BK]"; + mes "Isn't it magnificent?"; + mes "I know, I know, I'm pretty amazing!"; } - if (paraweaponenchant2 < 1) { - mes "[Weapons Expert]"; - mes "Before I do the third enchantment, you need to pick the second one."; - next; - mes "[Weapons Expert]"; - mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; - next; - mes "[Weapons Expert]"; - mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; - next; - switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { - case 1: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4060; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4472; - break; - case 2: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4068; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4470; - break; - case 3: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4063; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4476; - break; - case 4: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4080; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4469; - break; - case 5: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4118; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4471; - break; - case 6: - paraweaponenchant2 = 4805; - break; - } - mes "[Weapons Expert]"; - mes "Gotcha, now for the third one."; - next; + else { + mes "Hey, you think I'm joking?"; + mes "Do you have the weapons or not?"; } - mes "[Weapons Expert]"; - mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; - next; - mes "[Weapons Expert]"; - mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; - next; - switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { - case 1: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4060; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4472; - break; - case 2: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4068; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4470; - break; - case 3: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4063; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4476; - break; - case 4: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4080; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4469; - break; - case 5: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4118; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4471; - break; - case 6: - paraweaponenchant3 = 4805; - break; - } - mes "[Weapons Expert]"; - mes "OK, gimmy a sec."; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - delitem paraweaponcount,1; - getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant; - para_suv01 = 54; - mes "[Weapons Expert]"; - mes "All done."; - close; - } - if (para_suv01 > 53) { - mes "[Weapons Expert]"; - mes "That is the maximum number of enchanments I can do, enjoy them."; - close; } - mes "[Weapons Expert]"; - mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment."; - close; } - end; -L_Select: - next; - mes "[Weapons Expert]"; - .@menu$ = ""; - for(.@i = 0; .@i<getargcount(); .@i += 3) { - .@menu$ += getarg(.@i+1)+".:"; - mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; - mes " "; + else if (para_2nd02 > 4) { + mes "How do you like your enhanced weapon?"; + mes "Hopefully it has helped you."; + next; + mes "[BK]"; + mes "I've given you the peak of your weapon's efficiency."; + mes "Weapons aren't the only things that need strength, though, don't you agree?"; + next; + mes "[BK]"; + mes "Come on admit it."; + mes "Thorn gave inspiration and I intend on providing strong equipment, that's how to live life."; + mes "Hahahaha!"; } - next; - .@i = select(.@menu$)-1; - getitem getarg(.@i*3),1; - mes "[Weapons Expert]"; - return; -L_GetWeapon: - if (countitem(1197)) paraweaponcount = 1197; - else if (countitem(1289)) paraweaponcount = 1289; - else if (countitem(1391)) paraweaponcount = 1391; - else if (countitem(1434)) paraweaponcount = 1434; - else if (countitem(1583)) paraweaponcount = 1583; - else if (countitem(1658)) paraweaponcount = 1658; - else if (countitem(1831)) paraweaponcount = 1831; - else if (countitem(1931)) paraweaponcount = 1931; - else if (countitem(1986)) paraweaponcount = 1986; - else if (countitem(13066)) paraweaponcount = 13066; - else if (countitem(13114)) paraweaponcount = 13114; - else if (countitem(13310)) paraweaponcount = 13310; - else if (countitem(13434)) paraweaponcount = 13434; - else if (countitem(16014)) paraweaponcount = 16014; - else if (countitem(18106)) paraweaponcount = 18106; - return; + close; } sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ @@ -5127,7 +4316,7 @@ sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ if (callfunc("F_GM_NPC",1854,0) == 1) { mes "Please select the variable you want to modify."; next; - .@var = select("para_suv01:para_suv02"); + .@var = select("para_suv01:para_suv02"); mes "Enter the modified value"; next; input .@input,0,9999; |