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-rw-r--r--db/pre-re/mob_db.txt2
-rw-r--r--db/pre-re/mob_skill_db.txt4
-rw-r--r--db/re/mob_db.txt2
-rw-r--r--db/re/mob_skill_db.txt4
-rw-r--r--npc/jobs/3-1/archbishop.txt1979
-rw-r--r--npc/quests/pile_bunker.txt16
6 files changed, 838 insertions, 1169 deletions
diff --git a/db/pre-re/mob_db.txt b/db/pre-re/mob_db.txt
index 8ecc81115..24b06b444 100644
--- a/db/pre-re/mob_db.txt
+++ b/db/pre-re/mob_db.txt
@@ -944,7 +944,7 @@
1901,E_CONDOR,Condor,Condor,5,8000,0,100,100,1,200,400,10,15,1,13,10,25,95,10,10,12,0,8,26,0x1089,150,1148,648,480,0,0,0,0,0,0,0,7781,5000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
1902,E_TREASURE1,Treasure Box,Treasure Box,99,49,0,0,0,0,0,0,100,0,0,0,0,0,999,0,0,0,0,0,26,0x120,0,0,0,0,0,0,0,0,0,0,0,7782,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
1903,E_TREASURE2,Treasure Box,Treasure Box,99,49,0,0,0,0,0,0,100,0,0,0,0,0,999,0,0,0,0,0,26,0x120,0,0,0,0,0,0,0,0,0,0,0,7783,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-1904,BOMBPORING,Bomb Poring,Bomb Poring,28,1000000,0,461,284,1,120,320,100,99,1,28,28,0,33,50,10,12,0,0,20,0x11AB,300,1672,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+1904,BOMBPORING,Bomb Poring,Bomb Poring,28,1000000,0,461,284,1,120,320,100,99,1,28,28,0,33,50,10,12,0,0,20,0x308D,300,1672,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
// WoE Second Edition; Battle Fields
1905,BARRICADE,Barricade,Barricade,98,120000,0,0,0,1,0,0,0,0,1,17,1,80,126,20,10,12,2,0,20,0x120,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
diff --git a/db/pre-re/mob_skill_db.txt b/db/pre-re/mob_skill_db.txt
index 1f27c47e2..9d3586846 100644
--- a/db/pre-re/mob_skill_db.txt
+++ b/db/pre-re/mob_skill_db.txt
@@ -4860,9 +4860,7 @@
1894,Pouring@WZ_WATERBALL,attack,86,10,10000,500,5000,no,target,always,0,,,,,,,
1894,Pouring@WZ_WATERBALL,chase,86,10,10000,500,5000,no,target,always,0,,,,,,,
-1904,Bomb Poring@NPC_SELFDESTRUCTION,idle,173,1,1000,3000,0,no,self,always,0,,,,,,,
-1904,Bomb Poring@NPC_SELFDESTRUCTION,attack,173,1,1000,3000,0,no,self,always,0,,,,,,,
-1904,Bomb Poring@NPC_SELFDESTRUCTION,chase,173,1,1000,3000,0,no,self,always,0,,,,,,,
+1904,Bomb Poring@NPC_SELFDESTRUCTION,any,173,1,10000,3000,0,no,self,always,0,,,,,,,
// Satan Morroc (12.1)
//5% HP - Dragon Fear
diff --git a/db/re/mob_db.txt b/db/re/mob_db.txt
index 352251c71..cd4108da1 100644
--- a/db/re/mob_db.txt
+++ b/db/re/mob_db.txt
@@ -979,7 +979,7 @@
1901,E_CONDOR,Condor,Condor,10,15,0,90,90,1,13,20,10,15,1,1,1,50,100,100,10,12,0,2,26,0x1089,150,1148,648,480,0,0,0,0,0,0,0,7973,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
1902,E_TREASURE1,Treasure Box,Treasure Box,99,49,0,0,0,0,0,0,100,0,0,0,0,0,999,0,0,0,0,0,26,0x120,0,0,0,0,0,0,0,0,0,0,0,7782,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
1903,E_TREASURE2,Treasure Box,Treasure Box,99,49,0,0,0,0,0,0,100,0,0,0,0,0,999,0,0,0,0,0,26,0x120,0,0,0,0,0,0,0,0,0,0,0,7783,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-1904,BOMBPORING,Bomb Poring,Bomb Poring,28,1000000,1,415,256,1,120,320,160,99,1,28,28,0,33,50,10,12,0,0,20,0x108B,300,1672,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+1904,BOMBPORING,Bomb Poring,Bomb Poring,28,1000000,1,415,256,1,120,320,160,99,1,28,28,0,33,50,10,12,0,0,20,0x308D,300,1672,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
1905,BARRICADE,Barricade,Barricade,98,600500,1,0,0,1,0,0,0,0,1,17,1,80,126,20,10,12,2,0,20,0x120,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
1906,BARRICADE_,Barricade,Barricade,98,600,1,0,0,1,0,0,160,99,1,17,1,80,126,20,10,12,2,0,20,0x160,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
1907,S_EMPEL_1,Guardian Stone,Guardian Stone,90,120500,1,0,0,0,1,2,64,50,1,1,1,1,1,1,0,0,0,0,20,0x120,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
diff --git a/db/re/mob_skill_db.txt b/db/re/mob_skill_db.txt
index 53a148829..38131b324 100644
--- a/db/re/mob_skill_db.txt
+++ b/db/re/mob_skill_db.txt
@@ -4860,9 +4860,7 @@
1894,Pouring@WZ_WATERBALL,attack,86,10,10000,500,5000,no,target,always,0,,,,,,,
1894,Pouring@WZ_WATERBALL,chase,86,10,10000,500,5000,no,target,always,0,,,,,,,
-1904,Bomb Poring@NPC_SELFDESTRUCTION,idle,173,1,1000,3000,0,no,self,always,0,,,,,,,
-1904,Bomb Poring@NPC_SELFDESTRUCTION,attack,173,1,1000,3000,0,no,self,always,0,,,,,,,
-1904,Bomb Poring@NPC_SELFDESTRUCTION,chase,173,1,1000,3000,0,no,self,always,0,,,,,,,
+1904,Bomb Poring@NPC_SELFDESTRUCTION,any,173,1,10000,3000,0,no,self,always,0,,,,,,,
// Satan Morroc (12.1)
//5% HP - Dragon Fear
diff --git a/npc/jobs/3-1/archbishop.txt b/npc/jobs/3-1/archbishop.txt
index deddc06b6..1836edd5d 100644
--- a/npc/jobs/3-1/archbishop.txt
+++ b/npc/jobs/3-1/archbishop.txt
@@ -4,7 +4,7 @@
//= L0ne_W0lf
//= Credits: Gepard
//===== Current Version: =====================================
-//= 1.1
+//= 1.3
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -15,38 +15,37 @@
//= 1.0 First version.
//= 1.1 Fixed class checks for arch bishops.
//= 1.2 Fixed Job tags typos.
+//= 1.3 Made some NPC's into duplicates and fixed some && / || checks. [Masao]
//============================================================
prt_church,103,88,3 script Praying Minister#arch 60,{
- if (BaseJob != Job_Priest) {
- if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
+ if ((Class != Job_Priest) && (Class != Job_High_Priest)) {
+ if (Class == Job_Archbishop || Class == Job_Archbishop_T || Class == Job_Baby_Bishop) {
mes "[Praying Minister]";
mes "Ah! An Archbishop.";
mes "You have reached the state of light.";
mes "I hope you give happiness and honor to people during your adventures.";
close;
}
- else {
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
- close;
- }
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
}
else {
- if (Upper == 4) {
+ if (Upper == 2) {
mes "[Praying Minister]";
mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
next;
@@ -76,11 +75,14 @@ prt_church,103,88,3 script Praying Minister#arch 60,{
mes "[Praying Minister]";
mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
next;
- mes "[Praying Minister]";
- if (Sex == 1)
+ if (Sex == 1) {
+ mes "[Praying Minister]";
mes "Brother, how has your life been?";
- else
+ }
+ else {
+ mes "[Praying Minister]";
mes "Sister, how has your life been?";
+ }
mes "Have you lived it to it's fullest?";
mes "Have you served your life in the light of Odin?";
next;
@@ -92,11 +94,14 @@ prt_church,103,88,3 script Praying Minister#arch 60,{
mes "We should always tell the truth.";
mes "We should not fall prey to lies and deceit.";
next;
- mes "[Praying Minister]";
- if (Sex == 1)
+ if (Sex == 1) {
+ mes "[Praying Minister]";
mes "Brother...";
- else
+ }
+ else {
+ mes "[Praying Minister]";
mes "Sister...";
+ }
mes "Even though we serve Odin, we are normal people.";
mes "We can be degraded in spite of ourselves and we must realize that.";
next;
@@ -121,7 +126,7 @@ prt_church,103,88,3 script Praying Minister#arch 60,{
mes "What do you think?";
mes "Would you like to do a Holy Pilgrimage?";
next;
- switch(select("Yes I want to.:I'll think about it.")) {
+ switch (select("Yes I want to.:I'll think about it.")) {
case 1:
mes "[Praying Minister]";
mes "That's the correct attitude.";
@@ -153,31 +158,27 @@ prt_church,103,88,3 script Praying Minister#arch 60,{
close;
}
}
- else {
- mes "[Praying Minister]";
- mes "How's it going?";
- mes "Did you meet Priest Dayan in Umbala?";
- close;
- }
- }
- else {
mes "[Praying Minister]";
- mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
+ mes "How's it going?";
+ mes "Did you meet Priest Dayan in Umbala?";
close;
}
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
}
}
@@ -204,7 +205,7 @@ umbala,139,227,3 script Priest#arch 60,{
mes "Is that... right?";
mes "Hmm... so...";
mes "Um...ma? Umau...ma?";
- emotion e_swt,"Priest#arch";
+ emotion e_swt;
next;
mes "[Utan Boy]";
mes "...............";
@@ -220,7 +221,7 @@ umbala,139,227,3 script Priest#arch 60,{
mes "hahahahaha.";
mes "huhuhuhu. humhum.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Hello. are you... Priest Dayan?";
next;
mes "[Priest]";
@@ -228,22 +229,24 @@ umbala,139,227,3 script Priest#arch 60,{
next;
mes "He turns his head towards you.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Aren't you Priest Dayan?";
next;
mes "[Priest]";
mes "muttering...";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Priest! Da~yan! Right!?";
next;
mes "[Priest Dayan]";
mes "Ah~, yes.";
mes "Yes, I am.";
- if (Sex == 1)
+ if (Sex == 1) {
mes "I'm Dayan. Nice to meet you Brother.";
- else
+ }
+ else {
mes "I'm Dayan. Nice to meet you Sister.";
+ }
next;
mes "The old priest gives you an ear to ear grin. ";
next;
@@ -251,17 +254,15 @@ umbala,139,227,3 script Priest#arch 60,{
mes "I forgot to wear my hearing aid. hehe.";
mes "Anyway, why have you come here?";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Hmm, I wanted to tell you...";
next;
- input .@input$;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
+ input .@inputstr$;
+ mes "[" + strcharinfo(0) + "]";
+ mes "" + .@inputstr$ + "";
next;
- set .@urans$,.@input$;
- set .@myans$,"I'm here for the Holy Pilgrimage";
- set .@sungzi,compare(.@urans$,.@myans$);
- if (.@sungzi == 0) {
+ input .@urans$;
+ if (.@urans$ != "I'm here for the Holy Pilgrimage") {
mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
next;
mes "[Priest]";
@@ -273,7 +274,7 @@ umbala,139,227,3 script Priest#arch 60,{
next;
mes "He cups his ears towards you.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
@@ -283,11 +284,14 @@ umbala,139,227,3 script Priest#arch 60,{
mes "Eh... are you?";
mes "A pilgrimage to the Holy Land...";
mes "It has been a long time since I've seen such a devout minister.";
- if (Sex == 1)
+ if (Sex == 1) {
mes "Welcome. Brother.";
- else
+ next;
+ }
+ else {
mes "Welcome. Sister.";
- next;
+ next;
+ }
mes "The old priest gives you a gracious smile.";
next;
mes "[Priest Dayan]";
@@ -309,10 +313,12 @@ umbala,139,227,3 script Priest#arch 60,{
mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
next;
mes "[Priest Dayan]";
- if (Sex == 1)
+ if (Sex == 1) {
mes "Brother.";
- else
+ }
+ else {
mes "Sister.";
+ }
mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
next;
mes "[Priest Dayan]";
@@ -347,7 +353,7 @@ umbala,139,227,3 script Priest#arch 60,{
mes "This place is the holiest place in the world, Yggdrasil.";
mes "This holy ceremony will brighten your soul.";
next;
- switch(select("How should I pray?:Cancel.")) {
+ switch (select("How should I pray?:Cancel.")) {
case 1:
mes "[Priest Dayan]";
mes "Through prayer, we can follow four paths.";
@@ -396,14 +402,13 @@ umbala,139,227,3 script Priest#arch 60,{
mes "I hope that my prayer can weaken your agony...";
close;
}
- close;
}
else if (job_arch == 3) {
mes "[Priest Dayan]";
mes "Oh, you've come back.";
mes "I can feel that you have a fresh energy. Maybe you did pray truthfully.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "I feel light-hearted. Like I was just reborn...";
next;
mes "[Priest Dayan]";
@@ -411,14 +416,16 @@ umbala,139,227,3 script Priest#arch 60,{
mes "A smile from a peaceful mind will easily rid people of their wariness.";
mes "Please, inspire people with love and energy.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Thanks for your kind words.";
next;
mes "[Priest Dayan]";
- if (Sex == 1)
+ if (Sex == 1) {
mes "Brother.";
- else
+ }
+ else {
mes "Sister.";
+ }
mes "Now, there is a place you should go to.";
next;
mes "[Priest Dayan]";
@@ -430,55 +437,57 @@ umbala,139,227,3 script Priest#arch 60,{
mes "Can you convince her to make a pilgrimage to Yggdrasil?";
mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Don't worry.";
mes "I'll go and meet her.";
next;
mes "[Priest Dayan]";
- if (Sex == 1)
+ if (Sex == 1) {
mes "Feel free to visit here when you want to pray, brother.";
- else
+ }
+ else {
mes "Feel free to visit here when you want to pray, sister.";
+ }
mes "A visit from a friend always makes me happy.";
set job_arch,4;
changequest 2188,2189;
close;
}
- else {
- mes "[Dayan]";
- mes "Did you find Vinue in Hugel?";
- close;
- }
+ mes "[Dayan]";
+ mes "Did you find Vinue in Hugel?";
+ close;
}
yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{
+ end;
+
OnTouch:
if (job_arch == 2) {
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Is it the spring of Hvergelmir.";
mes "This place is a very vivid and peaceful place.";
mes "It's proper to pray.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Time to genuflect...";
mes "Hmm, what did that priest say to me?";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Hmm... What is the first way?";
next;
- switch(select("The way of silence.:The way of confession.:The way of meditation.")) {
+ switch (select("The way of silence.:The way of confession.:The way of meditation.")) {
case 1:
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "";
mes "I don't think so.";
close;
case 2:
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "The way of confession...?";
mes "I don't think so.";
close;
case 3:
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "The way of meditation...?";
mes "Yes, it's the way of meditation.";
next;
@@ -506,17 +515,17 @@ OnTouch:
mes "^3131FF[Priest Dayan]^000000";
mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Pain... What kind of faults have I had?";
- input .@input$;
+ input .@inputstr$;
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "I confess my guilt to the Almighty God Odin.";
next;
- mes "["+strcharinfo(0)+"]";
- mes "^3131FF"+.@input$+".^000000";
+ mes "[" + strcharinfo(0) + "]";
+ mes "^3131FF" + .@inputstr$ + ".^000000";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
mes "Please, lead the way and save a foolish minister with your wisdom.";
next;
@@ -539,8 +548,8 @@ OnTouch:
mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
next;
- if (!countitem(523)) {
- mes "["+strcharinfo(0)+"]";
+ if (countitem(523) == 0) {
+ mes "[" + strcharinfo(0) + "]";
mes "Oh no! I forgot to bring a Holy Water!";
close;
}
@@ -570,19 +579,19 @@ OnTouch:
mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
specialeffect2 EF_GLORIA;
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "~The Curdan wolf protects me from all threats in the world.~";
specialeffect2 EF_GLORIA;
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
mes "~The father of light, the poet of wisdom, sing for me.~";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "~The host of a glittering glass, give me a holy prediction.~";
specialeffect2 EF_GLORIA;
next;
@@ -590,7 +599,7 @@ OnTouch:
specialeffect2 EF_BLESSING;
specialeffect2 EF_RESURRECTION;
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "That was refreshing.";
mes "I guess I should go back to Priest Dayan.";
set job_arch,3;
@@ -599,37 +608,40 @@ OnTouch:
end;
}
else if (job_arch == 3) {
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "The song is over. It's time to go back to Priest Dayan.";
close2;
warp "umbala",138,219;
end;
}
+ end;
}
hu_in01,205,204,7 script Praying Nun#benew 79,{
if (job_arch == 4) {
mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
next;
- switch(select("Talk to her.:Stay Quiet.")) {
+ switch (select("Talk to her.:Stay Quiet.")) {
case 1:
break;
case 2:
mes "- You don't feel like disturbing her -";
close;
}
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Umm, hello sister?";
next;
mes "[Vinue]";
mes "Ah, Welcome.";
mes "It's not time to have a service yet...";
- if (Sex == 1)
+ if (Sex == 1) {
mes "Are you here to pray, brother?";
- else
+ }
+ else {
mes "Are you here to pray, sister?";
+ }
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "I came here to say hello from Priest Dayan from Prontera.";
next;
mes "[Vinue]";
@@ -637,19 +649,21 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
mes "Is he good?";
mes "He is so cute even though he's old.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "He told me that he was worried because when he saw you last time, you seemed sad.";
mes "He asks you to go on a Holy Pilgrimage.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Umbala has the vital power of nature!";
next;
mes "[Vinue]";
mes "Ah...";
- if (Sex == 1)
+ if (Sex == 1) {
mes "He's very kind. As are you brother.";
- else
+ }
+ else {
mes "He's very kind. As are you sister.";
+ }
next;
mes "[Vinue]";
mes "But don't worry.";
@@ -659,7 +673,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
mes "Evil is always watching for our souls.";
mes "If you are indifferent to praying, it never misses an opportunity.";
next;
- switch(select("A dream? What kind of dream?:Your soul should be fine.")) {
+ switch (select("A dream? What kind of dream?:Your soul should be fine.")) {
case 1:
break;
case 2:
@@ -677,7 +691,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
mes "[Vinue]";
mes "At first, it was a dream that Valkyrie was sad and in darkness.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Valkyrie?";
next;
mes "[Vinue]";
@@ -691,7 +705,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
mes "[Vinue]";
mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "To have to see the death of Valkyrie, must be a tormenting dream.";
next;
mes "[Vinue]";
@@ -701,7 +715,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
mes "[Vinue]";
mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "The shrine?";
mes "Nobody tried to subdue the evil?";
next;
@@ -712,7 +726,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
mes "[Vinue]";
mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Is the dream related with the evil in the Odin shrine?";
next;
mes "[Vinue]";
@@ -720,7 +734,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
mes "I don't have any way to find out.";
mes "I don't have a method, so I just pray.";
next;
- switch(select("I'll investgate for you.:I'll pray with you.")) {
+ switch (select("I'll investgate for you.:I'll pray with you.")) {
case 1:
break;
case 2:
@@ -735,7 +749,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
mes "But, it'll be scary inside!";
mes "There are lots of devils inside!";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "But I can't pretend to ignore a Sister who is in trouble?";
mes "I'm a minister who copes with lots of asceticism!";
mes "Entrust me.";
@@ -744,19 +758,19 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
mes "Ah... I'm so worried....";
mes "I'll never forget your warm heart.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "How do I get to Odin shrine?";
next;
mes "[Vinue]";
mes "There is a ferry on the right side of the church.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "[" + strcharinfo(0) + "]";
mes "Ok, wait for good news!";
next;
mes "[Vinue]";
mes "I'll pray for your safe return.";
mes "I hope that Odin gives you his protection as well.";
- set job_arch,5;
+ set job_arch, 5;
changequest 2189,2190;
close;
}
@@ -765,19 +779,19 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
mes "I'll pray for your safe return.";
close;
}
- else {
- mes "[Vinue]";
- mes "I feel refreshed.";
- mes "It must be good news?";
- mes "Thanks the Gods.";
- close;
- }
+ mes "[Vinue]";
+ mes "I feel refreshed.";
+ mes "It must be good news?";
+ mes "Thanks the Gods.";
+ close;
}
-odin_tem02,282,263,0 script #find_val -1,3,3,{
+odin_tem02,282,263,0 script #find_val 139,3,3,{
+ end;
OnTouch:
- if ((job_arch > 4) && (job_arch < 100))
- enablenpc "Valkyrie Illusion#arch";
+ if ((job_arch > 4) && (job_arch < 100)) {
+ hideoffnpc "Valkyrie Illusion#arch";
+ }
end;
}
@@ -785,37 +799,37 @@ odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{
if ((job_arch > 4) && (job_arch < 100)) {
mes "You can see Valkyrie who has a despairing face.";
next;
- switch(select("Touch Valkyrie's Illusion.:Turn away.")) {
+ switch (select("Touch Valkyrie's Illusion.:Turn away.")) {
case 1:
mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
close2;
specialeffect2 EF_CLOAKING;
warp "job3_arch01",29,29;
- disablenpc "Valkyrie Illusion#arch";
- break;
+ hideonnpc "Valkyrie Illusion#arch";
+ end;
case 2:
mes "Out of fear, you turn away from Valkyrie's illusion.";
close2;
- disablenpc "Valkyrie Illusion#arch";
- break;
+ hideonnpc "Valkyrie Illusion#arch";
+ end;
}
}
end;
OnInit:
- disablenpc "Valkyrie Illusion#arch";
+ hideonnpc "Valkyrie Illusion#arch";
end;
}
job3_arch01,29,34,3 script Valkyrie#arch 403,{
- if (Upper == 4) {
+ if (Upper == 2) {
mes "[Valkyrie]";
//Custom translation
mes "You are only a child.";
mes "My job is very difficult, I do not need to tollerate a child's joke. Away with you!";
close;
}
- if (!checkweight(1201,2)) {
+ if(checkweight(1201,1) == 0){
//Custom translation
mes "- bags must be emptied before they can proceed. -";
close;
@@ -833,566 +847,332 @@ job3_arch01,29,34,3 script Valkyrie#arch 403,{
mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
close;
}
- if (BaseJob != Job_Priest) {
- warp "odin_tem02",282,263;
- end;
+ if (checkweight(1201,4) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
}
- else {
- if (Class != Job_Arch_Bishop || Class != Job_Arch_Bishop_T || Class != Job_Baby_Bishop) {
- if (job_arch < 5) {
- warp "odin_tem02",282,263;
- end;
- }
- else if (job_arch == 5) {
- mes "[Valkyrie]";
- mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
- mes "Ah, I'm resentful! so regretful!";
- next;
- mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
- next;
- mes "[Valkyrie]";
- mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
- mes "Are you here to ridicule my grim fate?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No way!";
- mes "But it's true that I'm here for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...me?";
- mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I see, is your goal to enter Valhalla?";
- mes "If you do, it's the wrong place for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was already expelled from Asgard.";
- mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's not that kind of problem.";
- mes "But someone who perceives your painful situation has sent me here.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Haha! You are going to help me?!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...................";
- next;
- mes "- Valkyrie gives you a fierce scowl. -";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "In fact, I can't do anything with my body now.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Human, answer me. Are you here to sincerely help me?";
- next;
- switch(select("Yes:No")) {
- case 1:
- break;
- case 2:
- mes "[Valkyrie Anguhilde]";
- mes "I knew that I couldn't trust a human!";
- close2;
- warp "odin_tem02",282,263;
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Ok...";
- mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
- mes "I tried to do my best to protect this holy place.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But one day, the devil started to gain influence on this island.";
- mes "I don't know why they came here and from where they came from.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "The holy shrine was tainted by the devils.";
- mes "How long do I have to be under this dishonorable fate!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Mortal one, what is your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "My name is "+strcharinfo(0)+".";
- next;
- mes "[Valkyrie Anguhilde]";
- mes ""+strcharinfo(0)+",";
- mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
- mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
- next;
- select("How can I do that?");
- mes "[Valkyrie Anguhilde]";
- mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I'm going to give you a scroll of paper written in an ancient language.";
- mes "In that scroll, there is my impersonation.";
- mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
- mes "Maybe it'll be spread in the shrine...";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
- mes "And then I'm going to take care of the matter.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an imeprsonation falls down.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "When you finish preparing to go on, talk to me again.";
- mes "It'll be a long journey...";
- set job_arch,6;
- close;
- }
- else if (job_arch == 6) {
- if ($@archbs== 0) {
- set $@archbs,1; //Global Variable
- mes "[Valkyrie Anguhilde]";
- mes ""+strcharinfo(0)+" Did you finish preparing for your way of asceticism?";
- next;
- set .@exampc,getmapusers("job3_arch02");
- if (.@exampc > 0) {
- mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "Ah, it seems someone is already combating the evil in the temple.";
- mes "I will go see who it is, please wait a moment.";
- set $@archbs,0; //Global Variable
- close;
- }
- else {
- mes "[Valkyrie Anguhilde]";
- mes "Ok. Now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
- set $@archbs,0; //Global Variable
- close2;
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- donpcevent "start#arch::OnEnable";
- set job_arch,7;
- changequest 2190,2191;
- warp "job3_arch02",119,49;
- disablenpc "Valkyrie#arch";
- end;
- }
- }
- else {
- mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "I am already talking to someone, please wait and talk to me again.";
- close;
- }
- }
- else if (job_arch == 7) {
- if (countitem(12381))
- delitem 12381,countitem(12381); //ValkyrieA_Scroll
- if (countitem(12382))
- delitem 12382,countitem(12382); //ValkyrieB_Scroll
- if ($@archbs == 0) {
- set $@archbs,1; //Global Variable
- mes "[Valkyrie Anguhilde]";
- mes "Are you ok human?";
- mes "It was not as easy as I expected.";
- mes "Will you challenge again?";
- next;
- set .@exampc,getmapusers("job3_arch02");
- if (.@exampc > 0) {
- set $@archbs,0; //Global Variable
- mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "Ah, it seems someone is already combating the evil in the temple.";
- mes "I will see who it is, please wait a moment.";
- close;
- }
- else {
- set $@archbs,0; //Global Variable
- mes "[Valkyrie Anguhilde]";
- mes "OK. now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an imeprsonation falls down.";
- close2;
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- donpcevent "start#arch::OnEnable";
- set job_arch,7;
- warp "job3_arch02",119,49;
- disablenpc "Valkyrie#arch";
- end;
- }
- }
- else {
- mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "I am already talking to someone, please wait and talk to me again.";
- close;
- }
- }
- }
+ if ((MaxWeight - Weight) < 2000) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
}
- end;
-
-Onbc:
- set $@archbs,0; //Global Variable
- //Custom translation
- mapannounce "job3_arch01", "Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00";
- enablenpc "Valkyrie#arch";
- end;
-}
-
-job3_arch02,119,49,0 script #arch_1_start -1,6,6,{
-OnTouch:
- if (!countitem(12381))
- getitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00";
- disablenpc "#arch_1_start";
- end;
-}
-
-job3_arch02,112,73,0 script #arch_1_01 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
+ if ((Class != Job_Priest) && (Class != Job_High_Priest)) {
+ warp "odin_tem02",282,263;
end;
}
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,94,123,0 script #arch_1_02 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
+ if (Class == Job_Archbishop || Class == Job_Archbishop_T || Class == Job_Baby_Bishop) {
+ warp "odin_tem02",282,263;
end;
}
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,93,173,0 script #arch_1_03 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
+ if (job_arch < 5) {
+ warp "odin_tem02",282,263;
end;
}
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
+ if (job_arch == 5) {
+ mes "[Valkyrie]";
+ mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
+ mes "Ah, I'm resentful! so regretful!";
+ next;
+ mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
+ next;
+ mes "[Valkyrie]";
+ mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
+ mes "Are you here to ridicule my grim fate?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "No way!";
+ mes "But it's true that I'm here for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...me?";
+ mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I see, is your goal to enter Valhalla?";
+ mes "If you do, it's the wrong place for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was already expelled from Asgard.";
+ mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "It's not that kind of problem.";
+ mes "But someone who perceives your painful situation has sent me here.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Haha! You are going to help me?!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...................";
+ next;
+ mes "- Valkyrie gives you a fierce scowl. -";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "In fact, I can't do anything with my body now.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Human, answer me. Are you here to sincerely help me?";
+ next;
+ switch (select("Yes:No")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Valkyrie Anguhilde]";
+ mes "I knew that I couldn't trust a human!";
+ close2;
+ warp "odin_tem02",282,263;
end;
}
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok...";
+ mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
+ mes "I tried to do my best to protect this holy place.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But one day, the devil started to gain influence on this island.";
+ mes "I don't know why they came here and from where they came from.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "The holy shrine was tainted by the devils.";
+ mes "How long do I have to be under this dishonorable fate!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Mortal one, what is your name?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "My name is " + strcharinfo(0) + ".";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "" + strcharinfo(0) + ",";
+ mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
+ mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
+ next;
+ select("How can I do that?");
+ mes "[Valkyrie Anguhilde]";
+ mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I'm going to give you a scroll of paper written in an ancient language.";
+ mes "In that scroll, there is my impersonation.";
+ mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
+ mes "Maybe it'll be spread in the shrine...";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
+ mes "And then I'm going to take care of the matter.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "When you finish preparing to go on, talk to me again.";
+ mes "It'll be a long journey...";
+ set job_arch,6;
+ close;
}
-}
-
-job3_arch02,114,186,0 script #arch_1_04 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
+ if (job_arch == 6) {
+ if ($@archbs == 0) {
+ set $@archbs,1;
+ mes "[Valkyrie Anguhilde]";
+ mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?";
+ next;
+ if (getmapusers("job3_arch02") > 0) {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will go see who it is, please wait a moment.";
+ set $@archbs,0;
+ close;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok. Now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
+ set $@archbs,0;
+ close2;
+ nude;
+ while (1) {
+ if (countitem(2798) == 0) {
+ break;
+ } else {
+ delitem 2798,1; //Will_Of_Exhausted_Angel
+ }
+ }
+ donpcevent "start#arch::OnEnable";
+ set job_arch, 7;
+ changequest 2190,2191;
+ warp "job3_arch02",119,49;
+ hideonnpc "Valkyrie#arch";
end;
}
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
}
-}
-
-job3_arch02,134,201,0 script #arch_1_05 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
+ if (job_arch == 7) {
+ if (countitem(12381) > 0 || countitem(12382) > 0) {
+ if (countitem(12381) > 0) {
+ delitem 12381,countitem(12381); //ValkyrieA_Scroll
+ }
+ if (countitem(12382) > 0) {
+ delitem 12382,countitem(12382); //ValkyrieB_Scroll
+ }
}
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
+ if ($@archbs == 0) {
+ set $@archbs,1;
+ mes "[Valkyrie Anguhilde]";
+ mes "Are you ok human?";
+ mes "It was not as easy as I expected.";
+ mes "Will you challenge again?";
+ next;
+ if (getmapusers("job3_arch02") > 0) {
+ set $@archbs,0;
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will see who it is, please wait a moment.";
+ close;
+ }
+ set $@archbs,0;
+ mes "[Valkyrie Anguhilde]";
+ mes "OK. now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ close2;
+ nude;
+ while (1) {
+ if (countitem(2798) == 0) {
+ break;
+ }
+ else {
+ delitem 2798,1; //Will_Of_Exhausted_Angel
+ }
+ }
+ donpcevent "start#arch::OnEnable";
+ set job_arch, 7;
+ warp "job3_arch02",119,49;
+ hideonnpc "Valkyrie#arch";
end;
}
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
}
-}
-job3_arch02,154,211,0 script #arch_1_06 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
+OnInit:
+ set $@archbs,0;
+ end;
-job3_arch02,175,227,0 script #arch_1_07 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
+OnBc:
+ set $@archbs,0;
+ //Custom translation
+ mapannounce "job3_arch01","Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ hideoffnpc "Valkyrie#arch";
+ end;
}
-job3_arch02,201,240,0 script #arch_1_08 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
+job3_arch02,119,49,0 script #arch_1_start 139,6,6,{
+ end;
-job3_arch02,223,252,0 script #arch_1_09 -1,5,5,{
OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
+ if (countitem(12381) == 0) {
+ getitem 12381,1; //ValkyrieA_Scroll
}
+ mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ hideonnpc "#arch_1_start";
+ end;
}
-job3_arch02,255,268,0 script #arch_1_10 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
+- script #arch_1_01_0::archbjcq 139,5,5,{
+ end;
-job3_arch02,269,302,0 script #arch_1_11 -1,5,5,{
OnTouch:
- if (countitem(12381)) {
+ if (countitem(12381) > 0) {
delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ } else {
+ if (getmercinfo(1) == 2037) {
set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
+ if (.@randht < 8) {
+ mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ //GetHEALTHSTATE VAR_CURSE 10
+ } else if (.@randht == 8 || .@randht == 9) {
+ mapannounce "job3_arch02","Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation;
+ //GetHEALTHSTATE VAR_POISON 10
+ } else {
+ //GetHEALTHSTATE VAR_HEALTHSTATENORMAL 0
+ }
+ } else {
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
}
}
+ end;
}
-job3_arch02,245,289,0 script #arch_1_12 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
+job3_arch02,112,73,0 duplicate(archbjcq) #arch_1_01 139,5,5
+job3_arch02,94,123,0 duplicate(archbjcq) #arch_1_02 139,5,5
+job3_arch02,93,173,0 duplicate(archbjcq) #arch_1_03 139,5,5
+job3_arch02,114,186,0 duplicate(archbjcq) #arch_1_04 139,5,5
+job3_arch02,134,201,0 duplicate(archbjcq) #arch_1_05 139,5,5
+job3_arch02,154,211,0 duplicate(archbjcq) #arch_1_06 139,5,5
+job3_arch02,175,227,0 duplicate(archbjcq) #arch_1_07 139,5,5
+job3_arch02,201,240,0 duplicate(archbjcq) #arch_1_08 139,5,5
+job3_arch02,223,252,0 duplicate(archbjcq) #arch_1_09 139,5,5
+job3_arch02,255,268,0 duplicate(archbjcq) #arch_1_10 139,5,5
+job3_arch02,269,302,0 duplicate(archbjcq) #arch_1_11 139,5,5
+job3_arch02,245,289,0 duplicate(archbjcq) #arch_1_12 139,5,5
+
+job3_arch02,203,286,0 script #arch_1_boss 139,5,5,{
+ end;
-job3_arch02,203,286,0 script #arch_1_boss -1,5,5,{
OnTouch:
- if (countitem(12381)) {
+ if (countitem(12381) > 0) {
delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- mapannounce "job3_arch02", "Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000";
- donpcevent "mob#arch_1::Onkill";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ } else {
+ if (getmercinfo(1) == 2037) {
+ mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ donpcevent "mob#arch_1::OnKill";
+ } else {
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
}
}
+ end;
}
job3_arch02,390,390,1 script #arch_redcell 844,{
@@ -1403,12 +1183,12 @@ OnInit:
setcell "job3_arch02",276,290,280,294,cell_shootable,0;
end;
-Ongreen:
+OnGreen:
setcell "job3_arch02",276,290,280,294,cell_walkable,1;
setcell "job3_arch02",276,290,280,294,cell_shootable,1;
end;
-Onred:
+OnRed:
setcell "job3_arch02",276,290,280,294,cell_walkable,0;
setcell "job3_arch02",276,290,280,294,cell_shootable,0;
end;
@@ -1418,32 +1198,32 @@ job3_arch02,390,389,1 script #arch_val01 844,{
end;
OnEnable:
- areamonster "job3_arch02",108,322,118,332,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
+ areamonster "job3_arch02",111,325,115,329,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
end;
OnMyMobDead:
- if (mobcount("job_arch02","#arch_val01::OnMyMobDead") < 1) {
- donpcevent "#arch_redcell::Ongreen";
- mapannounce "job3_arch02", "Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000";
- enablenpc "Valkyrie#arch_01";
- disablenpc "#arch_1_start";
- disablenpc "#arch_1_01";
- disablenpc "#arch_1_02";
- disablenpc "#arch_1_03";
- disablenpc "#arch_1_04";
- disablenpc "#arch_1_05";
- disablenpc "#arch_1_06";
- disablenpc "#arch_1_07";
- disablenpc "#arch_1_08";
- disablenpc "#arch_1_09";
- disablenpc "#arch_1_10";
- disablenpc "#arch_1_11";
- disablenpc "#arch_1_12";
- disablenpc "#arch_1_boss";
+ if (mobcount ("job3_arch02","#arch_val01::OnMyMobDead") < 1) {
+ donpcevent "#arch_redcell::OnGreen";
+ mapannounce "job3_arch02","Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ hideoffnpc "Valkyrie#arch_01";
+ hideonnpc "#arch_1_start";
+ hideonnpc "#arch_1_01";
+ hideonnpc "#arch_1_02";
+ hideonnpc "#arch_1_03";
+ hideonnpc "#arch_1_04";
+ hideonnpc "#arch_1_05";
+ hideonnpc "#arch_1_06";
+ hideonnpc "#arch_1_07";
+ hideonnpc "#arch_1_08";
+ hideonnpc "#arch_1_09";
+ hideonnpc "#arch_1_10";
+ hideonnpc "#arch_1_11";
+ hideonnpc "#arch_1_12";
+ hideonnpc "#arch_1_boss";
}
end;
-Onkill:
+OnKill:
killmonster "job3_arch02","#arch_val01::OnMyMobDead";
end;
}
@@ -1452,19 +1232,19 @@ job3_arch02,390,387,1 script #arch_val02 844,{
end;
OnEnable:
- areamonster "job3_arch02",239,41,249,51,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
+ areamonster "job3_arch02",242,44,246,48,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
end;
OnMyMobDead:
- if (mobcount("job_arch02","#arch_val02::OnMyMobDead") < 1) {
- mapannounce "job3_arch02", "Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000";
- enablenpc "Valkyrie#arch_02";
- disablenpc "#arch_2_boss";
- viewpoint 1,279,234,1,0xFFFF99;
+ if (mobcount("job3_arch02","#arch_val02::OnMyMobDead") < 1) {
+ mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ hideoffnpc "Valkyrie#arch_02";
+ hideonnpc "#arch_2_boss";
+ viewpoint 234,279,1,1,0xFFFF9900;
}
end;
-Onkill:
+OnKill:
killmonster "job3_arch02","#arch_val02::OnMyMobDead";
end;
}
@@ -1498,13 +1278,14 @@ job3_arch02,113,327,5 script Valkyrie#arch_01 403,{
mes "Then I look forward a good news.";
close2;
getitem 12382,1; //ValkyrieB_Scroll
- viewpoint 1,244,46,1,0xFFFF99;
- disablenpc "Valkyrie#arch_01";
+ viewpoint 46,244,1,1,0xFFFF9900;
+ hideonnpc "Valkyrie#arch_01";
donpcevent "#arch_2_start::OnEnable";
end;
}
job3_arch02,244,46,5 script Valkyrie#arch_02 403,{
+
mes "[Valkyrie Anguhilde]";
mes "Did you find the rest of the pieces?";
next;
@@ -1536,23 +1317,33 @@ job3_arch02,244,46,5 script Valkyrie#arch_02 403,{
mes "Please, hurry up!";
close2;
getitem 2798,1; //Will_Of_Exhausted_Angel
- disablenpc "Valkyrie#arch_02";
+ hideonnpc "Valkyrie#arch_02";
donpcevent "#arch_3_start::OnEnable";
end;
}
-job3_arch02,279,234,0 script #arch_end -1,7,7,{
+job3_arch02,279,234,0 script #arch_end 139,7,7,{
+ end;
+
OnInit:
- disablenpc "#arch_end";
+ hideonnpc "#arch_end";
end;
OnTouch:
- donpcevent "#arch_3_01::Onkill";
- donpcevent "#arch_3_02::Onkill";
- donpcevent "#arch_3_03::Onkill";
- donpcevent "mob#arch_2::Onkill";
- enablenpc "Valkyrie Anguhilde#end";
- if (!checkweight(1201,1)) {
+ donpcevent "#arch_3_01::OnKill";
+ donpcevent "#arch_3_02::OnKill";
+ donpcevent "#arch_3_03::OnKill";
+ donpcevent "mob#arch_2::OnKill";
+ hideoffnpc "Valkyrie Anguhilde#end";
+ if (checkweight(1201,4) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if ((MaxWeight - Weight) < 2000) {
mes "- Wait a moment! -";
mes "- Currently you are carrying -";
mes "- too many items with you. -";
@@ -1569,12 +1360,18 @@ OnTouch:
next;
mes "[Valkyrie Anguhilde]";
mes "It can be dangerous, so let's go back.";
- close;
+ close2;
nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ while (1) {
+ if (countitem(2798) == 0) {
+ break;
+ }
+ else {
+ delitem 2798,1; //Will_Of_Exhausted_Angel
+ }
+ }
delitem 6154,countitem(6154); //Broken_Horn_Pipe
- mapwarp "job3_arch02","job_arch01",29,29;
+ mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
mes "[Valkyrie Anguhilde]";
@@ -1586,7 +1383,7 @@ OnTouch:
next;
mes "Booo - - -";
next;
- enablenpc "Valkyrie of the heavens";
+ hideoffnpc "Valkyrie of the heavens";
mes "[Valkyrie Anguhilde]";
mes "Assistance of Odin! Soldiers of Valhalla!";
mes "The holy place of the God Odin is tainted by darkness!";
@@ -1616,8 +1413,8 @@ OnTouch:
mes "So bright and warm....";
next;
mes "- Shoooo -";
- specialeffect EF_CLOAKING,"Valkyrie Anguhilde#end";
- disablenpc "Valkyrie Anguhilde#end";
+ specialeffect EF_CLOAKING,AREA,"Valkyrie Anguhilde#end";
+ hideonnpc "Valkyrie Anguhilde#end";
emotion e_omg,1;
next;
mes "[Valkyrie of the heavens]";
@@ -1652,14 +1449,25 @@ OnTouch:
mes "Don't forget an altruistic minister's spirit like today forever.";
mes "I hope we see each other in Valhalla sometime.";
nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ while (1) {
+ if (countitem(2798) == 0) {
+ break;
+ }
+ else {
+ delitem 2798,1; //Will_Of_Exhausted_Angel
+ }
+ }
delitem 6154,countitem(6154); //Broken_Horn_Pipe
set job_arch,100;
completequest 2191;
getitem 5747,1; //Mitra
getitem 2795,1; //Green_Apple_Ring
- jobchange Job_Arch_Bishop,Upper;
+ if (Class == Job_Priest) {
+ jobchange Job_Archbishop;
+ }
+ else {
+ jobchange Job_Archbishop_T;
+ }
close;
}
@@ -1667,7 +1475,7 @@ job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{
end;
OnInit:
- disablenpc "Valkyrie Anguhilde#end";
+ hideonnpc "Valkyrie Anguhilde#end";
end;
}
@@ -1681,510 +1489,350 @@ job3_arch02,273,235,5 script Valkyrie of the heavens 811,{
mes "Don't forget an altruistic minister's spirit like today forever.";
mes "I hope we see each other in Valhalla sometime.";
close2;
- mapwarp "job3_arch02","job_arch01",29,29;
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
}
end;
OnInit:
- disablenpc "Valkyrie of the heavens";
+ hideonnpc "Valkyrie of the heavens";
end;
}
-job3_arch02,132,323,0 script #arch_2_01 -1,5,5,{
-OnTouch:
- if (countitem(12382))
- mapannounce "job3_arch02", "Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000";
+job3_arch02,132,323,0 script #arch_2_01 139,5,5,{
end;
-}
-
-job3_arch02,167,313,0 script #arch_2_02 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-job3_arch02,127,304,0 script #arch_2_03 -1,5,5,{
OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
+ if (countitem(12382) > 0) {
+ mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000"; //FW_NORMAL 12 0 0
}
+ end;
}
-job3_arch02,207,279,0 script #arch_2_04 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
+- script #arch_2_02_0::archbjcq2 139,5,5,{
+ end;
-job3_arch02,239,281,0 script #arch_2_05 -1,5,5,{
OnTouch:
- if (countitem(12382)) {
+ if (countitem(12382) > 0) {
delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ } else {
+ if (getmercinfo(1) == 2038) {
set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
+ if (.@randht < 8) {
+ mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ //GetHEALTHSTATE VAR_CURSE 10
+ } else if (.@randht == 8 || .@randht == 9) {
+ mapannounce "job3_arch02","Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation;
+ //GetHEALTHSTATE VAR_POISON 10
+ } else {
+ mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ //GetHEALTHSTATE VAR_HEALTHSTATENORMAL 0
+ }
+ } else {
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
}
}
+ end;
}
-job3_arch02,269,303,0 script #arch_2_06 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
+job3_arch02,167,313,0 duplicate(archbjcq2) #arch_2_02 139,5,5
+job3_arch02,127,304,0 duplicate(archbjcq2) #arch_2_03 139,5,5
+job3_arch02,207,279,0 duplicate(archbjcq2) #arch_2_04 139,5,5
+job3_arch02,239,281,0 duplicate(archbjcq2) #arch_2_05 139,5,5
+job3_arch02,269,303,0 duplicate(archbjcq2) #arch_2_06 139,5,5
+job3_arch02,288,283,0 duplicate(archbjcq2) #arch_2_07 139,5,5
+job3_arch02,278,234,0 duplicate(archbjcq2) #arch_2_08 139,5,5
+job3_arch02,234,179,0 duplicate(archbjcq2) #arch_2_09 139,5,5
+job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 139,5,5
+job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 139,5,5
+
+job3_arch02,252,267,0 script #arch_2_12 139,5,5,{
+ end;
-job3_arch02,288,283,0 script #arch_2_07 -1,5,5,{
OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
+ mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ end;
}
-job3_arch02,278,234,0 script #arch_2_08 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
+job3_arch02,250,290,0 script #arch_2_13 139,5,5,{
+ end;
-job3_arch02,234,179,0 script #arch_2_09 -1,5,5,{
OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
+ mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ end;
}
-job3_arch02,227,169,0 script #arch_2_10 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
+job3_arch02,206,113,0 script #arch_2_boss 139,5,5,{
+ end;
-job3_arch02,190,146,0 script #arch_2_11 -1,5,5,{
OnTouch:
- if (countitem(12382)) {
+ if (countitem(12382) > 0) {
delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ } else {
+ if (getmercinfo(1) == 2038) {
+ mapannounce "job3_arch02","A shout of devil: You are so childish. I'll invite you to a party of the devil. I'll make you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ //GetHEALTHSTATE VAR_CURSE 10
+ } else {
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
}
}
+ end;
}
-job3_arch02,206,113,0 script #arch_2_boss -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) //VALKYRIE_B
- mapannounce "job3_arch02", "A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000";
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- }
- end;
- }
-}
+job3_arch02,284,159,0 script #arch_3_01 139,20,20,{
+ end;
-job3_arch02,284,159,0 script #arch_3_01 -1,20,20,{
OnInit:
- enablenpc "#arch_3_01";
+ hideoffnpc "#arch_3_01";
end;
OnTouch:
- if (BaseJob != Job_Priest) {
- mapannounce "job3_arch02", "Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000";
- areamonster "job3_arch02",239,41,249,51,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
+ if (Class != Job_Priest) {
+ mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ areamonster "job3_arch02",242,44,246,48,"Frus",1762,1;
}
- disablenpc "#arch_3_01";
+ hideonnpc "#arch_3_01";
end;
-Onkill:
+OnKill:
killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
end;
+}
-OnMyMobDead:
+job3_arch02,307,200,0 script #arch_3_02 139,5,5,{
end;
-}
-job3_arch02,307,200,0 script #arch_3_02 -1,5,5,{
OnInit:
- enablenpc "#arch_3_02";
+ hideoffnpc "#arch_3_02";
end;
OnTouch:
- if (BaseJob == Job_Priest) {
- mapannounce "job3_arch02", "Skogul: You are my guest!",bc_map,"0xFF0000";
- areamonster "job3_arch02",306,199,308,201,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
+ if (Class == Job_Priest) {
+ mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ monster "job3_arch02",307,200,"Skogul",1761,1;
}
- disablenpc "#arch_3_02";
+ hideonnpc "#arch_3_02";
end;
-Onkill:
+OnKill:
killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
end;
+}
-OnMyMobDead:
+job3_arch02,296,216,0 script #arch_3_03 139,5,5,{
end;
-}
-job3_arch02,296,216,0 script #arch_3_03 -1,5,5,{
OnInit:
- disablenpc "#arch_3_03";
+ hideonnpc "#arch_3_03";
end;
OnTouch:
- mapannounce "job3_arch02", "Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
- areamonster "job3_arch02",295,215,297,217,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
- disablenpc "#arch_3_03";
+ mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ monster "job3_arch02",296,216,"Frus",1762,1;
+ hideonnpc "#arch_3_03";
end;
-Onkill:
+OnKill:
killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
end;
-
-OnMyMobDead:
- end;
}
job3_arch02,389,390,1 script mob#arch_1 844,{
+ end;
+
OnEnable:
- areamonster "job3_arch02",99,101,101,103,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",89,130,91,132,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",90,169,92,171,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",103,182,105,184,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",137,204,139,206,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",160,214,162,216,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",164,214,166,216,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",200,235,202,237,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",217,249,219,251,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",253,292,255,294,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- end;
-
-Onkill:
- killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
+ monster "job3_arch02",100,102,"Shrine Invader",1394,2;
+ monster "job3_arch02",90,131,"Shrine Invader",1394,2;
+ monster "job3_arch02",91,170,"Shrine Invader",1427,1;
+ monster "job3_arch02",104,183,"Shrine Invader",1427,1;
+ monster "job3_arch02",138,205,"Shrine Invader",1394,2;
+ monster "job3_arch02",161,215,"Shrine Invader",1394,2;
+ monster "job3_arch02",165,215,"Shrine Invader",1427,1;
+ monster "job3_arch02",201,236,"Shrine Invader",1394,2;
+ monster "job3_arch02",218,250,"Shrine Invader",1427,1;
+ monster "job3_arch02",254,293,"Shrine Invader",1427,1;
end;
-OnMyMobDead:
+OnKill:
+ killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
end;
}
job3_arch02,389,389,1 script mob#arch_2 844,{
+ end;
+
OnEnable:
- areamonster "job3_arch02",155,320,157,322,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",169,304,171,306,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",182,292,184,294,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",199,286,201,288,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",255,292,257,294,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",285,283,287,285,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",277,235,279,237,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",291,184,293,186,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",280,169,282,171,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",226,165,228,167,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",189,145,191,147,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",203,176,205,178,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- end;
-
-Onkill:
- killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",156,321,"Shrine Invader",1480,2;
+ monster "job3_arch02",170,305,"Shrine Invader",1480,2;
+ monster "job3_arch02",183,293,"Shrine Invader",1453,1;
+ monster "job3_arch02",200,287,"Shrine Invader",1453,1;
+ monster "job3_arch02",256,293,"Shrine Invader",1480,2;
+ monster "job3_arch02",286,284,"Shrine Invader",1480,2;
+ monster "job3_arch02",278,236,"Shrine Invader",1453,1;
+ monster "job3_arch02",292,185,"Shrine Invader",1480,2;
+ monster "job3_arch02",281,170,"Shrine Invader",1453,1;
+ monster "job3_arch02",227,166,"Shrine Invader",1453,1;
+ monster "job3_arch02",190,146,"Shrine Invader",1480,1;
+ monster "job3_arch02",204,177,"Shrine Invader",1453,1;
end;
-OnMyMobDead:
+OnKill:
+ killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
end;
}
job3_arch02,389,388,1 script start#arch 844,{
end;
-
+
OnInit:
mapwarp "job3_arch02","job3_arch02",29,29;
end;
OnEnable:
mapwarp "job3_arch02","job3_arch02",29,29;
- enablenpc "#arch_1_start";
- enablenpc "#arch_1_01";
- enablenpc "#arch_1_02";
- enablenpc "#arch_1_03";
- enablenpc "#arch_1_04";
- enablenpc "#arch_1_05";
- enablenpc "#arch_1_06";
- enablenpc "#arch_1_07";
- enablenpc "#arch_1_08";
- enablenpc "#arch_1_09";
- enablenpc "#arch_1_10";
- enablenpc "#arch_1_11";
- enablenpc "#arch_1_12";
- enablenpc "#arch_1_boss";
- disablenpc "#arch_2_01";
- disablenpc "#arch_2_02";
- disablenpc "#arch_2_03";
- disablenpc "#arch_2_04";
- disablenpc "#arch_2_05";
- disablenpc "#arch_2_06";
- disablenpc "#arch_2_07";
- disablenpc "#arch_2_08";
- disablenpc "#arch_2_09";
- disablenpc "#arch_2_10";
- disablenpc "#arch_2_11";
- disablenpc "#arch_2_boss";
- disablenpc "#arch_3_01";
- disablenpc "#arch_3_02";
- disablenpc "#arch_3_03";
- donpcevent "#arch_3_01::Onkill";
- donpcevent "#arch_3_02::Onkill";
- donpcevent "#arch_3_03::Onkill";
- disablenpc "#arch_end";
- disablenpc "Valkyrie#arch_01";
- disablenpc "Valkyrie#arch_02";
- disablenpc "Valkyrie Anguhilde#end";
- disablenpc "Valkyrie of the heavens";
- donpcevent "#arch_redcell::Onred";
- donpcevent "mob#arch_1::Onkill";
- donpcevent "mob#arch_2::Onkill";
- donpcevent "start#arch::Ontimeoff";
- donpcevent "start#arch::Ontimeon";
- donpcevent "#arch_val01::Onkill";
- donpcevent "#arch_val02::Onkill";
- donpcevent "mob#arch_1::Onkill";
- donpcevent "mob#arch_2::Onkill";
+ hideoffnpc "#arch_1_start";
+ hideoffnpc "#arch_1_01";
+ hideoffnpc "#arch_1_02";
+ hideoffnpc "#arch_1_03";
+ hideoffnpc "#arch_1_04";
+ hideoffnpc "#arch_1_05";
+ hideoffnpc "#arch_1_06";
+ hideoffnpc "#arch_1_07";
+ hideoffnpc "#arch_1_08";
+ hideoffnpc "#arch_1_09";
+ hideoffnpc "#arch_1_10";
+ hideoffnpc "#arch_1_11";
+ hideoffnpc "#arch_1_12";
+ hideoffnpc "#arch_1_boss";
+ hideonnpc "#arch_2_01";
+ hideonnpc "#arch_2_02";
+ hideonnpc "#arch_2_03";
+ hideonnpc "#arch_2_04";
+ hideonnpc "#arch_2_05";
+ hideonnpc "#arch_2_06";
+ hideonnpc "#arch_2_07";
+ hideonnpc "#arch_2_08";
+ hideonnpc "#arch_2_09";
+ hideonnpc "#arch_2_10";
+ hideonnpc "#arch_2_11";
+ hideonnpc "#arch_2_boss";
+ hideonnpc "#arch_3_01";
+ hideonnpc "#arch_3_02";
+ hideonnpc "#arch_3_03";
+ donpcevent "#arch_3_01::OnKill";
+ donpcevent "#arch_3_02::OnKill";
+ donpcevent "#arch_3_03::OnKill";
+ hideonnpc "#arch_end";
+ hideonnpc "Valkyrie#arch_01";
+ hideonnpc "Valkyrie#arch_02";
+ hideonnpc "Valkyrie Anguhilde#end";
+ hideonnpc "Valkyrie of the heavens";
+ donpcevent "#arch_redcell::OnRed";
+ donpcevent "mob#arch_1::OnKill";
+ donpcevent "mob#arch_2::OnKill";
+ donpcevent "start#arch::OnTimeoff";
+ donpcevent "start#arch::OnTimeon";
+ donpcevent "#arch_val01::OnKill";
+ donpcevent "#arch_val02::OnKill";
+ donpcevent "mob#arch_1::OnKill";
+ donpcevent "mob#arch_2::OnKill";
donpcevent "mob#arch_1::OnEnable";
donpcevent "#arch_val01::OnEnable";
end;
-Ontimeon:
+OnTimeon:
initnpctimer;
end;
-Ontimeoff:
+OnTimeoff:
stopnpctimer;
end;
OnTimer60000:
+ if (getmapusers("job3_arch02") > 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
OnTimer120000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
OnTimer180000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
OnTimer240000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
OnTimer300000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
OnTimer360000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ }
+ end;
+
OnTimer420000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
OnTimer480000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
OnTimer540000:
- set .@mapcount,getmapusers("job3_arch02");
- if (.@mapcount == 0) {
- mapwarp "job3_arch02","job_arch01",29,29;
- donpcevent "Valkyrie#arch::Onbc";
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
}
end;
OnTimer600000:
- mapannounce "job3_arch02", "Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000";
+ mapannounce "job3_arch02","Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 //Custom translation;
end;
OnTimer605000:
- mapannounce "job3_arch02", "Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- donpcevent "Valkyrie#arch::Onbc";
+ mapannounce "job3_arch02","Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
end;
}
@@ -2193,33 +1841,33 @@ job3_arch02,390,388,1 script #arch_2_start 844,{
end;
OnInit:
- disablenpc "#arch_2_01";
- disablenpc "#arch_2_02";
- disablenpc "#arch_2_03";
- disablenpc "#arch_2_04";
- disablenpc "#arch_2_05";
- disablenpc "#arch_2_06";
- disablenpc "#arch_2_07";
- disablenpc "#arch_2_08";
- disablenpc "#arch_2_09";
- disablenpc "#arch_2_10";
- disablenpc "#arch_2_11";
- disablenpc "#arch_2_boss";
+ hideonnpc "#arch_2_01";
+ hideonnpc "#arch_2_02";
+ hideonnpc "#arch_2_03";
+ hideonnpc "#arch_2_04";
+ hideonnpc "#arch_2_05";
+ hideonnpc "#arch_2_06";
+ hideonnpc "#arch_2_07";
+ hideonnpc "#arch_2_08";
+ hideonnpc "#arch_2_09";
+ hideonnpc "#arch_2_10";
+ hideonnpc "#arch_2_11";
+ hideonnpc "#arch_2_boss";
end;
OnEnable:
- enablenpc "#arch_2_01";
- enablenpc "#arch_2_02";
- enablenpc "#arch_2_03";
- enablenpc "#arch_2_04";
- enablenpc "#arch_2_05";
- enablenpc "#arch_2_06";
- enablenpc "#arch_2_07";
- enablenpc "#arch_2_08";
- enablenpc "#arch_2_09";
- enablenpc "#arch_2_10";
- enablenpc "#arch_2_11";
- enablenpc "#arch_2_boss";
+ hideoffnpc "#arch_2_01";
+ hideoffnpc "#arch_2_02";
+ hideoffnpc "#arch_2_03";
+ hideoffnpc "#arch_2_04";
+ hideoffnpc "#arch_2_05";
+ hideoffnpc "#arch_2_06";
+ hideoffnpc "#arch_2_07";
+ hideoffnpc "#arch_2_08";
+ hideoffnpc "#arch_2_09";
+ hideoffnpc "#arch_2_10";
+ hideoffnpc "#arch_2_11";
+ hideoffnpc "#arch_2_boss";
donpcevent "#arch_val02::OnEnable";
donpcevent "mob#arch_2::OnEnable";
end;
@@ -2229,64 +1877,83 @@ job3_arch02,390,386,1 script #arch_3_start 844,{
end;
OnEnable:
- enablenpc "#arch_3_01";
- enablenpc "#arch_3_02";
- enablenpc "#arch_3_03";
- enablenpc "#arch_end";
- enablenpc "#arch_end_eff";
+ hideoffnpc "#arch_3_01";
+ hideoffnpc "#arch_3_02";
+ hideoffnpc "#arch_3_03";
+ hideoffnpc "#arch_end";
+ hideoffnpc "#arch_end_eff";
end;
}
job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{
+ end;
OnTouch:
- specialeffect EF_MAPPILLAR2,"#arch_end";
+ if (countitem(6154) > 0) {
+ delitem 6154,countitem(6154); //Broken_Horn_Pipe
+ }
+ if (countitem(12381) > 0) {
+ delitem 12381,countitem(12381); //ValkyrieA_Scroll
+ }
+ if (countitem(12382) > 0) {
+ delitem 12382,countitem(12382); //ValkyrieB_Scroll
+ }
+ if (countitem(2798) > 0) {
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ }
end;
}
job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
/*
-job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{
- mes "[Íç¹̵ÄÊÞÈË]";
- mes "ÇëÊäÈëÃÜÂ롣";
+job3_arch01,1,1,1 script ????#arch 844,{
+ mes "[????????]";
+ mes "??????????";
next;
- input .@input; //,0,9999;
- if (input == 1854) {
- set archglo,090219_archbs;
- mes "[ͨÐÐ]";
- mes "ÏÖÔڵÄȫ¾ֱäÁ¿ֵΪ";
- mes "" + archglo + "¡£";
- mes "ÄãÏëÐ޸ÄÂð?";
- next;
- switch(select("0:1")) {
+ input .@input;
+ if (.@input == 1854) {
+ set .@archglo,$@archbs;
+ mes "[???]";
+ mes "????????????";
+ mes "" + .@archglo + "??";
+ mes "??????????";
+ next;
+ switch (select("0:1")) {
case 1:
- set $@archbs,0; //Global Variable
- enablenpc "Valkyrie#arch";
- break;
+ close2;
+ set $@archbs, 0;
+ hideoffnpc "Valkyrie#arch";
+ end;
case 2:
- set $@archbs,1; //Global Variable
- enablenpc "Valkyrie#arch";
- break;
+ close2;
+ set $@archbs, 1;
+ hideoffnpc "Valkyrie#arch";
+ end;
}
}
- else {
- mes "[Íç¹̵ÄÊÞÈË]";
- mes "ÎҲ»ÊÇ˵¹ýÃÜÂëҪÊäÈëÕýȷÂ𣡣¡";
+ else if (.@input < 0 || .@input > 9999) {
+ mes "[????????]";
+ mes "????????????????????????";
close;
}
+ end;
}
*/
-odin_tem02,30,181,0 script #wherearch01 -1,10,10,{
+odin_tem02,30,181,0 script #wherearch01 139,10,10,{
+ end;
OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
+ if (job_arch == 5) {
+ viewpoint 263,282,1,1,0xFFFF9900;
+ }
end;
}
-odin_tem02,30,335,0 script #wherearch02 -1,10,10,{
+odin_tem02,30,335,0 script #wherearch02 139,10,10,{
+ end;
OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
+ if (job_arch == 5) {
+ viewpoint 263,282,1,1,0xFFFF9900;
+ }
end;
-}
+} \ No newline at end of file
diff --git a/npc/quests/pile_bunker.txt b/npc/quests/pile_bunker.txt
index 242260352..d55721f75 100644
--- a/npc/quests/pile_bunker.txt
+++ b/npc/quests/pile_bunker.txt
@@ -17,18 +17,18 @@ yuno,179,174,5 script Gomer 813,{
if(Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic){
mes "[Gomer]";
mes "Hello "+strcharinfo(0)+",";
- mes "My name is Gomer and i can create Pile Bunkers for you if you bring me the required Items i need.";
+ mes "My name is Gomer and i can create Pile Bunkers for you if you bring me the required Items i need.";
next;
- switch(select("Required items for Pile Bunker?:I bought the materials")){
+ switch(select("Required items for Pile Bunker?:I brought the materials!")){
case 1:
mes "[Gomer]";
mes "These are the required Items:";
mes "1x Brocca";
- mes "50x Steel";
+ mes "200x Steel";
mes "30x Flexible Tube";
close;
case 2:
- if(countitem(1415)<1 || countitem(999)<50 || countitem(7325)<30){
+ if(countitem(1415) < 1 || countitem(999) < 200 || countitem(7325) < 30){
mes "[Gomer]";
mes "You dont have all the required items. Just talk to me when you have all the requirements.";
close;
@@ -42,11 +42,17 @@ yuno,179,174,5 script Gomer 813,{
getitem 1549,1; // Pile Bunker
getitem 1360,1; // Two-Handed Axe
mes "[Gomer]";
- mes "So please, take the Pile Bunker and the Two-Handed Axe i made for you.";
+ mes "So please, take this Pile Bunker and this Two-Handed Axe i made for you.";
mes "If you need an new Pile Bunker just come and visit me again!";
close;
}
}
+ if(BaseJob == Merchant){
+ mes "[Gomer]";
+ mes "I'm sorry young one, but you do not seem ready yet to use the Pile Bunker.";
+ mes "Come back when you've grown in strength!";
+ close;
+ }
mes "[Gomer]";
mes "Isn't it a beautiful Day today?";
close;