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authorshennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-08 19:30:07 +0000
committershennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-08 19:30:07 +0000
commit31825ccc2dde034a218d9ad466dd721c40b5651d (patch)
tree961b976e45988f7f7158d33b3f11a18688f34b1f /npc/re/quests/seals
parent22c75b070526de8b103032f5bf13504af81e0095 (diff)
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Okie ladies and gentleman if this commit breaks anything it's jman's and maki's fault, yes, blame them.
Fixing pre-re / re npc support, moving /config/ folder to src root so other servers may also make use of the #define renewal dir and other stuff. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16382 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/re/quests/seals')
-rw-r--r--npc/re/quests/seals/brisingamen_seal.txt4747
-rw-r--r--npc/re/quests/seals/god_global.txt137
-rw-r--r--npc/re/quests/seals/god_weapon_creation.txt859
-rw-r--r--npc/re/quests/seals/megingard_seal.txt3360
-rw-r--r--npc/re/quests/seals/mjolnir_seal.txt2789
-rw-r--r--npc/re/quests/seals/sleipnir_seal.txt2024
6 files changed, 13916 insertions, 0 deletions
diff --git a/npc/re/quests/seals/brisingamen_seal.txt b/npc/re/quests/seals/brisingamen_seal.txt
new file mode 100644
index 000000000..a4e87a815
--- /dev/null
+++ b/npc/re/quests/seals/brisingamen_seal.txt
@@ -0,0 +1,4747 @@
+//===== rAthena Script =======================================
+//= Brisingamen seal unlocking NPCs.
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Quest for breaking the seal of Brisingamen.
+//===== Additional Comments: =================================
+//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
+//= 1.0a Removed duplicates [Toms]
+//= 1.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.2 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.3 Minor Touchups to quest. [L0ne_W0lf]
+//= 1.3a Changed some " + name +" to strcharinfo(0) [Samuray22]
+//= 1.4 Replaced effect numerics with constants. [Samuray22]
+//= 1.5 Corrected serverwide announcement. [L0ne_W0lf]
+//============================================================
+
+prt_fild08,175,374,3 script Bard#brising 51,{
+ cutin "god_nelluad01",2;
+ if (($God2 > 49) && ($God3 < 100)){
+ if (god_brising > 49){
+ mes "[Nelliorde]";
+ mes "Oh, I guess all is going well for you. So how has everything else been?";
+ next;
+ mes "[Nelliorde]";
+ mes "I may be being overly sensitive, but it feels like something might happen soon. Aaah, don't mind me. It's no big deal. Maybe I'm just being weird.";
+ next;
+ mes "[Nelliorde]";
+ mes "Right, right, let me play a song for you. Would you care to listen?";
+ next;
+ switch(select("Sure, why not~:How about some news?:No thanks.")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "So, which song";
+ mes "would you like to hear?";
+ mes "Go ahead, pick one~";
+ next;
+ switch(select("Bragi's Poem:Eternal Chaos:Assassin in the Sunset:Der Ring des Nibelungen")) {
+ case 1:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Bragi's Poem!";
+ mes "What a good choice!";
+ mes "I must say this song";
+ mes "represents the";
+ mes "heart of a poet!";
+ soundeffect "bragis_poem.wav",1;
+ close2;
+ break;
+ case 2:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Eternal Chaos...";
+ mes "Sounds too chaotic.";
+ mes "By the way, I wonder";
+ mes "what the title really";
+ mes "means. Is it the chaos";
+ mes "of hell or our own reality?";
+ soundeffect "chaos_of_eternity.wav",1;
+ close2;
+ break;
+ case 3:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Assassin in the Sunset!";
+ mes "Yes, no one looks cooler than an Assassin, the bringer of death, standing alone in the sunset! Heh heh~";
+ soundeffect "assassin_of_sunset.wav",1;
+ close2;
+ break;
+ case 4:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Der Ring des Nibelungen.....";
+ mes "Okay, are you ready to listen?";
+ mes "Hum hum hum....";
+ next;
+ soundeffect "ring_of_nibelungen.wav",1;
+ mes "^4D4DFFRheingold...";
+ mes "Hidden in the Rhein river.";
+ mes "If made into a ring,";
+ mes "Could rule the world~^000000";
+ next;
+ mes "^4D4DFFProtected by a spell";
+ mes "Cursing its thief";
+ mes "To never find love.";
+ mes "Alberich had known";
+ mes "Nonetheless stole it.";
+ mes "Love was forsaken for power.^000000";
+ next;
+ mes "^4D4DFFGiants built beautiful Valhalla";
+ mes "Matrimony with Freya";
+ mes "Goddess of beauty";
+ mes "Their supposed payment.";
+ mes "In not receiving it";
+ mes "They forcefully took her.^000000";
+ next;
+ mes "^4D4DFFThe gods would";
+ mes "give Alberich's treasure";
+ mes "To the Giants for Freya's return.";
+ mes "Loki tricked Alberich,";
+ mes "Stealing his ring or power.^000000";
+ next;
+ mes "^4D4DFFBut Alberich cursed his ring";
+ mes "Before it was returned to him,";
+ mes "Envy and death would";
+ mes "befall its wearers.^000000";
+ next;
+ mes "^4D4DFFThe ring was given to the giants";
+ mes "Freya was returned to the gods";
+ mes "The giants killed themselves";
+ mes "Fighting over the rheingold,";
+ mes "Victims of Alberich's curse~^000000";
+ close2;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Nelliorde]";
+ mes "Some news you say..";
+ mes "What kind of news do";
+ mes "you wish to hear about?";
+ next;
+ switch(select("About Prontera!:About coastal areas.:Is the desert still hot?:How about the borderlands?")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "What?! Prontera?!";
+ mes "Can you not see that the front";
+ mes "gate of Prontera is right before you? You should at least know where you are, adventurer.";
+ next;
+ mes "[Nelliorde]";
+ mes "Anyways, I have one interesting news about Prontera. But, it's a secret. Shh! Are you... Single?";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "If so, go visit the tavern. I met a guy there who took to me a nice place. Oh yes. He took me to 'the place' where singles are forbidden~!";
+ close2;
+ break;
+ case 2:
+ mes "[Nelliorde]";
+ mes "Coastal areas?";
+ mes "That's a funny question. I mean, there's Alberta and a few other places where you can see the sea.";
+ next;
+ mes "[Nelliorde]";
+ mes "To the southwest there's";
+ mes "Kokomo Beach. But, I suppose it's too dangerous just to go there to take a stroll.";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad03",2;
+ mes "Kokomo Beach is a large";
+ mes "expanse of sand. The nearby water is filled with sea animals, so you can enjoy catching Shellfishes.";
+ next;
+ mes "[Nelliorde]";
+ mes "However, there are always bullies in that kind of place. Once, I met a threatening looking hoodlum with red spiky hair.";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad04",2;
+ mes "He was chewing on something and spat it on the ground. The big buffoon managed to intimidate me into giving him all of my Zeny!";
+ next;
+ mes "[Nelliorde]";
+ mes "^333333*Sigh...*^000000";
+ mes "This world is too";
+ mes "dangerous for a young";
+ mes "and fragile Bard.";
+ next;
+ mes "[Nelliorde]";
+ mes "By the way, Alberta doesn't seem to have changed. The Sunken Ship looks the same as well, with all of its Skeleton Pirates and whatnot. You know how it is.";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad01",2;
+ mes "The event agency in charge of expeditions into the Sunken Ship is still making tons of money. If you have nothing to do, why don't you hunt for monsters down there?";
+ close2;
+ break;
+ case 3:
+ mes "[Nelliorde]";
+ mes "Oh, hell yes!";
+ mes "When is it not?";
+ mes "The desert is hot, has";
+ mes "been hot and probably";
+ mes "always will be...!";
+ next;
+ mes "[Nelliorde]";
+ mes "Giant worms still jump out of nowhere, freaking out innocent travellers like myself, and the Sandmen still kick people in the, well... You know where.";
+ next;
+ mes "[Nelliorde]";
+ mes "Even if the desert is filled with hideous monsters, the view of the ocean there is so magnificent. Hah, it makes me want to play a song.";
+ next;
+ mes "[Nelliorde]";
+ mes "I must say there is";
+ mes "one place you may wish";
+ mes "to see in the desert.";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad02",2;
+ mes "I'm talking about the Assassin Guild. Supposedly, it's hidden behind a sandstorm in the Morroc Desert!";
+ if (Class == Job_Assassin || Class == Job_Assassin_Cross) {
+ mes "But you should know what I am talking about! So when are you gonna take me to the guild, eh?";
+ }
+ else {
+ mes "Have you ever been there before?";
+ }
+ close2;
+ break;
+ case 4:
+ mes "[Nelliorde]";
+ mes "Well, to the north is the Schwaltzwald Republic.";
+ mes "There, you'll find Juno,";
+ mes "the 'City of Sages.'";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad03",2;
+ mes "The people there say that there is one major nuisance, a man known as";
+ mes "the 'Mad Scientist.' He's antisocial and creates a lot of public disturbances with his experiments.";
+ next;
+ mes "[Nelliorde]";
+ mes "It seems everyone in Juno";
+ mes "hates him with a passion. Even one of the Tool Shop owners begged a passing adventurer to stop this Mad Scientist's research!";
+ next;
+ mes "[Nelliorde]";
+ mes "But I have a different opinion about him. I believe it's not a good idea to interrupt the work of any scientist.";
+ next;
+ mes "[Nelliorde]";
+ mes "After all, he might just discover something important, even if his experiments are a little hazardous.";
+ next;
+ mes "[Nelliorde]";
+ mes "Speaking of discoveries, you know how Juno floats in the air, right?";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad01",2;
+ mes "It's said that a piece of Ymir's Heart generates enough power";
+ mes "to keep the entire city aloft in the sky. Isn't that amazing?";
+ next;
+ mes "[Nelliorde]";
+ mes "Even more recent is the news about the discovery of Ymir's Book. You can read it in Juno's Sage Castle. I hear that it contains the secret to meeting Valkyrie...";
+ close2;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Nelliorde]";
+ mes "Huh? Okay then, talk to you later. May Bragi bless you on your journeys.";
+ close2;
+ break;
+ }
+ }
+ else if((god_brising > 0) && (god_brising < 50)){
+ mes "[Nelliorde]";
+ mes "So, have you";
+ mes "met Mr. Kaili?";
+ mes "Please do your best.";
+ mes "After all, I especially";
+ mes "recommended you~";
+ next;
+ switch(select("Tell me a story.:Sing a song for me.")) {
+ case 1:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Hmm. What would";
+ mes "be a good story for";
+ mes "you this time...? Ah yes, I've got it. Let me tell you about one of my own adventures. It was a pretty amazing experience.";
+ next;
+ mes "[Nelliorde]";
+ mes "I went to Morroc, the city of the desert. On my way there, I became exhausted from the heat. Luckily, I found a hole beneath the shadows and climbed in to rest.";
+ next;
+ mes "[Nelliorde]";
+ mes "Oh my God...";
+ mes "If I had known";
+ mes "better, I would have";
+ mes "never gone inside that place...";
+ next;
+ mes "[Nelliorde]";
+ mes "I actually crawled into the infamous ^FF0000Ant Hell^000000! I don't sound like a coward to you, do I?";
+ next;
+ mes "[Nelliorde]";
+ mes "Well, the ants aren't the only ones living there. I wasn't afraid of them at all. Except, of course, when they attacked in groups.";
+ next;
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "What I was really afraid of was this type of strawberry colored... tongue thing. Phreeoni!";
+ next;
+ mes "[Nelliorde]";
+ mes "Fortunately, I survived the whole incident, although I still have nightmares of that man-sized tongue.";
+ next;
+ mes "[Nelliorde]";
+ mes "Once I got out of there, I craved human companionship to restore my sense of normalcy. The closest place that I knew was Paros Lighthouse.";
+ next;
+ mes "[Nelliorde]";
+ mes "Yet again, I decided to traverse the desert, despite the fact that the Kafra Ladies provide a very convenient teleport service there.";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "Anyway, the fortress of Sandaruman is on the way to Paros Lighthouse. I remember Serutero, a guy I met in south Morroc, telling me about its scenic beauty.";
+ next;
+ mes "[Nelliorde]";
+ mes "I was so excited";
+ mes "about seeing it";
+ mes "for myself. After all, doesn't 'Sandaruman' sound like the";
+ mes "name of a beautiful place?";
+ next;
+ mes "[Nelliorde]";
+ mes "But I immediately regretted my decision once I arrived. Of course, the view was breathtaking: the sandy hills near the ocean, as";
+ mes "well as the ruins.";
+ next;
+ mes "[Nelliorde]";
+ mes "And of course I forgot Serutero's warning about all the monsters. Argh! It was a nightmare! Instead of enjoying the scenary, I ended up running for my life.";
+ next;
+ mes "[Nelliorde]";
+ mes "I was still trying to escape those monsters when I stumbled upon";
+ mes "an old house, West of Sandaruman, that seemed to be in a state of decay.";
+ next;
+ mes "[Nelliorde]";
+ mes "I recalled that Serutero said that no one was living in that area, so I began to worry a bit. Still, I was desperate and needed refuge.";
+ next;
+ mes "[Nelliorde]";
+ mes "In my panic, I violently knocked on the door and screamed for someone to let me inside. Then do you know what I heard?";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad03",2;
+ mes "^FF0000Who's there?!";
+ mes "Who would dare to intrude";
+ mes "upon my territory?^000000";
+ mes "I was freaked out! Whoever owned that house must have been some";
+ mes "kind of lunatic!";
+ next;
+ mes "[Nelliorde]";
+ mes "Th-then, with the specter of Death nipping at my heels, he told me to get lost! Luckily, I was saved by a mysterious, wandering SuperNovice, but that's another story.";
+ next;
+ mes "[Nelliorde]";
+ mes "In any case, I finally arrived at Paros Lighthouse. There, I learned that the old house was a secret camp for the Rogue Guild. ";
+ next;
+ mes "[Nelliorde]";
+ mes "It's amazing, how they can live in such dangerous areas. Only Rogues would be able to survive there, you know?";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad01",2;
+ mes "Ah...";
+ mes "I'm so tired from talking so much. But if I happen to have another adventure, I shall share that tale with you.";
+ close2;
+ break;
+ case 2:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Ah, you wish";
+ mes "to hear a song?";
+ mes "Okay! I shall then";
+ mes "perform my favorite.";
+ next;
+ mes "[Nelliorde]";
+ mes "I chased after fame.";
+ mes "It eluded me.";
+ mes "I ran after happiness";
+ mes "But never caught it.";
+ next;
+ mes "[Nelliorde]";
+ mes "But tomorrow will still";
+ mes "Be there, I'm sure.";
+ mes "Like the Water Mill";
+ mes "In Al De Baran";
+ mes "Which turns as";
+ mes "Life goes on.";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "Cheer up! Life goes on.";
+ mes "As surely as the Water";
+ mes "Mill turns, tomorrow";
+ mes "Will come.";
+ close2;
+ break;
+ }
+ }
+ else {
+ mes "[Nelliorde]";
+ mes "Say...";
+ mes "Have we met before?";
+ mes "Hmm? Never? Well...";
+ mes "That's rather odd.";
+ next;
+ mes "[Nelliorde]";
+ mes "I seem to recall that you've asked me to give you some information if I ever have any. Well, now I have and shall share it with you~";
+ next;
+ mes "[Nelliorde]";
+ mes "The usefulness of this information all depends on you. Now, have you heard of the ^3333CCMonster Research Organization^000000?";
+ next;
+ mes "[Nelliorde]";
+ mes "I happened to get this information from its headquarters in Juno. So how does that sound?";
+ next;
+ switch(select("Wee~ I want to hear!:Booooring~")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "Well...!";
+ mes "You seem to be";
+ mes "very excited about";
+ mes "this new tidbit of";
+ mes "knowledge I have~";
+ next;
+ if (BaseLevel < 70) {
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "Alas, this information doesn't seem to be very valuable to someone such as yourself.";
+ next;
+ mes "[Nelliorde]";
+ mes "I'm so very sorry to have excited you, but only people that are strong enough to handle grueling work can benefit from this.";
+ next;
+ mes "[Nelliorde]";
+ mes "Why don't you travel around and gain more experiences? I will let you know when you're ready, you know~";
+ close2;
+ }
+ else {
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Ooh...";
+ mes "And you look";
+ mes "like you can handle";
+ mes "this kind of information.";
+ mes "I'll share everything I know!";
+ next;
+ mes "[Nelliorde]";
+ mes "One day, an adventurer discovered a strange, mysterious object. Unable to figure out what it could do, he visited the Monster Organization.";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "There, it was entrusted to a scholar by the name of Mr. Kaili. He still hasn't uncovered the truth about that item and wishes for assistance in his investigation.";
+ next;
+ mes "[Nelliorde]";
+ mes "Mr. Kaili suspects that the item might be part of an undiscovered ancient relic. Fortunately, he is also researching ancient relics as a project assigned by the royal court.";
+ next;
+ mes "[Nelliorde]";
+ mes "So what do you think? Isn't that interesting? Of course, you'd better speak to Mr. Kaili if you wish to learn more. If you'd like, I shall write you a letter or recommendation.";
+ next;
+ switch(select("Sure! Sounds good.:Sorry, I am not that interested.")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "Excellent...!";
+ mes "So your name is...";
+ mes "" + strcharinfo(0) + "?";
+ next;
+ mes "[Nelliorde]";
+ mes "Alright, I shall contact him right away! Oh, and you can find the Monster Organization west of Juno's central plaza. It shouldn't be hard to find. Good luck!";
+ set god_brising,1;
+ close2;
+ break;
+ case 2:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Ah, it's disappointing to hear that. I thought that you'd be perfect to help out Mr. Kaili. Oh well, talk to you later~";
+ close2;
+ break;
+ }
+ }
+ break;
+ case 2:
+ mes "[Nelliorde]";
+ mes "Boring, you say?";
+ mes "Perhaps, but not as";
+ mes "boring as an adventurer";
+ mes "that passes up a chance";
+ mes "for an adventure, yes?";
+ next;
+ switch(select("Tell me a story.:Sing a song for me.")) {
+ case 1:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Hmm. What would";
+ mes "be a good story for";
+ mes "you this time...? Ah yes, I've got it. Let me tell you about one of my own adventures. It was a pretty amazing experience.";
+ next;
+ mes "[Nelliorde]";
+ mes "I went to Morroc, the city of the desert. On my way there, I became exhausted from the heat. Luckily, I found a hole beneath the shadows and climbed in to rest.";
+ next;
+ mes "[Nelliorde]";
+ mes "Oh my God...";
+ mes "If I had known";
+ mes "better, I never";
+ mes "would have gone";
+ mes "inside that place...";
+ next;
+ mes "[Nelliorde]";
+ mes "I actually crawled into the infamous ^FF0000Ant Hell^000000! I don't sound like a coward to you, do I?";
+ next;
+ mes "[Nelliorde]";
+ mes "Well, the ants aren't the only ones living there. I wasn't afraid of them at all. Except, of course, when they attacked in groups.";
+ next;
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "What I was really afraid of was this type of strawberry colored... tongue thing. Phreeoni!";
+ next;
+ mes "[Nelliorde]";
+ mes "Fortunately, I survived the whole incident, although I still have nightmares of that man-sized tongue.";
+ next;
+ mes "[Nelliorde]";
+ mes "Once I got out of there, I craved human companionship to restore my sense of normalcy. The closest place that I knew was Paros Lighthouse.";
+ next;
+ mes "[Nelliorde]";
+ mes "Yet again, I decided to traverse the desert, despite the fact that the Kafra Ladies provide a very convenient teleport service there.";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "Anyway, the fortress of Sandaruman is on the way to Paros Lighthouse. I remember Serutero, a guy I met in south Morroc, telling me about its scenic beauty.";
+ next;
+ mes "[Nelliorde]";
+ mes "I was so excited";
+ mes "about seeing it";
+ mes "for myself. After all, doesn't 'Sandaruman' sound like the";
+ mes "name of a beautiful place?";
+ next;
+ mes "[Nelliorde]";
+ mes "But I immediately regretted my decision once I arrived. Of course, the view was breathtaking: the sandy hills near the ocean, as";
+ mes "well as the ruins.";
+ next;
+ mes "[Nelliorde]";
+ mes "And of course I forgot Serutero's warning about all the monsters. Argh! It was a nightmare! Instead of enjoying the scenary, I ended up running for my life.";
+ next;
+ mes "[Nelliorde]";
+ mes "I was still trying to escape those monsters when I stumbled upon";
+ mes "an old house, West of Sandaruman, that seemed to be in a state of decay.";
+ next;
+ mes "[Nelliorde]";
+ mes "I recalled that Serutero said that no one was living in that area, so I began to worry a bit. Still, I was desperate and needed refuge.";
+ next;
+ mes "[Nelliorde]";
+ mes "In my panic, I violently knocked on the door and screamed for someone to let me inside. Then do you know what I heard?";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "^FF0000Who's there?!";
+ mes "Who would dare to intrude";
+ mes "upon my territory?^000000";
+ mes "I was freaked out! Whoever owned that house must have been some";
+ mes "kind of lunatic!";
+ next;
+ mes "[Nelliorde]";
+ mes "Th-then, with the specter of Death nipping at my heels, he told me to get lost! Luckily, I was saved by a mysterious, wandering SuperNovice, but that's another story.";
+ next;
+ mes "[Nelliorde]";
+ mes "In any case, I finally arrived at Paros Lighthouse. There, I learned that the old house was a secret camp for the Rogue Guild. ";
+ next;
+ mes "[Nelliorde]";
+ mes "It's amazing, how they can live in such dangerous areas. Only Rogues would be able to survive there, you know?";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "Ah...";
+ mes "I'm so tired from talking so much. But if I happen to have another adventure, I shall share that tale with you.";
+ close2;
+ break;
+ case 2:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Ah, you wish";
+ mes "to hear a song?";
+ mes "Okay! I shall then";
+ mes "perform my favorite.";
+ next;
+ mes "[Nelliorde]";
+ mes "I chased after fame.";
+ mes "It eluded me.";
+ mes "I ran after happiness";
+ mes "But never caught it.";
+ next;
+ mes "[Nelliorde]";
+ mes "But tomorrow will still";
+ mes "Be there, I'm sure.";
+ mes "Like the Water Mill";
+ mes "In Al De Baran";
+ mes "Which turns as";
+ mes "Life goes on.";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "Cheer up! Life goes on.";
+ mes "As surely as the Water";
+ mes "Mill turns, tomorrow";
+ mes "Will come.";
+ close2;
+ break;
+ }
+ break;
+ }
+ }
+ }
+ else {
+ mes "[Nelliorde]";
+ mes "Hello there!";
+ mes "Isn't it such";
+ mes "a glorious day?";
+ mes "You know of me,";
+ mes "do you not?";
+ next;
+ mes "[Nelliorde]";
+ if (Sex) {
+ mes "Hahahaha, forgive my rudeness,";
+ mes "but I fail to remember your name, although your face does seem rather familiar.";
+ }
+ else {
+ mes "Oh well well...";
+ mes "How could I ever";
+ mes "forget the lovely";
+ mes ""+ strcharinfo(0) +"?";
+ }
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "So, aren't you curious about me? Feel free to ask me whatever you like! I'm the vagabond that will wander the earth till the end of his days, your friend who loves to sing under the moonlight~";
+ next;
+ switch(select("Who are you?:What's new?:Can you sing?")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "Why, I am Nelliorde, the Bard.";
+ mes "In truth, my real name is Elliorde.";
+ next;
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "However, while I was singing at a Tavern, as per usual, a man with long blonde hair angrily demanded that I change my name!";
+ next;
+ mes "[Nelliorde]";
+ mes "Never before have I seen such a flailing and a fuss over someone coincidentally sharing the same name!";
+ next;
+ mes "[Nelliorde]";
+ mes "And so, that little altercation";
+ mes "was settled with me being named Nelliorde.";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "I don't sound like a coward to you, do I? Do you believe I should have fought for the right to keep my original name?";
+ next;
+ mes "[Nelliorde]";
+ mes "If so, you're wrong! I just don't believe that violence can solve anything, as the romantic Bard";
+ mes "that cherishes peace...";
+ next;
+ mes "^3355FFSeeing as it's not worth";
+ mes "listening to Nelliorde's lies, you decide to simply tune him out.^000000";
+ next;
+ mes "^3355FF...";
+ mes "......^000000";
+ next;
+ mes "^3355FF...";
+ mes "......";
+ mes ".........^000000";
+ next;
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "And that's how I convinced wise";
+ mes "and benevolent King Tristram III to build a paradise where married lovers could enjo--Hm? Are you even listening?!";
+ close2;
+ break;
+ case 2:
+ mes "[Nelliorde]";
+ mes "You wish to";
+ mes "hear of some news?";
+ mes "What kind of news do";
+ mes "you wish to know about?";
+ next;
+ switch(select("About Prontera!:About seaside areas.:Is the desert still hot?:How about the borderlands?")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "What?! Prontera?!";
+ mes "Can you not see that the front";
+ mes "gate of Prontera is right before you? You should at least know where you are, adventurer.";
+ next;
+ mes "[Nelliorde]";
+ mes "Anyways, I know one interesting bit of news about Prontera. But it's a secret. Shh! Are you... Single?";
+ next;
+ mes "[Nelliorde]";
+ mes "If so, go visit the tavern. I met a guy there who took me a nice place. Oh yes. He took me the place where singles are forbidden~!";
+ close2;
+ break;
+ case 2:
+ mes "[Nelliorde]";
+ mes "Seaside areas?";
+ mes "That's a funny question. I mean, there's Alberta and a few other places where you can see the sea.";
+ next;
+ mes "[Nelliorde]";
+ mes "To the southwest there's";
+ mes "Kokomo Beach. But, I suppose it's too dangerous just to go there to take a stroll.";
+ next;
+ mes "[Nelliorde]";
+ mes "Kokomo Beach is a large";
+ mes "expanse of sand. The nearby water is filled with sea animals, so you can enjoy catching Shellfishes.";
+ next;
+ mes "[Nelliorde]";
+ mes "However, there are always bullies in that kind of place. Once, I met a threatening looking hoodlum with red spiky hair.";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "He was chewing on something and spat on the ground. The big buffoon managed to intimidate me into giving him all of my Zeny!";
+ next;
+ mes "[Nelliorde]";
+ mes "^333333*Sigh...*^000000";
+ mes "This world is too";
+ mes "dangerous for a young";
+ mes "and fragile Bard.";
+ next;
+ mes "[Nelliorde]";
+ mes "By the way, Alberta doesn't seem to have changed. The Sunken Ship looks the same as well, with all of its Skeleton Pirates and whatnot. You know how it is.";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "The event agency in charge of expeditions into the Sunken Ship is still making tons of money. If you have nothing to do, why don't you hunt for monsters down there?";
+ close2;
+ break;
+ case 3:
+ mes "[Nelliorde]";
+ mes "Oh yes!";
+ mes "When is it not?";
+ mes "The desert is hot, has";
+ mes "been hot and probably";
+ mes "always will be...!";
+ next;
+ mes "[Nelliorde]";
+ mes "Giant worms still jump out of nowhere, freaking out innocent travellers like myself, and the Sandmen still kick people in the, well... You know where.";
+ next;
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Even if the desert is filled with hideous monsters, the view of the ocean there is so magnificent. Hah, it makes me want to play a song.";
+ next;
+ mes "[Nelliorde]";
+ mes "I must say there is";
+ mes "one place you may wish";
+ mes "to see in the desert.";
+ next;
+ mes "[Nelliorde]";
+ mes "I'm talking about the Assassin Guild. Supposedly, it's hidden behind a sandstorm in the Morroc";
+ if ((Class == Job_Assassin) || (Class == Job_Assassin_Cross)) {
+ mes "Desert! But you should know what I am talking about! So when are you gonna take me to the guild, eh?";
+ }
+ else {
+ mes "Desert! Have you ever been there before?";
+ }
+ close2;
+ break;
+ case 4:
+ mes "[Nelliorde]";
+ mes "Well, to the north is the Schwaltzwald Republic.";
+ mes "There, you'll find Juno,";
+ mes "the 'City of Sages.'";
+ next;
+ mes "[Nelliorde]";
+ mes "The people there say that there is one major nuisance, a man known";
+ mes "as the 'Mad Scientist.' He's antisocial and creates a lot of public disturbances with his experiments.";
+ next;
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "It seems everyone in Juno hates";
+ mes "him with a passion. Even one of the Tool Shop owners begged a passing adventurer to stop this Mad Scientist's research!";
+ next;
+ mes "[Nelliorde]";
+ mes "But I have a different opinion about him. I believe it's not a good idea to interrupt the work of any scientist.";
+ next;
+ mes "[Nelliorde]";
+ mes "After all, he might just discover something important, even if his experiments are a little hazardous.";
+ next;
+ mes "[Nelliorde]";
+ mes "Speaking of discoveries, you know how Juno floats in the air, right?";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "It's said that a piece of Ymir's Heart generates enough power";
+ mes "to keep the entire city aloft in the sky. Isn't that amazing?";
+ next;
+ mes "[Nelliorde]";
+ mes "Even more recent is the news about the discovery of Ymir's Book. You can read it in Juno's Sage Castle. I hear that it contains the secret to meeting Valkyrie...";
+ close2;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Nelliorde]";
+ mes "Can I sing, you ask?";
+ mes "Certainly, and if I may say so, pleasureably. Which song would";
+ mes "you care to hear?";
+ next;
+ switch(select("Bragi's Poem:Eternal Chaos:Assassin in the Sunset")) {
+ case 1:
+ if (Zeny > 499) {
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Bragi's Poem!";
+ mes "What a good choice!";
+ mes "I must say this song";
+ mes "represents the";
+ mes "heart of a poet!";
+ soundeffect "bragis_poem.wav",1;
+ set Zeny,Zeny-500;
+ close2;
+ }
+ else {
+ mes "[Nelliorde]";
+ mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
+ mes "to survive~";
+ close2;
+ }
+ break;
+ case 2:
+ if (Zeny > 499) {
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "You must like robust";
+ mes "and energetic music, eh?";
+ mes "As you wish~";
+ soundeffect "chaos_of_eternity.wav",1;
+ set Zeny,Zeny-500;
+ close2;
+ }
+ else {
+ mes "[Nelliorde]";
+ mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
+ mes "to survive~";
+ close2;
+ }
+ break;
+ case 3:
+ if (Zeny > 499) {
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Excellent choice!";
+ mes "Somehow, the image of";
+ mes "the setting sun fits";
+ mes "well with Assassins.";
+ mes "Don't you agree?";
+ soundeffect "assassin_of_sunset.wav",1;
+ set Zeny,Zeny-500;
+ close2;
+ }
+ else {
+ mes "[Nelliorde]";
+ mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
+ mes "to survive~";
+ close2;
+ }
+ break;
+ }
+ break;
+ }
+ }
+ cutin "",255;
+ end;
+}
+
+yuno_in04,47,113,1 script Studying Scholar#1 749,{
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if ($God3 == 100) {
+ mes "[Studying Scholar]";
+ mes "Hmmm...";
+ mes "The highest quality Red Potion ever...";
+ next;
+ mes "[Studying Scholar]";
+ mes "If only I could figure a way to balance the consistency of the ground Red Herbs mixed with the water. That part is most crucial...";
+ close;
+ }
+ if ($God2 > 49) {
+ if (god_brising == 50) {
+ mes "[Enrico Kaili]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "you've returned.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Learning about Brisingamen was truly fascinating. But since we've hit a plateau for now, I've started a new research project.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Hahahaha~";
+ mes "I'm sorry, but I cannot tell you about it for now, since it's confidential. But once I get a chance, I'll ask you for help.";
+ close;
+ }
+ else if (god_brising == 49) {
+ mes "[Enrico Kaili]";
+ mes "Ah, I see. So it's true that Berling sealed himself in the ripple where the goddess' tear";
+ mes "fell into the waters.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Oh! I'm so excited! I don't know what to do first! Should I report to His Majesty or publish my findings or...";
+ next;
+ switch(select("^333333*Ahem!*^000000 My reward!")) {
+ case 1:
+ mes "[Enrico Kaili]";
+ mes "Oh, right.";
+ mes "Thank you for all the trouble you have endured for my sake. You are truly one of the best researchers I've ever met.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Then as promised...";
+ mes "I will give you something from my precious collection! Now, let me see what we have here...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Please...";
+ mes "Take this";
+ set god_brising,50;
+ getitem 616,1; // Old_Card_Album
+ getexp 60000,0;
+ next;
+ mes "[Enrico Kaili]";
+ mes "Please accept this as my way of thanking you for assisting in my";
+ mes "research. If the opportunity arises, I would like to ask you for your help once again. Now please, take care.";
+ if ($God3 < 100) set $God3,$God3 +1;
+ if ($God3 == 50) {
+ announce "The 3rd Seal of [Brisingamen] has appeared.",bc_all;
+ }
+ else if ($God3 == 100) {
+ if ($God1 == 100 && $God2 == 100 && $God3 == 100 && $God4 == 100) {
+ announce "Four seals have been released at the same time with the seal of [Brisingamen].",bc_all;
+ }
+ else {
+ announce "The 3rd seal of [Brisingamen] has been released.",bc_all;
+ }
+ }
+ }
+ close;
+ }
+ else if (god_brising == 48) {
+ mes "[Enrico Kaili]";
+ mes "Why are you still here?";
+ mes "I asked you to go find Alfrik.";
+ mes "Ah~ I cannot wait...";
+ emotion e_flash;
+ close;
+ }
+ else if (god_brising == 47) {
+ mes "[Enrico Kaili]";
+ mes "I guess it's true that";
+ mes "the four Dwarves have been";
+ mes "awakened. Does this mean that Brisingamen can now be created?";
+ next;
+ mes "[Enrico Kaili]";
+ mes "If such a thing is possible, what do we need in order to create it? Let's review the information you've gathered...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "There's Freya's Tear Drop Crystal, Freya's Jewel, the Never-Melting Snow Crystal found where Alfrik";
+ mes "used to stay, the Drifting Air from the path where Dvalin slept. Hmm.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Perhaps we could find something from the pond of Freya's Gold Tears where Berling is sleeping,";
+ mes "though I am unsure.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I also assume that the splendid Silver Ornament constructed by";
+ mes "Gher is also needed to create Brisingamen.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "So what";
+ mes "do you think?";
+ next;
+ switch(select("I'm not sure...:I suppose you're right.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I'm not sure...";
+ mes "I mean, maybe";
+ mes "Alfrik would";
+ mes "probably know, bu--";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Of course!";
+ mes "That's a great idea! I'll wait here while you go and ask Alfrik. You're my only hope in completing this research!";
+ next;
+ emotion e_hmm,1;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^333333I shouldn't have said anything...^000000)";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Well, what are";
+ mes "waiting for? Please";
+ mes "come back as soon";
+ mes "as possible.";
+ set god_brising,48;
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I suppose";
+ mes "you're right.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Still, who knows what exactly is in the Pond of Freya's Golden Tears.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Yes.";
+ mes "Ah! Right.";
+ mes "Hm, perhaps it would be";
+ mes "best to ask Alfrik first?";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Hurry and seek him";
+ mes "out! And I thank you";
+ mes "in advance.";
+ set god_brising,48;
+ close;
+ }
+ }
+ else if (god_brising == 46) {
+ mes "[Enrico Kaili]";
+ mes "I guess he finally sang for you?";
+ mes "By the way, why didn't you speak to Grer the Dwarf? Oh right, the mine is heavily populated with monsters.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I know it won't be easy,";
+ mes "but please seek him out";
+ mes "and get more information.";
+ mes "Thank you in advance.";
+ close;
+ }
+ else if (god_brising == 45) {
+ mes "[Enrico Kaili]";
+ mes "Hm...?";
+ mes "Did you forget the words to the song? Well, I didn't write them down either. Hahahaha! I guess there's only one thing you can do~";
+ next;
+ mes "[Enrico Kaili]";
+ mes "You've got to go back to Berling and ask him for the lyrics again. Good luck, and don't forget to memorize them this time.";
+ close;
+ }
+ else if (god_brising == 44) {
+ mes "[Enrico Kaili]";
+ mes "It looks like you were able to answer that riddle. Good work!";
+ next;
+ mes "[Enrico Kaili]";
+ mes "That strange, unearthly feeling of dampness... Ah, you've brought Freya's Tear Drops! That means Grer must have awakened on his own now.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I suppose your next course of action should be to enter the mine. I'm sorry for the trouble, but I grow more excited with each new thing we learn.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "It's only with your help that I've been able to make such progress with my research. Anyway, I shall share my conclusions with you later.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "So are you heading for the mine now? Be careful around those monsters.";
+ close;
+ }
+ else if (god_brising == 43) {
+ mes "[Enrico Kaili]";
+ mes "Dvalin's riddle?";
+ mes "He must have been";
+ mes "talking about the";
+ mes "endless war that";
+ mes "Freya had to cause.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "There were two kings that";
+ mes "each had twenty knights. The kings and these knights fought and killed each other, and would be brought back to life the next morning by Freya until thousands of Valkyries filled Valhalla.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "All forty-two";
+ mes "of them did this...";
+ mes "Everyday. It's an old";
+ mes "story that everyone knows.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "In any case, it's about time that you investigated Berling. There's";
+ mes "a stream that begins northwest of Prontera and passes through a mine in Mount Mjolnir.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "It may be wise to";
+ mes "start your search there and investigate any streams and";
+ mes "puddles that you can find.";
+ close;
+ }
+ else if (god_brising == 42) {
+ mes "[Enrico Kaili]";
+ mes "Are you sure?!";
+ mes "Those items were";
+ mes "intended to create";
+ mes "Freya's necklace,";
+ mes "Brisingamen?";
+ next;
+ mes "[Enrico Kaili]";
+ mes "If the four Dwarves";
+ mes "awaken, Brisingamen may";
+ mes "appear before human eyes?";
+ mes "Fascinating. Just fascinating.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Let's see....";
+ mes "The place where";
+ mes "Dvalin is sleeping?";
+ mes "I assume it may be near";
+ mes "the place where the Monks";
+ mes "train, but I am unsure.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "In any case, it would";
+ mes "to no harm to investigate";
+ mes "any leads yes? The monastery,";
+ mes "I believe, is to the east";
+ mes "of Prontera.";
+ close;
+ }
+ else if (god_brising == 41) {
+ mes "[Enrico Kaili]";
+ mes "What...?";
+ mes "You actually";
+ mes "met Alfrik...?";
+ mes "I can't believe";
+ mes "the legendary Alfrick";
+ mes "is still alive...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Alfrik is one of the four Dwarves who created Brisingamen, the world's most beautiful necklace, for the goddess Freya.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Now I realize...";
+ mes "We've been gathering information related to an item containing the power of the gods!";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Let's see...";
+ mes "There's another Dwarf, Dvalin.";
+ mes "Did Alfrik tell you anything about where Dvalin may be sleeping? Hmm...";
+ close;
+ }
+ else if (god_brising == 40) {
+ mes "[Enrico Kaili]";
+ mes "For now, I suppose";
+ mes "it would be best to";
+ mes "investigate Lutie.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Somewhere there, I'm";
+ mes "sure you can find a remaining trace of the goddess Freya. If you were able to meet Valkyrie, I'm sure you'll be able to do this.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I've been thinking...";
+ mes "About those words";
+ mes "Valkyrie told you";
+ mes "to remember...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "^4d4dffThe beauty of the stars";
+ mes "Wanes in comparison.";
+ mes "We lost our hearts";
+ mes "To that golden hair";
+ mes "And those dazzling eyes.^000000";
+ next;
+ mes "[Enrico Kaili]";
+ mes "What could that mean?";
+ mes "I'm beginning to doubt";
+ mes "what I think I know...";
+ close;
+ }
+ else if (god_brising == 35) {
+ mes "[Enrico Kaili]";
+ mes "I can tell you've";
+ mes "gone through a lot...";
+ mes "So what did you hear";
+ mes "from Hermite?";
+ next;
+ mes "^3355FFYou tell Enrico Kaili";
+ mes "what you were told by Hermite,";
+ mes "as well as your experiences";
+ mes "with Valkyrie.^000000";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I can scarcely believe this!";
+ mes "But if what you say is true, it may be possible for humans to possess godly power.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Hm? There's a reaction coming";
+ mes "from this thing that was sent from the royal court. Hm, come closer and take a look.";
+ next;
+ mes "^3355FFEnrico opened a locked chest, revealing an incredibly clear, shimmering jewel.^000000";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Isn't it amazing?";
+ mes "If what Valkyrie said is true, this jewel must be a crystal from Freya's teardrop.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I don't understand why all of this is happening so suddenly. For now, I'll have to think about the poem you heard from Valkyrie.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "A cold snowy path on";
+ mes "which the goddess tread.";
+ mes "A blue river the goddess crossed.";
+ mes "A narrow path the goddess passed.";
+ mes "Four Dwarves that the goddess met...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I'm sure the four Dwarves are the famous craftsmen I've studied, but I can't determine what the rest of the poem means.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Now...";
+ mes "I'll need your";
+ mes "help once again!";
+ next;
+ switch(select("Wah? It's not over?!:What is it this time?")) {
+ case 1:
+ mes "[Enrico Kaili]";
+ mes "Hah...!";
+ mes "Our work has just begun!";
+ mes "Now, head over to Lutie";
+ mes "and find some clues.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "The poem mentions a snowy path, and this jewel was found there, so Lutie is a pretty well educated guess as the location of our next clue.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I hope we'll be";
+ mes "able to learn what";
+ mes "the goddess Freya has";
+ mes "left behind in Rune-Midgard...";
+ set god_brising,40;
+ close;
+ case 2:
+ mes "[Enrico Kaili]";
+ mes "Hahahaha...!";
+ mes "I like your attitute!";
+ mes "Once again, Nelliorde has";
+ mes "proven to be an excellent";
+ mes "judge of character.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "The poem mentions";
+ mes "a snowy path, and this jewel was found in Lutie. So Lutie would be a pretty good place to search for the next clue.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I hope we'll be";
+ mes "able to learn what";
+ mes "the goddess Freya has";
+ mes "left behind in Rune-Midgard...";
+ set god_brising,40;
+ close;
+ }
+ }
+ else if ((god_brising > 9) && (god_brising < 35)) {
+ mes "[Enrico Kaili]";
+ mes "Hmm...?";
+ mes "I see...";
+ mes "I know the work";
+ mes "I'm having you do might";
+ mes "be quite troublesome...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "But rest assured,";
+ mes "I will reward you";
+ mes "once our work is completed.";
+ mes "Good help such as the kind";
+ mes "you provide is hard to find.";
+ close;
+ }
+ else if ((god_brising > 3) && (god_brising < 10)) {
+ mes "[Enrico Kaili]";
+ mes "So have you";
+ mes "met Hermite? Hm?";
+ mes "He actually asked";
+ mes "you to do that?";
+ next;
+ mes "[Enrico Kaili]";
+ mes "For now, it looks like you might have no alternative. It would probably be wise to do what he wants. Knowing Charles, it's probably won't be too bad.";
+ close;
+ }
+ else if (god_brising == 3) {
+ mes "[Enrico Kaili]";
+ mes "Hermite...?";
+ mes "Do you need more";
+ mes "information about him?";
+ mes "Let's see...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Oh, that's right!";
+ mes "He's a registered member of that Monster Research Organization. Why don't you ask the lady over there for more information on him?";
+ next;
+ mes "[Enrico Kaili]";
+ mes "If she'll let you look at her records, you can probably find out where he lives. Now why don't you talk to that lady towards the left part of this room?";
+ close;
+ }
+ else if(god_brising == 2) {
+ mes "[Enrico Kaili]";
+ mes "So, have you";
+ mes "considered my proposal?";
+ mes "Work for me, and I shall";
+ mes "surely repay you.";
+ next;
+ switch(select("No thanks.:Sure, why not.")) {
+ case 1:
+ mes "[Enrico Kaili]";
+ mes "What...?!";
+ mes "Then why bother";
+ mes "to speak to me?";
+ mes "If you just intend to";
+ mes "bother me, then please";
+ mes "leave right away.";
+ close;
+ case 2:
+ mes "[Enrico Kaili]";
+ mes "Really?";
+ mes "If you could help me, that would be great! Before we start, would you take a look at this?";
+ next;
+ mes "^3355FFEnrico Kaili showed you a small white crystallization inside a box. It looked very fragile, but emanated an intensely";
+ mes "cold aura.^000000";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I call this the Snow Crystal.";
+ mes "It looks just like a snowflake, doesn't it? Strangely enough,";
+ mes "it's never melted.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "A few years ago,";
+ mes "a young adventurer";
+ mes "gave this to me. I need to find this person so that I can find out exactly what this is, as well as where it came from.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Now, the person";
+ mes "who brought this to";
+ mes "me is, let's see, ah...";
+ mes "Hermite Charles.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "When you find him,";
+ mes "please give him this letter.";
+ next;
+ mes "^3355FFEnrico gave you a small";
+ mes "letter addressed to Hermite";
+ mes "Charles that is sealed with";
+ mes "red wax.^000000";
+ set god_brising,3;
+ close;
+ }
+ }
+ else if (god_brising == 1) {
+ mes "[Enrico Kaili]";
+ mes "Ah, you've arrived!";
+ mes "" + strcharinfo(0) + ", right?";
+ mes "Yes, I was told by Nelliorde that you'd come. He always manages";
+ mes "to find me good, reliable help.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "As Nelliorde probably mentioned,";
+ mes "I need some help in completing my research. Since you adventurers are always traveling, I was hoping you'd help me find someone.";
+ next;
+ switch(select("I'm no good at finding people.:I can do that!")) {
+ case 1:
+ mes "[Enrico Kaili]";
+ mes "Oh... Really?";
+ mes "I was really hoping that you'd be able to help me. But I understand if it's not within your capacity.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I suppose I can try to find another adventurer to help me. But if you change your mind later, please do not hesitate to lend me your assistance.";
+ set god_brising,2;
+ close;
+ case 2:
+ mes "[Enrico Kaili]";
+ mes "Really?";
+ mes "If you could help me, that would be great! Before we start, would you take a look at this?";
+ next;
+ mes "^3355FFEnrico Kaili showed you a small white crystallization inside a box. It looked very fragile, but emanated an intensely";
+ mes "cold aura.^000000";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I call this the Snow Crystal.";
+ mes "It looks just like a snowflake, doesn't it? Strangely enough,";
+ mes "it's never melted.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "A few years ago,";
+ mes "a young adventurer";
+ mes "gave this to me. I need to find this person so that I can find out exactly what this is, as well as where it came from.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Now, the person";
+ mes "who brought this to";
+ mes "me is, let's see, ah...";
+ mes "Hermite Charles.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "When you find him,";
+ mes "please give him this letter.";
+ next;
+ mes "^3355FFEnrico gave you a small";
+ mes "letter addressed to Hermite";
+ mes "Charles that is sealed with";
+ mes "red wax.^000000";
+ set god_brising,3;
+ close;
+ }
+ }
+ else {
+ mes "[Enrico Kaili]";
+ mes "I'm not exactly sure why you've come to me, but I apologize for the fact that I'm unable to help you.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Right now, I'm far";
+ mes "too busy trying to";
+ mes "complete my research.";
+ mes "Please leave me alone";
+ mes "to do my work.";
+ close;
+ }
+ }
+ else {
+ mes "[Studying Scholar]";
+ mes "Do you know how";
+ mes "to make Red Potions?";
+ mes "You grind a lot of Red Herbs and carefully shake the liquid until you achieve the desire consistency.";
+ next;
+ mes "[Studying Scholar]";
+ mes "If I could find a way";
+ mes "to produce them much faster,";
+ mes "I'd become rich in no time...";
+ close;
+ }
+}
+
+prt_church,113,103,1 script Praying Man 798,{
+ if ($God2 < 50) {
+ mes "[Praying Man]";
+ mes "Let everyone live a life";
+ mes "of happiness. Let there be";
+ mes "peace in the world...";
+ next;
+ mes "[Praying Man]";
+ mes "May I hit it rich with this";
+ mes "Old Blue Box that I spend this";
+ mes "month's paycheck on...";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[Praying Man]";
+ mes "Now is the time to reflect upon the past to prepare for the future.";
+ next;
+ mes "[Praying Man]";
+ mes "It is in stillness that we find the wisdom to know which steps we must take to move forward. Let's pray.";
+ close;
+ }
+ if (god_brising > 34) {
+ mes "^3355FFHermite Charles continues to fervently pray. His eyes are closed and his hands are clasped to his chest. There seems to be an air of faint sadness about him.^000000";
+ close;
+ }
+ else if (god_brising == 34) {
+ mes "[Hermite Charles]";
+ mes "What did you just say?";
+ mes "Did she really become an";
+ mes "Einherjar? That's the greatest honor for any warrior...";
+ next;
+ mes "[Hermite Charles]";
+ mes "She must";
+ mes "be so happy.";
+ mes "I guess in the end,";
+ mes "I never really had";
+ mes "any place in her heart.";
+ mes "Lowen...";
+ next;
+ mes "[Hermite Charles]";
+ mes "But I know one thing";
+ mes "for sure. She should have blamed me for what happened. Why did she take everything upon herself?";
+ next;
+ mes "[Hermite Charles]";
+ mes "I guess she just saw me as a little brother. She obviously didn't take me very seriously.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Haha... Hahaha...";
+ mes "Now I feel better!";
+ mes "So, what did you say?";
+ next;
+ mes "[Hermite Charles]";
+ mes "Yes, right.";
+ mes "Please tell Enrico this.";
+ mes "The object he's interested in was given by His Majesty to a guild that possessed a castle.";
+ next;
+ mes "[Hermite Charles]";
+ mes "It can never be made through just human technology. But I guess that His Majesty will let scholars study it and let men possess it if they prove capable.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I wasn't powerful enough to";
+ mes "earn it. Frankly, I stole it. But soon I began to fear its presense and my heart would pound with trepidation when I saw it.";
+ next;
+ mes "[Hermite Charles]";
+ mes "One day, I think it actually possessed me and I ended up";
+ mes "going on a journey. I'm not really sure exactly where though...";
+ next;
+ mes "[Hermite Charles]";
+ mes "All I remember was that I was in Lutie, the town of snow. I went over a bridge to a hill to the West...";
+ next;
+ mes "[Hermite Charles]";
+ mes "But once I arrived there, I was seized with this feeling of terror I can't explain.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I ended up running away.";
+ mes "That's why I gave it to Mr. Enrico. You can laugh at me for being a coward if you want.";
+ next;
+ mes "[Hermite Charles]";
+ mes "You know everything now.";
+ mes "Please leave me alone.";
+ mes "^333333*Sigh...*^000000";
+ set god_brising,35;
+ close;
+ }
+ else if (god_brising > 19 && god_brising < 34) {
+ mes "[Hermite Charles]";
+ mes "I'll be waiting.";
+ mes "For some reason, I believe you'll be able to find some sort of clue about what happened these past";
+ mes "two years one of these days.";
+ close;
+ }
+ else if (god_brising == 12) {
+ mes "[Hermite Charles]";
+ mes "Lohen Phelicia?";
+ mes "The person I asked you to find is Lowen, not Lohen. Lowen Ellenen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm sorry";
+ mes "for the trouble,";
+ mes "but I think you";
+ mes "better try again.";
+ set god_brising,10;
+ close;
+ }
+ else if (god_brising == 11) {
+ mes "[Hermite Charles]";
+ mes "Yes...";
+ mes "Lowen is no";
+ mes "longer with us.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I've heard different rumors, but she definitely passed away. I was even at her funeral.";
+ next;
+ mes "[Hermite Charles]";
+ mes "The last time I saw her alive";
+ mes "was in Geffen. Two years after that, I saw her buried in her grave. Didn't I tell you this?";
+ next;
+ mes "[Hermite Charles]";
+ mes "I wanted you to find out what happened in those two years before she died. I wanted to know what led to her death.";
+ next;
+ mes "[Hermite Charles]";
+ mes "What the hell";
+ mes "killed her?!";
+ mes "Don't you understand";
+ mes "the way I feel?";
+ set god_brising,20;
+ close;
+ }
+ else if (god_brising == 10) {
+ mes "[Hermite Charles]";
+ mes "Lowen was a Crusader, a knight in the service of holiness preparing for the Holy War.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I always expected her to";
+ mes "become a Knight in the Prontera Chivalry, but suddenly she changed her mind and became a Crusader.";
+ mes "I saw her for the last time in Geffen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I beg you...";
+ mes "Please learn";
+ mes "anything you can";
+ mes "about what happened";
+ mes "to Lowen.";
+ close;
+ }
+ else if(god_brising == 5) {
+ set @brising_try,rand(1,4);
+ if(@brising_try == 1) {
+ mes "[Hermite Charles]";
+ mes "You're still here.";
+ mes "Does that mean you";
+ mes "want to hear my";
+ mes "story after all?";
+ next;
+ switch(select("Yes, I would like to.:No, thanks.")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Thank you...";
+ mes "Perhaps you're doing this";
+ mes "merely out of consideration,";
+ mes "but I still appreciate your kindness. The story I will";
+ mes "tell you is very old.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, there was a little boy who never knew his parents. Just";
+ mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
+ next;
+ mes "[Hermite Charles]";
+ mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
+ next;
+ mes "[Hermite Charles]";
+ mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
+ next;
+ mes "[Hermite Charles]";
+ mes "But one day, because of one fatal mistake, he lost her and she never came back.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Ever since, that boy has been coming to the Sanctuary everyday";
+ mes "to pray for her safety, even into adulthood.";
+ next;
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sob*^000000";
+ mes "Please find";
+ mes "her for me.";
+ mes "Find Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
+ next;
+ switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Please consider my";
+ mes "proposal. If you can";
+ mes "find Lowen for me, I'll";
+ mes "give you what you want.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please, I beg you.";
+ mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
+ next;
+ mes "[Hermite Charles]";
+ mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
+ next;
+ switch(select("...Alright.:I'm sorry, I don't think I can do it.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright.";
+ mes "I'll try my best to find her. Would you tell me more about Lowen?";
+ next;
+ mes "[Hermite Charles]";
+ mes "She is a Crusader.";
+ mes "The last time I saw her was";
+ mes "deep inside Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please find";
+ mes "anything that";
+ mes "you can. I beg";
+ mes "of you...";
+ set god_brising,10;
+ close;
+ case 2:
+ mes "[Hermite Charles]";
+ mes "^333333*Sigh*^000000";
+ mes "I understand.";
+ mes "But if you don't help me, then Kaili won't get the help he needs...";
+ set god_brising,9;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "You don't understand!";
+ mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
+ next;
+ mes "[Hermite Charles]";
+ mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
+ set god_brising,9;
+ close;
+ case 3:
+ mes "[Hermite Charles]";
+ mes "The last time";
+ mes "I saw her was deep";
+ mes "inside the Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Lowen accompanied";
+ mes "a group of other Crusaders";
+ mes "for the good of the people,";
+ mes "but I haven't heard anything";
+ mes "about her since...";
+ next;
+ mes "[Hermite Charles]";
+ mes "That was the last time...";
+ mes "Please find out anything";
+ mes "you can. I beg you...";
+ set god_brising,10;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "I misunderstood you.";
+ mes "I should have realized that people never really listen unless it's of some benefit to them.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I won't waste any more of";
+ mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
+ mes "my story and help me.";
+ set god_brising,5;
+ close;
+ }
+ }
+ else {
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sob...*^000000";
+ mes "I'm sorry.";
+ mes "I'm so sorry, Lowen.";
+ mes "It was all my fault...";
+ close;
+ }
+ }
+ else if (god_brising == 4) {
+ mes "[Hermite Charles]";
+ mes "What do you";
+ mes "want from me?";
+ mes "Were you sent by";
+ mes "the Rogue Guild?";
+ next;
+ mes "[Hermite Charles]";
+ mes "Tell them";
+ mes "I quit already.";
+ mes "Leave me alone!";
+ next;
+ switch(select("Leave him alone.:Give him Kaili's Letter.")) {
+ case 1:
+ mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000";
+ set god_brising,4;
+ close;
+ case 2:
+ mes "[Hermite Charles]";
+ mes "Huh...";
+ mes "Enrico Kaili.";
+ mes "Yeah, I remember";
+ mes "him. So what..?";
+ next;
+ mes "^3355FFHermite nonchalantly";
+ mes "tosses the letter back to you.^000000";
+ next;
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sigh...*^000000";
+ next;
+ mes "[Hermite Charles]";
+ mes "You...";
+ mes "Would you like to";
+ mes "listen to my story?";
+ next;
+ switch(select("Sure!:I'm busy, actually.")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Thank you...";
+ mes "Perhaps you're doing this";
+ mes "merely out of consideration,";
+ mes "but I still appreciate your kindness. The story I will";
+ mes "tell you is very old.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, there was a little boy who never knew his parents. Just";
+ mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
+ next;
+ mes "[Hermite Charles]";
+ mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
+ next;
+ mes "[Hermite Charles]";
+ mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
+ next;
+ mes "[Hermite Charles]";
+ mes "But one day, because of one fatal mistake, he lost her and she never came back.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Ever since, that boy has been coming to the Sanctuary everyday";
+ mes "to pray for her safety, even into adulthood.";
+ next;
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sob*^000000";
+ mes "Please find";
+ mes "her for me.";
+ mes "Find Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
+ next;
+ switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Please consider my";
+ mes "proposal. If you can";
+ mes "find Lowen for me, I'll";
+ mes "give you what you want.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please, I beg you.";
+ mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
+ next;
+ mes "[Hermite Charles]";
+ mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
+ next;
+ switch(select("...Alright.:I'm sorry, I don't think I can do it.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright.";
+ mes "I'll try my best to find her. Would you tell me more about Lowen?";
+ next;
+ mes "[Hermite Charles]";
+ mes "She is a Crusader.";
+ mes "The last time I saw her was";
+ mes "deep inside Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please find";
+ mes "anything that";
+ mes "you can. I beg";
+ mes "of you...";
+ set god_brising,10;
+ close;
+ case 2:
+ mes "[Hermite Charles]";
+ mes "^333333*Sigh*^000000";
+ mes "I understand.";
+ mes "But if you don't help me, then Kaili won't get the help he needs...";
+ set god_brising,9;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "You don't understand!";
+ mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
+ next;
+ mes "[Hermite Charles]";
+ mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
+ set god_brising,9;
+ close;
+ case 3:
+ mes "[Hermite Charles]";
+ mes "The last time";
+ mes "I saw her was deep";
+ mes "inside the Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Lowen accompanied";
+ mes "a group of other Crusaders";
+ mes "for the good of the people,";
+ mes "but I haven't heard anything";
+ mes "about her since...";
+ next;
+ mes "[Hermite Charles]";
+ mes "That was the last time...";
+ mes "Please find out anything";
+ mes "you can. I beg you...";
+ set god_brising,10;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "I misunderstood you.";
+ mes "I should have realized that people never really listen unless it's of some benefit to them.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I won't waste any more of";
+ mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
+ mes "my story and help me.";
+ set god_brising,5;
+ close;
+ }
+ }
+ }
+ else if (god_brising == 3) {
+ mes "[Sad-looking Man]";
+ mes "...";
+ mes "^333333*Sob...*^000000";
+ mes "I am so";
+ mes "sorry, Lowen.";
+ mes "It's all fault...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me.";
+ mes "I am looking";
+ mes "for someone named...";
+ mes "Hermite?";
+ next;
+ mes "[Hermite Charles]";
+ mes "Hm...?";
+ mes "Hermite? That's me.";
+ mes "But if you don't mind,";
+ mes "I want to be alone...";
+ next;
+ switch(select("Leave him alone.:Give him Kaili's Letter.")) {
+ case 1:
+ mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000";
+ set god_brising,4;
+ close;
+ case 2:
+ mes "[Hermite Charles]";
+ mes "Huh...";
+ mes "Enrico Kaili.";
+ mes "Yeah, I remember";
+ mes "him. So what..?";
+ next;
+ mes "^3355FFHermite nonchalantly";
+ mes "tosses the letter back to you.^000000";
+ next;
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sigh...*^000000";
+ next;
+ mes "[Hermite Charles]";
+ mes "You...";
+ mes "Would you like to";
+ mes "listen to my story?";
+ next;
+ switch(select("Sure!:I'm busy, actually.")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Thank you...";
+ mes "Perhaps you're doing this";
+ mes "merely out of consideration,";
+ mes "but I still appreciate your kindness. The story I will";
+ mes "tell you is very old.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, there was a little boy who never knew his parents. Just";
+ mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
+ next;
+ mes "[Hermite Charles]";
+ mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
+ next;
+ mes "[Hermite Charles]";
+ mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
+ next;
+ mes "[Hermite Charles]";
+ mes "But one day, because of one fatal mistake, he lost her and she never came back.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Ever since, that boy has been coming to the Sanctuary everyday";
+ mes "to pray for her safety, even into adulthood.";
+ next;
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sob*^000000";
+ mes "Please find";
+ mes "her for me.";
+ mes "Find Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
+ next;
+ switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Please consider my";
+ mes "proposal. If you can";
+ mes "find Lowen for me, I'll";
+ mes "give you what you want.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please, I beg you.";
+ mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
+ next;
+ mes "[Hermite Charles]";
+ mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
+ next;
+ switch(select("...Alright.:I'm sorry, I don't think I can do it.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright.";
+ mes "I'll try my best to find her. Would you tell me more about Lowen?";
+ next;
+ mes "[Hermite Charles]";
+ mes "She is a Crusader.";
+ mes "The last time I saw her was";
+ mes "deep inside Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please find";
+ mes "anything that";
+ mes "you can. I beg";
+ mes "of you...";
+ set god_brising,10;
+ close;
+ case 2:
+ mes "[Hermite Charles]";
+ mes "^333333*Sigh*^000000";
+ mes "I understand.";
+ mes "But if you don't help me, then Kaili won't get the help he needs...";
+ set god_brising,9;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "You don't understand!";
+ mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
+ next;
+ mes "[Hermite Charles]";
+ mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
+ set god_brising,9;
+ close;
+ case 3:
+ mes "[Hermite Charles]";
+ mes "The last time";
+ mes "I saw her was deep";
+ mes "inside the Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Lowen accompanied";
+ mes "a group of other Crusaders";
+ mes "for the good of the people,";
+ mes "but I haven't heard anything";
+ mes "about her since...";
+ next;
+ mes "[Hermite Charles]";
+ mes "That was the last time...";
+ mes "Please find out anything";
+ mes "you can. I beg you...";
+ set god_brising,10;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "I misunderstood you.";
+ mes "I should have realized that people never really listen unless it's of some benefit to them.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I won't waste any more of";
+ mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
+ mes "my story and help me.";
+ set god_brising,5;
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Sad-looking Man]";
+ mes "...";
+ mes "^333333*Sob...*";
+ mes "Lowen...";
+ mes "I'm so sorry.";
+ mes "It's all my fault.";
+ mes "Please be okay...";
+ close;
+ }
+}
+
+prt_castle,80,52,0 script Personnel Record#book1 111,{
+ if ($God2 < 50) {
+ mes "[Librarian]";
+ mes "What are you doing?";
+ mes "Don't touch anything!";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[Librarian]";
+ mes "What are you doing?";
+ mes "Don't touch anything!";
+ close;
+ }
+ if (god_brising == 26) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I should read this";
+ mes "from the point where";
+ mes "I left off...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Huh...?";
+ mes "What's this mark";
+ mes "here at the bottom?";
+ mes "Some kind of secret?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "No wonder the librarian";
+ mes "seemed to hesitate before";
+ mes "saying anything. Huh.";
+ mes "Now let's see...";
+ next;
+ set .@bookrand,rand(1,3);
+ if (.@bookrand == 1) {
+ mes "[Personnel Record]";
+ mes "^663300Lowen, of the 2nd squad, returned to her detachment 3 days after the incident. A trial was held, and she was judged guilty of fleeing when ordered to fight.^000000";
+ next;
+ mes "[Personnel Record]";
+ mes "^663300Despite the severity of this offense, she was only discharged from the Crusaders and the holy power granted to her was forcibly removed...^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "She was forced to leave the Crusaders?! That's ridiculous!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Did they want to sentence her to death or what? That's almost too cruel. She must have been humiliated...";
+ next;
+ mes "[Personnel Record]";
+ mes "^6633002 years later after the incident, an expedition team found rusty armor shards, a broken sword";
+ mes "and some effects belonging to";
+ mes "Lowen Ellenen.^000000";
+ next;
+ mes "[Personnel Record]";
+ mes "^663300However, this information";
+ mes "is highly classified. Officially, Lowen Ellenen died during the mission.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "They thought she brought";
+ mes "disgrace to the Crusaders?";
+ mes "This sounds pretty messy.";
+ mes "Should I try to meet her again?";
+ next;
+ mes "[Librarian]";
+ mes "^666666*Yawn...*^000000";
+ mes "What the...?";
+ mes "who are you!";
+ mes "Get the hell";
+ mes "out of here!";
+ set god_brising,30;
+ close2;
+ warp "prt_castle",94,37;
+ end;
+ }
+ else {
+ mes "[Librarian]";
+ mes "^666666*Yawn...*^000000";
+ mes "What the...?";
+ mes "who are you!";
+ mes "Get the hell";
+ mes "out of here!";
+ close2;
+ warp "prt_castle",94,37;
+ end;
+ }
+ }
+ else if (god_brising == 25) {
+ mes "^3355FFYou took the book from the shelf while the librarian was dozing. According to the Crusader Personnel Records, there's only one recruit that was named Lowen Ellenen.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Lowen Ellenen...";
+ mes "Member of the";
+ mes "2nd squad...";
+ mes "Age 22...";
+ mes "Female...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Became a fugitive?";
+ mes "This isn't the same";
+ mes "information the";
+ mes "Librarian told me!";
+ next;
+ set .@bookrand,rand(1,3);
+ if (.@bookrand == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I should read this";
+ mes "from the point where";
+ mes "I left off...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "What's this mark";
+ mes "here at the bottom?";
+ mes "Some kind of secret?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "No wonder the librarian";
+ mes "seemed to hesitate before";
+ mes "saying anything. Huh.";
+ mes "Now let's see...";
+ next;
+ mes "[Personnel Record]";
+ mes "^663300Lowen, of the 2nd squad, returned to her detachment 3 days after the incident. A trial was held, and she was judged guilty of fleeing when ordered to fight.^000000";
+ next;
+ mes "[Personnel Record]";
+ mes "^663300Despite the severity of this offense, she was only discharged from the Crusaders and the holy power granted to her was forcibly removed...^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "She was forced to leave the Crusaders?! That's ridiculous!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did they want to sentence her to death or what? That's almost too cruel. She must have been humiliated...";
+ next;
+ mes "[Personnel Record]";
+ mes "^6633002 years later after the incident, an expedition team found rusty armor shards, a broken sword";
+ mes "and some effects belonging to";
+ mes "Lowen Ellenen.^000000";
+ next;
+ mes "[Personnel Record]";
+ mes "^663300However, this information";
+ mes "is highly classified. Officially, Lowen Ellenen died during the mission.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "They thought she brought";
+ mes "disgrace to the Crusaders?";
+ mes "This sounds pretty messy.";
+ mes "Should I try to meet her again?";
+ next;
+ mes "[Librarian]";
+ mes "^666666*Yawn...*^000000";
+ mes "What the...?";
+ mes "who are you!";
+ mes "Get the hell";
+ mes "out of here!";
+ set god_brising,30;
+ close2;
+ warp "prt_castle",94,37;
+ end;
+ }
+ else {
+ mes "[Librarian]";
+ mes "^666666*Yawn...*^000000";
+ mes "What the...?";
+ mes "who are you!";
+ mes "Get the hell";
+ mes "out of here!";
+ set god_brising,26;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "(Nuts...!";
+ mes "I didn't get";
+ mes "to finish reading!)";
+ close2;
+ warp "prt_castle",94,37;
+ end;
+ }
+ }
+ else {
+ mes "[Librarian]";
+ mes "What are you doing here?";
+ mes "Don't touch anything!";
+ close;
+ }
+}
+
+//-----------librarian----------------------------------------------------------
+prt_castle,84,51,5 script Librarian#2 105,{
+ if ($God2 < 50) {
+ mes "[Librarian]";
+ mes "What are you doing here?";
+ mes "Don't touch anything!";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[Librarian]";
+ mes "What are you doing here?";
+ mes "Don't touch anything!";
+ close;
+ }
+ if (god_brising > 24 && god_brising < 27) {
+ mes "[Librarian]";
+ mes "Zzzzz...";
+ mes "...Zzzzz...";
+ mes "......Zzzzzz...";
+ next;
+ mes "^3355FFThis librarian seems to be deeply asleep. It'd be smarter not to wake him if you want to check the Crusader Personnel Records.^000000";
+ close;
+ }
+ else if (god_brising == 10) {
+ mes "[Librarian]";
+ mes "All confidential personnel records are kept here in the royal library. However, you need authorization";
+ mes "for full access.";
+ next;
+ mes "[Librarian]";
+ mes "Did you say that you";
+ mes "need to find a person?";
+ mes "Please give me that";
+ mes "person's name, as well";
+ mes "as your relationship.";
+ next;
+ switch(select("Lowen, Sibling:Lowen, Spouse:Lowen, Enemy:Lowen, a Friend")) {
+ case 1:
+ if (Sex) {
+ mes "[Librarian]";
+ mes "How dare you";
+ mes "lie to the royal";
+ mes "librarian!";
+ next;
+ mes "[Librarian]";
+ mes "It says here";
+ mes "in the records";
+ mes "that Lowen did not";
+ mes "have any male siblings!";
+ next;
+ mes "[Librarian]";
+ mes "^333333(Crap...!";
+ mes "I just disclosed";
+ mes "^666666classified^000000 ^333333info!)^000000";
+ next;
+ mes "[Librarian]";
+ mes "The Royal Library won't";
+ mes "tolerate identity fraud!";
+ mes "Please leave!";
+ close;
+ }
+ else {
+ mes "[Librarian]";
+ mes "You're related to Miss Lowen? How have you not received any news about her before?";
+ next;
+ mes "[Librarian]";
+ mes "I see...";
+ mes "Separated at birth,";
+ mes "that's truly tragic.";
+ mes "Okay, let me check.";
+ next;
+ mes "[Librarian]";
+ mes "I feel terrible telling you this, but it's too late to find Lowen Ellenen, according to the records.";
+ next;
+ mes "[Librarian]";
+ mes "During the monster subjugation mission in Geffen dungeon she reportedly disappeared and... was later pronounced dead.";
+ next;
+ mes "[Librarian]";
+ mes "I'm sorry, but";
+ mes "that's all I know.";
+ mes "Thank you...";
+ set god_brising,11;
+ close;
+ }
+ case 2:
+ if (Sex) {
+ mes "[Librarian]";
+ mes "Spouse...?";
+ mes "Well, I guess you look like a husband. Heh, I've got a girlfriend myself. Well, at least I think so. Anyway...";
+ next;
+ mes "[Librarian]";
+ mes "Lowen Ellenen";
+ mes "the Crusader, right?";
+ mes "I'm so... sorry.";
+ mes "You might want";
+ mes "to have a seat.";
+ next;
+ mes "[Librarian]";
+ mes "During the monster";
+ mes "subjugation in Geffen";
+ mes "Dungeon, she reportedly";
+ mes "disappeared. And later,";
+ mes "she was pronounced dead.";
+ next;
+ mes "[Librarian]";
+ mes "That's all the";
+ mes "information I have,";
+ mes "sir. I'm truly sorry";
+ mes "for your loss.";
+ set god_brising,11;
+ close;
+ }
+ else {
+ mes "[Librarian]";
+ mes "Hmmm...?";
+ mes "Spouse?";
+ mes "Or ^333333*Ahem*^000000";
+ mes "cohabitational partners?";
+ next;
+ mes "^3355FFThe librarian";
+ mes "now seems awfully";
+ mes "distracted, as if";
+ mes "he were lost in";
+ mes "vivid daydream...^000000";
+ close;
+ }
+ case 3:
+ mes "["+ strcharinfo(0) +"]";
+ mes "I'm looking";
+ mes "for Ellenen.";
+ mes "Lowen Ellenen.";
+ mes "My sworn arch-enemy.";
+ next;
+ mes "[Librarian]";
+ mes "Arch-enemy...?";
+ mes "Um, uh ^666666*Ahem!*^000000";
+ mes "All I can tell you is that there was a Crusader by that name.";
+ next;
+ mes "[Librarian]";
+ mes "I'm sorry, but";
+ mes "I can't tell you";
+ mes "more than that.";
+ next;
+ mes "[Librarian]";
+ mes "^333333*Cough*^000000";
+ mes "^666666Nutcase!^000000";
+ close;
+ case 4:
+ mes "[Librarian]";
+ mes "A friend...?";
+ mes "Well, we have a";
+ mes "record of someone";
+ mes "named Lohen Phelica.";
+ next;
+ mes "[Librarian]";
+ mes "He retired from the service a few years ago. I'd like to give you his address, but we don't have any of that information.";
+ set god_brising,12;
+ close;
+ }
+ }
+ else if (god_brising > 10 && god_brising < 13) {
+ mes "[Librarian]";
+ mes "Now, may";
+ mes "I excuse myself?";
+ mes "Thank you!";
+ close;
+ }
+ else {
+ mes "[Librarian]";
+ mes "All confidential personnel records are kept here in the royal library. However, you need authorization";
+ mes "for full access.";
+ close;
+ }
+
+}
+
+prontera,260,354,4 script Woman#Rosa Ellenen 101,{
+ if ($God2 < 50){
+ mes "[Woman]";
+ mes "Hm?";
+ mes "What brings";
+ mes "you here? It's";
+ mes "kind of strange";
+ mes "to come just to";
+ mes "take a walk.";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[Woman]";
+ mes "Hm?";
+ mes "What brings";
+ mes "you here? It's";
+ mes "kind of strange";
+ mes "to come just to";
+ mes "take a walk.";
+ close;
+ }
+ if(god_brising > 33) {
+ mes "[Rosa Ellenen]";
+ mes "Are you the one";
+ mes "who visited me before?";
+ mes "Ah, of course.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "I'm not sure how";
+ mes "to tell you this, but...";
+ mes "This is Lowen's grave.";
+ mes "And thank you.";
+ close;
+ }
+ else if (god_brising == 21) {
+ mes "[Rosa Ellenen]";
+ mes "What are you";
+ mes "talking about?";
+ mes "A message from Lowen?";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "What?!";
+ mes "Why hasn't she";
+ mes "gone to heaven yet?";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "I hope you remember";
+ mes "everything I'm going";
+ mes "to tell you. She should";
+ mes "go to heaven right now!";
+ mes "I still don't understand...";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "And please tell that praying fool that he shouldn't waste his time blaming himself. ^333333*Sigh*^000000 I still don't know why she chose to";
+ mes "speak to you.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Let me tell you something. Lowen was a fencing prodigy. However, she always had trouble enduring the rigorous training and bearing the weight of the armor...";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "But she loved fencing and always tried twice as hard to develop her physical strength so that she could serve God in battle.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Finally, she became a Crusader.";
+ mes "For a while things were great, but then she suddenly disappeared while on a mission to Geffen Dungeon.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Two years later, she was buried in this grave after her body was found by some adventurers. I was given the broken shards of armor and a blood stained ribbon she left behind.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "I never really learned what exactly happened. And Hermite was always following her like she was his real sister. Ever since she died, he's changed. I hope he doesn't hurt himself...";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Something suspicious seems to have happened in the military, but they won't even talk to me about it. What could have happened?!";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "In the end, I gave up trying to find the truth. After all, nothing can bring her back...";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Please tell her I'm fine,";
+ mes "but I want to know why her";
+ mes "soul hasn't moved on to";
+ mes "heaven! Maybe...";
+ next;
+ mes "[Rose Ellenen]";
+ mes "Maybe there's";
+ mes "something in the";
+ mes "Crusader Personnel";
+ mes "Records that might";
+ mes "explain something?";
+ set god_brising,25;
+ close;
+ }
+ else if ((god_brising) > 9 && (god_brising < 20)) {
+ mes "[Rosa Ellenen]";
+ mes "This is my little";
+ mes "sister's grave...";
+ mes "Her name was Lowen.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Are you a friend";
+ mes "of Lowen's? Hmmm?";
+ mes "The man in the Sanctuary?";
+ mes "That must be Hermite.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "He was shocked when Lowen";
+ mes "died but he doesn't have to blame himself for her death. I don't want him to suffer from the guilt.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Anyway, thank you for visiting";
+ mes "my little sister. It's good to know she has friends, even after she's passed on.";
+ set god_brising,11;
+ close;
+ }
+ else {
+ mes "[Rosa Ellenen]";
+ mes "Oh hello...";
+ mes "Have you come";
+ mes "to pay your respects";
+ mes "to someone here as well?";
+ close;
+ }
+
+}
+
+prontera,262,353,0 script Gravestone 111,{
+ if($God2 > 49) {
+ if (god_brising > 33) {
+ mes "Lowen Ellenen";
+ mes " ";
+ mes " XXXX. XX. XX.";
+ mes "";
+ mes "Her noble spirit";
+ mes "was sent to the holy";
+ mes "place by Valkyrie's will.";
+ close;
+ }
+ else {
+ mes "^3355FFYou couldn't read the rest of the epitaph since the tombstone has been eroded with time.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFIt's just an";
+ mes "ordinary gravestone.^000000";
+ next;
+ mes "^3355FFNothing really";
+ mes "sets it apart from the rest of the tombstones here in the Prontera cemetary.^000000";
+ close;
+ }
+}
+
+gef_dun01,89,192,0 script #lowentrace 111,3,3,{
+ if($God2 < 50) {
+ mes "^3355FFIt's just an old,";
+ mes "dry piece of wood.^000000";
+ close;
+ }
+ if($God3 > 99) {
+ mes "^3355FFIt's just an old,";
+ mes "dry piece of wood.^000000";
+ close;
+ }
+ if ((god_brising > 20) && (god_brising < 34)) {
+ mes "^3355FFWill you";
+ mes "summon her?^000000";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ input @lowenstring$;
+ if(@lowenstring$ == "Lowen") {
+ if (god_brising == 30) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8B...Y-you're...";
+ mes "I-I can't stay long,";
+ mes "I'm feeling too weak.";
+ mes "Come closer, I want";
+ mes "to show you something...^000000";
+ next;
+ mes "^3355FFHer voice grew";
+ mes "softer and softer";
+ mes "until you could no";
+ mes "longer hear her.^000000";
+ close;
+ }
+ else if (god_brising == 21) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BPlease tell Rosa";
+ mes "not to worry about me anymore. You might be able to find her beside my grave. I don't want her to suffer anymore...^000000";
+ close;
+ }
+ else if (god_brising == 25) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BYou've come back.";
+ mes "Have you met Rosa?";
+ mes "Hm, yes, it sounds like she'd say that. But thank you for sending her my message.^000000";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BAh, it's too dangero--";
+ mes "This place is too dangerous for you. I hate myself for not being able to help protect you from";
+ mes "these evil creatures. Be careful...^000000";
+ close;
+ }
+ else {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BMy spirit is";
+ mes "growing weaker...";
+ mes "Please be careful...";
+ mes "This place is too dangerous.^000000";
+ close;
+ }
+ }
+ else {
+ close;
+ }
+ case 2:
+ close;
+ }
+ }
+ else if (god_brising == 20) {
+ mes "[The voice of a female]";
+ mes "^6E7B8BI-It's dangerous...";
+ mes "Be careful...^000000";
+ next;
+ switch(select("Ignore it.:What are you talking about?")) {
+ case 1:
+ close;
+ case 2:
+ mes "[The voice of a female]";
+ mes "^6E7B8B...No way...";
+ mes "You can hear me?";
+ mes "I can't believe this.";
+ mes "It's impossible...";
+ mes "But if you don't mind,";
+ mes "may I talk to you...?^000000";
+ next;
+ switch(select("Holy...! Run!:What are you?!")) {
+ case 1:
+ close;
+ case 2:
+ mes "[The voice of a female]";
+ mes "^6E7B8BI...";
+ mes "I don't have my body anymore, so... I think I'm a ghost. Yes, I've been wandering in this place ever since I got here.^000000";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BI'm still not sure why I'm";
+ mes "bound to this realm. If you";
+ mes "don't mind, would you visit";
+ mes "my sister for me?";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BPlease tell her...";
+ mes "Please tell her that her";
+ mes "little sister Lowen is fine.^000000";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BUm...";
+ mes "If you want to meet me again, just say my name out loud. '^000000Lowen^6E7B8B.'^000000";
+ set god_brising,21;
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou find a piece of twisted, dry wood. Looking at it seems to bring out a feeling of sadness within you for some reason.^000000";
+ close;
+ }
+
+OnTouch:
+ if((god_brising > 9) && (god_brising < 34)) {
+ emotion e_gasp;
+ }
+ end;
+}
+
+gef_dun01,203,48,0 script #lowentrace1 111,3,3,{
+
+ if ($God2 < 50) {
+ mes "^3355FFIt's just an old,";
+ mes "dry piece of wood.^000000";
+ close;
+ }
+
+ if( $God3 > 99) {
+ mes "^3355FFIt's just an old,";
+ mes "dry piece of wood.^000000";
+ close;
+ }
+ if ((god_brising > 20) && (god_brising < 34)) {
+ mes "Would you";
+ mes "like to summon her? ";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ input @lowenstring$;
+ if(@lowenstring$ == "Lowen") {
+ if(god_brising == 31) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BYou came back!";
+ mes "You'll be with me";
+ mes "...Won't you?^000000";
+ next;
+ switch(select("Of course.:Sorry, I don't think I can...")) {
+ case 1:
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BThank you,";
+ mes "thank you so much...^000000";
+ close2;
+ warp "que_god02",47,53;
+ end;
+ case 2:
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BI understand.";
+ mes "Please take";
+ mes "care of yourself...^000000";
+ close;
+ }
+ } else if(god_brising == 30) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BAh yes. This is it.";
+ mes "You look very curious about me, yet I am amazed that you can hear my voice. Please let me tell you an old story.^000000";
+ close2;
+ warp "que_god02",47,53;
+ end;
+ }
+ else if (god_brising == 25) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BYou've come back.";
+ mes "Have you met Rosa?";
+ mes "Hm, yes, it sounds like she'd say that. But thank you for sending her my message.^000000";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BAh, it's too dangero--";
+ mes "This place is too dangerous for you. I hate myself for not being able to help protect you from";
+ mes "these evil creatures. Be careful...^000000";
+ close;
+ }
+ else {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BMy spirit is";
+ mes "growing weaker...";
+ mes "Please be careful...";
+ mes "This place is too dangerous.^000000";
+ close;
+ }
+ }
+ else {
+ close;
+ }
+ case 2:
+ close;
+ }
+ }
+ else if (god_brising == 20) {
+ mes "[The voice of a female]";
+ mes "^6E7B8BI-It's dangerous...";
+ mes "Be careful...^000000";
+ next;
+ switch(select("Ignore it.:What are you talking about?")) {
+ case 1:
+ close;
+ case 2:
+ mes "[The voice of a female]";
+ mes "^6E7B8B...No way...";
+ mes "You can hear me?";
+ mes "I can't believe this.";
+ mes "It's impossible...";
+ mes "But if you don't mind,";
+ mes "may I talk to you...?^000000";
+ next;
+ switch(select("Holy...! Run!:What are you?!")) {
+ case 1:
+ close;
+ case 2:
+ mes "[The voice of a female]";
+ mes "^6E7B8BI...";
+ mes "I don't have my body anymore, so... I think I'm a ghost. Yes, I've been wandering in this place ever since I got here.^000000";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BI'm still not sure why I'm";
+ mes "bound to this realm. If you";
+ mes "don't mind, would you visit";
+ mes "my sister for me?";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BPlease tell her...";
+ mes "Please tell her that her";
+ mes "little sister Lowen is fine.^000000";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BUm...";
+ mes "If you want to meet me again, just say my name out loud. '^000000Lowen^6E7B8B.'^000000";
+ set god_brising,21;
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou find a piece of twisted, dry wood. Looking at it seems to bring out a feeling of sadness within you for some reason.^000000";
+ close;
+ }
+
+OnTouch:
+ if((god_brising > 9) && (god_brising < 34)) {
+ emotion e_gasp;
+ }
+ end;
+}
+
+que_god02,48,55,3 script Lowen Ellenen 745,{
+ if (god_brising == 30) {
+ mes "[Lowen Ellenen]";
+ mes "Can you see me now?";
+ mes "You must be surprised.";
+ mes "This is the story I will";
+ mes "share with you.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Look around.";
+ mes "Recognize it?";
+ mes "We're still in the same place, except now we're in my past.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "All of us came here to Geffen to cleanse this area of evil spirits. You asked for the reason I remained in this awful place?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I couldn't forgive myself for what I've done to my comrades. They";
+ mes "were killed because of me.";
+ next;
+ switch(select("You were cursed...?:You still have something to do.")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "You're saying...";
+ mes "The anger of your";
+ mes "comrades manifested";
+ mes "into a curse?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Cursed by my fallen comrades... Yes, that's what I thought at first. So I tried to redeem myself as well as avenge their deaths.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I have been trying my best to comfort their spirits for 2 years.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ever since you guys failed on a mission, you've spent two years here killing monsters?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Yes, that's right.";
+ mes "I thought it would bring comfort to the spirits of my comrades.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "But once I died, I met all of my old friends in Niflheim, the town of the dead. You've heard of it, haven't you?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "No one seemed to";
+ mes "blame me for what";
+ mes "had happened. In fact, they all seemed worried about me.";
+ next;
+ select("Then why?");
+ mes "[Lowen Ellenen]";
+ mes "They waited for me in Niflheim for two years, since they didn't want me to misunderstand them. They never blamed me for what happened.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "But I still feel like something is wrong. Out of all of us, I'm the only one unable to rest in peace. Everyone else was selected to go to Valhalla.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "But Valhalla is where all honorable Crusaders are supposed to go. What have I done wrong?";
+ close;
+ case 2:
+ mes "[Lowen Ellenen]";
+ mes "I don't think I have any unfinished business. But who knows, maybe there is something I have to do.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "All of my late comrades that I met in Niflheim were selected by Valkyrie and sent to Valhalla. That's how honorable Crusaders spend the afterlife. But it looks like I don't deserve it...";
+ next;
+ select("I can help you!");
+ mes "[Lowen Ellenen]";
+ mes "You can";
+ mes "help me?";
+ mes "How...?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You said this is the place where the subjugation mission happened, right? I'll fight with you!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Now come on, you don't deserve to feel guilty like this. Let's think about how we're gonna fight these monsters!";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "...";
+ mes "Thank you.";
+ mes "Thank you so much.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now,";
+ mes "shall we go in?";
+ set god_brising,31;
+ close;
+ }
+ }
+ else if (god_brising == 31) {
+ mes "[Lowen Ellenen]";
+ mes "Walk down the stairs";
+ mes "ahead. From this point";
+ mes "I can only travel with";
+ mes "you in your mind...";
+ close;
+ }
+ else {
+ mes "[Lowen Ellenen]";
+ mes "How come...";
+ mes "You're here?";
+ close2;
+ warp "geffen",120,101;
+ end;
+ }
+}
+
+que_god02,54,64,4 script Soldier#1_brising 105,1,1,{
+ if (god_brising == 31) {
+ mes "[Soldier]";
+ mes "Have you volunteered for monster subjugation? Would you like to start the mission now?";
+ next;
+ switch(select("Yes.:I need more time.")) {
+ case 1:
+ mes "[Soldier]";
+ mes "We're you're ready,";
+ mes "come and stand in";
+ mes "front of me.";
+ close;
+ case 2:
+ mes "[Soldier]";
+ mes "No problem, just come back when your preparations are completed.";
+ close;
+ }
+ }
+ else {
+ mes "[Soldier]";
+ mes "Please back away.";
+ mes "You are not permitted";
+ mes "to enter!";
+ close;
+ }
+
+OnTouch:
+ if (god_brising == 31) {
+ warp "que_god02",174,49;
+ donpcevent "#brisinsold::OnSold1Off";
+ donpcevent "#brisinsold2::OnSold2On";
+ end;
+ }
+ else {
+ mes "[Soldier]";
+ mes "Please back away.";
+ mes "You are not permitted";
+ mes "to enter!";
+ close2;
+ warp "que_god02",51,59;
+ end;
+ }
+ end;
+}
+
+que_god02,55,64,4 script Soldier#2_brising 105,1,1,{
+ mes "[Soldier]";
+ mes "Please back away.";
+ mes "You are not permitted";
+ mes "to enter!";
+ close;
+}
+
+que_god02,1,1,1 script #brisinsold2 -1,{
+OnInit:
+ hideonnpc "Soldier#2_brising";
+ areawarp "que_god02",100,128,85,3,"geffen",120,100;
+ end;
+
+OnSold2On:
+ hideoffnpc "Soldier#2_brising";
+ initnpctimer;
+ end;
+
+OnTimer420000:
+ mapannounce "que_god02","Lowen's spirit is beginning to weaken...",0,0x70DBDB;
+ end;
+
+OnTimer480000:
+ mapannounce "que_god02","Your presense in her past can't be maintained for much longer...",0,0x70DBDB;
+ end;
+
+OnTimer540000:
+ mapannounce "que_god02","Lowen's spirit can't keep you in the past any longer.",0,0x70DBDB;
+ end;
+
+OnTimer542000:
+ areawarp "que_god02",1,1,400,400,"geffen",120,100;
+ end;
+
+OnTimer550000:
+ donpcevent "#brisinsummon::OnReset";
+ end;
+
+OnTimer550500:
+ stopnpctimer;
+ end;
+
+}
+
+que_god02,1,1,1 script #brisinsummon -1,{
+
+OnInit:
+ hideonnpc "#doppelganger1";
+ hideonnpc "#doppelganger2";
+ hideonnpc "#knight1";
+ hideonnpc "#knight2";
+ hideonnpc "#knight3";
+ hideonnpc "#lowen";
+ hideonnpc "Valkyrie#1";
+ hideoffnpc "#hermite";
+ end;
+
+OnDoppel1On:
+ hideoffnpc "#doppelganger1";
+ end;
+
+OnDoppel1Off:
+ hideonnpc "#doppelganger1";
+ end;
+
+OnDoppel2On:
+ hideoffnpc "#doppelganger2";
+ end;
+
+OnDoppel2Off:
+ hideonnpc "#doppelganger2";
+ end;
+
+OnKnight1On:
+ hideoffnpc "#knight1";
+ end;
+
+OnKnight2On:
+ hideoffnpc "#knight2";
+ end;
+
+OnKnight3On:
+ hideoffnpc "#knight3";
+ end;
+
+OnKnight1Off:
+ hideonnpc "#knight1";
+ end;
+
+OnKnight2Off:
+ hideonnpc "#knight2";
+ end;
+
+OnKnight3Off:
+ hideonnpc "#knight3";
+ end;
+
+OnLowenOn:
+ hideoffnpc "#lowen";
+ end;
+
+OnLowenOff:
+ hideonnpc "#lowen";
+ end;
+
+OnHermiteOff:
+ hideonnpc "#hermite";
+ end;
+
+OnLowen2Off:
+ hideonnpc "Lowen Ellenen#2";
+ end;
+
+OnSummon:
+ set .brisinmobdead,9;
+ monster "que_god02",34,128,"",1015,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",34,127,"",1015,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",80,127,"",1015,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",102,128,"",1036,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",130,128,"",1036,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",62,128,"",1041,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",64,127,"",1041,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",150,127,"",1041,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",176,127,"",1041,1,"#brisinsummon::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set .brisinmobdead,.brisinmobdead -1;
+ if(.brisinmobdead > 0) end;
+ set god_brising,31;
+ hideoffnpc "Valkyrie#1";
+ end;
+
+OnReset:
+ hideonnpc "#doppelganger1";
+ hideonnpc "#doppelganger2";
+ hideonnpc "#knight1";
+ hideonnpc "#knight2";
+ hideonnpc "#knight3";
+ hideonnpc "#lowen";
+ hideoffnpc "Soldier#1_brising";
+ hideonnpc "Soldier#2_brising";
+ hideoffnpc "#hermite";
+ hideoffnpc "Lowen Ellenen#2";
+ hideonnpc "Valkyrie#1";
+ killmonster "que_god02","#brisinsummon::OnMobDeath";
+ end;
+}
+
+que_god02,173,58,4 script #doppelganger1 739,{
+ end;
+}
+
+que_god02,175,55,4 script #doppelganger2 739,{
+ end;
+}
+
+que_god02,175,54,1 script #lowen 745,{
+ end;
+}
+
+que_god02,178,49,1 script #knight1 751,{
+ end;
+}
+
+que_god02,168,53,7 script #knight2 734,{
+ end;
+}
+
+que_god02,167,58,4 script #knight3 752,{
+ end;
+}
+
+que_god02,174,49,0 script #lowenone 139,0,0,{
+
+OnTouch:
+ donpcevent "brisinsold2::OnSold2On";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I?";
+ mes "Isn't this...?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah, I see.";
+ mes "This must be the place where everything happened two years ago. Good, good...";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Shshh...";
+ mes "This is just a reflection of the past. Here, you'll see what happened at the time for yourself.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "It wasn't any trouble";
+ mes "getting down here. But...";
+ mes "We've got problems now.";
+ next;
+ mapannounce "que_god02","D...Doppelganger!!!",0,0x9CFF00;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What...?!";
+ mes "Doppelganger?!";
+ next;
+ donpcevent "#brisinsummon::OnDoppel1On";
+ donpcevent "#brisinsummon::OnKnight1On";
+ donpcevent "#brisinsummon::OnKnight2On";
+ donpcevent "#brisinsummon::OnKnight3On";
+ donpcevent "#brisinsummon::OnLowenOn";
+ mes "[" + strcharinfo(0) + "]";
+ mes "What's going on?";
+ mes "Did you really fight with that creature? H-hey! Answer me!";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Yes, this was the place...";
+ mes "The commander gave orders";
+ mes "and then... What happened?";
+ next;
+ mapannounce "que_god02","Everyone, stay calm! Get into your positions!",0,0x9CFF00;
+ mes "^4E2F2F[Crusader Commander]";
+ mes "Everyone, get into your positions! Front line, block its movement! Rear line, support the defense!^000000";
+ emotion e_go,0,"#knight1";
+ emotion e_go,0,"#knight2";
+ emotion e_go,0,"#knight3";
+ emotion e_gasp,0,"#doppelganger1";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "N-no!";
+ mes "I'm not running away!";
+ next;
+ mes "^3355FFYou're filled with a great anxiety, and you experience for yourself the fear and pressure Lowen felt during those very moments.^000000";
+ next;
+ mes "^4E2F2F[Crusader Commander]";
+ mes "Go, Lowen!";
+ mes "Cast Grand Cross, now!^000000";
+ next;
+ specialeffect EF_BEGINSPELL7,AREA,"#lowen";
+ mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8;
+ donpcevent "#brisinsummon::OnDoppel1Off";
+ donpcevent "#brisinsummon::OnDoppel2On";
+ emotion e_gasp,0,"#knight1";
+ emotion e_gasp,0,"#knight2";
+ emotion e_gasp,0,"#knight3";
+ emotion e_gasp,0,"#lowen";
+ mes "[" + strcharinfo(0) + "]";
+ mes " ??!!!";
+ next;
+ specialeffect EF_BEGINSPELL7,AREA,"#doppelganger2";
+ mes "[Male Voice]";
+ mes "Lowen!";
+ mes "Noooooooooo!!!";
+ close2;
+ warp "que_god02",120,52;
+ donpcevent "#brisinsummon::OnDoppel2Off";
+ donpcevent "#brisinsummon::OnKnight1Off";
+ donpcevent "#brisinsummon::OnKnight2Off";
+ donpcevent "#brisinsummon::OnKnight3Off";
+ donpcevent "#brisinsummon::OnLowenOff";
+ end;
+}
+
+que_god02,124,59,7 script #hermite 798,{ end; }
+
+que_god02,120,52,0 script #monologue 139,0,0,{
+
+OnTouch:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I?";
+ mes "Isn't that...";
+ mes "What's Hermite";
+ mes "doing here?!";
+ next;
+ mes "[Hermite Charles]";
+ mes "No, no, no!";
+ mes "Lowen don't...!";
+ mes "He's gonna kill you!";
+ next;
+ mes "[Hermite Charles]";
+ mes "Grand Cross?!";
+ mes "Using that's";
+ mes "committing suicide!";
+ mes "Lowen, don't do it!";
+ mes "Don't do that, Lowen!";
+ next;
+ mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8;
+ mes "[Hermite Charles]";
+ mes "Lowen!";
+ mes "Noooooooooo!!!";
+ next;
+ donpcevent "#brisinsummon::OnHermiteOff";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where did he go?";
+ mes "Was... Was that";
+ mes "from his mind?";
+ mapannounce "que_god02","What happened?! L-Lowen's gone!!",0,0xA8A8A8;
+ next;
+ mes "[Lowen Ellenen]";
+ mes "...";
+ mes "I see now.";
+ mes "I know...";
+ mes "What happened...";
+ close2;
+ warp "que_god02",18,127;
+ end;
+
+}
+
+que_god02,21,127,3 script Lowen Ellenen#2 745,{
+ mes "[Lowen Ellenen]";
+ mes "I was a fool.";
+ mes "Now I remember Hermite. He must have been the one who rescued me. But when I came to my senses, no one was there.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I blamed myself for surviving alone. I should have died there with my friends. I felt so useless.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Now I realize that there were many people who loved me. But at the time, I felt only guilt.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I returned 3 days later to my commander. It was stupid, but at the moment I couldn't think of anything else.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "The higher ups and the politicians were looking for a scapegoat for the failure of the mission.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "So I was the one who was blamed. Then, they took away everything I had. My status, the holy power granted to me...";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I thought I deserved that punishment. After all, why should";
+ mes "I have survived when all my comrades died?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "It was then that I decided to avenge my friends, and salvage";
+ mes "what was left of my sense of honor.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I went back to that place.";
+ mes "I fought and I fought, trying to make penance for what I had";
+ mes "done wrong...";
+ next;
+ mapannounce "que_god02","If you wish, continue your battle. I promise you the winner will become an Einherjar...",0,0x70DB93;
+ mes "[Lowen Ellenen]";
+ mes "That voice...";
+ mes "Isn't that...?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Are you giving me another chance? But I no longer have a body to fight monsters anymore...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Don't worry,";
+ mes "I'm with you!";
+ mes "Let's do it!";
+ close2;
+ donpcevent "#brisinsummon::OnSummon";
+ donpcevent "#brisinsummon::OnLowen2Off";
+ end;
+}
+
+que_god02,178,127,3 script Valkyrie#1 811,{
+
+ if (god_brising == 31) {
+ mes "[Valkyrie]";
+ mes "You have passed";
+ mes "the test, Lowen.";
+ mes "I don't have much";
+ mes "time to speak.";
+ next;
+ mes "[Valkyrie]";
+ mes "Have you found the strength to release yourself from the guilt and the pain? I have been waiting for you. Will you accept my invitation to Valhalla?";
+ next;
+ switch(select("Yes, I will follow you.:Um... I'm not Lowen.")) {
+ case 1:
+ mes "[Valkyrie]";
+ mes "Lowen Ellenen, misunderstood hero. I will now promote you";
+ mes "to Einherjar with";
+ mes "the will of God.";
+ next;
+ mes "[Valkyrie]";
+ mes "Your soul and spirit will be reborn in Valhalla as a holy warrior preparing for the holy war.";
+ specialeffect2 EF_BLESSING;
+ next;
+ mes "[Valkyrie]";
+ mes "And...";
+ mes ""+ strcharinfo(0) +",";
+ mes "Your exploits are known to me. But I am curious as to what has brought you here?";
+ next;
+ mes "^3355FFYou explained what happened to the Valkyrie, starting from the Snow Crystal which never melts.^000000";
+ next;
+ mes "[Valkyrie]";
+ mes "I understand.";
+ mes "The story begins a long, long time ago with Freya, the patron goddess of beauty and love.";
+ next;
+ mes "[Valkyrie]";
+ mes "Her teardrop became a beautiful jewel. The snow on which Freya's teardrops have fallen will always retain its crystalline beauty.";
+ next;
+ mes "[Valkyrie]";
+ mes "You seek traces of the goddess? Perhaps this is a sign of the end of the thousand year peace. When the time comes, I hope humans will not abandon their faith.";
+ next;
+ mes "[Valkyrie]";
+ mes "Perhaps, I was also sent to meet you. I wish that humans will use the power derived from the traces of the gods to protect justice.";
+ next;
+ mes "[Valkyrie]";
+ mes ""+ strcharinfo(0) +"...";
+ mes "Listen. This is";
+ mes "what you must find.";
+ next;
+ mes "[Valkyrie]";
+ mes "A cold snowy path on";
+ mes "which the goddess tread.";
+ mes "A blue river the goddess crossed.";
+ mes "A narrow path the goddess passed.";
+ mes "Four dwarves that the goddess met...";
+ next;
+ mes "[Valkyrie]";
+ mes "^4d4dffThe beauty of the stars";
+ mes "Wanes in comparison.";
+ mes "We lost our hearts";
+ mes "To that golden hair";
+ mes "And those dazzling eyes.^000000";
+ next;
+ mes "[Valkyrie]";
+ mes "Remember this.";
+ mes "I shall send you";
+ mes "back to where you";
+ mes "belong.";
+ set god_brising,34;
+ next;
+ mes "[Valkyrie]";
+ mes "For Odin's honor...";
+ close2;
+ hideonnpc "#doppelganger1";
+ hideonnpc "#doppelganger2";
+ hideonnpc "#knight1";
+ hideonnpc "#knight2";
+ hideonnpc "#knight3";
+ hideonnpc "#lowen";
+ hideoffnpc "Soldier#1_brising";
+ hideonnpc "Soldier#2_brising";
+ hideoffnpc "#hermite";
+ hideoffnpc "Lowen Ellenen#2";
+ hideonnpc "Valkyrie#1";
+ warp "geffen",120,101;
+ end;
+ case 2:
+ mes "[Valkyrie]";
+ mes "Hahahaha...";
+ mes "It has been";
+ mes "a while since";
+ mes "a mortal has";
+ mes "made me laugh.";
+ next;
+ mes "[Valkyrie]";
+ mes ""+ strcharinfo(0) +",";
+ mes "I am speaking to the";
+ mes "spirit that rests within you, the girl to whom you lent your body so that she may learn the truth of the past.";
+ next;
+ mes "[Valkyrie]";
+ mes "Lowen Ellenen,";
+ mes "misunderstood hero.";
+ mes "I will now promote you to Einherjar with the will of God.";
+ next;
+ mes "[Valkyrie]";
+ mes "Your soul and";
+ mes "spirit will be reborn in Valhalla as a holy warrior preparing for the holy war.";
+ specialeffect2 EF_BLESSING;
+ next;
+ mes "[Valkyrie]";
+ mes "And...";
+ mes ""+ strcharinfo(0) +",";
+ mes "Your exploits are known to me. But I am curious as to what has brought you here?";
+ next;
+ mes "^3355FFYou explained what happened to the Valkyrie, starting from the Snow Crystal which never melts.^000000";
+ next;
+ mes "[Valkyrie]";
+ mes "I understand.";
+ mes "The story begins a long, long time ago with Freya, the patron goddess of beauty and love.";
+ next;
+ mes "[Valkyrie]";
+ mes "Her teardrop became a beautiful jewel. The snow on which Freya's teardrops have fallen will always retain its crystalline beauty.";
+ next;
+ mes "[Valkyrie]";
+ mes "You seek traces of the goddess? Perhaps this is a sign of the end of the thousand year peace. When the time comes, I hope humans will not abandon their faith.";
+ next;
+ mes "[Valkyrie]";
+ mes "Perhaps, I was also sent to meet you. I wish that humans will use the power derived from the traces of the gods to protect justice.";
+ next;
+ mes "[Valkyrie]";
+ mes ""+ strcharinfo(0) +"...";
+ mes "Listen. This is";
+ mes "what you must find.";
+ next;
+ mes "[Valkyrie]";
+ mes "A cold snowy path on";
+ mes "which the goddess tread.";
+ mes "A blue river the goddess crossed.";
+ mes "A narrow path the goddess passed.";
+ next;
+ mes "[Valkyrie]";
+ mes "^4d4dffThe beauty of the stars";
+ mes "Wanes in comparison.";
+ mes "We lost our hearts";
+ mes "To that golden hair";
+ mes "And those dazzling eyes.^000000";
+ next;
+ mes "[Valkyrie]";
+ mes "Remember this.";
+ mes "I shall send you";
+ mes "back to where you";
+ mes "belong.";
+ set god_brising,34;
+ next;
+ mes "[Valkyrie]";
+ mes "For Odin's honor...";
+ close2;
+ hideonnpc "#doppelganger1";
+ hideonnpc "#doppelganger2";
+ hideonnpc "#knight1";
+ hideonnpc "#knight2";
+ hideonnpc "#knight3";
+ hideonnpc "#lowen";
+ hideoffnpc "Soldier#1_brising";
+ hideonnpc "Soldier#2_brising";
+ hideoffnpc "#hermite";
+ hideoffnpc "Lowen Ellenen#2";
+ hideonnpc "Valkyrie#1";
+ warp "geffen",120,101;
+ end;
+ }
+ }
+}
+
+xmas,38,105,0 script #brisindwarf1 111,3,3,{
+ if ($God2 < 50) {
+ mes "^3355FFA lot of snow";
+ mes "is heavily piled";
+ mes "here on the ground.^000000";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "^3355FFA lot of snow";
+ mes "is heavily piled";
+ mes "here on the ground.^000000";
+ close;
+ }
+ if ((god_brising > 39) && (god_brising < 50)) {
+ mes "^3355FFA lot of snow";
+ mes "is heavily piled";
+ mes "here on the ground.^000000";
+ next;
+ mes "^3355FFHowever, this particular mound strikes you as curious for some reason.^000000";
+ next;
+ switch(select("Sweep the snow away with your hand.:Poke the snow with your finger.:Cancel.")) {
+ case 1:
+ mes "^3355FFAs you sweep the snow with the palm of your hand, some of the snow melts, revealing a strange puzzle cube. It's multi-faceted, but you can read that each facet is inscribed with a lyric.";
+ next;
+ switch(select("Adjust the puzzle.:Quit.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Okay, um...";
+ mes "I guess I should";
+ mes "choose a lyric...";
+ next;
+ switch(select("Wanes in comparison:To that beautiful hair:All of our hearts:The beauty of the stars:To those dazzling eyes")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "we gave...";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "To that beautiful hair";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "All of our hearts in";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "The beauty of the stars";
+ set .@point,.@point + 10;
+ break;
+ case 5:
+ mes "[" + strcharinfo(0) + "]";
+ mes "To those dazzling eyes";
+ break;
+ }
+ switch(select("We gave:Wanes in comparison.:All of our hearts in:To the steps in:To those dazzling eyes")) {
+ case 1:
+ mes "we gave..";
+ break;
+ case 2:
+ mes "Wanes in comparison.";
+ set .@point,.@point + 10;
+ break;
+ case 3:
+ mes "All of our hearts in";
+ break;
+ case 4:
+ mes "To the steps in";
+ break;
+ case 5:
+ mes "To those dazzling eyes";
+ break;
+ }
+ switch(select("We gave:To that beautiful hair:All of our hearts in:To the steps in:We lost our hearts")) {
+ case 1:
+ mes "We gave";
+ break;
+ case 2:
+ mes "To that beautiful hair";
+ break;
+ case 3:
+ mes "All of our hearts in";
+ break;
+ case 4:
+ mes "To the steps in";
+ break;
+ case 5:
+ mes "We lost our hearts";
+ set .@point,.@point + 10;
+ break;
+ }
+ switch(select("To that golden hair:To that beautiful hair:All of our hearts in:To the steps in:To those dazzling eyes")) {
+ case 1:
+ mes "To that golden hair";
+ set .@point,.@point + 10;
+ break;
+ case 2:
+ mes "To that beautiful hair";
+ break;
+ case 3:
+ mes "All of our hearts in";
+ break;
+ case 4:
+ mes "To the steps in";
+ break;
+ case 5:
+ mes "To those dazzling eyes";
+ break;
+ }
+ switch(select("We gave:To that beautiful hair:And those dazzling eyes.:To the steps in:To those dazzling eyes")) {
+ case 1:
+ mes "We gave";
+ break;
+ case 2:
+ mes "To that beautiful hair";
+ break;
+ case 3:
+ mes "And those dazzling eyes.";
+ set .@point,.@point + 10;
+ break;
+ case 4:
+ mes "To the steps in";
+ break;
+ case 5:
+ mes "To those dazzling eyes";
+ break;
+ }
+ next;
+ if (.@point > 40) {
+ hideoffnpc "Alfrik#1";
+ mes "[Old dwarf]";
+ mes "Who are you?!";
+ mes "And why the hell";
+ mes "did you wake me up?";
+ close;
+ }
+ close;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Huh...?";
+ mes "Nothing happened.";
+ mes "Did I do something wrong, or is this just a completely ordinary puzzle cube?";
+ close;
+ }
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "This...";
+ mes "This better not";
+ mes "be just some regular";
+ mes "puzzle cube that someone";
+ mes "just dropped in the snow!";
+ close;
+ case 3:
+ mes "^3355FFYou use your finger to poke the pile of snow. However, you hurt your finger a little bit after hitting something really solid.^000000";
+ emotion e_ag,1;
+ percentheal -20,0;
+ close;
+ case 4:
+ close;
+ }
+ }
+ else {
+ mes "^3355FFA lot of snow";
+ mes "is heavily piled";
+ mes "here on the ground.^000000";
+ close;
+ }
+
+OnTouch:
+ if(god_brising > 39) {
+ emotion e_gasp,1;
+ }
+ end;
+}
+
+xmas,36,103,4 script Alfrik#1 826,{
+ if (god_brising == 49) {
+ mes "[Alfrik]";
+ mes "I've got nothing";
+ mes "more to say! Now";
+ mes "get out of here!";
+ mes "I don't want to";
+ mes "be found!";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ else if (god_brising == 48) {
+ mes "[Alfrik]";
+ mes "What's up, human?";
+ mes "All of us have awakened.";
+ next;
+ switch(select("I just wanted to say hello.:What are Brisingamen's materials?")) {
+ case 1:
+ mes "[Alfrik]";
+ mes "Your gesture is appreciated, but I'd rather hide than socialize. I don't want to be found by the crows of Odin!";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ case 2:
+ mes "[Alfrik]";
+ mes "Materials for Brisingamen? For the human imitation, the materials are pretty easy to gather...";
+ next;
+ mes "[Alfrik]";
+ mes "The power of weapons used by gods, when they battled demons a thousand years ago, and everything detached from Brisingamen. That's basically what you need.";
+ next;
+ mes "[Alfrik]";
+ mes "If you want to";
+ mes "create a Brisingamen,";
+ mes "you will need.....";
+ next;
+ mes "[Alfrik]";
+ mes "^4d4dffFreya's Jewel";
+ mes "Silver Ornament";
+ mes "Snow Crystal";
+ mes "Ripple";
+ mes "Drifting Air^000000";
+ next;
+ mes "[Alfrik]";
+ mes "You might need some gems, like Saphire, Peal, Opal, Curse Ruby, and maybe even some Gold to decorate the necklace.";
+ next;
+ mes "[Alfrik]";
+ mes "Although I give freely of my advice, we four Dwarves will no longer do smithing work unless it be Freya's command.";
+ next;
+ mes "[Alfrik]";
+ mes "But I can promise you one thing. Since the four of us have awakened, humans will obtain the Brisingamen for sure.";
+ next;
+ mes "[Alfrik]";
+ mes "Now...";
+ mes "Leave me";
+ mes "in peace.";
+ set god_brising,49;
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ }
+ else if (god_brising == 40) {
+ mes "[Alfrik]";
+ mes "^333333*Yawn...*^000000";
+ mes "It's been a long time since I've been outside! W-wait! You're not...";
+ next;
+ mes "[Alfrik]";
+ mes "Who sent you?!";
+ mes "Loki? Heimdall?";
+ mes "Or was it Freya?";
+ next;
+ switch(select("No one, it was an accident!:It was Valkyrie.")) {
+ case 1:
+ mes "[Alfrik]";
+ mes "Don't even think of lying to me, human! There's no way you could have awoken me without knowing";
+ mes "the password! Now, speak!";
+ next;
+ switch(select("Valkyrie told me.:It was a coincidence!")) {
+ case 1:
+ mes "[Alfrik]";
+ mes "Valkyrie...?";
+ mes "Odin's warmonger?";
+ mes "What could Odin want,";
+ mes "I haven't done anything wrong!";
+ next;
+ mes "^3355FFYou explained everything to Alfrik, who seems to worry about being targeted by Odin.^000000";
+ next;
+ mes "[Alfrik]";
+ mes "So that's it.";
+ mes "Seeking out our";
+ mes "masterpiece? You";
+ mes "humans must desire";
+ mes "the power of the gods.";
+ mes "Interesting.";
+ next;
+ mes "[Alfrik]";
+ mes "The time for us to revive may actually have come! Alright then,";
+ mes "I, Alfrik shall cooperate with you humans.";
+ next;
+ mes "[Alfrik]";
+ mes "After all, getting on Odin's good side like this is much better than being tortured by Loki.";
+ next;
+ mes "[Alfrik]";
+ mes "Now...";
+ mes "Understand that";
+ mes "there can only be";
+ mes "one true Brisingamen.";
+ mes "After all, it's our";
+ mes "masterpiece.";
+ next;
+ mes "[Alfrik]";
+ mes "However, that doesn't mean an imitation, with the same power as that godly item, can't be made. Isn't it tempting, the power of a god?";
+ next;
+ mes "[Alfrik]";
+ mes "First things first. If you want to make the necklace, you must";
+ mes "awaken all four of us. Because of Loki's threat, we all hid ourselves in different places.";
+ next;
+ mes "[Alfrik]";
+ mes "Go wake all my brothers!";
+ mes "Let's see if the Brisingamen can be made once again! First, go and wake Dvalin before the gods and giants find out!";
+ set god_brising,41;
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ case 2:
+ mes "[Alfrik]";
+ mes "Coincidence?";
+ mes "Impossible! How dare you lie! Don't ever come back, or the gods will find me!";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ case 2:
+ mes "[Alfrik]";
+ mes "Valkyrie...?";
+ mes "Odin's warmonger?";
+ mes "What could Odin want,";
+ mes "I haven't done anything wrong!";
+ next;
+ mes "^3355FFYou explained everything to Alfrik, who seems to worry about being targeted by Odin.^000000";
+ next;
+ mes "[Alfrik]";
+ mes "So that's it.";
+ mes "Seeking out our";
+ mes "masterpiece? You";
+ mes "humans must desire";
+ mes "the power of the gods.";
+ mes "Interesting.";
+ next;
+ mes "[Alfrik]";
+ mes "The time for us to revive may actually have come! Alright then,";
+ mes "I, Alfrik shall cooperate with you humans.";
+ next;
+ mes "[Alfrik]";
+ mes "After all, getting on Odin's good side like this is much better than being tortured by Loki.";
+ next;
+ mes "[Alfrik]";
+ mes "Now...";
+ mes "Understand that";
+ mes "there can only be";
+ mes "one true Brisingamen.";
+ mes "After all, it's our";
+ mes "masterpiece.";
+ next;
+ mes "[Alfrik]";
+ mes "However, that doesn't mean an imitation, with the same power as that godly item, can't be made. Isn't it tempting, the power of a god?";
+ next;
+ mes "[Alfrik]";
+ mes "First things first. If you want to make the necklace, you must";
+ mes "awaken all four of us. Because of Loki's threat, we all hid ourselves in different places.";
+ next;
+ mes "[Alfrik]";
+ mes "Go wake all my brothers!";
+ mes "Let's see if the Brisingamen can be made once again! First, go and wake Dvalin before the gods and giants find out!";
+ set god_brising,41;
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ }
+ else if (god_brising == 41) {
+ mes "[Alfrik]";
+ mes "Why are you still here?";
+ mes "I told you go wake Dvalin!";
+ next;
+ switch(select("Where is he?:Tell me more about Brisingamen.")) {
+ case 1:
+ mes "[Alfrik]";
+ mes "Ah. Right.";
+ mes "I forgot to tell";
+ mes "you. Poor Dvalin.";
+ mes "Now, where was it?";
+ next;
+ mes "[Alfrik]";
+ mes "We were afraid that Odin and Heimdall would punish us because, well, in their eyes we disgraced the goddess.";
+ next;
+ mes "[Alfrik]";
+ mes "Oh course, they never would have been angered if it weren't for Loki's trickery.";
+ next;
+ mes "[Alfrik]";
+ mes "We loved Freya so much that we decided to hide ourselves beneath the path that she walked. To be as close to any trace of her as we could.";
+ next;
+ mes "[Alfrik]";
+ mes "Poor Dvalin is sleeping";
+ mes "under the path in the East. Once there, you'll feel the scent the goddess. I can't remember where the others are sleeping, but you cannot forget these words...";
+ next;
+ mes "[Alfrik]";
+ mes "^4d4dffHer lovely scent";
+ mes "Still lingers in the wind.";
+ mes "We surrendered our hearts";
+ mes "To those tender teardrops";
+ mes "Those seductive red lips.^000000";
+ set god_brising,42;
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ case 2:
+ mes "[Alfrik]";
+ mes "Brisingamen is our masterpiece, a necklace we forged for Freya. Even if we tried making it again, I doubt it would be as good.";
+ next;
+ mes "[Alfrik]";
+ mes "It looked perfect on Freya. Very difficult to create jewelry that actually enhances the attractiveness of the goddess of beauty.";
+ next;
+ mes "[Alfrik]";
+ mes "Perhaps our greatest reward was that beautiful smile of satisfaction she gave us when that we gave her that necklace. We loved her so.";
+ next;
+ mes "[Alfrik]";
+ mes "Is it that wrong for dwarves to love a goddess? Perhaps we were punished because the gods, even Odin, loved her as well.";
+ next;
+ mes "[Alfrik]";
+ mes "In any case, we've never seen the true Brisingamen again. But something very similar to it can be created...";
+ next;
+ mes "[Alfrik]";
+ mes "You'll need materials that have been graced by the goddess' presense. Traces of the goddess in the earth, water and the wind.";
+ next;
+ mes "[Alfrik]";
+ mes "And if the Brisingamen is recreated, the power of a god will be in the hands of a human. That human could be you!";
+ next;
+ mes "[Alfrik]";
+ mes "Poor Dvalin is sleeping under the path in the East. Once there, you'll feel the scent the goddess.";
+ next;
+ mes "[Alfrik]";
+ mes "I can't remember where the others are sleeping, but you cannot forget these words...";
+ next;
+ mes "[Alfrik]";
+ mes "^4d4dffHer lovely scent";
+ mes "Still lingers in the wind.";
+ mes "We surrendered our hearts";
+ mes "To those tender teardrops";
+ mes "Those seductive red lips.^000000";
+ set god_brising,42;
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ }
+ else if (god_brising == 42) {
+ mes "[Alfrik]";
+ mes "Will you please!";
+ mes "Get lost before Loki and Heimdall find out I've awakened! Now hurry, find Dvalin, and wake him up!";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ else if ((god_brising > 42) && (god_brising < 48)) {
+ mes "[Alfrik]";
+ mes "Oh, finally all of us have awakened! Now, the power of the goddess can be retrieved from the earth, water and the wind!";
+ next;
+ mes "[Alfrik]";
+ mes "Hahahahaha!";
+ mes "This should be";
+ mes "interesting!";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ else {
+ mes "[Alfrik]";
+ mes "Mmm...?";
+ mes "I've got";
+ mes "no business";
+ mes "with you.";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+
+OnInit:
+ hideonnpc "Alfrik#1";
+ end;
+}
+
+prt_fild02,185,269,0 script #brisindwarf2 111,3,3,{
+ if ($God2 < 50) {
+ mes "^3355FFIt's just an";
+ mes "ordinary rock.^000000";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "^3355FFIt's just an";
+ mes "ordinary rock.^000000";
+ close;
+ }
+ if (god_brising > 41) {
+ mes "^3355FFIt's just an ordinary rock underneath the shadow of";
+ mes "a tree. But on closer inspection, you notice that the moss on top of the rock looks perfectly flat.^000000";
+ next;
+ switch(select("Step on it.:Sweep the surface.:Scratch the surface.:Kick it.")) {
+ case 1:
+ mes "^3355FFYou gingerly place your foot on the top of the stone. The entire rock suddenly swings downward";
+ mes "into the ground, and you fall helplessly...^000000";
+ close2;
+ warp "prt_fild02",165,224;
+ end;
+ case 2:
+ mes "^3355FFAs you sweep away the moss with your hand, you scratch your palm from the sharp edges of the rock.^000000";
+ emotion e_gasp,1;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Damn...!";
+ mes "I'm bleeding!";
+ mes "But why didn't";
+ mes "anything else";
+ mes "happen?!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "This rock had";
+ mes "better be one of";
+ mes "those secret rocks!";
+ mes "Or else...!";
+ close;
+ case 3:
+ mes "^3355FFYou scratch away";
+ mes "at the moss, and feel that the surface of the rock has even recesses.";
+ next;
+ mes "^3355FFAfter peeling off the moss, a series of tiles, etched with faint words, are revealed on top of the rock. These tiles could be moved around, like in a puzzle.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Another puzzle?";
+ mes "This was just like when I had to give Alfrik's password. Okay, let me see...";
+ set .@point,0;
+ next;
+ switch(select("To the tear drops dripping on the way:Her lovely scent:We gave:To the seducing red lips:Our hearts in")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "To the tear drops dripping on the way";
+ break;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Her lovely scent";
+ set .@point,.@point + 10;
+ break;
+ case 3:
+ mes "["+ strcharinfo(0) +"]";
+ mes "We gave";
+ break;
+ case 4:
+ mes "["+ strcharinfo(0) +"]";
+ mes "To the seducing red lips";
+ break;
+ case 5:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Our hearts in";
+ break;
+ }
+ switch(select("Still lingers in the wind.:To the scent drifted in the wind:We gave:To the seducing red lips:Our hearts in")) {
+ case 1:
+ mes "Still lingers in the wind.";
+ set .@point,.@point + 10;
+ break;
+ case 2:
+ mes "To the scent drifted in the wind";
+ break;
+ case 3:
+ mes "We gave";
+ break;
+ case 4:
+ mes "To the seducing red lips";
+ case 5:
+ mes "Our hearts in";
+ break;
+ }
+ switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:We gave:We surrendered our hearts:Our hearts in")) {
+ case 1:
+ mes "To the tear drops dripping on the way";
+ break;
+ case 2:
+ mes "To the scent drifted in the wind";
+ break;
+ case 3:
+ mes "We gave";
+ break;
+ case 4:
+ mes "We surrendered our hearts";
+ set .@point,.@point + 10;
+ case 5:
+ mes "Our hearts in";
+ break;
+ }
+ switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:To those tender teardrops:To the seducing red lips:Our hearts in")) {
+ case 1:
+ mes "To the tear drops dripping on the way";
+ break;
+ case 2:
+ mes "To the scent drifted in the wind";
+ break;
+ case 3:
+ mes "To those tender teardrops";
+ set .@point,.@point + 10;
+ break;
+ case 4:
+ mes "To the seducing red lips";
+ break;
+ case 5:
+ mes "Our hearts in";
+ break;
+ }
+ switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:We gave:To the seducing red lips:Those seductive red lips")) {
+ case 1:
+ mes "To the tear drops dripping on the way";
+ break;
+ case 2:
+ mes "To the scent drifted in the wind";
+ break;
+ case 3:
+ mes "We gave";
+ break;
+ case 4:
+ mes "To the seducing red lips";
+ break;
+ case 5:
+ mes "Those seductive red lips";
+ set .@point,.@point + 10;
+ break;
+ }
+ next;
+ if (.@point > 40) {
+ hideoffnpc "Dvalin#1";
+ mes "[Dvalin]";
+ mes "...?";
+ mes "Alfrik?";
+ mes "Is that you?";
+ close;
+ }
+ close;
+ case 4:
+ mes "["+ strcharinfo(0) +"]";
+ mes "^333333*Cough cough!*";
+ mes "Aaaack!";
+ mes "It's so dusty!";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFJust a normal";
+ mes "rock, covered in moss.^000000";
+ close;
+ }
+
+OnTouch:
+ if(god_brising > 41) {
+ emotion e_gasp,1;
+ }
+ end;
+}
+
+prt_fild02,185,270,3 script Dvalin#1 826,{
+ if (god_brising > 43) {
+ mes "[Dvalin]";
+ mes "A human?";
+ mes "You woke me up?";
+ next;
+ mes "[Dvalin]";
+ mes "Hmm...";
+ mes "And you'd be acting pretty pushy right about now if you were acting on behalf of a god. What could you want...?";
+ next;
+ mes "[Dvalin]";
+ mes "It makes sense that you want a replica of Brisingamen for its power. But remember, we originally made Brisingamen as a necklace fit for a goddess.";
+ next;
+ mes "[Dvalin]";
+ mes "Some might say that we seduced Freya with the necklace, but we really loved her with all of our hearts.";
+ close2;
+ hideonnpc "Dvalin#1";
+ end;
+ }
+ else if(god_brising == 42) {
+ mes "[Dvalin]";
+ mes "Wah, it's not Alfrik?";
+ mes "Who are you to wake Dvalin?";
+ mes "Tell me right now, or I'll...";
+ mes "I'll kick your ass!";
+ next;
+ switch(select("Help!:Alfrik sent me to wake you up!")) {
+ case 1:
+ mes "[Dvalin]";
+ mes "I don't know";
+ mes "what the hell";
+ mes "you're doing here,";
+ mes "but leave!";
+ close2;
+ hideonnpc "Dvalin#1";
+ end;
+ case 2:
+ mes "[Dvalin]";
+ mes "Did you just say Alfrik sent you? How do you know my brother?!";
+ next;
+ mes "[Dvalin]";
+ mes "Brisingamen?!";
+ mes "Then, that means";
+ mes "we can meet Freya again?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Umm...";
+ mes "I'm afraid not.";
+ mes "Or, at least, that's";
+ mes "not why I'm here.";
+ next;
+ mes "[Dvalin]";
+ mes "Okay...";
+ mes "I understand.";
+ mes "Sorry, I was just";
+ mes "hoping you were a";
+ mes "herald of Freya.";
+ next;
+ mes "[Dvalin]";
+ mes "So, an imitation";
+ mes "of Brisingamen...";
+ mes "Even if it's not the original, I'm sure it can possess power comparable to the real thing. Yes...";
+ next;
+ mes "[Dvalin]";
+ mes "It's no use trying to predict the future, but I can't help but wonder what would mankind do with the power of the gods?";
+ next;
+ mes "[Dvalin]";
+ mes "If my brother Alfrik already approved of you, then I'll help you out. I'll tell you how to wake my brother Berling.";
+ next;
+ mes "[Dvalin]";
+ mes "We hid ourselves near traces of Freya. The path where I am staying is one that my goddess has walked through.";
+ next;
+ mes "[Dvalin]";
+ mes "The air that quietly drifts here holds her fragrant scent. You can use this wind to borrow her power.";
+ next;
+ mes "[Dvalin]";
+ mes "Aside from Freya, I have";
+ mes "no special love for the gods or giants. But I am intrigued by you humans. Your race is one of both love and hatred, life and destruction.";
+ next;
+ mes "[Dvalin]";
+ mes "Go now and seek Berling. He is sleeping near a river linked to Mount Mjolnir. Travel West to find the river were Freya's Teardrops have fallen.";
+ next;
+ mes "[Dvalin]";
+ mes "If the phantom of water gives you a question, answer it. The answer is the punishment that Odin gave to our goddess.";
+ next;
+ mes "[Dvalin]";
+ mes "Until thousands of Valkyries filled up Valhala, they had to repeatedly live, die, then be reborn the next day only to die again.";
+ next;
+ mes "[Dvalin]";
+ mes "Think about";
+ mes "who they were.";
+ mes "That's all I can tell you.";
+ next;
+ mes "[Dvalin]";
+ mes "Somehow, I know";
+ mes "you are the one who";
+ mes "can answer the question.";
+ mes "Hahahaha!";
+ set god_brising,43;
+ close2;
+ hideonnpc "Dvalin#1";
+ end;
+ }
+ }
+ else if(god_brising == 43) {
+ mes "[Dvalin]";
+ mes "Why do you keep calling me? I did everything I can do for you. I even gave you the key to the question.";
+ next;
+ mes "[Dvalin]";
+ mes "From now on,";
+ mes "it's all up to you.";
+ mes "Now, go wake Berling...";
+ close2;
+ hideonnpc "Dvalin#1";
+ end;
+ }
+
+OnInit:
+ hideonnpc "Dvalin#1";
+ end;
+
+}
+
+mjolnir_09,85,129,0 script #brisindwarf3 111,3,3,{
+ if ($God2 < 50) {
+ mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
+ close;
+ }
+ if ((god_brising > 42) && (god_brising < 50)) {
+ specialeffect EF_BUBBLE;
+ mes "[Echoing Voice]";
+ mes "Alfrik: confirmed.";
+ mes "Dvalin: confirmed.";
+ next;
+ mes "[Echoing Voice]";
+ mes "Please answer me.";
+ mes "Odin punished beautiful";
+ mes "Freya, and made her curse";
+ mes "some humans with her power.";
+ next;
+ mes "[Echoing Voice]";
+ mes "Freya caused an eternal battle, where the combatants were all killed and brought back to life everyday. How many humans were cursed to participate?";
+ next;
+ switch(select("20!","How should I know?!","40!","42!" )) {
+ case 1:
+ specialeffect EF_BUBBLE;
+ mes "[Echoing Voice]";
+ mes "Failed.";
+ mes "Failed...";
+ close;
+ case 2:
+ specialeffect EF_BUBBLE;
+ mes "[Echoing Voice]";
+ mes "Failed.";
+ mes "Failed...";
+ close;
+ case 3:
+ specialeffect EF_BUBBLE;
+ mes "[Echoing Voice]";
+ mes "Failed.";
+ mes "Failed...";
+ close;
+ case 4:
+ specialeffect EF_BUBBLE;
+ mes "[Echoing Voice]";
+ mes "...Confirmed.";
+ mes "Shutting down barrier.";
+ mes "Initiating summoning.";
+ next;
+ hideoffnpc "Berling#1";
+ mes "[Berling]";
+ mes "^333333*Gasp--!*^000000";
+ mes "Thought I was";
+ mes "gonna drown to death!";
+ mes "Who woke me up?";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
+ close;
+ }
+
+OnTouch:
+ if(god_brising > 42) {
+ emotion e_gasp,1;
+ }
+ end;
+}
+
+mjolnir_09,87,129,3 script Berling#1 826,{
+ if(god_brising > 44) {
+ mes "[Berling]";
+ mes "You're the one that's awakened us? Hahaha, perhaps that's a sign we may see Freya again! Hahahaha!";
+ next;
+ mes "[Berling]";
+ mes "We are indebted to you for reviving us. Okay, I know what you want, and will help you obtain the power of the gods.";
+ close2;
+ hideonnpc "OnBerling#1";
+ end;
+ }
+ else if(god_brising == 43) {
+ mes "[Berling]";
+ mes "What the...?";
+ mes "It's a human?!";
+ mes "What do you want?";
+ mes "Wh-who are you?";
+ next;
+ switch(select("Dvalin wants you to wake up!:Tell me who you are first!")) {
+ case 1:
+ mes "[Berling]";
+ mes "Dvalin?!";
+ mes "You mean my brother!";
+ mes "But he can only be revived if Alfrik is revived. What happened?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Umm...";
+ mes "Let me explain...";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...So I guess I need to wake up all four of you dwarves so that Brisingamen, which holds Freya's power, can be made again.";
+ next;
+ mes "[Berling]";
+ mes "Oh! Say that name once again! Freya, the goddess who took my body and soul! Did you just say you want to make her necklace?";
+ next;
+ mes "[Berling]";
+ mes "Hahahaha!";
+ mes "Stop joking around.";
+ mes "The Brisingamen is";
+ mes "a one of a kind";
+ mes "masterpiece!";
+ next;
+ switch(select("I don't mean the original one, but...")) {
+ case 1:
+ mes "[Berling]";
+ mes "Ah, now I see! You want a replica that has roughly the same power.";
+ mes "A Brisingamen used by humans!";
+ mes "Very clever!";
+ next;
+ mes "[Berling]";
+ mes "I, on the other hand, do not desire power. I would be happy to own but a strand of my goddess' hair.";
+ next;
+ mes "[Berling]";
+ mes "Oh Freya...";
+ mes "The more of her beauty exists in this world, the happier I'll be. I'm more than willing to help you recreate this memento of Freya.";
+ next;
+ mes "[Berling]";
+ mes "Now, please go and find the last one of my brothers! Poor Grer, perhaps he is still digging silver in that mine for her...";
+ next;
+ mes "[Berling]";
+ mes "Go and find Grer. I will give you Freya's golden teardrop, but he might have revived on his own...";
+ next;
+ mes "[Berling]";
+ mes "If he doesn't trust you, sing this song. You must remember each";
+ mes "and every word...";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffNo jewel in the world can compare.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffOur masterpiece made from love.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffShe wanted the dazzling necklace.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffWe wanted the goddess of beauty.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffOur happiest times were with her.^000000";
+ next;
+ mes "[Berling]";
+ mes "Memorize all five lines of this song exactly. Now take this golden teardrop and please seek out Grer.";
+ specialeffect2 EF_IMPOSITIO;
+ set god_brising,44;
+ close2;
+ hideonnpc "Berling#1";
+ end;
+ }
+ case 2:
+ mes "[Berling]";
+ mes "Where the hell";
+ mes "did you come from?";
+ mes "I, Berling, refuse to";
+ mes "give my name to a rude,";
+ mes "ill-bred human like yourself!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait...";
+ mes "Your name";
+ mes "is Berling?";
+ next;
+ mes "[Berling]";
+ mes "Baaaaahhh!";
+ mes "Quiet you!";
+ mes "Mind your own";
+ mes "business!";
+ close2;
+ hideonnpc "Berling#1";
+ end;
+ }
+ }
+ else if(god_brising == 44) {
+ mes "[Berling]";
+ mes "Did you already forget the lyrics? Let me tell them to you again, so don't forget this time.";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffNo jewel in the world can compare.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffOur masterpiece made from love.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffShe wanted the dazzling necklace.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffWe wanted the goddess of beauty.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffOur happiest times were with her.^000000";
+ close2;
+ hideonnpc "Berling#1";
+ end;
+ }
+
+OnInit:
+ hideonnpc "Berling#1";
+ end;
+}
+
+mjo_dun02,126,36,0 script #brisindwarf4 111,3,3,{
+ if ($God2 < 50) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Bah, no way out.";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Bah, no way out.";
+ close;
+ }
+ if ((god_brising > 45) && (god_brising < 50)) {
+ mes "[Grer]";
+ mes "What!";
+ hideoffnpc "Grer#1";
+ close;
+ }
+ else if (god_brising == 45) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's see.";
+ mes "Um, that song.";
+ mes "What was the first line...?";
+ next;
+ input @dwarfsong1$;
+ if(@dwarfsong1$ == "No jewel in the world can compare.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
+ mes " " + @dwarfsong1$ + "";
+ mes "Then...ummm..";
+ mes "The second line?";
+ next;
+ input @dwarfsong2$;
+ if(@dwarfsong2$ == "Our masterpiece made from love.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
+ mes " " + @dwarfsong2$ + "";
+ mes "Now, what was";
+ mes "the third line...?";
+ next;
+ input @dwarfsong3$;
+ if(@dwarfsong3$ == "She wanted the dazzling necklace.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
+ mes " " + @dwarfsong3$ + "";
+ mes "Now, the fourth";
+ mes "line after that...";
+ next;
+ input @dwarfsong4$;
+ if(@dwarfsong4$ == "We wanted the goddess of beauty.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
+ mes " " + @dwarfsong4$ + "";
+ mes "Alright, now";
+ mes "for the last line...";
+ next;
+ input @dwarfsong5$;
+ if(@dwarfsong5$ == "Our happiest times were with her.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
+ mes " " + @dwarfsong5$ + "";
+ mes "Alright, let's give it a try.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "" + @dwarfsong1$ + "";
+ mes "" + @dwarfsong2$ + "";
+ mes "" + @dwarfsong3$ + "";
+ mes "" + @dwarfsong4$ + "";
+ mes "" + @dwarfsong5$ + "";
+ next;
+ if (@point > 4) {
+ hideoffnpc "Grer#1";
+ mes "[Grer]";
+ mes "Wha--?";
+ mes "Berling";
+ mes "did send you!";
+ set god_brising,46;
+ stopnpctimer;
+ close;
+ }
+ else {
+ mes "[Grer]";
+ mes "Bah!";
+ mes "I knew it!";
+ mes "I can't trust you!";
+ close2;
+ warp "mjo_dun02",118,56;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFYou found a hole filled with some clod and a lump of coal.^000000";
+ close;
+ }
+
+OnTouch:
+ if ($God2 < 50) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Beh, no way out.";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Beh, no way out.";
+ close;
+ }
+ if (god_brising == 44) {
+ emotion e_gasp,1;
+ mes "[Male Voice]";
+ mes "Don't come any closer!";
+ mes "How the hell do I feel";
+ mes "Freya's presense on you?";
+ mes "Tell me who you are!";
+ next;
+ switch(select("I am sent by Berling.:Wah, you freaked me out!")) {
+ case 1:
+ mes "[Male Voice]";
+ mes "Lies! Lies!";
+ mes "Prove it!";
+ mes "Prove yourself!";
+ set god_brising,45;
+ initnpctimer;
+ close;
+ case 2:
+ mes "[Male Voice]";
+ mes "Get out of here!";
+ close;
+ }
+ }
+ else if (god_brising == 45) {
+ mes "[Male Voice]";
+ mes "Prove it!";
+ mes "Otherwise, leave me alone and let me mine silver. Silver...! Heh heh heh...";
+ stopnpctimer;
+ startnpctimer;
+ close;
+ }
+ else {
+ warp "mjo_dun02",118,56;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "mjo_dun02","Grer: Hurry and show that I can trust you!",0,0x70DBDB;
+ end;
+
+OnTimer240000:
+ mapannounce "mjo_dun02","Grer: Grrr, I won't wait much longer!",0,0x70DBDB;
+ end;
+
+OnTimer298000:
+ mapannounce "mjo_dun02","Grer: Farewell, human!",0,0x70DBDB;
+ end;
+
+OnTimer300000:
+ warp "mjo_dun02",118,56;
+ hideonnpc "Grer#1";
+ end;
+
+OnTimer301000:
+ stopnpctimer;
+ end;
+}
+
+mjo_dun02,126,34,1 script Grer#1 826,{
+ if (god_brising > 47) {
+ mes "[Grer]";
+ mes "As we promised,";
+ mes "Brisingamen will appear in front of human's eyes. But until then, I shall make jewelry of silver. Mwahahaha~";
+ close2;
+ hideonnpc "Grer#1";
+ end;
+ }
+ else if(god_brising == 46) {
+ mes "[Grer]";
+ mes "My name is Grer.";
+ mes "I should have been";
+ mes "the last one to be awakened. Now I see that I haven't mined as much silver as I may need.";
+ next;
+ mes "[Grer]";
+ mes "You might think gold would better suit a goddess, but no. Silver is what makes her golden hair more beautiful.";
+ next;
+ mes "[Grer]";
+ mes "Now that we're revived, there's a good chance that we may see her again. I don't really mind anything else.";
+ next;
+ mes "[Grer]";
+ mes "I want her spirit and scent to fill this world. I don't want Odin or Heimdall to know our plan.";
+ next;
+ mes "[Grer]";
+ mes "Now, this doesn't mean";
+ mes "that I prefer humans over";
+ mes "gods or giants, but if it's for Freya, I'll do anything.";
+ next;
+ mes "[Grer]";
+ mes "Anyway, now my brothers";
+ mes "have been revived. For that, I give you my thanks. Someday, you will have the power to challenge the gods.";
+ next;
+ mes "[Grer]";
+ mes "Now, I need to";
+ mes "get back to my work.";
+ mes "You'll need a silver ornament for the necklace, so I'll continue to mine silver.";
+ next;
+ mes "[Grer]";
+ mes "I will be working";
+ mes "hard to make the most";
+ mes "beautiful ornament";
+ mes "in the world.";
+ next;
+ mes "[Grer]";
+ mes "Okay, you";
+ mes "may go back now!";
+ mes "Farewell.";
+ set god_brising,47;
+ close2;
+ hideonnpc "Grer#1";
+ end;
+ }
+ else if (god_brising == 47) {
+ mes "[Grer]";
+ mes "Heh heh...";
+ mes "Why are you still";
+ mes "here? Your job is done.";
+ mes "Now, go back to where";
+ mes "you came from!";
+ close2;
+ hideonnpc "Grer#1";
+ end;
+ }
+ else {
+ mes "[Grer]";
+ mes "Who the";
+ mes "hell are you?!";
+ close2;
+ hideonnpc "Grer#1";
+ end;
+ }
+OnInit:
+ hideonnpc "Grer#1";
+ end;
+}
diff --git a/npc/re/quests/seals/god_global.txt b/npc/re/quests/seals/god_global.txt
new file mode 100644
index 000000000..c08ccb6f2
--- /dev/null
+++ b/npc/re/quests/seals/god_global.txt
@@ -0,0 +1,137 @@
+//===== rAthena Script =======================================
+//= Variable Management NPC for the god item quest
+//===== By: ==================================================
+//= MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Use this NPC if the seals quest variables get messed up.
+//===== Additional Comments: =================================
+//= 1.0 First version. [MasterOfMuppets]
+//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
+//============================================================
+
+sec_in02,15,170,0 script Golbal var 817,{
+ //mes "[Check]";
+ //mes "Please enter the password.";
+ //next;
+ //set .@check,68392411;
+ //dlgwrite 0 10000000
+ //if (check == input){
+ if (getgmlevel() > 98) {
+ mes "[Check]";
+ mes "Please choose a menu.";
+ next;
+ switch(select("Now:No.1:No.2:No.3:No.4:Reset")) {
+ case 1:
+ mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000.";
+ mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000.";
+ mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
+ mes "^0000FF$God4^000000 = ^FF0000" + $God4 + "^000000.";
+ close;
+ case 2:
+ input .@input,0,100;
+ mes "[Check]";
+ mes "Would you like to change to "+.@input+"?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Check]";
+ mes "The command "+.@input+" has been confirmed.";
+ next;
+ set $God1,.@input;
+ mes "$God1 "+.@input+"";
+ close;
+ }
+ else {
+ mes "[Check]";
+ mes "The command has been canceled.";
+ close;
+ }
+ case 3:
+ input .@input,0,100;
+ mes "[Check]";
+ mes "Would you like to change to "+.@input+"?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Check]";
+ mes "The command "+.@input+" has been confirmed.";
+ next;
+ set $God2,.@input;
+ mes "$God2 "+.@input+"";
+ close;
+ }
+ else {
+ mes "[Check]";
+ mes "The command has been canceled.";
+ close;
+ }
+ case 4:
+ input .@input,0,100;
+ mes "[Check]";
+ mes "Would you like to change to "+.@input+"?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Check]";
+ mes "The command "+.@input+" has been confirmed.";
+ next;
+ set $God3,.@input;
+ mes "$God3 "+.@input+"";
+ close;
+ }
+ else {
+ mes "[Check]";
+ mes "The command has been canceled.";
+ close;
+ }
+ case 5:
+ input .@input,0,100;
+ mes "[Check]";
+ mes "Would you like to change to "+.@input+"?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Check]";
+ mes "The command "+.@input+" has been confirmed.";
+ next;
+ set $God4,.@input;
+ mes "$God4 "+.@input+"";
+ close;
+ }
+ else {
+ mes "[Check]";
+ mes "The command has been canceled.";
+ close;
+ }
+ case 6:
+ mes "[Check]";
+ mes "Are you really sure that you want to reset the entire list of God Globalvar?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Check]";
+ mes "Now, the entire list of God Globalvar is being reset.";
+ next;
+ set $God1,0;
+ set $God2,0;
+ set $God3,0;
+ set $God4,0;
+ mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000.";
+ mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000.";
+ mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
+ mes "^0000FF$God4^000000 = ^FF0000" + $God4 + "^000000.";
+ close;
+ }
+ else {
+ mes "[Check]";
+ mes "The command has been canceled.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Check]";
+ //mes "Incorrect password.";
+ mes "You cannot access this NPC.";
+ close;
+ }
+}
diff --git a/npc/re/quests/seals/god_weapon_creation.txt b/npc/re/quests/seals/god_weapon_creation.txt
new file mode 100644
index 000000000..3f7cb40ea
--- /dev/null
+++ b/npc/re/quests/seals/god_weapon_creation.txt
@@ -0,0 +1,859 @@
+//===== rAthena Script =======================================
+//= God items creation NPCs
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
+//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.2 Corrected several incorrect item IDs. [L0ne_W0lf]
+//============================================================
+
+gld_dun01,28,85,0 script Grunburti#1::GodDwarf 826,{
+ set .@GID,getcharid(2);
+ mes "[Dwarf Grunburti]";
+ mes "A human?!";
+ mes "This land is full";
+ mes "of your kind. What";
+ mes "brings you here?";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Living in Midgard and away from";
+ mes "my home town is painful enough, let alone facing a whiny human. Leave me alone!";
+ next;
+ switch(select("Ask him about Dwarves.:Ask him what he is doing.:Request weapon creation.:Cancel.")) {
+ case 1:
+ mes "[Dwarf Grunburti]";
+ mes "What's to know about Dwarves?";
+ mes "We're the toughest race. After all, we can live anywhere, no matter";
+ mes "how harsh the environment may be.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "I doubt your feeble mind can comprehend the how unendurable";
+ mes "it must be for you to live in my homeland, but you can try.";
+ mes "Try to imagine.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Most of the knowledge and skills that you humans are so proud of were probably handed down from Dwarves.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "This is especially true in the";
+ mes "case of smithing. Even the tools and weapons of the gods were made by my ancestors. You know that?";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "We have the greatest knowlege and skills, but have accepted our fate to live in the cold, barren lands of the Giants.";
+ close;
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "Did you just ask what I am doing here? Mwahahaha! Waiting for any humans stupid enough to come";
+ mes "here so I can kick their ass!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Oh don't worry. I'd only humiliate myself by fighting with a weakling like you. Humans are so fragile, but they stubbornly cling to their arrogance and fight amongst";
+ mes "each other.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "As a race, your people are just hopeless. I wouldn't even share the same continent with a human! But alas, I have no choice.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "The path to my hometown";
+ mes "disappeared after the war 1,000 years ago. Somehow, I can no longer find the way through the Yggdrasil Tree that will take me back...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "I'm stuck here in Rune-Midgard.";
+ mes "At least I was fortunate enough to find this cave. We Dwarves are most cozy living underground, after all.";
+ close;
+ case 3:
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ if (($God1 > 49) && ($God2 > 49) && ($God3 > 49) && ($God4 > 49) && (strcharinfo(0) == getguildmaster(.@GID))) {
+ mes "[Dwarf Grunburti]";
+ mes "Hmm...";
+ mes "I'll need some things to make a weapon for you. What exactly were you interested in having?";
+ next;
+ switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) {
+ case 1:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF4 Freya's Jewel";
+ mes "4 Silver Ornament";
+ mes "3 Snow Crystal";
+ mes "3 Ripple";
+ mes "3 Drifting Air";
+ mes "2 Sapphire";
+ mes "3 Pearl";
+ mes "10 Opal";
+ mes "5 Cursed Ruby";
+ mes "20 Gold^000000";
+ mes "1 Necklace^000000...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "However, the time for me to create this Brisingamen has not yet come. You'll have to wait until the seals are released. Mwahahaha!";
+ close;
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF1 Gleipnir";
+ mes "20 Gold";
+ mes "10 Sapphire";
+ mes "10 Oridecon";
+ mes "1 Belt^000000";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "However, the seals on Megingjard have not yet been released. Until then, you'll have to wait! Bwahahaha!";
+ close;
+ case 3:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF3 Wheel of the Unknown";
+ mes "5 Feather of Angel Wing";
+ mes "3 Sprit of Fish";
+ mes "4 Amblem of the Sun God";
+ mes "3 Breath of Spirit";
+ mes "20 Gold";
+ mes "10 Elunium";
+ mes "1 Slotted Boots^000000";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "But even so, I can't create Sleipnir until the seals have been broken. Otherwise, you're out of luck, human. Hahaha~!";
+ close;
+ case 4:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF2 Thor's Gauntlets";
+ mes "4 Iron Maiden";
+ mes "5 Wrath of Valkyrie";
+ mes "5 Omen of Tempest";
+ mes "5 Billow";
+ mes "20 Oridecon";
+ mes "5 Elunium";
+ mes "40 Gold";
+ mes "1 Stunner^000000";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "But I can't even create a replica of Mjolnir if the seals are still in place. Until they're released, you'll just have to wait. Bwahaha!";
+ close;
+ }
+ }
+ mes "[Dwarf Grunburti]";
+ mes "We Dwarves have too much pride to demonstrate our skills in front of a lowly human!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Stop bothering me and get out of here! Go play with some monsters, you simple minded fool!";
+ close;
+ }
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Dwarf Grunburti]";
+ mes "I'll only present";
+ mes "my magnificent skills";
+ mes "to a human of incredibly";
+ mes "high standing!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Although I hate";
+ mes "most humans, I have";
+ mes "no choice but to respect the ones chosen by destiny. Go and bring your ^0000FFguildmaster^000000!";
+ close;
+ }
+ mes "[Dwarf Grunburti]";
+ mes "Although it is very humiliating to present my valuable skills to a human being...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "All the seals have been released, and he who holds the Emperium is chosen by destiny. I have no choice but to respect you.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "First of all, I shall confirm whether or not you have brought all the necessary materials to forge a godly item! I hate it when humans come here without any purpose!";
+ next;
+ if ((countitem(7073) > 3) && (countitem(7077) > 3) && (countitem(7088) > 2) && (countitem(7090) > 2) && (countitem(7092) > 2) && (countitem(726) > 1) && (countitem(722) > 2) && (countitem(727) > 9) && (countitem(724) > 4) && (countitem(969) > 19) && (countitem(2603) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "Hmm...";
+ mes "I guess you";
+ mes "want to have";
+ mes "^0000FFBrisingamen^000000!";
+ next;
+ }
+ else if ((countitem(7058) > 0) && (countitem(969) > 19) && (countitem(726) > 9) && (countitem(984) > 9) && (countitem(2627) > 0)){ //Gullraifnir Gold Blue_Jewel Oridecon Belt
+ mes "[Dwarf Grunburti]";
+ mes "Hmm...";
+ mes "I guess you";
+ mes "want to have";
+ mes "^0000FFMegingjard^000000!";
+ next;
+ }
+ else if ((countitem(7076) > 2) && (countitem(7079) > 4) && (countitem(7083) > 2) && (countitem(7086) > 3) && (countitem(7087) > 2) && (countitem(969) > 19) && (countitem(985) > 9) && (countitem(2406) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "Hmm...";
+ mes "I guess you";
+ mes "want to have";
+ mes "^0000FFSleipnir^000000!";
+ next;
+ }
+ else if ((countitem(7074) > 1) && (countitem(7075) > 3) && (countitem(7078) > 4) && (countitem(7089) > 4) && (countitem(7091) > 4) && (countitem(984) > 19) && (countitem(985) > 4) && (countitem(969) > 39) && (countitem(1522) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "Hmm...";
+ mes "I guess you";
+ mes "want to have";
+ mes "^0000FFMjolnir^000000!";
+ next;
+ }
+ else {
+ mes "[Dwarf Grunburti]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes ".............";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "How dare you come here unprepared?! Did you forget what you needed to bring? Listen carefully this time!";
+ next;
+ switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) {
+ case 1:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF4 Freya's Jewel";
+ mes "4 Silver Ornament";
+ mes "3 Snow Crystal";
+ mes "3 Ripple";
+ mes "3 Drifting Air";
+ mes "2 Sapphire";
+ mes "3 Pearl";
+ mes "10 Opal";
+ mes "5 Cursed Ruby";
+ mes "20 Gold^000000";
+ mes "1 Necklace^000000...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hmmm, but now";
+ mes "that the seals have";
+ mes "been released, you must hurry before another human can claim";
+ mes "one of the godly items...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hurry...!";
+ mes "Once I forge";
+ mes "Brisingamen,";
+ mes "the seals will";
+ mes "activate again!";
+ close;
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF1 Gleipnir";
+ mes "20 Gold";
+ mes "10 Sapphire";
+ mes "10 Oridecon";
+ mes "1 Belt^000000";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hmmm, but now";
+ mes "that the seals have";
+ mes "been released, you must hurry before another human can claim";
+ mes "one of the godly items...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hurry...!";
+ mes "Once I forge";
+ mes "Megingjard,";
+ mes "the seals will";
+ mes "activate again!";
+ close;
+ case 3:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF3 Wheel of the Unknown";
+ mes "5 Feather of Angel Wing";
+ mes "3 Sprit of Fish";
+ mes "4 Amblem of the Sun God";
+ mes "3 Breath of Spirit";
+ mes "20 Gold";
+ mes "10 Elunium";
+ mes "1 Slotted Boots^000000";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hmmm, but now";
+ mes "that the seals have";
+ mes "been released, you must hurry before another human can claim";
+ mes "one of the godly items...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hurry...!";
+ mes "Once I forge";
+ mes "Sleipnir,";
+ mes "the seals will";
+ mes "activate again!";
+ close;
+ case 4:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF2 Thor's Gauntlets";
+ mes "4 Iron Maiden";
+ mes "5 Wrath of Valkyrie";
+ mes "5 Omen of Tempest";
+ mes "5 Billow";
+ mes "20 Oridecon";
+ mes "5 Elunium";
+ mes "40 Gold";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hmmm, but now";
+ mes "that the seals have";
+ mes "been released, you must hurry before another human can claim";
+ mes "one of the godly items...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hurry...!";
+ mes "Once I forge";
+ mes "the Mjolnir,";
+ mes "the seals will";
+ mes "activate again!";
+ close;
+ }
+ }
+ mes "[Dwarf Grunburti]";
+ mes "Hmpf.";
+ mes "I can't get any work done in here. Come with me to the ^0000FFunderground laboratory^000000 as my guest, human.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Now hurry up! ^0000FFOnly one of each godly item^000000 will be given to the humans ^FF0000right after all the seals are released^000000!";
+ close2;
+ warp "que_god01",214,63;
+ end;
+ case 4:
+ mes "[Dwarf Grunburti]";
+ mes "Muhahahahahaha!";
+ mes "Out of my sight,";
+ mes "you dirty, filthy";
+ mes "human...!";
+ close;
+ }
+}
+
+gld_dun02,85,84,0 duplicate(GodDwarf) Grunburti#2 826
+gld_dun03,92,105,0 duplicate(GodDwarf) Grunburti#3 826
+gld_dun04,268,230,0 duplicate(GodDwarf) Grunburti#4 826
+
+que_god01,215,127,0 script #god_hopewarp1 111,{
+ end;
+
+OnInit:
+ waitingroom "Laboratory Entrance",2,"#god_hopewarp1::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "que_god01",155,63;
+ donpcevent "Grunburti#god::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnReset:
+ enablewaitingroomevent;
+ end;
+}
+
+que_god01,214,128,0 script #que_godnpc1::GodEntrance 111,{
+ mes "[Entrance Notice]";
+ mes "Only the most";
+ mes "worthy of humans";
+ mes "will possess the";
+ mes "power of the gods.";
+ close;
+}
+que_god01,215,128,0 duplicate(GodEntrance) #que_godnpc2 111
+que_god01,213,128,0 duplicate(GodEntrance) #que_godnpc3 111
+
+que_god01,154,112,4 script Grunburti#god 826,{
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ mes "[Dwarf Grunburti]";
+ mes "One of the godly";
+ mes "items has been created,";
+ mes "and the seals have been";
+ mes "restored. You'll have to";
+ mes "wait until they're all";
+ mes "released again...!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Bwahahahahahahaa!";
+ mes "Even though you're";
+ mes "just a human, I feel";
+ mes "pity for you~";
+ close;
+ }
+ set .@GID,getcharid(2);
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Dwarf Grunburti]";
+ mes "How in the...";
+ mes "Get out of here!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "How did one of you";
+ mes "stupid humans get in";
+ mes "here?! Only those who";
+ mes "hold the Emperium can";
+ mes "even think of entering";
+ mes "this place...!";
+ close;
+ }
+ mes "[Dwarf Grunburti]";
+ mes "It's incredibly";
+ mes "humiliating to do work for a human. But since destiny has chosen you as the bearer of an Emperium, I have no choice but to oblige your requests.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "We only have";
+ mes "^FF000010 minutes^000000 to recreate one godly treasure. After that, the seals will restore themselves and I won't be able to create anything until they're released again...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^FF0000Don't be too slow^000000,";
+ mes "otherwise ^FF0000I will give";
+ mes "the chance to another";
+ mes "human^000000 right away!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Now...!";
+ mes "Choose the item";
+ mes "you wish for me";
+ mes "to create!";
+ next;
+ switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) {
+ case 1:
+ mes "[Dwarf Grunburti]";
+ mes "B-Brisingamen?!";
+ mes "I've never expected";
+ mes "such insolence...!";
+ mes "This necklace will never have any meaning in my eyes unless it's worn by the goddess Freya.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "But who am I to judge your worthiness? These treasures";
+ mes "select their owners with their own will. Let's see if Brisingamen will find you worthy!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Once again, I need following materials in order to reproduce";
+ mes "this godly treasure...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^0000FF4 Freya's Jewel";
+ mes "4 Silver Ornament";
+ mes "3 Snow Crystal";
+ mes "3 Ripple";
+ mes "3 Drifting Air";
+ mes "2 Sapphire";
+ mes "3 Pearl";
+ mes "10 Opal";
+ mes "5 Cursed Ruby";
+ mes "20 Gold";
+ mes "1 Necklace^000000";
+ next;
+ switch(select("Make Brisingamen.:Cancel.")) {
+ case 1:
+ if ((countitem(7073) > 3) && (countitem(7077) > 3) && (countitem(7088) > 2) && (countitem(7090) > 2) && (countitem(7092) > 2) && (countitem(726) > 1) && (countitem(722) > 2) && (countitem(727) > 9) && (countitem(724) > 4) && (countitem(969) > 19) && (countitem(2603) > 0)){ //Jewel_Of_Prayer Silver_Fancy Crystal_Of_Snow Slilince_Wave Air_Stream Blue_Jewel Scarlet_Jewel White_Jewel Cardinal_Jewel_ Gold Necklace
+ mes "[Dwarf Grunburti]";
+ mes "Never in my wildest";
+ mes "imaginings have I thought that I'd be crafting this masterpiece for a mere human. Give me a moment.";
+ next;
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ mes "[Dwarf Grunburti]";
+ mes "But...";
+ mes "The seals";
+ mes "have just been";
+ mes "restored. You'll have to";
+ mes "wait until they're all";
+ mes "released again...!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Bwahahahahahahaa!";
+ mes "Even though you're";
+ mes "just a human, I feel";
+ mes "pity for you~";
+ close;
+ }
+ delitem 7073,4; //Jewel_Of_Prayer
+ delitem 7077,4; //Silver_Fancy
+ delitem 7088,3; //Crystal_Of_Snow
+ delitem 7090,3; //Slilince_Wave
+ delitem 7092,3; //Air_Stream
+ delitem 726,2; //Blue_Jewel
+ delitem 722,3; //Scarlet_Jewel
+ delitem 727,10; //White_Jewel
+ delitem 724,5; //Cardinal_Jewel_
+ delitem 969,20; //Gold
+ delitem 2603,1; //Necklace
+ getitem 2630,1; // Brysinggamen
+ set $God1,0;
+ set $God2,0;
+ set $God3,0;
+ set $God4,0;
+ announce "[Brisingamen] has come into the hands of [" + strcharinfo(0) + "], master of the [" + getguildname(.@GID) + "] guild.",bc_all;
+ mes "[Dwarf Grunburti]";
+ mes "Ah, just look at this dazzling beauty. No other piece of jewelry complemented Freya as well as Brisingamen.";
+ close;
+ }
+ else {
+ mes "[Dwarf Grunburti]";
+ mes "Idiot human!";
+ mes "You didn't bring";
+ mes "everything I need to";
+ mes "recreate Brisingamen!";
+ mes "Hurry...!";
+ close;
+ }
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "Muhahahaha~";
+ mes "Somehow, I figured";
+ mes "you'd back out, human!";
+ close;
+ }
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "M- Megingjard?!";
+ mes "The girdle of might?!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "This belt was worn long ago by Thor, the mightest warrior ever. But since these treasures select their owners, we'll see whether or not it recognizes you as worthy!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Once again, I need following materials in order to reproduce";
+ mes "this godly treasure...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^0000FF1 Gleipnir";
+ mes "20 Gold";
+ mes "10 Sapphire";
+ mes "10 Oridecon";
+ mes "1 Belt^000000...";
+ next;
+ switch(select("Make Megingjard.:Cancel.")) {
+ case 1:
+ if ((countitem(7058) > 0) && (countitem(969) > 19) && (countitem(726) > 9) && (countitem(984) > 9) && (countitem(2627) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "Twenty years ago,";
+ mes "I'd never believe that";
+ mes "something so powerful and dangerous as Megingjard would end up in the hands of a human...";
+ next;
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ mes "[Dwarf Grunburti]";
+ mes "But...";
+ mes "The seals";
+ mes "have just been";
+ mes "restored. You'll have to";
+ mes "wait until they're all";
+ mes "released again...!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Bwahahahahahahaa!";
+ mes "Even though you're";
+ mes "just a human, I feel";
+ mes "pity for you~";
+ close;
+ }
+ delitem 7058,1; //Gullraifnir
+ delitem 969,20; //Gold
+ delitem 726,10; //Blue_Jewel
+ delitem 984,10; //Oridecon
+ delitem 2627,1; //Belt
+ getitem 2629,1; // Magingiorde
+ set $God1,0;
+ set $God2,0;
+ set $God3,0;
+ set $God4,0;
+ announce "[Megingjard] the godly item has been given to [" + strcharinfo(0) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all;
+ mes "[Dwarf Grunburti]";
+ mes "Here...";
+ mes "Be careful with how";
+ mes "you use the strength";
+ mes "of a god. Just a fair";
+ mes "warning, human...";
+ close;
+ }
+ else {
+ mes "[Dwarf Grunburti]";
+ mes "Idiot human!";
+ mes "You didn't bring";
+ mes "everything I need to";
+ mes "recreate Megingjard!";
+ mes "Hurry...!";
+ close;
+ }
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "Muhahahaha~";
+ mes "Somehow, I figured";
+ mes "you'd back out, human!";
+ close;
+ }
+ case 3:
+ mes "[Dwarf Grunburti]";
+ mes "Sleipnir...";
+ mes "Now, understand";
+ mes "that I can't create";
+ mes "the eight-legged stallion";
+ mes "of legend. However...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "I can create a pair";
+ mes "of shoes that will possess the power of Sleipnir. It's a strange, but feasible process...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Once again, I need following materials in order to reproduce";
+ mes "this godly treasure...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^0000FF3 Wheel of the Unknown";
+ mes "5 Feather of Angel Wing";
+ mes "3 Sprit of Fish";
+ mes "4 Amblem of the Sun God";
+ mes "3 Breath of Spirit";
+ mes "20 Gold";
+ mes "10 Elunium";
+ mes "1 Slotted Boots^000000...";
+ next;
+ switch(select("Make Sleipnir.:Cancel.")) {
+ case 1:
+ if ((countitem(7076) > 2) && (countitem(7079) > 4) && (countitem(7083) > 2) && (countitem(7086) > 3) && (countitem(7087) > 2) && (countitem(969) > 19) && (countitem(985) > 9) && (countitem(2406) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "I never believed";
+ mes "that the speed of";
+ mes "Sleipnir would be";
+ mes "used by a human.";
+ mes "Give me a moment...";
+ next;
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ mes "[Dwarf Grunburti]";
+ mes "But...";
+ mes "The seals";
+ mes "have just been";
+ mes "restored. You'll have to";
+ mes "wait until they're all";
+ mes "released again...!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Bwahahahahahahaa!";
+ mes "Even though you're";
+ mes "just a human, I feel";
+ mes "pity for you~";
+ close;
+ }
+ delitem 7076,3; //Mystery_Wheel
+ delitem 7079,5; //Feather_Of_Angel
+ delitem 7083,3; //Soul_Of_Fish
+ delitem 7086,4; //Symbol_Of_Sun
+ delitem 7087,3; //Breath_Of_Soul
+ delitem 969,20; //Gold
+ delitem 985,10; //Elunium
+ delitem 2406,1; //Boots_
+ getitem 2410,1; // Sleipnir
+ set $God1,0;
+ set $God2,0;
+ set $God3,0;
+ set $God4,0;
+ announce "[Sleipnir] the godly item has been given to [" + strcharinfo(0) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all;
+ mes "[Dwarf Grunburti]";
+ mes "There...";
+ mes "Wear these, and";
+ mes "move with the speed of";
+ mes "the legendary Sleipnir...";
+ close;
+ }
+ else {
+ mes "[Dwarf Grunburti]";
+ mes "Idiot human!";
+ mes "You didn't bring";
+ mes "everything I need to";
+ mes "recreate Sleipnir!";
+ mes "Hurry...!";
+ close;
+ }
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "Muhahahaha~";
+ mes "Somehow, I figured";
+ mes "you'd back out, human!";
+ close;
+ }
+ case 4:
+ mes "[Dwarf Grunburti]";
+ mes "M-M-Mjolnir!?";
+ mes "Even though the";
+ mes "moment is at hand,";
+ mes "I can scarcely believe...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^333333*Sigh...*^000000";
+ mes "This is almost a disgrace to gods and the Dwarf race. But perhaps, wielding Mjolnir may be your destiny...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Once again, I need following materials in order to reproduce";
+ mes "this godly treasure...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^0000FF2 Thor's Gauntlets";
+ mes "4 Iron Maiden";
+ mes "5 Wrath of Valkyrie";
+ mes "5 Omen of Tempest";
+ mes "5 Billow";
+ mes "20 Oridecon";
+ mes "5 Elunium";
+ mes "40 Gold";
+ mes "1 Stunner^000000...";
+ next;
+ switch(select("Make Mjolnir.:Cancel.")) {
+ case 1:
+ if ((countitem(7074) > 1) && (countitem(7075) > 3) && (countitem(7078) > 4) && (countitem(7089) > 4) && (countitem(7091) > 4) && (countitem(984) > 19) && (countitem(985) > 4) && (countitem(969) > 39) && (countitem(1522) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "Do not disgrace";
+ mes "Thor, lord of Thunder,";
+ mes "or you will regret it.";
+ mes "Mark my words...";
+ next;
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ mes "[Dwarf Grunburti]";
+ mes "But...";
+ mes "The seals";
+ mes "have just been";
+ mes "restored. You'll have to";
+ mes "wait until they're all";
+ mes "released again...!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Bwahahahahahahaa!";
+ mes "Even though you're";
+ mes "just a human, I feel";
+ mes "pity for you~";
+ close;
+ }
+ delitem 7074,2; //Iron_Glove
+ delitem 7075,4; //Iron_Maiden
+ delitem 7078,5; //Anger_Of_Valkurye
+ delitem 7089,5; //Indication_Of_Tempest
+ delitem 7091,5; //Rough_Billows
+ delitem 984,20; //Oridecon
+ delitem 985,5; //Elunium
+ delitem 969,40; //Gold
+ delitem 1522,1; //Stunner
+ getitem 1530,1; // Mjolnir
+ set $God1,0;
+ set $God2,0;
+ set $God3,0;
+ set $God4,0;
+ announce "[Mjolnir] has been bestowed to [" + strcharinfo(0) + "], the master of the [" + getguildname(.@GID) + "] guild.",bc_all;
+ mes "[Dwarf Grunburti]";
+ mes "It's done.";
+ mes "Take it. How does";
+ mes "it feel to hold the world's most powerful weapon in your grasp?";
+ close;
+ }
+ else {
+ mes "[Dwarf Grunburti]";
+ mes "Idiot human!";
+ mes "You didn't bring";
+ mes "everything I need";
+ mes "to recreate Mjolnir!";
+ mes "Hurry...!";
+ close;
+ }
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "Muhahahaha~";
+ mes "Somehow, I figured";
+ mes "you'd back out, human!";
+ close;
+ }
+ }
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer10000:
+ mapannounce "que_god01","Remember that you only have 10 minutes for this! Hurry up!",bc_map;
+ end;
+
+OnTimer610000:
+ mapannounce "que_god01","You're too slow! I'm going to give another human a chance! Next!",bc_map;
+ end;
+
+OnTimer612000:
+ areawarp "que_god01",154,67,4,7,"prontera",156,324;
+ areawarp "que_god01",154,82,4,7,"prontera",156,324;
+ areawarp "que_god01",145,99,9,9,"prontera",156,324;
+ areawarp "que_god01",164,99,9,9,"prontera",156,324;
+ areawarp "que_god01",145,118,9,9,"prontera",156,324;
+ areawarp "que_god01",164,118,9,9,"prontera",156,324;
+ end;
+
+OnTimer615000:
+ donpcevent "god_wep_warpmaster::OnDisable";
+ donpcevent " #god_hopewarp1::Onreset";
+ stopnpctimer;
+ end;
+}
+
+/*
+que_god01,293,3,0 script Godly Item Quests Related#god 90,{
+ mes "[Use in case of emergency]";
+ mes "Please enter password.";
+ mes "If you wish to cancel, please enter 0.";
+ next;
+ input .@input,0,4001;
+ if (.@input < 0 || .@input > 4000) {
+ mes "[Use in case of emergency]";
+ mes "Password is incorrect.";
+ close;
+ }
+ else if(.@input == 0) {
+ mes "[Use in case of emergency]";
+ mes "You have canceled your request.";
+ close;
+ }
+ else if(.@input == 1854) {
+ mes "[Use in case of emergency]";
+ mes "What services would you like to use?";
+ next;
+ switch(select("Turn off Warps.:Reset Timer.:Reset chat room.")) {
+ case 1:
+ mes "[Use in case of emergency]";
+ mes "Press the 'Next' button to turn off warps.";
+ next;
+ areawarp "que_god01",154,67,4,7,"prontera",156,324;
+ areawarp "que_god01",154,82,4,7,"prontera",156,324;
+ areawarp "que_god01",145,99,9,9,"prontera",156,324;
+ areawarp "que_god01",164,99,9,9,"prontera",156,324;
+ areawarp "que_god01",145,118,9,9,"prontera",156,324;
+ areawarp "que_god01",164,118,9,9,"prontera",156,324;
+ mes "[Use in case of emergency]";
+ mes "You have successfully turned off warps.";
+ close;
+ case 2:
+ mes "[Use in case of emergency]";
+ mes "Press the 'Next' button to reset timer.";
+ next;
+ donpcevent "Grunburti#god::OnEnable";
+ mes "[Use in case of emergency]";
+ mes "You have successfully reset timer.";
+ close;
+ case 3:
+ mes "[Use in case of emergency]";
+ mes "Please press the 'Next' button to reset the arena chat room in que_god01.";
+ next;
+ donpcevent " #god_hopewarp1::Onreset";
+ mes "[Use in case of emergency]";
+ mes "You have successfully reset the arena chat room (Laboratory Entrance 1/2).";
+ close;
+ }
+ }
+}
+*/
diff --git a/npc/re/quests/seals/megingard_seal.txt b/npc/re/quests/seals/megingard_seal.txt
new file mode 100644
index 000000000..2c0cd0c2e
--- /dev/null
+++ b/npc/re/quests/seals/megingard_seal.txt
@@ -0,0 +1,3360 @@
+//===== rAthena Script =======================================
+//= Megingjard seal unlocking NPCs.
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Quest for breaking the seal of Megingjard.
+//===== Additional Comments: =================================
+//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
+//= 1.1 fixed exploit [Lupus]
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.4 Minor Touchups to quest. [L0ne_W0lf]
+//= 1.5 Fixed missing close2 in Rebarev Doug. [L0ne_w0lf]
+//= 1.6 Corrected mismatched variables. [L0ne_W0lf]
+//= 1.7 Replaced effect numerics with constants. [Samuray22]
+//= 1.8 Corrected how exp reward is applied. [L0ne_W0lf]
+//= 1.9 Fixed some input checks and variable types. [brianluau]
+//============================================================
+
+prt_castle,44,151,0 script Rebarev Doug 56,{
+ cutin "god_rebeireb",2;
+ if ((countitem(7080) > 3) && (countitem(7081) > 4) && (countitem(7082) > 3) && (countitem(7084) > 2) && (countitem(7085) > 2)) {
+ mes "[Rebarev Doug]";
+ mes "What's this?";
+ mes "You...! You have";
+ mes "everything I need to";
+ mes "create Gleipnir!";
+ next;
+ switch(select("Make Gleipnir.:Cancel.")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "I'm the only human on earth";
+ mes "blessed with the ability to create Gleipnir. Aside from the Dwarves, I'm the only person that can make this item!";
+ next;
+ delitem 7080,4; //Foot_Step_Of_Cat
+ delitem 7081,5; //Beard_Of_Women
+ delitem 7082,4; //Root_Of_Stone
+ delitem 7084,3; //Saliva_Of_Bird
+ delitem 7085,3; //Tendon_Of_Bear
+ getitem 7058,1; // Gullraifnir
+ mes "[Rebarev Doug]";
+ mes "There you go!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Gleipnir is said to be so strong that not even the Fenrir Wolf could break it! I take great pride in being able to create this!";
+ break;
+ case 2:
+ break;
+ }
+ }
+ if ($God1 < 50) {
+ mes "[Rebarev Doug]";
+ mes "We are Crusaders that have";
+ mes "been training in preparation";
+ mes "for the Holy War that is to come.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "As our forefathers have";
+ mes "done a thousand years ago, we shall vanquish the hordes of Demons when the day comes.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "If you have any questions about Crusaders, feel free to ask me.";
+ mes "I may be too old and weak for fighting, but I will spread our message as much as I can.";
+ next;
+ switch(select("What is Holy Cross?:What is Grand Cross?:What is Sacrifice?:What is Gleipnir?")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "Holy Cross is the first manifestation of a Crusader's faith. By making the sign of the cross, Crusader's can inflict a holy attack on their enemies.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Monsters that are weak against holiness, particularly the Undead, will be blinded by the light of the Holy Cross. All they can do is wait for holy judgment.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Based on our latest research,";
+ mes "the Holy Cross can inflict 4.5 times more damage than a normal attack once it is mastered.";
+ break;
+ case 2:
+ mes "[Rebarev Doug]";
+ mes "Grand Cross...!";
+ mes "The righteous fury of God is";
+ mes "given form in this destructive skill.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "God grants us his power so that";
+ mes "we may punish the forces of evil, and one's rage is embodied in a giant crucifix of power.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "The power of the crucifix of light can damage the enemy three times. Each strike will have five times the strength of your normal attacks.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "However, when Crusaders use Grand Cross, they must exercise extreme caution. The human body is too weak to fully embrace the will of God.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Therefore, using this skill, will cause the Crusader to suffer from damage. However, this damage can";
+ mes "be reduced to half with Faith.";
+ break;
+ case 3:
+ mes "[Rebarev Doug]";
+ mes "In practicing what we preach, Crusaders choose to protect";
+ mes "others by bearing the suffering of their fellow man.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "The Sacrifice skill allows Crusaders to keep their comrades safe from harm by receiving the damage that was intended for them.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "It is the greatest demonstration of faith,";
+ mes "as well as of love for your comrades. Such an attitude is essential for a servant of God!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "However, if the people you want to protect stray away from you, you cannot use the Sacrifice skill for them unless they are close to you again.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "As you visualize the suffering of those you want to protect, you'll never hesitate to sacrifice yourself.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Thank you, God, for granting me with the power to protect my people.";
+ break;
+ case 4:
+ mes "[Rebarev Doug]";
+ mes "Gleipnir is the essence of Megingjard which I have been researching.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "It's the only binding strong enough that will allow a human to wear Megingjard around his waist.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Although I can no longer fight, I've been studying how to create Gleipnir for years. I will be more than willing to create it for you if you can bring me...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "^0000FF4 Cat Tread^000000,";
+ mes "^0000FF5 Woman's Moustache^000000,";
+ mes "^0000FF4 Root of Stone^000000,";
+ mes "^0000FF3 Sputum of Bird^000000 and";
+ mes "^0000FF3 Sinew of Bear^000000.";
+ break;
+ }
+ }
+ else if($God1 > 49 && $God2 < 100) {
+ if(BaseLevel > 59) {
+ if(god_eremes == 0) {
+ mes "[Rebarev Doug]";
+ mes "...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Why are you wandering";
+ mes "around this sacred place?";
+ mes "Do you not understand that";
+ mes "we must prepare for";
+ mes "the Holy War?";
+ next;
+ mes "[Rebarev Doug]";
+ mes "No matter how much I explain, the ignorant never fully understand the importance of our task. The balance of power will shift when we least expect it!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I wish I could go back";
+ mes "to those times when I would";
+ mes "train Crusaders, rather than";
+ mes "preach to the ignorant.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I miss my Crusaders who";
+ mes "were enthusiastic to listen to what I had to say, and carried out their orders with loyalty.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I am wonder";
+ mes "where they have";
+ mes "all gone now...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Adventurer, if you have the time to listen to me speak to myself, why don't you perform a task for me?";
+ next;
+ mes "[Rebarev Doug]";
+ mes "It may be an enriching";
+ mes "experience for you. It's possible that you'll even have a greater appreciation for Crusaders.";
+ next;
+ switch(select("What is it?:I'm sick and tired of doin' favors.")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "I want you to find the members of the 1st Squad in the 3rd Platoon of the 3rd Company. If you happen to encounter them in your travels, please ask them how they are doing.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "It shouldn't be that difficult to do and won't be a waste of your time if you are already planning";
+ mes "to explore the world.";
+ next;
+ switch(select("Sure, why not.:I'm sorry, but no.")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "Excellent!";
+ mes "All I want you to do is find my old comrades, and inform me of how";
+ mes "they are doing.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "However...";
+ mes "There is one problem.";
+ mes "I don't where they are.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "You could try to find a record of residency changes by citizens of the Rune-Midgarts Kingdom in";
+ mes "the Prontera Library...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "However, the records of";
+ mes "Crusader personnel is considered confidential, so I am not sure of whether or not you can view them.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "You must understand, my position requires me to remain in this area 24 hours, 7 days a week. I cannot leave without the consent of the upper hierarchy.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "However, I know you have the freedom and the time to go wherever you please. I'd appreciate if you would do this for me.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "My old comrades in arms.";
+ mes "You have no idea how much";
+ mes "I miss them...";
+ set god_eremes,1;
+ break;
+ case 2:
+ mes "[Rebarev Doug]";
+ mes "^333333*Sigh...*^000000";
+ mes "Please understand that";
+ mes "I would not be asking this";
+ mes "of you if it were not for";
+ mes "the restraints of";
+ mes "my position.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I have an obligation to this Kingdom to keep my post and";
+ mes "inform adventurers about the";
+ mes "Crusader class. Because of this";
+ mes "awesome responsibility, I must";
+ mes "remain here, ever vigilant.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "If you can't understand, then you must be taking your freedom for granted...";
+ break;
+ }
+ break;
+ case 2:
+ mes "[Rebarev Doug]";
+ mes "As far as I remember, this is the first time I have asked you to do me a favor.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Unlike you, I know the meaning";
+ mes "of responsibility. I remain here, helping inquisitive adventurers for the sake of King and country.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Still...";
+ mes "Know this.";
+ mes "Although the results may not be immediate, you will always be rewarded when you help others.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Please reconsider";
+ mes "when you get the chance.";
+ break;
+ }
+ }
+ else if(god_eremes > 0 && god_eremes < 4) {
+ if(rand(1,10) > 6 && god_eremes == 2) {
+ mes "[Rebarev Doug]";
+ mes "I wonder how my old";
+ mes "comrades are doing now.";
+ mes "I can't even remember";
+ mes "the last time I saw them...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Hmm...?";
+ mes "Haven't you left";
+ mes "to search for them yet?";
+ next;
+ switch(select("Where should I go?:I am about to leave.:What do you mean by final mission?")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "Well...";
+ mes "You should be able";
+ mes "find some clue as to";
+ mes "where to find them through";
+ mes "^0000FFThe Platoon Records^000000 in";
+ mes "the Prontera Library.";
+ break;
+ case 2:
+ mes "[Rebarev Doug]";
+ mes "Oh, you are...";
+ mes "I wonder what they";
+ mes "have been doing since";
+ mes "our ^0000FFfinal mission^000000...";
+ break;
+ case 3:
+ mes "[Rebarev Doug]";
+ mes "Final mission...?";
+ mes "Well, I can't recall";
+ mes "everything at the moment,";
+ mes "but it was the reason why";
+ mes "our squad broke up.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "We were a great team.";
+ mes "But in the military system,";
+ mes "you need to follow the orders";
+ mes "of your superiors...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "If only...";
+ mes "^660000He^000000 hadn't interfered...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Let's not talk about that. What's important that our squad was disbanded because of we failed our final mission. Now, will you please go find ^0000FFThe 3rd Platoon Records^000000 in the Prontera Library for me?";
+ set god_eremes,3;
+ next;
+ mes "[Rebarev Doug]";
+ mes "Remember, it might be helpful to ask the librarian for the file with a record on ^660000the 1st squad's final mission^000000.";
+ break;
+ }
+ }
+ else {
+ mes "[Rebarev Doug]";
+ mes "I wonder how my old";
+ mes "comrades are doing now.";
+ mes "I can't even remember";
+ mes "the last time I saw them...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Hmm...?";
+ mes "Haven't you left";
+ mes "to search for them yet?";
+ next;
+ switch(select("Where should I go?:I am about to leave.")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "Well...";
+ mes "You should be able";
+ mes "find some clue as to";
+ mes "where to find them through";
+ mes "^0000FFThe 3rd Platoon Records^000000 in";
+ mes "the Prontera Library.";
+ break;
+ case 2:
+ mes "[Rebarev Doug]";
+ mes "Oh, you are...";
+ mes "I wonder what they";
+ mes "have been doing since";
+ mes "our ^0000FFfinal mission^000000...";
+ set god_eremes,2;
+ break;
+ }
+ }
+ }
+ else if(god_eremes > 3 && god_eremes < 18) {
+ mes "[Rebarev Doug]";
+ mes "Huh...?";
+ mes "The librarian";
+ mes "didn't let you";
+ mes "read the records?";
+ next;
+ mes "[Rebarev Doug]";
+ mes "He may have responsibility,";
+ mes "but at the end of the day, he's just like you and me. You can find some way to convince him to help you, I'm sure.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Please, I beg you,";
+ mes "would you find out";
+ mes "what happened to the";
+ mes "rest of the 1st Squad?";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Oh...";
+ mes "It might be helpful to know that we were the ^660000Crusader Third Company, Third Platoon, First Squad^000000.";
+ }
+ else if(god_eremes > 17 && god_eremes < 20) {
+ if(god_megin_1 > 0 || god_megin_2 > 0 || god_megin_3 > 0 || god_megin_4 > 0 || god_megin_5 > 0 || god_megin_6 > 0) {
+ mes "[Rebarev Doug]";
+ mes "Oh...";
+ mes "So did you meet them?";
+ mes "Are they all okay?";
+ next;
+ mes "^3355FFYou tell Rebarev Doug";
+ mes "that although they are";
+ mes "suffering from migraines";
+ mes "and memory loss, the rest";
+ mes "of the 1st Squad is fine.";
+ }
+ else {
+ mes "^3355FFYou tell Rebarev Doug";
+ mes "that you have read the";
+ mes "3rd Platoon records and";
+ mes "explain what you have";
+ mes "managed to learn.^000000";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Oh, I'm glad to hear that";
+ mes "you were able to read the";
+ mes "records! But I don't trust";
+ mes "what's written on paper.";
+ mes "After all, it may be";
+ mes "out of date...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "If it's possible, I hope you can meet the rest of the 1st Squad face to face, so I can know for sure that they're all alright.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "A man's life is too";
+ mes "short and his friends";
+ mes "are too few. Please find";
+ mes "out how my old comrades";
+ mes "are doing for me.";
+ }
+ }
+ else if(god_eremes > 19 && god_eremes < 23) {
+ mes "[Rebarev Doug]";
+ mes "Welcome back~";
+ mes "It's been a while since I've last seen you. Have you met the rest";
+ mes "of the 1st Squad?";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Hm...?";
+ mes "What's that";
+ mes "strange look for?";
+ next;
+ switch(select("Confront Rebarev Doug.:Act unsuspicious.")) {
+ case 1:
+ mes "^3355FFYou confront Rebarev Doug about the memory problems and migraines of the 1st Squad...^000000";
+ next;
+ mes "^3355FFThinking about Royal Myst's story and the mentions of Egnigem begin to jumble your thoughts...^000000";
+ next;
+ mes "[Rebarev Doug]";
+ mes "What are you talking about? I don't understand, you're talking about lots of different things at once!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Don't look at me like that. If you're done speaking, please";
+ mes "excuse me and tell me your news some other time.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I appreciate that you've delivered news of my old comrades to me.";
+ mes "Now, I need to continue my research under the command of his Majesty.";
+ set god_eremes,21;
+ break;
+ case 2:
+ mes "^3355FFYou keep your suspicions to yourself and tell Rebarev Doug about the members of";
+ mes "the 1st Squad.^000000";
+ next;
+ mes "^3355FFOf course, you withhold some details and only tell him what he seems to want to hear.^000000.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Great!";
+ mes "I'm glad to hear";
+ mes "they're doing so well!";
+ mes "Ha ha! Hahahahahahaahah!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I appreciate that you've delivered news of my old comrades to me.";
+ mes "Now, I need to continue my research under the command of his Majesty. Once again, thank you for your help.";
+ set god_eremes,22;
+ break;
+ }
+ }
+ else if(god_eremes > 22 && god_eremes < 25) {
+ mes "^3355FFYou confront";
+ mes "Rebarev Doug with the";
+ mes "information you learned";
+ mes "from Egnigem.^000000";
+ next;
+ mes "^3355FFHowever, he didn't";
+ mes "seem the least bit agitated. In fact, he exuded a calmness that makes you feel nervous.^000000";
+ next;
+ mes "[Rebarev Doug]";
+ mes "It's far too late to talk about that, though I feel sorry for you for knowing too much. At this point, there's nothing you can prove.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Don't you get it?";
+ mes "The elite and powerful rule this world. I am untouchable! And the weak and the lowly can rot in hell! Heh heh!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Do you hate me?";
+ mes "Do you really hate me?";
+ mes "Take a look at this face.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "This is the";
+ mes "face of authority!";
+ mes "Go ahead and report me to the judge in charge of all military crimes! He's right behind me!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "If at least 100 people report the same crime, then maybe he'll hold";
+ mes "a trial. But do you really want to reveal this to the public?";
+ }
+ else if(god_eremes > 23 && god_eremes < 26) {
+ mes "[Rebarev Doug]";
+ mes "I didn't think";
+ mes "you'd actually do it.";
+ mes "But you'll be sorry later...";
+ }
+ else {
+ mes "[Rebarev Doug]";
+ mes "Don't you get it?";
+ mes "The elite and powerful rule this world. I am untouchable! And the weak and the lowly can rot in hell! Heh heh!";
+ }
+ }
+ else {
+ mes "[Rebarev Doug]";
+ mes "You're not fit";
+ mes "to even speak to me.";
+ mes "Even if you are an adventurer...";
+ }
+ }
+ else {
+ mes "[Rebarev Doug]";
+ mes "We are Crusaders that have";
+ mes "been training in preparation";
+ mes "for the Holy War that is to come.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "As our forefathers have";
+ mes "done a thousand years ago, we shall vanquish the hordes of Demons when the day comes.";
+ }
+ close2;
+ cutin "god_rebeireb",255;
+ end;
+}
+
+prt_castle,48,164,0 script Crusader#God 734,{
+ if($God1 > 49 && $God2 < 100) {
+ if(god_eremes > 22 && god_eremes < 25) {
+ mes "[Max Von Shedough]";
+ mes "Welcome, friend!";
+ mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
+ next;
+ mes "[Max Von Shedough]";
+ mes "Let me introduce myself.";
+ mes "My name is Max Von Shedough, the military judge! Do you have any business with me?";
+ next;
+ mes "^3355FFYou handed";
+ mes "Max Von Shedough";
+ mes "your petition against";
+ mes "Rebarev Doug based on";
+ mes "your investigation";
+ mes "with Egnigem.^000000";
+ next;
+ mes "[Max Von Shedough]";
+ mes "Hm? This is serious.";
+ mes "Alright, I will investigate your claim to the best of my ability.";
+ next;
+ mes "[Max Von Shedough]";
+ mes "However, as of now, the petition you've just given me is considered classified information. Please keep this a military secret.";
+ set $God2,$God2+1;
+ if($God2 == 50) {
+ announce "The 2nd seal of [Megingjard] has appeared.",bc_all;
+ }
+ else if($God1 > 99 && $God2 > 99 && $God3 > 99 && $God4 > 99) {
+ announce "Four seals have been released at the same time with the seal of [Megingjard].",bc_all;
+ }
+ else if($God2 > 99) {
+ announce "The 2nd seal of [Megingjard] has been released.",bc_all;
+ }
+ if(god_eremes == 23) {
+ set god_eremes,25;
+ }
+ else if(god_eremes == 24) {
+ set god_eremes,26;
+ }
+ close;
+ }
+ else if(god_eremes > 26) {
+ mes "[Max Von Shedough]";
+ mes "Unfortunately, I'm not sure if it's possible to hold a trial against Rebarev Doug.";
+ next;
+ mes "[Max Von Shedough]";
+ mes "Regrettably, it seems that he still has too much influence. Still, let me assure you that I'll do everything I can...";
+ next;
+ mes "[Max Von Shedough]";
+ mes "But count on me,";
+ mes "I'll be doing my";
+ mes "best to get him indicted.";
+ close;
+ }
+ else {
+ mes "[Max Von Shedough]";
+ mes "Welcome, friend!";
+ mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
+ next;
+ mes "[Max Von Shedough]";
+ mes "Let me introduce myself.";
+ mes "My name is Max Von Shedough, the military judge! Sadly, even we Crusaders are not immune to corruption...";
+ close;
+ }
+ }
+ else {
+ mes "[Max Von Shedough]";
+ mes "Welcome, friend!";
+ mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
+ next;
+ mes "[Max Von Shedough]";
+ mes "Let me introduce myself.";
+ mes "My name is Max Von Shedough,";
+ mes "the military judge! Sadly, even we Crusaders are not immune to corruption...";
+ close;
+ }
+}
+
+prt_in,172,109,0 script A File#megin1 111,{
+ if(god_eremes == 12) {
+ mes "^3355FFYou have found";
+ mes "^660000The 3rd Platoon Records^3355FF!^000000";
+ close;
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if(rand(1,10) > 6 && god_eremes > 6) {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ set god_eremes,god_eremes+1;
+ close;
+ }
+ else {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ close2;
+ }
+ }
+ else if(god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ if(Sex) {
+ mes "I'm sorry sir,";
+ }
+ else {
+ mes "I'm sorry ma'am,";
+ }
+ mes "but special authorization is required to browse that section. Otherwise, it's off limits.";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+}
+
+prt_in,170,109,0 script A File#megin2 111,{
+ if(god_eremes == 12) {
+ mes "You have found ^0000FFThe 3rd Platoon Records^000000!";
+ close;
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if (rand(1,10) > 6 && god_eremes > 6) {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ set god_eremes,god_eremes+1;
+ close;
+ }
+ else {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ close;
+ }
+ }
+ else if(god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+}
+
+prt_in,168,109,0 script A File#megin3 111,{
+ if(god_eremes == 12) {
+ mes "You have found";
+ mes "^0000FFThe 3rd Platoon Records^000000!";
+ close;
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if (rand(1,10) > 6 && god_eremes > 6) {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ set god_eremes,god_eremes+1;
+ close;
+ }
+ else {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ close;
+ }
+ }
+ else if(god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+}
+
+prt_in,169,109,0 script A File#megin4 111,{
+ if(god_eremes == 12) {
+ mes "You have found ^0000FFThe 3rd Platoon Records^000000!";
+ close;
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if (rand(1,10) > 6 && god_eremes > 6) {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ set god_eremes,god_eremes+1;
+ close;
+ }
+ else {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ close;
+ }
+ }
+ else if(god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+}
+
+prt_in,166,109,0 script A File#megin5 111,{
+ if(god_eremes == 12) {
+ mes "You have found";
+ mes "^0000FFThe 3rd Platoon Records^000000!";
+ close;
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if (rand(1,10) > 6 && god_eremes > 6) {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ set god_eremes,god_eremes+1;
+ close;
+ }
+ else {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ close;
+ }
+ }
+ else if(god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+}
+
+prt_in,172,106,0 script Librarian#megin 833,{
+ if($God1 > 49 && $God2 < 100) {
+ if(god_eremes > 2 && god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ mes "Ah, please do";
+ mes "not touch the files";
+ mes "in this section.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Some of the information";
+ mes "here is classified, and it is therefore prohibited by the Prontera Military to browse";
+ mes "through them.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I'm currently in the process of searching for the classified files in that section, so that I can separate it from the information that is public domain.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I'd highly";
+ mes "appreciate it";
+ mes "if you ^660000didn't^000000";
+ mes "interfere with my work.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Darn it...!";
+ mes "I can't read anything when the light is this dim! It's bad enough my eyes have gone bad...";
+ next;
+ while(1) {
+ switch(select("You have bad eyes?:I want to read some documents.:Let me help you find those files...:What kind of files are you looking for?")) {
+ case 1:
+ mes "[Librarian Jekan]";
+ mes "I've worked";
+ mes "under dim light";
+ mes "for so long, my eyes have";
+ mes "gone bad. They should get me ^0000FFa new light^000000, otherwise I'll go blind sooner or later...";
+ if(god_eremes == 5 && ( countitem(2203) > 0 || countitem(1041) > 0 ) ) {
+ next;
+ mes "[Librarian Jekan]";
+ mes "Hey, that's some pretty useful stuff that you've got with you. Do you mind letting me borrow it for a while? It'll help me in finding those files...";
+ next;
+ switch(select("Yes, I mind!:No, I don't mind.")) {
+ case 1:
+ mes "[Librarian Jekan]";
+ mes "^333333*Sniff*^000000";
+ mes "N-never mind...";
+ close;
+ case 2:
+ mes "[Librarian Jekan]";
+ mes "Oh, you are so kind!";
+ mes "Y-you really do want";
+ mes "to help me, don't you?";
+ if(countitem(2203) && countitem(1041)) {
+ delitem 1041,countitem(1041); //Lantern
+ delitem 2203,1; //Spectacles
+ }
+ else if(countitem(2203)) {
+ delitem 2203,1;
+ }
+ else if(countitem(1041)) {
+ delitem 1041,countitem(1041);
+ }
+ set god_eremes,6;
+ next;
+ mes "[Librarian Jekan]";
+ mes "Thank you...";
+ mes "Now I won't have to";
+ mes "worry so much about";
+ mes "finding that file.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "If it's alright,";
+ mes "would you help me";
+ mes "look for it...?";
+ close;
+ }
+ }
+ else if(god_eremes > 5) {
+ next;
+ mes "[Librarian Jekan]";
+ mes "Thank you...";
+ mes "The stuff you let";
+ mes "me borrow will really";
+ mes "help me in looking for";
+ mes "all of those files...";
+ }
+ break;
+ case 2:
+ if(god_eremes == 6) {
+ mes "[Librarian Jekan]";
+ mes "Read some documents?";
+ mes "Well, you've come here";
+ mes "to the Library. That's";
+ mes "a good start.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Well, as long as";
+ mes "you know what kind";
+ mes "of document you're";
+ mes "looking for, you might";
+ mes "be able to find it.";
+ next;
+ mes "[Librarian Jekin]";
+ mes "I've got to find that";
+ mes "classified file as soon";
+ mes "as I can!";
+ close2;
+ set god_eremes,7;
+ end;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Hmm...?";
+ mes "Hey, haven't";
+ mes "I told you already?";
+ next;
+ mes "[Librarian Jekan]";
+ mes "The public is prohibited from browsing the files in this section! How many times do I need to repeat myself?";
+ close;
+ }
+ case 3:
+ if(god_eremes == 4) {
+ mes "[Librarian Jekan]";
+ mes "I'd gladly accept your";
+ mes "help if it weren't for the fact that I cannot allow classified information to be released to the public.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I have no idea how something so important was shuffled into the files here in Prontera Library, but we can't allow the public to access it.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Still, that file doesn't seem to be that important, but I still have to waste my time on finding it...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Damn, my eyes are sore.";
+ mes "Working as a government official is easy except for the times when the beaucrats make you do stuff like this.";
+ set god_eremes,5;
+ }
+ else if(god_eremes > 4) {
+ mes "[Librarian Jekan]";
+ mes "I think I'm going to go";
+ mes "insane looking for this file...!";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Huh...?";
+ mes "Did you just say";
+ mes "that you wanted to";
+ mes "help me? I-I'd appreciate it.";
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Um, you're not even";
+ mes "supposed to know what";
+ mes "kind of file I'm looking for. Even if you did, I'm not allowed to show you what's inside!";
+ close;
+ }
+ break;
+ case 4:
+ mes "[Librarian Jekan]";
+ mes "Hmm. I'm not really allowed to disclose any information related to that file. I'm sorry about that.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "But isn't";
+ mes "the file about...";
+ input @str$;
+ mes "^0000FF" + @str$ + "?";
+ next;
+ if (@str$ == "the 1st squad's final mission") {
+ mes "[Librarian Jekan]";
+ mes "Hmm...?";
+ mes "How did you";
+ mes "know about that?";
+ set god_eremes,4;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Errmmm...";
+ mes "I don't think so....?";
+ }
+ }
+ }
+ }
+ else if(god_eremes == 2) {
+ mes "[Librarian Jekan]";
+ mes "Ah, please do not touch the files in this section. Usually, it's public domain but it seems that a classified file managed to get misplaced there.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "For now, I cannot let anyone without special authorization to look through that section. I must find that file and send it to the Prontera military as soon as I can.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Ergh! This light isn't bright enough for my eyes. They're starting to get sore again...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "So what brings you here? If you're looking for something in particular, you should try another section.";
+ next;
+ switch(select("I want to read some documents.:Do you have bad eyes?:Let me help you to find the files.:What kind of files are you looking for?")) {
+ case 1:
+ mes "[Librarian Jekan]";
+ mes "I told you already! The files in this section aren't open to the public right now! Don't make me repeat myself!";
+ close;
+ case 2:
+ mes "[Librarian Jekan]";
+ mes "Since I have worked under a dim light for a long time, my eyes have gone bad.";
+ mes "They should get me a new light, otherwise I will be gone blind sooner or later...";
+ close;
+ case 3:
+ mes "[Librarian Jekan]";
+ mes "Um? How do you know what file I am looking for?";
+ mes "You don't even know what is written inside?";
+ mes "Stop interrupting me, leave!";
+ close;
+ case 4:
+ mes "[Librarian Jekan]";
+ mes "Hmm... I am not supposed to reveal anything related to the file.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Isn't the file...";
+ input @str$;
+ mes "[" + strcharinfo(0) + "]";
+ mes "^0000FF" + @str$ + "?";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Maybe...";
+ mes "Maybe not~";
+ close;
+ }
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if(rand(1,10) > 4) {
+ mes "[Librarian Jekan]";
+ mes "Hmm? So did you find it? I've been searching for that file for a long time, but I haven't been able to find it.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I'll go ahead and search the right side, so do you think you could search the left?";
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Did you find it yet? All this time, and I still haven't been able to dig up that file.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I'll go ahead and check the left side, so would you look for it in the middle or the right side?";
+ }
+ }
+ else if(god_eremes == 12) {
+ mes "[Librarian Jekan]";
+ mes "Ah! There it is!";
+ mes "Thank you so much!";
+ mes "I'm glad to see that there are still kind and thoughtful people like you in the world.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I really want to give you something to show you my gratitude, but I've got to send this back to the Prontera Military right away.";
+ next;
+ select("I want to read the document.");
+ mes "[Librarian Jekan]";
+ mes "Oh, right, you mentioned that, didn't you? It doesn't seem seem";
+ mes "so important, but I'm not really quite sure...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Well, it couldn't hurt if I made a copy of this first for you to read, but I'll need some materials.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I'll even cast the";
+ mes "Search Magic on it, so that it'll be just like the original. All right, I need the following things to make a copy...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "2 Slick Paper,";
+ mes "1 Oil Paper,";
+ mes "3 Squid Ink,";
+ mes "3 Feather of Birds and";
+ mes "20 Blue Gemstones.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Please get those as soon as possible, and I'll be here making the other preparations to make a copy.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Also, I'll keep this copy in the Library for you to read, and to prevent it from being leaked to the public. So you'll have to come visit each time you wish to read it, okay?";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Okay, now...";
+ mes "Come back here";
+ mes "as soon as you can.";
+ set god_eremes,13;
+ close;
+ }
+ else if(god_eremes == 13) {
+ if(countitem(7111) > 1 && countitem(7151) && countitem(1024) > 2 && countitem(916) > 2 && countitem(717) > 19) {
+ mes "[Librarian Jekan]";
+ mes "Oh, you came back.";
+ mes "I didn't expect you to return here so quickly. Whatever's inside must be really important for you to know.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Anyway, please";
+ mes "give me a moment";
+ mes "while I make that";
+ mes "copy for you.";
+ delitem 7111,2; //Smooth_Paper
+ delitem 7151,1; //Oil_Paper
+ delitem 1024,3; //Chinese_Ink
+ delitem 916,3; //Feather_Of_Birds
+ delitem 717,20; //Blue_Gemstone
+ set god_eremes,14;
+ next;
+ mes "[Librarian Jekan]";
+ mes "Alright then...";
+ mes "I'll see you in a bit.";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Have you forgotten";
+ mes "what you need to make";
+ mes "a copy? Alright, let me";
+ mes "tell you again...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "2 Slick Paper,";
+ mes "1 Oil Paper,";
+ mes "3 Squid Ink,";
+ mes "3 Feather of Birds and";
+ mes "20 Blue Gemstones.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Please come";
+ mes "back with those items";
+ mes "as soon as you can.";
+ close;
+ }
+ }
+ else if(god_eremes > 13 && god_eremes < 16) {
+ if(rand(1,10) > 4) {
+ mes "[Librarian Jekan]";
+ mes "Let me go over and review the document before I make a copy...";
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Let me go over and review the document before I make a copy...";
+ set god_eremes,god_eremes+1;
+ }
+ close;
+ }
+ else if(god_eremes == 16) {
+ mes "[Librarian Jekan]";
+ mes "There you go. As I thought, the document didn't seem to contain any crucially important data.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Just remember, this copy needs to stay in the Prontera Library. That means you have to come back if you need to read the document again.";
+ set god_eremes,17;
+ close;
+ }
+ else if(god_eremes > 16) {
+ mes "[Librarian Jekan]";
+ mes "Welcome, my friend!";
+ mes "So, what do you need today?";
+ next;
+ while(1) {
+ switch(select("Record Search.:Quit searching.:Search Help:Converse.")) {
+ case 1:
+ mes "^663300- Search Magic Initiated -";
+ mes "- Please enter a keyword. -";
+ mes " ";
+ mes "*Search Magic is";
+ mes " case sensitive.";
+ mes "Please do not use";
+ mes "capital letters.^000000";
+ next;
+ input .@input$;
+ if (compare(.@input$,"crusader") == 1) {
+ mes "^663300[Keyword: ^996633Crusader^663300]";
+ mes "Crusaders are warriors preparing for the upcoming Holy War against Evil. Experienced swordsmen, usually with remarkable spiritual prowess.^000000";
+ close2;
+ if (compare(.@input$,"3rd_company") == 1) {
+ mes "^663300[Keyword: ^9966333rd Company^663300]";
+ mes "Only the best Crusaders are selected to form the ranks of all squads in the 3rd Company. Most transfer records for 3rd Company Squads are unavailable.^000000";
+ next;
+ mes "^663300[Keyword: ^9966333rd Company^663300]";
+ mes "The 1st Squad of the 3rd Platoon is an exception, as all members retired or were transferred to other forces. More specific information can be found by searching ^9966333rd Platoon^663300.";
+ close2;
+ if (compare(.@input$,"3rd_platoon") == 1) {
+ mes "^663300[Keyword: ^9966333rd Platoon^663300]";
+ mes "The 3rd Platoon is considered the elite force in the 3rd Company. Only records for the 1st Squad in the 3rd Platoon currently exist due to special circumstances.^000000";
+ next;
+ mes "^663300[Keyword: ^9966333rd Platoon^663300]";
+ mes "More specific information can be found by searching ^9966331st Squad^663300.";
+ close2;
+ if (compare(.@input$,"1st_squad") == 1) {
+ mes "^663300[Keyword: ^9966331st Squad^663300]";
+ mes "1st Squad.";
+ mes "Complete";
+ mes "Member Roster";
+ mes "...^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad^663300]";
+ mes "^0000FF : Rebarev Doug";
+ mes " : Jack O";
+ mes " : Zan.Huadoku";
+ mes " : Cuaque Donon";
+ mes " : Emma Searth";
+ mes " : Royal Myst";
+ mes " : The Nineball^000000";
+ if (god_eremes == 17) {
+ set god_eremes,18;
+ }
+ close2;
+ if (compare(.@input$,"record") == 1) {
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The 1st Squad was famous as the most skilled search party within the Crusaders. However, it was disbanded as a result of its final mission.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The 1st Squad was secretly";
+ mes "assigned by the royal court to find and acquire ^996633godly artifacts^663300.";
+ mes "However, the mission failed due to a factional dispute caused by one member's act of insubordination.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The member guilty of insubordination was dropped from the squad during this mission. However, his actions were enough to result in the failure of the 1st Squad's final mission.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "Due to this disgraceful incident, the 1st Squad was disbanded and";
+ mes "its members have been sent to disciplinary retraining for 3 months.";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "Most of the members of the 1st Squad were transferred to other squads or retired. Their former leader, Rebarev Doug, is currently in charge of researching godly artifacts under royal edict.^000000";
+ close2;
+ if (god_eremes == 18) {
+ set god_eremes,19;
+ }
+ }
+ }
+ else {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "- No result has been found.-";
+ close2;
+ }
+ }
+ }
+ else if(compare(.@input$,"3rd_platoon") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Each Company consists";
+ mes "of 4 Platoons. Please";
+ mes "specify Company.^000000";
+ next;
+ close2;
+ }
+ else if(compare(.@input$,"1st_squad") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "The 1st Squad : Crusaders.";
+ mes "Each platoon consists of 4 squads. Please specify Company and Platoon for information on a specific squad.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"record") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "- No result has been found.-";
+ close2;
+ }
+ else {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "-search with a keyword : "+.@input$+" -";
+ mes "- No result has been found.-";
+ close2;
+ }
+ }
+ else if (compare(.@input$,"3rd_company") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "^663300[Keyword: ^9966333rd Company^663300]";
+ mes "Only the best Crusaders are selected to form the ranks of all squads in the 3rd Company. Most transfer records for 3rd Company Squads are unavailable.^000000";
+ next;
+ mes "^663300[Keyword: ^9966333rd Company^663300]";
+ mes "The 1st Squad of the 3rd Platoon is an exception, as all members retired or were transferred to other forces. More specific information can be found by searching ^9966333rd Platoon^663300.";
+ close2;
+ if (compare(.@input$,"3rd_platoon") == 1) {
+ mes "^663300[Keyword: ^9966333rd Platoon^663300]";
+ mes "The 3rd Platoon is considered the elite force in the 3rd Company. Only records for the 1st Squad in the 3rd Platoon currently exist due to special circumstances.^000000";
+ next;
+ mes "^663300[Keyword: ^9966333rd Platoon^663300]";
+ mes "More specific information can be found by searching ^9966331st Squad^663300.";
+ close2;
+ if (compare(.@input$,"1st_squad") == 1) {
+ mes "^663300[Keyword: ^9966331st Squad^663300]";
+ mes "1st Squad.";
+ mes "Complete";
+ mes "Member Roster";
+ mes "...^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad^663300]";
+ mes "^0000FF : Rebarev Doug";
+ mes " : Jack O";
+ mes " : Zan.Huadoku";
+ mes " : Cuaque Donon";
+ mes " : Emma Searth";
+ mes " : Royal Myst";
+ mes " : The Nineball^000000";
+ close2;
+ if (god_eremes == 17) {
+ set god_eremes,18;
+ }
+ if (compare(.@input$,"record") == 1) {
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The 1st Squad was famous as the most skilled search party within the Crusaders. However, it was disbanded as a result of its final mission.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The 1st Squad was secretly";
+ mes "assigned by the royal court to find and acquire ^996633godly artifacts^663300.";
+ mes "However, the mission failed due to a factional dispute caused by one member's act of insubordination.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The member guilty of insubordination was dropped from the squad during this mission. However, his actions were enough to result in the failure of the 1st Squad's final mission.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "Due to this disgraceful incident, the 1st Squad was disbanded and";
+ mes "its members have been sent to disciplinary retraining for 3 months.";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "Most of the members of the 1st Squad were transferred to other squads or retired. Their former leader, Rebarev Doug, is currently in charge of researching godly artifacts under royal edict.^000000";
+ close2;
+ if (god_eremes == 18) {
+ set god_eremes,19;
+ }
+ }
+ }
+ else {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "- No result has been found.-";
+ close2;
+ }
+ }
+ }
+ else if(compare(.@input$,"3rd_platoon") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "The 3rd Platoon : ";
+ mes "- No result has been found.-";
+ mes "- Suggested to enter a more specific keyword.-";
+ close2;
+ }
+ else if(compare(.@input$,"1st_squad") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "The 3rd Company : ";
+ mes "- No result has been found.-";
+ mes "- Suggested to enter a more specific keyword.-";
+ close2;
+ }
+ else if((compare(.@input$,"record") == 1) && (god_eremes > 17)) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "- No result has been found.-";
+ mes "- Suggested to enter a specific name of the force for a better research.-";
+ next;
+ close2;
+ }
+ else if(compare(.@input$,"rebarev_doug") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former leader of";
+ mes "3rd Company, 3rd Platoon,";
+ mes "1st Squad. Serves as instructor of Crusader Boot Camp and is currently";
+ mes "conducting research by royal edict.^000000";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Prontera Castle, Prontera^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"egnigem") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "^FF0000Prohibited Search Term!^000000";
+ close2;
+ }
+ else if(compare(.@input$,"zan.huadoku") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Serving as weapon quartermaster since disbanding";
+ mes "of 1st Squad.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Blacksmith Guild, Geffen^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"cuaque_donon") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Retired from service";
+ mes "and now works at an Inn.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Inn, Morroc^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"jack_o") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Serving as recruiting officer since disbanding of 1st Squad.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Alberta Port^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"emma_searth") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Retired since";
+ mes "disbanding of 1st Squad.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Al De Baran^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"royal_myst") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Current duty is unknown.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Casino, Comodo^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"the_nineball") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Serves as security officer since disbanding of 1st Squad.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Tavern, Jawaii^663300.^000000";
+ close2;
+ }
+ else {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "No result has been found.";
+ close2;
+ }
+ break;
+ case 2:
+ mes "^663300- Search Magic -";
+ mes "- is being shut down. -^000000";
+ next;
+ mes "^663300- ... -^000000";
+ next;
+ mes "^663300- ... -^000000";
+ mes "^663300- ... -^000000";
+ next;
+ mes "^663300- Search Magic -";
+ mes "- Deactivated. -^000000";
+ close;
+ case 3:
+ mes "[Librarian Jekan]";
+ mes "Well...";
+ mes "This is a pretty";
+ mes "obsolete version";
+ mes "of Search Magic,";
+ mes "so I understand if";
+ mes "it's giving you trouble.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Now...";
+ mes "First, if you're going to enter a single search term, like someone's name, you would enter '^660000lee_hester^000000' if you were looking up 'Lee Hester.'";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Don't use any";
+ mes "capital letters!";
+ mes "And use underscores to";
+ mes "indicate spaces between first and last names and within military unit names.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "For example, the Fourth Company would be entered as ^6600004th_company^000000. Now... bear with me.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "If you're looking for information on a specific squad, you need to know the Platoon and Company it falls under.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "For example, if you wanted to look up the Crusader 4th Squad of the 4th Platoon of the 4th Company, you would input...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "'^660000crusader 4th_company 4th_platoon 4th_squad record^000000' all in one line exactly like that. I hope this helps you in your search...";
+ next;
+ break;
+ case 4:
+ mes "[Librarian Jekan]";
+ mes "You can tell our";
+ mes "government doesn't";
+ mes "really know how to";
+ mes "allocate its funds";
+ mes "and resources.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "First, there's Jawaii.";
+ mes "Do newlyweds really need";
+ mes "an entire island for themselves? Then again, I am single so I'm probably biased.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "And look at me.";
+ mes "Geniuses aren't supposed to waste their precious time doing useless things for libraries!";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Ah, please do not touch any books in that section. ...I'm sure there's nothing there that could be useful to you.";
+ next;
+ switch(select("Ignore him and check books.:Step back.")) {
+ case 1:
+ mes "[Librarian Jekan]";
+ mes "Hey...!";
+ mes "I thought I said";
+ mes "not to touch those!";
+ close2;
+ warp "prontera",120,264;
+ end;
+ case 2:
+ mes "[Librarian Jekan]";
+ mes "Thank you. Feel";
+ mes "free to browse through";
+ mes "the other sections.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "It's really nice to have visitors in the Library, especially when so many people don't read books nowadays.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Ah, please do not";
+ mes "touch any books in";
+ mes "that section. There's";
+ mes "nothing useful over in";
+ mes "that section anyway.";
+ next;
+ switch(select("Ignore him and check books.:Step back.")) {
+ case 1:
+ mes "[Librarian Jekan]";
+ mes "I told you...!";
+ mes "Don't touch";
+ mes "the books here!";
+ close2;
+ warp "prontera",120,264;
+ end;
+ case 2:
+ mes "[Librarian Jekan]";
+ mes "Thank you. Feel";
+ mes "free to browse through";
+ mes "the other sections.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "It's really nice to have visitors in the Library, especially when so many people don't read books nowadays.";
+ close;
+ }
+ }
+ close;
+}
+
+geffen_in,109,161,3 script Crusader#God1 751,{
+ if($God1 > 49 && $God2 < 100) {
+ if(god_eremes > 17 && god_megin_1 < 2) {
+ mes "[Zan.Huadoku]";
+ mes "^333333*Phew...*^000000";
+ mes "This work is really getting to me. Going on a mission with my war buddies sounds a lot better than this.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "At least in those days, I felt like I was actually doing something useful!";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Hey...";
+ mes "Can I help you";
+ mes "with anything?";
+ next;
+ switch(select("Ask him about the 1st Squad.:Ask him how he's been doing.:Ask him about the 1st Squad's last mission.")) {
+ case 1:
+ if(god_eremes == 18) {
+ mes "[Zan.Huadoku]";
+ mes "Yeah, I was a member of the 1st Squad in the 3rd Platoon a long time ago. How did you know that?";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I miss the guys back in the squad. I wonder how our leader's been doing recently...";
+ next;
+ mes "^3355FFYou tell Zan about Rebarev Doug, and about how he is now an instructor for Crusader Boot Camp. He seems to be absorbed in his thoughts of the past.^000000";
+ close;
+ }
+ else if(god_eremes > 18) {
+ mes "[Zan.Huadoku]";
+ mes "Yeah, I was a member of the 1st Squad in the 3rd Platoon a long time ago. How did you know that?";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I miss the guys back in the squad. I wonder how our leader's been doing recently...";
+ next;
+ mes "^3355FFYou tell Zan about Rebarev Doug, and about how he is now an instructor for Crusader Boot Camp. He seems to be absorbed in his thoughts of the past.^000000";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Before we went out on our last mission, the seven of us were like brothers and sisters. If ^FF0000he^000000 didn't disobey the order, we'd still be together today.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Wait...";
+ mes "What was his name...?";
+ mes "There's no way I could forget something like that...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "H-how can I not";
+ mes "remember his name!";
+ mes "He's the reason";
+ mes "my life is...!";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "^333333*Groan...*^000000";
+ mes "I.... My head...";
+ mes "My head hurts...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "^3355FFZan looks very confused and his eyes begin to glaze with a dazed look. You try speaking to him again, but he doesn't respond at all.^000000";
+ if(!god_megin_1) {
+ set god_megin_1,1;
+ }
+ close;
+ }
+ case 2:
+ mes "[Zan.Huadoku]";
+ mes "How am I been doing?";
+ mes "Well, I work for the Blacksmith Guild, picking out good weapons";
+ mes "to supply the Crusaders.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Sometimes, I get really";
+ mes "bored with what I'm doing. I keep trying to convince myself that my job's important to future Crusaders, but...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "You know what?";
+ mes "A lot of people have been asking me weird questions about me recently. I feel like I'm getting spied on, but maybe I'm just getting paranoid.";
+ close;
+ case 3:
+ if(god_eremes == 18) {
+ mes "[Zan.Huadoku]";
+ mes "Yeah, on our";
+ mes "final mission...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Final...? What the? I know it happened, but for some reason, all I can envision is a complete blank when I try to think about it.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I...";
+ mes "I guess I need something to remind me? I know it happened, but... I'm so confused.";
+ next;
+ mes "^3355FFZan seems to be having a very difficult time recalling that specific memory of his past.^000000";
+ close;
+ }
+ else if(god_eremes > 18 && god_megin_1 > 0) {
+ mes "[Zan.Huadoku]";
+ mes "The last mission...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Umm...";
+ mes "Huh. I don't";
+ mes "remember anything.";
+ mes "That's weird. Maybe";
+ mes "I need a bit of a clue?";
+ next;
+ mes "^3355FFZan.Huadoku seemed to";
+ mes "have a hard time remembering what had happened in the past. You begin to share with him what you had read in the library about the 1st Squad...^000000";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes ".....";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Y-yeah that's right! And then three days after we started the mission, we found some kind of...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Well, I'm not sure what it was. But we found an ^0000FFunknown fragment^000000 that was a sign from God! And then...!";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "And then...";
+ mes "Oh. Oh God.";
+ mes "I can't remember...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I can't think about anything further than that. I can't even remember what we found. But I'm sure it was damned important.";
+ next;
+ mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
+ if(god_megin_1 == 1) {
+ set god_megin_1,2;
+ }
+ close;
+ }
+ else {
+ mes "[Zan.Huadoku]";
+ mes "The last mission...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Umm...";
+ mes "Huh. I don't";
+ mes "remember anything.";
+ mes "That's weird. Maybe";
+ mes "I need a bit of a clue?";
+ close;
+ }
+ }
+ }
+ else if(god_megin_1 > 1 && god_megin_1 < 3) {
+ mes "...";
+ next;
+ mes "...";
+ mes ".....";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Y-yeah that's right! And then three days after we started the mission, we found some kind of...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Well, I'm not sure what it was. But we found an ^0000FFunknown fragment^000000 that was a sign from God! And then...!";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "And then...";
+ mes "Oh. Oh God.";
+ mes "I can't remember...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I can't think about anything further than that. I can't even remember what we found. Three months after that all happened, I've had these head problems...";
+ next;
+ mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
+ set god_megin_1,3;
+ close;
+ }
+ else if(god_megin_1 > 2) {
+ mes "^3355FFGrabbing his head,";
+ mes "tearing his hair and writhing in Agony, Zan kept repeating the same words over and over again...^000000";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "3 days later!";
+ mes "We f-found some ^0000FFfragment^000000!";
+ mes "It was G-God's sign! But why";
+ mes "can't I remember?! Why?!";
+ close;
+ }
+ else {
+ mes "[Zan.Huadoku]";
+ mes "Hey yo.";
+ mes "Can I help you?";
+ close;
+ }
+ }
+ else {
+ mes "[Zan.Huadoku]";
+ mes "Good day!";
+ mes "Do you know the";
+ mes "importance of supply?";
+ next;
+ switch(select("No.:Yes!")) {
+ case 1:
+ mes "[Zan.Huadoku]";
+ mes "Any military force or party needs their supplies to be replenished if they are to continue battling for a prolonged period of time.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "For instance, let's say your group go on hunting without a healer. In this case, everyone would consume health restoration items, like potions.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Since you can only carry so many items at once, you'll eventually run out of potions.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "But if one of your party members traveled between town and the hunting area, he could supply your party with new healing items.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Supplying your party in this way would let you hunt with less worry. For that duty, the Merchant class would be the best by using their Carts.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I suppose that's why I'm working here in the Blacksmith Guild. As weapon quartermaster, I'm obligated to provide supplies for the Crusader forces.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "The Blacksmiths in this guild also help me provide high quality weapons for the Crusades as well.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "If you happen to run out of health items while hunting, why don't you ask a Merchant for help?";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Most likely, they will have some spare items and would be willing to share with you if you ask nicely enough.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I hope to see you later again! May Odin protect you on your journeys.";
+ close;
+ case 2:
+ mes "[Zan.Huadoku]";
+ mes "Oh...";
+ mes "Well then.";
+ mes "In that case.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Let me tell you about some useful knowledge I learned while working with the Blacksmiths.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "A Blacksmith character's forging skills are affected by the DEX and LUK stats. DEX and LUK also affect the item creation skills for Alchemists.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Since I've been staying here in the Blacksmith guild, I'm trying to better understand Blacksmiths and develop a deeper appreciation of their work.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Alright then...";
+ mes "Take it easy.";
+ close;
+ }
+ }
+}
+
+morocc_in,146,179,0 script Employee#megin1 66,{
+ if($God1 > 49 && $God2 < 100) {
+ if(god_eremes > 17 && god_megin_2 < 1) {
+ mes "^3355FFThe Inn Employee";
+ mes "eyes you suspiciously.^000000";
+ next;
+ mes "[Inn Employee]";
+ mes "Excuse me.";
+ mes "How can I help you?";
+ mes "Are you looking for";
+ mes "someone...?";
+ next;
+ input @str$;
+ if (@str$ == "Cuaque Donon" || @str$ == "Cuaque" || @str$ == "Donon") {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Do you happen to know a person named " + @str$ + " ...?";
+ if (god_eremes == 18) {
+ mes "[Inn Employee]";
+ mes "I don't think";
+ mes "I know that person.";
+ mes "I guess that guy left";
+ mes "before I started working";
+ mes "here, maybe?";
+ close;
+ }
+ else if(god_eremes > 18) {
+ next;
+ mes "^3355FFOnce you said that name, she immediately drew closer to you";
+ mes "and began speaking in a low, threatening tone.^000000";
+ next;
+ mes "[Scary Inn Employee]";
+ mes "Who the hell are you?";
+ mes "If you try anything funny,";
+ mes "I'll rip your heart out!";
+ mes "Why are you so curious?!";
+ mes "Are you one of them?!";
+ next;
+ switch(select("Rebarev Doug sent me!:Wait, is he in hiding?:Just... curious.")) {
+ case 1:
+ if(rand(1,10) > 3) {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Rebarev Doug...?!";
+ mes "That old coot must be afraid";
+ mes "of the rumors we're spreading around. Is already deperate enough to send his men?!";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "But...";
+ mes "I'm not in the mood";
+ mes "to guide you over to";
+ mes "Cuaque Donon...";
+ next;
+ mes "^3355FFThe Inn Employee";
+ mes "knocks you out~^000000";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ else {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Rebarev Doug...?!";
+ mes "That old coot must be afraid";
+ mes "of the rumors we're spreading around. Is already deperate enough to send his men?!";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "Hmm...";
+ mes "It might not be a bad idea to let someone like you talk to Cuaque Donon. You don't seem like the bad sort...";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "But you only get a hint,";
+ mes "and I'm saying it just once...";
+ mes "^0000FFAragham never hoarded";
+ mes "upgrade items.^000000";
+ set god_megin_2,1;
+ close;
+ }
+ case 2:
+ if(rand(1,10) > 4) {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Right.";
+ mes "If you're here";
+ mes "looking for him,";
+ mes "you definitely know";
+ mes "why he's hiding.";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "How dare you...";
+ mes "How dare you play";
+ mes "dumb with me?!";
+ next;
+ mes "^3355FFThe Inn Employee";
+ mes "knocks you out~^000000";
+ close2;
+ percentheal -100,0;
+ }
+ else {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Right.";
+ mes "If you're here";
+ mes "looking for him,";
+ mes "you definitely know";
+ mes "why he's hiding.";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "Well, maybe not.";
+ mes "Who knows what kind";
+ mes "of friends Cuaque made";
+ mes "when he was a Crusader.";
+ mes "Alright, but listen...";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "I'm only giving";
+ mes "you this hint once...";
+ mes "^0000FFAragham never hoarded";
+ mes "upgrade items.^000000";
+ set god_megin_2,1;
+ close;
+ }
+ case 3:
+ if (rand(1,10) > 3) {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Just curious?";
+ mes "Huh. You've got a lot of nerve, don't you? I'm sorry to tell you this but...";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "I'm not in the mood";
+ mes "to guide you over to";
+ mes "Cuaque Donon...";
+ mes "Heh heh heh...";
+ next;
+ mes "^3355FFThe Inn Employee";
+ mes "knocks you out~^000000";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ else {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Just curious?";
+ mes "Huh. You've got a lot of nerve, don't you? I'm sorry to tell you this but...";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "I can't really tell";
+ mes "you exactly where he";
+ mes "is. The most I can do";
+ mes "is give you a small hint.";
+ mes "Listen carefully now...";
+ mes "I'll only say it once.";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "^0000FFAragham never";
+ mes "hoarded upgrade items.^000000";
+ mes "Now, don't forget!";
+ set god_megin_2,1;
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Inn Employee]";
+ mes "What...?";
+ mes "I don't know";
+ mes "anyone named that.";
+ mes "If that's even a name...";
+ close2;
+ }
+ }
+ else if(god_megin_2 > 0) {
+ mes "[Inn Employee]";
+ mes "Welcome to the Inn.";
+ mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
+ next;
+ mes "[Inn Employee]";
+ mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
+ next;
+ mes "^3355FFShe welcomed you";
+ mes "very professionally,";
+ mes "as if nothing";
+ mes "had happened.^000000";
+ close;
+ }
+ else {
+ mes "[Inn Employee]";
+ mes "Welcome to the Inn.";
+ mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
+ next;
+ mes "[Inn Employee]";
+ mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
+ close2;
+ }
+ }
+ else {
+ mes "[Inn Employee]";
+ mes "Welcome to the Inn.";
+ mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
+ next;
+ mes "[Inn Employee]";
+ mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
+ next;
+ mes "[Inn Employee]";
+ mes "Oh, and I have a bit of a secret...! I hear the Inn's owner is planning some kind of shady business. It's some sort of major project, but don't let anyone know I told you!";
+ close;
+ }
+}
+
+in_rogue,243,61,0 script Suspicious Man#megin 748,{
+ if($God1 > 49 && $God2 < 100) {
+ if(god_eremes == 18) {
+ mes "[Cuaque Donon]";
+ mes "Wh-who are you?!";
+ mes "How the hell did";
+ mes "you get in here?!";
+ mes "Get away from me!";
+ mes "Geeeet awwwway!";
+ close;
+ }
+ else if(god_eremes > 18) {
+ if(god_megin_2 > 0 && god_megin_2 < 4) {
+ mes "[Cuaque Donon]";
+ mes "Wh-who are you?!";
+ mes "How the hell did";
+ mes "you get in here?!";
+ mes "Get away from me!";
+ mes "Geeeet awwwway!";
+ next;
+ mes "^3355FFYou try your best to calm him down and to tell him what you've found in the document.^000000";
+ next;
+ if ((countitem(740) > 0) || (countitem(741) > 0) || (countitem(742) > 0) || (countitem(743) > 0) || (countitem(750) > 0) || (countitem(751) > 0) || (countitem(752) > 0) || (countitem(753) > 0) || (countitem(754) > 0) || (countitem(7206) > 0) || (countitem(7212) > 0)){
+ if (countitem(740) > 0) {
+ set .@toy$,"Puppet";
+ }
+ else if(countitem(741) > 0) {
+ set .@toy$,"Poring Doll";
+ }
+ else if(countitem(742) > 0) {
+ set .@toy$,"Chonchon Doll";
+ }
+ else if(countitem(743) > 0) {
+ set .@toy$,"Spore Doll";
+ }
+ else if (countitem(744) > 0) {
+ set .@toy$,"Baphomet Doll";
+ }
+ else if(countitem(751) > 0) {
+ set .@toy$,"Osiris Doll";
+ }
+ else if(countitem(752) > 0) {
+ set .@toy$,"Rocker Doll";
+ }
+ else if(countitem(753) > 0) {
+ set .@toy$,"Yoyo Doll";
+ }
+ else if(countitem(754) > 0) {
+ set .@toy$,"Racoon Doll";
+ }
+ else if(countitem(7206) > 0) {
+ set .@toy$,"Black Cat Doll";
+ }
+ else {
+ set .@toy$,"Hung Doll";
+ }
+ mes "^3355FFYou pulled out a "+ .@toy$ +"";
+ mes "to cover your face, and wiggled its arms as if it were talking.^000000";
+ }
+ else {
+ mes "^3355FFYou must find something";
+ mes "that can calm Cuaque Donon.^000000";
+ next;
+ mes "^3355FFSadly, Chaque Donon seems";
+ mes "to have regressed to a very childish mentality. Perhaps if you brought something that children like. Something that would offer them comfort...^000000";
+ close;
+ }
+ next;
+ mes "^3355FFChaque Donon nodded his head";
+ mes "and happily sucked his thumb. It saddens you to see a former Crusader reduced to this state.^000000";
+ next;
+ switch(select("Ask him about the Inn Maid.:Ask him how he's been doing.:Ask about 1st Squad's Final Mission.")) {
+ case 1:
+ mes "[Cuaque Donon]";
+ mes "S-she's my sister.";
+ mes "And she's also a Rogue.";
+ mes "When I was retired from service....";
+ next;
+ mes "[Cuaque Donon]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Cuaque Donon]";
+ mes "My family always expected";
+ mes "too much of me. That's why I used to be a Crusader. I mean, they're paid well and respected.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "When I retired, my sister was so mad. She's the only one I can depend upon, but now that I've messed up my life like this...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "But even after yelling at me, and saying I was worthless, she got ";
+ mes "me a job at her Inn anyway.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "I've been working there,";
+ mes "living a quiet life. But now, for some reason, a lot of people want to talk to me about something important.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "I don't know what I said or did, but I think when I gave them the right answer, after I could finally remember something, they tried to hurt me.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "So now my sister's been hiding";
+ mes "me here. It's boring and lonely, and the guy downstairs is always yelling at me to leave.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Even the Rogue Guild that";
+ mes "my sister's a part of comes in sometimes to yell at me. They all want me to tell them something I'm supposed to know!";
+ next;
+ mes "[Cuaque Donon]";
+ mes "But I can't remember anything!";
+ mes "This place is safe from dangerous people, but I don't know for how long.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Even my sister says I have to tell the Rogue Guild what I should know, or they won't protect us anymore.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "She looked really sad when she";
+ mes "said that. I don't want to let her down or make her upset. She's";
+ mes "all I have left...";
+ if (god_megin_2 == 2) {
+ next;
+ mes "[Cuaque Donon]";
+ mes "Oh, I do remember something!";
+ mes "My sister told me not to tell anyone, but I'm gonna tell you...";
+ next;
+ mes "^3355FFCuaque Donon";
+ mes "whispers into your ears.^000000";
+ next;
+ mes "[Cuaque Donon]";
+ mes "^666666She said the Rogue Guild wants something from me. So she's gonna send to me to good people that we can trust and can help me.^000000";
+ next;
+ mes "[Cuaque Donon]";
+ mes "^666666Still, this is the safest place for me for a while. But I'm always ready to run away if I have to.^000000";
+ set god_megin_2,3;
+ }
+ close;
+ case 2:
+ mes "[Cuaque Donon]";
+ mes "How have I been doing?";
+ mes "Lots of people have been coming";
+ mes "to see me. They all want me to tell them something I don't even know!";
+ next;
+ mes "[Cuaque Donon]";
+ mes "The Rogue Guild promised to";
+ mes "protect me, but they scare the hell out of me sometimes by coming out of the floor all of a sudden.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Oh, and my sister said she's";
+ mes "gonna complain to my old boss about something. She said I used to be fine, but now that I've retired, I'm not the same anymore.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "But my old boss from when I was a Crusader doesn't wanna meet my sister. So she's gonna ask help from other Rogues to spread some rumors...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Like anyone who works as a Crusader under my old boss will end up like me. You know... broken.";
+ if (god_megin_2 == 1) {
+ set god_megin_2,2;
+ }
+ close;
+ case 3:
+ mes "[Cuaque Donon]";
+ mes "I don't know...";
+ mes "I can't even remember.";
+ if (god_megin_2 == 3) {
+ next;
+ mes "[Cuaque Donon]";
+ mes "Wait, that's right!";
+ mes "^0000FFMegingjard^000000! Right.";
+ mes "We found it, and";
+ mes "we knew what it was";
+ mes "just by looking at it!";
+ next;
+ if (rand(1,10) > 4) {
+ switch(select("^FF0000Megingjard^000000!:^FFFFFFListen to him quietly^000000.")) {
+ case 1:
+ mes "[Cuaque Donon]";
+ mes "Waaaaaaaah~!";
+ mes "You're the same";
+ mes "as all the others!";
+ mes "Go away from me!";
+ set god_megin_2,0;
+ close;
+ case 2:
+ mes "[Cuaque Donon]";
+ mes "I remember after we found it. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Ergh...";
+ mes "I can't remember";
+ mes "more than that...";
+ set god_megin_2,4;
+ close;
+ }
+ }
+ else {
+ switch( select( "^FF0000Megingjard^000000!", "^FFFFFFMegingjard!^000000.", "^FFFFFFListen to him quitely^000000" ) ) {
+ case 1:
+ mes "[Cuaque Donon]";
+ mes "Waaaaaaaah~!";
+ mes "You're the same";
+ mes "as all the others!";
+ mes "Go away from me!";
+ set god_megin_2,0;
+ close;
+ case 2:
+ mes "[Cuaque Donon]";
+ mes "Waaaaaaaah~!";
+ mes "You're the same";
+ mes "as all the others!";
+ mes "Go away from me!";
+ set god_megin_2,0;
+ close;
+ case 3:
+ mes "[Cuaque Donon]";
+ mes "I remember after we found it. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Ergh...";
+ mes "I can't remember";
+ mes "more than that...";
+ set god_megin_2,4;
+ close;
+ }
+ }
+ }
+ close2;
+ }
+ }
+ else if (god_megin_2 == 4) {
+ mes "[Cuaque Donon]";
+ mes "I remember after we found Megingjard. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Ergh...";
+ mes "I can't remember";
+ mes "more than that...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "I'm getting sleepy";
+ mes "and my head hurts.";
+ mes "Let me rest now...";
+ close2;
+ }
+ else {
+ mes "[Cuaque Donon]";
+ mes "Wh-who are you?!";
+ mes "How the hell did";
+ mes "you get in here?!";
+ mes "Get away from me!";
+ mes "Geeeet awwwway!";
+ close2;
+ }
+ }
+ }
+ else {
+ mes "[Cuaque Donon]";
+ mes "Wh-who are you?!";
+ mes "How the hell did";
+ mes "you get in here?!";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Wahhhhh...!";
+ mes "My head!";
+ mes "It's hurting so bad!";
+ mes "I'm so s-scared!";
+ close;
+ }
+}
+
+alberta,196,146,0 script Crusader#megin2 751,{
+ if ($God1 > 49 && $God2 < 100) {
+ if(god_eremes == 18) {
+ mes "[Jack O]";
+ mes "^333333*Yawn...*^000000";
+ mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
+ next;
+ mes "[Jack O]";
+ mes "Eh...?";
+ next;
+ switch(select("Ask him about Rebarev Doug.:Ask him how he's been doing.:Ask him about the last mission of the 1st Squad.")) {
+ case 1:
+ mes "[Jack O]";
+ mes "Ah! Yeah, our old leader back in the 1st Squad. Heh. I haven't seen him since we were disbanded.";
+ close;
+ case 2:
+ mes "[Jack O]";
+ mes "Me? Yeah, I'm always busy recruiting future Crusaders.";
+ mes "We always welcome Swordmen";
+ mes "of great ability!";
+ next;
+ mes "[Jack O]";
+ mes "How does it sound? Why don't you volunteer to become a Crusader?";
+ close;
+ case 3:
+ mes "[Jack O]";
+ mes "Last mission?";
+ mes "Eh, I don't really remember it.";
+ close;
+ }
+ }
+ else if (god_eremes > 18) {
+ if (god_megin_3 == 0 || god_megin_3 == 1) {
+ mes "[Jack O]";
+ mes "^333333*Yawn...*^000000";
+ mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
+ next;
+ mes "[Jack O]";
+ mes "Eh...?";
+ next;
+ switch(select("Ask him about Rebarev Doug.:Ask him how he's been doing.:Ask about 1st Squad's final mission.")) {
+ case 1:
+ if (god_megin_3 == 1) {
+ mes "[Jack O]";
+ mes "Ah right. Our old leader.";
+ mes "Now I remember: He was";
+ mes "a pretty self righteous jerk";
+ mes "now that I think about it!";
+ next;
+ mes "[Jack O]";
+ mes "Can you believe he used to say that ^0000FFno one is more religious than him in this world^000000?! That's egoism right there. And maybe insanity.";
+ next;
+ mes "[Jack O]";
+ mes "Anyway, everyone in the squad";
+ mes "took pride in their faith. When";
+ mes "you're having a rough time in the";
+ mes "real world, you depend on religion, you know?";
+ next;
+ mes "[Jack O]";
+ mes "Anyways, in the records about";
+ mes "our squad, it says that one of us was punished for insubordination, rebelling or something. That's";
+ mes "a complete lie.";
+ next;
+ mes "[Jack O]";
+ mes "During our final mission,";
+ mes "our old leader had a huge argument with one us over something we found. I remember it being some kind of godly artifact, but I can't clearly remember what it was.";
+ next;
+ mes "[Jack O]";
+ mes "Although there was an obvious dispute, I think it was our squad leader who was out of line.";
+ mes "I... I can't really say...";
+ next;
+ mes "[Jack O]";
+ mes "I can't for the life of me";
+ mes "remember how the guy who";
+ mes "argued with the squad leader";
+ mes "looked like. The higher-ups";
+ mes "musta did something to me...";
+ next;
+ mes "[Jack O]";
+ mes "Anyway, I know for sure that whatever that guy did, it wasn't insubordination. In fact, I think he might've been right!";
+ next;
+ mes "[Jack O]";
+ mes "That's all I can remember.";
+ mes "I better take some Green Herbs now. My head throbs like crazy whenever I think about that time.";
+ set god_megin_3,2;
+ close;
+ }
+ else {
+ mes "[Jack O]";
+ mes "Ah! Yeah, our old leader back in the 1st Squad. Heh. I haven't seen him since we were disbanded.";
+ close;
+ }
+ case 2:
+ mes "[Jack O]";
+ mes "Me? Yeah, I'm not doing so bad. Keeping busy recruiting future Crusaders. We welcome all";
+ mes "Swordmen if they show potential~";
+ close;
+ case 3:
+ mes "[Jack O]";
+ mes "Huh...?";
+ mes "Why would";
+ mes "you want to know?";
+ next;
+ mes "^3355FFYou tell him what you've read in the records for the 1st Squad. Afterwards, Jack O looks a little confused.^000000";
+ next;
+ mes "[Jack O]";
+ mes "Huh...?";
+ mes "I might not be able to remember";
+ mes "a whole lot from back then, but the part about ^0000FFinsubordination^000000 can't be right. I'm sure of that.";
+ if (god_megin_3 == 0) {
+ set god_megin_3,1;
+ }
+ close;
+ }
+ }
+ else if (god_megin_3 == 2) {
+ mes "[Jack O]";
+ mes "Our old leader was";
+ mes "so arrogant to the point";
+ mes "of being a little off his rocker.";
+ next;
+ mes "[Jack O]";
+ mes "I mean, normal people";
+ mes "don't say things like '^0000FFI am the most religious man in the universe! Kneel before me!^000000' Yeah. Not a normal thing to say.";
+ next;
+ mes "[Jack O]";
+ mes "Anyway, if the squad";
+ mes "leader punished anyone for insubordination, I'm sure that it was unwarranted. I don't remember too much, but I'm sure of that.";
+ next;
+ mes "[Jack O]";
+ mes "Excuse me, I need to take some Green Herbs. Taking these seems";
+ mes "to be the only thing that works for my headache.";
+ next;
+ mes "^3355FFJack O busily chewed";
+ mes "on some Green Herbs.";
+ mes "It seemed to greatly relieve him from the pain of his headaches.^000000";
+ close;
+ }
+ else {
+ mes "[Jack O]";
+ mes "^333333*Yawn...*^000000";
+ mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
+ close;
+ }
+ }
+ else {
+ mes "[Jack O]";
+ mes "Hey kid!";
+ mes "Ever think about";
+ mes "bein' a Crusader?";
+ close2;
+ }
+ }
+ else {
+ if (BaseClass == Job_Swordman){
+ mes "[Jack O]";
+ mes "Hey kid!";
+ mes "Ever think about";
+ mes "bein' a Crusader?";
+ next;
+ mes "[Jack O]";
+ mes "Basically, you'd be volunteering to be part of our military, as well as train for the Holy War.";
+ next;
+ mes "[Jack O]";
+ mes "If you have some faith and know how to wield a sword, you'll be more than welcome here.";
+ next;
+ mes "[Jack O]";
+ mes "Just think about my suggestion";
+ mes "and come back if you're interested. Alright then, see you later~";
+ close;
+ }
+ else {
+ mes "[Jack O]";
+ mes "^333333*Yawn...*^000000";
+ mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
+ next;
+ mes "[Jack O]";
+ mes "Huh...?";
+ mes "Are you interested in knowing more about Crusaders? Hahaha, I guess that must be the case.";
+ next;
+ mes "[Jack O]";
+ mes "By the way, bring a doll to";
+ mes "the kid in front of me. If you're lucky, she'll give you something neat in return. What it is, I don't know. I've got no dolls.";
+ next;
+ mes "[Jack O]";
+ mes "In accordance with the Crusader code, I'm not supposed to lie. So yeah, you can trust me!";
+ close2;
+ }
+ }
+}
+
+aldebaran,66,213,0 script Lady#megin 69,{
+ if ($God1 > 49 && $God2 < 100) {
+ if(god_eremes == 18) {
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
+ mes "if I can wait much longer to join the Kafra Corporation.";
+ close;
+ }
+ else if(god_eremes > 18 && god_eremes < 26) {
+ if (god_megin_4 < 2) {
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
+ mes "if I can wait much longer to join the Kafra Corporation.";
+ next;
+ mes "[Emma Searth]";
+ mes "Oh, an adventurer! I actually used to work in the same field that you do. More specifically, I used to be a Crusader.";
+ next;
+ mes "[Emma Searth]";
+ mes "My name is Emma Searth. Right now, I'm following my dream and applying to be a Kafra Lady. So my days of wielding a sword are over.";
+ next;
+ mes "[Emma Searth]";
+ mes "Sadly, I haven't succeeded yet because I was diagnosed with";
+ mes "some weird ^0000FFamnesia^000000.";
+ next;
+ mes "[Emma Searth]";
+ mes "Of course, I understand that";
+ mes "Kafra Corporation is a large, professional company, but";
+ mes "if I can work for them even if it's just part-time...";
+ next;
+ mes "[Emma Searth]";
+ mes "Is it that big of a problem?";
+ mes "I suppose they're worried";
+ mes "that I'd forget important customer information once I'm hired.";
+ next;
+ mes "[Emma Searth]";
+ mes "It's strange. When I was";
+ mes "a Crusader, I remembered";
+ mes "everything lucidly, and I never had any problems recalling the past.";
+ next;
+ mes "[Emma Searth]";
+ mes "But now I get these migraines whenever I try to focus on my memories from those times";
+ mes "when I used to fight in the Prontera Military.";
+ next;
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000";
+ next;
+ switch(select("About her past.:Why be a Kafra Lady?:About memories she can remember.")) {
+ case 1:
+ if (countitem(7015) > 0) {
+ mes "^3355FFThe scent of your";
+ mes "Memory Bookmark";
+ mes "seems to bring clarity";
+ mes "to her thoughts.^000000";
+ next;
+ mes "[Emma Searth]";
+ mes "I was born in a wealthy family where I was raised to learn etiquette, fencing, Peco riding, and music lessons since I was";
+ mes "born. I suppose you can say I'm pretty well educated.";
+ next;
+ mes "[Emma Searth]";
+ mes "However, my parents weren't";
+ mes "pleased when they learned that I wanted to become a Kafra Lady.";
+ next;
+ mes "[Emma Searth]";
+ mes "My parents insisted that";
+ mes "I become a Sage or a Scholar.";
+ mes "In the end, I ended up running";
+ mes "away from them by joining the Crusaders.";
+ next;
+ mes "[Emma Searth]";
+ mes "Luckily, the Crusaders were advertising their recruitment at the time, so I took that chance. Plus, having military experience might even help me join Kafra!";
+ next;
+ mes "[Emma Searth]";
+ mes "Since I did so well in Boot Camp,";
+ mes "I got the chance to join an elite squad. My squad was often assigned difficult missions, and we never failed to complete those.";
+ next;
+ mes "[Emma Searth]";
+ mes "Eventually, my reputation as a female Crusader, and being in a respectable military position, was enough to satisfy my family.";
+ next;
+ mes "[Emma Searth]";
+ mes "But after that day,";
+ mes "everything went wrong.";
+ mes "I only remember that it";
+ mes "was very sad and depressing.";
+ mes "Somehow, I feel like we were";
+ mes "even betrayed...";
+ next;
+ mes "[Emma Searth]";
+ mes "I think I can";
+ mes "try to remember";
+ mes "my comrades...";
+ set god_megin_4,1;
+ close;
+ }
+ else {
+ mes "[Emma Searth]";
+ mes "Ah, let's not talk about it. It's too depressing. Maybe if you had some sort of ^0000FFmemory^000000 aid, I might be able to recall my forgotten past. Anything, like a reminder, a scheduler, a bookmark, a string...";
+ close;
+ }
+ case 2:
+ mes "[Emma Searth]";
+ mes "One day, I happened to see Ms. Leilah at work here in Al De Baran. She was shining with confidence and commanded respect, even from her customers!";
+ next;
+ mes "[Emma Searth]";
+ mes "She carried herself like a professional, no matter what the situation. Even though I knew she was tired from working in the summer heat, she made everything look effortless!";
+ next;
+ mes "[Emma Searth]";
+ mes "When the male customers try to flirt with her, she never loses her poise. She just adjusts her glasses and does what she needs to do.";
+ next;
+ mes "[Emma Searth]";
+ mes "To me, she's like a lone, guardian angel. At that moment, it seemed the world existed just to be mocked by Ms. Leila.";
+ next;
+ mes "[Emma Searth]";
+ mes "I've also heard that Kafra Ladies are always traveling around the world, which is something I've always dreamed of doing.";
+ next;
+ mes "[Emma Searth]";
+ mes "Ms. Leilah is my idol,";
+ mes "and she's the reason why";
+ mes "I want to become a Kafra Lady.";
+ close;
+ case 3:
+ if (countitem(511) > 0 && god_megin_3 > 1) {
+ mes "^3355FFEmma Searth clutches her head and winces as she suffers from another migraine.^000000";
+ next;
+ mes "^3355FFRemembering that a Green Herb was able to relieve Jack O, you gave a Green Herb to Emma. She takes it, and looks a little more relaxed.^000000";
+ next;
+ mes "[Emma Searth]";
+ mes "I'm not even sure";
+ mes "how much I can remember";
+ mes "and how much I've actually";
+ mes "forgotten.";
+ next;
+ mes "[Emma Searth]";
+ mes "Let me...";
+ mes "Try to remember every one in our squad. Let's see, there was Jack O, The Nineball. Z-Zan. Zan.H-Huadoku. C-Cuaque Donon. Myself. Um, E... Eni... Egni... Um...";
+ next;
+ mes "[Emma Searth]";
+ mes "Egni...";
+ mes "Egnigem?^000000";
+ mes "Who was that?";
+ mes "Oh no. I'm sure he might";
+ mes "have, no, was there someone";
+ mes "named that with us?";
+ close2;
+ set god_megin_4,2;
+ end;
+ }
+ else {
+ mes "^3355FFEmma Searth clutches her head and winces as she suffers from another migraine.^000000";
+ next;
+ mes "[Emma Searth]";
+ mes "I'm not even sure";
+ mes "how much I can remember";
+ mes "and how much I've actually";
+ mes "forgotten.";
+ close;
+ }
+ }
+ }
+ else if(god_megin_4 > 1) {
+ mes "[Emma Searth]";
+ mes "^0000FFJack O, The Nineball, Zan.Huadoku, Cuaque Donon, Egnigem.^000000 Oh, I really miss those guys...";
+ close;
+ }
+ else {
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
+ mes "if I can wait much longer to join the Kafra Corporation.";
+ close;
+ }
+ }
+ else if (god_eremes == 25) {
+ mes "[Emma Searth]";
+ mes "Egnigem...";
+ mes "That name makes";
+ mes "me so sad. I'm not";
+ mes "quite sure why, but...";
+ close;
+ }
+ else if (god_eremes == 26 || god_eremes == 27) {
+ mes "[Emma Searth]";
+ mes "Egnigem...";
+ mes "That name makes";
+ mes "me so sad. I'm not";
+ mes "quite sure why, but...";
+ next;
+ mes "^3355FFEmma turns away before you can see her cry. Still, her shoulders heave with each sob as you imagine the hardship she's had to endure.^000000";
+ next;
+ mes "[Emma Searth]";
+ mes "I wish I knew what that name really means. I'm sure it's linked to an important memory from my past.";
+ next;
+ mes "[Emma Searth]";
+ mes "I really appreciate you coming here to talk to me about the old days. I, I want you to have this.";
+ set god_eremes,28;
+ getitem 603,1; // Old_Blue_Box
+ getexp 122036,0;
+ close;
+ }
+ else if (god_eremes == 28) {
+ mes "[Emma Searth]";
+ mes "Egnigem...";
+ mes "That name makes";
+ mes "me so sad. I'm not";
+ mes "quite sure why, but...";
+ next;
+ mes "^3355FFEmma turns away before you can see her cry. Still, her shoulders heave with each sob as you imagine the hardship she's had to endure.^000000";
+ close;
+ }
+ else {
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
+ mes "if I can wait much longer to join the Kafra Corporation.";
+ close;
+ }
+ }
+ else {
+ mes "[Emma Searth]";
+ mes "I hear the Kafra Ladies always travel around the world, something I've always dreamed of doing! Hopefully, one of these days, I'll be able to work for the Kafra Corporation too.";
+ next;
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000";
+ mes "Still, it's discouraging. I haven't heard anything from them...";
+ close;
+ }
+}
+
+cmd_in02,190,94,3 script Man#megin 828,{
+ if ($God1 > 49 && $God2 < 100) {
+ if (god_eremes == 18) {
+ mes "[Royal Myst]";
+ mes "Wha...?";
+ mes "You wanna talk?";
+ next;
+ mes "[Royal Myst]";
+ mes "What am I, your personal psychiatrist?! Lemme alone,";
+ mes "I'm busy here! Awright, now";
+ mes "which one do I bet on...?";
+ next;
+ switch(select("Speak of Rebarev Doug.:Speak of the 1st Squad.:Talk about gambling.:Discuss hobbies.")) {
+ case 1:
+ mes "[Royal Myst]";
+ mes "Wha--? Him again?! Tell him I'm fine! Dandy, even! Why's he gotta send all these people just to ask";
+ mes "a silly question?";
+ close;
+ case 2:
+ mes "[Royal Myst]";
+ mes "1st Squad? Yeah, I used to be in that. All of us in the squad used to be real good buddies too.";
+ next;
+ mes "[Royal Myst]";
+ mes "Zan.Huadoku, Cuaque Donon,";
+ mes "Jack O, Emma Searth and The Nineball. Yeah... I wonder what they're all up to?";
+ close;
+ case 3:
+ mes "[Royal Myst]";
+ mes "Gambling? I love it, you";
+ mes "know? Eh, I don't win all the time, but I love it the most when I leave with more Zeny than I came in with! Hahaha!";
+ close;
+ case 4:
+ mes "[Royal Myst]";
+ mes "Hobbies?";
+ mes "What, you comin'";
+ mes "on to me?";
+ next;
+ mes "[Royal Myst]";
+ mes "A man's hobby is drinking, or didn't you know that? I happen to be real good at it too! Mwahahaha!";
+ close;
+ }
+ }
+ else if (god_eremes > 18 && god_eremes < 21) {
+ if (god_megin_6 == 0 && god_megin_5 > 4 && god_megin_4 > 1 && god_megin_3 > 1 && god_megin_2 > 3 && god_megin_1 > 2) {
+ mes "[Royal Myst]";
+ mes "Wha...?";
+ mes "You wanna talk?";
+ next;
+ mes "[Royal Myst]";
+ mes "What am I, your personal psychiatrist?! Lemme alone,";
+ mes "I'm busy here! Awright, now";
+ mes "which one do I bet on...?";
+ next;
+ }
+ else if(god_megin_6 > 0) {
+ mes "[Royal Myst]";
+ mes "Hmm?";
+ mes "What's up?";
+ next;
+ }
+ else {
+ mes "[Royal Myst]";
+ mes "Wha...?";
+ mes "You wanna talk?";
+ next;
+ mes "[Royal Myst]";
+ mes "What am I, your personal psychiatrist?! Lemme alone,";
+ mes "I'm busy here! Awright, now";
+ mes "which one do I bet on...?";
+ close;
+ }
+ if (god_megin_6 < 16) {
+ switch( select("Speak of Rebarev Doug.", "Speak of the 3rd squad.", "Talk about gambling.", "Discuss hobbies.") ) {
+ case 1:
+ if (god_megin_6 == 0) {
+ mes "[Royal Myst]";
+ mes "Huh? What's that old geezer want this time? Tell 'em I'm fine, dandy even! Why the hell does he keep sending people...";
+ set god_megin_6,1;
+ close;
+ }
+ else if (god_megin_6 > 0 && god_megin_6 < 15) {
+ mes "[Royal Myst]";
+ mes "What the hell!? Stop talking about him! I never wanna see his face again! Tell him to leave me the hell alone!";
+ close;
+ }
+ else if (god_megin_6 > 14) {
+ mes "[Royal Myst]";
+ mes "Damn geezer...";
+ mes "How much is he being paid for studying what we all found?! Eh, somehow, I don't care as long as";
+ mes "he pays me...";
+ next;
+ mes "[Royal Myst]";
+ mes "Yeah...";
+ mes "I just don't";
+ mes "care anymore.";
+ close;
+ }
+ case 2:
+ if (god_megin_6 < 15) {
+ mes "[Royal Myst]";
+ mes "1st Squad? Yeah, I used to be in that. All of us in the squad used to be real good buddies too.";
+ next;
+ mes "[Royal Myst]";
+ mes "Zan.Huadoku, Cuaque Donon,";
+ mes "Jack O, Emma Searth and The Nineball. Yeah... I wonder what they're all up to?";
+ }
+ else if (god_megin_6 > 14) {
+ mes "[Royal Myst]";
+ mes "1st Squad?";
+ mes "Don't know, don't care~";
+ mes "Do I look like a stupid Crusader?";
+ }
+ close;
+ case 3:
+ if (god_megin_6 < 15) {
+ mes "[Royal Myst]";
+ mes "Gambling? ! Oh man...";
+ mes "I love gambling, you know!";
+ mes "Heh, but I haven't been lucky enough to win yet. Hahaha~!";
+ close;
+ }
+ else if (god_megin_6 > 14) {
+ mes "[Royal Myst]";
+ mes "Gambling...!";
+ mes "Heh heh! Some risks you take,";
+ mes "and others you really shouldn't.";
+ mes "I can't help but feel sorry for that guy, E--";
+ next;
+ mes "[Royal Myst]";
+ mes "Ergh...?";
+ mes "Damn, I can never remember his name. You'd think I wouldn't forget the guy whose rap I'm taking but... Eh, I'll remember once I sober up.";
+ next;
+ mes "[Royal Myst]";
+ mes "Hey, what do you think happens to Crusaders when they're framed and killed, huh? Where exactly do they go? Niflheim, Vahalla...?";
+ set god_eremes,20;
+ close;
+ }
+ case 4:
+ if (god_megin_6 == 0) {
+ mes "Hobbies?";
+ mes "What, you comin'";
+ mes "on to me?";
+ next;
+ mes "[Royal Myst]";
+ mes "A man's hobby is drinking, or didn't you know that? I happen to be real good at it too! Mwahahaha!";
+ close;
+ }
+ else if (god_megin_6 > 0 && god_megin_6 < 15) {
+ if (countitem(970) > 0) {
+ mes "[Royal Myst]";
+ mes "Speaking of which,";
+ mes "I haven't had a drink";
+ mes "for a looong time. Almost";
+ mes "a couple hours now.";
+ next;
+ mes "[Royal Myst]";
+ mes "Oooh, looks like you've got a tasty beverage I can enjoy. Bwahahaha! Gimmie~!";
+ next;
+ mes "^3355FFBefore you can even think,";
+ mes "Royal Myst dips his hand into your inventory and helps himself to an Alcohol.^000000";
+ delitem 970,1;
+ set god_megin_6,god_megin_6 +2;
+ close;
+ }
+ else {
+ mes "[Royal Myst]";
+ mes "Why mention it? You gonna bring me something I'll like? Cuz I'm more than willing to take it! Bwahahaha!";
+ close;
+ }
+ }
+ else if (god_megin_6 > 14) {
+ mes "[Royal Myst]";
+ mes "^333333*Hiccup*^000000 Oh yeah, this is the stuff. Not like that imitation junk they've been serving at the Bars nowadays...";
+ next;
+ mes "[Royal Myst]";
+ mes "Hey! There anything you wanna";
+ mes "know about me? You did me a favor, so I'll tell you anything! Eeeeeverythiiing~~!!";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Royal Myst]";
+ mes "Eh heh heh~";
+ mes "I just know";
+ mes "I'm gonna win";
+ mes "this time!";
+ close;
+ }
+ }
+ else {
+ mes "[Royal Myst]";
+ mes "Wha...?";
+ mes "You wanna talk?";
+ next;
+ mes "[Royal Myst]";
+ mes "What am I, your personal psychiatrist?! Lemme alone,";
+ mes "I'm busy here! Awright, now";
+ mes "which one do I bet on...?";
+ close;
+ }
+}
+
+jawaii_in,44,110,0 script Security Officer#megin 734,{
+ if ($God1 > 49 && $God2 < 100) {
+ if (god_eremes == 18) {
+ mes "[The Nineball]";
+ mes "Welcome to Jawaii,";
+ mes "the paradise resort!";
+ next;
+ mes "[The Nineball]";
+ mes "I'm the 'The Nineball', the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
+ next;
+ mes "[The Nineball]";
+ mes "I've been told that there have";
+ mes "been many unruly drunkards here";
+ mes "lately, but it is in our best interest to make your experience here as enjoyable as possible.";
+ close;
+ }
+ else if (god_eremes > 18) {
+ if (god_megin_5 < 5) {
+ mes "[The Nineball]";
+ mes "Welcome to Jawaii,";
+ mes "the paradise resort!";
+ next;
+ mes "[The Nineball]";
+ mes "I'm the 'The Nineball, the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
+ next;
+ mes "[The Nineball]";
+ mes "I've been told that there have";
+ mes "been many unruly drunkards here lately, but it is in our best interest to make your experience here as enjoyable as possible.";
+ set god_megin_5,god_megin_5 +1;
+ close;
+ }
+ else if (god_megin_5 == 5) {
+ mes "^3355FFHe acted very bright and friendly, but for a fleeting moment, you were able to glimpse a hint of sadness in his eyes.^000000";
+ next;
+ mes "^3355FFIt doesn't seem that";
+ mes "you'll be able to get him";
+ mes "to talk about what exactly";
+ mes "happened in the 1st Squad...^000000";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[The Nineball]";
+ mes "Welcome to Jawaii,";
+ mes "the paradise resort!";
+ next;
+ mes "[The Nineball]";
+ mes "I'm the 'The Nineball, the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
+ next;
+ mes "[The Nineball]";
+ mes "I've been told that there have";
+ mes "been many unruly drunkards here lately, but it is in our best interest to make your experience here as enjoyable as possible.";
+ close;
+ }
+
+}
+
+niflheim,109,254,0 script Egnigem 796,{
+ if ($God1 > 49 && $God2 < 100) {
+ if (god_eremes > 19 && god_eremes < 25) {
+ if (god_eremes > 22) {
+ mes "[Egnigem]";
+ mes "Why have you returned to";
+ mes "this lonely place of darkness?";
+ next;
+ mes "[Egnigem]";
+ mes "Please go back to the world";
+ mes "of the living. To be here is to suffer, such is the nature of Niflheim.";
+ close;
+ }
+ else {
+ mes "[Egnigem]";
+ mes "Greetings...";
+ mes ""+ strcharinfo(0) +".";
+ mes "I've been watching you in the";
+ mes "world of the living. I see you've been busy looking for the truth about the 1st Squad, haven't you?";
+ next;
+ mes "[Egnigem]";
+ mes "I can provide you with the answers. After all, I'm the only member of the 1st Squad to retain all of my memories...";
+ next;
+ mes "[Egnigem]";
+ mes "Heh heh...";
+ mes "Let me tell you everything";
+ mes "about the 1st Squad that's";
+ mes "been forgotten...";
+ while(1) {
+ next;
+ switch(select("The Mission:Fate of the 1st Squad:Why are you in Niflheim?:Thanks, I've heard enough.")) {
+ case 1:
+ mes "[Egnigem]";
+ mes "First of all, the official record of our mission is misleading.";
+ mes "It contains some truth, based";
+ mes "on verbal evidence, but the most important details have been left out or changed.";
+ next;
+ mes "[Egnigem]";
+ mes "Now, we were secretly assigned";
+ mes "to find ^0000FFgodly artifacts^000000 by royal decree. In only three days, we succeeded and found Megingjard!";
+ next;
+ mes "[Egnigem]";
+ mes "Now, the records say the mission was unsatisfactory, correct? That would be because of me.";
+ next;
+ mes "[Egnigem]";
+ mes "Are you aware that Megingjard";
+ mes "was a belt worn by gods? It was actually one of the keys to Thor's great strength. Another name for it is the 'Girdle of Might.'";
+ next;
+ mes "[Egnigem]";
+ mes "Now, if a human were to wear";
+ mes "that, there's a possibility that Megingjard would give him strength comparable to a god. Naturally, you'd be afraid of such a thing falling into the wrong hands.";
+ next;
+ mes "[Egnigem]";
+ mes "In Rebarev Doug's mind, he";
+ mes "was the only person worthy of the belt since he considered himself the most religious person alive, and thus, closest to the gods.";
+ next;
+ mes "[Egnigem]";
+ mes "He made it clear to us that only he would wear Megingjard. Although he was our leader, some of us felt uneasy about him wearing the belt and not giving it to his superiors, our mission objective.";
+ next;
+ mes "[Egnigem]";
+ mes "Naturally, I opposed him. He was clearly unbalanced, and it would be dangerous to give him control of such power. It led to something of a fist fight between us.";
+ next;
+ mes "[Egnigem]";
+ mes "The rest of the squad couldn't";
+ mes "agree on whether or not we should simply obey our leader and let him have the belt. Some just wanted to complete the mission, while others were afraid of what might happen.";
+ next;
+ mes "[Egnigem]";
+ mes "But Rebarev didn't wait for us to decide. He destroyed Megingjard into pieces, intending to keep most of it and somehow reconstruct it later, and only bring one piece to the Prontera Military.";
+ next;
+ mes "[Egnigem]";
+ mes "He knew that he couldn't get";
+ mes "away with keeping all of Megingjard to himself, as the entire squad could easily discredit him.";
+ next;
+ mes "[Egnigem]";
+ mes "But Rebarev knew";
+ mes "that he could deceive his";
+ mes "superiors by giving them just a fragment of the artifact, and say that the rest of it was destroyed.";
+ next;
+ mes "[Egnigem]";
+ mes "I discovered his intention when";
+ mes "I found him taking Megingjard apart. Before I could stop him,";
+ mes "I was killed. That bastard had";
+ mes "a trap ready for me...";
+ next;
+ mes "[Egnigem]";
+ mes "After the mission, Rebarev Doug only gave a piece of the belt back to the higher-ups, and gave them";
+ mes "a different account than what had actually happened...";
+ break;
+ case 2:
+ mes "[Egnigem]";
+ mes "Once the mission was completed, Rebarev Doug reported back to the Prontera Military with the intent of keeping most of Megingjard for himself.";
+ next;
+ mes "[Egnigem]";
+ mes "For some reason, he has a very strong influence in the military hierarchy. Now, by this time, I'm sure the squad pretty much figured out that he killed me.";
+ next;
+ mes "[Egnigem]";
+ mes "But Rebarev Doug expected this, and explained to his superiors that the squad was tempted by Megingjard's power and that I led some of us in a mutiny against him.";
+ next;
+ mes "[Egnigem]";
+ mes "He told his superiors that Megingjard was damaged as we";
+ mes "fought amongst each other, and that the fragment he gave them was all that remained.";
+ next;
+ mes "[Egnigem]";
+ mes "Because of the confidential nature of our mission, the 1st Squad was disbanded and we weren't given the story Rebarev fed the beaureaucrats until it was too late.";
+ next;
+ mes "[Egnigem]";
+ mes "The squad was punished and";
+ mes "sent for disciplinary retraining for three months. During this time, specific memories were unnaturally erased from the squad members.";
+ next;
+ mes "[Egnigem]";
+ mes "In the end, everyone was transferred to other squads and positions. My name had to be removed from all the records since hearing or reading my name might undo the brain washing.";
+ next;
+ mes "[Egnigem]";
+ mes "However, they still needed an official scapegoat, so they used Royal Myst's name in the records. That's probably why he's been going through hard times right now.";
+ next;
+ mes "[Egnigem]";
+ mes "And now Rebarev Doug has been studying godly artifacts based on the pieces of Megingjard that we found on that mission using kingdom research funds. Someday, he might be able to reconstruct the belt.";
+ next;
+ mes "[Egnigem]";
+ mes "There are also";
+ mes "a few questions that";
+ mes "I've never been able";
+ mes "to answer.";
+ next;
+ mes "[Egnigem]";
+ mes "I've never known why the King Tristram III ordered the research of godly artifacts. It also bothers me that Rebarev Doug is in charge of Megingjard's research. There must be some reason.";
+ next;
+ mes "[Egnigem]";
+ mes "In any case, for the sake of Rune-Midgard, it will be your responsibility to find the answers.";
+ next;
+ mes "[Egnigem]";
+ mes "There's not much a dead man";
+ mes "can do. But what's worse is that no one remembers me any more. I died alone and I'm still lonely in this place for the dead.";
+ break;
+ case 3:
+ mes "[Egnigem]";
+ mes "The worst part of the squad";
+ mes "having their memories erased is";
+ mes "that Emma Searth has absolutely";
+ mes "no recollection of me.";
+ next;
+ mes "[Egnigem]";
+ mes "Do you mind listening";
+ mes "to me for a while? You're";
+ mes "the only person with whom";
+ mes "I can talk about this...";
+ next;
+ mes "[Egnigem]";
+ mes "From here, I've seen that Emma";
+ mes "is chasing her dream again, and";
+ mes "I'm happy for her. But it's still";
+ mes "not easy, knowing the woman you";
+ mes "love has totally forgotten you.";
+ next;
+ mes "[Egnigem]";
+ mes "I remember the first time I met her. I guess it was love at first sight. But I was too cowardly to confess my love, so I despaired when she joined the Crusaders.";
+ next;
+ mes "[Egnigem]";
+ mes "It took me a while, but I made up my mind to enlist as a Crusader";
+ mes "as well. I wanted to be closer to her so much.";
+ next;
+ mes "[Egnigem]";
+ mes "Now, after all our adventures and good times together, I'm in the worst possible scenario.";
+ next;
+ mes "[Egnigem]";
+ mes "I'm dead...";
+ mes "But I don't even have the consolation that she is";
+ mes "mourning my loss.";
+ next;
+ mes "[Egnigem]";
+ mes "I suppose that's why I'm here";
+ mes "in Niflheim. I can't quite move on to heaven, Valhalla or anywhere else without her.";
+ next;
+ mes "[Egnigem]";
+ mes "Anyway, go and visit the Crusader Headquarters. You might be able to learn more about Rebarev Doug and stop any new shadiness he might be plotting. Good luck, my friend.";
+ break;
+ case 4:
+ mes "[Egnigem]";
+ mes "Thank you for";
+ mes "listening to me...";
+ if (god_eremes == 21) {
+ set god_eremes,23;
+ }
+ else if (god_eremes == 22) {
+ set god_eremes,24;
+ }
+ close;
+ }
+ }
+ }
+ }
+ else if (god_eremes == 25) {
+ mes "[Egnigem]";
+ mes "As a Crusader...";
+ mes "This is the best thing";
+ mes "I can do in return for";
+ mes "what you have done for me.";
+ next;
+ mes "[Egnigem]";
+ mes "Listen...";
+ mes "I'm going to";
+ mes "imbue you with the";
+ mes "^666666last vestiges of my strength^000000...";
+ specialeffect EF_BEGINSPELL5;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "May the heavens";
+ mes "answer me as I call upon the";
+ mes "light of justice that empowers the defenders of truth, and threaten the enemies of peace.";
+ specialeffect EF_BEGINSPELL6;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "May you always shine with";
+ mes "the light of truth. Let the light within you eradicate the shadows";
+ mes "of deception, fear and malice.";
+ specialeffect EF_BEGINSPELL6;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "By the holy power";
+ mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness.";
+ specialeffect EF_LOCKON;
+ specialeffect2 EF_HOLYCROSS;
+ set god_eremes,27;
+ getexp 122036,0;
+ close;
+ }
+ else if (god_eremes == 26) {
+ mes "[Egnigem]";
+ mes "As a Crusader...";
+ mes "This is the best thing";
+ mes "I can do in return for";
+ mes "what you have done for me.";
+ next;
+ mes "[Egnigem]";
+ mes "Listen...";
+ mes "I'm going to";
+ mes "imbue you with the";
+ mes "^666666last vestiges of my strength^000000...";
+ specialeffect EF_BEGINSPELL5;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "May the heavens";
+ mes "answer me as I call upon the";
+ mes "light of justice that empowers the defenders of truth, and threaten the enemies of peace.";
+ specialeffect EF_BEGINSPELL6;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "May you always shine with";
+ mes "the light of truth. Let the light within you eradicate the shadows";
+ mes "of deception, fear and malice.";
+ specialeffect EF_BEGINSPELL6;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "By the holy power";
+ mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness.";
+ specialeffect EF_LOCKON;
+ specialeffect2 EF_HOLYCROSS;
+ set god_eremes,27;
+ getexp 122036,0;
+ close;
+ }
+ else if (god_eremes < 20) {
+ mes "[Egnigem]";
+ mes "Were you betrayed by fate as well, or are you simply a wanderer that's stumbled into this land of darkness?";
+ next;
+ mes "[Egnigem]";
+ mes "Hmm, the living don't deserve";
+ mes "to be in this realm of cold and suffering. But I can only help you escape by telling you what little";
+ mes "I know.";
+ next;
+ switch(select("Ask him about buildings.:Remove marks on mini-map.:Cancel.")) {
+ case 1:
+ mes "[Egnigem]";
+ mes "I see. If you better understand Niflheim's layout, you have a greater chance of surviving and escaping.";
+ next;
+ switch(select("Witch's Castle:Tool Shop:Weapon Shop:Tavern:Cancel")) {
+ case 1:
+ mes "[Egnigem]";
+ mes "The witch of Niflheim...";
+ mes "You can find her castle at the ^FF3355+^000000 mark I've made on your mini-map.";
+ next;
+ mes "[Egnigem]";
+ mes "Hrrrm...";
+ mes "It seems that the living who wind up in Niflheim are seeking out the witch. But I don't quite understand what's so important about her.";
+ viewpoint 1,253,191,2,0xFFFF33;
+ break;
+ case 2:
+ mes "[Egnigem]";
+ mes "The Tool shop? Here in Niflheim, they sell some unique items that";
+ mes "you can't buy anywhere else.";
+ next;
+ mes "[Egnigem]";
+ mes "You might want to see their";
+ mes "wares for yourself. I've drawn";
+ mes "a ^CE6300+^000000 on your mini-map to mark";
+ mes "its location.";
+ viewpoint 1,217,196,3,0xFFCE63;
+ break;
+ case 3:
+ mes "[Egnigem]";
+ mes "I've marked the location of the Weapon Shop at ^55FF33+^000000. There's nothing too special over there, though.";
+ viewpoint 1,216,171,4,0xFF55FF;
+ break;
+ case 4:
+ mes "[Egnigem]";
+ mes "Tavern is at ^3355FF+^000000. They only sell drinks to the dead, though...";
+ viewpoint 1,189,207,5,0xFF3355;
+ break;
+ case 5:
+ mes "[Egnigem]";
+ mes "Choose 'Remove marks on mini-map' from the menu to remove all the building location marks I've made.";
+ close;
+ }
+ close;
+ case 2:
+ viewpoint 2,253,191,2,0xFF00FF;
+ viewpoint 2,217,196,3,0xFF00FF;
+ viewpoint 2,216,171,4,0xFF00FF;
+ viewpoint 2,189,207,5,0xFF00FF;
+ mes "[Egnigem]";
+ mes "Alright, all the marks I've made have been removed from your mini-map. If you want to check the locations in Niflheim again, go ahead and ask me.";
+ close;
+ case 3:
+ mes "[Egnigem]";
+ mes "You're gonna explore this place on your own? Pretty brave, aren't you? Just be careful: here in Niflheim, darkness reigns supreme.";
+ close;
+ }
+ }
+ else {
+ mes "[Egnigem]";
+ mes "I really wish that";
+ mes "Emma Searth could";
+ mes "remember me...";
+ next;
+ mes "^3355FFHis eyes seemed";
+ mes "to moisten with sadness.";
+ mes "Is it really possible for the";
+ mes "dead to shed tears?^000000";
+ close;
+ }
+ }
+ else {
+ mes "[Egnigem]";
+ mes "Were you betrayed by fate as well, or are you simply a wanderer that's stumbled into this land of darkness?";
+ next;
+ mes "[Egnigem]";
+ mes "Hmm, the living don't deserve";
+ mes "to be in this realm of cold and suffering. But I can only help you escape by telling you what little";
+ mes "I know.";
+ next;
+ switch(select("Ask him about buildings.:Remove marks on mini-map.:Cancel.")) {
+ case 1:
+ mes "[Egnigem]";
+ mes "...I see. Now, let me introduce you all buildings in Niflheim!";
+ next;
+ switch(select("Witch's Castle:Tool Shop:Weapon Shop:Tavern:Cancel")) {
+ case 1:
+ mes "[Egnigem]";
+ mes "The witch of Niflheim...";
+ mes "You can find her castle at the ^FF3355+^000000 mark I've made on your mini-map.";
+ next;
+ mes "[Egnigem]";
+ mes "Hrrrm...";
+ mes "It seems that the living who wind up in Niflheim are seeking out the witch. But I don't quite understand what's so important about her.";
+ viewpoint 1,253,191,6,0xFFFF33;
+ break;
+ case 2:
+ mes "[Egnigem]";
+ mes "The Tool shop? Here in Niflheim, they sell some unique items that";
+ mes "you can't buy anywhere else.";
+ next;
+ mes "[Egnigem]";
+ mes "You might want to see their";
+ mes "wares for yourself. I've drawn";
+ mes "a ^CE6300+^000000 on your mini-map to mark";
+ mes "its location.";
+ viewpoint 1,217,196,7,0xFFCE63;
+ break;
+ case 3:
+ mes "[Egnigem]";
+ mes "I've marked the location of the Weapon Shop at ^55FF33+^000000. There's nothing too special over there, though.";
+ viewpoint 1,216,171,8,0xFF55FF;
+ break;
+ case 4:
+ mes "[Egnigem]";
+ mes "Tavern is at ^3355FF+^000000. They only sell drinks to the dead, though...";
+ viewpoint 1,189,207,9,0xFF3355;
+ break;
+ case 5:
+ mes "[Egnigem]";
+ mes "Choose 'Remove marks on mini-map' from the menu to remove all the building location marks I've made.";
+ close;
+ break;
+ }
+ close;
+ case 2:
+ viewpoint 2,253,191,6,0xFF00FF;
+ viewpoint 2,217,196,7,0xFF00FF;
+ viewpoint 2,216,171,8,0xFF00FF;
+ viewpoint 2,189,207,9,0xFF00FF;
+ mes "[Egnigem]";
+ mes "Alright, all the marks I've made have been removed from your mini-map. If you want to check the locations in Niflheim again, go ahead and ask me.";
+ close;
+ case 3:
+ mes "[Egnigem]";
+ mes "You're gonna explore this place on your own? Pretty brave, aren't you? Just be careful: here in Niflheim, darkness reigns supreme.";
+ close;
+ }
+ close2;
+ }
+}
diff --git a/npc/re/quests/seals/mjolnir_seal.txt b/npc/re/quests/seals/mjolnir_seal.txt
new file mode 100644
index 000000000..95a3d5098
--- /dev/null
+++ b/npc/re/quests/seals/mjolnir_seal.txt
@@ -0,0 +1,2789 @@
+//===== rAthena Script =======================================
+//= Mjolnir seal unlocking NPCs.
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Quest for breaking the seal of Mjolnir.
+//===== Additional Comments: =================================
+//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
+//= 1.1 Fixed wrong label names [Luups]
+//= 1.1a Corrected a a typo error ";;". [Samuray22]
+//= 1.2 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.3 Minor Touchups to quest. [L0ne_W0lf]
+//= 1.4 Optimizing refine method and wrong close2. [Zephyrus]
+//= 1.5 Fixed Trans classes being assigned random reward. [L0ne_W0lf]
+//= 1.6 Fixed checking for Oridecon Hammer. [L0ne_W0lf]
+//= Corrected Sudi's and player's HP settings.
+//= 1.7 Fixed a copy/paste error in Nordri. [L0ne_W0lf]
+//= 1.8 Fixed item check for Oridecon. [L0ne_W0lf]
+//============================================================
+
+prontera,124,297,3 script Tialfi 706,{
+ if ($God3 < 50) {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "Hmmm...";
+ mes "I can feel a strange force growing stronger and stronger, somewhere in Rune-Midgard.";
+ next;
+ mes "[Tialfi]";
+ mes "Can you feel it?";
+ mes "Something must be";
+ mes "going on!";
+ }
+ else {
+ if(god_mjo_0 == 11) {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "I'm waiting for the day when I'll finally get to see Thor's thunder for myself. I believe that one of these days, my dream will become reality.";
+ }
+ else if(god_mjo_1 == 2 && god_mjo_2 == 2 && god_mjo_3 == 2 && god_mjo_4 == 2) {
+ if (god_mjo_0 == 10) {
+ if ((countitem(756) > 49) && (countitem(757) > 49)) {
+ set .@gift,0;
+ if (BaseJob == Job_Knight) {
+ set .@gift,1;
+ }
+ else if (BaseJob == Job_Priest) {
+ set .@gift,2;
+ }
+ else if (BaseJob == Job_Wizard){
+ set .@gift,3;
+ }
+ else if (BaseJob == Job_Blacksmith){
+ set .@gift,4;
+ }
+ else if (BaseJob == Job_hunter){
+ set .@gift,5;
+ }
+ else if (BaseJob == Job_Assassin){
+ set .@gift,6;
+ }
+ else if(BaseJob == Job_Crusader){
+ set .@gift,7;
+ }
+ else if (BaseJob == Job_Monk){
+ set .@gift,8;
+ }
+ else if (BaseJob == Job_Sage){
+ set .@gift,9;
+ }
+ else if (BaseJob == Job_Alchemist){
+ set .@gift,10;
+ }
+ else if (BaseJob == Job_Rogue){
+ set .@gift,11;
+ }
+ else if (BaseJob == Job_Bard){
+ set .@gift,12;
+ }
+ else if(BaseJob == Job_Hunter){
+ set .@gift,13;
+ }
+ else {
+ set .@gift,rand(1,13);
+ }
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "You came back!";
+ mes "In exchange for the ores that you have brought me, I will give you one of my family treasures.";
+ next;
+ mes "[Tialfi]";
+ mes "You have two options in choosing a treasure. You can have a treasure that will be useful to yourself, or something that may suit one of your friends.";
+ next;
+ mes "[Tialfi]";
+ mes "So which treasure";
+ mes "would you like to have?";
+ next;
+ switch(select("An item that I can use.:An item that my friend can use.")) {
+ case 1:
+ mes "[Tialfi]";
+ mes "I see...";
+ mes "Give me a moment";
+ mes "to find a suitable";
+ mes "item for you.";
+ break;
+ case 2:
+ set .@gift,rand(1,13);
+ mes "[Tialfi]";
+ mes "I see...";
+ mes "Give me a moment";
+ mes "to find a suitable";
+ mes "item for your friend.";
+ break;
+ }
+ next;
+ mes "[Tialfi]";
+ mes "Okay, let's see...";
+ mes "I seem to recall that I put it somewhere around... Hmm.";
+ mes "It must be around--Ah!";
+ mes "Here we are~";
+ next;
+ delitem 756,50; //Oridecon_Stone
+ delitem 757,50; //Elunium_Stone
+ set god_mjo_0,11;
+ if (.@gift == 1) {
+ getitem 1471,1; // Hell_Fire
+ }
+ else if(.@gift == 2) {
+ getitem 1526,1; // Slash
+ }
+ else if(.@gift == 3) {
+ getitem 1231,1; // Bazerald
+ }
+ else if(.@gift == 4) {
+ getitem 1367,1; // Slaughter
+ }
+ else if(.@gift == 5) {
+ getitem 1722,1; // Balistar
+ }
+ else if(.@gift == 6) {
+ getitem 1230,1; // House_Auger
+ }
+ else if(.@gift == 7) {
+ getitem 1141,1; // Immaterial_Sword
+ }
+ else if(.@gift == 8) {
+ getitem 1813,1; // Kaiser_Knuckle
+ }
+ else if(.@gift == 9) {
+ getitem 1557,1; // Book_Of_The_Apocalypse
+ }
+ else if(.@gift == 10) {
+ getitem 1235,1; // Azoth
+ }
+ else if(.@gift == 11) {
+ getitem 1227,1; // Weeder_Knife
+ }
+ else if(.@gift == 12) {
+ getitem 1913,1; // Electronic_Guitar
+ }
+ else if(.@gift == 13) {
+ getitem 1963,1; // Rapture_Rose
+ }
+ else {
+ mes "Unknown error occurred.";
+ close2;
+ cutin "god_tialpi01",255;
+ end;
+ }
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "Once again, I thank you for the trouble you've gone through on my behalf. I'm unsure of how this works, but I hope it will be useful to you. From what I know, I believe this is a rare item.";
+ next;
+ mes "[Tialfi]";
+ mes "I'll be waiting for the day when I'll see Thor's thunder for myself. I believe that the dream I've had will come true, one of these days.";
+ }
+ else {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "I need";
+ mes "50 Rough Oridecon";
+ mes "and 50 Rough Elunium.";
+ next;
+ mes "[Tialfi]";
+ mes "I don't have much time, so go ahead and continue on your journeys if you can't bring those to me.";
+ }
+ }
+ else {
+ if ($God4 > 99) {
+ mes "[Tialfi]";
+ mes "I sense a strange energy growing more powerful somewhere on this continent...";
+ next;
+ mes "[Tialfi]";
+ mes "Can you feel it?";
+ mes "Something must be going on!";
+ next;
+ mes "[Tialfi]";
+ mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
+ }
+ else {
+ set $God4,$God4 +1;
+ if($God4 == 50) {
+ announce "The 4th seal of [Mjolnir] has appeared.",bc_all;
+ }
+ else if($God4 == 100 && $God2 == 100 && $God3 == 100 && $God1 == 100) {
+ announce "Four seals have been released at the same time with the seal of [Mjolnir].",bc_all;
+ }
+ else if($God4 == 100) {
+ announce "The 4th seal of [Mjolnir] has been released.",bc_all;
+ }
+ set god_mjo_0,10;
+ mes "[Tialfi]";
+ mes "You've met the four Dwarven Blacksmiths. I've heard that they rarely speak to humans. So you must be special if you were able to talk to them.";
+ next;
+ mes "[Tialfi]";
+ mes "Do you think that my dream will come true? Do you believe Thor's Mjolnir will appear before the eyes of humans? I'm afraid great change will come to this world.";
+ next;
+ mes "[Tialfi]";
+ mes "Thank you for going through such trouble on my behalf. I wish to give you one of my family treasures as a token of my gratitude.";
+ next;
+ mes "[Tialfi]";
+ mes "However, I hope you understand that my family would grow suspicious if one of the treasures were to just go missing.";
+ next;
+ mes "[Tialfi]";
+ mes "Hmm, however, I don't think they'll complain if I exchanged one of the treasures for something else. Let me think...";
+ next;
+ mes "[Tialfi]";
+ mes "I should be able to give you";
+ mes "one of our family heirlooms if you can bring be 50 Rough Oridecons and 50 Rough Eluniums.";
+ next;
+ mes "[Tialfi]";
+ mes "You don't have to do that if you don't want to. But it seems our family heirlooms would be more useful to an adventurer such as yourself...";
+ }
+ }
+ }
+ else if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Tialfi]";
+ mes "Hmm...";
+ mes "The Dwarven Blacksmiths";
+ mes "must be upset at you for";
+ mes "some reason.";
+ next;
+ mes "[Tialfi]";
+ mes "Remember my sister's";
+ mes "suggestion and speak to";
+ mes "them with great courtesy.";
+ mes "Carefully choose words";
+ mes "of respect lest they";
+ mes "be insulted.";
+ next;
+ set god_mjo_1,0;
+ set god_mjo_2,0;
+ set god_mjo_3,0;
+ set god_mjo_4,0;
+ mes "[Tialfi]";
+ mes "You should be okay now.";
+ mes "By this time, they've probably forgotten the insult. But make sure you speak to my sister for advice first.";
+ }
+ else if(god_mjo_0 == 2 || god_mjo_0 == 1) {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "Sorry for the trouble.";
+ mes "I wish you good luck";
+ mes "in finding the Dwarves!";
+ mes "Just... Don't insult them!";
+ }
+ else if(god_mjo_0 == 0) {
+ if($God4 > 99) {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "I sense a strange energy growing more powerful somewhere on this continent...";
+ next;
+ mes "[Tialfi]";
+ mes "Can you feel it?";
+ mes "Something must be going on!";
+ next;
+ mes "[Tialfi]";
+ mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
+ close;
+ }
+ else if(BaseLevel < 70) {
+ cutin "god_tialpi02",2;
+ mes "[Tialfi]";
+ mes "One of my ancestors supposedly was a servant of Thor. Still, I find it difficult to believe.";
+ next;
+ mes "[Tialfi]";
+ mes "If the gods have all these powers, how could a mere human be of any real assistance?";
+ }
+ else {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "Last night, I had the most amazing dream where I was the servant of Thor, god of thunder.";
+ next;
+ mes "[Tialfi]";
+ mes "In this dream, I traveled";
+ mes "with Thor to Jotunnheim, land of giants. During our journey, he told me many interesting stories about gods and heroes.";
+ next;
+ mes "[Tialfi]";
+ mes "Of course, I can't remember everything clearly, but it was truly fantastic.";
+ next;
+ mes "[Tialfi]";
+ mes "For some reason, I can vividly recall what Thor told me about his weapon, Mjolnir. Mjolnir is a Dwarven masterpiece.";
+ next;
+ mes "[Tialfi]";
+ mes "Thor told me that Dwarves are extremely talented artisans, and their works are supreme. So as";
+ mes "I was thinking about my dream,";
+ mes "I remembered...";
+ next;
+ mes "[Tialfi]";
+ mes "There is a mountain that";
+ mes "has the same name as Thor's";
+ mes "weapon. Surely, the two have";
+ mes "some relation to each other.";
+ next;
+ mes "[Tialfi]";
+ mes "I've also recently heard a rumor that Dwarven Blacksmiths also reside on Mount Mjolnir.";
+ mes "I understand the mountain is dangerous, and that I'm in no position to ask such a thing...";
+ next;
+ mes "[Tialfi]";
+ mes "I can't help wanting to know for myself whether or not there is truth to my dream. Is it possible for Mjolnir to resurface?";
+ next;
+ mes "[Tialfi]";
+ mes "If you don't mind, I'd like to ask you to explore this mountain and search for these Dwarven Blacksmiths.";
+ next;
+ switch(select("No.:Okay.")) {
+ case 1:
+ cutin "god_tialpi02",2;
+ mes "[Tialfi]";
+ mes "I see. But I still appreciate that you took the time to listen to me.";
+ mes "Hopefully someday I'll learn the truth about my dreams and about Mjolnir itself.";
+ break;
+ case 2:
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "Thank you,";
+ mes "thank you so much!";
+ mes "Even though it won't be easy, I have faith that if the Dwarven Blacksmiths do exist, you'll be able to find them.";
+ next;
+ mes "[Tialfi]";
+ mes "Oh, and please speak to my sister Roskva first. She is outside the North Entrance of Prontera.";
+ next;
+ mes "[Tialfi]";
+ mes "I'm sure that she can";
+ mes "give you useful information if you're fortunate enough to encounter the Dwarves.";
+ next;
+ set god_mjo_0,rand(1,2);
+ mes "[Tialfi]";
+ mes "I'm truly lucky to meet such an adventurer like yourself. I wish you the best of luck.";
+ }
+ }
+ }
+ else {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "I believe in you.";
+ mes "Just be courageous!";
+ }
+ }
+ close2;
+ cutin "god_tialpi01",255;
+ end;
+}
+
+prt_fild01,196,47,3 script Roskva 703,{
+ if(god_mjo_0 == 1) {
+ mes "[Roskva]";
+ mes "You should know that Dwarven Blacksmiths are extremely offended if you do not speak to them with the utmost respect.";
+ next;
+ mes "[Roskva]";
+ mes "So it's really";
+ mes "important that you";
+ mes "speak to the Dwarves";
+ mes "as courteously as you can.";
+ mes "The first Dwarf you must visit";
+ mes "can be found to the East.";
+ next;
+ mes "[Roskva]";
+ mes "Travel in a clock wise direction around Rune-Midgard and seek out the other Dwarves in order. Your final destination will be to the North.";
+ next;
+ mes "[Roskva]";
+ mes "If you happen to speak to them in the wrong order, please go talk to my brother Tialfi again.";
+ close;
+ }
+ else if(god_mjo_0 == 2) {
+ mes "[Roskva]";
+ mes "You should know that Dwarven Blacksmiths are extremely offended if you do not speak to them with the utmost respect.";
+ next;
+ mes "[Roskva]";
+ mes "So it's really";
+ mes "important that you";
+ mes "speak to the Dwarves";
+ mes "as courteously as you can.";
+ mes "The first Dwarf you must visit";
+ mes "can be found to the North.";
+ next;
+ mes "[Roskva]";
+ mes "Travel in a counter clock wise direction around Rune-Midgard and seek out the other Dwarves in order. Your final destination will be to the East.";
+ next;
+ mes "[Roskva]";
+ mes "If you happen to speak to them in the wrong order, please go talk to my brother Tialfi again.";
+ close;
+ }
+ else {
+ mes "[Roskva]";
+ mes "A long time ago, many people used to frequent this area. Friends and families would live here, sharing happiness and sadness.";
+ next;
+ mes "[Roskva]";
+ mes "But they're all gone now. My parents and my friends have all gone to a place whose name I don't even know.";
+ next;
+ mes "[Roskva]";
+ mes "I can't help";
+ mes "but feel lonesome...";
+ close;
+ }
+}
+
+mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
+ if ($God3 < 50) {
+ mes "[Austri]";
+ mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
+ close;
+ }
+ else {
+ if($God4 > 99) {
+ mes "[Austri]";
+ mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
+ close;
+ }
+ else if(god_mjo_0 == 11) {
+ mes "[Austri]";
+ mes "When my people finally retrieve the memories of their past, we will be able to grant the power of the gods to humans.";
+ next;
+ mes "[Austri]";
+ mes "I believe that";
+ mes "time is coming...";
+ close;
+ }
+ else if(god_mjo_0 == 10) {
+ mes "[Austri]";
+ mes "Hm? I sense that you were asked to do a favor for that human. If I were you, I'd finish that task as soon as I could. Somehow, that human's fate, as well as that of the Dwarves, are intertwined...";
+ close;
+ }
+ else if(god_mjo_0 == 1) {
+ if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Austri]";
+ mes "What is it?! I refuse to speak to human as rude and contemptible";
+ mes "as you! Now, get out of my sight!";
+ close;
+ }
+ else if(god_mjo_1 == 2) {
+ mes "[Austri]";
+ mes "What...?";
+ mes "I have nothing";
+ mes "to say to you.";
+ close;
+ }
+ else if (god_mjo_2 != 0 || god_mjo_3 != 0 || god_mjo_4 != 0) {
+ mes "[Austri]";
+ mes "Hm...?";
+ mes "Why have you";
+ mes "come to me, human?";
+ next;
+ switch(select("Nothing.:Hey, 'sup!")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ set god_mjo_1,3;
+ mes "[Austri]";
+ mes "What...?!";
+ mes "Do not greet the";
+ mes "Dwarves lightly,";
+ mes "mortal!";
+ close;
+ }
+ }
+ else if(god_mjo_1 == 1) {
+ mes "[Austri]";
+ mes "What has made";
+ mes "you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ if (countitem(1005) > 0) { //Hammer_Of_Blacksmith
+ mes "[Austri]";
+ mes "Ah, I see that the entire human race is not worthy of scorn. Unlike many of your kind, I see that you respect your elders.";
+ next;
+ while(1) {
+ if (.@talk_to == 0) {
+ mes "[Austri]";
+ mes "So what did";
+ mes "want to ask";
+ mes "me about?";
+ next;
+ switch(select("...:About Mjolnir.")) {
+ case 1:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if(.@talk_to == 1) {
+ mes "[Austri]";
+ mes "Mjolnir...?";
+ mes "Thor's legendary weapon?";
+ mes "The hammer than can shake the earth and tear the sky asunder? Out of all of legendary weapons, Mjolnir is perhaps greatest.";
+ next;
+ mes "[Austri]";
+ mes "As a matter of fact, it was forged by my ancestor. Mjolnir was the perfect weapon, except for one minor flaw.";
+ next;
+ mes "[Austri]";
+ mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?";
+ next;
+ switch(select("...:Yes, sir!:Huh?")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if(.@talk_to == 2) {
+ mes "[Austri]";
+ mes "One day, Loki came to our village and showed off his treasures. He boasted that we couldn't possibly create something to surpass their quality.";
+ next;
+ mes "[Austri]";
+ mes "Frankly his treasures were";
+ mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own.";
+ next;
+ switch(select("...:Boooring!:Oh, wow.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 3) {
+ mes "[Austri]";
+ mes "Of the three treasures my ancestors created, Mjolnir was the last and greatest.";
+ next;
+ mes "[Austri]";
+ mes "However, while it was created, a strange fly bit my ancestor on the hand. Because of this interruption, Mjolnir's hilt is a little flawed.";
+ next;
+ mes "[Austri]";
+ mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship.";
+ next;
+ switch(select("...:Epito--what?:Yes sir, I agree.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 4) {
+ mes "[Austri]";
+ mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
+ next;
+ mes "[Austri]";
+ mes "Mjolnir was the trusted weapon Thor wielded on the battlefield, and every giant feared its power.";
+ next;
+ mes "[Austri]";
+ mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work.";
+ next;
+ switch(select("...:I agree, sir!:Um, yeah.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if(.@talk_to == 5) {
+ mes "[Austri]";
+ mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
+ next;
+ mes "[Austri]";
+ mes "In a battle against demons a thousand years ago, Thor struck the earth with Mjolnir. The impact caused the ground to rise, creating this mountain.";
+ next;
+ mes "[Austri]";
+ mes "You can imagine just";
+ mes "how powerful Mjolnir is.";
+ mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force.";
+ next;
+ switch(select("...:Wah wah wah~!:Ah, I understand sir!")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 6) {
+ mes "[Austri]";
+ mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
+ next;
+ mes "[Austri]";
+ mes "Yes, it's possible to create";
+ mes "a Mjolnir suited to humans. Still, it wouldn't be very easy.";
+ next;
+ switch(select("...:Yes, sir!:Yeah, whatever.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if(.@talk_to == 7) {
+ mes "[Austri]";
+ mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
+ mes "know about Mjolnir.";
+ next;
+ mes "[Austri]";
+ mes "I feel that a great change is coming. I do not know what kind";
+ mes "of effect it will have on our world, but something important will happen...";
+ next;
+ mes "[Austri]";
+ mes "Perhaps only the gods can be";
+ mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen.";
+ next;
+ switch(select("...:Yes?:Yes, sir!")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 8) {
+ set god_mjo_1,2;
+ mes "[Austri]";
+ mes "Alright then...";
+ mes "If you wish to learn more, you should speak to my brothers.";
+ mes "Take care, human.";
+ close;
+ }
+ if (.@talk_not == 1) {
+ set god_mjo_1,3;
+ mes "[Austri]";
+ mes "Grrr...!";
+ mes "You're not listening, are you?! What a waste of my time!";
+ next;
+ mes "[Austri]";
+ mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
+ close;
+ }
+ else {
+ set .@talk_to,.@talk_to + 1;
+ }
+ }
+ }
+ else {
+ mes "[Austri]";
+ mes "You don't seem to";
+ mes "understand. If you";
+ mes "wish to prove to me that you understand blacksmiths, you should bring something related to my work!";
+ close;
+ }
+ }
+ }
+ else if(god_mjo_1 == 0) {
+ mes "[Austri]";
+ mes "What has made";
+ mes "you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ mes "[Austri]";
+ mes "A respectable blacksmith cherishes his tools and crafts with diligence and care.";
+ next;
+ mes "[Austri]";
+ mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
+ next;
+ set god_mjo_1,1;
+ mes "[Austri]";
+ mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
+ next;
+ mes "[Austri]";
+ mes "Now go, human.";
+ mes "I wish you safety";
+ mes "in your travels.";
+ close;
+ }
+ }
+ else {
+ mes "[Austri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 2) {
+ if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Austri]";
+ mes "What is it?! I refuse to speak to human as rude and contemptible";
+ mes "as you! Now, get out of my sight!";
+ close;
+ }
+ else if(god_mjo_4 == 2) {
+ mes "[Austri]";
+ mes "What is it...?";
+ mes "I have nothing";
+ mes "to say to you.";
+ close;
+ }
+ else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_3 == 0 || god_mjo_3 == 1) {
+ mes "[Austri]";
+ mes "What made you come to me?";
+ next;
+ switch(select("Nothing.:Hey, sup!")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ set god_mjo_4,3;
+ mes "[Austri]";
+ mes "What?!";
+ mes "Leave immediately and go study your english properly!";
+ close;
+ }
+ }
+ else if(god_mjo_4 == 1) {
+ mes "[Austri]";
+ mes "What has made";
+ mes "you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ if (countitem(1005) > 0) {
+ mes "[Austri]";
+ mes "Ah, I see that the entire human race is not worthy of scorn. Unlike many of your kind, I see that you respect your elders.";
+ next;
+ while(1) {
+ if (.@talk_to == 0) {
+ mes "[Austri]";
+ mes "So what did";
+ mes "want to ask";
+ mes "me about?";
+ next;
+ switch(select("...:About Mjolnir.")) {
+ case 1:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if (.@talk_to == 1) {
+ mes "[Austri]";
+ mes "Mjolnir...?";
+ mes "Thor's legendary weapon?";
+ mes "The hammer than can shake the earth and tear the sky asunder? Out of all of legendary weapons, Mjolnir is perhaps greatest.";
+ next;
+ mes "[Austri]";
+ mes "As a matter of fact, it was forged by my ancestor. Mjolnir was the perfect weapon, except for one minor flaw.";
+ next;
+ mes "[Austri]";
+ mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?";
+ next;
+ switch(select("...:Yes, sir!:Huh?")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if (.@talk_to == 2) {
+ mes "[Austri]";
+ mes "One day, Loki came to our village and showed off his treasures. He boasted that we couldn't possibly create something to surpass their quality.";
+ next;
+ mes "[Austri]";
+ mes "Frankly his treasures were";
+ mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own.";
+ next;
+ switch(select("...:Boooring!:Oh, wow.")) {
+ case 1:
+ set .@talk_not,1;
+ break;
+ case 2:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if (.@talk_to == 3) {
+ mes "[Austri]";
+ mes "Of the three treasures my ancestors created, Mjolnir was the last and greatest.";
+ next;
+ mes "[Austri]";
+ mes "However, while it was created, a strange fly bit my ancestor on the hand. Because of this interruption, Mjolnir's hilt is a little flawed.";
+ next;
+ mes "[Austri]";
+ mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship.";
+ next;
+ switch(select("...:Epito--what?:Yes sir, I agree.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if (.@talk_to == 4) {
+ mes "[Austri]";
+ mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
+ next;
+ mes "[Austri]";
+ mes "Mjolnir was the trusted weapon Thor wielded on the battlefield, and every giant feared its power.";
+ next;
+ mes "[Austri]";
+ mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work.";
+ next;
+ switch(select("...:I agree, sir!:Um, yeah.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if (.@talk_to == 5) {
+ mes "[Austri]";
+ mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
+ next;
+ mes "[Austri]";
+ mes "In a battle against demons a thousand years ago, Thor struck the earth with Mjolnir. The impact caused the ground to rise, creating this mountain.";
+ next;
+ mes "[Austri]";
+ mes "You can imagine just";
+ mes "how powerful Mjolnir is.";
+ mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force.";
+ next;
+ switch(select("...:Wah wah wah~!:Ah, I understand sir!")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if (.@talk_to == 6) {
+ mes "[Austri]";
+ mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
+ next;
+ mes "[Austri]";
+ mes "Yes, it's possible to create";
+ mes "a Mjolnir suited to humans. Still, it wouldn't be very easy.";
+ next;
+ switch(select("...:Yes, sir!:Yeah, whatever.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if (.@talk_to == 7) {
+ mes "[Austri]";
+ mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
+ mes "know about Mjolnir.";
+ next;
+ mes "[Austri]";
+ mes "I feel that a great change is coming. I do not know what kind";
+ mes "of effect it will have on our world, but something important will happen...";
+ next;
+ mes "[Austri]";
+ mes "Perhaps only the gods can be";
+ mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen.";
+ next;
+ switch(select("...:Yes?:Yes, sir!")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if (.@talk_to == 8) {
+ set god_mjo_4,2;
+ mes "[Austri]";
+ mes "Alright then...";
+ mes "Take care of";
+ mes "yourself, human.";
+ close;
+ }
+ if (.@talk_not == 1) {
+ set god_mjo_4,3;
+ mes "[Austri]";
+ mes "Grrr...!";
+ mes "You're not listening, are you?! What a waste of my time!";
+ next;
+ mes "[Austri]";
+ mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
+ close;
+ } else {
+ set .@talk_to,.@talk_to + 1;
+ }
+ }
+ }
+ else {
+ mes "[Austri]";
+ mes "You don't seem to";
+ mes "understand. If you";
+ mes "wish to prove to me that you understand blacksmiths, you should bring something related to my work!";
+ close;
+ }
+ }
+ }
+ else if(god_mjo_4 == 0) {
+ mes "[Austri]";
+ mes "What made you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ mes "[Austri]";
+ mes "A respectable blacksmith cherishes his tools and crafts with diligence and care.";
+ next;
+ mes "[Austri]";
+ mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
+ next;
+ set god_mjo_4,1;
+ mes "[Austri]";
+ mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
+ next;
+ mes "[Austri]";
+ mes "Now go, human.";
+ mes "I wish you safety";
+ mes "in your travels.";
+ close;
+ }
+ }
+ else {
+ mes "[Austri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 0) {
+ mes "[Austri]";
+ mes "Ah...";
+ mes "It feels like today's going to be a great day.";
+ next;
+ mes "[Austri]";
+ mes "I've got the warm sun, fresh forest air, and my hammer and anvil are at the ready. It's a perfect day for smithing!";
+ close;
+ }
+ else {
+ mes "[Austri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+}
+
+mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
+ if ($God3 < 50) {
+ mes "[Sudri]";
+ mes "I want to compete";
+ mes "and fight with stronger and stronger opponents!";
+ next;
+ mes "[Sudri]";
+ mes "One day, I'll return to Svartalfaheimr and defeat Ivaldi! Mwahahaha!";
+ close;
+ }
+ else {
+ if ($God4 > 99) {
+ mes "[Sudri]";
+ mes "Wait, this is";
+ mes "not the right time";
+ mes "for fighting...";
+ next;
+ mes "[Sudri]";
+ mes "Something that has been hidden is about to be born out of the sweat of determination and tears of sacrifice. We must wait until then.";
+ close;
+ }
+ else if(god_mjo_0 == 11) {
+ mes "[Sudri]";
+ mes "I want to compete with a stronger one!";
+ mes "I will be stronger and stronger,";
+ mes "one day when I get back to Svartalfaheimr";
+ mes "I shall defeat Ivaldi!";
+ mes "Muhahahaha...!";
+ close;
+ }
+ else if(god_mjo_10 == 10) {
+ mes "[Sudri]";
+ mes "I must admit that you're a really strong human. Let us fight again when we have a chance. The next time, you may not be so lucky!";
+ close;
+ }
+ else if(god_mjo_0 == 1) {
+ if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Sudri]";
+ mes "Go back to where you belong before I beat you to death!";
+ next;
+ mes "[Sudri]";
+ mes "All you can gain here are a few herbs.";
+ close;
+ }
+ else if(god_mjo_2 == 2) {
+ mes "[Sudri]";
+ mes "That was a great fight!";
+ mes "Mwahahaha! I'm satisfied with the results. I may have lost, but we fought honorably with everything we had.";
+ close;
+ }
+ else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
+ mes "[Sudri]";
+ mes "So...";
+ mes "What brings";
+ mes "you here?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Sudri]";
+ mes "You have too much time on your hands. Why don't you log out and hang out with your friends instead?";
+ close;
+ case 2:
+ set god_mjo_2,3;
+ mes "[Sudri]";
+ mes "Why should";
+ mes "I excuse you?";
+ next;
+ mes "[Sudri]";
+ mes "If there's";
+ mes "anything I hate,";
+ mes "it's insincerity and";
+ mes "sarcasm. What, you";
+ mes "wanna fight?!";
+ close;
+ }
+ }
+ else if(god_mjo_2 == 1) {
+ set .@n_vit,200;
+ set .@p_vit,100;
+ while(1) {
+ mes "Sudri : " + .@n_vit + " HP";
+ mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "initiated";
+ mes "an attack!";
+ next;
+ switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) {
+ case 1:
+ set .@p_atk,0;
+ break;
+ case 2:
+ set .@p_atk,1;
+ break;
+ case 3:
+ set .@p_atk,2;
+ break;
+ case 4:
+ set .@p_atk,3;
+ break;
+ case 5:
+ set .@p_atk,4;
+ break;
+ }
+ set .@n_def,rand(1,3);
+ set .@damage,rand(15,25);
+ if (.@p_atk == 1) {
+ mes "" + strcharinfo(0) + "";
+ mes "attacks Sudri's head!";
+ }
+ else if(.@p_atk == 2) {
+ mes "" + strcharinfo(0) + "";
+ mes "strikes Sudri's chest!";
+ }
+ else if(.@p_atk == 3) {
+ mes "" + strcharinfo(0) + "";
+ mes "aims for Sudri's legs!";
+ }
+ else if(.@p_atk == 4) {
+ mes "" + strcharinfo(0) + "";
+ mes "requests a break!";
+ }
+ else {
+ mes "" + strcharinfo(0) + "'s";
+ mes "weak point revealed!";
+ }
+ if (.@p_atk == .@n_def) {
+ specialeffect EF_GUARD;
+ if (.@n_def == 1) {
+ mes "--------------------";
+ mes "Sudri easily dodges";
+ mes "your attack by twisting";
+ mes "his small, yet svelte, body.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " misses!";
+ }
+ else if(.@n_def == 2) {
+ mes "--------------------";
+ mes "Sudri blocks your";
+ mes "attack by crossing";
+ mes "his stout arms.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "'s attack is blocked!";
+ }
+ else if(.@n_def == 3) {
+ mes "--------------------";
+ mes "Sudri dodges your";
+ mes "attack with a graceful";
+ mes "leap to the heavens.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " misses!";
+ }
+ }
+ else if(.@p_atk == 4) {
+ specialeffect2 EF_HEAL;
+ set .@p_vit,.@p_vit + 10;
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "has gained 10 HP!";
+ }
+ else if(.@p_atk == 1) {
+ specialeffect EF_HIT5;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the head!";
+ mes "--------------------";
+ mes "Sudri has lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 2) {
+ specialeffect EF_HIT2;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the chest!";
+ mes "--------------------";
+ mes "Sudri has";
+ mes "lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 3) {
+ specialeffect EF_HIT4;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the legs!";
+ mes "--------------------";
+ mes "Sudri has";
+ mes "lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 0) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - 10;
+ mes "--------------------";
+ mes "You were hit by";
+ mes "Sudri's counter attack!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost 10 HP!";
+ if (.@p_vit < 1) {
+ mes "Defeated...";
+ next;
+ break;
+ }
+ }
+ else {
+ mes "--------------------";
+ mes "Something happened";
+ mes "and the fight has stopped!";
+ close;
+ }
+ if (.@n_vit < 1) {
+ mes "" + strcharinfo(0) + " wins!";
+ next;
+ break;
+ }
+ next;
+ mes "Sudri : " + .@n_vit + " HP";
+ mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
+ mes "--------------------";
+ mes "Sudri attacks...!";
+ next;
+ switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) {
+ case 1:
+ set .@p_def,0;
+ break;
+ case 2:
+ set .@p_def,1;
+ break;
+ case 3:
+ set .@p_def,2;
+ break;
+ case 4:
+ set .@p_def,3;
+ break;
+ case 5:
+ set .@p_def,4;
+ break;
+ }
+ set .@n_atk,rand(1,3);
+ set .@damage,rand(20,25);
+ if (.@n_atk == 1) {
+ mes "Sudri aims for the head!";
+ }
+ else if(.@n_atk == 2) {
+ mes "Sudri strikes the chest!";
+ }
+ else {
+ mes "Sudri attacks the legs!";
+ }
+ if (.@n_atk == .@p_def) {
+ specialeffect2 EF_GUARD;
+ if (.@p_def == 1) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "quickly dodged!";
+ mes "Sudri's arms were";
+ mes "too short and missed!";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ else if(.@p_def == 2) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "barely blocked";
+ mes "Sudri's attack.";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ else if(.@p_def == 3) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " jumped,";
+ mes "dodged Sudri's attack at ease.";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ }
+ else if(.@p_def == 4) {
+ set .@count,rand(1,4);
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "counters!";
+ if (.@count == 1) {
+ specialeffect2 EF_AUTOCOUNTER;
+ specialeffect EF_MAGNUMBREAK;
+ set .@n_vit,.@n_vit - 20;
+ mes "You successfully";
+ mes "counter attacked!";
+ mes "--------------------";
+ mes "Sudri has lost 20 HP!";
+ if (.@n_vit < 1) {
+ mes "" + strcharinfo(0) + " won!";
+ next;
+ break;
+ }
+ }
+ else {
+ specialeffect2 EF_CRASHEARTH;
+ set .@p_vit,.@p_vit - 30;
+ mes "You've taken";
+ mes "critical damage";
+ mes "on your weak spot!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost 30 HP!";
+ }
+ }
+ else if(.@n_atk == 1) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the head!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 2) {
+ specialeffect2 EF_HIT2;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the chest!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 3) {
+ specialeffect2 EF_HIT4;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the legs!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 0) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hits "+ strcharinfo(0) +"";
+ mes "during a moment of";
+ mes "absent-mindedness!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else {
+ mes "--------------------";
+ mes "Something happened";
+ mes "and the fight has stopped!";
+ close;
+ }
+ if (.@p_vit < 1) {
+ mes "Sudri won!";
+ next;
+ break;
+ }
+ next;
+ }
+ if (.@p_vit < n_vit) {
+ mes "[Sudri]";
+ mes "Muhahahaha!";
+ mes "You're not strong enough to beat me! I want someone who can offer";
+ mes "me a challenge!";
+ next;
+ mes "[Sudri]";
+ mes "Go out, train some and get stronger before you even think about coming back!";
+ close;
+ }
+ else if(.@n_vit < p_vit) {
+ set god_mjo_2,2;
+ mes "[Sudri]";
+ mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
+ next;
+ mes "[Sudri]";
+ mes "I'm impressed! Alright, I'll tell my friends good things about you. Hopefully, my brothers will give you the help you're looking for.";
+ next;
+ mes "[Sudri]";
+ mes "Okay then,";
+ mes "be safe on";
+ mes "your travels!";
+ close;
+ }
+ }
+ else if(god_mjo_2 == 0) {
+ mes "[Sudri]";
+ mes "So...";
+ mes "What brings";
+ mes "you here, human?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Sudri]";
+ mes "You have too much time on your hands. Why don't you log out and hang out with your buddies for a while?";
+ close;
+ case 2:
+ mes "[Sudri]";
+ mes "Huh. You're different than other humans. But still, trusting you because you know how to speak respectfully isn't very wise.";
+ next;
+ mes "[Sudri]";
+ mes "If there's anything I love,";
+ mes "it's bare knuckle brawling,";
+ mes "old school style.";
+ next;
+ mes "[Sudri]";
+ mes "Words can be deceptive,";
+ mes "but if you can beat me in";
+ mes "a fight, I think I might";
+ mes "just talk to you.";
+ mes "How about it?";
+ next;
+ switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) {
+ case 1:
+ set god_mjo_2,3;
+ mes "[Sudri]";
+ mes "You didn't";
+ mes "even answer me!";
+ mes "Fine! Whatever!";
+ close;
+ case 2:
+ set god_mjo_2,1;
+ mes "[Sudri]";
+ mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
+ close;
+ case 3:
+ set god_mjo_2,1;
+ mes "[Sudri]";
+ mes "Eh...?";
+ mes "Why are you being";
+ mes "such a coward?";
+ mes "Are you afraid of";
+ mes "this old and tiny Dwarf?";
+ next;
+ mes "[Sudri]";
+ mes "Come on, I'll even let you have the first hit. Just come to me when you're ready to fight!";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Sudri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 2) {
+ if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Sudri]";
+ mes "[Sudri]";
+ mes "Get out of here before I beat you to death! All you can gain over here is a few herbs, anyway!";
+ close;
+ }
+ else if(god_mjo_3 == 2) {
+ mes "[Sudri]";
+ mes "That was a great fight!";
+ mes "Hahahahahahahahahaah!";
+ mes "I regret nothing.";
+ mes "I may have lost, but";
+ mes "I gave it my all!";
+ close;
+ }
+ else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
+ mes "[Sudri]";
+ mes "What made you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Sudri]";
+ mes "You have too much";
+ mes "time on your hands.";
+ mes "Why don't you log out and go out with your friends instead?";
+ close;
+ case 2:
+ set god_mjo_3,3;
+ mes "[Sudri]";
+ mes "Why should";
+ mes "I excuse you?";
+ mes "Do you want to";
+ mes "fight with me, huh?";
+ close;
+ }
+ }
+ else if(god_mjo_3 == 1) {
+ mes "[Sudri]";
+ mes "Cool, let's fight!";
+ next;
+ set .@n_vit,200;
+ set .@p_vit,100;
+ while(1) {
+ mes "Sudri : " + .@n_vit + " HP";
+ mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "initiated";
+ mes "an attack!";
+ next;
+ switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) {
+ case 1:
+ set .@p_atk,0;
+ break;
+ case 2:
+ set .@p_atk,1;
+ break;
+ case 3:
+ set .@p_atk,2;
+ break;
+ case 4:
+ set .@p_atk,3;
+ break;
+ case 5:
+ set .@p_atk,4;
+ break;
+ }
+ set .@n_def,rand(1,3);
+ set .@damage,rand(15,25);
+ if (.@p_atk == 1) {
+ mes "" + strcharinfo(0) + "";
+ mes "attacks Sudri's head!";
+ }
+ else if(.@p_atk == 2) {
+ mes "" + strcharinfo(0) + "";
+ mes "strikes Sudri's chest!";
+ }
+ else if(.@p_atk == 3) {
+ mes "" + strcharinfo(0) + "";
+ mes "aims for Sudri's legs!";
+ }
+ else if(.@p_atk == 4) {
+ mes "" + strcharinfo(0) + "";
+ mes "requests a break!";
+ }
+ else {
+ mes "" + strcharinfo(0) + "'s";
+ mes "weak point revealed!";
+ }
+ if (.@p_atk == .@n_def) {
+ specialeffect EF_GUARD;
+ if (.@n_def == 1) {
+ mes "--------------------";
+ mes "Sudri easily dodges";
+ mes "your attack by twisting";
+ mes "his small, yet svelte, body.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " misses!";
+ }
+ else if(.@n_def == 2) {
+ mes "--------------------";
+ mes "Sudri blocks your";
+ mes "attack by crossing";
+ mes "his stout arms.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "'s attack is blocked!";
+ }
+ else if(.@n_def == 3) {
+ mes "--------------------";
+ mes "Sudri dodges your";
+ mes "attack with a graceful";
+ mes "leap to the heavens.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " misses!";
+ }
+ }
+ else if(.@p_atk == 4) {
+ specialeffect2 EF_HEAL;
+ set .@p_vit,.@p_vit + 10;
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "has gained 10 HP!";
+ }
+ else if(.@p_atk == 1) {
+ specialeffect EF_HIT5;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the head!";
+ mes "--------------------";
+ mes "Sudri has lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 2) {
+ specialeffect EF_HIT2;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the chest!";
+ mes "--------------------";
+ mes "Sudri has";
+ mes "lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 3) {
+ specialeffect EF_HIT4;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the legs!";
+ mes "--------------------";
+ mes "Sudri has";
+ mes "lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 0) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - 10;
+ mes "--------------------";
+ mes "You were hit by";
+ mes "Sudri's counter attack!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost 10 HP!";
+ if (.@p_vit < 1) {
+ mes "Defeated...";
+ next;
+ break;
+ }
+ }
+ else {
+ mes "--------------------";
+ mes "Something happened";
+ mes "and the fight has stopped!";
+ close;
+ }
+ if (.@n_vit < 1) {
+ mes "" + strcharinfo(0) + " wins!";
+ next;
+ break;
+ }
+ next;
+ mes "Sudri : " + .@n_vit + " HP";
+ mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
+ mes "--------------------";
+ mes "Sudri attacks...!";
+ next;
+ switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) {
+ case 1:
+ set .@p_def,0;
+ break;
+ case 2:
+ set .@p_def,1;
+ break;
+ case 3:
+ set .@p_def,2;
+ break;
+ case 4:
+ set .@p_def,3;
+ break;
+ case 5:
+ set .@p_def,4;
+ break;
+ }
+ set .@n_atk,rand(1,3);
+ set .@damage,rand(20,25);
+ if (.@n_atk == 1) {
+ mes "Sudri aims for the head!";
+ }
+ else if(.@n_atk == 2) {
+ mes "Sudri strikes the chest!";
+ }
+ else {
+ mes "Sudri attacks the legs!";
+ }
+ if (.@n_atk == .@p_def) {
+ specialeffect2 EF_GUARD;
+ if (.@p_def == 1) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " quickly dodged,";
+ mes "Sudri's arms were too";
+ mes "short to reach at you.";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ else if(.@p_def == 2) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "barely blocked";
+ mes "Sudri's attack.";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ else if(.@p_def == 3) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " jumped,";
+ mes "dodged Sudri's attack at ease.";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ }
+ else if(.@p_def == 4) {
+ set .@count,rand(1,4);
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "counters!";
+ if (.@count == 1) {
+ specialeffect2 EF_AUTOCOUNTER;
+ specialeffect EF_MAGNUMBREAK;
+ set .@n_vit,.@n_vit - 20;
+ mes "You successfully";
+ mes "counter attacked!";
+ mes "--------------------";
+ mes "Sudri has lost 20 HP!";
+ if (.@n_vit < 1) {
+ mes "" + strcharinfo(0) + " won!";
+ next;
+ break;
+ }
+ }
+ else {
+ specialeffect2 EF_CRASHEARTH;
+ set .@p_vit,.@p_vit - 30;
+ mes "You've taken";
+ mes "critical damage";
+ mes "on your weak spot!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost 30 HP!";
+ }
+ }
+ else if(.@n_atk == 1) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the head!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 2) {
+ specialeffect2 EF_HIT2;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the chest!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 3) {
+ specialeffect2 EF_HIT4;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the legs!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 0) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hits "+ strcharinfo(0) +"";
+ mes "during a moment of";
+ mes "absent-mindedness!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else {
+ mes "--------------------";
+ mes "Something happened";
+ mes "and the fight has stopped!";
+ close;
+ }
+ if (.@p_vit < 1) {
+ mes "Sudri won!";
+ next;
+ break;
+ }
+ next;
+ }
+ if (.@p_vit < .@n_vit) {
+ mes "[Sudri]";
+ mes "Muhahahaha!";
+ mes "You're not strong enough to beat me! I want someone who can offer";
+ mes "me a challenge!";
+ next;
+ mes "[Sudri]";
+ mes "Go out, train some and get stronger before you even think about coming back!";
+ close;
+ }
+ else if(.@n_vit < .@p_vit) {
+ set god_mjo_3,2;
+ mes "[Sudri]";
+ mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
+ next;
+ mes "[Sudri]";
+ mes "I'm impressed! Alright, I'll tell my friends good things about you. Hopefully, my brothers will give you the help you're looking for.";
+ next;
+ mes "[Sudri]";
+ mes "Okay then,";
+ mes "be safe on";
+ mes "your travels!";
+ close;
+ }
+ }
+ else if(god_mjo_3 == 0) {
+ mes "[Sudri]";
+ mes "What made you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Sudri]";
+ mes "You have too much";
+ mes "time on your hands.";
+ mes "Why don't you log out and go out with your friends instead?";
+ close2;
+ case 2:
+ mes "[Sudri]";
+ mes "Huh. You're different than other humans. But still, trusting you because you know how to speak respectfully isn't very wise.";
+ next;
+ mes "[Sudri]";
+ mes "If there's anything I love,";
+ mes "it's bare knuckle brawling,";
+ mes "old school style.";
+ next;
+ mes "[Sudri]";
+ mes "Words can be deceptive,";
+ mes "but if you can beat me in";
+ mes "a fight, I think I might";
+ mes "just talk to you.";
+ mes "How about it?";
+ next;
+ switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) {
+ case 1:
+ set god_mjo_3,3;
+ mes "[Sudri]";
+ mes "You didn't";
+ mes "even answer me!";
+ mes "Fine! Whatever!";
+ close;
+ case 2:
+ set god_mjo_3,1;
+ mes "[Sudri]";
+ mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
+ close;
+ case 3:
+ set god_mjo_3,1;
+ mes "[Sudri]";
+ mes "Eh...?";
+ mes "Why are you being";
+ mes "such a coward?";
+ mes "Are you afraid of";
+ mes "this old and tiny Dwarf?";
+ next;
+ mes "[Sudri]";
+ mes "Come on, I'll even let you have the first hit. Just come to me when you're ready to fight!";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Sudri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 0) {
+ mes "[Sudri]";
+ mes "In a one on one fight, you put everything on the line to show your might to your opponent.";
+ next;
+ mes "[Sudri]";
+ mes "Have you ever felt the same way I do, human? Win or lose, just giving your all is the most satisfying accomplishment.";
+ close;
+ }
+ else {
+ mes "[Sudri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+}
+
+mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
+ if($God3 < 50) {
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ next;
+ mes "[Vestri]";
+ mes "What do you think?";
+ mes "Kids these days...";
+ close;
+ }
+ else {
+ if($God4 > 99) {
+ mes "[Vestri]";
+ mes "I don't feel";
+ mes "like doing anything";
+ mes "today. Anything at all...";
+ next;
+ mes "[Vestri]";
+ mes "Someone must have forged something really monstrous, otherwise I wouldn't be feeling so worthless!";
+ next;
+ mes "[Vestri]";
+ mes "Yeah, I think I need a break! Don't you think I need a break, human?";
+ close;
+ }
+ else if(god_mjo_0 == 11) {
+ mes "[Vestri]";
+ mes "There's nothing like taking a relaxing break after putting your heart into your work.";
+ next;
+ mes "[Vestri]";
+ mes "What do you think,";
+ mes "human? Isn't that one";
+ mes "of life's simple pleasures?";
+ close;
+ }
+ else if(god_mjo_0 == 10) {
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ next;
+ mes "[Vestri]";
+ mes "What do you think?";
+ mes "Kids these days...";
+ close;
+ }
+ else if(god_mjo_0 == 1) {
+ if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Vestri]";
+ mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
+ close;
+ }
+ else if(god_mjo_3 == 2) {
+ mes "[Vestri]";
+ mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
+ next;
+ mes "[Vestri]";
+ mes "I don't know how";
+ mes "big your goals are,";
+ mes "but put your heart into";
+ mes "whatever it is that you";
+ mes "plan to accomplish in life.";
+ close;
+ }
+ else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
+ mes "[Vestri]";
+ mes "What do you want?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ close;
+ case 2:
+ set god_mjo_3,3;
+ mes "[Vestri]";
+ mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
+ next;
+ mes "[Vestri]";
+ mes "Get out of here, and go to your human Blacksmiths if you want equipment upgrades!";
+ close;
+ }
+ }
+ else if(god_mjo_3 == 1) {
+ mes "[Vestri]";
+ mes "Great...!";
+ mes "Which one should I upgrade first, huh? My heart is pounding with anticipation...";
+ next;
+
+ setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
+ set .@menu$,"";
+ for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
+ {
+ if( getequipisequiped(.@i) )
+ set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+
+ set .@menu$, .@menu$ + ":";
+ }
+ set .@part,select(.@menu$);
+
+ if (getequipisequiped(.@part) == 0)
+ close;
+
+ if (getequipisenableref(.@part) == 0) {
+ mes "[Vestri]";
+ mes "What...?!";
+ mes "This isn't upgradable!";
+ mes "What the hell do you want";
+ mes "me to do with this?";
+ close;
+ }
+ if (getequipisidentify(.@part) == 0) {
+ mes "[Vestri]";
+ mes "You'd better identify this item first. If we don't know what it is, what's the point of upgrading it?";
+ close;
+ }
+ if (getequiprefinerycnt(.@part) >= 10) {
+ mes "[Vestri]";
+ mes "Oh, this is excellent! This piece here has been perfectly refined! But this isn't what I want. I can't do any work on this at all.";
+ close;
+ }
+ if (GetEquipPercentRefinery(.@part) == 100) {
+ mes "[Vestri]";
+ mes "This item isn't even a challenge to upgrade. You can get humans to do this kind of beginner's stuff. Get them to refine it first.";
+ next;
+ mes "[Vestri]";
+ mes "Come on...";
+ mes "Bring me something";
+ mes "that presents an";
+ mes "element of risk!";
+ close;
+ }
+ if ((getequipweaponlv(.@part) <= 1) && (getequipweaponlv(.@part) >= 3 )){
+ mes "[Vestri]";
+ mes "Hey...";
+ mes "Don't insult me by expecting me to work on anything less than a Level 4 weapon.";
+ next;
+ mes "[Vestri]";
+ mes "Bring me a Level 4 weapon for me to work on next time, got it?";
+ close;
+ }
+ if (getequipweaponlv(.@part) == 0){
+ mes "[Vestri]";
+ mes "Armor?!";
+ mes "Didn't I tell";
+ mes "you that I only work";
+ mes "on Level 4 weapons?";
+ next;
+ mes "[Vestri]";
+ mes "You can have a human";
+ mes "Blacksmith work on that kind of stuff! Now, a Dwarf like me needs something that's more of a challenge!";
+ close;
+ }
+
+ mes "[Vestri]";
+ mes "Okay, let me give you the mandatory warning. If your weapon happens to be destroyed by chance during the upgrade, you'll never see the weapon again.";
+ next;
+ mes "[Vestri]";
+ mes "That also means that if the weapon is destroyed, any ^FF0000Cards^000000 inserted into the weapon will also be gone.";
+ next;
+ mes "[Vestri]";
+ mes "If you understand,";
+ mes "then let's get on with it!";
+ next;
+ if( select("Sure, let's do it!:N-no, I changed my mind!") == 2 )
+ {
+ mes "[Vestri]";
+ mes "Bah...!";
+ mes "How do you survive";
+ mes "in this world with that";
+ mes "kind of cowardice?!";
+ next;
+ mes "[Vestri]";
+ mes "Oh, forget it.";
+ mes "I know you're just being careful. Damn, I was just so eager to get";
+ mes "to work!";
+ close;
+ }
+
+ if (countitem(984) > 0) {
+ delitem 984,1; //Oridecon
+ }
+ else {
+ mes "[Vestri]";
+ mes "Huh...";
+ mes "You forgot to";
+ mes "bring an Oridecon.";
+ mes "Hurry up and get one.";
+ close;
+ }
+ if (getequippercentrefinery(.@part) > rand(100)) {
+ mes "^3355FF*Clang Clang!*^000000";
+ successrefitem .@part;
+ next;
+ emotion e_heh;
+ mes "[Vestri]";
+ mes "Mwahahaha~";
+ mes "I've still got it!";
+ mes "So aren't you happy";
+ mes "with an even more";
+ mes "powerful weapon?";
+ next;
+ }
+ else {
+ mes "[Vestri]";
+ mes "^3355FF*Clang Clang!*^000000";
+ failedrefitem .@part;
+ next;
+ emotion e_omg;
+ mes "[Vestri]";
+ mes "Waaahhhhh!";
+ mes "Dear God, no!";
+ next;
+ mes "[Vestri]";
+ mes "I-It's alright!";
+ mes "Bad things happen";
+ mes "sometimes. Let's just";
+ mes "think of it as both us";
+ mes "of us having a bad day.";
+ mes "Yeah, no regrets!";
+ next;
+ }
+ set god_mjo_3,2;
+ mes "[Vestri]";
+ mes "Well, my friend,";
+ mes "if you ever visit my brothers, please give them my regards.";
+ mes "Take care.";
+ close;
+ }
+ else if(god_mjo_3 == 0) {
+ mes "[Vestri]";
+ mes "What do you want?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ close;
+ case 2:
+ mes "[Vestri]";
+ mes "Huh...";
+ mes "I don't know how I can be much help to an adventurer like you. Aside from being a Blacksmith...";
+ next;
+ mes "[Vestri]";
+ mes "There's nothing I enjoy more than upgrading high level weapons that are on the verge of breaking.";
+ next;
+ mes "[Vestri]";
+ mes "Don't you like the idea of challenging the limit? To me, upgrading feels like climbing unconquered mountains!";
+ next;
+ mes "[Vestri]";
+ mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
+ next;
+ set god_mjo_3,1;
+ mes "[Vestri]";
+ mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
+ close;
+ }
+ }
+ else {
+ mes "[Vestri]";
+ mes "Zzzz Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 2) {
+ if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Vestri]";
+ mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
+ close;
+ }
+ else if(god_mjo_2 == 2) {
+ mes "[Vestri]";
+ mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
+ next;
+ mes "[Vestri]";
+ mes "I don't know how";
+ mes "big your goals are,";
+ mes "but put your heart into";
+ mes "whatever it is that you";
+ mes "plan to accomplish in life.";
+ close;
+ }
+ else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
+ mes "[Vestri]";
+ mes "What do you want?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ close;
+
+ case 2:
+ set god_mjo_2,3;
+ mes "[Vestri]";
+ mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
+ next;
+ mes "[Vestri]";
+ mes "Get out of here, and go to your human Blacksmiths if you want equipment upgrades!";
+ close;
+ }
+ }
+ else if(god_mjo_2 == 1) {
+ disable_items;
+ mes "[Vestri]";
+ mes "Great...!";
+ mes "Which one should I upgrade first, huh? My heart is pounding with anticipation...";
+ next;
+
+ setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
+ set .@menu$,"";
+ for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
+ {
+ if( getequipisequiped(.@i) )
+ set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+
+ set .@menu$, .@menu$ + ":";
+ }
+ set .@part,select(.@menu$);
+
+ if (getequipisequiped(.@part) == 0)
+ close;
+
+ if (getequipisenableref(.@part) == 0) {
+ mes "[Vestri]";
+ mes "What...?!";
+ mes "This isn't upgradable!";
+ mes "What the hell do you want";
+ mes "me to do with this?";
+ close;
+ }
+ if (getequipisidentify(.@part) == 0) {
+ mes "[Vestri]";
+ mes "You'd better identify this item first. If we don't know what it is, what's the point of upgrading it?";
+ close;
+ }
+ if (getequiprefinerycnt(.@part) >= 10) {
+ mes "[Vestri]";
+ mes "Oh, this is excellent! This piece here has been perfectly refined! But this isn't what I want. I can't do any work on this at all.";
+ close;
+ }
+ if (GetEquipPercentRefinery(.@part) == 100) {
+ mes "[Vestri]";
+ mes "This item isn't even a challenge to upgrade. You can get humans to do this kind of beginner's stuff. Get them to refine it first.";
+ next;
+ mes "[Vestri]";
+ mes "Come on...";
+ mes "Bring me something";
+ mes "that presents an";
+ mes "element of risk!";
+ close;
+ }
+ if ((getequipweaponlv(.@part) <= 1) && (getequipweaponlv(.@part) >= 3 )){
+ mes "[Vestri]";
+ mes "Hey...";
+ mes "Don't insult me by expecting me to work on anything less than a Level 4 weapon.";
+ next;
+ mes "[Vestri]";
+ mes "Bring me a Level 4 weapon for me to work on next time, got it?";
+ close;
+ }
+ if (getequipweaponlv(.@part) == 0){
+ mes "[Vestri]";
+ mes "Armor?!";
+ mes "Didn't I tell";
+ mes "you that I only work";
+ mes "on Level 4 weapons?";
+ close;
+ }
+ mes "[Vestri]";
+ mes "Okay, let me give you the mandatory warning. If your weapon happens to be destroyed by chance during the upgrade, you'll never see the weapon again.";
+ next;
+ mes "[Vestri]";
+ mes "That also means that if the weapon is destroyed, any ^FF0000Cards^000000 inserted into the weapon will also be gone.";
+ next;
+ mes "[Vestri]";
+ mes "If you understand,";
+ mes "then let's get on with it!";
+ next;
+ if( select("Sure, let's do it!:...no, I am out.") == 2 )
+ {
+ mes "[Vestri]";
+ mes "Bah...!";
+ mes "How do you survive";
+ mes "in this world with that";
+ mes "kind of cowardice?!";
+ next;
+ mes "[Vestri]";
+ mes "Oh, forget it.";
+ mes "I know you're just being careful. Damn, I was just so eager to get";
+ mes "to work!";
+ close;
+ }
+ if (countitem(984) > 0) {
+ delitem 984,1; //Oridecon
+ }
+ else {
+ mes "[Vestri]";
+ mes "Huh...";
+ mes "You forgot to";
+ mes "bring an Oridecon.";
+ mes "Hurry up and get one.";
+ close;
+ }
+ if (getequippercentrefinery(.@part) > rand(100)) {
+ mes "^3355FF*Clang Clang!*^000000";
+ successrefitem .@part;
+ next;
+ emotion e_heh;
+ mes "[Vestri]";
+ mes "Mwahahaha~";
+ mes "I've still got it!";
+ mes "So aren't you happy";
+ mes "with an even more";
+ mes "powerful weapon?";
+ next;
+ }
+ else {
+ mes "[Vestri]";
+ mes "^3355FF*Clang Clang!*^000000";
+ failedrefitem .@part;
+ next;
+ emotion e_omg;
+ mes "[Vestri]";
+ mes "Waaahhhhh!";
+ mes "Dear God, no!";
+ next;
+ mes "[Vestri]";
+ mes "I-It's alright!";
+ mes "Bad things happen";
+ mes "sometimes. Let's just";
+ mes "think of it as both us";
+ mes "of us having a bad day.";
+ mes "Yeah, no regrets!";
+ next;
+ }
+ set god_mjo_2,2;
+ mes "[Vestri]";
+ mes "Well, my friend,";
+ mes "if you ever visit my brothers, please give them my regards.";
+ mes "Take care.";
+ close;
+ }
+ else if(god_mjo_2 == 0) {
+ mes "[Vestri]";
+ mes "What do you want?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ close;
+ case 2:
+ mes "[Vestri]";
+ mes "Huh...";
+ mes "I don't know how I can be much help to an adventurer like you. Aside from being a Blacksmith...";
+ next;
+ mes "[Vestri]";
+ mes "There's nothing I enjoy more than upgrading high level weapons that are on the verge of breaking.";
+ next;
+ mes "[Vestri]";
+ mes "Don't you like the idea of challenging the limit? To me, upgrading feels like climbing unconquered mountains!";
+ next;
+ mes "[Vestri]";
+ mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
+ next;
+ set god_mjo_2,1;
+ mes "[Vestri]";
+ mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
+ close;
+ }
+ }
+ else {
+ mes "[Vestri]";
+ mes "Zzzz Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 0) {
+ mes "[Vestri]";
+ mes "It's always a pleasure to engage myself in hard work, especially smithing.";
+ next;
+ mes "[Vestri]";
+ mes "Upgrading is always enjoyable!";
+ mes "I have no regrets when failure, and I'm always pleased when I'm successful. I'll upgrade everyday to make the best of my life~";
+ close;
+ }
+ else {
+ mes "[Vestri]";
+ mes "Zzzz Zzzz Zzzz...";
+ close;
+ }
+ }
+}
+
+mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
+ if ($God3 < 50) {
+ mes "[Nordri]";
+ mes "What...?";
+ mes "I don't have any";
+ mes "Eluniums or Oridecons!";
+ next;
+ mes "[Nordri]";
+ mes "Vestri took them all. ^333333*Sigh*^000000 Those were my treasures, you know...";
+ close;
+ }
+ else {
+ if ($God4 > 99) {
+ mes "[Nordri]";
+ mes "What's happening?";
+ mes "I sense change in the winds, but what that change may be, I cannot tell.";
+ next;
+ mes "[Nordri]";
+ mes "Should I go into the cave to figure it out? Huh. This is most peculiar.";
+ close;
+ }
+ else if (god_mjo_0 == 11) {
+ mes "[Nordri]";
+ mes "Bwahahah!";
+ mes "Even the gods know that we Dwarves are the most talented of artisans! Maybe it doesn't seem that way now, but someday we shall return.";
+ close;
+ }
+ else if (god_mjo_0 == 10) {
+ mes "[Nordri]";
+ mes "What...?";
+ mes "I don't have any";
+ mes "Eluniums or Oridecons!";
+ next;
+ mes "[Nordri]";
+ mes "Vestri took them all.";
+ mes "Don't you understand?";
+ close;
+ }
+ else if (god_mjo_0 == 1) {
+ if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
+ mes "[Nordri]";
+ mes "Eh heh heh~";
+ mes "It's nice being in the Mjolnir Forest. To be surrounded by the quiet, peaceful air and not having to worry about anything...";
+ close;
+ }
+ else if (god_mjo_4 == 2) {
+ mes "[Nordri]";
+ mes "Shouldn't you be on your way by now? Eh, it's none of my business.";
+ next;
+ mes "[Nordri]";
+ mes "If you have the Zeny to spare, why don't you buy some snacks for your travels? Perhaps some delicious Bananas, or even some Pumpkins...";
+ close;
+ }
+ else if ((god_mjo_1 == 0) || (god_mjo_1 == 1) || (god_mjo_2 == 0) || (god_mjo_2 == 1) || (god_mjo_3 == 0) || (god_mjo_3 == 1)){
+ mes "[Nordri]";
+ mes "What business";
+ mes "do you have with";
+ mes "me, human?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Nordri]";
+ mes "Huh.";
+ mes "If that's the case,";
+ mes "then leave me alone.";
+ close;
+ case 2:
+ set god_mjo_4,3;
+ mes "[Nordri]";
+ mes "Huh.";
+ mes "That's fine. Still...";
+ mes "I'm surprised to see";
+ mes "such a polite human.";
+ close;
+ }
+ }
+ else if (god_mjo_4 == 1) {
+ if (countitem(501) > 0) {
+ delitem 501,1; //Red_Potion
+ mes "[Nordri]";
+ mes "Ah, you've brought";
+ mes "me a Red Potion, just";
+ mes "like I asked. In return,";
+ mes "I will tell you an old story.";
+ mes "I'm sure you'll like it.";
+ next;
+ while(1) {
+ if (.@talk_to == 0) {
+ mes "[Nordri]";
+ mes "This is a legend about one";
+ mes "of Thor's journeys into Utgard,";
+ mes "land of the giants.";
+ next;
+ mes "[Nordri]";
+ mes "There, he made a wager with their king in which he would challenge";
+ mes "the giants of their land in tests of skill and strength.";
+ next;
+ mes "[Nordri]";
+ mes "The first was an eating contest. Thor ate all of the meat on his table, but his opponent, Utgardaloki, ate his meat, the bones and even the plates.";
+ next;
+ mes "[Nordri]";
+ mes "In truth, Thor was tricked, and the opponent that defeated him was not";
+ mes "actually a giant. Illusion was used to disguise Thor's opponent, but I forget was it was. Do you know?";
+ next;
+ switch(select("Greed:Sea:Blaze:Hog")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 1) {
+ mes "[Nordri]";
+ mes "Yes, only a Blaze could have effortlessly consumed meat, bones and plates by burning. Of course!";
+ mes "I remember now!";
+ next;
+ mes "[Nordri]";
+ mes "The next contest was a race. In that match, Thor's servant, Tialfi competed with the king's servant, Hugi. However, no matter how many matches they had, Hugi would win every time.";
+ next;
+ mes "[Nordri]";
+ mes "Once again, illusion magic was";
+ mes "used to disguise the competitor. Do you know what Tialfi was really racing against?";
+ next;
+ switch(select("Language:Thoughts:Turtle:Wolf")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if(.@talk_to == 2) {
+ mes "[Nordri]";
+ mes "Yes, right! Tialfi was racing 'thoughts!' Nothing can move faster than the speed of thought, so it's no wonder Tialfi would always lose.";
+ next;
+ mes "[Nordri]";
+ mes "For the final contest, Thor would challenge an old woman in a wrestling match. At first, Thor thought his victory was assured, but he learned that he could not defeat the old crone.";
+ next;
+ mes "[Nordri]";
+ mes "Once again, Thor was the victim";
+ mes "of illusion magic. He didn't realize he wasn't actually wrestling with an old woman. Do you know what his opponent really was?";
+ next;
+ switch(select("Curse:Earth:Heart:Old Age")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 4:
+ break;
+ }
+ }
+ else if(.@talk_to == 3) {
+ mes "[Nordri]";
+ mes "Yes, Thor was wrestling with 'Old Age!' No matter how strong anybody is, you can't fight against aging.";
+ next;
+ mes "[Nordri]";
+ mes "After Thor lost every match,";
+ mes "the king told him the truth about the contests. Thor grew furious, but it was too late. The king and the giants all vanished by then.";
+ next;
+ mes "[Nordri]";
+ mes "There are two lessons";
+ mes "to be learned from this tale. First, don't believe everything you see. Second, never be overconfident of your own power.";
+ next;
+ mes "[Nordri]";
+ mes "There will always be someone or something more powerful than you. It is important to always do your best and have an attitude of humility.";
+ next;
+ mes "[Nordri]";
+ mes "Try to live as good a life as you can. Remember that you can't have everything that you want. Obssession and irrationality go hand in hand.";
+ next;
+ set god_mjo_4,2;
+ mes "[Nordri]";
+ mes "Thank you for listening to my long story. If you meet someone with a dangerous obsession, please tell this story of Thor and the illusions of the giant king.";
+ close;
+ }
+ if (.@talk_not == 1) {
+ mes "[Nordri]";
+ mes "Huh...?";
+ mes "I don't think that's right. Let me think, maybe I can remember it. Hopefully, it'll come to me sooner or later...";
+ next;
+ mes "[Nordri]";
+ mes "Shall we talk more of this once again after enjoying another Red Potion? Hahahahaha~";
+ close;
+ }
+ else {
+ set .@talk_to,.@talk_to + 1;
+ }
+ }
+ }
+ else {
+ mes "[Nordri]";
+ mes "Oooh...";
+ mes "I'm sooo thirsty!";
+ next;
+ mes "[Nordri]";
+ mes "Hm, didn't I ask you to bring a Red Potion? There's no way I can tell any stories with such a dry throat~";
+ close;
+ }
+ }
+ else if(god_mjo_4 == 0) {
+ mes "[Nordri]";
+ mes "What business";
+ mes "do you have with";
+ mes "me, human?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Nordri]";
+ mes "Huh.";
+ mes "If that's the case,";
+ mes "then leave me alone.";
+ close;
+ case 2:
+ mes "[Nordri]";
+ mes "Odd. Recently, too many humans have been interested in meeting with me and my brothers. Still, I cannot say their visits have been unpleasant.";
+ next;
+ set god_mjo_4,1;
+ mes "[Nordri]";
+ mes "I'm a little thirsty. Would you bring me a Red Potion. If you do that for me, I will tell you an important story. Heh heh heh~";
+ close;
+ }
+ }
+ else {
+ mes "[Nordri]";
+ mes "Zzzz Zzzz...";
+ close2;
+ }
+ }
+ else if(god_mjo_0 == 2) {
+ if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
+ mes "[Nordri]";
+ mes "Eh heh heh~";
+ mes "It's nice being in the Mjolnir Forest. To be surrounded by the quiet, peaceful air and not having to worry about anything...";
+ close;
+ }
+ else if (god_mjo_1 == 2) {
+ mes "[Nordri]";
+ mes "Shouldn't you be on your way by now? Eh, it's none of my business.";
+ next;
+ mes "[Nordri]";
+ mes "If you have the Zeny to spare, why don't you buy some snacks for your travels? Perhaps some delicious Bananas, or even some Pumpkins...";
+ close;
+ }
+ else if ((god_mjo_2 != 0) || (god_mjo_3 != 0) || (god_mjo_4 != 0)) {
+ mes "[Nordri]";
+ mes "What business";
+ mes "do you have with";
+ mes "me, human?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Nordri]";
+ mes "Huh.";
+ mes "If that's the case,";
+ mes "then leave me alone.";
+ close;
+ case 2:
+ set god_mjo_1,3;
+ mes "[Nordri]";
+ mes "Huh.";
+ mes "That's fine. Still...";
+ mes "I'm surprised to see";
+ mes "such a polite human.";
+ close;
+ }
+ }
+ else if(god_mjo_1 == 1) {
+ if (countitem(501) > 0) {
+
+ delitem 501,1; //Red_Potion
+ mes "[Nordri]";
+ mes "Ah, you've brought";
+ mes "me a Red Potion...?";
+ mes "In return, I will";
+ mes "tell you an old story.";
+ mes "I'm sure you'll like it.";
+ next;
+ while(1) {
+ if (.@talk_to == 0) {
+ mes "[Nordri]";
+ mes "There is a story of a Dwarf named Alvis who contained more knowledge than a library and was braver than Siegfried the warrior.";
+ next;
+ mes "[Nordri]";
+ mes "Unfortunately...";
+ mes "He was too ambitious.";
+ mes "He fell in love with Thrud, Thor's first daughter, at first sight.";
+ next;
+ mes "[Nordri]";
+ mes "He asked Thor for permission to marry Thrud, but as was expected, Thor refused. Alvis should have given up there, but he didn't.";
+ next;
+ mes "[Nordri]";
+ mes "So Thor decided to test his knowledge by asking him some questions. The first question was, 'What is the name of the ground in human terms?' Do you know the answer?";
+ next;
+ switch(select("Ymir's body:Earth:Lane:Universe")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if (.@talk_to == 1) {
+ mes "[Nordri]";
+ mes "Yes, that's right, 'Earth.' Alvis was able to also answer Thor's question correctly.";
+ next;
+ mes "[Nordri]";
+ mes "Thor then gave Alvis another question. What is the giant's term for the round shell that covers the earth?";
+ next;
+ switch(select("Ymir's Head:Sky:Cloud Factory:High House")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 4:
+ break;
+ }
+ }
+ else if (.@talk_to == 2) {
+ mes "[Nordri]";
+ mes "That's it, 'High House.' Since the giants are so huge, it might have looked that way to them.";
+ next;
+ mes "[Nordri]";
+ mes "So Thor gave him another question. What is the term for the ball that rises in the sky at night, as used by the gods?";
+ next;
+ switch(select("Circling Wheel:Moon:False Sun:Fast Stranger")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 3) {
+ mes "[Nordri]";
+ mes "Yes! Gods refer to the";
+ mes "moon as the 'false sun.'";
+ mes "Although Alvis answered all of Thor's questions, he didn't notice the sun was rising.";
+ next;
+ mes "[Nordri]";
+ mes "Yes...";
+ mes "Thor prolonged his test so that Alvis would be turned to stone";
+ mes "once the sun rose.";
+ next;
+ mes "[Nordri]";
+ mes "There are two";
+ mes "things we can learn";
+ mes "from this story. First, do not covet something to the point of challenging fate or the gods.";
+ next;
+ mes "[Nordri]";
+ mes "Secondly, do not have too much pride in yourself. No matter how much ability or talent you may have, you cannot get everything";
+ mes "you want.";
+ next;
+ mes "[Nordri]";
+ mes "It's most";
+ mes "important to live a";
+ mes "good and virtuous life. It's great to achieve your desires, but be aware that some desires are not meant to be fulfilled.";
+ next;
+ set god_mjo_1,2;
+ mes "[Nordri]";
+ mes "Thank you for listening to my long story. If you meet anyone afflicted with an insatiable desire, please tell him this story of Thor and Alvis, a brave yet very defiant Dwarf.";
+ close;
+ }
+ if (.@talk_not == 1) {
+ mes "[Nordri]";
+ mes "Huh...?";
+ mes "I don't think that's right. Let me think, maybe I can remember it. Hopefully, it'll come to me sooner or later...";
+ next;
+ mes "[Nordri]";
+ mes "Shall we talk more of this once again after enjoying another Red Potion? Hahahahaha~";
+ close;
+ }
+ else {
+ set .@talk_to,.@talk_to + 1;
+ }
+ }
+ }
+ else {
+ mes "[Nordri]";
+ mes "Oooh...";
+ mes "I'm sooo thirsty!";
+ next;
+ mes "[Nordri]";
+ mes "Hm, didn't I ask you to bring a Red Potion? There's no way I can tell any stories with such a dry throat~";
+ close;
+ }
+ }
+ else if (god_mjo_1 == 0) {
+ mes "[Nordri]";
+ mes "What business";
+ mes "do you have with";
+ mes "me, human?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Nordri]";
+ mes "You're funny, leave me alone.";
+ close;
+ case 2:
+ mes "[Nordri]";
+ mes "Odd. Recently, too many humans have been interested in meeting with me and my brothers. Still, I cannot say their visits have been unpleasant.";
+ next;
+ set god_mjo_1,1;
+ mes "[Nordri]";
+ mes "I'm a little thirsty. Would you bring me a Red Potion. If you do that for me, I will tell you an important story. Heh heh heh~";
+ close;
+ }
+ }
+ else {
+ mes "[Nordri]";
+ mes "Zzzz Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if (god_mjo_0 == 0) {
+ mes "[Nordri]";
+ mes "I am Nordri,";
+ mes "Dwarven Blacksmith.";
+ next;
+ mes "[Nordri]";
+ mes "I am in charge of this Northern part of Mount Mjolnir. If you wish to pass, you must first secure my approval!";
+ next;
+ mes "[Nordri]";
+ mes "Ho ho ho...";
+ mes "Calm down, it";
+ mes "was only a joke.";
+ mes "Hahahahaha!";
+ close;
+ }
+ else {
+ mes "[Nordri]";
+ mes "Zzzz Zzzz Zzzz...";
+ close;
+ }
+ }
+}
diff --git a/npc/re/quests/seals/sleipnir_seal.txt b/npc/re/quests/seals/sleipnir_seal.txt
new file mode 100644
index 000000000..6fd6da4a5
--- /dev/null
+++ b/npc/re/quests/seals/sleipnir_seal.txt
@@ -0,0 +1,2024 @@
+//===== rAthena Script =======================================
+//= Sleipnir seal unlocking NPCs.
+//===== By: ==================================================
+//= MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Quest for breaking the seal of Sleipnir.
+//===== Additional Comments: =================================
+//= 1.0 First version. [MasterOfMuppets]
+//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.2 Minor Touchups to quest. [L0ne_W0lf]
+//= 1.3 Fixed a typo with a variable. [L0ne_W0lf]
+//============================================================
+
+yuno,164,200,4 script Noyee#G 101,{
+ if (BaseLevel < 70) {
+ mes "[Noyee]";
+ mes "Did you know that there's a difference between the armor you can buy from NPC shops and the kinds you obtain from hunting monsters?";
+ next;
+ mes "[Noyee]";
+ mes "The difference, my friend, is in the number of ^3355FFslots^000000 in your armor.";
+ next;
+ mes "[Noyee]";
+ mes "The same kind of Armor will have the same Defense. However, if an Armor has a slot, you can insert a Monster Card which will add an enhancement to that armor.";
+ next;
+ mes "[Noyee]";
+ mes "Both Monster Cards and Slotted Armors are rarely dropped by monsters, and are thus valuable commodies.";
+ close;
+ }
+ else {
+ if ($God1 > 99) {
+ mes "[Noyee]";
+ mes "Did you know that there's a difference between the armor you can buy from NPC shops and the kinds you obtain from hunting monsters?";
+ next;
+ mes "[Noyee]";
+ mes "The difference, my friend, is in the number of ^3355FFslots^000000 in your armor.";
+ next;
+ mes "[Noyee]";
+ mes "The same kind of Armor will have the same Defense. However, if an Armor has a slot, you can insert a Monster Card which will add an enhancement to that armor.";
+ next;
+ mes "[Noyee]";
+ mes "Both Monster Cards and Slotted Armors are rarely dropped by monsters, and are thus valuable commodies.";
+ close;
+ }
+ else {
+ mes "[Noyee]";
+ mes "You know, there's a very interesting place that looks";
+ mes "sort of like a laboratory in Juno.";
+ next;
+ mes "[Noyee]";
+ mes "Anyway, no one is really sure if it is or not. Recently, it's been the focus of many rumors. I have no idea if any of them are true though.";
+ close2;
+ if (god_sl_1 == 0) {
+ set god_sl_1,1;
+ }
+ }
+ }
+}
+
+que_god01,98,98,4 script Manager#G 69,{
+ if (checkweight(908,500) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (BaseLevel < 70) {
+ mes "[Cukure]";
+ mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
+ next;
+ mes "[Cukure]";
+ mes "Wait...!";
+ mes "I can't even remember the last";
+ mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
+ Emotion ET_PROFUSELY_SWAT;
+ close;
+ }
+ if ($God1 < 100) {
+ if (god_sl_1 == 0) {
+ mes "[Cukure]";
+ mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
+ next;
+ mes "[Cukure]";
+ mes "Wait...!";
+ mes "I can't even remember the last";
+ mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
+ emotion e_swt2;
+ close;
+ }
+ else if (god_sl_1 == 1) {
+ mes "[Cukure]";
+ mes "We conduct research on godly artifacts that were left behind by the gods long ago. More specifically, we're interested in the tools the gods used.";
+ next;
+ mes "[Cukure]";
+ mes "Recently, many of the members of our research group, aside from the leaders, have left so now we're short on manpower.";
+ next;
+ mes "[Cukure]";
+ mes "Since we're understaffed, we can't continue most of our research projects that are currently in progress. Speaking of which...";
+ next;
+ mes "[Cukure]";
+ mes "Do you mind if I ask";
+ mes "an adventurer like yourself";
+ mes "to help us in our research?";
+ next;
+ mes "[Cukure]";
+ mes "We won't experiment on you or anything, we just need you to run some simple errands. And of course, you will be rewarded.";
+ next;
+ switch(select("I'm kind of busy...:Sure, why not?")) {
+ case 1:
+ mes "[Cukure]";
+ mes "Oh, I see.";
+ mes "Well, if you happen to find anyone that might work well as a temporary research assistant, would you recommend them to us?";
+ next;
+ mes "[Cukure]";
+ mes "I'm so sorry to ask this of you, but I hope you understand that we're seriously lacking in terms";
+ mes "of human resources.";
+ close;
+ case 2:
+ cutin "god_kukur02",2;
+ mes "[Cukure]";
+ mes "Really~?!";
+ mes "That's great!";
+ mes "Hahahahaha! I'm so";
+ mes "glad to hear that!";
+ next;
+ mes "[Cukure]";
+ mes "Go inside and speak to the investigators there. They're all kind of swamped, so I'm sure they'll need your assistance.";
+ next;
+ mes "[Cukure]";
+ mes "Oh, wait...";
+ mes "Let me give you a temporary admission pass. Thank you";
+ mes "so much for your help~";
+ next;
+ mes "^3355FFYou've received";
+ mes "a temporary";
+ mes "admission pass.^000000";
+ set god_sl_1,2;
+ close2;
+ break;
+ }
+ }
+ else if (god_sl_1 < 10) {
+ cutin "god_kukur03",2;
+ mes "[Cukure]";
+ mes "It's really difficult to managing a laboratory. Rival labs always try to entice our staff away or interrupt our progress.";
+ next;
+ mes "[Cukure]";
+ mes "And because of this job, it's really hard for me to enjoy";
+ mes "having a personal life...";
+ next;
+ cutin "god_kukur02",2;
+ mes "[Cukure]";
+ mes "Hahahaha...";
+ mes "What am I doing?";
+ mes "Please just ignore what I just said. It's really not that big of a deal. ^333333*Sigh...*^000000";
+ close2;
+ }
+ else if (god_sl_1 < 50) {
+ mes "[Cukure]";
+ mes "Ah, thank you";
+ mes "for helping us out.";
+ mes "I hope you'll continue";
+ mes "to lend us your assistance.";
+ next;
+ mes "[Cukure]";
+ mes "Although our researchers are kind of strange, they're all pretty nice and they mean well.";
+ next;
+ mes "[Cukure]";
+ mes "So I hope you understand if a few of them treat you in a way that seems kind of rude.";
+ close2;
+ }
+ else if (god_sl_1 == 50) {
+ cutin "god_kukur02",2;
+ mes "[Cukure]";
+ mes "Ah...";
+ mes "You really helped us out a lot. Thank you for all you have done.";
+ next;
+ mes "[Cukure]";
+ mes "As you already know, we're trying to find out whether or not we can reproduce 'Sleipnir,' one of the tools used by the gods.";
+ next;
+ mes "[Cukure]";
+ mes "However....";
+ mes "So far it seems impossible, at least with the technology that we currently have. Hmm...";
+ next;
+ mes "[Cukure]";
+ mes "Anyways, we will continue to research and hope that we'll be able to accomplish our goal of recreating Sleipnir someday.";
+ next;
+ mes "[Cukure]";
+ mes "Thanks to you, we were able to complete a rudimentary study of Sleipnir. Now we can plan out a more advanced study of Sleipnir.";
+ next;
+ mes "[Cukure]";
+ mes "Before I forget, let me give you your reward for assisting in our research projects. Please give";
+ mes "me a minute...";
+ next;
+ mes "[Cukure]";
+ mes "Ah, there it is.";
+ mes "It might not be much, but I hope you accept it as a token of my gratitude. Good luck on your travels!";
+ if ($God1 < 100)set $God1,$God1+1;
+ if ($God1 == 50) {
+ announce "The 1st seal of [Sleipnir] has appeared.",bc_all;
+ }
+ else if ($God1 == 100) {
+ if ($God1 == 100 && $God2 == 100 && $God3 == 100 && $God4 == 100) {
+ announce "our seals have been released at the same time with the seal of [Sleipnir].",bc_all;
+ }
+ else {
+ announce "The 1st seal of [Sleipnir] has been released.",bc_all;
+ }
+ }
+ set god_sl_1,51;
+ set .@god_treasure,rand(1,900);
+ set .@god_treasure1,rand(1,1000);
+ if (.@god_treasure < 101) {
+ if (.@god_treasure1 < 210) {
+ getitem 2102,1; // Guard_
+ }
+ else if (.@god_treasure1 < 420) {
+ getitem 2104,1; // Buckler_
+ }
+ else if (.@god_treasure1 < 630) {
+ getitem 2106,1; // Shield_
+ }
+ else if (.@god_treasure1 < 840) {
+ getitem 2108,1; // Mirror_Shield_
+ }
+ else {
+ getitem 2109,1; // Memorize_Book
+ }
+ }
+ else if (.@god_treasure < 201) {
+ if (.@god_treasure1 < 48) {
+ getitem 2254,1; // Angelic_Chain
+ }
+ else if (.@god_treasure1 < 96) {
+ getitem 2210,1; // Hair_Band
+ }
+ else if (.@god_treasure1 < 150) {
+ getitem 2213,1; // Cat_Hairband
+ }
+ else if (.@god_treasure1 < 190) {
+ getitem 2255,1; // Satanic_Chain
+ }
+ else if (.@god_treasure1 < 238) {
+ getitem 2217,1; // Biretta_
+ }
+ else if (.@god_treasure1 < 290) {
+ getitem 2223,1; // Turban_
+ }
+ else if (.@god_treasure1 < 340) {
+ getitem 2227,1; // Cap_
+ }
+ else if (.@god_treasure1 < 348) {
+ getitem 2229,1; // Helm_
+ }
+ else if (.@god_treasure1 < 400) {
+ getitem 2231,1; // Gemmed_Sallet_
+ }
+ else if (.@god_treasure1 < 448) {
+ getitem 2233,1; // Circlet_
+ }
+ else if (.@god_treasure1 < 496) {
+ getitem 5053,1; // Spinx_Helm
+ }
+ else if (.@god_treasure1 < 544) {
+ getitem 5019,1; // Corsair
+ }
+ else if (.@god_treasure1 < 592) {
+ getitem 2245,1; // Sweet_Gents
+ }
+ else if (.@god_treasure1 < 640) {
+ getitem 2247,1; // Oldman's_Romance
+ }
+ else if (.@god_treasure1 < 688) {
+ getitem 2248,1; // Western_Grace
+ }
+ else if (.@god_treasure1 < 736) {
+ getitem 5166,1; // Spinx_Helm_
+ }
+ else if (.@god_treasure1 < 784) {
+ getitem 5158,1; // Holy_Bonnet_
+ }
+ else if (.@god_treasure1 < 832) {
+ getitem 2249,1; // Coronet
+ }
+ else if (.@god_treasure1 < 880) {
+ getitem 5157,1; // Viking_Helm_
+ }
+ else if (.@god_treasure1 < 940) {
+ getitem 2285,1; // Apple_Of_Archer
+ }
+ else {
+ getitem 5093,1; // Blue_Coif_
+ }
+ }
+ else if (.@god_treasure < 301) {
+ if (.@god_treasure1 < 160) {
+ getitem 5014,1; // Fin_Helm
+ }
+ else if (.@god_treasure1 < 320) {
+ getitem 5005,1; // Gas_Mask
+ }
+ else if (.@god_treasure1 < 480) {
+ getitem 5054,1; // Assasin_Mask
+ }
+ else if (.@god_treasure1 < 540) {
+ getitem 2265,1; // Ganster_Mask
+ }
+ else if (.@god_treasure1 < 700) {
+ getitem 2266,1; // Iron_Cane
+ }
+ else if (.@god_treasure1 < 800) {
+ getitem 2260,1; // Mini_Glasses
+ }
+ else if (.@god_treasure1 < 900) {
+ getitem 5113,1; // Angry_Mouth
+ }
+ else {
+ // Pirate Dagger is iRO only, and requires extra files in client.
+ getitem 2270,1; // Centimental_Leaf
+ //getitem 5305,1 // Pirate_Dagger
+ }
+ }
+ else if (.@god_treasure < 401) {
+ if (.@god_treasure1 < 70) {
+ getitem 2286,1; // Elven_Ears
+ }
+ else if (.@god_treasure1 < 140) {
+ getitem 5002,1; // Gemmed_Crown
+ }
+ else if (.@god_treasure1 < 210) {
+ getitem 5147,1; // Baseball_Cap
+ }
+ else if (.@god_treasure1 < 280) {
+ getitem 2217,1; // Biretta_
+ }
+ else if (.@god_treasure1 < 350) {
+ getitem 5120,1; // Fedora_
+ }
+ else if (.@god_treasure1 < 420) {
+ getitem 2261,1; // Prontera_Army_Cap
+ }
+ else if (.@god_treasure1 < 490) {
+ getitem 5162,1; // Bone_Helm_
+ }
+ else if (.@god_treasure1 < 560) {
+ getitem 5030,1; // Panda_Cap
+ }
+ else if (.@god_treasure1 < 630) {
+ getitem 5109,1; // Red_Bonnet
+ }
+ else if (.@god_treasure1 < 700) {
+ getitem 5084,1; // Lazy_Raccoon
+ }
+ else if (.@god_treasure1 < 770) {
+ getitem 5168,1; // Bongun_Hat_
+ }
+ else if (.@god_treasure1 < 840) {
+ getitem 2214,1; // Bunny_Band
+ }
+ else if (.@god_treasure1 < 900) {
+ getitem 2295,1; // Blinker
+ }
+ else if (.@god_treasure1 < 950) {
+ getitem 5167,1; // Munak_Turban_
+ }
+ else {
+ getitem 5018,1; // Feather_Bonnet
+ }
+ } else if (.@god_treasure < 501) {
+ if (.@god_treasure1 < 85) {
+ getitem 2310,1; // Coat_
+ }
+ else if (.@god_treasure1 < 170) {
+ getitem 2311,1; // Mink_Coat
+ }
+ else if (.@god_treasure1 < 255) {
+ getitem 2313,1; // Padded_Armor_
+ }
+ else if (.@god_treasure1 < 340) {
+ getitem 2317,1; // Plate_Armor_
+ }
+ else if (.@god_treasure1 < 425) {
+ getitem 2319,1; // Glittering_Clothes
+ }
+ else if (.@god_treasure1 < 510) {
+ getitem 2320,1; // Formal_Suit
+ }
+ else if (.@god_treasure1 < 595) {
+ getitem 2322,1; // Silk_Robe_
+ }
+ else if (.@god_treasure1 < 680) {
+ getitem 2359,1; // Ninja_Suit_
+ }
+ else if (.@god_treasure1 < 765) {
+ getitem 2326,1; // Saint_Robe_
+ }
+ else if (.@god_treasure1 < 850) {
+ getitem 2342,1; // Full_Plate_Armor_
+ }
+ else if (.@god_treasure1 < 935) {
+ getitem 2331,1; // Tights_
+ }
+ else {
+ getitem 2336,1; // Thief_Clothes_
+ }
+ }
+ else if (.@god_treasure < 601) {
+ if (.@god_treasure1 < 200) {
+ getitem 2422,1; // High_Fashion_Sandals
+ }
+ else if (.@god_treasure1 < 400) {
+ getitem 2404,1; // Shoes_
+ }
+ else if (.@god_treasure1 < 600) {
+ getitem 2406,1; // Boots_
+ }
+ else if (.@god_treasure1 < 800) {
+ getitem 2407,1; // Chrystal_Pumps
+ }
+ else {
+ getitem 2412,1; // Grave_
+ }
+ }
+ else if (.@god_treasure < 701) {
+ if (.@god_treasure1 < 200) {
+ getitem 2513,1; // Celestial_Robe
+ }
+ else if (.@god_treasure1 < 400) {
+ getitem 2504,1; // Muffler_
+ }
+ else if (.@god_treasure1 < 600) {
+ getitem 2506,1; // Manteau_
+ }
+ else if (.@god_treasure1 < 800) {
+ getitem 2514,1; // Pauldron
+ }
+ else {
+ getitem 2508,1; // Ragamuffin_Cape
+ }
+ }
+ else if (.@god_treasure < 801) {
+ if (.@god_treasure1 < 110) {
+ getitem 1122,1; // Ring_
+ }
+ else if (.@god_treasure1 < 220) {
+ getitem 2622,1; // Earring_
+ }
+ else if (.@god_treasure1 < 330) {
+ getitem 2623,1; // Necklace_
+ }
+ else if (.@god_treasure1 < 440) {
+ getitem 2624,1; // Glove_
+ }
+ else if (.@god_treasure1 < 550) {
+ getitem 2625,1; // Brooch_
+ }
+ else if (.@god_treasure1 < 660) {
+ getitem 2607,1; // Clip
+ }
+ else if (.@god_treasure1 < 770) {
+ getitem 2626,1; // Rosary_
+ }
+ else if (.@god_treasure1 < 880) {
+ getitem 2617,1; // Mitten_Of_Presbyter
+ }
+ else {
+ getitem 2671,1; // Thimble_Of_Archer_
+ }
+ }
+ else {
+ if (.@god_treasure1 < 150) {
+ getitem 2281,1; // Phantom_Of_Opera
+ }
+ else if (.@god_treasure1 < 260) {
+ getitem 2297,1; // Goblini_Mask
+ }
+ else if (.@god_treasure1 < 370) {
+ getitem 5087,1; // Goblin_Mask_01
+ }
+ else if (.@god_treasure1 < 480) {
+ getitem 5088,1; // Goblin_Mask_02
+ }
+ else if (.@god_treasure1 < 590) {
+ getitem 5089,1; // Goblin_Mask_03
+ }
+ else if (.@god_treasure1 < 700) {
+ getitem 5090,1; // Goblin_Mask_04
+ }
+ else if (.@god_treasure1 < 810) {
+ getitem 5086,1; // Alarm_Mask
+ }
+ else if (.@god_treasure1 < 920) {
+ getitem 2292,1; // Welding_Mask
+ }
+ else {
+ getitem 5006,1; // Machoman_Glasses
+ }
+ }
+ next;
+ mes "[Cukure]";
+ mes "Ah, I'll also need to take back that temporary pass I gave to you. I'm sorry, but it's protocol we have to follow...";
+ next;
+ mes "[Cukure]";
+ mes "Once again,";
+ mes "thank you for";
+ mes "all your help~";
+ close2;
+ }
+ else {
+ cutin "god_kukur02",2;
+ mes "[Cukure]";
+ mes "With your assistance, we successfully completed our rudimentary study.";
+ next;
+ mes "[Cukure]";
+ mes "From now on, we'll plan out our more advanced studies based on the information we now have on the godly artifacts.";
+ next;
+ mes "[Cukure]";
+ mes "Now that things";
+ mes "have slowed down";
+ mes "a little...";
+ next;
+ mes "[Cukure]";
+ mes "I can finally";
+ mes "go on a date!";
+ mes "Hahahahahaha~!";
+ close2;
+ }
+ }
+ else {
+ if (god_sl_1 == 0) {
+ cutin "god_kukur03",2;
+ mes "[Cukure]";
+ mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
+ next;
+ mes "[Cukure]";
+ mes "Wait...!";
+ mes "I can't even remember the last";
+ mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
+ emotion e_swt2;
+ close2;
+ }
+ else if (god_sl_1 < 51) {
+ mes "[Cukure]";
+ mes "Ah, you've come back.";
+ mes "I know you were going to help us, but someone already applied for the assistant position.";
+ next;
+ mes "[Cukure]";
+ mes "Anyway, we've already finished our current research projects. Now, we're in the planning stages for the next projects we'll be conducting...";
+ next;
+ mes "[Cukure]";
+ mes "Thank you anyway, though. I hope you will come and help us the next time we need assistance on our projects.";
+ close2;
+ }
+ else {
+ mes "[Cukure]";
+ mes "Now that we've completed our rudimentary studies, we'll simply plan out our future research projects.";
+ next;
+ mes "[Cukure]";
+ mes "Now that things";
+ mes "have slowed down";
+ mes "a little...";
+ next;
+ mes "[Cukure]";
+ mes "I can finally";
+ mes "go on a date!";
+ mes "Hahahahahaha~!";
+ close2;
+ }
+ }
+ cutin "god_kukur01",255;
+ end;
+}
+
+que_god01,66,125,6 script Researcher#G1 89,{
+ if ($God1 < 100) {
+ if (god_sl_1 == 2) {
+ set god_sl_1,11;
+ }
+ if ((god_sl_1 == 11) || (god_sl_1 == 22) || (god_sl_1 == 33) || (god_sl_1 == 44)) {
+ if (god_sl_2 == 0) {
+ mes "[Hallandaute]";
+ mes "Ah, are you the one whom Ms. Kirin referred? Yes, she said you were going to help me in my research.";
+ next;
+ mes "[Hallandaute]";
+ mes "Frankly, we don't really need anyone who doesn't specialize";
+ mes "in our field of study.";
+ next;
+ mes "[Hallandaute]";
+ mes "But if you don't mind helping us out by doing little, menial tasks, then it'd probably bring some relief to our workload.";
+ next;
+ mes "[Hallandaute]";
+ mes "Now...";
+ mes "What would be";
+ mes "a good job for you?";
+ mes "Let me think...";
+ next;
+ mes "[Hallandaute]";
+ mes "I got it!";
+ mes "Why don't you go and visit ^FF0000Metto^000000 for me? Please bring me any news that he'd like to report.";
+ next;
+ mes "[Hallandaute]";
+ mes "Since he's working on a project similar to mine, he might be in a position to help me. Metto lives in Juno, so you can easily find me.";
+ set god_sl_2,1;
+ close;
+ }
+ else if (god_sl_2 == 1) {
+ if (metto_q == 0) {
+ mes "[Hallandaute]";
+ mes "I guess you haven't found Metto yet. Although he might be a little over enthusiastic at times, he's not a bad guy at all.";
+ next;
+ mes "[Hallandaute]";
+ mes "We've been friends for a long time after working in the same field for so long. I wonder how he's doing?";
+ next;
+ mes "[Hallandaute]";
+ mes "Anyway, just ask him about any progress on his research. And if he happens to ask you for help, please lend him your assistance.";
+ close;
+ }
+ else if (metto_q < 9) {
+ mes "[Hallandaute]";
+ mes "Hmmm...";
+ mes "So how's Metto?";
+ mes "Hmm? It seems like";
+ mes "he has changed...";
+ close;
+ }
+ else {
+ mes "[Hallandaute]";
+ mes "Hmmm...";
+ mes "So how's Metto?";
+ next;
+ mes "[Hallandaute]";
+ mes "A mad scientist?";
+ mes "That doesn't sound right. In my wildest dreams, I never would have suspected Metto of turning out that way...";
+ emotion e_hmm;
+ next;
+ mes "[Hallandaute]";
+ mes "Huh. That's...";
+ mes "That's too bad. I don't know what to say. We used to go watch movies and celebrate our birthdays together. P-please give me a moment...";
+ emotion e_dots;
+ set god_sl_2,2;
+ close;
+ }
+ }
+ else if (god_sl_2 == 2) {
+ if (rand(1,10) == 7) {
+ mes "[Hallandaute]";
+ mes "Ah...";
+ mes "You came back.";
+ mes "Alright, let me give you the gist of what I'm researching.";
+ next;
+ mes "[Hallandaute]";
+ mes "I'm trying to learn more about the '^FF0000Wheel of the Unknown^000000,' which was discovered to be a piece of the artifact known as ^FF0000Sleipnir^000000.";
+ next;
+ mes "[Hallandaute]";
+ mes "It looks like";
+ mes "a normal cogwheel...";
+ mes "But I can't figure out how it's supposed to work.";
+ next;
+ mes "[Hallandaute]";
+ mes "The most peculiar thing of all about this cogwheel is the metal";
+ mes "of which it is composed.";
+ next;
+ mes "[Hallandaute]";
+ mes "It looks and feels like steel,but extreme heat and cold don't affect it. It also cannot be dented by any kind of impact or force I can apply to it.";
+ next;
+ mes "[Hallandaute]";
+ mes "Sometimes, I find that the Wheel of the Unknown resonates with certain objects, but I haven't got it to occur all of the time.";
+ next;
+ mes "[Hallandaute]";
+ mes "I'm guessing that I'm missing some sort of special condition that will make the Wheel of the Unknown resonate with specific materials.";
+ next;
+ mes "[Hallandaute]";
+ mes "Anyway, I thank you for helping me out earlier. That's basically all I needed, so please talk to the other researchers and see if they need any assistance.";
+ set god_sl_2,0;
+ if (god_sl_1 == 11) {
+ set god_sl_1,12;
+ }
+ if (god_sl_1 == 22) {
+ set god_sl_1,23;
+ }
+ if (god_sl_1 == 33) {
+ set god_sl_1,34;
+ }
+ if (god_sl_1 == 44) {
+ set god_sl_1,50;
+ }
+ close;
+ }
+ else {
+ mes "[Hallandaute]";
+ mes "Oh, sorry.";
+ mes "I'm quite busy compiling all of this information at the moment.";
+ next;
+ mes "[Hallandaute]";
+ mes "Let's see...";
+ mes "Now how would I...";
+ mes "^333333*Mumble mumble*^000000";
+ close;
+ }
+ }
+ else {
+ mes "[Hallandaute]";
+ mes "Hmmm...";
+ mes "How does this work?";
+ mes "There's still too much we don't know about the godly artifacts. ^333333*Sigh*^000000";
+ close;
+ }
+ }
+ else {
+ mes "[Hallandaute]";
+ mes "It's not easy, working on this alone. Having an extra pair of hands is always good.";
+ next;
+ mes "[Hallandaute]";
+ mes "Right now, I just need someone with whom I can share the workload. Still, different assistants might be better depending on the project.";
+ next;
+ mes "[Hallandaute]";
+ mes "Basically, if an assistant is especially trained in the field related to my current research project, he'll probably be more useful than someone who's not.";
+ next;
+ mes "[Hallandaute]";
+ mes "Of course, there are people who are good at everything. But since those are rare, I try to choose just the right assistant for each of my projects.";
+ close;
+ }
+ }
+ else {
+ mes "[Hallandaute]";
+ mes "It's not easy, working on this alone. Having an extra pair of hands is always good.";
+ next;
+ mes "[Hallandaute]";
+ mes "Right now, I just need someone with whom I can share the workload. Still, different assistants might be better depending on the project.";
+ next;
+ mes "[Hallandaute]";
+ mes "Basically, if an assistant is especially trained in the field related to my current research project, he'll probably be more useful than someone who's not.";
+ next;
+ mes "[Hallandaute]";
+ mes "Of course, there are people who are good at everything. But since those are rare, I try to choose just the right assistant for each of my projects.";
+ close;
+ }
+}
+
+que_god01,11,136,6 script Researcher#G2 742,{
+ if ($God1 < 100) {
+ if (god_sl_1 == 2) {
+ set god_sl_1,21;
+ }
+ if ((god_sl_1 == 21) || (god_sl_1 == 32) || (god_sl_1 == 43) || (god_sl_1 == 14)) {
+ if (god_sl_2 == 0) {
+ mes "[Aadin]";
+ mes "^333333*Yawn~*^000000";
+ mes "Hmmmmm?";
+ mes "Ah...";
+ next;
+ mes "[Aadin]";
+ mes "Nice to meet you.";
+ mes "You're the temporary assistant, right? That's great, all of us are having a hard time working";
+ mes "without much help.";
+ next;
+ mes "[Aadin]";
+ mes "Okay...";
+ mes "Let me explain";
+ mes "to you the project";
+ mes "that I'm working on.";
+ next;
+ mes "[Aadin]";
+ mes "I'm trying to find out everything I can about the '^FF0000Feather of Angel Wing^000000.' Supposedly, it's one of";
+ mes "the parts of 'Sleipnir.'";
+ next;
+ mes "[Aadin]";
+ mes "Right now, I'm";
+ mes "focusing on studying";
+ mes "the background story of this feather, as well as how it came";
+ mes "to be a material for a godly artifact.";
+ next;
+ mes "[Aadin]";
+ mes "I was recently told that there is a person in Payon who actually knows this story. Very few people in the world are privy to having such knowledge.";
+ next;
+ mes "[Aadin]";
+ mes "Now, we don't have enough";
+ mes "staff for me to send someone to Payon. Also, I don't feel safe taking this feather around with me.";
+ next;
+ mes "[Aadin]";
+ mes "It shouldn't be that difficult to find the person who knows about Sleipnir's origin. However, you must memorize every single";
+ mes "word of the story.";
+ next;
+ mes "[Aadin]";
+ mes "The results of this research could be affected by the words you deliver to me.";
+ next;
+ mes "[Aadin]";
+ mes "Thank you for the trouble.";
+ mes "There's no real time limit for this task, but the sooner you complete it, the better.";
+ next;
+ mes "[Aadin]";
+ mes "Have a safe trip~";
+ set god_sl_2,1;
+ close;
+ }
+ else if (god_sl_2 == 1) {
+ mes "[Aadin]";
+ mes "Mmm...?";
+ mes "You haven't left for Payon yet to find the man who knows of Sleipnir's origin?";
+ next;
+ mes "[Aadin]";
+ mes "Please leave for";
+ mes "Payon as soon as";
+ mes "possible so that I can get the information that I need for my research. Thank you, and have";
+ mes "a safe trip.";
+ close;
+ }
+ else if (god_sl_2 == 2) {
+ mes "[Aadin]";
+ mes "Ah, you're back. So have you memorized the story?";
+ next;
+ mes "[Aadin]";
+ mes "I know it'd be much easier if this tale was already written, but you must understand that many stories regarding the gods are only orally transmitted.";
+ next;
+ mes "[Aadin]";
+ mes "Alright,";
+ mes "I'm listening.";
+ mes "Please let me";
+ mes "know what you've learned.";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Aadin]";
+ mes "Hmm, I see.";
+ mes "Fascinating.";
+ mes "However, I'm sure";
+ mes "you've missed some";
+ mes "important detail.";
+ next;
+ mes "[Aadin]";
+ mes "Are you sure you've listened to the tale in its entirety? I'm sorry to ask this of you, but would you go to Payon and listen to this story once more?";
+ set god_sl_2,3;
+ close;
+ }
+ else if (god_sl_2 == 3) {
+ mes "[Aadin]";
+ mes "Mm...?";
+ mes "You haven't left";
+ mes "for Payon yet...?";
+ mes "I hope you can";
+ mes "tell me the rest";
+ mes "of the story soon.";
+ next;
+ mes "[Aadin]";
+ mes "In the meantime, I will try to complete as much of my research";
+ mes "as I can with the story details that you've already brought.";
+ close;
+ }
+ else if (god_sl_2 == 4) {
+ mes "[Aadin]";
+ mes "Ah, you're back.";
+ mes "So have you";
+ mes "memorized the story?";
+ next;
+ mes "[Aadin]";
+ mes "I know it'd be much easier if this tale was already written, but you must understand that many stories regarding the gods are only orally transmitted.";
+ next;
+ mes "[Aadin]";
+ mes "Alright,";
+ mes "I'm listening.";
+ mes "Please let me";
+ mes "know what you've learned.";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Aadin]";
+ mes "Hmm, I see.";
+ mes "Fascinating.";
+ mes "you've missed some";
+ mes "important detail.";
+ next;
+ switch(select("Well, um...:Impossible!")) {
+ case 1:
+ mes "[Aadin]";
+ mes "Hmm.";
+ mes "No, wait...";
+ mes "That was the";
+ mes "complete story.";
+ mes "My apologies~";
+ break;
+ case 2:
+ mes "[Aadin]";
+ mes "Ah~";
+ mes "I stand corrected.";
+ mes "Thank you for pointing";
+ mes "out my error in judgment.";
+ break;
+ }
+ next;
+ mes "[Aadin]";
+ mes "Yes, it seems that the story you've just told me should be authentic. Of course, it's understandable if little changes are made, depending on the storyteller.";
+ next;
+ mes "[Aadin]";
+ mes "Surely, I'll be able to answer some of my most important questions with the information you've brought to me, though it still won't be easy.";
+ next;
+ mes "[Aadin]";
+ mes "After all, finding answers tends to cause new questions to arise. Nonetheless, I thank you for your help.";
+ set god_sl_2,0;
+ if (god_sl_1 == 21) {
+ set god_sl_1,22;
+ }
+ if (god_sl_1 == 32) {
+ set god_sl_1,33;
+ }
+ if (god_sl_1 == 43) {
+ set god_sl_1,44;
+ }
+ if (god_sl_1 == 14) {
+ set god_sl_1,50;
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Aadin]";
+ mes "Sometimes, different versions of the same myth or legend arise.";
+ next;
+ mes "[Aadin]";
+ mes "Although myths, as they change with time, may conflict with each other, the fundamental basis of these stories is what makes them timeless.";
+ close;
+ }
+ }
+ else {
+ mes "[Aadin]";
+ mes "Sometimes, different versions of the same myth or legend arise.";
+ next;
+ mes "[Aadin]";
+ mes "Although myths, as they change with time, may conflict with each other, the fundamental basis of these stories is what makes them timeless.";
+ close;
+ }
+}
+
+que_god01,55,47,3 script Researcher#G3 803,{
+ if (god_sl2 < 100) {
+ if (god_sl_1 == 2) {
+ set god_sl_1,31;
+ }
+ if ((god_sl_1 == 31) || (god_sl_1 == 42) || (god_sl_1 == 13) || (god_sl_1 == 24)) {
+ if (god_sl_2 == 0) {
+ mes "[Kurdt]";
+ mes "Ah, you must be";
+ mes "the new assistant.";
+ mes "Pleased to meet you.";
+ next;
+ mes "[Kurdt]";
+ mes "In all honesty, I was expecting someone with a bit more experience in the field of research, but it's understandable.";
+ next;
+ mes "[Kurdt]";
+ mes "After all, we're not in the position to expect professional assistance. In any case, I believe you'll bring a new perspective to our work.";
+ next;
+ mes "[Kurdt]";
+ mes "I've almost completed my project and don't need too much in the way of manpower. However, the last task I need finished is difficult.";
+ next;
+ mes "[Kurdt]";
+ mes "I was thinking of using my own funds to hire an outside agency, but there's no need to do that now that you're here~";
+ next;
+ mes "[Kurdt]";
+ mes "What I'd like to ask you to do is to gather materials so that I can create the 'Spirit of Fish.'";
+ next;
+ mes "[Kurdt]";
+ mes "I'm not sure if I can actually produce it or not, but we can at least give this experiment a try.";
+ next;
+ mes "[Kurdt]";
+ mes "Basically, you and collect things like 'Fish Scales' or Fish Tails,' basically anything you can obtain from marine life.";
+ next;
+ mes "[Kurdt]";
+ mes "I don't need a";
+ mes "ridiculous amount of one";
+ mes "kind of material, I'd say about 10 of one kind of each item should work. Give or take 5...";
+ next;
+ mes "[Kurdt]";
+ mes "I should mention that I also require a good variety of marine related materials. You can't conduct an experiment without different objects to test, right?";
+ next;
+ mes "[Kurdt]";
+ mes "Anyway, I hope you don't run into too much trouble finding what I need for this experiment. Good luck~";
+ set god_sl_2,1;
+ close;
+ }
+ else if (god_sl_2 == 1) {
+ mes "[Kurdt]";
+ mes "Ah, you've returned.";
+ mes "Okay, let me check";
+ mes "what you brought to me. Hmm...";
+ next;
+ mes "[Kurdt]";
+ mes "Ooh...";
+ mes "I could use these.";
+ mes "And these too. Oh!";
+ mes "You adventurers carry";
+ mes "a lot of things, don't you?";
+ if (countitem(918) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(950) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(951) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(956) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(959) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(960) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(961) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(962) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(963) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(964) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(965) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(966) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(7013) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1054) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1053) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1052) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1051) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1050) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1024) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1023) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ next;
+ if (.@count_sl_1 > 14) {
+ mes "[Kurdt]";
+ mes "Ah....!";
+ mes "The materials you have should be enough for me to conduct my experiment. Thank you so much.";
+ next;
+ mes "[Kurdt]";
+ mes "With these, I can continue my research without any problem. I'm pleasantly surprised with the job you've done.";
+ next;
+ mes "[Kurdt]";
+ mes "You really were";
+ mes "such a great help.";
+ mes "Thank you so much!";
+ mes "Hahaha....!";
+ next;
+ mes "[Kurdt]";
+ mes "Now, there may be";
+ mes "other researchers";
+ mes "who might need your help in completing their projects. Why don't you ask around to see if";
+ mes "they need anything?";
+ if (countitem(918) > 8) {
+ delitem 918,9; //Sticky_Webfoot
+ }
+ if (countitem(950) > 8) {
+ delitem 950,9; //Heart_Of_Mermaid
+ }
+ if (countitem(951) > 8) {
+ delitem 951,9; //Fin
+ }
+ if (countitem(956) > 8) {
+ delitem 956,9; //Gill
+ }
+ if (countitem(959) > 8) {
+ delitem 959,9; //Rotten_Scale
+ }
+ if (countitem(960) > 8) {
+ delitem 960,9; //Nipper
+ }
+ if (countitem(961) > 8) {
+ delitem 961,9; //Conch
+ }
+ if (countitem(962) > 8) {
+ delitem 962,9; //Tentacle
+ }
+ if (countitem(963) > 8) {
+ delitem 963,9; //Sharp_Scale
+ }
+ if (countitem(964) > 8) {
+ delitem 964,9; //Crap_Shell
+ }
+ if (countitem(965) > 8) {
+ delitem 965,9; //Clam_Shell
+ }
+ if (countitem(966) > 8) {
+ delitem 966,9; //Flesh_Of_Clam
+ }
+ if (countitem(1023) > 8) {
+ delitem 1023,9; //Fish_Tail
+ }
+ if (countitem(1024) > 8) {
+ delitem 1024,9; //Chinese_Ink
+ }
+ if (countitem(1050) > 8) {
+ delitem 1050,9; //Tendon
+ }
+ if (countitem(1051) > 8) {
+ delitem 1051,9; //Detonator
+ }
+ if (countitem(1052) > 8) {
+ delitem 1052,9; //Single_Cell
+ }
+ if (countitem(1053) > 8) {
+ delitem 1053,9; //Tooth_Of_Ancient_Fish
+ }
+ if (countitem(1054) > 8) {
+ delitem 1054,9; //Lip_Of_Ancient_Fish
+ }
+ if (countitem(7013) > 8) {
+ delitem 7013,9; //Coral_Reef
+ }
+ set god_sl_2,0;
+ if (god_sl_1 ==31) {
+ set god_sl_1,32;
+ }
+ if (god_sl_1 == 42) {
+ set god_sl_1,43;
+ }
+ if (god_sl_1 == 13) {
+ set god_sl_1,14;
+ }
+ if (god_sl_1 == 24) {
+ set god_sl_1,50;
+ }
+ close;
+ }
+ else {
+ mes "[Kurdt]";
+ mes "Still, you don't seem to have enough materials for me to";
+ mes "complete my research";
+ mes "Remember, I need";
+ mes "a huge variety.";
+ next;
+ mes "[Kurdt]";
+ mes "I'm sorry for the hassle, but do you think you could go out and collect things so that I can attempt to recreate the";
+ mes "'Spirit of Fish?'";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Kurdt]";
+ mes "Hmmm....";
+ mes "Funds and";
+ mes "manpower are";
+ mes "important for";
+ mes "research to progress.";
+ next;
+ mes "[Kurdt]";
+ mes "But no amount of financing or staffing can replace the value of enthusiasm and passion in conducting research.";
+ next;
+ mes "[Kurdt]";
+ mes "Some financiers are so ignorant that they think that if they throw more money and people into a project, the secrets of science will be unlocked that much faster.";
+ next;
+ mes "[Kurdt]";
+ mes "But if the people doing your research are unmotivated and uninspired, you'll never get anywhere.";
+ close;
+ }
+ }
+ else {
+ mes "[Kurdt]";
+ mes "Hmmm....";
+ mes "Funds and";
+ mes "manpower are";
+ mes "important for";
+ mes "research to progress.";
+ next;
+ mes "[Kurdt]";
+ mes "But no amount of financing or staffing can replace the value of enthusiasm and passion in conducting research.";
+ next;
+ mes "[Kurdt]";
+ mes "Some financiers are so ignorant that they think that if they throw more money and people into a project, the secrets of science will be unlocked that much faster.";
+ next;
+ mes "[Kurdt]";
+ mes "But if the people doing your research are unmotivated and uninspired, you'll never get anywhere.";
+ close;
+ }
+}
+
+que_god01,14,47,3 script Researcher#G4 713,{
+ if ($God1 < 100) {
+ if (god_sl_1 == 2) {
+ set god_sl_1,41;
+ }
+ if ((god_sl_1 == 41) || (god_sl_1 == 12) || (god_sl_1 == 23) || (god_sl_1 == 34)) {
+ if (god_sl_2 == 0) {
+ mes "[Pavel]";
+ mes "^333333*Sniff sniff*...";
+ mes "*Achoo!*^000000 Huh?";
+ mes "Who are you?";
+ next;
+ mes "[Pavel]";
+ mes "Oh, sorry.";
+ mes "You must be the new assistan--^333333*Aaachoo!^000000 Ehhm, ^333333*Sniff sniff*^000000 I'm sorry. As you can see, I'm feeling a little bit under the weather.";
+ next;
+ mes "[Pavel]";
+ mes "It's good to know that you're help to help me. But ^333333*Achoooo! Sniff Sniff*^000000";
+ next;
+ mes "[Pavel]";
+ mes "Anyway, go look at --^333333*Aaachooo!*^000000 that ^333333*Achoooo!*^000000 thing... ^333333*Sniff sniff*^000000";
+ set god_sl_2,1;
+ close;
+ }
+ else if (god_sl_2 == 1) {
+ mes "[Pavel]";
+ mes "I told you to go look at-- ^333333*Aaachhoooo!*^000000 that ^333333*Aaachoooo! Achoo! glhk glhk*^000000";
+ close;
+ }
+ else if (god_sl_2 == 2) {
+ mes "[Pavel]";
+ mes "^333333*Cough cough*";
+ mes "*Sniff sniff...*^000000";
+ mes "So did you take a look at it? Yeah, I don't think you'd understand, even if you saw it. ^333333*glhk glhk*^000000";
+ next;
+ mes "[Pavel]";
+ mes "^333333*AAAAACHHHOOO!*^000000";
+ mes "That slab of stone, no wait, ^333333*Achoo!*^000000 the letters engraved on that thing are ancien--^333333*Achoo!*^000000 language is no longer used nowadays.";
+ next;
+ mes "[Pavel]";
+ mes "I can't ^333333*glhk glhk*^000000 tell what ancient languag-- ^333333*Achoo!*^000000 it is, so... Hmm...";
+ next;
+ mes "[Pavel]";
+ mes "Considering ^333333*Achoo! Sniff sniff*^000000 the material used for the slab isn't ^333333*Sniff*^000000 ordinary stone, there must be some kind of device installed in it? ^333333*Cough*^000000";
+ next;
+ mes "[Pavel]";
+ mes "Not only that ^333333*Sniff sniff* letters are not just engraved. ^333333*AAAACHOO!*^000000 Something covers the ^333333*Cough*^000000 surface.";
+ next;
+ mes "[Pavel]";
+ mes "I must ^333333*Cough cough*^000000 remove the device for so that I can ^333333*Cough cough*^000000 investigate this further ^333333*Sniff*^000000 Butjust look at me. I'm a wreck. I can't even ^333333*AAAACHOO!*^000000 ...talk.";
+ next;
+ mes "[Pavel]";
+ mes "^333333*Sniff sniff*^000000";
+ mes "So I hope you don't mind ^333333*Achoo!*^000000 helping me remove ^333333*Cough*^000000 the device. Thank you so much. ^333333*Sniff*^000000";
+ set god_sl_2,3;
+ close;
+ }
+ else if (god_sl_2 == 3) {
+ mes "[Pavel]";
+ mes "^333333Aaaaaccccchhhhoooo...!*^000000";
+ mes "Um, what I meant to say w--^333333AAAACHOOO!*^000000";
+ mes "^333333*Sniff sniff...*^000000";
+ close;
+ }
+ else if (god_sl_2 == 4) {
+ mes "[Pavel]";
+ mes "^333333*Cough*^000000";
+ mes "Oh... ^333333*Sniff*^000000";
+ mes "Now I see...";
+ mes "^333333*glhk glhk*^000000";
+ next;
+ mes "[Pavel]";
+ mes "I was~ ^333333*Achoo!*^000000 right, ^333333*Achoo!*^000000 Something was installed in the sl-^333333*Cough*^000000 slab. I couldn't look at it myself because of this damn ^333333*Cooooough c-c-cough*^000000 flu.";
+ next;
+ mes "[Pavel]";
+ mes "Great job~";
+ mes "You did some ^333333*Sniff*^000000 good work. Thank you so much for helping me. ^333333*Achoo! Achoo!*^000000";
+ set god_sl_2,0;
+ if (god_sl_1 == 41) {
+ set god_sl_1,42;
+ }
+ if (god_sl_1 == 12) {
+ set god_sl_1,13;
+ }
+ if (god_sl_1 == 23) {
+ set god_sl_1,24;
+ }
+ if (god_sl_1 == 34) {
+ set god_sl_1,50;
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Pavel]";
+ mes "Whether or not we can actually detect or sense spirits isn't as important as first proving their existence.";
+ close2;
+ }
+ }
+ else {
+ mes "[Pavel]";
+ mes "Whether or not we can actually detect or sense spirits isn't as important as first proving their existence.";
+ close2;
+ }
+}
+
+que_god01,20,48,0 script Slab#G 111,{
+ if ($God1 < 100) {
+ if ((god_sl_1 == 41) || (god_sl_1 == 12) || (god_sl_1 == 23) || (god_sl_1 == 34)) {
+ if ((god_sl_2 == 1) || (god_sl_2 == 2)) {
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
+ set god_sl_2,2;
+ next;
+ mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
+ next;
+ mes "^3355FFUpon touching the slab's surface, you feel that it is surprisingly warm. Perhaps there is more to this slab than meets the eye.^000000";
+ close;
+ }
+ else if (god_sl_2 == 3) {
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfn";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks.........fusjs tmld.........";
+ next;
+ mes "^3355FFUpon taking a closer look at the stone slab, you see that there are small devices in the crevices of each engraved letter in one of the words.";
+ next;
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
+ next;
+ input .@input$;
+ if (.@input$ == "dirdnl") {
+ mes "Zap~";
+ mes "^3355FFAs you press the word '^ff0000dirdnl^3355FF,' the slab emitted a strange beeping noise but nothing else happened. Perhaps you must press some of the other words.^000000";
+ next;
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
+ next;
+ }
+ else {
+ mes "^3355FFNothing happened.";
+ mes "Perhaps that word";
+ mes "is not on the slab.^000000";
+ close;
+ }
+ input .@input$;
+ if (.@input$ == "tkaryf") {
+ mes "^3355FFYou press the word '^ff0000tkaryf^3355FF,' and another beep was emitted from";
+ mes "the slab.^000000";
+ next;
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
+ next;
+ }
+ else {
+ mes "^3355FFNothing happened.";
+ mes "Perhaps that word";
+ mes "is not on the slab.^000000";
+ close;
+ }
+ input .@input$;
+ if (.@input$ == "ghswka") {
+ mes "^3355FFYou press on the word '^ff0000ghswka^3355FF,' resulting in an affirmative beep. Nothing has still happened, so perhaps you must press another word.^000000";
+ next;
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
+ next;
+ }
+ else {
+ mes "You touched a word ^ff0000"+.@input+"^000000, nothing happened.";
+ mes "You decided to think up something different.";
+ close;
+ }
+ mes "^666666*Eeeeeeeeee~*^000000";
+ next;
+ mes "^3355FFThe slab began";
+ mes "to vibrate and the";
+ mes "engraved letters slowly";
+ mes "disappeared, revealing";
+ mes "a new set of words underneath.^000000";
+ next;
+ mes "wkrdjswhgks dirdnlsjs wkrdjswhgks whdtnfh";
+ mes "wkrdjswhgks dldgnsdjs wkrdjswhgks wkdusdnlrnlfn";
+ mes "thfdh duTsjswhsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks tkatnfu";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkrdjswhgks dldgns";
+ mes "ghswkagks tkatnfusjs tmldaldgks akrnl";
+ next;
+ mes "^3355FFYou still don't";
+ mes "understand what is";
+ mes "written on the slab.^000000";
+ set god_sl_2,4;
+ next;
+ mes "After a while, the original engraving on the slab re-appeared, once again concealing the writing underneath. It seems you can only reveal the hidden letters temporarily.";
+ close;
+ }
+ else {
+ mes "....whgks dirdnlsjs wkrdjswhgks whdtnfn";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "ghswkagks .........fusjs tmld.........";
+ next;
+ mes "^3355FFThis slab of stone has been weathered with time, and its surface is engraved with writing from a strange language.^000000";
+ next;
+ mes "^3355FFStrangely enough, the surface of the stone is emitting heat.^000000";
+ close;
+ }
+ }
+ else {
+ mes "....whgks dirdnlsjs wkrdjswhgks whdtnfn";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "ghswkagks .........fusjs tmld.........";
+ next;
+ mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
+ next;
+ mes "^3355FFUpon touching the slab's surface, you feel that it is surprisingly warm. Perhaps there is more to this slab than meets the eye.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
+ close;
+ }
+}
+
+payon,79,171,4 script Friar#G5 95,{
+ if ($God1 < 100) {
+ if ((god_sl_1 == 21) || (god_sl_1 == 32) || (god_sl_1 == 43) || (god_sl_1 == 14)) {
+ if ((god_sl_2 == 1) || (god_sl_2 == 3)) {
+ mes "[Lania]";
+ mes "No matter how old the stories are, you can always find good advice in folk tales and legends.";
+ next;
+ mes "[Lania]";
+ mes "Despite the passing of time and mankind's progression, certain fundamentals of life are timeless and will never change.";
+ next;
+ switch(select("Umm...:I see.")) {
+ case 1:
+ mes "[Lania]";
+ mes "Hmm...?";
+ mes "Do you need";
+ mes "anything from me?";
+ mes "I will try to help";
+ mes "you as much as I can.";
+ next;
+ mes "[Lania]";
+ mes "I believe that it's no use having ability or power unless you use that power for the right purposes.";
+ next;
+ switch(select("Oh no, that's okay.:Sleipnir's story.")) {
+ case 1:
+ mes "[Lania]";
+ mes "I must have";
+ mes "misunderstood me.";
+ mes "However, feel free";
+ mes "to ask me for help";
+ mes "if you ever need it.";
+ next;
+ mes "[Lania]";
+ mes "I consider helping others as special training for my spiritual improvement. I hope that you will act with kindness and generosity towards others as well.";
+ close;
+ case 2:
+ mes "[Lania]";
+ mes "Ah, I see.";
+ mes "I can tell you what I know about Sleipnir. Let's see now if I can remember everything about it.";
+ next;
+ mes "[Lania]";
+ mes "Ah yes.";
+ mes "I remember it now.";
+ mes "Yes, Sleipnir was the";
+ mes "name of Odin's stallion.";
+ next;
+ mes "[Lania]";
+ mes "In the world of";
+ mes "gods, there were";
+ mes "three legendary stallions: Sleipnir, Svadilfari and Gullfaxi.";
+ next;
+ mes "[Lania]";
+ mes "Gullfaxi was owned by Hrungnir, the king of the giants. Svadilfari, the stallion that sired Sleipnir, was also owned by a giant.";
+ next;
+ mes "[Lania]";
+ mes "Okay, now let's talk about how 'Sleipnir' was born. This story gives us a glimpse of the fallibility of gods and giants.";
+ next;
+ mes "[Lania]";
+ mes "In Asgard, the realm of the gods, there was a huge protective rampart that was almost completely destroyed in a recent war.";
+ next;
+ mes "[Lania]";
+ mes "However...";
+ mes "Gods being gods,";
+ mes "they were not eager";
+ mes "to rebuild the walls";
+ mes "themselves.";
+ next;
+ mes "[Lania]";
+ mes "One day, a very";
+ mes "skinny man rode on";
+ mes "a dark horse and offered to rebuild, and even improve, the rampart protecting Asgard.";
+ next;
+ mes "[Lania]";
+ mes "His offer was tempting to the gods, who needed every protection from their enemies.";
+ next;
+ mes "[Lania]";
+ mes "This man promised to rebuild";
+ mes "the Asgardian rampart in only 18 months, but in return he wanted the goddess Freya as his wife, as well as ownership of the sun and the moon.";
+ next;
+ mes "[Lania]";
+ mes "Now, this price was unreasonable for the gods to pay. The Asgardians were all insulted and angered by the stranger's demands. Still, they did want their rampart to be rebuilt.";
+ next;
+ mes "[Lania]";
+ mes ".....";
+ mes "Are you bored?";
+ mes "If you are, we can";
+ mes "finish this";
+ mes "story later.";
+ next;
+ switch(select("Yeah, let's finish this later.:No, please go ahead.")) {
+ case 1:
+ mes "[Lania]";
+ mes "I understand that my story was not that interesting. But I will try my best to entertain you next time. Please travel in safety.";
+ close;
+ case 2:
+ mes "[Lania]";
+ mes "Oh alright.";
+ mes "Then let me continue.";
+ next;
+ break;
+ }
+ mes "[Lania]";
+ mes "The gods were furious with the stranger's ridiculous demands. However, Loki proposed to Odin";
+ mes "that they should let the stranger rebuild their defensive walls.";
+ next;
+ mes "[Lania]";
+ mes "Loki suggested that if the stranger could complete most of the rampart renovation, but later than as agreed, the gods would not be obligated to pay the stranger any price.";
+ next;
+ mes "[Lania]";
+ mes "Odin decided to follow Loki's advice, and told the stranger that the wall must be repaired in 6 months, instead of 18 months as the stranger had proposed. He could receive help from no man.";
+ next;
+ mes "[Lania]";
+ mes "In return, the stranger would be paid as he had asked if he could fulfill those conditions. Since he was just a man, it seemed impossible.";
+ next;
+ mes "[Lania]";
+ mes "Hmmm...";
+ mes "I know this story is quite long. Did you want to listen some more, or did you need a break?";
+ next;
+ switch(select("Let me take down some notes first.:I need a break!:No, please go ahead.")) {
+ case 1:
+ mes "[Lania]";
+ mes "Ah....";
+ mes "I understand this story is quite long. My apologies. Alright, I'll wait for you to finish writing your notes.";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ mes "..................";
+ next;
+ mes "[Lania]";
+ mes "May I continue the story now?";
+ next;
+ select("Yes, please.");
+ mes "[Lania]";
+ mes "Okay, now";
+ mes "where was I?";
+ next;
+ break;
+ case 2:
+ mes "[Lania]";
+ mes "I understand that the tale of Sleipnir is pretty long. But if you have the patience, I will try to relate this story to you another time. Farewell~";
+ close;
+ case 3:
+ mes "[Lania]";
+ mes "Oh good.";
+ mes "Then please let me continue.";
+ next;
+ break;
+ }
+ mes "[Lania]";
+ mes "Now, the stranger insisted that he be able to use his horse to help him do this reconstruction work. Since the horse was rather plain and simple looking, Odin agreed.";
+ next;
+ mes "[Lania]";
+ mes "Odin didn't think";
+ mes "twice about his";
+ mes "request, and regretted this decision upon observing the stranger's first day of rebuilding the rampart.";
+ next;
+ mes "[Lania]";
+ mes "Strangely enough, the stranger, using his horse to carry the materials, rebuilt the rampart at a speed that was inhuman.";
+ next;
+ mes "[Lania]";
+ mes "This upset the gods, since the stranger was actually a mighty giant in disguise. However, this did not violate their agreement,";
+ mes "so the gods could do nothing.";
+ next;
+ mes "[Lania]";
+ mes "Although the stranger's skills were great, his horse greatly sped up the rampart reconstruction. This was the legendary magical horse, Svadilfari.";
+ next;
+ mes "[Lania]";
+ mes "The gods grew more anxious as the wall would soon be completed before the alloted six months were up. The Asgardians soon grew very angry with Loki.";
+ next;
+ mes "[Lania]";
+ mes "Despite this, Loki remained calm and assured the gods that he had a plan. The gods distrusted his craftiness, and grew desperate as the stranger's work speedily progressed.";
+ next;
+ mes "[Lania]";
+ mes "Then, the reconstruction of the rampart suddenly halted. Both the gods and the stranger were equally surprised, as the horse Svadilfari was now missing.";
+ next;
+ mes "[Lania]";
+ mes "The stranger would";
+ mes "now need to continue";
+ mes "his work by himself.";
+ next;
+ mes "[Lania]";
+ mes "Hmmm...";
+ mes "Are you still listening? If you're tired, I understand and we can";
+ mes "stop for now.";
+ next;
+ switch(select("I'm so exhausted!:No, please go ahead.")) {
+ case 1:
+ mes "[Lania]";
+ mes "I know that this story might seem too long. But if you ever want to sit down and hear it again, I'll be glad to go over it again. Thank you for listening, adventurer.";
+ close;
+ case 2:
+ mes "[Lania]";
+ mes "Oh alright,";
+ mes "I'll go on then.";
+ next;
+ break;
+ }
+ mes "[Lania]";
+ mes "In their curiosity, the gods decided to investigate Savdilfari's disappearance. ";
+ next;
+ mes "[Lania]";
+ mes "Surprisingly,";
+ mes "they found that";
+ mes "Svadilfari fell in love with a beautiful mare, which was why";
+ mes "it did not work on the rampart.";
+ next;
+ mes "[Lania]";
+ mes "So when the 6 months passed, the stranger almost finished rebuilding the Asgardian walls. Only the castle gate was left untouched.";
+ next;
+ mes "[Lania]";
+ mes "The gods were happy to tell the stranger that they could not pay him what he requested, since he did not complete the rampart as originally agreed.";
+ next;
+ mes "[Lania]";
+ mes "In his rage, the stranger accused the gods of tricking him so that they would not have to pay him with the sun, the moon and the beautiful goddess Freya. Then, he revealed his true identity.";
+ next;
+ mes "[Lania]";
+ mes "He was a";
+ mes "terrible frost giant,";
+ mes "or Hrimthurs as they say.";
+ next;
+ mes "[Lania]";
+ mes ".....";
+ mes "Are you bored?";
+ mes "If you are, we can";
+ mes "talk about this";
+ mes "later you know.";
+ next;
+ switch(select("I'm so bored~:No, please go ahead.")) {
+ case 1:
+ mes "[Lania]";
+ mes "I see. Well, stories are meant to be enjoyed and I suppose you're not in the mood to sit and listen.";
+ next;
+ mes "[Lania]";
+ mes "But if you ever do want to hear about Sleipnir, feel free to visit me once again. Have a good day~";
+ close;
+ case 2:
+ mes "[Lania]";
+ mes "Oh, I'm glad~";
+ mes "Some people would";
+ mes "actually be sleeping";
+ mes "after listening so long~";
+ next;
+ break;
+ }
+ mes "[Lania]";
+ mes "Anyway...";
+ mes "The stranger turned out";
+ mes "to be a giant training in";
+ mes "stone masonry. Although he was invading Asgard, the gods didn't worry.";
+ next;
+ mes "[Lania]";
+ mes "Thor quickly killed the giant with his mighty hammer, Mjolnir, by hurling it at the giant's head, which exploded into a thousand pieces.";
+ next;
+ mes "[Lania]";
+ mes "As for the horse, Svadilfari, it was nowhere to be found for";
+ mes "a long, long time.";
+ next;
+ mes "[Lania]";
+ mes ".....";
+ mes "Are you bored?";
+ mes "If you are, let's talk";
+ mes "about this later.";
+ next;
+ switch(select("Let me take down some notes.:See you later.:No, please go ahead.")) {
+ case 1:
+ mes "[Lania]";
+ mes "Ah....";
+ mes "I see that you really want to keep track of every important detail!";
+ next;
+ mes "[Lania]";
+ mes "My apologies, I'll wait for you to complete your notes then.";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ mes "..................";
+ next;
+ mes "[Lania]";
+ mes "May I continue the story now?";
+ next;
+ select("Yes, please.");
+ mes "[Lania]";
+ mes "Okay. Hmm...";
+ mes "Now where was I?";
+ next;
+ break;
+ case 2:
+ mes "[Lania]";
+ mes "Oh, I guess my story wasn't really that interesting. But if you want to listen to this story again, please come visit me again.";
+ next;
+ mes "[Lania]";
+ mes "Okay then,";
+ mes "travel safely~";
+ close;
+ case 3:
+ mes "[Lania]";
+ mes "Okay. Hmm...";
+ mes "Now where was I?";
+ next;
+ break;
+ }
+ mes "[Lania]";
+ mes "After a while, Loki, who looked tattered and worn out, brought a strange looking pony with eight legs to Asgard.";
+ next;
+ mes "[Lania]";
+ mes "Loki introduced the pony as 'Sleipnir' and presented it to";
+ mes "Odin as a present.";
+ next;
+ mes "[Lania]";
+ mes "In actuality, Loki transformed into the mare that seduced Svadilfari so that it would no longer work on the rampart.";
+ next;
+ mes "[Lania]";
+ mes "So 'Sleipnir' was born from the legendary mare Svadilfari, and the god Loki who transformed himself into a horse.";
+ next;
+ mes "[Lania]";
+ mes "Now, stories that are spread through word of mouth might have differences in the small details, depending on who's telling the story.";
+ next;
+ mes "[Lania]";
+ mes "Still, the fundamental story line should not be different.";
+ next;
+ mes "[Lania]";
+ mes "I don't usually get to practice storytelling, and I'm not too confident of the authenticity of my version of Sleipnir's tale.";
+ next;
+ mes "[Lania]";
+ mes "But I hope you will understand that I did my best. It was the most that I could do to help you.";
+ next;
+ mes "[Lania]";
+ mes "If you wish to listen to this story again, you're always welcome.";
+ mes "Be safe on your adventures~";
+ if (god_sl_2 == 1) {
+ set god_sl_2,2;
+ } else if (god_sl_2 == 3) {
+ set god_sl_2,4;
+ }
+ close;
+ }
+ case 2:
+ mes "[Lania]";
+ mes "In times of agony, please reflect on your past to help you find a solution.";
+ next;
+ mes "[Lania]";
+ mes "Like the old myths and legends, your experiences are stories from which you can learn valuable lessons.";
+ close;
+ }
+ }
+ else {
+ mes "[Lania]";
+ mes "I told you everything I know. Hopefully, I was of some help to you. Please treat others with the same generosity and kindness.";
+ close;
+ }
+ }
+ else {
+ mes "[Lania]";
+ mes "Training isn't limited to just physical and mental conditioning.";
+ next;
+ mes "[Lania]";
+ mes "The way you lead your life and interact with other people can also be considered part of your training.";
+ next;
+ mes "[Lania]";
+ mes "Everyone will learn and benefit differently, depending on how they live their day to day lives.";
+ close;
+ }
+ }
+ else {
+ mes "[Lania]";
+ mes "Training isn't limited to just physical and mental conditioning.";
+ next;
+ mes "[Lania]";
+ mes "The way you lead your life and interact with other people can also be considered part of your training.";
+ next;
+ mes "[Lania]";
+ mes "Everyone will learn and benefit differently, depending on how they live their day to day lives.";
+ close;
+ }
+}
+
+que_god01,84,95,0 script Switch#God0 111,{
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",60,88;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked.";
+ mes "There is some";
+ mes "sort of security device on the right side. It seems the device needs to detect some kind of";
+ mes "pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,84,92,0 script god_sl_w0 45,1,1,{
+OnTouch:
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",60,88;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,49,97,0 script Switch#God1 111,{
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",62,119;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,46,97,0 script god_sl_w1 45,1,1,{
+OnTouch:
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",62,119;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,19,97,0 script Switch#God2 111,{
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",12,119;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,16,97,0 script god_sl_w2 45,1,1,{
+OnTouch:
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",12,119;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,14,80,0 script Switch#God3 111,{
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",12,52;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,17,80,0 script god_sl_w3 45,1,1,{
+OnTouch:
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",12,52;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,44,80,0 script Switch#God4 111,{
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",50,52;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,47,80,0 script god_sl_w4 45,1,1,{
+OnTouch:
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",50,52;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}