summaryrefslogtreecommitdiff
path: root/npc/jobs/2-1
diff options
context:
space:
mode:
Diffstat (limited to 'npc/jobs/2-1')
-rw-r--r--npc/jobs/2-1/assassin.txt1870
-rw-r--r--npc/jobs/2-1/blacksmith.txt1482
-rw-r--r--npc/jobs/2-1/hunter.txt1199
-rw-r--r--npc/jobs/2-1/knight.txt1828
-rw-r--r--npc/jobs/2-1/priest.txt1330
-rw-r--r--npc/jobs/2-1/wizard.txt1415
6 files changed, 9124 insertions, 0 deletions
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
new file mode 100644
index 000000000..2e0f9aa52
--- /dev/null
+++ b/npc/jobs/2-1/assassin.txt
@@ -0,0 +1,1870 @@
+//===== eAthena Script =======================================
+//= Assassin Job Quest
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= eAthena RC4
+//===== Description: =========================================
+//= Based of Official RO Assassin jobchange quest. There are small
+//= differences due to gameplay issues.
+//===== Additional Comments: =================================
+//= v1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
+//= Also converted the booby traps from the aegis script.[kobra_k88]
+//= v1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality.
+//= Fixed some duplicate npc names. Added missing waitingroom triggers.
+//= Fixed warp in "TimerSin", was supposed to be an areawarp.
+//= For some reason sometimes the "Nameless One" would have message windows
+//= without controls. Changed the doevent that triggers him to an
+//= addtimer and that seemed make the prob. go away[kobra_k88]
+//= 1.2 Fixed WRONG skillpoint check! [Lupus]
+//= 1.2b Fixed missing commands and typos [Lupus]
+//= 1.3 Baby class Support added [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//============================================================
+
+
+
+//============================================================================//
+// Job Changer
+//****************************************************************************//
+
+in_moc_16.gat,19,33,4 script Guildsman 55,{
+ callfunc "F_BlockHigh",30,"Thief High",36,"Assassin Cross","Assassin Huey";
+
+ if(BaseJob==Job_Thief) goto L_Thief;
+ callfunc "Ass_check";
+
+L_Thief:
+ if(JobLevel >= 40) goto L_Start;
+ mes "Hmm? What brings you here?.... I don't think I like the way you're looking at me....?!";
+ emotion 1;
+ next;
+ mes "[Angry looking man]";
+ mes ".... Hmm.... You're not qualified yet. To become an Assassin you will have to meet our expectations.";
+ next;
+ mes "[Angry looking man]";
+ mes "Why don't you go train some more...... You need to have a job level of at least 40 to even hope of becoming one of us....";
+ close;
+
+L_Start:
+ if(ASSIN_Q == 1) goto L_Failed1;
+ if(ASSIN_Q == 2) goto L_Failed2;
+ if(ASSIN_Q == 4) goto L_Change;
+ mes ".... A Thief huh?..... And a well trained one at that, cause I can't seem to find my wallet!";
+ emotion 18;
+ next;
+ mes "[Angry looking man]";
+ mes "We need people like you, you know........ So how about taking the next step in the world of crime, and become an Assassin?";
+ M_Menu:
+ next;
+ menu "You bet! I've picked my last pocket.",M_0, "What are the requirements?",M_1, "Maybe later.... I need to steal some things first.",M_2;
+
+ M_0:
+ mes "[Angry looking man]";
+ mes "It's been a long time since we've recieved any Assassin candidates..... anyhow let me send you ^5533FFAssassin 'Kai'^000000.";
+ mes "He'll take care of the registration process.";
+ enablenpc "Assassin Kai#1";
+ disablenpc "Assassin Kai#2";
+ savepoint "in_moc_16.gat", 19, 27;
+ close2;
+ warp "in_moc_16.gat", 19, 76;
+ end;
+ M_1:
+ mes "[Angry looking man]";
+ mes "Requirements? Here they are....";
+ mes "#1. You have to be a Thief.";
+ mes "#2. Must have a job level of at least 40.";
+ mes "#3. You have to past the Assassin guild tests.";
+ next;
+ mes "[Angry looking man]";
+ mes "That's all there is too it. If you're confident in your abilities, then test will be a piece of cake.";
+ goto M_Menu;
+ M_2:
+ mes "[Angry looking man]";
+ mes "Hmm..? Ok then... so be it........";
+ close;
+
+L_Failed1:
+ mes "What's this? I can't believe you failed the first test.";
+ mes "~Sigh~........................";
+ close2;
+ disablenpc "Assassin Kai#1";
+ enablenpc "Assassin Kai#2";
+ warp "in_moc_16.gat", 19, 76;
+ end;
+
+L_Failed2:
+ mes "What are you doing out here?? Go back in and finish the second test!!";
+ close2;
+ warp "in_moc_16.gat", 21, 160;
+ end;
+
+L_Change:
+ if (skillpoint > 0) goto L_SkPoints;
+ if(countitem(1008) < 1) goto L_NoNecklace;
+ mes "Ah... the Necklace of Oblivion..... that means that the Guild Master has accepted you into the Assassin clan.";
+ next;
+ mes "[Assassin Huey]";
+ mes "Congratulations! After all of your hard work, you can finally become an Assassin!";
+ emotion 21;
+ next;
+ mes "[Assassin Huey]";
+ mes "Very well done, you are now offically an Assassin. Although you are free to visit us at anytime..............";
+ setlook 7,0;
+ callfunc "Job_Change",Job_Assassin;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ set kaitrig, 0;
+ next;
+ mes "[Assassin Huey]";
+ mes "Remember that you are on your own now. The shadows are your new home and your best freinds are the blades in your hands...........";
+ close;
+
+ L_SkPoints:
+ mes "You will need to use up all of your skill points if you want to become an Assassin.";
+ close;
+
+ L_NoNecklace:
+ mes "Hmm? You want me to promote you to the job class of Assassin? Well show me your ^5544FF'Necklace of Oblivion'^000000 then.......";
+ next;
+ mes "[Assassin Huey]";
+ mes "You do have one don't you? Only those who have been given the 'Necklace of Oblivion' by the Guild Master have the right to become Assassins.";
+ next;
+ menu "Oh yeah.... It's in my other pair of Thief pants....",-, "Well... It kinda got stolen... heh....",M_Restart;
+
+ mes "[Assassin Huey]";
+ mes "I don't care where it is.... if you want to become an Assassin you'd better get it.";
+ close;
+
+ M_Restart:
+ mes "[Assassin Huey]";
+ mes "........................................";
+ next;
+ mes "[Assassin Huey]";
+ mes "!!(shouts profanities at you)!!";
+ next;
+ mes "[Assassin Huey]";
+ mes "Have fun stating ALL OVER!!";
+ set ASSIN_Q, 0;
+ set ASSIN_Q2, 0;
+ close2;
+ warp "moc_fild16.gat", 206, 155;
+ end;
+}
+
+
+//============================================================================//
+// Registrar
+//****************************************************************************//
+
+// Assassin Kai: First Position =================================
+in_moc_16.gat,21,91,4 script Assassin Kai#1 730,4,4,{
+ end;
+
+OnTouch:
+ mes "[Assassin Kai]";
+ mes "Ummm???....";
+ disablenpc "Assassin Kai#1";
+ enablenpc "Assassin Kai#2";
+ close;
+}
+
+// Assassin Kai: Second Position ==============================
+in_moc_16.gat,25,90,4 script Assassin Kai#2 730,2,1,{
+ if(kaitrig == 1) goto OnTouch;
+ mes "[Assassin Kai]";
+ mes "Come closer to me, I like to see a persons face when I'm talking to them.";
+ close;
+
+OnTouch:
+ set kaitrig, 1;
+ mes "[Assassin Kai]";
+ if(ASSIN_Q==1) goto L_Failed;
+ mes "So you're an Assassin candidate.... ~sigh~.... Let me apologize for my behavior....";
+ mes "You see, when someone comes near me, I can't help but hide...... it's a bad habbit really....";
+ next;
+ mes "[Assassin Kai]";
+ mes "Anyhow, welcome. So you want to be an Assassin do you?";
+ next;
+ menu "Yes. ",M_Yes, "...No.",M_No;
+
+ M_Yes:
+ mes "[Assassin Kai]";
+ mes "Okay, good. Fill out this form first. Make sure to write your name and your job level down";
+ next;
+ mes "(you fill out the form and hand it back)";
+ next;
+ mes "[AssassinKai]";
+ mes "Let's see... your name is ^5533FF" +strcharinfo(0)+ "^000000... and you have a job level of "+JobLevel+"....";
+ next;
+ mes "[AssassinKai]";
+ if(JobLevel == 50) goto sL_HighLvl;
+ mes "Well, you barely passed the job requirements but, meh, it's not important";
+ mes "~mumbles~(no one has any guts anymore.... bunch of pansies......)";
+ next;
+ mes "[Assassin Kai]";
+ mes "Hmm? What's that? Oh I was just talking to myself.... it was nothing really.......";
+ mes "Anyway, let me send to to the test hall for your first test.";
+ set JBLVL, 40;
+ close2;
+ warp "in_moc_16.gat", 19, 141;
+ end;
+
+ sL_HighLvl:
+ mes "Wow you have a job level of 50! You've been training hard haven't you?";
+ mes "The Guild Master will be pleased to see someone of your qualifications.";
+ next;
+ mes "[Assassin Kai]";
+ mes "You first test will be with the ^5533FF'Nameless One'^000000. I'll send you too him right away.";
+ set JBLVL, 50;
+ close2;
+ warp "in_moc_16.gat", 19, 141;
+ end;
+
+ M_No:
+ mes "[Assassin Kai]";
+ mes "Huh?? You don't?........";
+ emotion 1;
+ next;
+ mes "[Assassin Kai]";
+ mes "Are you trying to play games with me??";
+ next;
+ mes "[Assassin Kai]";
+ mes "Don't you want to become an Assassin?............";
+ next;
+ menu "Not really....",-, "Yes, of course I do.",sM_Yes;
+
+ mes "[Assassin Kai]";
+ mes "....Well, if thats the case,........ GET OUT!!";
+ close2;
+ warp "moc_fild16.gat", 206, 229;
+ end;
+ sM_Yes:
+ mes "[Assassin Kai]";
+ mes "...... Hmf...... Anyways......";
+ next;
+ goto M_Yes;
+
+L_Failed:
+ mes "Ehhh? Weren't you just here a minute ago?";
+ emotion 1;
+ next;
+ mes "[Assassin Kai]";
+ mes "What's this?..... You failed the first test?";
+ next;
+ mes "[Assassin Kai]";
+ mes "HAHAHAHAAHAHAHAHA!!!!";
+ emotion 18;
+ next;
+ mes "[Assassin Kai]";
+ mes "Hehe...HAHA...~cough~..Damn.... It's been a long time since I've met a looser like you..... Ha Ha....";
+ emotion 18;
+ next;
+ mes "[Assassin Kai]";
+ mes "Oh...sorry for laughing in your face like this.... but it's just too funny... hahahehehe....";
+ emotion 18;
+ next;
+ mes "[Assassin Kai]";
+ mes "So..... do you need me to give you any hints?";
+ next;
+ menu "...yes ...please",-, "Stop laughing and just give me the stupid tips!.",M_1, "Shut up! I don't need your stinkin help!!",M_2;
+
+ mes "[Assassin Kai]";
+ mes "Hahaahhaha!!! Well at least you're honest.....";
+ mes "Haha....My stomach...ouch... my stomach hurts!! You're killing me! Hahahaha!!!";
+ emotion 18;
+ next;
+ mes "[Nameless One]";
+ mes ".....Hahaha.";
+ next;
+ mes "[Assasin Kai]";
+ mes "HAHAHAHA!! Nameless One, you think its funny too?";
+ emotion 18;
+ next;
+ mes "[Nameless One]";
+ mes "Hehehe..... yes very.....";
+ next;
+ mes "[Assassin Kai]";
+ mes "Heh heh..... Oh my.....";
+ next;
+ mes "[Assassin Kai]";
+ mes "..... so you want some pointers huh?";
+ next;
+ mes "[Assassin Kai]";
+ mes "...";
+ next;
+ mes "[Assassin Kai]";
+ mes ".....";
+ next;
+ mes "[Assassin Kai]";
+ mes "........";
+ next;
+ mes "[Assassin Kai]";
+ mes "...............";
+ next;
+ mes "[Assassin Kai]";
+ mes "......Hmmm..... Too bad. I don't feel like giving you any.";
+ next;
+ mes "[Assassin Kai]";
+ mes "Hahaha.... I can't beleive this..... hahaha.....";
+ emotion 18;
+ close2;
+ warp "in_moc_16.gat", 19, 141;
+ end;
+ M_1:
+ mes "[Assassin Kai]";
+ mes "Hmm..... I see... Sorry about my outburst of laughter...... people make mistakes from time to time..... I understand this.";
+ next;
+ mes "[Assassin Kai]";
+ mes "Although I can't give you any answers to the test, I can give you some usefull information about Assassins that may help you......";
+ next;
+ mes "[Assassin Kai]";
+ mes "For an Assassin honor and pride is of the utmost importance. You cannot be an Assassin without any honor.";
+ mes "....One day people will come to rely on you. Waiting for that day is an Assassin's destiny.";
+ next;
+ mes "[Assassin Kai]";
+ mes "Assassins are destined to live a solitary life. Our lifestyles make it difficult for us to get close to anyone.";
+ mes "Imagine what your loved ones would think if they saw your blood stained hands.......";
+ next;
+ mes "[Assassin Kai]";
+ mes "..... Without a doubt, they would be shocked and become fearfull of you.";
+ mes "They would not be able to stay by your side, leaving you all alone to deal with your sins.";
+ next;
+ mes "[Assassin Kai]";
+ mes "Though it is lonesome, it is still a worthy existance.";
+ mes "As an Assassin you are free to do as you choose without anyone tying you down or holding you back.";
+ next;
+ mes "[Assassin Kai]";
+ mes "This is all I have to say about Assassins...... I hope what I've said doesn't depress you?";
+ close2;
+ warp "in_moc_16.gat", 19, 141;
+ end;
+ M_2:
+ mes "[Assassin Kai]";
+ mes "...Hmmm.....";
+ next;
+ mes "[Assassin Kai]";
+ mes "Good. Thats the spirit! Never let anyone take away your confidence.";
+ mes "Assassins must be strong minded and determined. I apologize for laughing at you earlier.";
+ next;
+ mes "[Assassin Kai]";
+ mes "Unfortunately there are too many morons nowadays, who are not very knowledgable about thier jobs.......";
+ next;
+ mes "[Assassin Kai]";
+ mes "How could they forget about the struggles necessary to become an Assasin??!! They are truly shameless......";
+ next;
+ mes "[Assassin Kai]";
+ mes "So please.............";
+ next;
+ mes "[Assassin Kai]";
+ mes "Always remember to be proud of the fact that you are an Assassin.";
+ mes "Have repsect for the blood that stains your katars and daggers!!";
+ next;
+ menu "Ok cotcha.",-, "Uh... I'm confused.....",sM_End;
+
+ mes "[Assassin Kai]";
+ mes ".... Good! I'm glad you understand what I'm talking about. Here, let me give you some tips about the first test......";
+ next;
+ callsub sF_Quiz;
+ next;
+ mes "[Assassin Kai]";
+ mes "I've said quite a lot and I acutally feel a little bit tired now. Hopefully you will do better this time.";
+ mes "Get ready, I will send you to the test hall again.";
+ close2;
+ warp "in_moc_16.gat", 19, 141;
+ close;
+
+ sM_End:
+ mes "[Assassin Kai]";
+ mes ".... Hmf... how can you be such an idiot??? You couldn't understand what I was talking about??";
+ emotion 23;
+ next;
+ mes "[Assassin Kai]";
+ mes "Is an Assassin's honor that hard to comprehend?!";
+ next;
+ mes "[Assassin Kai]";
+ mes "Grrrrr!!! You're probably going to be a moron all of your life...........";
+ emotion 6;
+ next;
+ mes "[Assassin Kai]";
+ mes "GET OUT! Get out of here right now!! You're not fit to become an Assassin!!!";
+ emotion 32;
+ close2;
+ warp "c_tower4.gat", 64, 76;
+ close;
+
+sF_Quiz:
+ if(@temp == 1) goto sL_Quiz2;
+ if(@temp == 2) goto sL_Quiz3;
+
+ sL_Quiz1:
+ mes "[Assassin Kai]";
+ mes "First of all, the skill ^554433Grimtooth^000000 can only be used with ^554433Katar^000000 type weapons. It is useless with Daggers.";
+ next;
+ mes "[Assassin Kai]";
+ mes "Poison is a must for all assassins.";
+ next;
+ mes "[Assassin Kai]";
+ mes "Have you used ^554433Double Attack^000000? ...It'll hit the enemy twice ^554433without using sp^000000.";
+ next;
+ mes "[Assassin Kai]";
+ mes "^554433Red Gemstones^000000 are the only stones that Assassins use. Blue Gemstones are useless to Assassins!";
+ next;
+ mes "[Assassin Kai]";
+ mes "Water is stronger than Fire... so that means Water is good against Fire element monsters";
+ next;
+ mes "[Assassin Kai]";
+ mes "Water is moved by Wind, so that means ^554433Water is weak against Wind^000000.";
+ next;
+ mes "[Assassin Kai]";
+ mes "You use ^554433Cloak only when your close to a wall^000000. You can only be 1 cell away from the wall or else you'll be seen.";
+ return;
+ sL_Quiz2:
+ mes "[Assassin Kai]";
+ mes "Some Katars have element powers";
+ next;
+ mes "[Assassin Kai]";
+ mes "What weapon is worth buying? If you don't know, look at your hands.";
+ next;
+ mes "[Assassin Kai]";
+ mes "Katars are weapons that are dropped by monsters in the desert. They are very useful";
+ next;
+ mes "[Assassin Kai]";
+ mes "The Katar is one of the strongest weapons a Assassin can use.";
+ next;
+ mes "[Assassin Kai]";
+ mes "I ^554433wouldn't want to raise a Roda Frog as pet^000000, and neither would anyone else for that matter.";
+ next;
+ mes "[Assassin Kai]";
+ mes "^554433Fire^000000 is effective against ^554433ground type monsters^000000.";
+ next;
+ mes "[Assassin Kai]";
+ mes "If you want to know what element your weapon is, look at its name.";
+ return;
+ sL_Quiz3:
+ mes "[Assassin Kai]";
+ mes "The ^554433Elder Willow Card adds to your intelligence^000000.";
+ next;
+ mes "[Assassin Kai]";
+ mes "We Assassins specialize in the ability to dodge and attack. Our defense however, is very poor.";
+ next;
+ mes "[Assassin Kai]";
+ mes "......";
+ next;
+ mes "[Assassin Kai]";
+ mes "Dagger class weapons can be used on two hands!";
+ next;
+ mes "[Assassin Kai]";
+ mes "I haven't been to Morroc for a long time.... not since I became a Thief anyway......";
+ next;
+ mes "[Assassin Kai]";
+ mes "Stealing mushrooms..... what fond memories I had of those orange gooey mushrooms.....";
+ next;
+ mes "[Assassin Kai]";
+ mes "The ^554433Baphomet Jr. Card adds 3 agility and 1 critical^000000 to your stats";
+ next;
+ mes "[Assassin Kai]";
+ mes "We Assassins have the highest agility of all the other classes. We can get a ^5533FFmaximum of 10 extra points in agility^000000.";
+ return;
+}
+
+
+
+//============================================================================//
+// First Test
+//****************************************************************************//
+
+// ----------------------------------------------------------------
+// Keeps the player from moving to far into the room.
+// This is to avoid cheaters who might try to take Bakardi's test first.
+in_moc_16.gat,19,144,1 script getbacker 139,8,0,{
+ if(ASSIN_Q > 1) end;
+ warp "in_moc_16.gat",19,142;
+ addtimer 700, "Nameless One::OnTimer700";
+ end;
+}
+
+// Namelss One ====================================================
+in_moc_16.gat,19,150,1 script Nameless One 139,{
+
+OnTimer700:
+ if(ASSIN_Q == 1) goto L_ReTest;
+ set @LISTEN, 0;
+
+ mes "[Nameless One]";
+ mes "Welcome, my guest. Muhahaha!!!...... There is no use in trying to find me for I am perfectly hidden!";
+ mes "The ability to beome totaly hidden is the TRADEMARK of a GREAT Assassin!!";
+ next;
+ mes "[Nameless One]";
+ mes "Huh? Why don't I have a name? Muhahahahaha!!!... The better question to ask is why am I hidden.....";
+ next;
+ mes "[Nameless One]";
+ mes "Afterall I may be trying to assassinate you!!........ Does this scare you?";
+ next;
+ menu "Eeek! Uh... I think I wet my pants.....",-, "Bleh! Your all talk! Come on, challenge me!",M_1;
+
+ mes "[Nameless One]";
+ mes "Heh.... doesn't surprise me. I could tell that you were nothing but a wimp!";
+ mes "If we had met anywhere else, I would have torn you apart limb from limb.....";
+ next;
+ mes "[Nameless One]";
+ mes "Hmf..... I don't have time for wussies..... get lost......";
+ close2;
+ disablenpc "Assassin Kai#1";
+ enablenpc "Assassin Kai#2";
+ warp "in_moc_16.gat", 19, 76;
+ end;
+ M_1:
+ mes "[Nameless One]";
+ mes "What?.... So you think you're tough hugh?............";
+ next;
+ mes "[Nameless One]";
+ mes "................";
+ next;
+ mes "[Nameless One]";
+ mes "Hmf..............";
+ next;
+ mes "[Nameless One]";
+ mes "Let me tell you something...........";
+ next;
+ mes "[Nameless One]";
+ mes "I'm a cold blooded killer.... where ever I go, a trail of blood follows my every foot step.....";
+ next;
+ mes "[Nameless One]";
+ mes "A true Assasin such as myself does not need to be recognized by name..... I am known only by the sharp edges of my blades.";
+ next;
+ mes "[Nameless One]";
+ mes "It is my 'handy work' that has gotten me this far..... I have never had any remorse over any of the assignments I've taken....";
+ mes "To 'eliminate' targets is what I am here to do.";
+ next;
+ mes "[Nameless One]";
+ mes "Although you speak with confindence, understand this.........";
+ next;
+ mes "[Nameless One]";
+ mes "Only those who are trully cold blooded and without fear, can make it as an Assassin....";
+ mes "You will have to do much more than act like an arrogant fool to convince me that you are worthy of being one.........";
+ next;
+ mes "[Nameless One]";
+ mes "Before I start the quiz, I will let you ask me some basic questions.";
+ sM_Menu:
+ next;
+ menu "...What are the skills?",-, "...What's most important about an Assassin?",sM_1, "...Thats enough, I want to start the test.",sM_End;
+
+ mes "[Nameless One]";
+ mes "Yes, the skills. Skills are very useful to an Assassin. The basic skills are the masteries. I'll tell you about those first.";
+ next;
+ mes "[Nameless One]";
+ mes "First, there's ^5533FFKatar mastery^000000. Katar mastery will increases your attack damage when using a Katar.";
+ mes "This skill is very helpful for Katar users.";
+ next;
+ mes "[Nameless One]";
+ mes "Assassins have the ability to use two weapons at the same time. This makes them very fierce warriors.";
+ mes "However using two weapons at once does have its drawbacks.....";
+ next;
+ mes "[Nameless One]";
+ mes "It is much more difficult to use 2 weapons at once and therefore the damage you do will be less for each hand.";
+ next;
+ mes "[Nameless One]";
+ mes "That is why there is ^5533FF'Left hand mastery' and 'Right hand mastery'^000000.";
+ mes "By mastering these skills, you will be able to regain your attack power for both hands.";
+ next;
+ mes "[Nameless One]";
+ mes "Left hand mastery can be learned when you have gained 2 levels of Right hand mastery.";
+ mes "Combined with Katar mastery, you can become a very deadly Assassin indeed.";
+ next;
+ mes "[Nameless One]";
+ mes "^5533FF'Sonic Blow'^000000 is an extremely fast attacking skill. It will allow you to hit the enemy up to 8 times within the blink of an eye.";
+ next;
+ mes "[Nameless One]";
+ mes "This skill only works with a Katar. You also must have at least level 4 Katar Mastery to learn it.";
+ mes "The amount of damage done by Sonic Blow depends on how much strength you have.";
+ next;
+ mes "[Nameless One]";
+ mes "^5533FF'Grimtooth^000000 .... what if you could attack someone without being seen?";
+ mes "The skill Grimtooth allows you to do just that. While you are cloaked you can do a long range, splash damage attack with Grimtooth.";
+ next;
+ mes "[Nameless One]";
+ mes "Because of the splash damage, Grimtooth can be useful in mob situations.";
+ mes "The higher the level of Grimtooth you have the farther you can attack.";
+ next;
+ mes "[Nameless One]";
+ mes "'In order to use ^5533FFCloak^000000, you must have level 2 hide.";
+ mes "Cloak allows you to not only become invisible, but it allows you to move around while you are hidden as well.";
+ next;
+ mes "[Nameless One]";
+ mes "You can only move when you are close to a wall though.";
+ next;
+ mes "[Nameless One]";
+ mes "'There is a technique that allows you to give a weapon the poison property. It is called ^5533FFEnchant Poison^000000.";
+ next;
+ mes "[Nameless One]";
+ mes "Once enchanted with poison, there is a chance that an enemy hit by your weapon will become poisoned.";
+ mes "You will need at least level 1 Envemon to use this skill.";
+ next;
+ mes "[Nameless One]";
+ mes "^5533FF'Poison React'^000000. This skill will allow you to counter an attack made by a poison type monster.";
+ mes "If you want to learn Poison React you must have at least level 3 Enchant posion.";
+ next;
+ mes "[Nameless One]";
+ mes "^5533FF'Vemon Dust'^000000. With this skill you will be able to poison an area on the ground.";
+ mes "When a monster enters the area you poisoned there is a good chance that the moster will become poisoned as well.";
+ next;
+ mes "[Nameless One]";
+ mes "The higher the level of the skill, the longer the poison stays in effect. You will need a Red Gemstone to use this skill.";
+ mes "Level 5 Enchant Poison is a requirment for learning Venom Dust.";
+ next;
+ mes "[Nameless One]";
+ mes "^5533FF'Venom Splasher'^000000. Not only does this skill poison a target, but it makes the target explode splashing venom everywhere.";
+ next;
+ mes "[Nameless One]";
+ mes "A monster that is hit with Venom Splasher will only explode when it's HP is at 1/3 of maximum.";
+ next;
+ mes "[Nameless One]";
+ mes "This is the most difficult skill to learn for an Assassin. You'll need at least level 5 Venom Dust and level 5 Poison React to learn this skill";
+ next;
+ mes "[Nameless One]";
+ mes "Those are all of the Assassin skills.";
+ set @LISTEN, @LISTEN + 1;
+ goto sM_Menu;
+ sM_1:
+ mes "[Nameless One]";
+ mes "Hmm.... well for Assassins the most important stat is Agility.";
+ mes "By investing in Agility, your ability to dodge and your attack speed will increase greatly.";
+ next;
+ mes "[Nameless One]";
+ mes "Another good stat to invest in is Strength. Having good amounts of Strength with increase your attack allowing you to kill faster.";
+ next;
+ mes "[Nameless One]";
+ mes "This is as much as I can tell you about stats. The rest you will have to figure out through your own experimentation.";
+ set @LISTEN, @LISTEN + 1;
+ goto sM_Menu;
+ sM_End:
+ set ASSIN_Q, 1;
+ if(@LISTEN > 0) goto L_Test;
+ mes "[Nameless One]";
+ mes "Hahaha! You're very cocky aren't you..... Don't want to listen to what I have to say eh?!";
+ next;
+ mes "[Nameless One]";
+ mes "Fine then........ I want to see whether or not you can pass this test.....";
+ next;
+
+L_Test:
+ mes "[Nameless One]";
+ mes "Ok, it's now time for the test. If you get more than 1 question ^FF5533wrong^000000, you wil fail the test.";
+ next;
+ mes "[Nameless One]";
+ mes "You will not be told which answers you got right or which answers you got wrong.";
+ next;
+ set @temp, rand(3);
+ set @score, 0;
+ mes "[Nameless One]";
+ mes "Alright, let us begin.....";
+ next;
+ if(@temp == 1) goto L_Quiz2;
+ if(@temp == 2) goto L_Quiz3;
+
+ L_Quiz1:
+ mes "[Nameless One]";
+ mes "1. What here is ^FF5533not^000000 a prerequisite of the skill Grimtooth?";
+ next;
+ menu "Cloak Lv 2",sM_1a, "Sonic Blow Lv 5",sM_1a, "Hide Lv 2",sM_1a, "Left hand mastery Lv 2",-;
+
+ set @score, @score + 10;
+ sM_1a:
+
+ mes "[Nameless One]";
+ mes "2. Enchant Poison makes your weapon what element?";
+ next;
+ menu "Poison",-, "Earth",sM_2a, "Fire",sM_2a, "Wind",sM_2a;
+
+ set @score, @score + 10;
+ sM_2a:
+
+ mes "[Nameless One]";
+ mes "3. What is the function of level 4 ^5533FFLeft^000000 Hand Mastery?";
+ next;
+ menu "Attack +80% ",sM_3a, "Attack +70%",-, "Attack +90%",sM_3a, "Attack +108%!!",sM_3a;
+
+ set @score, @score + 10;
+ sM_3a:
+
+ mes "[Nameless One]";
+ mes "4. What item do you need to use when you use the skill 'Venom Dust'?";
+ next;
+ menu "Green Gemstone",sM_4a, "Blue Gemstone",sM_4a, "Yellow Gemstone",sM_4a, "Red Gemstone",-;
+
+ set @score, @score + 10;
+ sM_4a:
+
+ mes "[Nameless One]";
+ mes "5. When you increase Enchant Poison up to level 5, what new skill will appear?";
+ next;
+ menu "Venom Splasher",sM_5a, "Grimtooth",sM_5a, "Sonic Blow",sM_5a, "Venom Dust",-;
+
+ set @score, @score + 10;
+ sM_5a:
+
+ mes "[Nameless One]";
+ mes "6. What skill listed below allows you to be walk around unseen?";
+ next;
+ menu "Hide",sM_6a, "Backslide",sM_6a, "Cloak",-, "Throw Sand",sM_6a;
+
+ set @score, @score + 10;
+ sM_6a:
+
+ mes "[Nameless One]";
+ mes "7. What is the requirement for Venom Dust?";
+ next;
+ menu "Enemy must be weak.",sM_7a, "Must use a red gemstone.",-, "You must have a certain amount of health.",sM_7a;
+
+ set @score, @score + 10;
+ sM_7a:
+
+ mes "[Nameless One]";
+ mes "8. What monster card listed below adds to Intelligence?";
+ next;
+ menu "Steel Chonchon",sM_8a, "Deviruchi",sM_8a, "Elder Willow",-, "Baphomet",sM_8a;
+
+ set @score, @score + 10;
+ sM_8a:
+
+ mes "[Nameless One]";
+ mes "9. How much sp do you use when you do a double hit using a dagger?";
+ next;
+ menu "15",sM_9a, "0",-, "10",sM_9a, "54",sM_9a;
+
+ set @score, @score + 10;
+ sM_9a:
+
+ mes "[Nameless One]";
+ mes "10. What is the best type of sword to use in the Bybalan dungeon?";
+ next;
+ menu "Sword of Piercing Wind",-, "Sword of Ice",sM_10a, "Sword of Earth",sM_10a, "Sword of Fire",sM_10a;
+
+ set @score, @score + 10;
+ sM_10a:
+ goto L_Score;
+
+ L_Quiz2:
+ mes "[Nameless One]";
+ mes "1. Which monster drops a slotted Katar?";
+ next;
+ menu "Male Thief Bug",sM_1b, "PecoPeco",sM_1b, "Desert wolf",-, "Kobold",sM_1b;
+
+ set @score, @score + 10;
+ sM_1b:
+
+ mes "[Nameless One]";
+ mes "2. What card listed below can be inserted into a Jur?";
+ next;
+ menu "Caramel",-, "Ghostring",sM_2b, "Baphomet Jr",sM_2b, "DoppelGanger",sM_2b;
+
+ set @score, @score + 10;
+ sM_2b:
+
+ mes "[Nameless One]";
+ mes "3. Which class can forge weapons?";
+ next;
+ menu "Merchant",sM_3b, "Blacksmith",-, "Thief",sM_3b, "Priest",sM_3b;
+
+ set @score, @score + 10;
+ sM_3b:
+
+ mes "[Nameless One]";
+ mes "4. Which weapon listed below isn't a Katar class weapon?";
+ next;
+ menu "Jur",sM_4b, "Jamadhar",sM_4b, "Infiltrator",sM_4b, "Gladius",-;
+
+ set @score, @score + 10;
+ sM_4b:
+
+ mes "[Nameless One]";
+ mes "5. In Bybalan Dungeon a large amount of monsters are of what elemental type?";
+ next;
+ menu "Water",-, "Fire",sM_5b, "Wind",sM_5b, "Earth",sM_5b;
+
+ set @score, @score + 10;
+ sM_5b:
+
+ mes "[Nameless One]";
+ mes "6. What monster listed below can't be tamed and turned into a cute pet?";
+ next;
+ menu "Poring",sM_6b, "Rhoda Frog",-, "Lunatic",sM_6b, "Poison Spore",sM_6b;
+
+ set @score, @score + 10;
+ sM_6b:
+
+ mes "[Nameless One]";
+ mes "7. Choose the monster that is weakest to fire.";
+ next;
+ menu "Kobold (Sword)",sM_7b, "Kobold (Mace)",sM_7b, "Kobold (Hammer)",sM_7b, "Kobold (Axe)",-;
+
+ set @score, @score + 10;
+ sM_7b:
+
+ mes "[Nameless One]";
+ mes "8. Choose the ^FF5533non^000000-elemental Katar.";
+ next;
+ menu "Katar of Raging Blaze",sM_8b, "Katar of Dusty Thornbush",sM_8b, "Sharpened Legbone of Ghoul",sM_8b, "Infiltrator",-;
+
+ set @score, @score + 10;
+ sM_8b:
+
+ mes "[Nameless One]";
+ mes "9. Pick out the monster that doesn't belong in the group.";
+ next;
+ menu "Poring",sM_9b, "Ghostring",sM_9b, "Creamy",-, "Drops",sM_9b;
+
+ set @score, @score + 10;
+ sM_9b:
+
+ mes "[Nameless One]";
+ mes "10. Choose a ^FF3355non^000000-undead monster.";
+ next;
+ menu "Drake",sM_10b, "Archer Skeleton",sM_10b, "Poison Spore",-, "Ancient Mummy",sM_10b;
+
+ set @score, @score + 10;
+ sM_10b:
+ goto L_Score;
+
+ L_Quiz3:
+ mes "[Nameless One]";
+ mes "1. What is the increased dodge rate you get when you have the 'Improve Dodge' skill at level 10?";
+ next;
+ menu "20",sM_1c, "30",-, "140",sM_1c, "15",sM_1c;
+
+ set @score, @score + 10;
+ sM_1c:
+
+ mes "[Nameless One]";
+ mes "2. Which monster can detect someone who is hidden/cloaked?";
+ next;
+ menu "Hodes",sM_2c, "Whispers",-, "Porings",sM_2c, "Munaks",sM_2c;
+
+ set @score, @score + 10;
+ sM_2c:
+
+ mes "[Nameless One]";
+ mes "3. Assassins can use dual weapons. Which set of weapons below ^5544FFcan^000000 an Assassin use?";
+ next;
+ menu "Jur and Mace",sM_3c, "Damascus and Claymore",sM_3c, "Damascus and Stiletto",-, "Axe and Stiletto",sM_3c;
+
+ set @score, @score + 10;
+ sM_3c:
+
+ mes "[Nameless One]";
+ mes "4. Which town do you become a Thief in?";
+ next;
+ menu "Prontera",sM_4c, "Lutie",sM_4c, "AldeBaren",sM_4c, "Morroc",-;
+
+ set @score, @score + 10;
+ sM_4c:
+
+ mes "[Nameless One]";
+ mes "5. Which card has ^FF3355nothing^000000 to do with ^5533FFagility^000000?";
+ next;
+ menu "Baphomet Jr Card",sM_5c, "Whisper Card",-, "Male Thief Bug Card",sM_5c, "Chonchon Card",sM_5c;
+
+ set @score, @score + 10;
+ sM_5c:
+
+ mes "[Nameless One]";
+ mes "6. What makes Assassins so special?";
+ next;
+ menu "Excellent singing ability",sM_6c, "Excellent acting ability",sM_6c, "Excellent dancing ability",sM_6c, "Excellent dodging ability",-;
+
+ set @score, @score + 10;
+ sM_6c:
+
+ mes "[Nameless One]";
+ mes "7. When an Assassin reaches a ^5533FFJob level of 50^000000, what is the added bonus he/she recieves to agility?";
+ next;
+ menu "7",sM_7c, "8",sM_7c, "9",sM_7c, "10",-;
+
+ set @score, @score + 10;
+ sM_7c:
+
+ mes "[Nameless One]";
+ mes "8. What piece of equipment cannot be used by an Assassin?";
+ next;
+ menu "Sword",sM_8c, "Golden helm",-, "Dagger",sM_8c, "Jur",sM_8c;
+
+ set @score, @score + 10;
+ sM_8c:
+
+ mes "[Nameless One]";
+ mes "9. When a Novice wants to become a Thief, what mushrooms does he/she need to steal?";
+ next;
+ menu "Orange Net Mushrooms",-, "Red Gooey Mushrooms",sM_9c, "Orange Gooey Mushrooms",-, "Hairy Orange Mushrooms",sM_9c;
+
+ set @score, @score + 10;
+ sM_9c:
+
+ mes "[Nameless One]";
+ mes "10. What card listed below is useless to an Assassin?";
+ next;
+ menu "Ghostring Card",sM_10c, "Elder Willow Card",-, "Skeleton Soldier Card",sM_10c, "Kobold Card",sM_10c;
+
+ set @score, @score + 10;
+ sM_10c:
+
+L_Score:
+ mes "[Nameless One]";
+ mes "Okay, let me just tally up the results.........";
+ next;
+ mes "[Nameless One]";
+ mes "Here is your test score: ^FF5544" +@score+ "^000000/100....";
+ if(@score < 90) goto L_Failed;
+ mes "... Very well, you passed the quiz.";
+ next;
+ mes "[Nameless One]";
+ mes "Wait don't get so excited yet, there's still another test... Speak to Barkadi and she'll tell you about the second test..";
+ savepoint "in_moc_16.gat", 21, 160;
+ set ASSIN_Q, 2;
+ close;
+
+ L_Failed:
+ mes "You failed the test!";
+ next;
+ mes "[Nameless One]";
+ mes "It looks like you're underqualified.... how could you expect to become an Assassin with a score like this?";
+ next;
+ mes "[Nameless One]";
+ mes "Since you don't seem to have an ounce of intelligence, I will give you some tips.......";
+ next;
+ mes "[Nameless One]";
+ mes "Speak with Assassin 'Kai', he may be able to help you out. If not try to interperet this code:";
+ mes "^5533FFwww.emperium.org......^000000";
+ next;
+ mes "[Nameless One]";
+ mes "It's rumored to have come from another world...... someplace called.... the 'internet'.......";
+ close2;
+ disablenpc "Assassin Kai#1";
+ enablenpc "Assassin Kai#2";
+ warp "in_moc_16.gat", 19, 76;
+ end;
+
+L_ReTest:
+ mes "[Nameless One]";
+ mes "Hmf your back..... so your still obsessed with becoming an Assassin eh?";
+ next;
+ mes "[Nameless One]";
+ mes "If it is your true desire to become an Assassin, I'll help you out......";
+ next;
+ mes "[Nameless One]";
+ mes "However, If you fail again.... I suggest you give up on becoming an Assassin!";
+ next;
+ menu "You're right, I'm not cut out for this.....",-, "I don't care! I'm not giving up!",M_Retry;
+
+ mes "[Nameless One]";
+ mes "~Cough~cough~... thats a good choice... Being an assassin is lonely.....";
+ next;
+ mes "[Nameless One]";
+ mes "Leave the assassin guild now. Go back to the town you came from!";
+ close2;
+ warp "moc_fild16.gat", 206, 241;
+ end;
+ M_Retry:
+ mes "[Nameless One]";
+ mes "Alright then... I will try to help you become a lonely Assassin, hahahahah.";
+ next;
+ goto L_Test;
+}
+
+
+//============================================================================//
+// Second Test
+//****************************************************************************//
+
+//=====================================================//
+// Part 1: Eliminate the Target
+//=====================================================//
+
+// Barcardi ==============================>\\
+in_moc_16.gat,21,165,4 script Barcardi 725,{
+
+ mes "[Barcardi]";
+ mes "I see that you passed the first test ^5533FF" + strcharinfo(0) + "^000000.";
+ M_Menu:
+ next;
+ menu "What is the next test?",M_0, "I want to start the test.",M_1, "I need to go back and rest.",M_End;
+
+ M_0:
+ mes "[Barcardi]";
+ mes "Let me tell you about your next test. This test has 2 parts to it. The first part will test your ability to find and eliminate targets.";
+ mes "You will need great precision and patience to pick out your targets among a group of non-targets.";
+ next;
+ mes "[Barcardi]";
+ mes "What you are looking for are monsters named ^5533FF'Job Change Target'^000000. Kill any other target and you will fail the test.";
+ mes "You will also be timed durring the test. If you take longer than ^FF55333 minutes^000000 to accomplish your mission you will also fail.";
+ next;
+ mes "[Barcardi]";
+ mes "Being able to identify the correct target quickly is a basic requirement of the Assassin.";
+ mes "Another requirement is stealth. An Assassin should NEVER be seen!";
+ next;
+ mes "[Barcardi]";
+ mes "The last portion of the test will require you to sneek past a large group of aggressive and dangerous monsters.";
+ mes "Your ^5544FFhide^000000 skill will come in handy here. You will have ^FF55333 minutes^000000 to finish this part of the test as well.";
+ next;
+ mes "[Barcardi]";
+ mes "If you get discovered by the monsters and are killed, or if you run out of time, you will fail the test.";
+ next;
+ mes "[Barcardi]";
+ mes "You must pass BOTH parts of the test in order to move on to the next exam.";
+ mes "If you fail one of them, you will have to start the whole test all over again.";
+ goto M_Menu;
+ M_1:
+ mes "[Barcardi]";
+ mes "Only 1 person can take the test at one time. When you are ready please enter the waiting room.";
+ mes "The test will automatically start when the testing rooms are open.";
+ close;
+ M_End:
+ mes "[Barcardi]";
+ mes ".... Okay, come back when you've had enough rest.....";
+ next;
+ mes "[Barcardi]";
+ mes "....... Oh, and don't forget to bring some courage with you loser!";
+ emotion 32;
+ next;
+ warp "moc_fild16.gat", 206, 241;
+ close;
+
+OnInit:
+ waitingroom "Assasin Test Waitingroom",8,"Barcardi::OnStart",1;
+ end;
+OnStart:
+ set $@SinUsers, getareausers("in_moc_16.gat", 60, 136, 93, 177);
+ set $@SinUsers, $@SinUsers + getareausers("in_moc_16.gat", 64, 46, 111, 105);
+ if ($@SinUsers > 0) end; // stops the rest of the script from running if there is somebody taking the test
+
+ if ((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room
+ killmonsterall "in_moc_16.gat";
+ warpwaitingpc "in_moc_16.gat", 65, 150;
+ donpcevent "SinTest2";
+ end;
+}
+
+// Job Change Monsters ======================>\\
+in_moc_16.gat,1,1,0 script SinTest2 -1,{
+ set $@SinMob, 6;
+ disablenpc "sinWarp1";
+ // Target Monsters
+ monster "in_moc_16.gat",62,161,"Job Change Target",1002,1,"SinTest2::OnMobDead";
+ monster "in_moc_16.gat",85,169,"Job Change Target",1063,1,"SinTest2::OnMobDead";
+ monster "in_moc_16.gat",88,152,"Job Change Target",1002,1,"SinTest2::OnMobDead";
+ monster "in_moc_16.gat",90,143,"Job Change Target",1113,1,"SinTest2::OnMobDead";
+ monster "in_moc_16.gat",74,167,"Job Change Target",1031,1,"SinTest2::OnMobDead";
+ monster "in_moc_16.gat",77,173,"Job Change Target",1002,1,"SinTest2::OnMobDead";
+ // Decoy Monsters
+ monster "in_moc_16.gat",62,161,"Jabs change target",1063,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",85,169,"Warrior test target",1031,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",79,174,"Target",1113,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",85,156,"Job quest target",1063,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",74,171,"bouncer",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",68,173,"I got yours right here!",1113,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",65,158,"Battle Target",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",60,158,"Soldiet Target",1113,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",64,169,"Target",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",71,173,"Job change ready",1063,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",77,172,"Don't hit me",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",76,172,"Target",1063,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",75,172,"Not me",1113,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",67,167,"Keep up the good work",1063,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",86,170,"Job target change",1031,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",86,171,"Target",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",86,170,"Target",1113,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",86,173,"Hope you can become an assassin..",10631,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",85,170,"Battle Monster",1031,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",89,156,"Target",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",89,156,"Speed182",1113,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",89,156,"Battle Target",1063,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",89,156,"Battlefield Tears",1113,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",89,156,"Job Change Tears",1031,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",83,169,"Evil Servant",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",63,158,"Dead soul",1063,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",63,157,"Target",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",64,159,"Battle Target",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",63,159,"Target",1063,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",63,159,"Archer Target",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",63,159,"Swordman Target",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",83,148,"Thief Target",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",82,148,"Acolyte Target",1002,1,"SinTest2::OnFailed";
+ monster "in_moc_16.gat",84,148,"Merchant Target",1002,1,"SinTest2::OnFailed";
+ set $@sinRmX1, 60;
+ set $@sinRmY1, 136;
+ set $@sinRmX2, 93;
+ set $@sinRmY2, 177;
+ set $@wrpX, 19;
+ set $@wrpY, 161;
+ initnpctimer;
+ initnpctimer "TimerSin";
+ end;
+
+OnTimer500:
+ stopnpctimer;
+ areaannounce "in_moc_16.gat", 60, 136, 93, 177, "Okay the test is about to start! Remember to eliminate the monsters called 'Job Change Target'",8;
+ end;
+OnMobDead:
+ set $@SinMob, $@SinMob -1;
+ areaannounce "in_moc_16.gat", 60, 136, 93, 177, "Good. You have " + $@SinMob + " targets left to eliminate.",8;
+ if($@SinMob > 0) end;
+
+ stopnpctimer "TimerSin";
+ killmonsterall "in_moc_16.gat";
+ enablenpc "sinWarp1";
+ areaannounce "in_moc_16.gat", 60, 136, 93, 177,"Congratulations! You passed the test! A warp has just opened. Use it to leave the test room.",8;
+ addtimer 30000, "sinWarp1::OnTimer30000"; // warps player after 30 sec to move test along
+ end;
+OnFailed:
+ stopnpctimer "TimerSin";
+ areaannounce "in_moc_16.gat", 60, 136, 93, 177,"You failed!",8;
+ addtimer 3000, "TimerSin::OnTimer188000";
+ end;
+}
+
+// Observer ===========================>\\
+in_moc_16.gat,62,153,1 script Observer 55,{
+ mes "[Observer]";
+ mes "Don't mind me, I'm just here to see how well you do on your test.....";
+ close;
+}
+
+// Warp ==============================>\\
+in_moc_16.gat,87,137,0 script sinWarp1 45,2,1,{
+OnTimer30000:
+ killmonsterall "in_moc_16.gat";
+ enablenpc "Thomas";
+ warp "in_moc_16.gat", 87, 102;
+ end;
+}
+
+// Booby Traps ========================>\\
+in_moc_16.gat,68,158,0 script 01_1::SinTrap 139,0,0,{
+ stopnpctimer "TimerSin";
+ warp "in_moc_16.gat", 19, 161;
+ killmonsterall "in_moc_16.gat";
+ donpcevent "Barcardi::OnStart";
+ end;
+}
+in_moc_16.gat,69,158,0 duplicate(SinTrap) 01_2 139,0,0
+in_moc_16.gat,68,159,0 duplicate(SinTrap) 01_3 139,0,0
+in_moc_16.gat,69,159,0 duplicate(SinTrap) 01_4 139,0,0
+in_moc_16.gat,64,162,0 duplicate(SinTrap) 02_1 139,0,0
+in_moc_16.gat,65,162,0 duplicate(SinTrap) 02_2 139,0,0
+in_moc_16.gat,64,163,0 duplicate(SinTrap) 02_3 139,0,0
+in_moc_16.gat,65,163,0 duplicate(SinTrap) 02_4 139,0,0
+in_moc_16.gat,62,168,0 duplicate(SinTrap) 03_1 139,0,0
+in_moc_16.gat,63,168,0 duplicate(SinTrap) 03_2 139,0,0
+in_moc_16.gat,62,169,0 duplicate(SinTrap) 03_3 139,0,0
+in_moc_16.gat,63,169,0 duplicate(SinTrap) 03_4 139,0,0
+in_moc_16.gat,66,170,0 duplicate(SinTrap) 04_1 139,0,0
+in_moc_16.gat,67,170,0 duplicate(SinTrap) 04_2 139,0,0
+in_moc_16.gat,66,171,0 duplicate(SinTrap) 04_3 139,0,0
+in_moc_16.gat,67,171,0 duplicate(SinTrap) 04_4 139,0,0
+in_moc_16.gat,64,174,0 duplicate(SinTrap) 05_1 139,0,0
+in_moc_16.gat,64,175,0 duplicate(SinTrap) 05_2 139,0,0
+in_moc_16.gat,65,174,0 duplicate(SinTrap) 05_3 139,0,0
+in_moc_16.gat,65,175,0 duplicate(SinTrap) 05_4 139,0,0
+in_moc_16.gat,72,174,0 duplicate(SinTrap) 06_1 139,0,0
+in_moc_16.gat,72,175,0 duplicate(SinTrap) 06_2 139,0,0
+in_moc_16.gat,73,174,0 duplicate(SinTrap) 06_3 139,0,0
+in_moc_16.gat,73,175,0 duplicate(SinTrap) 06_4 139,0,0
+in_moc_16.gat,72,166,0 duplicate(SinTrap) 07_1 139,0,0
+in_moc_16.gat,72,167,0 duplicate(SinTrap) 07_2 139,0,0
+in_moc_16.gat,73,166,0 duplicate(SinTrap) 07_3 139,0,0
+in_moc_16.gat,73,167,0 duplicate(SinTrap) 07_4 139,0,0
+in_moc_16.gat,72,168,0 duplicate(SinTrap) 08_1 139,0,0
+in_moc_16.gat,72,169,0 duplicate(SinTrap) 08_2 139,0,0
+in_moc_16.gat,73,168,0 duplicate(SinTrap) 08_3 139,0,0
+in_moc_16.gat,73,169,0 duplicate(SinTrap) 08_4 139,0,0
+in_moc_16.gat,78,168,0 duplicate(SinTrap) 09_1 139,0,0
+in_moc_16.gat,78,169,0 duplicate(SinTrap) 09_2 139,0,0
+in_moc_16.gat,79,168,0 duplicate(SinTrap) 09_3 139,0,0
+in_moc_16.gat,79,169,0 duplicate(SinTrap) 09_4 139,0,0
+in_moc_16.gat,80,172,0 duplicate(SinTrap) 10_1 139,0,0
+in_moc_16.gat,81,172,0 duplicate(SinTrap) 10_2 139,0,0
+in_moc_16.gat,82,172,0 duplicate(SinTrap) 10_3 139,0,0
+in_moc_16.gat,83,172,0 duplicate(SinTrap) 10_4 139,0,0
+in_moc_16.gat,80,173,0 duplicate(SinTrap) 10_5 139,0,0
+in_moc_16.gat,81,173,0 duplicate(SinTrap) 10_6 139,0,0
+in_moc_16.gat,82,173,0 duplicate(SinTrap) 10_7 139,0,0
+in_moc_16.gat,83,173,0 duplicate(SinTrap) 10_8 139,0,0
+in_moc_16.gat,88,174,0 duplicate(SinTrap) 11_1 139,0,0
+in_moc_16.gat,88,175,0 duplicate(SinTrap) 11_2 139,0,0
+in_moc_16.gat,89,174,0 duplicate(SinTrap) 11_3 139,0,0
+in_moc_16.gat,86,166,0 duplicate(SinTrap) 12_1 139,0,0
+in_moc_16.gat,86,167,0 duplicate(SinTrap) 12_2 139,0,0
+in_moc_16.gat,87,166,0 duplicate(SinTrap) 12_3 139,0,0
+in_moc_16.gat,87,167,0 duplicate(SinTrap) 12_4 139,0,0
+in_moc_16.gat,90,164,0 duplicate(SinTrap) 13_1 139,0,0
+in_moc_16.gat,90,165,0 duplicate(SinTrap) 13_2 139,0,0
+in_moc_16.gat,91,164,0 duplicate(SinTrap) 13_3 139,0,0
+in_moc_16.gat,91,165,0 duplicate(SinTrap) 13_4 139,0,0
+in_moc_16.gat,84,160,0 duplicate(SinTrap) 14_1 139,0,0
+in_moc_16.gat,85,160,0 duplicate(SinTrap) 14_2 139,0,0
+in_moc_16.gat,86,160,0 duplicate(SinTrap) 14_3 139,0,0
+in_moc_16.gat,87,160,0 duplicate(SinTrap) 14_4 139,0,0
+in_moc_16.gat,88,160,0 duplicate(SinTrap) 14_5 139,0,0
+in_moc_16.gat,89,160,0 duplicate(SinTrap) 14_6 139,0,0
+in_moc_16.gat,84,161,0 duplicate(SinTrap) 14_7 139,0,0
+in_moc_16.gat,85,161,0 duplicate(SinTrap) 14_8 139,0,0
+in_moc_16.gat,86,161,0 duplicate(SinTrap) 14_9 139,0,0
+in_moc_16.gat,87,161,0 duplicate(SinTrap) 14_10 139,0,0
+in_moc_16.gat,88,161,0 duplicate(SinTrap) 14_11 139,0,0
+in_moc_16.gat,89,161,0 duplicate(SinTrap) 14_12 139,0,0
+in_moc_16.gat,86,154,0 duplicate(SinTrap) 15_1 139,0,0
+in_moc_16.gat,86,155,0 duplicate(SinTrap) 15_2 139,0,0
+in_moc_16.gat,87,154,0 duplicate(SinTrap) 15_3 139,0,0
+in_moc_16.gat,87,155,0 duplicate(SinTrap) 15_4 139,0,0
+in_moc_16.gat,84,150,0 duplicate(SinTrap) 16_1 139,0,0
+in_moc_16.gat,84,151,0 duplicate(SinTrap) 16_2 139,0,0
+in_moc_16.gat,85,150,0 duplicate(SinTrap) 16_3 139,0,0
+in_moc_16.gat,85,151,0 duplicate(SinTrap) 16_4 139,0,0
+in_moc_16.gat,90,150,0 duplicate(SinTrap) 17_1 139,0,0
+in_moc_16.gat,90,151,0 duplicate(SinTrap) 17_2 139,0,0
+in_moc_16.gat,91,150,0 duplicate(SinTrap) 17_3 139,0,0
+in_moc_16.gat,91,151,0 duplicate(SinTrap) 17_4 139,0,0
+in_moc_16.gat,86,146,0 duplicate(SinTrap) 18_1 139,0,0
+in_moc_16.gat,86,147,0 duplicate(SinTrap) 18_2 139,0,0
+in_moc_16.gat,87,146,0 duplicate(SinTrap) 18_3 139,0,0
+in_moc_16.gat,87,147,0 duplicate(SinTrap) 18_4 139,0,0
+
+
+//=========================================================//
+// Part 2: Hide and Sneak
+//=========================================================//
+
+// Thomas ===============================>\\
+in_moc_16.gat,89,98,1 script Thomas 118,4,2,{
+OnTimer600:
+ if(ASSIN_Q2 == 1) goto L_ReTest;
+ mes "[Thomas]";
+ mes "My name is Thomas and I am in charge of this portion of the test.";
+ next;
+ mes "[Thomas]";
+ mes "The goal of this test is to evade and avoid the enemy. You must make it to the warp without out attracting the attention of the monsters in the room.";
+ next;
+ mes "[Thomas]";
+ mes "You must make it through without dying. Because none of these monsters are your targets, you cannot not kill any of them.";
+ mes "Use your ablitly to flee and your ability to hide to help you in this test.";
+ next;
+ mes "[Thomas]";
+ mes "Alright.... Get ready.....";
+ next;
+ set ASSIN_Q2, 1;
+ disablenpc "Thomas";
+ donpcevent "SinTest2_2";
+ close;
+L_ReTest:
+ mes "[Thomas]";
+ mes "~sigh~.... I told you to use your hide skill!! Here let me heal you....";
+ next;
+ mes "[Thomas]";
+ mes "Alright, lets try this again.........";
+ percentheal 100, 100;
+ next;
+ disablenpc "Thomas";
+ donpcevent "SinTest2_2";
+ close;
+OnTouch:
+ warp "in_moc_16.gat",87,99;
+ addtimer 600, "Thomas::OnTimer600";
+ end;
+}
+
+
+// SinTest2_2 ===============================>\\
+in_moc_16.gat,1,1,1 script SinTest2_2 -1,{
+ monster "in_moc_16.gat", 81, 77, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 83, 77, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 85, 77, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 88, 77, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 90, 77, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 78, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 80, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 91, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 93, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 95, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 97, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 79, 62, "Hydra", 1068,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 76, 65, "Hydra", 1068,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 96, 65, "Hydra", 1068,1, "SinTest2_2::OnMobDead";
+ monster "in_moc_16.gat", 99, 65, "Hydra", 1068,1, "SinTest2_2::OnMobDead";
+ set $@sinRmX1, 64;
+ set $@sinRmY1, 46;
+ set $@sinRmX2, 111;
+ set $@sinRmY2, 105;
+ set $@wrpX, 87;
+ set $@wrpY, 102;
+ areawarp "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "in_moc_16.gat", $@wrpX, $@wrpY;
+ initnpctimer "TimerSin";
+ end;
+OnMobDead:
+ stopnpctimer "TimerSin";
+ areaannounce "in_moc_16.gat", 64, 46, 111, 105, ". . . You engaged a target without permission! You have failed the test!",8;
+ enablenpc "Thomas";
+ addtimer 3000, "TimerSin::OnTimer188000";
+ end;
+}
+
+// Warp ================================>\\
+in_moc_16.gat,87,48,2 script sinWarp2 45,2,2,{
+ mes "[Thomas]";
+ mes "Good job! There's only one test left, good luck!!";
+ stopnpctimer "TimerSin";
+ killmonster "in_moc_16.gat","SinTest2_2::OnMobDead";
+ set ASSIN_Q, 3;
+ set ASSIN_Q2, 0;
+ savepoint "in_moc_16.gat", 182, 180;
+ close2;
+ warp "in_moc_16.gat", 181, 183;
+ donpcevent "Barcardi::OnStart";
+ end;
+}
+
+
+//=======================================================//
+// Timer for Sin Test 2
+//=======================================================//
+in_moc_16.gat,1,1,0 script TimerSin -1,{
+OnTimer3000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "I'll announce how much time you'll have left on a minute by minute basis.",8;
+ end;
+OnTimer5000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "You have 3 minutes starting now!",8;
+ end;
+OnTimer35000:
+ donpcevent "Barcardi::OnStart";
+ end;
+OnTimer65000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "You have 2 minutes left! ",8;
+ donpcevent "Barcardi::OnStart";
+ end;
+OnTimer95000:
+ donpcevent "Barcardi::OnStart";
+ end;
+OnTimer125000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "1 minute left!",8;
+ donpcevent "Barcardi::OnStart";
+ end;
+OnTimer155000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "30 seconds left!",8;
+ donpcevent "Barcardi::OnStart";
+ end;
+OnTimer180000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "Test ending in 5 secs....",8;
+ end;
+OnTimer181000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "4 seconds....",8;
+ end;
+OnTimer182000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "3 seconds...",8;
+ end;
+OnTimer183000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "2 seconds..",8;
+ end;
+OnTimer184000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "1 second.",8;
+ end;
+OnTimer185000:
+ areaannounce "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "Okay times up! You failed!",8;
+ end;
+OnTimer188000:
+ stopnpctimer;
+ areawarp "in_moc_16.gat", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "in_moc_16.gat", 21, 160;
+ killmonsterall "in_moc_16.gat";
+ donpcevent "Barcardi::OnStart";
+ end;
+}
+
+
+//============================================================================//
+// Final Test
+//****************************************************************************//
+
+//=============================================//
+// Warp
+//=============================================//
+in_moc_16.gat,182,169,1 script sinWarp3 45,1,1,{
+ if(getareausers(("in_moc_16.gat"),148,74,187,117) > 0) goto L_Wait;
+ disablenpc "Huey#End";
+ disablenpc "Kai#End";
+ disablenpc "Nameless One#End";
+ disablenpc "Barcardi#End";
+ disablenpc "Observer#End";
+ disablenpc "Thomas#End";
+ warp "in_moc_16.gat", 167, 116;
+ end;
+
+ L_Wait:
+ mes "~ a message from the Guild Master...~";
+ mes "I am currently busy with another Assassin Candidate. Please wait patiently untill I am done with that person.";
+ close;
+}
+
+//==============================================//
+// Guild Master
+//==============================================//
+
+// Start Trigger ------------------------------------------------------------------
+in_moc_16.gat,167,114,3 script guildmaster_Trig#0 139,4,0,{
+ mes "[Guild Master]";
+ mes "Welcome ^5533FF" + strcharinfo(0) + "^000000. This is my private room.";
+ next;
+ mes "[Guild Master]";
+ mes "I am going to give you a simple test. All you have to do is come meet me.";
+ mes "Of course you will have to go through a maze of invisible walls to do so.....";
+ next;
+ mes "[Guild Master]";
+ mes "Hahah... It's really not as hard as it sounds. The purpose of the maze is actually to protect the guild from intruders.";
+ mes "But I decided to use it to test the determination of Assassin candidates as well.";
+ next;
+ mes "[Guild Master]";
+ mes "Well enough chit chat. I look forward to meeting you at the end of the maze.";
+ close;
+}
+
+// Guild Master -----------------------------------------------------------------------------
+in_moc_16.gat,149,80,4 script Guild Master 106,1,1,{
+ end;
+
+OnTouch:
+ mes "[Guild Master]";
+ mes "Ah it's nice to meet you ^5533FF" + strcharinfo(0) + "^000000. I have to apologize for making you walk through that maze.";
+ mes "I saw your resume just now, you have been described as a Thief with guts!";
+ next;
+ mes "[Guild Master]";
+ mes "We rarely find someone of your abilities and experience.";
+ next;
+ mes "[Guild Master]";
+ mes "If you don't mind I would like to ask you a few questions. There is nothing to be nervous about.";
+ mes "Just answer my questions truthfully..... if you lie, I'll kill you. That's all there is to it.";
+ next;
+ callsub sF_Questions1;
+ next;
+
+ mes "[Guild Master]";
+ mes "Unfortunately there are nit wits who are eager to be Assassins but have not yet had enough training.";
+ mes "They are a disgrace to our clan and their activities often result in very problematic situations.";
+ next;
+ mes "[Guild Master]";
+ mes "You may end up like one of them if you are not careful. Remember... once you become an Assassin there no turning back.";
+ next;
+ callsub sF_Questions2;
+ next;
+
+ mes "[Guild Master]";
+ mes "It was nice talking with you. You reminded me of the good ol' days.";
+ next;
+ mes "[Guild Master]";
+ mes ".... one second.....";
+ next;
+ mes "[Guild Master]";
+ mes "Everyone that tested " + strcharinfo(0) + "please come to my office .";
+ next;
+ mes "[Guild Master]";
+ mes "They will be here soon.";
+ next;
+ enablenpc "Huey#End";
+ enablenpc "Kai#End";
+ enablenpc "Nameless One#End";
+ enablenpc "Barcardi#End";
+ enablenpc "Observer#End";
+ enablenpc "Thomas#End";
+ mes "[Nameless One]";
+ mes "I am here.";
+ next;
+ mes "[Guild Master]";
+ mes "I would like to know what you think about ^5533FF" + strcharinfo(0) + "^000000 becoming an Assassin.";
+ next;
+ mes "[Nameless One]";
+ mes "I think ^5533FF" + strcharinfo(0) + "^000000 is a decent candidate.";
+ next;
+ mes "[Guild Master]";
+ mes "'Looks like the Nameless One more or less supports you. What are your thought Huey?";
+ next;
+ mes "[Huey]";
+ //if( == 1) mes "...What can I say, one of the best Assassin candidates I've seen in the last few weeks.";
+ //if( == 0) mes "... Although a little too mellow and gentle... sort of like a pussy cat, Hahahaha....";
+ mes "I think ^5533FF" + strcharinfo(0) + "^000000 will be fine as an Assassin.";
+ next;
+ mes "[Huey]";
+ mes "I have to get back so I will leave first.";
+ next;
+ mes "[Guild Master]";
+ mes "Okay then, thank you Huey.";
+ next;
+ mes "[Guild Master]";
+ mes "So... Observer, what is your opinion?";
+ disablenpc "Huey#End";
+ next;
+ mes "[Observer]";
+ mes ".... Well, not one of the better performance I've seen but ^5533FF" + strcharinfo(0) + "^000000 did pass, so I have no objections.";
+ next;
+ mes "[Guild Master]";
+ mes "Good. It seems we are all in agreement. I myself see no problems with ^5533FF" + strcharinfo(0) + "^000000........";
+ next;
+ mes "[Guild Master]";
+ mes "^5533FF" + strcharinfo(0) + "^000000 seems to know alot about Assassins and I don't think the solitary lifestyle will be too difficult for ^5533FF" + strcharinfo(0) + "^000000 either.";
+ next;
+ mes "[Guild Master]";
+ mes "... I think I've said enough. Here please take this........";
+ next;
+ if(JBLVL == 40) goto L_LowLvl;
+
+ L_HighLvl:
+ menu "Jur",sM_Jur, "Katar",sM_Kat, "Main Gauche",sM_Main, "Gladius",sM_Glad;
+
+ sM_Jur:
+ getitem 1251,1;
+ goto L_Cont1;
+ sM_Kat:
+ getitem 1253, 1;
+ goto L_Cont1;
+ sM_Main:
+ getitem 1208, 1;
+ goto L_Cont1;
+ sM_Glad:
+ getitem 1220, 1;
+ goto L_Cont1;
+
+ L_LowLvl:
+ set @temp, rand(1, 3);
+ if(@temp==1) getitem 1250, 1;
+ if(@temp==2) getitem 1217, 1;
+ if(@temp==3) getitem 1252, 1;
+
+ L_Cont1:
+ mes "[Guild Master]";
+ mes "Now go talk to ^5533FFAssassin Huey^000000 back at the guild entrance.";
+ mes "For some reason he always looks like he's ^5533FFangry^000000 about something......";
+ next;
+ mes "[Guild Master]";
+ mes "He will be the one promoting you to the Assassin class.";
+ next;
+ mes "[Guild Master]";
+ mes strcharinfo(0) + " has choosen the path of the Assassin. May you learn to endure the hardships that all Assassins must face.";
+ getitem 1008, 1;
+ next;
+ mes "[Guild Master]";
+ mes "Okay, everyone you can leave now. I will send you back to the entrance. Lets move......";
+ set ASSIN_Q, 4;
+ set ASSIN_Q2, 0;
+ disablenpc "Kai#End";
+ disablenpc "Nameless One#End";
+ disablenpc "Barkadi#End";
+ disablenpc "Observer#End";
+ disablenpc "Thomas#End";
+ savepoint "in_moc_16.gat", 18, 28;
+ close2;
+ warp "in_moc_16.gat", 18, 28;
+ end;
+
+
+sF_Questions1:
+ mes "[Guild Master]";
+ mes "First of all, what do you think is most important to an Assassin?";
+ next;
+ menu "More power.",M_1, "An Assassin's pride.",M_2, "Endless training.",M_3;
+
+ M_1:
+ mes "[Guild Master]";
+ mes "It is true that an Assassin is stronger than a Thief.";
+ mes "By becoming an Assassin you will be capable of doing things no mere Thief could dream of.";
+ next;
+ mes "[Guild Master]";
+ mes "But, why do you want that kind of power?";
+ next;
+ menu "To take revenge on those who hurt me.",sM_1a, "I will use that power to become wealthy.",sM_1b,
+ "To explore new places.",sM_1c;
+
+ sM_1a:
+ mes "[Guild Master]";
+ mes "Vengence huh............ It seems that everyone has enemys these days........";
+ next;
+ mes "[Guild Master]";
+ mes "However, vengence is fueled by emotions, and as an Assassin one cannot give into these emotions.";
+ mes "An Assassin must be cold blooded... even heartless.... He/she must not let anything get in the way of the task at hand.";
+ next;
+ mes "[Guild Master]";
+ mes "Emotions are the biggest threat to an Assassin..... they cause confusion and clutter up the mind.....";
+ mes "An Assassin must always have a clear train of thought in order to be successful.";
+ next;
+ mes "[Guild Master]";
+ mes "If you are to become an Assassin, you must find a way to control your emotions.... do not let your emotions control you.";
+ return;
+ sM_1b:
+ mes "[Guild Master]";
+ mes "Money is an important part of the world.... however it is meaningless to an Assassin.";
+ mes "An Assassin's purpose is to carry out the dark, and unpleasant duties that no one else is capable of.....";
+ next;
+ mes "[Guild Master]";
+ mes "True Assassins do no think about fame or fortune.";
+ return;
+ sM_1c:
+ mes "[Guild Master]";
+ mes "An interesting idea..... you obviously seek to learn more about the world around you.";
+ mes "In knowing more about the world, you gain better insight into yourself.";
+ next;
+ mes "[Guild Master]";
+ mes "But remember that your path will be filled with loneliness. It is a reality that all Assassins must face.";
+ next;
+ mes "[Guild Master]";
+ mes "For those who have succeeded as Assassins, they have not only learned to except this fact.... but they have learned to embrace it.";
+ return;
+
+ M_2:
+ mes "[Guild Master]";
+ mes "Pride you say? Did another Assassin mention this to you?.....";
+ next;
+ mes "[Guild Master]";
+ mes "Unfortunately pride without ability means nothing. Hmm... what are you trying to find or gain by becoming an Assassin?";
+ next;
+ mes "[Guild Master]";
+ mes "Most of the people you have met in this guild are my bretheren and they have struggled and sacrifced a great deal as Assassins.";
+ mes "It is beacuse they have overcome so much hardship, that they can take great pride in being Assassins.";
+ next;
+ mes "[Guild Master]";
+ mes "You, on the other hand, have not yet faced the difficulties that Assassins do.";
+ mes "What then, do you mean when you speak of 'an Assassin's pride'?";
+ next;
+ menu "The idea of total solitude.",sM_2a, "The ability to make easy money.",sM_2b, "They just look cool.",sM_2c;
+
+ sM_2a:
+ mes "[Guild Master]";
+ mes "It is true that the life of an Assassin is lonesome. In a way, to be an Assassin, is to be non-existant....";
+ next;
+ mes "[Guild Master]";
+ mes "We never make direct contact with any of our clients. The people that we do make contact with..... we kill.";
+ next;
+ mes "[Guild Master]";
+ mes "The only people that know about Assassins are other Assassins....";
+ mes "Even then..... we sheild and hide our true inner selves from each other..........";
+ next;
+ mes "[Guild Master]";
+ mes "Even so... having comrades is better that nothing.";
+ mes "I recommend you have at least one partner to back you up durring a mission.";
+ return;
+ sM_2b:
+ mes "[Guild Master]";
+ mes "Yes, money is important.";
+ mes "But don't you think we assassins have much more important thing to deal with?";
+ return;
+ sM_2c:
+ mes "[Guild Master]";
+ mes "...So you just think Assassins are cool looking......... ~sigh~";
+ mes "This is really sad.... Believe me when I say to you that the purpose of the Assassins is not to merely look good.....";
+ next;
+ mes "[Guild Master]";
+ mes ".... But it is to do those dark deeds which no one wants to nor can do.";
+ return;
+ M_3:
+ mes "[Guild Master]";
+ mes "Interesting..... I see that you have already trained a great deal. I suppose that even more training couldn't hurt.....";
+ next;
+ mes "[Guild Master]";
+ mes "Is there any specific area that you would like to improve upon?";
+ next;
+ menu "Techniques.",sM_3a, "More challenging targets.",sM_3b, "Mental toughness.",sM_3c;
+
+ sM_3a:
+ mes "[Guild Master]";
+ mes "As an Assassin you will have access to many new skills. The harder you train the better you will be at using these skills.";
+ next;
+ mes "[Guild Master]";
+ mes "To be a great Assassin you must use these skills masterfully.";
+ return;
+ sM_3b:
+ mes "[Guild Master]";
+ mes "Constantly challenging yourself is a great way to improve your abilities.";
+ mes "Facing the same targets over and over again will only make you weaker.";
+ next;
+ mes "[Guild Master]";
+ mes "Good Assassins are always finding ways to challenge themsleves.";
+ return;
+ sM_3c:
+ mes "[Guild Master]";
+ mes "This is probably the most important aspect to work on for an Assassin.";
+ mes "Not only do Assassins have to be of sound body but they also have to be of sound mind.";
+ next;
+ mes "[Guild Master]";
+ mes "It is crucial for Assassins to be mentally tough, for they are constantly under pressure.";
+ mes "The type of situations Assassins are faced with on a daily basis are unimaginable to most ordinary people.";
+ next;
+ mes "[Guild Master]";
+ mes "This is why a true Assassin is constantly training his/her mind.";
+ return;
+
+sF_Questions2:
+ mes "[Guild Master]";
+ mes "So let me ask you this.... If you became an Assassin right now, what is the first thing you would do?";
+ next;
+ menu "Go into battle!",M_4, "Go back to the ones waiting for me.",M_5, "Learn more about Assassins.",M_6;
+
+ M_4:
+ mes "[Guild Master]";
+ mes "Battle.... is that all?";
+ next;
+ menu "I would level up quickly.",sM_4a, "I would test my new abilities.",sM_4b, "I would go explore new places.",sM_4c;
+
+ sM_4a:
+ mes "[Guild Master]";
+ mes "Whether or not your an Assassin shouldn't change how quickly you train.";
+ mes "You would gain the same experience you did as a Thief. So take it slowly okay?";
+ return;
+ sM_4b:
+ mes "[Guild Master]";
+ mes "Testing out your new found skills is good.";
+ mes "I can understand the excitement you will feel when you have gained new abilities as an Assassin.";
+ next;
+ mes "[Guild Master]";
+ mes "Just don't let that get in the way of your duites.";
+ return;
+ sM_4c:
+ mes "[Guild Master]";
+ mes "Exploration is good. Find new places and meet new people.";
+ mes "You'll never know when you will meet a prospective client.";
+ return;
+
+ M_5:
+ mes "[Guild Master]";
+ mes "Someone's waitng for you?";
+ next;
+ menu "Yes, the people I met in this guild.",sM_5a, "A friend and partner.",sM_5b, "The love of my life.",sM_5c;
+
+ sM_5a:
+ mes "[Guild Master]";
+ mes "Haha. I think they would be happy to know that you are thinking of them.";
+ mes "No matter where you go, or what you do, you will always have a place here in this guild.";
+ return;
+ sM_5b:
+ mes "[Guild Master]";
+ mes "Good friends can be hard to find, and those that you can call a partner are even rarer.";
+ mes "It's good that you have a friend that you can trust and work with.";
+ return;
+ sM_5c:
+ mes "[Guild Master]";
+ if(sex == 1) mes "Oh you have a girlfriend... then become her shadow and protect her.";
+ if(sex == 0) mes "Oh you have a boyfriend... then become his shadow and protect him.";
+ next;
+ mes "[Guild Master]";
+ mes "As an Assassin you will find it very difficult to ever meet someone else, so make sure you treasure what you have now.";
+ return;
+
+ M_6:
+ mes "[Guild Master]";
+ mes "Okay, so what is it that you would like to know?";
+ next;
+ menu "Where's the easiest place to train?",sM_6a, "Where do Assassins usually go to gain exp?",sM_6b,
+ "How does an Assassin make money?",sM_6c;
+
+ sM_6a:
+ mes "[Guild Master]";
+ mes "Where ever an Assassin may be, he/she must learn to adapt and survive.";
+ mes "Assassins do not have the luxury of choosing where they work.";
+ return;
+ sM_6b:
+ mes "[Guild Master]";
+ mes "There are many experienced Assassins wandering the continent of Rune-Midgard. Seek them out and ask for their knowledge.";
+ next;
+ mes "[Guild Master]";
+ mes "The best way to gain experience however, is to go out and experience the world for yourself.";
+ return;
+ sM_6c:
+ mes "[Guild Master]";
+ mes "Damit, is money that important to you? An Assassins life does not revolve around money.....";
+ return;
+
+}
+
+
+//=============================================//
+// Maze Triggers
+//=============================================//
+in_moc_16.gat,170,90,0 script maze_trig#1 139,0,0,{
+ mes "[Guild Master]";
+ mes "There's no way to walk there, try another way.";
+ close;
+}
+in_moc_16.gat,150,85,0 script maze_trig#2 139,0,0,{
+ mes "[Guild Master]";
+ mes ".... Getting warmer.... you're almost there.....";
+ close;
+}
+in_moc_16.gat,153,85,0 script maze_trig#3 139,0,0,{
+ mes "[Guild Master]";
+ mes "You can't walk there..";
+ mes "Good, your almost there, keep walking.";
+ mes "You have to walk in between a pole and a.....";
+ mes "you got to turn a round in order to get in.";
+ close;
+}
+in_moc_16.gat,160,85,0 script maze_trig#4 139,0,0,{
+ mes "[Guild Master]";
+ mes "There's no way to walk there, try another way.";
+ close;
+}
+in_moc_16.gat,175,89,0 script maze_trig#5 139,0,0,{
+ mes "[Guild Master]";
+ mes "That way leads to Botogun..";
+ mes "What are going to do there?";
+ close;
+}
+in_moc_16.gat,164,88,0 script maze_trig#6 139,0,0,{
+ mes "[Guild Master]";
+ mes "Good.... you're on the right track.";
+ close;
+}
+in_moc_16.gat,149,95,0 script maze_trig#7 139,0,0,{
+ mes "[Guild Master]";
+ mes "Good, you found the path.";
+ close;
+}
+in_moc_16.gat,180,101,0 script maze_trig#8 139,0,0,{
+ mes "[Guild Master]";
+ mes "... It looks like that's not that way...";
+ close;
+}
+in_moc_16.gat,186,107,0 script maze_trig#9 139,0,0,{
+ mes "[Guild Master]";
+ mes "...Not that way either...";
+ close;
+}
+
+
+//================================================//
+// Decoy Chief
+//================================================//
+in_moc_16.gat,186,81,0 script Guild Master#2 55,{
+ mes "[Guild Master Botogun]";
+ mes "I'm sorry but I am not the person in charge here.";
+ mes "The real Guild Chief is on the other side.";
+ close;
+}
+
+
+//=================================================//
+// Guild Npcs
+//=================================================//
+in_moc_16.gat,156,85,1 script Huey#End 55,{end;}
+in_moc_16.gat,156,83,1 script Kai#End 730,{end;}
+in_moc_16.gat,156,81,1 script Nameless One#End 106,{end;}
+in_moc_16.gat,156,79,1 script Barcardi#End 725,{end;}
+in_moc_16.gat,156,77,1 script Observer#End 55,{end;}
+in_moc_16.gat,156,75,1 script Thomas#End 118,{end;}
+
+
+//==============================================================================
+// mapflag
+//==============================================================================
+in_moc_16.gat mapflag nomemo
+in_moc_16.gat mapflag noteleport
+in_moc_16.gat mapflag nosave SavePoint
+in_moc_16.gat mapflag nopenalty
+in_moc_16.gat mapflag nobranch
+in_moc_16.gat mapflag noexp
+in_moc_16.gat mapflag noloot
diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt
new file mode 100644
index 000000000..2921ad71e
--- /dev/null
+++ b/npc/jobs/2-1/blacksmith.txt
@@ -0,0 +1,1482 @@
+//===== eAthena Script =======================================
+//= Blacksmith Quest
+//===== By: ==================================================
+//= EREMES THE CANIVALIZER(Aegis)
+//= Translated by: yoshiki.
+//= Converted by: Komurka.
+//= Optimized and further edited by kobra_k88.
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 1.8a
+//===== Compatible With: =====================================
+//= eAthena 1.0+
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= Changed some npc names to the iRO names. Changed some variable
+//= names and labels. Edited some text.[kobra_k88]
+//= Removed "if(JobLevel > 48) goto higher". It was a left over line.
+//= Thx to "Decker".[kobra_k88]
+//= Fixed some typos, thanks to Riotblade [celest]
+//= 1.3-1.5 Added Baby Class support [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.7 item quantity/ids typos fix
+//= 1.8 Moved the Quest to Einbroch [Poki#3]
+==============================================================
+
+
+
+//<==================================================== Blacksmith Altiregen (Job changer)==================================================>\\
+ein_in01.gat,18,28,4 script Guildsman Altiregen 731,{
+ callfunc "F_BlockHigh",29,"Merchant High",34,"White Smith","Blacksmith Altiregen";
+
+ if (BaseJob == 5) goto L_Merc;
+ mes "[Blacksmith Altiregen]";
+ mes "Welcome! We're the masters of the metal, blacksmiths!";
+ mes "Our skills in creating weapons, in a way, is almost an art form!.";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "Those weapons, heh, can be sold for quite a profit as well.";
+ next;
+ mes "[Blacksmith Altiregen]";
+ callfunc "Bla_check";
+
+
+L_Merc:
+ mes "[Blacksmith Altiregen]";
+ if (BSMITH_Q == 1) goto L_Test1;
+ if (BSMITH_Q == 2 || BSMITH_Q == 3) goto L_Test2and3;
+ if (BSMITH_Q == 4) goto L_Test4;
+ if (BSMITH_Q == 5) goto L_Change;
+ mes "Hello fellow merchant! Are you here to apply?";
+ mes "Write your name and your job level on this piece of paper.";
+ next;
+ menu "Apply",M_App,"What's required?",M_Req,"Not now...",M_NtNow;
+
+ M_App:
+ if(JobLevel < 40) goto sL_Lowlvl;
+ if(JobLevel == 50) goto sL_HighLvl;
+ mes "[Blacksmith Altiregen]";
+ mes "Hmmm...";
+ mes "Your job level is satisfactory.";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "Good, but we don't just accept anybody.";
+ mes "We'll need to test your merchant skills and your determination.";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "Rustle Rustle";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "Hmmm, the guildsman ^5533FFGeshupenschte in Einbech^000000, is a bit short of hands.";
+ mes "Go help him, that's the first test.";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "Have a nice trip!";
+ set BSMITH_Q,1;
+ set JBLVL, 40;
+ close;
+
+ sL_Lowlvl:
+ mes "[Blacksmith Altiregen]";
+ mes "You need more training as a merchant. We only accept job level 40+";
+ mes "As much as I want to accept you, we have regulations. Sorry, but return later.";
+ close;
+ sL_HighLvl:
+ mes "[Blacksmith Altiregen]";
+ mes "Wow! I'm impressed! You've done a lot of training there. You know what they say, with hard work comes great rewards.";
+ emotion 1;
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "Well, first things first..... The guildsman ^5533FFGeshupenschte in Einbech^000000, is a bit short on help.";
+ mes "Go help him, that's the first test.";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "Have a nice trip!";
+ set BSMITH_Q,1;
+ set JBLVL, 50;
+ close;
+ M_Req:
+ mes "[Blacksmith Altiregen]";
+ mes "What is required?";
+ mes "First, be job level 40 at least.";
+ mes "And pass the test.";
+ mes "That's it. The test is a bit complicated, but passable.";
+ mes "The test involves delievering items and being quized on the special items of certain regions and then being tested on knowledge of blacksmiths.";
+ close;
+ M_NtNow:
+ mes "[Blacksmith Altiregen]";
+ mes "Alright, see you later.";
+ close;
+
+
+L_Test1:
+ mes "You didn't leave yet? I told you to go see Geshupenschte in Einbech. See you then.";
+ emotion 1;
+ close;
+
+L_Test2and3:
+ mes "How was the work Geshupenschte gave you? He can be a pain sometimes.";
+ close;
+L_Test4:
+ if (BSMITH_Q2 == 1) goto L_NotDone;
+ mes "Congrats! You've passed Geshupenschte's tests!";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "Hmm? Heh, there is one last test you know.";
+ mes "The guildsman for the last test is Mitmayer, go talk to her now.";
+ next;
+ menu "Cruel, but I'll go.",-,"......I don't wanna travel T_T",M_dontgo;
+
+ set BSMITH_Q2, 1;
+ mes "[Blacksmith Altiregen]";
+ mes "I hope you do, because the blacksmith's guild doesn't like shaming it's status by hiring idiots!";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "If such a thing happened, I can see the guild crumbling down, sob T_T";
+ mes "Well..... Go find her!";
+ close;
+ M_dontgo:
+ mes "[Blacksmith Altiregen]";
+ mes "What!? You're giving up!?!.........";
+ emotion 1;
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "HOW DARE YOU INSULT OUR GUILD LIKE THAT!";
+ mes "Leave now! Don't you dare even DREAM about becoming a blacksmith!";
+ emotion 23;
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "Can't endure ANYTHING can you!? How do you plan to become a blacksmith if you can't do these simple tasks!?";
+ emotion 6;
+ close;
+
+ L_NotDone:
+ mes "Hmmm? Didn't you say you're going?";
+ mes "Sorry, but you gotta pass the test.";
+ close;
+
+L_Change:
+ if(countitem(1005) < 1) goto L_NoHam;
+ if(SkillPoint > 0) mes "You need to use up all of your skill points before I can make you a Blacksmith.";
+ if(SkillPoint > 0) close;
+ mes "Whoah, I can see the fire in your eyes! You've passed!!";
+ mes "I'll grant you the power to work metals!";
+ next;
+ delitem 1005,1;
+ callfunc "Job_Change",Job_Blacksmith;
+ mes "[Blacksmith Altiregen]";
+ mes "Don't forget! We're the artists that put beauty into metal! Don't you dare forget that!";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "Here's a present! Congrats on passing!";
+ if(JBLVL != 50) getitem 999,5;
+ if(JBLVL == 50) getitem 999,10;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ emotion 21;
+ close;
+
+ L_NoHam:
+ mes "Did you forget something? You need to show me the ^5533FFHammer of Blacksmiths^000000 to prove that you've passed all of the tests.";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "You DO have it..... don't you???";
+ next;
+ menu "Oh that thing... let me just get it out of storage...",-, "Actually I sold it for pots..... now what?",sM_What;
+
+ mes "[Blacksmith Altiregen]";
+ mes "....... grrrrrrr.......";
+ emotion 7;
+ close;
+ sM_What:
+ mes "[Blacksmith Altiregen]";
+ mes ".......... I'll tell you what.............";
+ next;
+ mes "[Blacksmith Altiregen]";
+ mes "YOU GET TO START ALL OVER!!!!";
+ set BSMITH_Q, 0;
+ set BSMITH_Q2, 0;
+ emotion 32;
+ close;
+}
+
+
+//<=============================================== Geshupenschte: 1st, 2nd, 3rd Test ===================================================>\\
+ein_in01.gat,201,27,4 script Geshupenschte 63,{
+
+ if(BaseJob==5) goto L_merchant;
+ mes "[Geshupenschte]";
+ mes "Hello sir! I'm the blacksmith. Geshupenschte! Nice to meet you!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Blacksmith is such a great job!! Don't you think so? Hahahahahahah!";
+ emotion 18;
+ close;
+
+L_merchant:
+ mes "[Geshupenschte]";
+ if (BSMITH_Q == 1) goto L_Test1;
+ if (BSMITH_Q == 2) goto L_Test2;
+ if (BSMITH_Q == 3) goto L_Test3;
+ if (BSMITH_Q == 4) goto L_Done;
+ if (BSMITH_Q == 5) goto L_GoChange;
+ mes "Hoho!! A merchant! Excellent! I was in need of some help!!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Of course.... I wouldn't want to bother someone as busy as yourself. Go on your way if you must!....";
+ next;
+ mes "[Geshupenschte]";
+ mes "~Dum dee dum dee dum~.....I am the best.... I am a blacksmith....(singing)";
+ next;
+ mes "[Geshupenschte]";
+ mes "What? Why are you still here?";
+ emotion 1;
+ close;
+
+// Test 1-----------------------------------------------------------------
+L_Test1:
+ if (BSMITH_Q2 == 1) goto L_ReTest1;
+ mes "You're the one sent by the guild, right?";
+ mes "Whew, the people order so many items >_> We don't have enough people to deliever.";
+ next;
+ mes "[Geshupenschte]";
+ mes "Well, you ARE the one sent by the guild, right?";
+ mes "Oh well, hopefully >_>";
+ next;
+ mes "[Geshupenschte]";
+ mes "See, this kid a few days ago,";
+ mes "he wasted SO much of our money.";
+ mes "Just because I sent him on a semi complicated errand >_>";
+ mes "Now, let me ask a few questions!";
+ next;
+ menu "Alright",M_Rdy,"Wait, let me go and get prepared",-;
+
+ mes "[Geshupenschte]";
+ mes "Ok, return after you're ready.";
+ mes "I'll be waiting here.";
+ close;
+ M_Rdy:
+ set @score, 0;
+ set @temp, rand(2);
+ if (@temp == 1) goto L_setq2;
+
+ L_setq1:
+ mes "[Geshupenschte]";
+ mes "1. Which town and local item don't match?";
+ next;
+ menu "Morroc - Thief Clothes",q1,"Alberta - 2 Hand Axe",q1,"Comodo - Berserk Potion",q1,"Alberta - Swordmace",-;
+
+ set @score,@score+10;
+ q1:
+
+ mes "[Geshupenschte]";
+ mes "2. What does the smith skill Hammerfall do?";
+ next;
+ menu "Stun",-,"Blind",q2,"Poison",q2,"Sleep",q2;
+
+ set @score,@score+10;
+ q2:
+
+ mes "[Geshupenschte]";
+ mes "3. What is a merchant not good at?";
+ next;
+ menu "Opening Shops",q3,"Buying Cheap",q3,"Selling High",q3,"Running Fast",-;
+
+ set @score,@score+10;
+
+ q3:
+
+ mes "[Geshupenschte]";
+ mes "4. Where do you buy Blue Gems?";
+ next;
+ menu "Alberta",q4,"Morroc",q4,"Geffen",-,"Prontera",q4;
+
+ set @score,@score+10;
+
+ q4:
+
+ mes "[Geshupenschte]";
+ mes "5. Where is the Geffen Tool Shop from the tower?";
+ next;
+ menu "8 o'clock",-,"11 o'clock",q5,"6 o'clock",q5,"5 o'clock",q5;
+
+ set @score,@score+10;
+
+ q5:
+
+ mes "[Geshupenschte]";
+ mes "6. What weapon can't be used by merchants?";
+ next;
+ menu "Stiletto",q6,"Buster",q6,"Chain",q6,"Bible",-;
+
+ set @score,@score+10;
+
+ q6:
+
+ mes "[Geshupenschte]";
+ mes "7. Which has the highest def?";
+ next;
+ menu "Panty",q7,"Mink Coat",-,"Wooden Mail",q7,"Silk Robe",q7;
+
+ set @score,@score+10;
+
+ q7:
+
+ mes "[Geshupenschte]";
+ mes "8. How many times can you upgrade a lvl 3 weapon safely?";
+ next;
+ menu "+3 ",q8,"+4 ",q8,"+5 ",-,"+6 ",q8;
+
+ set @score,@score+10;
+ q8:
+
+ mes "[Geshupenschte]";
+ mes "9. What can you make with Trunks?";
+ next;
+ menu "Sakkat",-,"Ghost Bandana",q9,"Majestic Goat",q9,"Antlers",q9;
+
+ set @score,@score+10;
+ q9:
+
+ mes "[Geshupenschte]";
+ mes "10. What is the most important to merchants!?";
+ next;
+ menu "Helpfulness",-,"Honor",-,"Money",-,"Honesty",-;
+
+ set @score,@score+10;
+
+ if (BSMITH_Q2 == 1) goto L_result2;
+ goto L_result;
+
+ L_setq2:
+ mes "[Geshupenschte]";
+ mes "1. Which town and local item is mismatched?";
+ next;
+ menu "Aldebaran - Ygg Leaf",q10,"Alberta - Hammer",q10,"Comodo - Berserk Potion",q10,"Aldebaran - Hammer",-;
+
+ set @score,@score+10;
+ q10:
+
+ mes "[Geshupenschte]";
+ mes "2. How much does Jellopy sell for?";
+ next;
+ menu "1z",q11,"2z",q11,"3z",-,"4z",q11;
+
+ set @score,@score+10;
+ q11:
+
+ mes "[Geshupenschte]";
+ mes "3. What's necessary to make a shop?";
+ next;
+ menu "Must have cart",-,"Item to sell",q12,"Have weapon equiped",q12,"Wear Armor",q12;
+
+ set @score,@score+10;
+ q12:
+
+ mes "[Geshupenschte]";
+ mes "4. Where is the merchant guild located?";
+ next;
+ menu "Alberta",-,"Morroc",q13,"Geffen",q13,"Prontera",q13;
+
+ set @score,@score+10;
+ q13:
+
+ mes "[Geshupenschte]";
+ mes "5. Where is the Morroc Weapon Shop from the center?";
+ next;
+ menu "7 o'clock",q14,"11 o'clock",q14,"6 o'clock",q14,"5 o'clock",-;
+
+ set @score,@score+10;
+ q14:
+
+ mes "[Geshupenschte]";
+ mes "6. What can't a merchant equip?";
+ next;
+ menu "Main Gauche",q15,"Claymore",-,"Chain",q15,"2 hand axe",q15;
+
+ set @score,@score+10;
+ q15:
+
+ mes "[Geshupenschte]";
+ mes "7. What has the highest defense?";
+ next;
+ menu "Panty",q16,"Mink Coat",-,"Wooden Mail",q16,"Silk Robe",q16;
+
+ set @score,@score+10;
+ q16:
+
+ mes "[Geshupenschte]";
+ mes "8. How many times can you safely upgrade a lvl 4 weapon?";
+ next;
+ menu "+3 ",q17,"+4",-,"+5",q17,"+6",q17;
+
+ set @score,@score+10;
+ q17:
+
+ mes "[Geshupenschte]";
+ mes "9. Which monster doesn't drop iron ore?";
+ next;
+ menu "Chonchon",q18,"Steel Chonchon",q18,"Zerom",q18,"Anolian",-;
+
+ set @score,@score+10;
+ q18:
+
+ mes "[Geshupenschte]";
+ mes "10. What is the most important to merchants?!";
+ next;
+ menu "Honesty",-,"Helpfulness",-,"Money",-,"Posture",-;
+
+ set @score,@score+10;
+
+ if (BSMITH_Q2 == 1) goto L_result2;
+ goto L_result;
+
+L_result:
+ mes "[Geshupenschte]";
+ mes "Good!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Lets see....your score is ^5533FF"+@score+".^000000";
+ if (@score == 100) goto L_perfect;
+ mes ".............";
+ next;
+ mes "[Geshupenschte]";
+ mes "Sorry friend, I don't want to give you the job.";
+ mes "You need just a bit more knowledge. Go study some more";
+ set BSMITH_Q2, 1;
+ close;
+
+ L_perfect:
+ set BSMITH_Q,2;
+ set BSMITH_Q2, 0;
+ mes "Perfect!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Then you definatly can do the errand!";
+ mes "Are you prepared?";
+ close;
+L_result2:
+ mes "[Geshupenschte]";
+ mes "Great!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Lets see....your score is ^5533FF"+@score+".^000000";
+ if (@score > 80) goto L_pass;
+ mes ".............";
+ next;
+ mes "[Geshupenschte]";
+ mes "You've missed again!";
+ mes "If you keep missing, I can't give you the job. Go study more.";
+ set BSMITH_Q2, 1;
+ close;
+
+ L_pass:
+ set BSMITH_Q,2;
+ set BSMITH_Q2, 0;
+ mes "You Passed!";
+ next;
+ mes "[Geshupenschte]";
+ mes "I'll let you do the job";
+ mes "Are you prepared?";
+ close;
+L_ReTest1:
+ mes "Ah, I see you've studied more. Don't miss any questions! Here we go!";
+ next;
+ goto M_Rdy;
+
+
+// Test 2-----------------------------------------------------------------
+L_Test2:
+ if(BSMITH_Q2 > 0) goto L_CheckTest2;
+ mes "Let's see... orders....";
+ next;
+ mes "[Geshupenschte]";
+ mes "Ah, here it is!";
+ mes "Here's the order that's almost due";
+ mes "Hmmm";
+ next;
+ mes "[Geshupenschte]";
+ mes "I need you to get me....";
+ next;
+ set BSMITH_Q2,rand(1,5);
+ if (BSMITH_Q2 == 2) goto R_item2;
+ if (BSMITH_Q2 == 3) goto R_item3;
+ if (BSMITH_Q2 == 4) goto R_item4;
+ if (BSMITH_Q2 == 5) goto R_item5;
+
+ R_item1:
+ mes "[Geshupenschte]";
+ mes "^5533FF2 Steel";
+ mes "1 Rotten Bandage";
+ mes "2 Blue Gemstone^000000";
+ mes "and ^5533FF1 Arc Wand^000000 from the store.";
+ next;
+ mes "[Geshupenschte]";
+ mes "Hey, we're not making you bring these because we're cheap! It's a test!";
+ next;
+ mes "[Geshupenschte]";
+ mes "^5533FF2 Steel";
+ mes "1 Rotten Bandage";
+ mes "2 Blue Gemstone^000000";
+ mes "and ^5533FF1 Arc Wand^000000 from the store.";
+ next;
+ goto L_finalword;
+ R_item2:
+ mes "[Geshupenschte]";
+ mes "^5533FF2 Star Dust";
+ mes "2 Skel Bones";
+ mes "1 Zargons^000000";
+ mes "and ^5533FF1 Gladius^000000 from the stores.";
+ next;
+ mes "[Geshupenschte]";
+ mes "Hey! We're not being cheap, this is a test!";
+ next;
+ mes "[Geshupenschte]";
+ mes "I'll list them again";
+ mes "^5533FF2 Star Dust";
+ mes "2 Skel Bones";
+ mes "1 Zargons^000000";
+ mes "and ^5533FF1 Gladius^000000 from the stores.";
+ next;
+ goto L_finalword;
+ R_item3:
+ mes "[Geshupenschte]";
+ mes "^5533FF2 Coals";
+ mes "2 Shells";
+ mes "2 Red Bloods^000000";
+ mes "and ^5533FF1 Tsurugi^000000 from the stores.";
+ next;
+ mes "[Geshupenschte]";
+ mes "Hey! We're not being cheap, this is a test!";
+ next;
+ mes "[Geshupenschte]";
+ mes "I'll list them again";
+ mes "^5533FF2 Coals";
+ mes "2 Shells^000000";
+ mes "2 Red Bloods";
+ mes "and ^5533FF1 Tsurugi^000000 from the stores.";
+ next;
+ goto L_finalword;
+ R_item4:
+ mes "[Geshupenschte]";
+ mes "^5533FF8 Iron Ores";
+ mes "1 Trunk";
+ mes "2 Blue Gems^000000";
+ mes "And a ^5533FFArbalest^000000 from the stores.";
+ next;
+ mes "[Geshupenschte]";
+ mes "Hey! We're not being cheap!";
+ next;
+ mes "[Geshupenschte]";
+ mes "I'll list them again.";
+ mes "^5533FF8 Iron Ores";
+ mes "1 Trunk";
+ mes "2 Blue Gems^000000";
+ mes "And a ^5533FFArbalest^000000 from the stores.";
+ next;
+ goto L_finalword;
+ R_item5:
+ mes "[Geshupenschte]";
+ mes "^5533FF8 Iron Ores";
+ mes "20 Green Herbs";
+ mes "2 Animal Skin^000000";
+ mes "and ^5533FF1 Morning Star^000000 from the stores.";
+ next;
+ mes "[Geshupenschte]";
+ mes "Hey! We're not being cheap! It's a test!";
+ next;
+ mes "[Geshupenschte]";
+ mes "I'll list them again.";
+ mes "^5533FF8 Iron Ores";
+ mes "20 Green Herbs";
+ mes "2 Animal Skin^000000";
+ mes "and ^5533FF1 Morning Star^000000 from the stores.";
+ next;
+ L_finalword:
+ mes "[Geshupenschte]";
+ mes "Good luck!";
+ close;
+
+L_CheckTest2:
+ mes "Hmm? Did you bring all the items?";
+ next;
+ if (BSMITH_Q2 == 2) goto L_2b;
+ if (BSMITH_Q2 == 3) goto L_2c;
+ if (BSMITH_Q2 == 4) goto L_2d;
+ if (BSMITH_Q2 == 5) goto L_2e;
+
+ L_2a:
+ if(countitem(999) < 2 || countitem(930) < 1 || countitem(717) < 2 || countitem(1610) < 1) goto sL_NtEnuf1;
+ mes "[Geshupenschte]";
+ mes "Didn't I ask for 3 steels?";
+ next;
+ mes "[Geshupenschte]";
+ mes "Oh yea! I did ask for 2.";
+ mes "Gimme a sec.";
+ delitem 999,2;
+ delitem 930,1;
+ delitem 717,2;
+ delitem 1610,1;
+ callsub sF_Make;
+ mes "Deliever this to Geffen's Baisulitst and bring back the reciept.";
+ getitem 1610,1;
+ next;
+ mes "[Geshupenschte]";
+ mes "WHAT!? Nothing looks different?";
+ mes "Look carefully where my hand is.";
+ mes "See the emphesized groove!?";
+ mes "ITS THE SUPER Geshupenschte ARC WAND MK II!!!!! XDDDDD";
+ next;
+ mes "[Geshupenschte]";
+ mes "Feel the difference! Almost no inertia!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Now, go deliever to Baisulitst!";
+ close;
+
+ sL_NtEnuf1:
+ mes "[Geshupenschte]";
+ mes "You didn't bring all the items!";
+ next;
+ goto R_item1;
+ L_2b:
+ if(countitem(1001) < 2 || countitem(932) < 2 || countitem(912) < 1 || countitem(1219) < 1) goto sL_NtEnuf2;
+ mes "[Geshupenschte]";
+ mes "Didn't I ask for 3 Star Dusts?";
+ next;
+ mes "[Geshupenschte]";
+ mes "Oh yea, 2, that's right.";
+ mes "Okay, gimme a sec.";
+ delitem 1001,2;
+ delitem 932,2;
+ delitem 912,1;
+ delitem 1219,1;
+ callsub sF_Make;
+ mes "Now, take this to Morroc's Wickebine";
+ getitem 1219,1;
+ next;
+ mes "[Geshupenschte]";
+ mes "WHAT!? IT DOESN'T LOOK ANY DIFFERENT!?";
+ mes "Look carefully at the blade!";
+ mes "CAN YOU NOT SEE THE BEAUTIFUL MARKINGS?!";
+ mes "ULTRA GLADIUS Geshupenschte Mk II!!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Isnt it so pretty ^_^";
+ next;
+ mes "[Geshupenschte]";
+ mes "Well, go to Morroc and give it the Wickebine and bring the receipt back.";
+ close;
+
+ sL_NtEnuf2:
+ mes "[Geshupenschte]";
+ mes "You didn't bring all the items!";
+ next;
+ goto R_item2;
+ L_2c:
+ if(countitem(1003) < 2 || countitem(935) < 2 || countitem(990) < 1 || countitem(1119) < 1) goto sL_NtEnuf3;
+ mes "[Geshupenschte]";
+ mes "Didn't I ask for 3 coals??";
+ next;
+ mes "[Geshupenschte]";
+ mes "That's right, 2 coals";
+ mes "Okay, wait a sec.";
+ delitem 1003,2;
+ delitem 935,2;
+ delitem 990,1;
+ delitem 1119,1;
+ callsub sF_Make;
+ mes "Give this to Izlude's Gromgast and bring back the receipt.";
+ getitem 1119,1;
+ next;
+ mes "[Geshupenschte]";
+ mes "WHAT!? NOTHING LOOKS DIFFERENT!?";
+ mes "Look carefully at the blade!";
+ mes "Look at the beautiful markings!";
+ mes "ULTRA Geshupenschte TSURUGI Mk II!!!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Isn't it so pretty ^_^";
+ next;
+ mes "[Geshupenschte]";
+ mes "Anyways, Izlude's Gromgast! Go!";
+ close;
+
+ sL_NtEnuf3:
+ mes "[Geshupenschte]";
+ mes "You didn't bring all the items!";
+ next;
+ goto R_item3;
+
+ L_2d:
+ if(countitem(1002) < 8 || countitem(1019) < 1 || countitem(717) < 2 || countitem(1713) < 1) goto sL_NtEnuf4;
+ mes "[Geshupenschte]";
+ mes "Didn't I ask for 30 iron ores?";
+ next;
+ mes "[Geshupenschte]";
+ mes "Wait, 8 is right >_>";
+ mes "Hmmm, wait a sec then.";
+ delitem 1002,8;
+ delitem 1019,1;
+ delitem 717,2;
+ delitem 1713,1;
+ callsub sF_Make;
+ mes "Deliever this to Payon's Tilpitz";
+ getitem 1713,1;
+ next;
+ mes "[Geshupenschte]";
+ mes "WHAT!? NOTHING LOOKS DIFFERENT!?";
+ mes "LOOK AT THE GROOVES WHERE THE ARROWS GO!!";
+ mes "LOOK HOW CUSTOMIZED IT IS!!!!!";
+ mes "Geshupenschte'S MASTER ARCHER ARBALEST Mk II!!!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Look how well built the bow is!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Well, Tilpitz in Payon, and bring the envelop.";
+ close;
+
+ sL_NtEnuf4:
+ mes "[Geshupenschte]";
+ mes "You didn't bring all the items!";
+ next;
+ goto R_item4;
+
+ L_2e:
+ if(countitem(1002) < 8 || countitem(511) < 20 || countitem(919) < 2 || countitem(1513) < 1) goto sL_NtEnuf5;
+ mes "[Geshupenschte]";
+ mes "Didn't I ask for 40 ores?";
+ next;
+ mes "[Geshupenschte]";
+ mes "Wait, 8! That's right!";
+ mes "Okay, wait a sec!";
+ delitem 1002,8;
+ delitem 511,20;
+ delitem 919,2;
+ delitem 1513,1;
+ callsub sF_Make;
+ mes "Take this to Bismarck in Comodo and bring me the receipt.";
+ getitem 1513,1;
+ next;
+ mes "[Geshupenschte]";
+ mes "WHAT!? NOTHING LOOKS DIFFERENT!?";
+ mes "Look carefully at the tips of the spikes!!";
+ mes "The green herbs' antidote for poisons have been mixed in!";
+ mes "ANTI POISON Geshupenschte MORNING STAR MK II!!!!!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Don't you get it!? When you're poisoned, you stab yourself with it!";
+ mes "The wound.....probably will get bigger! But the poison will be gone!";
+ next;
+ mes "[Geshupenschte]";
+ mes "Well, take this to Bismarck of Comodo!";
+ close;
+
+ sL_NtEnuf5:
+ mes "[Geshupenschte]";
+ mes "You didn't bring all the items!";
+ next;
+ goto R_item5;
+
+ sF_Make:
+ set BSMITH_Q, 3;
+ next;
+ mes "[Geshupenschte]";
+ mes "Grunt.......";
+ next;
+ mes "~clank~clonk~clank~";
+ next;
+ mes "[Geshupenschte]";
+ mes "Ergh......";
+ next;
+ mes "~bonk~bang~bonk~";
+ next;
+ mes "[Geshupenschte]";
+ mes "Whew. There we go!";
+ return;
+
+
+// Test 3-----------------------------------------------------------------
+L_Test3:
+ if (BSMITH_Q3 == 1) goto L_CheckTest3;
+ mes "Go deliever!";
+ mes "........you didn't forget.......right?";
+ next;
+ mes "[Geshupenschte]";
+ if (BSMITH_Q2 == 2) goto L_3b;
+ if (BSMITH_Q2 == 3) goto L_3c;
+ if (BSMITH_Q2 == 4) goto L_3d;
+ if (BSMITH_Q2 == 5) goto L_3e;
+
+ L_3a:
+ if (countitem(1610) < 1) goto L_LostItem;
+ mes "Baisulitst should be at 11 o'clock of Geffen ";
+ close;
+ L_3b:
+ if (countitem(1219) < 1) goto L_LostItem;
+ mes "Take it to Wickebine near the Sword Mace dealer in Morroc.";
+ close;
+ L_3c:
+ if (countitem(1119) < 1) goto L_LostItem;
+ mes "Gromgast hangs out at 11 o'clock of Izlude.";
+ close;
+ L_3d:
+ if (countitem(1713) < 1) goto L_LostItem;
+ mes "Tilpitz hangs out at 5 o'clock of Payon";
+ close;
+ L_3e:
+ if (countitem(1513) < 1) goto L_LostItem;
+ mes "Bismarck is usually at 12 o'clock area of Comodo.";
+ close;
+
+ L_LostItem:
+ mes "WHAT!!! YOU LOST THE ITEM I GAVE YOU TO DELIVER!!!!";
+ emotion 23;
+ next;
+ mes "[Geshupenschte]";
+ mes "........... Well then.... I gues you'll just have too.....";
+ next;
+ mes "[Geshupenschte]";
+ mes "START ALL OVER!! Now get out of my sight!!";
+ set BSMITH_Q, 0;
+ set BSMITH_Q2, 0;
+ emotion 7;
+ close;
+
+L_CheckTest3:
+ mes "Did you deliever it?";
+ mes "Lets see the receipt then!";
+ next;
+ menu "Here you go",-,"Wait a second.",M_Wait;
+
+ if(countitem(1073) < 1) goto sL_noreceipt;
+ mes "[Geshupenschte]";
+ mes "Great! Very good! You're definalty a honest merchant! Go see Altiregen back in Geffen!";
+ mes "I know you'll definately pass the test!!!";
+ set BSMITH_Q, 4;
+ set BSMITH_Q2, 0;
+ set BSMITH_Q3, 0;
+ delitem 1073,1;
+ close;
+
+ sL_noreceipt:
+ mes "[Geshupenschte]";
+ mes "........You don't know where you left the receipt.........";
+ next;
+ mes "[Geshupenschte]";
+ mes "WHAT'S THIS?! YOU LOST IT!? DId you SELL it or something!?";
+ emotion 23;
+ next;
+ mes "[Geshupenschte]";
+ mes "The receipt is the soul of merchants! The life line of blacksmiths!";
+ mes "Guess what? You get to..... START ALL OVER!!";
+ set BSMITH_Q, 0;
+ set BSMITH_Q2, 0;
+ set BSMITH_Q3, 0;
+ emotion 32;
+ close;
+ M_Wait:
+ mes "[Geshupenschte]";
+ mes "Well, tell me if you find the receipt. I HOPE you got one.";
+ close;
+
+L_Done:
+ mes "Thanks for working for me! Now go see Altiregen!";
+ close;
+
+L_GoChange:
+ mes "There should be nothing you want now.........";
+ mes "Maybe you're thinking of Morroc or Geffen?";
+ close;
+}
+
+
+// Delivery Recipients ==================================================>\\
+// Baisulitst -----------------------------------------------------------
+geffen.gat,46,164,4 script Baisulitst 69,{
+ if (BSMITH_Q==3) goto L_Start;
+
+ mes "[Baisulitst]";
+ mes "Now that I think about it, it's been a while since I've been to Alberta. I'm a little upset with the service I've been getting, especially the late deliveries......";
+ next;
+ mes "[Baisulitst]";
+ mes "I ordered something from the Geffen Blacksmith Guild but the order got transfered to a blacksmith in Alberta.....";
+ next;
+ mes "[Baisulitst]";
+ mes "Hmmm....., I wonder when I will recieve my special order ^5555FFArc Wand^000000.....";
+ emotion 20;
+ close;
+
+L_Start:
+ if(BSMITH_Q2 != 1) goto L_Wrong;
+ if(countitem(1073) == 1) goto L_Done;
+ if(countitem(1610) < 1) goto L_NoItem;
+ mes "[Baisulitst]";
+ mes "Wow! Is it finally here?!";
+ mes "Thank you! I was waiting forever!";
+ delitem 1610,1;
+ set BSMITH_Q3, 1;
+ next;
+ mes "[Baisulitst]";
+ mes "I ordered this from the Geffen BS Guild, but they assigned it to the smith in Alberta!";
+ next;
+ mes "[Baisulitst]";
+ mes "Thanks for coming from so far away!";
+ mes "Also, make sure to hit Geshupenschte one for me! How could anything be so late >_>";
+ next;
+ mes "[Baisulitst]";
+ mes "Here's the receipt!";
+ next;
+ mes "~Scribble, Scribble~ Rip ~";
+ next;
+ getitem 1073,1;
+ mes "[Baisulitst]";
+ mes "Here you go! Good bye! Thank you for the delivery!";
+ close;
+
+ L_NoItem:
+ mes "[Baisulitst]";
+ mes "..... Hmm?.... What's this?..... You here to deliver something to me but you don't have the actual item??";
+ emotion 32;
+ L_Wrong:
+ mes "[Baisulitst]";
+ mes "..... Hmm?.... What's this?..... This is not what I ordered.....";
+ emotion 32;
+ L_Done:
+ mes "[Baisulitst]";
+ mes "Thanks again for the delivery. I really appreciate it!";
+ close;
+}
+
+// Wickebine --------------------------------------------------------------------
+morocc.gat,27,112,4 script Wickebine 725,{
+ if (BSMITH_Q == 3) goto L_Start;
+
+ mes "[Wickebine]";
+ mes "..........";
+ mes ".....When will my order be here?";
+ emotion 20;
+ next;
+ mes "[Wickebine]";
+ mes "The Geffen Blacksmith Guild and Geshupenschte are both CHRONICALLY LATE!";
+ emotion 32;
+ next;
+ mes "[Wickebine]";
+ mes "This is very upsetting......";
+ close;
+L_Start:
+ if(BSMITH_Q2 != 2) goto L_Wrong;
+ if(countitem(1073) == 1) goto L_Done;
+ if(countitem(1219) < 1) goto L_NoItem;
+ mes "[Wickebine]";
+ mes "Is it finally here!?!";
+ mes "Give it!!!!";
+ delitem 1219,1;
+ set BSMITH_Q3, 1;
+ next;
+ mes "[Wickebine]";
+ mes "Tell the BS guild";
+ mes "and your teacher Geshupenschte!";
+ next;
+ mes "[Wickebine]";
+ mes "You're LATE";
+ mes "and I was WAITING.";
+ next;
+ mes "[Wickebine]";
+ mes "But the item seems pretty high quality.";
+ next;
+ mes "(Writes something down)";
+ next;
+ getitem 1073,1;
+ mes "[Wickebine]";
+ mes "Here's the receipt and thanks for the delivery.";
+ close;
+
+ L_NoItem:
+ mes "[Wickebine]";
+ mes "Ung! You came all this way to deliver my item and you lost it??!!";
+ emotion 6;
+ close;
+ L_Wrong:
+ mes "[Wickebine]";
+ mes "I think you're supposed to deliver this somewhere else.....";
+ emotion 4;
+ close;
+ L_Done:
+ mes "[Wickebine]";
+ mes "Thank you";
+ close;
+}
+
+// Gromgast ---------------------------------------------------------------------
+izlude.gat,69,181,4 script Gromgast 734,{
+ if (BSMITH_Q == 3) goto L_Start;
+
+ mes "[Gromgast]";
+ mes "..........";
+ mes ".....When will that sword arrive >_>";
+ next;
+ mes "[Gromgast]";
+ mes "I need that sword for my training!";
+ mes "Nooo.....I must not get rusty!";
+ next;
+ mes "[Gromgast]";
+ mes "Noooooooo T_T......";
+ close;
+
+L_Start:
+ if(BSMITH_Q2 != 3) goto L_Wrong;
+ if(countitem(1073) == 1) goto L_Done;
+ if(countitem(1119) < 1) goto L_NoItem;
+ mes "[Gromgast]";
+ mes "Ahhh, it's finally here";
+ mes "Let me see it.";
+ delitem 1119,1;
+ set BSMITH_Q3, 1;
+ next;
+ mes "[Gromgast]";
+ mes "Nice.....";
+ mes "It's better then I expected.";
+ next;
+ mes "[Gromgast]";
+ mes "I think this sword is exactly what I need!!";
+ mes "I like it!";
+ next;
+ mes "[Gromgast]";
+ mes "Here you go.";
+ next;
+ mes "~scribble~rip~";
+ next;
+ getitem 1073,1;
+ mes "[Gromgast]";
+ mes "Here's the receipt! Thank you.";
+ close;
+
+ L_NoItem:
+ mes "[Gromgast]";
+ mes "Hmm... I don't understand.... where is the item I ordered???....";
+ emotion 20;
+ L_Wrong:
+ mes "[Gromgast]";
+ mes "Sorry, but you've got the wrong person.";
+ close;
+ L_Done:
+ mes "[Gromgast]";
+ mes "Thanks for the delivery!";
+ close;
+}
+
+// Tilpitz --------------------------------------------------------------------
+payon.gat,214,79,4 script Tilpitz 59,{
+ if (BSMITH_Q == 3) goto L_Start;
+
+ mes "[Tilpitz]";
+ mes "When's that bow coming..........";
+ mes "How long ago did I order this thing >_>";
+ next;
+ mes "[Tilpitz]";
+ mes "There's no one that can make it execpt 'him'.........";
+ mes "but, WHEN WILL IT COME >_>";
+ next;
+ mes "[Tilpitz]";
+ mes " T_T ";
+ close;
+L_Start:
+ if(BSMITH_Q2 != 4) goto L_Wrong;
+ if(countitem(1073) == 1) goto L_Done;
+ if(countitem(1713) < 1) goto L_NoItem;
+ mes "[Tilpitz]";
+ mes ".......Ohhh! It's finally here!!!";
+ mes "Let me see it!";
+ delitem 1713,1;
+ set BSMITH_Q3, 1;
+ next;
+ mes "[Tilpitz]";
+ mes "Wow....";
+ mes "Not bad......not bad at all!!";
+ next;
+ mes "[Tilpitz]";
+ mes "Look at this curve!! It's wonderful!!";
+ mes "Oh, I love this";
+ next;
+ mes "[Tilpitz]";
+ mes "Thank you!!!";
+ next;
+ mes "scribble scribble rip";
+ next;
+ getitem 1073,1;
+ mes "[Tilpitz]";
+ mes "Here's the receipt! Thank you again!!!!!";
+ close;
+
+ L_NoItem:
+ mes "[Tilpitz]";
+ mes "Oooh! The delivery is here? What?..... You don't have anything???.....";
+ emotion 1;
+ next;
+ mes "[Tilpitz]";
+ mes "Don't play bad jokes on people!";
+ emotion 7;
+ close;
+ L_Wrong:
+ mes "[Tilpitz]";
+ mes "What's this? You have a delivery.... for someone else..... Then why not deliver it to that person instead???........";
+ emotion 4;
+ close;
+ L_Done:
+ mes "[Tilpitz]";
+ mes "More I look at it, more beautiful it gets!!! ";
+ close;
+}
+
+// Bismarck ---------------------------------------------------------------------------
+comodo.gat,158,342,4 script Bismarck 118,{
+ if (BSMITH_Q == 3) goto L_Start;
+
+ mes "[Bismarck]";
+ mes "......Ugh?...";
+ mes ".....When's that delivery coming......";
+ next;
+ mes "[Bismarck]";
+ mes "....the.....p...poison...... >_>....";
+ mes "Ack.....";
+ next;
+ mes "[Bismarck]";
+ mes "....Looks like... I'm....screwed.";
+ close;
+
+L_Start:
+ if(BSMITH_Q2 != 5) goto L_Wrong;
+ if(countitem(1073) == 1) goto L_Done;
+ if(countitem(1513) < 1) goto L_NoItem;
+ mes "[Bismarck]";
+ mes "Ugh.........finally...........";
+ mes "Pant pant..........give it to me~";
+ delitem 1513,1;
+ set BSMITH_Q3, 1;
+ next;
+ mes "[Bismarck]";
+ mes "Ugh....";
+ mes "The green herb is in it........right?";
+ next;
+ mes "[Bismarck]";
+ mes "I........can't move.........help me up";
+ mes "....grunt.....";
+ next;
+ mes "- STAB! -";
+ next;
+ mes "[Bismarck]";
+ mes "AAAAAAAAAAACCCCCCCCCKKKKKK!!!";
+ next;
+ mes "[Bismarck]";
+ mes "whew, that works pretty well..";
+ next;
+ getitem 1073,1;
+ mes "[Bismarck]";
+ mes "Cough.... Here's the receipt..... thank you for the delivery! I guess I get to live longer......";
+ close;
+
+ L_NoItem:
+ mes "[Bismarck]";
+ mes "ARE YOU TRYING TO TOY WITH ME!!?? How.... ~cough~... could....~ung~.... you....~ack~.....";
+ emotion 23;
+ close;
+ L_Wrong:
+ mes "[Bismarck]";
+ mes "I NEED AN ANTIDOTE DAMMIT!! Not this stuff ~ack~........";
+ emotion 23;
+ close;
+ L_Done:
+ mes "[Bismarck]";
+ mes "Whew, thank you.";
+ close;
+}
+
+
+
+//<===================================================== Mitehmaeeuh: Last Test ===================================================>\\
+ein_in01.gat,24,41,4 script Mitmayer 726,{
+ if (BSMITH_Q == 4) goto L_Start;
+ if (BSMITH_Q == 5) goto L_Done;
+ mes "[Mitmayer]";
+ mes "Whew.... the sun in Morroc is just too strong.... I guess it will gie me tougher skin... Oh well......";
+ emotion 19;
+ next;
+ mes "[Mitmayer]";
+ mes "Afteralll, we Blacksmiths are used to high temperatures since we work with fire everyday!";
+ next;
+ mes "[Mitmayer]";
+ mes "Getting nice and tan isn't so bad..... I think it gives you a healthy athletic look.";
+ close;
+L_Done:
+ mes "[Mitmayer]";
+ mes "I told you that you've passed.";
+ next;
+ mes "[Mitmayer]";
+ mes "Return to the guild";
+ next;
+ mes "[Mitmayer]";
+ mes "Also, don't lose the Hammer of Blacksmiths!!";
+ next;
+ mes "[Mitmayer]";
+ mes "Don't forget to use the skill points too!";
+ close;
+L_Start:
+ mes "[Mitmayer]";
+ mes "Welcome! You want to be a smith?";
+ mes "Okay, but know that not everyody passes.";
+ next;
+ mes "[Mitmayer]";
+ mes "It's a quiz about how well you know metals and the blacksmith class.";
+ mes "I have quite a bit to ask, so lets start";
+ next;
+ menu "Ok",M_Test,"Not now",-;
+
+ mes "[Mitmayer]";
+ mes "Okay, I'll see you then.";
+ close;
+ M_Test:
+ mes "[Mitmayer]";
+ mes "Okay, lets start You'll fail if you don't get enough right.";
+ next;
+ mes "[Mitmayer]";
+ mes "5 questions";
+ mes "I won't tell you what's right or wrong.";
+ next;
+ set @score, 0;
+ set @temp, rand(3);
+ if (@temp == 1) goto R_Set2;
+ if (@temp == 2) goto R_Set3;
+
+ R_Set1:
+ mes "[Mitmayer]";
+ mes "1. Which skill is needed for discount?";
+ next;
+ menu "Pushcart Lv 3",sM_1a,"Item Appraisal",sM_1a,"Mammonite Lv 10",sM_1a,"Enlarge Weight Lv 3",-;
+
+ set @score,@score+20;
+ sM_1a:
+
+ mes "[Mittmayer]";
+ mes "2. What effect does hammerfall have?";
+ next;
+ menu "Stun",-,"Blind",sM_1b,"Confuse",sM_1b,"Poison",sM_1b;
+
+ set @score,@score+20;
+ sM_1b:
+
+ mes "[Mitmayer]";
+ mes "3. How much zeny is taken when Mammonite 10 is used?";
+ next;
+ menu "900z",sM_1c,"1,000z",-,"2,000z",sM_1c,"1,000,000z",sM_1c;
+
+ set @score,@score+20;
+ sM_1c:
+
+ mes "[Mitmayer]";
+ mes "4. How much money is saved with max discount??";
+ next;
+ menu "21 % ",sM_1d,"22 % ",sM_1d,"23 % ",sM_1d,"24 % ",-;
+
+ set @score,@score+20;
+ sM_1d:
+
+ mes "[Mitmayer]";
+ mes "5. How much can you earn with max overcharge?";
+ next;
+ menu "21 % ",sM_1e,"22 % ",sM_1e,"23 % ",-,"24 % ",sM_1e;
+
+ set @score,@score+20;
+ sM_1e:
+ goto L_Result;
+
+ R_Set2:
+ mes "[Mittmayer]";
+ mes "1. Which monster drops steel?";
+ next;
+ menu "Zerom",sM_2a,"Steel Chonchon",sM_2a,"Skel Worker",-,"Requiem",sM_2a;
+
+ set @score,@score+20;
+ sM_2a:
+
+ mes "[Mitmayer]";
+ mes "2. What can you make with Red Bloods?";
+ next;
+ menu "Flame Heart",-,"Rough Wind",sM_2b,"Great Nature",sM_2b,"Mystic Frozen",sM_2b;
+
+ set @score,@score+20;
+ sM_2b:
+
+ mes "[Mitmayer]";
+ mes "3. Which ore do you have the most of in storage?";
+ next;
+ menu "WoV",sM_2c,"Red Blood",-,"Green Live",-,"Crystal Blue",-;
+
+ set @score,@score+20;
+ sM_2c:
+
+ mes "[Mitmayer]";
+ mes "4. What kind of monsters are weak against wind weapons?";
+ next;
+ menu "Fire",sM_2d,"Water",-,"Earth",sM_2d,"Wind",sM_2d;
+
+ set @score,@score+20;
+ sM_2d:
+
+ mes "[Mitmayer]";
+ mes "5. How many irons are needed to make steel?";
+ next;
+ menu "5",-,"4",sM_2e,"3",sM_2e,"6",sM_2e;
+
+ set @score,@score+20;
+ sM_2e:
+ goto L_Result;
+
+ R_Set3:
+ mes "[Mitmayer]";
+ mes "1. What do you do when you find a person in distress?";
+ next;
+ menu "Ask what they need",-,"Talk for a bit",-,"Ignore",sM_3a,"Drop item and leave",sM_3a;
+
+ set @score,@score+20;
+ sM_3a:
+
+ mes "[Mitmayer]";
+ mes "2. Where do you learn change cart?";
+ next;
+ menu "Aldebaran",sM_3b,"Alberta",-,"Morroc",sM_3b,"Izlude",sM_3b;
+
+ set @score,@score+20;
+ sM_3b:
+
+ mes "[Mitmayer]";
+ mes "3. Geffen tower is the center, where is the BS guild?";
+ next;
+ menu "11oclock",sM_3c,"5oclock",-,"7oclock",sM_3c,"12oclock",sM_3c;
+
+ set @score,@score+20;
+ sM_3c:
+
+ mes "[Mitmayer]";
+ mes "4. Which town has the most smiths";
+ next;
+ menu "Prontera",sM_3d,"Morroc",sM_3d,"Alberta",sM_3d,"Geffen",-;
+
+ set @score,@score+20;
+ sM_3d:
+
+ mes "[Mitmayer]";
+ mes "5. Which stat affect forge?";
+ next;
+ menu "STR",sM_3e, "DEX ",-, "AGI",sM_3e, "VIT",sM_3e;
+
+ set @score,@score+20;
+ sM_3e:
+
+L_Result:
+ mes "[Mitmayer]";
+ mes "Great work!";
+ next;
+ mes "[Mitmayer]";
+ mes "lets see... your score is ^5533FF"+@score+"^000000 points!";
+ next;
+ mes "[Mitmayer]";
+ if (@score > 70) goto L_Pass;
+
+ mes "Failed, go study more!!";
+ next;
+ mes "[Mitmayer]";
+ mes "It's just not enough.....";
+ mes "Please return after you've studied more.";
+ close;
+
+ L_Pass:
+ mes "Great! Congrats! You pass!";
+ emotion 21;
+ next;
+ mes "[Mitmayer]";
+ mes "You'll need to return to the guild. Here is proof that you passed the test.... the ^5533FFHammer of Blacksmiths^000000.";
+ getitem 1005,1;
+ set BSMITH_Q, 5;
+ set BSMITH_Q2, 0;
+ next;
+ mes "[Mitmayer]";
+ mes "DON'T LOOSE THIS!!";
+ emotion 0;
+ next;
+ mes "[Mitmayer]";
+ mes "Well, good luck!!!!";
+ close;
+}
+
+//=========================== NPC that tells you, that the Guild moved
+//=========================== She's there on kRO, but the current text is custom ^^
+geffen_in.gat,110,169,4 script Guildsman 726,{
+ mes "[Blacksmith Guildsman]";
+ mes "Welcome! We're the masters of the metal, blacksmiths!";
+ mes "Our skills in creating weapons, in a way, is almost an art form!.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "Our Guild was recently moved to a biger building in the steel city of Einbroch.";
+ mes "If you are here to take part in your training, please go there";
+ next;
+ menu "What? Where? How?",-,"OK, thank you!",M_ok;
+
+ mes "[Blacksmith Guildsman]";
+ mes "Ah. I'm sorry. You must be unfamiliar with the new and wonderful Airship Transportation System!";
+ next;
+ menu "Air...what?",-,"Oh, that!",M_know;
+
+ mes "[Blacksmith Guildsman]";
+ mes "The Airship Transportation System!";
+ mes "It's realy a wonderful thing. No more relying on stupid Magic Teleports.";
+ mes "The Airship is a big flying machine that will get you to your destination in no time";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "Just think about it. The blue sky and white clouds. The wind in your hair.";
+ mes "How I adore that feeling!";
+ next;
+ menu "Um.. about that guild...",-,"She's nuts! RUN!",M_run;
+
+ mes "[Blacksmith Guildsman]";
+ mes "Huh? Oh right. I get carried away sometimes...";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "There are two Airships. One is flying from Izlude to Yuno, and the other one flys throughout the whole Shwarzwald Republic.";
+ mes "Thats Yuno, Hugel, Lighthalzen and Einbroch.";
+ next;
+M_know:
+ mes "[Blacksmith Guildsman]";
+ mes "If you wish to go to Einbroch, simply board the Airship in Izlude, get of in Yuno and take the second ship until it reaches Einbroch.";
+ mes "When you reach your destination just ask one of the Guides for the Blacksmith Guild";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "Now I know that this may be a bit confusing. That's why our guild in association with the Kafra Corporation is serving free warps to Izlude!";
+ mes "Would you like to use our services?";
+ next;
+ menu "Yes, please.",-,"No, thank you.",M_no;
+
+ mes "[Blacksmith Guildsman]";
+ mes "Have a nice trip!!";
+ close2;
+ warp "izlude.gat",145,39;
+ end;
+
+M_ok:
+ mes "[Blacksmith Guildsman]";
+ mes "Always at your service!";
+ close;
+
+M_run:
+ mes "[Blacksmith Guildsman]";
+ mes "Huh? Hey! Where are you going?!";
+ close;
+
+M_no:
+ mes "[Blacksmith Guildsman]";
+ mes "No? Don't tell me you're afraid of flying...";
+ close;
+} \ No newline at end of file
diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt
new file mode 100644
index 000000000..deff0140b
--- /dev/null
+++ b/npc/jobs/2-1/hunter.txt
@@ -0,0 +1,1199 @@
+//===== eAthena Script =======================================
+//= Hunter Job Quest
+//===== By: ==================================================
+//= EREMES THE CANIVALIZER (Aegis)Translated by yoshiki (Aegis)
+//= Converted by kobra_k88
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= eAthena 1.0
+//===== Description: =========================================
+//= Hunter Job Quest converted from aegis script
+//===== Additional Comments: =================================
+//= 0.5 Fully working.
+//= 0.6 Changed global variable names to unique ones.
+//= 0.7 - 0.8 Updates for eAthena +Knight2,Crusader2 fix
+//= 0.9 Fixed items quest fork bug [Lupus]
+//= 1.0 Fixed items quest bug: added extra condition [Lupus]
+//= 1.1 Fixed skillpoints check bug [Lupus]
+//= 1.2 Fixed an exploit, thanks to nonox [celest]
+//= 1.3 Added Baby Class support [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.6a Infinite Arrows exploit fix (thanx to Lorky, that
+//= reported the bug) [Lupus]
+//= 1.7 Moved the Job QUest to Hugel [Poki#3]
+//============================================================
+
+//<====================================== Job Changer ========================================>\\
+hu_in01.gat,386,374,4 script Hunter Sharon 727,{
+ callfunc "F_BlockHigh",27,"High Archer",35,"Sniper","Hunter Sharon";
+
+ if(BaseJob==Job_Archer) goto L_Start;
+ callfunc "Hun_check";
+
+
+L_Start:
+ mes "[Hunter Sharon]";
+ if(HNTR_Q == 1) goto L_Test2;
+ if(HNTR_Q == 2) goto L_Test3;
+ if(HNTR_Q == 3) goto L_Change;
+ if(HNTR_Q2 == 1) goto L_ReTest;
+ mes "Hey archer!! Hmmm....... You look like you've trained pretty hard.... I take it you're here to be a hunter!";
+ next;
+ menu "Of course!",M_0, "What are the requirements",M_1, "Not right now.",M_End;
+
+ M_0:
+ mes "[Hunter Sharon]";
+ mes "Heh, I knew it. First fill out this application form.";
+ next;
+ mes "(you fill out the form and hand it back)";
+ next;
+ mes "[Hunter Sharon]";
+ if(JobLevel < 40) goto sL_LowLvl;
+ if(JobLevel == 50) goto sL_HighLvl;
+ set JBLVL, 40;
+ mes "Looks good. Let me start off by introducing myself. My name is Sharon, nice to meet you.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "Before I explain the process of becoming a Hunter, I'd like to do a short interview with you.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "Do you want to do the interview now?";
+ next;
+ menu "Yeah, let's begin.",L_Test, "Nah, I'll come back in a bit.",M_End;
+
+ sL_LowLvl:
+ mes "Hmm... It looks like you'll need more training. To become a Hunter, you will have to have a great amount of experience.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "Having a ^5533FFjob level of 40^000000 is what is required of all Hunter candidates. Please continue your training and good luck.";
+ close;
+ sL_HighLvl:
+ mes "Well, well now! A high level archer.... very nice! You must have trained really hard.";
+ emotion 5;
+ next;
+ mes "[Hunter Sharon]";
+ mes "My name is Sharon, nice to meet you. Before I explain the process of becoming a Hunter, I'd like to do a short interview with you.";
+ next;
+ set JBLVL, 50;
+ goto L_Test;
+ M_1:
+ mes "[Hunter Sharon]";
+ mes "The requirements?";
+ mes "1. Be a archer";
+ mes "2. Have a job level of at least 40";
+ mes "3. Pass all of the tests";
+ next;
+ mes "[Hunter Sharon]";
+ mes "If you trained hard enough, you shouldn't have any problems becoming a Hunter.";
+ close;
+
+ M_End:
+ mes "[Hunter Sharon]";
+ mes "Ok, I'll see you later.";
+ close;
+
+
+ L_ReTest:
+ mes "[Hunter Sharon]";
+ mes "Hmm.. what's this? So you wanna do the interview again? Very well. Hopefully you'll do better this time.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "Okay, let's start!";
+ next;
+ L_Test:
+ set @score, 0;
+ mes "[Hunter Sharon]";
+ mes "I'm going to ask you some simple questions to get a feel for who you are and why you want to become a Hunter.";
+ mes "Relax and answer the questions honestly and thoughtfully.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "You've been an training for a while, and now you're running out of ideas about where to go hunt. What should you do?";
+ next;
+ menu "Walk around screaming, 'Where should i go hunt!?'",M_1b, "Ask someone politely.",-, "Just explore.",-;
+
+ set @score, @score + 10;
+ M_1b:
+
+ mes "[Hunter Sharon]";
+ mes "Okay, so you picked your hunting spot! You plan to go to the Sograt Desert to hunt Hodes.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "But you're in Payon! How do you get to the desert?";
+ next;
+ menu "Go beg priests for warps",M_2b, "Kafra warp",-, "Walk there with a friend",-;
+
+ set @score, @score + 10;
+ M_2b:
+
+ mes "[Hunter Sharon]";
+ mes "There are no priests around, all your friends are busy, and you don't have enough money for a kafra warp.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "How do you get the money?";
+ next;
+ menu "Beg",M_3b, "Sell useless items",-, "Go hunting in a nearby field",-;
+
+ set @score, @score + 10;
+ M_3b:
+
+ mes "[Hunter Sharon]";
+ mes "You somehow get to the desert, but now you feel too weak to hunt hodes.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "What do you do now??";
+ next;
+ menu "Go cliff hunting.",M_4b, "Go rest at Morroc.",-, "Start shooting the hodes that other people are attacking.",M_4b;
+
+ set @score, @score + 10;
+ M_4b:
+
+ mes "[Hunter Sharon]";
+ mes "It's too much, you can't do it. You go to Morroc.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "By the time you return to town, you have no hp left, but you see a priest. How do you ask for a heal?";
+ next;
+ menu "If it's ok, can i have a heal please?",-, "Heal please.",M_5b, "heal plz",M_5b;
+
+ set @score, @score + 10;
+ M_5b:
+
+ mes "[Hunter Sharon]";
+ mes "While hunting, you find a rare item. You go to the market to sell it, and find lots of people and chat rooms.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "What do you do to sell the item quicker?";
+ next;
+ menu "Go into preexisting chat rooms and ask",M_6b, "Make your own chat room.",-, "See if anyone is buying.",-;
+
+ set @score, @score + 10;
+ M_6b:
+
+ mes "[Hunter Sharon]";
+ mes "After a while, a person starts to beg you. What do you do?";
+ next;
+ menu "Give some items and money",M_7b, "Ignore that person",M_7b, "Tell them where to level and make money.",-;
+
+ set @score, @score + 10;
+ M_7b:
+
+ mes "[Hunter Sharon]";
+ mes "You decide to go hunting in the woods.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "But you find someone who's lost. What do you do?";
+ next;
+ menu "Give him/her directions.",-, "Personally escort him/her.",-, "Ignore that person.",M_8b;
+
+ set @score, @score + 10;
+ M_8b:
+
+ mes "[Hunter Sharon]";
+ mes "You take the person to a safe place and resume hunting. While hunting, you see someone fighting a mvp!";
+ next;
+ mes "[Hunter Sharon]";
+ mes "What do you do?";
+ next;
+ menu "Watch and attack if asked for help.",-, "Start attacking.",M_9b, "Return to town in panic.",M_9b;
+
+ set @score, @score + 10;
+ M_9b:
+
+ mes "[Hunter Sharon]";
+ mes "Now you're done hunting for the day.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "You find a rare item on the street while going back to town. What do you do?";
+ next;
+ menu "Finders keepers.",M_10b, "Try to find owner.",-, "Walk past it.",-;
+
+ set @score, @score + 10;
+ M_10b:
+
+ L_Score:
+ mes "[Hunter Sharon]";
+ mes "Now we're done!!";
+ next;
+ if(@score < 90) goto sL_Failed;
+ if(@score < 100) goto sL_90;
+
+ sL_100:
+ mes "[Hunter Sharon]";
+ mes "Great! Based on the answers you gave, you seem to be just the type of person we're looking for.";
+ emotion 21;
+ next;
+ mes "[Hunter Sharon]";
+ mes "With your kind of additude and values, you should have no problems becoming a Hunter.";
+ next;
+ goto L_Test2;
+ sL_90:
+ mes "[Hunter Sharon]";
+ mes "You didn't do as well as I hoped, but I'll pass you.... Though I don't know what the guild master will think of you....";
+ next;
+ mes "[Hunter Sharon]";
+ mes "Work hard on the next test. Make Sharon happy, okies?";
+ next;
+ goto L_Test2;
+ sL_Failed:
+ mes "[Hunter Sharon]";
+ mes "I.......don't think I can pass you..... The way you live your life is...... well... unexecptable for a Hunter candidate.";
+ emotion 4;
+ next;
+ mes "[Hunter Sharon]";
+ mes "Think carefully about my questions and your answers. Working well with people is just as important as loving nature.";
+ set HNTR_Q2, 1;
+ close;
+
+L_Test2:
+ mes "What you have to do next is go see ^5533FFMr. Demon Hunter^000000 behind me. He'll tell you about the second test.";
+ next;
+ mes "[Hunter Sharon]";
+ mes "Good luck!";
+ set HNTR_Q, 1;
+ set HNTR_Q2, 0;
+ close;
+
+L_Test3:
+ mes "Hmmm? The guild master? Oh, he's out right now.";
+ emotion 20;
+ next;
+ mes "[Hunter Sharon]";
+ mes "If I remember correctly, he should be somewhere in Archer Village. I think he had to talk with someone in the ^5533FFArcher Guild^000000.";
+ close;
+
+L_Change:
+ if(skillpoint > 0) goto sL_SkPoints;
+ if(countitem(1007) < 1) goto sL_NotRdy;
+ mes "Huh? Did you pass the test?";
+ next;
+ mes "[Hunter Sharon]";
+ mes "Congratulations!!";
+ emotion 21;
+ next;
+ mes "[Hunter Sharon]";
+ mes "Now I can change you into a Hunter!";
+ next;
+ mes "[Hunter Sharon]";
+ mes "There you go! You look great in the hunter outfit";
+
+ callfunc "Job_Change",Job_Hunter;
+ emotion 21;
+ next;
+ mes "[Hunter Sharon]";
+ mes "Now, for working so hard, the guild has a small reward for you.";
+ if(JBLVL == 50) getitem 1718, 1;
+ if(JBLVL != 50) getitem 1710, 1;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ next;
+ mes "[Hunter Sharon]";
+ mes "Do all of us here a favor, act responsibly, and love and respect nature! Good luck on your journey and remember you are always welcome here!";
+ next;
+ close;
+
+ sL_SkPoints:
+ mes "You still have skill points left over. Speak with me after you've used them up.";
+ close;
+ sL_NotRdy:
+ mes "[Hunter Sharon]";
+ mes "Hmmm, I received news of your success.... But you don't seem to have the ^5533FFNecklace of Wisdom^000000 as proof.";
+ emotion 20;
+ next;
+ mes "[Hunter Sharon]";
+ mes "You will need the Necklace of Wisdom to become a Hunter. If you don't have it you will have to start the test over.";
+ next;
+ menu "Um... I've got it.... somewhere....",-, "Heh heh.... I must have misplaced it.....",sM_ReStart;
+
+ mes "[Hunter Sharon]";
+ mes "Well then go get it!";
+ emotion 6;
+ close;
+ sM_ReStart:
+ mes "[Hunter Sharon]";
+ mes "..... That's just pathetic....... Have fun re-doing the ENTIRE TEST!";
+ emotion 32;
+ set HNTR_Q, 0;
+ set HNTR_Q2, 0;
+ close;
+}
+
+
+//<=========================== Demon Hunter: Second Test ===============================>\\
+hu_in01.gat,382,382,5 script Demon Hunter 732,{
+ if(BaseJob == Job_Archer) goto L_Arc;
+ if(BaseJob == Job_Hunter) goto L_Hnt;
+
+L_Other:
+ mes "[Demon Hunter]";
+ mes "They call me the Demon Hunter. What's that? You want to know why I'm called that?......";
+ next;
+ mes "[Demon Hunter]";
+ mes "heh... heh.... heh.....";
+ next;
+ mes "[Demon Hunter]";
+ mes "For your safety... it's best that you DON'T find out.....";
+ emotion 29;
+ close;
+
+L_Hnt:
+ mes "[Demon Hunter]";
+ mes "Look at you! Nice and spiffy in that Hunter's outfit. How does it feel? Good I bet. Well good luck to you.";
+ emotion 0;
+ close;
+
+L_Arc:
+ mes "[Demon Hunter]";
+ if(HNTR_Q == 1 && HNTR_Q2 > 0) goto L_Check; //Fixed [Lupus]
+ if(HNTR_Q == 1) goto L_Start;
+ if(HNTR_Q == 2) goto L_Test3;
+ if(HNTR_Q == 3) goto L_Done;
+ mes "You'll have to speak with ^5533FFHunter Sharon^000000 first, if you want to become a hunter.";
+ close;
+L_Start:
+ mes "Hello, I'm the test examiner they call the Demon Hunter. Is ^5566FF"+strcharinfo(0)+"^000000 your name?";
+ next;
+ menu "Yes",M_Yes, "Uhhh.... no",M_No;
+
+ M_Yes:
+ mes "[Demon Hunter]";
+ mes "Good. Because we make the arrows used during some of the tests, we also need the materials to make those arrows.";
+ next;
+ mes "[Demon Hunter]";
+ mes "If you haven't noticed already, our guild is NOT as wealthy as some of the others. I mean we're in the middle of the freaking forest for pete sake....";
+ emotion 7;
+ next;
+ mes "[Demon Hunter]";
+ mes "Ehem... Like I was saying earlier we need certain materials to make our arrows. That is where Hunter wanna be's like you come in handy.";
+ mes "For this test you will have to gather the materials needed for making our arrows.";
+ next;
+ mes "[Demon Hunter]";
+ mes "Let's see... the items you need to gather are.....";
+ next;
+ set HNTR_Q2, rand(1,5);
+ if(HNTR_Q2 == 2) goto sL_2;
+ if(HNTR_Q2 == 3) goto sL_3;
+ if(HNTR_Q2 == 4) goto sL_4;
+ if(HNTR_Q2 == 5) goto sL_5;
+
+ sL_1:
+ mes "[Demon Hunter]";
+ mes "^5533FF20 Bill of Birds^000000 for arrow heads.";
+ mes "^5533FF5 Skel-Bones^000000 used here and there.";
+ mes "and ^5533FF20 green herbs^000000.";
+ goto L_Cont;
+ sL_2:
+ mes "[Demon Hunter]";
+ mes "^5533FF7 Venom Canine.";
+ mes "20 Animal Skins.";
+ mes "and 15 red herbs^000000.";
+ goto L_Cont;
+ sL_3:
+ mes "[Demon Hunter]";
+ mes "^5533FF3 Dokebi Horns";
+ mes "3 Pieces of Egg Shell.";
+ mes "and 10 Feathers^000000.";
+ goto L_Cont;
+ sL_4:
+ mes "[Demon Hunter]";
+ mes "^5533FF20 Rainbow Shells";
+ mes "20 Chrysalis";
+ mes "9 Yellow Herbs^000000";
+ goto L_Cont;
+ sL_5:
+ mes "[Demon Hunter]";
+ mes "^5533FF20 Tooths of Bat.";
+ mes "20 Sticky Mucus.";
+ mes "and 5 Bears foot skin^000000";
+
+ L_Cont:
+ next;
+ mes "[Demon Hunter]";
+ mes "When you get all of the items return!";
+ close;
+
+ M_No:
+ mes "[Demon Hunter]";
+ mes "Stop playing around "+strcharinfo(0)+", that's your name, right?";
+ menu "Yes",M_Yes, "uhhh no",sM_End;
+
+ sM_End:
+ mes "[Demon Hunter]";
+ mes "DON'T you mess around with me! If you're gonna fool around then LEAVE!";
+ emotion 32;
+ warp "hugel.gat", 207, 222;
+ end;
+
+L_Check:
+ mes "Yes?";
+ next;
+ if(HNTR_Q2 == 1) goto L_1;
+ if(HNTR_Q2 == 2) goto L_2;
+ if(HNTR_Q2 == 3) goto L_3;
+ if(HNTR_Q2 == 4) goto L_4;
+ if(HNTR_Q2 == 5) goto L_5;
+
+ L_1:
+ if(countitem(925)<20 || countitem(932)<5 || countitem(511)<20) goto sL_1;
+ delitem 925, 20;
+ delitem 932, 5;
+ delitem 511, 20;
+ goto L_End;
+ L_2:
+ if(countitem(937)<7 || countitem(919)<20 || countitem(507)<15) goto sL_2;
+ delitem 937, 7;
+ delitem 919, 20;
+ delitem 507, 15;
+ goto L_End;
+ L_3:
+ if(countitem(1021)<3 || countitem(7032)<3 || countitem(949)<10) goto sL_3;
+ delitem 1021, 3;
+ delitem 7032, 3;
+ delitem 949, 10;
+ goto L_End;
+ L_4:
+ if(countitem(1013)<20 || countitem(915)<20 || countitem(508)<9) goto sL_4;
+ delitem 1013, 20;
+ delitem 915, 20;
+ delitem 508, 9;
+ goto L_End;
+ L_5:
+ if(countitem(913)<20 || countitem(938)<20 || countitem(948)<5) goto sL_5;
+ delitem 913, 20;
+ delitem 938, 20;
+ delitem 948, 5;
+
+ L_End:
+ mes "[Demon Hunter]";
+ mes "Good job. You brought all the necesarry items. Now go find the ^5533FFGuild Master^000000.";
+ mes "I think he's somewhere in the ^5533FFArcher Guild^000000. He'll give you your final test. Good luck.";
+ set HNTR_Q, 2;
+ set HNTR_Q2, 0;
+ close;
+
+L_Test3:
+ mes "Huh? Can't you find the guild master? He should be in the ^5533FFArcher Guild in Archer village^000000. Go find him.";
+ emotion 20;
+ close;
+
+L_Done:
+ mes "Ah, you passed the test! Congrats, go see Sharin now.";
+ close;
+
+}
+
+
+//<=============================== Guild Master: Last Test =================================>\\
+payon_in02.gat,21,31,1 script Guild Master 59,{
+ if(BaseJob == Job_Archer) goto L_Archer;
+ if(BaseJob == Job_Hunter) goto L_Hnt;
+
+L_Other:
+ mes "[Hunter]";
+ mes "Is there something you want of me? I'm have some buisiness to take care of, so please be quiet.";
+ emotion 20;
+ close;
+
+L_Hnt:
+ mes "[Guild Master]";
+ mes "Ah, it's you again, "+strcharinfo+"! Good to see you're well. Me? I'm still busy as usual.";
+ next;
+ mes "[Guild Master]";
+ mes "Well I've gota get back to work. Stay safe.";
+ close;
+
+L_Archer:
+ mes "[Guild Master]";
+ if(HNTR_Q == 1) goto L_Test2;
+ if(HNTR_Q == 2) goto L_Start;
+ if(HNTR_Q == 3) goto L_Done;
+ mes "You want to be a hunter bad, don't you? In my days, I worked for over a month to become a hunter, hehe.";
+ next;
+ mes "[Guild Master]";
+ mes "If you don't have anything else I suggest you go back to the guild!";
+ close;
+
+L_Start:
+ if(HNTR_Q2 == 1) goto L_ReTest;
+ if(HNTR_Q2 == 2) goto L_Passed;
+ mes "So, you've come to take the test? I see.... well then, do you have any questions before we get started?";
+ M_Menu:
+ next;
+ menu "What's the test about?",M_0, "Anything I should know?",M_1, "Start the test.",M_Start;
+
+ M_0:
+ mes "[Guild Master]";
+ mes "This is a test of speed, agility, and target recogniton. You will be warped to a room full of monsters.";
+ mes "You will have to ^5533FFkill 4^000000 of those monsters but not just any 4. You will need to kill the ones called, ^5533FFJob Change Monster^000000.";
+ next;
+ mes "[Guild Master]";
+ mes "Kill the wrong one and you will fail the test. To make things even harder, we have set traps all over the room.";
+ mes "Stepping on a trap will also result in failure.";
+ next;
+ mes "[Guild Master]";
+ mes "One more important note.... You must complete the test within ^FF55333 minutes^000000.";
+ next;
+ mes "[Guild Master]";
+ mes "This will teach you the important abilities a hunter needs, mobilitiy and tracking.";
+ goto M_Menu;
+ M_1:
+ mes "[Guild Master]";
+ mes "Only one person can take the test at time. If someone is currently taking the test, just enter the chat room and wait.";
+ mes "You will automatically be warped to the testing room when the other player either finishes or fails.";
+ next;
+ mes "[Guild Master]";
+ mes "Make sure you aim carefully. There will be a lot of monsters and you don't want to hit the wrong one.";
+ mes "Keeping track of the monsters' names will be very important in this test.";
+ next;
+ mes "[Guild Master]";
+ mes "And ALWAYS watch your step! There are traps everywhere!";
+ goto M_Menu;
+ M_Start:
+ if (countitem(1751) <= 5 && @HNTR_QA==0) callsub sF_GetArrows;
+ mes "[Guild Master]";
+ mes "Good luck, I'll send you to the test room now.";
+ next;
+ set HNTR_Q2, 1;
+ set @HNTR_QA,0;
+ savepoint "payon_in02.gat", 16, 26;
+ warp "job_hunte.gat", 176, 22;
+ end;
+
+ sF_GetArrows:
+ mes "[Guild Master]";
+ mes "This is where your hard work in the 2nd test payed off. Here are some arrows, made with the items you collected.";
+ getitem 1751, 200;
+ set @HNTR_QA,1;
+ next;
+ return;
+
+L_ReTest:
+ mes "Ah, you're one of the archers that failed. Here, let me heal you wounds...";
+ next;
+ mes "[Guild Master]";
+ mes "You're ready right?";
+ percentheal 100,100;
+ goto M_Menu;
+
+L_Passed:
+ mes "I see you suceeded. Great job! Now I will give you the proof of your success, the ^5533FFNecklace of Wisdom^000000.";
+ emotion 21;
+ next;
+ mes "[Guild Master]";
+ mes "Here you go. Make sure you show this to Hunter Sharon or you WON'T be able to become a Hunter.";
+ getitem 1007,1;
+ next;
+ mes "[Guild Master]";
+ mes "Anyway, I've got some work left to do here so I'll see you later.";
+ set HNTR_Q, 3;
+ set HNTR_Q2, 0;
+ close;
+
+L_Test2:
+ mes "Yes? What would a archer want from me? The guild didn't send me a msg about you.";
+ mes "Did you talk to the guild recruiters and get all the items needed? You have to get them the items first.";
+ close;
+L_Done:
+ mes "Hmm? What is it? Don't waste your time here, go on and become a Hunter already....";
+ close;
+
+}
+
+
+// Test Guide ====================================================
+job_hunte.gat,178,32,5 script Hunter Test Guide::HntTG 107,{
+
+L_Start:
+ mes "[Test Guide]";
+ mes "Welcome to the Hunter's testing arena.";
+ next;
+ menu "Take the test.",-, "I changed my mind.",M_End;
+
+ mes "[Test Guide]";
+ mes "Please enter the waiting room after hearing my explaination.";
+ next;
+ mes "[Test Guide]";
+ mes "You will be warped into room with traps and monsters. Avoid the traps and kill the monsters. Once you do, a switch will appear";
+ next;
+ mes "[Test Guide]";
+ mes "Use the switch to open an exit out of the arena. You will have 3 minutes to complete the test.";
+ next;
+ mes "[Test Guide]";
+ mes "If you get knocked out, get caught in a trap, or run out of time, you will fail the test and have to start over again.";
+ next;
+ mes "[Test Guide]";
+ mes "Don't worry about arrows, we'll provide them. So, if you're ready, go to the waiting room.";
+ close;
+ M_End:
+ mes "[Test Guide]";
+ mes "Alright, I'll send you back to Payon. Hopefully I'll see you again later. Don't forget to save!";
+ warp "payon_in02.gat", 16, 26;
+ end;
+
+OnInit:
+ waitingroom "Hunter Test Waiting Room", 8,"HntTG::OnStart",1;
+ end;
+
+OnStart:
+ set $@HntUsers, getareausers("job_hunte.gat", 50, 64, 123, 143);
+ if ($@HntUsers > 0) end; // stops the rest of the script from running if there is somebody taking the test
+
+ if ((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room
+ killmonsterall "job_hunte.gat";
+ warpwaitingpc "job_hunte.gat", 90, 67;
+ donpcevent "Ev_HntRm";
+ end;
+
+}
+
+
+// Ev_HntRm: Test room --------------------------------------------------------
+job_hunte.gat,1,1,1 script Ev_HntRm -1,{
+
+ disablenpc "SwitchHnt";
+ disablenpc "ExitHnt";
+ set $@HntMob, 4;
+ // Real Monsters
+ monster "job_hunte.gat",67,80,"Job Change Monster",1015,1,"Ev_HntRm::OnMyMobDead1";
+ monster "job_hunte.gat",114,78,"Job Change Monster",1015,1,"Ev_HntRm::OnMyMobDead1";
+ monster "job_hunte.gat",89,127,"Job Change Monster",1002,1,"Ev_HntRm::OnMyMobDead1";
+ monster "job_hunte.gat",53,73,"Job Change Monster",1041,1,"Ev_HntRm::OnMyMobDead1";
+ monster "job_hunte.gat",125,70,"Job Change Monster",1016,1,"Ev_HntRm::OnMyMobDead1";
+ monster "job_hunte.gat",90,92,"Job Change Monster",1015,1,"Ev_HntRm::OnMyMobDead1";
+ donpcevent "Ev_HntRm2";
+ initnpctimer "TimerHnt";
+ end;
+
+OnMyMobDead1:
+ set $@HntMob, $@HntMob - 1;
+ if($@HntMob != 0) end;
+
+ stopnpctimer "TimerHnt";
+ killmonsterall "job_hunte.gat";
+ enablenpc "SwitchHnt";
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: Great job! Go use the switch now!",8;
+ end;
+
+}
+
+// Ev_HntRm2: Spawns the Decoy Monsters ----------------------------------------
+job_hunte.gat,1,1,1 script Ev_HntRm2 -1,{
+
+ // Decoy Monsters
+ monster "job_hunte.gat",85,100,"Test Monster",1016,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",72,102,"Test Monster",1041,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",108,103,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",88,127,"Test Monster",1002,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",125,69,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat", 77, 112,"Test Monster",1016,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",53, 106,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",53, 73,"Test Monster",1002,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",125, 70,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",90, 91,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",67, 80,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",77, 112,"Test Monster",1016,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",53, 106,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",53, 73,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",125, 70,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",90, 91,"Test Monster",1041,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",85, 100,"Test Monster",1002,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",72, 102,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",108, 103,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",77, 112,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",112, 139,"Vinnie Paul",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",112, 139,"Dimeback Darrel",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",112, 139,"Rex",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",112, 139,"Phillip Angelmo",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",90, 91,"Anolian",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",53, 73,"monster sample",1002,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",53, 106,"I'm not the one you want >_>",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",77, 112,"SPARE ME~",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",72, 102,"Don't hurt me!",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ monster "job_hunte.gat",108, 103,"aspd 184",1015,1,"Ev_HntRm2::OnMyMobDead2";
+ end;
+
+OnMyMobDead2:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: You killed the wrong monster! You have failed the test!",8;
+ addtimer 3000, "TimerHnt::OnTimer196000";
+ end;
+}
+
+// Test Timer -----------------------------------------------------------------
+job_hunte.gat,1,1,1 script TimerHnt -1,{
+
+
+OnTimer500:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: Remember, you need to kill the 'Job Change Monsters'!",8;
+ end;
+OnTimer4000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: Don't forget to AVOID the TRAPS!!!",8;
+ end;
+OnTimer10000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: ******The clock will start now! 3 minutes left! ****** ",8;
+ donpcevent "HntTG::OnStart";
+ end;
+OnTimer40000:
+ donpcevent "HntTG::OnStart";
+ end;
+OnTimer70000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: ****** 2 minutes left! ****** ",8;
+ donpcevent "HntTG::OnStart";
+ end;
+OnTimer100000:
+ donpcevent "HntTG::OnStart";
+ end;
+OnTimer130000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: ****** 1 minute left! ****** ",8;
+ donpcevent "HntTG::OnStart";
+ end;
+OnTimer160000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: ****** 30 sec left! ****** ",8;
+ donpcevent "HntTG::OnStart";
+ end;
+OnTimer185000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: 5 . . . .",8;
+ donpcevent "HntTG::OnStart";
+ end;
+OnTimer186000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: 4. . . .",8;
+ end;
+OnTimer187000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: 3. . .",8;
+ end;
+OnTimer188000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: 2. .",8;
+ end;
+OnTimer189000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: 1...",8;
+ end;
+OnTimer190000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: 0! ",8;
+ end;
+OnTimer193000:
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: You ran out of time! You can challenge again later!.",8;
+ end;
+OnTimer196000:
+ stopnpctimer;
+ areawarp "job_hunte.gat", 50, 64, 123, 143, "payon_in02.gat", 16, 26;
+ killmonsterall "job_hunte.gat";
+ donpcevent "HntTG::OnStart";
+ end;
+}
+
+// SwitchHnt ------------------------------------------------------
+job_hunte.gat,93,101,1 script SwitchHnt 723,{
+ areaannounce "job_hunte.gat", 50, 64, 123, 143, "[Test Guide]: *** The exit has been activated! You have 30 sec. to find the exit!! *** ",8;
+ enablenpc "ExitHnt";
+ addtimer 30000, "TimerHnt::OnTimer196000";
+ close;
+}
+
+// ExitHnt -----------------------------------------------------------
+job_hunte.gat,89,139,1 script ExitHnt 45,2,2,{
+
+ deltimer "TimerHnt::OnTimer196000";
+ set HNTR_Q2, 2;
+ warp "payon_in02.gat", 16, 26;
+ killmonsterall "job_hunte.gat";
+ donpcevent "HntTG::OnStart";
+ end;
+}
+
+
+// Hunter Test Traps =======================================
+
+job_hunte.gat,52,140,1 script 1-1::HntTrap 139,0,1,{
+ stopnpctimer "TimerHnt";
+ warp "payon_in02.gat", 16, 26;
+ killmonsterall "job_hunte.gat";
+ donpcevent "HntTG::OnStart";
+ end;
+}
+
+job_hunte.gat,53,140,1 duplicate(HntTrap) 1-2 139,0,1
+job_hunte.gat,54,141,1 duplicate(HntTrap) 1-3 139,0,0
+job_hunte.gat,55,141,1 duplicate(HntTrap) 1-4 139,0,0
+job_hunte.gat,55,140,1 duplicate(HntTrap) 1-5 139,0,0
+job_hunte.gat,54,140,1 duplicate(HntTrap) 1-6 139,0,0
+job_hunte.gat,52,138,1 duplicate(HntTrap) 1-7 139,0,0
+job_hunte.gat,53,138,1 duplicate(HntTrap) 1-8 139,0,0
+job_hunte.gat,62,140,1 duplicate(HntTrap) 2-1 139,0,1
+job_hunte.gat,63,140,1 duplicate(HntTrap) 2-2 139,0,1
+job_hunte.gat,64,140,1 duplicate(HntTrap) 2-3 139,0,0
+job_hunte.gat,64,141,1 duplicate(HntTrap) 2-4 139,0,0
+job_hunte.gat,65,140,1 duplicate(HntTrap) 2-5 139,0,0
+job_hunte.gat,65,141,1 duplicate(HntTrap) 2-6 139,0,0
+job_hunte.gat,62,138,1 duplicate(HntTrap) 2-7 139,0,0
+job_hunte.gat,63,138,1 duplicate(HntTrap) 2-8 139,0,0
+job_hunte.gat,72,140,1 duplicate(HntTrap) 3-1 139,0,1
+job_hunte.gat,73,140,1 duplicate(HntTrap) 3-2 139,0,1
+job_hunte.gat,72,138,1 duplicate(HntTrap) 3-3 139,0,0
+job_hunte.gat,72,138,1 duplicate(HntTrap) 3-4 139,0,0
+job_hunte.gat,78,140,1 duplicate(HntTrap) 4-1 139,0,0
+job_hunte.gat,78,141,1 duplicate(HntTrap) 4-2 139,0,0
+job_hunte.gat,79,140,1 duplicate(HntTrap) 4-3 139,0,0
+job_hunte.gat,79,141,1 duplicate(HntTrap) 4-4 139,0,0
+job_hunte.gat,82,138,1 duplicate(HntTrap) 5-1 139,0,0
+job_hunte.gat,82,139,1 duplicate(HntTrap) 5-2 139,0,0
+job_hunte.gat,83,138,1 duplicate(HntTrap) 5-3 139,0,0
+job_hunte.gat,83,139,1 duplicate(HntTrap) 5-4 139,0,0
+job_hunte.gat,99,138,1 duplicate(HntTrap) 6-1 139,1,0
+job_hunte.gat,99,139,1 duplicate(HntTrap) 6-2 139,1,0
+job_hunte.gat,101,138,1 duplicate(HntTrap) 6-3 139,0,0
+job_hunte.gat,101,139,1 duplicate(HntTrap) 6-4 139,0,0
+job_hunte.gat,106,140,1 duplicate(HntTrap) 7-1 139,0,1
+job_hunte.gat,107,140,1 duplicate(HntTrap) 7-2 139,0,1
+job_hunte.gat,106,138,1 duplicate(HntTrap) 7-3 139,0,0
+job_hunte.gat,107,138,1 duplicate(HntTrap) 7-4 139,0,0
+job_hunte.gat,112,140,1 duplicate(HntTrap) 8-1 139,0,0
+job_hunte.gat,112,141,1 duplicate(HntTrap) 8-2 139,0,0
+job_hunte.gat,113,140,1 duplicate(HntTrap) 8-3 139,0,0
+job_hunte.gat,113,141,1 duplicate(HntTrap) 8-4 139,0,0
+job_hunte.gat,116,140,1 duplicate(HntTrap) 9-1 139,0,0
+job_hunte.gat,116,141,1 duplicate(HntTrap) 9-2 139,0,0
+job_hunte.gat,117,140,1 duplicate(HntTrap) 9-3 139,0,0
+job_hunte.gat,117,141,1 duplicate(HntTrap) 9-4 139,0,0
+job_hunte.gat,120,138,1 duplicate(HntTrap) 10-1 139,0,0
+job_hunte.gat,120,139,1 duplicate(HntTrap) 10-2 139,0,0
+job_hunte.gat,121,138,1 duplicate(HntTrap) 10-3 139,0,0
+job_hunte.gat,121,139,1 duplicate(HntTrap) 10-4 139,0,0
+job_hunte.gat,126,139,1 duplicate(HntTrap) 11-1 139,0,2
+job_hunte.gat,127,139,1 duplicate(HntTrap) 11-2 139,0,2
+job_hunte.gat,126,136,1 duplicate(HntTrap) 11-3 139,0,0
+job_hunte.gat,127,136,1 duplicate(HntTrap) 11-4 139,0,0
+job_hunte.gat,52,134,1 duplicate(HntTrap) 12-1 139,0,1
+job_hunte.gat,53,134,1 duplicate(HntTrap) 12-2 139,0,1
+job_hunte.gat,52,132,1 duplicate(HntTrap) 12-3 139,0,0
+job_hunte.gat,53,132,1 duplicate(HntTrap) 12-4 139,0,0
+job_hunte.gat,124,130,1 duplicate(HntTrap) 13-1 139,0,0
+job_hunte.gat,124,131,1 duplicate(HntTrap) 13-2 139,0,0
+job_hunte.gat,125,130,1 duplicate(HntTrap) 13-3 139,0,0
+job_hunte.gat,125,131,1 duplicate(HntTrap) 13-4 139,0,0
+job_hunte.gat,64,128,1 duplicate(HntTrap) 14-1 139,0,0
+job_hunte.gat,64,129,1 duplicate(HntTrap) 14-2 139,0,0
+job_hunte.gat,65,128,1 duplicate(HntTrap) 14-3 139,0,0
+job_hunte.gat,65,129,1 duplicate(HntTrap) 14-4 139,0,0
+job_hunte.gat,68,126,1 duplicate(HntTrap) 15-1 139,0,0
+job_hunte.gat,68,127,1 duplicate(HntTrap) 15-2 139,0,0
+job_hunte.gat,69,126,1 duplicate(HntTrap) 15-3 139,0,0
+job_hunte.gat,69,127,1 duplicate(HntTrap) 15-4 139,0,0
+job_hunte.gat,75,128,1 duplicate(HntTrap) 16-1 139,1,0
+job_hunte.gat,75,129,1 duplicate(HntTrap) 16-2 139,1,0
+job_hunte.gat,77,128,1 duplicate(HntTrap) 16-3 139,0,0
+job_hunte.gat,77,129,1 duplicate(HntTrap) 16-4 139,0,0
+job_hunte.gat,82,126,1 duplicate(HntTrap) 17-1 139,0,0
+job_hunte.gat,82,127,1 duplicate(HntTrap) 17-2 139,0,0
+job_hunte.gat,83,126,1 duplicate(HntTrap) 17-3 139,0,0
+job_hunte.gat,83,127,1 duplicate(HntTrap) 17-4 139,0,0
+job_hunte.gat,96,128,1 duplicate(HntTrap) 18-1 139,0,0
+job_hunte.gat,96,129,1 duplicate(HntTrap) 18-2 139,0,0
+job_hunte.gat,97,128,1 duplicate(HntTrap) 18-3 139,0,0
+job_hunte.gat,97,129,1 duplicate(HntTrap) 18-4 139,0,0
+job_hunte.gat,100,126,1 duplicate(HntTrap) 19-1 139,0,0
+job_hunte.gat,100,127,1 duplicate(HntTrap) 19-2 139,0,0
+job_hunte.gat,101,126,1 duplicate(HntTrap) 19-3 139,0,0
+job_hunte.gat,101,127,1 duplicate(HntTrap) 19-4 139,0,0
+job_hunte.gat,106,128,1 duplicate(HntTrap) 20-1 139,0,0
+job_hunte.gat,106,129,1 duplicate(HntTrap) 20-2 139,0,0
+job_hunte.gat,107,128,1 duplicate(HntTrap) 20-3 139,0,0
+job_hunte.gat,107,129,1 duplicate(HntTrap) 20-4 139,0,0
+job_hunte.gat,112,126,1 duplicate(HntTrap) 21-1 139,0,0
+job_hunte.gat,112,127,1 duplicate(HntTrap) 21-2 139,0,0
+job_hunte.gat,113,126,1 duplicate(HntTrap) 21-3 139,0,0
+job_hunte.gat,113,127,1 duplicate(HntTrap) 21-4 139,0,0
+job_hunte.gat,126,126,1 duplicate(HntTrap) 22-1 139,0,0
+job_hunte.gat,126,127,1 duplicate(HntTrap) 22-2 139,0,0
+job_hunte.gat,127,126,1 duplicate(HntTrap) 22-3 139,0,0
+job_hunte.gat,127,127,1 duplicate(HntTrap) 22-4 139,0,0
+job_hunte.gat,52,122,1 duplicate(HntTrap) 23-1 139,0,1
+job_hunte.gat,52,122,1 duplicate(HntTrap) 23-2 139,0,1
+job_hunte.gat,53,120,1 duplicate(HntTrap) 23-3 139,1,0
+job_hunte.gat,54,121,1 duplicate(HntTrap) 23-4 139,0,0
+job_hunte.gat,55,121,1 duplicate(HntTrap) 23-5 139,0,0
+job_hunte.gat,55,120,1 duplicate(HntTrap) 23-6 139,0,0
+job_hunte.gat,66,120,1 duplicate(HntTrap) 24-1 139,0,0
+job_hunte.gat,66,121,1 duplicate(HntTrap) 24-2 139,0,0
+job_hunte.gat,67,120,1 duplicate(HntTrap) 24-3 139,0,0
+job_hunte.gat,67,121,1 duplicate(HntTrap) 24-4 139,0,0
+job_hunte.gat,114,118,1 duplicate(HntTrap) 25-1 139,0,0
+job_hunte.gat,114,119,1 duplicate(HntTrap) 25-2 139,0,0
+job_hunte.gat,115,118,1 duplicate(HntTrap) 25-3 139,0,0
+job_hunte.gat,115,119,1 duplicate(HntTrap) 25-4 139,0,0
+job_hunte.gat,124,120,1 duplicate(HntTrap) 26-1 139,0,1
+job_hunte.gat,125,120,1 duplicate(HntTrap) 26-2 139,0,1
+job_hunte.gat,124,118,1 duplicate(HntTrap) 26-3 139,0,0
+job_hunte.gat,125,118,1 duplicate(HntTrap) 26-4 139,0,0
+job_hunte.gat,66,116,1 duplicate(HntTrap) 27-1 139,0,0
+job_hunte.gat,66,117,1 duplicate(HntTrap) 27-2 139,0,0
+job_hunte.gat,67,116,1 duplicate(HntTrap) 27-3 139,0,0
+job_hunte.gat,67,117,1 duplicate(HntTrap) 27-4 139,0,0
+job_hunte.gat,76,114,1 duplicate(HntTrap) 28-1 139,0,0
+job_hunte.gat,76,115,1 duplicate(HntTrap) 28-2 139,0,0
+job_hunte.gat,77,114,1 duplicate(HntTrap) 28-3 139,0,0
+job_hunte.gat,77,115,1 duplicate(HntTrap) 28-4 139,0,0
+job_hunte.gat,82,116,1 duplicate(HntTrap) 29-1 139,0,0
+job_hunte.gat,82,117,1 duplicate(HntTrap) 29-2 139,0,0
+job_hunte.gat,83,116,1 duplicate(HntTrap) 29-3 139,0,0
+job_hunte.gat,83,117,1 duplicate(HntTrap) 29-4 139,0,0
+job_hunte.gat,86,114,1 duplicate(HntTrap) 30-1 139,0,0
+job_hunte.gat,86,115,1 duplicate(HntTrap) 30-2 139,0,0
+job_hunte.gat,87,114,1 duplicate(HntTrap) 30-3 139,0,0
+job_hunte.gat,87,115,1 duplicate(HntTrap) 30-4 139,0,0
+job_hunte.gat,92,115,1 duplicate(HntTrap) 31-1 139,1,0
+job_hunte.gat,92,114,1 duplicate(HntTrap) 31-2 139,1,0
+job_hunte.gat,90,115,1 duplicate(HntTrap) 31-3 139,0,0
+job_hunte.gat,102,116,1 duplicate(HntTrap) 32-1 139,0,0
+job_hunte.gat,102,117,1 duplicate(HntTrap) 32-2 139,0,0
+job_hunte.gat,103,116,1 duplicate(HntTrap) 32-3 139,0,0
+job_hunte.gat,103,117,1 duplicate(HntTrap) 32-4 139,0,0
+job_hunte.gat,114,114,1 duplicate(HntTrap) 33-1 139,0,0
+job_hunte.gat,114,115,1 duplicate(HntTrap) 33-2 139,0,0
+job_hunte.gat,115,114,1 duplicate(HntTrap) 33-3 139,0,0
+job_hunte.gat,115,115,1 duplicate(HntTrap) 33-4 139,0,0
+job_hunte.gat,54,110,1 duplicate(HntTrap) 34-1 139,0,1
+job_hunte.gat,55,110,1 duplicate(HntTrap) 34-2 139,0,1
+job_hunte.gat,54,108,1 duplicate(HntTrap) 34-3 139,0,0
+job_hunte.gat,55,108,1 duplicate(HntTrap) 34-4 139,0,0
+job_hunte.gat,64,112,1 duplicate(HntTrap) 35-1 139,0,0
+job_hunte.gat,64,113,1 duplicate(HntTrap) 35-2 139,0,0
+job_hunte.gat,65,112,1 duplicate(HntTrap) 35-3 139,0,0
+job_hunte.gat,65,113,1 duplicate(HntTrap) 35-4 139,0,0
+job_hunte.gat,80,110,1 duplicate(HntTrap) 36-1 139,0,0
+job_hunte.gat,80,111,1 duplicate(HntTrap) 36-2 139,0,0
+job_hunte.gat,81,110,1 duplicate(HntTrap) 36-3 139,0,0
+job_hunte.gat,81,111,1 duplicate(HntTrap) 36-4 139,0,0
+job_hunte.gat,90,108,1 duplicate(HntTrap) 37-1 139,0,6
+job_hunte.gat,91,108,1 duplicate(HntTrap) 37-2 139,0,5
+job_hunte.gat,91,102,1 duplicate(HntTrap) 37-3 139,0,0
+job_hunte.gat,98,109,1 duplicate(HntTrap) 38-1 139,0,2
+job_hunte.gat,99,109,1 duplicate(HntTrap) 38-2 139,0,2
+job_hunte.gat,103,109,1 duplicate(HntTrap) 38-3 139,3,0
+job_hunte.gat,103,108,1 duplicate(HntTrap) 38-4 139,3,0
+job_hunte.gat,97,106,1 duplicate(HntTrap) 39-1 139,2,0
+job_hunte.gat,96,107,1 duplicate(HntTrap) 39-2 139,1,0
+job_hunte.gat,94,108,1 duplicate(HntTrap) 39-3 139,0,1
+job_hunte.gat,95,109,1 duplicate(HntTrap) 39-4 139,0,0
+job_hunte.gat,95,108,1 duplicate(HntTrap) 40-1 139,0,0
+job_hunte.gat,94,106,1 duplicate(HntTrap) 40-2 139,0,0
+job_hunte.gat,96,102,1 duplicate(HntTrap) 40-3 139,0,3
+job_hunte.gat,97,102,1 duplicate(HntTrap) 40-4 139,0,3
+job_hunte.gat,95,98,1 duplicate(HntTrap) 41-1 139,2,0
+job_hunte.gat,94,99,1 duplicate(HntTrap) 42-1 139,1,0
+job_hunte.gat,92,98,1 duplicate(HntTrap) 43-1 139,0,0
+job_hunte.gat,112,110,1 duplicate(HntTrap) 44-1 139,0,0
+job_hunte.gat,112,111,1 duplicate(HntTrap) 44-2 139,0,0
+job_hunte.gat,113,110,1 duplicate(HntTrap) 44-3 139,0,0
+job_hunte.gat,113,111,1 duplicate(HntTrap) 44-4 139,0,0
+job_hunte.gat,126,108,1 duplicate(HntTrap) 45-1 139,0,1
+job_hunte.gat,127,108,1 duplicate(HntTrap) 45-2 139,0,1
+job_hunte.gat,126,106,1 duplicate(HntTrap) 45-3 139,0,0
+job_hunte.gat,126,106,1 duplicate(HntTrap) 45-4 139,0,0
+job_hunte.gat,53,102,1 duplicate(HntTrap) 46-1 139,1,1
+job_hunte.gat,55,102,1 duplicate(HntTrap) 46-2 139,0,1
+job_hunte.gat,53,100,1 duplicate(HntTrap) 46-3 139,1,0
+job_hunte.gat,55,100,1 duplicate(HntTrap) 46-4 139,0,0
+job_hunte.gat,64,106,1 duplicate(HntTrap) 47-1 139,0,0
+job_hunte.gat,64,107,1 duplicate(HntTrap) 47-2 139,0,0
+job_hunte.gat,65,106,1 duplicate(HntTrap) 47-3 139,0,0
+job_hunte.gat,65,107,1 duplicate(HntTrap) 47-4 139,0,0
+job_hunte.gat,66,100,1 duplicate(HntTrap) 48-1 139,0,0
+job_hunte.gat,66,101,1 duplicate(HntTrap) 48-2 139,0,0
+job_hunte.gat,67,100,1 duplicate(HntTrap) 48-3 139,0,0
+job_hunte.gat,67,101,1 duplicate(HntTrap) 48-4 139,0,0
+job_hunte.gat,86,106,1 duplicate(HntTrap) 49-1 139,0,1
+job_hunte.gat,87,106,1 duplicate(HntTrap) 49-2 139,0,1
+job_hunte.gat,82,104,1 duplicate(HntTrap) 49-3 139,5,0
+job_hunte.gat,81,105,1 duplicate(HntTrap) 49-4 139,4,0
+job_hunte.gat,76,105,1 duplicate(HntTrap) 50-1 139,0,0
+job_hunte.gat,76,104,1 duplicate(HntTrap) 50-2 139,0,0
+job_hunte.gat,78,101,1 duplicate(HntTrap) 50-3 139,0,2
+job_hunte.gat,79,101,1 duplicate(HntTrap) 50-4 139,0,2
+job_hunte.gat,76,99,1 duplicate(HntTrap) 51-1 139,10
+job_hunte.gat,77,98,1 duplicate(HntTrap) 51-2 139,2,0
+job_hunte.gat,74,99,1 duplicate(HntTrap) 51-3 139,0,0
+job_hunte.gat,74,98,1 duplicate(HntTrap) 51-4 139,0,0
+job_hunte.gat,82,100,1 duplicate(HntTrap) 53-1 139,0,0
+job_hunte.gat,82,101,1 duplicate(HntTrap) 53-2 139,0,0
+job_hunte.gat,83,100,1 duplicate(HntTrap) 53-3 139,0,0
+job_hunte.gat,83,101,1 duplicate(HntTrap) 53-4 139,0,0
+job_hunte.gat,106,104,1 duplicate(HntTrap) 54-1 139,0,0
+job_hunte.gat,106,105,1 duplicate(HntTrap) 54-2 139,0,0
+job_hunte.gat,107,104,1 duplicate(HntTrap) 54-3 139,0,0
+job_hunte.gat,107,105,1 duplicate(HntTrap) 54-4 139,0,0
+job_hunte.gat,112,104,1 duplicate(HntTrap) 55-1 139,0,1
+job_hunte.gat,113,104,1 duplicate(HntTrap) 55-2 139,0,1
+job_hunte.gat,112,102,1 duplicate(HntTrap) 55-3 139,0,0
+job_hunte.gat,113,102,1 duplicate(HntTrap) 55-4 139,0,0
+job_hunte.gat,54,92,1 duplicate(HntTrap) 56-1 139,0,0
+job_hunte.gat,54,93,1 duplicate(HntTrap) 56-2 139,0,0
+job_hunte.gat,55,92,1 duplicate(HntTrap) 56-3 139,0,0
+job_hunte.gat,55,93,1 duplicate(HntTrap) 56-4 139,0,0
+job_hunte.gat,52,90,1 duplicate(HntTrap) 56-5 139,0,0
+job_hunte.gat,52,91,1 duplicate(HntTrap) 56-6 139,0,0
+job_hunte.gat,53,90,1 duplicate(HntTrap) 56-7 139,0,0
+job_hunte.gat,53,91,1 duplicate(HntTrap) 56-8 139,0,0
+job_hunte.gat,64,92,1 duplicate(HntTrap) 57-1 139,0,0
+job_hunte.gat,64,93,1 duplicate(HntTrap) 57-2 139,0,0
+job_hunte.gat,65,92,1 duplicate(HntTrap) 57-3 139,0,0
+job_hunte.gat,65,93,1 duplicate(HntTrap) 57-4 139,0,0
+job_hunte.gat,76,94,1 duplicate(HntTrap) 58-1 139,0,0
+job_hunte.gat,76,95,1 duplicate(HntTrap) 58-2 139,0,0
+job_hunte.gat,77,94,1 duplicate(HntTrap) 58-3 139,0,0
+job_hunte.gat,77,95,1 duplicate(HntTrap) 58-4 139,0,0
+job_hunte.gat,78,92,1 duplicate(HntTrap) 59-1 139,0,0
+job_hunte.gat,78,93,1 duplicate(HntTrap) 59-2 139,0,0
+job_hunte.gat,79,92,1 duplicate(HntTrap) 59-3 139,0,0
+job_hunte.gat,79,93,1 duplicate(HntTrap) 59-4 139,0,0
+job_hunte.gat,86,92,1 duplicate(HntTrap) 60-1 139,0,0
+job_hunte.gat,86,93,1 duplicate(HntTrap) 60-2 139,0,0
+job_hunte.gat,87,92,1 duplicate(HntTrap) 60-3 139,0,0
+job_hunte.gat,87,93,1 duplicate(HntTrap) 60-4 139,0,0
+job_hunte.gat,90,96,1 duplicate(HntTrap) 61-1 139,0,0
+job_hunte.gat,90,97,1 duplicate(HntTrap) 61-2 139,0,0
+job_hunte.gat,91,96,1 duplicate(HntTrap) 61-3 139,0,0
+job_hunte.gat,91,97,1 duplicate(HntTrap) 61-4 139,0,0
+job_hunte.gat,99,95,1 duplicate(HntTrap) 62-1 139,1,0
+job_hunte.gat,99,94,1 duplicate(HntTrap) 62-2 139,1,0
+job_hunte.gat,101,94,1 duplicate(HntTrap) 62-3 139,0,1
+job_hunte.gat,100,93,1 duplicate(HntTrap) 62-4 139,0,0
+job_hunte.gat,100,92,1 duplicate(HntTrap) 63-1 139,0,0
+job_hunte.gat,101,92,1 duplicate(HntTrap) 63-2 139,0,0
+job_hunte.gat,102,98,1 duplicate(HntTrap) 64-1 139,0,0
+job_hunte.gat,102,99,1 duplicate(HntTrap) 64-2 139,0,0
+job_hunte.gat,103,98,1 duplicate(HntTrap) 64-3 139,0,0
+job_hunte.gat,103,99,1 duplicate(HntTrap) 64-4 139,0,0
+job_hunte.gat,102,90,1 duplicate(HntTrap) 65-1 139,0,0
+job_hunte.gat,102,91,1 duplicate(HntTrap) 65-2 139,0,0
+job_hunte.gat,103,90,1 duplicate(HntTrap) 65-3 139,0,0
+job_hunte.gat,103,91,1 duplicate(HntTrap) 65-4 139,0,0
+job_hunte.gat,114,96,1 duplicate(HntTrap) 66-1 139,0,0
+job_hunte.gat,114,97,1 duplicate(HntTrap) 66-2 139,0,0
+job_hunte.gat,115,96,1 duplicate(HntTrap) 66-3 139,0,0
+job_hunte.gat,115,97,1 duplicate(HntTrap) 66-4 139,0,0
+job_hunte.gat,112,90,1 duplicate(HntTrap) 67-1 139,0,0
+job_hunte.gat,112,91,1 duplicate(HntTrap) 67-2 139,0,0
+job_hunte.gat,113,90,1 duplicate(HntTrap) 67-3 139,0,0
+job_hunte.gat,113,91,1 duplicate(HntTrap) 67-4 139,0,0
+job_hunte.gat,125,97,1 duplicate(HntTrap) 68-1 139,1,0
+job_hunte.gat,125,96,1 duplicate(HntTrap) 68-2 139,1,0
+job_hunte.gat,127,96,1 duplicate(HntTrap) 68-3 139,0,0
+job_hunte.gat,127,97,1 duplicate(HntTrap) 68-4 139,0,0
+job_hunte.gat,52,86,1 duplicate(HntTrap) 69-1 139,0,0
+job_hunte.gat,52,87,1 duplicate(HntTrap) 69-2 139,0,0
+job_hunte.gat,53,86,1 duplicate(HntTrap) 69-3 139,0,0
+job_hunte.gat,53,87,1 duplicate(HntTrap) 69-4 139,0,0
+job_hunte.gat,66,88,1 duplicate(HntTrap) 70-1 139,0,0
+job_hunte.gat,66,89,1 duplicate(HntTrap) 70-2 139,0,0
+job_hunte.gat,67,88,1 duplicate(HntTrap) 70-3 139,0,0
+job_hunte.gat,67,89,1 duplicate(HntTrap) 70-4 139,0,0
+job_hunte.gat,114,84,1 duplicate(HntTrap) 71-1 139,0,0
+job_hunte.gat,114,85,1 duplicate(HntTrap) 71-2 139,0,0
+job_hunte.gat,115,84,1 duplicate(HntTrap) 71-3 139,0,0
+job_hunte.gat,115,85,1 duplicate(HntTrap) 71-4 139,0,0
+job_hunte.gat,126,86,1 duplicate(HntTrap) 72-1 139,0,0
+job_hunte.gat,126,87,1 duplicate(HntTrap) 72-2 139,0,0
+job_hunte.gat,127,86,1 duplicate(HntTrap) 72-3 139,0,0
+job_hunte.gat,127,87,1 duplicate(HntTrap) 72-4 139,0,0
+job_hunte.gat,54,80,1 duplicate(HntTrap) 73-1 139,0,1
+job_hunte.gat,55,80,1 duplicate(HntTrap) 73-2 139,0,1
+job_hunte.gat,55,80,1 duplicate(HntTrap) 73-3 139,0,0
+job_hunte.gat,55,78,1 duplicate(HntTrap) 73-4 139,0,0
+job_hunte.gat,64,82,1 duplicate(HntTrap) 74-1 139,0,1
+job_hunte.gat,65,82,1 duplicate(HntTrap) 74-2 139,0,1
+job_hunte.gat,64,80,1 duplicate(HntTrap) 74-3 139,0,0
+job_hunte.gat,65,80,1 duplicate(HntTrap) 74-4 139,0,0
+job_hunte.gat,66,78,1 duplicate(HntTrap) 75-1 139,0,0
+job_hunte.gat,66,79,1 duplicate(HntTrap) 75-2 139,0,0
+job_hunte.gat,67,78,1 duplicate(HntTrap) 75-3 139,0,0
+job_hunte.gat,67,79,1 duplicate(HntTrap) 75-4 139,0,0
+job_hunte.gat,74,78,1 duplicate(HntTrap) 76-1 139,0,0
+job_hunte.gat,74,79,1 duplicate(HntTrap) 76-2 139,0,0
+job_hunte.gat,75,78,1 duplicate(HntTrap) 76-3 139,0,0
+job_hunte.gat,75,79,1 duplicate(HntTrap) 76-4 139,0,0
+job_hunte.gat,78,80,1 duplicate(HntTrap) 77-1 139,0,0
+job_hunte.gat,78,81,1 duplicate(HntTrap) 77-2 139,0,0
+job_hunte.gat,79,80,1 duplicate(HntTrap) 77-3 139,0,0
+job_hunte.gat,79,81,1 duplicate(HntTrap) 77-4 139,0,0
+job_hunte.gat,82,78,1 duplicate(HntTrap) 78-1 139,0,0
+job_hunte.gat,82,79,1 duplicate(HntTrap) 78-2 139,0,0
+job_hunte.gat,83,78,1 duplicate(HntTrap) 78-3 139,0,0
+job_hunte.gat,83,79,1 duplicate(HntTrap) 78-4 139,0,0
+job_hunte.gat,94,78,1 duplicate(HntTrap) 79-1 139,0,0
+job_hunte.gat,94,79,1 duplicate(HntTrap) 79-2 139,0,0
+job_hunte.gat,95,78,1 duplicate(HntTrap) 79-3 139,0,0
+job_hunte.gat,95,79,1 duplicate(HntTrap) 79-4 139,0,0
+job_hunte.gat,101,80,1 duplicate(HntTrap) 80-1 139,1,0
+job_hunte.gat,101,81,1 duplicate(HntTrap) 80-2 139,1,0
+job_hunte.gat,103,81,1 duplicate(HntTrap) 80-3 139,0,0
+job_hunte.gat,103,80,1 duplicate(HntTrap) 80-4 139,0,0
+job_hunte.gat,104,78,1 duplicate(HntTrap) 81-1 139,0,0
+job_hunte.gat,104,79,1 duplicate(HntTrap) 81-2 139,0,0
+job_hunte.gat,105,78,1 duplicate(HntTrap) 81-3 139,0,0
+job_hunte.gat,105,79,1 duplicate(HntTrap) 81-4 139,0,0
+job_hunte.gat,110,78,1 duplicate(HntTrap) 82-1 139,0,0
+job_hunte.gat,110,79,1 duplicate(HntTrap) 82-2 139,0,0
+job_hunte.gat,111,78,1 duplicate(HntTrap) 82-3 139,0,0
+job_hunte.gat,111,79,1 duplicate(HntTrap) 82-4 139,0,0
+job_hunte.gat,114,80,1 duplicate(HntTrap) 83-1 139,0,0
+job_hunte.gat,114,81,1 duplicate(HntTrap) 83-2 139,0,0
+job_hunte.gat,115,80,1 duplicate(HntTrap) 83-3 139,0,0
+job_hunte.gat,115,81,1 duplicate(HntTrap) 83-4 139,0,0
+job_hunte.gat,124,78,1 duplicate(HntTrap) 84-1 139,0,0
+job_hunte.gat,124,79,1 duplicate(HntTrap) 84-2 139,0,0
+job_hunte.gat,125,78,1 duplicate(HntTrap) 84-3 139,0,0
+job_hunte.gat,125,79,1 duplicate(HntTrap) 84-4 139,0,0
+job_hunte.gat,126,82,1 duplicate(HntTrap) 85-1 139,0,0
+job_hunte.gat,126,83,1 duplicate(HntTrap) 85-2 139,0,0
+job_hunte.gat,127,82,1 duplicate(HntTrap) 85-3 139,0,0
+job_hunte.gat,127,83,1 duplicate(HntTrap) 85-4 139,0,0
+job_hunte.gat,52,68,1 duplicate(HntTrap) 86-1 139,0,1
+job_hunte.gat,53,68,1 duplicate(HntTrap) 86-2 139,0,1
+job_hunte.gat,52,66,1 duplicate(HntTrap) 86-3 139,0,0
+job_hunte.gat,53,66,1 duplicate(HntTrap) 86-4 139,0,0
+job_hunte.gat,54,70,1 duplicate(HntTrap) 87-1 139,0,1
+job_hunte.gat,55,70,1 duplicate(HntTrap) 87-2 139,0,1
+job_hunte.gat,54,68,1 duplicate(HntTrap) 87-3 139,0,0
+job_hunte.gat,55,68,1 duplicate(HntTrap) 87-4 139,0,0
+job_hunte.gat,59,66,1 duplicate(HntTrap) 88-1 139,1,0
+job_hunte.gat,59,67,1 duplicate(HntTrap) 88-2 139,1,0
+job_hunte.gat,61,67,1 duplicate(HntTrap) 88-3 139,0,0
+job_hunte.gat,61,66,1 duplicate(HntTrap) 88-4 139,0,0
+job_hunte.gat,68,68,1 duplicate(HntTrap) 89-1 139,0,1
+job_hunte.gat,69,68,1 duplicate(HntTrap) 89-2 139,0,1
+job_hunte.gat,68,66,1 duplicate(HntTrap) 89-3 139,0,0
+job_hunte.gat,69,66,1 duplicate(HntTrap) 89-4 139,0,0
+job_hunte.gat,76,66,1 duplicate(HntTrap) 90-1 139,0,0
+job_hunte.gat,76,67,1 duplicate(HntTrap) 90-2 139,0,0
+job_hunte.gat,77,66,1 duplicate(HntTrap) 90-3 139,0,0
+job_hunte.gat,77,67,1 duplicate(HntTrap) 90-4 139,0,0
+job_hunte.gat,82,68,1 duplicate(HntTrap) 91-1 139,0,0
+job_hunte.gat,82,69,1 duplicate(HntTrap) 91-2 139,0,0
+job_hunte.gat,83,68,1 duplicate(HntTrap) 91-3 139,0,0
+job_hunte.gat,83,69,1 duplicate(HntTrap) 91-4 139,0,0
+job_hunte.gat,96,66,1 duplicate(HntTrap) 92-1 139,0,0
+job_hunte.gat,96,67,1 duplicate(HntTrap) 92-2 139,0,0
+job_hunte.gat,97,66,1 duplicate(HntTrap) 92-3 139,0,0
+job_hunte.gat,97,67,1 duplicate(HntTrap) 92-4 139,0,0
+job_hunte.gat,100,68,1 duplicate(HntTrap) 93-1 139,0,0
+job_hunte.gat,100,69,1 duplicate(HntTrap) 93-2 139,0,0
+job_hunte.gat,101,68,1 duplicate(HntTrap) 93-3 139,0,0
+job_hunte.gat,101,69,1 duplicate(HntTrap) 93-4 139,0,0
+job_hunte.gat,107,66,1 duplicate(HntTrap) 94-1 139,1,0
+job_hunte.gat,107,67,1 duplicate(HntTrap) 94-2 139,1,0
+job_hunte.gat,109,67,1 duplicate(HntTrap) 94-3 139,0,0
+job_hunte.gat,109,66,1 duplicate(HntTrap) 94-4 139,0,0
+job_hunte.gat,117,69,1 duplicate(HntTrap) 95-1 139,1,0
+job_hunte.gat,117,68,1 duplicate(HntTrap) 95-2 139,1,0
+job_hunte.gat,119,69,1 duplicate(HntTrap) 95-3 139,0,0
+job_hunte.gat,119,68,1 duplicate(HntTrap) 95-4 139,0,0
+job_hunte.gat,124,66,1 duplicate(HntTrap) 96-1 139,0,0
+job_hunte.gat,124,67,1 duplicate(HntTrap) 96-2 139,0,0
+job_hunte.gat,125,66,1 duplicate(HntTrap) 96-3 139,0,0
+job_hunte.gat,125,67,1 duplicate(HntTrap) 96-4 139,0,0
+job_hunte.gat,126,70,1 duplicate(HntTrap) 97-1 139,0,0
+job_hunte.gat,126,71,1 duplicate(HntTrap) 97-2 139,0,0
+job_hunte.gat,127,70,1 duplicate(HntTrap) 97-3 139,0,0
+job_hunte.gat,127,71,1 duplicate(HntTrap) 97-4 139,0,0
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
new file mode 100644
index 000000000..d41a0ed74
--- /dev/null
+++ b/npc/jobs/2-1/knight.txt
@@ -0,0 +1,1828 @@
+//===== eAthena Script =======================================
+//= Knight Job Quest
+//===== By: ==================================================
+//= PGRO TEAM (Aegis).
+//= Converted by kobra_k88
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= eAthena 1.0
+//===== Description: =========================================
+//= Official RO Knight job quest converted from aegis script, and my own
+//= RO screenies and play experience
+//===== Additional Comments: =================================
+//= 1.0 Fully working. Please comment out any pre-existing warps for the
+//= test rooms in any other files so that the ones specified here can work.
+//= 1.1 Fixed a major bug. Now using the initnpctimer command,
+//= donpcevent, and new waitingroom event commands. No more addtimer
+//= spamming. No longer have to talk to the npc to take the test. Just enter the chat room.
+//= 1.2 More bug fixes. Changed global variable names to unique ones.
+//= Added second set of items to first test. Added Awake pots award for job change.
+//= 1.3 Added Baby Class support [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//============================================================
+
+
+
+//<------------------------------------------------------------------------------------ Chivalry Captain Herman------------------------------------------------------------------------------------------>\\
+prt_in.gat,88,101,3 script Chivalry Captain Herman 56,{
+ callfunc "F_BlockHigh",25,"Swordman High",31,"Lord Knight","Chivalry Captain Herman";
+
+ if (BaseJob == Job_Swordman && KNIGHT_Q > 0) goto L_Check;
+
+ mes "[Chivalry Captain Herman]";
+ mes "Good Day. This is the Prontera Chivarly, home of the famous Prontera Knights.";
+M_Menu:
+ next;
+ menu "I am ready for Knighthood.",M_0,"The Requirements.",M_1,"Quit.",M_End;
+
+ M_0:
+ mes "[Chivalry Captain Herman]";
+ callfunc "Kni_check";
+ mes "[Chivalry Captain Herman]";
+ mes "In order to become a Knight one must posses great strength, courage, determination, and strong desire to help others.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "You will have to show me that you have these attributes before I can make you a knight.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "The 6 Knights you see around the room have each prepapred a unique test for would be Knights to take.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "You must complete each one of their test and prove to me that you are truly committed to becomming a knight!";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "Speak with ^0000ffSir Andrew Syloc^000000. He will give you your first test. Good luck!! I expect to see you again soon!";
+ set KNIGHT_Q, 1;
+ set JBLVL, 40;
+ close;
+
+ M_1:
+ mes "[Chivalry Captain Herman]";
+ mes "The first requirement for becoming a Knight is that you must be a Swordsman.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "The second requirement is that you must have at least a Job Level of 40.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "The last requirement is that you will need to pass 6 tests that will determine whether or not you are worthy enough to become a Knight.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "These requirements may seem difficult, but the Knight class is an elite and noble job class and only the best candidates may join.";
+ goto M_Menu;
+
+ M_End:
+ close;
+
+L_Check:
+ mes "[Chivalry Captain Herman]";
+ if (KNIGHT_Q == 1) mes "Please speak with ^0000ffSir Andrew Syloc^000000. He will give you your first test.";
+ if (KNIGHT_Q == 2) mes "Congratulations on finishing your first test. ^0000ffSir James Syracuse^000000 will administer your ^ff0000second test^000000.";
+ if (KNIGHT_Q == 3) mes "Congratulations on finishing the second test. ^0000ffSir Windsor^000000 will administer your ^ff0000third test^000000.";
+ if (KNIGHT_Q == 4) mes "Congratulations on finishing the third test. ^0000ffLady Amy Beatris^000000 will administer your ^ff0000fourth test^000000.";
+ if (KNIGHT_Q == 5) mes "Congratulations on finishing the fourth test. ^0000ffSir Edmund^000000 will administer your ^ff0000fifth test^000000.";
+ if (KNIGHT_Q == 6) mes "Congratulations on finishing the fifth test. ^0000ffSir Grey^000000 will administer your ^ff0000sixth test^000000.";
+ if (KNIGHT_Q == 7) goto L_MakeKnight;
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "Good luck!";
+ close;
+
+ L_MakeKnight:
+ if(SkillPoint > 0) goto sL_SKpoint;
+
+ mes "Oh, ^ff0000"+strcharinfo(0)+"^000000. So you've passed Sir Grey's test?";
+ mes "Let me just say that I applaud all of your hard work and your determination.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "The final step to become a Knight is to recieve a recomondation from all six of the Knights who tested you.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "Let's start with Sir Andrew Syloc. Sir Syloc, what is your opinion of Knight candidate, ^ff0000"+strcharinfo(0)+"^000000.";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "Patience is a quality all Knights must have. By passing my test, ^ff0000"+strcharinfo(0)+"^000000 showed great patience and determination.";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "In my opinion ^ff0000"+strcharinfo(0)+"^000000 is deserving of becoming a Knight!";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "Very good Sir Syloc. Sir James Syracuse, what say you?";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "^ff0000"+strcharinfo(0)+"^000000 was albe to answer everyone of my questions correctly.";
+ mes "This displays a mastery of the basic concepts of the Knight class.";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "^ff0000"+strcharinfo(0)+"^000000 has my recomendation for Knighthood!";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "I see Sir Syracuse. Sir Winsor what do you have to say?";
+ next;
+ mes "[Sir Winsor]";
+ mes "..............................";
+ next;
+ mes "[Sir Winsor]";
+ mes "Hmphf. I have no objections.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "Hahaha! You never waste words do you Sir Winsor. What are your thoughts Lady Amy Beatris?";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "A Knight will be involved in many different kinds of situations on his/her journey.";
+ mes "It is a Knight's duty to make the right decisions in dealing with these situations.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "^ff0000"+strcharinfo(0)+"^000000 showed good decision making in answering my questions.";
+ mes "I too recomend that this candidate be Knighted!";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "Thank you Lady Beatris. How about you Sir Edmund?";
+ next;
+ mes "[Sir Edmund]";
+ mes "A rock is an unchanging figure that never wavers in the face of adversity.";
+ next;
+ mes "[Sir Edmund]";
+ mes "Though mighty winds may try to knock it down and crashing waves may try to wash it away, a rock will stand solid and firm.";
+ next;
+ mes "[Sir Edmund]";
+ mes "^ff0000"+strcharinfo(0)+"^000000 showed the strength of a rock and was ever calm durring my test.";
+ mes "It is my honest belief that ^ff0000"+strcharinfo(0)+"^000000 should be bestowed with Knighthood.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "As always Sir Edmund, a very profound observation. Well we're down to the last tester. Sir Grey, please give us your final desicion.";
+ next;
+ mes "[Sir Grey]";
+ mes "What can I say. ^ff0000"+strcharinfo(0)+"^000000 answered my questions thoughtfully and truthfully.";
+ next;
+ mes "[Sir Grey]";
+ mes "Though others may think that a Knight's strength lies within his/her sword, we Knights know that true strength lies within ones mind and heart.";
+ next;
+ mes "[Sir Grey]";
+ if(sex==1) mes "After speaking to ^ff0000"+strcharinfo(0)+"^000000, I felt that he had this strength within him.";
+ if(sex==0) mes "After speaking to ^ff0000"+strcharinfo(0)+"^000000, I felt that she had this strength within her.";
+ mes "I would be happy to give ^ff0000"+strcharinfo(0)+"^000000 my recomendation to become a Knight!";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "Many thanks Sir Grey, and many thanks to all of you for your time. Well it looks like it was a unanimous decision.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "The process to become a Knight is very rigorous and difficult and yet you were able to successfully make it through.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "You have done extremely well and therefore are deserving of the honor of being called a Knight.";
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "^ff0000"+strcharinfo(0)+"^000000, in the name of King Tristin the 3rd, ruler of the kingdom of Run-Midgard, I hereby bestow upon thee the title of Knight!";
+ next;
+ callfunc "Job_Change",Job_Knight;
+ if(JBLVL != 50) getitem 656, 3;
+ if(JBLVL == 50) getitem 656, 7;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Chivalry Captain Herman]";
+ mes "Congratulations!! You are now a fellow Knight and protector of Rune-Midgard! Now go forth and make Rune-Midgard a better place to live!";
+ emotion 21;
+ close;
+
+ sL_SKpoint:
+ mes "Please use up all of your skill points so that I can make you a Knight.";
+ emotion 5;
+ close;
+}
+
+
+//<--------------------------------------------------------------------------------- Sir Andrew Syloc (1st test) ------------------------------------------------------------------------------------------>\\
+prt_in.gat,75,107,4 script Sir Andrew Syloc 65,{
+ mes "[Sir Andrew Syloc]";
+ if (BaseJob == Job_Knight) goto L_Knight;
+ if (BaseJob == Job_Novice) goto L_Novice;
+ if (BaseJob == Job_Swordman && KNIGHT_Q == 1) goto L_Test;
+ if (BaseJob == Job_Swordman && KNIGHT_Q == 2) goto L_Done;
+L_Other:
+ mes "We Knights of Prontera battle for peace and freedom! We fight to ensure a prosperous future for the people of Rune-Midgard!";
+ close;
+L_Novice:
+ mes "Oh, its a novice. Welcome to the Prontera Chivalry!";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "Even though you feel weak now, I assure you that once you get your first job, you will feel confident and strong.";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "Just stay safe and keep out of trouble.";
+ close;
+L_Knight:
+ mes "Oh, your one of us, how are you doing?";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "It's important that you get the right equipment. It will allow you fight a lot of monsters and inturn get a lot of zeny.";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "You should remember though, that being a Knight isn't about amassing wealth.";
+ close;
+
+
+L_Test:
+ if (KNIGHT_Q2 > 0) goto L_Check;
+ mes "Oh so you've come to join the Prontera Chivalry have you. Let's see, you're ^ff0000" + strcharinfo(0) + "^000000 right?";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "My name is Andrew Syloc and I am one of the knights in the Prontera Knight Guild.";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "I will be giving you the first of many tests that will determine if you have what it takes to become a Knight.";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "This first test is like a scavenger hunt and will test your knowledge of monsters and their locations.";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "This infrormation is vital for a Knight's ability to properly defend the many different towns in Rune-Midgard.";
+ next;
+ menu "I'm ready.",M_1, "Give me time.",M_End;
+
+ M_1:
+ mes "[Sir Andrew Syloc]";
+ if (joblevel == 50) goto sL_Skip;
+ mes "To pass this test you will need to gather:";
+ set KNIGHT_Q2, rand(1,2);
+ if(KNIGHT_Q2 == 1) callsub sF_R1;
+ if(KNIGHT_Q2 == 2) callsub sF_R2;
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "When you have all of those items, return here and give them to me.";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "Good luck and be carefull! I shall await your return.";
+ close;
+
+ sF_R1:
+ mes "^5533FF5 Elder Pixie's Mustache,"; //1040
+ mes "5 Wings of Red Bat"; //7006
+ mes "5 Orcish Vouchers"; //931
+ mes "5 Moth Dust"; //1057
+ mes "5 Reptile Tongues^000000"; //903
+ mes "and ^5533FF5 Manes^000000."; //1028
+ return;
+ sF_R2:
+ mes "^5533FF5 Bug Legs";
+ mes "5 Heart of Mermaid";
+ mes "5 Snail's Shells";
+ mes "5 Clam Flesh";
+ mes "5 Old Frying Pans^000000";
+ mes "and ^5533FF5 Maneater Blossoms^000000.";
+ return;
+
+ sL_Skip:
+ mes "Wait..... what's this?";
+ next;
+ mes "[Sir Andrew]";
+ mes "You seem to be an increadibly strong swordsman. Yes, your strength and skill are amazing.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Hahaha! There's no need for you to take my test. Why don't you go onto the next one ok.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Speak to ^5533FFSir James Syracuse^000000. The tests you will be taking will teach you valuable life lessons, so please try hard.";
+ set KNIGHT_Q, 2;
+ set KNIGHT_Q2, 0;
+ set JBLVL, 50;
+ close;
+
+ M_End:
+ mes "[Sir Andrew Syloc]";
+ mes "Take as much time as you need. Come back when you're ready.";
+ close;
+
+L_Check:
+ mes "You've come back ^ff0000"+strcharinfo(0)+"^000000. Did you get all of the items I asked for?";
+ next;
+ if(KNIGHT_Q2 == 2) goto L_2;
+
+ L_1:
+ if(countitem(1040)<5 || countitem(7006)<5 || countitem(931)<5 || countitem(1057)<5 || countitem(903)<5 || countitem(1028)<5) goto L_NotDone;
+ delitem 1040,5;
+ delitem 7006,5;
+ delitem 931,5;
+ delitem 1057,5;
+ delitem 903,5;
+ delitem 1028,5;
+ goto L_Cont;
+
+ L_2:
+ if(countitem(1042)<5 || countitem(950)<5 || countitem(946)<5 || countitem(966)<5 || countitem(7031)<5 || countitem(1032)<5) goto L_NotDone;
+ delitem 1042,5;
+ delitem 950,5;
+ delitem 946,5;
+ delitem 966,5;
+ delitem 7031,5;
+ delitem 1032,5;
+
+ L_Cont:
+ mes "[Sir Andrew Syloc]";
+ mes "Lets see here..... 5 of this.... 5 of that.... Great! You got everything I asked for.";
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "You have done well and have past your first test! However you shouldn't get too excited.";
+ mes "There are still more challenges that you will have to overcome before you can become a knight.";
+ next;
+ mes "[Sir Andrew Syloc]";
+
+ L_Done:
+ mes "Speak to the Chivalry Captain Herman and he will inform you about your next test.";
+ mes "Stay focused and give it your all ^0000ff"+strcharinfo(0)+"^000000. I know you will do well.";
+ set KNIGHT_Q, 2;
+ set KNIGHT_Q2, 0;
+ close;
+
+ L_NotDone:
+ mes "[Sir Andrew Syloc]";
+ mes "What? You don't have everything I asked for?";
+ emotion 4;
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "This is what you were SUPPOSED to collect....";
+ if(KNIGHT_Q2 == 1) callsub sF_R1;
+ if(KNIGHT_Q2 == 2) callsub sF_R2;
+ next;
+ mes "[Sir Andrew Syloc]";
+ mes "Once you have ALL of those items come back and see me.";
+ close;
+}
+
+
+//<------------------------------------------------------------------------------ Sir James Syracuse (2nd Test) ----------------------------------------------------------------------------------------->\\
+prt_in.gat,71,91,6 script Sir James Syracuse 65,{
+ mes "[Sir James Syracuse]";
+ if (BaseJob == Job_Knight) goto L_Knight;
+ if (BaseJob == Job_Novice) goto L_Novice;
+ if (BaseJob == Job_Swordman && KNIGHT_Q == 2) goto L_Test;
+ if (BaseJob == Job_Swordman && KNIGHT_Q == 3) goto L_Done;
+L_Other:
+ mes "Attacking and defending..... is there a way to do both at the same time?";
+ mes "With a 'two-handed' weapon you have a great attack but no defense. Is there anything that can compensate for this weakness?";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "A weapon that could be used to both attack and defend would be invaluable to a Knight...... Darn!..... Where can I get such a thing??!! ";
+ close;
+L_Novice:
+ mes "What are you doing here novice?";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "Do you want to become a Knight? Well too bad novices can't become knights.";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You have to be an experienced swordman in order to become a knight.";
+ close;
+L_Knight:
+ mes "Hey, how are you doing... the guild is fine.";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "We are still recruiting knights. I hear there's a bad knight out there ruining the good name of the Prontera Chivalry...";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "If you see him, teach him a lesson.";
+ close;
+
+L_Test:
+ mes "Oh, so you passed the first test ^ff0000"+strcharinfo(0)+"^000000.";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "First let me introduce myself, my name is James Syracuse. I am of course a Knight here at the Prontera Chivalry.";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "This test will be on your knowledge of Knights. You will also be asked about your opinions of Knights...";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "Dont' be nervous, I'll only be asking a few simple questions.";
+ next;
+ menu "Let's go",M_0,"I'm not ready yet.",M_End;
+
+ M_0:
+ mes "[Sir James Syracuse]";
+ mes "Okay lets start, please answer the questions as quickly as you can. If you get an answer wrong you will have to start the test all over again.";
+ next;
+
+ mes "[Sir James Syracuse]";
+ //mes "Knights excel in both attack strength and defensive prowess.";
+ mes "Can you tell me which of these swords is NOT a two handed sword?";
+ next;
+ menu "Katzbalger",sM_0a,"Bastard Sword",sM_0b,"Claymore",sM_0c,"Flamberge",sM_0d;
+
+ sM_0a:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. Katzbalger IS a two-handed sword";
+ mes "How will you manage to become a knight if you don't know about the swords that Knight's use?";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_0b:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. Bastard Sword IS a two-handed sword!";
+ mes "How will you manage to become a knight if you don't know about the swords that knight's use?";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_0c:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. Claymore IS a two-handed sword";
+ mes "How will you manage to become a knight if you don't know about the swords that knight's use?";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_0d:
+
+ mes "[Sir James Syracuse]";
+ mes "Okay, let me ask you a question about Knight skills.";
+ mes "What skill listed below is NOT used for attacking an opponent?";
+ next;
+ menu "Two-Hand Mastery Lv.5",sM_1a,"Berserk Lv.3",sM_1b,"Endure Lv.10",sM_1c,"Bash Lv.10",sM_1d;
+
+ sM_1a:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. If you don't know this then you will never master the art of combat!";
+ mes "If you want to become a knight, you have to know what each skill does.";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_1b:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. If you don't know this then you will never master the art of combat!";
+ mes "If you want to become a knight, you have to know what each skill does.";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_1c:
+ goto L_Cont1;
+
+ sM_1d:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. If you don't know this then you will never master the art of combat!";
+ mes "If you want to become a knight, you have to know what each skill does.";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ L_Cont1:
+ mes "[Sir James Syracuse]";
+ mes "Knights are different from other classes in that Knights can use spears and have special spear skills.";
+ mes "What spear skill below uses the MOST sp?";
+ next;
+ menu "Pierce",sM_2a,"Spear Boomarang",sM_2b,"Spear Stab",sM_2c,"Riding",sM_2d;
+
+ sM_2a:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. If you don't know this, it'll be hard for you to master the Spear!";
+ mes "How can you not know about this if you're trying to become a Knight? Thats just not tolerable!";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_2b:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. If you don't know this, it'll be hard for you to master the Spear!";
+ mes "How can you not know about this if you're trying to become a Knight? Thats just not tolerable!";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_2c:
+ goto L_Cont2;
+
+ sM_2d:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. If you don't know this, it'll be hard for you to master the Spear!";
+ mes "How can you not know about this if you're trying to become a Knight? Thats just not tolerable!";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ L_Cont2:
+ mes "[Sir James Syracuse]";
+ mes "Spears can also have elemental properites.";
+ mes "Which of the elements below is strongest against Dark/Undead monsters?";
+ next;
+ menu "Holy",sM_3a, "Wind",sM_3b, "Poison",sM_3c, "Earth",sM_3d;
+
+ sM_3a:
+ goto L_Cont3;
+
+ sM_3b:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. Wind is NOT that strong against undead!";
+ mes "These are basic stuff and you don't it how funny?";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_3c:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. Poion is NOT strong against undead";
+ mes "These are basic stuff and you don't it how funny";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_3d:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. Earth is NOT strong against undead";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ L_Cont3:
+ mes "[Sir James Syracuse]";
+ mes "When you become a Knight you can ride a pecopeco. However your attack speed drops significantly.";
+ mes "But if you learn the skill, Cavalry Mastery, your attack speed will increase again.";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "What percentage of your attack speed is regained by learning level 3 cavalry mastery?";
+ next;
+ menu "70%",sM_4a, "80%",sM_4b, "90%",sM_4c, "100%",sM_4d;
+
+ sM_4a:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. If you don't know this I recommend that you do not ride a peco";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_4b:
+ goto L_Cont4;
+
+ sM_4c:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. If you don't know this I recommend that you do not ride a peco";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ sM_4d:
+ mes "[Sir James Syracuse]";
+ mes "^ff0000Wrong^000000. If you don't know this I recommend that you do not ride a peco";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You need to know the basics BEFORE you take this test!";
+ close;
+
+ L_Cont4:
+ mes "[Sir James Syracuse]";
+ mes "Good, looks like you know a lot about knights";
+ mes "Ok. Let me ask you some more questions";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "If you run into a novice and he asks you to tank for him because he's to lazy to fight on his own, you should....";
+ next;
+ menu "Tell the novice a good place to train",sM_5a, "Give him some zeny",sM_5b, "Give him some weapons",sM_5c;
+
+ sM_5a:
+ mes "[Sir James Syracuse]";
+ mes "Yes! That's a good answer. Novice's need to be independent and work hard on their own.";
+ mes "This builds good character and helps them become stronger.";
+ next;
+ goto L_Cont5;
+
+ sM_5b:
+ mes "[Sir James Syracuse]";
+ mes "WHAT?? Are you Nuts? Do you think that money is everything? LEAVE NOW!";
+ close;
+
+ sM_5c:
+ mes "[Sir James Syracuse]";
+ mes "Do you think you're helping someone when you give them good weapons?";
+ mes "You are basically KILLING them not helping them. LEAVE NOW!";
+ close;
+
+ L_Cont5:
+ mes "[Sir James Syracuse]";
+ mes "If you're in a party and your party gets attacked, what would you do?";
+ next;
+ menu "Stay in front and protect everyone.",sM_6a, "Wait until the others attack first then leech.",sM_6b,
+ "Who cares, I just want the drops.",sM_6c;
+
+ sM_6a:
+ mes "[Sir James Syracuse]";
+ mes "Yes! We Knights are important in most battles because of our strong attack and defensive skills.";
+ mes "We should try our best to take the brunt of any attack and allow our party members to provide support.";
+ next;
+ goto L_Cont6;
+
+ sM_6b:
+ mes "[Sir James Syracuse]";
+ mes "...WHAT? If you do that you're going to get EVERYONE KILLED!!";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You....LEAVE NOW! You don't have what it takes to become a Knight!";
+ close;
+
+ sM_6c:
+ mes "[Sir James Syracuse]";
+ mes "YOU THINK DROPS ARE MORE IMPORTANT THAN YOUR PARTY MEMBERS??";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "You don't have what it takes to become a knight... LEAVE NOW!!";
+ close;
+
+ L_Cont6:
+ mes "[Sir James Syracuse]";
+ mes "And finally, the last question. What do you think is most important to a Knight?";
+ next;
+ menu "Honor",sM_7a, "Money",sM_7b, "The Fame",sM_7c;
+
+ sM_7a:
+ mes "[Sir James Syracuse]";
+ mes "Yes! Absolutely correct! A Knight's pride and honor come before all else.";
+ mes "You have to always remember that!";
+ next;
+ mes "[Sir James Syracuse]";
+ goto L_Done;
+
+ sM_7b:
+ mes "[Sir James Syracuse]";
+ mes "You're a REALLY GREEDY PERSON!!";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "Leave now!! We DON'T want your kind here!";
+ close;
+
+ sM_7c:
+ mes "[Sir James Syracuse]";
+ mes "Did you want to a become a knight because you desired to become FAMOUS?";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "Leave now!! We DON'T need your kind here!";
+ close;
+
+ L_Done:
+ mes "Good job on passing the second test. Please speak with the Captain about your next test.";
+ next;
+ mes "[Sir James Syracuse]";
+ mes "There is more to a Knight than raw strength. Duty and honor are of the utmost importance to a Knight";
+ mes "Remember this and you will have no problems with the rest of the tests.";
+ set KNIGHT_Q, 3;
+ close;
+
+ M_End:
+ mes "[Sir James Syracuse]";
+ mes "I see. Take your time.";
+ close;
+
+}
+
+
+//<--------------------------------------------------------------------------------- Sir Windsor (3rd Test) -------------------------------------------------------------------------------------------------->\\
+// Sir Windsor ---------------------------------------------------------
+prt_in.gat,79,94,3 script Sir Windsor#1 733,{
+ mes "[Sir Windsor]";
+ if(BaseJob == Job_Knight) goto L_Knight;
+ if(BaseJob == Job_Novice) goto L_Novice;
+ if(BaseJob == Job_Swordman && KNIGHT_Q == 3) goto L_Test;
+ if(BaseJob == Job_Swordman && KNIGHT_Q == 4) goto L_Done;
+L_Other:
+ mes "..........";
+ next;
+ mes "[Sir Windsor]";
+ mes "What're you looking at.....?";
+ close;
+L_Novice:
+ mes "..........";
+ next;
+ mes "[Sir Windsor]";
+ mes "Go play somewhere else......";
+ close;
+L_Knight:
+ mes "Don't talk to me......";
+ emotion 9;
+ close;
+
+
+L_Test:
+ if(KNIGHT_Q2 == 2) goto L_Done;
+ if(KNIGHT_Q2 == 1) goto sL_ReTest;
+ mes ".............";
+ next;
+ mes "[Sir Windsor]";
+ mes "... so you're here to take the test?";
+ next;
+ mes "[Sir Windsor]";
+ mes "Follow me.....";
+ next;
+ set KNIGHT_Q2,1;
+ savepoint "prt_in.gat",77,96;
+ warp "job_knt",89,106;
+ end;
+
+ sL_ReTest:
+ mes ".............";
+ next;
+ mes "[Sir Windsor]";
+ mes "Hmf... your previous attempt was pathetic....";
+ next;
+ mes "[Sir Windsor]";
+ mes "Lets go......";
+ next;
+ savepoint "prt_in.gat",77,96;
+ warp "job_knt",89,106;
+ end;
+
+L_Done:
+ mes "Hmf.......";
+ next;
+ mes "[Sir Windsor]";
+ mes ".... You passed my test.";
+ next;
+ mes "[Sir Windsor]";
+ mes ".... Go talk to the Chivalry Captain Herman.";
+ set KNIGHT_Q2,0;
+ set KNIGHT_Q,4;
+ close;
+}
+
+
+// Waiting Room ---------------------------------------------------------------------------
+job_knt.gat,89,110,4, script Sir Windsor#2::SW2 733,{
+ mes "[Sir Windsor]";
+ mes "..........";
+ next;
+ mes "[Sir Windsor]";
+ mes ".....You have a problem?";
+ next;
+ menu "What is this test about?",M_0, "I wanna kick some moster butt!.",M_1, "I want to leave.",M_2, "Nothing.",M_End;
+
+ M_0:
+ mes "[Sir Windsor]";
+ mes "..........";
+ next;
+ mes "[Sir Windsor]";
+ mes ".....You are going to fight monsters.";
+ next;
+ mes "[Sir Windsor]";
+ mes ".....You must kill every single monster in the arena.";
+ next;
+ mes "[Sir Windsor]";
+ mes "..........";
+ next;
+ mes "[Sir Windsor]";
+ mes ".....You have to survive three levels of viscous monsters.";
+ next;
+ mes "[Sir Windsor]";
+ mes ".....I will give you 3 minutes for each level.";
+ next;
+ mes "[Sir Windsor]";
+ mes "..........";
+ close;
+
+ M_1:
+ mes "[Sir Windsor]";
+ mes "..........";
+ next;
+ mes "[Sir Windsor]";
+ mes ".....Go to the waiting room first.";
+ next;
+ mes "[Sir Windsor]";
+ mes ".....The test will start soon.";
+ next;
+ mes "[Sir Windsor]";
+ mes "..........";
+ next;
+ mes "[Sir Windsor]";
+ mes ".....If someones in there, you have to wait until they are done or fail.";
+ next;
+ mes "[Sir Windsor]";
+ mes ".....Once that happens, you will be automatically warped to the test room..";
+ next;
+ mes "[Sir Windsor]";
+ mes "..........";
+ close;
+
+ M_2:
+ mes "[Sir Windsor]";
+ mes "..........";
+ next;
+ mes "[Sir Windsor]";
+ mes ".....Leave then.";
+ next;
+ warp "prt_in.gat",80,100;
+ close;
+
+ M_End:
+ mes "[Sir Windsor]";
+ mes "..........";
+ close;
+
+OnInit:
+ waitingroom "Knight Test Waiting Room",8,"SW2::OnStart",1;
+ end;
+
+OnStart:
+ set $@KntUsers, getareausers("job_knt.gat", 24, 126, 63, 165); // get user count for first lvl
+ set $@KntUsers, $@KntUsers + getareausers("job_knt.gat", 24, 32, 63, 71); // get user count for second lvl + first lvl
+ set $@KntUsers, $@KntUsers + getareausers("job_knt.gat", 124, 132, 163, 171); // get user count for third lvl + second lvl + first lvl
+ if($@KntUsers > 0) end;
+
+ if ((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room;
+ //kills off any left over monsters from other testers
+ killmonster "job_knt.gat", "KntLvl1::OnMyMobDead";
+ killmonster "job_knt.gat", "KntLvl2::OnMyMobDead";
+ killmonster "job_knt.gat", "KntLvl3::OnMyMobDead";
+ warpwaitingpc "job_knt.gat",43,146;
+ donpcevent "KntLvl1";
+ end;
+}
+
+// First Level ---------------------------------------------------------
+job_knt.gat,1,1,1 script KntLvl1 -1,{
+ set $@KntRm, 1;
+ set $@KntMob,12;
+ monster "job_knt.gat",39,150,"Dustiness",1114,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",47,150,"Dustiness",1114,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",39,142,"Dustiness",1114,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",47,142,"Dustiness",1114,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",43,137,"Piere",1160,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",43,155,"Piere",1160,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",43,155,"Deniro",1105,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",43,155,"Deniro",1105,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",43,155,"Andre",1095,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",43,137,"Andre",1095,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",35,146,"Argos",1100,1,"KntLvl1::OnMyMobDead";
+ monster "job_knt.gat",52,146,"Argos",1100,1,"KntLvl1::OnMyMobDead";
+ initnpctimer "TimerKnt";
+ end;
+
+OnMyMobDead:
+ set $@KntMob, $@KntMob - 1;
+ if($@KntMob > 0) end;
+
+ stopnpctimer "TimerKnt";
+ areaannounce "job_knt.gat", 24, 126, 63, 165, "[Sir Windsor]: Get ready for the second level....",8;
+ set $@KntMob, 0;
+ addtimer 5000, "KntLvl2";
+ end;
+}
+
+
+// Second Level ---------------------------------------------------------
+job_knt.gat,1,1,1 script KntLvl2 -1,{
+ set $@KntRm, 2;
+ set $@KntMob,12;
+ monster "job_knt.gat",53,52,"Frilldora",1119,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",34,52,"Frilldora",1119,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",43,42,"Desert Wolf",1106,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",43,62,"Desert Wolf",1106,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",58,52,"Drainliar",1111,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",58,52,"Drainliar",1111,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",29,52,"Drainliar",1111,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",29,52,"Drainliar",1111,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",60,68,"Anacondaq",1030,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",27,68,"Anacondaq",1030,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",60,35,"Anacondaq",1030,1,"KntLvl2::OnMyMobDead";
+ monster "job_knt.gat",27,35,"Anacondaq",1030,1,"KntLvl2::OnMyMobDead";
+ warp "job_knt.gat",43,52;
+ initnpctimer "TimerKnt";
+ end;
+
+OnMyMobDead:
+ set $@KntMob, $@KntMob - 1;
+ if($@KntMob > 0) end;
+
+ stopnpctimer "TimerKnt";
+ areaannounce "job_knt.gat", 24, 32, 63, 71, "[Sir Windsor]: Get ready for the third level....",8;
+ set $@KntMob, 0;
+ addtimer 5000, "KntLvl3";
+ end;
+
+}
+
+// Third Level ---------------------------------------------------------------
+job_knt.gat,1,1,1 script KntLvl3 -1,{
+ set $@KntRm, 3;
+ set $@KntMob,7;
+ monster "job_knt.gat",136,152,"Knife Goblin Bro",1122,1,"KntLvl3::OnMyMobDead";
+ monster "job_knt.gat",150,152,"Mace Goblin Bro",1123,1,"KntLvl3::OnMyMobDead";
+ monster "job_knt.gat",143,145,"Axe Goblin Bro",1124,1,"KntLvl3::OnMyMobDead";
+ monster "job_knt.gat",143,167,"Hammer Goblin Bro",1125,1,"KntLvl3::OnMyMobDead";
+ monster "job_knt.gat",139,167,"Club Goblin Bro",1126,1,"KntLvl3::OnMyMobDead";
+ monster "job_knt.gat",147,167,"Goblin Archer",1258,1,"KntLvl3::OnMyMobDead";
+ monster "job_knt.gat",136,158,"Steam Goblin",1280,1,"KntLvl3::OnMyMobDead";
+ warp "job_knt.gat",143,152;
+ initnpctimer "TimerKnt";
+ end;
+
+OnMyMobDead:
+ set $@KntMob, $@KntMob - 1;
+ if($@KntMob > 0) end;
+
+ stopnpctimer "TimerKnt";
+ set KNIGHT_Q2, 2;
+ areaannounce "job_knt.gat", 124, 132, 163, 171, "[Sir Windsor]: ....... test completed.",8;
+ set $@KntMob, 0;
+ addtimer 7000, "TimerKnt::OnTimer184000";
+ end;
+
+}
+
+// Timer --------------------------------------------------------------------------------
+job_knt.gat,1,1,1 script TimerKnt -1,{
+
+OnTimer2000:
+ set $@KntTime$, "You have 3 minutes...";
+ donpcevent "SW2::OnStart"; //checks to see if anyone is still in the room, in case of logout or KO
+ callsub AnnounceKnt;
+OnTimer32000:
+ donpcevent "SW2::OnStart";
+ end;
+OnTimer62000:
+ set $@KntTime$, "You have 2 minutes left...";
+ donpcevent "SW2::OnStart";
+ callsub AnnounceKnt;
+OnTimer92000:
+ donpcevent "SW2::OnStart";
+ end;
+OnTimer122000:
+ set $@KntTime$, "You have 1 minute left...";
+ donpcevent "SW2::OnStart";
+ callsub AnnounceKnt;
+OnTimer152000:
+ set $@KntTime$, "You have 30 seconds left...";
+ donpcevent "SW2::OnStart";
+ callsub AnnounceKnt;
+OnTimer162000:
+ set $@KntTime$, "You have 10 seconds left...";
+ callsub AnnounceKnt;
+OnTimer182000:
+ set $@KntTime$, "Times up! You failed!!";
+ donpcevent "SW2::OnStart";
+ callsub AnnounceKnt;
+OnTimer184000:
+ stopnpctimer;
+ if($@KntRm==1) areawarp "job_knt.gat", 24, 126, 63, 165, "prt_in.gat",77,96;
+ if($@KntRm==2) areawarp "job_knt.gat", 24, 32, 63, 71, "prt_in.gat",77,96;
+ if($@KntRm==3) areawarp "job_knt.gat", 124, 132, 163, 171, "prt_in.gat",77,96;
+ areaannounce "job_knt.gat", 82, 98, 97, 113, "[Sir Windsor]: The testing rooms are now open.....",8;
+ killmonster "job_knt.gat", "KntLvl1::OnMyMobDead";
+ killmonster "job_knt.gat", "KntLvl2::OnMyMobDead";
+ killmonster "job_knt.gat", "KntLvl3::OnMyMobDead";
+ donpcevent "SW2::OnStart";
+ end;
+
+AnnounceKnt:
+ if($@KntRm==1) areaannounce "job_knt.gat", 24, 126, 63, 165, "[Sir Windsor]: "+$@KntTime$+".",8;
+ if($@KntRm==2) areaannounce "job_knt.gat", 24, 32, 63, 71, "[Sir Windsor]: "+$@KntTime$+".",8;
+ if($@KntRm==3) areaannounce "job_knt.gat", 124, 132, 163, 171, "[Sir Windsor]: "+$@KntTime$+".",8;
+ end;
+}
+
+
+//<------------------------------------------------------------------------------------ Lady Amy Beatris (4th Test) ---------------------------------------------------------------------------------------------->\\
+prt_in.gat,69,107,5 script Lady Amy Beatris 728,{
+ mes "[Lady Amy Beatris]";
+ if (BaseJob == Job_Knight) goto L_Knight;
+ if (BaseJob == Job_Novice) goto L_Novice;
+ if (BaseJob == Job_Swordman && KNIGHT_Q == 4) goto L_Test;
+ if (BaseJob == Job_Swordman && KNIGHT_Q == 5) mes "Speak to the Chivalry Captain Herman about your next test.";
+ if (BaseJob == Job_Swordman && KNIGHT_Q == 5) close;
+L_Other:
+ mes "Welcome to the Prontera Chivalry.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "There are only Knights here so just relax.";
+ close;
+L_Novice:
+ mes "Wow... A cute novice... soooo cute...";
+ emotion 14;
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "Do you want to become a Knight?";
+ if(sex==0) mes "I bet you'll be lovely as a Knight.";
+ if(sex==1) mes "I bet you'll be really handsome as a Knight.";
+ next;
+ mes "[Lady Amy Beatris]";
+ if(sex==0) mes "If you become a Knight, come back and see me. We Lady Knights should stick together.";
+ if(sex==1) mes "If you become a knight, come back and see me okay?(*winks*)";
+ close;
+L_Knight:
+ if(sex==1) goto L_Male;
+
+ L_Female:
+ mes "Oh my! Aren't you just the prettiest Knight. I love how your sword matches with your shoes.";
+ emotion 14;
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "Anyway, I'm glad you came back to see me. I'm always curious about how a Knight turns out.";
+ mes "You look like you're doing fine so continue the good work okay? Lady Knights rule!";
+ close;
+
+ L_Male:
+ mes "Well hello handsome. There's just something about men in armor....";
+ emotion 3;
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "So, did you come back for some fun...?";
+ next;
+ menu "YOU BET!!!",M_Yes, "... um... well... err...",M_No;
+
+ M_Yes:
+ mes "^FF0000(SLAPP!! SMACK!! BASH!!)^000000";
+ emotion 6;
+ percentheal (-10),0;
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "How dare you!! Just what kind of girl do you take me for?";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "Allways remember that a Knight's a Knight, no matter what gender they are.";
+ mes "Also remember to be respectfull to women at all times!";
+ emotion 32;
+ close;
+
+ M_No:
+ mes "[Lady Amy Beatris]";
+ mes "Teh he he. Silly, I'm just playing with you. You may be good looking, but I'm NOT that kind of girl.";
+ emotion 18;
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "Anyway, I'm glad you came back to see me. I'm always curious about how a Knight turns out.";
+ mes "You look like you're doing fine so continue the good work okay?";
+ emotion 21;
+ close;
+
+
+L_Test:
+ if(KNIGHT_Q2 == 1) mes "Are you ready to take the test over?"; //for when someone retakes the test
+ if(KNIGHT_Q2 == 1) goto M_Menu;
+ mes "Hello. Your ^ff0000"+strcharinfo(0)+"^000000, right?";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "My name is Amy Beatris, a Knight of the Prontera Chivalry.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "For your test I will be asking you some questions";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "Please listen carefully and pick the correct answer.";
+M_Menu:
+ next;
+ menu "Ok. I'm ready.",M_0, "Please give me some time.",M_End;
+
+ M_0:
+ set @score,0;
+
+ mes "[Lady Amy Beatris]";
+ mes "Let's say your in Morroc and you want to recruit a party member. What would you do?";
+ next;
+ menu "Randomly follow someone around",sM_0a, "Make a chatroom and wait.",sM_0b, "Ask if anyone wants to party with a Knight..",sM_0c;
+
+ sM_0a:
+ goto L_Cont1;
+
+ sM_0b:
+ set @score, @score + 10;
+ goto L_Cont1;
+
+ sM_0c:
+ set @score, @score + 10;
+
+ L_Cont1:
+ mes "[Lady Amy Beatris]";
+ mes "You're in a party with a hunter, a priest, a wizard, a blacksmith, and an assassin.";
+ mes "The six of you decide to train in the Pyramids.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "Your party makes it to the fourth floor of the pyramid, what will you do now?";
+ next;
+ menu "Scout ahead and make sure it's safe for all",sM_1a, "Go fight by yourself",sM_1b, "Stay in front of the party and move slowly",sM_1c;
+
+ sM_1a:
+ set @score, @score + 10;
+
+ sM_1b:
+ goto L_Cont2;
+
+ sM_1c:
+ set @score, @score + 10;
+
+ L_Cont2:
+ mes "[Lady Amy Beatris]";
+ mes "A lame-o guy creates a mob right in front of your party and disappears. What would you do?";
+ next;
+ menu "Look after your partners",sM_2a, "Fight hard and help when needed",sM_2b, "Take your PecoPeco and RIDE like the WIND!",sM_2c;
+
+ sM_2a:
+ set @score, @score + 10;
+ goto L_Cont3;
+
+ sM_2b:
+ set @score, @score + 10;
+ goto L_Cont3;
+
+ sM_2c:
+
+ L_Cont3:
+ mes "[Lady Amy Beatris]";
+ mes "Somehow you beat the mob. Your party then journeys on and you stumble upon someone who has fainted.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "This guy begs you to help him, what will you do?";
+ next;
+ menu "Ask the priest in your party to help.",sM_3a, "Ask him how much he'll pay you if you help",sM_3b, "Ignore him.",sM_3c;
+
+ sM_3a:
+ set @score, @score + 10;
+
+ sM_3b:
+
+ sM_3c:
+
+ L_Cont4:
+ mes "[Lady Amy Beatris]";
+ mes "You guys have to go to different places so you guys seperate yourselves into smaller groups.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "During your previous battles, a monster dropped a very valuable item that you picked up. What do you do with it?";
+ next;
+ menu "Give it to the person that deserves it the most.",sM_4a, "Pretend you don't know about it.",sM_4b, "Discuss it with the others.",sM_4c;
+
+ sM_4a:
+ set @score, @score + 10;
+
+ sM_4b:
+ goto L_Cont5;
+
+ sM_4c:
+ set @score, @score + 10;
+
+ L_Cont5:
+ mes "[Lady Amy Beatris]";
+ mes "You decide to go back to Prontera and sell some of the valuble items you picked up.";
+ mes "On the road, you see a lot of chatrooms.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "What would be the best way to sell them?";
+ next;
+ menu "Sell them to an NPC.",sM_5a, "Create a chatroom to advertise the items.",sM_5b, "Go around looking for someone that needs them.",sM_5c;
+
+ sM_5a:
+ goto L_Cont6;
+
+ sM_5b:
+ set @score, @score + 10;
+ goto L_Cont6;
+
+ sM_5c:
+ set @score, @score + 10;
+
+ L_Cont6:
+ mes "[Lady Amy Beatris]";
+ mes "Someone comes up to you and begs you for money. What would you do?";
+ next;
+ menu "Give him some money and items.",sM_6a, "Ignore him.",sM_6b, "Tell him a place where its suitable for him to earn money.",sM_6c;
+
+ sM_6a:
+
+ sM_6b:
+ goto L_Cont7;
+ sM_6c:
+ set @score, @score + 10;
+
+ L_Cont7:
+ mes "[Lady Amy Beatris]";
+ mes "Now your alone and training in a forest. You are happily riding a pecopeco.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "You run into somone who's lost. What do you do?";
+ next;
+ menu "Tell her where the exit is.",sM_7a, "Bring her to the exit.",sM_7b, "Give her a butterfly wing.",sM_7c;
+
+ sM_7a:
+ set @score, @score + 10;
+ goto L_Cont8;
+
+ sM_7b:
+ set @score, @score + 10;
+
+ sM_7c:
+
+ L_Cont8:
+ mes "[Lady Amy Beatris]";
+ mes "You're still in the forest but now your busy fighting monsters.";
+ mes "You realize that you've run out of healing items and your health is very low.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "Suddenly a priest appears! What would you do?";
+ next;
+ menu "'Give me a heal'",sM_8a, "'Would you please heal me. I'll share the drops with you.'",sM_8b, "'Dude! I need healz plz.'",sM_8c;
+
+ sM_8a:
+ goto L_Cont9;
+
+ sM_8b:
+ set @score, @score + 10;
+
+ sM_8c:
+
+ L_Cont9:
+ mes "[Lady Amy Beatris]";
+ mes "Your getting tired so you decide to head back to town.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "On the road back to town, you see a very valuable object. What will you do?";
+ next;
+ menu "Pick it up and keep it.",sM_9a, "Ask around to see if anyone dropped it.",sM_9b, "Leave it there.",sM_9c;
+
+ sM_9a:
+ goto L_Cont10;
+
+ sM_9b:
+ set @score, @score + 10;
+ goto L_Cont10;
+
+ sM_9c:
+ set @score, @score + 10;
+
+ L_Cont10:
+ mes "[Lady Amy Beatris]";
+ mes "Alright. I'm finished with my questions. Now that wasn't so bad was it?";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "Okay, let me just quickly add up your score....";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "You got a score of ^ff0000"+@score+"^000000 out of ^0000ff100^000000.";
+ next;
+ mes "[Lady Amy Beatris]";
+ if(@score == 100) goto L_100;
+ if(@score >= 80) goto L_80;
+
+ L_Failed:
+ mes "I am sorry but you failed the test. I hope you will try again and do better next time.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "When I ask you a question please think hard about it.";
+ set KNIGHT_Q2, 1; //flag for re-taking the test
+ close;
+
+ L_100:
+ mes "Great job! You got a perfect score. If you keep this up, you'll become one of the best knights around.";
+ mes "Speak to the Chivalry Captain Herman about your next test.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "Keep up the good work and pass all the tests okay?";
+ set KNIGHT_Q, 5;
+ set KNIGHT_Q2, 0;
+ close;
+ L_80:
+ mes "Not bad. Not as good as had I hoped, but you did well enough to pass.";
+ mes "Speak to the Chivalry Captain Herman about your next test.";
+ next;
+ mes "[Lady Amy Beatris]";
+ mes "Good luck on the next test. I hope you'll pass and become a knight soon.";
+ set KNIGHT_Q, 5;
+ set KNIGHT_Q2, 0;
+ close;
+
+ M_End:
+ mes "[Lady Amy Beatris]";
+ mes "Sure thing. See me when you're ready.";
+ close;
+
+}
+
+
+//<------------------------------------------------------------------------------------------- Sir Edmund (5th Test) --------------------------------------------------------------------------------------------->\\
+prt_in.gat,70,99,5 script Sir Edmund 734,{
+ mes "[Sir Edmund]";
+ if (BaseJob == Job_Knight) goto L_Knight;
+ if (BaseJob == Job_Swordman) goto L_Sword;
+ if (BaseJob == Job_Novice) goto L_Novice;
+L_Other:
+ mes "Everything in this world exists in harmony.";
+ next;
+ mes "[Sir Edmund]";
+ mes "Living without disrupting this harmony is the only true way to live your life....";
+ close;
+L_Novice:
+ mes "A tree with deep roots will not be swayed by the wind.";
+ next;
+ mes "[Sir Edmund]";
+ mes "Skills rooted in a strong foundation will one day shine their light...";
+ next;
+ mes "[Sir Edmund]";
+ mes "You future will be decided by what you do now.... so strengthen those roots.";
+ close;
+
+ mes "[Sir Edmund]";
+ mes "People who wants to be on the dark side will always have nightmares";
+ next;
+ mes "[Sir Edmund]";
+ mes "If a person gets a nightmare everyday, all his dreams will be crushed...";
+ close;
+
+L_Knight:
+ mes "Make your heart into a river.";
+ next;
+ mes "[Sir Edmund]";
+ mes "A river will wash out everything in its path...";
+ next;
+ mes "[Sir Edmund]";
+ mes "As a knight you must walk your path like a flowing river.";
+ close;
+
+L_Sword:
+ if (KNIGHT_Q == 5) goto L_Test;
+ if (KNIGHT_Q == 6) goto L_Done;
+ mes "Those with ominous thoughts will only dream ominous dreams.";
+ next;
+ mes "[Sir Edmund]";
+ mes "Having ominous dreams will result in no dreams at all....";
+ close;
+L_Test:
+ if(KNIGHT_Q2 == 1) goto L_ReTest;
+ if(KNIGHT_Q2 == 2) goto L_Done;
+ mes "Oh so its your turn to take my test.";
+ mes "I hope you can pass it";
+ next;
+ mes "[Sir Edmund]";
+ mes "My name is Edmund.";
+ mes "And iam a knight in the prontera Knight Guild.";
+ next;
+ mes "[Sir Edmund]";
+ mes "Knights are like the people that keeps justice and peace in this world...";
+ mes "If you can help people and be nice, you'll be one of the best knights in this world.";
+ next;
+ mes "[Sir Edmund]";
+ mes "Your actions can't be slow, if you decide on something, you got to do it.";
+ mes "Sometimes you can be the water, Weak , but most time you got to be the wind, HARD.";
+ next;
+ mes "[Sir Edmund]";
+ mes "You can't kill monsters because its fun.";
+ mes "And sometimes you'll need time to calm down...";
+ next;
+ mes "[Sir Edmund]";
+ mes "Okay lets start the test now.";
+ next;
+ warp "job_knt.gat",143,57;
+ doevent "ev_Test";
+ end;
+
+ L_ReTest:
+ mes "Last time when you did the test you didn't try hard enough.";
+ mes "A knights weapon should only be used to protect, not to bully weak monsters.";
+ next;
+ mes "[Sir Edmund]";
+ mes "Everything in this world is equal, there shouldn't be any exceptions.";
+ mes "This point shouldn't be kept just when you have tests, it should be kept when you're training in real life...";
+ next;
+ mes "[Sir Edmund]";
+ mes "OKay now, try again.";
+ next;
+ warp "job_knt.gat",143,57;
+ doevent "ev_Test";
+ end;
+
+ L_Done:
+ mes "You have done very well to pass my test.";
+ next;
+ mes "[Sir Edmund]";
+ mes "Remember that true strength comes from patience and understanding.";
+ next;
+ mes "[Sir Edmund]";
+ mes "When you understand the world around you, you will be able to overcome any obstacle in life.";
+ next;
+ mes "[Sir Edmund]";
+ mes "Go to the Chivalry Captain Herman and find out about your next challenge. Good luck.";
+ set KNIGHT_Q2,0;
+ set KNIGHT_Q,6;
+ close;
+}
+
+// Test -----------------------------
+job_knt.gat,1,1,1 script ev_Test -1,{
+ killmonster "job_knt.gat","ev_Test::OnMyMobDead";
+ monster "job_knt.gat",141,57,"Poring",1002,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",145,57,"Poring",1002,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",143,55,"Poring",1002,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",143,59,"Poring",1002,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",141,55,"Lunatic",1063,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",141,59,"Lunatic",1063,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",145,55,"Lunatic",1063,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",145,59,"Lunatic",1063,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",139,57,"Chonchon",1011,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",147,57,"Chonchon",1011,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",143,53,"Chonchon",1011,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",143,61,"Chonchon",1011,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",130,69,"Spore",1014,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",157,69,"Spore",1014,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",130,42,"Spore",1014,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",157,42,"Spore",1014,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",165,54,"Spore",1014,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",165,57,"Spore",1014,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",122,54,"Spore",1014,1,"ev_Test::OnMyMobDead";
+ monster "job_knt.gat",122,57,"Spore",1014,1,"ev_Test::OnMyMobDead";
+
+ addtimer 240000, "ev_Test::OnTimerPass";
+ end;
+
+OnTimerPass:
+ set KNIGHT_Q2, 2;
+ areaannounce "job_knt.gat", 124, 36, 163, 75, "[Sir Edmund]: Well done.",0;
+ addtimer 4000, "ev_Test::OnTimerWarp";
+ end;
+
+OnMyMobDead:
+ set KNIGHT_Q2, 1;
+ areaannounce "job_knt.gat", 124, 36, 163, 75, "[Sir Edmund]: You are not at peace and therfore have failed my test.",0;
+ deltimer "ev_Test::OnTimerPass";
+ addtimer 4000, "ev_Test::OnTimerWarp";
+ end;
+
+OnTimerWarp:
+ if(KNIGHT_Q2 == 2) warp "prt_in.gat",80,100;
+ if(KNIGHT_Q2 == 1) warp "prt_fild05.gat",353,251;
+ end;
+}
+
+
+//<------------------------------------------------------------------------------------------ Sir Grey (Final Test) ------------------------------------------------------------------------------------------------------>\\
+prt_in.gat,87,90,3 script Sir Grey 119,{
+ mes "[Sir Grey]";
+ if (BaseJob == Job_Knight) goto L_Knight;
+ if (BaseJob == Job_Novice) goto L_Novice;
+ if (BaseJob == Job_Swordman && KNIGHT_Q == 6) goto L_Test;
+ if (BaseJob == Job_Swordman && KNIGHT_Q == 7) mes "Go to Chivalry Captain Herman and allow him to bestow upon you the great honor of Knighthood.";
+ if (BaseJob == Job_Swordman && KNIGHT_Q == 7) close;
+L_Other:
+ mes "Use your time wisely young one......";
+ next;
+ mes "[Sir Grey]";
+ mes "You don't want to end up regreting missed opportunities.";
+ close;
+L_Novice:
+ mes "Believe it or not, I was once a Novice as well.";
+ next;
+ mes "[Sir Grey]";
+ mes "Back then, I never dreamed about being a knight.... I just wanted to become a strong person.....";
+ next;
+ mes "[Sir Grey]";
+ mes "And somehow after all these years, I ended up becoming one. Imagine that.... Hahaha.";
+ emotion 18;
+ close;
+L_Knight:
+ mes "I don't know if I can even properly describe the ^00aa00Claymore^000000, but I know this... it's the greatest weapon a Knight can wield!!";
+ next;
+ mes "[Sir Grey]";
+ mes "Yes! The ^00aa00'Claymore'^000000!! Every knight should have one!";
+ next;
+ menu "Info about the Claymore ",M_Info, "Buy the Claymore",M_Buy, "End talk",M_Cancel;
+
+ M_Info:
+ mes "[Sir Grey]";
+ mes "The Claymore is the best 2 handed sword a knight can get. Its like a knight's bestfriend.";
+ next;
+ mes "[Sir Grey]";
+ mes "Our guild works very hard to make these beautiful Claymore swords and therefore deserves some compensation for their work.";
+ next;
+ mes "[Sir Grey]";
+ mes "For the small fee of ^0000ff'74000 zeny'^000000 and ^0000ff'1 Steel '^000000, any Knight can get their hands on a Claymore.";
+ next;
+ mes "[Sir Grey]";
+ mes "I'm in charge of selling them so if you would like one let me know.";
+ close;
+
+ M_Buy:
+ if(countitem(999) < 1 || Zeny < 74000) goto L_NotEnough;
+
+ mes "[Sir Grey]";
+ mes "Good, you brought me the steel and have enough to cover the labor fee.";
+ next;
+ mes "[Sir Grey]";
+ mes "Here you are! A magnificant weapon that is un-matched in quality and strength! I know you will use it well.";
+ delitem 999, 1;
+ set Zeny, Zeny - 74000;
+ getitem 1163, 1;
+ close;
+
+ L_NotEnough:
+ mes "[Sir Grey]";
+ mes "I know you want a claymore but you need to bring me ^0000ff'74000 zeny'^000000 and ^0000ff'1 Steel '^000000.";
+ next;
+ mes "[Sir Grey]";
+ mes "When you get the steel and the money, come back and see me.";
+ close;
+
+ M_Cancel:
+ mes "[Sir Grey]";
+ mes "If your going to be a good knight, you'll need a claymore..";
+ mes "I'll be glad to see you after your training...";
+ close;
+
+L_ReTest:
+ mes "I see you're back. Have you spent enough time reflecting on Knighthood?";
+ mes "I hope that you are now ready for this test.";
+ goto M_Menu;
+
+L_Test:
+ if (KNIGHT_Q2 == 1) goto L_ReTest;
+ mes "Haha, so you already finished all the other tests eh?";
+ next;
+ mes "[Sir Grey]";
+ mes "Okay then, lets start my test. Its not any different from the other ones.";
+M_Menu:
+ next;
+ menu "Bring it on!",M_0, "Maybe a little later.",M_End;
+
+ M_0:
+ set @score,0;
+ mes "[Sir Grey]";
+ mes "Let me ask you a few questions.";
+ next;
+
+ mes "[Sir Grey]";
+ mes "First, why are you so determined to become a knight?";
+ next;
+ menu "I want to be stronger.",sM_0, "I want to help the town.",sM_1, "Being a Swordsman sucks.",sM_2;
+
+ sM_0:
+ mes "[Sir Grey]";
+ mes "To become stronger huh.... It's true that becoming a knight does make you stronger but....";
+ next;
+ mes "[Sir Grey]";
+ mes "What would you do with that strength? Use it to help a town? Show it off to people? Or is there another reason?";
+ next;
+ menu "Use it to make me rich$$.",sM_0a, "Use it to protect myself.",sM_0b, "Use it to protect other people.",sM_0c;
+
+ sM_0a:
+ set @score, @score + 10;
+ mes "[Sir Grey]";
+ mes "Money is important for a comfortable living, but a Knights strength can be used for more important things.";
+ goto L_Cont1;
+
+ sM_0b:
+ mes "[Sir Grey]";
+ mes "This is a very good idea. By first learning how to protect yourself, you will then be able to protect others.";
+ mes "I admire your thought very much.";
+ goto L_Cont1;
+
+ sM_0c:
+ mes "[Sir Grey]";
+ mes "It is a great idea to help others. We Knights pride ourselves on serving the public in anyway we can.";
+ goto L_Cont1;
+
+ sM_1:
+ mes "[Sir Grey]";
+ mes "I see. You have a very strong sense of community.";
+ next;
+ mes "[Sir Grey]";
+ mes "With the power that comes with becoming Knight, what would you do to help the town?";
+ next;
+ menu "Whatever the town needs me to do.",sM_1a, "I will help the town get rich.",sM_1b, "I will protect the citizens of the town.",sM_1c;
+
+ sM_1a:
+ mes "[Sir Grey]";
+ mes "Good. A Knight should always strive to help whatever the task.";
+ goto L_Cont1;
+
+ sM_1b:
+ set @score, @score + 10;
+ mes "[Sir Grey]";
+ mes "A town does need money to be prosperous, but that is not the most important thing a town needs.";
+ mes "As a Knight you can provide the town with protection and other valuable services.";
+ goto L_Cont1;
+
+ sM_1c:
+ mes "[Sir Grey]";
+ mes "A very noble idea indeed. Towns people are often ill equiped to protect themselves from monsters.";
+ mes "By providing them with protection, you can allow the towns people to live their lives peacefully.";
+ goto L_Cont1;
+
+ sM_2:
+ set @score, @score + 5;
+ mes "[Sir Grey]";
+ mes "Hmm... that's very interesting. Most people enjoy being a Swordsman.";
+ next;
+ mes "[Sir Grey]";
+ mes "Well, what exactly don't you like about being a Swordsman?";
+ next;
+ menu "The skills.",sM_2a, "Swordsman are weak.",sM_2b, "The hard work.",sM_2c;
+
+ sM_2a:
+ set @score, @score + 5;
+ mes "[Sir Grey]";
+ mes "A skill is only as good as the person who uses it. Different skills are used for different situations.";
+ next;
+ mes "[Sir Grey]";
+ mes "If you have not figured out how to effectively use the Swordsman's skills by now, how do you expect to be able to use a Knight's skills?";
+ goto L_Cont1;
+
+ sM_2b:
+ set @score, @score - 5;
+ mes "[Sir Grey]";
+ mes "What? Swordsman are the strongest of the 1st job classes. A Knight's strength is the progression of a Swordsman's strength.";
+ next;
+ mes "[Sir Grey]";
+ mes "If you are a weak Swordsman, I can garauntee that you will be a weak Knight.";
+ goto L_Cont1;
+
+ sM_2c:
+ set @score, @score + 5;
+ mes "[Sir Grey]";
+ mes "Hahaha!. If you think it gets any easier as a Knight you're sadly mistaken my friend.";
+ mes "With the added skills and strength a Knight gets, comes added challenges.";
+ goto L_Cont1;
+
+ L_Cont1:
+ next;
+ mes "[Sir Grey]";
+ mes "Just a reminder, when you become a Knight you will NOT be able to change back into a Swordsman.";
+ next;
+ mes "[Sir Grey]";
+ mes "If you were to become a Knight right now, what would be the first thing you would do?";
+ next;
+ menu "I would go into battle.",sM_3, "Go back to the person who's waiting for me.",sM_4, "Learn more about Knights.",sM_5;
+
+ sM_3:
+ mes "[Sir Grey]";
+ mes "Okay... so you would battle and in doing so you would.....";
+ next;
+ menu "... become the strongest warrior.",sM_3a, "... find out how good I am.",sM_3b, "... go places where Swordsmen can't.",sM_3c;
+
+ sM_3a:
+ set @score, @score + 10;
+ mes "[Sir Grey]";
+ mes "Hold on there tiger. Don't get too eager now. You have to get the basics of Knighthood down first.";
+ mes "Without it you may become the weakest warrior around.";
+ goto L_Cont2;
+
+ sM_3b:
+ mes "[Sir Grey]";
+ mes "Yes! Understanding your strengths and weaknesses is a very important aspect of being a Knight.";
+ goto L_Cont2;
+
+ sM_3c:
+ mes "[Sir Grey]";
+ mes "As a Knight you will be able to train in places you couldn't as a Swordsman.";
+ mes "But becarefull. If you move to fast you may find yourself in a world of trouble.";
+ goto L_Cont2;
+
+ sM_4:
+ mes "[Sir Grey]";
+ mes "Who's waiting for you?";
+ next;
+ menu "A friend.",sM_4a, "A Villager.",sM_4b, "My girlfriend/boyfriend.",sM_4c;
+
+ sM_4a:
+ mes "[Sir Grey]";
+ mes "Yes, he/she will be happy to see you. Now you will be able to protect your freind when he/she is in danger.";
+ goto L_Cont2;
+
+ sM_4b:
+ mes "[Sir Grey]";
+ mes "A villager...... oh... ";
+ goto L_Cont2;
+
+ sM_4c:
+ mes "[Sir Grey]";
+ mes "Oh I see! Did you become a knight because of your this person?";
+ next;
+ mes "[Sir Grey]";
+ if(sex == 1) mes "I hope you will be able to protect her anytime and anywhere!";
+ if(sex == 0) mes "I hope you will be able to protect him anytime and anywhere!";
+ next;
+ mes "[Sir Grey]";
+ mes "Good luck to you and your loved one.";
+ goto L_Cont2;
+
+ sM_5:
+ mes "[Sir Grey]";
+ mes "What else do you want to know?";
+ next;
+ menu "The safest place for a Knight to be.",sM_5a, "A place where a knight can train.",sM_5b, "A place where a knight can earn a lot of cash.",sM_5c;
+
+ sM_5a:
+ set @score, @score + 5;
+ mes "[Sir Grey]";
+ mes "There's no place in this world thats truly safe. Especially for a Knight.";
+ mes "A Knight is always expected to fight the strongest and most fearsome monsters";
+ goto L_Cont2;
+
+ sM_5b:
+ mes "[Sir Grey]";
+ mes "Ask other Knights around Rune-Midgard for advice. You're sure to get some good tips.";
+ goto L_Cont2;
+
+ sM_5c:
+ set @score, @score + 15;
+ mes "[Sir Grey]";
+ mes "The role of a Knight is NOT to make lots and lots of money! A Knight has the duty to serve and protect the citizens of Rune-Midgard.";
+
+ L_Cont2:
+ next;
+ mes "[Sir Grey]";
+ mes "Well that's it. This is the end of my test and the final test in your quest to become a Knight.";
+ mes "Let me now give you my decision.....";
+ next;
+
+ if (@score == 0) goto L_1;
+ if (@score == 5) goto L_2;
+ if (@score == 10) goto L_3;
+
+ L_0:
+ set KNIGHT_Q2, 1;
+ mes "[Sir Grey]";
+ mes "Although I enjoyed speaking with you today.....";
+ next;
+ mes "[Sir Grey]";
+ mes "I'm afraid that you are not ready for Knighthood.";
+ mes "I think it would be best for you to stay a Swordman for the time being.";
+ next;
+ mes "[Sir Grey]";
+ mes "Being a Knight requires not only strength, but discipline and ethical values as well.";
+ mes "A Knight has the duty to protect and help others therefore he/she must be of sound mind and body.";
+ next;
+ mes "[Sir Grey]";
+ mes "Your answers did not seem to represent the type of attributes we look for in a Knight candidate.";
+ next;
+ mes "[Sir Grey]";
+ mes "If you really want to become a Knight, I suggest you spend some more time contemplating the idea then come back to me.";
+ close;
+
+ L_1:
+ set KNIGHT_Q, 7;
+ set KNIGHT_Q2, 0;
+ mes "[Sir Grey]";
+ mes "I am glad that I got a chance to speak with someone such as yourself. You remind me of myself when i was young. Heh heh heh.";
+ next;
+ mes "[Sir Grey]";
+ mes "More importantly...., CONGRATULATIONS!";
+ next;
+ mes "[Sir Grey]";
+ mes "You have done an exellent job to make it this far and your answers proved that you are worthy of Knighthood.";
+ next;
+ mes "[Sir Grey]";
+ mes "You will make a fine Knight! Go to the Chivalry Captain Herman and allow him to bestow upon you the great honor of Knighthood.";
+ close;
+
+ L_2:
+ set KNIGHT_Q, 7;
+ set KNIGHT_Q2, 0;
+ mes "[Sir Grey]";
+ mes "It was nice to talk to you. As a Knight, I expect that you will expand your mind and fullfill your potential.";
+ next;
+ mes "[Sir Grey]";
+ mes "That's right. You have passed my test and are now ready to be Knighted. Congratulations!";
+ next;
+ mes "[Sir Grey]";
+ mes "Now go to Chivalry Captain Herman and allow him to bestow upon you the great honor of Knighthood.";
+ close;
+
+ L_3:
+ set KNIGHT_Q, 7;
+ set KNIGHT_Q2, 0;
+ mes "[Sir Grey]";
+ mes "Although I appreciate your candir in answering my questions, to be honest, I am a bit worried about what I heard.";
+ next;
+ mes "[Sir Grey]";
+ mes "Still, you seem to have enough attributes that are consistent with what we are looking for in a Knight candidate.";
+ next;
+ mes "[Sir Grey]";
+ mes "I'm sure with hard work and dedication you will make a fine Knight. Congratulations! You have passed my test.";
+ next;
+ mes "[Sir Grey]";
+ mes "Now go to Chivalry Captain Herman and allow him to bestow upon you the great honor of Knighthood.";
+ close;
+
+ M_End:
+ close;
+}
+
+
+//==============================================================================
+// mapflag
+//==============================================================================
+job_knt.gat mapflag nomemo
+job_knt.gat mapflag noteleport
+job_knt.gat mapflag nosave SavePoint
+job_knt.gat mapflag nopenalty
+job_knt.gat mapflag nobranch
+job_knt.gat mapflag noexp
+job_knt.gat mapflag noloot
diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt
new file mode 100644
index 000000000..bc01d73d4
--- /dev/null
+++ b/npc/jobs/2-1/priest.txt
@@ -0,0 +1,1330 @@
+//===== eAthena Script =======================================
+//= Priest Quest
+//===== By: ==================================================
+//= Translated By: Pgro Team (OwNaGe)(Aegis)
+//= Converted by: kobra_k88.
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= eAthena 1.0
+//===== Description: =========================================
+//= Official RO Priest Quest converted from Aegis script.
+//===== Additional Comments: =================================
+//= Fully working. Changed the way Priests enter the test room to help Acos.
+//= Must use this with the included Acolyte quest to work properely.
+//= 1.3 Added Baby Class support, fixed 3 wrong constants bugs [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+==========================================================
+
+
+//*********************************************************************************************************************************************************************************\\
+//============================================ Father Thomas: Job changer, Test 1 =============================================\\
+//*********************************************************************************************************************************************************************************\\
+prt_church.gat,16,41,4 script Father Thomas 60,{
+ callfunc "F_BlockHigh",28,"Acolyte High",32,"High Priest","Father Thomas";
+
+ mes "[Father Thomas]";
+ if (BaseJob == Job_Acolyte) goto L_Start;
+ callfunc "Pri_check";
+ close;
+
+
+L_Start:
+ if (PRIEST_Q == 1) goto L_Test1;
+ if (PRIEST_Q == 2) goto L_Test2;
+ if (PRIEST_Q == 3) goto L_Test3;
+ if (PRIEST_Q == 4) goto L_Change;
+ mes "God bless you, child. What brings you here?";
+ next;
+ menu "I want to become a priest.",M_2a, "Can you please tell me about Priests.",M_2b, "I just wanted to see how you were doing.",M_2End;
+
+ M_2a:
+ mes "[Father Thomas]";
+ mes "Oh... so you want to become a priest? God bless you for your determination.";
+ next;
+ mes "[Father Thomas]";
+ mes "I'm Father Thomas. I'm in charge of protecting Prontera from the evil spirits that plague the lands of Rune Midgard.";
+ next;
+ mes "[Father Thomas]";
+ mes "Please fill out this application form so that I can review your qualifications for becoming a Preist.";
+ next;
+ mes "(you fill out the form and hand it back)";
+ next;
+ mes "[Father Thomas]";
+ if (JobLevel < 40) goto sL_LowLvl;
+ if (JobLevel == 50) goto sL_HighLvl;
+ mes "Ah, very good " + strcharinfo(0) + ". Let me now tell you about the tasks you will have to fullfill in order to become a Priest.";
+ next;
+ mes "[Father Thomas]";
+ mes "The first task will be to find and speak with 3 very wise Clerics. They are located in various parts of Rune Midgard.";
+ next;
+ mes "[Father Thomas]";
+ mes "The second task will consist of 3 trials. In the first trial you must face the undead.";
+ mes "The second trial will test your ability to resist temptation and avoid corruption. The third trial you will have to figure out for yourself.";
+ next;
+ mes "[Father Thomas]";
+ mes "After you finish the 2 tasks, there will be a final test with Sister Cecile. Pass it and you can become a Priest.";
+ next;
+ mes "[Father Thomas]";
+ set JBLVL, 40;
+ goto L_Test1;
+
+ sL_LowLvl:
+ mes "I'm sorry but you cannot become a Priest at this moment. You need to have a job level of at least 40.";
+ next;
+ mes "[Father Thomas]";
+ mes "Please strengthen your faith in God by performing more good deeds.";
+ mes "I hope when the time is right, you'll be back... I will be waiting for you here.";
+ close;
+
+ sL_HighLvl:
+ mes "Wow, your already at job lvl 50. I'm amazed at your dedication and hard work!";
+ emotion 0;
+ next;
+ mes "[Father Thomas]";
+ mes "Because of this I will allow you to skip the first task. How about we start the second task instead?";
+ next;
+ mes "[Father Thomas]";
+ mes "I believe with your power, you can overcome this task easily...";
+ mes "But if you work with a Priest, i think you will learn more and do a lot better.";
+ next;
+ mes "[Father Thomas]";
+ set PRIEST_Q, 2;
+ set JBLVL, 50;
+ goto L_Test2;
+ M_2b:
+ mes "[Father Thomas]";
+ mes "Priests are also followers of God. They are highly trained and are much more powerful than Acolytes.";
+ next;
+ mes "[Father Thomas]";
+ mes "To become a priest, you must have at least a job lvl 40. You will then have to pass a series of tests in order to prove yourself.";
+ next;
+ mes "[Father Thomas]";
+ mes "If you become a Priest, you will become very important to evey other job class.";
+ next;
+ mes "[Father Thomas]";
+ mes "You must NEVER help someone for any sort of profit or self gain. To be a Priest is to be selfless.";
+ next;
+ mes "[Father Thomas]";
+ mes "We Priest have only one objective, and that is to help others...";
+ close;
+ M_2End:
+ mes "[Father Thomas]";
+ mes "Oh is that the case?... Well I'm fine thank you.";
+ mes "Please don't forget your duties as an Acolyte, and be carefull not to stray off the path to salvation.";
+ next;
+ mes "[Father Thomas]";
+ mes "I hope you will visit again soon, and please tell me how the other Acolytes are doing. May God be by your side...";
+ close;
+
+
+
+L_Test1:
+ if (PRIEST_Q2 == 1) goto L_NotDone1a;
+ if (PRIEST_Q2 == 2) goto L_NotDone1b;
+ if (PRIEST_Q2 == 3) goto L_NotDone1c;
+ if (PRIEST_Q2 == 4) goto L_Done1;
+ mes "Okay, let me tell you what you have to do for the first task.";
+ next;
+ mes "[Father Thomas]";
+ mes "First you will have to find ^5533FFFather Rubalkubara^000000, he is located 1 map North and 2 maps East of Prontera, near St. Capitolina Abbey.";
+ next;
+ mes "[Father Thomas]";
+ mes "Next you will have to find ^5533FFMother Matilda^000000. She is located somewhere 1 map North of Morroc.";
+ next;
+ mes "[Father Thomas]";
+ mes "Last but not least, you will have to find ^5533FFFather Yosuke^000000.";
+ mes "I heard that Father Yosuke is often seen on an tiny island 2 maps West and 1 map North of Prontera.";
+ next;
+ mes "[Father Thomas]";
+ mes "Please becareful on your journey. If you have any questions you may speak with me again.";
+ mes "Remeber to check back with me when you have completed the first task.";
+ next;
+ mes "[Father Thomas]";
+ mes "May God Be with you...";
+ set PRIEST_Q, 1;
+ set PRIEST_Q2, 1;
+ close;
+
+ L_NotDone1a:
+ mes "What? Why are you still here? Did you forget the first task?";
+ next;
+ menu "Yes, can you please tell me about the first task again?",sM_3a, "NO! how can I forget.",sM_3End;
+
+ sM_3a:
+ mes "[Father Thomas]";
+ mes "Hmm... if you're having trouble with this task, I fear that you will have an even harder time with the others....";
+ next;
+ mes "[Father Thomas]";
+ mes "Please visit ^5533FFFather Rubalkubara^000000. He is located 1 map North and 2 maps East of Prontera near St. Capitolina Abbey.";
+ close;
+
+ sM_3End:
+ mes "[Father Thomas]";
+ mes "Oh if you have any questions, please speak with Sister Cecila near the entrance.";
+ next;
+ mes "[Father Thomas]";
+ mes "Please hurry and becareful on your journey. May the lord look down and smile upon you....";
+ close;
+ L_NotDone1b:
+ mes "Hmmm??";
+ emotion 1;
+ next;
+ mes "[Father Thomas]";
+ mes "Have you gone to see ^5533FFMother Marthilda^000000 yet? She can be found near Morroc in the Sogart Desert.";
+ mes "Even though Morroc is far away, I know you will be able to find her.";
+ close;
+
+ L_NotDone1c:
+ mes "Have you seen Mother Marthilda in Morroc? In that case you must now go see ^5533FFFather Yosuke^000000.";
+ mes "He is located on tiny island 2 maps West and 1 map North of Prontera. You must go and speak with him!.";
+ close;
+
+ L_Done1:
+ mes "So you spoken with all of the Clerics? Good job, you just completed the first task.";
+ next;
+ mes "[Father Thomas]";
+ mes "Now lets start the second task. Be prepared to face great evils.. If you want, you can ask a Priest to assist you with this test.";
+ set PRIEST_Q, 2;
+ set PRIEST_Q2, 0;
+ next;
+ mes "[Father Thomas]";
+
+L_Test2:
+ if(PRIEST_Q2 == 1) goto L_ReTest2;
+ if(PRIEST_Q2 == 2) goto L_Done2;
+ mes "So are you ready to start the second task?";
+ M_Menu:
+ next;
+ menu "Yes, lets start.",M_4a, "Let me get ready, i'll be back later.",M_4End;
+
+ M_4a:
+ mes "[Father Thomas]";
+ mes "Very well. Let me send you to ^5544FFFather Peter^000000. Once there speak to him about the second task.";
+ next;
+ set PRIEST_Q2, 1;
+ warp "job_prist.gat", 24, 180;
+ savepoint "prt_church.gat", 16, 37;
+ end;
+
+ M_4End:
+ mes "[Father Thomas]";
+ mes "Okay, please get ready and come back soon. I hope you will be able to make it through the trials without many problems.";
+ close;
+
+ L_ReTest2:
+ mes "You look really tired... but guess what, you'll be even more tired when you've become a Priest.";
+ mes "Please don't give up. Do you want to try the task again?";
+ goto M_Menu;
+
+ L_Done2:
+ mes "Great job. If have endured all of the trials and have passed the second test.";
+ mes "If you can pass the last test, I trully belive that you will be one of the best Priests ever!";
+ next;
+ mes "[Father Thomas]";
+ mes "Now, for the final test, please go speak with ^5533FFSister Cecile^000000. Once you have passed it come see me.";
+ next;
+ mes "[Father Thomas]";
+ mes "I'll be waiting here. Good luck my child.";
+ set PRIEST_Q, 3;
+ set PRIEST_Q2, 0;
+ close;
+
+L_Test3:
+ mes "Go speak with ^5533FFSister Cecile^000000 and complete the last test.";
+ next;
+ mes "[Father Thomas]";
+ mes "Good luck. I'll be waiting to hear the good news..";
+ close;
+
+
+L_Change:
+ if (SkillPoint > 0) mes "Wait. You must use up your skill points in order to become a Priest.";
+ if (SkillPoint > 0) close;
+ mes "Congratulations! You have just completed all of the tests. I can now turn you into a Priest.";
+ emotion 21;
+ next;
+ mes "[Father Thomas]";
+ mes "God, please endow "+strcharinfo(0)+" with the strength and courage to fight evil and help mankind.";
+ next;
+ callfunc "Job_Change",Job_Priest;
+ mes "[Father Thomas]";
+ mes "You are now a Priest. As a Priest, you can now help a lot of people in the name of God.";
+ next;
+ if (JBLVL != 50) getitem 1550, 1;
+ if (JBLVL == 50) getitem 1551, 1;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Father Thomas]";
+ mes "Here, take this book as a reward for successfully completing the tests. This book will help you understand more about God.";
+ next;
+ mes "[Father Thomas]";
+ mes "I hope you can help serve as a role model for young Acolytes all over Rune Midgard.";
+ mes "Please be a good Priest and help bring peace to this world!";
+ close;
+}
+
+
+//----------------------------------------------------------------------------------------------------------------------------------------------------------\\
+// Test 1 \\
+//********************************************************************************************************************************\\
+// Function: Father Rubalkabara --------------------------------------------------------------------------
+function script F_FatherRub {
+ if(PRIEST_Q == 1 && PRIEST_Q2==1) goto L_Test;
+ if(PRIEST_Q==1 && PRIEST_Q2 > 1) goto L_Done;
+ mes "It's good to see you again. I expect all is well? Continue on your path of helping others and serving God, and let us pray for humanities salvation.";
+ close;
+
+L_Test:
+ mes "Ah hello there....";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "What's this? You're here because you wish to serve God in an even greater capacity?";
+ emotion 1;
+ next;
+ menu "Yes, I believe Priesthood is the right path.",-, "No, not really.... just came to say hi.",M_No;
+
+ mes "[Father Rubalkabara]";
+ mes "Haha! Very good. We need more people like yourself in order for this world to survive the evils that haunt it.";
+ emotion 21;
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Because of your pure heart I will give you my blessing child. Please meet with ^5533FFMother Marthilda^000000 next.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "You can find her in the map just north of the town of Morroc. Have a safe journey and good luck on becoming a Priest.";
+ set PRIEST_Q2, 2;
+ close;
+ M_No:
+ mes "[Father Rubalkabara]";
+ mes "Oh... well then... hello to you too. Although it is nice to see a servant of God such as yourself, I'm a little busy right now so if you don't mind.....";
+ emotion 4;
+ close;
+
+L_Done:
+ mes "Please see ^5533FFMother Marthilda^000000 next. Good luck with your journey to becoming a Priest";
+ close;
+}
+
+// Function: Mother Marthilda --------------------------------------------------------------------------
+function script F_MotherMart {
+
+ if(PRIEST_Q==1 && PRIEST_Q2==2) goto L_Test;
+ if(PRIEST_Q==1 && PRIEST_Q2 > 2) goto L_Done;
+ mes "Oh my... It's been a while since I've seen you. My how you've grown. It's nice to see one of God servants continuing to improve.";
+ mes "I wish you continued success child, and always remember to have faith.";
+ close;
+
+L_Test:
+ mes "Ah, you're here for the Priest test aren't you? I must say, you did a very good job in comming all this way.";
+ next;
+ mes "[Mother Marthilda]";
+ mes "That shows that you have true faith! It is my pleasure to allow you to continue on with your test.";
+ next;
+ mes "[Mother Marthilda]";
+ mes "You must now go see ^5533FFFather Yosuke^000000. He is 1 map North and 2 maps East of Prontera. I'm sure you will make a fine Priest!";
+ set PRIEST_Q2, 3;
+ close;
+
+L_Done:
+ mes "To complete your task you must go find ^5533FFFather Yosuke^000000. Please be carefull and remeber to pray.";
+ close;
+}
+
+// Function: Father Yosuke --------------------------------------------------------------------------
+function script F_FatherYos {
+
+ if(PRIEST_Q==1 && PRIEST_Q2==3) goto L_Test;
+ if(PRIEST_Q==1 && PRIEST_Q2==4) goto L_Done;
+ mes "Just because you're a servant of God doesn't mean you can come here and bother me. Please leave...";
+ close;
+
+L_Test:
+ mes "Hmm...? Did you need something? Oh the Priest test..... are you sure you're up for that?";
+ emotion 1;
+ next;
+ mes "[Father Yosuke]";
+ mes "Meh, very well. I will let you pass. Go back to the church and speak with Father Thomas. Your duty here as been fulfilled";
+ set PRIEST_Q2, 4;
+ close;
+
+L_Done:
+ mes "Ugh? What are you still doing here...? I said to go back to the church.... I'm very busy right now....";
+ emotion 1;
+ close;
+}
+
+
+//**********************************************************************************************************************************************************************************\\
+//================================================== Father Peter: Test 2 ====================================================\\
+//**********************************************************************************************************************************************************************************\\
+job_prist.gat,24,186,4 script Father Peter 110,{
+
+L_Start:
+ mes "[Father Peter]";
+ mes "God bless you!! Welcome back!";
+ mes "First i want to congratulated you for passing the first level.";
+ next;
+ mes "[Father Peter]";
+ mes "My name is Peter.";
+ mes "Hows, Thomas these days?";
+ next;
+ mes "[Father Peter]";
+ mes "Oh, so he's a father now eh? hahah...";
+ mes "I think i should call him Father Thomas!";
+ next;
+ mes "[Father Peter]";
+ mes "So you know why your here right? Your next test will be to overcome a series of trials involving the darkest of evils.";
+ mes "Do you understand what this means?";
+ next;
+ menu "Yes, I do.",-, "No, I don't quite know it..?",M_1b;
+
+ mes "[Father Peter]";
+ mes "Wow, your' pretty smart, but i think its better for you to listen to the things i got to say.";
+ mes "heheh!";
+ goto L_Cont;
+ M_1b:
+ mes "[Father Peter]";
+ mes "Oh, is that so, i think i'll need to explain it to you.";
+ mes "After listening to what i have to say, i think you'll understand.";
+ next;
+
+ L_Cont:
+ mes "[Father Peter]";
+ mes "What is overcoming evil? its basically destroying it.";
+ mes "What is evil? its basically devil, ghosts etc...";
+ next;
+ mes "[Father Peter]";
+ mes "There's a lot of evil in this world.";
+ mes "The evil usually tease people that prey to God.";
+ next;
+ mes "[Father Peter]";
+ mes "We priests are supposed to get rid of all the evil!";
+ mes "thats the only way we can bring peace to this world!";
+ next;
+ mes "[Father Peter]";
+ mes "If you are trully dedicated, then these trials should not pose that great of a challenge.";
+ mes "Even so, I you feel it necessary you may ask a Priest to assist you in this test.";
+ next;
+ mes "[Father Peter]";
+ mes "Well, can we start now?";
+ M_Menu:
+ next;
+ menu "Yes.",M_2a, "Wait a minute.",M_2b, "I want to go back to town.",M_2c;
+
+ M_2a:
+ mes "[Father Peter]";
+ mes "Okay, just enter the waiting room.";
+ close;
+
+ M_2b:
+ mes "[Father Peter]";
+ mes "Oh you need to get ready eh?";
+ mes "No problem you can start the quest when your ready.";
+ close;
+ M_2c:
+ mes "[Father Peter]";
+ mes "What? you want to go back? but you just arrived?";
+ mes ".....";
+ next;
+ mes "[Father Peter]";
+ mes "Maybe because its your first time thats why your scared.";
+ mes "You can come back when you get more courage.";
+ next;
+ warp "prt_church.gat", 16, 37;
+ close;
+
+OnInit:
+ waitingroom "Priest Test Waiting Room",8,"Father Peter::OnStart",1;
+ end;
+OnStart:
+ set $@PrstUsers, getareausers("job_prist.gat", 8, 34, 39,109);
+ set $@PrstUsers, $@PrstUsers + getareausers("job_prist.gat", 160, 14, 175, 178);
+ set $@PrstUsers, $@PrstUsers + getareausers("job_prist.gat", 90, 34, 105,105);
+ if($@PrstUsers > 0) end; // stops the rest of the script from running if there is already another player taking the test
+
+ if((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room
+ disablenpc "prst1_1"; //disables the exit warp
+ disablenpc "prst2_1";
+ warpwaitingpc "job_prist.gat", 24, 44;
+ killmonsterall "job_prist.gat";
+ donpcevent "PrstTest2_1";
+ end;
+}
+
+
+//----------------------------------------------------------------------------------------------------------------------------------------------------------\\
+// Test 2, Part 1: Kill the Zombies \\
+//********************************************************************************************************************************\\
+job_prist.gat,1,1,1 script PrstTest2_1 -1,{
+ set $@PrstRm, 1; //used to determine what areawarp and areaannounce to use
+ enablenpc "Zombie1_Trig";
+ enablenpc "Zombie2_Trig";
+ enablenpc "Zombie3_Trig";
+ enablenpc "Zombie4_Trig";
+ enablenpc "Zombie5_Trig";
+ set $@mob, 13;
+ initnpctimer;
+ end;
+
+OnMobDead:
+ set $@mob, $@mob - 1;
+ if($@mob > 0) end;
+
+ enablenpc "prst1_1";
+ areaannounce "job_prist.gat",8,34,39,109,"[Father Peter]: Well done my child. Enter the warp to start the next test.",8;
+ initnpctimer "prst1_1"; //starts a 30 sec timer. this will warp the player even if they don't enter the warp to keep the test going
+ end;
+
+OnTimer500:
+ areaannounce "job_prist.gat",8,34,39,109,"[Father Peter]: In order to pass this trial, you will have to kill all of the zomibes that appear.",8;
+ end;
+OnTimer2500:
+ stopnpctimer;
+ initnpctimer "TimerPrst"; // starts the 5 min test timer
+ areaannounce "job_prist.gat",8,34,39,109,"[Father Peter]: Move slowly and take your time.",8;
+ end;
+}
+
+// These hidden warps spawn the monsters when you walk
+// First set of Zombies------------------------------------------------------------
+job_prist.gat,23,52,1 script Zombie1_Trig 139,16,0,{
+
+ monster "job_prist.gat",24,52,"Robbery",1015,1,"PrstTest2_1::OnMobDead";
+ monster "job_prist.gat",18,52,"Evilness",1015,1,"PrstTest2_1::OnMobDead";
+ monster "job_prist.gat",30,52,"Jealousy",1015,1,"PrstTest2_1::OnMobDead";
+ disablenpc "Zombie1_Trig"; //disables the npc so that it can't spawn the monsters more than once
+ end;
+}
+
+// Second set of Zombies----------------------------------------------------
+job_prist.gat,23,62,1 script Zombie2_Trig 139,16,0,{
+
+ monster "job_prist.gat",21,62,"Anger",1015,1,"PrstTest2_1::OnMobDead";
+ monster "job_prist.gat",27,62,"Wonderness",1015,1,"PrstTest2_1::OnMobDead";
+ disablenpc "Zombie2_Trig";
+ end;
+}
+
+// Third set of Zombies--------------------------------------------------------
+job_prist.gat,23,72,1 script Zombie3_Trig 139,16,0,{
+
+ monster "job_prist.gat",24,72,"Cockyness",1015,1,"PrstTest2_1::OnMobDead";
+ monster "job_prist.gat",18,72,"Slutty",1015,1,"PrstTest2_1::OnMobDead";
+ monster "job_prist.gat",30,72,"Lazyness",1015,1,"PrstTest2_1::OnMobDead";
+ disablenpc "Zombie3_Trig";
+ end;
+}
+
+// Fourth set of Zombies--------------------------------------------------------
+job_prist.gat,23,82,1 script Zombie4_Trig 139,16,0,{
+
+ monster "job_prist.gat",21,82,"Greed",1015,1,"PrstTest2_1::OnMobDead";
+ monster "job_prist.gat",27,82,"Greedyness",1015,1,"PrstTest2_1::OnMobDead";
+ disablenpc "Zombie4_Trig";
+ end;
+}
+
+// Fifth set of Zombies ---------------------------------------------------------
+job_prist.gat,23,92,1 script Zombie5_Trig 139,16,0,{
+
+ monster "job_prist.gat",24,92,"Faithless",1015,1,"PrstTest2_1::OnMobDead";
+ monster "job_prist.gat",18,92,"Non-believer",1015,1,"PrstTest2_1::OnMobDead";
+ monster "job_prist.gat",30,92,"Scaryness",1015,1,"PrstTest2_1::OnMobDead";
+ disablenpc "Zombie5_Trig";
+ end;
+}
+
+
+// End warp for 1st part of test--------------------------------------------------------------------
+job_prist.gat,24,109,1 script prst1_1 45,3,3,{
+
+ if(BaseJob == Job_Priest) end; //If a Priest friend steps on the warp nothing happens. Need the aco to step on the warp.
+OnTimer30000:
+ stopnpctimer;
+ areawarp "job_prist.gat",8,34,39,109,"job_prist.gat",168,17;
+ killmonsterall "job_prist.gat";
+ donpcevent "PrstTest2_2::OnStart";
+ end;
+}
+
+
+//----------------------------------------------------------------------------------------------------------------------------------------------------------\\
+// Test 2, Part 1: Resist Temptation \\
+//********************************************************************************************************************************\\
+job_prist.gat,1,1,0 script PrstTest2_2 -1,{
+
+OnStart:
+ enablenpc "Devi_Trig"; //enables these npc's just in case they were disabled by a previous tester
+ enablenpc "Deviruchi";
+ enablenpc "Doppel_Trig";
+ enablenpc "Doppel";
+ enablenpc "Dark_Trig";
+ enablenpc "Dark Lord";
+ enablenpc "Bapho_Trig";
+ enablenpc "Baphomet";
+ set $@PrstRm, 2;
+ set $PRIEST_Q3, 0;
+ initnpctimer;
+ end;
+
+OnCheck:
+ set $PRIEST_Q3, $PRIEST_Q3 + 1; //this counter checks to see if the player spoke with each devil and answered the questions
+ if($PRIEST_Q3 < 4) end;
+
+ enablenpc "prst2_1";
+ areaannounce "job_prist.gat", 160, 14, 175, 178, "[Father Peter]: Excellent! You have shown great courage! Use the warp to move on to the next room.",8;
+ initnpctimer "prst2_1"; //starts a 30 sec timer. this will warp the player even if they don't enter the warp to keep the test going
+ end;
+
+OnTimer500:
+ stopnpctimer;
+ areaannounce "job_prist.gat", 160, 14, 175, 178, "[Father Peter]: This trial will test the strength of your will and your commitment to God!",8;
+ end;
+
+}
+
+
+// Deviruchi ------------------------------------------------------------------------
+job_prist.gat,168,45,4 script Deviruchi 738,{
+
+OnStart:
+ if(BaseJob == Job_Acolyte) goto L_Aco;
+
+L_Priest:
+ mes "[Deviruchi]";
+ mes "Hey, whats priest like you doing in a place like this? go back to town. You like wasting you time here eh?";
+ next;
+ mes "[Deviruchi]";
+ mes "I feel happy today, so i'll spare you, now go. Next time you come, I'm gonna take to you down.";
+ close;
+
+L_Aco:
+ mes "[Deviruchi]";
+ mes "Hey, isn't that a acolyte? i haven't seen one in ages. Looks like you're going to become a priest soon...";
+ next;
+ mes "[Deviruchi]";
+ mes "I can tell how sad it is to become a servant of God. I think its weird that you're here.";
+ next;
+ mes "[Deviruchi]";
+ mes "The path your walking is going to be difficult. Isn't there better jobs you can be?";
+ next;
+ mes "[Deviruchi]";
+ mes "Doesn't matter if its in a town, in a cave, all the people always asks you to help them. Itsn't funny that they never helped you?";
+ next;
+ mes "[Deviruchi]";
+ mes "I'll give you an advice, you should give up now. The tests will be hard, and the path you're gonna walk will be difficult.";
+ next;
+ menu "Yea, I'm going to give up.",-, "Devil, Be gone NOW!.",M_1a;
+
+ mes "[Deviruchi]";
+ mes "Yeap thats a good choice, you don't have to come to this place again! Since you decided to give up, i'll give you a present.";
+ next;
+ mes "[Deviruchi]";
+ mes "I'll let you meet my friends...FOR FREE HAHAHAHAH!";
+ next;
+ warp "c_tower2.gat", 168, 33;
+ end;
+ M_1a:
+ mes "[Deviruchi]";
+ mes "Oh.. I'm so scared..hahaha. Don't be like this, listen to what i have to say.";
+ next;
+ mes "[Deviruchi]";
+ mes "If you give up now, i'll give you a nice gift. This gift is so hard to find.";
+ next;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",4;
+ mes "[Deviruchi]";
+ mes "Do you think you can find a card like that? Decide now, don't regret when you become a priest...";
+ next;
+ menu "I accept your card.",-, "Devil, Be GONE!!",sM_1a;
+
+ mes "[Deviruchi]";
+ mes "Hahaha all the human beings are like this, good choice! Okay, let me give you this card!";
+ next;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255;
+ mes "[Deviruchi]";
+ mes "Well, too bad i can't give it to you. Go look for it YOURSELF!";
+ next;
+ warp "mjolnir_05.gat", 200, 200;
+ end;
+ sM_1a:
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255;
+ mes "[Deviruchi]";
+ mes "Wow, your one tough acolyte, if you keep denying you better becareful.";
+ mes "I will be watching, I'll see if you can become a good priest or not.";
+ next;
+ mes "[Deviruchi]";
+ mes "One day, you'll regret and want to come back to me!";
+ disablenpc "Devi_Trig"; //disables the trigger npc so you don't accidentally activate it again
+ disablenpc "Deviruchi";
+ donpcevent "PrstTest2_2::OnCheck";
+ close;
+}
+
+// Doppelganger ------------------------------------------------------------------------------
+job_prist.gat,168,80,4 script Doppelganger::Doppel 739,{
+
+OnStart:
+ if(BaseJob == Job_Acolyte) goto L_Aco;
+
+L_Priest:
+ mes "[Doppelganger]";
+ mes "What good is it to be here?.";
+ mes "Are you this bored? you're already a priest why are you here?.";
+ next;
+ mes "[Doppelganger]";
+ mes "You don't need to help these acolytes, go home.";
+ mes "You're doing something that is wasting your time, leave now.";
+ close;
+L_Aco:
+ mes "[Doppelganger]";
+ mes "Hey, Acolyte wait, listen to what i have to say.";
+ next;
+ mes "[Doppelganger]";
+ mes "You came here because you want to become a priest eh?";
+ mes "I don't think you should become a priest.";
+ next;
+ mes "[Doppelganger]";
+ mes "If you want, i can use my powers to let you start over again.";
+ mes "You can become a novice again, and you can choose what job you want to be.";
+ next;
+ mes "[Doppelganger]";
+ mes "Well, the job you choose depends on your level hhehe.";
+ mes "Isn't this a good deal? if you want i can help you right now.";
+ next;
+ menu "I hope you can help me!",-, "Devil Be gone!",M_1b;
+
+ mes "[Doppelganger]";
+ mes "Yes thats a good choice.";
+ mes "Let me turn you into a novice now.";
+ next;
+ mes "[Doppelganger]";
+ mes "You know it takes a long time to ressurect when you DIE!!";
+ next;
+ warp "gef_dun02.gat", 210, 177;
+ end;
+ M_1b:
+ mes "[Doppelganger]";
+ mes "I don't think you understand what i mean.";
+ mes "This is one of the best things that can happen to you.";
+ next;
+ mes "[Doppelganger]";
+ mes "You just need to tell me that you don't want to become a priest.";
+ mes "If you do that, i can turn you into any job you want, you want to become a swordman like me?";
+ next;
+ menu "I don't want to become a priest!",-, "Devil, Be GONE!",sM_1b;
+
+ mes "[Doppelganger]";
+ mes "good choice, you don't need to come back here anymore.";
+ mes "okay, let me turn you into a novice now...";
+ next;
+ mes "[Doppelganger]";
+ mes "You know its takes a long time to ressurect when you DIE??!!";
+ next;
+ warp "gef_dun02.gat", 210, 177;
+ end;
+ sM_1b:
+ mes "[Doppelganger]";
+ mes "okay fine, i'll spare you today.";
+ next;
+ mes "[Doppelganger]";
+ mes "If i see you next time, I'm gonna make you die painfully.";
+ disablenpc "Doppel_Trig";
+ disablenpc "Doppel";
+ donpcevent "PrstTest2_2::OnCheck";
+ close;
+}
+
+// Dark Lord -------------------------------------------------------------------------------
+job_prist.gat,168,115,4 script Dark Lord 737,{
+
+OnStart:
+ if(BaseJob == Job_Acolyte) goto L_Aco;
+
+L_Priest:
+ mes "[Dark Lord]";
+ mes "Let you feel hatred and anger!!";
+ mes "Let you feel how it feels when your friend betrays you!";
+ next;
+ mes "[Dark Lord]";
+ mes "Stay here, and train with us and next; until you are strong enough then you can go back!";
+ mes "Stay with us and learn to curse!";
+ close;
+L_Aco:
+ mes "[Dark Lord]";
+ mes "Stop right there human!.";
+ mes "Whose permission do you have to pass through here!";
+ next;
+ mes "[Dark Lord]";
+ mes "If you want to become a priest, you can't pass through here,";
+ mes "Go now, before i kill you.";
+ next;
+ mes "[Dark Lord]";
+ mes "Even more annoying than ants you humans, leave and stop bothering me!";
+ next;
+ menu "I'm sorry, please spare me.",-, "Devil, Be GONE!.",M_1c;
+
+ mes "[Dark Lord]";
+ mes "Don't come here again!";
+ next;
+ warp "gl_church.gat", 145, 170;
+ end;
+ M_1c:
+ mes "[Dark Lord]";
+ mes "Don't try to act like a tough guy.";
+ mes "I can cut u in many pieces with my pinky.";
+ next;
+ mes "[Dark Lord]";
+ mes "Before i use my dark powers on you, leave!";
+ next;
+ menu "Please, Spare me.",-, "Devil, BE GONE!",sM_1c;
+
+ mes "[Dark Lord]";
+ mes "Don't appear here again!";
+ next;
+ warp "gl_church.gat", 145, 170;
+ end;
+ sM_1c:
+ mes "[Dark Lord]";
+ mes "So you decided to stay eh? you pesky human, killing you will dirty my hands.";
+ next;
+ mes "[Dark Lord]";
+ mes "If i see you again, I'm gonna kill you.";
+ disablenpc "Dark_Trig";
+ disablenpc "Dark Lord";
+ donpcevent "PrstTest2_2::OnCheck";
+ close;
+}
+
+// Baphomet -----------------------------------------------------------------------------
+job_prist.gat,168,150,4 script Baphomet 736,{
+
+OnStart:
+ if(BaseJob == Job_Acolyte) goto L_Aco;
+
+L_Priest:
+ mes "[Baphomet]";
+ mes "Annoying Priests...";
+ next;
+ mes "[Baphomet]";
+ mes "I have nothing to talk to you about, leave now.";
+ close;
+L_Aco:
+ mes "[Baphomet]";
+ mes "Hey, Human.";
+ next;
+ mes "[Baphomet]";
+ mes "You interested in a deal?";
+ next;
+ mes "[Baphomet]";
+ mes "I can get you all the rich and fame in this world.";
+ mes "Infinite money and weapons which no humans have...";
+ next;
+ mes "[Baphomet]";
+ mes "Also, if you want, you can always summon me.";
+ mes "If you did that, everyone will be afraid of you hahahaha.";
+ next;
+ mes "[Baphomet]";
+ mes "I think you should give up being a priest and just accept my deal.";
+ mes "If you accept my deal, the world is yours.";
+ next;
+ menu"I give up being a priest.",-, "Devil be GONE!",M_1d;
+
+ mes "[Baphomet]";
+ mes "Okay, let us sign the contract...";
+ mes "you will not forget this...";
+ next;
+ mes "[Baphomet]";
+ mes "You go find where i live.";
+ mes "When your there, come and sign the contract.";
+ next;
+ warp "glast_01.gat", 200, 203;
+ end;
+ M_1d:
+ mes "[Baphomet]";
+ mes "Okay fine, i'll leave.";
+ mes "But, you won't leave that easily.";
+ next;
+ mes "[Baphomet]";
+ mes "I already set up a lot of evil stuff for you...";
+ mes "I want to see how long you can last.";
+ next;
+ mes "[Baphomet]";
+ mes "OKay go now.";
+ disablenpc "Bapho_Trig";
+ disablenpc "Baphomet";
+ donpcevent "PrstTest2_2::OnCheck";
+ close;
+}
+
+
+// These hidden warps trigger the npcs when you get near them
+// Deviruchi Trigger --------------------------------------------------------------------
+job_prist.gat,167,40,1 script Devi_Trig 139,8,0,{
+
+ doevent "Deviruchi::OnStart";
+ end;
+}
+// Doppleganger Trigger --------------------------------------------------------------------
+job_prist.gat,167,77,1 script Doppel_Trig 139,8,0,{
+
+ doevent "Doppel::OnStart";
+ end;
+}
+// Dark Lord Trigger --------------------------------------------------------------------
+job_prist.gat,167,112,1 script Dark_Trig 139,8,0,{
+
+ doevent "Dark Lord::OnStart";
+ end;
+}
+// Baphomet Trigger --------------------------------------------------------------------
+job_prist.gat,167,145,1 script Bapho_Trig 139,8,0,{
+
+ doevent "Baphomet::OnStart";
+ end;
+}
+
+
+// End warp for 2nd part of test ---------------------------------------------------------
+job_prist.gat,168,180,0 script prst2_1 45,3,3,{
+
+ if(BaseJob == Job_Priest) end; //If a Priest friend steps on the warp nothing happens. Need the Aco to step on the warp.
+OnTimer30000:
+ set $@PrstRm, 3;
+ set $PRIEST_Q3, 0;
+ enablenpc "Mummy1_Trig"; //enables the floor triggers for the next test
+ enablenpc "Mummy2_Trig";
+ enablenpc "Mummy3_Trig";
+ stopnpctimer;
+ initnpctimer "prst3_1";
+ areawarp "job_prist.gat", 160, 14, 175, 178, "job_prist.gat", 98, 40;
+ end;
+}
+
+
+//----------------------------------------------------------------------------------------------------------------------------------------------------------\\
+// Test 2, Part 3: Make it to the exit \\
+//******************************************************************************************************************************* *\\
+// First set of Mummies --------------------------------------------------------
+job_prist.gat,97,50,0 script Mummy1_Trig 139,8,1,{
+
+ monster "job_prist.gat", 93, 55, "ca", 1041,1;
+ monster "job_prist.gat", 102, 55, "ah", 1041,1;
+ disablenpc "Mummy1_Trig";
+ end;
+}
+// Second set of Mummies --------------------------------------------------------
+job_prist.gat,97,65,0 script Mummy2_Trig 139,8,1,{
+
+ monster "job_prist.gat", 93, 70, "men", 1041,1;
+ monster "job_prist.gat", 102, 70, "ahke", 1041,1;
+ disablenpc "Mummy2_Trig";
+ end;
+}
+// Third set of Mummies --------------------------------------------------------
+job_prist.gat,97,80,0 script Mummy3_Trig 139,8,1,{
+
+ monster "job_prist.gat", 93, 85, "mea", 1041,1;
+ monster "job_prist.gat", 102, 85, "sne", 1041,1;
+ disablenpc "Mummy3_Trig";
+ end;
+}
+
+
+// End warp for 3rd part of test ----------------------------------------------
+job_prist.gat,98,105,0 script prst3_1 45,2,2,{
+
+ if(BaseJob == Job_Priest) end; //If a Priest friend steps on the warp nothing happens. Need the Aco to step on the warp.
+ stopnpctimer "TimerPrst";
+ areawarp "job_prist.gat", 90, 34, 105, 105, "prt_church.gat",16, 37;
+ set PRIEST_Q2, 2;
+ killmonsterall "job_prist.gat";
+ donpcevent "Father Peter::OnStart";
+ end;
+
+OnTimer500:
+ stopnpctimer;
+ areaannounce "job_prist.gat", 90, 34, 105,105, "[Father Peter]: This is the last trial you must face my child. Have faith, I know you can pass it!",8;
+ end;
+}
+
+
+//----------------------------------------------------------------------------------------------------------------------------------------------------------\\
+// Timer \\
+//********************************************************************************************************************************\\
+job_prist.gat,1,1,0 script TimerPrst -1,{
+
+OnTimer3000:
+ areaannounce "job_prist.gat",8,34,39,109,"[Father Peter]: You will have 5 minutes to pass all 3 trials starting now.",8;
+ end;
+OnTimer33000:
+ donpcevent "Father Peter::OnStart";
+ end;
+OnTimer63000:
+ set $@PrstTime$, "You have 4 minutes left!";
+ donpcevent "Father Peter::OnStart";
+ goto AnnouncePrst;
+OnTimer93000:
+ donpcevent "Father Peter::OnStart";
+ end;
+OnTimer123000:
+ set $@PrstTime$, "You have 3 minutes left!";
+ donpcevent "Father Peter::OnStart";
+ goto AnnouncePrst;
+OnTimer153000:
+ donpcevent "Father Peter::OnStart";
+ end;
+OnTimer183000:
+ set $@PrstTime$, "You have 2 minutes left!";
+ donpcevent "Father Peter::OnStart";
+ goto AnnouncePrst;
+OnTimer213000:
+ donpcevent "Father Peter::OnStart";
+ end;
+OnTimer243000:
+ set $@PrstTime$, "You have 1 minute left!";
+ donpcevent "Father Peter::OnStart";
+ goto AnnouncePrst;
+OnTimer273000:
+ set $@PrstTime$, "You have 30 seconds left!";
+ donpcevent "Father Peter::OnStart";
+ goto AnnouncePrst;
+OnTimer293000:
+ set $@PrstTime$, "You have 10 seconds left!";
+ goto AnnouncePrst;
+ end;
+OnTimer2970000:
+ set $@PrstTime$, "You have 5 seconds left.";
+ goto AnnouncePrst;
+ end;
+OnTimer302000:
+ set $@PrstTime$, "Time is up. You failed the test.";
+ goto AnnouncePrst;
+OnTimer306000:
+ stopnpctimer;
+ if($@PrstRm==1) areawarp "job_prist.gat",8,34,39,109,"prt_church.gat",16, 37;
+ if($@PrstRm==2) areawarp "job_prist.gat",160, 14, 175, 178,"prt_church.gat",16, 37;
+ if($@PrstRm==3) areawarp "job_prist.gat", 90, 34, 105,105,"prt_church.gat",16, 37;
+ killmonsterall "job_prist.gat";
+ donpcevent "Father Peter::OnStart";
+ end;
+
+AnnouncePrst:
+ if($@PrstRm==1) areaannounce "job_prist.gat",8,34,39,109,"[Father Peter]: "+$@PrstTime$+".",8;
+ if($@PrstRm==2) areaannounce "job_prist.gat",160, 14, 175, 178, "[Father Peter]: "+$@PrstTime$+".",8;
+ if($@PrstRm==3) areaannounce "job_prist.gat", 90, 34, 105,105, "[Father Peter]: "+$@PrstTime$+".",8;
+ end;
+}
+
+
+
+//**********************************************************************************************************************************************************************************\\
+//================================================= Sister Cecile: Test 3 =====================================================\\
+//**********************************************************************************************************************************************************************************\\
+prt_church.gat,27,24,4 script Sister Cecile 79,{
+ mes "[Sister Cecile]";
+ if(BaseJob == Job_Priest) goto L_Prst;
+ if(BaseJob == Job_Acolyte) goto L_Aco;
+ if(BaseJob == Job_Novice) goto L_Nov;
+
+L_Other:
+ mes "This is the Prontera Church, what can I help you with?";
+ next;
+ menu "Please tell me about priests.",-, "I'm just walking around.",M_End0;
+
+ mes "[Sister Cecile]";
+ mes "Priests are servants of God. They have special powers that allow them to help anyone in need of assistance.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Because they are followers of God, they cannot use swords and many other types of weapons.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Of course, if you want to know more about priests, you should speak with one personally.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Please stay here for as long as you wish. The church is a sanctuary for all those who seek it.";
+ close;
+ M_End0:
+ mes "[Sister Cecile]";
+ mes "Please Relax, wondering around can be tiring.";
+ close;
+
+L_Nov:
+ mes "God bless you, my child. The Prontera Church welcomes you.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Have you choose your job yet? Do you want to be one of God's helpers?";
+ mes "Becoming an Acolyte and helping people is very good thing.";
+ next;
+ mes "[Sister Cecile]";
+ mes "If you want to become an Acolyte, speak to ^5533FFFather Mareusis^000000 in the room across the hall.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Once you've reached job level 40 as an Acolyte, you can come back here and become a Priest.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Since you are still a novice, think carefully about what job you wish to take.";
+ close;
+
+L_Prst:
+ if(sex == 1) mes "God bless you, brother priest.";
+ if(sex == 0) mes "God bless you, sister priest.";
+ mes "I wish you all the best. Keep your faith strong and remeber that God loves all, and so should you.";
+ close;
+
+L_Aco:
+ if(PRIEST_Q == 1) goto L_Test1;
+ if(PRIEST_Q == 2) goto L_Test2;
+ if(PRIEST_Q == 3) goto L_Start;
+ if(PRIEST_Q == 4) goto L_Done;
+ if(sex == 1) mes "God bless you, brother.";
+ if(sex == 0) mes "God bless you, sister.";
+ mes "Why are you here?";
+ next;
+ menu "I want to become a priest.",-, "I'm just wondering around.",M_End1;
+
+ mes "[Sister Cecile]";
+ mes "Oh so you want to become a priest?";
+ mes "A lot of acolytes want to become priests.";
+ next;
+ mes "[Sister Cecile]";
+ mes "My name is Sister Cecile, I'm responsible for helping acolytes become priests.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Because I was born and raised here, I've seen a lot of people become Priests over the years.";
+ mes "Thats why i like to help people become priests now.";
+ next;
+ mes "[Sister Cecile]";
+ mes "In order to become a priest, you will have to fullfill 3 tasks. If you want to change your job now, you can go talk to Father Thomas,";
+ next;
+ mes "[Sister Cecile]";
+ mes "If you encounter any problems with any of the tasks, come talk to me and I might be able to help.";
+ close;
+ M_End1:
+ mes "[Sister Cecile]";
+ mes "Please relax and take a break. The church should feel like your home.";
+ close;
+
+L_Start:
+ if(PRIEST_Q2 == 1) goto L_ReTest;
+ mes "Good job, you successfully completed the second quest...!";
+ mes "You are now really close to becoming a priest.";
+ next;
+ mes "[Sister Cecile]";
+ if(sex==1) mes "If you want to become a priest, the last step is to answer my questions honestly.";
+ if(sex==0) mes "If you want to become a priestess, the last step is to answer my questions honestly.";
+ mes "Please be honest and answer my question.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Okay let me ask you some questions.";
+ set PRIEST_Q2, 1;
+ next;
+L_Test3:
+ mes "[Sister Cecile]";
+ mes "From today on, do you wish to help the God for all eternity?";
+ next;
+ menu "Yes.",M_2a, "No.",-;
+
+ mes "[Sister Cecile]";
+ mes "Why..Why would you say that?...";
+ mes "I don't think your suitable to become a priest...";
+ next;
+ mes "[Sister Cecile]";
+ mes "please come back when you really want to become a priest.";
+ mes "You can't become a priest right now.";
+ close;
+
+ M_2a:
+
+ mes "[Sister Cecile]";
+ mes "Will you use God's power for your own profit?";
+ next;
+ menu "Yes",-, "No.",M_2b;
+
+ mes "[Sister Cecile]";
+ mes "No, that doesn't work, if you use God's power to do what you wish, you're just like a thief.";
+ mes "How can you become a good priest if you think like that?";
+ next;
+ mes "[Sister Cecile]";
+ mes "Please come back when you make up your mind.";
+ mes "Those thoughts are the things that corrupt people.";
+ close;
+
+ M_2b:
+
+
+ mes "[Sister Cecile]";
+ mes "Will you help others in battle when they need help?";
+ next;
+ menu "Yes.",M_2c, "No.",-;
+
+ mes "[Sister Cecile]";
+ mes "Thats wrong, when someone needs help, we will do our best to help them.";
+ mes "It doesn't matter who that person is, our job is to help everyone.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Go walk around.";
+ mes "and you should learn something.";
+ close;
+ M_2c:
+
+ mes "[Sister Cecile]";
+ mes "Will you sacrafice yourself for others?";
+ next;
+ menu "Yes.",M_2d, "No.",-;
+
+ mes "[Sister Cecile]";
+ mes "No, thats not what God thinks.";
+ mes "If we can sacrafice ourselves for something that helps the world, its worth it.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Go and think about sacraficing.";
+ mes "Sacraficing is thing thats easy to say, but hard to do.";
+ close;
+ M_2d:
+
+ mes "[Sister Cecile]";
+ mes "Will you talk bad to people you meet?";
+ next;
+ menu "Yes.",-, "No.",M_2e;
+
+ mes "[Sister Cecile]";
+ mes "That is not right, priests are supposed to help people.";
+ mes "If you talk bad, you don't deserver to be a priest.";
+ next;
+ mes "[Sister Cecile]";
+ mes "even if your God's best servant.";
+ mes "You don't have the right to bad-talk.";
+ close;
+
+ M_2e:
+
+ mes "[Sister Cecile]";
+ mes "Will you bring any kind of devil to help others in battle?";
+ next;
+ menu "Yes.",-, "No.",M_2f;
+
+ mes "[Sister Cecile]";
+ mes "You can't do that.";
+ mes "It doesn't matter if the devil is good or bad, priests should never talk to a devil .";
+ next;
+ mes "[Sister Cecile]";
+ mes "Even though it looks like you did a good thing, but it was a really bad thing.";
+ mes "Please go think about it.";
+ close;
+
+ M_2f:
+
+ mes "[Sister Cecile]";
+ mes "If God wants to you to live or die, will you listen to him?";
+ next;
+ menu "Yes.",M_2g, "No.",-;
+
+ mes "[Sister Cecile]";
+ mes "If your like that you can't become a priest.";
+ mes "If God wants you to die, you have to listen to him.";
+ next;
+ mes "[Sister Cecile]";
+ mes "And we priest have the skill to Resurrect ourselves.";
+ mes "Please go and think about what death means to you.";
+ close;
+ M_2g:
+
+ mes "[Sister Cecile]";
+ mes "I just witness what you said.";
+ mes "Lastly, please promise that you'll remember the things you said today.";
+ next;
+ menu "I promise.",-, "No.",M_2No;
+
+ mes "[Sister Cecile]";
+ mes "Now, you passed all the tests.";
+ mes "Please go talk to Father Thomas to become a priest.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Please remember the things you said today.";
+ mes "God bless you...";
+ set PRIEST_Q, 4;
+ set PRIEST_Q2, 0;
+ close;
+
+ M_2No:
+ mes "[Sister Cecile]";
+ mes "..............";
+ next;
+ mes "[Sister Cecile]";
+ mes "No not yet, your still wondering if you want to become a priest or not.";
+ mes "You can't become a priest right now.";
+ next;
+ mes "[Sister Cecile]";
+ mes "I think you should go do the self-disipline test again...";
+ mes "When you're ready, come back here.";
+ next;
+ mes "[Sister Cecile]";
+ mes "God bless you...";
+ close;
+
+L_ReTest:
+ mes ".............";
+ next;
+ mes "[Sister Cecile]";
+ mes "...Oh your back.";
+ mes "I hope you can be honest this time.";
+ next;
+ mes "[Sister Cecile]";
+ mes "I hope i can sense your sincere...";
+ mes "Please answer me honestly.";
+ next;
+ mes "[Sister Cecile]";
+ mes "Okay, lets start.";
+ next;
+ goto L_Test3;
+
+L_Test1:
+ mes "Oh, so you already started the self-disipline test, good job.";
+ close;
+
+L_Test2:
+ if(PRIEST_Q2 == 1) goto L_Test2a;
+ mes "You didn't start the second quest yet?.";
+ mes "Well, i can't give u any specific details about this task.";
+ next;
+ mes "[Sister Cecile]";
+ mes "I can only tell you to be well-prepared and to not get seduced by anything...";
+ mes "You must trust in yourself in order to complete the second quest.";
+ next;
+ mes "[Sister Cecile]";
+ mes "If you want more specific details go talk to the priest in the training ground.";
+ mes "Father Thomas is a very nice person, he'll help you too.";
+ close;
+
+L_Test2a:
+ mes "Training is hard, but don't give up.";
+ mes "You must overcome anything in order to be a good priest.";
+ next;
+ mes "[Sister Cecile]";
+ mes "If there's experienced priest, you can ask them to help you train.";
+ mes "They might be able to help you pass the first level of the second task.";
+ next;
+ mes "[Sister Cecile]";
+ mes "God bless you...";
+ mes "When you complete the second quest, come back here.";
+ close;
+
+L_Done:
+ mes "Congratulations on finishing the tests. Please see Father Thomas so that he can make you a Priest.";
+ close;
+}
+
+//==============================================================================
+// mapflag
+//==============================================================================
+job_prist.gat mapflag nomemo
+job_prist.gat mapflag noteleport
+job_prist.gat mapflag nosave SavePoint
+job_prist.gat mapflag nopenalty
+job_prist.gat mapflag nobranch
+job_prist.gat mapflag noexp
+job_prist.gat mapflag noloot
diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt
new file mode 100644
index 000000000..e7533bcbe
--- /dev/null
+++ b/npc/jobs/2-1/wizard.txt
@@ -0,0 +1,1415 @@
+//===== eAthena Script =======================================
+//= Wizard Job Quest
+//===== By: ==================================================
+//= (Aegis) Translated by yoshiki
+//= converted by kobra_k88
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= eAthena 1.0
+//===== Description: =========================================
+//= Wizard job quest converted from aegis script, plus my own RO screenies.
+//===== Additional Comments: =================================
+//= 1.1 Now using the initnpctimer command, donpcevent,
+//= and new waitingroom event commands. No more addtimer spamming.
+//= No longer have to talk to the npc to take the test. Just enter the chat room.
+//= 1.2 Changed global variable names to unique ones.
+//= 1.2a Rollback from the wrong Kashy's fix
+//= 1.2b Fixed issue with duplicating monsters thx to Bison.[kobra_k88]
+//= 1.2c changed one Horong to Frilldora (now 3rd room contains 1 agressive mob.)
+//= 1.2d more simplified fire room - removed agressive Desert Wolf [Lupus]
+//= 1.3 Added Baby Class support [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.7 Replaced 2 Hodes with 2 Horong's (according to the official guide) [Lupus]
+//= 1.8 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//============================================================
+
+
+//<=================== Some dog =========================>
+gef_tower.gat,107,35,5 script Some Dog 81,{
+ callfunc "F_BlockHigh",26,"High Mage",33,"High Wizard","Dog";
+ if(BaseJob == Job_Mage) goto L_JobMage;
+ callfunc "Wiz1_check";
+
+L_JobMage:
+ mes "[Dog]";
+ mes "Ah... I know what you're about to say.... You want to become a Wizard right?";
+ next;
+ mes "[Dog]";
+ mes "Speak with Catherine. She'll help you out.";
+ next;
+ mes "[Dog]";
+ mes "If you want to know more about the job change process for Wizards, I can be of help.";
+ next;
+ menu "..................",M_0, "A dog is talking to me......",M_1;
+
+ M_0:
+ mes "[Dog]";
+ mes "~Woof~ What is it? Why are you looking at me like that?? Is this the first time you've seen a dog talk?";
+ emotion 1;
+ mes "[Dog]";
+ mes "~Woof~ I suppose it's not that common to see a talking dog..... ~Woof~..... Yeah, it is a rare site actually.....";
+ next;
+ mes "[Dog]";
+ mes "~GRRRR!!~.... Hey! Stop GAWKING at me for goodness sake!! ~WOOOF~";
+ emotion 6;
+ next;
+
+ L_Cont:
+ mes "[Dog]";
+ mes "My name is Maria Splodofska. Just call me Maria. I'm assisting candidates for the Wizard class.";
+ next;
+ mes "[Maria]";
+ mes "~Woof~ You see, the reason I became a dog was.... I was helping my boyfriend with his experiment in preperation for his Final.";
+ mes "He is studying for a Magic Degree. Well, before I knew what happened he accidentally turned me into a dog.....";
+ next;
+ mes "[Maria]";
+ mes "~Grrrrr~ In a couple of months the chemicals should wear off and I should return to normal. Well theoretically speaking anyhow.";
+ next;
+ mes "[Maria]";
+ mes "Uh, anyways..... where were we?";
+ emotion 20;
+ next;
+ mes "[Maria]";
+ mes "Like I said before, if you want to become a Wizard you must first speak with Catherine.";
+ mes "She just recently became a Wizard so she should be a great help.";
+ next;
+ mes "[Maria]";
+ mes "I can tell you more about the job changing process, but I wouldn't want to take up anymore of your time.";
+ mes "That is unless, you want me to go on about what's in store for Wizards to be?.........";
+ next;
+ menu "Yes, please continue.",sM_0, "No, it's ok.",sM_1, "A talking dog......",sM_2;
+
+ sM_0:
+ mes "Maria]";
+ mes "Ok then. Let me explain the process for becoming a Wizard to you....";
+ next;
+ mes "[Maria]";
+ mes "There are 3 Tests in the Wizard job change process. The ^5555FF1st Test^000000 will require you to collect a number of ^FF5555magic items^000000.";
+ next;
+ mes "[Maria]";
+ mes "Catherine will give you that test. She will ask to you collect either a variety of ^5555FFGemstones^000000, or ^5555FFElemental Ores^000000.";
+ next;
+ mes "[Maria]";
+ mes "The ^5555FF2nd Test^000000 will be administered by the, ever gloomy Raul, in the corner over there.";
+ mes "It is a multiple choice Q&A exam about the different aspects of magic.";
+ next;
+ mes "[Maria]";
+ mes "The exam will consist of 10 questions. If you miss any of those questions you will fail the exam.";
+ next;
+ mes "[Maria]";
+ mes "Raul will also administer the ^5555FF3rd Test^000000. This is the last test and it requires that defeat a series of monsters.";
+ mes "There will be three rooms each filled with monsters of a specific elemental attribute.";
+ next;
+ mes "[Maria]";
+ mes "It is up to you to figure what spells work best on which monsters.";
+ next;
+ mes "[Maria]";
+ mes "Well, that's all I can tell you. Go ahead and apply now.";
+ close;
+ sM_1:
+ mes "[Maria]";
+ mes "Oh, ok. Go ahead and apply and do your best.";
+ close;
+ sM_2:
+ mes "[Maria]";
+ mes "I'M NOT A DOG!!! ~ ARROOOOOOOOOWWWWW!!!! ~";
+ emotion 6;
+ next;
+ mes "[Maria]";
+ mes "Dang it! I hope you FAIL!! Now go get lost!";
+ emotion 27;
+ next;
+ warp "gef_dun00.gat",54,23;
+ end;
+ M_1:
+ mes "[Dog]";
+ mes "~WOOF~Woof~woof~ You DON'T have to state the obvious! I KNOW I'm a dog!";
+ emotion 32;
+ next;
+ goto L_Cont;
+
+}
+
+
+//<=========================================== Registrar and Examiner Catherine Medichi ==============================================>\\
+gef_tower.gat,111,37,4 script Catherine Medichi 68,{
+ callfunc "F_BlockHigh",26,"High Mage",33,"High Wizard","Catherine Medichi";
+
+ mes "[Catherine Medichi]";
+ if(BaseJob == Job_Mage) goto L_Mage;
+ callfunc "Wiz2_check";
+
+
+
+L_Mage:
+ if(WIZ_Q == 2) goto L_Test2;
+ if(WIZ_Q == 3) goto L_Test3;
+ if(WIZ_Q == 4) goto L_Done;
+ if(WIZ_Q2 > 0) goto L_Test1;
+
+ mes "My name's Catherine Medichi, and I just became a Wizard. Relax, you can call me Catherine.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "What brings you all the way up here? You want to be a wizard, right?";
+ next;
+ menu "Of course!",M_0a, "The requirements",M_0b,"Not really",M_0End;
+
+ M_0a:
+ mes "[Catherine Medichi]";
+ mes "Please fill out this application form first.";
+ next;
+ mes "(you fill out the form and hand it back)";
+ next;
+ if(JobLevel < 40) goto sL_JobLvl;
+ if(JobLevel == 50) goto sL_Job50;
+
+ mes "[Catherine]";
+ mes "Alright ^ff0000"+strcharinfo(0)+"^000000, it looks like you have everything in order.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Now let me tell you about the test. It is divided into 3 parts.";
+ mes "- The 1st part involves the collecting of a number of magical items,";
+ mes "- the 2nd part is a Q&A exam,";
+ mes "- and the 3rd section is our favorite, the field exam.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "People with a job lvl of 50 can skip the first test. They have already worked hard enough.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Now for the first part of the test. This requires the gathering of a number of magic items.";
+ next;
+ set WIZ_Q2, rand(1,2);
+
+ mes "[Catherine Medichi]";
+ mes "The items you need to bring are:";
+ if(WIZ_Q2 == 2) goto R_2;
+
+ R_1:
+ mes "- 10 ^ff0000Red gemstones^000000";
+ mes "- 10 ^0000ffBlue gemstones^000000";
+ mes "- and 10 ^ddcc11Yellow gemstones^000000.";
+ goto L_Cont0;
+
+ R_2:
+ mes "5 ^0000ffCrystal Blues^000000,";
+ mes "5 ^009900Green Lives^000000,";
+ mes "5 ^ff0000Red Bloods^000000,";
+ mes "and 5 ^ddcc11Wind of Verdures^000000.";
+
+ L_Cont0:
+ next;
+ mes "[Catherine Medichi]";
+ mes "This test isn't THAT hard, so get going!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Good luck! I'll be waiting!";
+ set WIZ_Q, 1;
+ close;
+
+ sL_JobLvl:
+ mes "[Catherine Medichi]";
+ mes "Hey, I told you already. You have to have at least job lvl 40.";
+ mes "Don't you remember me telling you that?";
+ close;
+
+ sL_Job50:
+ mes "[Catherine Medichi]";
+ mes "Wow! You're at job level 50! You must have worked really hard! I'm impressed!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Okay, I'll record that you're job 50. You get to skip the first test, but you still got 2 left.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Now, talk to that man in the corner for the test. It's hard, so be careful.";
+ set WIZ_Q, 2;
+ close;
+
+ M_0b:
+ mes "[Catherine Medichi]";
+ mes "Even though many people want to become Wizards, only those with a job level of 40 can qualify.";
+ mes "Anyone with a job level less then that wouldn't have enough magic power to become a Wizard.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Then there is the matter of the Wizard's Test. The test is made up of 3 sections.";
+ mes "Each section focuses on different asspects of Wizardry.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Once you pass the test you'll be a Wizard just like me. Yay!";
+ mes "Unfortunately a lot people have trouble with the test and never quite make it.(*sighs*)";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Maybe you'll have better luck.";
+ close;
+
+ M_0End:
+ mes "[Catherine Medichi]";
+ mes "What? You came up here for nothing!?";
+ emotion 1;
+ close;
+
+
+ L_Test1:
+ mes "Did you get all of the items? Let's see......";
+ next;
+ mes "[Catherine Medichi]";
+ if(WIZ_Q2 == 1) goto sL_Gems;
+ if(WIZ_Q2 == 2) goto sL_Ores;
+
+ sL_Gems:
+ if (countitem(716)<10 || countitem(717)<10 || countitem(715)<10) goto ssL_NotDone;
+ mes "Great! You've brought everything! The guild will use these well.";
+ next;
+ delitem 716, 10;
+ delitem 717, 10;
+ delitem 715, 10;
+ goto ssL_Done;
+
+ sL_Ores:
+ if (countitem(991)<4 || countitem(993)<4 || countitem(990)<4 || countitem(992)<4) goto ssL_NotDone;
+ mes "Great! You've found them all! The guild will use them well.";
+ next;
+ delitem 991, 5;
+ delitem 993, 5;
+ delitem 990, 5;
+ delitem 992, 5;
+
+ ssL_Done:
+ mes "[Catherine Medichi]";
+ mes "Congrats, you passed the first test.";
+ mes "Don't relax yet, you still got 2 tests left.";
+ emotion 21;
+ next;
+ mes "[Catherine Medichi]";
+ mes "Now talk to the man in the corner for the tests.";
+ mes "It's pretty hard, so be carefull.";
+ set WIZ_Q, 2;
+ set WIZ_Q2, 0;
+ close;
+
+ ssL_NotDone:
+ mes "It seems you didn't bring everything that's needed.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "It's hard work to get all the way up here so make sure you have all of the right items okay?";
+ next;
+ mes "[Catherine Medichi]";
+ mes "You need:";
+ if(WIZ_Q2 == 1) goto R_1;
+ if(WIZ_Q2 == 2) goto R_2;
+ close;
+
+ L_Test2:
+ if(WIZ_Q2 == 1)goto sL_Failed2;
+ mes "Hey, did you go talk to the man? No? You can't just become a wizard by getting items.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "There are 2 more tests left. I'll be waiting, so go finish them.";
+ close;
+
+ sL_Failed2:
+ mes "Huh?? You failed the Q&A test!?";
+ emotion 1;
+ next;
+ mes "[Catherine Medichi]";
+ mes "You want to be a wizard and you can't answer a couple of questions?? Sheesh.";
+ emotion 4;
+ next;
+ mes "[Catherine Medichi]";
+ mes "Well, do you want big sis to give you a hint? If you do, go buy me ^0099001 apple juice^000000. I'm a bit thirsty. =P";
+ next;
+ menu "Can I have a hint?",M_1a, "I can pass on my own!",M_1b;
+
+ M_1a:
+ if (countitem(531) < 1) goto sL_NoJuice;
+ delitem 531, 1;
+
+ mes "[Catherine Medichi]";
+ mes "Mmmmmmmmmmmmm, apple juice. ~gulp~gulp~";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Thanks, I'll give you the hint now.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "The man gives you 3 major types of questions, about:";
+ mes "- ^ff0000spells^000000,";
+ mes "- ^ff0000monsters^000000,";
+ mes "- and ^ff0000the caster^000000.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "It's up to him to pick the questions.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Ya know... if he got a hair cut and shaved, he might look cool...";
+ mes "But obviously he wouln't do it....";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Anyways, about his questions on spells, there are obviously some on spells you've learned.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "There are also questions about spells you DON'T know much about, so go ask some Wizards for that info.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "There are also places out there with lots of information about spells, such as www.emperium.org.";
+ mes "You can probably find other sites as well.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "As far as the questions on monsters go, you COULD fight them to learn about them... OR...";
+ next;
+ mes "[Catherine Medichi]";
+ mes "... If I remember correctly, there's a libary in Prontera that has lots of information on monsters.";
+ mes "You could just go there and read about them.";
+ next;
+ mes "[Catherine Medichie]";
+ mes "Now, about the questions about the caster.... You're on your own for this one..";
+ mes "Why? Because YOU ARE the caster!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "If you don't know anything about yourself, how would a stranger like me know?";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Well good luck! Mister Examiner is waiting!";
+ close;
+
+ sL_NoJuice:
+ mes "[Catherine Medichi]";
+ mes "Well, if you want hints, I need apple juice!. Otherwise, you're on your own =P.";
+ close;
+
+ M_1b:
+ mes "[Catherine Medichi]";
+ mes "That's right! Tests are meant to be done alone! That's definatly the way a Wizard should think!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Good luck! Mister Examiner is waiting!";
+ close;
+
+ L_Test3:
+ if(WIZ_Q2 == 1) goto sL_Failed3;
+ mes "He he, I could hear you in there working hard on those questions.";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Good job, only one test left! Finish that and you'll be a wizard!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Good luck! The examiner's waiting!";
+ close;
+
+ sL_Failed3:
+ mes "Why did you come out during the test? I never thought you were that weak...";
+ next;
+ if(sex==1) goto ssL_M3;
+ if(sex==0) goto ssL_F3;
+
+ ssL_M3:
+ mes "[Catherine Medichi]";
+ mes "How could a powerful mage like you get beaten so easily!! Go back in and try harder.";
+ close;
+
+ ssL_F3:
+ mes "[Catherine Medichi]";
+ mes "You can't act all weak, just because you're a girl! If you want to be a wizard, go and pass the test!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "I thought it was hard too, but it wasn't enough to make me quit! You just have to face hardship sometimes!";
+ close;
+
+
+ L_Done:
+ if(SkillPoint > 0) mes "You need to use up all of your skill points before I can make you a Wizard.";
+ if(SkillPoint > 0) close;
+
+ mes "Great! You finished all of the tests! Congrats, congrats, congrats!!";
+ emotion 21;
+ next;
+ mes "[Catherine Medichi]";
+ mes "Ack, I'm wasting time, I better change you!";
+ next;
+ callfunc "Job_Change",Job_Wizard;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+
+ mes "[Catherine Medichi]";
+ mes "Now you're a wizard! Act responsibly!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Make sure when you cast a spell, you know exactly what's going to happen!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Don't do stupid things like casting in the middle of town!";
+ mes "It causes lag and magic is supposed to be used on monsters anyways!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Become mightier by partying with others! Oh yea, here's a present!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "(Rustle Rustle)";
+ next;
+ getitem 505, 6;
+ mes "[Catherine Medichi]";
+ mes "Use them wisely. It's a present from me, so you better use them all!";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Well my fellow Wizard, take care and have a great life!";
+ close;
+}
+
+
+//<================================================ Examiner: Raul Expagarus ==================================================>\\
+gef_tower.gat,102,24,3 script Raul Expagarus 735,{
+ mes "[Raul Expagarus]";
+ if(BaseJob == Job_Mage) goto L_Mage;
+ if(BaseJob == Job_Wizard) goto L_Wizard;
+ if(baseClass == Job_Acolyte) goto L_Holy;
+ if(BaseJob == Job_Novice) goto L_Novice;
+L_Other:
+ mes "Ugh, I don't feel good....I feel like I'm trapped in ice........";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Who're you?! Leave!";
+ emotion 0;
+ close;
+L_Novice:
+ mes "What's a little kid like you doing here? Get out!!";
+ emotion 0;
+ next;
+ warp "geffen.gat",120,110;
+ close;
+L_Holy:
+ mes "Leave holy ones!";
+ mes "Magic is considered to be a power that is not from God.......";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Besides, I'm not feeling too good. So Leave now!";
+ close;
+L_Wizard:
+ mes "Cough Cough, what can I do for you? Hmmm... you're a magic user too...";
+ next;
+ mes "[Raul Expagarus]";
+ if(sex==1) goto L_M;
+ if(sex==0) goto L_F;
+
+ L_M:
+ mes "If you're not responsible, you might accidently learn useless spells.";
+ mes "Instead of that, you might want to focus on learning spells you'll be using now.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "In a fight for love, you might become crippled hehe.";
+ close;
+
+ L_F:
+ mes "If you're not responsible, you might accidently learn useless spells.";
+ mes "You should learn a spell with all of your heart or not learn it at all.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "If you don't wish to study like that............... Heh, then go be a housewife.";
+ close;
+
+L_Mage:
+ if(WIZ_Q == 1) goto L_NotRdy;
+ if(WIZ_Q == 2) goto L_Test2;
+ if(WIZ_Q == 3) goto L_Test3;
+ if(WIZ_Q == 4) goto L_Done;
+
+ mes "Cough, I don't have any time to talk.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Sorry, but please leave.";
+ close;
+
+ L_NotRdy:
+ mes "Heh, a wizard trainee eh?!";
+ next;
+ mes "[Raul Expagarus]";
+ mes "You COULD just stay as a mage and live a pretty decent life.....";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Then again, wizards ARE much more high class.....";
+ close;
+
+ L_Done:
+ mes "Congratulations on finishing the final test! You have now finished all of the Wizards tests and are ready to become a Wizard!";
+ emotion 21;
+ next;
+ mes "[Raul Expagarus]";
+ mes "Go speak to Catherine to become a Wizard. But be careful! Magic is a powerfull force and can easily destroy you!!";
+ close;
+
+ L_Test2:
+ if(WIZ_Q2 == 1) goto sL_ReTest2;
+
+ mes "I see you've passed the 1st test. My name is Raul Expagarus, I'm your test examiner.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "It's not too late! You can still return to a peaceful life in town if you wish.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "You probably have no clue how dangerous it is to use magic.";
+ next;
+ menu "You're right. I quit.",M_0a, "I want to take test!",M_0b;
+
+ sL_ReTest2:
+ mes "Hmph, you want to try again?";
+ next;
+ mes "[Raul Expagarus]";
+ mes "How can you hate a peaceful life so much?";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Be that way! If you miss one question, you fail! What do you say!?";
+ emotion 32;
+ next;
+ menu "I want to live in peace..........",M_0a, "I want to try again.",M_0b;
+
+ M_0a:
+ mes "[Raul Expagarus]";
+ mes "Good choice, cough cough. Being a Wizard is a difficult job, and magic is not meant to be used by mere mortals.........";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Go down the tower and don't look back. Use the magic you have now and live a peaceful life.";
+ close;
+
+ M_0b:
+ mes "[Raul Expagarus]";
+ mes "Hmph, we'll see how GREAT you do.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Lets start the test! If you miss one question, you're screwed! HA!";
+ emotion 29;
+ next;
+ mes "[Raul Expagarus]";
+ mes "10 questions, get them right! I won't tell you the correct answer for the ones you miss.";
+ next;
+ set @SCORE,0;
+ set @temp,rand(0,2);
+ if(@temp == 1) goto R_1;
+ if(@temp == 2) goto R_2;
+
+ //Spell Quiz
+ R_0:
+ mes "[Raul Expagarus]";
+ mes "Cough, here are the questions!";
+ next;
+ mes "[Raul Expagarus]";
+ mes "1. What ISN'T required for fire wall?";
+ next;
+ menu "Fire Bolt Lv 4",sM0_0b, "Fire Ball Lv 5",sM0_0b, "Sight Lv 1",sM0_0b, "Napalm Beat Lv 4",sM0_0a;
+
+ sM0_0a:
+ set @SCORE, @SCORE + 10;
+
+ sM0_0b:
+
+ mes "[Raul Expagarus]";
+ mes "2. What happens to a monster's element after it's frozen by Frost Diver?";
+ next;
+ menu "Changes to Water",sM0_1a, "Changes to Earth",sM0_1b, "Changes to Fire",sM0_1b, "Changes to Wind",sM0_1b;
+
+ sM0_1a:
+ set @SCORE, @SCORE + 10;
+
+ sM0_1b:
+
+ mes "[Raul Expagarus]";
+ mes "3. When you max out Napalm Beat, how many times matk will the dmg be?";
+ next;
+ menu "1.6x",sM0_2b, "1.7x",sM0_2a, "2x",sM0_2b, "20x",sM0_2b;
+
+ sM0_2a:
+ set @SCORE, @SCORE + 10;
+
+ sM0_2b:
+
+ mes "[Raul Expagarus]";
+ mes "4. What item is required for stone curse?";
+ next;
+ menu "Red Blood",sM0_3b, "Blue Gem",sM0_3b, "Yellow Gem",sM0_3b, "Red Gem",sM0_3a;
+
+ sM0_3a:
+ set @SCORE, @SCORE + 10;
+
+ sM0_3b:
+
+ mes "[Raul Expagarus]";
+ mes "5. What isn't required for Safety Wall?";
+ next;
+ menu "Napalm Beat Lv 4",sM0_4b, "Soul Strike Lv 5",sM0_4b, "SP Recovery Lv. 6",sM0_4b, "Ice Wall Lv 7",sM0_4a;
+
+ sM0_4a:
+ set @SCORE, @SCORE + 10;
+
+ sM0_4b:
+
+ mes "[Raul Expagarus]";
+ mes "6. How much SP will you regain every 10 sec with lvl 7 SP Rec.?";
+ next;
+ menu "14",sM0_5b, "21",sM0_5a, "28",sM0_5b, "35",sM0_5b;
+
+ sM0_5a:
+ set @SCORE, @SCORE + 10;
+
+ sM0_5b:
+
+ mes "[Raul Expagarus]";
+ mes "7. You have 50% SP, how much dmg will Energy Coat reduce and how much sp will it use?";
+ next;
+ menu "dmg 18%, SP1.5%",sM0_6b, "dmg18%, SP2%",sM0_6a, "dmg 24%, SP1.5%",sM0_6b, "dmg 24%, SP2%",sM0_6b;
+
+ sM0_6a:
+ set @SCORE, @SCORE + 10;
+
+ sM0_6b:
+
+ mes "[Raul Expagarus]";
+ mes "8. Lvl 6 Safety Wall sp consumtion, and number of hits absorbed?";
+ next;
+ menu "SP 40, 6hits",sM0_7b, "SP 35, 6hits",sM0_7b, "SP 40, 7hits",sM0_7a, "SP 35, 7hits",sM0_7b;
+
+ sM0_7a:
+ set @SCORE, @SCORE + 10;
+
+ sM0_7b:
+
+ mes "[Raul Expagarus]";
+ mes "9. Lv. 10 Thunder Storm's Sp Consume";
+ next;
+ menu "84",sM0_8b, "74",sM0_8a, "64",sM0_8b, "54",sM0_8b;
+
+ sM0_8a:
+ set @SCORE, @SCORE + 10;
+
+ sM0_8b:
+
+ mes "[Raul Expagarus]";
+ mes "10. What would be a good skill to use in Byalan Dungeon?";
+ next;
+ menu "Lightning Bolt",sM0_9a, "Fire Bolt",sM0_9b, "Ice Bolt",sM0_9b, "Sight",sM0_9b;
+
+ sM0_9a:
+ set @SCORE, @SCORE + 10;
+
+ sM0_9b:
+ goto L_Cont0;
+
+ //Monster Quiz
+ R_1:
+ mes "[Raul Expagarus]";
+ mes "1. What drops a slot guard?";
+ next;
+ menu "Thief Bug",sM1_0b, "Peco Peco",sM1_0b, "Pupa",sM1_0a, "Mace Kobold",sM1_0b;
+
+ sM1_0a:
+ set @SCORE, @SCORE + 10;
+
+ sM1_0b:
+
+ mes "[Raul Expagarus]";
+ mes "2. Which monster is the easiest for magicians?";
+ next;
+ menu "Flora",sM1_1a, "Gierth",sM1_1b, "Golem",sM1_1b, "Myst",sM1_1b;
+
+ sM1_1a:
+ set @SCORE, @SCORE + 10;
+
+ sM1_1b:
+
+ mes "[Raul Expagarus]";
+ mes "3. What monster is completly immune to Stone Curse?";
+ next;
+ menu "Elder Willow",sM1_2b, "Evil Druid",sM1_2a, "Baek-Ryuhn-Oak",sM1_2b, "Marc",sM1_2b;
+
+ sM1_2a:
+ set @SCORE, @SCORE + 10;
+
+ sM1_2b:
+:
+ mes "[Raul Expagarus]";
+ mes "4. How much dmg do you do with a wind spell to a Water 3 monster?";
+ next;
+ menu "125%",sM1_3b, "150%",sM1_3b, "175%",sM1_3b, "200%",sM1_3a;
+
+ sM1_3a:
+ set @SCORE, @SCORE + 10;
+
+ sM1_3b:
+
+ mes "[Raul Expagarus]";
+ mes "5. Baby Desert Wolves vs Familiar, which one wins?";
+ next;
+ menu "Baby Desert Wolf",sM1_4a, "Farmiliar",sM1_4b, "Tie",sM1_4b, "Don't Know",sM1_4b;
+
+ sM1_4a:
+ set @SCORE, @SCORE + 10;
+
+ sM1_4b:
+
+ mes "[Raul Expagarus]";
+ mes "6. Which monster can't be tamed as a pet?";
+ next;
+ menu "Poporing",sM1_5b, "Roda Frog",sM1_5a, "Smokie",sM1_5b, "Poison Spore",sM1_5b;
+
+ sM1_5a:
+ set @SCORE, @SCORE + 10;
+
+ sM1_5b:
+
+ mes "[Raul Expagarus]";
+ mes "7. Which monster is weak against fire?.";
+ next;
+ menu "Knife Goblin",sM1_6b, "Mace Goblin",sM1_6b, "Flail Goblin",sM1_6b, "Hammer Goblin",sM1_6a;
+
+ sM1_6a:
+ set @SCORE, @SCORE + 10;
+
+ sM1_6b:
+
+ mes "[Raul Expagarus]";
+ mes "8. Which monster has the highest magic def?";
+ next;
+ menu "Horong",sM1_7b, "ChonChon",sM1_7b, "Andre",sM1_7b, "Caramel",sM1_7a;
+
+ sM1_7a:
+ set @SCORE, @SCORE + 10;
+
+ sM1_7b:
+
+ mes "[Raul Expagarus]";
+ mes "9. Pick the monster that doesn't belong.";
+ next;
+ menu "Poring",sM1_8b, "Mastering",sM1_8b, "Ghostring",sM1_8b, "Spore",sM1_8a;
+
+ sM1_8a:
+ set @SCORE, @SCORE + 10;
+
+ sM1_8b:
+
+ mes "[Raul Expagarus]";
+ mes "10. Which is not a undead?";
+ next;
+ menu "Drake",sM1_9b, "Megalodon",sM1_9b, "Deviace",sM1_9a, "Khalitzburg",sM1_9b;
+
+ sM1_9a:
+ set @SCORE, @SCORE + 10;
+
+ sM1_9b:
+ goto L_Cont0;
+
+ //Wizard Quiz
+ R_2:
+ mes "[Raul Expagarus]";
+ mes "1. What is the most important stat for a Wizard?";
+ next;
+ menu "INT",sM2_0a, "AGI",sM2_0b, "DEX",sM2_0b, "VIT",sM2_0b;
+
+ sM2_0a:
+ set @SCORE, @SCORE + 10;
+
+ sM2_0b:
+
+ mes "[Raul Expagarus]";
+ mes "2. Which element doesn't have a bolt spell?";
+ next;
+ menu "water",sM2_1b, "earth",sM2_1a, "fire",sM2_1b, "wind",sM2_1b;
+
+ sM2_1a:
+ set @SCORE, @SCORE + 10;
+
+ sM2_1b:
+
+ mes "[Raul Expagarus]";
+ mes "3. What is NOT a characteristic of a Wizard?";
+ next;
+ menu "Weak physical abilites",sM2_2b, "Distance Attacks",sM2_2b, "Good money maker",sM2_2a, "High Magic Def",sM2_2b;
+
+ sM2_2a:
+ set @SCORE, @SCORE + 10;
+
+ sM2_2b:
+
+ mes "[Raul Expagarus]";
+ mes "4. Which town is the home of Wizards?";
+ next;
+ menu "Prontera",sM2_3b, "Morroc",sM2_3b, "Alberta",sM2_3b, "Geffen",sM2_3a;
+
+ sM2_3a:
+ set @SCORE, @SCORE + 10;
+
+ sM2_3b:
+
+ mes "[Raul Expagarus]";
+ mes "5. Which card has nothing to do with INT?";
+ next;
+ menu "Andre Card",sM2_4b, "Soldier Andre Card",sM2_4a, "Baby Desert Wolf Card",sM2_4b, "Elder Willow Card",sM2_4b;
+
+ sM2_4a:
+ set @SCORE, @SCORE + 10;
+
+ sM2_4b:
+
+ mes "[Raul Expagarus]";
+ mes "6. What is superior about the mage class compared to others?";
+ next;
+ menu "Close Range Combat",sM2_5b, "High Dodge",sM2_5b, "Dance Skills",sM2_5b, "Magical Power",sM2_5a;
+
+ sM2_5a:
+ set @SCORE, @SCORE + 10;
+
+ sM2_5b:
+
+ mes "[Raul Expagarus]";
+ mes "7. What is the INT bonus at job lvl 40?";
+ next;
+ menu "8",sM2_6b, "7",sM2_6b, "6",sM2_6b, "5",sM2_6a;
+
+ sM2_6a:
+ set @SCORE, @SCORE + 10;
+
+ sM2_6b:
+
+ mes "[Raul Expagarus]";
+ mes "8. Which Item can't be equiped by mages?";
+ next;
+ menu "Knife",sM2_7b, "Cap",sM2_7a, "Sandel",sM2_7b, "Eye of Dullahan",sM2_7b;
+
+ sM2_7a:
+ set @SCORE, @SCORE + 10;
+
+ sM2_7b:
+
+ mes "[Raul Expagarus]";
+ mes "9. During the mage test, which stone is NOT one of the Catalysts?";
+ next;
+ menu "Yellow Gemstone",sM2_8b, "Red Gemstone",sM2_8b, "Blue Gemstone",sM2_8b, "Red Blood",sM2_8a;
+
+ sM2_8a:
+ set @SCORE, @SCORE + 10;
+
+ sM2_8b:
+
+ mes "[Raul Expagarus]";
+ mes "10. Which card has nothing to do with magic?";
+ next;
+ menu "Marduk Card",sM2_9b, "Baek-Rhyun-Oak Card",sM2_9a, "Willow Card",sM2_9b, "Maya Card",sM2_9b;
+
+ sM2_9a:
+ set @SCORE, @SCORE + 10;
+
+ sM2_9b:
+
+
+ L_Cont0:
+ mes "[Raul Expagarus]";
+ mes "Well that's the end of the test. When you get some time afterwards, go get something to eat okay.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Anyway, here is your score: ^ff0000"+@SCORE+"^000000 points.";
+ next;
+ mes "[Raul Expagarus]";
+ if(@SCORE == 100) goto sL_Pass100;
+ if(@SCORE == 90) goto sL_Pass90;
+
+ sL_Failed:
+ set WIZ_Q2, 1;
+ mes "Hmf... You failed, go study some more.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "You're a long way away. With that low of an intelligence, you have no chance of surviving as a wizard.";
+ close;
+
+ sL_Pass90:
+ set WIZ_Q, 3;
+ set WIZ_Q2, 0;
+ mes "Hmm, you've missed one question, but I'll let you pass.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Don't relax yet! There is still a 3rd test left. While we prepare for the next test, sit and rest a bit.";
+ close;
+
+ sL_Pass100:
+ set WIZ_Q, 3;
+ set WIZ_Q2, 0;
+ mes "Wonderful! You've passed the 2nd test.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Don't relax yet! There is still a 3rd test left. While we prepare for the next test, sit and rest a bit.";
+ close;
+
+
+ L_Test3:
+ if(WIZ_Q2 == 1) goto sL_ReTest3;
+ mes "Got some rest? Good. Now, let's start the last test.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "I'll make a quick explanation of the test, want to hear it?";
+ next;
+ menu "No thank you.",M_1a, "Please go on",M_1b;
+
+ M_1a:
+ mes "[Raul Expagarus]";
+ mes "Ignorant fool! Fine, go die if you wish! Your corpse will be left as food for the monsters.";
+ emotion 23;
+ next;
+ mes "[Raul Expagarus]";
+ mes "I'll send you now... By the way, have fun getting slaughtered!";
+ next;
+ savepoint "gef_tower.gat",106,29;
+ warp "job_wiz.gat",57,154;
+ end;
+
+ M_1b:
+ mes "[Raul Expagarus]";
+ mes "Good choice. Listen carefully.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "The is a test of your ability to fight monsters of varying elemental properites.";
+ mes "There will be 3 different rooms, each containing monsters of a different elemental property.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "There will be the Room of Water which will have monsters of the water property, followed by the ";
+ mes "Room of Earth with earth property monsters, and finally the Room of Fire with fire property monsters.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "You will have 3 minutes for each room. You must kill all of the monsters in the room to be able to advance to the next room.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "If you use that right spells you should be able to finish the test rather easily. That's all there is to it.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "You look a little frightened.... give up now and you can return to town.....";
+ next;
+ menu "I have no fear! Give me the test!",sM_a, "... tooo scaaarryy... lemme go home(*sob*sob*)",sM_b;
+
+ sM_a:
+ mes "[Raul Expagarus]";
+ mes "Kid, you have courage. We'll start right away!";
+ next;
+ set WIZ_Q2, 1;
+ savepoint "gef_tower.gat",106,29;
+ warp "job_wiz.gat",57,154;
+ end;
+
+ sM_b:
+ mes "[Raul Expagarus]";
+ mes "Good choice. Have a nice peaceful life!";
+ warp "geffen.gat",120,110;
+ end;
+
+ sL_ReTest3:
+ mes "You want to take the test AGAIN!? You love magic THAT much!?";
+ emotion 1;
+ next;
+ mes "[Raul Expagarus]";
+ mes "You failed last time, so it's time for a quiz! If you don't want to take it, TOO BAD!.";
+ next;
+ mes "[Raul Expagarus]";
+ mes "Let's start.";
+ next;
+ set @SCORE, 0;
+
+ mes "[Raul Expagarus]";
+ mes "1. Which monster doesn't exist?";
+ next;
+ menu "Mantis",sM_0b, "Cunner Tooth",sM_0a, "Giearth",sM_0b, "Caramel",sM_0b;
+
+ sM_0a:
+ set @SCORE, @SCORE + 20;
+
+ sM_0b:
+
+ mes "[Raul Expagarus]";
+ mes "2. Which monster is NOT a animal type?";
+ next;
+ menu "Yoyo",sM_1b, "Bigfoot",sM_1b, "Metaller",sM_1b, "Zerom",sM_1a;
+
+ sM_1a:
+ set @SCORE, @SCORE + 20;
+
+ sM_1b:
+
+ mes "[Raul Expagarus]";
+ mes "3. Which monster has no cast sense?";
+ next;
+ menu "Marina",sM_2a, "Vitata",sM_2b, "Scorpion",sM_2b, "Giearth",sM_2b;
+
+ sM_2a:
+ set @SCORE, @SCORE + 20;
+
+ sM_2b:
+
+ mes "[Raul Expagarus]";
+ mes "4. What's a good spell to use on Marin Spheres?";
+ next;
+ menu "Cold Bolt",sM_3b, "Fire Bolt",sM_3b, "Lightning Bolt",sM_3a, "Stone Curse",sM_3b;
+
+ sM_3a:
+ set @SCORE, @SCORE + 20;
+
+ sM_3b:
+
+ mes "[Raul Expagarus]";
+ mes "5. Which monster can move?";
+ next;
+ menu "Hydra",sM_4b, "Mandragora",sM_4b, "Greatest General",sM_4b, "Frilldora",sM_4a;
+
+ sM_4a:
+ set @SCORE, @SCORE + 20;
+
+ sM_4b:
+
+ mes "[Raul Expagarus]";
+ mes "Your score is ^ff0000" +@SCORE+ "^000000 pts.";
+ next;
+ mes "[Raul Expagarus]";
+ if (@SCORE >= 80) goto sL_Passed3;
+
+ sL_Failed3:
+ mes "You Failed! Go study some more!";
+ next;
+ mes "[Raul Expagarus]";
+ mes "You aren't fit to be a wizard, why do you think you failed!?";
+ close;
+
+ sL_Passed3:
+ if (@SCORE == 100) mes "If you're so smart, why couldn't you pass the test the first time?";
+ if (@SCORE == 80) mes "Kehe, almost perfect. I'll let you try again.";
+ next;
+ menu "Let's start!",M_2a, "Explain the test again please.",M_1b;
+
+ M_2a:
+ mes "[Raul Expagarus]";
+ mes "I won't help you even if you die this time. Don't come crying to me if you fail again.... hehe.";
+ next;
+ percentheal 100,100;
+ mes "[Raul Expagarus]";
+ mes "I'll send you to the arena now. Have fun getting your butt whooped!";
+ next;
+ savepoint "gef_tower.gat",106,29;
+ warp "job_wiz.gat",55,156;
+ end;
+}
+
+
+//<====================================================== Test Arena ========================================================>\\
+// Test Guide ---------------------------------------------------------------------------------
+job_wiz.gat,50,165,4 script Wizard Test Guide::WzTG 123,{
+ mes "[Test Guide]";
+ mes "Welcome. I will be your guide for the Wizard Test.";
+ next;
+ menu "I would like to take the test.",M_0, "I would like to leave.",M_1;
+
+ M_0:
+ mes "[Test Guide]";
+ mes "As you have been told you will have 3 minutes to finish each portion of the test.";
+ mes "I will periodically announce how much time you have left for each room on a minute by minute basis.";
+ next;
+ mes "[Test Guide]";
+ mes "Please enter the 'Wizard Test Waiting Room' when you are ready to take the test.";
+ mes "When the testing room is ready you will be automatically warped there and the exam will begin.";
+ next;
+ mes "[Test Guide]";
+ mes "Good luck!";
+ close;
+ M_1:
+ mes "[Test Guide]";
+ mes "I see. I will send you back.";
+ next;
+ warp "gef_tower.gat",106, 35;
+ end;
+
+OnInit:
+ waitingroom "Wizard Test Waiting Room",8,"WzTG::OnStart",1;
+ end;
+
+OnStart:
+ set $@WzUsers, getareausers("job_wiz.gat", 98, 154, 129, 185); // get user count for first lvl
+ set $@WzUsers, $@WzUsers + getareausers("job_wiz.gat", 100, 82, 131, 113); // get user count for second lvl + first lvl
+ set $@WzUsers, $@WzUsers + getareausers("job_wiz.gat", 30, 82, 61, 113); // get user count for third lvl + second lvl + first lvl
+ if ($@WzUsers > 0) end;
+
+ if ((getwaitingroomstate(33)) == 0) end; // finds out if there is anyone in the waiting room
+ disablenpc "waterwrp"; //disables the warps
+ disablenpc "waterwarpW";
+ disablenpc "waterwarpN";
+ disablenpc "waterwarpS";
+ disablenpc "earthwrp";
+ disablenpc "earthwarpW";
+ disablenpc "earthwarpN";
+ disablenpc "earthwarpS";
+ disablenpc "firewrp";
+ disablenpc "firewarpN";
+ disablenpc "firewarpW";
+ disablenpc "firewarpS";
+ killmonsterall "job_wiz.gat"; //makes sure there are no left over mobs from other testers
+ warpwaitingpc "job_wiz.gat",114,169;
+ donpcevent "WaterRm";
+ end;
+}
+
+// Room of Water -----------------------------------------------------------------------------
+job_wiz.gat,1,1,1 script WaterRm -1,{
+ set $@WzRm, 1; // used to determine which map area(room) to make time announcements in
+ set $@WzMOB, 8; //used as a counter for the monsters that are summoned
+ monster "job_wiz.gat",109,174,"Phen",1158,1,"WaterRm::OnMyMobDead1";
+ monster "job_wiz.gat",118,174,"Kukre",1070,1,"WaterRm::OnMyMobDead1";
+ monster "job_wiz.gat",98,170,"Kukre",1070,1,"WaterRm::OnMyMobDead1";
+ monster "job_wiz.gat",109,165,"Vadon",1066,1,"WaterRm::OnMyMobDead1";
+ monster "job_wiz.gat",118,165,"Cornutus",1067,1,"WaterRm::OnMyMobDead1";
+ monster "job_wiz.gat",101,157,"Marina",1141,1,"WaterRm::OnMyMobDead1";
+ monster "job_wiz.gat",126,157,"Marin",1242,1,"WaterRm::OnMyMobDead1";
+ monster "job_wiz.gat",129,170,"Obeaune",1044,1,"WaterRm::OnMyMobDead1";
+ initnpctimer "TimerWz";
+ end;
+
+OnMyMobDead1: //when a monster dies this portion of script is run
+ set $@WzMOB, $@WzMOB - 1;
+ if ($@WzMOB > 0) end;
+
+ stopnpctimer "TimerWz";
+ set $@WzMOB, 0;
+ addtimer 2000, "WaterRm::OnTimer2000";
+ end;
+
+OnTimer2000:
+ set $@WzMOB, 5;
+ areaannounce "job_wiz.gat", 98, 154, 129, 185, "[Test Guide]: You must now defeat the door gaurds! Hurry!",8;
+ monster "job_wiz.gat",114,169,"Marine Sphere",1142,1,"WaterRm::OnMyMobDead2";
+ monster "job_wiz.gat",112,169,"Hydra",1068,1,"WaterRm::OnMyMobDead2";
+ monster "job_wiz.gat",116,169,"Hydra",1068,1,"WaterRm::OnMyMobDead2";
+ monster "job_wiz.gat",114,171,"Hydra",1068,1,"WaterRm::OnMyMobDead2";
+ monster "job_wiz.gat",114,167,"Hydra",1068,1,"WaterRm::OnMyMobDead2";
+ setnpctimer 120000, "TimerWz";
+ startnpctimer "TimerWz";
+ end;
+
+OnMyMobDead2:
+ set $@WzMOB, $@WzMOB - 1;
+ if ($@WzMOB > 0) end;
+
+ stopnpctimer "TimerWz";
+ set $@WzMOB, 0;
+ areaannounce "job_wiz.gat", 98, 154, 129, 185, "[Test Guide]: Well done. You have completed the Room of Water. Get ready for the Room of Earth.",8;
+ percentheal 100,100;
+ enablenpc "waterwrp";
+ enablenpc "waterwarpW";
+ enablenpc "waterwarpN";
+ enablenpc "waterwarpS";
+ initnpctimer "waterwrp"; // warps the player after 30 secs even if they don't enter the warps
+ end;
+}
+
+// Room of Earth -----------------------------------------------------------------------------------------------
+job_wiz.gat,1,1,1 script EarthRm -1,{
+ set $@WzRm, 2;
+ set $@WzMOB, 10;
+ monster "job_wiz.gat",111,102,"Yoyo",1057,1,"EarthRm::OnMyMobDead1";
+ monster "job_wiz.gat",120,102, "Deniro",1105,1,"EarthRm::OnMyMobDead1";
+ monster "job_wiz.gat",111,102, "Caramel",1103,1,"EarthRm::OnMyMobDead1";
+ monster "job_wiz.gat",120,102,"Hode",1127,1,"EarthRm::OnMyMobDead1";
+ monster "job_wiz.gat",111,93,"Savage",1166,1,"EarthRm::OnMyMobDead1";
+ monster "job_wiz.gat",120,93,"Giearth",1121,1,"EarthRm::OnMyMobDead1";
+ monster "job_wiz.gat",107,98,"Bigfoot",1160,1,"EarthRm::OnMyMobDead1";
+ monster "job_wiz.gat",124,98,"Orc Warrior",1023,1,"EarthRm::OnMyMobDead1";
+ monster "job_wiz.gat",104,86,"Vitata",1176,1,"EarthRm::OnMyMobDead1";
+ monster "job_wiz.gat",127,86,"Mantis",1139,1,"EarthRm::OnMyMobDead1";
+ initnpctimer "TimerWz";
+ end;
+
+OnMyMobDead1:
+ set $@WzMOB, $@WzMOB - 1;
+ if ($@WzMOB > 0) end;
+
+ stopnpctimer "TimerWz";
+ addtimer 2000, "EarthRm::OnTimer2000";
+ set $@WzMOB, 0;
+ end;
+
+OnTimer2000:
+ set $@WzMOB, 7;
+ areaannounce "job_wiz.gat", 100, 82, 131, 113, "[Test Guide]: You now must defeat the door gaurds! Hurry!.",8;
+ monster "job_wiz.gat",116,97,"Flora",1118,1,"EarthRm::OnMyMobDead2";
+ monster "job_wiz.gat",114,95,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
+ monster "job_wiz.gat",118,95,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
+ monster "job_wiz.gat",114,99,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
+ monster "job_wiz.gat",118,99,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
+ monster "job_wiz.gat",116,94,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
+ monster "job_wiz.gat",116,100,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
+ setnpctimer 120000, "TimerWz";
+ startnpctimer "TimerWz";
+ end;
+
+OnMyMobDead2:
+ set $@WzMOB, $@WzMOB - 1;
+ if ($@WzMOB > 0) end;
+
+ stopnpctimer "TimerWz";
+ set $@WzMOB, 0;
+ areaannounce "job_wiz.gat", 100, 82, 131, 113, "[Test Guide]: Well done. You have completed the Room of Earth. Get ready for the Room of Fire.",8;
+ percentheal 100,100;
+ enablenpc "earthwrp";
+ enablenpc "earthwarpN";
+ enablenpc "earthwarpW";
+ enablenpc "earthwarpS";
+ initnpctimer "earthwrp";
+ end;
+}
+
+// Room of Fire ------------------------------------------------------------------------------------------------------------
+job_wiz.gat,1,1,1 script FireRm -1,{
+ set $@WzRm, 3;
+ set $@WzMOB, 7;
+ monster "job_wiz.gat",58,110,"Zerom",1178,1,"FireRm::OnMyMobDead1";
+ monster "job_wiz.gat",33,110,"Flail Goblin",1123,1,"FireRm::OnMyMobDead1";
+ monster "job_wiz.gat",40,103,"Scorpion",1001,1,"FireRm::OnMyMobDead1";
+ monster "job_wiz.gat",51,103,"Frilldora",1119,1,"FireRm::OnMyMobDead1";
+ monster "job_wiz.gat",40,92,"Peco Peco",1019,1,"FireRm::OnMyMobDead1";
+ monster "job_wiz.gat",51,92,"Elder Willow",1033,1,"FireRm::OnMyMobDead1";
+ monster "job_wiz.gat",37,89,"Metaller",1058,1,"FireRm::OnMyMobDead1";
+ initnpctimer "TimerWz";
+ end;
+
+OnMyMobDead1:
+ set $@WzMOB, $@WzMOB - 1;
+ if ($@WzMOB > 0) end;
+
+ stopnpctimer "TimerWz";
+ addtimer 2000, "FireRm::OnTimer2000";
+ set $@WzMOB, 0;
+ end;
+
+OnTimer2000:
+ set $@WzMOB, 3;
+ areaannounce "job_wiz.gat", 30, 82, 61, 113, "[Test Guide]: You now must defeat the door gaurds! Hurry!.",8;
+ monster "job_wiz.gat",44,99,"Greatest General",1277,1,"FireRm::OnMyMobDead2";
+ monster "job_wiz.gat",43,99,"Horong",1129,1,"FireRm::OnMyMobDead2";
+ monster "job_wiz.gat",45,99,"Horong",1129,1,"FireRm::OnMyMobDead2";
+ setnpctimer 120000, "TimerWz";
+ startnpctimer "TimerWz";
+ end;
+
+OnMyMobDead2:
+ set $@WzMOB, $@WzMOB - 1;
+ if ($@WzMOB > 0) end;
+
+ stopnpctimer "TimerWz";
+ set $@WzMOB, 0;
+ set WIZ_Q, 4;
+ set WIZ_Q2, 0;
+ areaannounce "job_wiz.gat", 30, 82, 61, 113, "[Test Guide]: Well done. You have completed the Room of Fire and the entire test.",0;
+ enablenpc "firewrp";
+ enablenpc "firewarpN";
+ enablenpc "firewarpW";
+ enablenpc "firewarpS";
+ initnpctimer "firewrp";
+ end;
+}
+
+
+// Timer -----------------------------------------------------------------------------------------------
+job_wiz.gat,1,1,1 script TimerWz -1,{
+
+OnTimer1000:
+ if($@WzRm==1) areaannounce "job_wiz.gat", 98, 154, 129, 185, "[Test Guide]: Room of Water, testing will begin.",8;
+ if($@WzRm==2) areaannounce "job_wiz.gat", 100, 82, 131, 113, "[Test Guide]: Room of Earth, testing will begin.",8;
+ if($@WzRm==3) areaannounce "job_wiz.gat", 30, 82, 61, 113, "[Test Guide]: Room of Fire, testing will begin.",8;
+ end;
+OnTimer4000:
+ set $@WzTime$, "You have 3 minutes to defeat all of the monsters in this room starting now!";
+ donpcevent "WzTG::OnStart"; //checks to see if anyone is still in the room, in case of logout or KO
+ callsub AnnounceWz;
+OnTimer34000:
+ donpcevent "WzTG::OnStart";
+ end;
+OnTimer64000:
+ set $@WzTime$, "You have 2 minutes left!";
+ donpcevent "WzTG::OnStart";
+ callsub AnnounceWz;
+OnTimer94000:
+ donpcevent "WzTG::OnStart";
+ end;
+OnTimer124000:
+ set $@WzTime$, "You have 1 minute left!";
+ donpcevent "WzTG::OnStart";
+ callsub AnnounceWz;
+OnTimer154000:
+ set $@WzTime$, "You have 30 seconds left!";
+ donpcevent "WzTG::OnStart";
+ callsub AnnounceWz;
+OnTimer174000:
+ set $@WzTime$, "You have 10 seconds left!";
+ callsub AnnounceWz;
+OnTimer184000:
+ set $@WzTime$, "Time is up. You have failed the test.";
+ callsub AnnounceWz;
+OnTimer188000:
+ stopnpctimer;
+ if($@WzRm==1) areawarp "job_wiz.gat", 98, 154, 129, 185, "gef_tower.gat",106, 35;
+ if($@WzRm==2) areawarp "job_wiz.gat", 100, 82, 131, 113, "gef_tower.gat",106, 35;
+ if($@WzRm==3) areawarp "job_wiz.gat", 30, 82, 61, 113, "gef_tower.gat",106, 35;
+ killmonsterall "job_wiz.gat";
+ donpcevent "WzTG::OnStart";
+ end;
+
+AnnounceWz:
+ if($@WzRm==1) areaannounce "job_wiz.gat", 98, 154, 129, 185, "[Test Guide]: "+$@WzTime$+".",8;
+ if($@WzRm==2) areaannounce "job_wiz.gat", 100, 82, 131, 113, "[Test Guide]: "+$@WzTime$+".",8;
+ if($@WzRm==3) areaannounce "job_wiz.gat", 30, 82, 61, 113, "[Test Guide]: "+$@WzTime$+".",8;
+ end;
+}
+
+
+// Warps ------------------------------------------------------------------------------------------
+
+// Water
+job_wiz.gat,129,169,1 script waterwarpE::waterwrp 45,1,1,{
+
+OnTimer30000:
+ stopnpctimer "waterwrp";
+ areawarp "job_wiz.gat", 98, 154, 129, 185, "job_wiz.gat",116,98;
+ donpcevent "EarthRm";
+ end;
+}
+job_wiz.gat,98,169,1 duplicate(waterwrp) waterwarpW 45,1,1
+job_wiz.gat,114,185,1 duplicate(waterwrp) waterwarpN 45,1,1
+job_wiz.gat,114,154,1 duplicate(waterwrp) waterwarpS 45,1,1
+
+
+// Earth
+job_wiz.gat,131,98,1 script earthwarpE::earthwrp 45,1,1,{
+
+OnTimer30000:
+ stopnpctimer "earthwrp";
+ areawarp "job_wiz.gat", 100, 82, 131, 113, "job_wiz.gat",47,98;
+ donpcevent "FireRm";
+ end;
+}
+job_wiz.gat,100,98,1 duplicate(earthwrp) earthwarpW 45,1,1
+job_wiz.gat,116,82,1 duplicate(earthwrp) earthwarpN 45,1,1
+job_wiz.gat,116,113,1 duplicate(earthwrp) earthwarpS 45,1,1
+
+
+// Fire
+job_wiz.gat,61,97,1 script firewarpE::firewrp 45,1,1,{
+
+OnTimer30000:
+ stopnpctimer "firewrp";
+ areawarp "job_wiz.gat", 30, 82, 61, 113, "gef_tower.gat",106,35;
+ donpcevent "WzTG::OnStart";
+ end;
+}
+job_wiz.gat,30,97,1 duplicate(firewrp) firewarpW 45,1,1
+job_wiz.gat,46,113,1 duplicate(firewrp) firewarpN 45,1,1
+job_wiz.gat,46,82,1 duplicate(firewrp) firewarpS 45,1,1
+
+
+//==============================================================================
+// mapflag
+//==============================================================================
+job_wiz.gat mapflag nomemo
+job_wiz.gat mapflag noteleport
+job_wiz.gat mapflag nosave SavePoint
+job_wiz.gat mapflag nopenalty
+job_wiz.gat mapflag nobranch
+job_wiz.gat mapflag noexp
+job_wiz.gat mapflag noloot