diff options
Diffstat (limited to 'npc/jobs/3-1/archbishop.txt')
-rw-r--r-- | npc/jobs/3-1/archbishop.txt | 4580 |
1 files changed, 2290 insertions, 2290 deletions
diff --git a/npc/jobs/3-1/archbishop.txt b/npc/jobs/3-1/archbishop.txt index 976a66dfa..bce24150b 100644 --- a/npc/jobs/3-1/archbishop.txt +++ b/npc/jobs/3-1/archbishop.txt @@ -1,2290 +1,2290 @@ -//===== eAthena Script =======================================
-//= Arch Bishop Job Quest
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= eAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Job change script fr Third class (Arch Bishop)
-//= Does not entirely support changing to Baby Third Class.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Fixed class checks for arch bishops.
-//============================================================
-
-prt_church,103,88,3 script Praying Minister#arch 60,{
- if (BaseJob != Job_Priest) {
- if (Class == Job_Archbishop || Class == Job_Archbishop_H || Class == Job_Baby_Bishop) {
- mes "[Praying Minister]";
- mes "Ah! An Archbishop.";
- mes "You have reached the state of light.";
- mes "I hope you give happiness and honor to people during your adventures.";
- close;
- }
- else {
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
- close;
- }
- }
- else {
- if (Upper == 4) {
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
- close;
- }
- if ((BaseLevel == 99) && (JobLevel > 49)) {
- if (job_arch == 0) {
- if (SkillPoint) {
- mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
- close;
- }
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- if (Sex == 1)
- mes "Brother, how has your life been?";
- else
- mes "Sister, how has your life been?";
- mes "Have you lived it to it's fullest?";
- mes "Have you served your life in the light of Odin?";
- next;
- mes "[Praying Minister]";
- mes "We are ministers and our behavior is seen as acts of the Gods.";
- mes "We should always be mindful of this.";
- next;
- mes "[Praying Minister]";
- mes "We should always tell the truth.";
- mes "We should not fall prey to lies and deceit.";
- next;
- mes "[Praying Minister]";
- if (Sex == 1)
- mes "Brother...";
- else
- mes "Sister...";
- mes "Even though we serve Odin, we are normal people.";
- mes "We can be degraded in spite of ourselves and we must realize that.";
- next;
- mes "[Praying Minister]";
- mes "We always try to keep our original intention in mind and spread Odin's rule.";
- next;
- select("How do I become like that?");
- mes "[Praying Minister]";
- mes "That's a good question.";
- mes "We have lots of methods.";
- mes "But, I recommend this.";
- next;
- mes "[Praying Minister]";
- mes "Have you ever heard of a";
- mes "^3131FFHoly Pilgrimage^000000?";
- mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
- next;
- mes "[Praying Minister]";
- mes "When you pray to Odin in the holy place, you will feel that you are born again.";
- next;
- mes "[Praying Minister]";
- mes "What do you think?";
- mes "Would you like to do a Holy Pilgrimage?";
- next;
- switch(select("Yes I want to.:I'll think about it.")) {
- case 1:
- mes "[Praying Minister]";
- mes "That's the correct attitude.";
- mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
- next;
- mes "[Praying Minister]";
- mes "There is a small village named Umbala far from here.";
- mes "That village is a where a tribe lives in harmony with nature.";
- next;
- mes "[Praying Minister]";
- mes "Go there and find Priest Dayan.";
- mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''";
- next;
- mes "[Praying Minister]";
- mes "He's very old so he is hard of hearing.";
- mes "You have to speak loud and clearly. You got it?";
- mes "I hope that this paves the way for you to live in the light of Odin......";
- set job_arch,1;
- setquest 2187;
- close;
- case 2:
- mes "[Praying Minister]";
- mes "A Holy Pilgrimage isn't that difficult.";
- mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
- next;
- mes "[Praying Minister]";
- mes "Feel free to visit me if you change your mind.";
- mes "I'll always be here for you.";
- close;
- }
- }
- else {
- mes "[Praying Minister]";
- mes "How's it going?";
- mes "Did you meet Priest Dayan in Umbala?";
- close;
- }
- }
- else {
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
- close;
- }
- }
-}
-
-umbala,137,227,5 script Utan Boy#arch 787,{
- mes "[Utan Boy]";
- mes "........";
- close;
-}
-
-umbala,139,227,3 script Priest#arch 60,{
- if (job_arch < 1) {
- mes "[Priest]";
- mes "Un...ba... Unba?";
- close;
- }
- else if (job_arch == 1) {
- mes "[Priest]";
- mes "Un...ba... Umba?";
- next;
- mes "[Utan Boy]";
- mes "...............";
- next;
- mes "[Priest]";
- mes "Is that... right?";
- mes "Hmm... so...";
- mes "Um...ma? Umau...ma?";
- emotion e_swt,"Priest#arch";
- next;
- mes "[Utan Boy]";
- mes "...............";
- next;
- mes "[Priest]";
- mes "Huuuuuu......";
- mes "Oh, dear . I feel heavy.";
- mes "hohohoho.";
- next;
- mes "- mumbling~ -";
- next;
- mes "[Priest]";
- mes "hahahahaha.";
- mes "huhuhuhu. humhum.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hello. are you... Priest Dayan?";
- next;
- mes "[Priest]";
- mes "Huh?";
- next;
- mes "He turns his head towards you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Aren't you Priest Dayan?";
- next;
- mes "[Priest]";
- mes "muttering...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Priest! Da~yan! Right!?";
- next;
- mes "[Priest Dayan]";
- mes "Ah~, yes.";
- mes "Yes, I am.";
- if (Sex == 1)
- mes "I'm Dayan. Nice to meet you Brother.";
- else
- mes "I'm Dayan. Nice to meet you Sister.";
- next;
- mes "The old priest gives you an ear to ear grin. ";
- next;
- mes "[Priest Dayan]";
- mes "I forgot to wear my hearing aid. hehe.";
- mes "Anyway, why have you come here?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm, I wanted to tell you...";
- next;
- input .@input$;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
- next;
- set .@urans$,.@input$;
- set .@myans$,"I'm here for the Holy Pilgrimage";
- set .@sungzi,compare(.@urans$,.@myans$);
- if (.@sungzi == 0) {
- mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
- next;
- mes "[Priest]";
- mes "Eh? Say what?";
- close;
- }
- mes "[Priest Dayan]";
- mes "..............?";
- next;
- mes "He cups his ears towards you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- next;
- mes "[Priest Dayan]";
- mes "Eh... are you?";
- mes "A pilgrimage to the Holy Land...";
- mes "It has been a long time since I've seen such a devout minister.";
- if (Sex == 1)
- mes "Welcome. Brother.";
- else
- mes "Welcome. Sister.";
- next;
- mes "The old priest gives you a gracious smile.";
- next;
- mes "[Priest Dayan]";
- mes "See this village with the huge forest surrounding it.";
- mes "Can you see a giant tree?";
- next;
- mes "[Priest Dayan]";
- mes "That big tree is called The ^3131FFYggdrasil^000000.";
- mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune Midgard.";
- next;
- mes "[Priest Dayan]";
- mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world.";
- next;
- mes "[Priest Dayan]";
- mes "The roots head to Nifflheim where you can find Hvergelmir spring.";
- mes "In Rune Midgard there is Mimir's spring. And in Asgard, the world of the Gods, there is the Word spring.";
- next;
- mes "[Priest Dayan]";
- mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
- next;
- mes "[Priest Dayan]";
- if (Sex == 1)
- mes "Brother.";
- else
- mes "Sister.";
- mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
- next;
- mes "[Priest Dayan]";
- mes "Enter the Yggdrasil.";
- mes "You may be assaulted by creatures in there but be mindful that their intentions are only to protect the Yggdrasil.";
- next;
- mes "[Priest Dayan]";
- mes "Follow your steps with purpose.";
- mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil.";
- mes "When you arrive there, find a quiet place.";
- next;
- mes "[Priest Dayan]";
- mes "Pray for a life of faith and expiate your sins with a pious mind.";
- next;
- mes "[Priest Dayan]";
- mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path.";
- mes "^3131FFFeel free to ask me about how to pray^000000.";
- next;
- mes "[Priest Dayan]";
- mes "Lets see, go to the place of the most famous creature from Odin.";
- next;
- mes "[Priest Dayan]";
- mes "After making your pilgrimage, let's have a drink together and talk about your experience.";
- next;
- mes "- Priest Dayan smiles again. -";
- set job_arch,2;
- changequest 2187,2188;
- close;
- }
- else if (job_arch == 2) {
- mes "[Priest Dayan]";
- mes "This place is the holiest place in the world, Yggdrasil.";
- mes "This holy ceremony will brighten your soul.";
- next;
- switch(select("How should I pray?:Cancel.")) {
- case 1:
- mes "[Priest Dayan]";
- mes "Through prayer, we can follow four paths.";
- mes "Remember what I say to you now.";
- next;
- mes "[Priest Dayan]";
- mes "The 1st way is the ^3131FFway of meditation^000000.";
- mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience.";
- next;
- mes "[Priest Dayan]";
- mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down.";
- next;
- mes "[Priest Dayan]";
- mes "The 2nd is the ^3131FFway of agony^000000.";
- mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.";
- next;
- mes "[Priest Dayan]";
- mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.";
- next;
- mes "[Priest Dayan]";
- mes "The 3rd way is the ^3131FFway of joy^000000.";
- mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.";
- next;
- mes "[Priest Dayan]";
- mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000.";
- mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio.";
- next;
- mes "[Priest Dayan]";
- mes "The last way is the ^3131FFway of light^000000.";
- mes "You are free from all sin because you were blessed from all creation.";
- next;
- mes "[Priest Dayan]";
- mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you.";
- next;
- mes "[Priest Dayan]";
- mes "After finishing all of these prayers, just stand up with a pious mind.";
- mes "If your prayer is truthful, Odin will lend you his wisdom.";
- next;
- mes "[Priest Dayan]";
- mes "Are you ready?";
- mes "Okay, it's time to leave and exculpate yourself.";
- mes "If your prayer is finished, let's talk.";
- close;
- case 2:
- mes "[Priest Dayan]";
- mes "I hope that my prayer can weaken your agony...";
- close;
- }
- close;
- }
- else if (job_arch == 3) {
- mes "[Priest Dayan]";
- mes "Oh, you've come back.";
- mes "I can feel that you have a fresh energy. Maybe you did pray truthfully.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I feel light-hearted. Like I was just reborn...";
- next;
- mes "[Priest Dayan]";
- mes "Your faith gives you confidence and courage.";
- mes "A smile from a peaceful mind will easily rid people of their wariness.";
- mes "Please, inspire people with love and energy.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks for your kind words.";
- next;
- mes "[Priest Dayan]";
- if (Sex == 1)
- mes "Brother.";
- else
- mes "Sister.";
- mes "Now, there is a place you should go to.";
- next;
- mes "[Priest Dayan]";
- mes "That place is Hugel in Schwaltzvalt.";
- mes "There is a Nun praying there named Vinue, she is a true minister who prays for the suffering people in the world.";
- mes "But the last time I saw her she seemed sad.";
- next;
- mes "[Priest Dayan]";
- mes "Can you convince her to make a pilgrimage to Yggdrasil?";
- mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't worry.";
- mes "I'll go and meet her.";
- next;
- mes "[Priest Dayan]";
- if (Sex == 1)
- mes "Feel free to visit here when you want to pray, brother.";
- else
- mes "Feel free to visit here when you want to pray, sister.";
- mes "A visit from a friend always makes me happy.";
- set job_arch,4;
- changequest 2188,2189;
- close;
- }
- else {
- mes "[Dayan]";
- mes "Did you find Vinue in Hugel?";
- close;
- }
-}
-
-yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{
-OnTouch:
- if (job_arch == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "Is it the spring of Hvergelmir.";
- mes "This place is a very vivid and peaceful place.";
- mes "It's proper to pray.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Time to genuflect...";
- mes "Hmm, what did that priest say to me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm... What is the first way?";
- next;
- switch(select("The way of silence.:The way of confession.:The way of meditation.")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "";
- mes "I don't think so.";
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "The way of confession...?";
- mes "I don't think so.";
- close;
- case 3:
- mes "["+strcharinfo(0)+"]";
- mes "The way of meditation...?";
- mes "Yes, it's the way of meditation.";
- next;
- break;
- }
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 1st way is the way of meditation.^000000";
- mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000";
- next;
- mes "- You close your eyes slowly and take a deep breath. -";
- next;
- mes "- * BLESSING! * -";
- specialeffect2 EF_BLESSING;
- next;
- mes "Your mind is refreshed with the blessing effect.";
- mes "You continue to meditate trying to rid your mind of any ill feelings.";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 2nd is the way of agony^000000.";
- mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Pain... What kind of faults have I had?";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I confess my guilt to the Almighty God Odin.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^3131FF"+.@input$+".^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
- mes "Please, lead the way and save a foolish minister with your wisdom.";
- next;
- mes "You ruminate about your confession and are lost in thought again.";
- next;
- mes ".............................";
- next;
- mes ".............................";
- mes ".........................";
- next;
- mes ".............................";
- mes ".........................";
- mes ".....................";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 3rd way is the way of joy.^000000";
- mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
- mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
- next;
- if (!countitem(523)) {
- mes "["+strcharinfo(0)+"]";
- mes "Oh no! I forgot to bring a Holy Water!";
- close;
- }
- mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -";
- next;
- mes "- * ASPERSIO ! * -";
- specialeffect2 EF_ASPERSIO;
- next;
- specialeffect2 EF_RECOVERY;
- mes ".............................";
- next;
- mes ".............................";
- mes ".........................";
- next;
- mes ".............................";
- mes ".........................";
- mes ".....................";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe last way is a way of light^000000.^000000.";
- mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000";
- next;
- mes "- You breath in deep and start to sing a Gloria.";
- mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
- specialeffect2 EF_GLORIA;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
- mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "~The Curdan wolf protects me from all threats in the world.~";
- specialeffect2 EF_GLORIA;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
- mes "~The father of light, the poet of wisdom, sing for me.~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "~The host of a glittering glass, give me a holy prediction.~";
- specialeffect2 EF_GLORIA;
- next;
- mes "- After you finish the song, you feel light and strong with abundant devotion. -";
- specialeffect2 EF_BLESSING;
- specialeffect2 EF_RESURRECTION;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That was refreshing.";
- mes "I guess I should go back to Priest Dayan.";
- set job_arch,3;
- close2;
- warp "umbala",138,219;
- end;
- }
- else if (job_arch == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "The song is over. It's time to go back to Priest Dayan.";
- close2;
- warp "umbala",138,219;
- end;
- }
-}
-
-hu_in01,205,204,7 script Praying Nun#benew 79,{
- if (job_arch == 4) {
- mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
- next;
- switch(select("Talk to her.:Stay Quiet.")) {
- case 1:
- break;
- case 2:
- mes "- You don't feel like disturbing her -";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Umm, hello sister?";
- next;
- mes "[Vinue]";
- mes "Ah, Welcome.";
- mes "It's not time to have a service yet...";
- if (Sex == 1)
- mes "Are you here to pray, brother?";
- else
- mes "Are you here to pray, sister?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I came here to say hello from Priest Dayan from Prontera.";
- next;
- mes "[Vinue]";
- mes "Ah, Priest Dayan.";
- mes "Is he good?";
- mes "He is so cute even though he's old.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "He told me that he was worried because when he saw you last time, you seemed sad.";
- mes "He asks you to go on a Holy Pilgrimage.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Umbala has the vital power of nature!";
- next;
- mes "[Vinue]";
- mes "Ah...";
- if (Sex == 1)
- mes "He's very kind. As are you brother.";
- else
- mes "He's very kind. As are you sister.";
- next;
- mes "[Vinue]";
- mes "But don't worry.";
- mes "I'm just a little tired because of a bad dream.";
- next;
- mes "[Vinue]";
- mes "Evil is always watching for our souls.";
- mes "If you are indifferent to praying, it never misses an opportunity.";
- next;
- switch(select("A dream? What kind of dream?:Your soul should be fine.")) {
- case 1:
- break;
- case 2:
- mes "[Vinue]";
- mes "Oh but that's where you're wrong.";
- mes "My soul may be the most at risk.";
- mes "Thank you for delivering the message.";
- mes "I'll go back to my prayers.";
- close;
- }
- mes "[Vinue]";
- mes "That is...";
- mes "Actually I started to have a bad dream from the date I was appointed.";
- next;
- mes "[Vinue]";
- mes "At first, it was a dream that Valkyrie was sad and in darkness.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Valkyrie?";
- next;
- mes "[Vinue]";
- mes "Yeah...";
- mes "She was crying in a pitch-black room.";
- mes "Hanging down like a bird that had its wings cut.";
- next;
- mes "[Vinue]";
- mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces.";
- next;
- mes "[Vinue]";
- mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "To have to see the death of Valkyrie, must be a tormenting dream.";
- next;
- mes "[Vinue]";
- mes "Is it just a nightmare?";
- mes "Or do you think it is an omen?";
- next;
- mes "[Vinue]";
- mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The shrine?";
- mes "Nobody tried to subdue the evil?";
- next;
- mes "[Vinue]";
- mes "Unfortunely, I'm a nun who doesn't have any exorcism skill...";
- mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure.";
- next;
- mes "[Vinue]";
- mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is the dream related with the evil in the Odin shrine?";
- next;
- mes "[Vinue]";
- mes "Hum... well.";
- mes "I don't have any way to find out.";
- mes "I don't have a method, so I just pray.";
- next;
- switch(select("I'll investgate for you.:I'll pray with you.")) {
- case 1:
- break;
- case 2:
- mes "[Vinue]";
- mes "Thank you.";
- mes "I'll pray that the darkness stays away.";
- mes "I hope you have a good time with the festival here in Hugel.";
- close;
- }
- mes "[Vinue]";
- mes "Yeah?";
- mes "But, it'll be scary inside!";
- mes "There are lots of devils inside!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But I can't pretend to ignore a Sister who is in trouble?";
- mes "I'm a minister who copes with lots of asceticism!";
- mes "Entrust me.";
- next;
- mes "[Vinue]";
- mes "Ah... I'm so worried....";
- mes "I'll never forget your warm heart.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "How do I get to Odin shrine?";
- next;
- mes "[Vinue]";
- mes "There is a ferry on the right side of the church.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok, wait for good news!";
- next;
- mes "[Vinue]";
- mes "I'll pray for your safe return.";
- mes "I hope that Odin gives you his protection as well.";
- set job_arch,5;
- changequest 2189,2190;
- close;
- }
- else if ((job_arch > 4) && (job_arch < 100)) {
- mes "[Vinue]";
- mes "I'll pray for your safe return.";
- close;
- }
- else {
- mes "[Vinue]";
- mes "I feel refreshed.";
- mes "It must be good news?";
- mes "Thanks the Gods.";
- close;
- }
-}
-
-odin_tem02,282,263,0 script #find_val -1,3,3,{
-OnTouch:
- if ((job_arch > 4) && (job_arch < 100))
- enablenpc "Valkyrie Illusion#arch";
- end;
-}
-
-odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{
- if ((job_arch > 4) && (job_arch < 100)) {
- mes "You can see Valkyrie who has a despairing face.";
- next;
- switch(select("Touch Valkyrie's Illusion.:Turn away.")) {
- case 1:
- mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
- close2;
- specialeffect2 EF_CLOAKING;
- warp "job3_arch01",29,29;
- disablenpc "Valkyrie Illusion#arch";
- break;
- case 2:
- mes "Out of fear, you turn away from Valkyrie's illusion.";
- close2;
- disablenpc "Valkyrie Illusion#arch";
- break;
- }
- }
- end;
-
-OnInit:
- disablenpc "Valkyrie Illusion#arch";
- end;
-}
-
-job3_arch01,29,34,3 script Valkyrie#arch 403,{
- if (Upper == 4) {
- mes "[Valkyrie]";
- //Custom translation
- mes "You are only a child.";
- mes "My job is very difficult, I do not need to tollerate a child's joke. Away with you!";
- close;
- }
- if (!checkweight(1201,2)) {
- //Custom translation
- mes "- bags must be emptied before they can proceed. -";
- close;
- }
- if ((BaseLevel != 99) || (JobLevel < 50)) {
- warp "odin_tem02",282,263;
- end;
- }
- if (getmercinfo(0)) {
- mes "[Valkyrie]";
- mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
- close;
- }
- if (SkillPoint) {
- mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
- close;
- }
- if (BaseJob != Job_Priest) {
- warp "odin_tem02",282,263;
- end;
- }
- else {
- if (Class != Job_Archbishop || Class != Job_Archbishop_H || Class != Job_Baby_Bishop) {
- if (job_arch < 5) {
- warp "odin_tem02",282,263;
- end;
- }
- else if (job_arch == 5) {
- mes "[Valkyrie]";
- mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
- mes "Ah, I'm resentful! so regretful!";
- next;
- mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
- next;
- mes "[Valkyrie]";
- mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
- mes "Are you here to ridicule my grim fate?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No way!";
- mes "But it's true that I'm here for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...me?";
- mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I see, is your goal to enter Valhalla?";
- mes "If you do, it's the wrong place for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was already expelled from Asgard.";
- mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's not that kind of problem.";
- mes "But someone who perceives your painful situation has sent me here.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Haha! You are going to help me?!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...................";
- next;
- mes "- Valkyrie gives you a fierce scowl. -";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "In fact, I can't do anything with my body now.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Human, answer me. Are you here to sincerely help me?";
- next;
- switch(select("Yes:No")) {
- case 1:
- break;
- case 2:
- mes "[Valkyrie Anguhilde]";
- mes "I knew that I couldn't trust a human!";
- close2;
- warp "odin_tem02",282,263;
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Ok...";
- mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
- mes "I tried to do my best to protect this holy place.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But one day, the devil started to gain influence on this island.";
- mes "I don't know why they came here and from where they came from.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "The holy shrine was tainted by the devils.";
- mes "How long do I have to be under this dishonorable fate!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Mortal one, what is your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "My name is "+strcharinfo(0)+".";
- next;
- mes "[Valkyrie Anguhilde]";
- mes ""+strcharinfo(0)+",";
- mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
- mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
- next;
- select("How can I do that?");
- mes "[Valkyrie Anguhilde]";
- mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I'm going to give you a scroll of paper written in an ancient language.";
- mes "In that scroll, there is my impersonation.";
- mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
- mes "Maybe it'll be spread in the shrine...";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
- mes "And then I'm going to take care of the matter.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an imeprsonation falls down.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "When you finish preparing to go on, talk to me again.";
- mes "It'll be a long journey...";
- set job_arch,6;
- close;
- }
- else if (job_arch == 6) {
- if ($@archbs== 0) {
- set $@archbs,1; //Global Variable
- mes "[Valkyrie Anguhilde]";
- mes ""+strcharinfo(0)+" Did you finish preparing for your way of asceticism?";
- next;
- set .@exampc,getmapusers("job3_arch02");
- if (.@exampc > 0) {
- mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "Ah, it seems someone is already combating the evil in the temple.";
- mes "I will go see who it is, please wait a moment.";
- set $@archbs,0; //Global Variable
- close;
- }
- else {
- mes "[Valkyrie Anguhilde]";
- mes "Ok. Now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
- set $@archbs,0; //Global Variable
- close2;
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- donpcevent "start#arch::OnEnable";
- set job_arch,7;
- changequest 2190,2191;
- warp "job3_arch02",119,49;
- disablenpc "Valkyrie#arch";
- end;
- }
- }
- else {
- mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "I am already talking to someone, please wait and talk to me again.";
- close;
- }
- }
- else if (job_arch == 7) {
- if (countitem(12381))
- delitem 12381,countitem(12381); //ValkyrieA_Scroll
- if (countitem(12382))
- delitem 12382,countitem(12382); //ValkyrieB_Scroll
- if ($@archbs == 0) {
- set $@archbs,1; //Global Variable
- mes "[Valkyrie Anguhilde]";
- mes "Are you ok human?";
- mes "It was not as easy as I expected.";
- mes "Will you challenge again?";
- next;
- set .@exampc,getmapusers("job3_arch02");
- if (.@exampc > 0) {
- set $@archbs,0; //Global Variable
- mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "Ah, it seems someone is already combating the evil in the temple.";
- mes "I will see who it is, please wait a moment.";
- close;
- }
- else {
- set $@archbs,0; //Global Variable
- mes "[Valkyrie Anguhilde]";
- mes "OK. now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an imeprsonation falls down.";
- close2;
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- donpcevent "start#arch::OnEnable";
- set job_arch,7;
- warp "job3_arch02",119,49;
- disablenpc "Valkyrie#arch";
- end;
- }
- }
- else {
- mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "I am already talking to someone, please wait and talk to me again.";
- close;
- }
- }
- }
- }
- end;
-
-Onbc:
- set $@archbs,0; //Global Variable
- //Custom translation
- mapannounce "job3_arch01", "Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00";
- enablenpc "Valkyrie#arch";
- end;
-}
-
-job3_arch02,119,49,0 script #arch_1_start -1,6,6,{
-OnTouch:
- if (!countitem(12381))
- getitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00";
- disablenpc "#arch_1_start";
- end;
-}
-
-job3_arch02,112,73,0 script #arch_1_01 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,94,123,0 script #arch_1_02 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,93,173,0 script #arch_1_03 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,114,186,0 script #arch_1_04 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,134,201,0 script #arch_1_05 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,154,211,0 script #arch_1_06 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,175,227,0 script #arch_1_07 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,201,240,0 script #arch_1_08 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,223,252,0 script #arch_1_09 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,255,268,0 script #arch_1_10 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,269,302,0 script #arch_1_11 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,245,289,0 script #arch_1_12 -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,203,286,0 script #arch_1_boss -1,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2037) { //VALKYRIE_A
- mapannounce "job3_arch02", "Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000";
- donpcevent "mob#arch_1::Onkill";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,390,390,1 script #arch_redcell 844,{
- end;
-
-OnInit:
- setcell "job3_arch02",276,290,280,294,cell_walkable,0;
- setcell "job3_arch02",276,290,280,294,cell_shootable,0;
- end;
-
-Ongreen:
- setcell "job3_arch02",276,290,280,294,cell_walkable,1;
- setcell "job3_arch02",276,290,280,294,cell_shootable,1;
- end;
-
-Onred:
- setcell "job3_arch02",276,290,280,294,cell_walkable,0;
- setcell "job3_arch02",276,290,280,294,cell_shootable,0;
- end;
-}
-
-job3_arch02,390,389,1 script #arch_val01 844,{
- end;
-
-OnEnable:
- areamonster "job3_arch02",108,322,118,332,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("job_arch02","#arch_val01::OnMyMobDead") < 1) {
- donpcevent "#arch_redcell::Ongreen";
- mapannounce "job3_arch02", "Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000";
- enablenpc "Valkyrie#arch_01";
- disablenpc "#arch_1_start";
- disablenpc "#arch_1_01";
- disablenpc "#arch_1_02";
- disablenpc "#arch_1_03";
- disablenpc "#arch_1_04";
- disablenpc "#arch_1_05";
- disablenpc "#arch_1_06";
- disablenpc "#arch_1_07";
- disablenpc "#arch_1_08";
- disablenpc "#arch_1_09";
- disablenpc "#arch_1_10";
- disablenpc "#arch_1_11";
- disablenpc "#arch_1_12";
- disablenpc "#arch_1_boss";
- }
- end;
-
-Onkill:
- killmonster "job3_arch02","#arch_val01::OnMyMobDead";
- end;
-}
-
-job3_arch02,390,387,1 script #arch_val02 844,{
- end;
-
-OnEnable:
- areamonster "job3_arch02",239,41,249,51,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("job_arch02","#arch_val02::OnMyMobDead") < 1) {
- mapannounce "job3_arch02", "Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000";
- enablenpc "Valkyrie#arch_02";
- disablenpc "#arch_2_boss";
- viewpoint 1,279,234,1,0xFFFF99;
- }
- end;
-
-Onkill:
- killmonster "job3_arch02","#arch_val02::OnMyMobDead";
- end;
-}
-
-job3_arch02,113,327,5 script Valkyrie#arch_01 403,{
- if (getmercinfo(0)) {
- mes "[Valkyrie]";
- mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
- close;
- }
- mes "[Valkyrie Anguhilde]";
- mes "The devil always makes an effort to agitate people's mind.";
- mes "You don't have to care about their whisperings.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Anyway I can feel my energy coming back.";
- mes "Show me the stuff that you found.";
- next;
- mes "- You show a golden piece of pipe to Valkyrie. -";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Oh, It's a piece of pipe!";
- mes "If you collect pieces, you can ask other Valkyries for help.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Because of a close battle, I could only get a little energy.";
- mes "I'm going to give a ^3131FFnew ancient scroll^000000.";
- mes "It'll be helpful to find the rest of pieces.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Then I look forward a good news.";
- close2;
- getitem 12382,1; //ValkyrieB_Scroll
- viewpoint 1,244,46,1,0xFFFF99;
- disablenpc "Valkyrie#arch_01";
- donpcevent "#arch_2_start::OnEnable";
- end;
-}
-
-job3_arch02,244,46,5 script Valkyrie#arch_02 403,{
- mes "[Valkyrie Anguhilde]";
- mes "Did you find the rest of the pieces?";
- next;
- if (countitem(6154) < 2) {
- mes "[Valkyrie Anguhilde]";
- mes "Hum?";
- mes "I can see this one beside you.";
- getitem 6154,2; //Broken_Horn_Pipe
- next;
- }
- mes "[Valkyrie Anguhilde]";
- mes "OK.";
- mes "I'll complete the broken horn pipe!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But the battle is not finished yet.";
- mes "You remember a ^3131FFruined shrine on the center of the island^000000?";
- mes "It'll be completed only when you use a horn pipe.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I can feel the air around me is getting impure.";
- mes "And feel the coldness of the pitch-black darkness.";
- mes "This time will be dangerous.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I give you a necklace as a present.";
- mes "But I'm not sure that It'll be helpful or not....";
- mes "Take care.";
- mes "Please, hurry up!";
- close2;
- getitem 2798,1; //Will_Of_Exhausted_Angel
- disablenpc "Valkyrie#arch_02";
- donpcevent "#arch_3_start::OnEnable";
- end;
-}
-
-job3_arch02,279,234,0 script #arch_end -1,7,7,{
-OnInit:
- disablenpc "#arch_end";
- end;
-
-OnTouch:
- donpcevent "#arch_3_01::Onkill";
- donpcevent "#arch_3_02::Onkill";
- donpcevent "#arch_3_03::Onkill";
- donpcevent "mob#arch_2::Onkill";
- enablenpc "Valkyrie Anguhilde#end";
- if (!checkweight(1201,1)) {
- mes "- Wait a moment! -";
- mes "- Currently you are carrying -";
- mes "- too many items with you. -";
- mes "- Please come back after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(6154) < 2) {
- mes "[Valkyrie Anguhilde]";
- mes "Did you collect all of the pieces of my horn pipe?";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "It can be dangerous, so let's go back.";
- close;
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- delitem 6154,countitem(6154); //Broken_Horn_Pipe
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Finally we finished all the preparations.";
- next;
- mes "Valkyrie holds the pipe and blows towards the sky.";
- next;
- mes "Booo - - - -";
- next;
- mes "Booo - - -";
- next;
- enablenpc "Valkyrie of the heavens";
- mes "[Valkyrie Anguhilde]";
- mes "Assistance of Odin! Soldiers of Valhalla!";
- mes "The holy place of the God Odin is tainted by darkness!";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't worry, Anguhilde.";
- mes "Your desire has reached Valhalla.";
- mes "The devils were removed by other Valkyries as you wanted.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Valkyries! Then is it safe now?";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Yes Anguhilde.";
- mes "Even though you were expelled because of a incident before, Odin said that he is reconsidering your banishment.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Ah! I can go back to Asgard!";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't make a hasty generalization.";
- mes "But I think that good news will be sent to you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Honor to Odin!";
- mes "I feel full of grace.";
- mes "So bright and warm....";
- next;
- mes "- Shoooo -";
- specialeffect EF_CLOAKING,"Valkyrie Anguhilde#end";
- disablenpc "Valkyrie Anguhilde#end";
- emotion e_omg,1;
- next;
- mes "[Valkyrie of the heavens]";
- mes "Set your mind at ease.";
- mes "She went to a place where she is supposed to be.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "I think you don't get it.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Anguhilde is a Valkyrie who is dead for a long time ago.";
- mes "Didn't you see a shrine covered by the devil?";
- mes "Unfortunately, Anguhilde couldn't cope with the task and fell down.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Here is an illusion of Anguhilde who doesn't want to be recognized.";
- mes "She can't go to hell even when she is dead, and struggles from her constant nightmare.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "But she is relieved by your favor.";
- mes "Even though It's different with reality but now she may be able to rest in peace.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Human, the Valkyries are in your debt. Thank you.";
- mes "I can't invite you as I want, but the power given by Odin can help you.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Now, go back to your world.";
- mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't forget an altruistic minister's spirit like today forever.";
- mes "I hope we see each other in Valhalla sometime.";
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- delitem 6154,countitem(6154); //Broken_Horn_Pipe
- set job_arch,100;
- completequest 2191;
- getitem 5747,1; //Mitra
- getitem 2795,1; //Green_Apple_Ring
- jobchange Job_Archbishop,Upper;
- close;
-}
-
-job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{
- end;
-
-OnInit:
- disablenpc "Valkyrie Anguhilde#end";
- end;
-}
-
-job3_arch02,273,235,5 script Valkyrie of the heavens 811,{
- if (job_arch == 100) {
- mes "[Valkyrie of the heavens]";
- mes "Now, go back to your world.";
- mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't forget an altruistic minister's spirit like today forever.";
- mes "I hope we see each other in Valhalla sometime.";
- close2;
- mapwarp "job3_arch02","job_arch01",29,29;
- }
- end;
-
-OnInit:
- disablenpc "Valkyrie of the heavens";
- end;
-}
-
-job3_arch02,132,323,0 script #arch_2_01 -1,5,5,{
-OnTouch:
- if (countitem(12382))
- mapannounce "job3_arch02", "Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000";
- end;
-}
-
-job3_arch02,167,313,0 script #arch_2_02 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,127,304,0 script #arch_2_03 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,207,279,0 script #arch_2_04 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,239,281,0 script #arch_2_05 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,269,303,0 script #arch_2_06 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,288,283,0 script #arch_2_07 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,278,234,0 script #arch_2_08 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,234,179,0 script #arch_2_09 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,227,169,0 script #arch_2_10 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,190,146,0 script #arch_2_11 -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) { //VALKYRIE_B
- set .@randht,rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) && (.@randht == 9))
- mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
- else
- mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
- end;
- }
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- }
-}
-
-job3_arch02,206,113,0 script #arch_2_boss -1,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- end;
- }
- else {
- if (getmercinfo(1) == 2038) //VALKYRIE_B
- mapannounce "job3_arch02", "A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000";
- else {
- mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- }
- end;
- }
-}
-
-job3_arch02,284,159,0 script #arch_3_01 -1,20,20,{
-OnInit:
- enablenpc "#arch_3_01";
- end;
-
-OnTouch:
- if (BaseJob != Job_Priest) {
- mapannounce "job3_arch02", "Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000";
- areamonster "job3_arch02",239,41,249,51,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
- }
- disablenpc "#arch_3_01";
- end;
-
-Onkill:
- killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-job3_arch02,307,200,0 script #arch_3_02 -1,5,5,{
-OnInit:
- enablenpc "#arch_3_02";
- end;
-
-OnTouch:
- if (BaseJob == Job_Priest) {
- mapannounce "job3_arch02", "Skogul: You are my guest!",bc_map,"0xFF0000";
- areamonster "job3_arch02",306,199,308,201,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
- }
- disablenpc "#arch_3_02";
- end;
-
-Onkill:
- killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-job3_arch02,296,216,0 script #arch_3_03 -1,5,5,{
-OnInit:
- disablenpc "#arch_3_03";
- end;
-
-OnTouch:
- mapannounce "job3_arch02", "Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
- areamonster "job3_arch02",295,215,297,217,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
- disablenpc "#arch_3_03";
- end;
-
-Onkill:
- killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-job3_arch02,389,390,1 script mob#arch_1 844,{
-OnEnable:
- areamonster "job3_arch02",99,101,101,103,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",89,130,91,132,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",90,169,92,171,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",103,182,105,184,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",137,204,139,206,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",160,214,162,216,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",164,214,166,216,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",200,235,202,237,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",217,249,219,251,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- areamonster "job3_arch02",253,292,255,294,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- end;
-
-Onkill:
- killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-job3_arch02,389,389,1 script mob#arch_2 844,{
-OnEnable:
- areamonster "job3_arch02",155,320,157,322,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",169,304,171,306,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",182,292,184,294,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",199,286,201,288,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",255,292,257,294,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",285,283,287,285,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",277,235,279,237,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",291,184,293,186,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",280,169,282,171,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",226,165,228,167,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",189,145,191,147,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
- areamonster "job3_arch02",203,176,205,178,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- end;
-
-Onkill:
- killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-job3_arch02,389,388,1 script start#arch 844,{
- end;
-
-OnInit:
- mapwarp "job3_arch02","job3_arch02",29,29;
- end;
-
-OnEnable:
- mapwarp "job3_arch02","job3_arch02",29,29;
- enablenpc "#arch_1_start";
- enablenpc "#arch_1_01";
- enablenpc "#arch_1_02";
- enablenpc "#arch_1_03";
- enablenpc "#arch_1_04";
- enablenpc "#arch_1_05";
- enablenpc "#arch_1_06";
- enablenpc "#arch_1_07";
- enablenpc "#arch_1_08";
- enablenpc "#arch_1_09";
- enablenpc "#arch_1_10";
- enablenpc "#arch_1_11";
- enablenpc "#arch_1_12";
- enablenpc "#arch_1_boss";
- disablenpc "#arch_2_01";
- disablenpc "#arch_2_02";
- disablenpc "#arch_2_03";
- disablenpc "#arch_2_04";
- disablenpc "#arch_2_05";
- disablenpc "#arch_2_06";
- disablenpc "#arch_2_07";
- disablenpc "#arch_2_08";
- disablenpc "#arch_2_09";
- disablenpc "#arch_2_10";
- disablenpc "#arch_2_11";
- disablenpc "#arch_2_boss";
- disablenpc "#arch_3_01";
- disablenpc "#arch_3_02";
- disablenpc "#arch_3_03";
- donpcevent "#arch_3_01::Onkill";
- donpcevent "#arch_3_02::Onkill";
- donpcevent "#arch_3_03::Onkill";
- disablenpc "#arch_end";
- disablenpc "Valkyrie#arch_01";
- disablenpc "Valkyrie#arch_02";
- disablenpc "Valkyrie Anguhilde#end";
- disablenpc "Valkyrie of the heavens";
- donpcevent "#arch_redcell::Onred";
- donpcevent "mob#arch_1::Onkill";
- donpcevent "mob#arch_2::Onkill";
- donpcevent "start#arch::Ontimeoff";
- donpcevent "start#arch::Ontimeon";
- donpcevent "#arch_val01::Onkill";
- donpcevent "#arch_val02::Onkill";
- donpcevent "mob#arch_1::Onkill";
- donpcevent "mob#arch_2::Onkill";
- donpcevent "mob#arch_1::OnEnable";
- donpcevent "#arch_val01::OnEnable";
- end;
-
-Ontimeon:
- initnpctimer;
- end;
-
-Ontimeoff:
- stopnpctimer;
- end;
-
-OnTimer60000:
-OnTimer120000:
-OnTimer180000:
-OnTimer240000:
-OnTimer300000:
-OnTimer360000:
-OnTimer420000:
-OnTimer480000:
-OnTimer540000:
- set .@mapcount,getmapusers("job3_arch02");
- if (.@mapcount == 0) {
- mapwarp "job3_arch02","job_arch01",29,29;
- donpcevent "Valkyrie#arch::Onbc";
- stopnpctimer;
- }
- end;
-
-OnTimer600000:
- mapannounce "job3_arch02", "Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000";
- end;
-
-OnTimer605000:
- mapannounce "job3_arch02", "Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job_arch01",29,29;
- donpcevent "Valkyrie#arch::Onbc";
- stopnpctimer;
- end;
-}
-
-job3_arch02,390,388,1 script #arch_2_start 844,{
- end;
-
-OnInit:
- disablenpc "#arch_2_01";
- disablenpc "#arch_2_02";
- disablenpc "#arch_2_03";
- disablenpc "#arch_2_04";
- disablenpc "#arch_2_05";
- disablenpc "#arch_2_06";
- disablenpc "#arch_2_07";
- disablenpc "#arch_2_08";
- disablenpc "#arch_2_09";
- disablenpc "#arch_2_10";
- disablenpc "#arch_2_11";
- disablenpc "#arch_2_boss";
- end;
-
-OnEnable:
- enablenpc "#arch_2_01";
- enablenpc "#arch_2_02";
- enablenpc "#arch_2_03";
- enablenpc "#arch_2_04";
- enablenpc "#arch_2_05";
- enablenpc "#arch_2_06";
- enablenpc "#arch_2_07";
- enablenpc "#arch_2_08";
- enablenpc "#arch_2_09";
- enablenpc "#arch_2_10";
- enablenpc "#arch_2_11";
- enablenpc "#arch_2_boss";
- donpcevent "#arch_val02::OnEnable";
- donpcevent "mob#arch_2::OnEnable";
- end;
-}
-
-job3_arch02,390,386,1 script #arch_3_start 844,{
- end;
-
-OnEnable:
- enablenpc "#arch_3_01";
- enablenpc "#arch_3_02";
- enablenpc "#arch_3_03";
- enablenpc "#arch_end";
- enablenpc "#arch_end_eff";
- end;
-}
-
-job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{
-OnTouch:
- specialeffect EF_MAPPILLAR2,"#arch_end";
- end;
-}
-
-job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
-
-/*
-job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{
- mes "[Íç¹̵ÄÊÞÈË]";
- mes "ÇëÊäÈëÃÜÂ롣";
- next;
- input .@input; //,0,9999;
- if (input == 1854) {
- set archglo,090219_archbs;
- mes "[ͨÐÐ]";
- mes "ÏÖÔڵÄȫ¾ֱäÁ¿ֵΪ";
- mes "" + archglo + "¡£";
- mes "ÄãÏëÐÄÂð?";
- next;
- switch(select("0:1")) {
- case 1:
- set $@archbs,0; //Global Variable
- enablenpc "Valkyrie#arch";
- break;
- case 2:
- set $@archbs,1; //Global Variable
- enablenpc "Valkyrie#arch";
- break;
- }
- }
- else {
- mes "[Íç¹̵ÄÊÞÈË]";
- mes "ÎҲ»ÊÇ˵¹ýÃÜÂëҪÊäÈëÕýȷÂ𣡣¡";
- close;
- }
-}
-*/
-
-odin_tem02,30,181,0 script #wherearch01 -1,10,10,{
-OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
- end;
-}
-
-odin_tem02,30,335,0 script #wherearch02 -1,10,10,{
-OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
- end;
-}
+//===== eAthena Script ======================================= +//= Arch Bishop Job Quest +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job change script fr Third class (Arch Bishop) +//= Does not entirely support changing to Baby Third Class. +//===== Additional Comments: ================================= +//= 1.0 First version. +//= 1.1 Fixed class checks for arch bishops. +//============================================================ + +prt_church,103,88,3 script Praying Minister#arch 60,{ + if (BaseJob != Job_Priest) { + if (Class == Job_Archbishop || Class == Job_Archbishop_H || Class == Job_Baby_Bishop) { + mes "[Praying Minister]"; + mes "Ah! An Archbishop."; + mes "You have reached the state of light."; + mes "I hope you give happiness and honor to people during your adventures."; + close; + } + else { + mes "[Praying Minister]"; + mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; + next; + mes "[Praying Minister]"; + mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; + next; + mes "[Praying Minister]"; + mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; + next; + mes "[Praying Minister]"; + mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; + next; + mes "[Praying Minister]"; + mes "They give out a special aura so you can easily recognize them."; + mes "I'm going to make them ministers worthy of serving Odin."; + close; + } + } + else { + if (Upper == 4) { + mes "[Praying Minister]"; + mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; + next; + mes "[Praying Minister]"; + mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; + next; + mes "[Praying Minister]"; + mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; + next; + mes "[Praying Minister]"; + mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; + next; + mes "[Praying Minister]"; + mes "They give out a special aura so you can easily recognize them."; + mes "I'm going to make them ministers worthy of serving Odin."; + close; + } + if ((BaseLevel == 99) && (JobLevel > 49)) { + if (job_arch == 0) { + if (SkillPoint) { + mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~"; + close; + } + mes "[Praying Minister]"; + mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; + next; + mes "[Praying Minister]"; + mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; + next; + mes "[Praying Minister]"; + if (Sex == 1) + mes "Brother, how has your life been?"; + else + mes "Sister, how has your life been?"; + mes "Have you lived it to it's fullest?"; + mes "Have you served your life in the light of Odin?"; + next; + mes "[Praying Minister]"; + mes "We are ministers and our behavior is seen as acts of the Gods."; + mes "We should always be mindful of this."; + next; + mes "[Praying Minister]"; + mes "We should always tell the truth."; + mes "We should not fall prey to lies and deceit."; + next; + mes "[Praying Minister]"; + if (Sex == 1) + mes "Brother..."; + else + mes "Sister..."; + mes "Even though we serve Odin, we are normal people."; + mes "We can be degraded in spite of ourselves and we must realize that."; + next; + mes "[Praying Minister]"; + mes "We always try to keep our original intention in mind and spread Odin's rule."; + next; + select("How do I become like that?"); + mes "[Praying Minister]"; + mes "That's a good question."; + mes "We have lots of methods."; + mes "But, I recommend this."; + next; + mes "[Praying Minister]"; + mes "Have you ever heard of a"; + mes "^3131FFHoly Pilgrimage^000000?"; + mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace."; + next; + mes "[Praying Minister]"; + mes "When you pray to Odin in the holy place, you will feel that you are born again."; + next; + mes "[Praying Minister]"; + mes "What do you think?"; + mes "Would you like to do a Holy Pilgrimage?"; + next; + switch(select("Yes I want to.:I'll think about it.")) { + case 1: + mes "[Praying Minister]"; + mes "That's the correct attitude."; + mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin."; + next; + mes "[Praying Minister]"; + mes "There is a small village named Umbala far from here."; + mes "That village is a where a tribe lives in harmony with nature."; + next; + mes "[Praying Minister]"; + mes "Go there and find Priest Dayan."; + mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''"; + next; + mes "[Praying Minister]"; + mes "He's very old so he is hard of hearing."; + mes "You have to speak loud and clearly. You got it?"; + mes "I hope that this paves the way for you to live in the light of Odin......"; + set job_arch,1; + setquest 2187; + close; + case 2: + mes "[Praying Minister]"; + mes "A Holy Pilgrimage isn't that difficult."; + mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin."; + next; + mes "[Praying Minister]"; + mes "Feel free to visit me if you change your mind."; + mes "I'll always be here for you."; + close; + } + } + else { + mes "[Praying Minister]"; + mes "How's it going?"; + mes "Did you meet Priest Dayan in Umbala?"; + close; + } + } + else { + mes "[Praying Minister]"; + mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; + next; + mes "[Praying Minister]"; + mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; + next; + mes "[Praying Minister]"; + mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; + next; + mes "[Praying Minister]"; + mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; + next; + mes "[Praying Minister]"; + mes "They give out a special aura so you can easily recognize them."; + mes "I'm going to make them ministers worthy of serving Odin."; + close; + } + } +} + +umbala,137,227,5 script Utan Boy#arch 787,{ + mes "[Utan Boy]"; + mes "........"; + close; +} + +umbala,139,227,3 script Priest#arch 60,{ + if (job_arch < 1) { + mes "[Priest]"; + mes "Un...ba... Unba?"; + close; + } + else if (job_arch == 1) { + mes "[Priest]"; + mes "Un...ba... Umba?"; + next; + mes "[Utan Boy]"; + mes "..............."; + next; + mes "[Priest]"; + mes "Is that... right?"; + mes "Hmm... so..."; + mes "Um...ma? Umau...ma?"; + emotion e_swt,"Priest#arch"; + next; + mes "[Utan Boy]"; + mes "..............."; + next; + mes "[Priest]"; + mes "Huuuuuu......"; + mes "Oh, dear . I feel heavy."; + mes "hohohoho."; + next; + mes "- mumbling~ -"; + next; + mes "[Priest]"; + mes "hahahahaha."; + mes "huhuhuhu. humhum."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hello. are you... Priest Dayan?"; + next; + mes "[Priest]"; + mes "Huh?"; + next; + mes "He turns his head towards you."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Aren't you Priest Dayan?"; + next; + mes "[Priest]"; + mes "muttering..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Priest! Da~yan! Right!?"; + next; + mes "[Priest Dayan]"; + mes "Ah~, yes."; + mes "Yes, I am."; + if (Sex == 1) + mes "I'm Dayan. Nice to meet you Brother."; + else + mes "I'm Dayan. Nice to meet you Sister."; + next; + mes "The old priest gives you an ear to ear grin. "; + next; + mes "[Priest Dayan]"; + mes "I forgot to wear my hearing aid. hehe."; + mes "Anyway, why have you come here?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm, I wanted to tell you..."; + next; + input .@input$; + mes "["+strcharinfo(0)+"]"; + mes ""+.@input$+""; + next; + set .@urans$,.@input$; + set .@myans$,"I'm here for the Holy Pilgrimage"; + set .@sungzi,compare(.@urans$,.@myans$); + if (.@sungzi == 0) { + mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles."; + next; + mes "[Priest]"; + mes "Eh? Say what?"; + close; + } + mes "[Priest Dayan]"; + mes "..............?"; + next; + mes "He cups his ears towards you."; + next; + mes "["+strcharinfo(0)+"]"; + mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; + mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; + mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; + mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; + next; + mes "[Priest Dayan]"; + mes "Eh... are you?"; + mes "A pilgrimage to the Holy Land..."; + mes "It has been a long time since I've seen such a devout minister."; + if (Sex == 1) + mes "Welcome. Brother."; + else + mes "Welcome. Sister."; + next; + mes "The old priest gives you a gracious smile."; + next; + mes "[Priest Dayan]"; + mes "See this village with the huge forest surrounding it."; + mes "Can you see a giant tree?"; + next; + mes "[Priest Dayan]"; + mes "That big tree is called The ^3131FFYggdrasil^000000."; + mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune Midgard."; + next; + mes "[Priest Dayan]"; + mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world."; + next; + mes "[Priest Dayan]"; + mes "The roots head to Nifflheim where you can find Hvergelmir spring."; + mes "In Rune Midgard there is Mimir's spring. And in Asgard, the world of the Gods, there is the Word spring."; + next; + mes "[Priest Dayan]"; + mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring."; + next; + mes "[Priest Dayan]"; + if (Sex == 1) + mes "Brother."; + else + mes "Sister."; + mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls."; + next; + mes "[Priest Dayan]"; + mes "Enter the Yggdrasil."; + mes "You may be assaulted by creatures in there but be mindful that their intentions are only to protect the Yggdrasil."; + next; + mes "[Priest Dayan]"; + mes "Follow your steps with purpose."; + mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil."; + mes "When you arrive there, find a quiet place."; + next; + mes "[Priest Dayan]"; + mes "Pray for a life of faith and expiate your sins with a pious mind."; + next; + mes "[Priest Dayan]"; + mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path."; + mes "^3131FFFeel free to ask me about how to pray^000000."; + next; + mes "[Priest Dayan]"; + mes "Lets see, go to the place of the most famous creature from Odin."; + next; + mes "[Priest Dayan]"; + mes "After making your pilgrimage, let's have a drink together and talk about your experience."; + next; + mes "- Priest Dayan smiles again. -"; + set job_arch,2; + changequest 2187,2188; + close; + } + else if (job_arch == 2) { + mes "[Priest Dayan]"; + mes "This place is the holiest place in the world, Yggdrasil."; + mes "This holy ceremony will brighten your soul."; + next; + switch(select("How should I pray?:Cancel.")) { + case 1: + mes "[Priest Dayan]"; + mes "Through prayer, we can follow four paths."; + mes "Remember what I say to you now."; + next; + mes "[Priest Dayan]"; + mes "The 1st way is the ^3131FFway of meditation^000000."; + mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience."; + next; + mes "[Priest Dayan]"; + mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down."; + next; + mes "[Priest Dayan]"; + mes "The 2nd is the ^3131FFway of agony^000000."; + mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life."; + next; + mes "[Priest Dayan]"; + mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds."; + next; + mes "[Priest Dayan]"; + mes "The 3rd way is the ^3131FFway of joy^000000."; + mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others."; + next; + mes "[Priest Dayan]"; + mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000."; + mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio."; + next; + mes "[Priest Dayan]"; + mes "The last way is the ^3131FFway of light^000000."; + mes "You are free from all sin because you were blessed from all creation."; + next; + mes "[Priest Dayan]"; + mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you."; + next; + mes "[Priest Dayan]"; + mes "After finishing all of these prayers, just stand up with a pious mind."; + mes "If your prayer is truthful, Odin will lend you his wisdom."; + next; + mes "[Priest Dayan]"; + mes "Are you ready?"; + mes "Okay, it's time to leave and exculpate yourself."; + mes "If your prayer is finished, let's talk."; + close; + case 2: + mes "[Priest Dayan]"; + mes "I hope that my prayer can weaken your agony..."; + close; + } + close; + } + else if (job_arch == 3) { + mes "[Priest Dayan]"; + mes "Oh, you've come back."; + mes "I can feel that you have a fresh energy. Maybe you did pray truthfully."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I feel light-hearted. Like I was just reborn..."; + next; + mes "[Priest Dayan]"; + mes "Your faith gives you confidence and courage."; + mes "A smile from a peaceful mind will easily rid people of their wariness."; + mes "Please, inspire people with love and energy."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thanks for your kind words."; + next; + mes "[Priest Dayan]"; + if (Sex == 1) + mes "Brother."; + else + mes "Sister."; + mes "Now, there is a place you should go to."; + next; + mes "[Priest Dayan]"; + mes "That place is Hugel in Schwaltzvalt."; + mes "There is a Nun praying there named Vinue, she is a true minister who prays for the suffering people in the world."; + mes "But the last time I saw her she seemed sad."; + next; + mes "[Priest Dayan]"; + mes "Can you convince her to make a pilgrimage to Yggdrasil?"; + mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Don't worry."; + mes "I'll go and meet her."; + next; + mes "[Priest Dayan]"; + if (Sex == 1) + mes "Feel free to visit here when you want to pray, brother."; + else + mes "Feel free to visit here when you want to pray, sister."; + mes "A visit from a friend always makes me happy."; + set job_arch,4; + changequest 2188,2189; + close; + } + else { + mes "[Dayan]"; + mes "Did you find Vinue in Hugel?"; + close; + } +} + +yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{ +OnTouch: + if (job_arch == 2) { + mes "["+strcharinfo(0)+"]"; + mes "Is it the spring of Hvergelmir."; + mes "This place is a very vivid and peaceful place."; + mes "It's proper to pray."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Time to genuflect..."; + mes "Hmm, what did that priest say to me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm... What is the first way?"; + next; + switch(select("The way of silence.:The way of confession.:The way of meditation.")) { + case 1: + mes "["+strcharinfo(0)+"]"; + mes ""; + mes "I don't think so."; + close; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "The way of confession...?"; + mes "I don't think so."; + close; + case 3: + mes "["+strcharinfo(0)+"]"; + mes "The way of meditation...?"; + mes "Yes, it's the way of meditation."; + next; + break; + } + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFThe 1st way is the way of meditation.^000000"; + mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000"; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000"; + next; + mes "- You close your eyes slowly and take a deep breath. -"; + next; + mes "- * BLESSING! * -"; + specialeffect2 EF_BLESSING; + next; + mes "Your mind is refreshed with the blessing effect."; + mes "You continue to meditate trying to rid your mind of any ill feelings."; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFThe 2nd is the way of agony^000000."; + mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000"; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Pain... What kind of faults have I had?"; + input .@input$; + next; + mes "["+strcharinfo(0)+"]"; + mes "I confess my guilt to the Almighty God Odin."; + next; + mes "["+strcharinfo(0)+"]"; + mes "^3131FF"+.@input$+".^000000"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister."; + mes "Please, lead the way and save a foolish minister with your wisdom."; + next; + mes "You ruminate about your confession and are lost in thought again."; + next; + mes "............................."; + next; + mes "............................."; + mes "........................."; + next; + mes "............................."; + mes "........................."; + mes "....................."; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFThe 3rd way is the way of joy.^000000"; + mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000"; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000."; + mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000"; + next; + if (!countitem(523)) { + mes "["+strcharinfo(0)+"]"; + mes "Oh no! I forgot to bring a Holy Water!"; + close; + } + mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -"; + next; + mes "- * ASPERSIO ! * -"; + specialeffect2 EF_ASPERSIO; + next; + specialeffect2 EF_RECOVERY; + mes "............................."; + next; + mes "............................."; + mes "........................."; + next; + mes "............................."; + mes "........................."; + mes "....................."; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFThe last way is a way of light^000000.^000000."; + mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000"; + next; + mes "^3131FF[Priest Dayan]^000000"; + mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000"; + next; + mes "- You breath in deep and start to sing a Gloria."; + mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -"; + specialeffect2 EF_GLORIA; + next; + mes "["+strcharinfo(0)+"]"; + mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~"; + mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "~The Curdan wolf protects me from all threats in the world.~"; + specialeffect2 EF_GLORIA; + next; + mes "["+strcharinfo(0)+"]"; + mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~"; + mes "~The father of light, the poet of wisdom, sing for me.~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "~The host of a glittering glass, give me a holy prediction.~"; + specialeffect2 EF_GLORIA; + next; + mes "- After you finish the song, you feel light and strong with abundant devotion. -"; + specialeffect2 EF_BLESSING; + specialeffect2 EF_RESURRECTION; + next; + mes "["+strcharinfo(0)+"]"; + mes "That was refreshing."; + mes "I guess I should go back to Priest Dayan."; + set job_arch,3; + close2; + warp "umbala",138,219; + end; + } + else if (job_arch == 3) { + mes "["+strcharinfo(0)+"]"; + mes "The song is over. It's time to go back to Priest Dayan."; + close2; + warp "umbala",138,219; + end; + } +} + +hu_in01,205,204,7 script Praying Nun#benew 79,{ + if (job_arch == 4) { + mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -"; + next; + switch(select("Talk to her.:Stay Quiet.")) { + case 1: + break; + case 2: + mes "- You don't feel like disturbing her -"; + close; + } + mes "["+strcharinfo(0)+"]"; + mes "Umm, hello sister?"; + next; + mes "[Vinue]"; + mes "Ah, Welcome."; + mes "It's not time to have a service yet..."; + if (Sex == 1) + mes "Are you here to pray, brother?"; + else + mes "Are you here to pray, sister?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I came here to say hello from Priest Dayan from Prontera."; + next; + mes "[Vinue]"; + mes "Ah, Priest Dayan."; + mes "Is he good?"; + mes "He is so cute even though he's old."; + next; + mes "["+strcharinfo(0)+"]"; + mes "He told me that he was worried because when he saw you last time, you seemed sad."; + mes "He asks you to go on a Holy Pilgrimage."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Umbala has the vital power of nature!"; + next; + mes "[Vinue]"; + mes "Ah..."; + if (Sex == 1) + mes "He's very kind. As are you brother."; + else + mes "He's very kind. As are you sister."; + next; + mes "[Vinue]"; + mes "But don't worry."; + mes "I'm just a little tired because of a bad dream."; + next; + mes "[Vinue]"; + mes "Evil is always watching for our souls."; + mes "If you are indifferent to praying, it never misses an opportunity."; + next; + switch(select("A dream? What kind of dream?:Your soul should be fine.")) { + case 1: + break; + case 2: + mes "[Vinue]"; + mes "Oh but that's where you're wrong."; + mes "My soul may be the most at risk."; + mes "Thank you for delivering the message."; + mes "I'll go back to my prayers."; + close; + } + mes "[Vinue]"; + mes "That is..."; + mes "Actually I started to have a bad dream from the date I was appointed."; + next; + mes "[Vinue]"; + mes "At first, it was a dream that Valkyrie was sad and in darkness."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Valkyrie?"; + next; + mes "[Vinue]"; + mes "Yeah..."; + mes "She was crying in a pitch-black room."; + mes "Hanging down like a bird that had its wings cut."; + next; + mes "[Vinue]"; + mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces."; + next; + mes "[Vinue]"; + mes "What a cruel performance! I suddenly can't breathe properly and then I wake up."; + next; + mes "["+strcharinfo(0)+"]"; + mes "To have to see the death of Valkyrie, must be a tormenting dream."; + next; + mes "[Vinue]"; + mes "Is it just a nightmare?"; + mes "Or do you think it is an omen?"; + next; + mes "[Vinue]"; + mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago."; + next; + mes "["+strcharinfo(0)+"]"; + mes "The shrine?"; + mes "Nobody tried to subdue the evil?"; + next; + mes "[Vinue]"; + mes "Unfortunely, I'm a nun who doesn't have any exorcism skill..."; + mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure."; + next; + mes "[Vinue]"; + mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Is the dream related with the evil in the Odin shrine?"; + next; + mes "[Vinue]"; + mes "Hum... well."; + mes "I don't have any way to find out."; + mes "I don't have a method, so I just pray."; + next; + switch(select("I'll investgate for you.:I'll pray with you.")) { + case 1: + break; + case 2: + mes "[Vinue]"; + mes "Thank you."; + mes "I'll pray that the darkness stays away."; + mes "I hope you have a good time with the festival here in Hugel."; + close; + } + mes "[Vinue]"; + mes "Yeah?"; + mes "But, it'll be scary inside!"; + mes "There are lots of devils inside!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "But I can't pretend to ignore a Sister who is in trouble?"; + mes "I'm a minister who copes with lots of asceticism!"; + mes "Entrust me."; + next; + mes "[Vinue]"; + mes "Ah... I'm so worried...."; + mes "I'll never forget your warm heart."; + next; + mes "["+strcharinfo(0)+"]"; + mes "How do I get to Odin shrine?"; + next; + mes "[Vinue]"; + mes "There is a ferry on the right side of the church."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ok, wait for good news!"; + next; + mes "[Vinue]"; + mes "I'll pray for your safe return."; + mes "I hope that Odin gives you his protection as well."; + set job_arch,5; + changequest 2189,2190; + close; + } + else if ((job_arch > 4) && (job_arch < 100)) { + mes "[Vinue]"; + mes "I'll pray for your safe return."; + close; + } + else { + mes "[Vinue]"; + mes "I feel refreshed."; + mes "It must be good news?"; + mes "Thanks the Gods."; + close; + } +} + +odin_tem02,282,263,0 script #find_val -1,3,3,{ +OnTouch: + if ((job_arch > 4) && (job_arch < 100)) + enablenpc "Valkyrie Illusion#arch"; + end; +} + +odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{ + if ((job_arch > 4) && (job_arch < 100)) { + mes "You can see Valkyrie who has a despairing face."; + next; + switch(select("Touch Valkyrie's Illusion.:Turn away.")) { + case 1: + mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion."; + close2; + specialeffect2 EF_CLOAKING; + warp "job3_arch01",29,29; + disablenpc "Valkyrie Illusion#arch"; + break; + case 2: + mes "Out of fear, you turn away from Valkyrie's illusion."; + close2; + disablenpc "Valkyrie Illusion#arch"; + break; + } + } + end; + +OnInit: + disablenpc "Valkyrie Illusion#arch"; + end; +} + +job3_arch01,29,34,3 script Valkyrie#arch 403,{ + if (Upper == 4) { + mes "[Valkyrie]"; + //Custom translation + mes "You are only a child."; + mes "My job is very difficult, I do not need to tollerate a child's joke. Away with you!"; + close; + } + if (!checkweight(1201,2)) { + //Custom translation + mes "- bags must be emptied before they can proceed. -"; + close; + } + if ((BaseLevel != 99) || (JobLevel < 50)) { + warp "odin_tem02",282,263; + end; + } + if (getmercinfo(0)) { + mes "[Valkyrie]"; + mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have."; + close; + } + if (SkillPoint) { + mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~"; + close; + } + if (BaseJob != Job_Priest) { + warp "odin_tem02",282,263; + end; + } + else { + if (Class != Job_Archbishop || Class != Job_Archbishop_H || Class != Job_Baby_Bishop) { + if (job_arch < 5) { + warp "odin_tem02",282,263; + end; + } + else if (job_arch == 5) { + mes "[Valkyrie]"; + mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground."; + mes "Ah, I'm resentful! so regretful!"; + next; + mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -"; + next; + mes "[Valkyrie]"; + mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?"; + mes "Are you here to ridicule my grim fate?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "No way!"; + mes "But it's true that I'm here for you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "...me?"; + mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I see, is your goal to enter Valhalla?"; + mes "If you do, it's the wrong place for you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I was already expelled from Asgard."; + mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so."; + next; + mes "["+strcharinfo(0)+"]"; + mes "It's not that kind of problem."; + mes "But someone who perceives your painful situation has sent me here."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Haha! You are going to help me?!"; + next; + mes "[Valkyrie Anguhilde]"; + mes "..................."; + next; + mes "- Valkyrie gives you a fierce scowl. -"; + next; + mes "[Valkyrie Anguhilde]"; + mes "In fact, I can't do anything with my body now."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Human, answer me. Are you here to sincerely help me?"; + next; + switch(select("Yes:No")) { + case 1: + break; + case 2: + mes "[Valkyrie Anguhilde]"; + mes "I knew that I couldn't trust a human!"; + close2; + warp "odin_tem02",282,263; + end; + } + mes "[Valkyrie Anguhilde]"; + mes "Ok..."; + mes "I don't have any energy to hold my own, so I have no choice but to trust you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin."; + next; + mes "[Valkyrie Anguhilde]"; + mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I was disgraced, this island is important as a temple for Odin and the various Gods."; + mes "I tried to do my best to protect this holy place."; + next; + mes "[Valkyrie Anguhilde]"; + mes "But one day, the devil started to gain influence on this island."; + mes "I don't know why they came here and from where they came from."; + next; + mes "[Valkyrie Anguhilde]"; + mes "They seiged the temple and I exhausted my energy tring to fight them all myself."; + next; + mes "[Valkyrie Anguhilde]"; + mes "The holy shrine was tainted by the devils."; + mes "How long do I have to be under this dishonorable fate!"; + next; + mes "[Valkyrie Anguhilde]"; + mes "Mortal one, what is your name?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "My name is "+strcharinfo(0)+"."; + next; + mes "[Valkyrie Anguhilde]"; + mes ""+strcharinfo(0)+","; + mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help."; + next; + mes "[Valkyrie Anguhilde]"; + mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine."; + mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly."; + next; + select("How can I do that?"); + mes "[Valkyrie Anguhilde]"; + mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I'm going to give you a scroll of paper written in an ancient language."; + mes "In that scroll, there is my impersonation."; + mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000"; + next; + mes "[Valkyrie Anguhilde]"; + mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000."; + mes "Maybe it'll be spread in the shrine..."; + next; + mes "[Valkyrie Anguhilde]"; + mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation."; + mes "And then I'm going to take care of the matter."; + next; + mes "[Valkyrie Anguhilde]"; + mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000."; + mes "But you have to be careful if an imeprsonation falls down."; + next; + mes "[Valkyrie Anguhilde]"; + mes "When you finish preparing to go on, talk to me again."; + mes "It'll be a long journey..."; + set job_arch,6; + close; + } + else if (job_arch == 6) { + if ($@archbs== 0) { + set $@archbs,1; //Global Variable + mes "[Valkyrie Anguhilde]"; + mes ""+strcharinfo(0)+" Did you finish preparing for your way of asceticism?"; + next; + set .@exampc,getmapusers("job3_arch02"); + if (.@exampc > 0) { + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "Ah, it seems someone is already combating the evil in the temple."; + mes "I will go see who it is, please wait a moment."; + set $@archbs,0; //Global Variable + close; + } + else { + mes "[Valkyrie Anguhilde]"; + mes "Ok. Now I'm going to send you there."; + mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget."; + set $@archbs,0; //Global Variable + close2; + nude; + if (countitem(2798)) + delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + donpcevent "start#arch::OnEnable"; + set job_arch,7; + changequest 2190,2191; + warp "job3_arch02",119,49; + disablenpc "Valkyrie#arch"; + end; + } + } + else { + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "I am already talking to someone, please wait and talk to me again."; + close; + } + } + else if (job_arch == 7) { + if (countitem(12381)) + delitem 12381,countitem(12381); //ValkyrieA_Scroll + if (countitem(12382)) + delitem 12382,countitem(12382); //ValkyrieB_Scroll + if ($@archbs == 0) { + set $@archbs,1; //Global Variable + mes "[Valkyrie Anguhilde]"; + mes "Are you ok human?"; + mes "It was not as easy as I expected."; + mes "Will you challenge again?"; + next; + set .@exampc,getmapusers("job3_arch02"); + if (.@exampc > 0) { + set $@archbs,0; //Global Variable + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "Ah, it seems someone is already combating the evil in the temple."; + mes "I will see who it is, please wait a moment."; + close; + } + else { + set $@archbs,0; //Global Variable + mes "[Valkyrie Anguhilde]"; + mes "OK. now I'm going to send you there."; + mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000."; + mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000."; + mes "But you have to be careful if an imeprsonation falls down."; + close2; + nude; + if (countitem(2798)) + delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + donpcevent "start#arch::OnEnable"; + set job_arch,7; + warp "job3_arch02",119,49; + disablenpc "Valkyrie#arch"; + end; + } + } + else { + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "I am already talking to someone, please wait and talk to me again."; + close; + } + } + } + } + end; + +Onbc: + set $@archbs,0; //Global Variable + //Custom translation + mapannounce "job3_arch01", "Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00"; + enablenpc "Valkyrie#arch"; + end; +} + +job3_arch02,119,49,0 script #arch_1_start -1,6,6,{ +OnTouch: + if (!countitem(12381)) + getitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00"; + disablenpc "#arch_1_start"; + end; +} + +job3_arch02,112,73,0 script #arch_1_01 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,94,123,0 script #arch_1_02 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,93,173,0 script #arch_1_03 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,114,186,0 script #arch_1_04 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,134,201,0 script #arch_1_05 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,154,211,0 script #arch_1_06 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,175,227,0 script #arch_1_07 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,201,240,0 script #arch_1_08 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,223,252,0 script #arch_1_09 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,255,268,0 script #arch_1_10 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,269,302,0 script #arch_1_11 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,245,289,0 script #arch_1_12 -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,203,286,0 script #arch_1_boss -1,5,5,{ +OnTouch: + if (countitem(12381)) { + delitem 12381,1; //ValkyrieA_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2037) { //VALKYRIE_A + mapannounce "job3_arch02", "Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; + donpcevent "mob#arch_1::Onkill"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,390,390,1 script #arch_redcell 844,{ + end; + +OnInit: + setcell "job3_arch02",276,290,280,294,cell_walkable,0; + setcell "job3_arch02",276,290,280,294,cell_shootable,0; + end; + +Ongreen: + setcell "job3_arch02",276,290,280,294,cell_walkable,1; + setcell "job3_arch02",276,290,280,294,cell_shootable,1; + end; + +Onred: + setcell "job3_arch02",276,290,280,294,cell_walkable,0; + setcell "job3_arch02",276,290,280,294,cell_shootable,0; + end; +} + +job3_arch02,390,389,1 script #arch_val01 844,{ + end; + +OnEnable: + areamonster "job3_arch02",108,322,118,332,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead"; + end; + +OnMyMobDead: + if (mobcount("job_arch02","#arch_val01::OnMyMobDead") < 1) { + donpcevent "#arch_redcell::Ongreen"; + mapannounce "job3_arch02", "Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000"; + enablenpc "Valkyrie#arch_01"; + disablenpc "#arch_1_start"; + disablenpc "#arch_1_01"; + disablenpc "#arch_1_02"; + disablenpc "#arch_1_03"; + disablenpc "#arch_1_04"; + disablenpc "#arch_1_05"; + disablenpc "#arch_1_06"; + disablenpc "#arch_1_07"; + disablenpc "#arch_1_08"; + disablenpc "#arch_1_09"; + disablenpc "#arch_1_10"; + disablenpc "#arch_1_11"; + disablenpc "#arch_1_12"; + disablenpc "#arch_1_boss"; + } + end; + +Onkill: + killmonster "job3_arch02","#arch_val01::OnMyMobDead"; + end; +} + +job3_arch02,390,387,1 script #arch_val02 844,{ + end; + +OnEnable: + areamonster "job3_arch02",239,41,249,51,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead"; + end; + +OnMyMobDead: + if (mobcount("job_arch02","#arch_val02::OnMyMobDead") < 1) { + mapannounce "job3_arch02", "Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000"; + enablenpc "Valkyrie#arch_02"; + disablenpc "#arch_2_boss"; + viewpoint 1,279,234,1,0xFFFF99; + } + end; + +Onkill: + killmonster "job3_arch02","#arch_val02::OnMyMobDead"; + end; +} + +job3_arch02,113,327,5 script Valkyrie#arch_01 403,{ + if (getmercinfo(0)) { + mes "[Valkyrie]"; + mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have."; + close; + } + mes "[Valkyrie Anguhilde]"; + mes "The devil always makes an effort to agitate people's mind."; + mes "You don't have to care about their whisperings."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Anyway I can feel my energy coming back."; + mes "Show me the stuff that you found."; + next; + mes "- You show a golden piece of pipe to Valkyrie. -"; + next; + mes "[Valkyrie Anguhilde]"; + mes "Oh, It's a piece of pipe!"; + mes "If you collect pieces, you can ask other Valkyries for help."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Because of a close battle, I could only get a little energy."; + mes "I'm going to give a ^3131FFnew ancient scroll^000000."; + mes "It'll be helpful to find the rest of pieces."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Then I look forward a good news."; + close2; + getitem 12382,1; //ValkyrieB_Scroll + viewpoint 1,244,46,1,0xFFFF99; + disablenpc "Valkyrie#arch_01"; + donpcevent "#arch_2_start::OnEnable"; + end; +} + +job3_arch02,244,46,5 script Valkyrie#arch_02 403,{ + mes "[Valkyrie Anguhilde]"; + mes "Did you find the rest of the pieces?"; + next; + if (countitem(6154) < 2) { + mes "[Valkyrie Anguhilde]"; + mes "Hum?"; + mes "I can see this one beside you."; + getitem 6154,2; //Broken_Horn_Pipe + next; + } + mes "[Valkyrie Anguhilde]"; + mes "OK."; + mes "I'll complete the broken horn pipe!"; + next; + mes "[Valkyrie Anguhilde]"; + mes "But the battle is not finished yet."; + mes "You remember a ^3131FFruined shrine on the center of the island^000000?"; + mes "It'll be completed only when you use a horn pipe."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I can feel the air around me is getting impure."; + mes "And feel the coldness of the pitch-black darkness."; + mes "This time will be dangerous."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I give you a necklace as a present."; + mes "But I'm not sure that It'll be helpful or not...."; + mes "Take care."; + mes "Please, hurry up!"; + close2; + getitem 2798,1; //Will_Of_Exhausted_Angel + disablenpc "Valkyrie#arch_02"; + donpcevent "#arch_3_start::OnEnable"; + end; +} + +job3_arch02,279,234,0 script #arch_end -1,7,7,{ +OnInit: + disablenpc "#arch_end"; + end; + +OnTouch: + donpcevent "#arch_3_01::Onkill"; + donpcevent "#arch_3_02::Onkill"; + donpcevent "#arch_3_03::Onkill"; + donpcevent "mob#arch_2::Onkill"; + enablenpc "Valkyrie Anguhilde#end"; + if (!checkweight(1201,1)) { + mes "- Wait a moment! -"; + mes "- Currently you are carrying -"; + mes "- too many items with you. -"; + mes "- Please come back after -"; + mes "- you put some items into Kafra Storage. -"; + close; + } + if (countitem(6154) < 2) { + mes "[Valkyrie Anguhilde]"; + mes "Did you collect all of the pieces of my horn pipe?"; + next; + mes "[Valkyrie Anguhilde]"; + mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe."; + next; + mes "[Valkyrie Anguhilde]"; + mes "It can be dangerous, so let's go back."; + close; + nude; + if (countitem(2798)) + delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + delitem 6154,countitem(6154); //Broken_Horn_Pipe + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + mes "[Valkyrie Anguhilde]"; + mes "Finally we finished all the preparations."; + next; + mes "Valkyrie holds the pipe and blows towards the sky."; + next; + mes "Booo - - - -"; + next; + mes "Booo - - -"; + next; + enablenpc "Valkyrie of the heavens"; + mes "[Valkyrie Anguhilde]"; + mes "Assistance of Odin! Soldiers of Valhalla!"; + mes "The holy place of the God Odin is tainted by darkness!"; + next; + mes "[Valkyrie of the heavens]"; + mes "Don't worry, Anguhilde."; + mes "Your desire has reached Valhalla."; + mes "The devils were removed by other Valkyries as you wanted."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Valkyries! Then is it safe now?"; + next; + mes "[Valkyrie of the heavens]"; + mes "Yes Anguhilde."; + mes "Even though you were expelled because of a incident before, Odin said that he is reconsidering your banishment."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Ah! I can go back to Asgard!"; + next; + mes "[Valkyrie of the heavens]"; + mes "Don't make a hasty generalization."; + mes "But I think that good news will be sent to you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Honor to Odin!"; + mes "I feel full of grace."; + mes "So bright and warm...."; + next; + mes "- Shoooo -"; + specialeffect EF_CLOAKING,"Valkyrie Anguhilde#end"; + disablenpc "Valkyrie Anguhilde#end"; + emotion e_omg,1; + next; + mes "[Valkyrie of the heavens]"; + mes "Set your mind at ease."; + mes "She went to a place where she is supposed to be."; + next; + mes "[Valkyrie of the heavens]"; + mes "I think you don't get it."; + next; + mes "[Valkyrie of the heavens]"; + mes "Anguhilde is a Valkyrie who is dead for a long time ago."; + mes "Didn't you see a shrine covered by the devil?"; + mes "Unfortunately, Anguhilde couldn't cope with the task and fell down."; + next; + mes "[Valkyrie of the heavens]"; + mes "Here is an illusion of Anguhilde who doesn't want to be recognized."; + mes "She can't go to hell even when she is dead, and struggles from her constant nightmare."; + next; + mes "[Valkyrie of the heavens]"; + mes "But she is relieved by your favor."; + mes "Even though It's different with reality but now she may be able to rest in peace."; + next; + mes "[Valkyrie of the heavens]"; + mes "Human, the Valkyries are in your debt. Thank you."; + mes "I can't invite you as I want, but the power given by Odin can help you."; + next; + mes "[Valkyrie of the heavens]"; + mes "Now, go back to your world."; + mes "The sound of the horn pipe and a bird's chirpings will be spread out for you."; + next; + mes "[Valkyrie of the heavens]"; + mes "Don't forget an altruistic minister's spirit like today forever."; + mes "I hope we see each other in Valhalla sometime."; + nude; + if (countitem(2798)) + delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + delitem 6154,countitem(6154); //Broken_Horn_Pipe + set job_arch,100; + completequest 2191; + getitem 5747,1; //Mitra + getitem 2795,1; //Green_Apple_Ring + jobchange Job_Archbishop,Upper; + close; +} + +job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{ + end; + +OnInit: + disablenpc "Valkyrie Anguhilde#end"; + end; +} + +job3_arch02,273,235,5 script Valkyrie of the heavens 811,{ + if (job_arch == 100) { + mes "[Valkyrie of the heavens]"; + mes "Now, go back to your world."; + mes "The sound of the horn pipe and a bird's chirpings will be spread out for you."; + next; + mes "[Valkyrie of the heavens]"; + mes "Don't forget an altruistic minister's spirit like today forever."; + mes "I hope we see each other in Valhalla sometime."; + close2; + mapwarp "job3_arch02","job_arch01",29,29; + } + end; + +OnInit: + disablenpc "Valkyrie of the heavens"; + end; +} + +job3_arch02,132,323,0 script #arch_2_01 -1,5,5,{ +OnTouch: + if (countitem(12382)) + mapannounce "job3_arch02", "Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000"; + end; +} + +job3_arch02,167,313,0 script #arch_2_02 -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) { //VALKYRIE_B + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation + else + mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,127,304,0 script #arch_2_03 -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) { //VALKYRIE_B + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation + else + mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,207,279,0 script #arch_2_04 -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) { //VALKYRIE_B + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation + else + mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,239,281,0 script #arch_2_05 -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) { //VALKYRIE_B + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation + else + mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,269,303,0 script #arch_2_06 -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) { //VALKYRIE_B + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation + else + mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,288,283,0 script #arch_2_07 -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) { //VALKYRIE_B + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation + else + mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,278,234,0 script #arch_2_08 -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) { //VALKYRIE_B + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation + else + mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,234,179,0 script #arch_2_09 -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) { //VALKYRIE_B + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation + else + mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,227,169,0 script #arch_2_10 -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) { //VALKYRIE_B + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation + else + mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,190,146,0 script #arch_2_11 -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) { //VALKYRIE_B + set .@randht,rand(1,10); + if (.@randht < 8) + mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; + else if ((.@randht == 8) && (.@randht == 9)) + mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation + else + mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; + end; + } + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + } +} + +job3_arch02,206,113,0 script #arch_2_boss -1,5,5,{ +OnTouch: + if (countitem(12382)) { + delitem 12382,1; //ValkyrieB_Scroll + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + end; + } + else { + if (getmercinfo(1) == 2038) //VALKYRIE_B + mapannounce "job3_arch02", "A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000"; + else { + mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + } + end; + } +} + +job3_arch02,284,159,0 script #arch_3_01 -1,20,20,{ +OnInit: + enablenpc "#arch_3_01"; + end; + +OnTouch: + if (BaseJob != Job_Priest) { + mapannounce "job3_arch02", "Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000"; + areamonster "job3_arch02",239,41,249,51,"Frus",1762,1,"#arch_3_01::OnMyMobDead"; + } + disablenpc "#arch_3_01"; + end; + +Onkill: + killmonster "job3_arch02","#arch_3_01::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +job3_arch02,307,200,0 script #arch_3_02 -1,5,5,{ +OnInit: + enablenpc "#arch_3_02"; + end; + +OnTouch: + if (BaseJob == Job_Priest) { + mapannounce "job3_arch02", "Skogul: You are my guest!",bc_map,"0xFF0000"; + areamonster "job3_arch02",306,199,308,201,"Skogul",1761,1,"#arch_3_02::OnMyMobDead"; + } + disablenpc "#arch_3_02"; + end; + +Onkill: + killmonster "job3_arch02","#arch_3_02::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +job3_arch02,296,216,0 script #arch_3_03 -1,5,5,{ +OnInit: + disablenpc "#arch_3_03"; + end; + +OnTouch: + mapannounce "job3_arch02", "Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; + areamonster "job3_arch02",295,215,297,217,"Frus",1762,1,"#arch_3_03::OnMyMobDead"; + disablenpc "#arch_3_03"; + end; + +Onkill: + killmonster "job3_arch02","#arch_3_03::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +job3_arch02,389,390,1 script mob#arch_1 844,{ +OnEnable: + areamonster "job3_arch02",99,101,101,103,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; + areamonster "job3_arch02",89,130,91,132,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; + areamonster "job3_arch02",90,169,92,171,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; + areamonster "job3_arch02",103,182,105,184,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; + areamonster "job3_arch02",137,204,139,206,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; + areamonster "job3_arch02",160,214,162,216,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; + areamonster "job3_arch02",164,214,166,216,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; + areamonster "job3_arch02",200,235,202,237,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; + areamonster "job3_arch02",217,249,219,251,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; + areamonster "job3_arch02",253,292,255,294,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; + end; + +Onkill: + killmonster "job3_arch02","mob#arch_1::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +job3_arch02,389,389,1 script mob#arch_2 844,{ +OnEnable: + areamonster "job3_arch02",155,320,157,322,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",169,304,171,306,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",182,292,184,294,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",199,286,201,288,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",255,292,257,294,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",285,283,287,285,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",277,235,279,237,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",291,184,293,186,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",280,169,282,171,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",226,165,228,167,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",189,145,191,147,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead"; + areamonster "job3_arch02",203,176,205,178,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; + end; + +Onkill: + killmonster "job3_arch02","mob#arch_2::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +job3_arch02,389,388,1 script start#arch 844,{ + end; + +OnInit: + mapwarp "job3_arch02","job3_arch02",29,29; + end; + +OnEnable: + mapwarp "job3_arch02","job3_arch02",29,29; + enablenpc "#arch_1_start"; + enablenpc "#arch_1_01"; + enablenpc "#arch_1_02"; + enablenpc "#arch_1_03"; + enablenpc "#arch_1_04"; + enablenpc "#arch_1_05"; + enablenpc "#arch_1_06"; + enablenpc "#arch_1_07"; + enablenpc "#arch_1_08"; + enablenpc "#arch_1_09"; + enablenpc "#arch_1_10"; + enablenpc "#arch_1_11"; + enablenpc "#arch_1_12"; + enablenpc "#arch_1_boss"; + disablenpc "#arch_2_01"; + disablenpc "#arch_2_02"; + disablenpc "#arch_2_03"; + disablenpc "#arch_2_04"; + disablenpc "#arch_2_05"; + disablenpc "#arch_2_06"; + disablenpc "#arch_2_07"; + disablenpc "#arch_2_08"; + disablenpc "#arch_2_09"; + disablenpc "#arch_2_10"; + disablenpc "#arch_2_11"; + disablenpc "#arch_2_boss"; + disablenpc "#arch_3_01"; + disablenpc "#arch_3_02"; + disablenpc "#arch_3_03"; + donpcevent "#arch_3_01::Onkill"; + donpcevent "#arch_3_02::Onkill"; + donpcevent "#arch_3_03::Onkill"; + disablenpc "#arch_end"; + disablenpc "Valkyrie#arch_01"; + disablenpc "Valkyrie#arch_02"; + disablenpc "Valkyrie Anguhilde#end"; + disablenpc "Valkyrie of the heavens"; + donpcevent "#arch_redcell::Onred"; + donpcevent "mob#arch_1::Onkill"; + donpcevent "mob#arch_2::Onkill"; + donpcevent "start#arch::Ontimeoff"; + donpcevent "start#arch::Ontimeon"; + donpcevent "#arch_val01::Onkill"; + donpcevent "#arch_val02::Onkill"; + donpcevent "mob#arch_1::Onkill"; + donpcevent "mob#arch_2::Onkill"; + donpcevent "mob#arch_1::OnEnable"; + donpcevent "#arch_val01::OnEnable"; + end; + +Ontimeon: + initnpctimer; + end; + +Ontimeoff: + stopnpctimer; + end; + +OnTimer60000: +OnTimer120000: +OnTimer180000: +OnTimer240000: +OnTimer300000: +OnTimer360000: +OnTimer420000: +OnTimer480000: +OnTimer540000: + set .@mapcount,getmapusers("job3_arch02"); + if (.@mapcount == 0) { + mapwarp "job3_arch02","job_arch01",29,29; + donpcevent "Valkyrie#arch::Onbc"; + stopnpctimer; + } + end; + +OnTimer600000: + mapannounce "job3_arch02", "Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000"; + end; + +OnTimer605000: + mapannounce "job3_arch02", "Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00"; + mapwarp "job3_arch02","job_arch01",29,29; + donpcevent "Valkyrie#arch::Onbc"; + stopnpctimer; + end; +} + +job3_arch02,390,388,1 script #arch_2_start 844,{ + end; + +OnInit: + disablenpc "#arch_2_01"; + disablenpc "#arch_2_02"; + disablenpc "#arch_2_03"; + disablenpc "#arch_2_04"; + disablenpc "#arch_2_05"; + disablenpc "#arch_2_06"; + disablenpc "#arch_2_07"; + disablenpc "#arch_2_08"; + disablenpc "#arch_2_09"; + disablenpc "#arch_2_10"; + disablenpc "#arch_2_11"; + disablenpc "#arch_2_boss"; + end; + +OnEnable: + enablenpc "#arch_2_01"; + enablenpc "#arch_2_02"; + enablenpc "#arch_2_03"; + enablenpc "#arch_2_04"; + enablenpc "#arch_2_05"; + enablenpc "#arch_2_06"; + enablenpc "#arch_2_07"; + enablenpc "#arch_2_08"; + enablenpc "#arch_2_09"; + enablenpc "#arch_2_10"; + enablenpc "#arch_2_11"; + enablenpc "#arch_2_boss"; + donpcevent "#arch_val02::OnEnable"; + donpcevent "mob#arch_2::OnEnable"; + end; +} + +job3_arch02,390,386,1 script #arch_3_start 844,{ + end; + +OnEnable: + enablenpc "#arch_3_01"; + enablenpc "#arch_3_02"; + enablenpc "#arch_3_03"; + enablenpc "#arch_end"; + enablenpc "#arch_end_eff"; + end; +} + +job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{ +OnTouch: + specialeffect EF_MAPPILLAR2,"#arch_end"; + end; +} + +job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263 + +/* +job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{ + mes "[Íç¹̵ÄÊÞÈË]"; + mes "ÇëÊäÈëÃÜÂ롣"; + next; + input .@input; //,0,9999; + if (input == 1854) { + set archglo,090219_archbs; + mes "[ͨÐÐ]"; + mes "ÏÖÔڵÄȫ¾ֱäÁ¿ֵΪ"; + mes "" + archglo + "¡£"; + mes "ÄãÏëÐÄÂð?"; + next; + switch(select("0:1")) { + case 1: + set $@archbs,0; //Global Variable + enablenpc "Valkyrie#arch"; + break; + case 2: + set $@archbs,1; //Global Variable + enablenpc "Valkyrie#arch"; + break; + } + } + else { + mes "[Íç¹̵ÄÊÞÈË]"; + mes "ÎҲ»ÊÇ˵¹ýÃÜÂëҪÊäÈëÕýȷÂ𣡣¡"; + close; + } +} +*/ + +odin_tem02,30,181,0 script #wherearch01 -1,10,10,{ +OnTouch: + if (job_arch == 5) + viewpoint 1,282,263,1,0xFFFF99; + end; +} + +odin_tem02,30,335,0 script #wherearch02 -1,10,10,{ +OnTouch: + if (job_arch == 5) + viewpoint 1,282,263,1,0xFFFF99; + end; +} |