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Diffstat (limited to 'npc/jobs')
33 files changed, 31318 insertions, 0 deletions
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt new file mode 100644 index 000000000..4b768a58a --- /dev/null +++ b/npc/jobs/1-1e/gunslinger.txt @@ -0,0 +1,423 @@ +//===== rAthena Script ======================================= +//= Gunslinger Job Quest +//===== By: ================================================== +//= erKURITA, RockmanEXE, Kisuka +//===== Current Version: ===================================== +//= 2.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Gunslinger Job Change Quest +//===== Additional Comments: ================================= +//= 1.0 Made the NPC [erKURITA] +//= 1.5 Couple fixes to the npc, aswell as adding the missing +//= 3 green herbs. [erKURITA] +//= 1.6 job number->const, commonized variable name, +//= optimized [Lupus] +//= 1.7 Now uses only ONE variable GUNS_Q [Lupus] +//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster] +//= 1.7b Parenthesis fixes [KarLaeda] +//= 1.8 Fixed the reward you can get [Playtester] +//= 1.9 Removed some 'clever' script constructs [ultramage] +//= 2.0 Updated to official version - Thanks to Omega for +//= his first try [SinSloth] 1.10b - removed .GATs [Lupus] +//= 2.1 Wise Bull Horn now deletes all items. Thanks to yyCC. [L0ne_W0lf] +//= 2.1a Corrected a Typo error ";;". [Samuray22] +//= 2.1b Corrected some typos errors. (bugreport:1549) [Samuray22] +//= 2.1c Fixed some missing/messed up item checks. (bugreport:2693) [Kisuka] +//= 2.2 Updated to match AEGIS script and Added Quest Log commands. [Kisuka] +//============================================================ + +que_ng,152,167,3 script Master Miller 901,{ + if (Upper == 2) { + mes "[Master Miller]"; + mes "Well, aren't you an"; + mes "adorable little child~"; + mes "Where's your mommy?"; + mes "This place is dangerous, so"; + mes "please go home soon, okay?"; + close; + } + if (Class == Job_Novice) { + if (JobLevel < 10 || getskilllv("NV_BASIC") < 9) { + mes "[Master Miller]"; + mes "Interested in becoming"; + mes "a Gunslinger, eh? You've"; + mes "got potential, but you're"; + mes "not yet experienced enough."; + mes "Just train yourself a bit more,"; + mes "and then come back, you hear?"; + close; + } + if (GUNS_Q == 0) { + mes "[Master Miller]"; + mes "I'm Miller, a full time"; + mes "Gunslinger drillmaster, and"; + mes "full time guardian for Lady"; + mes "Selena. Now, what do you"; + mes "need? If it's not important, then I can't make the time for you."; + next; + if(select("Nothing.:I want to become a Gunslinger.") == 1) { + mes "[Master Miller]"; + mes "Don't waste my time."; + mes "If you do want to become"; + mes "a Gunslinger, then come"; + mes "back and talk to me."; + close; + } + mes "[Master Miller]"; + mes "Hm. You're pretty young, but"; + mes "your eyes tell me that you're"; + mes "pretty ambitious. You'll need to pass our interview and educational"; + mes "course to become a Gunslinger. Do you want to apply for the job?"; + next; + if(select("Give me some time to think.:Sure!") == 1) { + mes "[Master Miller]"; + mes "Understandable."; + mes "If you do decide that"; + mes "you want to become"; + mes "a Gunslinger, then let"; + mes "me know right away."; + mes "I'll get you started."; + close; + } + mes "[Master Miller]"; + mes "Great, great. Alright then,"; + mes "let's get you started. Take"; + mes "this letter to Mr. Wise Bull"; + mes "Horn in Payon. He's a shaman"; + mes "that will judge whether or not"; + mes "you qualify to be a Gunslinger."; + set GUNS_Q,1; + setquest 6020; + close; + } + else if(GUNS_Q == 1) { + mes "[Master Miller]"; + mes "Take that letter of"; + mes "introduction I've written"; + mes "for you to Mr. Wise Bull"; + mes "Horn in Payon. He'll test"; + mes "you to see if you're really"; + mes "Gunslinger material."; + close; + } + else if(GUNS_Q == 2) { + mes "[Master Miller]"; + mes "Hmm... Wise Bull Horn"; + mes "asked you to collect the"; + mes "items you need to make the"; + mes "voucher? Hm. I guess that's"; + mes "part of his qualification test."; + close; + } + else if(GUNS_Q == 3) { + mes "[Master Miller]"; + mes "Wise Bull Horn asked"; + mes "you to bring him some"; + mes "Milk? He must really like"; + mes "you if he's already asking"; + mes "for favors. Good luck, friend."; + close; + } + else if(GUNS_Q == 4) { + mes "[Master Miller]"; + mes "I expect to hear good"; + mes "news from you soon. You"; + mes "know, I have no doubt that"; + mes "you'll become a Gunslinger."; + close; + } + else if(GUNS_Q == 5) { + if (Skillpoint != 0) { + mes "[Master Miller]"; + mes "Hey, you have leftover"; + mes "Skill Points. You better"; + mes "use them all up before you"; + mes "come and talk to me again."; + close; + } + mes "[Master Miller]"; + mes "Oh, you've brought a"; + mes "voucher from Wise Bull Horn?"; + mes "It's been a while since he's"; + mes "given one to anybody, so"; + mes "I'm really proud of you!"; + next; + mes "[Master Miller]"; + mes "If Wise Bull Horn approves,"; + mes "then I have no reason to"; + mes "reject you. Alright then, I'll"; + mes "promote you to a Gunslinger."; + mes "But first, let me explain"; + mes "our job in more detail."; + next; + mes "[Master Miller]"; + mes "As a Gunslinger, you must"; + mes "keep your gun with you at"; + mes "all times. The Gunslinger"; + mes "Guild keeps track of every Gun"; + mes "and Bullet, so you can only get"; + mes "them from our guild members."; + next; + mes "[Master Miller]"; + mes "Don't worry, Gunslinger"; + mes "Guildsmen can be found almost"; + mes "anywhere these days. Anyway,"; + mes "it has to be this way by order of our guild leader, Lady Selena."; + next; + mes "[Master Miller]"; + mes "You might get the chance to"; + mes "meet her one of these days."; + mes "Anyway, just now that we have"; + mes "to regulate Gun and Bullet sales to keep them away from evil"; + mes "or irresponsible folk."; + next; + mes "[Master Miller]"; + mes "In any case, it's always"; + mes "a pleasure for me to talk"; + mes "to another Gunslinger, so"; + mes "let's keep in touch. May the"; + mes "power of the earth protect"; + mes "you in all of your adventures~"; + callfunc "Job_Change",Job_Gunslinger; + set GUNS_Q,6; + completequest 6024; + if (rand(1,2) == 1) { + getitem 13100,1; // Six_Shooter + }else{ + getitem 13150,1; // Branch + } + close; + } + }else{ + if (Class == Job_Gunslinger) { + mes "[Master Miller]"; + mes "Oh! Long time, no see,"; + mes "friend. How have you been?"; + mes "I hope you've been keeping"; + mes "you Gun well maintained."; + mes "Take care of it, and it'll take"; + mes "care of you. Remember it."; + close; + }else{ + mes "[Master Miller]"; + mes "If you don't have"; + mes "any business with me,"; + mes "then please go on your way."; + close; + } + } +} + +payon,184,65,3 script Wise Bull Horn 866,{ + if (GUNS_Q == 1) { + mes "[Wise Bull Horn]"; + mes "Hello, young wolf."; + mes "What business has"; + mes "brought you before me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Mr. Miller sent me to"; + mes "deliver this letter to you."; + mes "Actually, I'm interested in"; + mes "becoming a Gunslinger..."; + next; + mes "[Wise Bull Horn]"; + mes "Miller, you said?"; + mes "Hm, the Black Fox doesn't"; + mes "give introductions for anyone"; + mes "he doesn't believe will make"; + mes "a good Gunslinger. Yes, I think"; + mes "I know why he sent you to me."; + next; + mes "[Wise Bull Horn]"; + mes "I can see it in your eyes:"; + mes "you've got a warm heart and a"; + mes "strong sense of responsibility."; + mes "All you need is the blessing"; + mes "of the Earth to protect you"; + mes "as a Gunslinger."; + next; + mes "[Wise Bull Horn]"; + mes "I can make a voucher that"; + mes "will demonstrate your desire"; + mes "to become a warrior of the"; + mes "earth for you to present to"; + mes "Gunslinger drillmasters."; + mes "I shall need these items..."; + next; + mes "[Wise Bull Horn]"; + mes "^3355FF1 Trunk^000000,"; + mes "^3355FF3 Fluffs^000000,"; + mes "^3355FF3 Zargons^000000,"; + mes "^3355FF10 Shells^000000,"; + mes "^3355FF3 Green Herbs^000000, and"; + mes "^3355FF3 Rainbow Shells^000000."; + next; + mes "[Wise Bull Horn]"; + mes "After I complete the"; + mes "voucher, you may bring"; + mes "it to Black Fox, and he"; + mes "will help you achieve"; + mes "your goal of becoming"; + mes "a Gunslinger."; + set GUNS_Q,2; + changequest 6020,6021; + close; + } + else if(GUNS_Q == 2) { + if (countitem(912) < 3 || countitem(914) < 3 || countitem(1019) < 1 || countitem(935) < 10 || countitem(511) < 3 || countitem(1013) < 3) { + mes "[Wise Bull Horn]"; + mes "I can make a voucher that"; + mes "will demonstrate your desire"; + mes "to become a warrior of the"; + mes "earth for you to present to"; + mes "Gunslinger drillmasters."; + mes "I shall need these items..."; + next; + mes "[Wise Bull Horn]"; + mes "^3355FF1 Trunk^000000,"; + mes "^3355FF3 Fluffs^000000,"; + mes "^3355FF3 Zargons^000000,"; + mes "^3355FF10 Shells^000000,"; + mes "^3355FF3 Green Herbs^000000, and"; + mes "^3355FF3 Rainbow Shells^000000."; + next; + mes "[Wise Bull Horn]"; + mes "After I complete the"; + mes "voucher, you may bring"; + mes "it to Black Fox, and he"; + mes "will help you achieve"; + mes "your goal of becoming"; + mes "a Gunslinger."; + close; + } + delitem 912,3; // Zargon + delitem 914,3; // Fluff + delitem 1019,1; // Wooden_Block + delitem 935,10; // Shell + delitem 511,3; // Green_Herb + delitem 1013,3; // Colorful_Shell + set GUNS_Q,3; + changequest 6021,6022; + mes "[Wise Bull Horn]"; + mes "Ah, you've returned"; + mes "with everything I need."; + mes "Please give me some time"; + mes "to make the voucher. If you"; + mes "come back in a little while,"; + mes "I should be finished with it."; + close; + } + else if(GUNS_Q == 3) { + mes "[Wise Bull Horn]"; + mes "Oh, you've arrived just"; + mes "in time. It's been a while"; + mes "since I've made one of these vouchers, so I might be a little"; + mes "rusty. Still, this really takes me back to the days of my youth."; + next; + mes "[Wise Bull Horn]"; + mes "I've been serving in this"; + mes "position of choosing worthy"; + mes "recipients of Gunslinger"; + mes "vouchers for a few decades"; + mes "now. But before that, I was a"; + mes "young adventurer just like you."; + next; + mes "[Wise Bull Horn]"; + mes "It feels like it was only"; + mes "yesterday when I held my own"; + mes "little voucher as a Gunslinger,"; + mes "a warrior of the earth. That's"; + mes "when I met Selena's father..."; + mes "How can time pass so quickly?"; + next; + mes "[Wise Bull Horn]"; + mes "Ah... I reallly appreciate"; + mes "Selena and Black Fox for all"; + mes "of their help in recruiting"; + mes "young Gunslingers. I'm very"; + mes "old now, and can't do everything by myself. *Sigh...* Such is life."; + next; + mes "[Wise Bull Horn]"; + mes "Before you leave, may"; + mes "I ask you for a small favor?"; + mes "I'm thirsty, and would like"; + mes "a cold glass of Milk. Would"; + mes "you please bring me some?"; + set GUNS_Q,4; + changequest 6022,6023; + close; + } + else if(GUNS_Q == 4) { + if (countitem(519) < 1) { + mes "[Wise Bull Horn]"; + mes "I'm an old man that will"; + mes "soon be reunited with mother"; + mes "earth. Would you do this old"; + mes "Gunslinger a favor a bring me"; + mes "a cold glass of Milk, please?"; + close; + } + delitem 519,1; // Milk + set GUNS_Q,5; + changequest 6023,6024; + mes "[Wise Bull Horn]"; + mes "Oh, thank you for your!"; + mes "generosity--I see that"; + mes "you've brought me some"; + mes "Milk. Ahhhh, delicious~"; + next; + mes "[Wise Bull Horn]"; + mes "I admire the patience,"; + mes "gentleness, and kindness"; + mes "that you've proven by bringing"; + mes "this to me. Yes, those are traits we all want Gunslingers to have."; + next; + mes "[Wise Bull Horn]"; + mes "Now, please take this voucher"; + mes "to Miller, the Black Fox, with"; + mes "my whole hearted approval."; + mes "I hope that you will use your"; + mes "gun to uphold justice as a"; + mes "noble warrior of the earth."; + next; + mes "[Wise Bull Horn]"; + mes "Eeh~Yeah~Eeh~Hooom"; + mes "Eeh~Yeah~Eeh~Hooom"; + mes "Maaaaarrraaa Neeey~"; + mes "Yippee Yippee Yai Yocaiyay~"; + close; + } + else if(GUNS_Q == 5) { + mes "[Wise Bull Horn]"; + mes "Please take this voucher"; + mes "to Miller, the Black Fox, with"; + mes "my whole hearted approval."; + mes "I hope that you will use your"; + mes "gun to uphold justice as a"; + mes "noble warrior of the earth."; + next; + mes "[Wise Bull Horn]"; + mes "Eeh~Yeah~Eeh~Hooom"; + mes "Eeh~Yeah~Eeh~Hooom"; + mes "Maaaaarrraaa Neeey~"; + mes "Yippee Yippee Yai Yocaiyay~"; + close; + } + else if(GUNS_Q == 6) { + mes "[Wise Bull Horn]"; + mes "AAh, long time no see."; + mes "I hope that you become"; + mes "a smart beast, and use"; + mes "your powers as a Gunslinger to protect what is good and just."; + close; + } + else { + mes "[Wise Bull Horn]"; + mes "Zzzzzz~"; + mes "^333333*Phew*^000000"; + close; + } +} diff --git a/npc/jobs/1-1e/ninja.txt b/npc/jobs/1-1e/ninja.txt new file mode 100644 index 000000000..dcd9a851a --- /dev/null +++ b/npc/jobs/1-1e/ninja.txt @@ -0,0 +1,588 @@ +//===== rAthena Script ======================================= +//= Ninja Job Quest +//===== By: ================================================== +//= Legionaire, Kisuka +//===== Current Version: ===================================== +//= 1.6 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Ninja Job Change Quest +//===== Additional Comments: ================================= +//= 1.1 Optimized, updated, checked [Lupus] +//= 1.2 Added Akagi [Playtester] +//= 1.3 Updated dialogs to official ones and optimized [SinSloth] +//= 1.4 Fixed a minor bug [SinSloth] +//= 1.5 Updated to match AEGIS script and Added Quest Log commands. [Kisuka] +//= 1.6 Fixed AEGIS amatsu warp typo. [Kisuka] +//============================================================ + +alberta,30,65,3 script Akagi 730,{ + if (Class == Job_Novice) { + if (JobLevel == 10) { + mes "[Akagi]"; + mes "Hmmm..."; + mes "You must have come,"; + mes "sensing that someone"; + mes "is waiting for you here."; + mes "Tell me, do you seek"; + mes "the path of patience?"; + next; + if(select("No:Yes") == 1) { + mes "[Akagi]"; + mes "I see."; + mes "To each his own,"; + mes "I suppose. Take"; + mes "care of yourself."; + close; + } + mes "[Akagi]"; + mes "Very well."; + mes "Then, let me"; + mes "set you on that"; + mes "path right away..."; + close2; + switch(rand(3)) { + case 1: + warp "amatsu",170,229; + end; + case 2: + warp "amatsu",216,188; + end; + default: + warp "amatsu",178,176; + end; + } + }else{ + mes "[Akagi]"; + mes "Hm? I cannot be"; + mes "of any service to"; + mes "you until you grow"; + mes "a little stronger..."; + close; + } + }else{ + mes "[Akagi]"; + mes "Hmm..."; + mes "You and I..."; + mes "We are fairly equal in"; + mes "terms of combat ability."; + mes "Perhaps we can spar"; + mes "together sometime."; + close; + } +} + +que_ng,30,65,3 script Cougar#nq 730,{ + if (Upper == 2) { + mes "[Cougar]"; + mes "I... I've never"; + mes "seen a baby as"; + mes "powerful as you!"; + mes "G-get away, you"; + mes "freak of nature!"; + close; + } + if (Class == Job_Novice) { + if (JobLevel < 10) { + mes "[Cougar]"; + mes "Hm? Have you come to"; + mes "learn how to be a Ninja?"; + mes "You're not quite experienced"; + mes "enough yet, so come back"; + mes "after you're more familiar"; + mes "with fighting monsters."; + close; + } + if (NINJ_Q == 0) { + mes "["+strcharinfo(0)+"]"; + mes "Excuse me."; + mes "H-hello?"; + next; + mes "[Cougar]"; + mes "..............................."; + mes "How did you do that?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Do what? I didn't"; + mes "do anything, I don't think..."; + next; + mes "[Cougar]"; + mes "H-How are you able to"; + mes "see me? I'm supposed to"; + mes "be invisible to the naked eye."; + mes "Ah, now I get it. Wildcat Joe"; + mes "must have sent you to kill me! I won't fall for your tricks! Die!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "W-wait! I-I don't even"; + mes "know who Wildcat Joe is!"; + mes "Calm down, there's no"; + mes "need to get violent!"; + next; + mes "[Cougar]"; + mes "What...?"; + mes "How did you dodge"; + mes "all of my attacks?"; + mes "You've got some talent,"; + mes "I'll give you that."; + next; + mes "["+strcharinfo(0)+"]"; + mes "..............................."; + mes "I came here hoping"; + mes "to change my job"; + mes "to a Ninja."; + next; + mes "[Cougar]"; + mes "...Oh. Is that all?"; + mes "Hmm, you've got great"; + mes "potential, but I can't help"; + mes "you now. I've got too many"; + mes "enemies, and I can't let my"; + mes "guard down for even a second."; + next; + mes "[Cougar]"; + mes "That Wildcat Joe is"; + mes "completely ruthless...!"; + mes "He could strike at any time!"; + mes "He'll do anything to achieve"; + mes "victory over his enemies!"; + next; + mes "[Cougar]"; + mes "Wait, wait, I just"; + mes "thought of something."; + mes "Maybe you can help me out."; + mes "Do what I ask, and I'll teach"; + mes "you a few of my skills if you"; + mes "really want to be a Ninja."; + next; + if(select("Sure.:No, thanks.") == 2) { + mes "[Cougar]"; + mes "Hm? Well, alright."; + mes "Still, I don't see"; + mes "why we can't help"; + mes "each other in this"; + mes "little predicament..."; + close; + } + mes "[Cougar]"; + mes "Great! Now, I wanted to"; + mes "ask Wildcat Joe if he'd"; + mes "agree to a temporary truce."; + mes "I'm aware that both of us"; + mes "are out of weapons, so we"; + mes "should get well equipped first."; + next; + mes "[Cougar]"; + mes "Please take this letter,"; + mes "and deliver it to Wildcat"; + mes "Joe in Einbroch. He's a master"; + mes "of disguise, so keep a careful"; + mes "eye out for him. Ah, and look"; + mes "for him in a high place."; + next; + mes "[Cougar]"; + mes "Yeah, Wildcat Joe"; + mes "always did have a thing"; + mes "for hiding in high places."; + mes "Anyway, after you give him"; + mes "the letter, come back and"; + mes "let me know his answer."; + set NINJ_Q,1; + setquest 6015; + close; + } + else if(NINJ_Q == 1) { + mes "[Cougar]"; + mes "Even if this task"; + mes "isn't that urgent,"; + mes "please hurry over to"; + mes "Einbroch and deliver"; + mes "my letter to Wildcat Joe."; + close; + } + else if(NINJ_Q == 2) { + mes "[Cougar]"; + mes "Did you deliver that"; + mes "letter to Wildcat Joe?"; + mes "I still need to know his"; + mes "response to my proposal"; + mes "for a truce. Anyway, see"; + mes "if you can needle him for it."; + close; + } + else if(NINJ_Q == 3) { + mes "[Cougar]"; + mes "Ah, you've returned."; + mes "So did Wildcat Joe send"; + mes "you back here with his"; + mes "response? Great, great,"; + mes "please let me read it."; + next; + mes "[Cougar]"; + mes "What...?! How could he"; + mes "reject my proposal for"; + mes "a truce?! This can only"; + mes "mean that he's made another"; + mes "Kunai. Nuts! I have to catch"; + mes "up to him, or I'm a goner!"; + next; + mes "[Cougar]"; + mes "Listen, you've got to help"; + mes "me out again! I need you to"; + mes "gather some materials so that"; + mes "I can craft my own Kunai to fight Wildcat Joe. Then, I'll go ahead"; + mes "and change your job to a Ninja."; + next; + mes "[Cougar]"; + mes "All you need"; + mes "to bring me is"; + mes "^3355FF5 Cyfars^000000 and"; + mes "^3355FF1 Phracon^000000."; + mes "Please get those"; + mes "as quickly as you can!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Huh? That's funny,"; + mes "Wildcat Joe actually"; + mes "asked me to gather"; + mes "those same materials."; + next; + mes "[Cougar]"; + mes "Curses! Then that means..."; + mes "You actually helped Joe"; + mes "in crafting his Kunai! No!"; + mes "I should have thought about"; + mes "that earlier! Well, it's too"; + mes "late now. Just h-hurry it up!"; + set NINJ_Q,4; + changequest 6017,6018; + close; + } + else if(NINJ_Q == 4) { + if (countitem(7053) < 5 || countitem(1010) < 1) { + mes "[Cougar]"; + mes "Hurry and bring"; + mes "^3355FF5 Cyfars^000000 and"; + mes "^3355FF1 Phracon^000000 to me,"; + mes "so that I can craft"; + mes "my own Kunai to use"; + mes "against Wildcat Joe!"; + close; + } + if (Skillpoint != 0) { + mes "[Cougar]"; + mes "Whoa, whoa..."; + mes "You still have some"; + mes "leftover Skill Points."; + mes "You'd better spend all"; + mes "of them before you"; + mes "change jobs, right?"; + close; + } + mes "[Cougar]"; + mes "Ah, you're back with"; + mes "everything that I need."; + mes "You've come earlier than"; + mes "I expected, eh? Great,"; + mes "as promised, I'll turn"; + mes "you into a Ninja."; + next; + mes "[Cougar]"; + mes "Let me formally introduce"; + mes "myself. I am High Ninja Cougar"; + mes "in the Touga Ninja Corps, and"; + mes "I'm in charge of the search"; + mes "party to find Sir Kazma."; + next; + mes "[Cougar]"; + mes "Sir Kazma is the chief"; + mes "of my village, but he's"; + mes "run away. This has resulted"; + mes "in an internal conflict within"; + mes "the Ninja Corps. Things are"; + mes "pretty unstable right now..."; + next; + mes "[Cougar]"; + mes "I initially didn't want to"; + mes "accept you as a Ninja because"; + mes "of this complicated situation."; + mes "However, you've proven that"; + mes "you're truly worthy of joining"; + mes "the Ninja ranks."; + next; + mes "[Cougar]"; + mes "According to his letter, even"; + mes "Joe thinks highly of you. Just"; + mes "remember that, as a Ninja, your"; + mes "mission is your highest priority. But don't let mission objectives"; + mes "supercede your conscience."; + next; + mes "[Cougar]"; + mes "''Secrecy above all else.''"; + mes "To keep our secrets in the"; + mes "shadows, you can only buy"; + mes "or sell Ninja weapons with"; + mes "authorized dealers. Please"; + mes "keep that in mind."; + next; + mes "[Cougar]"; + mes "As of today, you are"; + mes "now a proud member of the"; + mes "Touga Ninja Corps. Be as"; + mes "agile as the wind, and as"; + mes "quiet as the falling shadows."; + callfunc "Job_Change",Job_Ninja; + set NINJ_Q,5; + delitem 7053,5; // Cyfar + delitem 1010,1; // Phracon + getitem 13010,1; // Asura + completequest 6018; + close; + } + else { + mes "[Cougar]"; + mes "How have you been?"; + mes "Train hard: you want"; + mes "to be able to vanish"; + mes "without a trace. If you"; + mes "can do that, you'll get"; + mes "the respect of any Ninja~"; + close; + } + }else{ + if (Class == Job_Ninja) { + mes "[Cougar]"; + mes "How have you been?"; + mes "Train hard: you want"; + mes "to be able to vanish"; + mes "without a trace. If you"; + mes "can do that, you'll get"; + mes "the respect of any Ninja~"; + close; + }else{ + mes "[Cougar]"; + mes "What...?"; + mes "How were you able"; + mes "to find me hidden"; + mes "in the shadows?!"; + mes "You must be more than"; + mes "a common adventurer, eh?"; + close; + } + } +} + +einbroch,184,194,3 script Suspicious Man#nq 881,{ + if (NINJ_Q == 1) { + mes "[Suspicious Man]"; + mes "I've traveled to many"; + mes "countries, but I've never"; + mes "been on a building as high"; + mes "as Einbroch Tower. All the"; + mes "buildings in my hometown"; + mes "are tiny in comparison..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Oh, are you from"; + mes "Amatsu? I'm looking"; + mes "for someone named"; + mes "Wildcat Joe from there."; + next; + mes "[Suspicious Man]"; + mes "...No. No, I'm actually"; + mes "from Izlude, and I'm only"; + mes "here in Einbroch for some"; + mes "minerals. Tell me, why are"; + mes "you looking for this Wildcat Joe?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well, I need to deliver"; + mes "this letter to him and"; + mes "get his response so that"; + mes "I can become a Ninja."; + next; + mes "[Suspicious Man]"; + mes "Really? Now that I think"; + mes "about it, I do think that I've"; + mes "run once or twice into him"; + mes "in this town. Though, he prefers to be called ''Red Leopard Joe,''"; + mes "instead of ''Wildcat Joe.''"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I really want to help you"; + mes "find him, but first I need"; + mes "to find the minerals that"; + mes "I'm looking for. If you don't"; + mes "mind, would you help me?"; + mes "Then I can help you find Joe."; + next; + if(select("Don't worry, I'll find him alone.:Sure, I'll help you.") == 1) { + mes "[Suspicious Man]"; + mes "You sure about that...?"; + mes "Red Leopard Joe is a true"; + mes "master of disguise. You'll"; + mes "need all the help you can"; + mes "get to find him..."; + close; + } + mes "[Suspicious Man]"; + mes "Great, I'm glad to"; + mes "hear that. Please"; + mes "help me find"; + mes "^3355FF5 Cyfars^000000 and"; + mes "^3355FF1 Phracon^000000."; + set NINJ_Q,2; + changequest 6015,6016; + close; + } + else if(NINJ_Q == 2) { + if (countitem(7053) < 5 || countitem(1010) < 1) { + mes "[Suspicious Man]"; + mes "Please bring"; + mes "^3355FF5 Cyfars^000000 and"; + mes "^3355FF1 Phracon^000000 to me as"; + mes "soon as you can. Then,"; + mes "I can help you find"; + mes "Red Leopard Joe."; + close; + } + mes "[Suspicious Man]"; + mes "Good, good. You've"; + mes "brought the minerals..."; + mes "Now, it's my turn to"; + mes "help you now. Here,"; + mes "let me see that letter."; + next; + mes "["+strcharinfo(0)+"]"; + mes "?????!!"; + next; + mes "[Suspicious Man]"; + mes "Why? Didn't you bring Cougar's letter for me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Are you..."; + mes "Are you Wildcat Joe?"; + next; + mes "[Suspicious Man]"; + mes "...Yes, but I prefer to"; + mes "be called Red Leopard Joe."; + mes "Cougar sent you to me, right?"; + mes "He's the only one who calls"; + mes "me that. So you want to be"; + mes "a Ninja, eh? Hmm, alright."; + next; + mes "[Red Leopard Joe]"; + mes "If you want to be a Ninja,"; + mes "you should always be careful"; + mes "of what you see and what you trust. Don't forget that if your"; + mes "secrets are ever discovered, then you're finished as a Ninja."; + next; + mes "[Red Leopard Joe]"; + mes "Remember to move"; + mes "quickly, and to always"; + mes "vanish without a trace."; + mes "To remain hidden in the"; + mes "shadows is really our"; + mes "ultimate power."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I see..."; + mes "..........."; + next; + mes "[Red Leopard Joe]"; + mes "For now, let me read"; + mes "this letter. Let's see..."; + mes "Hm. I thought that Cougar"; + mes "would want to challenge me"; + mes "again, but he actually wants"; + mes "a temporary truce? Hah!"; + next; + mes "[Red Leopard Joe]"; + mes "Thanks to your help,"; + mes "I now have the minerals"; + mes "I need to construct a Kunai!"; + mes "Hahaha! I won't agree to a truce when I have the advantage!"; + next; + mes "[Red Leopard Joe]"; + mes "Anyway, let me write my"; + mes "response to him. I'll also"; + mes "give you my recommendation..."; + mes "I think you'll make a very fine"; + mes "Ninja, even if I did trick you"; + mes "just earlier. Heh heh heh!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "......"; + mes "........."; + mes "............"; + next; + mes "[Red Leopard Joe]"; + mes "Here you go."; + mes "Please bring this"; + mes "letter to Cougar."; + mes "It'll take a while to"; + mes "return to Amatsu, so let"; + mes "me send you there directly..."; + delitem 1010,1; // Phracon + delitem 7053,5; // Cyfar + set NINJ_Q,3; + changequest 6016,6017; + close2; + warp "amatsu",113,127; + end; + } + else if(NINJ_Q == 3) { + mes "[Red Leopard Joe]"; + mes "Eh? I'm not sure what"; + mes "happened, but it seems"; + mes "that you haven't delivered"; + mes "my response to Cougar yet."; + mes "Shall I directly send you"; + mes "to Amatsu right now?"; + next; + if(select("No, thanks.:Yes, please.") == 1) { + mes "[Red Leopard Joe]"; + mes "Alright. Well, I was"; + mes "just trying to save"; + mes "you some time."; + close; + } + mes "[Red Leopard Joe]"; + mes "Okay, then."; + mes "Goodbye for now."; + close2; + warp "amatsu",113,127; + end; + } + else if(NINJ_Q == 4) { + mes "[Red Leopard Joe]"; + mes "Cougar asked you to"; + mes "gather some materials"; + mes "too? Oh well, I suppose"; + mes "that I can't blame him."; + mes "Besides, I should be able"; + mes "to beat him in a fair fight~"; + close; + } + else if(NINJ_Q == 5 && Class == Job_Ninja) { + mes "[Red Leopard Joe]"; + mes "Oh, you're a Ninja~"; + mes "I hope you continue to"; + mes "train yourself and master"; + mes "all the Ninja skills that"; + mes "you can. Always remember"; + mes "to blend into the shadows."; + close; + } + else { + mes "[Tourist]"; + mes "I've traveled to many"; + mes "countries, but I've never"; + mes "been on a building as high"; + mes "as Einbroch Tower. All the"; + mes "buildings in my hometown"; + mes "are tiny in comparison..."; + close; + } +} diff --git a/npc/jobs/1-1e/taekwon.txt b/npc/jobs/1-1e/taekwon.txt new file mode 100644 index 000000000..54a6c8ce2 --- /dev/null +++ b/npc/jobs/1-1e/taekwon.txt @@ -0,0 +1,423 @@ +//===== rAthena Script ======================================= +//= Taekwon Job Quest +//===== By: ================================================== +//= Tsuyuki & Samuray22 +//===== Current Version: ===================================== +//= 1.4 +//===== Compatible With: ===================================== +//= rAthena/Freya +//===== Description: ========================================= +//= Official iRO TaeKwon Job Change Quest +//===== Additional Comments: ================================= +//= 1.0 Replaced previous TK Job Quest with this one [Tsuyuki] +//= 1.1 Rewrote to the Aegis Standars. [Samuray22] +//= 1.2 Fixed position the npc is facing. [Kisuka] +//= 1.3 Added Quest Log commands. [Kisuka] +//= 1.4 Removed use of 'goto', and fixed some indentation. [L0ne_W0lf] +//============================================================ + + +payon,157,141,5 script Phoenix#TKJobChange 753,{ + if(Upper == 2) { + mes "[Phoenix]"; + mes "Hello, child."; + close; + } else if(Class == Job_Taekwon) { + mes "[Phoenix]"; + mes "How is your training"; + mes "coming along? As your"; + mes "techniques become more"; + mes "refined or spectacular,"; + mes "never forget that you can"; + mes "always rely on the basics."; + close; + } else if(Class > Job_Novice) || (Class == Job_Novice && TK_Q == 0) { + mes "[Phoenix]"; + mes "This land. Our once"; + mes "beautiful world has been"; + mes "stained by evil: there are"; + mes "too many men corrupted by"; + mes "darkness, too many monsters"; + mes "threatening the innocent..."; + next; + mes "[Phoenix]"; + mes "The havoc that reigns in this"; + mes "world is too much for normal"; + mes "humans, which cannot stand"; + mes "up for themselves against such"; + mes "overwhelming odds. Still, one"; + mes "must aspire to fight the odds."; + next; + mes "[Phoenix]"; + mes "And so, I've dedicated"; + mes "myself to becoming stronger."; + mes "I have been training to achieve"; + mes "enlightenment, developing an art to hone the mind and body that"; + mes "I wish to share with the world."; + next; + mes "[Phoenix]"; + mes "I may not be able to change"; + mes "the world on my own, but I'll"; + mes "never stop training myself"; + mes "spiritually and physically."; + mes "I know that the answer"; + mes "will come in time..."; + next; + if (Class != Job_Novice && TK_Q != 0) { + mes "[Phoenix]"; + mes "Noble adventurer:"; + mes "if you know anyone who"; + mes "has not chosen his path"; + mes "in life, please recommend"; + mes "him to me. If interested,"; + mes "I may teach him my art..."; + close; + } + mes "[Phoenix]"; + mes "If you have not decided on"; + mes "the path you wish to take in"; + mes "life, I'd like you to consider"; + mes "becoming a practitioner of my"; + mes "art. It won't be easy, but it will lead you to great strength..."; + next; + if(select("Okay, I will join you.","No, thank you.") == 1) { + if(getskilllv("NV_BASIC") < 9) { + mes "[Phoenix]"; + mes "How unfortunate!"; + mes "You're not yet ready to"; + mes "begin training under my"; + mes "tutelege with your current"; + mes "Job Level. Please return when you reach Job Level 9 or higher."; + close; + } + mes "[Phoenix]"; + mes "Very well... I accept you"; + mes "as my student. In beginning"; + mes "training, your physical body"; + mes "must first be conditioned in"; + mes "order to perform the skills"; + mes "that you will be learning."; + next; + if(BaseLevel > 19) { + mes "[Phoenix]"; + mes "Hm. I see that you have"; + mes "undergone sufficient physical"; + mes "training as a Novice. Very good. Then let us prepare for your"; + mes "spiritual training. Take a deep"; + mes "breath, speak to me when ready."; + set TK_Q, 2; + setquest 6001; + close; + } + mes "[Phoenix]"; + mes "The mind is not necessarily"; + mes "bound to the limits of the body, but you will never fulfill your"; + mes "true potential without integrating mind and body. Go, gain ^FF00001 more"; + mes "Base Level^000000, and then return."; + next; + set TAEK_Q, BaseLevel; + set TK_Q, 1; + setquest 6000; + mes "[Phoenix]"; + mes "I understand this is not an"; + mes "easy task for Novices, but you"; + mes "must ready yourself for the"; + mes "hardship for this job. I shall"; + mes "expect you to be stronger"; + mes "the next time we meet."; + close; + } + mes "[Phoenix]"; + mes "I understand. One's life can"; + mes "take many paths, but you can"; + mes "only choose to travel on one"; + mes "at a time. I hope that you work"; + mes "towards enlightenment in your"; + mes "very own way, adventurer."; + close; + } + switch(TK_Q) { + case 1: + if(BaseLevel > TAEK_Q) { + set TK_Q, 2; + changequest 6000,6001; + mes "[Phoenix]"; + mes "Good. I sense that you"; + mes "are more in tune with your"; + mes "inner strength. That is the"; + mes "natural result of leveling up."; + mes "We're ready to proceed with"; + mes "the next portion of training."; + close; + } + mes "[Phoenix]"; + mes "You must gain ^FF00001 more"; + mes "Base Level^000000 to prove that"; + mes "you can endure the hardship"; + mes "that entails this job. Never"; + mes "neglect your training."; + close; + case 2: + mes "[Phoenix]"; + mes "For your spiritual training,"; + mes "I will ask you a series of"; + mes "questions to test your spirit."; + mes "Relax. Answer as honestly"; + mes "as you can. Your will and"; + mes "convictions will be tested."; + next; + mes "[Phoenix]"; + mes "As a practitioner of my"; + mes "art, the ability to quickly"; + mes "make the best decision will"; + mes "be necessary in battle. Now,"; + mes "we will begin the questioning."; + next; + mes "[Phoenix]"; + mes "When you encounter"; + mes "great difficulty, how do"; + mes "you generally respond?"; + next; + switch(select( "I face it head on.:Avoid it somehow.:Regroup and analyze the problem.")) { + case 1: + mes "[Phoenix]"; + mes "Yes, that is the answer"; + mes "I wanted. Even if you cannot"; + mes "handle a problem at first, we"; + mes "can only benefit from such"; + mes "strong determination. Don't"; + mes "let any obstacle stop you."; + next; + mes "[Phoenix]"; + mes "Even if you fail, you"; + mes "can only learn from the"; + mes "experience when you give"; + mes "your all. Half-hearted"; + mes "attempts rarely yield"; + mes "fruitful results."; + next; + mes "[Phoenix]"; + mes "Seeing as you already"; + mes "understand the importance"; + mes "of one's will, we'll proceed"; + mes "to the next question."; + next; + break; + case 2: + mes "[Phoenix]"; + mes "Fool! How do you expect"; + mes "to mature if you run away"; + mes "from challenges? Fear can"; + mes "be a healthy reaction that"; + mes "can save your life, but true"; + mes "cowardice is despicable."; + next; + mes "[Phoenix]"; + mes "It disappoints me to"; + mes "hear you say that. Never"; + mes "say such a thing to me again."; + mes "Hm. Contemplate the meanings"; + mes "of courage and cowardice, and"; + mes "then speak to me once again."; + close; + case 3: + mes "[Phoenix]"; + mes "Regroup? It is good to do that"; + mes "after you have been defeated."; + mes "But it is best to face problems"; + mes "once you encounter them."; + mes "You will not always have"; + mes "the luxury of regrouping."; + next; + mes "[Phoenix]"; + mes "Problems can be predicted"; + mes "and analyzed, but I think"; + mes "immediate retreat is unwise."; + mes "Contemplate on your fears,"; + mes "as well as what you define as"; + mes "failure. Then, return to me."; + close; + } + mes "[Phoenix]"; + mes "On your travels, you will"; + mes "encounter many people with"; + mes "differing backgrounds and"; + mes "viewpoints. Inevitably, you"; + mes "will encounter someone whose"; + mes "way of life you cannot fathom."; + next; + mes "[Phoenix]"; + mes "Likewise, this person will"; + mes "not understand your way of"; + mes "life. When your two viewpoints"; + mes "clash, causing heated conflict,"; + mes "how would you respond?"; + next; + switch( select("Insist that I'm right, regardless:Disregard conflicting viewpoint:Accept differences and learn from them")) { + case 1: + mes "[Phoenix]"; + mes "It's important to have your"; + mes "own opinion. However, you"; + mes "must recognize that you may"; + mes "be wrong, and an opposing"; + mes "view may have some merit."; + next; + mes "[Phoenix]"; + mes "There is no one right"; + mes "answer and the light of"; + mes "truth can take many shades."; + mes "Such is the way of nature."; + mes "To force ideas on others is"; + mes "an oppressive practice."; + next; + mes "[Phoenix]"; + mes "Do not limit yourself"; + mes "to a single view, and do"; + mes "not stifle your growth by"; + mes "adhering to a single truth."; + mes "Contemplate on this, and"; + mes "then speak with me again."; + close; + case 2: + mes "[Phoenix]"; + mes "It is important to get"; + mes "along with others, but"; + mes "you will bring no value"; + mes "to this world without your"; + mes "own unique contributions,"; + mes "thoughts and opinions."; + next; + mes "[Phoenix]"; + mes "A conflict of ideals, when"; + mes "conducted with respect for"; + mes "yourself and others, is a"; + mes "great opportunity to broaden"; + mes "your understanding of the"; + mes "world as it is to others."; + next; + mes "[Phoenix]"; + mes "Reflect on this idea of"; + mes "establishing harmony with"; + mes "the self, and harmony with"; + mes "others. Then, return to me."; + close; + case 3: + mes "[Phoenix]"; + mes "Good. You must see"; + mes "differences for what they"; + mes "truly are. You must also"; + mes "take criticism to your own"; + mes "views with grace and "; + mes "sincere consideration."; + next; + mes "[Phoenix]"; + mes "It is impossible to know"; + mes "everything in this world."; + mes "It is impossible to understand"; + mes "every view. But that does not"; + mes "mean that views you do not"; + mes "understand are meritless."; + next; + mes "[Phoenix]"; + mes "The one with whom you"; + mes "disagree may have the"; + mes "answer you do not know."; + mes "In your time of weakness,"; + mes "this person may be your"; + mes "greatest help. Remember that."; + next; + } + mes "[Phoenix]"; + mes "I am satisfied by the"; + mes "answers you have given"; + mes "me. Please reflect on what"; + mes "we have discussed for a little"; + mes "while. When your mind is calm,"; + mes "come and speak to me."; + set TK_Q, 3; + changequest 6001,6002; + close; + case 3: + mes "[Phoenix]"; + mes "Are you feeling calm"; + mes "and at peace? I will ask"; + mes "you a very important question."; + mes "Give me your honest answer."; + next; + mes "[Phoenix]"; + mes "^FF0000Are you ready to dedicate"; + mes "yourself to the special art"; + mes "I will teach you, and uphold"; + mes "the dignity of its philosophy?"; + next; + if( select( "Yes.","No.") == 1) { + mes "[Phoenix]"; + mes "Very well. You are no"; + mes "longer just a student."; + mes "You are now entrusted with"; + mes "the powers and responsibilites"; + mes "of a disciple of ^FF0000Taekwon Do^000000."; + next; + mes "[Phoenix]"; + mes "''Taekwon'' has the meaning"; + mes "of ''punching and kicking,''"; + mes "and ''Do'' has the meaning"; + mes "of ''art.'' This martial art is"; + mes "focused on skills using"; + mes "the fists and the feet."; + next; + mes "[Phoenix]"; + mes "Please use this discipline"; + mes "to hone your body and mind"; + mes "and learn the skills that are"; + mes "best suited to you. Never"; + mes "shirk your training, or bring"; + mes "shame to Taekwon Do."; + next; + completequest 6002; + callfunc "Job_Change",Job_Taekwon; + callfunc "F_ClearJobVar"; + getitem 2101,1; // Guard[0] + mes "[Phoenix]"; + mes "You are still young, so"; + mes "I assume you'll want a job"; + mes "title. Mm. In that case, you"; + if(Sex == 0) { + mes "are now a ^FF0000Taekwon Girl^000000."; + } else { + mes "are now a ^FF0000Taekwon Boy^000000."; + } + mes "Yes, that sounds good. "; + next; + mes "[Phoenix]"; + mes "Please, take this training"; + mes "uniform and guard set: make"; + mes "good use of these gifts. As"; + mes "you travel and train, enlighten"; + mes "others about our art and learn^FFFFFF ^000000 what you can from them in return."; + next; + mes "[Phoenix]"; + mes "It is now time for you to"; + mes "embark on your own journey"; + mes "to find new challenges to"; + mes "develop your strength."; + mes "Carry yourself with pride"; + mes "as a Taekwon Do practitioner..."; + next; + mes "[Phoenix]"; + mes "Very well. I wish you luck."; + mes "I hope to see you again"; + mes "sometime, "+strcharinfo(0)+"."; + close; + } + mes "[Phoenix]"; + mes "Hm, perhaps you are not"; + mes "quite ready to progress from"; + mes "your status as a student to"; + mes "a full fledged disciple."; + mes "When you feel prepared,"; + mes "come and speak to me."; + close; + } +} + diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt new file mode 100644 index 000000000..7f8febe58 --- /dev/null +++ b/npc/jobs/2-1/assassin.txt @@ -0,0 +1,2299 @@ +//===== rAthena Script ======================================= +//= Assassin Job Quest +//===== By: ================================================== +//= kobra_k88 +//===== Current Version: ===================================== +//= 3.5 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job Change quest for Assassin class. +//===== Additional Comments: ================================= +//= v1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe) +//= Also converted the booby traps from the aegis script.[kobra_k88] +//= v1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality. +//= Fixed some duplicate npc names. Added missing waitingroom triggers. +//= Fixed warp in "TimerSin", was supposed to be an areawarp. +//= For some reason sometimes the "Nameless One" would have message windows +//= without controls. Changed the doevent that triggers him to an +//= addtimer and that seemed make the prob. go away[kobra_k88] +//= 1.2 Fixed WRONG skillpoint check! [Lupus] +//= 1.2b Fixed missing commands and typos [Lupus] +//= 1.3 Baby class Support added [Lupus] +//= 1.5 Fixed possible EXP abuse [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1 Removed Duplicates [Silent] +//= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus] +//= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I +//= was still able to bypass it) [Toms] +//= 2.4 Fixed skipping of Nameless NPC [Lupus] +//= 2.5 Fixed a Rogue exploit [Lupus] +//= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf] +//= 2.7 Several bugfixes with the help of Samuray22 and Barron-Monster. [L0ne_W0lf] +//= 2.8 Removed duplicate warps. [L0ne_W0lf] +//= 2.8a Deleted unused variables. [Samuray22] +//= 2.8b Fixed error caused in last updated, removed useless variable 'joblvl'. [L0ne_W0lf] +//= 2.9 Fixed an indent and added a 'break;' in hopes of 'fixing' an error [L0ne_W0lf] +//= 2.9a Corrected a Typo error ";;". [Samuray22] +//= 2.9b Moved a wrong 'break'. [Zephyrus_cr] +//= 3.0 Now uses enable and disable waitingroomevent. [L0ne_W0lf] +//= 3.1 Fixed problem with waiting room. (bugreport:1099) [L0ne_W0lf] +//= 3.1a Follow up fix. Forgot to replace a label. [L0ne_W0lf] +//= 3.1b Fixed waiting room not enabled in some situations [Zephyrus] +//= 3.2 Fixed a question having all correct answers. [brianluau] +//= 3.3 Added Quest Log commands. [Kisuka] +//= 3.4 Removed the need for use of 'goto.' [L0ne_W0lf] +//= 3.5 Fixed the waitingroom where player can enter the Test Area without passing the written exam. Now player will not be warp inside the Test Area when did not passed the written exam instead the player will be warp back to the written exam entrance [JayPee] +//============================================================ + +in_moc_16,19,33,1 script Guildsman#asn 55,{ + if (Upper == 1) { + mes "[Ferocious-looking guy]"; + mes "Hm? You....?"; + mes "I sense that you're different than most people..."; + next; + mes "[Ferocious-looking guy]"; + mes "I've never met anyone as intimidating as you! For some reason, I don't like you. I think you should leave!"; + close; + } + if (SkillPoint) { + mes "[Ferocious-looking guy]"; + mes "You can't change your job if you have any unused skill points from the 1st job. You better go and use those up first."; + close; + } + if (ASSIN_Q == 4) { + mes "[Ferocious-looking guy]"; + mes "Oh, stop making that face. Can you really be in that much pain?"; + next; + mes "[Ferocious-looking guy]"; + mes "Wah wah wah, you're hurting, I can see that. Look, I'll restore HP and SP. Happy?"; + percentheal 100,100; + next; + mes "[Ferocious-looking guy]"; + mes "Is it that hard to stay alive?"; + mes "Why don't you try harder next time? You can't force yourself too hard to become an Assassin..."; + next; + if (select("I will become an Assassin no matter what!:Oh man, I gotta take a break.") == 1) { + mes "[Ferocious-looking guy]"; + mes "Oh..."; + mes "Well then,"; + mes "go for it!"; + close2; + set ASSIN_Q,0; + warp "in_moc_16",19,76; + end; + } + mes "[Ferocious-looking guy]"; + mes "Take a break? Oh alright, have it your way. When you feel like you're ready to become an Assassin, come back."; + next; + mes "[Ferocious-looking guy]"; + mes "You'll have to walk if you want to get back to town. Oh, and don't forget to save your spawn point, alright?"; + close2; + set ASSIN_Q,0; + set ASSIN_Q2,0; + set ASSIN_Q3,0; + savepoint "in_moc_16",18,14; + warp "in_moc_16",18,14; + end; + } + if (BaseJob == Job_Thief && countitem(1008) == 0 && ASSIN_Q > 7) { + mes "[Assassin Expert 'Huey']"; + mes "Hey, what happened...? How come you didn't bring the ^006699Necklace of Oblivion^000000? You're supposed to carry that with you, so where is it?"; + next; + mes "[Assassin Expert 'Huey']"; + mes "You get better get that ^006699Necklace of Oblivion^000000 again before the guildmaster finds out! Hurry, and do your best to get it!"; + next; + mes "[Assassin Expert 'Huey']"; + mes "When you finally succeed in getting it, bring it to me! ^666666*Sigh...*^000000"; + close; + } + if (BaseJob == Job_Thief && countitem(1008) > 0 && ASSIN_Q > 7) { + mes "[Assassin Expert 'Huey']"; + mes "Well well well, you got it. Congratulations! But since it's been clearly scratched, I can't accept it. You'll never become an Assassin!"; + next; + mes "[Assassin Expert 'Huey']"; + mes "Hahahah~! I'm just joking, don't take it seriously. But I do need to check this necklace with the guildmaster first."; + next; + mes "[Assassin Expert 'Huey']"; + mes "..."; + next; + mes "[Assassin Expert 'Huey']"; + mes "..."; + mes "......"; + next; + delitem 1008,1; //Frozen_Heart + changequest 8007,8008; + mes "[Assassin Expert 'Huey']"; + mes "Alright!"; + mes "You've been approved!"; + next; + completequest 8008; + callfunc "Job_Change",Job_Assassin; + callfunc "F_ClearJobVar"; // clears all job variables for the current player + mes "[Assassin Expert 'Huey']"; + mes "Now! Do your best to be a great Assassin! Travel with faith and kill with dignity. Come by anytime and pay us a visit. Once again, congratulations."; + close; + } + else if (countitem(1008) > 0 && BaseJob == Job_Thief && ASSIN_Q < 7) { + mes "[Ferocious-looking guy]"; + mes "Eh?"; + mes "What do you want?"; + next; + mes "[Ferocious-looking guy]"; + mes "I see you're carrying a ^006699Necklace of Oblivion^000000... You want to become an Assassin, don't you? Let me check it..."; + next; + mes "[Ferocious-looking guy]"; + mes "..."; + next; + mes "[Ferocious-looking guy]"; + mes "..."; + mes "......"; + next; + mes "[Ferocious-looking guy]"; + mes "Wait a second..."; + mes "Why you no good BASTARD! THIS IS A FAKE!"; + next; + mes "[Ferocious-looking guy]"; + mes "How dare you think of trying to trick me with a fake! Are you stupid or what!? I should kill you..."; + close2; + warp "moc_fild16",206,229; + end; + } + else { + mes "[Ferocious-looking guy]"; + mes "What brings you here?"; + mes "I don't think I like the way you're looking at me... Punk."; + next; + if (BaseClass == Job_Novice) { + mes "[Ferocious-looking guy]"; + mes "Hey Newbie. You should really get out of here as soon as you can. I can't guarantee your safety."; + close; + } + else if (BaseClass == Job_Swordman) { + mes "[Ferocious-looking guy]"; + mes "What brings a man of the sword to this place? Why don't you try smashing stuff somewhere else, ya lunkhead."; + close; + } + else if (BaseClass == Job_Mage) { + mes "[Ferocious-looking guy]"; + mes "Now what would a magic user be doing here?"; + next; + mes "[Ferocious-looking guy]"; + mes "There's a library in Prontera and Juno where you're welcome, so why don't you make like a magic trick and disappear?"; + close; + } + else if (BaseClass == Job_Archer) { + mes "[Ferocious-looking guy]"; + mes "Well well well."; + mes "Look at that purdy bow."; + next; + mes "[Ferocious-looking guy]"; + mes "There aren't many Bowmen with the gall to even come close to this place. Well, what do you think you're doin' here?!"; + close; + } + else if (BaseClass == Job_Acolyte) { + mes "[Ferocious-looking guy]"; + mes "I thought something smelled funny. What's a servant of God doing in this place? You don't belong here."; + close; + } + else if (BaseClass == Job_Merchant) { + mes "[Ferocious-looking guy]"; + mes "We don't like greedy people around these parts. You better sell your stuff somewhere else, Moneybags."; + close; + } + else if (BaseJob == Job_Rogue) { + mes "[Ferocious-looking guy]"; + mes "You look like you don't have a care in the world. Well, I hope you enjoy your rest while you stay here. It's okay, since the Rogue and Assassin Guilds have always gotten along pretty well."; + next; + mes "[Ferocious-looking guy]"; + mes "By the way..."; + mes "Have you ever seen"; + mes "a girl named Markie?"; + next; + mes "[Ferocious-looking guy]"; + mes "Markie..."; + mes "We promised that we'd be together forever. ^666666*Sigh...*^000000 I don't even think she remembers that promise anymore. Then again, we were pretty young back then..."; + close; + } + else if (BaseJob == Job_Assassin) { + mes "[Assassin Expert 'Huey']"; + mes "Hey, I remember you~"; + mes "Wasn't your name, umm, I remember 'cause it sounded funny to me..."; + next; + mes "[Assassin Expert 'Huey']"; + mes ":+:" + strcharinfo(0) + ":+:, right? No wait, just "+ strcharinfo(0) +". Yeah, how's it goin'?"; + next; + mes "[Assassin Expert 'Huey']"; + mes "Unfortunately, I don't have any requests for you at this time from the guild. Just keep focusing on your training. Till then, see ya."; + close; + } + else if (BaseJob == Job_Thief && JobLevel > 39) { + if (SkillPoint) { + mes "[Ferocious-looking guy]"; + mes "You can't change your job if you still have unused skill points from First Job. You better use up those skill points first."; + close; + } + else { + mes "[Ferocious-looking guy]"; + mes "Hmm..."; + mes "A Thief...?"; + next; + mes "[Ferocious-looking guy]"; + mes "And a well-experienced Thief since I can't seem to find my wallet. We do need people like you, you know."; + next; + mes "[Ferocious-looking guy]"; + mes "So how about taking the next step and becoming an Assassin?"; + next; + switch(select("Yes. I've picked my last pocket.:What's the requirements?:Maybe later, I need to steal some things first.")) { + case 1: + mes "[Ferocious-looking guy]"; + mes "It's been a while since I've received a guest. I'm sending"; + mes "you to the office."; + close2; + set ASSIN_Q,0; + if(checkquest(8000) != -1) { + changequest 8000,8001; + }else{ + setquest 8001; + } + warp "in_moc_16",19,76; + end; + case 2: + mes "[Ferocious-looking guy]"; + mes "Requirements? Well, first you need to be a Thief. Second, you need to be at least Thief job level 40."; + next; + mes "[Ferocious-looking guy]"; + mes "And third, you need to pass a test to become an Assassin. You got"; + mes "all that? If you're sure of your ability as a Thief, you won't have to worry."; + close; + case 3: + mes "[Ferocious-looking guy]"; + mes "Hmm..."; + mes "Alright then."; + mes "But come back when"; + mes "you think you're ready."; + close; + } + } + } + else { + mes "[Ferocious-looking guy]"; + mes "Huh. You're not qualified to become an Assassin yet. There are requirements you need to meet first, you know."; + next; + mes "[Ferocious-looking guy]"; + mes "Well, keep training. You need to be at least job level 40, got it? But if you're above job level 40, that will probably be even better."; + close; + } + } +} + +in_moc_16,25,90,1 script Guildsman#ASN2 730,2,2,{ + mes "[Assassin 'Khai']"; + mes "Umm?!"; + Emotion e_gasp; + next; + mes "[Assassin 'Khai']"; + mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me."; + mes "I feel irritated when somebody talks to me behind my back."; + close; + +OnTouch: + if (ASSIN_Q2 == 4) { + mes "[Assassin 'Khai']"; + mes "Ehhh?"; + mes "Didn't you just"; + mes "pass me a minute ago?"; + next; + mes "[Assassin 'Khai']"; + mes "Eh...?!"; + mes "You failed?"; + mes "Even on the"; + mes "writing test?"; + mes "Bwahahahahaha!"; + next; + mes "[Assassin 'Khai']"; + mes "Well..."; + mes "It's been a long time since"; + mes "I've met such a big failure."; + next; + mes "[Assassin 'Khai']"; + mes "HAH!"; + mes "Hahahahah~!"; + mes "Oh, you're killing me...."; + next; + mes "[Assassin 'Khai']"; + mes "Sorry for laughing, but this is hilarious! Hahaha~ So do you want me to give you some hints?"; + next; + switch(select("I beg you, give me hints.:Don't laugh at me! Now, give me hints!:...Shut up, I don't need your help!")) { + case 1: + mes "[Assassin 'Khai']"; + mes "Haaahahahaha!!!"; + mes "Well well, aren't we honest. You're not even an Assassin yet, but you're killing me, I tell you, killing me!"; + next; + mes "[The Anonymous One]"; + mes "Ho ho ho..."; + next; + mes "[Assassin 'Khai']"; + mes "Did you hear that Anonymous one?! 'I beg you, give me hints.' Hahahah!"; + next; + mes "[The Anonymous One]"; + mes "Yes."; + mes "This one is quite hilarious"; + mes "in a pathetic sort of way."; + next; + mes "[Assassin 'Khai']"; + mes "Hahahahahahah!"; + mes "Soooooo, you wanted"; + mes "some hints, right?"; + next; + mes "[Assassin 'Khai']"; + mes "..."; + next; + mes "[Assassin 'Khai']"; + mes "..."; + mes "......"; + next; + mes "[Assassin 'Khai']"; + mes "..."; + mes "......"; + mes "........."; + next; + mes "[Assassin 'Khai']"; + mes "..."; + mes "......"; + mes "........."; + mes "............"; + next; + mes "[Assassin 'Khai']"; + mes "..."; + mes "......"; + mes "........."; + mes "............"; + mes "..............."; + next; + mes "[Assassin 'Khai']"; + mes "Nah."; + mes "I changed my mind!"; + mes "I'm not gonna give you any hints after all. Hee hee hee~"; + close; + case 2: + mes "[Assassin 'Khai']"; + if (sex) { + mes "Huh. You must have a lot of self confidence to be a Thief nowadays."; + next; + mes "[Assassin 'Khai']"; + mes "Yeah yeah, I understand. Everyone messes up from time to time. Sorry for laughing at your mistakes."; + } + else + mes "Hmm. I like your attitude. You should keep your pride as a Thief. Sorry for laughing at your mistakes. I think you'll do better next time."; + next; + mes "[Assassin 'Khai']"; + mes "I'm not allowed to give you hints, I can tell you more about being an Assassin..."; + next; + mes "[Assassin 'Khai']"; + mes "Above all else, we value our dignity. We're Assassins, after all and people will need us."; + next; + mes "[Assassin 'Khai']"; + mes "If people are close to you in some way, they might not understand what I'm saying. We're born to be loners due to our nature."; + next; + mes "[Assassin 'Khai']"; + mes "Imagine if a lover or a friend saw the blood on your hands. There's a chance that they might not stay with you."; + next; + mes "[Assassin 'Khai']"; + mes "Sometimes it gets lonely but it's not that bad. At least I can do what I want to do, you know, and do things my way."; + next; + mes "[Assassin 'Khai']"; + mes "Well, that's all I can tell you for now. Does being an Assassin"; + mes "seem depressing to you?"; + close; + case 3: + mes "[Assassin 'Khai']"; + mes "...Hm."; + next; + mes "[Assassin 'Khai']"; + mes "Right, that's the spirit. Don't ever let anyone else look down"; + mes "on you. We're Assassins..."; + next; + mes "[Assassin 'Khai']"; + mes "I apologize for laughing at you earlier. I want you to remember to keep that sense of pride and dignity as an Assassin."; + next; + mes "[Assassin 'Khai']"; + mes "Along with keeping your pride,"; + mes "I want that you respect the blood that may stain your Katar or Dagger."; + next; + if (select("...Got you.:...I'm confused.") == 1) { + mes "[Assassin 'Khai']"; + mes "Yeah, I can trust you now. Let me give you some important tips."; + next; + switch(rand(1,3)) { + case 1: + mes "[Assassin 'Khai']"; + mes "First of all, Grimtooth is ...A skill specifically for the Katar. Therefore, it doesn't require any skills related to Dagger weapons."; + next; + mes "[Assassin 'Khai']"; + mes "Double attack ...Haven't you tried it? It allows you to attack an enemy twice at a time."; + next; + mes "[Assassin 'Khai']"; + mes "Red Blood is an elemental stone, Blue Gemstone doesn't have to do the Assassin job at all!"; + next; + mes "[Assassin 'Khai']"; + mes "Have you ever seen Mages hunt Elder willow using the Cold Bolt skill? Water overpowers Fire. Water puts Fire under control, and Wind puts water under control."; + next; + mes "[Assassin 'Khai']"; + mes "As long as you stick close to the shadows, by walls and things like that, Cloaking will hide you from sight perfectly! Unless some bastard uses a certain detecting skill, you know."; + next; + break; + case 2: + mes "[Assassin 'Khai']"; + mes "'Sharpened Legbone of Ghoul' possesses the Undead property."; + next; + mes "[Assassin 'Khai']"; + mes "What kind of weapon have you used so far? Damascus? Gladius? Stiletto? Or Main Gauche? What is that you're carrying now?"; + next; + mes "[Assassin 'Khai']"; + mes "It's possible to get a slotted Katar from Desert Wolf. Well, just keep that in mind. You will need this information someday."; + next; + mes "[Assassin 'Khai']"; + mes "You can gain a slotted Jur from a buddy living in a dark and damp place under the ground. Well, I have no idea why that dude has that weapon... Maybe he needs it to dig a hole?"; + next; + mes "[Assassin 'Khai']"; + mes "And..."; + mes "I've always wanted a frog as a pet. But it's impossible!"; + next; + mes "[Assassin 'Khai']"; + mes "As far as I know, a Goblin carrying a hammer possesses the Earth property. Keep in mind that Fire overcomes the Earth property."; + next; + mes "[Assassin 'Khai']"; + mes "You know elemental weapons? The names of Blacksmiths are engraved on them usually..."; + next; + break; + case 3: + mes "[Assassin 'Khai']"; + mes "Sell an Elder Willow Card to a Mage as soon as you can. They are mad about the card for some reason. Doesn't it increase the INT of a character? Hmmm..."; + next; + mes "[Assassin 'Khai']"; + mes "For us, Dodge and Attack is more important than defense. Don't ever think about wearing a helm. It's heavy, uncomfortable and will even block your sight."; + next; + mes "[Assassin 'Khai']"; + mes "'Increase Dodge' allows you to have +3% flee rate per skill lvl."; + next; + mes "[Assassin 'Khai']"; + mes "As I have told you repeatedly: Katar class weapons (Jamadhar/Jur/Katar etc) are two-handed!"; + next; + mes "[Assassin 'Khai']"; + mes "City of desert... I miss my hometown, Morroc. I haven't been there for a long time. I feel like I became a Thief a few days ago. Time flies so fast..."; + next; + mes "[Assassin 'Khai']"; + mes "Heh. I remember my Thief quest. I was so damn nervous when I broke into the farm to get Mushrooms..."; + next; + mes "[Assassin 'Khai']"; + mes "Insects detect hiding/cloaking skills. Their feelers never fail to find targets."; + next; + mes "[Assassin 'Khai']"; + mes "I've heard that the Baphomet Jr. Card adds +3 points to Agility and +1 point on Critical Attack..."; + next; + mes "[Assassin 'Khai']"; + mes "Yeah, we Assassins specialize in training Agility. We can gain a bonus of 10 Agility points even before mastering job level. The problem is it won't go up anymore after that, you know."; + next; + } + mes "[Assassin 'Khai']"; + mes "^666666*Phew*^000000 That's all I can tell you, though that's a lot of hints. I don't doubt that I told you almost everything."; + next; + mes "[Assassin 'Khai']"; + mes "Well then, go ask to take the test again with 'The Anonymous.'"; + close2; + warp "in_moc_16",19,144; + end; + } + mes "[Assassin 'Khai']"; + mes "^666666*Sigh...*^000000"; + mes "How can you not understand the concept of dignity? You just showed some to me just now!"; + next; + mes "[Assassin 'Khai']"; + mes "Oh, I get it. It wasn't pride you were showing, you were just being a jerk!"; + next; + mes "[Assassin 'Khai']"; + mes "Grrrrr..."; + mes "WARP PORTAL!"; + close2; + warp "c_tower4",64,76; + end; + } + } + else { + mes "[Assassin 'Khai']"; + mes "Oh, you must be an Assassin trainee. You are here to become"; + mes "an Assassin, aren't you?"; + next; + if (select("Yes, I am. :...No, I'm not.") == 1) { + mes "[Assassin 'Khai']"; + mes "Okay, good. Let's fill out the application form. Please sign your name and include your job level."; + next; + mes "[Assassin 'Khai']"; + mes "Let's see."; + mes "Your name is"; + mes "" + strcharinfo(0) + "..."; + mes "Job level " + JobLevel + "..."; + next; + if (JobLevel > 48) { + mes "[Assassin 'Khai']"; + mes "Wait, Job level " + JobLevel + "?! I can see you've been training pretty hard! My bosses will like this~"; + next; + mes "[Assassin 'Khai']"; + mes "Did you finish the form? Alright, go ahead and give it to me. Give me a second and I'll transport you to the Test Hall."; + next; + mes "[Assassin 'Khai']"; + mes "Alright then,"; + mes "best of luck to you!"; + close2; + set ASSIN_Q3,1; + set ASSIN_Q,1; + changequest 8001,8002; + warp "in_moc_16",19,144; + end; + } + else if (JobLevel < 49) { + mes "[Assassin 'Khai']"; + mes "Well, you passed"; + mes "the requirements."; + mes "Not bad at all."; + next; + mes "[Assassin 'Khai']"; + mes "Go ahead and give"; + mes "me the form when you're"; + mes "done filling it out."; + mes "Alright, thanks."; + next; + mes "[Assassin 'Khai']"; + mes "I'll transport you"; + mes "to the Test Hall."; + mes "Best of luck~"; + close2; + set ASSIN_Q3,2; + set ASSIN_Q,1; + changequest 8001,8002; + warp "in_moc_16",19,144; + end; + } + else { + mes "[Assassin 'Khai']"; + mes "Who the"; + mes "hell are you?"; + mes "...Guards!"; + close2; + warp "moc_fild16",206,229; + end; + } + } + else { + mes "[Assassin 'Khai']"; + mes "Huh...?"; + mes "What, are you trying to trick me or something? Don't you wanna be an Assassin?"; + next; + if (select("No.:Yes, I want to be an Assassin.") == 1) { + mes "[Assassin 'Khai']"; + mes "Eh, get outta here."; + mes "Stop wastin' my time..."; + close2; + set ASSIN_Q,0; + set ASSIN_Q3,0; + set ASSIN_Q2,0; + erasequest 8001; + warp "moc_fild16",206,229; + end; + } + mes "[Assassin 'Khai']"; + mes "..."; + mes "What the hell?"; + mes "Okay, then."; + next; + mes "[Assassin 'Khai']"; + mes "Fill out the application form with your name and job level."; + next; + mes "[Assassin 'Khai']"; + mes "" + strcharinfo(0) + "?"; + mes "That's your name?"; + mes "It sounds funny."; + mes "Let's see... Job Level " + JobLevel + "..."; + next; + if (JobLevel > 48) { + mes "[Assassin 'Khai']"; + mes "Ho? Job Level " + JobLevel + "?! You must have been training really hard. The bosses will like that for sure..."; + next; + mes "[Assassin 'Khai']"; + mes "Are you done filling out the form? Alright, give it to me so I can send you to the Test Hall. Good luck~"; + next; + set ASSIN_Q3,1; + set ASSIN_Q,1; + changequest 8001,8002; + warp "in_moc_16",19,144; + end; + } + else if (JobLevel < 49) { + mes "[Assassin 'Khai']"; + mes "Not bad. You fulfilled our requirements. Not bad at all. Now are you done filling out the form?"; + next; + mes "[Assassin 'Khai']"; + mes "Then give me the form so that I can send you to the Test Hall, alright?"; + mes "Good luck..."; + next; + set ASSIN_Q3,2; + set ASSIN_Q,1; + changequest 8001,8002; + warp "in_moc_16",19,144; + end; + } + else { + mes "[Assassin 'Khai']"; + mes "How the hell did"; + mes "you get in here?"; + mes "Get out!"; + close2; + warp "moc_fild16",206,229; + end; + } + } + } +} + +in_moc_16,19,154,0 script nameless_one -1,8,2,{ +OnTouch: + if (ASSIN_Q2 < 5) { + if (ASSIN_Q2 < 3) { + mes "[The Anonymous One]"; + mes "Welcome, guest."; + mes "Mwahaha, it's useless"; + mes "to try to find or see me..."; + next; + mes "[The Anonymous One]"; + mes "I am perfectly hidden!"; + mes "To become undetectable can only be done by the greatest Assassins!"; + next; + mes "[The Anonymous One]"; + mes "Aren't you scared that you can't see me? I could kill you at any time and it would be so easy..."; + next; + if (select("I think I crapped my pants!:You're all talk. I challenge you!") == 1) { + mes "[The Anonymous One]"; + mes "Now I see that"; + mes "you're nothing"; + mes "but a wimp."; + next; + mes "[The Anonymous One]"; + mes "Bwahahahahahah!"; + mes "Stop cowering in fear!"; + mes "It's making me laugh!"; + close; + } + mes "[The Anonymous One]"; + mes "So..."; + mes "You wish for"; + mes "a challenge?"; + mes "From me?!"; + next; + mes "[The Anonymous One]"; + mes "A river of blood follows my every footstep. I am nameless, for the sting of my blades is all anyone needs to know."; + next; + mes "[The Anonymous One]"; + mes "I am here to test your knowledge, as well as your capacity for heartlessness. Those are both necessary to become an Assassin."; + next; + mes "[The Anonymous One]"; + mes "For your challenge, you must"; + mes "answer my questions correctly. Very difficult questions that only an Assassin can answer."; + next; + mes "[The Anonymous One]"; + mes "Although I am heartless,"; + mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?"; + next; + set ASSIN_Q2,0; + while(ASSIN_Q2 < 3) { + switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) { + case 1: + mes "[The Anonymous One]"; + mes "Skills...?"; + mes "Although skills can have circumstantial applications, I will tell you about the basic concepts."; + next; + mes "[The Anonymous One]"; + mes "First, ^3355FFKatar Mastery^000000. This skill increases the damage of Katar class weapons. The higher the skill level, the more damage is increased."; + next; + mes "[The Anonymous One]"; + mes "^3355FFLeft Hand Mastery^000000 and ^3355FFRight Hand Mastery^000000. Assassins can equip different weapons in each hand when using Dagger class weapons."; + next; + mes "[The Anonymous One]"; + mes "But it is obviously more difficult to handle 2 weapons at a time than using just one. The Left and Right Hand Mastery skills increase the damage when using two Daggers."; + next; + mes "[The Anonymous One]"; + mes "However, if you don't want to use two Daggers, you won't need this skill. You will see how 'Left Hand Mastery' works as soon as you reach 'Right Hand Mastery' Level 2."; + next; + mes "[The Anonymous One]"; + mes "^3355FFSonic Blow^000000 allows you to strike an enemy 8 times at once. This skill only works with Katar weapons because of the speed it requires."; + next; + mes "[The Anonymous One]"; + mes "Of course, the damage is affected by STR and weapon damage. You'll understand how this skill works when you reach Level 4 Katar Mastery."; + next; + mes "[The Anonymous One]"; + mes "^3355FFGrimtooth^000000 allows you to attack enemies while hiding under the ground. As you master it, you'll be able to attack foes from a distance."; + next; + mes "[The Anonymous One]"; + mes "Since it's a ranged attack, it can be very useful when you're surrounded by enemies."; + next; + mes "[The Anonymous One]"; + mes "Because you're required to perfectly hide yourself to use this skill, you must first learn Level 2 Cloaking before you can learn Grimtooth."; + next; + mes "[The Anonymous One]"; + mes "To learn ^3355FFCloaking^000000, you must learn Level 2 Hiding. Then you will be able to move while hiding if you are close to a wall."; + next; + mes "[The Anonymous One]"; + mes "The ^3355FFEnchant Poison^000000 skill allows you to enchant poison on the weapon you're using. This will temporarily give the weapon the Poison property."; + next; + mes "[The Anonymous One]"; + mes "This will also make your attacks poison the enemy by chance. You can also use this skill to enchant the weapons of your party members..."; + next; + mes "[The Anonymous One]"; + mes "^3355FFPoison React^000000 shields the user from attacks with the Poison property, and can be used on other people as well. However, you must learn Level 3 Enchant Poison first."; + next; + mes "[The Anonymous One]"; + mes "^3355FFVenom Dust^000000 consumes a Red Gemstone to contaminate an area with poison. The duration of contamination increases with the level of this skill."; + next; + mes "[The Anonymous One]"; + mes "You can learn the Venom Dust skill after you learn Level 5 Enchant Poison."; + next; + mes "[The Anonymous One]"; + mes "^3355FFVenom Splasher^000000 is a skill that, after it is used on a target, will cause it to explode when its HP is less than a certain amount after three seconds."; + next; + mes "[The Anonymous One]"; + mes "When the target explodes, the enemies in the vicinity are also damaged. This is an essential skill for Assassins. It requires Level 5 Poison React and Level 5 Venom Dust."; + next; + mes "[The Anonymous One]"; + mes "Now..."; + mes "That's all I have to tell you"; + mes "about Assassin skills."; + set ASSIN_Q2,1; + next; + break; + case 2: + mes "[The Anonymous One]"; + mes "Hmm, Stats..."; + mes "For Assassins, Agility, or AGI, is the most important stat."; + next; + mes "[The Anonymous One]"; + mes "For the sake of assassination, STR is probably the second most important stat. But that is only my recommendation."; + next; + mes "[The Anonymous One]"; + mes "I cannot give you better advice than that in regards to Stats. You should research and see which stats suit you, and decide what kind of Assassin you want to be."; + set ASSIN_Q2,2; + next; + break; + case 3: + if (ASSIN_Q2 == 0) { + mes "[The Anonymous One]"; + mes "Know everything do you?!"; + mes "I'll be the judge of that!"; + next; + } + set ASSIN_Q2,3; + break; + } + } + mes "[The Anonymous One]"; + mes "Hmpf. It is now time to test your knowledge. You are not allowed to miss more than one question."; + next; + mes "[The Anonymous One]"; + mes "In other words, if you want to pass this test, you must give me 9 correct answers out of 10 questions. I won't let you know which answer you got wrong..."; + next; + mes "[The Anonymous One]"; + mes "Are you ready?"; + mes "Prepare yourself!"; + } + else if (ASSIN_Q2 < 5) { + mes "[The Anonymous One]"; + mes "Having problems"; + mes "passing a simple test?"; + mes "You should have"; + mes "known better."; + next; + if (select("Help me, how do I pass?:I challenge you again!") == 1) { + mes "[The Anonymous One]"; + mes "Well, that's a damn good question. But you're banished from the Assassin Guild, so it's no concern of mine..."; + close2; + warp "moc_fild16",206,151; + end; + } + mes "[The Anonymous One]"; + mes "So I see..."; + mes "Now go, but do not fear. I will be by your side as you learn the outcome of your choice..."; + next; + mes "[The Anonymous One]"; + mes "Now, we shall test you once more! Keep in mind, you must answer 9 questions out of 10 correctly. Remember I am doing you a favor..."; + next; + mes "[The Anonymous One]"; + mes "You must answer 9 questions out of 10 correctly. If you miss more then one question, you can never become an Assassin."; + next; + mes "[The Anonymous One]"; + mes "Okay,"; + mes "are you ready?"; + mes "Good luck."; + } + next; + switch(rand(1,3)) { + case 1: + mes "[The Anonymous One]"; + mes "1. Choose skill that is not required to learn Grimtooth."; + next; + if (select("Cloaking level 2:Sonic Blow level 5:Katar Mastery level 4:Right hand Mastery level 2") == 4) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "2. What property does Enchant Poison possess?"; + next; + if (select("Poison:Earth:Fire:Wind") == 1) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "3. How does Level 4 Right Hand Mastery work?"; + next; + if (select("Recover 80% of damage decrease:Recover 90% of damage decrease:Increase 90% of damage:Increase 108% of damage") == 2) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "4. What is the item required for using Venom Dust?"; + next; + if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?"; + next; + if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "6. Among the following skills, which allows you to walk while invisible?"; + next; + if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "7. Choose the condition that is unrelated to Venom Splasher."; + next; + if (select("Poisoned target.:Red Gemstone.:Remaing HP of Target.") == 2) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire property monster)?"; + next; + if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "9. How much SP does"; + mes "Double Attack need?"; + next; + if (select("15:It's a passive skill, so SP use is 0.:It's passive skill, so SP use is 10.:54") == 2) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "10. What is the best elemental Main Gauche weapon for hunting in Izlude dungeon?"; + next; + if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1) + set .@assassin_t,.@assassin_t+10; + break; + case 2: + mes "[The Anonymous One]"; + mes "1. Which monster"; + mes "drops a slotted Katar?"; + next; + if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobolt") == 3) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "2. Which monster"; + mes "drops a slotted Jur?"; + next; + if (select("Martin:Desert Wolf:Marionette:Myst") == 1) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "3. Which class is allowed to craft elemental weapons?"; + next; + if (select("Merchant:Blacksmith:Thief:Priest") == 2) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "4. Choose the weapon which is not in the Katar class."; + next; + if (select("Jamadhar:Jur:Katar:Gladius") == 4) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "5. What property do Izlude dungeon monsters posses?"; + next; + if (select("Water:Fire:Wind:Earth") == 1) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "6. Which monster"; + mes "cannot be a Cute Pet?"; + next; + if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "7. Choose a monster that Fire property Daggers work the best on."; + next; + if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "8. Choose the non-elemental Katar from the following:"; + next; + if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "9. Which is the uncommon monster?"; + next; + if (select("Poring:Mastering:Ghostring:Spore") == 3) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "10. Choose the monster"; + mes "that is not Undead."; + next; + if (select("Drake:Megalodon:Spore:Khalitzburg") == 3) + set .@assassin_t,.@assassin_t+10; + break; + case 3: + mes "[The Anonymous One]"; + mes "1. Choose the correct amount of the maximum dodge rate increase from the 'Increase Dodge' skill when at level 10."; + next; + if (select("30:40:160:20") == 1) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "2. Choose a monster which detects hiding/cloaking Thieves and Assassins."; + next; + if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "3. Choose a group of weapons that cannot be used by an Assassin at once."; + next; + if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "4. Choose the town where Thieves can change their jobs."; + next; + if (select("Prontera:Lutie:Alberta:Morocc") == 4) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "5. Choose a card that does not affect the AGI stat."; + next; + if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "6. Choose the correct specialty of the Assassin class."; + next; + if (select("Excellent singing talent:Excellent reading talent:Excellent dancing talent:Excellent dodge ability") == 4) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "7. Choose the maximum AGI bonus an Assassin can get at job level 50."; + next; + if (select("7:8:9:10") == 4) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "8. Choose the item that an Assassin cannot equip."; + next; + if (select("Dagger:Helm:Boots:Brooch") == 2) + set .@assassin_t,.@assassin_t+10; + mes "[The Anonymous One]"; + mes "9. Choose the job change item for Thief."; + next; + switch(select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) { + case 1: + case 3: + set .@assassin_t,.@assassin_t+10; + break; + default: + break; + } + mes "[The Anonymous One]"; + mes "10. Choose a card that would typically benefit an Assassin the least."; + next; + if (select("Whisper card:Elder Willow card:Soldier Skeleton card:Cobold card") == 2) + set .@assassin_t,.@assassin_t+10; + break; + } + if (ASSIN_Q2 == 3) { + next; + mes "[The Anonymous One]"; + mes "Hmpf."; + mes "Somehow, you"; + mes "have shown me"; + mes "great effort."; + next; + mes "[The Anonymous One]"; + mes "Let's see..."; + mes "You scored"; + mes "" + .@assassin_t + " percent..."; + if (.@assassin_t > 80) { + set ASSIN_Q2,5; + changequest 8002,8003; + mes "Well done."; + mes "You pass."; + next; + mes "[The Anonymous One]"; + mes "However, another test awaits you. When you go inside the next area, you will receive your instructions..."; + close; + } + else { + set ASSIN_Q2,4; + mes "That means you fail!"; + next; + mes "[The Anonymous One]"; + mes "How could you expect to be an Assassin with this score? Keep training and come back when you're ready."; + next; + mes "[The Anonymous One]"; + mes "I would ask 'Khai,' the one who processed your application, for advice."; + next; + mes "[The Anonymous One]"; + mes "You may also use this code: ^880000iro.ragnarokonline.com^000000. Somehow, those words are linked to a vast body of otherworldly knowledge..."; + close2; + warp "in_moc_16",19,76; + end; + } + } + else if (ASSIN_Q2 == 4) { + next; + mes "[The Anonymous One]"; + mes "You showed"; + mes "great effort..."; + next; + mes "[The Anonymous One]"; + mes "Let's see..."; + mes "You scored"; + mes "" + .@assassin_t + " points..."; + if (.@assassin_t > 80) { + set ASSIN_Q2,5; + changequest 8002,8003; + next; + mes "[The Anonymous One]"; + mes "You didn't fail this time! But you're not done just yet. You have another test ahead of you. Once you proceed, you will be informed about your next trial."; + close; + } + else { + set ASSIN_Q2,4; + mes "You failed!"; + next; + mes "[The Anonymous One]"; + mes "You're too underqualified. How can you even think about becoming an Assassin?!"; + next; + mes "[The Anonymous One]"; + mes "I'm surprised that you were even able to become a Thief. Go away, and come back only when you know what the hell you're doing."; + next; + mes "[The Anonymous One]"; + mes "Hmpf, if you really don't have a clue, I will give you a little advice."; + next; + mes "[The Anonymous One]"; + mes "Go ask 'Khai,' the guy who takes care of your test application, maybe he will help you."; + next; + mes "[The Anonymous One]"; + mes "You may also wish to take advantage of the ancient code, ^3355FFiro.ragnarokonline.com^000000. Supposedly, those words are linked to a vast body of otherworldly knowledge..."; + close2; + warp "in_moc_16",19,76; + end; + } + } + } + else { + mes "[The Anonymous One]"; + mes "...I will keep watching you."; + close; + } +} + +in_moc_16,21,165,2 script Standby Room#ASNTEST 725,{ + end; + +OnInit: + disablenpc "Standby Room#ASNTEST"; + waitingroom "Standby Room",10,"Standby Room#ASNTEST::OnStartArena",1; + enablewaitingroomevent; + end; + +OnStartArena: + warpwaitingpc "in_moc_16", 66, 151; + attachrid($@warpwaitingpc[0]); + if(ASSIN_Q2<5) + { + warpchar "in_moc_16",20,145,getcharid(0); + end; + } + + donpcevent "Beholder#ASNTEST::OnEnable"; + donpcevent "Keeper of the Door#ASN::OnDisable"; + set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0; + disablewaitingroomevent; + end; + +OnStart: + enablewaitingroomevent; + end; +} + +in_moc_16,21,165,2 script Test Guide#ASN 725,4,4,{ + end; + +OnTouch: + if (ASSIN_Q2 < 5) { + mes "[Barcardi]"; + mes "You can't take the next trial without passing the written test first. You better speak to the Anonymous One..."; + close2; + warp "in_moc_16",19,76; + end; + } + if (ASSIN_Q == 1 && ASSIN_Q2 == 5) { + mes "[Barcardi]"; + mes "" + strcharinfo(0) + "..."; + mes "You passed the test..?"; + next; + mes "[Barcardi]"; + mes "To be honest, I want to grant you the job change without any other condition. Too many pathetic people don't even have the basic knowledge to be Assassins..."; + next; + mes "[Barcardi]"; + mes "We must keep our dignity as Assassins and be truly great! Regrettably, there are too many idiots that don't have any pride."; + next; + mes "[Barcardi]"; + mes "All Assassins must respect the enemies they slay, the blood that they spill, and above all, maintain their sense of dignity!"; + next; + mes "[Barcardi]"; + mes "Alright. This next trial will test your ability to quickly find your target."; + next; + mes "[Barcardi]"; + mes "If you're going to be an Assassin, we need to determine whether or not you can distinguish friend from foe in an instant."; + next; + mes "[Barcardi]"; + mes "The main goal of this test is to find and kill as many monsters named ^008800Job change target^000000 as possible."; + next; + mes "[Barcardi]"; + mes "You must kill at least"; + mes "6 ^008800Job change target^000000 monsters. They're intermingled among similar looking monsters, so you need to be careful..."; + next; + mes "[Barcardi]"; + mes "If you fail, you'll have to restart this test. Go to the room above"; + mes "me to be transported to the Test Hall."; + next; + mes "[Barcardi]"; + mes "Only one person is allowed to take the test at a time, so if anyone is taking the test, you'll have to wait until that person finishes."; + close; + } + else { + mes "[Barcardi]"; + mes "Hey, don't be too hard"; + mes "on yourself. Cheer up!"; + next; + mes "[Barcardi]"; + mes "Hmm, if you're exhausted, I'm willing to bring you back. Of course, if you leave, you'll have to take the job test over again. So what do you want to do?"; + next; + if (select("Continue!:Quit the job change test for now.") == 1) { + mes "[Barcardi]"; + mes "Good choice!"; + mes "Remember, you"; + mes "must find and kill"; + mes "6 ^008800Job change target^000000 monsters!"; + mes "Good luck!"; + close; + } + mes "[Barcardi]"; + mes "Alright..."; + mes "I guess you"; + mes "could use a break..."; + close2; + set ASSIN_Q,0; + set ASSIN_Q3,0; + set ASSIN_Q2,0; + changequest 8003,8000; + warp "in_moc_16",19,13; + end; + } +} + +in_moc_16,1,1,0 script Beholder#ASNTEST -1,{ + end; + +OnEnable: + set .MyMobs,6; + // Target mobs + monster "in_moc_16",62,161,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead"; + monster "in_moc_16",85,169,"Job change target",1063,1,"Beholder#ASNTEST::OnMyMobDead"; + monster "in_moc_16",88,152,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead"; + monster "in_moc_16",90,143,"Job change target",1113,1,"Beholder#ASNTEST::OnMyMobDead"; + monster "in_moc_16",74,167,"Job change target",1031,1,"Beholder#ASNTEST::OnMyMobDead"; + monster "in_moc_16",77,173,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead"; + // Decoy mobs + monster "in_moc_16",62,161,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",85,169,"Job change creature",1031,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",79,174,"Job change creature",1113,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",85,156,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",74,171,"Job change monster",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",68,173,"Job change dummy",1113,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",65,158,"Battle test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",60,158,"Warrior test target",1113,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",64,169,"Job change targets",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",71,173,"Jobs change target",1063,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",77,172,"Please don't hit me",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",76,172,"Job change sample",1063,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",75,172,"Not me",1113,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",67,167,"I got yours right here",1063,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",86,170,"Job changes target",1031,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",86,171,"Job quest target",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",85,170,"Job target change",1113,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",89,171,"Hit me",1063,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",85,170,"Battle Monster",1031,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",89,156,"Bouncer",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",89,156,"Mungamorp",1113,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",89,156,"Battle test target",1063,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",89,156,"Dew of the Battle field",1113,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",89,156,"Tear of test",1031,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",83,169,"Evil Druid",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",63,158,"Doppelganger",1063,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",63,157,"Job change dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",64,159,"Job ready dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",63,159,"Job change ready",1063,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",63,159,"Archer test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",63,159,"Swordman test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",83,148,"Thief test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",82,148,"Acolyte test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + monster "in_moc_16",84,148,"Merchant test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2"; + initnpctimer; + end; + +OnReset: + killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead"; + killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2"; + stopnpctimer; + donpcevent "Standby Room#ASNTEST::OnStart"; + end; + +OnResetmob: + killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead"; + killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2"; + stopnpctimer; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map; + set ASSIN_Q,3; + changequest 8003,8004; + donpcevent "timestopper#1::OnEnable"; + donpcevent "Keeper of the Door#ASN::OnEnable"; + donpcevent "Beholder#ASNTEST::OnResetmob"; + set .DisableTraps,1; + stopnpctimer; + } + else { + mapannounce "in_moc_16","Okay, you're doing good! Hang in there, you're almost there!",bc_map; + } + end; + +OnMyMobDead2: + mapannounce "in_moc_16",strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map; + set ASSIN_Q,2; + warp "in_moc_16",19,161; + donpcevent "Beholder#ASNTEST::OnReset"; + end; + +OnTimer1000: + mapannounce "in_moc_16"," Okay, let the test begin!",bc_map; + end; + +OnTimer2000: + mapannounce "in_moc_16","As you've been told before, find and only kill monsters named 'Job change target!'",bc_map; + end; + +OnTimer3000: + mapannounce "in_moc_16","The purpose of this test is to examine your ability to quickly distinguish enemies from other people!",bc_map; + end; + +OnTimer4000: + mapannounce "in_moc_16","You will have 3 minutes for the test! We will inform you of every minute passed.",bc_map; + end; + +OnTimer5000: + mapannounce "in_moc_16","Ok, now you've got exactly 3 minutes. Move! Move!",bc_map; + end; + +OnTimer65000: + mapannounce "in_moc_16","2 minutes left. As I've told you, get the 'Job change target' monsters!",bc_map; + end; + +OnTimer125000: + mapannounce "in_moc_16","1 minute left.",bc_map; + end; + +OnTimer180000: + mapannounce "in_moc_16","5 seconds left...",bc_map; + end; + +OnTimer181000: + mapannounce "in_moc_16","4 seconds left...",bc_map; + end; + +OnTimer182000: + mapannounce "in_moc_16","3 seconds left...",bc_map; + end; + +OnTimer183000: + mapannounce "in_moc_16","2 seconds left...",bc_map; + end; + +OnTimer184000: + mapannounce "in_moc_16","1 second left.",bc_map; + end; + +OnTimer185000: + mapannounce "in_moc_16","Time's up!",bc_map; + mapannounce "in_moc_16","Well, good job... If you wanted to waste your time. You'll have to try again!",bc_map; + //set ASSIN_Q,2; + end; + +OnTimer186000: + areawarp "in_moc_16",60,136,93,177,"in_moc_16",19,161; + end; + +OnTimer187000: + donpcevent "Beholder#ASNTEST::OnReset"; + end; +} + +in_moc_16,68,158,0 script 01_1::SinTrap -1,0,0,{ +OnTouch: + if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) { + mapannounce "in_moc_16",strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map; + set ASSIN_Q,2; + warp "in_moc_16",19,161; + donpcevent "Beholder#ASNTEST::OnResetmob"; + donpcevent "Standby Room#ASNTEST::OnStart"; + } + end; +} + +in_moc_16,69,158,0 duplicate(SinTrap) 01_2 -1,0,0 +in_moc_16,68,159,0 duplicate(SinTrap) 01_3 -1,0,0 +in_moc_16,69,159,0 duplicate(SinTrap) 01_4 -1,0,0 +in_moc_16,64,162,0 duplicate(SinTrap) 02_1 -1,0,0 +in_moc_16,65,162,0 duplicate(SinTrap) 02_2 -1,0,0 +in_moc_16,64,163,0 duplicate(SinTrap) 02_3 -1,0,0 +in_moc_16,65,163,0 duplicate(SinTrap) 02_4 -1,0,0 +in_moc_16,62,168,0 duplicate(SinTrap) 03_1 -1,0,0 +in_moc_16,63,168,0 duplicate(SinTrap) 03_2 -1,0,0 +in_moc_16,62,169,0 duplicate(SinTrap) 03_3 -1,0,0 +in_moc_16,63,169,0 duplicate(SinTrap) 03_4 -1,0,0 +in_moc_16,66,170,0 duplicate(SinTrap) 04_1 -1,0,0 +in_moc_16,67,170,0 duplicate(SinTrap) 04_2 -1,0,0 +in_moc_16,66,171,0 duplicate(SinTrap) 04_3 -1,0,0 +in_moc_16,67,171,0 duplicate(SinTrap) 04_4 -1,0,0 +in_moc_16,64,174,0 duplicate(SinTrap) 05_1 -1,0,0 +in_moc_16,64,175,0 duplicate(SinTrap) 05_2 -1,0,0 +in_moc_16,65,174,0 duplicate(SinTrap) 05_3 -1,0,0 +in_moc_16,65,175,0 duplicate(SinTrap) 05_4 -1,0,0 +in_moc_16,72,174,0 duplicate(SinTrap) 06_1 -1,0,0 +in_moc_16,72,175,0 duplicate(SinTrap) 06_2 -1,0,0 +in_moc_16,73,174,0 duplicate(SinTrap) 06_3 -1,0,0 +in_moc_16,73,175,0 duplicate(SinTrap) 06_4 -1,0,0 +in_moc_16,72,166,0 duplicate(SinTrap) 07_1 -1,0,0 +in_moc_16,72,167,0 duplicate(SinTrap) 07_2 -1,0,0 +in_moc_16,73,166,0 duplicate(SinTrap) 07_3 -1,0,0 +in_moc_16,73,167,0 duplicate(SinTrap) 07_4 -1,0,0 +in_moc_16,72,168,0 duplicate(SinTrap) 08_1 -1,0,0 +in_moc_16,72,169,0 duplicate(SinTrap) 08_2 -1,0,0 +in_moc_16,73,168,0 duplicate(SinTrap) 08_3 -1,0,0 +in_moc_16,73,169,0 duplicate(SinTrap) 08_4 -1,0,0 +in_moc_16,78,168,0 duplicate(SinTrap) 09_1 -1,0,0 +in_moc_16,78,169,0 duplicate(SinTrap) 09_2 -1,0,0 +in_moc_16,79,168,0 duplicate(SinTrap) 09_3 -1,0,0 +in_moc_16,79,169,0 duplicate(SinTrap) 09_4 -1,0,0 +in_moc_16,80,172,0 duplicate(SinTrap) 10_1 -1,0,0 +in_moc_16,81,172,0 duplicate(SinTrap) 10_2 -1,0,0 +in_moc_16,82,172,0 duplicate(SinTrap) 10_3 -1,0,0 +in_moc_16,83,172,0 duplicate(SinTrap) 10_4 -1,0,0 +in_moc_16,80,173,0 duplicate(SinTrap) 10_5 -1,0,0 +in_moc_16,81,173,0 duplicate(SinTrap) 10_6 -1,0,0 +in_moc_16,82,173,0 duplicate(SinTrap) 10_7 -1,0,0 +in_moc_16,83,173,0 duplicate(SinTrap) 10_8 -1,0,0 +in_moc_16,88,174,0 duplicate(SinTrap) 11_1 -1,0,0 +in_moc_16,88,175,0 duplicate(SinTrap) 11_2 -1,0,0 +in_moc_16,89,174,0 duplicate(SinTrap) 11_3 -1,0,0 +in_moc_16,89,175,0 duplicate(SinTrap) 11_4 -1,0,0 +in_moc_16,86,166,0 duplicate(SinTrap) 12_1 -1,0,0 +in_moc_16,86,167,0 duplicate(SinTrap) 12_2 -1,0,0 +in_moc_16,87,166,0 duplicate(SinTrap) 12_3 -1,0,0 +in_moc_16,87,167,0 duplicate(SinTrap) 12_4 -1,0,0 +in_moc_16,90,164,0 duplicate(SinTrap) 13_1 -1,0,0 +in_moc_16,90,165,0 duplicate(SinTrap) 13_2 -1,0,0 +in_moc_16,91,164,0 duplicate(SinTrap) 13_3 -1,0,0 +in_moc_16,91,165,0 duplicate(SinTrap) 13_4 -1,0,0 +in_moc_16,84,160,0 duplicate(SinTrap) 14_1 -1,0,0 +in_moc_16,85,160,0 duplicate(SinTrap) 14_2 -1,0,0 +in_moc_16,86,160,0 duplicate(SinTrap) 14_3 -1,0,0 +in_moc_16,87,160,0 duplicate(SinTrap) 14_4 -1,0,0 +in_moc_16,88,160,0 duplicate(SinTrap) 14_5 -1,0,0 +in_moc_16,89,160,0 duplicate(SinTrap) 14_6 -1,0,0 +in_moc_16,84,161,0 duplicate(SinTrap) 14_7 -1,0,0 +in_moc_16,85,161,0 duplicate(SinTrap) 14_8 -1,0,0 +in_moc_16,86,161,0 duplicate(SinTrap) 14_9 -1,0,0 +in_moc_16,87,161,0 duplicate(SinTrap) 14_10 -1,0,0 +in_moc_16,88,161,0 duplicate(SinTrap) 14_11 -1,0,0 +in_moc_16,89,161,0 duplicate(SinTrap) 14_12 -1,0,0 +in_moc_16,86,154,0 duplicate(SinTrap) 15_1 -1,0,0 +in_moc_16,86,155,0 duplicate(SinTrap) 15_2 -1,0,0 +in_moc_16,87,154,0 duplicate(SinTrap) 15_3 -1,0,0 +in_moc_16,87,155,0 duplicate(SinTrap) 15_4 -1,0,0 +in_moc_16,84,150,0 duplicate(SinTrap) 16_1 -1,0,0 +in_moc_16,84,151,0 duplicate(SinTrap) 16_2 -1,0,0 +in_moc_16,85,150,0 duplicate(SinTrap) 16_3 -1,0,0 +in_moc_16,85,151,0 duplicate(SinTrap) 16_4 -1,0,0 +in_moc_16,90,150,0 duplicate(SinTrap) 17_1 -1,0,0 +in_moc_16,90,151,0 duplicate(SinTrap) 17_2 -1,0,0 +in_moc_16,91,150,0 duplicate(SinTrap) 17_3 -1,0,0 +in_moc_16,91,151,0 duplicate(SinTrap) 17_4 -1,0,0 +in_moc_16,86,146,0 duplicate(SinTrap) 18_1 -1,0,0 +in_moc_16,86,147,0 duplicate(SinTrap) 18_2 -1,0,0 +in_moc_16,87,146,0 duplicate(SinTrap) 18_3 -1,0,0 +in_moc_16,87,147,0 duplicate(SinTrap) 18_4 -1,0,0 + +in_moc_16,87,137,0 script Keeper of the Door#ASN 45,2,1,{ +OnInit: + disablenpc "Keeper of the Door#ASN"; + end; + +OnTouch: + donpcevent "Thomas#ASNTEST::OnDisable"; + if (ASSIN_Q == 3) + set ASSIN_Q,3; + else + set ASSIN_Q,4; + warp "in_moc_16",87,102; + savepoint "in_moc_16",16,13; + end; + +OnEnable: + mapannounce "in_moc_16","The door to the next room, at coordinates 87 137, has opened.",bc_map; + enablenpc "Keeper of the Door#ASN"; + end; + +OnDisable: + disablenpc "Keeper of the Door#ASN"; + end; +} + +in_moc_16,3,3,0 script timestopper#1 -1,{ +OnEnable: + initnpctimer; + end; + +OnTimer187000: + donpcevent "Thomas#ASNTEST::OnDisable"; + stopnpctimer; + end; + +OnDisable: + stopnpctimer; + end; + +OnMyMobDead: + mapannounce "in_moc_16","Hey, what the hell was that?! I told you: No killing monsters!",bc_map; + mapannounce "in_moc_16","I'm bringing you back... *Sigh...*",bc_map; + set ASSIN_Q,3; + warp "in_moc_16",87,102; + killmonsterall "in_moc_16"; + end; +} + +in_moc_16,89,98,1 script Thomas#ASNTEST 118,5,1,{ + end; + +OnTouch: + if (ASSIN_Q == 4) { + mes "[Thomas]"; + mes "Damn...! You look like you're in a lot of pain. ^666666*Sigh*^000000 Give me a second, let me try to restore your HP and SP..."; + percentheal 100,100; + next; + mes "[Thomas]"; + mes "It looks like you're having a tough time. You're either trying too hard, or not trying hard"; + mes "enough, kid."; + next; + switch(select("I'm gonna try it again!:I... I quit!")) { + case 1: + mes "[Thomas]"; + mes "Hmm. Well, okay."; + mes "Good luck out there."; + close; + case 2: + mes "[Thomas]"; + mes "Huh..."; + mes "Quit the test, eh? Well, I guess you don't wanna waste any more of our time."; + next; + mes "[Thomas]"; + mes "Oh hey, don't forget to save your respawn point in town."; + close2; + mapannounce "in_moc_16",strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map; + set ASSIN_Q,0; + set ASSIN_Q2,0; + set ASSIN_Q3,0; + changequest 8004,8000; + savepoint "in_moc_16",18,14; + warp "in_moc_16",18,14; + donpcevent "Standby Room#ASNTEST::OnStart"; + end; + } + } + + mes "[Thomas]"; + mes "Hey, I'm Thomas. I'm in charge of testing your use of the hiding skill. Think you're up to it?"; + next; + mes "[Thomas]"; + mes "Listen. In this test, you can't kill any monsters. Your goal is to reach 'Barcardi' at the opposite side of this room."; + next; + mes "[Thomas]"; + mes "So basically, get to the other side of this room and meet 'Barcardi' without killing a single monster. Understand?"; + next; + mes "[Thomas]"; + mes "If you run away, get a nose bleed and pass out or something like that, I'll fail ya'. Enough talk. Let's see what you got."; + close2; + set ASSIN_Q,4; + + monster "in_moc_16",81,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",82,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",83,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",84,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",85,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",86,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",88,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",89,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",90,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",77,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",78,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",79,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",80,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",81,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",91,55,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",92,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",93,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",94,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",95,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",96,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",97,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",76,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",79,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",79,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",76,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",96,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",96,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",99,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead"; + monster "in_moc_16",99,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead"; + end; + +OnDisable: + donpcevent "Standby Room#ASNTEST::OnStart"; + killmonsterall "in_moc_16"; + end; +} + +in_moc_16,87,48,2 script Barcardi#ASN 725,2,2,{ +OnTouch: + donpcevent "timestopper#1::OnDisable"; + donpcevent "Thomas#ASNTEST::OnDisable"; + mes "[Barcardi]"; + mes "Oh! Congratulations!"; + mes "You may now proceed to our Guildmaster's room. Good luck!!"; + close2; + set ASSIN_Q,5; + changequest 8004,8005; + warp "in_moc_16",181,183; + end; +} + +in_moc_16,182,169,0 script Maze Assistant 45,1,1,{ +OnTouch: + if (ASSIN_Q == 5 || ASSIN_Q == 6) { + warp "in_moc_16",181,183; + set ASSIN_Q,ASSIN_Q+1; + changequest 8005,8006; + } + else { + mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map; + savepoint "in_moc_16",181,183; + donpcevent "Guildmaster#ASN2::OnDisable"; + warp "in_moc_16",167,113; + end; + } +} + +in_moc_16,167,110,0 script Guildmaster#ASN1 -1,3,1,{ +OnTouch: + savepoint "in_moc_16",167,110; + mes "[Guildmaster]"; + mes "Welcome. "; + mes "This place is called the 'Guildmaster's room,' the deepest place in the Assassin guild."; + next; + mes "[Guildmaster]"; + mes "I'm going to give you a simple test. Please find your way through this maze and come to me. It is this maze that protects our guild from intruders."; + next; + mes "[Guildmaster]"; + mes "I look forward"; + mes "to meeting you"; + mes "at the end of maze."; + close; + +OnDisable: + mapannounce "in_moc_16","...Next volunteer, please come in.",bc_map; + end; +} + +in_moc_16,149,80,4 script Guildmaster#ASN2 106,1,1,{ +OnTouch: + savepoint "morocc",100,100; + if (ASSIN_Q == 7 && BaseJob == Job_Thief) { + set ASSIN_Q,8; + mes "[Guildmaster]"; + mes "Welcome."; + mes "I apologize for"; + mes "making you go"; + mes "through the maze."; + next; + mes "[Guildmaster]"; + mes "I saw your resume just now. You're well known as a Thief with guts. Rarely do we receive potential Assassins of your stature."; + next; + mes "[Guildmaster]"; + mes "May I ask you some questions if you don't mind? You don't have to be nervous. Just remember: if you lie, I will kill you."; + next; + mes "[Guildmaster]"; + mes "First off, what do you think is the priority of an Assassin?"; + next; + switch(select("More power.:An Assassin's pride.:Endless practice.")) { + case 1: + mes "[Guildmaster]"; + mes "More power..."; + mes "Yes, you may think"; + mes "of Assassins as much"; + mes "stronger than Thieves."; + next; + mes "[Guildmaster]"; + mes "However, for what reason do you wish for more power? To show off? Personal revenge? For what purpose will you use this power?"; + next; + mes "[Guildmaster]"; + mes "Why do you want"; + mes "to be stronger"; + mes "than you are now?"; + next; + switch(select("Revenge...!:Money~:I want to travel.")) { + case 1: + set ASSIN_Q,8; + mes "[Guildmaster]"; + mes "Revenge...?"; + mes "Yes, I understand. All of us hold grudges against someone else eventually."; + next; + mes "[Guildmaster]"; + mes "However, keep in mind that we are not allowed to be emotionally attached. Carry out your duties without question. That is our way."; + next; + mes "[Guildmaster]"; + mes "Being an Assassin means"; + mes "to abandon the ego."; + next; + break; + case 2: + set ASSIN_Q,9; + mes "[Guildmaster]"; + mes "Financial reasons...? I won't deny that we all need money to live. But being Assassin means living for a higher purpose."; + next; + mes "[Guildmaster]"; + mes "Being an Assassin means"; + mes "to abandon such worldly"; + mes "attachments..."; + next; + break; + case 3: + set ASSIN_Q,10; + mes "[Guildmaster]"; + mes "Good idea. Traveling around the world will allow you to broaden your experiences."; + next; + mes "[Guildmaster]"; + mes "Most of us tend to avoid gathering into groups though, but I'm sure you already caught that, yes?"; + next; + mes "[Guildmaster]"; + mes "In a way, being an Assassin is to live life in loneliness..."; + next; + break; + } + break; + case 2: + mes "[Guildmaster]"; + mes "An Assassin's pride..."; + mes "Did other Assassins tell you that...?"; + next; + mes "[Guildmaster]"; + mes "Pride is certainly important, but pride is worth nothing if you do not have any ability."; + next; + mes "[Guildmaster]"; + mes "Most of the Assassins you've met before me are brethren that have shared many difficult times together."; + next; + mes "[Guildmaster]"; + mes "I can understand why their pride and dignity would be so important to them. Now, for what reason do you wish to become an Assassin?"; + next; + switch(select("I like the solitude.:Making money being an Assassin.:They just look interesting.")) { + case 1: + set ASSIN_Q,11; + mes "[Guildmaster]"; + mes "You got the point..."; + mes "We are lonely. We will always be alone, even amongst each other..."; + next; + mes "[Guildmaster]"; + mes "In a way, being"; + mes "an Assassin equals"; + mes "nothing, I would say."; + next; + mes "[Guildmaster]"; + mes "But, as I told you before, we have comrades. I recommend having at least one comrade to back up you when you're on a mission."; + next; + break; + case 2: + set ASSIN_Q,12; + mes "[Guildmaster]"; + mes "Well, I can't deny it, we do need money to make a living. But don't you think we should pursue something even more important than money?"; + next; + break; + case 3: + set ASSIN_Q,13; + mes "[Guildmaster]"; + mes "Style and appearance is only superficial. It is sad that many people think this way..."; + next; + mes "[Guildmaster]"; + mes "Such disgraceful Assassins that have lost their true focus are dealt with in our own manner..."; + next; + mes "[Guildmaster]"; + mes "Don't forget..."; + mes "Assassins don't toy around. We are not into a style or trend, and we never will be."; + next; + break; + } + break; + case 3: + mes "[Guildmaster]"; + mes "Endless Practice..."; + mes "I think you have what it takes. Is there a reason you want to be an Assassin?"; + next; + mes "[Guildmaster]"; + mes "Unlike the Thief class, the Assassin job doesn't allow self-indulgence. Tell me the"; + mes "reason you train endlessly."; + next; + switch(select("To broaden my skills.:It's a goal of mine.:For spiritual improvement.")) { + case 1: + set ASSIN_Q,14; + mes "[Guildmaster]"; + mes "Learning skills comes naturally with the Assassin job. But don't think of skills as the best value of your training."; + next; + mes "[Guildmaster]"; + mes "You won't be satisfied in becoming an Assassin if you think this..."; + next; + break; + case 2: + set ASSIN_Q,15; + mes "[Guildmaster]"; + mes "It's a goal of yours, eh? Well, I guess you've got to have goals..."; + next; + mes "[Guildmaster]"; + mes "I once knew a person who had goals. Long ago, I met someone on assignment who wanted to keep from getting killed before becoming a level 54 knight."; + next; + mes "[Guildmaster]"; + mes "It's to bad I had to kill him before he was level 52... ^666666*Sigh*^000000 Oh well."; + next; + mes "I'm a bit worried about you. I hope you realize that once you become an Assassin, there's no turning back..."; + next; + break; + case 3: + set ASSIN_Q,16; + mes "[Guildmaster]"; + mes "Good idea..."; + mes "That is a good way to improve yourself. I've seen many people who know how to be strong physically but not in their mental state."; + next; + mes "[Guildmaster]"; + mes "I hope you're not a hypocrite. Spiritual discipline is the best way for you to survive."; + next; + break; + } + break; + } + mes "[Guildmaster]"; + mes "Sadly, there are some nit-wits who are eager to be Assassins even though they don't know anything..."; + next; + mes "[Guildmaster]"; + mes "They cause problems and bring us disgrace. Their activities often result in horrible situations."; + next; + mes "[Guildmaster]"; + mes "Be careful lest you become one of them once you become an Assassin. The responsibility rests solely on your shoulders..."; + next; + mes "[Guildmaster]"; + mes "So if you could become an Assassin right now, what is the first thing you would do?"; + next; + switch(select("I would go hunt right away.:There are people waiting for me.:Check how I can help as an Assassin.")) { + case 1: + mes "[Guildmaster]"; + mes "Hunt..."; + mes "Is that all...?"; + next; + switch(select("I would level up fast.:I want to explore my Assassin skills.:I will go where I couldn't go as a Thief.")) { + case 1: + set .@assassin_sangdam,.@assassin_sangdam+10; + mes "[Guildmaster]"; + mes "Don't act recklessly..."; + mes "Being an Assassin never makes you a different person. And don't rely on chance."; + next; + break; + case 2: + set .@assassin_sangdam,.@assassin_sangdam+5; + mes "[Guildmaster]"; + mes "It is good for one to examine oneself. I can understand that you will be excited by the great change in your ability."; + next; + mes "[Guildmaster]"; + mes "In the meantime, I hope you won't forget the Assassin mentality."; + next; + break; + case 3: + mes "[Guildmaster]"; + mes "Very well..."; + mes "Exploring places you've never seen before. But know that being an Assassin never makes you a different person."; + next; + mes "[Guildmaster]"; + mes "Don't force yourself too much."; + mes "Take your time and travel wisely."; + next; + break; + } + break; + case 2: + mes "[Guildmaster]"; + mes "Who is waiting"; + mes "for you, might I ask?"; + next; + switch(select("My friends.:My Guildsmen.:My lover.")) { + case 1: + set .@assassin_sangdam,.@assassin_sangdam+5; + mes "[Guildmaster]"; + mes "I see..."; + mes "Appreciate them for caring about you, even when you're alone."; + next; + break; + case 2: + set .@assassin_sangdam,.@assassin_sangdam+5; + mes "[Guildmaster]"; + mes "Great..."; + mes "Comrades for whom you would die for..."; + next; + mes "[Guildmaster]"; + mes "As an Assassin, find a job that you can do for them without them knowing.."; + next; + break; + case 3: + mes "[Guildmaster]"; + mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature."; + next; + mes "[Guildmaster]"; + if (sex ) + mes "But you must never reveal to her the Assassin side of your life. No matter what it takes."; + else + mes "But you must never reveal to him the Assassin side of your life, no matter what it takes."; + next; + mes "[Guildmaster]"; + mes "Love your beloved forever, even if you can't openly express it. Sometimes, life doesn't allow you to find true love more than once."; + next; + break; + } + break; + case 3: + mes "[Guildmaster]"; + mes "That's most admirable. Is there anything that you would like to ask me about?"; + next; + switch(select("Places where Assassins can level up...:Main goals as an Assassin.:Financial consulting.")) { + case 1: + set .@assassin_sangdam,.@assassin_sangdam+5; + mes "[Guildmaster]"; + mes "It all depends on your mind. Any place could be the best to level up according to your mind state."; + next; + mes "[Guildmaster]"; + mes "You must know how to"; + mes "survive in any situation."; + next; + break; + case 2: + mes "[Guildmaster]"; + mes "There are many Assassins out there. Look to them as your trainers, and ask for their opinions."; + next; + mes "[Guildmaster]"; + mes "I hope you will become an excellent Assassin. And when you reach a certain level, you must guide newbies as your trainers have."; + next; + break; + case 3: + set .@assassin_sangdam,.@assassin_sangdam+10; + mes "[Guildmaster]"; + mes "Oh my lord..."; + mes "Are you planning to become an Assassin in order to make money?"; + next; + mes "[Guildmaster]"; + mes "People of that nature are unwelcome. If such is your goal, you may wish to reconsider your job..."; + next; + break; + } + break; + } + mes "[Guildmaster]"; + mes "It was nice to meet you. You reminded me of the good ol' days."; + next; + mes "[Guildmaster]"; + mes "Please give me"; + mes "one second..."; + next; + mapannounce "in_moc_16","Those involved with the testing of " + strcharinfo(0) + ", please gather before me.",bc_map; + mes "[Guildmaster]"; + mes "Those involved with the testing of " + strcharinfo(0) + ", please gather before me."; + next; + mes "[Guildmaster]"; + mes "They will"; + mes "be here soon."; + next; + enablenpc "[Huey]"; + enablenpc "[Khai]"; + enablenpc "[The Anonymous One]"; + enablenpc "[Barcardi]"; + enablenpc "[Beholder]"; + enablenpc "[Thomas]"; + enablenpc "[Gayle Maroubitz]"; + mes "[The Anonymous One]"; + mes "I am here."; + next; + mes "[Guildmaster]"; + mes "I would like to listen to your opinion of " + strcharinfo(0) + " for the job change test."; + next; + mes "[The Anonymous One]"; + mes "Ah yeah..."; + mes "I think"; + mes ""+ strcharinfo(0) +""; + mes "is decent."; + next; + mes "[Guildmaster]"; + mes "Well..."; + mes "The Anonymous One"; + mes "supports you. How"; + mes "about you, Huey?"; + next; + if (ASSIN_Q3 == 1) { + mes "[Huey]"; + mes "A rarity."; + mes "You can tell"; + mes "by the job level."; + next; + mes "[Huey]"; + mes "I agree with"; + mes "the Anonymous One."; + } + else { + mes "[Huey]"; + mes "Although "+ strcharinfo(0) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(0) +" has the stuff."; + next; + mes "[Huey]"; + mes "If it's alright with you, I'd like to get back to my job."; + next; + mes "[Guildmaster]"; + mes "Yes..."; + mes "That is all, Huey."; + } + next; + mes "[Guildmaster]"; + mes "So..."; + mes "'Beholder,' what"; + mes "is your opinion?"; + next; + donpcevent "[Huey]::OnDisable"; + mes "[Beholder]"; + mes "Well, I don't like the course score. But, somehow the whole test was passed. I'm okay with this person."; + next; + mes "[Guildmaster]"; + mes "Hmm..."; + mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(0) +" as well..."; + next; + switch(ASSIN_Q) { + case 8: + mes "[Guildmaster]"; + mes "Even though you're driven by personal revenge, I hope it will go away as you train..."; + next; + break; + case 9: + mes "[Guildmaster]"; + mes "Even though your main concern for now is being a rich, I'm sure you'll pursue something even greater..."; + next; + break; + case 10: + mes "[Guildmaster]"; + mes "Eager to travel all around the world, I hope your real identity is found in your journeys..."; + next; + break; + case 11: + mes "[Guildmaster]"; + mes "You seem to know a lot about Assassins. I don't think frustration from being alone will be difficult for you..."; + next; + break; + case 12: + mes "[Guildmaster]"; + mes "You have an idiocy about money, but I believe that you should be able to overcome it."; + next; + mes "[Guildmaster]"; + mes "Although I do not trust you for now, I will give you a chance..."; + next; + break; + case 13: + mes "[Guildmaster]"; + mes "Even though you're enamored with Assassins superficially, I believe you will realize the real value of the Assassin job sooner or later."; + next; + break; + case 14: + mes "[Guildmaster]"; + mes "One of the rare people who seeks better skills, I hope you will realize the importance of spiritual discipline sooner or later."; + next; + break; + case 15: + mes "[Guildmaster]"; + mes "Sooner or later, you will find a new goal to which you can devote yourself..."; + next; + break; + case 16: + mes "[Guildmaster]"; + mes "I know some people care only about their physical training, but"; + mes "I believe you stand out amongst them..."; + next; + } + if (ASSIN_Q3 == 1 && BaseJob == Job_Thief && ASSIN_Q > 6 && ASSIN_Q < 17) { + set ASSIN_Q,17; + set ASSIN_Q3,2; + mes "[Guildmaster]"; + mes "Well, I've said too much. Please choose a weapon as a present."; + next; + mes "[Guildmaster]"; + mes "You can choose a Jur, Katar, Main Gauche, or a Gladius. As a master, I love them all."; + next; + switch(select("Jur:Katar:Main Gauche:Gladius")) { + case 1: + mes "[Guildmaster]"; + mes "A Jur..."; + mes "Good choice. There you are. I hope it will serve you well."; + getitem 1251,1; //Jur_ + break; + case 2: + mes "[Guildmaster]"; + mes "A Katar..."; + mes "Here you are."; + mes "Although it's used,"; + mes "I know it will"; + mes "serve you well."; + getitem 1253,1; //Katar_ + break; + case 3: + mes "[Guildmaster]"; + mes "I see. You want to use both hands. Here, take your Main Gauche."; + getitem 1208,1; //Main_Gauche_ + break; + case 4: + mes "[Guildmaster]"; + mes "A Gladius..."; + mes "It used to rule over the Assassin weapon market. Please take care of my gladius."; + getitem 1220,1; //Gladius_ + } + next; + } + else { + set ASSIN_Q,17; + mes "[Guildmaster]"; + mes "Well, I talked too much."; + mes "Please take this first."; + next; + switch(rand(1,5)) { + case 1: + getitem 1207,1; //Main_Gauche + break; + case 2: + getitem 1250,1; //Jur + break; + case 3: + getitem 1216,1; //Stiletto + break; + case 4: + getitem 1201,1; //Knife + break; + case 5: + getitem 1252,1; //Katar + } + } + mes "[Guildmaster]"; + mes "Well, I am giving you a token. Please return to the Assassin expert, the Ferocious-Looking Huey, at the entrance."; + next; + mes "[Guildmaster]"; + mes "Upon receiving this token, Huey will promote you to an Assassin."; + next; + mes "[Guildmaster]"; + mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others."; + savepoint "morocc",100,100; + getitem 1008,1; //Frozen_Heart + changequest 8006,8007; + next; + mes "[Guildmaster]"; + mes "Okay, all of you may go back to your positions. I will send you to the entrance as well. Let's move..."; + disablenpc "[Huey]"; + disablenpc "[Khai]"; + disablenpc "[The Anonymous One]"; + disablenpc "[Barcardi]"; + disablenpc "[Beholder]"; + disablenpc "[Thomas]"; + disablenpc "[Gayle Maroubitz]"; + close2; + warp "in_moc_16",17,19; + end; + } + else if (ASSIN_Q == 17) { + mes "[Guildmaster]"; + mes "Umm...?"; + mes "How come you're in here...?"; + next; + mes "[Guildmaster]"; + mes "You already finished your test. Why don't you go try to get the ^006699Necklace of Oblivion^000000 so you can change your job?"; + close2; + warp "in_moc_16",17,19; + end; + } + else if (ASSIN_Q > 7 && ASSIN_Q < 17) { + set ASSIN_Q,7; + mes "[Guildmaster]"; + mes "What the hell? You pressed 'Cancel' during the process. Do you want to change your job or what?"; + next; + mes "[Guildmaster]"; + mes "^666666*Sigh...*^000000"; + mes "Ok, let's start again. If you don't listen this time, you won't leave this room alive. You got me?"; + close; + } + else { + mes "[Guildmaster]"; + mes "Umm? How come your in here?"; + next; + mes "[Guildmaster]"; + mes "You already finished your test, go give your ^006699Necklace of Oblivion^000000 to the Ferocious-looking guy so you can change your job!"; + close2; + warp "in_moc_16",17,19; + end; + } +} + +in_moc_16,186,81,1 script Master Assist 55,1,1,{ + mes "[Assistent Gayle Maroubitz]"; + mes "Sorry, but I'm not in charge of job changes. Go to the Guildmaster, as he has told you."; + close; +} + +in_moc_16,170,90,0 script info 1 -1,{ +OnTouch: + mes "[Guildmaster]"; + mes "Huh."; + mes "Now, that place is blocked. You might want to check the other side."; + close; +} + +in_moc_16,153,85,0 script info 2 -1,1,1,{ +OnTouch: + mes "[Guildmaster]"; + mes "You're getting warmer. You're almost there. Just, turn around a little bit."; + close; +} + +in_moc_16,160,85,0 script info 3 -1,1,1,{ +OnTouch: + mes "[Guildmaster]"; + mes "Hmm."; + mes "Now, that place"; + mes "is blocked."; + close; +} + +in_moc_16,175,89,0 script info 4 -1,1,1,{ +OnTouch: + mes "[Guildmaster]"; + mes "Umm..."; + mes "You're heading for my assistant. Do you still need to talk to him?"; + close; +} + +in_moc_16,164,88,0 script info 5 -1,{ +OnTouch: + mes "[Guildmaster]"; + mes "Well done..."; + mes "I can feel your steps near me."; + close; +} + +in_moc_16,149,95,0 script info 6 -1,1,1,{ +OnTouch: + mes "[Guildmaster]"; + mes "Hm? Not bad. You're almost here."; + close; +} + +in_moc_16,180,101,0 script info 7 -1,1,1,{ +OnTouch: + mes "[Guildmaster]"; + mes "I don't think you're going the right way."; + close; +} + +in_moc_16,186,107,0 script info 8 -1,1,1,{ +OnTouch: + mes "[Guildmaster]"; + mes "No sense of direction, eh?"; + close; +} + +in_moc_16,156,87,1 script [Huey] 55,{ + end; + +OnInit: + disablenpc "[Huey]"; + end; +} + +in_moc_16,156,85,1 script [Khai] 730,{ + end; + +OnInit: + disablenpc "[Khai]"; + end; +} + +in_moc_16,156,83,1 script [The Anonymous One] 106,{ + end; + +OnInit: + disablenpc "[The Anonymous One]"; + end; +} + +in_moc_16,156,81,2 script [Barcardi] 725,{ + end; + +OnInit: + disablenpc "[Barcardi]"; + end; +} + +in_moc_16,156,79,1 script [Beholder] 118,{ + end; + +OnInit: + disablenpc "[Beholder]"; + end; +} + +in_moc_16,156,77,1 script [Thomas] 118,{ + end; + +OnInit: + disablenpc "[Thomas]"; + end; +} + +in_moc_16,156,75,1 script [Gayle Maroubitz] 55,{ + end; + +OnInit: + disablenpc "[Gayle Maroubitz]"; + end; +} diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt new file mode 100644 index 000000000..413fe69fd --- /dev/null +++ b/npc/jobs/2-1/blacksmith.txt @@ -0,0 +1,1629 @@ +//===== rAthena Script ======================================= +//= Blacksmith Quest +//===== By: ================================================== +//= EREMES THE CANIVALIZER(Aegis) +//= Translated by: yoshiki. +//= Converted by: Komurka. +//= Optimized and further edited by kobra_k88. +//= Further bugfixed and tested by Lupus +//===== Current Version: ===================================== +//= 2.8 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job Change quest for Blacksmith class. +//===== Additional Comments: ================================= +//= Changed some npc names to the iRO names. Changed some variable +//= names and labels. Edited some text.[kobra_k88] +//= Removed "if(JobLevel > 48) goto higher". It was a left over line. +//= Thx to "Decker".[kobra_k88] +//= Fixed some typos, thanks to Riotblade [celest] +//= 1.3-1.5 Added Baby Class support [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] +//= 1.7 item quantity/ids typos fix +//= 1.8 Moved the Quest to Einbroch [Poki#3] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1 Removed Duplicates [Silent] +//= 2.2 Merged Jfunc, changed job numbers to constants [Lupus] +//= 2.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf] +//= 2.4 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf] +//= 2.4a Changed a BaseJob to baseclass. [L0ne_W0lf] +//= 2.4b Further bug fixes with teh hel of Barron-Monster. [L0ne_W0lf] +//= 2.4c More fixes courtosy of Micktu. [L0ne_W0lf] +//= 2.4d Fixed an incorrect answer in the quiz. (Trojal) [L0ne_W0lf] +//= 2.4e Touched up a few issues as pointed out by Ultramage. [L0ne_W0lf] +//= 2.5 Krongast is in Lighthalzen. (DarkValmir) [L0ne_W0lf] +//= 2.6 Fixed 4 bugs [Lupus] +//= 2.6a Typo fix [Yommy] +//= 2.7 Added Quest Log commands. [Kisuka] +//= 2.8 Removed the need for use of 'goto.' [L0ne_W0lf] +//============================================================== + +ein_in01,18,28,4 script Guildsman#BLS 731,{ + if (Upper == 1) { + mes "[Altiregen]"; + mes "Hey hey. I don't have time for chit-chat, I'm a pretty busy guy. There's all these Merchants working hard to become Blacksmiths."; + next; + mes "[Altiregen]"; + mes "Wait a minute, I think I've met you before."; + mes "Ummm....."; + next; + mes "[Altiregen]"; + mes "Are you the one who broke my weapon and ran away? Or are you the one who tortured me so that I'd forge a weapon for you? Why can't I remember?"; + next; + mes "[Altiregen]"; + mes "......."; + mes "I can't remember who you are for the life of me. Is this deja vu?"; + next; + mes "[Altiregen]"; + mes "Argh!! This is really bugging me! But still, I can sense that there's something special about you. Oh well, whatever. Have a good day~"; + close; + } + mes "[Altiregen]"; + mes "Welcome!"; + mes "We are Workers of Steel,"; + mes "the Blacksmith Guild."; + next; + mes "[Altiregen]"; + mes "We pour the fervor"; + mes "and passion of our souls into"; + mes "our craft. Our skills of melting metal into new weapons"; + mes "and tools is truly a form of art!"; + next; + if (BaseClass == Job_Novice) { + if (sex == 0) { + mes "[Altiregen]"; + mes "Oh~"; + mes "what a very"; + mes "pretty lady!"; + mes "Are you interested in"; + mes "becoming a Blacksmith?"; + next; + mes "[Altiregen]"; + mes "First, you must become a Merchant before you can become a Blacksmith. Go to the city of Alberta to learn the Merchant trade."; + close; + } + close; + } + else if (BaseClass == Job_Swordman) { + mes "[Altiregen]"; + mes "Oh, are you interested in having a weapon forged? I'm sorry to disappoint you, but I actually have a lot of business to attend to."; + close; + } + else if (BaseClass == Job_Archer) { + mes "[Altiregen]"; + mes "Oh..."; + mes "There's not much we can offer you here. And you can't really help out around here unless you know how to make stuff..."; + close; + } + else if (BaseClass == Job_Mage) { + mes "[Altiregen]"; + mes "Oh? What's a magic user doing here? I'm surprised. Usually this kind of rough work is beneath you intellectual types."; + close; + } + else if (BaseClass == Job_Acolyte) { + mes "[Altiregen]"; + mes "Oh! Am I correct in assuming you're a member of the Clergy? Would you please bless me before you leave!"; + close; + } + else if (BaseClass == Job_Thief) { + mes "[Altiregen]"; + mes "I'm sorry..."; + mes "But there really isn't anything for you to steal here. Well, there are the Daggers we keep in the back, but..."; + close; + } + else if (BaseJob == Job_Alchemist) { + mes "[Altiregen]"; + mes "So how's the pharmacy business going on recently?"; + mes "Well, my forging business does not seem to grow any longer."; + close; + } + else if (BaseJob == Job_Blacksmith) { + mes "[Altiregen]"; + mes "Oh! Long time no see."; + mes "Have you come to purchase supplies from Christopher? These days I'm stuck behind this desk. My body's itching to strike the ol' anvil."; + close; + } + else if (BaseJob == Job_Merchant) { + if (SkillPoint) { + mes "[Altiregen]"; + mes "You can't change to the Blacksmith Job Class without first using all your skill points. Please come back after wisely using your skill points."; + close; + } + if (BSMITH_Q == 0) { + mes "[Altiregen]"; + mes "Why don't you stop struggling"; + mes "to make zeny as a Merchant and"; + mes "join the elite Blacksmith class?"; + mes "If you're interested, fill out this application with your name"; + mes "and Job Level."; + next; + switch(select("Fill out Application.:What are the requirements?:Um, I need to think about it.")) { + case 1: + if (SkillPoint) { + mes "[Altiregen]"; + mes "You can't change to the Blacksmith Job Class without first using all your skill points. Please come back after wisely using your skill points."; + close; + } + else if (JobLevel > 39 && BSMITH_Q == 0) { + mes "[Altiregen]"; + mes "Hmmm..."; + mes "Looks like you"; + mes "meet the Job Level"; + mes "Requirement."; + next; + mes "[Altiregen]"; + mes "You see, we don't accept just anybody into our guild. First, we only accept experienced Merchants with a true desire to become great Blacksmiths. Let's see..."; + next; + mes "^3355FF*Shuffling of papers*^000000"; + next; + mes "[Altiregen]"; + mes "Hmmm..."; + mes "One of our Blacksmiths in Einbech, ^8E6B23Geschupenschte^000000 has sent us word that he's short on help. Your first test of character will be to help him out."; + next; + set BSMITH_Q,1; + setquest 2000; + mes "[Altiregen]"; + mes "Be careful"; + mes "and good luck!"; + close; + } + else if (JobLevel < 40) { + mes "[Altiregen]"; + mes "Hmmm, it seems that you lack experience as a Merchant. We require that you are at least Job Level 40, you see."; + next; + mes "[Altiregen]"; + mes "I feel bad turning you away after you've come so far, but rules are rules. Sorry to disappoint you, but we'll welcome you back once you're ready."; + close; + } + case 2: + mes "[Altiregen]"; + mes "You want to know our requirements? First, you need to have Job Level 40 or higher as a Merchant. Second, you need to pass a test that will be given by the Blacksmith Guild."; + next; + mes "[Altiregen]"; + mes "The test may consist of difficult tasks, but it's definitely not impossible. You will need to deliver certain items to different areas around the world"; + mes "to complete the test."; + close; + case 3: + mes "[Altiregen]"; + mes "Hmmm..."; + mes "Well, I hope"; + mes "to see you again."; + close; + } + } + else if (BSMITH_Q > 0 && BSMITH_Q < 8) { + mes "[Altiregen]"; + mes "You haven't left yet?"; + mes "Go to Einbech and find ^8E6B23Geschupenschte^000000. Finish helping him out, and when you're done, come back to me."; + close; + } + else if (BSMITH_Q > 8 && BSMITH_Q < 15) { + mes "[Altiregen]"; + mes "Was the work you did for ^8E6B23Geschupenschte^000000 to your liking? He's known for being pretty exacting..."; + close; + } + else if (BSMITH_Q == 15) { + mes "[Altiregen]"; + mes "Great job!!"; + mes "You have passed"; + mes "the first test..."; + next; + mes "[Altiregen]"; + mes "Hm? You look surprised."; + mes "I guess you didn't know that there's more than one test. "; + mes "Haha, but don't worry, you are not going to travel that far."; + mes "Please go talk to the guildsman inside the building for more details about your next test."; + next; + if (select("I want to change my job quickly! But...oh well.:Grrr! Enough is enough!") == 1) { + set BSMITH_Q,16; + changequest 2013,2014; + mes "[Altiregen]"; + mes "I'm sorry, but I'm sure you understand, right? We can't just casually accept anybody into"; + mes "our guild!"; + next; + mes "[Altiregen]"; + mes "If we don't keep our standards,"; + mes "we won't be able to maintain the respectability of the Blacksmith Guild!"; + mes "We can't embarass our guild in this manner! *Ahem* Anyway, you talk to the guildsman inside the building now."; + close; + } + mes "[Altiregen]"; + mes "Are you saying you're going"; + mes "to quit the application process? That's an insult to our guild!"; + mes "Get out of here! With that kind of attitude, you can forget becoming a member of the Blacksmith Guild!"; + next; + mes "[Altiregen]"; + mes "You have no spirit!"; + mes "If you can't endure this, you'll never be a Blacksmith!"; + close; + } + else if (BSMITH_Q == 16) { + mes "[Altiregen]"; + mes "Um? Haven't you talk to the guildsman yet?"; + mes "If you haven't, I suggest you to do so as soon as possible."; + close; + } + else if (BSMITH_Q == 17 && countitem(1005) > 0 && JobLevel > 39) { + mes "[Altiregen]"; + mes "Excellent, I can tell by the twinkle in your eye that you were successful. I can now bestow upon you the gift of the smithing, the art of the Blacksmith."; + if(checkquest(2015) != -1) { + changequest 2015,2016; + } + next; + set .@joblvl,JobLevel; + callfunc "Job_Change",Job_Blacksmith; + callfunc "F_ClearJobVar"; // clears all job variables for the current player + mes "[Altiregen]"; + mes "Always remember that we are creators, and artists over metals. Be wary that you do not fall into the pitfalls of selfishness"; + mes "and greed."; + next; + delitem 1005,1; //Hammer_Of_Blacksmith + completequest 2016; + mes "[Altiregen]"; + mes "Here is a little"; + mes "gift to mark the"; + mes "beginning of your"; + mes "life as a Blacksmith."; + mes "Congratulations!!!"; + if (.@joblvl > 48) + getitem 999,30; //Steel + else + getitem 999,5; //Steel + close; + } + } +} + +ein_in01,201,27,3 script Guildsman#alberta 63,{ + mes "[Geschupenschte]"; + mes "Hello there!"; + mes "I'm ^8E6B23Geschupenschte^000000,"; + mes "a Blacksmith by trade."; + mes "Nice to meet you!"; + next; + if (BaseJob == Job_Merchant) { + mes "[Geschupenschte]"; + mes "Oh ho ho!"; + mes "You're a Merchant!"; + mes "Excellent! I was"; + mes "in need of some help!"; + next; + if (BSMITH_Q == 0) { + mes "[Geschupenschte]"; + mes "But, of course,"; + mes "I wouldn't bother you"; + mes "if you're busy. Go along"; + mes "your way if you must~"; + next; + mes "[Geschupenschte]"; + mes "After all..."; + mes "I should know"; + mes "how it's like"; + mes "to be busy~"; + close; + } + else if ((BSMITH_Q == 1) || (BSMITH_Q == 2)) { + if (BSMITH_Q == 1) { + mes "[Geschupenschte]"; + mes "Am I correct in assuming you are the help sent by the Blacksmith Guild? There aren't many trustyworthy people I can hire to help me, so I'm always"; + mes "short on help."; + next; + mes "[Geschupenschte]"; + mes "Hmm, in any case,"; + mes "you are the help that was sent, right? Okay, I have some work for you that must be handled"; + mes "right away!"; + next; + mes "[Geschupenschte]"; + mes "Some time ago, I had a boy working for me who had no experience and bought the wrong supplies! It was terrible..."; + next; + mes "[Geschupenschte]"; + mes "Anyone would hate to lose money through a foolish mistake like that. However, I have a slightly more difficult job for you."; + next; + mes "[Geschupenschte]"; + mes "However, I want to make sure that you have some basic knowledge as a Merchant. I'd like to ask you some questions, if that's okay."; + next; + set .@selection,select("Yes.:Um, can I have some time to prepare?"); + } + else if (BSMITH_Q == 2) { + mes "[Geschupenschte]"; + mes "So, have you"; + mes "studied a little"; + mes "more this time?"; + next; + mes "[Geschupenschte]"; + mes "I admit that it's pretty unreasonable to expect anyone to get a perfect score the first time around, so I'll give you"; + mes "a little break..."; + next; + mes "[Geschupenschte]"; + mes "You can miss"; + mes "one problem!"; + mes "Alright, let's start"; + mes "with the questions~"; + next; + } + if (.@selection != 2) { + if (rand(2)) { + mes "[Geschupenschte]"; + mes "1. Which one of the following regions is matched incorrectly"; + mes "with its specialty item?"; + next; + if (select("Morroc - Thief Clothes:Alberta - Two Hand Axe:Comodo - Berserk Potion:Alberta - Swordmace") == 4) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "2. What status can"; + mes "be inflicted with the"; + mes "^8E6B23Hammer Fall^000000 skill?"; + next; + if (select("Stun:Blind:Silence:Sleep") == 1) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "3. Which one of the following skills cannot be performed"; + mes "by a Merchant?"; + next; + if (select("Vending:Discount:Overcharge:Increase AGI") == 4) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "4. Where can you find a store"; + mes "that sells Blue Gemstones?"; + next; + if (select("Alberta:Morroc:Geffen:Prontera") == 3) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "5. Where is the"; + mes "Tool Dealer"; + mes "located in Geffen?"; + next; + if (select("8 o'clock direction from the town square:11 o'clock direction from the town square:6 o'clock direction from the town square:5 o'clock direction from the town square") == 1) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "6. Which weapon"; + mes "cannot be used"; + mes "by a Merchant?"; + next; + if (select("Stiletto:Ring Pommel Saber:Chain:Bible") == 4) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "7. Which one of the following"; + mes "has the highest defense rate?"; + next; + if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "8. For Level 3 weapons,"; + mes "what is the ^8E6B23Safe^000000 limit"; + mes "for upgrading?"; + next; + if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3) + set .@black_q,.@black_q+10; + mes "9. What item"; + mes "can be made using"; + mes "the ^8E6B23Trunks^000000 item?"; + next; + if (select("Sakkat:Ghost Bandana:Majestic Goat:Antler") == 1) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "10. The most important"; + mes "part of being a Merchant is...?"; + next; + select("Credit:Integrity:Money:Rhetoric"); + set .@black_q,.@black_q+10; + } + else { + mes "[Geschupenschte]"; + mes "1. Among the following cities, which one is not correctly matched with its specialty?"; + next; + if (select("Al De Baran - Yggdrasil Leaf:Alberta - Hammer:Comodo - Berserk Potion:Al De Baran - Hammer") == 4) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "2. How much Zeny"; + mes "is one Jellopy worth?"; + next; + if (select("1 Zeny:2 Zeny:3 Zeny:4 Zeny") == 3) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "3. What is required"; + mes "for a Merchant to use"; + mes "the ^8E6B23Vending^000000 Skill?"; + next; + if (select("Must have a Cart.:Must have items to sell.:Must be wielding a weapon.:Must be wearing armor.") == 1) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "4. Where can you"; + mes "change your Job to"; + mes "become a Merchant?"; + next; + if (select("Alberta:Morroc:Geffen:Prontera") == 1) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "5. Where is the"; + mes "Weapons Dealer"; + mes "located in Morroc?"; + next; + if (select("7 o'clock from the town's center:11 o'clock from the town's center:6 o'clock from the town's center:5 o'clock from the town's center") == 4) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "6. What weapon"; + mes "can a Merchant"; + mes "not use?"; + next; + if (select("Main Gauche:Claymore:Chain:Two handed Axe") == 2) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "7. Which one of the following"; + mes "has the highest defense rate?"; + next; + if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "8. For Level 3 weapons,"; + mes "what is the ^8E6B23Safe^000000 limit"; + mes "for upgrading?"; + next; + if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "9. What monster does"; + mes "NOT drop Iron Ore?"; + next; + if (select("Chon Chon:Steel Chon Chon:Zerom:Anolian") == 4) + set .@black_q,.@black_q+10; + mes "[Geschupenschte]"; + mes "10. What is most"; + mes "important to a Merchant?"; + next; + select("Rhetoric:Credit:Money:Experience"); + set .@black_q,.@black_q+10; + } + mes "[Geschupenschte]"; + mes "Umm. You did a good job!"; + next; + mes "[Geschupenschte]"; + mes "Let's see...your score is..." + .@black_q + " points."; + if (.@black_q == 100) { + set BSMITH_Q,3; + if(checkquest(2001) != -1) { + changequest 2001,2002; + }else{ + changequest 2000,2002; + } + mes "Oh ho ho~"; + mes "You'll have"; + mes "no problem"; + mes "with this score!"; + next; + mes "[Geschupenschte]"; + mes "I will entrust you with a job!"; + mes "Give me a little time to make the necessary arrangements."; + mes "When you get back, I'll be ready!"; + close; + } + set BSMITH_Q,2; + if(checkquest(2001) == -1) { + changequest 2000,2001; + } + mes "............."; + next; + mes "[Geschupenschte]"; + if (BSMITH_Q == 2) { + mes "How do I say this?"; + mes "How did you fail again?!"; + mes "If you plan to perform your duties in this manner, I can't trust you with any kind of job..."; + close; + } + mes "Hmm..."; + mes "It pains me to say this, but it seems you need to study a little more. You can never be"; + mes "a Blacksmith with"; + mes "this score!"; + close; + } + mes "[Geschupenschte]"; + mes "Ah, of course I don't mind if you came back a little later. Being prepared prevents disasters"; + mes "later, after all. No harm in"; + mes "being careful~"; + close; + } + /* + else if (BSMITH_Q == 2) { + mes "[Geschupenschte]"; + mes "So, have you"; + mes "studied a little"; + mes "more this time?"; + next; + mes "[Geschupenschte]"; + mes "I admit that it's pretty unreasonable to expect anyone to get a perfect score the first time around, so I'll give you"; + mes "a little break..."; + next; + mes "[Geschupenschte]"; + mes "You can miss"; + mes "one problem!"; + mes "Alright, let's start"; + mes "with the questions~"; + next; + goto L_AskQuestions; + } + */ + else if (BSMITH_Q == 3) { + mes "[Geschupenschte]"; + mes "Hmm..."; + mes "Now, where were"; + mes "those order request forms..."; + next; + mes "^3355FF*Shuffling of Papers*"; + mes "*Rustling of Papers*^000000"; + next; + mes "[Geschupenschte]"; + mes "Oh! Here it is!"; + mes "This is order that"; + mes "has been delayed"; + mes "the most..."; + mes "Heh heh~"; + next; + mes "[Geschupenschte]"; + mes "Well, to make"; + mes "this you will need..."; + next; + switch(rand(1,5)) { + //Steel, Rotten_Bandage, Blue_Gemstone, Arc_Wand + case 1: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 4; changequest 2002,2003; break; + //Sparkling_Dust, Skel_Bone, Zargon, Gladius + case 2: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 5; changequest 2002,2004; break; + //Coal, Shell, Boody_Red, Tsurugi + case 3: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 6; changequest 2002,2005; break; + //Iron_Ore, Eye_Bandage, Blue_Gemstone, Arbalest + case 4: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 7; changequest 2002,2006; break; + //Iron, Green_Herb, Animal's_Skin, Ring_Pommel_Saber + default: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 8; changequest 2002,2007; break; + } + set BSMITH_Q,.@items[8]; + mes "[Geschupenschte]"; + mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,"; + mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,"; + mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and"; + mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind"; + mes "you can buy from"; + mes "an NPC shop."; + next; + mes "[Geschupenschte]"; + mes "Collecting these items will be your test. Coincidentally, it's also a bit of a good way for me to save money. I'll repeat what you'll need to bring back to me..."; + next; + mes "[Geschupenschte]"; + mes "Okay~"; + mes "Good luck"; + mes "on your first job!"; + close; + } + else if (BSMITH_Q > 3 && BSMITH_Q < 9) { + switch(BSMITH_Q) { + case 4: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 9; break; + case 5: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 10; break; + case 6: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 11; break; + case 7: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 12; break; + case 8: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 13; break; + } + mes "[Geschupenschte]"; + mes "Ah, you're back!"; + mes "Did you bring"; + mes "everything that"; + mes "I requested?"; + next; + if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7]) { + mes "[Geschupenschte]"; + mes "Wait..."; + mes "Didn't I tell you"; + mes "to get 3 Steel?"; + next; + mes "[Geschupenschte]"; + mes "Oh, I guess it was"; + mes "two after all. Let's see..."; + mes "Yeah, you got everything!"; + mes "Now, just give me a second."; + next; + mes "[Geschupenschte]"; + mes "Oh, you should make sure that you are not carrying ^FF0000more than one "+getitemname(.@items[6])+"^000000, you should really only have an "+getitemname(.@items[6])+" that you bought from an NPC shop in your inventory."; + next; + if (select("Oh, could you give me a second?:Oh, I brought what you asked for.") == 1) { + mes "[Geschupenschte]"; + mes "Hmmm, it would be"; + mes "a good idea to put the"; + mes "rest of your items"; + mes "in Kafra Storage."; + close; + } + mes "[Geschupenschte]"; + mes "Okay."; + mes "Great~!!"; + next; + mes "[Geschupenschte]"; + mes "^3355FF*Clang...!*^000000"; + next; + mes "[Geschupenschte]"; + mes "^3355FF*Crash Crash!*^000000"; + next; + delitem .@items[0],.@items[1]; + delitem .@items[2],.@items[3]; + delitem .@items[4],.@items[5]; + delitem .@items[6],.@items[7]; + set BSMITH_Q,.@items[8]; + mes "[Geschupenschte]"; + mes "Wooooo~~~"; + mes "All done..."; + switch(BSMITH_Q) { + case 9: + mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt."; + getitem 1610,1; //Arc_Wand + if(checkquest(2003) != -1) { + changequest 2003,2008; + } + next; + mes "[Geschupenschte]"; + mes "Hmm...?"; + mes "What's that look for?"; + mes "This is not a normal"; + mes "Arc Wand! Look closely"; + mes "at the handle..."; + next; + mes "^3355FFThe handle reads:"; + mes "'Super Arc Wand"; + mes "of Geschupenschte"; + mes "Mark 2.' It does seem"; + mes "to have a completely"; + mes "different feel.^000000"; + next; + mes "[Geschupenschte]"; + mes "Anyway, take this"; + mes "to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom,"; + break; + case 10: + mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt."; + getitem 1219,1; //Gladius + if(checkquest(2004) != -1) { + changequest 2004,2009; + } + next; + mes "[Geschupenschte]"; + mes "Hmm...?"; + mes "What's that look for?"; + mes "This is not a normal"; + mes "Gladius! Look closely"; + mes "at the handle..."; + next; + mes "^3355FFThe handle reads:"; + mes "'Super Gladius"; + mes "of Geschupenschte"; + mes "Mark 2.' It does seem"; + mes "to have a completely"; + mes "different feel.^000000"; + next; + mes "[Geschupenschte]"; + mes "Anyway, take this"; + mes "to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom,"; + break; + Case 11: + mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt."; + getitem 1119,1; //Tsurugi + if(checkquest(2005) != -1) { + changequest 2005,2010; + } + next; + mes "[Geschupenschte]"; + mes "Hmm...?"; + mes "What's that look for?"; + mes "This is not a normal"; + mes "Tsurugi! Look closely"; + mes "at the blade..."; + next; + mes "^3355FFThe blade reads:"; + mes "'Fine-edged"; + mes "Geschupenschte"; + mes "Tsurugi Special.'"; + mes "It does seem to feel"; + mes "completely different"; + mes "than normal Tsurugis...^000000"; + next; + mes "[Geschupenschte]"; + mes "Anyway, take this"; + mes "to ^8E6B23Krongast^000000 in Lighthalzen"; + break; + case 12: + mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt."; + getitem 1713,1; //Arbalest + if(checkquest(2006) != -1) { + changequest 2006,2011; + } + next; + mes "[Geschupenschte]"; + mes "Hmm...?"; + mes "What's that look for?"; + mes "This is not a normal"; + mes "Arbalest! Look closely"; + mes "at the bow..."; + next; + mes "^3355FFThe bow reads:"; + mes "Geschupenschte"; + mes "Arbalest Luxury Edition."; + mes "It does seem more luxurious"; + mes "than regular Arbalests.^000000"; + next; + mes "[Geschupenschte]"; + mes "Anyway, take this"; + mes "to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kindgom,"; + break; + case 13: + mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt."; + getitem 1122,1; //Ring_Pommel_Saber + if(checkquest(2007) != -1) { + changequest 2007,2012; + } + next; + mes "[Geschupenschte]"; + mes "Hmm...?"; + mes "What's that look for?"; + mes "This is not a normal"; + mes "Ring Pommel Saber!"; + mes "Look closely at"; + mes "the handle..."; + next; + mes "^3355FFThe handle reads:"; + mes "'Green Herbal"; + mes "Ring Pommel Saber"; + mes "of Geschupenschte"; + mes "Mark 2.' It does seem"; + mes "to have a completely"; + mes "different feel.^000000"; + next; + mes "[Geschupenschte]"; + mes "The power of Green Herbs, which is imbued in this sword, can be very useful! You can save someone from slowly dying of poison by stabbing them quickly with this weapon!"; + next; + mes "[Geschupenschte]"; + mes "Anyway, take this"; + mes "to ^8E6B23Bismarc^000000 in Hugel"; + } + mes "and don't forget"; + mes "the receipt!"; + close; + } + else { + mes "[Geschupenschte]"; + mes "You still haven't"; + mes "brought all the items."; + mes "Do you need to be reminded"; + mes "or something? Bring me..."; + next; + mes "[Geschupenschte]"; + mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,"; + mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,"; + mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and"; + mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind"; + mes "you can buy from"; + mes "an NPC shop."; + next; + mes "[Geschupenschte]"; + mes "Now, be sure to have"; + mes "everything I need when"; + mes "you come back. Remember,"; + mes "this is a test! You can't"; + mes "be a Blacksmith if you"; + mes "slack off!"; + close; + } + } + else if (BSMITH_Q > 8 && BSMITH_Q < 14) { + mes "[Geschupenschte]"; + mes "What are you"; + mes "still doing here?"; + mes "Hurry and deliver"; + mes "the package~!"; + mes "Did you forget"; + mes "where to go?"; + next; + mes "[Geschupenschte]"; + if (BSMITH_Q == 9) { + mes "In Geffen, at the"; + mes "11 o'clock direction from the town center, you will find ^8E6B23Baisulist^000000. And don't forget the receipt."; + } + else if (BSMITH_Q == 10) { + mes "Find the Swordmace"; + mes "dealer ^8E6B23Wickebine^000000 in Morroc. And don't forget the receipt."; + } + else if (BSMITH_Q == 11) { + mes "In Lighthalzen, 6 o'clock direction from the town center, you will find ^8E6B23Krongast^000000 near the weapon shop. And don't forget the receipt."; + } + else if (BSMITH_Q == 12) { + mes "In Payon, at the 5 o'clock direction from the town center, you will find ^8E6B23Talpiz^000000. And don't forget the receipt."; + } + else { + mes "In Hugel, at the 1 o'clock direction from the town center, you will find ^8E6B23Bismarc^000000 near the airship. And don't forget the receipt."; + } + close; + } + else if (BSMITH_Q == 14) { + mes "[Geschupenschte]"; + mes "Hmmm...?"; + mes "Have you"; + mes "completed"; + mes "the delivery?"; + mes "Let's see that receipt~"; + next; + if (select("Yes sir, here it is.:Receipt? I, uh, have it somewhere.") == 1) { + if (countitem(1073) > 0) { + set BSMITH_Q,15; + delitem 1073,1; //Merchant_Voucher_1 + if(checkquest(2008) != -1) { + changequest 2008,2013; + } + else if(checkquest(2009) != -1) { + changequest 2009,2013; + } + else if(checkquest(2010) != -1) { + changequest 2010,2013; + } + else if(checkquest(2011) != -1) { + changequest 2011,2013; + } + else { + changequest 2012,2013; + } + mes "[Geschupenschte]"; + mes "Oh ho ho~"; + mes "Great!"; + mes "You're truly"; + mes "a great Merchant!"; + next; + mes "[Geschupenschte]"; + mes "Good job!"; + mes "Return to ^8E6B23Altiregen^000000 in Einbroch, the guy you first met when you applied for the Blacksmith job."; + next; + mes "[Geschupenschte]"; + mes "I have faith that you"; + mes "will be a great Blacksmith!"; + close; + } + set BSMITH_Q,3; + mes "[Geschupenschte]"; + mes "You mean..."; + mes "You didn't get"; + mes "a receipt?"; + mes "What...?"; + next; + mes "[Geschupenschte]"; + mes "A receipt is"; + mes "a Merchant's best friend!"; + mes "It's necessary to your job!"; + mes "You'll have to start your"; + mes "test all over again!"; + close; + } + mes "[Geschupenschte]"; + mes "Return when you"; + mes "find the receipt~"; + mes "You didn't forget"; + mes "to receive a receipt."; + mes "Right...?"; + close; + } + else if (BSMITH_Q == 15) { + mes "[Geschupenschte]"; + mes "Thank you"; + mes "very much"; + mes "your help."; + mes "Return to Einbroch"; + mes "and see ^8E6B23Altiregen^000000!"; + close; + } + mes "[Geschupenschte]"; + mes "Hmm...?"; + mes "You already finished"; + mes "your test here with me!"; + mes "And surprisingly, I don't"; + mes "need any more help, today."; + close; + } + else { + mes "[Geschupenschte]"; + mes "Being"; + mes "a Blacksmith"; + mes "is truly great!"; + mes "Don't you think so?"; + mes "Mwahahahahah!!"; + close; + } +} + +geffen,46,164,1 script Baisulist#BLS 69,{ + if (BSMITH_Q == 9 && countitem(1610) > 0) { + mes "[Baisulist]"; + mes "Oh, hello!"; + mes "Have you come"; + mes "to deliver my"; + mes "Arc Wand?"; + next; + mes "[Baisulist]"; + mes "You sure this is what I ordered, right? I mean, if it's been used,"; + mes "I don't want it."; + next; + if (select("Whoops, this is one of the items I use...:I'm sure! It's brand new!") == 1) { + mes "[Baisulist]"; + mes "Well..."; + mes "I guess I can"; + mes "wait a little longer."; + mes "Please hurry with"; + mes "my delivery~"; + close; + } + mes "[Baisulist]"; + mes "You're"; + mes "absolutely sure?"; + set BSMITH_Q,14; + delitem 1610,1; //Arc_Wand + next; + mes "[Baisulist]"; + mes "Thank you so much for traveling all the way here. That Geschupenschte, please smack him for me when you meet him for being so late on this order..."; + next; + mes "[Baisulist]"; + mes "Please wait"; + mes "a second, let"; + mes "me give you a receipt~"; + next; + getitem 1073,1; //Merchant_Voucher_1 + mes "[Baisulist]"; + mes "Here it is."; + mes "Thank you so much!"; + mes "Oh, and good luck~"; + mapannounce "geffen","Hey, " +strcharinfo(0)+ ", thank you so much for the delivery~",bc_map; + close; + } + else if (BSMITH_Q == 14) { + mes "[Baisulist]"; + mes "Thank you"; + mes "so much for"; + mes "the delivery~"; + close; + } + else { + mes "[Baisulist]"; + mes "Oh..."; + mes "It's been a while"; + mes "since I've been"; + mes "to Alberta."; + next; + mes "[Baisulist]"; + mes "I ordered something"; + mes "from there a while ago,"; + mes "but I haven't received"; + mes "my delivery..."; + next; + mes "[Baisulist]"; + mes "I wonder..."; + mes "Could the Blacksmith Guild"; + mes "be undermanned? I can't think of any other reason for them to be late..."; + next; + mes "[Baisulist]"; + mes "When will I get"; + mes "my special Arc Wand?"; + close; + } +} + +morocc,27,112,4 script Wickebine#BLS 725,{ + if (BSMITH_Q == 10 && countitem(1219) > 0) { + cutin "Job_Black_hucke01",2; + mes "[Wickebine]"; + mes "...!"; + mes "It's here!"; + next; + mes "[Wickebine]"; + mes "This is what I ordered, right?"; + mes "I don't want any used or old Gladius that you might have!"; + next; + if (select("Whoops, not that one.:I guarantee you it is new.") == 1) { + cutin "Job_Black_hucke03",2; + mes "[Wickebine]"; + mes "Oooh...!"; + mes "Hurry up"; + mes "with my Gladius~"; + next; + mes "- She seems to be upset. -"; + close2; + cutin "Job_Black_hucke03",255; + end; + } + cutin "Job_Black_hucke02",2; + mes "[Wickebine]"; + mes "Hah hah hah!"; + mes "Finally! Now..."; + mes "Let me have"; + mes "a look!"; + next; + mes "- She looks very happy. -"; + next; + set BSMITH_Q,14; + delitem 1219,1; //Gladius + cutin "Job_Black_hucke01",2; + mes "[Wickebine]"; + mes "Are you with the"; + mes "Einbroch Blacksmith Guild?"; + mes "Give this message to Geschupenschte!"; + next; + cutin "Job_Black_hucke03",2; + mes "[Wickebine]"; + mes "'^660000You're late!"; + mes "Do you know how long"; + mes "I've been waiting?!^000000'"; + next; + cutin "Job_Black_hucke02",2; + mes "[Wickebine]"; + mes "But, this is also"; + mes "a masterfully crafted item."; + mes "Tell him I'm satisfied with the quality of the workmanship."; + next; + getitem 1073,1; //Merchant_Voucher_1 + emotion e_lv; + mes "[Wickebine]"; + mes "Here's the receipt."; + mes "I think you did"; + mes "a good job."; + mapannounce "morocc","Thanks for delivering, " + strcharinfo(0) + "~!",bc_map; + close2; + cutin "Job_Black_hucke02",255; + end; + } + else if (BSMITH_Q == 14) { + emotion e_lv; + cutin "Job_Black_hucke02",2; + mes "[Wickebine]"; + mes "Thanks for the delivery."; + close2; + cutin "Job_Black_hucke02",255; + end; + } + else { + cutin "Job_Black_hucke03",2; + mes "[Wickebine]"; + mes "..."; + next; + mes "[Wickemine]"; + mes "..."; + mes "......"; + next; + mes "[Wickmine]"; + mes "They're late."; + mes "They're late,"; + mes "they're late,"; + mes "they're late~!"; + next; + mes "[Wickebine]"; + mes "How long does it take for something to ship from Geschupenschte? Usually, the Geffen Blacksmith Guild is pretty prompt..."; + next; + emotion e_lv; + mes "[Wickebine]"; + mes "Ooohh..."; + mes "This is very"; + mes "upsetting..."; + close2; + cutin "Job_Black_hucke03",255; + end; + } +} + +lighthalzen,209,80,4 script Krongast#BLS 734,{ + if (BSMITH_Q == 11 && countitem(1119) > 0) { + mes "[Krongast]"; + mes "Ohhhhhh~"; + mes "Is it here?"; + mes "Very nice."; + mes "Let me take a look."; + next; + mes "[Krongast]"; + mes "So you're sure this is the item"; + mes "I ordered, right? I wouldn't want it if it's been used."; + next; + if (select("Whoops, this one is used!:It was just made, so it's new.") == 1) { + mes "[Krongast]"; + mes "Hmmmmm!"; + mes "Please deliver"; + mes "the right sword!"; + mes "I've been waiting"; + mes "long enough already..."; + close; + } + mes "[Krongast]"; + mes "You double checked?"; + mes "Alright then, I'll take it!"; + next; + set BSMITH_Q,14; + delitem 1119,1; //Tsurugi + mes "[Krongast]"; + mes "Oh ho..."; + mes "This is good."; + mes "Much better than"; + mes "what I expected."; + next; + mes "[Krongast]"; + mes "With this sword..."; + mes "My special moves will be even more powerful! I may even be able to perfect my fast attacking techniques! I love it!"; + next; + mes "[Krongast]"; + mes "Okay then."; + mes "Let me give"; + mes "you a receipt."; + next; + getitem 1073,1; //Merchant_Voucher_1 + mes "[Krongast]"; + mes "Here is"; + mes "your receipt."; + mes "Thank you for"; + mes "your business!"; + mapannounce "lighthalzen",strcharinfo(0)+"... Thank you for the delivery.",bc_map; + close; + } + else if (BSMITH_Q == 14) { + mes "[Krongast]"; + mes "Thank you"; + mes "for the delivery."; + close; + } + else { + mes "[Krongast]"; + mes "..."; + next; + mes "[Krongast]"; + mes "..."; + mes "......"; + next; + mes "[Krongast]"; + mes "When will the sword"; + mes "I ordered finally arrive?"; + mes "I need to try my ultimate skill, ^2F4F4FFine Edge^000000 with it."; + next; + mes "[Krongast]"; + mes "Ahhhhhhh!"; + mes "I need to"; + mes "have that sword!"; + close; + } +} + +payon,214,79,4 script Talpiz#BLS 59,{ + if (BSMITH_Q == 12 && countitem(1713) > 0) { + mes "[Talpiz]"; + mes "Oh~"; + mes "Is it finally here?"; + mes "The package I ordered?"; + next; + mes "[Talpiz]"; + mes "Um, this is what I ordered, right? I don't want an Arbalest that's been used before."; + next; + if (select("Whoops, this is a used one.:I'm sure it's new.") == 1) { + mes "[Talpiz]"; + mes "Hmmmm."; + mes "Please hurry"; + mes "and bring the"; + mes "correct item."; + mes "I've waited too"; + mes "long already..."; + close; + } + mes "[Talpiz]"; + mes "So, you're sure?"; + mes "Let me take a look..."; + next; + set BSMITH_Q,14; + delitem 1713,1; //Arbalest + mes "[Talpiz]"; + mes "*wheet whoo*"; + mes "Very nice!!"; + next; + mes "[Talpiz]"; + mes "This is truly a quality made custom item. I love how there is a case for an eye patch! I really reallly love this~"; + next; + mes "[Talpiz]"; + mes "Thank you!"; + mes "For something of this quality,"; + mes "I can even sell it for a high price even after I've used it!"; + next; + getitem 1073,1; //Merchant_Voucher_1 + mes "[Talpiz]"; + mes "Here!"; + mes "Please take"; + mes "your receipt."; + mes "I really appreciate"; + mes "your hard work."; + mapannounce "payon","Thanks, " +strcharinfo(0)+ ", you really delivered. Everytime I look at this, I love it even more~",bc_map; + close; + } + else if (BSMITH_Q == 14) { + mes "[Talpiz]"; + mes "Really,"; + mes "I can't say it"; + mes "enough. This is"; + mes "top quality work~!"; + close; + } + else { + mes "[Talpiz]"; + mes "Eh..."; + mes "When will my"; + mes "order arrive?"; + next; + mes "[Talpiz]"; + mes "A custom made Arbalest"; + mes "with a quality case to hold your eye patches. Only one person can make something like that..."; + next; + mes "[Talpiz]"; + mes "Ahhhhhh..."; + mes "The waiting"; + mes "is unbearable!"; + close; + } +} + +hugel,168,183,1 script Bismarc#BLS 118,{ + if (BSMITH_Q == 13 && countitem(1122) > 0) { + mes "[Bismarc]"; + mes "Sweet God..."; + mes "Have you sent"; + mes "an angel...?"; + mes "Is that the Ring Pommel Saber"; + mes "I ordered? It's my only hope..."; + next; + mes "[Bismarc]"; + mes "^666666*Huuuk*^000000 This is what I ordered, right? I needed one especially"; + mes "made to stop this poison..."; + next; + if (select("Whoops, this is my own Ring Pommel Saber.:I'm sure this is the one.") == 1) { + mes "[Bismarc]"; + mes "N-Nooo..."; + mes "Hurry...!"; + mes "I need that"; + mes "sword for its"; + mes "an...ti...d-dote!"; + next; + mes "^3355FFIt looks like"; + mes "he's slowly dying...!"; + mes "You'd better hurry.^000000"; + close; + } + mes "[Bismarc]"; + mes "^666666*Ghklk*^000000"; + mes "Give it...!"; + mes "Pleeeease!"; + next; + set BSMITH_Q,14; + delitem 1122,1; //Ring_Pommel_Saber + mes "^3355FFBismarc stabs"; + mes "himself, repeatedly,"; + mes "with the Ring Pommel Saber"; + mes "that has been imbued with"; + mes "the power of Green Herbs.^000000"; + next; + mes "[Bismarc]"; + mes "^666666*Ghyklk*^000000"; + mes "*Gasp gasp*"; + next; + mes "[Bismarc]"; + mes "Please..."; + mes "Help me up."; + mes "The poison is"; + mes "still coarsing"; + mes "through my body..."; + next; + mes "[Bismarc]"; + mes "OwwwWWWW!!"; + mes "IT'S BURNING!"; + next; + mes "[Bismarc]"; + mes "*Gasp Gasp*"; + mes "*Whew* Okay,"; + mes "I can feel the"; + mes "antidote working now."; + mes "Just what I needed."; + next; + getitem 1073,1; //Merchant_Voucher_1 + mes "[Bismarc]"; + mes "Here is"; + mes "your receipt."; + mes "T-take it...!"; + mes "It's yours!"; + mapannounce "hugel","Thanks, " +strcharinfo(0)+ ", for the delivery. You saved my life...",bc_map; + close; + } + else if (BSMITH_Q == 14) { + mes "[Bismarc]"; + mes "Thank you."; + mes "You saved"; + mes "my life..."; + close; + } + else { + mes "[Bismarc]"; + mes "^666666*Ghyklk*^000000"; + mes "^666666*Huk Hukk*^000000"; + mes "When will my"; + mes "o-order arrive...?"; + next; + mes "[Bismarc]"; + mes "The poison in"; + mes "my body... the pain..."; + mes "excruciating... L-lord..."; + next; + mes "[Bismarc]"; + mes "When is the"; + mes "antidote gonna"; + mes "get here?!"; + close; + } +} + +ein_in01,24,41,5 script Blacksmith Guildsman#moc 726,{ + if (BSMITH_Q == 16) { + emotion e_hmm; + mes "[Mitehmaeeuh]"; + mes "Oh...so you're the one who wants to be a blacksmith?"; + mes "Nice, heh heh."; + mes "As you've realized from your past tests, you won't be promoted from Merchant to Blacksmtih immediately."; + next; + mes "[Mitehmaeeuh]"; + mes "How much do you truly understand about smithing? Are you ready for me to ask you some questions?"; + next; + if (select("Yes:No, not yet~") == 1) { + mes "[Mitehmaeeuh]"; + mes "Alright..."; + mes "My test is simple."; + mes "I'll ask five questions."; + mes "If you miss too many,"; + mes "you fail. And I won't"; + mes "tell you what you missed."; + next; + set .@blackss_te,0; + mes "[Mitehmaeeuh]"; + mes "Please listen"; + mes "and answer carefully..."; + next; + switch(rand(1,3)) { + case 1: + mes "[Mitehmaeeuh]"; + mes "1. What ability"; + mes "is required to learn"; + mes "the ^8E6B23Discount^000000 skill?"; + next; + if (select("Level 3 Push Cart:Item Appraisal:Level 10 Mammonite:Level 3 Enlarge Weight") == 4) + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "2. When you attack"; + mes "with ^8E6B23Hammerfall^000000,"; + mes "what status effect can"; + mes "you inflict on enemies?"; + next; + if (select("Stun:Blindness:Chaos:Silence") == 1) + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "3. How much Zeny is spent"; + mes "when attacking with the"; + mes "mastered Mammonite skill?"; + mes "(Level 10 Mammonite)"; + next; + if (select("900 Zeny:1000 Zeny:2000 Zeny:100,000 Zeny") == 2) + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "4. What is the"; + mes "discount rate when"; + mes "the ^8E6B23Discount^000000"; + mes "skill is mastered?"; + next; + if (select("21 % :22 % :23 % :24 % ") == 4) + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "5. What is the maximum"; + mes "percentage that you can"; + mes "overcharge items sold to"; + mes "NPCs after mastering the"; + mes "^8E6B23Overcharge^000000 skill?"; + next; + if (select("21 % :22 % :23 % :24 % ") == 3) + set .@blackss_te,.@blackss_te+20; + break; + case 2: + mes "[Mitehmaeeuh]"; + mes "1. Which of the"; + mes "following monsters"; + mes "drops Steel?"; + next; + if (select("Zerom:Chon Chon:Skel Worker:Requiem") == 3) + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "2. Which of the following"; + mes "stones can be made from"; + mes "Red Bloods?"; + next; + if (select("Flame Heart:Rough Wind:Great Nature:Mystic Frozen") == 1) + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "3. Which of the following"; + mes "stones do you have the most"; + mes "of in your Kafra Storage?"; + next; + select("Wind of Verdure:Red Blood:Green Live:Crystal Blue"); + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "4. In general,"; + mes "which of the following"; + mes "properties receives the"; + mes "most damage from a Wind"; + mes "attribute weapon?"; + next; + if (select("Fire Property:Water Property:Earth Property:Wind Property") == 2) + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "5. How many Iron Ore"; + mes "is required to make"; + mes "1 Steel?"; + next; + if (select("5 Iron Ore :4 Iron Ore:3 Iron Ore:6 Iron Ore") == 1) + set .@blackss_te,.@blackss_te+20; + break; + case 3: + mes "[Mitehmaeeuh]"; + mes "1. What do you usually"; + mes "do when you meet someone"; + mes "randomly on the street?"; + next; + switch(select("Ask them what they need.:Have a brief conversation.:Ignore them.:Give items and run away.")) { + case 1: + case 2: + set .@blackss_te,.@blackss_te+20; + break; + default: + break; + } + mes "[Mitehmaeeuh]"; + mes "2. In what village"; + mes "can you learn the"; + mes "^8E6B23Crazy Uproar^000000 and"; + mes "^8E6B23Change Cart^000000 skills?"; + next; + if (select("Al De Baran:Alberta:Morroc:Izlude") == 2) + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "3. From the center of Einbroch,"; + mes "in which direction is the Blacksmith Guild?"; + next; + if (select("11 o'clock:5 o'clock:7 o'clock:12 o'clock") == 2) + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "4. In which town"; + mes "can you find the"; + mes "most Blacksmiths?"; + next; + if (select("Prontera:Morroc:Alberta:Einbroch") == 4) + set .@blackss_te,.@blackss_te+20; + mes "[Mitehmaeeuh]"; + mes "5. Which of the"; + mes "following statuses"; + mes "affect your skill"; + mes "as a Blacksmith?"; + next; + if (select("STR :DEX:AGI :VIT ") == 2) + set .@blackss_te,.@blackss_te+20; + break; + } + mes "[Mitehmaeeuh]"; + mes "Ah..."; + mes "You've completed"; + mes "the quiz. Let's see..."; + next; + mes "[Mitehmaeeuh]"; + mes "You earned"; + mes ""+ .@blackss_te +" points..."; + if (.@blackss_te > 70) { + mes "Very nice!"; + mes "Congratulations!"; + mes "You just passed!"; + next; + mes "[Mitehmaeeuh]"; + mes "However, don't let your early success make you overconfident. A Blacksmith's life isn't a picnic. As proof that you have passed the test, I give you this Hammer of Blacksmith."; + set BSMITH_Q,17; + getitem 1005,1; //Hammer_Of_Blacksmith + changequest 2014,2015; + next; + mes "[Mitehmaeeuh]"; + mes "Take this Hammer"; + mes "of Blacksmith and go back to the Altiregen. Okay then? I wish you the best of luck!"; + close; + } + mes "You failed! You better study up before coming back here."; + next; + mes "[Mitehmaeeuh]"; + mes "With your knowledge, or lack thereof, you'll just end up hurting yourself holding a hammer!"; + close; + } + mes "[Mitehmaeeuh]"; + mes "Okay then."; + mes "Please prepare"; + mes "yourself and return"; + mes "when you are ready..."; + close; + } + else if (BSMITH_Q == 17) { + emotion e_hmm; + mes "[Mitehmaeeuh]"; + mes "Yeap, you just passed the Blacksmith job test~"; + next; + mes "[Mitehmaeeuh]"; + mes "Why don't you go back to Mr.Altiregen?"; + next; + mes "[Mitehmaeeuh]"; + mes "Don't forget to bring the Hammer of Blacksmith with you!"; + next; + mes "[Mitehmaeeuh]"; + mes "Oh, also make sure that you have no skill point left before you change your job~"; + close; + } + else { + emotion e_hmm; + mes "[Mitehmaeeuh]"; + mes "I had to deal with the heat when I was in Morroc,"; + mes "and now I have to deal with the smog in this Einbroch!"; + next; + mes "[Mitehmaeeuh]"; + mes "But, I must admit that this is the perfect place for Blacksmiths because we have an abundance of crafting material supplies as well as highly developed equipment."; + next; + mes "[Mitehmaeeuh]"; + mes "We, Blacksmiths are trying our best to forge the best of the best weapons."; + next; + mes "[Mitehmaeeuh]"; + mes "We pledge our honor on that!"; + close; + } +} + +geffen_in,109,170,3 script Blacksmith Guildsman#gef 726,{ + mes "[Blacksmith Guildsman]"; + mes "Good day, are you here to visit Blacksmith Guild?"; + next; + mes "[Blacksmith Guildsman]"; + mes "I thank you for coming this far to visit our guild. However, I regret to inform you that Blacksmith Guild has been"; + mes "moved to ^3131FF'Einbroch' in the Schwaltzvalt Republic^000000."; + next; + mes "[Blacksmith Guildsman]"; + mes "You can travel to Schwaltzvalt Republic by using the airship."; + mes "I can provide you a teleport service to Izlude, where you can use the airship."; + mes "Would you like to move to Izlude immediately?"; + next; + switch(select("How to go to Einbroch:Yes!:No, thanks.")) { + case 1: + mes "[Blacksmith Guildsman]"; + mes "Oops, haven't you used the airship yet?"; + next; + mes "[Blacksmith Guildsman]"; + mes "Unlike Rune-Midgarts Kingdom, Schwalitzvalt Republic has 'the airship' instead of teleport services to move between towns."; + next; + mes "[Blacksmith Guildsman]"; + mes "In ^3131FF'Izlude'^000000, you can use ^3131FF'the international airship'^000000 which travels between ^3131FFIzlude and Juno in Schwaltzvalt Republic^000000."; + next; + mes "[Blacksmith Guildsman]"; + mes "Take the airship, and go to Juno. Then from Juno, you need to take ^3131FFthe domestic airship^000000 to go to Einbroch."; + mes "Remember, you are ^3131FFnot going outside of the airport^000000 upon transit from the international to the domestic airship."; + next; + mes "[Blacksmith Guildsman]"; + mes "It might sound complicated, but you will know once you are in the airport."; + mes "When you arrive in Blacksmith Guild, please send my regard to my coworkers!"; + close; + case 2: + if (Zeny < 600) { + mes "[Blacksmith Guildsman]"; + mes "Excuse me, but you do not have enough money."; + close; + } + set zeny,zeny-600; + warp "izlude",94,103; + end; + case 3: + mes "[Blacksmith Guildsman]"; + mes "Please take care!"; + close; + } +} diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt new file mode 100644 index 000000000..1d7372ce8 --- /dev/null +++ b/npc/jobs/2-1/hunter.txt @@ -0,0 +1,1804 @@ +//===== rAthena Script ======================================= +//= Hunter Job Quest +//===== By: ================================================== +//= EREMES THE CANIVALIZER (Aegis)Translated by yoshiki (Aegis) +//= Converted by kobra_k88 +//= Further bugfixed and tested by Lupus +//===== Current Version: ===================================== +//= 3.7 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job Change quest for Hunter class. +//===== Additional Comments: ================================= +//= 0.5 Fully working. +//= 0.6 Changed global variable names to unique ones. +//= 0.7 - 0.8 Updates for rAthena +Knight2,Crusader2 fix +//= 0.9 Fixed items quest fork bug [Lupus] +//= 1.0 Fixed items quest bug: added extra condition [Lupus] +//= 1.1 Fixed skillpoints check bug [Lupus] +//= 1.2 Fixed an exploit, thanks to nonox [celest] +//= 1.3 Added Baby Class support [Lupus] +//= 1.5 Fixed possible EXP abuse [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] +//= 1.6a Infinite Arrows exploit fix (thanx to Lorky, that +//= reported the bug) [Lupus] +//= 1.7 Moved the Job QUest to Hugel [Poki#3] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1 Removed Duplicates [Silent] +//= 2.2 Merged JFunc, fixed missing dialogues [Lupus] +//= 2.2a Fixed Sharon resetting the test2 item set [Lupus] +//= 2.3a 7 official sets of Demon Hunter,thx to Dr.Evil [Lupus] +//= 2.4a Added missing next;, missing NPC names [Lupus] +//= 2.5 "strcharinfo" -> "strcharinfo(0)" [FlavioJS] +//= 2.6 Fixed 3rd Test. [Samuray22] +// -Changed Timers from 3 to 1 minute. +// -Changed "Job Change Monsters". +// -Thanks to ultradamage. +//= 2.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf] +//= 2.8 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf] +//= 2.9 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf] +//= 2.9a Deleted unused variables. [Samuray22] +//= 3.0 Fixed a small typo, "jo" instead of "Job". [L0ne_W0lf] +//= 3.0a Corrected a Typo error ";;". [Samuray22] +//= 3.1 Now uses enable and disable waitingroomevent. [L0ne_W0lf] +//= 3.2 Fixes a bug where the timer was stopped causing the [L0ne_W0lf] +//= test to freeze. (bugreport:1099) +//= 3.3 Added missing next. [L0ne_W0lf] +//= 3.4 Corrected some Issues with the Waiting Room. (bugreport:1890) [Samuray22] +//= -Deleted a Unnecesary Next; on Hunter Guildsman#hnt. (bugreports:1665,2239,2179) +//= 3.5 Added Quest Log commands. [Kisuka] +//= 3.6 Removed the need for use of 'goto.' [L0ne_W0lf] +//= 3.7 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info). +//============================================================ + +// Notices in the old Hunter Guild. +//============================================================ +in_hunter,99,99,4 script Hunter Info#hnt::HntNotice 727,{ + mes "============ Notice ============"; + mes "We would like to inform that the Hunter Job Change Location"; + mes "has been moved to ^ff0000Hugel^000000 in the Schwaltzvalt Republic."; + next; + mes "You can now use the Hugel airline, so please use the airship to visit Hugel."; + next; + mes "You will find the new Job Change Location at ^ff0000 Hugel 208 222 ^000000."; + next; + mes "^804000(You found a tiny line written at the end of the notice.)^000000"; + mes " "; + mes " "; + mes " "; + mes "I, the Falcon breeder have moved out as well."; + close; +} + +pay_fild10,148,252,3 duplicate(HntNotice) Job Change Location#hu 857 + +// Actual Job quest start +//============================================================ +hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{ + if (Upper == 1) { + mes "[Hunter Sherin]"; + mes "Oh, how have you been? It's been a long time, hasn't it?"; + next; + mes "[Hunter Sherin]"; + mes "...Wait."; + mes "Oops! I'm sorry, I could have sworn that we've met before. Huh. How weird."; + close; + } + if (BaseJob == Job_Archer && JobLevel < 40) { + mes "[Hunter Guildsman]"; + mes "Eh? You haven't had enough training as an Archer yet. To become a Hunter, you must gain a certain level of experience as an Archer first."; + next; + mes "[Hunter Guildsman]"; + mes "Go out and train yourself a bit more. You'll need to be at least Job Level 40 before you'll be ready to become a Hunter. Of course, you can train more than that if you want."; + next; + mes "[Hunter Guildsman]"; + mes "See you next time~"; + close; + } + if (SkillPoint) { + mes "[Hunter Sherin]"; + 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; + } + if (BaseClass == Job_Novice) { + mes "[Hunter Guildsman]"; + mes "You must be..."; + mes "a Novice? Wow, you've got a long way ahead of you. I don't think there's much you can do here."; + close; + } + else if (BaseClass == Job_Swordman) { + mes "[Hunter Guildsman]"; + mes "You have chosen the path of the sword. I can respect the strength of your blade. Of course, from far away, you can't really afford to throw your sword at enemies, can you?"; + close; + } + else if (BaseClass == Job_Mage) { + mes "[Hunter Guildsman]"; + mes "You deal with magic? It must feel great to be able to wield mystic power."; + close; + } + else if (BaseClass == Job_Acolyte) { + mes "[Hunter Guildsman]"; + mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe."; + close; + } + else if (Baseclass == Job_Merchant) { + mes "[Hunter Guildsman]"; + mes "Oh..."; + mes "How's your business coming along?"; + close; + } + else if (BaseClass == Job_Thief) { + mes "[Hunter Guildsman]"; + mes "Agh?!"; + mes "This place doesn't have anything worth stealing or anyone worth killing!!"; + close; + } + else if (BaseJob == Job_Dancer || BaseJob == Job_Bard) { + mes "[Hunter Guildsman]"; + mes "Phew...sometimes it is really hard for being a hunter, you know..."; + mes "So how do you like your bohemian life? Yeah, I am envious of you for having so much freedom..."; + close; + } + else if (BaseJob == Job_Hunter) { + mes "[Hunter Sherin]"; + mes "Oh~ " + strcharinfo(0) + "!!"; + mes "Long time no see~ What brings you here? Did your Falcon run away or something?"; + next; + mes "[Hunter Sherin]"; + mes "I don't really have any official notices from the guild at the moment, so I hope you didn't come here just for that..."; + close; + } + else if (BaseJob == Job_Archer) { + if (SkillPoint) { + mes "[Hunter Sherin]"; + mes "You can't apply to change jobs if you still have unused skill points. Use your remaining skill points first."; + close; + } + else if (HNTR_Q == 17 && countitem(1007) == 0) { + mes "[Hunter Sherin]"; + mes "Hmm... I've been informed that you passed the test. But you don't have the necessary 'Necklace of Wisdom (Penetration)' that proves your accomplishment."; + next; + mes "[Hunter Sherin]"; + mes "I'll let you change your job, but you must bring back a 'Necklace of Wisdom (Penetration),' no matter what it takes."; + close; + } + else if (HNTR_Q == 17 && countitem(1007) > 0 && JobLevel > 39) { + mes "[Hunter Sherin]"; + mes "Oh...?"; + mes "You passed"; + mes "the job test?!"; + mes "Congratulations~!!"; + next; + mes "[Hunter Sherin]"; + mes "Well then,"; + mes "I will now change"; + mes "your job to a Hunter~"; + next; + delitem 1007,1; //Penetration + mes "[Hunter Sherin]"; + mes "Tada~ Congratulations!"; + mes "You look great as a Hunter!!"; + set .@joblvl,joblevel; + completequest 4013; + callfunc "Job_Change",Job_Hunter; + callfunc "F_ClearJobVar"; // clears all job variables for the current player + next; + mes "[Hunter Sherin]"; + mes "Become a noble person and become a worthy representative of our Hunter Guild. Show your love of nature as a Hunter~"; + next; + mes "[Hunter Sherin]"; + mes "And also, here is a little reward for all the effort you put in. It's from me, of course~"; + if (.@joblvl > 49) + getitem 1718,1; //Hunter_Bow + else + getitem 1710,1; //CrossBow + close; + } + else if ((JobLevel > 39) && ((HNTR_Q == 0) || (HNTR_Q == 1))) { + if (HNTR_Q == 0) { + mes "[Hunter Guildsman]"; + mes "Oh, you're an Archer! It seems as if you've trained enough as an Archer... You came here to become a Hunter, right?"; + next; + switch(select("Yes. That's what I'm here for.:What are the requirements to change jobs?:....I don't want to change yet.")) { + case 1: + mes "[Hunter Guildsman]"; + mes "Hehe~"; + mes "I was right! Let me put you on the candidate list. Let's see~*"; + next; + mes "[Hunter Guildsman]"; + mes "Hmm... Let's start with the interview. Wait and relax a moment. No need to worry, I'll prepare everything~"; + next; + mes "^3355FF*Gathers and flips through papers*^000000"; + next; + mes "^3355FF*Rummage rummage*^000000"; + next; + mes "[Hunter Guildsman]"; + mes "Ah!"; + mes "Here they are: the interview questions~ First of all, my name is 'Sherin.' Nice to meet you!"; + next; + mes "[Hunter Sherin]"; + mes "Well then,"; + mes "shall we begin?"; + next; + if (select("Yes~ Let's start now.:No, I'll be back later.") == 1) { + if(checkquest(4000) == -1) { + setquest 4000; + } + mes "[Hunter Sherin]"; + mes "Listen carefully to the scenarios I describe. When I ask a question, you choose an answer. Pretty simple, don't you think?"; + next; + mes "[Hunter Sherin]"; + mes "I just want to know how you think about life, and why you want to become a Hunter, so there's no need to be nervous."; + next; + } + else { + mes "[Hunter Sherin]"; + mes "Okay..."; + mes "Come back"; + mes "when you're ready~"; + close; + } + break; + case 2: + set .@selection,2; + break; + case 3: + set .@selection,3; + break; + } + } + else if (HNTR_Q == 1) { + mes "[Hunter Sherin]"; + mes "Welcome back...!"; + mes "Well, let's start with the interview. This time, carefully think about the answers to each question."; + next; + } + switch(.@selection) { + default: + mes "[Hunter Sherin]"; + mes "Well then,"; + mes "let's begin."; + next; + mes "[Hunter Sherin]"; + mes "You are an Archer, and you don't know where you should go to hunt. What do you do?"; + next; + switch(select("Scream out loud asking where you should go.:Quietly ask a person passing by.:Wander around alone and search for a place.")) { + case 2: + case 3: + set .@hunter_t,.@hunter_t+10; + default: + break; + } + mes "[Hunter Sherin]"; + mes "So you've decided on a place to hunt. You're going to hunt the monsters known as Hodes in the Sograt Desert."; + next; + mes "[Hunter Sherin]"; + mes "But you are in Payon!!"; + mes "How do you go to the desert?"; + next; + switch(select("Ask a Priest to open a free warp portal.:Use the Kafra service.:Walk with a friend.")) { + case 2: + case 3: + set .@hunter_t,.@hunter_t+10; + default: + break; + } + mes "[Hunter Sherin]"; + mes "There is no Priest to ask for a warp, and no friend is around to walk with you. You must use the Kafra service, but you have no Zeny!"; + next; + mes "[Hunter Sherin]"; + mes "How would you go"; + mes "about to make the"; + mes "Zeny that you need?"; + next; + switch(select("Beg here and there.:Sell items I do not need.:Hunt at a nearby field.")) { + case 2: + case 3: + set .@hunter_t,.@hunter_t+10; + default: + break; + } + mes "[Hunter Sherin]"; + mes "So you finally arrive at the Sograt Desert. But you realize that Hodes are a bit too strong for you to hunt alone."; + next; + mes "[Hunter Sherin]"; + mes "What is your"; + mes "solution to this"; + mes "situation?"; + next; + if (select("Attack a Hode from the top of a hill.:Go back to town.:Attack someone else's Hode.") == 2) + set .@hunter_t,.@hunter_t+10; + mes "[Hunter Sherin]"; + mes "Let's say you were having too much trouble hunting Hodes and returned to town. Now you are out of HP and a Priest happens to be around. How would you ask for a Heal?"; + next; + if (select("Would it be possible to get a Heal, please?:Heal, please.:Heal me.") == 1) + set .@hunter_t,.@hunter_t+10; + mes "[Hunter Sherin]"; + mes "This time, you found a rare item while you were going through your inventory. You go out to sell the item, and there are many people with stores and chatrooms open."; + next; + mes "[Hunter Sherin]"; + mes "What is the"; + mes "best way to"; + mes "sell your item?"; + next; + switch(select("Scream out loud to everyone in sight.:Open a chatroom and wait.:Look to see if anyone already wants it.")) { + case 2: + case 3: + set .@hunter_t,.@hunter_t+10; + default: + break; + } + mes "[Hunter Sherin]"; + mes "While you are waiting, someone is begging for items and Zeny. What should you do?"; + next; + if (select("Give some of my items and Zeny.:Ignore and walk away.:Tell the person about a good place to hunt.") == 1) + set .@hunter_t,.@hunter_t+10; + mes "[Hunter Sherin]"; + mes "By now, you decide to go to the Maze by yourself."; + next; + mes "[Hunter Sherin]"; + mes "But on your way, you run"; + mes "into someone that is lost."; + mes "What should you do?"; + next; + switch(select("Tell them which way to go.:Guide them to their destination.:Ignore.")) { + case 1: + case 2: + set .@hunter_t,.@hunter_t+10; + default: + break; + } + mes "[Hunter Sherin]"; + mes "After meeting this lost person, you decide to get back to hunting. Just then, you find that someone is attacking a boss!"; + next; + mes "[Hunter Sherin]"; + mes "What should you do?"; + next; + if (select("Watch, then attack when asked for help.:Attack and see what happens.:Just go back to town.") == 1) + set .@hunter_t,.@hunter_t+10; + mes "[Hunter Sherin]"; + mes "You are now very exhausted after your day of hunting. It's time to go back to town."; + next; + mes "[Hunter Sherin]"; + mes "But what's this!? You find an expensive item lying on the floor! What should you do with it?"; + next; + switch(select("Pick it up and keep it.:Try to find the owner.:Just walk by.")) { + case 2: + case 3: + set .@hunter_t,.@hunter_t+10; + default: + break; + } + mes "[Hunter Sherin]"; + mes "Okay, this is the end of the test!"; + next; + if (.@hunter_t == 100) { + set HNTR_Q,2; + changequest 4000,4001; + mes "[Hunter Sherin]"; + mes "Well done! Your answers show you've got the right outlook on life. You definitely have the right qualities to become a Hunter~"; + next; + mes "[Hunter Sherin]"; + mes "I'm glad to say you've passed the interview~ Now, go to that person in the corner and confirm which item is necessary for your job change test~"; + close; + } + else if (.@hunter_t == 90) { + set HNTR_Q,2; + changequest 4000,4001; + mes "[Hunter Sherin]"; + mes "Well, I'm looking at your answers and your score isn't perfect. But I'll let you pass anyway. I don't know what our Guildmaster will think, though."; + next; + mes "[Hunter Sherin]"; + mes "Just remember to always keep basic etiquette in mind. Try harder in the following tests and make me happy, okay?"; + close; + } + set HNTR_Q,1; + mes "[Hunter Sherin]"; + mes "Hmm... I don't think this'll work out. You can't become a Hunter without knowing basic etiquette."; + next; + mes "[Hunter Sherin]"; + mes "Think about how you answered the questions one more time. In order to value nature, you must first value your relationship with others."; + next; + mes "[Hunter Sherin]"; + mes "Then, you'll be more in tune with nature and with other people. It's this kind of harmony that makes the best Hunters."; + close; + case 2: + mes "[Hunter Guildsman]"; + mes "Job change"; + mes "requirements?"; + mes "First..."; + mes "You must be an Archer."; + next; + mes "[Hunter Guildsman]"; + mes "Second..."; + mes "You must be"; + mes "at least Job Level 40."; + next; + mes "[Hunter Guildsman]"; + mes "Third..."; + mes "You must bring all of the items that will be requested by the guild. You can worry about that later."; + next; + mes "[Hunter Guildsman]"; + mes "Fourth..."; + mes "You've gotta pass the test administered by the guild. If you have had enough training as an Archer, you should be able to pass the test~"; + break; + case 3: + mes "[Hunter Guildsman]"; + mes "Okay then,"; + mes "see you next time~"; + close; + } + } + else if (HNTR_Q > 2 && HNTR_Q < 10) { + mes "[Hunter Sherin]"; + mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~"; + next; + mes "[Hunter Sherin]"; + if (sex) + mes "If you decide to become a Hunter, promise to come visit me. I want to see you as a Hunter. You would look great!!"; + else + mes "If you decide to become a Hunter, come and visit me, okay? You're pretty, but... You'd be even prettier as a Hunter. Hehe~"; + close; + } + else if (HNTR_Q == 2) { + mes "[Hunter Sherin]"; + mes "????"; + next; + mes "[Hunter Sherin]"; + mes "You weren't able to find the Demon Hunter? That guy is just to the left! Hehe~"; + next; + mes "[Hunter Sherin]"; + mes "I want to see you become a Hunter...! Waaah~ I think you'd look great, so please hurry!"; + close; + } + mes "[Hunter Sherin]"; + mes "Hmm, I think you're supposed to visit someone else, not me. Like our Guildmaster who's out for business, you know?"; + next; + mes "[Hunter Sherin]"; + mes "I heard he's at the Payon Central Palace... Or in the Archer Village, one of those two places. Try visiting those places and find him, okay?"; + close; + } + mes "[Hunter Guildsman]"; + mes "Eh? You haven't trained enough as an Archer. To become a Hunter, you need to gain more experience as an Archer first."; + next; + mes "[Hunter Guildsman]"; + mes "Well then, go train some more. You must be at least Job Level 40 to be exact. Of course, you can always go higher. See you next time~"; + close; +} + +hu_in01,382,382,4 script Guild Receptionist#hnt 732,{ + if (HNTR_Q == 2) { + mes "[Guild Receptionist]"; + mes "Greetings. They call me... ^660000The Demon Hunter^000000. I am the one in charge of processing applications. Your name is ... " + strcharinfo(0) + ", correct?"; + next; + set .@selection,select("Yes, that is correct.:Nope~~(heeheehee)"); + if (.@selection == 2) { + mes "[Demon Hunter]"; + mes "Hey, stop messing around."; + mes "Your name is " + strcharinfo(0) + ", right?"; + next; + if (select("Yes...:Hehehe. I keep telling you, it's not~~") == 1) { + mes "[Demon Hunter]"; + mes "Okay, then. These are the items you need for the test. Since we provide all of the necessary arrows you'll use for the test, we need you to get the materials to make them."; + next; + mes "[Demon Hunter]"; + mes "You see, right now we're having some financial problems. Let's see, we're short on these items..."; + next; + } + else { + mes "[Demon Hunter]"; + mes "Leave if you plan to trifle me your petty tricks. Do you not realize that you are toying with ^660000The Demon Hunter^000000?!'"; + close2; + warp "hugel",208,223; + end; + } + } + mes "[Demon Hunter]"; + mes "Okay. These are the items you need for the test. Since we provide all the arrows you will be using for this test, we need you to get the materials to make them."; + next; + mes "[Demon Hunter]"; + mes "You see, we're having some financial problems. Let's see, we're short on these items..."; + next; + if(checkre(0)) set .@i,1; + switch(rand(1,7)) { + //Insect_Feeler/Claw_Of_Desert_Wolf, Wooden_Block, White_Herb + case 1: setarray .@items[0], (.@i?928:7030),5, 1019,5, 509,3, 3; changequest 4001,4002; break; + //Bill_Of_Birds, Skel_Bone, Green_Herb + case 2: setarray .@items[0], 925,3, 932,5, 511,3, 4; changequest 4001,4003; break; + //Colorful_Shell/Posionous_Canine, Animal's_Skin, Red_Herb + case 3: setarray .@items[0], (.@i?1013:937),3, 919,3, 507,5, 5; changequest 4001,4004; break; + //Horn/Dokkaebi_Horn, Poison_Spore/Piece_Of_Egg_Shell, Fluff + case 4: setarray .@items[0], (.@i?947:1021),3, (.@i?7033:7032),3, 914,10, 6; changequest 4001,4005; break; + //Shell, Worm_Peelings, Yellow_Herb + case 5: setarray .@items[0], 935,9, 955,9, 508,9, 7; changequest 4001,4006; break; + //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot + case 6: setarray .@items[0], 913,3, 938,1, 948,1, 8; changequest 4001,4007; break; + //Porcupine_Spike, Yoyo_Tailm Acorn + case 7: setarray .@items[0], 1027,2, 942,1, 1026,1, 9; changequest 4001,4008; break; + } + if (.@selection == 1) { + mes "[Demon Hunter]"; + mes "Hmm. ^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000 to use for arrow tips. ^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 to use here and there. And ^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000 please."; + set HNTR_Q,.@items[6]; + next; + mes "[Demon Hunter]"; + mes "Oh right. Our Guildmaster has gone on an official trip to the Payon Central Palace. You have to go visit him because the one that administers the test."; + next; + mes "[Demon Hunter]"; + mes "Alright then, come back to me when you have everything ready~"; + } + close; + } + else if (HNTR_Q >= 3 && HNTR_Q <= 9) { + switch(HNTR_Q) { + //Insect_Feeler/Claw_Of_Desert_Wolf, Wooden_Block, White_Herb + case 3: setarray .@items[0], (.@i?928:7030),5, 1019,5, 509,3, 10; break; + //Bill_Of_Birds, Skel_Bonem Green_Herb + case 4: setarray .@items[0], 925,3, 932,5, 511,3, 10; break; + //Colorful_Shell/Posionous_Canine, Animal's_Skin, Red_Herb + case 5: setarray .@items[0], (.@i?1013:937),3, 919,3, 507,5, 10; break; + //Horn/Dokkaebi_Horn, Poison_Spore/Piece_Of_Egg_Shell, Fluff + case 6: setarray .@items[0], (.@i?947:1021),3, (.@i?7033:7032),3, 914,10, 10; break; + //Shell, Worm_Peelings, Yellow_Herb + case 7: setarray .@items[0], 935,9, 955,9, 508,9, 11; break; + //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot + case 8: setarray .@items[0], 913,3, 938,1, 948,1, 11; break; + //Porcupine_Spike, Yoyo_Tailm Acorn + case 9: setarray .@items[0], 1027,2, 942,1, 1026,1, 11; break; + } + mes "[Demon Hunter]"; + mes "Hmm?"; + next; + if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5]) { + mes "[Demon Hunter]"; + mes "You brought all of the necessary materials... You can get directions to the testing area from our Guildmaster who is currently in the Payon Central Palace."; + set HNTR_Q,.@items[6]; + if(checkquest(4002) != -1) { + changequest 4002,4009; + } + else if(checkquest(4003) != -1) { + changequest 4003,4009; + } + else if(checkquest(4004) != -1) { + changequest 4004,4009; + } + else if(checkquest(4005) != -1) { + changequest 4005,4009; + } + else if(checkquest(4006) != -1) { + changequest 4006,4010; + } + else if(checkquest(4007) != -1) { + changequest 4007,4010; + } + else { + changequest 4008,4010; + } + delitem .@items[0],.@items[1]; + delitem .@items[2],.@items[3]; + delitem .@items[4],.@items[5]; + close; + } + mes "[Demon Hunter]"; + mes "You don't have all"; + mes "of the required materials..."; + next; + mes "[Demon Hunter]"; + mes "The items you need are"; + mes "^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000,"; + mes "^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 and"; + mes "^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000."; + mes "Come back once you have"; + mes "gathered all the items."; + close; + } + else if (HNTR_Q > 9 && HNTR_Q < 17) { + mes "[Demon Hunter]"; + mes "Hmm? You didn't go to the Guildmaster either in Payon Central Palace or at the Archer Guild? He should be at one of the two places, so go look for him."; + close; + } + else if (HNTR_Q == 17) { + mes "[Demon Hunter]"; + mes "Ooh. You passed the test. Congratulations~ You should go talk to Sherin now."; + close; + } + else { + mes "[Guild Receptionist]"; + mes "If you wish to change your job to a Hunter, you must register first."; + close; + } +} + +payon_in03,131,7,3 script Hunter#htnGM 59,{ + if (HNTR_Q == 10) { + mes "[Hunter Guildmaster]"; + mes "Hmpf. You must be here for the Hunter job test. Let me tell you about the testing process. What would you like to know?"; + next; + switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) { + case 1: + mes "[Hunter Guildmaster]"; + mes "You have to hunt down certain monsters with a particular name. But you must avoid all the traps while you're at it."; + next; + mes "[Hunter Guildmaster]"; + mes "This is to test your ability to move swiftly and locate targets in various situations."; + close; + case 2: + mes "[Hunter Guildmaster]"; + mes "Within the time limit, starting in the 6 o'clock direction of the map, you must hunt the target monsters and then hit the escape switch that will appear in the center of the map."; + next; + mes "[Hunter Guildmaster]"; + mes "You will pass if you are able to escape in the 12 o'clock direction of the map after you hit the switch."; + close; + case 3: + mes "[Hunter Guildmaster]"; + mes "Hmm. Warnings... Well, if you fall into a trap, you have to start from the beginning. Also, only one person can take the test at a time."; + next; + mes "[Hunter Guildmaster]"; + mes "I will send you to the testing place. There will be a waiting room, but if someone else is taking the test, you must wait in the chatroom."; + next; + mes "[Hunter Guildmaster]"; + mes "If the person in front succeeds, resigns or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom."; + close; + case 4: + if (.@a0) { + mes "[Hunter Guildmaster]"; + mes "Okay. I'll send you to the testing area right now. Don't blame me if you get lost or confused because you didn't listen to my explanation."; + next; + } + mes "[Hunter Guildmaster]"; + mes "Okay. Best of luck."; + mes "I'll send you right now."; + next; + } + mes "[Hunter Guildmaster]"; + mes "Well, then. Your arrows are probably still being made, so you can use mine to take the test."; + set HNTR_Q,12; + changequest 4009,4011; + getitem 1751,200; //Silver_Arrow + close2; + warp "job_hunte",176,22; + end; + } + else if (HNTR_Q > 1 && HNTR_Q < 10) { + mes "[Hunter Guildmaster]"; + mes "Mmm...?"; + mes "What is an Archer"; + mes "visiting me for?"; + next; + mes "[Hunter Guildmaster]"; + mes "I wasn't notified about anything in particular from the Hunter Guild. You're not trying to skip the middle part of the Hunter test, are you?"; + next; + mes "[Hunter Guildmaster]"; + mes "Go gather the items for the test, and come back after you've visited the Hunter Guild."; + close; + } + else if (HNTR_Q == 11) { + mes "[Hunter]"; + mes "Hmm? Can I help you? If you wish to change jobs, you should visit the person at the Archer Guild, not me."; + close; + } + else if (HNTR_Q > 11 && HNTR_Q < 16) { + mes "[Hunter Guildmaster]"; + mes "Hmm. You're the Archer that almost gave up on changing jobs. You do have everything ready, right? Then I'll send you to take the test right away."; + next; + mes "[Hunter Guildmaster]"; + mes "If you have any"; + mes "questions, ask now."; + next; + switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) { + case 1: + mes "[Hunter Guildmaster]"; + mes "You have to hunt down certain monsters with a particular name, but you also avoid all the traps at the same time. This is to test your ability to move swiftly and locate targets in various situations."; + close; + case 2: + mes "[Hunter Guildmaster]"; + mes "Within the given time, you will start at the 6 o'clock direction of the map, hunt the target monsters, and then hit the escape switch that will appear in the center of the map."; + next; + mes "[Hunter Guildmaster]"; + mes "You will pass if you are able to escape in the 12 o'clock direction of the map after you hit the switch."; + close; + case 3: + mes "[Hunter Guildmaster]"; + mes "Hmm. Warnings... Well, if you fall into a trap, you have to start from the beginning. Also, only one person can take the test at a time."; + next; + mes "[Hunter Guildmaster]"; + mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom."; + next; + mes "[Hunter Guildmaster]"; + mes "If the person in front succeeds, resigns or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom."; + close; + case 4: + mes "[Hunter Guildmaster]"; + mes "Okay. Good luck."; + mes "I'll send you right now."; + next; + } + mes "[Hunter Guildmaster]"; + mes "Eh? Why won't I give you Silver Arrows? Don't expect anything when you don't bring any materials."; + next; + mes "[Hunter Guildmaster]"; + mes "Anyway, I believe you've prepared it yourself. Let's begin now."; + next; + if (select("Okay. Let's start...:Ah, wait a sec.") == 1) { + mes "[Hunter Guildmaster]"; + mes "Okay!! I hope"; + mes "you will pass this time!"; + close2; + set HNTR_Q,12; + warp "job_hunte",176,22; + end; + } + mes "[Hunter Guildmaster]"; + mes "Then hurry and finish"; + mes "all of your preparations."; + close; + } + else if (HNTR_Q == 16) { + mes "[Hunter Guildmaster]"; + mes "Wow, you came back in one piece!"; + mes "I mean, good job. I'll give you the item which proves that you have passed the test."; + set HNTR_Q,17; + savepoint "payon",104,99; + getitem 1007,1; //Penetration + changequest 4012,4013; + next; + mes "[Hunter Guildmaster]"; + mes "Okay, here it is. Now, go back to the Hunter Guild. I have some more business left to do here, but I hope you can become a Hunter soon."; + close; + } + else if (HNTR_Q == 17) { + mes "[Hunter Guildmaster]"; + mes "I see you aren't in a hurry to become a Hunter? When I first became a Hunter, I ran around for a month wildly brandishing my bow because I was so happy. Hehe~"; + next; + mes "[Hunter Guildmaster]"; + mes "Now, you should go back to the Hunter Guild~"; + close; + } + else { + mes "[Hunter]"; + mes "...Can I help you?"; + mes "I'm here for official business and am busy at the moment. If you'll excuse me..."; + close; + } +} + +payon_in02,21,31,1 script Hunter#htnGM2 59,{ + cutin "job_huntermaster",2; + if (HNTR_Q == 11) { + mes "[Hunter Guildmaster]"; + mes "Mmm. I see you're here for the Hunter job test. Let me explain the testing process. What would you like to know?"; + next; + switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) { + case 1: + mes "[Hunter Guildmaster]"; + mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time."; + next; + mes "[Hunter Guildmaster]"; + mes "This is to test your ability to move swiftly and locate targets in various situations."; + close2; + cutin "job_huntermaster",255; + end; + case 2: + mes "[Hunter Guildmaster]"; + mes "Within the given time, you will start in the 6 o'clock direction of the map, hunt the target monsters, and hit the escape switch that will appear in the center of the map."; + next; + mes "[Hunter Guildmaster]"; + mes "You will pass if you are able to escape in the 12 o'clock direction of the map when the switch is activated."; + close2; + cutin "job_huntermaster",255; + end; + case 3: + mes "[Hunter Guildmaster]"; + mes "Mmm. Warnings... Well, if you fall into a trap, you have to start the test over from the beginning. And only one person can take the test at a time."; + next; + mes "[Hunter Guildmaster]"; + mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom."; + next; + mes "[Hunter Guildmaster]"; + mes "If the person currently taking the test passes or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom."; + close2; + cutin "job_huntermaster",255; + end; + case 4: + if (.@a0) { + mes "[Hunter Guildmaster]"; + mes "...Okay. I'll send you to the testing area right now. Don't blame me if you get lost or confused because you didn't listen to the explanation."; + next; + } + mes "[Hunter Guildmaster]"; + mes "Okay, best of luck."; + mes "I'll send you right now."; + next; + } + mes "[Hunter Guildmaster]"; + mes "Well, your arrows are probably still being made, so you can use mine to take the test."; + getitem 1751,200; //Silver_Arrow + next; + mes "[Hunter Guildmaster]"; + mes "Good luck."; + set HNTR_Q,12; + changequest 4010,4011; + warp "job_hunte",176,22; + cutin "job_huntermaster",255; + end; + } + else if (HNTR_Q > 1 && HNTR_Q < 10) { + mes "[Hunter Guildmaster]"; + mes "Mmm...?"; + mes "Why is an Archer"; + mes "visiting me?"; + next; + mes "[Hunter Guildmaster]"; + mes "I wasn't notified by the Hunter Guild about anything. You're not trying to skip the middle part of the Hunter test, are you?"; + next; + mes "[Hunter Guildmaster]"; + mes "Stop by once you have gathered all the items needed for the test."; + close2; + cutin "job_huntermaster",255; + end; + } + else if (HNTR_Q == 10) { + mes "[Hunter]"; + mes "Mmm?"; + mes "Can I help you"; + mes "with something?"; + mes "Oh, you must be"; + mes "a Hunter applicant."; + next; + mes "[Hunter]"; + mes "If you wish to change jobs, I think you need to go visit the person at Payon Central Palace."; + close2; + cutin "job_huntermaster",255; + end; + } + else if (HNTR_Q > 11 && HNTR_Q < 16) { + mes "[Hunter Guildmaster]"; + mes "Mmm? Aren't you the Archer who gave up last time? Now you're ready, right? Then I'll send you to the job change area right now."; + next; + mes "[Hunter Guildmaster]"; + mes "If you still"; + mes "have questions,"; + mes "feel free to ask."; + next; + switch(select("What is the test?:What are the requirements to pass the test?:Any warnings?:Begin test.")) { + case 1: + mes "[Hunter Guildmaster]"; + mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time."; + next; + mes "[Hunter Guildmaster]"; + mes "This is to test your ability to move swiftly and locate targets in various situations."; + close2; + cutin "job_huntermaster",255; + end; + case 2: + mes "[Hunter Guildmaster]"; + mes "Within the given time, you will start in the 6 o'clock direction of the map, hunt the target monsters, and hit the escape switch that will appear in the center of the map."; + next; + mes "[Hunter Guildmaster]"; + mes "You will pass if you are able to escape in the 12 o'clock direction of the map when the switch is activated."; + close2; + cutin "job_huntermaster",255; + end; + case 3: + mes "[Hunter Guildmaster]"; + mes "Mmm. Warnings... Well, if you fall into a trap, you have to start the test over from the beginning. And only one person can take the test at a time."; + next; + mes "[Hunter Guildmaster]"; + mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom."; + next; + mes "[Hunter Guildmaster]"; + mes "If the person currently taking the test passes or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom."; + close2; + cutin "job_huntermaster",255; + end; + case 4: + mes "[Hunter Guildmaster]"; + mes "Okay, good luck."; + mes "I'll send you right now..."; + next; + } + mes "[Hunter Guildmaster]"; + mes "Eh? Why don't I give you any Silver Arrows? Well, you shouldn't expect to get anything when you didn't even bring the materials."; + next; + mes "[Hunter Guildmaster]"; + mes "Well..."; + mes "I believe"; + mes "you're ready."; + mes "Let's begin."; + next; + if (select("Yes, let's start.:Ah, wait a moment.") == 1) { + mes "[Hunter Guildmaster]"; + mes "Okay!! Now..."; + mes "Pass this time!"; + close2; + cutin "job_huntermaster",255; + set HNTR_Q,12; + warp "job_hunte",176,22; + end; + } + mes "[Hunter Guildmaster]"; + mes "*Sigh...*"; + mes "Come back when"; + mes "you're done with"; + mes "your preparations."; + close2; + cutin "job_huntermaster",255; + end; + } + else if (HNTR_Q == 16) { + mes "[Hunter Guildmaster]"; + mes "Wow. You're back in one piece!"; + mes "I mean, good job. Well then, I'll give you the item which serves as proof that you passed the test."; + set HNTR_Q,17; + savepoint "payon",104,99; + getitem 1007,1; //Penetration + next; + mes "[Hunter Guildmaster]"; + mes "Well..."; + mes "There you go."; + mes "Now hurry back to the Hunter Guild, and join us~"; + close2; + cutin "job_huntermaster",255; + end; + } + else if (HNTR_Q == 17) { + mes "[Hunter Guildmaster]"; + mes "I see you're not in a hurry to become a Hunter. I was running around with joy, wildly brandishing my bow the first month I became a Hunter. Hehe~"; + next; + mes "[Hunter Guildmaster]"; + mes "Now hurry~"; + mes "They're waiting"; + mes "for you back"; + mes "at the Hunter Guild."; + close2; + cutin "job_huntermaster",255; + end; + } + else { + mes "[Hunter]"; + mes "What do you want? I'm on an official trip and am busy at the moment. Now if you'll excuse me."; + close2; + cutin "job_huntermaster",255; + end; + } +} + +job_hunte,178,32,1 script Guide#hnt 107,5,2,{ +OnTouch: + if (HNTR_Q == 12) { + mes "[Guide]"; + mes "Good day. Welcome to the Hunter testing site. The test begins when you enter the next room."; + next; + mes "[Guide]"; + mes "As explained before, hunt 4 or more of the monsters named ^3355FFJob change monster^000000. Upon doing so, a switch in the center of the map will then appear."; + next; + mes "[Guide]"; + mes "When you destroy the switch, the exit will appear in the 12 o'clock direction of the map. Complete everything within the given time and escape."; + next; + mes "[Guide]"; + mes "If you faint in the middle, fall into a trap, or go over the time limit, you'll fail. Then you must then retake the test."; + next; + mes "[Guide]"; + mes "We will provide the arrows, so just make sure that you bring a bow. Well, then. Please enter when you are ready."; + savepoint "job_hunte",176,22; + close; + } + else if (HNTR_Q > 12 && HNTR_Q < 16) { + mes "[Guide]"; + mes "Hmm..."; + mes "Did you mess up?"; + mes "I'll recover some"; + mes "of your HP and SP for now."; + percentheal 100,100; + next; + mes "[Guide]"; + mes "If it's too hard, it wouldn't hurt to try again next time. Would you like to resign for now?"; + next; + switch(select("Keep trying.:Resign.")) { + case 1: + mes "[Guide]"; + mes "Okay. Do your best and become a great Hunter. Please enter the waiting room. If someone is already taking the test, you must wait until that person is done."; + close; + case 2: + mapannounce "job_hunte",strcharinfo(0)+ " has resigned. Next person, please enter.",bc_map; + mes "[Guide]"; + mes "Very well. I'll send you to Payon. Hope to see you next time. Don't forget to save when you leave."; + // donpcevent "Waiting Room#hnt::OnStart"; + close2; + set HNTR_Q,13; + savepoint "payon",104,99; + warp "payon_in02",21,27; + } + } + else if (HNTR_Q > 15) { + mes "[Guide]"; + mes "You shouldn't be here. How about finding the required job change item first?"; + close2; + savepoint "payon",104,99; + warp "payon_in02",21,27; + } + end; +} + +job_hunte,178,38,1 script Waiting Room#hnt 66,{ + end; + +OnInit: + waitingroom "Waiting Room", 10,"Waiting Room#hnt::OnStartArena",1; + enablewaitingroomevent; + end; + +OnStartArena: + warpwaitingpc "job_hunte", 90, 67; + donpcevent "Manager#hnt::OnEnable"; + disablewaitingroomevent; + end; + +OnStart: + enablewaitingroomevent; + end; +} + +job_hunte,1,1,1 script Manager#hnt 66,{ +OnInit: + disablenpc "Manager#hnt"; + end; + +OnEnable: + donpcevent "Switch#hnt::OnDisable"; + enablenpc "Manager#hnt"; + set .MyMobs,6; + initnpctimer; + // Target Mosnters + monster "job_hunte",67,80,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead"; + monster "job_hunte",114,78,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead"; + monster "job_hunte",89,127,"Job Change Monster",1002,1,"Manager#hnt::OnMyMobDead"; + monster "job_hunte",53,73,"Job Change Monster",1041,1,"Manager#hnt::OnMyMobDead"; + monster "job_hunte",125,70,"Job Change Monster",1016,1,"Manager#hnt::OnMyMobDead"; + monster "job_hunte",90,92,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead"; + // Decoy Monsters + monster "job_hunte",85,100,"Job Test Monster",1016,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",72,102,"Job Test Monster",1041,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",108,103,"Job Test Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",88,127,"Job Test Monster",1002,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",125,69,"Job Test Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",77,112,"Job Tester Monster",1016,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",53,106,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",53,73,"Job Tester Monster",1002,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",125,70,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",90,91,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",67,80,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",77,112,"Hunter Change Monster",1016,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",53,106,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",53,73,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",125,70,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",90,91,"Job Transfer Monster",1041,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",85,100,"Job Transfer Monster",1002,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",72,102,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",108,103,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",77,112,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",112,139,"Binnie",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",112,139,"Darrel",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",112,139,"Rex",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",112,139,"Anselmo",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",90,91,"Anolian",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",53,73,"Monster Sample",1002,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",53,106,"Not Me",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",77,112,"Help Me",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",72,102,"Do Not Hit Me",1015,1,"Manager#hnt::OnMyMobDead2"; + monster "job_hunte",108,103,"Attack Speed 184",1015,1,"Manager#hnt::OnMyMobDead2"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 3) { + mapannounce "job_hunte","Okay, good job... Now, find the switch in the center of the map!! Be careful of the traps!!",bc_map; + set HNTR_Q,14; + donpcevent "switch#hnt::OnEnable"; + donpcevent "Manager#hnt::OnDisable"; + } + else { + mapannounce "job_hunte","Okay~ You're almost there!!",bc_map; + } + end; + +OnMyMobDead2: + mapannounce "job_hunte",strcharinfo(0)+ "!! You made a mistake...Please try again.",bc_map; + set HNTR_Q,13; + warp "job_hunte",176,22; + donpcevent "Manager#hnt::OnReset"; + donpcevent "Waiting Room#hnt::OnStart"; + end; + +OnReset: + stopnpctimer; + +OnDisable: + killmonsterall "job_hunte"; + disablenpc "Manager#hnt"; + end; + +OnTimer1000: + mapannounce "job_hunte","The test shall now begin.",bc_map; + end; + +OnTimer3000: + mapannounce "job_hunte","As mentioned before, only hunt the monsters labeled 'Job change monster'.",bc_map; + end; + +OnTimer5000: + mapannounce "job_hunte","***** Be careful of the traps when hunting. *****",bc_map; + end; + +OnTimer7000: + mapannounce "job_hunte","Once you hunt 4 'Job change monster' the switch in the center will begin to operate.",bc_map; + end; + +OnTimer9000: + mapannounce "job_hunte","When you activate the escape switch, exit the testing area through the warp portal in the 12 o'clock direction.",bc_map; + end; + +OnTimer11000: + mapannounce "job_hunte","Everything must be completed within 3 minutes.",bc_map; + end; + +OnTimer13000: + mapannounce "job_hunte","You will have 3 minutes from now on. You will be notified after each minute passes.",bc_map; + end; + +OnTimer14000: + mapannounce "job_hunte"," ****** 3 minutes remaining. ****** ",bc_map; + end; + +OnTimer74000: + mapannounce "job_hunte"," ****** 2 minutes remaining. ****** ",bc_map; + end; + +OnTimer134000: + mapannounce "job_hunte"," ****** 1 minute remaining. ****** ",bc_map; + end; + +OnTimer164000: + mapannounce "job_hunte"," ****** 30 seconds remaining. ****** ",bc_map; + end; + +OnTimer187000: + mapannounce "job_hunte"," Test ends in 5 seconds...",bc_map; + end; + +OnTimer188000: + mapannounce "job_hunte"," Test ends in 4 seconds...",bc_map; + end; + +OnTimer189000: + mapannounce "job_hunte"," Test ends in 3 seconds...",bc_map; + end; + +OnTimer191000: + mapannounce "job_hunte"," Test ends in 2 seconds...",bc_map; + end; + +OnTimer192000: + mapannounce "job_hunte"," Test ends in 1 second.",bc_map; + end; + +OnTimer193000: + mapannounce "job_hunte"," 0 ",bc_map; + end; + +OnTimer194000: + mapannounce "job_hunte"," Time's up. Please try again.",bc_map; + end; + +OnTimer195000: + areawarp "job_hunte",50,64,129,143,"job_hunte",176,22; + end; + +OnTimer197000: + donpcevent "Manager#hnt::OnReset"; + donpcevent "Waiting Room#hnt::OnStart"; + end; +} + +job_hunte,93,101,1 script Switch#hnt 723,1,1,{ +OnTouch: + mes "^3355FFThere are 3 buttons"; + mes "on the escape switch.^000000"; + set HNTR_Q,15; + next; + switch(select("Escape:Cancel:Re-test")) { + case 1: + mes "^3355FFThe Escape Warp Portal"; + mes "has now been activated.^000000"; + close2; + mapannounce "job_hunte"," !! Escape Warp Portal activation complete. !! ",bc_map; + enablenpc "exit#hnttest"; + end; + case 2: + mes "^3355FFCanceling"; + mes "Operation.^000000"; + close2; + mapannounce "job_hunte"," !! Operation has been cancelled. !! ",bc_map; + end; + case 3: + mapannounce "job_hunte"," !! Cancellation warp activating... !! ",bc_map; + mes "^3355FFYou will soon be"; + mes "returned to the"; + mes "waiting room.^000000"; + close2; + set HNTR_Q,13; + warp "job_hunte",176,22; + donpcevent "Manager#hnt::OnReset"; + donpcevent "Waiting Room#hnt::OnStart"; + end; + } + +OnDisable: + disablenpc "exit#hnttest"; + disablenpc "Switch#hnt"; + end; + +OnEnable: + enablenpc "Switch#hnt"; + end; +} + +job_hunte,89,139,0 script exit#hnttest 45,2,2,{ +OnInit: + disablenpc "exit#hnttest"; + end; + +OnTouch: + donpcevent "Manager#hnt::OnReset"; + donpcevent "Waiting Room#hnt::OnStart"; + set HNTR_Q,16; + changequest 4011,4012; + savepoint "payon",104,99; + if (rand(1)) + warp "payon_in02",21,27; + warp "payon_in03",128,7; +} + +// Hunter Job test traps. +//============================================================ +job_hunte,52,140,0 script 1-1::HntTrap -1,0,1,{ +OnTouch: + switch(rand(200)) { + default: + case 1: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break; + case 2: mapannounce "job_hunte",strcharinfo(0) + ", yes you! Go back and start over!",bc_map; break; + case 3: mapannounce "job_hunte",strcharinfo(0) + " has failed!...well...you will if you don't start over...",bc_map; break; + case 4: mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map; break; + case 5: mapannounce "job_hunte",strcharinfo(0) + ", you have blundered into a trap. I'm sorry, but for now, YOU LOSE.",bc_map; break; + case 6: mapannounce "job_hunte",strcharinfo(0) + ", what are you doing!? Go back and do it again!",bc_map; break; + case 7: mapannounce "job_hunte",strcharinfo(0) + ", come on! You can do better then this!! Try again!",bc_map; break; + case 8: mapannounce "job_hunte",strcharinfo(0) + ", has fallen into a trap...again. But don't worry, you're getting better.",bc_map; break; + case 9: mapannounce "job_hunte",strcharinfo(0) + ", fail, fail, fail... Go back to where you started!",bc_map; break; + case 10: mapannounce "job_hunte",strcharinfo(0) + "... aww~ Try again! You can do it!",bc_map; break; + case 11: mapannounce "job_hunte",strcharinfo(0) + ", @#$%#^!@ and you wanna be a what? Hunter? Get back there!",bc_map; break; + case 12: mapannounce "job_hunte",strcharinfo(0) + " was defeated by the forces of evil. Don't give up, hero!",bc_map; break; + case 13: mapannounce "job_hunte","I put a spell on you " + strcharinfo(0) + " and now you're mine! Go start over now.",bc_map; break; + case 14: mapannounce "job_hunte",strcharinfo(0) + ". G'day mate, welcome to the land down under. As a present, I'll send you to the starting point...",bc_map; break; + case 15: mapannounce "job_hunte","That's my nest " + strcharinfo(0) + "! dont step there, squawk~ Start over.",bc_map; break; + case 16: mapannounce "job_hunte",strcharinfo(0) + ", another archer down. 3 more to go!",bc_map; break; + case 17: mapannounce "job_hunte",strcharinfo(0) + ", have you got what it takes? Then try again.",bc_map; break; + case 18: mapannounce "job_hunte","Alas, " + strcharinfo(0) + ", you have fallen prey to the most feared of traps. The dreaded stink bomb! Run run run awaaaaaay!",bc_map; break; + case 19: mapannounce "job_hunte",strcharinfo(0) + " had too much prune juice to drink today. Back to the starting point~",bc_map; break; + case 20: mapannounce "job_hunte","No.... " + strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break; + case 21: mapannounce "job_hunte","Meow *pounce* look my kitties we'll have some" + strcharinfo(0) + "stew. Back to the starting point if you don't want to become stew!",bc_map; break; + case 22: mapannounce "job_hunte","Sorry " + strcharinfo(0) + ", but you've actually found a BAD secret. You will be returned to the starting point.",bc_map; break; + case 23: mapannounce "job_hunte",strcharinfo(0) + ", silly Archer...your tenacity is touching. But it's back to the start for you...",bc_map; break; + case 24: mapannounce "job_hunte",strcharinfo(0) + ", you've fallen and you can't get up. You'll be carried back to the starting point.",bc_map; break; + case 25: mapannounce "job_hunte","Skip a turn " + strcharinfo(0) + ", go back to start.",bc_map; break; + case 26: mapannounce "job_hunte",strcharinfo(0) + ", nya nya, heh heh heh. You will be returned to the starting point.",bc_map; break; + case 27: mapannounce "job_hunte","Practice is over " + strcharinfo(0) + ". This time show me for real.",bc_map; break; + case 28: mapannounce "job_hunte",strcharinfo(0) + ", this is a Poring jellopy raid...Get out! Start from the beginning if you wish to continue.",bc_map; break; + case 29: mapannounce "job_hunte","Disconnected from server. " + strcharinfo(0) + ", you have to start over.",bc_map; break; + case 30: mapannounce "job_hunte",strcharinfo(0) + ", what does this button do...oops! I'm afraid you have to start over.",bc_map; break; + case 31: mapannounce "job_hunte",strcharinfo(0) + ", you have entered the bonus round! Aaaand, you lost. You will be returned to the starting point.",bc_map; break; + case 32: mapannounce "job_hunte","Oh, no " + strcharinfo(0) + ", you've stepped on a hive of bees. You narrowly escaped, all the way back to the beginning.",bc_map; break; + case 33: mapannounce "job_hunte",strcharinfo(0) + ", wait wait. That's a trap! Oh wait, that's dog. . . .",bc_map; break; + case 34: mapannounce "job_hunte","Stop " + strcharinfo(0) + "! For stepping on that trap, I shall punish you!",bc_map; break; + case 35: mapannounce "job_hunte",strcharinfo(0) + ", I'll be back. . . I hope you will too.",bc_map; break; + case 36: mapannounce "job_hunte",strcharinfo(0) + ", Come with me if you want to live. . to the starting point.",bc_map; break; + case 37: mapannounce "job_hunte",strcharinfo(0) + ", my... precious! Go back to the starting point.",bc_map; break; + case 38: mapannounce "job_hunte","Follow the yellow brick road... No wait, " + strcharinfo(0) + "!! Not that way...Back to the starting point it is.",bc_map; break; + case 39: mapannounce "job_hunte",strcharinfo(0) + ", you've really go to get the hang of this 'in tune with nature' thing. Now, you're lost!",bc_map; break; + case 40: mapannounce "job_hunte",strcharinfo(0) + ", it's only a story...not real. But you will be returned to the starting point.",bc_map; break; + case 41: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. And the trap...has fallen into you. Returning you to the starting point.",bc_map; break; + case 42: mapannounce "job_hunte","Fear not " + strcharinfo(0) + ", for you too, shall learn the powers of the dark side. You will now be returned to the starting point.",bc_map; break; + case 43: mapannounce "job_hunte",strcharinfo(0) + ", fell into a trap. Quite easily too, I'm afraid. But this hero won't be beaten that easily!",bc_map; break; + case 44: mapannounce "job_hunte"," Tip of the day: Do not step on the traps. You will be returned to the starting point.",bc_map; break; + case 45: mapannounce "job_hunte",strcharinfo(0) + " fell into a trap. Once again, for clarity's sake, the name is " + strcharinfo(0) + ".",bc_map; break; + case 46: mapannounce "job_hunte","Oy oy, " + strcharinfo(0) + ".. I've seen blind Porings get further! Go back to the starting point.",bc_map; break; + case 47: mapannounce "job_hunte","MY EYES!! " + strcharinfo(0) + ", you... you.. stepped on them. Go try again...I'd cry for you if I could even shed tears...",bc_map; break; + case 48: mapannounce "job_hunte",strcharinfo(0) + ", where are you? Right...NOT at the place where'd you be if you passed the test.",bc_map; break; + case 49: mapannounce "job_hunte"," Wow, they actually paid a guy to think of these comments. " + strcharinfo(0) + ", you can go back to the starting point.",bc_map; break; + case 50: mapannounce "job_hunte"," My word, " + strcharinfo(0) + "! You've precariously fallen into a trap! You will be returned back to the start. Cheerio~!",bc_map; break; + case 51: mapannounce "job_hunte",strcharinfo(0) + ", do you have any idea where you're going? Start over *sigh*.",bc_map; break; + case 52: mapannounce "job_hunte",strcharinfo(0) + ", do you like green tea ice cream? No? Go back to the starting point...*hmph*",bc_map; break; + case 53: mapannounce "job_hunte","Oh, no.. " + strcharinfo(0) + ", are you hurt? Come now, let's go back to the starting point.",bc_map; break; + case 54: mapannounce "job_hunte","Hi " + strcharinfo(0) + ", how are you? Here's a present~ a free warp! Back to the starting point.",bc_map; break; + case 55: mapannounce "job_hunte",strcharinfo(0) + ".......... did you know that that was a trap? I hope so, otherwise, I guess you'd be pretty embarassed.",bc_map; break; + case 56: mapannounce "job_hunte",strcharinfo(0) + ", what do you think of the interior design? I worked very hard on it... and this lovely feature that sends you back to the starting point.",bc_map; break; + case 57: mapannounce "job_hunte","BOOM BAM BOOM! " + strcharinfo(0) + ", you have fallen into my trap! But I won't kill you...just...humiliate you...",bc_map; break; + case 58: mapannounce "job_hunte","Oh, " + strcharinfo(0) + ".. You can do better. Try again!",bc_map; break; + case 59: mapannounce "job_hunte","Hello, this is your local Kafra worker... " + strcharinfo(0) + ", your mommy is waiting for you at the checkout line.",bc_map; break; + case 60: mapannounce "job_hunte",strcharinfo(0) + ", if you do well. I'll have a nice present waiting for you... What is it? You'll see if you pass~ Go try again now!",bc_map; break; + case 61: mapannounce "job_hunte",strcharinfo(0) + " faaaaaaaaaaaaaaaaailed.. Hehe, just kidding. You will be returned to the starting point so try again!",bc_map; break; + case 62: mapannounce "job_hunte",strcharinfo(0) + ", you fell into a trap. You should watch your feet more. What? Invisible? That's baby talk! Now go try again!",bc_map; break; + case 63: mapannounce "job_hunte"," Sorry, " + strcharinfo(0) + ", you have fallen into a trap. But I'll be nice and send you to the starting point.",bc_map; break; + case 64: mapannounce "job_hunte",strcharinfo(0) + ", HAHAHAHAHAHA!!!! I can't believe you fell for that one!",bc_map; break; + case 65: mapannounce "job_hunte",strcharinfo(0) + ", I was just about to tell you about that one...but, I didn't? Back to start.",bc_map; break; + case 66: mapannounce "job_hunte",strcharinfo(0) + "...I'm sorry my friend, but you lose. But don't worry, its not like this message is broadcast or anything.",bc_map; break; + case 67: mapannounce "job_hunte",strcharinfo(0) + ", I'm not so sure that you qualify for this anymore... Try again and prove me wrong.",bc_map; break; + case 68: mapannounce "job_hunte",strcharinfo(0) + ", OW...now that's gotta hurt. Back to the start~",bc_map; break; + case 69: mapannounce "job_hunte",strcharinfo(0) + ", I find your lack of faith disturbing... Let's start over.",bc_map; break; + case 70: mapannounce "job_hunte",strcharinfo(0) + ", your eyes can deceive you. Don't trust them. Stretch out with your feelings. Try again now.",bc_map; break; + case 71: mapannounce "job_hunte",strcharinfo(0) + ", if you once start down the dark path, forever it will dominate your destiny. You shall be returned to the starting point.",bc_map; break; + case 72: mapannounce "job_hunte",strcharinfo(0) + ", size doesn't matter. But, the number of traps that caught you do. Try again and win this time!",bc_map; break; + case 73: mapannounce "job_hunte",strcharinfo(0) + ", try not. Do or do not. There is no try.",bc_map; break; + case 74: mapannounce "job_hunte",strcharinfo(0) + ", that is why you fail. Now try again!",bc_map; break; + case 75: mapannounce "job_hunte",strcharinfo(0) + ", look. If its made of metal and looks like it has teeth, you shouldn't put your foot in it. So simple, really...",bc_map; break; + case 76: mapannounce "job_hunte",strcharinfo(0) + ", you are beaten. It is useless to resist.",bc_map; break; + case 77: mapannounce "job_hunte",strcharinfo(0) + ", I'm looking forward to completing your training. In time you will call me Master.",bc_map; break; + case 78: mapannounce "job_hunte",strcharinfo(0) + ", your overconfidence is your weakness.",bc_map; break; + case 79: mapannounce "job_hunte",strcharinfo(0) + ", watch your step. This place can be a little rough.",bc_map; break; + case 80: mapannounce "job_hunte",strcharinfo(0) + ", oh I told you it was dangerous here.",bc_map; break; + case 81: mapannounce "job_hunte",strcharinfo(0) + ", everything is proceeding as I have foreseen.",bc_map; break; + case 82: mapannounce "job_hunte",strcharinfo(0) + ", you should have not come back.",bc_map; break; + case 83: mapannounce "job_hunte",strcharinfo(0) + ", there are alternatives to fighting. But not to losing to this test. Now try again!",bc_map; break; + case 84: mapannounce "job_hunte",strcharinfo(0) + ", now that's a name I haven't heard in a while...let's hope I don't hear it again~!",bc_map; break; + case 85: mapannounce "job_hunte",strcharinfo(0) + ", we do not train to be merciful here, mercy is for the weak!",bc_map; break; + case 86: mapannounce "job_hunte",strcharinfo(0) + ", defeat does not exist here, does it?!",bc_map; break; + case 87: mapannounce "job_hunte",strcharinfo(0) + ", concentrate. Focus your powers!",bc_map; break; + case 88: mapannounce "job_hunte",strcharinfo(0) + ", am I going mad, or did the word -think- escape your lips?",bc_map; break; + case 89: mapannounce "job_hunte",strcharinfo(0) + ", you're just stalling now.",bc_map; break; + case 90: mapannounce "job_hunte",strcharinfo(0) + ", life isn't always fair.",bc_map; break; + case 91: mapannounce "job_hunte",strcharinfo(0) + ".... Uhhh...it's not OUR fault....",bc_map; break; + case 92: mapannounce "job_hunte",strcharinfo(0) + ", survivability takes priority.",bc_map; break; + case 93: mapannounce "job_hunte",strcharinfo(0) + ", people have the strength to overcome their obstacles...everyone can.",bc_map; break; + case 94: mapannounce "job_hunte",strcharinfo(0) + ", there is happiness for those who accept their fate, and there is glory for those who resist their fate.",bc_map; break; + case 95: mapannounce "job_hunte",strcharinfo(0) + ", some things are real and some things are false. Can't you tell the difference?",bc_map; break; + case 96: mapannounce "job_hunte",strcharinfo(0) + ", we are having fun aren't we? Everyday here is like a dream. I really hope it's going to be like this forever.",bc_map; break; + case 97: mapannounce "job_hunte",strcharinfo(0) + ", I'll give you just one piece of advice... dying hurts like hell.",bc_map; break; + case 98: mapannounce "job_hunte",strcharinfo(0) + ", don't give up the ghost! Just be more careful...",bc_map; break; + case 99: mapannounce "job_hunte",strcharinfo(0) + ", death is a gift given at birth. But...these traps won't kill you, don't worry.",bc_map; break; + case 100: mapannounce "job_hunte",strcharinfo(0) + ", I was counting on you from the beginning. But I guess you're gonna make me wait longer...",bc_map; break; + case 101: mapannounce "job_hunte",strcharinfo(0) + ", always with the end comes hope and rebirth. But it's back to the beginning for you~",bc_map; break; + case 102: mapannounce "job_hunte",strcharinfo(0) + ", have I ever told you about the power held in a single tear? Its okay to shed one now, I know its hard...",bc_map; break; + case 103: mapannounce "job_hunte",strcharinfo(0) + ", happiness often sneaks in through a door you didn't know you left open. Sort of like...hidden traps!",bc_map; break; + case 104: mapannounce "job_hunte",strcharinfo(0) + ", ....Chii?",bc_map; break; + case 105: mapannounce "job_hunte",strcharinfo(0) + ", Mine! Mine! Mine! Mine!",bc_map; break; + case 106: mapannounce "job_hunte",strcharinfo(0) + ", it's time to duel!",bc_map; break; + case 107: mapannounce "job_hunte",strcharinfo(0) + ", I choose you!...wait... uagh...not you!...",bc_map; break; + case 108: mapannounce "job_hunte",strcharinfo(0) + ", this isn't the time to be complimenting it!",bc_map; break; + case 109: mapannounce "job_hunte",strcharinfo(0) + "...Oh great, what else could go wrong today?",bc_map; break; + case 110: mapannounce "job_hunte",strcharinfo(0) + ", don't worry, I always keep a spare. We're not running out of traps anytime soon...",bc_map; break; + case 111: mapannounce "job_hunte",strcharinfo(0) + ", when bad things happen, don't give up. The day will come when you will look back and laugh at them. But not today.",bc_map; break; + case 112: mapannounce "job_hunte",strcharinfo(0) + ", don't worry about it. We're good at fighting losing battles, remember?",bc_map; break; + case 113: mapannounce "job_hunte",strcharinfo(0) + ", you remember how it was like when you felt really slick? That feeling won't come back for a while...",bc_map; break; + case 114: mapannounce "job_hunte",strcharinfo(0) + ", you must forget about your past for the sake of your own happiness.",bc_map; break; + case 115: mapannounce "job_hunte",strcharinfo(0) + ", if you can fool your friends, you can fool your enemies.",bc_map; break; + case 116: mapannounce "job_hunte",strcharinfo(0) + ", this world is made up of love and peace!",bc_map; break; + case 117: mapannounce "job_hunte",strcharinfo(0) + ", if you fail, you must drink this.....*evil grin*",bc_map; break; + case 118: mapannounce "job_hunte",strcharinfo(0) + ", don't say we didn't warn you!",bc_map; break; + case 119: mapannounce "job_hunte",strcharinfo(0) + ", curiosity killed the cat. Lucky for me I'm not a cat. Oh, and um, you too of course.",bc_map; break; + case 120: mapannounce "job_hunte",strcharinfo(0) + ", STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!",bc_map; break; + case 121: mapannounce "job_hunte",strcharinfo(0) + ", how you like me now? That's right, that was MY trap!",bc_map; break; + case 122: mapannounce "job_hunte",strcharinfo(0) + "...brilliant...just absolutely...genius. Sorry, I was talking about all these crazy traps.",bc_map; break; + case 123: mapannounce "job_hunte",strcharinfo(0) + ", it's time to bust out of that trap, Houdini-style! Hey, wait...come back!",bc_map; break; + case 124: mapannounce "job_hunte",strcharinfo(0) + ", it looks like you could really be in trouble this time...no worries, just try this again!",bc_map; break; + case 125: mapannounce "job_hunte",strcharinfo(0) + "...not smooth, dude. Go for it again, one more time!",bc_map; break; + case 126: mapannounce "job_hunte",strcharinfo(0) + ",it looks like you could really be in a pickle. Back to the starting point...",bc_map; break; + case 127: mapannounce "job_hunte",strcharinfo(0) + ", just think of it as Karma. Someday, you'll be setting hundreds of traps of your own...",bc_map; break; + case 128: mapannounce "job_hunte",strcharinfo(0) + ", bad news dude...its another trap. You'll get the hang of this, I believe in you!",bc_map; break; + case 129: mapannounce "job_hunte",strcharinfo(0) + ", don't give up! The world still needs you!",bc_map; break; + case 130: mapannounce "job_hunte",strcharinfo(0) + ", it's okay to cry. Just not too loudly.",bc_map; break; + case 131: mapannounce "job_hunte",strcharinfo(0) + "...oh man. It's tiring setting up all these traps. You guys have got to stop falling into them!",bc_map; break; + } + set HNTR_Q,13; + warp "job_hunte",176,22; + donpcevent "Manager#hnt::OnReset"; + donpcevent "Waiting Room#hnt::OnStart"; + end; +} + +job_hunte,53,140,0 duplicate(HntTrap) 1-2 -1,0,1 +job_hunte,54,141,0 duplicate(HntTrap) 1-3 -1,0,0 +job_hunte,55,141,0 duplicate(HntTrap) 1-4 -1,0,0 +job_hunte,55,140,0 duplicate(HntTrap) 1-5 -1,0,0 +job_hunte,54,140,0 duplicate(HntTrap) 1-6 -1,0,0 +job_hunte,52,138,0 duplicate(HntTrap) 1-7 -1,0,0 +job_hunte,53,138,0 duplicate(HntTrap) 1-8 -1,0,0 +job_hunte,62,140,0 duplicate(HntTrap) 2-1 -1,0,1 +job_hunte,63,140,0 duplicate(HntTrap) 2-2 -1,0,1 +job_hunte,64,140,0 duplicate(HntTrap) 2-3 -1,0,0 +job_hunte,64,141,0 duplicate(HntTrap) 2-4 -1,0,0 +job_hunte,65,140,0 duplicate(HntTrap) 2-5 -1,0,0 +job_hunte,65,141,0 duplicate(HntTrap) 2-6 -1,0,0 +job_hunte,62,138,0 duplicate(HntTrap) 2-7 -1,0,0 +job_hunte,63,138,0 duplicate(HntTrap) 2-8 -1,0,0 +job_hunte,72,140,0 duplicate(HntTrap) 3-1 -1,0,1 +job_hunte,73,140,0 duplicate(HntTrap) 3-2 -1,0,1 +job_hunte,72,138,0 duplicate(HntTrap) 3-3 -1,0,0 +job_hunte,72,138,0 duplicate(HntTrap) 3-4 -1,0,0 +job_hunte,78,140,0 duplicate(HntTrap) 4-1 -1,0,0 +job_hunte,78,141,0 duplicate(HntTrap) 4-2 -1,0,0 +job_hunte,79,140,0 duplicate(HntTrap) 4-3 -1,0,0 +job_hunte,79,141,0 duplicate(HntTrap) 4-4 -1,0,0 +job_hunte,82,138,0 duplicate(HntTrap) 5-1 -1,0,0 +job_hunte,82,139,0 duplicate(HntTrap) 5-2 -1,0,0 +job_hunte,83,138,0 duplicate(HntTrap) 5-3 -1,0,0 +job_hunte,83,139,0 duplicate(HntTrap) 5-4 -1,0,0 +job_hunte,99,138,0 duplicate(HntTrap) 6-1 -1,1,0 +job_hunte,99,139,0 duplicate(HntTrap) 6-2 -1,1,0 +job_hunte,101,138,0 duplicate(HntTrap) 6-3 -1,0,0 +job_hunte,101,139,0 duplicate(HntTrap) 6-4 -1,0,0 +job_hunte,106,140,0 duplicate(HntTrap) 7-1 -1,0,1 +job_hunte,107,140,0 duplicate(HntTrap) 7-2 -1,0,1 +job_hunte,106,138,0 duplicate(HntTrap) 7-3 -1,0,0 +job_hunte,107,138,0 duplicate(HntTrap) 7-4 -1,0,0 +job_hunte,112,140,0 duplicate(HntTrap) 8-1 -1,0,0 +job_hunte,112,141,0 duplicate(HntTrap) 8-2 -1,0,0 +job_hunte,113,140,0 duplicate(HntTrap) 8-3 -1,0,0 +job_hunte,113,141,0 duplicate(HntTrap) 8-4 -1,0,0 +job_hunte,116,140,0 duplicate(HntTrap) 9-1 -1,0,0 +job_hunte,116,141,0 duplicate(HntTrap) 9-2 -1,0,0 +job_hunte,117,140,0 duplicate(HntTrap) 9-3 -1,0,0 +job_hunte,117,141,0 duplicate(HntTrap) 9-4 -1,0,0 +job_hunte,120,138,0 duplicate(HntTrap) 10-1 -1,0,0 +job_hunte,120,139,0 duplicate(HntTrap) 10-2 -1,0,0 +job_hunte,121,138,0 duplicate(HntTrap) 10-3 -1,0,0 +job_hunte,121,139,0 duplicate(HntTrap) 10-4 -1,0,0 +job_hunte,126,139,0 duplicate(HntTrap) 11-1 -1,0,2 +job_hunte,127,139,0 duplicate(HntTrap) 11-2 -1,0,2 +job_hunte,126,136,0 duplicate(HntTrap) 11-3 -1,0,0 +job_hunte,127,136,0 duplicate(HntTrap) 11-4 -1,0,0 +job_hunte,52,134,0 duplicate(HntTrap) 12-1 -1,0,1 +job_hunte,53,134,0 duplicate(HntTrap) 12-2 -1,0,1 +job_hunte,52,132,0 duplicate(HntTrap) 12-3 -1,0,0 +job_hunte,53,132,0 duplicate(HntTrap) 12-4 -1,0,0 +job_hunte,124,130,0 duplicate(HntTrap) 13-1 -1,0,0 +job_hunte,124,131,0 duplicate(HntTrap) 13-2 -1,0,0 +job_hunte,125,130,0 duplicate(HntTrap) 13-3 -1,0,0 +job_hunte,125,131,0 duplicate(HntTrap) 13-4 -1,0,0 +job_hunte,64,128,0 duplicate(HntTrap) 14-1 -1,0,0 +job_hunte,64,129,0 duplicate(HntTrap) 14-2 -1,0,0 +job_hunte,65,128,0 duplicate(HntTrap) 14-3 -1,0,0 +job_hunte,65,129,0 duplicate(HntTrap) 14-4 -1,0,0 +job_hunte,68,126,0 duplicate(HntTrap) 15-1 -1,0,0 +job_hunte,68,127,0 duplicate(HntTrap) 15-2 -1,0,0 +job_hunte,69,126,0 duplicate(HntTrap) 15-3 -1,0,0 +job_hunte,69,127,0 duplicate(HntTrap) 15-4 -1,0,0 +job_hunte,75,128,0 duplicate(HntTrap) 16-1 -1,1,0 +job_hunte,75,129,0 duplicate(HntTrap) 16-2 -1,1,0 +job_hunte,77,128,0 duplicate(HntTrap) 16-3 -1,0,0 +job_hunte,77,129,0 duplicate(HntTrap) 16-4 -1,0,0 +job_hunte,82,126,0 duplicate(HntTrap) 17-1 -1,0,0 +job_hunte,82,127,0 duplicate(HntTrap) 17-2 -1,0,0 +job_hunte,83,126,0 duplicate(HntTrap) 17-3 -1,0,0 +job_hunte,83,127,0 duplicate(HntTrap) 17-4 -1,0,0 +job_hunte,96,128,0 duplicate(HntTrap) 18-1 -1,0,0 +job_hunte,96,129,0 duplicate(HntTrap) 18-2 -1,0,0 +job_hunte,97,128,0 duplicate(HntTrap) 18-3 -1,0,0 +job_hunte,97,129,0 duplicate(HntTrap) 18-4 -1,0,0 +job_hunte,100,126,0 duplicate(HntTrap) 19-1 -1,0,0 +job_hunte,100,127,0 duplicate(HntTrap) 19-2 -1,0,0 +job_hunte,101,126,0 duplicate(HntTrap) 19-3 -1,0,0 +job_hunte,101,127,0 duplicate(HntTrap) 19-4 -1,0,0 +job_hunte,106,128,0 duplicate(HntTrap) 20-1 -1,0,0 +job_hunte,106,129,0 duplicate(HntTrap) 20-2 -1,0,0 +job_hunte,107,128,0 duplicate(HntTrap) 20-3 -1,0,0 +job_hunte,107,129,0 duplicate(HntTrap) 20-4 -1,0,0 +job_hunte,112,126,0 duplicate(HntTrap) 21-1 -1,0,0 +job_hunte,112,127,0 duplicate(HntTrap) 21-2 -1,0,0 +job_hunte,113,126,0 duplicate(HntTrap) 21-3 -1,0,0 +job_hunte,113,127,0 duplicate(HntTrap) 21-4 -1,0,0 +job_hunte,126,126,0 duplicate(HntTrap) 22-1 -1,0,0 +job_hunte,126,127,0 duplicate(HntTrap) 22-2 -1,0,0 +job_hunte,127,126,0 duplicate(HntTrap) 22-3 -1,0,0 +job_hunte,127,127,0 duplicate(HntTrap) 22-4 -1,0,0 +job_hunte,52,122,0 duplicate(HntTrap) 23-1 -1,0,1 +job_hunte,52,122,0 duplicate(HntTrap) 23-2 -1,0,1 +job_hunte,53,120,0 duplicate(HntTrap) 23-3 -1,1,0 +job_hunte,54,121,0 duplicate(HntTrap) 23-4 -1,0,0 +job_hunte,55,121,0 duplicate(HntTrap) 23-5 -1,0,0 +job_hunte,55,120,0 duplicate(HntTrap) 23-6 -1,0,0 +job_hunte,66,120,0 duplicate(HntTrap) 24-1 -1,0,0 +job_hunte,66,121,0 duplicate(HntTrap) 24-2 -1,0,0 +job_hunte,67,120,0 duplicate(HntTrap) 24-3 -1,0,0 +job_hunte,67,121,0 duplicate(HntTrap) 24-4 -1,0,0 +job_hunte,114,118,0 duplicate(HntTrap) 25-1 -1,0,0 +job_hunte,114,119,0 duplicate(HntTrap) 25-2 -1,0,0 +job_hunte,115,118,0 duplicate(HntTrap) 25-3 -1,0,0 +job_hunte,115,119,0 duplicate(HntTrap) 25-4 -1,0,0 +job_hunte,124,120,0 duplicate(HntTrap) 26-1 -1,0,1 +job_hunte,125,120,0 duplicate(HntTrap) 26-2 -1,0,1 +job_hunte,124,118,0 duplicate(HntTrap) 26-3 -1,0,0 +job_hunte,125,118,0 duplicate(HntTrap) 26-4 -1,0,0 +job_hunte,66,116,0 duplicate(HntTrap) 27-1 -1,0,0 +job_hunte,66,117,0 duplicate(HntTrap) 27-2 -1,0,0 +job_hunte,67,116,0 duplicate(HntTrap) 27-3 -1,0,0 +job_hunte,67,117,0 duplicate(HntTrap) 27-4 -1,0,0 +job_hunte,76,114,0 duplicate(HntTrap) 28-1 -1,0,0 +job_hunte,76,115,0 duplicate(HntTrap) 28-2 -1,0,0 +job_hunte,77,114,0 duplicate(HntTrap) 28-3 -1,0,0 +job_hunte,77,115,0 duplicate(HntTrap) 28-4 -1,0,0 +job_hunte,82,116,0 duplicate(HntTrap) 29-1 -1,0,0 +job_hunte,82,117,0 duplicate(HntTrap) 29-2 -1,0,0 +job_hunte,83,116,0 duplicate(HntTrap) 29-3 -1,0,0 +job_hunte,83,117,0 duplicate(HntTrap) 29-4 -1,0,0 +job_hunte,86,114,0 duplicate(HntTrap) 30-1 -1,0,0 +job_hunte,86,115,0 duplicate(HntTrap) 30-2 -1,0,0 +job_hunte,87,114,0 duplicate(HntTrap) 30-3 -1,0,0 +job_hunte,87,115,0 duplicate(HntTrap) 30-4 -1,0,0 +job_hunte,92,115,0 duplicate(HntTrap) 31-1 -1,1,0 +job_hunte,92,114,0 duplicate(HntTrap) 31-2 -1,1,0 +job_hunte,90,115,0 duplicate(HntTrap) 31-3 -1,0,0 +job_hunte,102,116,0 duplicate(HntTrap) 32-1 -1,0,0 +job_hunte,102,117,0 duplicate(HntTrap) 32-2 -1,0,0 +job_hunte,103,116,0 duplicate(HntTrap) 32-3 -1,0,0 +job_hunte,103,117,0 duplicate(HntTrap) 32-4 -1,0,0 +job_hunte,114,114,0 duplicate(HntTrap) 33-1 -1,0,0 +job_hunte,114,115,0 duplicate(HntTrap) 33-2 -1,0,0 +job_hunte,115,114,0 duplicate(HntTrap) 33-3 -1,0,0 +job_hunte,115,115,0 duplicate(HntTrap) 33-4 -1,0,0 +job_hunte,54,110,0 duplicate(HntTrap) 34-1 -1,0,1 +job_hunte,55,110,0 duplicate(HntTrap) 34-2 -1,0,1 +job_hunte,54,108,0 duplicate(HntTrap) 34-3 -1,0,0 +job_hunte,55,108,0 duplicate(HntTrap) 34-4 -1,0,0 +job_hunte,64,112,0 duplicate(HntTrap) 35-1 -1,0,0 +job_hunte,64,113,0 duplicate(HntTrap) 35-2 -1,0,0 +job_hunte,65,112,0 duplicate(HntTrap) 35-3 -1,0,0 +job_hunte,65,113,0 duplicate(HntTrap) 35-4 -1,0,0 +job_hunte,80,110,0 duplicate(HntTrap) 36-1 -1,0,0 +job_hunte,80,111,0 duplicate(HntTrap) 36-2 -1,0,0 +job_hunte,81,110,0 duplicate(HntTrap) 36-3 -1,0,0 +job_hunte,81,111,0 duplicate(HntTrap) 36-4 -1,0,0 +job_hunte,90,108,0 duplicate(HntTrap) 37-1 -1,0,6 +job_hunte,91,108,0 duplicate(HntTrap) 37-2 -1,0,5 +job_hunte,91,102,0 duplicate(HntTrap) 37-3 -1,0,0 +job_hunte,98,109,0 duplicate(HntTrap) 38-1 -1,0,2 +job_hunte,99,109,0 duplicate(HntTrap) 38-2 -1,0,2 +job_hunte,103,109,0 duplicate(HntTrap) 38-3 -1,3,0 +job_hunte,103,108,0 duplicate(HntTrap) 38-4 -1,3,0 +job_hunte,97,106,0 duplicate(HntTrap) 39-1 -1,2,0 +job_hunte,96,107,0 duplicate(HntTrap) 39-2 -1,1,0 +job_hunte,94,108,0 duplicate(HntTrap) 39-3 -1,0,1 +job_hunte,95,109,0 duplicate(HntTrap) 39-4 -1,0,0 +job_hunte,95,108,0 duplicate(HntTrap) 40-1 -1,0,0 +job_hunte,94,106,0 duplicate(HntTrap) 40-2 -1,0,0 +job_hunte,96,102,0 duplicate(HntTrap) 40-3 -1,0,3 +job_hunte,97,102,0 duplicate(HntTrap) 40-4 -1,0,3 +job_hunte,95,98,0 duplicate(HntTrap) 41-1 -1,2,0 +job_hunte,94,99,0 duplicate(HntTrap) 42-1 -1,1,0 +job_hunte,92,98,0 duplicate(HntTrap) 43-1 -1,0,0 +job_hunte,112,110,0 duplicate(HntTrap) 44-1 -1,0,0 +job_hunte,112,111,0 duplicate(HntTrap) 44-2 -1,0,0 +job_hunte,113,110,0 duplicate(HntTrap) 44-3 -1,0,0 +job_hunte,113,111,0 duplicate(HntTrap) 44-4 -1,0,0 +job_hunte,126,108,0 duplicate(HntTrap) 45-1 -1,0,1 +job_hunte,127,108,0 duplicate(HntTrap) 45-2 -1,0,1 +job_hunte,126,106,0 duplicate(HntTrap) 45-3 -1,0,0 +job_hunte,126,106,0 duplicate(HntTrap) 45-4 -1,0,0 +job_hunte,53,102,0 duplicate(HntTrap) 46-1 -1,1,1 +job_hunte,55,102,0 duplicate(HntTrap) 46-2 -1,0,1 +job_hunte,53,100,0 duplicate(HntTrap) 46-3 -1,1,0 +job_hunte,55,100,0 duplicate(HntTrap) 46-4 -1,0,0 +job_hunte,64,106,0 duplicate(HntTrap) 47-1 -1,0,0 +job_hunte,64,107,0 duplicate(HntTrap) 47-2 -1,0,0 +job_hunte,65,106,0 duplicate(HntTrap) 47-3 -1,0,0 +job_hunte,65,107,0 duplicate(HntTrap) 47-4 -1,0,0 +job_hunte,66,100,0 duplicate(HntTrap) 48-1 -1,0,0 +job_hunte,66,101,0 duplicate(HntTrap) 48-2 -1,0,0 +job_hunte,67,100,0 duplicate(HntTrap) 48-3 -1,0,0 +job_hunte,67,101,0 duplicate(HntTrap) 48-4 -1,0,0 +job_hunte,86,106,0 duplicate(HntTrap) 49-1 -1,0,1 +job_hunte,87,106,0 duplicate(HntTrap) 49-2 -1,0,1 +job_hunte,82,104,0 duplicate(HntTrap) 49-3 -1,5,0 +job_hunte,81,105,0 duplicate(HntTrap) 49-4 -1,4,0 +job_hunte,76,105,0 duplicate(HntTrap) 50-1 -1,0,0 +job_hunte,76,104,0 duplicate(HntTrap) 50-2 -1,0,0 +job_hunte,78,101,0 duplicate(HntTrap) 50-3 -1,0,2 +job_hunte,79,101,0 duplicate(HntTrap) 50-4 -1,0,2 +job_hunte,76,99,0 duplicate(HntTrap) 51-1 -1,1,0 +job_hunte,77,98,0 duplicate(HntTrap) 51-2 -1,2,0 +job_hunte,74,99,0 duplicate(HntTrap) 51-3 -1,0,0 +job_hunte,74,98,0 duplicate(HntTrap) 51-4 -1,0,0 +job_hunte,82,100,0 duplicate(HntTrap) 53-1 -1,0,0 +job_hunte,82,101,0 duplicate(HntTrap) 53-2 -1,0,0 +job_hunte,83,100,0 duplicate(HntTrap) 53-3 -1,0,0 +job_hunte,83,101,0 duplicate(HntTrap) 53-4 -1,0,0 +job_hunte,106,104,0 duplicate(HntTrap) 54-1 -1,0,0 +job_hunte,106,105,0 duplicate(HntTrap) 54-2 -1,0,0 +job_hunte,107,104,0 duplicate(HntTrap) 54-3 -1,0,0 +job_hunte,107,105,0 duplicate(HntTrap) 54-4 -1,0,0 +job_hunte,112,104,0 duplicate(HntTrap) 55-1 -1,0,1 +job_hunte,113,104,0 duplicate(HntTrap) 55-2 -1,0,1 +job_hunte,112,102,0 duplicate(HntTrap) 55-3 -1,0,0 +job_hunte,113,102,0 duplicate(HntTrap) 55-4 -1,0,0 +job_hunte,54,92,0 duplicate(HntTrap) 56-1 -1,0,0 +job_hunte,54,93,0 duplicate(HntTrap) 56-2 -1,0,0 +job_hunte,55,92,0 duplicate(HntTrap) 56-3 -1,0,0 +job_hunte,55,93,0 duplicate(HntTrap) 56-4 -1,0,0 +job_hunte,52,90,0 duplicate(HntTrap) 56-5 -1,0,0 +job_hunte,52,91,0 duplicate(HntTrap) 56-6 -1,0,0 +job_hunte,53,90,0 duplicate(HntTrap) 56-7 -1,0,0 +job_hunte,53,91,0 duplicate(HntTrap) 56-8 -1,0,0 +job_hunte,64,92,0 duplicate(HntTrap) 57-1 -1,0,0 +job_hunte,64,93,0 duplicate(HntTrap) 57-2 -1,0,0 +job_hunte,65,92,0 duplicate(HntTrap) 57-3 -1,0,0 + +job_hunte,65,93,0 script 57-4::HntTrap2 -1,{ +OnTouch: + mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map; + set HNTR_Q,13; + warp "job_hunte",176,22; + donpcevent "Manager#hnt::OnReset"; + donpcevent "Waiting Room#hnt::OnStart"; + end; +} + +job_hunte,76,94,0 duplicate(HntTrap2) 58-1 -1,0,0 +job_hunte,76,95,0 duplicate(HntTrap2) 58-2 -1,0,0 +job_hunte,77,94,0 duplicate(HntTrap2) 58-3 -1,0,0 +job_hunte,77,95,0 duplicate(HntTrap2) 58-4 -1,0,0 +job_hunte,78,92,0 duplicate(HntTrap2) 59-1 -1,0,0 +job_hunte,78,93,0 duplicate(HntTrap2) 59-2 -1,0,0 +job_hunte,79,92,0 duplicate(HntTrap2) 59-3 -1,0,0 +job_hunte,79,93,0 duplicate(HntTrap2) 59-4 -1,0,0 +job_hunte,86,92,0 duplicate(HntTrap2) 60-1 -1,0,0 +job_hunte,86,93,0 duplicate(HntTrap2) 60-2 -1,0,0 +job_hunte,87,92,0 duplicate(HntTrap2) 60-3 -1,0,0 +job_hunte,87,93,0 duplicate(HntTrap2) 60-4 -1,0,0 +job_hunte,90,96,0 duplicate(HntTrap2) 61-1 -1,0,0 +job_hunte,90,97,0 duplicate(HntTrap2) 61-2 -1,0,0 +job_hunte,91,96,0 duplicate(HntTrap2) 61-3 -1,0,0 +job_hunte,91,97,0 duplicate(HntTrap2) 61-4 -1,0,0 +job_hunte,99,95,0 duplicate(HntTrap2) 62-1 -1,1,0 +job_hunte,99,94,0 duplicate(HntTrap2) 62-2 -1,1,0 +job_hunte,101,94,0 duplicate(HntTrap2) 62-3 -1,0,1 +job_hunte,100,93,0 duplicate(HntTrap2) 62-4 -1,0,0 +job_hunte,100,92,0 duplicate(HntTrap2) 63-1 -1,0,0 +job_hunte,101,92,0 duplicate(HntTrap2) 63-2 -1,0,0 +job_hunte,102,98,0 duplicate(HntTrap2) 64-1 -1,0,0 +job_hunte,102,99,0 duplicate(HntTrap2) 64-2 -1,0,0 +job_hunte,103,98,0 duplicate(HntTrap2) 64-3 -1,0,0 +job_hunte,103,99,0 duplicate(HntTrap2) 64-4 -1,0,0 +job_hunte,102,90,0 duplicate(HntTrap2) 65-1 -1,0,0 +job_hunte,102,91,0 duplicate(HntTrap2) 65-2 -1,0,0 +job_hunte,103,90,0 duplicate(HntTrap2) 65-3 -1,0,0 +job_hunte,103,91,0 duplicate(HntTrap2) 65-4 -1,0,0 +job_hunte,114,96,0 duplicate(HntTrap2) 66-1 -1,0,0 +job_hunte,114,97,0 duplicate(HntTrap2) 66-2 -1,0,0 +job_hunte,115,96,0 duplicate(HntTrap2) 66-3 -1,0,0 +job_hunte,115,97,0 duplicate(HntTrap2) 66-4 -1,0,0 +job_hunte,112,90,0 duplicate(HntTrap2) 67-1 -1,0,0 +job_hunte,112,91,0 duplicate(HntTrap2) 67-2 -1,0,0 +job_hunte,113,90,0 duplicate(HntTrap2) 67-3 -1,0,0 +job_hunte,113,91,0 duplicate(HntTrap2) 67-4 -1,0,0 +job_hunte,125,97,0 duplicate(HntTrap2) 68-1 -1,1,0 +job_hunte,125,96,0 duplicate(HntTrap2) 68-2 -1,1,0 +job_hunte,127,96,0 duplicate(HntTrap2) 68-3 -1,0,0 +job_hunte,127,97,0 duplicate(HntTrap2) 68-4 -1,0,0 +job_hunte,52,86,0 duplicate(HntTrap2) 69-1 -1,0,0 +job_hunte,52,87,0 duplicate(HntTrap2) 69-2 -1,0,0 +job_hunte,53,86,0 duplicate(HntTrap2) 69-3 -1,0,0 +job_hunte,53,87,0 duplicate(HntTrap2) 69-4 -1,0,0 +job_hunte,66,88,0 duplicate(HntTrap2) 70-1 -1,0,0 +job_hunte,66,89,0 duplicate(HntTrap2) 70-2 -1,0,0 +job_hunte,67,88,0 duplicate(HntTrap2) 70-3 -1,0,0 +job_hunte,67,89,0 duplicate(HntTrap2) 70-4 -1,0,0 +job_hunte,114,84,0 duplicate(HntTrap2) 71-1 -1,0,0 +job_hunte,114,85,0 duplicate(HntTrap2) 71-2 -1,0,0 +job_hunte,115,84,0 duplicate(HntTrap2) 71-3 -1,0,0 +job_hunte,115,85,0 duplicate(HntTrap2) 71-4 -1,0,0 +job_hunte,126,86,0 duplicate(HntTrap2) 72-1 -1,0,0 +job_hunte,126,87,0 duplicate(HntTrap2) 72-2 -1,0,0 +job_hunte,127,86,0 duplicate(HntTrap2) 72-3 -1,0,0 +job_hunte,127,87,0 duplicate(HntTrap2) 72-4 -1,0,0 +job_hunte,54,80,0 duplicate(HntTrap2) 73-1 -1,0,1 +job_hunte,55,80,0 duplicate(HntTrap2) 73-2 -1,0,1 +job_hunte,55,80,0 duplicate(HntTrap2) 73-3 -1,0,0 +job_hunte,55,78,0 duplicate(HntTrap2) 73-4 -1,0,0 +job_hunte,64,82,0 duplicate(HntTrap2) 74-1 -1,0,1 +job_hunte,65,82,0 duplicate(HntTrap2) 74-2 -1,0,1 +job_hunte,64,80,0 duplicate(HntTrap2) 74-3 -1,0,0 +job_hunte,65,80,0 duplicate(HntTrap2) 74-4 -1,0,0 +job_hunte,66,78,0 duplicate(HntTrap2) 75-1 -1,0,0 +job_hunte,66,79,0 duplicate(HntTrap2) 75-2 -1,0,0 +job_hunte,67,78,0 duplicate(HntTrap2) 75-3 -1,0,0 +job_hunte,67,79,0 duplicate(HntTrap2) 75-4 -1,0,0 +job_hunte,74,78,0 duplicate(HntTrap2) 76-1 -1,0,0 +job_hunte,74,79,0 duplicate(HntTrap2) 76-2 -1,0,0 +job_hunte,75,78,0 duplicate(HntTrap2) 76-3 -1,0,0 +job_hunte,75,79,0 duplicate(HntTrap2) 76-4 -1,0,0 +job_hunte,78,80,0 duplicate(HntTrap2) 77-1 -1,0,0 +job_hunte,78,81,0 duplicate(HntTrap2) 77-2 -1,0,0 +job_hunte,79,80,0 duplicate(HntTrap2) 77-3 -1,0,0 +job_hunte,79,81,0 duplicate(HntTrap2) 77-4 -1,0,0 +job_hunte,82,78,0 duplicate(HntTrap2) 78-1 -1,0,0 +job_hunte,82,79,0 duplicate(HntTrap2) 78-2 -1,0,0 +job_hunte,83,78,0 duplicate(HntTrap2) 78-3 -1,0,0 +job_hunte,83,79,0 duplicate(HntTrap2) 78-4 -1,0,0 +job_hunte,94,78,0 duplicate(HntTrap2) 79-1 -1,0,0 +job_hunte,94,79,0 duplicate(HntTrap2) 79-2 -1,0,0 +job_hunte,95,78,0 duplicate(HntTrap2) 79-3 -1,0,0 +job_hunte,95,79,0 duplicate(HntTrap2) 79-4 -1,0,0 +job_hunte,101,80,0 duplicate(HntTrap2) 80-1 -1,1,0 +job_hunte,101,81,0 duplicate(HntTrap2) 80-2 -1,1,0 +job_hunte,103,81,0 duplicate(HntTrap2) 80-3 -1,0,0 +job_hunte,103,80,0 duplicate(HntTrap2) 80-4 -1,0,0 +job_hunte,104,78,0 duplicate(HntTrap2) 81-1 -1,0,0 +job_hunte,104,79,0 duplicate(HntTrap2) 81-2 -1,0,0 +job_hunte,105,78,0 duplicate(HntTrap2) 81-3 -1,0,0 +job_hunte,105,79,0 duplicate(HntTrap2) 81-4 -1,0,0 +job_hunte,110,78,0 duplicate(HntTrap2) 82-1 -1,0,0 +job_hunte,110,79,0 duplicate(HntTrap2) 82-2 -1,0,0 +job_hunte,111,78,0 duplicate(HntTrap2) 82-3 -1,0,0 +job_hunte,111,79,0 duplicate(HntTrap2) 82-4 -1,0,0 +job_hunte,114,80,0 duplicate(HntTrap2) 83-1 -1,0,0 +job_hunte,114,81,0 duplicate(HntTrap2) 83-2 -1,0,0 +job_hunte,115,80,0 duplicate(HntTrap2) 83-3 -1,0,0 +job_hunte,115,81,0 duplicate(HntTrap2) 83-4 -1,0,0 +job_hunte,124,78,0 duplicate(HntTrap2) 84-1 -1,0,0 +job_hunte,124,79,0 duplicate(HntTrap2) 84-2 -1,0,0 +job_hunte,125,78,0 duplicate(HntTrap2) 84-3 -1,0,0 +job_hunte,125,79,0 duplicate(HntTrap2) 84-4 -1,0,0 +job_hunte,126,82,0 duplicate(HntTrap2) 85-1 -1,0,0 +job_hunte,126,83,0 duplicate(HntTrap2) 85-2 -1,0,0 +job_hunte,127,82,0 duplicate(HntTrap2) 85-3 -1,0,0 +job_hunte,127,83,0 duplicate(HntTrap2) 85-4 -1,0,0 +job_hunte,52,68,0 duplicate(HntTrap2) 86-1 -1,0,1 +job_hunte,53,68,0 duplicate(HntTrap2) 86-2 -1,0,1 +job_hunte,52,66,0 duplicate(HntTrap2) 86-3 -1,0,0 +job_hunte,53,66,0 duplicate(HntTrap2) 86-4 -1,0,0 +job_hunte,54,70,0 duplicate(HntTrap2) 87-1 -1,0,1 +job_hunte,55,70,0 duplicate(HntTrap2) 87-2 -1,0,1 +job_hunte,54,68,0 duplicate(HntTrap2) 87-3 -1,0,0 +job_hunte,55,68,0 duplicate(HntTrap2) 87-4 -1,0,0 +job_hunte,59,66,0 duplicate(HntTrap2) 88-1 -1,1,0 +job_hunte,59,67,0 duplicate(HntTrap2) 88-2 -1,1,0 +job_hunte,61,67,0 duplicate(HntTrap2) 88-3 -1,0,0 +job_hunte,61,66,0 duplicate(HntTrap2) 88-4 -1,0,0 +job_hunte,68,68,0 duplicate(HntTrap2) 89-1 -1,0,1 +job_hunte,69,68,0 duplicate(HntTrap2) 89-2 -1,0,1 +job_hunte,68,66,0 duplicate(HntTrap2) 89-3 -1,0,0 +job_hunte,69,66,0 duplicate(HntTrap2) 89-4 -1,0,0 +job_hunte,76,66,0 duplicate(HntTrap2) 90-1 -1,0,0 +job_hunte,76,67,0 duplicate(HntTrap2) 90-2 -1,0,0 +job_hunte,77,66,0 duplicate(HntTrap2) 90-3 -1,0,0 +job_hunte,77,67,0 duplicate(HntTrap2) 90-4 -1,0,0 +job_hunte,82,68,0 duplicate(HntTrap2) 91-1 -1,0,0 +job_hunte,82,69,0 duplicate(HntTrap2) 91-2 -1,0,0 +job_hunte,83,68,0 duplicate(HntTrap2) 91-3 -1,0,0 +job_hunte,83,69,0 duplicate(HntTrap2) 91-4 -1,0,0 +job_hunte,96,66,0 duplicate(HntTrap2) 92-1 -1,0,0 +job_hunte,96,67,0 duplicate(HntTrap2) 92-2 -1,0,0 +job_hunte,97,66,0 duplicate(HntTrap2) 92-3 -1,0,0 +job_hunte,97,67,0 duplicate(HntTrap2) 92-4 -1,0,0 +job_hunte,100,68,0 duplicate(HntTrap2) 93-1 -1,0,0 +job_hunte,100,69,0 duplicate(HntTrap2) 93-2 -1,0,0 +job_hunte,101,68,0 duplicate(HntTrap2) 93-3 -1,0,0 +job_hunte,101,69,0 duplicate(HntTrap2) 93-4 -1,0,0 +job_hunte,107,66,0 duplicate(HntTrap2) 94-1 -1,1,0 +job_hunte,107,67,0 duplicate(HntTrap2) 94-2 -1,1,0 +job_hunte,109,67,0 duplicate(HntTrap2) 94-3 -1,0,0 +job_hunte,109,66,0 duplicate(HntTrap2) 94-4 -1,0,0 +job_hunte,117,69,0 duplicate(HntTrap2) 95-1 -1,1,0 +job_hunte,117,68,0 duplicate(HntTrap2) 95-2 -1,1,0 +job_hunte,119,69,0 duplicate(HntTrap2) 95-3 -1,0,0 +job_hunte,119,68,0 duplicate(HntTrap2) 95-4 -1,0,0 +job_hunte,124,66,0 duplicate(HntTrap2) 96-1 -1,0,0 +job_hunte,124,67,0 duplicate(HntTrap2) 96-2 -1,0,0 +job_hunte,125,66,0 duplicate(HntTrap2) 96-3 -1,0,0 +job_hunte,125,67,0 duplicate(HntTrap2) 96-4 -1,0,0 +job_hunte,126,70,0 duplicate(HntTrap2) 97-1 -1,0,0 +job_hunte,126,71,0 duplicate(HntTrap2) 97-2 -1,0,0 +job_hunte,127,70,0 duplicate(HntTrap2) 97-3 -1,0,0 +job_hunte,127,71,0 duplicate(HntTrap2) 97-4 -1,0,0 diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt new file mode 100644 index 000000000..6498ca2a8 --- /dev/null +++ b/npc/jobs/2-1/knight.txt @@ -0,0 +1,2502 @@ +//===== rAthena Script ======================================= +//= Knight Job Quest +//===== By: ================================================== +//= PGRO TEAM (Aegis). +//= Converted by kobra_k88 +//= Further bugfixed and tested by Lupus +//===== Current Version: ===================================== +//= 3.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job Change quest for Knight class. +//===== Additional Comments: ================================= +//= 1.0 Fully working. Please comment out any pre-existing warps for the +//= test rooms in any other files so that the ones specified here can work. +//= 1.1 Fixed a major bug. Now using the initnpctimer command, +//= donpcevent, and new waitingroom event commands. No more addtimer +//= spamming. No longer have to talk to the npc to take the test. Just enter the chat room. +//= 1.2 More bug fixes. Changed global variable names to unique ones. +//= Added second set of items to first test. Added Awake pots award for job change. +//= 1.3 Added Baby Class support [Lupus] +//= 1.5 Fixed possible EXP abuse [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1 Merged JFunc [Lupus] +//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf] +//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf] +//= 2.4 Minor fixes to timer#knt. [L0ne_W0lf] +//= 2.5 Fixes a small bug with making claymores. [L0ne_W0lf] +//= Corrected usages of killmonster and killmonsterall. +//= 2.6 Corrected an improper areawarp destination. [L0ne_W0lf] +//= 2.7 Deleted unused variables. [Samuray22] +//= 2.7a Corrected a Typo error ";;". [Samuray22] +//= 2.8 Now uses enable and disable waitingroomevent. [L0ne_W0lf] +//= 2.9 Added Quest Log commands. [Kisuka] +//= 3.0 Removed the need for use of 'goto.' [L0ne_W0lf] +//= 3.1 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info). +//= 3.2 More Renewal updates and some optimization. [Euphy] +//============================================================ + +prt_in,88,101,4 script Chivalry Captain#knt 56,{ + mes "[Captain Herman]"; + if (Upper == 1) { + mes "Hm? You're... What is it about you? I've been an honorable Knight for a long time, but I cannot understand this feeling I'm getting from you..."; + next; + mes "[Captain Herman]"; + mes "May god bless your body and soul, warrior. I hope you will show your courage and protect those who are weaker than you."; + close; + } + if (BaseJob != Job_Swordman) { + if (BaseJob == Job_Knight) { + mes "Ah, a member of our Chivalry."; + mes "I hope you are living up to my expectations. We have vowed to be strong for our kingdom, even if death is upon us..."; + close; + } + else if (BaseClass == Job_Novice) { + mes "Welcome,"; + mes "this is the"; + mes "Prontera Chivalry."; + mes "What brings you here?"; + next; + switch(select("I want to change my job to Swordman.:I want to change my job to a Knight.:Just visiting.")) { + case 1: + mes "[Captain Herman]"; + mes "A-ha~"; + mes "A Swordman, you say?"; + mes "I'm sorry, "+((Sex)?"lad":"lass")+", but you've"; + mes "come to the wrong place!"; + next; + mes "[Captain Herman]"; + mes "This isn't the Swordsman guild, it's the Prontera Chivalry! If you wish to become a Swordman, visit the Swordman Guild located in Izlude."; + close; + case 2: + mes "[Captain Herman]"; + mes "Ah, I see that you have great ambition. But you must first become a Swordman before becoming"; + mes "a Knight. One step at a time..."; + next; + mes "[Captain Herman]"; + mes "First, visit the Swordman guild in Izlude. Then, come visit us again once you have become a well experienced Swordman."; + close; + case 3: + mes "[Captain Herman]"; + mes "Aha~"; + mes "You must have lots of free time. Why don't you go hunt some monsters instead of wandering about aimlessly?"; + close; + } + } + else { + mes "Welcome. We, the proud Knights of the Prontera Chivalry, will give our lives for king and country! Please enjoy your stay."; + close; + } + } + if (KNIGHT_Q == 0) { + mes "Welcome, this is"; + mes "the Prontera Chivalry."; + mes "What brings you here?"; + next; + if (select("I want to change my job to a Knight.:Just visiting.") == 1) { + mes "[Captain Herman]"; + mes "Ohh..."; + mes "A young "+((Sex)?"man":"lady")+" who wishes"; + mes "to become a Knight!"; + mes "Our Prontera Chivalry"; + mes "will assist you."; + next; + mes "[Captain Herman]"; + mes "First of all, I am the captain of the Prontera Chivalry, Herman Phon Efesirsus. I'm pleased to meet young people eager to join the Prontera Chivalry."; + next; + mes "[Captain Herman]"; + mes "We only accept Swordmen"; + mes "who are at least Job Level 40."; + mes "We cannot consider applicants that are not yet experienced enough to become Knights."; + next; + mes "[Captain Herman]"; + mes "Once you apply, and we find"; + mes "you eligible, we will begin the job change procedure. Would you"; + mes "like to apply now?"; + next; + if (select("Yes, I would like to apply.:I'd like to think about it please.") == 1) { + mes "[Captain Herman]"; + if (JobLevel < 40) { + mes "Ah, you are not yet ready to become a Knight! Didn't I specifically mention the Job Level 40 requirement?"; + next; + mes "[Captain Herman]"; + mes "Of course I understand your strong desire to join us, but now is not the time. Go out and fight some more monsters. We will be here waiting."; + close; + } + if (SkillPoint) { + mes "Ah...!"; + mes "You cannot change jobs if you have unused skill points remaining. Return when you have used"; + mes "all of your skill points."; + close; + } + set KNIGHT_Q,1; + setquest 9000; + mes "Let me see..."; + mes "Your name is"; + mes strcharinfo(0) + "..."; + mes "Is that right?"; + next; + mes "[Captain Herman]"; + mes "Let me explain the job change procedure. You must visit a series of Knights and pass each"; + mes "of their tests."; + next; + mes "[Captain Herman]"; + mes "Once all the tests are completed, every Knight involved in your testing will gather and discuss your performance."; + next; + mes "[Captain Herman]"; + mes "The Knights must unanimously approve of you before you can join the Prontera Chivalry. If only one person objects, you must"; + mes "start over."; + next; + mes "[Captain Herman]"; + mes "But I believe if you persist with an earnest heart, you shall be acknowledged by the Knights and ultimately recognized as a member of our Chivalry."; + next; + mes "[Captain Herman]"; + mes "So, let's not waste any more time talking! Go and meet these Knights and begin their tests. Once you have completed all of the tests, come back to me."; + close; + } + mes "[Captain Herman]"; + mes "Oh...!"; + mes "Well, I don't want to pressure you. Take your time and think it over. Return when you are ready to"; + mes "change jobs, for we will be waiting."; + close; + } + mes "[Captain Herman]"; + mes "Come to think of it, aren't you a Swordman? It looks like you've encountered many foes in battle."; + next; + mes "[Captain Herman]"; + mes "You should consider changing jobs to a Knight. Come and talk to me if you are interested."; + next; + mes "[Captain Herman]"; + mes "Please take"; + mes "your time in"; + mes "looking around."; + mes "Good day."; + close; + } + else if (KNIGHT_Q == 1) { + mes "Mmm?"; + mes strcharinfo(0) + ","; + mes "what can I do for you?"; + mes "Ah, you don't know"; + mes "who to visit?"; + next; + mes "[Captain Herman]"; + mes "I believe the Knights in charge of testing have set an order in which you must visit them. I suppose it helps the testing process."; + next; + mes "[Captain Herman]"; + mes "First, go and visit"; + mes "Sir Andrew for your first test. Don't be too nervous, he'll explain everything once you talk to him."; + close; + } + else if (KNIGHT_Q == 2) callsub L_Mission,0; + else if (KNIGHT_Q == 3) callsub L_Mission,0; + else if (KNIGHT_Q == 4) { + callsub L_Mission,1; + mes "It appears that you have finished one test. Let's see. Sir Andrew, who must this Swordman visit next?"; + next; + mes "[Sir Andrew]"; + mes "I said to"; + mes "visit Sir Siracuse."; + mes "Funny, I thought I told"; + mes "you. Did I forget...?"; + next; + mes "[Captain Herman]"; + mes "Did you hear?"; + mes "Go to Sir Siracuse and take his test. Once you complete his test, do not forget who you're supposed to visit next as well."; + close; + } + else if (KNIGHT_Q == 5) callsub L_Mission,0; + else if (KNIGHT_Q == 6) { + callsub L_Mission,1; + mes "Let's see..."; + mes "You've completed two tests."; + mes "Sir Siracuse, who must this Swordman visit next?"; + next; + mes "[Sir Siracuse]"; + mes "Oh...!"; + mes "Um, who was next...?"; + mes "Right! Sir Windsor!"; + next; + mes "[Captain Herman]"; + mes "Head over to"; + mes "Sir Windsor Benedict for your next test. Listen carefully to the Knights in charge of testing so that you don't feel lost, alright?"; + close; + } + else if (KNIGHT_Q == 7) callsub L_Mission,0; + else if (KNIGHT_Q == 8) { + callsub L_Mission,1; + mes "Sir Windor...?"; + mes "Who must this"; + mes "Swordman visit"; + mes "next?"; + next; + mes "[Sir Windsor]"; + mes "..."; + next; + mes "[Sir Windsor]"; + mes "..."; + mes "......"; + next; + mes "[Sir Windsor]"; + mes "...Amy Beatrice."; + next; + mes "[Captain Herman]"; + mes "Ah, go and visit"; + mes "Lady Amy and take her test. Make sure you pay attention to who you must go to for your next test."; + close; + } + else if (KNIGHT_Q == 9) callsub L_Mission,0; + else if (KNIGHT_Q == 10) { + callsub L_Mission,1; + mes "Let's see..."; + mes "Lady Amy, who"; + mes "must this Swordman"; + mes "visit next?"; + next; + mes "[Lady Amy]"; + mes "Oh..."; + mes "I said to visit"; + mes "Sir Edmond!"; + mes "Tee hee~"; + next; + mes "[Captain Herman]"; + mes "Now, go and speak"; + mes "to Sir Edmond. He will"; + mes "be in charge of your"; + mes "next test."; + close; + } + else if (KNIGHT_Q == 11) callsub L_Mission,0; + else if (KNIGHT_Q == 12) { + callsub L_Mission,1; + mes "Don't you only have to visit one more person? The Knight in"; + mes "charge of the final test"; + mes "is Sir Gray Prospheiro."; + next; + mes "[Sir Edmond]"; + mes "This world operates according"; + mes "to the law of cause and effect."; + mes "All will be revealed in the end."; + next; + mes "[Captain Herman]"; + mes "Be alert and do"; + mes "your best, as this"; + mes "is the last test."; + next; + mes "[Captain Herman]"; + mes "Return to me"; + mes "after you have"; + mes "completed the"; + mes "final test."; + close; + } + else if (KNIGHT_Q == 13) { + mes "Finish the last test."; + mes "Once that is complete, all the Knights involved in your testing shall gather, and we will evaluate your performance."; + close; + } + else if (KNIGHT_Q == 14) { + if (SkillPoint) { + mes "Oh...!"; + mes "You cannot change jobs if you have unused skill points remaining. Return once you have distributed all your skill points."; + close; + } + mes "Oh, have you completed all the tests? But not everyone who completes the tests can"; + mes "become a Knight."; + next; + mes "[Captain Herman]"; + mes "During the test we see how loyal, honorable and strong you are. We also see if you were courteous and if you know the value of modesty and reverence."; + next; + mes "[Captain Herman]"; + mes "Through this process, I have also observed your actions. All seven of our opinions will be reflected in the decision of your job change."; + next; + mes "[Captain Herman]"; + mes "Then..."; + mes "We shall listen"; + mes "to everyone's thoughts!"; + mes "Andrew, what do you think?"; + next; + mes "[Sir Andrew]"; + if (JobLevel == 50) { + mes "What can I say?"; + mes "I approve!"; + mes "Having lived as"; + mes "a Swordsman up"; + mes "until now"; + mes "is enough."; + } + else { + mes "This one has"; + mes "gathered items"; + mes "that are troublesome"; + mes "to obtain. I approve!"; + mes "I believe "+((Sex)?"":"s")+"he will continue to be loyal after becoming a Knight."; + } + next; + mes "[Captain Herman]"; + mes "Hmm."; + mes "What a nice review."; + mes "Siracuse, what are your thoughts?"; + next; + mes "[Sir Siracuse]"; + mes "Heh, very well. Not quite what"; + mes "I would want, but hopefully will become better in the future."; + next; + mes "[Sir Siracuse]"; + mes "After becoming a Knight, you must build a good reputation through honor. Ehh... I approve."; + next; + mes "[Captain Herman]"; + mes "Okay..."; + mes "Windsor,"; + mes "what about you?"; + next; + mes "[Sir Windsor]"; + mes "..."; + next; + mes "[Sir Windsor]"; + mes "..."; + mes "......"; + next; + mes "[Sir Windsor]"; + mes "....Approved."; + next; + mes "[Captain Herman]"; + mes "I don't think"; + mes "he disapproves."; + mes "Then, let's listen"; + mes "to Amy's opinion."; + next; + mes "[Lady Amy]"; + if (sex) { + mes "Mmm~ He's so polite!"; + mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!"; + } + else { + mes "Mmm~ She should be great!"; + mes "She's very courteous and also very cute, so a few more points! Heh~"; + mes "I shouldn't be saying things like this!"; + } + next; + mes "[Captain Herman]"; + mes "Well..."; + mes "A strange review,"; + mes "but I believe"; + mes "she approves."; + mes "Edmond, speak"; + mes "your mind."; + next; + mes "[Sir Edmond]"; + if (sex) { + mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth"; + mes "as the sun."; + } + else { + mes "It's difficult to see, but there is a spiritual beauty within her. With polish and refinement, her true value will glow as resplendently"; + mes "as the moon."; + } + next; + mes "[Captain Herman]"; + mes "Lastly..."; + mes "Gray. I would like"; + mes "to hear your thoughts."; + next; + mes "[Gray]"; + mes "A young "+((Sex)?"gentleman":"lady")+" coming here with the determination to become a Knight is enough..."; + next; + mes "[Captain Herman]"; + mes "Everyone"; + mes "has approved."; + mes "No one has opposed."; + mes "Then I shall tell"; + mes "you my opinion."; + next; + mes "[Captain Herman]"; + mes "My decision is..."; + next; + mes "[Captain Herman]"; + mes "I approve."; + next; + mes "[Captain Herman]"; + mes "You may not have finished all the tests perfectly, but you have all the necessary qualities to become"; + mes "a Knight."; + next; + completequest 9012; + callfunc "Job_Change",Job_Knight; + callfunc "F_ClearJobVar"; // Clears all job variables for the current player + mes "[Captain Herman]"; + mes "I hereby declare"; + mes "you a member of"; + mes "the Prontera Chivalry."; + mes "Protect the weak and"; + mes "live with honor."; + next; + getitem 656,7; //Awakening_Potion + mes "[Captain Herman]"; + mes "Oh..."; + mes "We have prepared a small gift to congratulate you on your job change. Please use it when you are in battle as you honorably protect others."; + next; + mes "[Captain Herman]"; + mes "Go forth!"; + mes "The future of"; + mes "Rune-Midgard"; + mes "rests on your"; + mes "shoulders!"; + close; + } +L_Mission: + mes "Mmm?"; + mes "Swordman " + strcharinfo(0) + "."; + mes "How are the tests?"; + if (getarg(0)) { + mes "Ah~ You do not know"; + mes "who to visit next?"; + next; + mes "[Captain Herman]"; + return; + } else { + mes "It may be difficult,"; + mes "but do your best."; + close; + } +} + +prt_in,75,107,4 script Sir Andrew#knt 65,{ + mes "[Sir Andrew]"; + if (BaseJob != Job_Swordman) { + if (BaseJob == Job_Knight) { + mes "You must be"; + mes "a member of"; + mes "the Chivalry."; + mes "How are you doing?"; + next; + mes "[Sir Andrew]"; + mes "You must work diligently to gather food as well as save zeny to buy equipment. Save everything you"; + mes "find in battle, even the smallest Jellopy."; + next; + mes "[Sir Andrew]"; + mes "But it's not good"; + mes "to be too greedy."; + mes "After all, we are Knights."; + close; + } + else if (BaseClass == Job_Novice) { + mes "Hey there,"; + mes "little Novice."; + mes "Welcome to the"; + mes "Prontera Chivalry."; + next; + mes "[Sir Andrew]"; + mes "You might that you're"; + mes "weak right now, but someday"; + mes "you'll become stronger."; + next; + mes "[Sir Andrew]"; + mes "Dream of a bright future, and go look forward on the path that you choose to take."; + close; + } + else { + mes "We, the members of the"; + mes "Prontera Chivalry, are putting our best effort in protecting peace in this world."; + next; + mes "[Sir Andrew]"; + mes "Even during the battles we face each and every day, we dream of"; + mes "a bright future that is to come."; + close; + } + } + if (KNIGHT_Q == 0) { + mes "We, the members of the"; + mes "Prontera Chivalry, are putting our best effort in protecting peace in this world."; + next; + mes "[Sir Andrew]"; + mes "Even during the battles we face each and every day, we dream of"; + mes "a bright future that is to come."; + close; + } + else if (KNIGHT_Q == 1) { + mes "Good day."; + mes "May I help you"; + mes "with something?"; + next; + if (select("I would like to take the test.:Oh, nothing.") == 1) { + mes "[Sir Andrew]"; + mes "Ah..."; + mes "You wish"; + mes "to become a Knight."; + mes "Your name is"; + mes strcharinfo(0) + ","; + mes "correct?"; + next; + mes "[Sir Andrew]"; + mes "I am a Knight of"; + mes "the Prontera Chivalry,"; + mes "Andrew Shylock."; + mes "I am in charge of"; + mes "your first test."; + next; + mes "[Sir Andrew]"; + mes "I will be testing your sense of loyalty. Every Knight must possess this virtue. For this exam, you will be gathering prizes from"; + mes "the battlefield."; + next; + if (JobLevel == 50) { + mes "[Sir Andrew]"; + mes "Mmm...?"; + mes "Hold on there."; + mes "You look like you've"; + mes "mastered being"; + mes "a Swordsman."; + next; + mes "[Sir Andrew]"; + mes "Impressive...!"; + mes "On second thought,"; + mes "I don't think your"; + mes "loyalty needs to"; + mes "be tested."; + next; + mes "[Sir Andrew]"; + mes "Please go to my fellow Knight, Sir Siracuse, as he will give you your next test. Well done in mastering the Swordman job."; + set KNIGHT_Q,4; + changequest 9000,9003; + close; + } + mes "[Sir Andrew]"; + mes "Without"; + mes "further ado,"; + mes "let's begin!"; + mes "Go and gather the"; + mes "following items..."; + next; + mes "[Sir Andrew]"; + switch(rand(1,2)) { + //Elder_Pixie's_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boar's_Mane + case 1: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 2; break; + //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell + case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break; + } + set KNIGHT_Q,.@items[12]; + if (KNIGHT_Q == 2) changequest 9000,9001; + else changequest 9000,9002; + mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,"; + mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,"; + mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,"; + mes "^236B8E"+.@items[7]+" "+getitemname(.@items[6])+"^000000,"; + mes "^236B8E"+.@items[9]+" "+getitemname(.@items[8])+"^000000 and"; + mes "^236B8E"+.@items[11]+" "+getitemname(.@items[10])+"^000000,"; + next; + mes "[Sir Andrew]"; + mes "I shall be"; + mes "waiting here for"; + mes "you to bring the"; + mes "items I've listed."; + mes "See you soon~"; + close; + } + else { + mes "[Sir Andrew]"; + mes "Well, then..."; + mes "Good day."; + close; + } + } + else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) { + mes "Welcome back~"; + mes "Did you gather"; + mes "all the items?"; + mes "Let's check and see..."; + next; + switch(KNIGHT_Q) { + //Elder_Pixie's_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boar's_Mane + case 2: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 0; break; + //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell + case 3: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 0; break; + } + if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7] && countitem(.@items[8]) >= .@items[9] && countitem(.@items[10]) >= .@items[11]) { + mes "[Sir Andrew]"; + mes "Perfect! We appreciate your effort in gathering these items. Thesee will be used to support the Chivalry's finances."; + next; + delitem .@items[0],.@items[1]; + delitem .@items[2],.@items[3]; + delitem .@items[4],.@items[5]; + delitem .@items[6],.@items[7]; + delitem .@items[8],.@items[9]; + delitem .@items[10],.@items[11]; + if (KNIGHT_Q == 2) changequest 9001,9003; + else changequest 9002,9003; + set KNIGHT_Q,4; + mes "[Sir Andrew]"; + mes "Please visit my fellow Knight, Sir Siracuse, and continue the tests with the dedication and loyalty you've shown to me this day."; + close; + } + mes "[Sir Andrew]"; + mes "Wait, wait..."; + mes "I think you're"; + mes "still missing some"; + mes "items. In case you"; + mes "forgot, let me"; + mes "remind you..."; + next; + mes "[Sir Andrew]"; + mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,"; + mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,"; + mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,"; + mes "^236B8E"+.@items[7]+" "+getitemname(.@items[6])+"^000000,"; + mes "^236B8E"+.@items[9]+" "+getitemname(.@items[8])+"^000000 and"; + mes "^236B8E"+.@items[11]+" "+getitemname(.@items[10])+"^000000,"; + next; + mes "[Sir Andrew]"; + mes "Now, please take this test seriously and with sincerity."; + mes "Now, I'll be waiting for you"; + mes "to complete this task."; + close; + } + else if (KNIGHT_Q == 4) { + mes "Did you have something you needed to ask me? You should go and take the next test. Hurry, Sir Siracuse is waiting for you~"; + close; + } + else if (KNIGHT_Q == 14) { + mes "You must have finished all the tests. Good job! You should go see our Captain so that we can all give our evaluation."; + close; + } + else { + mes "Did you have something you needed to ask me? You should go and take your next test. Do your best."; + mes "I know you can do it!"; + close; + } +} + +prt_in,71,91,0 script Sir Siracuse#knt 65,{ + mes "[Sir Siracuse]"; + if (BaseJob != Job_Swordman) { + if (BaseJob == Job_Knight) { + mes "Hey there!"; + mes "How are you doing?"; + mes "The Chivalry's been"; + mes "doing pretty well."; + next; + mes "[Sir Siracuse]"; + mes "We've been"; + mes "testing new members,"; + mes "but not all of them"; + mes "show as much promise"; + mes "as you."; + next; + mes "[Sir Siracuse]"; + mes "I hope these new recruits all behave themselves, and don't"; + mes "bring shame to the Chivalry."; + next; + mes "[Sir Siracuse]"; + mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?"; + close; + } + else if (Baseclass == Job_Novice) { + mes "Oh?"; + mes "What is a Novice"; + mes "doing here?"; + next; + mes "[Sir Siracuse]"; + mes "Are you interested in becoming a Knight? You just can't change into a Knight from a Novice, you know."; + next; + mes "[Sir Siracuse]"; + mes "First, you have"; + mes "to become a well"; + mes "experienced Swordman"; + mes "before you can consider"; + mes "becoming a Knight."; + close; + } + else { + mes "Offense and defense."; + mes "Is there a way to have both without compromising one or the other?"; + next; + mes "[Sir Siracuse]"; + mes "Two-handed weapons greatly"; + mes "improve your offense but decrease your defenses. Is there something that can overcome this weakness?"; + next; + mes "[Sir Siracuse]"; + mes "A weapon or some sort"; + mes "of technique like that"; + mes "would help Knights greatly..."; + close; + } + } + if (KNIGHT_Q == 0) { + mes "Offense and defense."; + mes "Is there a way to have both without compromising one or the other?"; + next; + mes "[Sir Siracuse]"; + mes "Two-handed weapons greatly"; + mes "improve your offense but decrease your defenses. Is there something that can overcome this weakness?"; + next; + mes "[Sir Siracuse]"; + mes "A weapon or some sort"; + mes "of technique like that"; + mes "would help Knights greatly..."; + close; + } + else if (KNIGHT_Q == 1) { + mes "Eh?"; + mes "Do you have"; + mes "something to"; + mes "ask me?"; + next; + if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + mes "[Sir Siracuse]"; + mes "Oh, to become"; + mes "a Knight? Come to"; + mes "think of it, aren't"; + mes "you the "+((Sex)?"guy":"girl")+" that"; + mes "just applied?"; + next; + mes "[Sir Siracuse]"; + mes "Let's see..."; + mes "Your name was"; + mes strcharinfo(0) + "."; + next; + mes "[Sir Siracuse]"; + mes "But, before you come to me, you must visit the others. The way"; + mes "I see it, you haven't proven that you know the basics. But I'll"; + mes "reconsider once you"; + mes "pass the first test."; + close; + } + mes "[Sir Siracuse]"; + mes "Hmmm...?"; + mes "Alright."; + mes "It's just that"; + mes "you had that"; + mes "look on your"; + mes "face."; + close; + } + else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) { + mes "Eh?"; + mes "Do you have"; + mes "something to"; + mes "ask me?"; + next; + if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + mes "[Sir Siracuse]"; + mes "Hahaha~!"; + mes "Aren't you supposed to be taking Andrew's test? You can't just skip that, you know! All of our tests are important."; + next; + mes "[Sir Siracuse]"; + mes "Speak to Sir Andrew first."; + mes "My test for you will come after you've finished his test."; + close; + } + mes "[Sir Siracuse]"; + mes "Hmmm...?"; + mes "Alright."; + mes "It's just that"; + mes "you had that"; + mes "look on your"; + mes "face."; + close; + } + else if (KNIGHT_Q == 4 || KNIGHT_Q == 5) { + if (KNIGHT_Q == 4) { + mes "Oh?"; + mes "Do you have"; + mes "something to"; + mes "ask me?"; + next; + if (select("Sir Andrew sent me to take your test.:Oh, nothing.") == 1) { + mes "[Sir Siracuse]"; + mes "I see, you've passed the first test. Very well, I'll make some time for you. Let me introduce myself. My name is James Siracuse."; + next; + mes "[Sir Siracuse]"; + mes "This test will measure how much you know about Knighthood. More importantly, I want to know your thoughts about honor."; + next; + mes "[Sir Siracuse]"; + mes "Don't be nervous, I won't keep you too long. These will be quick questions. Plus, you still have to see the others, right?"; + next; + mes "[Sir Siracuse]"; + mes "Well then,"; + mes "let's begin."; + mes "Please answer"; + mes "promptly."; + next; + } + else { + mes "[Sir Siracuse]"; + mes "Hmmm...?"; + mes "Alright."; + mes "It's just that"; + mes "you had that"; + mes "look on your"; + mes "face."; + close; + } + } + else if (KNIGHT_Q == 5) { + mes "What..."; + mes "You again?"; + next; + if (select("I wish to take the test again.:Oh, nothing.") == 1) { + mes "[Sir Siracuse]"; + mes "Is that right?"; + mes "Are you sure you're"; + mes "prepared this time?"; + next; + mes "[Sir Siracuse]"; + mes "Alright then,"; + mes "here we go again..."; + next; + } + else { + mes "[Sir Siracuse]"; + mes "Hmmm...?"; + mes "Alright."; + mes "It's just that"; + mes "you had that"; + mes "look on your"; + mes "face."; + close; + } + } + mes "[Sir Siracuse]"; + mes "A Knight must possess great strength, defense, speed, and the skill to wield a Two-Handed Sword. Which of the following weapons are not affected by the Two Hand Quicken skill?"; + next; + if (select("Katana:Slayer:Broadsword:Flamberge") != 4) { + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "Wrong!"; + mes "That's a Two-Handed Sword!"; + mes "Are you sure you want to be a Knight? You don't even know the basics..."; + next; + mes "[Sir Siracuse]"; + mes "If you're not sure about anything, go into town and ask any Knight. You need to learn more about Knights before applying for the job!"; + close; + } + mes "[Sir Siracuse]"; + mes "Good, now let me ask about some skills. Which of the following is not necessary to learn Bowling Bash?"; + next; + if (select("Two Handed Sword Mastery Lv.5:Magnum Break Lv.3:Provoke Lv.10:Bash Lv.10") != 3) { + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "Wrong!"; + mes "You need that to learn Bowling Bash! You should learn more about the Knight class before applying for the job!"; + close; + } + mes "[Sir Siracuse]"; + mes "Knights can also use Spears, unlike other jobs, and have skills related to Spears as well. What skills are not necessary to learn the skill Brandish Spear?"; + next; + if (select("Pierce Lv.5:Spear Stab Lv.3:Spear Boomerang Lv.3:Peco Peco Ride Lv.1") != 3) { + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "Wrong! You need to learn that to learn Brandish Spear! How can you not know about Knights if you want to become one?"; + next; + mes "[Sir Siracuse]"; + mes "If you aren't sure about anything, go into town and ask any Knight"; + mes "for help. Come back after you've learned more about Knights."; + close; + } + mes "[Sir Siracuse]"; + mes "Some Spears also have magical attributes, just like spells. Of the following, which can attack a Nightmare, which has the Ghost attribute?"; + next; + if (select("Zephyrus:Lance:Bill Guisarme:Crescent Scythe") != 1) { + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "Wrong! You'll be doing absolutely no damage with that type of Spear! Come back after you've learned more about Knights!"; + next; + mes "[Sir Siracuse]"; + mes "If you have a question, just ask any Knight in town. This is basic knowledge for us!"; + close; + } + mes "[Sir Siracuse]"; + mes "When you become a Knight you can ride a Peco Peco. However, your attack speed decreases once you're mounted on a Peco Peco."; + next; + mes "[Sir Siracuse]"; + mes "But, you can counter this speed decrease as you learn the Cavalier Mastery skill. What percentage of your normal attack speed will you have after learning Level 3 Cavalier Mastery?"; + next; + if (select("70 % of normal attack speed:80 % of normal attack speed:90 % of normal attack speed:100 % of normal attack speed") != 2) { + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "Wrong!"; + mes "Don't bother riding a Peco Peco if you don't know about Cavalier Mastery!"; + next; + mes "[Sir Siracuse]"; + mes "You better come back after you've learned a little more about Knights!"; + close; + } + mes "[Sir Siracuse]"; + mes "Good, good..."; + mes "I'm pretty sure you know a decent amount about Knights. Now, let me ask you some personal questions about Knights."; + next; + mes "[Sir Siracuse]"; + mes "What should you do when you run into a Novice asking for help in town?"; + next; + switch(select("Tell the Novice of a reasonable hunting area.:Let the Novice fight while you take the damage.:Give the Novice a bunch of Zeny and items.")) { + case 1: + mes "[Sir Siracuse]"; + mes "Of course, even a Novice needs to learn how to be independent. Giving good guidance to Novices is one of the best things we can do."; + next; + break; + case 2: + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "You have the wrong idea. Do you really believe that is helping the Novice? Give a man a fish, he will eat for a day. Teach him to fish, he will eat for a lifetime!"; + close; + case 3: + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "Do you really believe that this will truly help the poor Novice? It's generous but, they will not know the true value of zeny and items until they earn it themselves."; + close; + } + mes "[Sir Siracuse]"; + mes "Alright..."; + mes "Now, how should"; + mes "you act within"; + mes "a party?"; + next; + switch(select("Protect everyone in the front of the battle.:Gather monsters and destroy them at once.:Get as many items possible, at all cost.")) { + case 1: + mes "[Sir Siracuse]"; + mes "That's it! Our strength and attacks are very important in a party. All Knights should engage in a battle with that mindset."; + next; + break; + case 2: + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "Are you crazy? Don't you realize the flaw in that kind of thinking? You can't control large mobs. What if they kill you? Who will protect the innocent?"; + close; + case 3: + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "I see your greed and we will have none of it here! It seems you do not truly care for others!"; + mes "Get lost!"; + close; + } + mes "[Sir Siracuse]"; + mes "Lastly..."; + mes "what's the most"; + mes "important value"; + mes "a Knight must have?"; + next; + switch(select("Honor:Wealth:Status")) { + case 1: + mes "[Sir Siracuse]"; + mes "Right, above all else, Knights must be honorable! We live and die for honor! Always keep that in mind."; + next; + break; + case 2: + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "You're scum! You strive to become a Knight for personal wealth? Get lost! We will not accept someone like you in our Chivalry!"; + close; + case 3: + set KNIGHT_Q,5; + mes "[Sir Siracuse]"; + mes "So you're trying to become famous through the Chivalry? That's pathetic. We won't accept someone like you in our Chivalry!"; + close; + } + set KNIGHT_Q,6; + changequest 9003,9004; + mes "[Sir Siracuse]"; + mes "Well then,"; + mes "this is the"; + mes "end of my test."; + next; + mes "[Sir Siracuse]"; + mes "For your next"; + mes "test, please go"; + mes "see Sir Windsor."; + mes "He's very quiet,"; + mes "but don't let that"; + mes "get to you."; + close; + } + else if (KNIGHT_Q == 6) { + mes "Oh?"; + mes "Do you have"; + mes "something to"; + mes "ask me?"; + next; + if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + mes "[Sir Siracuse]"; + mes "Hey..."; + mes "You already took my test, didn't you? You're done here. You should go visit Sir Windsor now..."; + close; + } + mes "[Sir Siracuse]"; + mes "Hmmm...?"; + mes "Alright."; + mes "It's just that"; + mes "you had that"; + mes "look on your"; + mes "face."; + close; + } + else if (KNIGHT_Q == 14) { + mes "Mmm...?"; + mes "You finished"; + mes "everyone else's"; + mes "tests as well?"; + next; + mes "[Sir Siracuse]"; + mes "Well then,"; + mes "go and see the"; + mes "captain. We'll all"; + mes "be there to evaluate"; + mes "your performance."; + close; + } + else { + mes "Hey again."; + mes "Did you need something?"; + mes "Sorry, but I'm busy at the moment. You should go and finish the rest of your tests."; + close; + } +} + +prt_in,79,94,4 script Sir Windsor#knt 733,{ + mes "[Sir Windsor]"; + mes "..."; + next; + mes "[Sir Windsor]"; + mes "..."; + mes "......"; + next; + mes "[Sir Windsor]"; + if (BaseJob != Job_Swordman) { + if (BaseJob == Job_Knight) mes "Protect."; + else if (BaseClass == Job_Novice) { + mes "...Go play"; + mes "outside."; + } + else mes "...Hmpf."; + close; + } + if (KNIGHT_Q == 0) { + mes "...What?"; + close; + } + else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 5) { + mes "...What?"; + next; + if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + mes "[Sir Windsor]"; + mes "..."; + next; + mes "[Sir Windsor]"; + mes "..."; + mes "......"; + next; + mes "[Sir Windsor]"; + mes "...It's not my turn."; + close; + } + mes "[Sir Windsor]"; + mes "..."; + close; + } + else if (KNIGHT_Q == 6 || KNIGHT_Q == 7) { + if (KNIGHT_Q == 6) { + set .@mes$,"Sir Siracuse sent me to you.:Oh, nothing."; + mes ".....What?"; + next; + } + else { + set .@mes$,"I want to try again!:..."; + next; + } + if (select(.@mes$) == 1) { + mes "[Sir Windsor]"; + mes "..."; + next; + set KNIGHT_Q,7; + if (checkquest(9004) != -1) { + changequest 9004,9005; + } + mes "[Sir Windsor]"; + mes "..."; + mes "......"; + next; + mes "[Sir Windsor]"; + if (KNIGHT_Q == 6) + mes "...Follow me."; + else { + mes "...Fine."; + next; + mes "[Sir Windsor]"; + mes "...This way."; + } + close2; + if(checkquest(9006) == -1) changequest 9005,9006; + warp "job_knt",89,101; + end; + } + mes "[Sir Windsor]"; + mes "..."; + close; + } + else if (KNIGHT_Q == 14) { + mes "...Talk to"; + mes "the captain."; + close; + } + else { + mes "...You're"; + mes "done here."; + close; + } +} + +// Test 2 part 1 +//========================================================== +job_knt,89,106,4 script Knight Windsor#knt 733,{ + mes "[Sir Windsor]"; + mes "..."; + next; + mes "[Sir Windsor]"; + mes "..."; + mes "......"; + next; + mes "[Sir Windsor]"; + mes "...Question?"; + next; + set .@i, select("What kind of test is this?:How do I take the test?:I'd like to leave.:No."); + mes "[Sir Windsor]"; + mes "..."; + if (.@i == 4) close; + next; + mes "[Sir Windsor]"; + mes "..."; + mes "......"; + switch(.@i) { + case 1: + next; + mes "[Sir Windsor]"; + mes "...You fight monsters."; + next; + mes "[Sir Windsor]"; + mes "...Kill them all."; + next; + mes "[Sir Windsor]"; + mes "..."; + next; + mes "[Sir Windsor]"; + mes "...Three stages."; + mes "Beat them all."; + next; + mes "[Sir Windsor]"; + mes "......3 minutes"; + mes "for each stage."; + next; + mes "[Sir Windsor]"; + mes ".........."; + close; + case 2: + next; + mes "[Sir Windsor]"; + mes "...Go in the"; + mes "waiting room."; + next; + mes "[Sir Windsor]"; + mes "...Then it"; + mes "will begin."; + next; + mes "[Sir Windsor]"; + mes "..."; + next; + mes "[Sir Windsor]"; + mes "...You have to wait"; + mes "if someone is testing."; + next; + mes "[Sir Windsor]"; + mes "...You can go in"; + mes "after that person."; + next; + mes "[Sir Windsor]"; + mes "..."; + close; + case 3: + close2; + warp "prt_in",80,100; + end; + } +} + +job_knt,89,106,4 script Windsor Benedict#knt 733,{ +OnInit: + disablenpc "Windsor Benedict#knt"; + waitingroom "Waiting Room",20,"Windsor Benedict#knt::OnStartArena",1; + enablewaitingroomevent; + end; + +OnStartArena: + killmonster "job_knt", "Knight1::OnMyMobDead"; + killmonster "job_knt", "Knight2::OnMyMobDead"; + killmonster "job_knt", "Knight3::OnMyMobDead"; + warpwaitingpc "job_knt",43,146; + donpcevent "Knight1::OnEnable"; + disablewaitingroomevent; + end; + +OnStart: + enablewaitingroomevent; + end; +} + +- script Knight1 -1,{ +OnInit: + disablenpc "Knight1"; + end; + +OnEnable: + enablenpc "Knight1"; + if (!checkre(0)) { + set .MyMobs,12; + monster "job_knt",39,150,"Dustiness",1114,1,"Knight1::OnMyMobDead"; + monster "job_knt",47,150,"Dustiness",1114,1,"Knight1::OnMyMobDead"; + monster "job_knt",39,142,"Dustiness",1114,1,"Knight1::OnMyMobDead"; + monster "job_knt",47,142,"Dustiness",1114,1,"Knight1::OnMyMobDead"; + } + else + set .MyMobs,8; + monster "job_knt",43,137,"Piere",1160,1,"Knight1::OnMyMobDead"; + monster "job_knt",43,137,"Andre",1095,1,"Knight1::OnMyMobDead"; + monster "job_knt",43,137,"Deniro",1105,1,"Knight1::OnMyMobDead"; + monster "job_knt",43,155,"Piere",1160,1,"Knight1::OnMyMobDead"; + monster "job_knt",43,155,"Andre",1095,1,"Knight1::OnMyMobDead"; + monster "job_knt",43,155,"Deniro",1105,1,"Knight1::OnMyMobDead"; + monster "job_knt",35,146,"Argos",1100,1,"Knight1::OnMyMobDead"; + monster "job_knt",52,146,"Argos",1100,1,"Knight1::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + killmonster "job_knt", "Knight1::OnMyMobDead"; + disablenpc "Knight1"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mes "[Sir Windsor]"; + mes "..."; + next; + mes "[Sir Windsor]"; + mes "...On to"; + mes "the next level."; + close2; + warp "job_knt",43,52; + donpcevent "Knight1::OnDisable"; + donpcevent "Knight2::OnEnable"; + stopnpctimer; + } + end; + +OnTimer180000: + donpcevent "Knight1::OnDisable"; + end; + +OnTimer181000: + areawarp "job_knt", 24, 126, 63, 165, "prt_in",80,100; + end; + +OnTimer182000: + stopnpctimer; + donpcevent "Knight1::OnDisable"; + donpcevent "Windsor Benedict#knt::OnStart"; + end; +} + +// Test 2 part 2 +//========================================================== +- script Knight2 -1,{ +OnInit: + disablenpc "Knight2"; + end; + +OnEnable: + enablenpc "Knight2"; + if (!checkre(0)) { + set .MyMobs,12; + monster "job_knt",43,42,"Desert Wolf",1106,1,"Knight2::OnMyMobDead"; + monster "job_knt",43,62,"Desert Wolf",1106,1,"Knight2::OnMyMobDead"; + monster "job_knt",60,68,"Anacondaq",1030,1,"Knight2::OnMyMobDead"; + monster "job_knt",27,68,"Anacondaq",1030,1,"Knight2::OnMyMobDead"; + monster "job_knt",60,35,"Anacondaq",1030,1,"Knight2::OnMyMobDead"; + monster "job_knt",27,35,"Anacondaq",1030,1,"Knight2::OnMyMobDead"; + } + else + set .MyMobs,6; + monster "job_knt",53,52,"Frilldora",1119,1,"Knight2::OnMyMobDead"; + monster "job_knt",34,52,"Frilldora",1119,1,"Knight2::OnMyMobDead"; + monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead"; + monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead"; + monster "job_knt",29,52,"Drainliar",1111,1,"Knight2::OnMyMobDead"; + monster "job_knt",29,52,"Drainliar",1111,1,"Knight2::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + killmonster "job_knt", "Knight2::OnMyMobDead"; + disablenpc "Knight2"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mes "[Sir Windsor]"; + mes "...Hmm."; + next; + mes "[Sir Windsor]"; + mes "...One stage left."; + close2; + warp "job_knt",143,152; + donpcevent "Knight2::OnDisable"; + donpcevent "Knight3::OnEnable"; + stopnpctimer; + } + end; + +OnTimer180000: + donpcevent "Knight2::OnDisable"; + end; + +OnTimer181000: + areawarp "job_knt", 24, 32, 63, 71, "prt_in",80,100; + end; + +OnTimer182000: + stopnpctimer; + donpcevent "Knight2::OnDisable"; + donpcevent "Windsor Benedict#knt::OnStart"; + end; +} + +// Test 2 part 3 +//========================================================== +- script Knight3 -1,{ +OnInit: + disablenpc "Knight3"; + end; + +OnEnable: + enablenpc "Knight3"; + if (!checkre(0)) { + set .MyMobs,7; + monster "job_knt",147,167,"Goblin Archer",1258,1,"Knight3::OnMyMobDead"; + monster "job_knt",136,158,"Steam Goblin",1280,1,"Knight3::OnMyMobDead"; + } + else + set .MyMobs,5; + monster "job_knt",136,152,"Goblin",1122,1,"Knight3::OnMyMobDead"; + monster "job_knt",150,152,"Goblin",1123,1,"Knight3::OnMyMobDead"; + monster "job_knt",143,145,"Goblin",1124,1,"Knight3::OnMyMobDead"; + monster "job_knt",143,167,"Goblin",1125,1,"Knight3::OnMyMobDead"; + monster "job_knt",139,167,"Goblin",1126,1,"Knight3::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + killmonster "job_knt", "Knight3::OnMyMobDead"; + disablenpc "Knight3"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mes "[Sir Windsor]"; + mes "..."; + next; + mes "[Sir Windsor]"; + mes "...Very good."; + next; + mes "[Sir Windsor]"; + mes "...Go talk to"; + mes "Amy Beatrice now."; + close2; + set KNIGHT_Q,8; + if(checkquest(9007) == -1) { + changequest 9006,9007; + } + warp "prt_in",80,100; + donpcevent "Knight3::OnDisable"; + donpcevent "Windsor Benedict#knt::OnStart"; + stopnpctimer; + } + end; + +OnTimer180000: + donpcevent "Knight3::OnDisable"; + end; + +OnTimer181000: + areawarp "job_knt", 124, 132, 163, 171, "prt_in",80,100; + end; + +OnTimer182000: + stopnpctimer; + donpcevent "Knight3::OnDisable"; + donpcevent "Windsor Benedict#knt::OnStart"; + end; +} + +// Test 3 (Manners) +//========================================================== +prt_in,69,107,6 script Lady Amy#knt 728,{ + mes "[Lady Amy]"; + if (BaseJob != Job_Swordman) { + if (BaseJob == Job_Knight) { + mes "Oh...!"; + mes "I wonder, why"; + mes "have you come"; + mes "to visit me?"; + next; + mes "[Lady Amy]"; + mes "You're not having"; + mes "trouble as a Knight,"; + mes "are you? Well, I think"; + mes "you're doing well~"; + next; + mes "[Lady Amy]"; + mes "Of course~"; + mes "You're a member of"; + mes "the Prontera Chivalry~"; + close; + } + else if (BaseClass == Job_Novice) { + mes "Aww~"; + mes "What a cute"; + mes "little Novice!"; + mes "Soooooo cute!"; + next; + mes "[Lady Amy]"; + mes "Heh heh..."; + mes "Are you interested"; + mes "in becoming a Knight"; + mes "later on? You'd be"; + mes "a great Knight~"; + next; + mes "[Lady Amy]"; + mes "Remember, you're"; + mes "going to be a Knight,"; + mes "alright? Promise?"; + close; + } + else { + mes "Welcome to"; + mes "the Prontera Chivalry~"; + next; + mes "[Lady Amy]"; + mes "We're only Knights,"; + mes "but hope you enjoy"; + mes "your stay here."; + mes "Heh heh~"; + close; + } + } + if (KNIGHT_Q == 0) { + mes "Ooh, you're"; + mes "a Swordsman...?"; + mes "Did you come to"; + mes "change jobs to"; + mes "a Knight?"; + next; + mes "[Lady Amy]"; + mes "To apply, talk"; + mes "to the captain"; + mes "all the way over"; + mes "there. Hee hee~"; + close; + } + else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 7) { + mes "Hmmm?"; + mes "Why did you"; + mes "come to Amy?"; + next; + if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + mes "[Lady Amy]"; + mes "Mmm~"; + mes "You applied to change jobs! Okay! You'll soon be a Knight with that kind of determination!"; + next; + mes "[Lady Amy]"; + mes "But..."; + mes "You have to go"; + mes "to the other Knights"; + mes "before talking to Amy."; + next; + mes "[Lady Amy]"; + mes "I'd love to test"; + mes "you from the beginning,"; + mes "but I'm not allowed to."; + mes "Hee hee~"; + close; + } + mes "[Lady Amy]"; + mes "Aww~"; + mes "Alright..."; + close; + } + else if ((KNIGHT_Q == 8) || (KNIGHT_Q == 9)){ + if (KNIGHT_Q == 8) { + mes "Hmmm?"; + mes "Why did you"; + mes "come to Amy?"; + next; + if (select("Sir Windsor told me to--:Oh, nothing.") == 1) { + if(checkquest(9008) == -1) changequest 9007,9008; + mes "[Lady Amy]"; + mes "Oh!"; + mes "No need to say"; + mes "anything more."; + mes "Welcome! It's time"; + mes "to take Amy's test!"; + next; + mes "[Lady Amy]"; + mes "My name is Amy Beatrice,"; + mes "a proud Lady Knight of the Prontera Chivalry. Amy's test will test your etiquette as a Knight~"; + next; + mes "[Lady Amy]"; + mes "I'll tell you a story and you choose an answer whenever"; + mes "I ask a question. Your etiquette will be judged on your answers."; + next; + mes "[Lady Amy]"; + mes "So listen carefully"; + mes "and answer as if you're"; + mes "already a Knight, okay?"; + next; + mes "[Lady Amy]"; + mes "Then,"; + mes "let's begin!"; + next; + } + else { + mes "[Lady Amy]"; + mes "Aww..."; + mes "Alright~"; + close; + } + } + else if (KNIGHT_Q == 9) { + mes "Hmmm?"; + mes "Why did you"; + mes "come to Amy?"; + next; + if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + mes "[Lady Amy]"; + mes "Mmm~?"; + mes "Have you learned"; + mes "what you did wrong"; + mes "last time? If you"; + mes "fail again, I'm going"; + mes "to be mad!"; + next; + mes "[Lady Amy]"; + mes "So listen carefully"; + mes "and answer as if you"; + mes "are a Knight."; + mes "Well then,"; + mes "let's begin!"; + next; + mes "[Lady Amy]"; + mes "You are a Knight and you are looking for a party in Morroc."; + mes "How would you go about doing so?"; + next; + } + else { + mes "[Lady Amy]"; + mes "Aww..."; + mes "Alright~"; + close; + } + } + mes "You are a Knight and you are looking for a party in Morroc."; + mes "How would you go about doing so?"; + next; + if (select("Shout out that you are looking for a party.:Open a chat room and wait.:Look for people seeking Knights.") != 1) + set .@knight_t,.@knight_t+10; + mes "[Lady Amy]"; + mes "You have formed a party with equal leveled players. There's a Priest, a Wizard, a Hunter, an Assassin, and a Blacksmith..."; + next; + mes "[Lady Amy]"; + mes "The six of you decide to go hunt and have decided to go to the Pyramids."; + next; + mes "[Lady Amy]"; + mes "You reach Level 4"; + mes "of the Pyramids"; + mes "with your party."; + mes "What should you do?"; + next; + if (select("Check out the area and plan ahead.:Gather monsters for your party members.:Lead the party slowly at the front.") != 2) + set .@knight_t,.@knight_t+10; + mes "[Lady Amy]"; + mes "But some rude players came with a group of monsters and disappeared! What should you do?"; + next; + if (select("Keep the monsters from reaching the party.:Defend while the party retreats.:Run away on your Peco Peco.") == 2) + set .@knight_t,.@knight_t+10; + mes "[Lady Amy]"; + mes "Luckily, you all lived through the crisis. But as you walk, you find a person, who is not in your party, collapsed on the ground."; + next; + mes "[Lady Amy]"; + mes "The person is asking politely for help. What should you do?"; + next; + if (select("Ask your party's Priest to help.:Say you will help for Zeny.:Ignore and move on.") == 1) + set .@knight_t,.@knight_t+10; + mes "[Lady Amy]"; + mes "You must bid farewell to your party members because you must go somewhere else."; + next; + mes "[Lady Amy]"; + mes "But you find"; + mes "a rare item during"; + mes "the battle. What"; + mes "should you do?"; + next; + if(select("Give it to who deserves it the most.:Pretend like nothing happened and keep it.:Decide with party who gets it.") != 2) + set .@knight_t,.@knight_t+10; + mes "[Lady Amy]"; + mes "You end up with the item and you go to Prontera to sell it. There are many people with shops and chat rooms opened selling items."; + next; + mes "[Lady Amy]"; + mes "What should you"; + mes "do to sell your item?"; + next; + if (select("Shout out loud to everyone.:Open a chat room and wait.:Inquire if there is anyone that is interested.") == 3) + set .@knight_t,.@knight_t+10; + mes "[Lady Amy]"; + mes "While you are waiting,"; + mes "someone comes and begs"; + mes "for items and zeny."; + mes "What do you do?"; + next; + if (select("Give them some Zeny and items.:Simply ignore them.:Give suggestions for a place to hunt.") == 3) + set .@knight_t,.@knight_t+10; + mes "[Lady Amy]"; + mes "Now you decide to go to the Hidden Temple by yourself. You happily ride on your Peco Peco."; + next; + mes "[Lady Amy]"; + mes "But you run into"; + mes "someone that is lost."; + mes "What should you do?"; + next; + if(select("Tell the person how to reach the exit.:Lead the person to the exit.:Give a Butterfly Wing.") != 3) + set .@knight_t,.@knight_t+10; + mes "[Lady Amy]"; + mes "You've been hunting for a while, and now you're low on HP!"; + mes "It's red now, which is very dangerous."; + next; + mes "[Lady Amy]"; + mes "Ah, then a Priest"; + mes "happens to walk by."; + mes "How would you ask"; + mes "the Priest for a Heal?"; + next; + if (select("Would it be possible to get a heal please?:Can I have a heal?:Heal plz!!") == 1) + set .@knight_t,.@knight_t+10; + mes "[Lady Amy]"; + mes "You are now very"; + mes "exhausted and it's time"; + mes "to go back to town."; + next; + mes "[Lady Amy]"; + mes "You then find"; + mes "a rare item on"; + mes "the street."; + mes "What should"; + mes "you do?"; + next; + if (select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.") != 1) + set .@knight_t,.@knight_t+10; + mes "[Lady Amy]"; + mes "Okay,"; + mes "that was the"; + mes "end of my test!"; + next; + mes "[Lady Amy]"; + if (.@knight_t == 100) { + set KNIGHT_Q,10; + changequest 9008,9009; + mes "Well done, that kind of mentality is needed for a Knight! For your next test, visit Sir Edmond, please~"; + next; + mes "[Lady Amy]"; + mes "I'll have nice comments about you for the captain. Do well on the tests you have left, okay?"; + close; + } + else if (.@knight_t == 90) { + set KNIGHT_Q,10; + changequest 9008,9009; + mes "Well, it wasn't perfect,"; + mes "but I think you know enough"; + mes "about etiquette to be"; + mes "a fine Knight."; + next; + mes "[Lady Amy]"; + mes "Now, it's time for you to go to Sir Edmond for your next test. Do well on the rest of your tests. You better promise~"; + close; + } + set KNIGHT_Q,9; + mes "Mmm..."; + mes "To be honest, I don't think your attitude is good enough to be a Knight quite yet."; + next; + mes "[Lady Amy]"; + mes "If you really act like that, everyone will think Knights are rude! Think about how you answered my questions and come again later."; + next; + mes "[Lady Amy]"; + mes "If you want,"; + mes "I'll let you"; + mes "retake the test, okay?"; + close; + } + else if (KNIGHT_Q == 10) { + mes "Hmmm?"; + mes "Why did you"; + mes "come to Amy?"; + next; + mes "[Lady Amy]"; + mes "You have to go to"; + mes "Sir Edmond for your"; + mes "next test, okay?"; + close; + } + else if (KNIGHT_Q == 14) { + mes "Wow~"; + mes "Now it's time for"; + mes "everyone to decide"; + mes "on your job change!"; + next; + mes "[Lady Amy]"; + mes "Let's go talk to our"; + mes "captain. Don't worry"; + mes "too much. It should"; + mes "be okay."; + close; + } + else { + mes "Hmmm?"; + mes "Why did you"; + mes "come to Amy?"; + next; + mes "[Lady Amy]"; + mes "You still have"; + mes "other tests to take."; + mes "Hurry and finish~"; + close; + } +} + +// Test 4 (patience) +//========================================================== +prt_in,70,99,6 script Sir Edmond#knt 734,{ + mes "[Sir Edmond]"; + if (BaseJob != Job_Swordman) { + if (BaseJob == Job_Knight) { + mes "Think of your"; + mes "mind as if it were"; + mes "flowing water."; + next; + mes "[Sir Edmond]"; + mes "Flowing water"; + mes "avoids obstacles,"; + mes "going on its way..."; + next; + mes "[Sir Edmond]"; + mes "Knights must be"; + mes "able to pass things,"; + mes "like calm water, in"; + mes "any situation."; + close; + } + else if (BaseClass == Job_Novice) { + mes "Trees with deep roots don't sway with the wind. The fact that powerful skills must be built on strong basics is immutable..."; + next; + mes "[Sir Edmond]"; + mes "Your future"; + mes "can even be"; + mes "decided now..."; + close; + } + else { + mes "Everything in this world exists in harmony. Living without disrupting this harmony is the right way to live..."; + close; + } + } + if (KNIGHT_Q == 0) { + mes "Those with ominous thoughts will only dream such dreams. It's better to have no dreams at all than to have dreams of sadness and despair."; + close; + } + else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 9) { + mes "What is it..."; + mes "Wandering Swordman?"; + next; + if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + mes "[Sir Edmond]"; + mes "A seed must first be nestled"; + mes "in the earth before the seed may sprout. Then, the sprout must grow leaves before its buds blossom into flowers..."; + next; + mes "[Sir Edmond]"; + mes "If not..."; + mes "The flower will"; + mes "be incomplete."; + next; + mes "[Sir Edmond]"; + mes "Go to the others"; + mes "first, so that you"; + mes "may find your path..."; + close; + } + mes "[Sir Edmond]"; + mes "The life that you"; + mes "want will soon be"; + mes "before your eyes."; + mes "Everything will"; + mes "come in perfect"; + mes "order."; + close; + } + else if (KNIGHT_Q == 10) { + mes "What is it..."; + mes "Wandering Swordman."; + next; + if (select("Lady Amy sent me.:Oh, nothing.") == 1) { + mes "[Sir Edmond]"; + mes "It is now time to take my test. Please do your best, as you have done on the other tests."; + next; + mes "[Sir Edmond]"; + mes "My name is"; + mes "Edmond Groster."; + mes "I am a member of"; + mes "the Prontera Chivalry."; + next; + mes "[Sir Edmond]"; + mes "Knights are in the position for others to follow. Therefore, you must modestly think about the world's order and have the personality to fit the role you will play."; + next; + mes "[Sir Edmond]"; + mes "You must not make careless decisions. Your will should bend as the reeds or be as firm as stone when the situation calls for it."; + next; + mes "[Sir Edmond]"; + mes "You must not kill monsters without reason and not take joy in doing so. Take this time to quietly think about this on your own..."; + next; + mes "[Sir Edmond]"; + mes "Then, we shall"; + mes "begin the test."; + mes "Keep in mind"; + mes "the quality of"; + mes "reverence."; + close2; + set KNIGHT_Q,11; + changequest 9009,9010; + warp "job_knt",143,57; + end; + } + mes "[Sir Edmond]"; + mes "The life you want"; + mes "will soon be before"; + mes "your eyes."; + close; + } + else if (KNIGHT_Q == 11) { + mes "What is it..."; + mes "Wandering Swordman?"; + next; + if (select("I'm sorry, I didn't mean to...:Oh, nothing.") == 1) { + mes "[Sir Edmond]"; + mes "You were too careless in the last test. A Knight's sword exists to protect others, not to torment weaker monsters."; + next; + mes "[Sir Edmond]"; + mes "In a world where everything exists in harmony, you can't have humans continuously destroying without purpose. This principle applies to the real world, not to this test alone."; + next; + mes "[Sir Edmond]"; + mes "The test"; + mes "shall begin."; + mes "Show me your"; + mes "patience..."; + close2; + warp "job_knt",143,57; + end; + } + mes "[Sir Edmond]"; + mes "The life that you"; + mes "want will soon be"; + mes "before your eyes."; + mes "Everything will"; + mes "come in perfect"; + mes "order."; + close; + } + else if (KNIGHT_Q == 12 || KNIGHT_Q == 13) { + mes "I have seen your character for myself. It is now time for you to take the last test. Go and speak"; + mes "to Sir Gray..."; + close; + } + else { + mes "Go and speak"; + mes "to our captain."; + mes "The time has come"; + mes "for all of us to"; + mes "evaluate your"; + mes "performance."; + close; + } +} + +job_knt,1,1,1 script Timer#knt 107,{ +OnTimer300000: + enablenpc "Warp#knt"; + end; + +OnTimer300500: + donpcevent "Timer#knt::OnDisable"; + disablenpc "Warp#knt"; + end; + +OnTimer301500: + stopnpctimer; + donpcevent "Timer#knt::OnEnable"; + end; + +OnInit: +OnEnable: + enablenpc "Timer#knt"; + monster "job_knt",141,57,"Poring",1002,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",145,57,"Poring",1002,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",143,55,"Poring",1002,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",143,59,"Poring",1002,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",141,55,"Lunatic",1063,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",141,59,"Lunatic",1063,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",145,55,"Lunatic",1063,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",145,59,"Lunatic",1063,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",139,57,"Chonchon",1011,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",147,57,"Chonchon",1011,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",143,53,"Chonchon",1011,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",143,61,"Chonchon",1011,1,"Timer#knt::OnMyMobDead"; + //These monsters were out of bounds. Adjusted to put them in bounds. + monster "job_knt",165,54,"Mushroom",1182,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",165,57,"Mushroom",1182,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",122,54,"Mushroom",1182,1,"Timer#knt::OnMyMobDead"; + monster "job_knt",122,57,"Mushroom",1182,1,"Timer#knt::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + killmonster "job_knt","Timer#knt::OnMyMobDead"; + disablenpc "Timer#knt"; + disablenpc "Warp#knt"; + end; + +OnMyMobDead: + warp "prt_fild05",353,251; + end; +} + +job_knt,145,57,1 script Warp#knt 107,22,22,{ +OnInit: + disablenpc "Warp#knt"; + end; +OnTouch: + set KNIGHT_Q,12; + changequest 9010,9011; + warp "prt_in",80,100; + end; +} + +// Test 5, and creates Claymores for knights +//========================================================== +prt_in,87,92,4 script Sir Gray#knt 119,{ + mes "[Sir Gray]"; + if (BaseJob != Job_Swordman) { + if (BaseJob == Job_Knight) { + mes "The glint of light"; + mes "that shines off this blade cannot be put into words. This is the weapon every Knight must have."; + next; + mes "[Sir Gray]"; + mes "Yes..."; + mes "^3355FFClaymore^000000!"; + mes "Every Knight"; + mes "would want one!"; + next; + switch(select("About ^3355FFClaymore^000000:Buy Claymore:End Conversation")) { + case 1: + mes "[Sir Gray]"; + mes "Claymore, one of the best among the famous swords you can attain in Rune-Midgarts's Prontera!! Its value is priceless when considered by a Knight."; + next; + mes "[Sir Gray]"; + mes "Now, the Prontera Chivalry is making these fabulous Claymores. For Knights, they are only ^3355FF74,000^000000 Zeny."; + next; + mes "[Sir Gray]"; + mes "But not only that, you need"; + mes "1 ^3355FFSteel^000000 because of the Claymore's characteristics. If you like, I can create one for you. For the honor of the Prontera Chivalry!"; + close; + case 2: + set .@now_weight,MaxWeight-Weight; + if (.@now_weight < 1800) { + mes "[Sir Gray]"; + mes "Oh no..."; + mes "It seems that you are carrying too many things. You don't have enough space for a heavy Claymore in your inventory."; + next; + mes "[Sir Gray]"; + mes "Why don't you"; + mes "go and organize"; + mes "your items first."; + close; + } + else { + if ((Zeny > 73999) && (countitem(999) > 0) && (BaseJob == Job_Knight)) { + mes "[Sir Gray]"; + mes "You are ready!"; + mes "You must know the"; + mes "true value of"; + mes "a Claymore!"; + mes "I shall make"; + mes "it right now!!"; + next; + mes "[Sir Gray]"; + mes "The basics of"; + mes "making the Claymore"; + mes "is easy. Watch~!"; + next; + mes "^3355FF*Stir Stir*^000000"; + mes "^3355FF*Ooncha Ooncha*^000000"; + next; + mes "[Sir Gray]"; + mes "Okay, it's ready!"; + mes "Every Knight's pride:"; + mes "a fine ^3355FFClaymore^000000."; + mes "You attained a reliable item."; + mes "It'll be a good companion on your adventures."; + delitem 999,1; //Steel + set Zeny, Zeny - 74000; + getitem 1163,1; //Claymore + close; + } + mes "[Sir Gray]"; + mes "I realize you may really want a Claymore, but I can't make it without the materials."; + mes "^3355FF74,000 zeny^000000 and ^3355FF1 Steel!^000000."; + next; + mes "[Sir Gray]"; + mes "Come back when"; + mes "you have everything"; + mes "ready. I shall be"; + mes "waiting..."; + close; + } + case 3: + mes "[Sir Gray]"; + mes "Any Knight should be able to wield a Claymore as if it were an extension of their body. I used to look forward to brandishing my Claymore in battle..."; + close; + } + } + else if (BaseClass == Job_Novice) { + mes "Believe it"; + mes "or not, I was"; + mes "once a Novice"; + mes "as well."; + next; + mes "[Sir Gray]"; + mes "I never really planned to become a Knight, but I did decide to become a strong person. Somehow, along my journeys, I ended up joining the Prontera Chivalry. Ha ha ha!"; + close; + } + mes "Young one,"; + mes "use your time"; + mes "wisely."; + next; + mes "[Sir Gray]"; + mes "No point in"; + mes "harboring regret"; + mes "once time has passed."; + close; + } + if (KNIGHT_Q == 0) { + mes "Young one,"; + mes "use your time"; + mes "wisely."; + next; + mes "[Sir Gray]"; + mes "No point in"; + mes "harboring regret"; + mes "once time has passed."; + close; + } + else if ((KNIGHT_Q == 12) || (KNIGHT_Q == 13)) { + if (KNIGHT_Q == 12) { + mes "Oh..."; + mes "A young Swordman."; + mes "Yes, what can"; + mes "I do for you?"; + next; + if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + mes "[Sir Gray]"; + mes "Hoho, I see."; + mes "So you took"; + mes "everyone else's"; + mes "test?"; + next; + mes "[Sir Gray]"; + mes "Then shall"; + mes "we begin mine?"; + mes "It's not really"; + mes "a test though."; + next; + mes "[Sir Gray]"; + mes "Let's talk"; + mes "casually,"; + mes "shall we?"; + next; + mes "[Sir Gray]"; + mes "First..."; + mes "Why did you"; + mes "decide to become"; + mes "a Knight?"; + next; + } + else { + mes "[Sir Gray]"; + mes "Take care!"; + close; + } + } + else if (KNIGHT_Q == 13) { + mes "Ah, you again."; + mes "What brings you"; + mes "to me?"; + next; + if (select("I've been thinking a lot.:Oh, nothing.") == 1) { + mes "[Sir Gray]"; + mes "Is that so..."; + mes "I wonder if you"; + mes "truly have..."; + next; + mes "[Sir Gray]"; + mes "Then..."; + mes "Like last time,"; + mes "I will ask again..."; + next; + mes "[Sir Gray]"; + mes "First..."; + mes "Why did you"; + mes "decide to become"; + mes "a Knight?"; + next; + } + else { + mes "[Sir Gray]"; + mes "Take care!"; + mes "Health is"; + mes "every man's"; + mes "treasure!"; + close; + } + } + switch(select("To become stronger...:To help my guild...:Because I'm unsatisfied with myself right now...")) { + case 1: + mes "[Sir Gray]"; + mes "To become stronger, you say?"; + mes "Yes, Knights are indeed strong."; + mes "But why gain strength?"; + next; + mes "[Sir Gray]"; + mes "Is it to show off to others? To attain fame? Or do you have a diferent reason? What do you think is so good about gaining strength as a Knight?"; + next; + switch(select("Gain wealth and fame.:I can protect myself.:I can protect others.")) { + case 1: + set .@knight_t,.@knight_t+10; + mes "[Sir Gray]"; + mes "Of course, wealth and fame have their place in the world. But we as Knights must live for higher virtues."; + next; + break; + case 2: + mes "[Sir Gray]"; + mes "Good thinking. You must first be able to protect yourself in order to protect others. To this end, you must constantly train, and never give in to laziness."; + next; + break; + case 3: + mes "[Sir Gray]"; + mes "Ah, a wonderful idea. A Knight's strength must be used to protect the weak and defend righteousness."; + next; + mes "[Sir Gray]"; + mes "Sadly, there are a few Knights who shame us by forgetting the ideals that should be basic to Knighthood..."; + next; + break; + } + break; + case 2: + mes "[Sir Gray]"; + mes "Ah, to help your guild, or maybe even your party. Our wise and benevolent King Tristram the 3rd gave us these golden words..."; + next; + mes "[Sir Gray]"; + mes "^8B7500Beyond the calm river, lies a dangerous waterfall. Therefore, you must always be prepared for everything...^000000"; + next; + mes "[Sir Gray]"; + mes "So how do you"; + mes "think you can"; + mes "help your guild?"; + next; + switch(select("My guild needs me.:I can help gather funds for my guild.:I can protect my guild members.")) { + case 1: + mes "[Sir Gray]"; + mes "Anyone, anywhere in this world,"; + mes "has a place where they are needed. Never neglect someone in need, even if he is not a guild member."; + next; + break; + case 2: + set .@knight_t,.@knight_t+10; + mes "[Sir Gray]"; + mes "Of course wealth is important."; + mes "But we Knights must live for higher virtues."; + next; + break; + case 3: + mes "[Sir Gray]"; + mes "Ah, a wonderful idea. A Knight's strength must be used to protect the weak and defend righteousness."; + next; + mes "[Sir Gray]"; + mes "Sadly, there are a few Knights who shame us by forgetting the ideals that should be basic to Knighthood..."; + next; + break; + } + break; + case 3: + set .@knight_t,.@knight_t+5; + mes "[Sir Gray]"; + mes "Satisfaction, you say."; + mes "It seems like you are"; + mes "already a fine Swordman."; + mes "Is there a particular reason you wish to be a Knight?"; + next; + mes "[Sir Gray]"; + mes "I don't know about"; + mes "Swordmen, but Knights do not allow self-indulgence. There are those so obsessed with gaining strength that they cannot control themselves."; + next; + mes "[Sir Gray]"; + mes "So..."; + mes "What part of yourself"; + mes "are you not satisfied"; + mes "with right now?"; + next; + switch(select("Skills.:Goal.:Appearance.")) { + case 1: + set .@knight_t,.@knight_t+5; + mes "[Sir Gray]"; + mes "Skill is something you gain with experience as a Knight. It cannot be your highest goal. Otherwise, you'll never be satisfied as a Knight."; + next; + break; + case 2: + set .@knight_t,.@knight_t-5; + mes "[Sir Gray]"; + mes "I see..."; + mes "Always having a goal is very important. You may be full of ideas upon becoming a Knight, but that may change with time."; + next; + break; + case 3: + set .@knight_t,.@knight_t+5; + mes "[Sir Gray]"; + mes "Oh no..."; + mes "What you see isn't what really counts. A Swordman may be stronger than a Knight, and even Knight may grow weak if he becomes lazy."; + next; + break; + } + break; + } + mes "[Sir Gray]"; + mes "I understand your thoughts,"; + mes "but there are those who wish to"; + mes "become Knights without thinking."; + next; + mes "[Sir Gray]"; + mes "Those are the ones who instigate problems and shame the honor of Knights, bringing irreversible results."; + next; + mes "[Sir Gray]"; + mes "The same goes for you as well. Once you become a Knight, you can never become a Swordman again. The duties and responsibilities of a Knight will always be with you."; + next; + mes "[Sir Gray]"; + mes "If you become a Knight right away, what are you going to do first?"; + next; + switch(select("I am going to go straight to battle.:There are those waiting for me.:I will learn more about Knights.")) { + case 1: + mes "[Sir Gray]"; + mes "Battle...?"; + mes "And then?"; + next; + switch(select("I will grow within a short period of time.:I would like to test my ability as a Knight.:I would like to go to more challenging places.")) { + case 1: + set .@knight_t,.@knight_t+10; + mes "[Sir Gray]"; + mes "Don't be in too much of a hurry to become strong. Even if you become"; + mes "a Knight, you are still yourself."; + next; + break; + case 2: + mes "[Sir Gray]"; + mes "Testing yourself is a good thing. It's okay to be happy about how you change, but don't forget about the true qualities of being a Knight."; + next; + break; + case 3: + mes "[Sir Gray]"; + mes "Even if you become a Knight, you are not changing your inner self. No need to overwork yourself."; + mes "Relax and take things step by step."; + next; + break; + } + break; + case 2: + mes "[Sir Gray]"; + mes "Who is"; + mes "waiting for you?"; + next; + switch(select("My friends.:My Guild members.:My Lover.")) { + case 1: + mes "[Sir Gray]"; + mes "I see, they would share in the joy of your achievements. Don't ever lose your kind heart, and always give help to your friends."; + next; + break; + case 2: + mes "[Sir Gray]"; + mes "Those who would share in your happiness and hardship. As a Knight, you must always protect them."; + next; + break; + case 3: + mes "[Sir Gray]"; + mes "Oh, youth!"; + mes "Becoming a Knight"; + mes "for your beloved!"; + mes "Always protect "+((Sex)?"her":"him")+"..."; + mes "Even at the sacrifice"; + mes "of your own life!"; + next; + mes "[Sir Gray]"; + mes "Also..."; + mes "Love them forever."; + mes "Sincere affection"; + mes "is hard to find."; + next; + break; + } + break; + case 3: + mes "[Sir Gray]"; + mes "Good attitude..."; + mes "What do you plan"; + mes "on learning?"; + next; + switch(select("Comfortable places for Knights to go...:The different paths of a Knight...:Ways to get more money as a Knight...")) { + case 1: + set .@knight_t,.@knight_t+5; + mes "[Sir Gray]"; + mes "There are many places that are comfortable or uncomfortable in this world. However Knights must"; + mes "be able to survive anywhere."; + next; + break; + case 2: + mes "[Sir Gray]"; + mes "There are many similar Knights outside in the world. Think of them as your seniors and ask many questions."; + next; + break; + case 3: + set .@knight_t,.@knight_t+15; + mes "[Sir Gray]"; + mes "Oh no. Do you hold wealth as a priority of being a Knight? We're not meant to be that way. Come again when you have thought"; + mes "more about it..."; + next; + break; + } + break; + } + mes "[Sir Gray]"; + mes "Oh no, we've been"; + mes "talking too much..."; + mes "I apologize for"; + mes "keeping you here"; + mes "for so long."; + next; + if (.@knight_t == 0) { + set KNIGHT_Q,14; + mes "[Sir Gray]"; + mes "I enjoyed talking with you. You remind me of myself as a young recruit. Shall we talk to the captain and decide on your"; + mes "job change?"; + next; + mes "[Sir Gray]"; + mes "Don't worry too"; + mes "much, I have a very"; + mes "high opinion of you."; + mes "Now, go~"; + close; + } + else if (.@knight_t == 5) { + set KNIGHT_Q,14; + mes "[Sir Gray]"; + mes "I enjoyed speaking with you. You can think about the principles of Knighthood more once you become a Knight."; + next; + mes "[Sir Gray]"; + mes "Then, shall we go to the captain and decide on your job change? Don't worry too much. You are good enough to be a Knight!"; + close; + } + else if (.@knight_t == 10) { + set KNIGHT_Q,14; + changequest 9011,9012; + mes "[Sir Gray]"; + mes "I enjoyed talking with you. Although, there were some"; + mes "things that bothered me..."; + next; + mes "[Sir Gray]"; + mes "You should go"; + mes "to the captain"; + mes "so we can decide"; + mes "on your job change."; + next; + mes "[Sir Gray]"; + mes "Don't worry too much, coming to take my test means the others have acknowledged you as well."; + mes "Go now...!"; + close; + } + else { + set KNIGHT_Q,13; + mes "[Sir Gray]"; + mes "Conversing"; + mes "with young ones"; + mes "is always enjoyable..."; + next; + mes "[Sir Gray]"; + mes "But it seems as though your dream is elsewhere, or that your focus is hazy. Spend more time as a Swordman, and come back"; + mes "to me later."; + next; + mes "[Sir Gray]"; + mes "If you truly wish to become a Knight, you must change your outlook first. Then, we shall see."; + close; + } + } + else if (KNIGHT_Q == 14) { + mes "I told you"; + mes "to go to"; + mes "the captain."; + next; + mes "[Sir Gray]"; + mes "Everyone will"; + mes "carefully make"; + mes "their decision,"; + mes "so go now!"; + close; + } + else { + mes "Oh..."; + mes "A young Swordman."; + mes "What can I do for you?"; + next; + if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + mes "[Sir Gray]"; + mes "Hoho~"; + mes "There are many"; + mes "other younger"; + mes "Knights in here."; + next; + mes "[Sir Gray]"; + mes "If you talk"; + mes "to all of them,"; + mes "I may review"; + mes "you as well."; + close; + } + mes "[Sir Gray]"; + mes "Take care!"; + mes "Health is"; + mes "every man's"; + mes "treasure!"; + close; + } +} diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt new file mode 100644 index 000000000..8aadc429b --- /dev/null +++ b/npc/jobs/2-1/priest.txt @@ -0,0 +1,1882 @@ +//===== rAthena Script ======================================= +//= Priest Quest +//===== By: ================================================== +//= Translated By: Pgro Team (OwNaGe)(Aegis) +//= Converted by: kobra_k88. +//= Further bugfixed and tested by Lupus +//===== Current Version: ===================================== +//= 2.6 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job Change quest for Priest class. +//===== Additional Comments: ================================= +//= Fully working. Changed the way Priests enter the test room to help Acos. +//= Must use this with the included Acolyte quest to work properely. +//= 1.3 Added Baby Class support, fixed 3 wrong constants bugs [Lupus] +//= 1.5 Fixed possible EXP abuse [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1 Merged JFunc [Lupus] +//= 2.1a Fixed typo [KarLaeda] +//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf] +//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf] +//= 2.3a More bug fixes. [L0ne_W0lf] +//= 2.4 Changed Marthilda to Mathilda. [L0ne_W0llf] +//= 2.4a Deleted unused variables. [Samuray22] +//= 2.4b Corrected a Typo error ";;". [Samuray22] +//= 2.5 Added Quest Log commands. [Kisuka] +//= 2.6 Removed the need for use of 'goto.' [L0ne_W0lf] +//========================================================== + +prt_church,16,41,4 script High Bishop#prst 60,{ + // Uncomment the following 'if' statement to allow High Priests to assist Acolytes with the job change quest. + // Officially High Priests are blocked from helping by an indiscriminate check if you are a transcended character. + //if (Class == Job_High_Priest) set .@AllowHPAssist,1; + if (Upper == 1 && .@AllowHPAssist != 1) { + mes "[Bishop Paul]"; + mes "Hm...?"; + mes "Ah, I sense that you are a warrior that has been to Valhalla. You who have been reborn... We are here to look after you."; + next; + mes "[Bishop Paul]"; + mes "Do not let evil conquer your soul. You have enough courage and power to overcome the hardest situation. May God bless you..."; + close; + } + if (BaseJob != Job_Acolyte) { + if (BaseJob == Job_Priest) { + mes "[Bishop Paul]"; + mes "Ah..."; + if (sex) + mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross."; + else + mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me."; + next; + mes "[Bishop Paul]"; + mes "I'm pleased to see that you are continuing to lead the children of God on the right path. Is there anything I can help you with today?"; + next; + switch(select("How is your health?:I want to help this Acolyte.:Father, I need your help.")) { + case 1: + mes "[Bishop Paul]"; + mes "Thank you for your concern. I'm doing fine and am in good health. Please give my regards to your brothers and sisters."; + next; + mes "[Bishop Paul]"; + mes "Keep in mind that we are God's messengers on this Earth. Always remember that we must always help others."; + close; + case 2: + mes "[Bishop Paul]"; + mes "Ah, that's a good idea. Helping young Acolytes should also be one of a Priest's priorities."; + next; + mes "[Bishop Paul]"; + mes "However, there are certain things that an Acolyte must do alone. All Acolytes must complete their divine test by themselves."; + next; + mes "[Bishop Paul]"; + mes "I hope you will assist your Acolyte friend in the second test, the spiritual training."; + next; + mes "[Bishop Paul]"; + mes "You need to bring ^0000FF1 Rosary^000000 in order to accompany an Acolyte in spiritual training. If you have one of those, I can send you to the test area now."; + next; + mes "[Bishop Paul]"; + mes "Do you wish to help him out during the spiritual training?"; + next; + if (select("Yes, I do.:Give me a second.") == 1) { + if (countitem(2608) > 0) { + mes "[Bishop Paul]"; + mes "I will now send you to the training place for Acolytes. Please send my regards to Brother Peter..."; + next; + mes "[Bishop Paul]"; + mes "I hope you will assist this Acolyte in becoming a Priest."; + close2; + warp "job_prist",26,178; + end; + } + mes "[Bishop Paul]"; + mes "Unfortunately you didn't bring a ^0000FFRosary^000000. You need one of those in order to be in the testing area."; + close; + } + mes "[Bishop Paul]"; + mes "I see, take your time. Don't forget to bring a ^0000FFRosary^000000..."; + close; + case 3: + mes "[Bishop Paul]"; + mes "You must be strong. Have faith, as you are loved by God. I pray the wounds of the body are healed soon..."; + next; + percentheal 90,0; + mes "[Bishop Paul]"; + mes "God, please look after your poor children. Help them overcome their hardships and difficulties. Refresh their spirits..."; + next; + percentheal 0,90; + mes "[Bishop Paul]"; + mes "I hope my invocation has eased your pain. Now please go forth and spread God's message. May God be with you..."; + close; + } + } + else if (BaseClass == Job_Novice) { + mes "[Bishop Paul]"; + mes "May God be"; + if (sex) + mes "with you, brother."; + else + mes "with you, sister."; + next; + mes "[Bishop Paul]"; + mes "You are in"; + mes "the Sanctuary."; + mes "What brings you here?"; + next; + switch(select("I want to be an Acolyte.:I want to be a Priest.:Nothing, really.")) { + case 1: + mes "[Bishop Paul]"; + mes "Oh I see..."; + mes "If you wish to become an Acolyte, please visit the other room."; + break; + case 2: + mes "[Bishop Paul]"; + mes "Oh I see. However, you must first become an Acolyte before becoming a Priest. Please visit the other room."; + break; + case 3: + mes "[Bishop Paul]"; + mes "Please make yourself at home. On Earth, nowhere is safer than this Sanctuary."; + break; + } + next; + mes "[Bishop Paul]"; + mes "May God bless you."; + close; + } + else { + mes "[Bishop Paul]"; + mes "May God be"; + if (sex) + mes "with you, brother."; + else + mes "with you, sister."; + next; + mes "[Bishop Paul]"; + mes "What brings you here"; + mes "to Prontera Sanctuary?"; + next; + switch(select("Information about Priests.:Nothing.")) { + case 1: + mes "[Bishop Paul]"; + mes "Priests have the authority to perform and administer religious rites."; + next; + mes "[Bishop Paul]"; + mes "You must first be thoroughly disciplined as an Acolyte before you can be promoted to the position of Priest."; + next; + mes "[Bishop Paul]"; + mes "When you reach Acolyte Job level 40, you will be able to apply for the Priest test."; + next; + mes "[Bishop Paul]"; + mes "If you pass the test, you will be able to use more powerful skills that will be effective against Demon and Undead creatures..."; + next; + mes "[Bishop Paul]"; + mes "With all of your ability, you will play an important role in towns and dungeons."; + next; + mes "[Bishop Paul]"; + mes "Our duty and obligation as Priests is to devote ourselves to helping others without expecting reward."; + next; + mes "[Bishop Paul]"; + mes "As we help others, we must not expect to treat us in a similar fashion. To be a great Priest is your choice and responsibility, not anyone else's."; + next; + mes "[Bishop Paul]"; + mes "However, those who receive should be polite. You should give an outstanding example, but you should also have your limits as a human."; + next; + mes "[Bishop Paul]"; + mes "I hope I explained enough of the class. Why don't you go outside and talk to some of the other Priests if you want to learn more about our way of life?"; + next; + break; + case 2: + mes "[Bishop Paul]"; + mes "Please make yourself at home. Nowhere on Earth is safer than the Prontera Sanctuary."; + next; + break; + } + mes "[Bishop Paul]"; + mes "Well..."; + mes "May God"; + mes "bless you."; + close; + } + } + if (PRIEST_Q == 0) { + mes "[Bishop Paul]"; + mes "May God bless"; + if (sex) + mes "you, Brother."; + else + mes "you, Sister."; + mes "What brings"; + mes "you to me?"; + next; + switch(select("I want to be a Priest.:How are you, Father?")) { + case 1: + mes "[Bishop Paul]"; + mes "I see. So you wish to be a Priest. God will be delighted by your decision and will bless you."; + next; + mes "[Bishop Paul]"; + mes "I am Bishop Paul Cervantes, and am in charge of the Prontera Parish."; + mes "I am glad to meet a person as eager and devoted to God such as yourself."; + next; + mes "[Bishop Paul]"; + mes "If you set your mind on becoming a Priest, you must undergo several tests. Only Acolytes who reach job level 40 are qualified for testing."; + next; + mes "[Bishop Paul]"; + mes "If you satisfy the requirements, I suggest that you apply for the Priest job first. Do you wish to apply now?"; + next; + if (select("Yes, I do.:I need some time to think about it...") == 1) { + if (JobLevel < 40) { + mes "[Bishop Paul]"; + mes "You are not yet qualified to be a Priest. Please go out into the world and broaden your experiences."; + next; + mes "[Bishop Paul]"; + mes "There are still things that you must learn as an Acolyte. However, I look forward to meeting you again very soon."; + close; + } + if (SkillPoint) { + mes "[Bishop Paul]"; + mes "You have skill points left."; + mes "I strongly recommend that you use all of these skill points before you apply for the Priest job change test."; + close; + } + set PRIEST_Q,1; + setquest 8009; + mes "[Bishop Paul]"; + if (sex) + mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(0) + "."; + else + mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(0) + "."; + next; + mes "[Bishop Paul]"; + mes "For the First Trial, you will make a pilgrimage, and visit three acscetic Priests in a specific order."; + next; + mes "[Bishop Paul]"; + mes "The Second Trial will consist of spiritual training. You must resist the temptations of Demons and the Undead."; + next; + mes "[Bishop Paul]"; + mes "In the Final Trial, you will promise your devotion to God. Your willingness to sacrifice yourself will also be questioned."; + next; + mes "[Bishop Paul]"; + mes "Acolytes that have reached Job Level 50 will be exempt from the First Trial, the pilgrimage, as they have already demonstrated their enthusiasm and devotion."; + next; + if (JobLevel == 50) { + mes "[Bishop Paul]"; + mes "I can see the great effort you have exerted to reach job level 50. You have been a loyal servant to God."; + next; + mes "[Bishop Paul]"; + mes "Now, you may go directly go to the Second Trial: Spiritual Training. For this training, you may bring a Priest with you."; + next; + mes "[Bishop Paul]"; + mes "I have no doubt that you will do a good job by yourself. However, it will be easier with the aid of a Brother or Sister that has already become a Priest."; + next; + set PRIEST_Q,5; + changequest 8009,8011; + mes "[Bishop Paul]"; + mes "Well, are you ready for the Spiritual Training?"; + next; + if (select("I am ready.:Give me a minute.") == 1) { + mes "[Bishop Paul]"; + mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training."; + next; + warp "job_prist",24,180; + end; + } + mes "[Bishop Paul]"; + mes "No problem, take your time."; + mes "May God give you the strength to overcome your fears..."; + close; + } + mes "[Bishop Paul]"; + mes "Well, let me tell you the order of the ascetic Priests that you must visit for your pilgrimage."; + next; + mes "[Bishop Paul]"; + mes "First, please visit Father"; + mes "Rubalkabara who is Northeast"; + mes "of the Prontera Ruins."; + next; + mes "[Bishop Paul]"; + mes "Second, please visit Sister Mathilda. She is located in"; + mes "an area near Morroc, Southwest of Prontera."; + next; + mes "[Bishop Paul]"; + mes "The third Priest you must visit is Father Yosuke. He is in a field Northwest of Prontera."; + next; + mes "[Bishop Paul]"; + mes "Well then, I wish you a safe journey. If you have any questions, please ask Sister Cecilia."; + next; + mes "[Bishop Paul]"; + mes "When you return from your pilgrimage, I will let you know"; + mes "of the next test."; + next; + mes "[Bishop Paul]"; + mes "May God"; + mes "bless you..."; + changequest 8009,8010; + close; + } + mes "[Bishop Paul]"; + mes "Please take your time."; + mes "You are always welcomed."; + mes "May God bless you..."; + close; + case 2: + mes "[Bishop Paul]"; + mes "I see..."; + mes "I am doing fine"; + mes "and am in good health."; + mes "Thank you for asking."; + next; + mes "[Bishop Paul]"; + if (sex) + mes "I hope you will continue to go on your mission as God's servant, brother."; + else + mes "I hope you will continue to go on your mission as God's servant, sister."; + next; + mes "[Bishop Paul]"; + mes "Hopefully, our paths"; + mes "will cross again."; + mes "May God bless you..."; + close; + } + } + else if (PRIEST_Q == 1) { + mes "[Bishop Paul]"; + mes "May I ask you the reason you're still here? You didn't forget your pilgrimage, did you?"; + next; + if (select("Sorry father, I need to check the order.:No no no, not at all.") == 1) { + mes "[Bishop Paul]"; + mes "Ah, I see. I will let you know the order of pilgrimage again, and hope that you will have a safe journey."; + next; + mes "[Bishop Paul]"; + mes "First, meet Father Rubalkabara. He's at the Northeast of the Prontera ruins."; + next; + mes "[Bishop Paul]"; + mes "Then, remember to meet Sister Mathilda. She's somewhere near the town of Morroc, Southwest of Prontera."; + next; + mes "[Bishop Paul]"; + mes "And lastly, please seek out Father Yosuke. He is in the a field Northwest of Prontera."; + next; + mes "[Bishop Paul]"; + mes "Well then, I shall pray for your safe journey. If you want more information, please ask Sister Cecilia."; + next; + mes "[Bishop Paul]"; + mes "When you get back from the pilgrimage, I will let you know the next test."; + next; + mes "[Bishop Paul]"; + mes "May God bless you..."; + close; + } + mes "[Bishop Paul]"; + mes "I see. But still, if you have any questions, you may wish to ask Sister Cecilia. She will address any of your concerns."; + next; + mes "[Bishop Paul]"; + mes "Well then, I shall pray for your safe journey. May God bless you..."; + close; + } + else if (PRIEST_Q == 2) { + mes "[Bishop Paul]"; + mes "I see you have returned from your meeting with Father Rubalkabara. How is he doing? I am worried about his health, since he's been there all alone... "; + next; + mes "[Bishop Paul]"; + mes "For your next quest, you should meet Sister Mathilda. I shall be awaiting your safe return."; + close; + } + else if (PRIEST_Q == 3) { + mes "[Bishop Paul]"; + mes "I see that you have returned from your journey to meet Sister Mathilda. She has been meditating in the hot, dry desert for a long time."; + next; + mes "[Bishop Paul]"; + mes "Finally, it is now time for you to meet Father Yosuke. He is doing penance somewhere around a field Northwest of Prontera. Please seek him out, and then return here to me."; + close; + } + else if (PRIEST_Q == 4) { + set PRIEST_Q,5; + changequest 8010,8011; + mes "[Bishop Paul]"; + mes "You've accomplished"; + mes "your pilgrimage."; + mes "Congratulations."; + next; + mes "[Bishop Paul]"; + mes "Now it is time to begin your spiritual training. As I mentioned before, you may bring a Priest to help you during this training."; + next; + mes "[Bishop Paul]"; + mes "Although you cannot receive their help throughout all of the testing, they can at least help you during the spiritual training."; + next; + mes "[Bishop Paul]"; + mes "Well, are you ready for"; + mes "the spiritual training?"; + next; + if (select("I'm ready.:Give me a minute.") == 1) { + mes "[Bishop Paul]"; + mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training."; + next; + warp "job_prist",24,180; + end; + } + mes "[Bishop Paul]"; + mes "No problem,"; + mes "take your time."; + mes "May God grant you"; + mes "the strength to"; + mes "overcome your fears..."; + close; + } + else if (PRIEST_Q == 5) { + mes "[Bishop Paul]"; + mes "You seem confident about the spiritual training. Shall we begin?"; + next; + if (select("I'm ready.:Give me a minute.") == 1) { + mes "[Bishop Paul]"; + mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training."; + next; + warp "job_prist",24,180; + end; + } + mes "[Bishop Paul]"; + mes "No problem,"; + mes "take your time."; + mes "May God grant you"; + mes "the strength to"; + mes "overcome your fears..."; + close; + } + else if (PRIEST_Q == 6) { + mes "[Bishop Paul]"; + mes "You look tired and exhausted. However, you must endure even more suffering once you become a Priest."; + next; + mes "[Bishop Paul]"; + mes "Please endure these trials for the sake of your dream. Why don't you challenge the spiritual training again?"; + next; + if (select("I'll try again.:Give me a minute.") == 1) { + mes "[Bishop Paul]"; + mes "Good. I will send you to the training ground. Please ask for help from Brother Peter."; + next; + warp "job_prist",24,180; + end; + } + mes "[Bishop Paul]"; + mes "No problem,"; + mes "take your time."; + mes "May God grant you"; + mes "the strength to"; + mes "overcome your fears..."; + close; + } + else if (PRIEST_Q == 7) { + mes "[Bishop Paul]"; + mes "I am glad that you've done well with the spiritual training. Congratulations. You are now qualified to be called a Priest."; + next; + mes "[Bishop Paul]"; + mes "Now, you must go and swear your devotion to God with Sister Cecilia. Don't be nervous..."; + next; + mes "[Bishop Paul]"; + mes "Just answer honestly, and listen to the voice of God that speaks quietly in your heart."; + next; + mes "[Bishop Paul]"; + mes "Well then..."; + mes "I will be here"; + mes "waiting for you."; + close; + } + else if (PRIEST_Q == 8) { + mes "[Bishop Paul]"; + mes "Hmm? You haven't made your oath yet...? Without the conviction of an oath to God, you may be tempted by evil at anytime."; + next; + mes "[Bishop Paul]"; + mes "You should go to sister Cecilia and promise your devotion to God. Return here with honor, and listen to the voice of God that speaks quietly in your heart."; + close; + } + else if (PRIEST_Q == 9) { + if (SkillPoint) { + mes "[Bishop Paul]"; + mes "You have remaining skills points. Please use these skill points to upgrade your skills, and then return to me."; + close; + } + mes "[Bishop Paul]"; + mes "Congratulations, you have completed the trials required of all Priests. Let me promote you to the position of Priest right away."; + next; + mes "[Bishop Paul]"; + mes "God, grant your power to your servant standing before you."; + changequest 8015,8016; + if (sex) + mes "Let him send your message throughout the ends of the earth."; + else + mes "Let her send your message throughout the ends of the earth."; + next; + mes "[Bishop Paul]"; + mes "Make this servant of yours an instrument of your miraculous works..."; + next; + set .@joblvl,JobLevel; + completequest 8016; + callfunc "Job_Change",Job_Priest; + callfunc "F_ClearJobVar"; // clears all job variables for the current player + mes "[Bishop Paul]"; + mes "Now you are born again as a Priest. I congratulate you, and hope you will greatly help other people for the rest of your life."; + next; + mes "[Bishop Paul]"; + if (.@joblvl < 50) { + getitem 1550,1; //Book + mes "This book is for you. I hope it will aid you in spreading God's message on earth."; + } + else { + getitem 1551,1; //Bible + mes "In commemoration of your job change, I am giving you a bible. This will lighten your way to the path of righteousness."; + } + next; + mes "[Bishop Paul]"; + mes "You've shown great effort, and have made admirable progress in your personal quest for holiness. Please lead your life as a sincere Priest..."; + close; + } +} + +prt_church,27,24,1 script Sister Cecilia 79,{ + mes "[Sister Cecilia]"; + if (BaseJob != Job_Acolyte) { + if (BaseJob == Job_Priest) { + if (sex) + mes "May god bless you, brother. It brings my heart joy to see that you working hard to carry out the will of God."; + else + mes "May god bless you, sister. It brings my heart joy to see that you working hard to carry out the will of God."; + } + else if (Class == Job_Novice) { + if (sex) + mes "May god bless you, brother."; + else + mes "May god bless you, sister."; + mes "Prontera parish welcomes you."; + next; + mes "[Sister Cecilia]"; + mes "Oh, you haven't chosen a job yet? Why don't you consider devoting your life to God?"; + next; + mes "[Sister Cecilia]"; + mes "You can lead a fulfilling life as an Acolyte, helping out other people in need."; + next; + mes "[Sister Cecilia]"; + mes "If you're interested, please ask the Priest in the other room. You won't ever regret the choice to become an Acolyte."; + next; + mes "[Sister Cecilia]"; + mes "When you reach Job level 40 as an Acolyte, you can be promoted to a Priest."; + next; + mes "[Sister Cecilia]"; + mes "But please..."; + mes "Take your time, and decide what job will be the best for you."; + } + else { + if (sex) + mes "May god bless you, brother."; + else + mes "May god bless you, sister."; + mes "Welcome to Prontera parish. How may I help you?"; + next; + if (select("Tell me more about Priests.:Nothing.") == 1) { + mes "[Sister Cecilia]"; + mes "Messengers of God are usually known as Priests. After becoming an Acolyte, you can train with the goal of becoming a Priest."; + next; + mes "[Sister Cecilia]"; + mes "Servants of God are prohibited to use weapons based on blades. For us, the meaning of battle with monsters is not in the killing, but in the enlightening of their souls."; + if (BaseJob == Job_Acolyte) { + next; + mes "[Sister Cecilia]"; + mes "Well, it will be better that you meet Priests for yourself and speak with them. If you are ready to become a Priest, speak with Bishop Paul in this room."; + next; + mes "[Sister Cecilia]"; + mes "I believe he can give you specific requirement information about the Priest class. Yes, I think it's a good idea."; + } + close; + } + mes "[Sister Cecilia]"; + mes "I see. Well, feel free to relax and make yourself at home. Nowhere on earth is safer than the Prontera Sanctuary."; + next; + mes "[Sister Cecilia]"; + mes "May God bless you..."; + close; + } + } + if (PRIEST_Q == 0) { + if (sex) + mes "May God bless you, brother."; + else + mes "May God bless you, sister."; + mes "May I ask what brings you here?"; + next; + switch(select("I wish to become a Priest.:Nothing.")) { + case 1: + mes "[Sister Cecilia]"; + mes "I see. You've devoted yourself to God. Many Acolytes wish to become Priests to continue on their personal journey towards holiness."; + next; + mes "[Sister Cecilia]"; + mes "Let me introduce myself. I am Cecilia Margarita, and I am in charge of part of the Priest job change process."; + next; + mes "[Sister Cecilia]"; + mes "I've been supporting many people in becoming Priests ever since I joined the Prontera Parish. That is one of my main responsibilities."; + next; + mes "[Sister Cecilia]"; + mes "In order to become a Priest, you must complete 3 trials. A pilgrimage, a session of spiritual training, and an oath of devotion to God."; + next; + mes "[Sister Cecilia]"; + mes "If you wish to become a servant of God, please apply for the Priest job with Bishop Paul, and complete all 3 trials."; + next; + mes "[Sister Cecilia]"; + mes "If you experience a problem during any of your trials, feel free to visit me. I will help you as much as I can."; + close; + case 2: + mes "[Sister Cecilia]"; + mes "Make yourself at home. I insist that you recover and take a rest in this Sanctuary. May God bless you..."; + close; + } + } + else if (PRIEST_Q == 1) { + mes "Ah, you've started your pilgrimage. Please do your best to accomplish this first trial."; + next; + mes "[Sister Cecilia]"; + mes "The first Priest you must meet is Father Rubalkabara. He is in the ruins Northeast of Prontera."; + next; + mes "[Sister Cecilia]"; + mes "Travel one field North from Prontera, and then three fields East, and you will arrive at the ruins."; + next; + mes "[Sister Cecilia]"; + mes "Of course, you can also head 1 field East from Prontera, then go 1 field north, and then go 2 fields East..."; + next; + mes "[Sister Cecilia]"; + mes "Father Rubalkabara will be at the entrance of the Prontera Ruins. Be careful. That place is a habitat for aggressive Chocos."; + next; + mes "[Sister Cecilia]"; + mes "After meeting Father Rubalkabara, please visit Sister Mathilda and Father Yosuke. You can check your quest progress with me if you have any questions later."; + next; + mes "[Sister Cecilia]"; + mes "Well then, have a good journey. Please don't give up to short lived tribulations, and I hope that you accomplish your goals."; + close; + } + else if (PRIEST_Q == 2) { + mes "Oh, you've met Father Rubalkabara. Now it's time for you to visit Sister Mathilda. She is near a town named Morroc."; + next; + mes "[Sister Cecilia]"; + mes "She has been training her religious discipline somewhere in a field North of Morroc. If you look around that field, you will be able to find her."; + next; + mes "[Sister Cecilia]"; + mes "Of course, sometimes I want to devote myself to training like those other Priests, but I have my duty to assist those Acolytes applying for the Priest job."; + next; + mes "[Sister Cecilia]"; + mes "But I believe this is God's will, and that this is the work he has intended me to do as his servant. Have a safe journey, and come back safely."; + close; + } + else if (PRIEST_Q == 3) { + mes "Now, the final Priest that you must meet is Father Yosuke. I've heard that he is training near a lake located Northwest of Prontera."; + next; + mes "[Sister Cecilia]"; + mes "From Prontera, travel one field North, and then two fields towards the West. You may also travel two fields West first, and then travel one field to the North."; + next; + mes "[Sister Cecilia]"; + mes "Although there are still two trials awaiting you, I have faith that you will be able to accomplish your goal of becoming a Priest..."; + close; + } + else if (PRIEST_Q == 4) { + mes "Welcome. You demonstrated great effort to accomplish your first trial. Now, speak to Bishop Paul so that you can begin your next trial on your path to Priesthood."; + next; + mes "[Sister Cecilia]"; + if (sex) + mes "Brother "+ strcharinfo(0) +"..."; + else + mes "Sister "+ strcharinfo(0) +"..."; + mes "The spiritual training is much more difficult than the pilgrimage, but I believe in you."; + next; + mes "[Sister Cecilia]"; + mes "I hope that you find someone who has already become a Priest to help during the spiritual training. Good luck, and have faith."; + close; + } + else if (PRIEST_Q == 5) { + mes "Oh, you haven't finished the spiritual training yet?"; + next; + mes "[Sister Cecilia]"; + mes "I cannot let you know the specific details, but as long as you believe in yourself and have faith in all that is good, you will succeed."; + next; + mes "[Sister Cecilia]"; + mes "Please speak to Father Peter in the test hall for more details. He is a close friend of Bishop Paul and may give you some useful tips for the spiritual training."; + close; + } + else if (PRIEST_Q == 6) { + mes "Yes, I understand that you've been through a really difficult situation. However, do not give up and succumb to temptation. You must be able to resist evil to become a Priest."; + next; + mes "[Sister Cecilia]"; + mes "If you know somebody who has already become a Priest, ask them to help you during your spiritual training."; + next; + mes "[Sister Cecilia]"; + mes "May God give you guidance and protection. When you complete your training, please come back to me."; + close; + } + else if (PRIEST_Q == 7 || PRIEST_Q == 8) { + if (PRIEST_Q == 7) { + if(checkquest(8014) == -1) { + changequest 8013,8014; + } + mes "Welcome! I'm so glad to see you've come back! Now, there is one last trial left for you to complete."; + } + else if (PRIEST_Q == 8) { + mes "..."; + next; + mes "[Sister Cecilia]"; + mes "Welcome back."; + mes "I hope that you've reflected on what you've said last time, and that you now have the attitude to become a Priest."; + } + next; + mes "[Sister Cecilia]"; + if (sex) + mes "Brother "+ strcharinfo(0) +"..."; + else + mes "Sister "+ strcharinfo(0) +"..."; + mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart."; + next; + mes "[Sister Cecilia]"; + if (sex) + mes "Brother "+ strcharinfo(0) +","; + else + mes "Sister "+ strcharinfo(0) +","; + mes "Are you willing"; + mes "to give your life to God?"; + next; + if (select("Yes.:No!") == 2) { + mes "[Sister Cecilia]"; + mes "Aw...? How could you give me that kind of answer? I assume you're not ready to be a Priest yet..."; + next; + set PRIEST_Q,8; + mes "[Sister Cecilia]"; + mes "You should reflect a little more on the teachings of holiness and come back later. You can't be a Priest if your spirit is weak."; + close; + } + mes "[Sister Cecilia]"; + mes "Will you take advantage of the holy abilities given by God for selfish, destructive or greedy ends?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Sister Cecilia]"; + mes "Aw...? God won't grant you the power of holiness if your goals aren't just and pure. Meditate on your motivations for a while, and then come back to me."; + next; + set PRIEST_Q,8; + mes "[Sister Cecilia]"; + mes "Think about the qualities that make Priests people of respect. You can't be a Priest if your spirit is not in accordance with God."; + close; + } + mes "[Sister Cecilia]"; + mes "Will you help aid others, even complete strangers, in battles by easing their suffering?"; + next; + if (select("Yes.:No.") == 2) { + mes "[Sister Cecilia]"; + mes "No, no. You've got the wrong idea. God authorizes us to use his power to support his children. You must help people in danger: it is your obligation."; + next; + set PRIEST_Q,8; + mes "[Sister Cecilia]"; + mes "Go and observe the adventurers that are fighting for peace in this world. They will teach you what you must do in order to help them."; + close; + } + mes "[Sister Cecilia]"; + mes "Are you willing to sacrifice yourself for the sake of others?"; + next; + if (select("Yes.:No.") == 2) { + mes "[Sister Cecilia]"; + mes "How can you say no...? That's one of the basic principles of Priesthood. You must value the welfare of others over your own safety."; + next; + set PRIEST_Q,8; + mes "[Sister Cecilia]"; + mes "Go and think about the value of suffering and the meaning of sacrifice. When you think you understand more about helping those in need, come back to me."; + close; + } + mes "[Sister Cecilia]"; + mes "Will you repeatly say the same phrase in public in order to send God's message to his children?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Sister Cecilia]"; + mes "No no no... You've got it wrong. Even though your purpose is to spread God's message, no one will eagerly accept what you say when you spam text."; + next; + set PRIEST_Q,8; + mes "[Sister Cecilia]"; + mes "Remember..."; + mes "You must be a moral person, and display maturity and respect to other players. This kind of attitude applies for all classes,"; + mes "I believe."; + close; + } + mes "[Sister Cecilia]"; + mes "Will you lure many monsters to help your party members level up?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Sister Cecilia]"; + mes "No, you won't. Luring many monsters does more harm than good. There is no exception. That behavior is totally unacceptable."; + next; + set PRIEST_Q,8; + mes "[Sister Cecilia]"; + mes "Even if it looks like you are aiding your party members, such action results in bad karma. Please reflect on that for a while."; + close; + } + mes "[Sister Cecilia]"; + mes "Will you follow God, no matter what it takes, even if he demands you to kill yourself?"; + next; + if (select("Yes.:No.") == 2) { + mes "[Sister Cecilia]"; + mes "With that spirit, you can't be a Priest. If it is God's will to sacrifice yourself for a good purpose, you must carry out God's will as his servant."; + next; + set PRIEST_Q,8; + mes "[Sister Cecilia]"; + mes "Besides, God has also given Priests the resurrection power. Think about the meaning of life and death again, and then come back to me."; + close; + } + mes "[Sister Cecilia]"; + if (sex) + mes "Brother "+ strcharinfo(0) +"..."; + else + mes "Sister "+ strcharinfo(0) +"..."; + mes "You have demonstrated your devotion to God. Will you swear to adhere to his teachings for the rest of your days?"; + next; + if (select("I do.:No.") == 1) { + set PRIEST_Q,9; + mes "[Sister Cecilia]"; + mes "Now, you have completed your oath of Priesthood and accomplished all three trials required to become a Priest."; + next; + mes "[Sister Cecilia]"; + mes "Now go to Bishop Paul. And remember, we are all brothers and sisters in the eyes of God. Peace be with you..."; + close; + } + mes "[Sister Cecilia]"; + mes "..."; + next; + mes "[Sister Cecilia]"; + mes "..."; + mes "......"; + next; + set PRIEST_Q,8; + changequest 8014,8015; + mes "[Sister Cecilia]"; + mes "You've come so far..."; + mes "Why would you want"; + mes "to throw this all away...?"; + close; + } + else if (PRIEST_Q == 9) { + mes "Congratulations."; + mes "You've completed all three trials required for the Priesthood. Bishop Paul is now waiting for you."; + next; + mes "[Sister Cecilia]"; + mes "Peace be with you..."; + close; + } +} + +// 2nd Test +//========================================================== +job_prist,24,187,4 script Peter S. Alberto 110,{ + mes "[Father Peter]"; + if (BaseJob == Job_Priest) { + mes "Welcome!"; + if (sex) + mes "Brother "+ strcharinfo(0) +"!"; + else + mes "Sister "+ strcharinfo(0) +"!"; + mes "So good to see you again!"; + next; + mes "[Father Peter]"; + mes "Are you here to help an Acolyte friend for the spiritual training? That's great~ I think you'll do a good job."; + next; + mes "[Father Peter]"; + mes "Remember, no matter how much you want to help this Acolyte, this is not your quest."; + next; + mes "[Father Peter]"; + mes "You may assist and lighten your friend's burden, but you take upon this task for yourself."; + next; + mes "[Father Peter]"; + mes "So..."; + mes "Are you gonna help him right now?"; + next; + switch(select("Yes, I am.:Give me a minute.:I changed my mind.")) { + case 1: + mes "[Father Peter]"; + mes "Go for it! As your Acolyte enters, the test will begin. Now, I will send you to the testing area."; + close2; + warp "job_prist",24,44; + end; + case 2: + mes "[Father Peter]"; + mes "Hm...?"; + mes "What for?"; + mes "Well, so long as you arrive in time to help your friend, it will be okay."; + close; + case 3: + mes "[Father Peter]"; + mes "Oh...?"; + mes "Then please,"; + mes "go ahead. God bless"; + mes "you, and take care!"; + close2; + warp "prontera",234,318; + end; + } + } + if (PRIEST_Q == 5) { + mes "Welcome~!"; + mes "I congratulate you"; + mes "for passing the first trail."; + next; + mes "[Father Peter]"; + mes "My name is"; + mes "Peter S. Alberto."; + mes "How is my buddy Paul?"; + mes "Is he doing alright"; + mes "these days?"; + next; + mes "[Father Peter]"; + mes "Oh, I keep forgetting that he was promoted to Bishop. I think I'm supposed to call him Bishop Paul, or 'His Excellency.' Haha~"; + next; + mes "[Father Peter]"; + mes "Anyway, let me give you a brief explanation of the spiritual training. Are you familiar with what the spiritual training is for Priests?"; + next; + switch(select("Yes, I do.:Sorry...")) { + case 1: + mes "[Father Peter]"; + mes "Haha, I like you! But it never hurts to have too much information. The more well informed you are, the more easily you'll pass the test!"; + next; + break; + case 2: + mes "[Father Peter]"; + mes "Oh, no need to be sorry. I'm here to give you the information you need anyway. So, don't worry."; + next; + break; + } + mes "[Father Peter]"; + mes "In spiritual training, you will be defeating evil creatures. Creatures of the Undead and Demons are all evil. In choosing to serve darkness, they are our enemies!"; + next; + mes "[Father Peter]"; + mes "There are too many evil creatures that roam this world against the will of God. Innocents suffer as a result of their malignance."; + next; + mes "[Father Peter]"; + mes "We, as Priests, are obligated to exterminate all those creatures, thus spreading love and peace."; + next; + mes "[Father Peter]"; + mes "This training will test your ability to eliminate evil. Since this trial is pretty difficult to be accomplished by yourself,"; + mes "I recommend getting help from a Priest if you can."; + next; + mes "[Father Peter]"; + mes "If you are close to a Priest, you'd better ask him to assist you during this trial. Now, are you ready?"; + next; + switch(select("I'm ready.:Please hold on.:I want to go back.")) { + case 1: + mes "[Father Peter]"; + mes "Now, let the spiritual training begin. It's simple. Just kill them all. Show no mercy to the creatures of darkness!"; + next; + mes "[Father Peter]"; + mes "Now..."; + mes "Go for it!"; + close2; + changequest 8011,8012; + warp "job_prist",24,44; + donpcevent "Zombie_Generator#prst::OnEnable"; + donpcevent "Peter S. Alberto::OnDisable"; + donpcevent "Peter S. Alberto#2::OnEnable"; + end; + case 2: + set PRIEST_Q,6; + mes "[Father Peter]"; + mes "Hm? What is it you need?"; + mes "Well, no problem. You can"; + mes "afford to take your time."; + close; + case 3: + set PRIEST_Q,6; + mes "[Father Peter]"; + mes "What...?"; + mes "You wanna go back??"; + next; + mes "[Father Peter]"; + mes "I understand. I suppose you have some important reason or business that you must attend to. Come back whenever you can."; + close2; + warp "prontera",234,318; + end; + } + } + else if (PRIEST_Q == 6) { + mes "Are you ready this time?"; + mes "Complete this trial quickly,"; + mes "and become a Priest!"; + next; + mes "[Father Peter]"; + mes "Are you ready then?"; + next; + switch(select("I'm ready.:Please hold on.:I want to go back.")) { + case 1: + mes "[Father Peter]"; + mes "Now, let the spiritual training begin. For the glory of God, for peace on earth, and goodwill towards all men..."; + next; + mes "[Father Peter]"; + mes "Go..."; + mes "Kill those"; + mes "misbegotten creatures!"; + close2; + if(checkquest(8012) == -1) { + changequest 8011,8012; + } + warp "job_prist",24,44; + donpcevent "Zombie_Generator#prst::OnEnable"; + donpcevent "Peter S. Alberto::OnDisable"; + donpcevent "Peter S. Alberto#2::OnEnable"; + end; + case 2: + mes "[Father Peter]"; + mes "Hm? What is it you need?"; + mes "Well, no problem. You can"; + mes "afford to take your time."; + close; + case 3: + mes "[Father Peter]"; + mes "What...?"; + mes "You wanna go back??"; + next; + mes "[Father Peter]"; + mes "I understand. I suppose you have some important reason or business that you must attend to. Come back whenever you can."; + close2; + warp "prontera",234,318; + end; + } + } + else { + mes "Go back!"; + close2; + warp "prontera",234,318; + end; + } + +OnEnable: + enablenpc "Peter S. Alberto"; + end; + +OnDisable: + disablenpc "Peter S. Alberto"; + end; +} + +job_prist,23,187,1 script Peter S. Alberto#2 110,{ + mes "[Father Peter]"; + if (BaseJob == Job_Priest) { + mes "Welcome!"; + if (sex) + mes "Brother "+ strcharinfo(0) +"!"; + else + mes "Sister "+ strcharinfo(0) +"!"; + mes "So good to see you!"; + next; + mes "[Father Peter]"; + mes "Are you here to help an Acolyte friend for the spiritual training? That's great~ I think you'll do a good job."; + next; + mes "[Father Peter]"; + mes "Well, another Acolyte is in the training ground right now. You'll need to wait a little bit longer..."; + next; + mes "[Father Peter]"; + mes "Please come back a little later. If this acolyte's done with the training, I will send you to the training area."; + close; + } + if (PRIEST_Q == 5) { + mes "Please hold on for a while. Another acolyte is in the training ground right now."; + next; + mes "[Father Peter]"; + mes "If you want to take the test, please wait a while and talk to me again."; + close; + } + else if (PRIEST_Q == 6) { + mes "Please hold on for a while. Another acolyte is in the training ground right now."; + next; + mes "[Father Peter]"; + mes "If you want to take the test, please wait a while and talk to me again."; + close; + } + else { + mes "Peace..."; + mes "Be with you."; + close2; + warp "prontera",234,318; + end; + } + +OnInit: + disablenpc "Peter S. Alberto#2"; + end; + +OnEnable: + enablenpc "Peter S. Alberto#2"; + end; + +OnDisable: + disablenpc "Peter S. Alberto#2"; + end; +} + +- script Zombie_Generator#prst 110,{ +OnInit: + disablenpc "Zombie_Generator#prst"; + end; + +OnEnable: + donpcevent "Zombie1_1::OnEnable"; + donpcevent "Zombie2_1::OnEnable"; + donpcevent "Zombie3_1::OnEnable"; + donpcevent "Zombie4_1::OnEnable"; + donpcevent "Zombie5_1::OnEnable"; + initnpctimer; + end; + +Onm1: + set .MyMobs,13; + monster "job_prist",24,52,"Theft",1015,1,"Z_C#prst::OnMyMobDead"; + monster "job_prist",18,52,"Want of Virtue",1015,1,"Z_C#prst::OnMyMobDead"; + monster "job_prist",30,52,"Jealousy",1015,1,"Z_C#prst::OnMyMobDead"; + end; + +Onm2: + monster "job_prist",21,62,"Fury",1015,1,"Z_C#prst::OnMyMobDead"; + monster "job_prist",27,62,"Envy",1015,1,"Z_C#prst::OnMyMobDead"; + end; + +Onm3: + monster "job_prist",24,72,"Arrogance",1015,1,"Z_C#prst::OnMyMobDead"; + monster "job_prist",18,72,"Lewdness",1015,1,"Z_C#prst::OnMyMobDead"; + monster "job_prist",30,72,"Sloth",1015,1,"Z_C#prst::OnMyMobDead"; + end; + +Onm4: + monster "job_prist",21,82,"Gluttony",1015,1,"Z_C#prst::OnMyMobDead"; + monster "job_prist",27,82,"Greed",1015,1,"Z_C#prst::OnMyMobDead"; + end; + +Onm5: + monster "job_prist",24,92,"Despair",1015,1,"Z_C#prst::OnMyMobDead"; + monster "job_prist",18,92,"Distrust",1015,1,"Z_C#prst::OnMyMobDead"; + monster "job_prist",30,92,"Fear",1015,1,"Z_C#prst::OnMyMobDead"; + end; + +OnDisable: + disablenpc "Zombie_Generator#prst"; + killmonsterall "job_prist"; + end; + +OnTimer300000: + areawarp "job_prist",8,34,39,109,"prontera",234,318; + end; + +OnTimer300500: + donpcevent "Zombie_Generator#prst::OnDisable"; + end; + +OnTimer301500: + donpcevent "Zombie_Generator#prst::OnDisable"; + donpcevent "Peter S. Alberto#2::OnDisable"; + donpcevent "Peter S. Alberto::OnEnable"; + end; + +OnTimer302000: + stopnpctimer; + end; +} + +- script Z_C#prst -1,{ + end; + +OnMyMobDead: + set getvariableofnpc(.MyMobs,"Zombie_Generator#prst"),getvariableofnpc(.MyMobs,"Zombie_Generator#prst") - 1; + end; +} + +job_prist,24,44,0 script Zombie Info -1,1,1,{ +OnTouch: + if (BaseJob == Job_Priest) { + mes "[Father Peter]"; + mes "When the Priest applicant enters, 5 minutes will be given to complete this trial. Proceed slowly and help your Acolyte."; + next; + mes "[Father Peter]"; + mes "Enter through the warp at the end of the hall, where you will be lead to the next test hall."; + next; + mes "[Father Peter]"; + mes "Remember..."; + mes "This trial must be"; + mes "completed within"; + mes "5 minutes. Best of luck~"; + close; + } + else if (BaseJob == Job_Acolyte){ + mes "[Father Peter]"; + mes "I will give you exactly 5 minutes! You must proceed slowly and eliminate the Zombies."; + next; + mes "[Father Peter]"; + mes "Slay all the zombies and go through the warp at the end of the hall. Make sure that you kill them all."; + close; + } + end; +} + +job_prist,24,52,0 script Zombie1_1 -1,14,1,{ +OnInit: + disablenpc "Zombie1_1"; + end; + +OnTouch: + if (BaseJob == Job_Acolyte) { + donpcevent "Zombie_Generator#prst::Onm1"; + donpcevent "Zombie1_1::OnDisable"; + } + end; + +OnEnable: + enablenpc "Zombie1_1"; + end; + +OnDisable: + disablenpc "Zombie1_1"; + end; +} + +job_prist,21,62,0 script Zombie2_1 -1,17,1,{ +OnInit: + disablenpc "Zombie2_1"; + end; + +OnTouch: + if (BaseJob == Job_Acolyte) { + donpcevent "Zombie_Generator#prst::Onm2"; + donpcevent "Zombie2_1::OnDisable"; + } + end; + +OnEnable: + enablenpc "Zombie2_1"; + end; + +OnDisable: + disablenpc "Zombie2_1"; + end; +} + +job_prist,24,72,0 script Zombie3_1 -1,14,1,{ +OnInit: + disablenpc "Zombie3_1"; + end; + +OnTouch: + if (BaseJob == Job_Acolyte) { + donpcevent "Zombie_Generator#prst::Onm3"; + donpcevent "Zombie3_1::OnDisable"; + } + end; + +OnEnable: + enablenpc "Zombie3_1"; + end; + +OnDisable: + disablenpc "Zombie3_1"; + end; +} + +job_prist,21,82,0 script Zombie4_1 -1,17,1,{ +OnInit: + disablenpc "Zombie4_1"; + end; + +OnTouch: + if (BaseJob == Job_Acolyte) { + donpcevent "Zombie_Generator#prst::Onm4"; + donpcevent "Zombie4_1::OnDisable"; + } + end; + +OnEnable: + enablenpc "Zombie4_1"; + end; + +OnDisable: + disablenpc "Zombie4_1"; +} + +job_prist,24,92,0 script Zombie5_1 -1,14,1,{ +OnInit: + disablenpc "Zombie5_1"; + end; + +OnTouch: + if (BaseJob == Job_Acolyte) { + donpcevent "Zombie_Generator#prst::Onm5"; + donpcevent "Zombie5_1::OnDisable"; + } + end; + +OnEnable: + enablenpc "Zombie5_1"; + end; + +OnDisable: + disablenpc "Zombie5_1"; +} + +job_prist,24,109,4 script prst1_1 45,3,3,{ +OnTouch: + set .@mobs,getvariableofnpc(.MyMobs,"Zombie_Generator#prst"); + if (BaseJob == Job_Priest) warp "job_prist",168,17; + else if (BaseClass == Job_Acolyte && .@mobs < 1) { + warp "job_prist",168,17; + donpcevent "Zombie_Generator#prst::OnDisable"; + donpcevent "Peter S. Alberto#2::OnDisable"; + donpcevent "Peter S. Alberto::OnEnable"; + donpcevent "Zombie_Generator#prst::OnDisable"; + } + end; +} + +// 3rd Test +//========================================================== +job_prist,168,45,4 script Deviruchi#prst 1109,8,1,{ +OnTouch: + if (BaseJob == Job_Priest) { + mes "[Deviruchi]"; + mes "Whaaaaat...?"; + mes "What are you"; + mes "doing back here?"; + next; + mes "[Deviruchi]"; + mes "Well, look who's the ^660000BMOC^000000 now. That's '^660000B^000000ig ^660000M^000000an ^660000O^000000n ^660000C^000000ampus,' if you didn't know. By the way, I was being sarcastic. You know, if you didn't notice."; + next; + mes "[Deviruchi]"; + mes "Are you really"; + mes "happy being a Priest?"; + mes "There's no possible way."; + next; + mes "[Deviruchi]"; + mes "Alright, alright, for old time's sake, I'll let you pass me. But only this once. But I better not catch you again! This is evil turf, you hear?!"; + close; + } + if (BaseClass == Job_Acolyte) { + mes "[Deviruchi]"; + mes "Why..."; + mes "Hello little Aco."; + next; + mes "[Deviruchi]"; + mes "You must be here training hard to be a Priest. Funny, I know a lot of God's servants, actually. They tell me that it's really tough serving that God guy all the time. So... So ^666666tiring^000000 and ^666666unrewarding^000000."; + next; + mes "[Deviruchi]"; + mes "I mean, people are always crying to Priests for help no matter where they are. And Priests never get anything in return..."; + next; + mes "[Deviruchi]"; + mes "It's tragic really, how unappreciated Priests are."; + mes "It's so clear that any job is better. Anything at all..."; + next; + mes "[Deviruchi]"; + mes "Wouldn't life be so much easier if you weren't a Priest? And it'd be so easy. All you'd have to do is quit right now..."; + next; + if (select("You're right, I quit!:Out of my sight, demon!") == 1) { + mes "[Deviruchi]"; + mes "^660000YES~!^000000 I mean..."; + mes "Good for you!"; + next; + mes "[Deviruchi]"; + mes "Oh...?"; + mes "Look at the ^660000time^000000."; + mes "You better get going."; + next; + mes "[Deviruchi]"; + mes "BWAHAHAHAHAHAH!"; + mes "GET THE JOKE!?"; + close2; + warp "c_tower2",168,33; + end; + } + mes "[Deviruchi]"; + mes "Out of your sight?"; + mes "I guess I'm not the"; + mes "cutest thing you've"; + mes "ever seen, huh?"; + next; + mes "[Deviruchi]"; + mes "But how about this...? Now, isn't this an attractive sight? A nice, shiny new card. Mint condition. Not too many people have this you know. But I happen to have soooo many, my pockets hurt."; + next; + cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",4; + mes "[Deviruchi]"; + mes "Isn't it everyone's dream to have one of these? Think about it, being a Priest can only bring you suffering..."; + next; + if (select("You're right, I'll take it!:Silence!") == 1) { + mes "[Deviruchi]"; + mes "Good choice!"; + mes "This card can"; + mes "can be yours..."; + next; + cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255; + mes "[Deviruchi]"; + mes "Theoretically!"; + mes "BWAHAHAHAHAHAHAHA!"; + mes "Go and earn it yourself!"; + close2; + warp "mjolnir_05",200,200; + end; + } + cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255; + mes "[Deviruchi]"; + mes "Did..."; + mes "Did you just tell"; + mes "me to shut up?"; + mes "Oh my God..."; + next; + mes "[Deviruchi]"; + mes "Sorry..."; + mes "Oh ^660000your^000000 God."; + mes "Fine, get going."; + mes "But you'll regret"; + mes "your decision later!"; + close; + } + end; +} + +job_prist,168,80,4 script Doppelganger#prst 1046,8,1,{ +OnTouch: + if (BaseJob == Job_Priest) { + mes "[Doppelganger]"; + mes "What are you doing here? You've already made your choice, there's no going back... Priest."; + next; + mes "[Doppelganger]"; + mes "Besides, this is none of your business. Whether or not this Acolyte becomes a Priest isn't up to you. Now get out of here, before I get violent."; + close; + } + else if (BaseClass == Job_Acolyte) { + mes "[Doppelganger]"; + mes "Hold on there, Acolyte."; + mes "I'm not like Deviruchi,"; + mes "so I won't mince"; + mes "words with you."; + next; + mes "[Doppelganger]"; + mes "Now, why would you want to become a Priest? It's such a worthless, thankless job. If you want, I'll give you the chance to become a Novice. Then you can become something much better!"; + next; + mes "[Doppelganger]"; + mes "Of course, I'll let you redistribute your stat points by your base level. Now, isn't that a sweet deal...?"; + next; + if (select("Deal, Deal!:No deal... Doppelganger.") == 1) { + mes "[Doppelganger]"; + mes "Good choice~"; + mes "I shall return your"; + mes "job to a Novice"; + mes "as you wish."; + next; + mes "[Doppelganger]"; + mes "Now go!!"; + mes "Never step into"; + mes "the light again!"; + close2; + warp "gef_dun02",210,177; + end; + } + mes "[Doppelganger]"; + mes "I don't think you understood what I just offered. Think about it again. I mean, this is your one and only chance to undo your life mistakes. I mean, becoming an Acolyte?"; + next; + mes "[Doppelganger]"; + mes "Just don't become a Priest. I won't ask you more than once. Then you can choose a better job... perhaps a Swordman like me."; + next; + if (select("I don't want to be a Priest!:I'll never listen to you!") == 1) { + mes "[Doppelganger]"; + mes "Excellent choice. Now, never return to this place. I shall return your job to Novice as you wish."; + next; + mes "[Doppelganger]"; + mes "Now go!!"; + mes "Never step into"; + mes "the light again!"; + close2; + warp "gef_dun02",210,177; + end; + } + mes "[Doppelganger]"; + mes "Hmpf. I admire"; + mes "your determination."; + mes "Okay, you can pass."; + mes "For now."; + next; + mes "[Doppelganger]"; + mes "But if by chance we meet again,"; + mes "I assure you... You won't be happy at all to see me."; + close; + } +} + +job_prist,168,115,4 script Dark Lord#prst 1272,8,1,{ +OnTouch: + if (BaseJob == Job_Priest) { + mes "[Dark Lord]"; + mes "^330033All is doom, darkness and despair! Those who love you will betray you, and all that will be left is grieving and fury!^000000"; + next; + mes "[Dark Lord]"; + mes "^330033To choose to become a servant of God is to choose eternal pain!"; + mes "I shall personally see to that, mortal.^000000"; + close; + } + else if (BaseClass == Job_Acolyte) { + mes "[Dark Lord]"; + mes "^330033Halt, human."; + mes "Who has granted"; + mes "you passage?^000000"; + next; + mes "[Dark Lord]"; + mes "^330033You still wish to become a Priest?! Fool! Then, I shall not let you pass. Go back. Otherwise, you will not survive.^000000"; + next; + mes "[Dark Lord]"; + mes "^330033It would be so easy for me to snap your fragile body in twain and grind your bones to dust."; + mes "Now, go back mortal!^000000"; + next; + if (select("I'm so sorry. Spare me!:God will protect me.") == 1) { + mes "[Dark Lord]"; + mes "^330033Don't ever come back!^000000"; + close2; + warp "gl_church",145,170; + end; + } + mes "[Dark Lord]"; + mes "^330033It is no use to feign strength and courage. You are completely helpless before me. Your skills are laughable, and your weapons are but mere toys compared to my power.^000000"; + next; + mes "[Dark Lord]"; + mes "^330033With just a wave of my hand, you will cease to exist. And no one will remember you. Tremble before the might of my infinite magic!^000000"; + next; + if (select("I beg you, don't...!:Begone, vile fiend!") == 1) { + mes "[Dark Lord]"; + mes "^330033Don't ever come back!^000000"; + close2; + warp "gl_church",145,170; + end; + } + mes "[Dark Lord]"; + mes "^330033Why..."; + mes "Why don't you fear me?!"; + mes "For a frail mortal, you"; + mes "are quite annoying.^000000"; + next; + mes "[Dark Lord]"; + mes "^330033When next we meet, I will shall escort you to a realm of suffering where you shall spend years immersed in excruciating pain."; + mes "Mark my words...^000000"; + close; + } +} + +job_prist,168,150,4 script Baphomet#prst 736,8,1,{ +OnTouch: + if (BaseJob == Job_Priest) { + mes "[Baphomet]"; + mes "I hate"; + mes "Priests..."; + next; + mes "[Baphomet]"; + mes "I don't have any business with you, servant of God. Just pass through."; + close; + } + else if (BaseClass == Job_Acolyte) { + mes "[Baphomet]"; + mes "Greetings."; + next; + mes "[Baphomet]"; + mes "..."+ strcharinfo(0) +"."; + next; + mes "[Baphomet]"; + mes "Yes, human,"; + mes "I know who you are."; + next; + mes "[Baphomet]"; + mes "I also know that Deviruchi, Doppelganger and the Dark Lord have all failed to convince you to turn away from the Priesthood."; + mes "Now, I stand before"; + mes "you to offer a deal."; + next; + mes "[Baphomet]"; + mes "I can grant you any treasure you desire and infinite power at your fingertips. Powerful weapons that humans have never before seen..."; + next; + mes "[Baphomet]"; + mes "Mountains of zeny that you cannot possibly hope to spend in a lifetime. Though, who's to say that your lifespan should be limited? Fame, power, immortality: It can all be yours."; + next; + mes "[Baphomet]"; + mes "I will be yours to summon at anytime. All other humans will dread making you their enemy. You will become the most powerful person in all of history!"; + next; + mes "[Baphomet]"; + mes "Cease this foolishness of pursuing the Priesthood. Make a contract with me. The entire world is yours for the taking."; + next; + if (select("Deal.:No, Baphomet. You lose.") == 1) { + mes "[Baphomet]"; + mes "Then we shall form a contract. You won't ever regret this moment..."; + next; + mes "[Baphomet]"; + mes "Follow me."; + mes "We will make the"; + mes "contract in my"; + mes "sanctum of darkness."; + close2; + warp "glast_01",200,203; + end; + } + mes "[Baphomet]"; + mes "Foolish human..."; + mes "You have made your choice. I will leave you alone for now, then. However, your training won't be as easy as you think."; + next; + mes "[Baphomet]"; + mes "I shall be preparing my troops for you. The day will come when I shall enjoy watching you writhe in agony as my fiends slowly devour you."; + close; + } +} + +job_prist,168,180,4 script prst2_1 45,3,3,{ +OnTouch: + if (BaseJob == Job_Priest) warp "job_prist",98,40; + else if (BaseClass == Job_Acolyte) { + warp "job_prist",98,40; + donpcevent "Mummy_Generator::OnEnable"; + } + end; +} + +// 4th Test +//========================================================== +job_prist,1,2,1 script Mummy_Generator 110,1,1,{ +OnInit: + disablenpc "Mummy_Generator"; + end; + +OnEnable: + donpcevent "Mummy1_1::OnEnable"; + donpcevent "Mummy2_1::OnEnable"; + donpcevent "Mummy3_1::OnEnable"; + end; + +Onm1: + monster "job_prist",90,55,"Khamoz",1041,1; + monster "job_prist",105,55,"Amocsis",1041,1; + end; + +Onm2: + monster "job_prist",90,70,"Mentuhoteph",1041,1; + monster "job_prist",105,70,"Akenaten",1041,1; + end; + +Onm3: + monster "job_prist",90,85,"Mehnes",1041,1; + monster "job_prist",105,85,"Snepheru",1041,1; + end; + +OnDisable: + disablenpc "Mummy_Generator"; + killmonsterall "job_prist"; + end; +} + +job_prist,90,55,0 script Mummy1_1 -1,15,1,{ +OnInit: + disablenpc "Mummy1_1"; + end; + +OnTouch: + if (BaseJob == Job_Acolyte) { + donpcevent "Mummy_Generator::Onm1"; + donpcevent "Mummy1_1::OnDisable"; + } + end; + +OnEnable: + enablenpc "Mummy1_1"; + end; + +OnDisable: + disablenpc "Mummy1_1"; + end; +} + +job_prist,90,70,0 script Mummy2_1 -1,15,1,{ +OnInit: + disablenpc "Mummy2_1"; + end; + +OnTouch: + if (BaseJob == Job_Acolyte) { + donpcevent "Mummy_Generator::Onm2"; + donpcevent "Mummy2_1::OnDisable"; + } + end; + +OnEnable: + enablenpc "Mummy2_1"; + end; + +OnDisable: + disablenpc "Mummy2_1"; + end; +} + +job_prist,90,85,0 script Mummy3_1 -1,15,1,{ +OnInit: + disablenpc "Mummy3_1"; + end; + +OnTouch: + if (BaseJob == Job_Acolyte) { + donpcevent "Mummy_Generator::Onm3"; + donpcevent "Mummy3_1::OnDisable"; + } + end; + +OnEnable: + enablenpc "Mummy3_1"; + end; + +OnDisable: + disablenpc "Mummy3_1"; + end; +} + +job_prist,98,105,4 script prst3_1 45,3,3,{ +OnTouch: + if (BaseJob == Job_Priest) { + warp "prt_church",15,36; + end; + } + else if (BaseClass == Job_Acolyte) { + set PRIEST_Q,7; + if(checkquest(8012) != -1) { + changequest 8012,8013; + } + warp "prt_church",16,37; + donpcevent "Mummy_Generator::OnDisable"; + } + end; +} + +// Functions +//========================================================== +function script F_FatherRub { + if (PRIEST_Q != 0) { + if (PRIEST_Q == 1) { + mes "Ah yes, so you're the young Acolyte who wishes to become a Priest."; + next; + mes "[Father Rubalkabara]"; + mes "I've received the message from Bishop Paul. Since you made the pilgrimage, I hope you accomplish your goal of becoming a Priest."; + next; + mes "[Father Rubalkabara]"; + mes "Also, if you have a chance, please visit this abbey again. It's a sacred place for our Church."; + next; + mes "[Father Rubalkabara]"; + mes "Well then, please head to your next destination for your pilgrimage. Be safe in your travels."; + close2; + savepoint "prt_fild03",361,255; + set PRIEST_Q,2; + end; + } + else if (PRIEST_Q == 2) { + mes "Please be hurry to the next destination for your pilgrimage. I hope you become a Priest soon."; + close; + } + mes "May I ask why you have returned? Please go back and continue your religious practice."; + close; + } + mes "I have no idea what brought you here, but please excuse me."; + close; +} + +function script F_MotherMart { + if (PRIEST_Q != 0) { + if (PRIEST_Q == 1) { + mes "Hmm..."; + mes "It seems you're"; + mes "training to become"; + mes "a Priest."; + next; + mes "[Mother Mathilda]"; + mes "However, at this point in your pilgrimage, I am not the person that you should be visiting."; + next; + mes "[Mother Mathilda]"; + mes "Perhaps you should ask Bishop Paul or Sister Cecilia once again. Well, may God be with you..."; + close; + } + else if (PRIEST_Q == 2) { + mes "Ah, are you"; + mes "a Priest trainee...?"; + mes "Welcome!"; + next; + mes "[Mother Mathilda]"; + mes "We Priests are obliged to spread the message of God to"; + mes "the peoples of the Earth."; + next; + mes "[Mother Mathilda]"; + mes "After you become a Priest, your travels may take you to the Morroc Pyramids. I hope that you may release the Undead there from the evil to which they are bound."; + next; + mes "[Mother Mathilda]"; + mes "Well then..."; + mes "I shall pray to"; + mes "God for safety"; + mes "on your journey."; + close2; + savepoint "moc_fild07",35,355; + set PRIEST_Q,3; + end; + } + else if (PRIEST_Q == 3) { + mes "Please leave soon, and"; + mes "continue your training."; + close; + } + mes "May I ask you the reason you came back? Please continue your training."; + close; + } + mes "May God"; + mes "be with you..."; + close; +} + +function script F_FatherYos { + if (PRIEST_Q != 0) { + if (PRIEST_Q == 1) { + mes "Hmm..."; + mes "A Priest trainee, eh?"; + next; + mes "[Father Yosuke]"; + mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later."; + next; + mes "[Father Yosuke]"; + mes "But that's your own fault."; + mes "Now, go back to Church, kid."; + close; + } + else if (PRIEST_Q == 2) { + mes "Hmm..."; + mes "A Priest trainee, eh?"; + next; + mes "[Father Yosuke]"; + mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later."; + next; + mes "[Father Yosuke]"; + mes "But that's your own fault. Go back to Church."; + close; + } + else if (PRIEST_Q == 3) { + mes "Hmm."; + mes "A Priest"; + mes "trainee, eh? "; + mes "Welcome."; + next; + mes "[Father Yosuke]"; + mes "I won't say"; + mes "anything more."; + mes "Just devote your"; + mes "life to God."; + next; + mes "[Father Yosuke]"; + mes "Now go back to church."; + mes "Hereby, the first of"; + mes "your trials is now"; + mes "completed."; + close2; + savepoint "prt_fild00",206,230; + set PRIEST_Q,4; + end; + } + else if (PRIEST_Q == 4) { + mes "I told you to go back to church."; + mes "Or do you want to live with me here for the rest of your life...?"; + close; + } + mes "Just go be a Priest. This isn't a playground for kids."; + close; + } + mes "...Acolyte, you don't have any business with me here."; + close; +} + diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt new file mode 100644 index 000000000..39cbdb204 --- /dev/null +++ b/npc/jobs/2-1/wizard.txt @@ -0,0 +1,1985 @@ +//===== rAthena Script ======================================= +//= Wizard Job Quest +//===== By: ================================================== +//= (Aegis) Translated by yoshiki, converted by kobra_k88 +//= Further bugfixed and tested by Lupus +//===== Current Version: ===================================== +//= 3.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job Change quest for Wizard class. +//===== Additional Comments: ================================= +//= 2.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf] +//= 2.5 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf] +//= 2.5a More bugfixes care of Barron-Monster. [L0ne_W0lf] +//= 2.5b Fixed tests calling on a non-existant label in "Room of x#Failed" npcs. [L0ne_W0lf] +//= 2.5c Bug fixes. Cleaned up some NPCs slightly. [L0ne_W0lf] +//= 2.6 Fixed Water Room not warping on time-up. [L0ne_W0lf] +//= 2.7 Now uses enable and disable waitingroomevent. [L0ne_W0lf] +//= Other minor fixes to various NPCs. +//= 2.7a Added end; :D (bugreport:2038) [Yommy] +//= 2.8 Fixed donpcevent to doevent. (bugreport:2311) [SoulBlaker] +//= 2.9 Reverted the change of donpcevent to doevent. [L0ne_W0lf] +//= Was probably cuased by a warp BEFORE a percentheal +//= 3.0 Added Quest Log commands. [Kisuka] +//= 3.1 Removed the need for use of 'goto.' [L0ne_W0lf] +//= 3.2 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info). +//============================================================ + +gef_tower,111,37,4 script Wizard Guildsman 70,{ + if (Upper == 1) { + mes "[Catherine]"; + mes "? Excuse me, I am wondering if we have met before...?"; + mes "Hey~ you have changed a lot! So, what happened?"; + next; + mes "[Catherine]"; + mes "I feel you have become so much powerful, eh?"; + mes "Congratulations and good luck with your life!"; + close; + } + if (BaseJob != Job_Mage) { + if (BaseJob == Job_Wizard) { + mes "[Catherine]"; + mes "Since you're already a Wizard, you don't have any more business with me...?"; + mes "Now, excuse me."; + next; + mes "[Catherine]"; + if (sex) + mes "Well, If you intended to ask me on a date... I appreciate it...hohoho."; + else + mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!."; + close; + } + else if (BaseClass == Job_Novice) { + mes "[Wizard Guildsman]"; + mes "Oh my goodness, it's a novice~ ain't you the cutest little thing."; + mes "By the way honey, this place is for Wizards."; + next; + mes "[Wizard Guildsman]"; + mes "If you are interested in magic,"; + mes "Go visit the ^0000FFMage^000000 guild."; + } + else { + mes "[Wizard Guildsman]"; + mes "Huh? what brings you to such a high place...?"; + mes "If you don't have any specific business, please leave immediately."; + mes "This place is for Wizards, you know?"; + } + next; + mes "[Wizard Guildsman]"; + mes "Ok, then. Farewell."; + close; + } + if (WIZ_Q == 0) { + mes "[Wizard Guildsman]"; + mes "Huh? What are you doing way up here...?"; + mes "So what brings you here?"; + next; + if (select("I want to become a Wizard.:...nothing.") == 1) { + mes "[Wizard Guildsman]"; + mes "I see... Well, of course you want to become a Wizard, otherwise you wouldn't have walked up all those stairs right?"; + mes "Anyways, I would like to welcome you. I will assist you in becoming a Wizard."; + next; + mes "[Wizard Guildsman]"; + mes "My name is Catherine Medici. Just between me and you, I just became a Wizard too!"; + mes "You can call me Cathy if you want. Hehehehehe~"; + next; + mes "[Catherine]"; + mes "Many people want to become Wizards, but only the patient and strong ones will eventually accomplish their goals."; + mes "In order to become a Wizard, one must undergo difficult quests."; + next; + mes "[Catherine]"; + mes "Also only mages who have reached a job level of 40 or higher are qualified for these quests."; + mes "Lower level mages aren't experienced enough with magic to become Wizards..."; + next; + mes "[Catherine]"; + mes "Well, I will give you more information when you apply for the job."; + mes "So! Do you want to apply now?"; + next; + if (select("Yes, I do.:On second thought, Let me think about it.") == 1) { + if (JobLevel < 40) { + mes "[Catherine]"; + mes "Hey hey, weren't you listening to me?"; + mes "I told you that you need to be at least job level 40 to sign up for the quest..."; + next; + mes "[Catherine]"; + mes "No need to hurry, go experience and ponder more about the world of magic."; + mes "When I deem you're qualified, I will accept your application."; + close; + } + if (SkillPoint) { + mes "[Catherine]"; + mes "Umm... You're well qualified, but you have some unused skill points left."; + mes "You'd better learn more skills before applying again."; + close; + } + mes "[Catherine]"; + mes "Very well then, I accept your application."; + mes "Your name is..." + strcharinfo(0) + ", isn't it? I am not sure if I pronounced it correctly?"; + next; + mes "[Catherine]"; + mes "The Wizard job change quest is divided into 3 parts."; + mes "1st part, gathering magic items."; + mes "2nd part, a written test."; + mes "The last part is a practical magic test."; + next; + mes "[Catherine]"; + mes "Among one of these tests, we exempt those who are at job level 50."; + mes "It is enough to prove to us the effort it will take to become a Wizard if a mage has learned that much already."; + next; + if (JobLevel == 50) { + mes "[Catherine]"; + mes "Hmm, come to think of it, you're at job level 50!?"; + mes "You must have worked very hard. Your going to become a very powerful Wizard, I can feel it in you."; + next; + mes "[Catherine]"; + mes "Ok. You already passed the 1st test then."; + mes "Don't get too laid back though, there are still 2 more tests left."; + next; + mes "[Catherine]"; + mes "Go talk to the man in the corner and he will give you the remaining exams."; + mes "Be careful. We have lost many Mages due to the difficulty of the exams."; + set WIZ_Q,3; + setquest 9015; + close; + } + mes "[Catherine]"; + mes "Then, since I have your application and everything else I need, I'll give you some info about the first test."; + mes "You can memorize this or write it down, doesn't matter. But remember it for sure."; + next; + mes "[Catherine]"; + mes "The first test is collecting magic items."; + mes "The important part is that you must gather these items on your own."; + next; + set wizard_m1,rand(1,2); + mes "[Catherine]"; + mes "The items you must collect are..."; + if (rand(1)) { + set WIZ_Q,1; + setquest 9013; + mes "^3355FFRed Gemstone^000000 10 each,"; + mes "^3355FFBlue Gemstone^000000 10 each,"; + mes "^3355FFYellow Gemstone^000000 10 each,"; + } + else { + set WIZ_Q,2; + setquest 9014; + mes "^3355FFCrystal Blue^000000 5 each,"; + mes "^3355FFGreen Live^000000 5 each,"; + mes "^3355FFRed Blood^000000 5 each,"; + mes "^3355FFWind of Verdure^000000 5 each,"; + } + mes "...is it too hard? No, any would be Wizard should be able to at least get these items."; + next; + mes "[Catherine]"; + mes "Well, good luck."; + mes "I'll be happily waiting. ~Hehe."; + close; + } + mes "[Catherine]"; + mes "Oh, ok then, take your time."; + mes "Since I'll always be here, accepting applications...*sigh*...anyways! ~Hehehehe."; + close; + } + mes "[Wizard Guildsman]"; + mes "Geez, what a lame person."; + mes "You have no business here, hope you don't mind, now off you go!"; + close; + } + else if (WIZ_Q == 1) { + mes "[Catherine]"; + mes "Let me see, did you get all the items?"; + mes "Then let's check..."; + next; + if (countitem(716) > 9 && countitem(717) > 9 && countitem(715) > 9) { + mes "[Catherine]"; + mes "Perfect! You got all the items. I like!~"; + mes "These items will be put to great use in our guild. ~Hehehee."; + next; + delitem 716,10; //Red_Gemstone + delitem 717,10; //Blue_Gemstone + delitem 715,10; //Yellow_Gemstone + set WIZ_Q,3; + changequest 9013,9015; + mes "[Catherine]"; + mes "Good for you! You passed the first test."; + mes "But there are still two more left, so don't get too relaxed."; + next; + mes "[Catherine]"; + mes "Go talk to the guy in the corner for the rest of the tests."; + mes "It might be a bit hard, so be careful, I wouldn't want you ending up like most of the Mages that come for these exams...poor souls indeed, may they rest in peace. ~Hehehe."; + close; + } + mes "[Catherine]"; + mes "Hey, what's this? Umm...I don't think you have everything yet!"; + next; + mes "[Catherine]"; + mes "It might've been tough coming all the way up here, what with this altitude and all, but go back and collect the items."; + mes "Life's short enough as it is, so stop wasting your time and gather the items I told you before."; + next; + mes "[Catherine]"; + mes "^3355FFRed Gemstone^000000 10 each,"; + mes "^3355FFBlue Gemstone^000000 10 each,"; + mes "^3355FFYellow Gemstone^000000 10 each,"; + mes "Don't forget this time, and bring all the items, ok?..."; + close; + } + else if (WIZ_Q == 2) { + mes "[Catherine]"; + mes "Did you get all the items?"; + mes "Let's see... Do you have the right ones?..."; + next; + if (countitem(991) > 4 && countitem(993) > 4 && countitem(990) > 4 && countitem(992) > 4) { + mes "[Catherine]"; + mes "Perfect! Good job...I'm satisfied! ~Hehe"; + mes "Our guild greatly appreciates these items and will use them wisely."; + next; + delitem 991,5; //Crystal_Blue + delitem 993,5; //Yellow_Live + delitem 990,5; //Boody_Red + delitem 992,5; //Wind_Of_Verdure + set WIZ_Q,3; + changequest 9014,9015; + mes "[Catherine]"; + mes "Good. You've passed the first test now."; + mes "But you still have two more tests to go, so don't get too laid back, because it only gets harder from here. ~Hehehe"; + next; + mes "[Catherine]"; + mes "Go talk to that guy in the corner to take the rest of the tests."; + mes "It might be a bit hard, so be careful, I wouldn't want you ending up like most of the Mages that come for these exams...poor souls indeed, may they rest in peace. ~Hehehe."; + close; + } + mes "[Catherine]"; + mes "Eh, what's this? I don't think you have everything?"; + next; + mes "[Catherine]"; + mes "I regret that you had to go through the trouble of coming all the way up here, but go get the right items again."; + mes "Stop wasting your time and get the items I initially requested. For goodness sakes...This is the easiest part of the exam."; + next; + mes "[Catherine]"; + mes "^3355FFCrystsal Blue^000000 5 each,"; + mes "^3355FFGreen Live^000000 5 each,"; + mes "^3355FFRed Blood^000000 5 each,"; + mes "^3355FFWind of Verdure^000000 5 each,"; + mes "Don't forget them this time and gather the correct ones, ok? See you soon..."; + close; + } + else if (WIZ_Q == 3) { + mes "[Catherine]"; + mes "What is it? You didn't go talk to the guy in the corner?"; + mes "You can't become a Wizard by just brining the items I requested, no no, that just wont do..."; + next; + mes "[Catherine]"; + mes "You can only prove yourself Wizard material after you take the two remaining tests."; + mes "I'll be waiting, so go now."; + close; + } + else if (WIZ_Q == 4) { + mes "[Catherine]"; + mes "*sigh*...Poor thing, what a pity."; + mes "How can you think of trying to become a Wizard when you can't even answer those simple questions?"; + next; + mes "[Catherine]"; + mes "Let's see... Should I give you some hints as your senior?"; + mes "But I'm a bit thirsty, so give me 1 Apple Juice, and we got a deal. ~Hehehe"; + next; + switch(select("Give me some hints, please.:I want to try again on my own!")) { + case 1: + if (countitem(531) > 0) { + delitem 531,1; //Apple_Juice + mes "[Catherine]"; + mes "Yummers, Apple Juice is the best..."; + mes "Gulp gulp gulp... Haaaaaah... ~Hehe"; + next; + mes "[Catherine]"; + mes "Well then, I'll give you a hint for the second test."; + next; + mes "[Catherine]"; + mes "He asks three types of questions."; + mes "Questions about Magic, Monsters..."; + mes "and Magicians...also known as Mages."; + next; + mes "[Catherine]"; + mes "It's up to him to decide which questions to ask."; + mes "*sigh*...He'd look much better if he cut his hair and shaved..."; + mes "He always looks so grungy because he doesn't take care of himself...*sigh*...pity, he could be a regular lady killer. ~tehehehe"; + next; + mes "[Catherine]"; + mes "Anyways, as for the questions about magic..."; + mes "They're usually about the spells you've learned."; + next; + mes "[Catherine]"; + mes "If it's something you haven't learned or haven't experienced, or anything like that..."; + mes "I heard there's a nice place you can refer to that's very well organized."; + next; + mes "[Catherine]"; + mes "You just have to cast the spell, you know...the one that looks like a big bold *e* symbol."; + mes "The magic words are... iro.ragnarokonline.com ~Or so they say!"; + mes "Strange spell, don't you think? I don't know how to make it work myself."; + next; + mes "[Catherine]"; + mes "And about the monster questions."; + mes "Fighting them yourself and learning is the best way to go about that."; + next; + mes "[Catherine]"; + mes "But you know in Prontera, there is a big library."; + mes "You can get information about most of the monsters in that library."; + mes "Going there and studying a bit more would work too."; + next; + mes "[Catherine]"; + mes "Last, but not least, questions about Mages."; + mes "This is something that most others cannot teach you..."; + mes "Because you are a Mage."; + next; + mes "[Catherine]"; + mes "It's hard to know about others when you don't even know about yourself, right?"; + mes "So if you get one of these questions, think about it carefully then answer."; + } + else { + mes "[Catherine]"; + mes "Like I said, I'll think about it if you give me 1 Apple Juice."; + mes "If not... Well, you can think about it on your own. Hey I don't make the rules here i just follow em! Can't argue with this one though. ~tehehehe"; + } + break; + case 2: + mes "[Catherine]"; + mes "Yeah, you get the most satisfaction when you solve things on your own."; + mes "Go finish the rest of the tests with that spirit!"; + } + next; + mes "[Catherine]"; + mes "Well then, see you soon! *crosses fingers* dont end up like the others before you! May God rest thier souls...huh? Oh nothing! ~Hehehehe"; + mes "Hurry, he's waiting for you!"; + close; + } + else if (WIZ_Q == 5) { + mes "[Catherine]"; + mes "Tehehehe~ I was listening all along."; + mes "Well done in answering all those questions. I want to give something, like a present..."; + next; + mes "[Catherine]"; + mes "You still have one more test to go, right?"; + mes "Just a bit more and you will be qualified to be a Wizard, so I'll give you the present then. ~Hehe"; + next; + mes "[Catherine]"; + mes "See ya, well...hopefully!"; + mes "He's waiting for you!"; + close; + } + else if (WIZ_Q == 6) { + mes "[Catherine]"; + mes "Eh, did you leave in the middle of the test?"; + mes "You...*sigh*...I didn't think you would do such a dishonorable thing."; + next; + mes "[Catherine]"; + if (sex) { + mes "Granted you're a mage, but how could a guy be so weak?!"; + mes "Well, at least your alive still. Go back and try harder this time. ~tehehehe"; + } + else { + mes "Don't pretend to be weak just because you're a girl. Look at me! I did it, and so can you. You can't ask for sympathy."; + mes "You came all this way to become a Wizard! Now come on, you can do it!!"; + next; + mes "[Catherine]"; + mes "I agree that it is difficult, but not to the point of giving up."; + mes "You of all people should find the strength and patience to complete this test!"; + } + next; + mes "[Catherine]"; + mes "So, try harder this time..."; + mes "He's waiting!"; + close; + } + else if (WIZ_Q == 7) { + if (JobLevel < 40) { + set WIZ_Q,0; + mes "[Catherine]"; + mes "Hey, what don't you get it?"; + mes "I said you must be at least job level 40 to change your job, got it?"; + next; + mes "[Catherine]"; + mes "There is nothing to be in hurry, so why don't you take your time for studying?"; + mes "When the time comes, I will welcome you with open arms."; + close; + } + if (SkillPoint) { + mes "[Catherine]"; + mes "Are you done with all the tests? Oh drats, it seems like you still have some skill points left."; + mes "Learn some other skills with your remaining points, and then come talk to me again."; + close; + } + mes "[Catherine]"; + mes "Wooooooooooooow...you finished all the tests?!"; + mes "Congratulations, congrats, congrats! Wooopiiieeeee! ~Hehehehehehe"; + next; + mes "[Catherine]"; + mes "Well, no need to wait, I congratulate you. I hearby deem you Wizard."; + next; + completequest 9018; + callfunc "Job_Change",Job_Wizard; + callfunc "F_ClearJobVar"; // clears all job variables for the current player + mes "[Catherine]"; + mes "Since you're a Wizard now, act like a Wizard, got it?"; + mes "Us wizards have to be careful since we possess the ultimate power of magic."; + next; + mes "[Catherine]"; + mes "Don't go about casting spells in town for no reason, or bother others with spells that are in their own battle."; + mes "A Wizard's magic is meant for their own battles with monsters."; + next; + mes "[Catherine]"; + mes "Go join parties with others and keep training."; + mes "And...oh, wait, I prepared a present for you, one sec."; + next; + mes "[Catherine]"; + mes "rummage rummage..."; + mes "shuffle shuffle..."; + next; + getitem 505,6; //Blue_Potion + mes "[Catherine]"; + mes "Here you go. I hope you'll make good use of it when you need it. ~tehehe"; + mes "I gave them to you as a present, so don't go out and sell it. Use it for yourself, ok?"; + next; + mes "[Catherine]"; + mes "Well, then...*sight*...live a wonderful life as a Wizard, become the strongest out there!"; + close; + } +} + +gef_tower,102,24,2 script Gloomy Wizard 735,{ + if (BaseJob != Job_Mage) { + if (BaseJob == Job_Wizard) { + mes "[Raulel]"; + mes "*Cough* *cough* what do you want?"; + mes "If you are a person that uses magic, then you need to make sure you are well informed about it."; + next; + mes "[Raulel]"; + mes "Don't live dishonestly, or impolitely, or else one day you'll be caught in a spell you can't control, and BOOM, your dead!"; + if (sex == 1) { + mes "If you don't want that to happen, then learn how to use spells properly!"; + next; + mes "[Raulel]"; + mes "You may live life crippled if you get obsessed with the love of Greater Magic. ~haha"; + } + else { + mes "So learn how to use magic properly, or you would just be better off giving up on using magic."; + next; + mes "[Raulel]"; + mes "If you don't want that, go hit on a guy or something! ~Hahahaha"; + mes "If you don't pay attention to yourself, you'll be engulfed by magic one day..."; + } + close; + } + else if (BaseJob == Job_Priest) { + mes "[Raulel]"; + mes "Go away, one who works for the Church!"; + mes "Magic repels Holy power, jeez...your messing up my aura."; + next; + mes "[Raulel]"; + mes "And plus, *cough* *cough* my health isn't all that good right now either..."; + mes "Don't come any closer, just leave!"; + close; + } + else if (BaseClass == Job_Novice) { + mes "[Raulel]"; + mes "Why did a little one like you come here?!"; + mes "Get lost! ~Hahahahaha"; + close2; + warp "geffen",120,110; + end; + } + mes "[Raulel]"; + mes "*sneeze* *cough* Oooowww...my entire body is in pain. I feel like I'm trapped in a tub of ice water!"; + next; + mes "[Raulel]"; + mes "What do you want? Jeez...just get lost, won't you?"; + close; + } + if (WIZ_Q == 0) { + mes "[Raulel]"; + mes "*cough* *cough* *sneeze* I don't know who you are and what you do, but I don't have any business with you."; + next; + mes "[Raulel]"; + mes "Go away! Get lost!"; + close; + } + else if (WIZ_Q == 1 || WIZ_Q == 2) { + mes "[Raulel]"; + mes "Hahahaha~ You're the one that wants to become a Wizard?!"; + next; + mes "[Raulel]"; + mes "*sneeze* If you just lived as you were, all you'd have to do was hunt a little and live the easy life..."; + next; + mes "[Raulel]"; + mes "*Cough* *cough* Let's see how well you live as a Wizard. ~Hahahahhaha"; + close; + } + else if ((WIZ_Q == 3) || (WIZ_Q == 4)) { + if (WIZ_Q == 3) { + mes "[Raulel]"; + mes "*Cough* *cough*...You must've passed the first test."; + mes "Ok, I'm the Wizard in charge of your testing from now on. My name is 'Raulel Asparagus'."; + next; + mes "[Raulel]"; + mes "*sneeze* It's not too late yet, wouldn't you rather just go back to town and enjoy the peaceful life?"; + next; + mes "[Raulel]"; + mes "Hahahaha~ You don't know how dangerous it is...to deal with Greater Magic."; + next; + if (select("I want to live as a normal Mage.:I would like to continue with the tests.") == 1) { + mes "[Raulel]"; + mes "Hahaha~ *sneeze* Good choice...*cough* *cough*~"; + mes "Best not to even dream about life as a Wizard. Graa...Greaa...*sneeze* Greater Magic wasn't meant for humans to use!"; + next; + mes "[Raulel]"; + mes "Leave the top of this tower quietly and don't ever look back."; + mes "Just live peacefully with the powers that you have right now."; + close; + } + mes "[Raulel]"; + mes "*sneeze* Hahahaha~ Now there's a foolish one here!"; + mes "Well then, let's see how good you are. *cough* I want to see this with my own two eyes!"; + next; + mes "[Raulel]"; + mes "*sneeze* Then let's begin the test!"; + mes "If you don't answer them all correctly, you fail. Hahahahahahahahaha~"; + next; + mes "[Raulel]"; + mes "I'll give you 10 questions so give me the right answers."; + mes "If you get something wrong, I won't tell you what it is!"; + if(checkquest(9016) == -1) { + changequest 9015,9016; + } + next; + mes "[Raulel]"; + mes "*Cough* *cough* Then here go the questions!"; + } + else if (WIZ_Q == 4) { + mes "[Raulel]"; + mes "Hahahaha~ Are you that desperate? *sneeze* What a pain in the arse..."; + next; + mes "[Raulel]"; + mes "Since you don't want to settle for a stable and peaceful life, I'll give you another chance..."; + next; + mes "[Raulel]"; + mes "If you miss one single question, then just give up. You wouldn't have any talent in being a Wizard! ~Hahahahaha"; + next; + if (select("Because of you, I want to live as a normal Mage now.:I would like to continue with the tests.") == 1) { + mes "[Raulel]"; + mes "Hahahaha~ Surprising, comming from you, that's a very wise choice...*cough* *cough*"; + mes "If i were you, i would never, ever dream of becoming a Wizard again. Gre...Greaa...*sneeze* Greater Magic wasn't meant for humans to use."; + next; + mes "[Raulel]"; + mes "Just leave the top of this tower quietly and never look back."; + mes "Live peacefully with the powers that you have right now."; + close; + } + mes "[Raulel]"; + mes "Hahahahahahaha~ Now there's a foolish one right here!"; + mes "Well then, let's see just how good you can be! *sneeze* I want to see this with my own two eyes."; + next; + mes "[Raulel]"; + mes "Then let's begin the test!"; + } + next; + switch(rand(1,3)) { + case 1: + mes "[Raulel]"; + mes "1. Which of the following is not necessary to learn Fire Wall?"; + next; + if (select("Fire Bolt Lv 4:Fire Ball Lv 5:Sight Lv 1:Napalm Beat Lv 4") == 4) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "2. Regaurdless of it's previous attribute, What does the monster's attribute change to when you cast Frost Diver on it?"; + next; + if (select("Water:Earth:Fire:Wind") == 1) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "3. When you completely master Napalm Beat, what is the ratio of the increased MATK using that spell?"; + next; + if (select("1.6 times:1.7 times:2 times:20 times") == 2) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "4. What item do you need when casting Stone Curse?"; + next; + if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "5. Which of the following is not required to master Safety Wall?"; + next; + if (select("Napalm Beat Lv 4:Soul Strike Lv 5:Increase SP Recovery Lv 6:Safety Wall Lv 7") == 3) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "6. Without the INT bonus, what amount of SP is recovered every 10 seconds when you have learned Increase SP Recovery Lv 7?"; + next; + if (select("14:21:28:35") == 2) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "7. Using Energy Coat, when you have 50% of your SP remaining, how much SP is used when hit, and what percentage is damage reduced by?"; + next; + if (select("Damage 18% SP1.5%:Damage 18% SP2%:Damage 24% SP1.5%:Damage 24% SP2%") == 2) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "8. How much SP is consumed and how many times can you avoid attacks when using Safety Wall Lv 6?"; + next; + if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "9. How much SP is needed when using Lv 10 Thunderstorm?"; + next; + if (select("84:74:64:54") == 2) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "10. Which skill is most useful training in the Byalan Dungeon?"; + next; + if (select("Lightning Bolt:Fire Bolt:Cold Bolt:Sight") == 1) + set .@wizard_t,.@wizard_t+10; + break; + case 2: + mes "[Raulel]"; + mes "1. Which monster can you obtain a slotted Guard from?"; + next; + if (select("Thief Bug:PecoPeco:Pupa:Kobold (Hammer)") == 3) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "2. Which of the following is the easiest monster for a low level Mage to hunt?"; + next; + if (select("Flora:Giearth:Golem:Myst") == 1) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "3. Which monster will not be affected by Stone Curse?"; + next; + if (select("Elder Willow:Evil Druid:Magnolia:Marc") == 2) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "4. When attacking a Lv 3 water attribute monster with a wind attribute weapon, what is the damage percentage?"; + next; + if (select("125%:150%:175%:200%") == 4) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "5. If a Baby Desert Wolf and a Familiar fought, which one would win?"; + next; + if (select("Baby Desert Wolf:Familiar:Neither:I don't know") == 1) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "6. Which of the following cannot be a Cute Pet?"; + next; + if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "7. Choose the monster that is weak against a fire attribute attack."; + next; + if (select("Dagger Goblin:Mace Goblin:Morningstar Goblin:Hammer Goblin") == 4) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "8. Which of the following has the highest defense?"; + next; + if (select("Horn:Chonchon:Andre:Caramel") == 4) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "9. Choose the monster that's of a different species."; + next; + if (select("Poring:Mastering:Ghostring:Spore") == 3) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "10. Which of the following is not an Undead monster?"; + next; + if (select("Drake:Megalodon:Deviace:Khalitzburg") == 3) + set .@wizard_t,.@wizard_t+10; + break; + case 3: + mes "[Raulel]"; + mes "1. Which stat is the most important for a Mage?"; + next; + if (select("INT:AGI:DEX:VIT") == 1) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "2. Which attribute does not have a 'Bolt' type attack?"; + next; + if (select("Water:Earth:Fire:Wind") == 2) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "3. Choose the one that does not relate to a Mage."; + next; + if (select("Weak physical strength.:Attacks at a distance.:Good at selling stuff.:Magic Defense is high.") == 3) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "4. Which town is the home of Mages?"; + next; + if (select("Prontera:Morroc:Alberta:Geffen") == 4) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "5. Which of the following cards has nothing to do with INT?"; + next; + if (select("Andre Egg Card:Soldier Andre Card:Baby Desert Wolf Card:Elder Willow Card") == 2) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "6. What is the Mage good at compared to other job classes?"; + next; + if (select("Exceptional Vocal Ability:Exceptional Acting Ability:Exceptional Dance Skills:Exceptional Magic Skills") == 4) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "7. What is the INT bonus at Job Lv 40 for a Mage?"; + next; + if (select("8:7:6:5") == 4) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "8. Which item can a Mage not equip?"; + next; + if (select("Knife:Boys Cap:Sandle:Eye of Dullahan") == 2) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "9. Which of the following is the catalyst when making the Mage test solution 3?"; + next; + if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:Red Blood") == 1) + set .@wizard_t,.@wizard_t+10; + mes "[Raulel]"; + mes "10. Which card is irrelevant to magic?"; + next; + if (select("Marduk Card:Magnolia Card:Willow Card:Maya Card") == 2) + set .@wizard_t,.@wizard_t+10; + } + mes "[Raulel]"; + if (WIZ_Q == 4) { + mes "Good job, you finished answered all the questions... Go buy yourself some potions or something if you have the Zeny. Haha..."; + next; + mes "[Raulel]"; + mes "Your score is... " + .@wizard_t + "points....."; + if (.@wizard_t == 100) { + set WIZ_Q,5; + changequest 9016,9017; + mes "Hahahahahahah~ Well done, you passed the second test."; + mes "It wasn't done in one try like mine was, but I'll let you slide..."; + next; + mes "[Raulel]"; + mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test."; + mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~"; + close; + } + else if (.@wizard_t == 90) { + set WIZ_Q,5; + changequest 9016,9017; + mes "Hahaha~ Since you only missed one problem, you passed the second test."; + mes "It wasn't done in one try like mine was, but I'll let you slide..."; + next; + mes "[Raulel]"; + mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test."; + mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~"; + close; + } + else if (.@wizard_t == 80) { + set WIZ_Q,5; + changequest 9016,9017; + mes "Sheez... You didn't do very well, but you passed the second test."; + mes "It wasn't done in one try like mine was, but I'll let you slide..."; + next; + mes "[Raulel]"; + mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test."; + mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~"; + close; + } + else { + mes "You failed. Go study some more!"; + next; + mes "[Raulel]"; + mes "*cough* *cough* Did you really think you could become a Wizard with such a mediocre level like yours?"; + mes "Get lost! If you were a Wizard right now, the monsters that I fight, would eat you up in no time!"; + close; + } + } + mes "Hmmm...Good job, you finished answering all the questions, go buy yourself some potions or something, thats IF you have the Zeny. Hahahahahahahah~"; + next; + mes "[Raulel]"; + mes "Your score is... " + .@wizard_t + " points!"; + if (.@wizard_t == 100) { + set WIZ_Q,5; + changequest 9016,9017; + mes "*cough* *Cough* Well done, you passed the second test."; + next; + mes "[Raulel]"; + mes "Hahahaha~ Don't relax just yet, there's still the third test."; + mes "*sneeze* I advise you to rest a bit while the final test is prepared...Hahahahah~"; + close; + } + else if (.@wizard_t == 90) { + set WIZ_Q,5; + changequest 9016,9017; + mes "Hahahaha~ I'll let you slide by since you only missed one problem. You passed the second test."; + next; + mes "[Raulel]"; + mes "Hahahaha~ Don't relax just yet, there's still the third test."; + mes "*sneeze* I advise you to rest a bit while the final test is prepared...Hahahahah~"; + close; + } + else { + set WIZ_Q,4; + mes "You failed. I will let you come back again...after you've learned more relating to the type of questions I've asked you."; + next; + mes "[Raulel]"; + mes "Tisk...not enough, not enough! Did you really think you could become a Wizard with the little bit of knowledge you have?"; + mes "Get lost! If you were a Wizard right now, the monsters I deal with would eat you up in no time!"; + close; + } + } + else if (WIZ_Q == 5) { + mes "[Raulel]"; + mes "Ok, hope you got plenty of rest. Hahahahahah~"; + mes "Then let's begin the last test."; + next; + mes "[Raulel]"; + mes "Should I explain a little about this final test? It is difficult, I will not hide that from you..."; + next; + if (select("No, it's ok, I'm ready.:I would like to listen.") == 1) { + mes "[Raulel]"; + mes "What a rash person. Your the type that rushes into battle without thinking, what in the world are you doing here instead of with the Prontera Chivalry? Heck, go for it! *cough* Not my fault if you end up dying."; + mes "Just consider yourself a glass cannon...because the monsters are going to break you into pieces. Hahahahahahahahaha~"; + next; + set WIZ_Q,6; + savepoint "geffen",120,107; + mes "[Raulel]"; + mes "Then, as you wish. I'll send you there right now."; + mes "Oh, if you see a white light at the end of a tunnel, that means your pathetic cause you failed! Hahahahahah~"; + close2; + warp "job_wiz",57,154; + end; + } + mes "[Raulel]"; + mes "What a devoted person. Very well, I'll explain."; + mes "No matter how hard this last test may seem, if you do as I say, you can finish it quickly and easily."; + next; + mes "[Raulel]"; + mes "The final test has a total of 3 parts."; + mes "The order is Water Room, Earth Room, Fire Room. In each room, there are monsters of that particular attribute."; + next; + mes "[Raulel]"; + mes "You'll find out what monsters will be there once you go in. If you use attacks with the *sneeze*"; + mes "right attribute, it shouldn't be too hard. Hahaha~"; + next; + mes "[Raulel]"; + mes "Once you defeat all the monsters within the given time in any one room..."; + mes "you'll be moved to the next room."; + next; + mes "[Raulel]"; + mes "After these three rooms are clear, the testing is over."; + mes "You will become a Wizard which is controlled by Greater Magic Powers! Know this...There is no returning to an easy life."; + next; + mes "[Raulel]"; + mes "Hahaha~ You look frightened. You know, it's not too late to turn back and live an easy life."; + mes "If you want, I can send you back to town right now... What do you want to do?"; + next; + if (select("Continue testing.:I want to go back because I have butterflies in my stomach.") == 1) { + set WIZ_Q,6; + savepoint "geffen",120,107; + mes "[Raulel]"; + mes "You are indeed, very determined. Ok! Hahahahahaha~"; + mes "*Cough* *cough* As you wish, we shall begin the final test!"; + close2; + warp "job_wiz",57,154; + end; + } + set WIZ_Q,6; + mes "[Raulel]"; + mes "Good thinking. This is a better choice for you. Hahahahah~"; + mes "Go back and live a easy life, Greater Magic is a force that should not be wield by types like yourself."; + close2; + warp "geffen",120,110; + end; + } + else if (WIZ_Q == 6) { + if (WIZ_Q2 == 6) { + mes "[Raulel]"; + mes "Hahahahahaha~ I've never seen anyone so...sooo...*sneeze* tenacious as you."; + mes "So you want to try again eh? Even though I've ridiculed you for your failures before??"; + next; + mes "[Raulel]"; + mes "Ok then, here's a proposition. Since you're probably worn out as it is, and I can clearly see the lust for Greater Magic burning in your eyes..."; + mes "Hahahahaha~ yeah! Go bring me a ^3355FFWorn Out Scroll^000000."; + next; + set WIZ_Q2,WIZ_Q2+1; + mes "[Raulel]"; + mes "If not, you can take the test again..."; + mes "Well, I'll send you to take the test for now. Hahahaha~"; + close2; + warp "job_wiz",57,154; + end; + } + else if (WIZ_Q2 > 6) { + mes "[Raulel]"; + mes "Oh! So you're back? Hahahahaha~"; + mes "*Cough* Cough* Do you want to take the test again? Or did you bring the ^3355FFWorn Out Scroll^000000?"; + next; + if (select("Continue the test.:Worn Out Scroll...") == 1) { + savepoint "geffen",120,107; + mes "[Raulel]"; + mes "Hahaha~ Ok, at least you have some spirit."; + mes "I'll send you in again, try dying once more will yah? Hahahahahahahahaha~"; + close2; + warp "job_wiz",57,154; + end; + } + if (countitem(618) > 0) { + delitem 618,1; //Worn_Out_Scroll + mes "[Raulel]"; + mes "Hahahahahahahaha~ *Cough* *cough* So you ended up bringing one of these eh? Good job..."; + mes "I think I can continue my research with this..."; + next; + set WIZ_Q2,0; + set WIZ_Q,7; + mes "[Raulel]"; + mes "Even though your not Grade A Wizard material, I can tell your serious about wanting the Greater Magic. I'll tell Catherine that you passed. Hahahahahahahahah~"; + mes "You went through a lot of trouble here, and that is the true purpose for us selecting Wizards. Only those who will devote themselves to the art will ever become Wizards. Good luck to you. Become much Stronger. Hahahahahaha~"; + close; + } + } + mes "[Raulel]"; + mes "*sneeze* What? You want to take the test again?"; + mes "Geez...you already failed the battle test! Hahahahahahahaha~ So you like magic that much, eh?"; + next; + mes "[Raulel]"; + mes "Since your so weak that you can't finish this final test on your own...you need a separate test to help you out."; + mes "*Cough* If you can't pass the battle test, then do a good job with this one. Hahahahahahah~"; + next; + mes "[Raulel]"; + mes "Well, you better answer these problems if you plan on becoming a Wizard. Hahahahahahaha~"; + next; + mes "[Raulel]"; + mes "1. Choose the monster with a different attribute than the others."; + next; + if (select("Mantis:Cornutus:Giearth:Caramel") == 2) + set .@wizard_t,.@wizard_t+20; + mes "[Raulel]"; + mes "2. Choose the monster that is not a looting one."; + next; + if (select("Yoyo:Magnolia:Metaller:Zerom") == 4) + set .@wizard_t,.@wizard_t+20; + mes "[Raulel]"; + mes "3. Which of these monsters does not recognize casting?"; + next; + if (select("Marina:Vitata:Scorpion:Giearth") == 1) + set .@wizard_t,.@wizard_t+20; + mes "[Raulel]"; + mes "4. Choose the spell that would be efficient against a Marine Sphere."; + next; + if (select("Cold Bolt:Fire Bolt:Lightning Bolt:Stone Curse") == 3) + set .@wizard_t,.@wizard_t+20; + mes "[Raulel]"; + mes "5. Choose the monster that can move."; + next; + if (select("Hydra:Madragora:Greatest General:Frilldora") == 4) + set .@wizard_t,.@wizard_t+20; + mes "[Raulel]"; + mes "*pfft* Do it right, so I don't have to ask again."; + next; + mes "[Raulel]"; + mes "You got " + .@wizard_t + " points."; + if (.@wizard_t == 100) { + mes "Hahahahahaha~ *Cough* *cough* If you can answer all these questions correctly, how is it you can't do well in battles??"; + next; + } + else if (.@wizard_t == 80) { + mes "Eh, soso..."; + mes "I'll let you retake the test."; + next; + } + else { + mes "You failed! Go study some more!"; + next; + mes "[Raulel]"; + mes "You lack something...*sneez*...like intelligence. That's why you keep on failing. Hahahahahahahaha~"; + close; + } + if (select("Begin the test please.:Can I get another explanation?") == 1) { + mes "[Raulel]"; + mes "Nobody is going to help you become a Wizard. Hahahahahahahaha~"; + mes "*Cough* *cough* No point in crying after dying..."; + next; + percentheal 100,100; + mes "[Raulel]"; + mes "Then, as you wish. I'll send you to fight."; + mes "Oh! If you see some tall pearly gates and hear a booming deep voice from behind it, that means that your a failure when it comes to Magic. Hahahahahahahahaha~"; + close2; + warp "job_wiz",57,154; + end; + } + mes "[Raulel]"; + mes "*Cough* *cough* Then I shall explain."; + mes "The test may be hard, but just do as I tell you and it shouldn't be a problem."; + next; + mes "[Raulel]"; + mes "There are 3 parts to this final test."; + mes "The order is...*sneez*...the Water Room, Earth Room, and then the Fire Room. Each room has monsters of that attribute in it."; + next; + mes "[Raulel]"; + mes "You'll see what monsters they are when you enter."; + mes "If you use the appropriate spells against them, it shouldn't be that difficult. Hahahahahahaha~"; + next; + mes "[Raulel]"; + mes "Within the given time, if you defeat all the monsters..."; + mes "you will be sent to the next room."; + next; + mes "[Raulel]"; + mes "After that, the test is over."; + mes "You will then become a Wizard controlled by Greater Magic powers! There is no coming back to the easy life you have known thus far."; + next; + mes "[Raulel]"; + mes "Hahahahaha~ You look frightened. It's not too late you know."; + mes "*Cough* *cough* You can give up and go back to town! Just forget about the Greater Magic and live a normal life. What do yah say?"; + next; + if (select("Continue with the test.:I'm too scared, I would like to quit.") == 1) { + percentheal 100,100; + mes "[Raulel]"; + mes "This time when you die, don't come back crying. Hahahahahahahahah~ *Cough *cough*"; + mes "As you wish, let's begin the final test!"; + close2; + warp "job_wiz",57,154; + end; + } + mes "[Raulel]"; + mes "Comming from you, thats some darn good thinking. That's more a fit for you anyways. Hahahahahahahahaha~"; + mes "Go back and live a quiet and peaceful life!"; + close2; + warp "geffen",120,110; + end; + } + else if (WIZ_Q == 7) { + mes "[Raulel]"; + mes "You shouldn't have any more business with me as far as I'm concerned."; + mes "But, since your so darned persistent, I'll let you take the test again. Hahahahaha~"; + next; + mes "[Raulel]"; + mes "Go! Go and become the Wizard you really want to be."; + mes "And be careful! Greater Magic will always be after you..."; + close; + } +} + +job_wiz,50,165,4 script Arena Assistant 700,{ + mes "[Arena Assistant]"; + mes "Welcome to the Wizard Job Change Arena."; + mes "If you would like to take the final test, then please enter the waiting room."; + next; + mes "[Arena Assistant]"; + mes "If someone is already taking the test, please wait."; + mes "All testing status will be broadcasted, and will begin as soon as the previous tester has gone through."; + next; + mes "[Arena Assistant]"; + mes "Each person may take approximately 5 to 10 minutes."; + mes "If you would like to leave the arena, please log off anytime."; + close; +} + +job_wiz,50,165,4 script Waiting Room#wiz 700,{ +OnInit: + waitingroom "Waiting Room",20,"Waiting Room#wiz::OnStartArena",1; + enablewaitingroomevent; + end; + +OnStartArena: + killmonsterall "job_wiz"; + warpwaitingpc "job_wiz",114,169; + donpcevent "Room of Water::OnEnable"; + disablenpc "Waiting Room#wiz"; + disablewaitingroomevent; + end; + +OnStart: + enablewaitingroomevent; + end; +} + +// Water Room (Test 2 part 1) +//========================================================== +job_wiz,1,1,1 script Room of Water 66,{ +OnInit: + disablenpc "Room of Water"; + end; + +OnEnable: + enablenpc "Room of Water"; + if (!checkre(0)) { + set .MyMobs,8; + monster "job_wiz",129,170,"Obeaune",1044,1,"Room of Water::OnMyMobDead"; + } + else + set .MyMobs,7; + monster "job_wiz",109,174,"Phen",1158,1,"Room of Water::OnMyMobDead"; + monster "job_wiz",118,174,"Shellfish",1074,1,"Room of Water::OnMyMobDead"; + monster "job_wiz",109,165,"Vadon",1066,1,"Room of Water::OnMyMobDead"; + monster "job_wiz",118,165,"Cornutus",1067,1,"Room of Water::OnMyMobDead"; + monster "job_wiz",101,157,"Marina",1141,1,"Room of Water::OnMyMobDead"; + monster "job_wiz",126,157,"Marin",1242,1,"Room of Water::OnMyMobDead"; + monster "job_wiz",98,170,"Magnolia",1138,1,"Room of Water::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + killmonsterall "job_wiz"; + disablenpc "Room of Water"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + set WIZ_Q2,WIZ_Q2+1; + mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map; + donpcevent "Room of Water#Door::OnEnable"; + stopnpctimer; + } + end; + +OnTimer1000: + mapannounce "job_wiz","Water Room; The job change test will now proceed.",bc_map; + end; + +OnTimer2000: + mapannounce "job_wiz","Time limit is 3 minutes. We will now start the test.",bc_map; + end; + +OnTimer3000: + mapannounce "job_wiz","Please eliminate all monsters within the time limit.",bc_map; + end; + +OnTimer33000: + mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map; + end; + +OnTimer63000: + mapannounce "job_wiz","2 minutes remaining.",bc_map; + end; + +OnTimer93000: + mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map; + end; + +OnTimer123000: + mapannounce "job_wiz","1 minute remaining.",bc_map; + end; + +OnTimer153000: + mapannounce "job_wiz","30 seconds remaining.",bc_map; + end; + +OnTimer173000: + mapannounce "job_wiz","10 seconds remaining.",bc_map; + end; + +OnTimer183000: + mapannounce "job_wiz","Time is up.",bc_map; + donpcevent "Room of Water::OnDisable"; + end; + +OnTimer184000: + enablenpc "Room of Water#Failed"; + end; + +OnTimer185000: + mapannounce "job_wiz","Next candidate, please enter.",bc_map; + end; + +OnTimer186000: + disablenpc "Room of Water#Failed"; + donpcevent "Room of Water::OnDisable"; + donpcevent "Waiting Room#wiz::OnStart"; + end; +} + +job_wiz,1,2,1 script Room of Water#Door 66,{ +OnInit: + disablenpc "Room of Water#Door"; + end; + +OnEnable: + enablenpc "Room of Water#Door"; + donpcevent "Room of Water::OnDisable"; + set .MyMobs,5; + monster "job_wiz",114,169,"Marine Sphere",1142,1,"Room of Water#Door::OnMyMobDead"; + monster "job_wiz",112,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead"; + monster "job_wiz",116,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead"; + monster "job_wiz",114,171,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead"; + monster "job_wiz",114,167,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + killmonsterall "job_wiz"; + disablenpc "Room of Water#Door"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map; + percentheal 100,100; + warp "job_wiz",116,97; + donpcevent "Room of Water#Door::OnDisable"; + donpcevent "Room of Earth::OnEnable"; + stopnpctimer; + } + end; + +OnTimer1000: + mapannounce "job_wiz","The guard monster has appeared. You have 1 minute.",bc_map; + end; + +OnTimer30000: + mapannounce "job_wiz","30 seconds remaining.",bc_map; + end; + +OnTimer50000: + mapannounce "job_wiz","10 seconds remaining.",bc_map; + end; + +OnTimer60000: + mapannounce "job_wiz","Time is up.",bc_map; + donpcevent "Room of Water#Door::OnDisable"; + end; + +OnTimer61000: + enablenpc "Room of Water#Failed"; + end; + +OnTimer62000: + mapannounce "job_wiz","Next candidate, please enter.",bc_map; + end; + +OnTimer63000: + disablenpc "Room of Water#Failed"; + donpcevent "Room of Water#Door::OnDisable"; + donpcevent "Waiting Room#wiz::OnStart"; + end; +} + +job_wiz,114,169,0 script Room of Water#Failed -1,16,16,{ +OnInit: + disablenpc "Room of Water#Failed"; + end; + +OnTouch: + mapannounce "job_wiz",strcharinfo(0)+" has not succeeded.",bc_map; + warp "geffen",120,110; + end; +} + +// Earth Room (Test 2 part 2) +//========================================================== +job_wiz,1,3,1 script Room of Earth 66,{ +OnInit: + disablenpc "Room of Earth"; + end; + +OnEnable: + enablenpc "Room of Earth"; + if (!checkre(0)) { + set .MyMobs,10; + monster "job_wiz",120,102,"Hode",1127,1,"Room of Earth::OnMyMobDead"; + monster "job_wiz",111,93,"Savage",1166,1,"Room of Earth::OnMyMobDead"; + monster "job_wiz",127,86,"Mantis",1139,1,"Room of Earth::OnMyMobDead"; + } + else + set .MyMobs,7; + monster "job_wiz",111,102,"Yoyo",1057,1,"Room of Earth::OnMyMobDead"; + monster "job_wiz",120,102,"Deniro",1105,1,"Room of Earth::OnMyMobDead"; + monster "job_wiz",111,102,"Caramel",1103,1,"Room of Earth::OnMyMobDead"; + monster "job_wiz",120,93,"Giearth",1121,1,"Room of Earth::OnMyMobDead"; + monster "job_wiz",107,98,"Bigfoot",1060,1,"Room of Earth::OnMyMobDead"; + monster "job_wiz",124,98,"Orc Warrior",1023,1,"Room of Earth::OnMyMobDead"; + monster "job_wiz",104,86,"Vitata",1176,1,"Room of Earth::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + killmonsterall "job_wiz"; + disablenpc "Room of Earth"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map; + donpcevent "Room of Earth#Door::OnEnable"; + stopnpctimer; + } + end; + +OnTimer1000: + mapannounce "job_wiz","Earth Room; The job change test will now proceed.",bc_map; + end; + +OnTimer2000: + mapannounce "job_wiz","The time limit is 3 minutes.",bc_map; + end; + +OnTimer3000: + mapannounce "job_wiz","Eliminate all monster within the time limit.",bc_map; + end; + +OnTimer33000: + mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map; + end; + +OnTimer63000: + mapannounce "job_wiz","2 minutes remaining.",bc_map; + end; + +OnTimer93000: + mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map; + end; + +OnTimer123000: + mapannounce "job_wiz","1 minute remaining.",bc_map; + end; + +OnTimer153000: + mapannounce "job_wiz","30 seconds remaining.",bc_map; + end; + +OnTimer173000: + mapannounce "job_wiz","10 seconds remaining.",bc_map; + end; + +OnTimer183000: + mapannounce "job_wiz","Time is up.",bc_map; + donpcevent "Room of Earth::OnDisable"; + end; + +OnTimer184000: + enablenpc "Room of Earth#Failed"; + end; + +OnTimer185000: + mapannounce "job_wiz","Next candidate, please enter.",bc_map; + end; + +OnTimer186000: + disablenpc "Room of Earth#Failed"; + donpcevent "Room of Earth::OnDisable"; + donpcevent "Waiting Room#wiz::OnStart"; + end; +} + +job_wiz,1,4,1 script Room of Earth#Door 66,{ +OnInit: + disablenpc "Room of Earth#Door"; + end; + +OnEnable: + enablenpc "Room of Earth#Door"; + donpcevent "Room of Earth::OnDisable"; + if (!checkre(0)) { + set .MyMobs,7; + monster "job_wiz",116,97,"Flora",1118,1,"Room of Earth#Door::OnMyMobDead"; + } + else + set .MyMobs,6; + monster "job_wiz",114,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead"; + monster "job_wiz",118,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead"; + monster "job_wiz",114,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead"; + monster "job_wiz",118,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead"; + monster "job_wiz",116,94,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead"; + monster "job_wiz",116,100,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + killmonsterall "job_wiz"; + disablenpc "Room of Earth#Door"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monster.",bc_map; + percentheal 100,100; + warp "job_wiz",46,99; + donpcevent "Room of Earth#Door::OnDisable"; + donpcevent "Room of Fire::OnEnable"; + stopnpctimer; + } + end; + +OnTimer1000: + mapannounce "job_wiz","The guard monster has appeared. You have 1 minute.",bc_map; + end; + +OnTimer30000: + mapannounce "job_wiz","30 seconds remaining.",bc_map; + end; + +OnTimer50000: + mapannounce "job_wiz","10 seconds remaining.",bc_map; + end; + +OnTimer60000: + mapannounce "job_wiz","End time.",bc_map; + donpcevent "Room of Earth#Door::OnDisable"; + end; + +OnTimer61000: + donpcevent "Room of Earth#Failed::OnEnable"; + end; + +OnTimer62000: + mapannounce "job_wiz","Next candidate, please enter.",bc_map; + end; + +OnTimer63000: + disablenpc "Room of Earth#Failed"; + donpcevent "Room of Earth#Door::OnDisable"; + donpcevent "Waiting Room#wiz::OnStart"; + end; +} + +job_wiz,116,97,0 script Room of Earth#Failed -1,16,16,{ +OnInit: + disablenpc "Room of Earth#Failed"; + end; + +OnTouch: + mapannounce "job_wiz",strcharinfo(0) + " has not succeeded.",bc_map; + warp "geffen",120,110; + end; +} + +// Fire Room (Test 2 part 3) +//========================================================== +job_wiz,1,5,1 script Room of Fire 66,{ +OnInit: + disablenpc "Room of Fire"; + end; + +OnEnable: + enablenpc "Room of Fire"; + if (!checkre(0)) { + set .MyMobs,8; + monster "job_wiz",58,110,"Zerom",1178,1,"Room of Fire::OnMyMobDead"; + monster "job_wiz",54,89,"Desert Wolf",1106,1,"Room of Fire::OnMyMobDead"; + } + else + set .MyMobs,6; + monster "job_wiz",33,110,"Goblin",1123,1,"Room of Fire::OnMyMobDead"; + monster "job_wiz",40,103,"Scorpion",1001,1,"Room of Fire::OnMyMobDead"; + monster "job_wiz",51,103,"Frilldora",1119,1,"Room of Fire::OnMyMobDead"; + monster "job_wiz",40,92,"PecoPeco",1019,1,"Room of Fire::OnMyMobDead"; + monster "job_wiz",51,92,"Elder Willow",1033,1,"Room of Fire::OnMyMobDead"; + monster "job_wiz",37,89,"Metaller",1058,1,"Room of Fire::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + killmonsterall "job_wiz"; + disablenpc "Room of Fire"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map; + donpcevent "Room of Fire#Door::OnEnable"; + stopnpctimer; + } + end; + +OnTimer1000: + mapannounce "job_wiz","Fire Room; The job change test shall now proceed.",bc_map; + end; + +OnTimer2000: + mapannounce "job_wiz","Time limit is 3 minutes. We will now start the test.",bc_map; + end; + +OnTimer3000: + mapannounce "job_wiz","Please eliminate all monsters within the time limit.",bc_map; + end; + +OnTimer33000: + mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map; + end; + +OnTimer63000: + mapannounce "job_wiz","2 minutes remaining.",bc_map; + end; + +OnTimer93000: + mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map; + end; + +OnTimer123000: + mapannounce "job_wiz","1 minute remaining.",bc_map; + end; + +OnTimer153000: + mapannounce "job_wiz","30 seconds remaining.",bc_map; + end; + +OnTimer173000: + mapannounce "job_wiz","10 seconds remaining.",bc_map; + end; + +OnTimer183000: + mapannounce "job_wiz","Time is up.",bc_map; + donpcevent "Room of Fire::OnDisable"; + end; + +OnTimer184000: + donpcevent "Room of Fire#Failed::OnEnable"; + end; + +OnTimer185000: + mapannounce "job_wiz","Next candidate, please enter.",bc_map; + end; + +OnTimer186000: + disablenpc "Room of Fire#Failed"; + donpcevent "Room of Fire::OnDisable"; + donpcevent "Waiting Room#wiz::OnStart"; + end; +} + +job_wiz,1,6,1 script Room of Fire#Door 66,{ +OnInit: + disablenpc "Room of Fire#Door"; + end; + +OnEnable: + enablenpc "Room of Fire#Door"; + donpcevent "Room of Fire::OnDisable"; + set .MyMobs,3; + monster "job_wiz",44,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead"; + if (checkre(0)) { + monster "job_wiz",43,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead"; + monster "job_wiz",45,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead"; + } + else { + monster "job_wiz",43,99,"Horong",1129,1,"Room of Fire#Door::OnMyMobDead"; + monster "job_wiz",45,99,"Horong",1129,1,"Room of Fire#Door::OnMyMobDead"; + } + initnpctimer; + end; + +OnDisable: + killmonsterall "job_wiz"; + disablenpc "Room of Fire#Door"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mapannounce "job_wiz","Congratulations, " + strcharinfo(0) + ". You have passed the job change test.",bc_map; + set WIZ_Q,7; + changequest 9017,9018; + donpcevent "Room of Fire#Door::OnDisable"; + donpcevent "Test Helper#wiz::OnEnable"; + stopnpctimer; + } + end; + +OnTimer1000: + mapannounce "job_wiz","The guard monster has appeared. You have 2 minutes.",bc_map; + end; + +OnTimer30000: + mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map; + end; + +OnTimer60000: + mapannounce "job_wiz","1 minute remaining.",bc_map; + end; + +OnTimer90000: + mapannounce "job_wiz","30 seconds remaining.",bc_map; + end; + +OnTimer110000: + mapannounce "job_wiz","10 seconds remaining.",bc_map; + end; + +OnTimer120000: + mapannounce "job_wiz","Time is up.",bc_map; + donpcevent "Room of Fire#Door::OnDisable"; + end; + +OnTimer121000: + enablenpc "Room of Fire#Failed"; + end; + +OnTimer122000: + mapannounce "job_wiz","Next candidate, please enter.",bc_map; + end; + +OnTimer123000: + disablenpc "Room of Fire#Failed"; + donpcevent "Room of Fire#Door::OnDisable"; + donpcevent "Waiting Room#wiz::OnStart"; +} + +job_wiz,46,99,0 script Room of Fire#Failed -1,16,16,{ +OnInit: + disablenpc "Room of Fire#Failed"; + end; + +OnTouch: + warp "geffen",120,110; + end; +} + +job_wiz,1,7,1 script Test Helper#wiz 66,{ + end; + +OnInit: + disablenpc "Test Helper#wiz"; + end; + +OnEnable: + initnpctimer; + end; + +OnDisable: + disablenpc "Test Helper#wiz"; + end; + +OnTimer2000: + mapannounce "job_wiz","Please return and complete the rest of the job change processes.",bc_map; + end; + +OnTimer4000: + mapannounce "job_wiz","This is the end of the test. Next candidate, please stand by.",bc_map; + end; + +OnTimer5000: + areawarp "job_wiz",33,82,57,113,"gef_tower",110,30; + end; + +OnTimer7000: + mapannounce "job_wiz","Next candidate, please enter.",bc_map; + end; + +OnTimer9000: + donpcevent "Test Helper#wiz::OnDisable"; + donpcevent "Waiting Room#wiz::OnStart"; + stopnpctimer; + end; +} + +gef_tower,107,36,4 script White Dog#wiz 81,{ + if (BaseJob != Job_Mage) { + if (BaseJob == Job_Wizard) { + mes "[Maria]"; + mes "Instead of sticking around here, wouldn't it be better to go out and test how strong you've become?"; + next; + mes "[Maria]"; + mes "Don't forget that Wizards grow and improve in power each and every day."; + close2; + cutin "job_wizard_maria01",255; + end; + } + else if (BaseClass == Job_Novice) { + mes "[Dog]"; + mes "What? Kiddo!"; + mes "Is a Dog talking so amusing to you?"; + } + else { + cutin "job_wizard_maria02",2; + mes "[Dog]"; + mes "Sheesh...Why would a person that can't even cast a spell a single spell come up here?"; + mes "*Pfft* If you're that bored, do the world a favor and climb to the top of this building via the outside, then proceed to do some acrobatics if you get there."; + } + next; + mes "[Dog]"; + mes "*Bark* Get lost!"; + mes "I don't have time for people like you!"; + close2; + cutin "job_wizard_maria02",255; + end; + } + if (WIZ_Q == 0) { + cutin "job_wizard_maria01",2; + mes "[Dog]"; + mes "Ah...I know what you're about to say. You want to change jobs to a Wizard, right?"; + next; + mes "[Dog]"; + mes "Go talk to Catherine. She'll help you."; + next; + mes "[Dog]"; + mes "Also, if you would like to know anything about the job change process, I can explain."; + next; + switch(select(".......:A Dog is talking to me...")) { + case 1: + mes "[Dog]"; + mes "...*bark*...? What is it?? Why are you looking at me like that?!"; + mes "Is it your first time seeing a Dog talk?"; + next; + mes "[Dog]"; + mes "*Bark* It's not common that you see a Dog talking I suppose. bark~"; + mes "...Yes i suppose it is a rare site...*grrr*...Stop Gawking for goodness sakes!"; + next; + mes "[Dog]"; + mes "My name is 'Maria Splodofska'. Just call me 'Maria'."; + mes "I'm helping candidates that wish to become Wizards."; + next; + cutin "job_wizard_maria03",2; + mes "[Maria]"; + mes "*Bark* Well, the reason I became a dog is...I was helping my boyfriend in experimenting to prepare for his Final for his Magic Degree. Well, *Grrrr* he accidentally turned me into a dog."; + mes "Theoretically, in a couple months the chemicals should wear off and I should be returned to normal. When exactly, I have no idea?"; + next; + cutin "job_wizard_maria01",2; + mes "[Maria]"; + mes "Well...it doesn't concern you anyways."; + mes "Now, where were we."; + next; + break; + case 2: + cutin "job_wizard_maria02",2; + mes "[Dog]"; + mes "*Bark* *bark* *bark* Don't state the obvious! Alright, I know I'm a dog!"; + next; + cutin "job_wizard_maria01",2; + mes "[Dog]"; + mes "My name is 'Maria Splodofska'. People call me 'Maria'."; + mes "I'm helping little ones like you that wish to become Wizards."; + next; + cutin "job_wizard_maria03",2; + mes "[Dog called 'Maria']"; + mes "The reason I became a dog is...My boyfriend that was experimenting to prepare for the Magic Degree, accidentally turned me into a dog."; + mes "Theoretically, in a couple months, the chemicals should wear off and I should be returned to normal. Exactly when, I have no idea?"; + next; + cutin "job_wizard_maria02",2; + mes "[Dog called 'Maria']"; + mes "I'm not a 'dog' called 'Maria'!! Oi!! Listen to me!!"; + next; + mes "[Dog... 'Maria'...]"; + mes ".........."; + next; + mes "[Maria]"; + mes "...*BARK* *BARK* *BARK*... I'm upset, but whatever!! You seem busy so I'll just drop it."; + next; + break; + } + cutin "job_wizard_maria01",2; + mes "[Maria]"; + mes "Like I said before, to change jobs, talk to Catherine."; + mes "She's a new Wizard too."; + next; + mes "[Maria]"; + mes "I can tell you more about the job change process, but I can't hold back a busy person now can I?"; + mes "What do you think? Should I explain some about whats in store for Mages that wish to become Wizards?"; + next; + switch(select("Yes, please! I would like that.:No, it's ok.:A talking dog...")) { + case 1: + cutin "job_wizard_maria01",2; + mes "[Maria]"; + mes "OK, I will explain the process for you."; + next; + mes "[Maria]"; + mes "There are three tests in the job change process."; + mes "The first test is collecting magic items."; + next; + mes "[Maria]"; + mes "That one begins when you submit an application to Catherine."; + mes "She'll either tell you to collect all types of gemstones, or gather stones with attributes."; + next; + mes "[Maria]"; + mes "Second test is a magic quiz,"; + mes "The gloomy Laurel in the corner is in charge of that part."; + next; + mes "[Maria]"; + mes "There are questions about magic, monsters, and Mages."; + mes "Out of the 10 questions, if you don't get them all correct, he doesn't let you pass. In other words, you fail..."; + next; + mes "[Maria]"; + mes "Oddly enough, He is in charge of the 3rd test too."; + mes "The third test is eliminating monsters."; + next; + mes "[Maria]"; + mes "In each room, there are monsters of certain attributes."; + mes "You must attack them with the appropriate spells."; + next; + mes "[Maria]"; + mes "Well, that's all that I can say. Go apply now."; + next; + mes "[Maria]"; + mes "It's better to just try it yourself than to listen to my descriptions."; + close2; + cutin "job_wizard_maria01",255; + warp "gef_dun00",116,102; + end; + case 2: + mes "[Maria]"; + mes "Really? Ok, then go apply and do your best."; + close2; + cutin "job_wizard_maria01",255; + end; + case 3: + cutin "job_wizard_maria02",2; + mes "[Maria]"; + mes "I'm not a DOG!! HOOOOWWWWWWLLLLLLL~"; + next; + mes "[Maria]"; + mes "Dang it! I hope you FAIL!! Go get lost!!"; + close2; + cutin "job_wizard_maria01",255; + warp "gef_dun00",116,102; + end; + } + } + else if (WIZ_Q == 1) { + cutin "job_wizard_maria01",2; + mes "[Maria]"; + mes "You seem lost..."; + mes "You've applied, and now you're looking for the items right?"; + next; + mes "[Maria]"; + mes "But since this is only the first test, don't depend on others."; + mes "Complete it yourself. Thats the best way."; + next; + mes "[Maria]"; + mes "From what I've heard, you have to gather gemstones..."; + mes "I can't help you directly, but I can give you some advice."; + next; + mes "[Maria]"; + mes "First, to get Red Gemstones, go to Culverts in Prontera."; + mes "You can obtain them from the Thief Bugs and Thief Bug eggs found plentiful there."; + next; + mes "[Maria]"; + mes "Yellow Gemstones are easy to find in the desert."; + mes "Condors, Picky's, and sometimes monsters like Golem's drop them."; + next; + mes "[Maria]"; + mes "And...*woof* to get Blue Gemstones. Try going to the Byalan Dungeons."; + mes "Cornutus, Vadon, and monsters like Mars can drop those Gems."; + next; + mes "[Maria]"; + mes "Of course you can get blue Gemstones at the magic shop here in town..."; + mes "But, finding them yourself would be much more rewarding and helpful later in the test."; + next; + mes "[Maria]"; + mes "Anyways, try your best."; + mes "This is the basics of being a Wizard."; + close2; + cutin "job_wizard_maria01",255; + end; + } + else if (WIZ_Q == 2) { + cutin "job_wizard_maria01",2; + mes "[Maria]"; + mes "You seem lost..."; + mes "You've applied, and now you're looking for the items right?"; + next; + mes "[Maria]"; + mes "But since this is only the first test, don't depend on others for help."; + mes "Complete it yourself, thats the best way."; + next; + mes "[Maria]"; + mes "From what I've heard, you have to gather elemental stones..."; + mes "I can't help you directly, but I can give you some advice."; + next; + mes "[Maria]"; + mes "Well, you can find the Crystal Blue in Byalan Dungeon."; + mes "Cornutus, Kukre, Marina, Vadon...these monsters drop them frequently."; + next; + mes "[Maria]"; + mes "You can get Green Live from insect type monsters."; + mes "Try hunting monsters like Horn, Mantis, or Vitata."; + next; + mes "[Maria]"; + mes "Oh and *woof*, Red Blood. I heard you can get a lot of those from..."; + mes "Elder Willows, Metallers or Scorpions found in the desert would work well too."; + next; + mes "[Maria]"; + mes "For Wind of Verdue. Hornet, Stainer, Steel Chonchon."; + mes "If you try just a bit, you can get them really easily."; + next; + mes "[Maria]"; + mes "But anyways, always try your best."; + mes "It's the basics of being a Wizard."; + close2; + cutin "job_wizard_maria01",255; + end; + } + else if (WIZ_Q == 3) { + cutin "job_wizard_maria01",2; + mes "[Maria]"; + mes "Don't be too relieved just after the first test."; + mes "Try your best, as you still have two more tests to go."; + close2; + cutin "job_wizard_maria01",255; + end; + } + else if (WIZ_Q == 4) { + cutin "job_wizard_maria01",2; + mes "[Maria]"; + mes "ZzzzZzzzZzzz..."; + next; + cutin "job_wizard_maria02",2; + mes "[Maria]"; + mes "*wimper*...Blizadris...you suck...Zzz..."; + close2; + cutin "job_wizard_maria02",255; + end; + } + else if (WIZ_Q == 5) { + cutin "job_wizard_maria01",2; + mes "[Maria]"; + mes "Oh, you're doing well aren't you?"; + next; + mes "[Maria]"; + mes "Well, try your best to the very end."; + mes "Laurel is waiting."; + close2; + cutin "job_wizard_maria01",255; + end; + } + else if (WIZ_Q == 6) { + cutin "job_wizard_maria01",2; + mes "[Maria]"; + mes "*BARK*...you gave up?"; + mes "*Sigh*...How can you become a Wizard with such a weak heart?"; + next; + mes "[Maria]"; + mes "You know that each room has monsters of the same attribute..."; + mes "If you're a person that deals with magic, you need to know about the different spells."; + next; + mes "[Maria]"; + mes "You also need to learn how to counter monsters that use skills."; + mes "Your best bet is to kill the monsters that are attacking you first."; + next; + mes "[Maria]"; + mes "*Grrr* Anyways, continue the test."; + mes "Don't have a weak mind, *woof* and go back! *Bark* *Bark* Right this moment! *BARK*"; + close2; + cutin "job_wizard_maria01",255; + end; + } + else if (WIZ_Q == 7) { + cutin "job_wizard_maria01",2; + mes "[Maria]"; + mes "As I thought, I knew you'd be able to do it, I could smell it in yah! *Woof*"; + mes "Now I can call you Wizard."; + next; + mes "[Maria]"; + mes "Congratulations. Always give your best at everything, no matter what."; + close2; + cutin "job_wizard_maria01",255; + end; + } +} + +//============================================================ +// Old changelog +//============================================================ +//= 1.1 Now using the initnpctimer command, donpcevent, +//= and new waitingroom event commands. No more addtimer spamming. +//= No longer have to talk to the npc to take the test. Just enter the chat room. +//= 1.2 Changed global variable names to unique ones. +//= 1.2a Rollback from the wrong Kashy's fix +//= 1.2b Fixed issue with duplicating monsters thx to Bison.[kobra_k88] +//= 1.2c changed one Horong to Frilldora (now 3rd room contains 1 agressive mob.) +//= 1.2d more simplified fire room - removed agressive Desert Wolf [Lupus] +//= 1.3 Added Baby Class support. 1.5 Fixed possible EXP abuse [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where to go. [Lupus] +//= 1.7 Replaced 2 Hodes with 2 Horong's (according to the official guide) [Lupus] +//= 1.8 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon] +//= 2.1 Changed numbers to constants. [Vicious] +//= 2.2 Merged back JFunc [Lupus] 2.2a Removed extra MES, added missing NEXT +//= 2.3 Bigfoot monster summon corrected [Zairik] diff --git a/npc/jobs/2-1a/AssassinCross.txt b/npc/jobs/2-1a/AssassinCross.txt new file mode 100644 index 000000000..0776825fb --- /dev/null +++ b/npc/jobs/2-1a/AssassinCross.txt @@ -0,0 +1,100 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,44,58,5 script Assassin Cross#Valkyrie 725,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Assassin Cross]"; + mes "Congratulations..."; + next; + mes "[Assassin Cross]"; + mes "..."; + next; + mes "[Assassin Cross]"; + mes "..."; + mes "......"; + next; + mes "[Assassin Cross]"; + mes "..."; + mes "......"; + mes "Honor to"; + mes "the warriors."; + close; + } + mes "[Assassin Cross]"; + mes "We are the warriors"; + mes "of the desert. Nobody"; + mes "looks down upon us."; + mes "Nobody..."; + close; + } + else if (ADVJOB == Job_Assassin_Cross && Class == Job_Thief_High && JobLevel > 39) { + mes "[Assassin Cross]"; + mes "The time has come."; + mes "The world needs you..."; + mes "More than ever."; + next; + mes "[Assassin Cross]"; + mes "I ask that you continue to live in the shadows, but as an even greater Assassin with a new appearance."; + next; + mes "[Assassin Cross]"; + mes "Will you become"; + mes "an Assassin Cross?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Assassin Cross]"; + mes "When you are"; + mes "ready, come back."; + next; + mes "[Assassin Cross]"; + mes "Honor to"; + mes "the warriors."; + close; + } + if (SkillPoint) { + mes "[Assassin Cross]"; + mes "You still haven't"; + mes "learned everything"; + mes "that you can."; + next; + mes "[Assassin Cross]"; + mes "Use all your"; + mes "Skill Points"; + mes "and then come back."; + close; + } + jobchange Job_Assassin_Cross; + set ADVJOB,0; + mes "[Assassin Cross]"; + mes "Congratulations."; + mes "As an Assassin Cross,"; + mes "I hope that you fight for a brighter future within the darkness."; + close; + } + mes "[Assassin Cross]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Assassin Cross]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors."; + close; +} diff --git a/npc/jobs/2-1a/HighPriest.txt b/npc/jobs/2-1a/HighPriest.txt new file mode 100644 index 000000000..ae96a122e --- /dev/null +++ b/npc/jobs/2-1a/HighPriest.txt @@ -0,0 +1,82 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,44,42,5 script High Priest#Valkyrie 60,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[High Priest]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[High Priest]"; + mes "Through the power"; + mes "of holiness, may we"; + mes "find peace, strength"; + mes "and protection. Deliver"; + mes "us from the forces of evil..."; + close; + } + else if (ADVJOB == Job_High_Priest && Class == Job_Acolyte_High && JobLevel > 39) { + mes "[High Priest]"; + mes "Our world is in"; + mes "need of people of"; + mes "talent and conviction."; + mes "Please continue your"; + mes "good works as an even"; + mes "greater hero of holiness..."; + next; + mes "[High Priest]"; + mes "Would you like"; + mes "to become a High Priest?"; + next; + if (select("No.:Yes.") == 1) { + mes "[High Priest]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[High Priest]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_High_Priest; + set ADVJOB,0; + mes "[High Priest]"; + mes "Congratulations."; + mes "As a High Priest,"; + mes "I hope you will guide"; + mes "others upon the path"; + mes "to holiness..."; + close; + } + mes "[High Priest]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[High Priest]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} diff --git a/npc/jobs/2-1a/HighWizard.txt b/npc/jobs/2-1a/HighWizard.txt new file mode 100644 index 000000000..58f1bfce8 --- /dev/null +++ b/npc/jobs/2-1a/HighWizard.txt @@ -0,0 +1,86 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,44,47,5 script High Wizard#Valkyrie 735,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[High Wizard]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[High Wizard]"; + mes "We High Wizards have"; + mes "the responsibility of"; + mes "using our destructive magic"; + mes "for the right purposes."; + next; + mes "[High Wizard]"; + mes "A lifetime of training"; + mes "is required before becoming"; + mes "a High Wizard. Can you imagine"; + mes "what would happen if our power"; + mes "was placed in the wrong hands?!"; + close; + } + else if (ADVJOB == Job_High_Wizard && Class == Job_Mage_High && JobLevel > 39) { + mes "[High Wizard]"; + mes "It is time."; + mes "And Rune-Midgard has"; + mes "need of those who can"; + mes "wield the strongest of magic..."; + next; + mes "[High Wizard]"; + mes "Would you like to"; + mes "become a High Wizard?"; + next; + if (select("No.:Yes.") == 1) { + mes "[High Wizard]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honors to the warriors!"; + close; + } + if (SkillPoint) { + mes "[High Wizard]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_high_Wizard; + set ADVJOB,0; + mes "[High Wizard]"; + mes "Congratulations."; + mes "As a High Wizard,"; + mes "I hope use you use"; + mes "your powers to bring"; + mes "peace to the oppressed."; + close; + } + mes "[High Wizard]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[High Wizard]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} diff --git a/npc/jobs/2-1a/LordKnight.txt b/npc/jobs/2-1a/LordKnight.txt new file mode 100644 index 000000000..ba998483e --- /dev/null +++ b/npc/jobs/2-1a/LordKnight.txt @@ -0,0 +1,84 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,44,39,5 script Lord Knight#Valkyrie 56,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Lord Knight]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[Lord Knight]"; + mes "We Knights have an"; + mes "awesome responsibility..."; + mes "To serve and protect."; + next; + mes "[Lord Knight]"; + mes "Even at the cost"; + mes "of our own lives,"; + mes "we must safeguard the"; + mes "well being of our comrades."; + close; + } + else if (ADVJOB == Job_Lord_Knight && Class == Job_Swordman_High && JobLevel > 39) { + mes "[Lord Knight]"; + mes "Your time has come!"; + mes "The world still needs you."; + mes "Please continue your life"; + mes "as a hero with a new appearance."; + next; + mes "[Lord Knight]"; + mes "Would you like"; + mes "to become a Lord Knight?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Lord Knight]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[Lord Knight]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_Lord_Knight; + set ADVJOB,0; + mes "[Lord Knight]"; + mes "Congratulations!"; + mes "As a Lord Knight,"; + mes "I hope that you will be"; + mes "at the forefront of battle,"; + mes "and lead your allies to victory!"; + close; + } + mes "[Lord Knight]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Lord Knight]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} diff --git a/npc/jobs/2-1a/Sniper.txt b/npc/jobs/2-1a/Sniper.txt new file mode 100644 index 000000000..cf5f4881e --- /dev/null +++ b/npc/jobs/2-1a/Sniper.txt @@ -0,0 +1,83 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,44,55,5 script Sniper#Valkyrie 727,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Sniper]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[Sniper]"; + mes "One shot."; + mes "One kill."; + mes "It's not so hard"; + mes "once you develop the"; + mes "vision for that style"; + mes "of battling."; + close; + } + else if (ADVJOB == Job_Sniper && Class == Job_Archer_High && JobLevel > 39) { + mes "[Sniper]"; + mes "The world is in"; + mes "need of mighty Bowmen"; + mes "like you. Are you ready for"; + mes "the awesome responsibility?"; + next; + mes "[Sniper]"; + mes "Are you willing to"; + mes "take the next step and"; + mes "become a Sniper?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Sniper]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[Sniper]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_Sniper; + set ADVJOB,0; + mes "[Sniper]"; + mes "Congratulations!"; + mes "As a Sniper, I hope"; + mes "that the minions of evil"; + mes "will never be safe so"; + mes "long as they are in"; + mes "your sight!"; + close; + } + mes "[Sniper]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Sniper]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} diff --git a/npc/jobs/2-1a/WhiteSmith.txt b/npc/jobs/2-1a/WhiteSmith.txt new file mode 100644 index 000000000..42ac6164b --- /dev/null +++ b/npc/jobs/2-1a/WhiteSmith.txt @@ -0,0 +1,88 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,44,50,5 script MasterSmith#Valkyrie 731,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[MasterSmith]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[MasterSmith]"; + mes "Ah..."; + mes "The pinnacle"; + mes "of craftsmanship."; + mes "That's the work of"; + mes "a MasterSmith."; + next; + mes "[MasterSmith]"; + mes "Once you're the"; + mes "the best of the best,"; + mes "you begin forging with"; + mes "the goal of discovering"; + mes "new and better ways of"; + mes "crafting..."; + close; + } + else if (ADVJOB == Job_WhiteSmith && Class == Job_Merchant_High && JobLevel > 39) { + mes "[MasterSmith]"; + mes "The time has come!"; + mes "Our world needs brave,"; + mes "hard-working adventurers"; + mes "like you..."; + next; + mes "[MasterSmith]"; + mes "Would you like to"; + mes "become a MasterSmith?"; + next; + if (select("No.:Yes.") == 1) { + mes "[MasterSmith]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[MasterSmith]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_Whitesmith; + set ADVJOB,0; + mes "[MasterSmith]"; + mes "Congratulations!"; + mes "As a MasterSmith,"; + mes "I hope you will forge"; + mes "a path towards a brighter"; + mes "future for Rune-Midgard."; + close; + } + mes "[MasterSmith]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[MasterSmith]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} diff --git a/npc/jobs/2-1e/StarGladiator.txt b/npc/jobs/2-1e/StarGladiator.txt new file mode 100644 index 000000000..e58dc4dde --- /dev/null +++ b/npc/jobs/2-1e/StarGladiator.txt @@ -0,0 +1,1646 @@ +//===== rAthena Script ======================================= +//= Star Gladiator Job Quest +//===== By: ================================================== +//= Celestria, Samuray22 +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job Change quest for Star Gladiator class. +//===== Additional Comments: ================================= +//= 1.1 Updated to the Aegis Standards. [Samuray22] +//= 1.1a Corrected a minor error respect to the header. [Samuray22] +//= 1.1b Corrected NPC name length warning. [L0ne_W0lf] +//= 1.1c Changed item names to item IDs. [Samuray22] +//= 1.2 Another round of updates to the script. [L0ne_W0lf] +//= Removes the use of labels, and correcets other errors. +//= 1.3 Added Quest Log commands. [Kisuka] +//============================================================ + +payon,215,102,3 script Moohyun#job_star 828,3,3,{ + if (Class == Job_Taekwon) { + if (STGL_Q == 0) { + mes "[Moohyun]"; + if (Sex) + mes "Hey, Taekwon Boy!"; + else + mes "Hey, Taekwon Girl!"; + mes "Come here for a minute."; + mes "I've got a proposition"; + mes "for you if you'll listen!"; + next; + if (select( "Sure.","No, thanks!") == 1) { + mes "[Moohyun]"; + mes "Alright, kid."; + mes "What's your name?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "" + strcharinfo(0) + "."; + next; + mes "[Moohyun]"; + mes "Geez, you're so direct."; + mes "A little warmth, a little"; + mes "friendliness wouldn't kill"; + mes "you, now would it? Anyway,"; + mes "have you given any thought"; + mes "as to what you want to be?"; + next; + mes "[Moohyun]"; + mes "If your heart isn't already"; + mes "set on it, why don't you become"; + mes "a ^4D4DFFwarrior of the Sun, the Moon,^FFFFFF ^4D4DFF and the Stars^000000? Just consider it."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Warrior of the wha--?"; + mes "I've never heard of that"; + mes "job. But I do know I can"; + mes "change jobs to a Soul"; + mes "Linker or Taekwon Master."; + next; + mes "[Moohyun]"; + mes "Yeah. Yeah, that's right."; + mes "Taekwon Masters are warriors"; + mes "of the Sun, Moon, and Stars, and wield the power of the cosmos!"; + mes "Cool, huh? Anyway, interested"; + mes "in being a Taekwon Master?"; + next; + if (select("Yes, I am!:No, not so much.") == 1) { + if (JobLevel > 39) { + mes "[Moohyun]"; + mes "Great, great~ I knew you'd"; + mes "see things my way. Alright,"; + mes "you seem to be ready enough."; + mes "All you need now is someone"; + mes "who can train you to become"; + mes "a Taekwon Master."; + next; + mes "[Moohyun]"; + mes "Would you like to ^4D4dffchange"; + mes "your job to Taekwon Master^000000?"; + mes "If you do, I'll introduce you to somebody who can help"; + mes "you accomplish that goal."; + next; + if (select("Yes, I do.","Let me think about it...") == 1) { + mes "[Moohyun]"; + mes "Excellent! Now, as you may"; + mes "have guessed, Taekwon Masters"; + mes "aren't organized into an official guild. So it's tough for all of us"; + mes "to gather, but we also have fewer rules and greater freedom."; + next; + mes "[Moohyun]"; + mes "Who's around now...? Umm..."; + mes "Ah, you should visit ^4D4DFFMoogang^000000."; + mes "He's one of the few Taekwon"; + mes "Masters interested in receiving"; + mes "new students, so he'll be sure"; + mes "to guide you in your training."; + next; + mes "[Moohyun]"; + mes "Alright, you can find Moogang"; + mes "in Comodo, supposedly at the"; + mes "place that's closest to the sky.^FFFFFF ^000000 In the meantime, I'll write a"; + mes "letter of recommendation that"; + mes "I'll send to him for you."; + set STGL_Q,1; + setquest 7007; + close; + } + mes "[Moohyun]"; + mes "That's fine. Changing your"; + mes "job is an important decision,"; + mes "so you should consider everything carefully. But let me assure you"; + mes "that you'll never regret becoming an awesome warrior of the cosmos!"; + close; + } + mes "[Moohyun]"; + mes "Great, great~"; + mes "But first,you"; + mes "gotta be at least Job Level 40"; + mes "before you can begin Taekwon"; + mes "Master training. Otherwise, "; + mes "it'll go over your head."; + next; + mes "[Moohyun]"; + mes "I know you can do it,"; + mes "and it shouldn't take"; + mes "too long. Promise me"; + mes "you'll come back so that"; + mes "I can help you become"; + mes "a great Taekwon Master~"; + close; + } + mes "[Moohyun]"; + mes "Really? Well, I still"; + mes "think you're better suited"; + mes "to being a Taekwon Master"; + mes "than a Soul Linker. But the"; + mes "decision is ultimately yours."; + next; + mes "[Moohyun]"; + mes "Well, if you change your"; + mes "mind, just come back to"; + mes "me and let me know. I know"; + mes "you'd make a great Taekwon"; + mes "Master if you really tried."; + close; + } + mes "[Moohyun]"; + mes "Aw, don't be like that."; + mes "It doesn't cost you a zeny"; + mes "to listen to my spiel. Come"; + mes "on, just hear me out..."; + close; + } + else if (STGL_Q == 1) { + mes "[Moohyun]"; + mes "I've already sent him my"; + mes "letter of recommendation"; + mes "for you, so go ahead and"; + mes "visit Moogang in Comodo."; + mes "He'll start training you to"; + mes "become a Taekwon Master."; + close; + } + else if (STGL_Q == 7) { + mes "[Moohyun]"; + mes "So how's the testing"; + mes "coming along? Oh hey, you"; + mes "look worried. Are you in"; + mes "some kind of trouble?"; + next; + if (select("No, I'm fine.:About Beeryu's riddle...") == 1) { + mes "[Moohyun]"; + mes "It's alright to be independent"; + mes "and solve problems on your"; + mes "own, but you should elicit help"; + mes "when you really need it. There"; + mes "is no shame in being unable to"; + mes "accomplish something alone..."; + close; + } + mes "[Moohyun]"; + mes "Ah, that. Beeryu has"; + mes "given you that riddle"; + mes "to solve. Well, first of"; + mes "all, you have to bring him"; + mes "something very important,"; + mes "but it isn't a material object."; + next; + mes "[Moohyun]"; + mes "You have to demonstrate"; + mes "something for him. Now tell"; + mes "me, when you face difficulty in"; + mes "life, obstacles to your goals,"; + mes "how do you respond? What"; + mes "does your heart feel, man?"; + next; + mes "[Moohyun]"; + mes "I know that Beeryu asked you"; + mes "to prove your patience to him,"; + mes "but this is the most important"; + mes "factor behind patience. What"; + mes "do you say to yourself when"; + mes "your life seems hopeless?"; + next; + if (select("I will not give up!:I... I don't know?") == 1) { + mes "[" + strcharinfo(0) + "]"; + mes "I will not give up!"; + mes "I'll make my dreams"; + mes "come true, no matter"; + mes "how long it may take!"; + next; + mes "[Moohyun]"; + mes "Yes, that's it!"; + mes "When your resolution"; + mes "is backed by an iron will,"; + mes "you will have the patience"; + mes "to weather out all things."; + mes "Show Beeryu your resolve..."; + next; + mes "[Moohyun]"; + mes "Great, I think you're"; + mes "ready now. Please go"; + mes "talk to Moogang and head"; + mes "back to the Moon Room. Soon,"; + mes "maybe we'll be able to greet"; + mes "each other as Taekwon Masters!"; + set STGL_Q,8; + close; + } + mes "[Moohyun]"; + mes "You... You don't know?"; + mes "If you'd face obstacles"; + mes "head on and directly confront"; + mes "your fears, your enemies, and"; + mes "all of life's challenges, then the answer should come naturally."; + next; + mes "[Moohyun]"; + mes "Hmm..."; + mes "Why don't you contemplate"; + mes "the value of courage for"; + mes "a little while? Yes, that"; + mes "might be useful for now."; + close; + } + else if (STGL_Q == 8) { + mes "[Moohyun]"; + mes "Great, I think you're"; + mes "ready now. Please go"; + mes "talk to Moogang and head"; + mes "back to the Moon Room. Soon,"; + mes "maybe we'll be able to greet"; + mes "each other as Taekwon Masters!"; + close; + } + mes "[Moohyun]"; + mes "So, how have you"; + mes "been doing? I got"; + mes "faith that you'll become"; + mes "a great Taekwon Master, so"; + mes "I'm expecting great things."; + close; + } + else if (BaseJob == Job_Star_Gladiator) { + mes "[Moohyun]"; + mes "Hey, how have you"; + mes "been doing? Attuned"; + mes "with nature and all"; + mes "that, I see. Heh heh,"; + mes "isn't the cosmos such"; + mes "a wonderful thing?"; + close; + } + else if (Class== Job_Novice) { + mes "[Moohyun]"; + mes "Hey, kid. Do you want"; + mes "to learn Taekwon Do?"; + mes "If you learn it, then you're"; + mes "guaranteed to become"; + mes "much stronger! "; + next; + mes "[Moohyun]"; + mes "Let's see..."; + mes "There's a man named"; + mes "Phoenix who can teach"; + mes "you Taekwon Do. He's"; + mes "around here somewhere..."; + next; + mes "[Moohyun]"; + mes "Anyway, once you've"; + mes "learned Taekwon Do for"; + mes "a while, go ahead and come"; + mes "back to me if you really want to advance your studies, to master"; + mes "more than your mind and body."; + close; + } + mes "[Moohyun]"; + mes "Dude..."; + mes "Whaddya want?"; + if (Sex) { + mes "You wanna join up"; + mes "with my martial arts"; + mes "school? It's too late"; + mes "for you, sorry pal~"; + } + else { + mes "Oh, I didn't realize tha--"; + mes "Y-you're such a beautiful"; + mes "lady! I guess I oughta, you"; + mes "know, apologize for bein' rude."; + } + next; + mes "[Moohyun]"; + mes "Anyway, if you think I'm"; + mes "just some punk, I'll admit"; + mes "that I look and act the part."; + mes "But actually, I'm a warrior of"; + mes "the Sun, Moon, and Stars."; + next; + mes "[Moohyun]"; + mes "It might be a little late"; + mes "for you, but if you know "; + mes "anybody that wants to become"; + mes "a Taekwon Master, send them"; + mes "my way. I'll make sure that"; + mes "they meet the right people~"; + close; + +OnTouch: + if (Class == Job_Taekwon) { + if (STGL_Q == 0) { + mes "[Moohyun]"; + mes "Hm...? Oh, you're just"; + mes "the kind of person I'm"; + mes "looking for. Come, I've"; + mes "got an offer for you if"; + mes "you're willing to listen..."; + close; + } + } + else if (BaseJob == Job_Star_Gladiator) { + mes "[Moohyun]"; + mes "How's it going, warrior?"; + mes "Please continue to use"; + mes "your skills for the right"; + mes "causes. Bring pride to all"; + mes "Taekwon Masters everywhere!"; + close; + } + mes "[Moohyun]"; + mes "Whoa, whoa~"; + mes "Step aside, will you?"; + mes "You're blocking my sun!"; + close; +} + +comodo,172,230,3 script Wandering Master#job_sta 730,{ + if (Class == Job_Taekwon) { + if (STGL_Q == 1) { + mes "[Moogang]"; + mes ""+ strcharinfo(0) + "..."; + mes "I have been expecting you."; + mes "Moohyun has told me about"; + mes "your arrival and your desire"; + mes "to become a Taekwon Master."; + mes "I will trust his judgment..."; + next; + mes "[Moogang]"; + mes "Yes, Moohyun is skilled at"; + mes "discerning the inner strengths"; + mes "of others. You should do well."; + mes "Are you ready for the first test, to use your fists and legs in the"; + mes "service of the grand cosmos?"; + next; + if (select("Yes, let me take the test!:Wait, I need to think about this!") == 1) { + if (SkillPoint) { + mes "[Moogang]"; + mes "Hm? You still have Skill"; + mes "Points that you haven't yet"; + mes "allocated. Use them, learn"; + if (Sex == 0) + mes "and improve your Taekwon Girl"; + else + mes "and improve your Taekwon Boy"; + mes "skills. When you are finished,^FFFFFF ^000000 come back here for your training."; + close; + } + mes "[Moogang]"; + mes "Taekwon Do sets the basics."; + mes "Mind, body, soul. These are not"; + mes "separate parts, but a functioning whole. Your self is in touch"; + mes "with itself, but is it in touch"; + mes "with the outside world?"; + next; + mes "[Moogang]"; + mes "Close your eyes. Seek out"; + mes "the sensation of the wind."; + mes "Open your arms and embrace"; + mes "the sky. Can you feel it? The"; + mes "everspreading flow of the"; + mes "universal cosmos?"; + next; + mes "[Moogang]"; + mes "Nature's laws cannot be broken,"; + mes "but as your undestanding of nature grows, you'll be able to grasp the"; + mes "sunlight, hold the moonlight, and mold the starlight. This test will"; + mes "help you attune yourself..."; + next; + mes "[Moogang]"; + mes "Go forth and gather the"; + mes "power of nature scattered"; + mes "around the world. Bring me"; + mes "pieces of the blustery wind,"; + mes "solid earth, freezing ice,"; + mes "and burning flame."; + next; + mes "[Moogang]"; + mes "In other words..."; + mes "^4D4DFFRough Wind^000000,"; + mes "^4D4DFFGreat Nature^000000,"; + mes "^4D4DFFMystic Frozen^000000 and"; + mes "^4D4DFFFlame Heart^000000."; + mes "Now go..."; + set STGL_Q,2; + changequest 7007,7008; + close; + } + mes "[Moogang]"; + mes "I respect your decision,"; + mes "although I see no reason"; + mes "for you to hesitate. But like"; + mes "the phases of the moon, all"; + mes "changes must occur according"; + mes "to the grand scheme of things."; + close; + } + else if (STGL_Q == 2) { + if (countitem(996) > 0 && countitem(997) > 0 && countitem(995) > 0 && countitem(994) > 0) { + mes "[Moogang]"; + mes "Ah, you've completed the"; + mes "task I've set for you. Very"; + mes "good. Now, while holding these"; + mes "shards of the wind, earth, ice"; + mes "and flame, did you sense the"; + mes "connection between them all?"; + next; + mes "[Moogang]"; + mes "Winds provide gentle and"; + mes "comforting breezes or bring"; + mes "destructive hurricanes. Earth"; + mes "is the solid ground on which"; + mes "all life lives, but it can also"; + mes "sink and shake buildings."; + next; + mes "[Moogang]"; + mes "Water gives life and provides"; + mes "cooling refreshment, but it can"; + mes "also drown and freeze life. Fire can bring comforting warmth,"; + mes "but it can also reduce life to"; + mes "gray ashes. Such is nature."; + next; + mes "[Moogang]"; + mes "This is the power of nature."; + mes "Any force can be used to do"; + mes "good or evil, depending on"; + mes "how you wield it. So do you"; + mes "understand now? This is how"; + mes "the universe is intertwined."; + next; + mes "[Moogang]"; + mes "However, the most primal,"; + mes "the purest elements of our"; + mes "universe are equated to the"; + mes "cosmos: the Sun, the Moon,"; + mes "and the Stars. Contemplate"; + mes "on this truth for a while..."; + next; + mes "[Moogang]"; + mes "With the realization of"; + mes "the nature of the universe"; + mes "comes the respect for nature"; + mes "and all things. Now, when you"; + mes "are ready for the next test, then^FFFFFF ^000000"; + mes "I shall guide you to the altar."; + delitem 996,1; //Rough_Wind + delitem 997,1; //Great_Nature + delitem 995,1; //Mistic_Frozen + delitem 994,1; //Flame_Heart + set STGL_Q,3; + changequest 7008,7009; + close; + } + mes "[Moogang]"; + mes "For your first test on your"; + mes "journey towards becoming"; + mes "a Taekwon Master, bring me "; + mes "shards of the natural elements."; + mes "I want you to understand their innate harmony with one another."; + next; + mes "[Moogang]"; + mes "Bring..."; + mes "^4D4DFFRough Wind^000000,"; + mes "^4D4DFFGreat Nature^000000,"; + mes "^4D4DFFMystic Frozen^000000 and"; + mes "^4D4DFFFlame Heart^000000."; + mes "Now go..."; + close; + } + else if (STGL_Q == 3) { + mes "[Moogang]"; + mes "Are you ready for"; + mes "the next test to become"; + mes "a Taekwon Master? Then,"; + mes "I shall guide you to the altar."; + next; + if (select("Wait, I need more time!:Yes, I am ready.") == 1) { + mes "[Moogang]"; + mes "I see. Well then, please"; + mes "let me know when you"; + mes "are ready to proceed."; + close; + } + mes "[Moogang]"; + mes "At the altar, speak"; + mes "to Daru, who will serve"; + mes "as your guide for that"; + mes "test. After you complete"; + mes "the test, come talk to me."; + close2; + warp "job_star",34,12; + end; + } + else if (STGL_Q > 3 && STGL_Q < 7) { + mes "[Moogang]"; + mes "How very strange..."; + mes "You cannot have completed"; + mes "that test by now. Ah, something"; + mes "must have happened. I shall"; + mes "send you back to the altar"; + mes "so that Daru can test you."; + close2; + warp "job_star",34,12; + end; + } + else if (STGL_Q == 7) { + mes "[Moogang]"; + mes "Hmm..."; + mes "You seem troubled."; + mes "Ah, you must be thinking"; + mes "about Beeryu's riddle, yes?"; + mes "You are the only one that"; + mes "can find the answer..."; + next; + mes "[Moogang]"; + mes "Hmm. Perhaps it would"; + mes "be best for you to consult"; + mes "with ^4D4DFFMoohyun^000000 back in Payon"; + mes "so that you may understand"; + mes "Beeryu's test regarding the"; + mes "value of patience."; + next; + mes "[Moogang]"; + mes "Once you discover the"; + mes "meaning of patience that"; + mes "Beeryu wants you to find,"; + mes "come back to me so that"; + mes "I can send you back to the"; + mes "Moon Room for testing."; + close; + } + else if (STGL_Q == 8) { + mes "[Moogang]"; + mes "Ah, I see that Moohyun"; + mes "has helped you achieve a"; + mes "new level of understanding."; + mes "Very well, very well. Let me"; + mes "send you to the Moon Room"; + mes "where Beeryu is waiting..."; + close2; + warp "job_star",100,13; + end; + } + else if (STGL_Q == 9 || STGL_Q == 11) { + mes "[Moogang]"; + mes "Would you like to"; + mes "return to the Star Room"; + mes "to complete your Taekwon"; + mes "Master testing and training?"; + next; + if (select("Yes, please.:Maybe later.") == 1) { + mes "[Moogang]"; + mes "Don't lose heart..."; + mes "I expect that you will"; + mes "achieve your goal of"; + mes "becoming a Taekwon"; + mes "Master very soon."; + close2; + warp "job_star",166,29; + end; + } + mes "[Moogang]"; + mes "I see. Well, when"; + mes "your mind, body and"; + mes "spirit are prepared, please"; + mes "come and talk to me again."; + close; + } + else if (STGL_Q == 10) { + mes "[Moogang]"; + mes "Ah, you have come here in"; + mes "order to speak to Cheehee."; + mes "Would you like me to send"; + mes "you to the Star Room now?"; + next; + if (select("Yes, please.:Maybe later.") == 1) { + mes "[Moogang]"; + mes "Don't lose heart..."; + mes "I expect that you will"; + mes "achieve your goal of"; + mes "becoming a Taekwon"; + mes "Master very soon."; + close2; + warp "job_star",166,29; + end; + } + mes "[Moogang]"; + mes "I see. Well, when"; + mes "your mind, body and"; + mes "spirit are prepared, please"; + mes "come and talk to me again."; + close; + } + else if (STGL_Q == 12) { + mes "[Moogang]"; + mes "Ah, you've returned"; + mes "wiser and more attuned"; + mes "with nature than before."; + mes "Yes, I can see it in your eyes."; + mes "So tell me, what did you learn?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I can feel the bond between"; + mes "the Sun, the Moon and the"; + mes "Stars. They all give light,"; + mes "but their different shades"; + mes "bestow different gifts."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "The sun gives glorious"; + mes "warmth and is the wellspring"; + mes "of life. Moonlight is gentle and gives comfort. The twinkling"; + mes "of stars gives hope in even"; + mes "the darkest of nights."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I also know the Sun's"; + mes "scorching, destructive"; + mes "heat, the loneliness of"; + mes "the Moon, and the sadness"; + mes "of the Stars. I now understand"; + mes "the spectrum of the cosmos!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "The combined rage of the"; + mes "cosmos can summon a "; + mes "demon of utter darkness."; + mes "The combined love of the"; + mes "cosmos bestows infinite"; + mes "blessing and light..."; + next; + mes "[Moogang]"; + mes "I cannot ask for"; + mes "anything more. You"; + mes "are already a warrior"; + mes "of the Sun, the Moon and"; + mes "the Stars. Welcome to our"; + mes "way of martial arts, friend."; + completequest 7011; + callfunc "Job_Change",Job_Star_Gladiator; + callfunc "F_ClearJobVar"; //clears all job variables for the current player + next; + mes "[Moogang]"; + mes "From now on, please"; + mes "make your decisions very"; + mes "carefully. What you decide"; + mes "will determine the course"; + mes "of your entire life. Also,"; + mes "never forget this song..."; + next; + mes "[Moogang]"; + mes "''^4D4DFFThe Sun shines on even days."; + mes "The Moon gleams on odd days."; + mes "The Stars sparkle on every"; + mes "fifth day without fail.^000000''"; + next; + mes "[Moogang]"; + mes "That is all that I can"; + mes "share with you. Never forget"; + mes "that we, as Taekwon Masters,"; + mes "cannot exist separately from"; + mes "the Sun, Moon and Stars..."; + close; + } + mes "[Moogang]"; + mes "Oh, hello. You're a"; + mes "student of Taekwon Do,"; + mes "are you not? It's nice to"; + mes "meet you. Please call"; + mes "me Moogang. I too used to"; + mes "study this Tae Kwon Do."; + next; + mes "[Moogang]"; + mes "Um..."; + mes "Have you ever"; + mes "considered becoming..."; + mes "Um... No. Wait. Hmmm..."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Huh...?"; + next; + mes "[Moogang]"; + mes "Oh, dear! I always"; + mes "have a little bit of"; + mes "trouble speaking to other"; + mes "people. Now, why don't"; + mes "you speak to my good"; + mes "friend, Moohyun?"; + next; + mes "[Moogang]"; + mes "It's just..."; + mes "I'm so excited!"; + mes "There's every chance"; + mes "that you might possibly"; + mes "be the warrior I'm seeking!"; + close; + } + else if (BaseJob == Job_Star_Gladiator) { + mes "[Moogang]"; + mes "Oh, it's very nice to"; + mes "see you again. So where"; + mes "have you been lately? I trust"; + mes "that you've been to places"; + mes "blessed by the Sun, Moon"; + mes "and Stars, correct?"; + next; + mes "[Moogang]"; + mes "My friend, please keep"; + mes "my advice in mind and "; + mes "always be careful when"; + mes "you make decisions. I don't"; + mes "want to see you regreting your decision later on in your life..."; + next; + mes "[Moogang]"; + mes "Ah, if you miss the"; + mes "Room of the Sun, the"; + mes "Moon Room or the Star Room,"; + mes "I can send you there anytime"; + mes "that you wish. Would you like"; + mes "to visit any of them now?"; + next; + switch(select("Maybe next time.:To the Room of the Sun!:To the Moon Room!:To the Star Room!")) { + case 1: + mes "[Moogang]"; + mes "Alright. I'll always be"; + mes "here, so whenever you"; + mes "feel like going to any of"; + mes "those places, just come"; + mes "and talk to me. Goodbye"; + mes "for now, "+strcharinfo(0)+"~"; + close; + case 2: + mes "[Moogang]"; + mes "Ah, you must miss"; + mes "the glorious warmth"; + mes "of the sun, eh? Let"; + mes "me send you there"; + mes "right away..."; + close2; + warp "job_star",34,12; + end; + case 3: + mes "[Moogang]"; + mes "Hm? Have you need"; + mes "of the soothing light of"; + mes "the Moon? Then I hope"; + mes "that you find peace in"; + mes "its calming influence..."; + close2; + warp "job_star",100,13; + end; + case 4: + mes "[Moogang]"; + mes "Ah, there are countless"; + mes "reasons as to why you'd want"; + mes "to view the twinkling of the"; + mes "stars. Well, let me send you"; + mes "to the Star Room right away~"; + close2; + warp "job_star",166,29; + end; + } + } + mes "[Wandering Martial Artist]"; + mes "Do you enjoy hiking?"; + mes "The fresh air, the liberation"; + mes "found in wandering, and the"; + mes "beauty of natural are all"; + mes "welcome benefits."; + next; + mes "[Wandering Martial Artist]"; + mes "Of course, I cannot enjoy"; + mes "the moonlight and starlight"; + mes "on nighttime hikes as much"; + mes "as you can. Well then, may the"; + mes "Sun, Moon and Stars protect"; + mes "you on all your journeys~"; + close; +} + +job_star,29,33,0 script Daru#job_star 59,{ + if (Class == Job_Taekwon) { + if (STGL_Q == 3) { + mes "[Daru]"; + mes "Ah, greetings."; + mes "I am Daru, and I will"; + mes "be your guide for this room."; + mes "For this test, you must open"; + mes "your eyes and answer my"; + mes "questions. Let us begin."; + next; + mes "[Daru]"; + mes "Tell me."; + mes "What is it"; + mes "that you see?"; + next; + switch(select("The Sun.:The Moon.:The Stars.:I have no idea.")) { + case 1: + mes "[Daru]"; + mes "Yes! It is the sun!"; + mes "I suppose you can think"; + mes "of mankind as the sons of"; + mes "the sun. Good, very good..."; + set .@sun_point,.@sun_point+10; + break; + case 2: + mes "[Daru]"; + mes "The... The moon?"; + mes "Mm. But this is the"; + mes "Sun Room. Hmmm..."; + break; + case 3: + mes "[Daru]"; + mes "The Stars. Well, hmm."; + mes "I suppose you can think of"; + mes "the Sun as one of thousands"; + mes "of stars in the universe..."; + set .@sun_point,.@sun_point+5; + break; + case 4: + mes "[Daru]"; + mes "No... idea?"; + mes "Hmm. You should"; + mes "open your mind as"; + mes "well as your eyes."; + mes "It wouldn't hurt to"; + mes "try to guess an answer..."; + } + next; + mes "[Daru]"; + mes "Now, there is nothing"; + mes "that can live without the"; + mes "sun. Do you know what one"; + mes "needs most from the sun?"; + next; + switch(select("Warmth:Comfort:Light:Nothing")) { + case 1: + mes "[Daru]"; + mes "That is right."; + mes "Without the warmth"; + mes "of the sun, our world"; + mes "not only be cold, but it"; + mes "would be completely lifeless."; + set .@sun_point,.@sun_point+10; + break; + case 2: + mes "[Daru]"; + mes "Comfort...?"; + mes "Ah, yes. The warmth"; + mes "of the sun brings comfort."; + mes "And without comfort, is life"; + mes "truly worth living? Good answer. ^FFFFFF ^000000"; + set .@sun_point,.@sun_point+10; + break; + case 3: + mes "[Daru]"; + mes "Yes. Without the"; + mes "glorious light of the sun,"; + mes "we would see nothing."; + mes "We would know nothing."; + mes "We would be nothing."; + set .@sun_point,.@sun_point+10; + break; + case 4: + mes "[Daru]"; + mes "Mmm..."; + mes "The answer should"; + mes "come from your heart,"; + mes "rather than your mind."; + mes "Everyone needs something"; + mes "from the sun. Let's see now..."; + break; + } + next; + mes "[Daru]"; + mes "There is a song that goes,"; + mes "''^4D4DFFThe Sun shines on even days."; + mes "The Moon gleams on odd days."; + mes "The Stars sparkle on every"; + mes "fifth day without fail.^000000''"; + next; + mes "[Daru]"; + mes "''^4D4DFFA desert is a Solar place,"; + mes "its sands kissed by the Sun."; + mes "A marsh is a Lunar place,"; + mes "its wolves driven by the Moon."; + mes "A deep cave is a Stellar place, its knights enchanted by Stars.^000000''"; + next; + mes "[Daru]"; + mes "Now, which of the"; + mes "following combinations"; + mes "shines brightest among "; + mes "them all? Think carefully..."; + next; + if (select("2nd, Marsh, Knights:4th, Desert, Sand:10th, Desert, Knights:5th, Deep Cave, Wolves") == 2) + set .@sun_point,.@sun_point+10; + mes "[Daru]"; + mes "Well, that will be all."; + mes "I cannot possibly know all"; + mes "there is to know about you"; + mes "through just 3 questions..."; + mes "But this should suit our"; + mes "purposes for now."; + next; + if (.@sun_point == 30) { + mes "[Daru]"; + mes "I admit that I am impressed"; + mes "with your understanding of"; + mes "the Sun. It is the source of"; + mes "all life, the origin of warmth"; + mes "and comfort. Now, let me lead"; + mes "you to the Moon Room."; + set STGL_Q,4; + close2; + warp "job_star",100,13; + end; + } + else if (.@sun_point == 25) { + mes "[Daru]"; + mes "Although your understanding"; + mes "of the Sun is not perfect, you"; + mes "seem to understand the idea"; + mes "that it is the source of warm"; + mes "and life in our world."; + next; + mes "[Daru]"; + mes "This idea is one of the basics"; + mes "that will help you in becoming"; + mes "more attuned with the power of"; + mes "the cosmos. Now, please come"; + mes "this way to the Moon Room..."; + set STGL_Q,4; + close2; + warp "job_star",100,13; + end; + } + mes "[Daru]"; + mes "Hmm... If you do not"; + mes "understand the role of the"; + mes "sun in the universe and"; + mes "the human world, you will"; + mes "forever be out of touch with"; + mes "nature, with the cosmos."; + next; + mes "[Daru]"; + mes "I advise you to meditate"; + mes "carefully on the fundamental"; + mes "truths of nature before coming"; + mes "to speak to me once again."; + mes "Contemplate the infinite"; + mes "power of the sun..."; + set STGL_Q,5; + close; + } + else if (STGL_Q == 4) { + mes "[Daru]"; + mes "There is no longer any"; + mes "need for us to remain"; + mes "here. Let us proceed to"; + mes "the Moon Room together."; + close2; + warp "job_star",100,13; + end; + } + else if (STGL_Q == 5) { + if (rand(1,5) == 3) { + mes "[Daru]"; + mes "Hmmm. I believe you've"; + mes "spent enough time reflecting"; + mes "on the glory of the Sun and"; + mes "its importance to the humans"; + mes "and the world. Well done. Now,"; + mes "let's proceed to the Moon Room."; + set STGL_Q,4; + close2; + warp "job_star",100,13; + end; + } + mes "[Daru]"; + mes "Relax every muscle in"; + mes "your body. Close your eyes."; + mes "Feel the warmth of the Sun"; + mes "against your eyelids as you"; + mes "meditate on its role in the world and your place in the cosmos."; + close; + } + else if (STGL_Q == 6) { + mes "[Daru]"; + mes "Hm? The time for you"; + mes "to be in the Room of the"; + mes "Sun has passed. Let us go"; + mes "to the Star Room now..."; + close2; + warp "job_star",166,29; + end; + } + else if (STGL_Q == 7) { + mes "[Daru]"; + mes "Ah, Beeryu must have"; + mes "given you his riddle to"; + mes "solve. Well, you'll need"; + mes "to go back to town in order"; + mes "to figure out the answer, so"; + mes "let me send you there now~"; + close2; + warp "payon",164,58; + end; + } + else if (STGL_Q == 8) { + mes "[Daru]"; + mes "Hm? Beeryu is expecting"; + mes "you in the Moon Room. Let"; + mes "me send you there right now..."; + close2; + warp "job_star",100,13; + end; + } + else if (STGL_Q > 8 && STGL_Q < 12) { + mes "[Daru]"; + mes "Hm. I cannot blame"; + mes "you if you enjoy the"; + mes "Room of the Sun this"; + mes "much, but now is the time"; + mes "for you to be in the Star"; + mes "Room. I'll send you there..."; + close2; + warp "job_star",166,29; + end; + } + mes "[Daru]"; + mes "Hm. I cannot blame"; + mes "you if you enjoy the"; + mes "Room of the Sun this"; + mes "much, but you have very"; + mes "important task to complete"; + mes "now. Let me send you to town."; + close2; + warp "payon",164,58; + end; + } + mes "[Daru]"; + mes "While you're here,"; + mes "I ask that you don't"; + mes "interfere with anyone"; + mes "that may be taking the"; + mes "job change test. So, would"; + mes "you like to return to town?"; + next; + if (select("Return to Payon:Cancel") == 1) { + mes "[Daru]"; + mes "I see. Let me"; + mes "guide you back"; + mes "to Payon, then."; + close2; + warp "payon",164,58; + end; + } + mes "[Daru]"; + mes "Please take your"; + mes "time and enjoy the"; + mes "splendor of the Sun"; + mes "while you are here."; + close; +} + +job_star,95,33,0 script Beeryu#job_star 106,{ + if (Class == Job_Taekwon) { + if (STGL_Q == 4) { + mes "[Beeryu]"; + mes "Welcome to the Moon Room."; + mes "I am Beeryu, your guide in"; + mes "this sanctum. I shall ask you a"; + mes "series of questions, so please"; + mes "think carefully before giving"; + mes "me your honest answer."; + next; + mes "[Beeryu]"; + mes "Which Moon do we need"; + mes "and want most? Think of"; + mes "the different shades of the"; + mes "moon, and how it changes"; + mes "on certain nights."; + next; + switch(select("Red Moon:Blue Moon:Gold Moon:...?")) { + case 1: + mes "[Beeryu]"; + mes "The Red Moon...?"; + mes "It's a fearsome sight,"; + mes "usually likened to drenching the sky with the color of blood."; + mes "The Red Moon stirs dark feelings that we shouldn't fully embrace..."; + break; + case 2: + mes "[Beeryu]"; + mes "The Blue Moon...?"; + mes "Ah, yes. It's a calm and"; + mes "gentle moon whose soft"; + mes "light helps you think clearly."; + mes "It's a moon of peaceful rest..."; + set .@moon_point,.@moon_point+10; + break; + case 3: + mes "[Beeryu]"; + mes "The Gold Moon...?"; + mes "Ah, that is a moon of"; + mes "affluence and wealth. Now,"; + mes "to aspire to attain prosperity"; + mes "is natural, and to fulfill your"; + mes "aspirations is life's pinnacle."; + set .@moon_point,.@moon_point+10; + break; + case 4: + mes "[Beeryu]"; + mes "Hmm...?"; + mes "Do you not have an"; + mes "opinion of the Moon?"; + mes "You should be confident"; + mes "and tell me which shade"; + mes "of the moon that you like..."; + } + next; + mes "[Beeryu]"; + mes "Now, if the shadows"; + mes "of the Moon were to"; + mes "lend you their power,"; + mes "to what end would you"; + mes "use the power of the"; + mes "Lunar cosmos?"; + next; + switch(select("Justice:Self Practice:Preservation of Nature:Revenge")) { + case 1: + mes "[Beeryu]"; + mes "Yes. Justice is always an"; + mes "end that is worth fighting"; + mes "for. Just remember that"; + mes "both power and compassion"; + mes "are required to enact the"; + mes "truest form of justice."; + set .@moon_point,.@moon_point+10; + break; + case 2: + mes "[Beeryu]"; + mes "Self training?"; + mes "That is an acceptable"; + mes "answer. However, you must"; + mes "never forget your reasons"; + mes "for attaining mastery of the"; + mes "self, else you lose your way."; + set .@moon_point,.@moon_point+10; + break; + case 3: + mes "[Beeryu]"; + mes "The preservation of"; + mes "nature is the responsiblity"; + mes "of every living human. However,"; + mes "I was expecting a different"; + mes "answer in terms of Taekwon"; + mes "Mastery as a martial art..."; + break; + case 4: + mes "[Beeryu]"; + mes "Sometimes, revenge may"; + mes "seem to be best course of"; + mes "action, especially if it is"; + mes "carried out in the interest"; + mes "of justice. However, revenge"; + mes "by itself is usually ignoble."; + next; + mes "[Beeryu]"; + mes "Ask yourself this:"; + mes "what will you do after"; + mes "you achieve your revenge?"; + mes "When you let your rage burn"; + mes "away at you, you inflict the"; + mes "most harm to yourself..."; + break; + } + next; + mes "[Beeryu]"; + mes "Now, listen carefully"; + mes "to the lyrics of this"; + mes "song. I'm sure Daru has"; + mes "sang this to you already..."; + next; + mes "[Beeryu]"; + mes "''^4D4DFFThe Sun shines on even days."; + mes "The Moon gleams on odd days."; + mes "The Stars sparkle on every"; + mes "fifth day without fail.^000000''"; + next; + mes "[Beeryu]"; + mes "''^4D4DFFA desert is a Solar place,"; + mes "its sands kissed by the Sun."; + mes "A marsh is a Lunar place,"; + mes "its wolves driven by the Moon."; + mes "A deep cave is a Stellar place, its knights enchanted by Stars.^000000''"; + next; + mes "[Beeryu]"; + mes "According to these"; + mes "lyrics, which is of"; + mes "the following most"; + mes "strongly evokes the"; + mes "light of the moon?"; + next; + if (select("2nd, Marsh, Dark Knights:4th, the Desert, the Sand:10th, Deep Cave, Dark Knight:5th, Marsh, Wolves") == 4) + set .@moon_point,.@moon_point+10; + mes "[Beeryu]"; + mes "Well, I've asked the"; + mes "questions I wanted to set"; + mes "before you. You must learn"; + if (.@moon_point > 20) { + mes "the bond between the moonlight"; + mes "with the shadows of the moon."; + mes "Then, you will become a master."; + next; + mes "[Beeryu]"; + mes "The soft moonlight "; + mes "illuminates the darkest night."; + mes "The shadows of the moon balance"; + mes "the Sun's glorious brightness."; + mes "Wisdom to power, coolness to"; + mes "rage. Contemplate on this..."; + next; + mes "[Beeryu]"; + mes "I have faith that you will soon"; + mes "become a great Taekwon Master."; + mes "Now, the time has come for you"; + mes "to enter the Star Room. Come,"; + mes "follow me this way..."; + set STGL_Q,6; + close2; + warp "job_star",166,29; + end; + } + mes "to be as patient and gentle"; + mes "as the moon's soft glow."; + next; + mes "[Beeryu]"; + mes "Please think about"; + mes "this seriously. A true"; + mes "Taekwon Master can"; + mes "display calmness of mind"; + mes "in all situations, no matter"; + mes "what the stakes may be."; + next; + mes "[Beeryu]"; + mes "Now, I want you to"; + mes "take this chance to"; + mes "practice achieving the"; + mes "Lunar mindset. Be calm,"; + mes "quiet your thoughts and"; + mes "settle your active mind..."; + next; + mes "[Beeryu]"; + mes "For now, I will send"; + mes "you out into Payon. Go out"; + mes "and learn the ^4D4DFFtrue meaning"; + mes "of patience^000000. Then, when you're"; + mes "ready, please talk to Moogang"; + mes "so that he can send you to me."; + set STGL_Q,7; + close2; + warp "payon",164,58; + end; + } + else if (STGL_Q == 5) { + mes "[Beeryu]"; + mes "Hm. You must first pass"; + mes "testing the Room of the Sun"; + mes "before you can be tested here"; + mes "in the Moon Room. Let me send"; + mes "you to where you must go..."; + close2; + warp "job_star",34,12; + end; + } + else if (STGL_Q == 6) { + mes "[Beeryu]"; + mes "How are you still here?"; + mes "The light of the full moon"; + mes "brings comfort, but you must"; + mes "move on if you wish to become"; + mes "a Taekwon Master. Come, I shall"; + mes "guide you to the Star Room."; + close2; + warp "job_star",166,29; + end; + } + else if (STGL_Q == 7) { + mes "[Beeryu]"; + mes "I want you to bring me"; + mes "proof that you understand"; + mes "the nature of patience that"; + mes "is associated with the moon."; + mes "You cannot become a Taekwon"; + mes "Master without this attitude..."; + next; + mes "[Beeryu]"; + mes "The proof I want you to"; + mes "show me is concrete and"; + mes "indisputable. Please think"; + mes "about what it might be. Now,"; + mes "I shall send you back to town... "; + close2; + warp "payon",164,58; + end; + } + else if (STGL_Q == 8) { + mes "[Beeryu]"; + mes "Ah, you've finally"; + mes "returned. I can see in"; + mes "the way that you carry"; + mes "yourself that your resolve"; + mes "has been strengthened. Good."; + mes "I hope you now know patience..."; + next; + mes "[Beeryu]"; + mes "Patience and resolve are"; + mes "necessary to live life without"; + mes "any regrets. You must believe"; + mes "in yourself while being both"; + mes "considerate and understanding"; + mes "of others in cosmic harmony."; + next; + mes "[Beeryu]"; + mes "Learn to control your"; + mes "power through spiritual"; + mes "training. Learn how to have"; + mes "pride without hubris. You're"; + mes "ready for the Star Room, so"; + mes "I'll send you to Cheehee now."; + set STGL_Q,6; + close2; + warp "job_star",166,29; + end; + } + else if (STGL_Q > 8 && STGL_Q < 12) { + mes "[Beeryu]"; + mes "You should be"; + mes "receiving Cheehee's"; + mes "tutelage in the Star Room"; + mes "now. Come, let me guide you"; + mes "there. I hope to see you as"; + mes "a Taekwon Master soon..."; + close2; + warp "job_star",166,29; + end; + } + mes "[Beeryu]"; + mes "Why are you still here?"; + mes "You have something much"; + mes "more important to do, so"; + mes "let me send you back to town..."; + close2; + warp "payon",164,58; + end; + } + mes "[Beeryu]"; + mes "Try not to bother the"; + mes "Taekwon Boys and Girls"; + mes "from completing their job"; + mes "change test while you're here."; + mes "Ah, and let me know when"; + mes "you want to return to Payon."; + next; + if (select("Return to Payon:Cancel") == 1) { + mes "[Beeryu]"; + mes "Be safe!"; + close2; + warp "payon",164,58; + end; + } + mes "[Beeryu]"; + mes "......"; + mes "........."; + close; +} + +job_star,161,33,0 script Cheehee#job_star 77,{ + if (Class == Job_Taekwon) { + if (STGL_Q == 6) { + mes "[Cheehee]"; + mes "Don't you think stars"; + mes "are so beautiful? They're"; + mes "like a pretty girl's teardrops"; + mes "shed on a background of "; + mes "pitch black night sky..."; + set STGL_Q,9; + close; + } + else if (STGL_Q == 9) { + if (rand(1,5) == 3) { + mes "[Cheehee]"; + mes "The test I have for"; + mes "you is simple. Just"; + mes "bring me the items on"; + mes "this earth that come from"; + mes "the stars. Bring me a piece of a star and the sand of a star..."; + set STGL_Q,10; + changequest 7009,7010; + close; + } + mes "[Cheehee]"; + mes "......"; + mes "........."; + next; + mes "^3355FFCheehee stands mesmerized,"; + mes "staring at the sky as if she were counting each and every single"; + mes "shining star in the heavens.^000000"; + close; + } + else if (STGL_Q == 10) { + if (countitem(1000) > 0 && countitem(1001) > 0) { + mes "[Cheehee]"; + mes "Oh? You've brought exactly"; + mes "what I've asked you to bring."; + mes "Did you know that the spirit"; + mes "of the stars is used to enhance"; + mes "the armors and weapons that"; + mes "all adventurers use in battle?"; + next; + mes "[Cheehee]"; + mes "Stars are linked to the"; + mes "ideas of wishes, dreams,"; + mes "hopes, magic and romance."; + mes "Occasionally, the stars can"; + mes "be saddening, but it's a very"; + mes "sweet kind of sadness..."; + delitem 1000,1; //Star_Crumb + delitem 1001,1; //Sparkling_Dust + set STGL_Q,11; + close; + } + mes "[Cheehee]"; + mes "The pieces of the stars..."; + mes "The sand of the stars. If you"; + mes "didn't bring them with you, then you won't find them here. You'll"; + mes "have to go out and find them out there before bringing them to me."; + close2; + warp "payon",164,58; + end; + } + else if (STGL_Q == 11) { + mes "[Cheehee]"; + mes "Have you given any thought"; + mes "to the idea of feeling sadness"; + mes "from the stars? Perhaps this"; + mes "song will help you better"; + mes "understand, though I know"; + mes "you've already heard it..."; + next; + mes "[Cheehee]"; + mes "''^4D4DFFThe Sun shines on even days."; + mes "The Moon gleams on odd days."; + mes "The Stars sparkle on every"; + mes "fifth day without fail.^000000''"; + next; + mes "[Cheehee]"; + mes "''^4D4DFFA desert is a Solar place,"; + mes "its sands kissed by the Sun."; + mes "A marsh is a Lunar place,"; + mes "its wolves driven by the Moon."; + mes "A deep cave is a Stellar place, its knights enchanted by Stars.^000000''"; + next; + mes "[Cheehee]"; + mes "Now..."; + mes "Which of the following"; + mes "groups shines brightest"; + mes "with starlight?"; + next; + if (select("5th day, Deep Cave, Sand:10th day, Desert, Sand:25th day, Deep Cave, Knights:10th day, Desert, Knights") == 3) { + mes "[Cheehee]"; + mes "You're right. The combination"; + mes "of the 25th day, a multiple of"; + mes "the number 5, and the Knights"; + mes "stationed in Deep Caves shines"; + mes "brightest with starlight."; + next; + mes "[Cheehee]"; + mes "If you can understand"; + mes "the lyrics of this song,"; + mes "you should understand the"; + mes "essense of being a Taekwon"; + mes "Master. Remember that light"; + mes "comes in different shades..."; + next; + mes "[Cheehee]"; + mes "The glory of the sun, the"; + mes "gentle moonlight, and the"; + mes "melancholic twinkling of the"; + mes "stars are unique from each"; + mes "other. Please enjoy the starlight in this room as long as you like."; + next; + mes "[Cheehee]"; + mes "When you are ready,"; + mes "please go speak to"; + mes "Moogang again. I will"; + mes "let him know that you"; + mes "completed our testing."; + set STGL_Q,12; + changequest 7010,7011; + close; + } + mes "[Cheehee]"; + mes "Hmm..."; + mes "You must learn more"; + mes "about the nature of the"; + mes "Stars. You must understand"; + mes "the cosmos if you are to"; + mes "become a Taekwon Master."; + next; + mes "[Cheehee]"; + mes "If you can understand"; + mes "the lyrics of this song,"; + mes "you should understand the"; + mes "essense of being a Taekwon"; + mes "Master. Remember that light"; + mes "comes in different shades..."; + next; + mes "[Cheehee]"; + mes "The glory of the sun, the"; + mes "gentle moonlight, and the"; + mes "melancholic twinkling of the"; + mes "stars are unique from each"; + mes "other. Please enjoy the starlight^FFFFFF ^000000 in this room as long as you like."; + next; + mes "[Cheehee]"; + mes "When you are ready,"; + mes "please go speak to"; + mes "Moogang again. I will"; + mes "let him know that you"; + mes "completed our testing."; + set STGL_Q,12; + changequest 7010,7011; + close; + } + else if (STGL_Q == 12) { + mes "[Cheehee]"; + mes "Do you wish to"; + mes "leave the Star Room?"; + next; + if (select("Yes:No") == 1) { + mes "[Cheehee]"; + mes "Then, I shall guide"; + mes "you to Payon, the closest"; + mes "town. Farewell for now..."; + close2; + warp "payon",164,58; + end; + } + mes "[Cheehee]"; + mes "Please, take your"; + mes "time and enjoy the"; + mes "starlight in this room..."; + close; + } + mes "[Cheehee]"; + mes "The stars certainly"; + mes "are beautiful, aren't"; + mes "they? Would you like"; + mes "to return to Payon now?"; + next; + if (select("Yes:No") == 1) { + mes "[Cheehee]"; + mes "I see."; + mes "Let me guide"; + mes "you back to Payon."; + close2; + warp "payon",164,58; + end; + } + mes "[Cheehee]"; + mes "Please, take your"; + mes "time and enjoy the"; + mes "starlight in this room..."; + close; + } + mes "[Cheehee]"; + mes "The stars certainly"; + mes "are beautiful, aren't"; + mes "they? Would you like"; + mes "to return to Payon now?"; + next; + if (select("Yes:No") == 1) { + mes "[Cheehee]"; + mes "I see."; + mes "Let me guide"; + mes "you back to Payon."; + close2; + warp "payon",164,58; + end; + } + mes "[Cheehee]"; + mes "Please, take your"; + mes "time and enjoy the"; + mes "starlight in this room..."; + close; +} + +//============================================================ +// Old changelog +//============================================================ +//= A temp Star Gladiator Job Changer based on the kRO quest. +//= Quest info from RagnaInfo. +//= Sprites from kRO screenshots, bar two which I just had to guess at. +//= 1.0 Optimized, updated [Lupus] +//============================================================ diff --git a/npc/jobs/2-2/alchemist.txt b/npc/jobs/2-2/alchemist.txt new file mode 100644 index 000000000..fd0f077f5 --- /dev/null +++ b/npc/jobs/2-2/alchemist.txt @@ -0,0 +1,2002 @@ +//===== rAthena Script ======================================= +//= Alchemist Job Quest +//===== By: ================================================== +//= nestor_zulueta (Fusion), converted by Darkchild +//===== Current Version: ===================================== +//= 3.0 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job quest for Alchemist classes +//===== Additional Comments: ================================= +//= 2.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= No longer uses function "F_BlockHigh" +//= 2.6 Corrected a bug in advanced class checking. [L0ne_W0lf] +//= 2.7 Added missing checkweights. [L0ne_W0lf] +//= 2.8 Fixed minor typo in test section. [L0ne_W0lf] +//= 2.9 Added Quest Log commands. [Kisuka] +//= 3.0 Removed the need for use of 'goto.' [L0ne_W0lf] +//============================================================ + +alde_alche,27,185,5 script Alchemist Guildsman#am 744,{ + mes "[Parmy Gianino]"; + if (Upper == 1) { + mes "Welcome to the"; + mes "Alchemist Unio--"; + mes "I-Impossible! How c-can"; + mes "something like this happen?"; + next; + mes "[Parmy Gianino]"; + mes "Wait, wait..."; + mes "I'm sorry. I was confused,"; + mes "that's all. You look just like"; + mes "someone I used to know. "; + mes "Still, I get this weird"; + mes "feeling about you..."; + close; + } + if (BaseJob != Job_Merchant) { + if (BaseJob == Job_Alchemist) { + mes "Welcome, " + strcharinfo(0) + "."; + mes "The Alchemist Union"; + mes "is busy today, like always."; + next; + mes "[Parmy Gianino]"; + mes "Everyone is busy with their"; + mes "own research, but recently, some headway has been made in the field of biotechnology."; + next; + mes "[Parmy Gianino]"; + mes "Everyone is hoping that the biotechnological studies will yield positive results. Speaking of which, I wonder how the Alchemists working on artificial life are doing..."; + close; + } + else if (BaseClass == Job_Novice) { + mes "Welcome to the"; + mes "Alchemist Union."; + mes "We are recruiting"; + mes "talented people"; + mes "with novel ideas."; + next; + mes "[Parmy Gianino]"; + mes "If you're interested in working with chemistry, visit us later when you become more knowledgable."; + next; + mes "[Parmy Gianino]"; + mes "Just one thing:"; + mes "You've got to have"; + mes "knowledge of items"; + mes "as a Merchant first."; + close; + } + mes "Welcome to the"; + mes "Alchemist Union."; + mes "We are recruiting"; + mes "talented people"; + mes "with novel ideas."; + next; + mes "[Parmy Gianino]"; + mes "If you know any exceptional Merchants, by all means, please refer them to us. Those types of people tend to have a talent for Alchemy and experimentation~"; + close; + } + if (ALCH_Q == 0) { + mes "Welcome to the"; + mes "Alchemist Union."; + mes "How may I help you?"; + next; + switch(select("I would like to learn about Alchemists.:I want to become an Alchemist.:Nothing.")) { + case 1: + mes "[Parmy Gianino]"; + mes "Alchemists study and create new substances and items out of existing materials. Our knowledge allows us to change the properties of chemicals at the atomic level."; + next; + mes "[Parmy Gianino]"; + mes "Most people think our final goal"; + mes "is to create gold, but that's not the entire truth. We also want to create things like medicines"; + mes "and new materials."; + next; + mes "[Parmy Gianino]"; + mes "A few of us research the"; + mes "creation of life, although many of us consider that god's territory. That field is so complex, most of us deal with slightly less complicated projects anyway."; + next; + mes "[Parmy Gianino]"; + mes "If you are interested in becoming an Alchemist, I recommend that you first get a lot of experience as a Merchant. Being a Merchant is a great opportunity to learn about materials as you deal with them."; + next; + mes "[Parmy Gianino]"; + mes "Whether or not you try to become"; + mes "an Alchemist is your decision. The road to becoming an Alchemist is very challenging, and you'll need to focus on experimentation and research, instead of commerce."; + close; + case 2: + mes "[Parmy Gianino]"; + mes "Is that so?"; + mes "Nice to meet you."; + mes "My name is Parmy Gianino"; + mes "of the Alchemist Union."; + next; + mes "[Parmy Gianino]"; + mes "If you join our Union and"; + mes "complete the training, you"; + mes "will be officially recognized"; + mes "as an Alchemist and be able"; + mes "to contribute to our research."; + next; + mes "[Parmy Gianino]"; + mes "But we don't accept everyone."; + mes "You must have a lot of tenacity"; + mes "and sincere devotion in exploring"; + mes "the various fields of science."; + next; + mes "[Parmy Gianino]"; + mes "There are a couple"; + mes "of requirements to join"; + mes "the Alchemist Union, but"; + mes "we'll discuss that"; + mes "after you apply."; + next; + mes "[Parmy Gianino]"; + mes "Well then, would"; + mes "you like to apply"; + mes "for registration?"; + next; + if (select("I would like to apply.:I'll do it later.") == 1) { + if (JobLevel < 40) { + mes "[Parmy Gianino]"; + mes "Hmmm..."; + mes "Just a moment."; + mes "I'm sorry to say that"; + mes "you're not experienced"; + mes "enough as a Merchant to"; + mes "join us right now."; + next; + mes "[Parmy Gianino]"; + mes "You must be at least"; + mes "^551A8BJob Level 40^000000 to become"; + mes "an Alchemist. Come back"; + mes "later when you meet the"; + mes "Job Level requirement, okay?"; + close; + } + mes "[Parmy Gianino]"; + mes "Alright, your application has been accepted. Now, you must pay the 50,000 Zeny application fee and bring some items before you can begin your formal training."; + next; + mes "[Parmy Gianino]"; + mes "But if you bring an ^551A8BOld Magic Book^000000 and ^551A8BHammer of Blacksmith^000000,"; + mes "we will accept that as a substitute for the item requirement."; + next; + mes "[Parmy Gianino]"; + mes "Now..."; + mes "Please sign"; + mes "the application."; + next; + select(strcharinfo(0)); + mes "[Parmy Gianino]"; + mes "Good, good. Now, if you have"; + mes "the Zeny for your application fee ready, I will tell you which items you will need to bring. Now, pay attention."; + next; + if (Zeny < 50000) { + mes "[Parmy Gianino]"; + mes "Uh oh. You don't"; + mes "seem to have enough Zeny."; + mes "Come back to me when you have 50,000 Zeny, otherwise we can't process your application."; + close; + } + set zeny,zeny-50000; + mes "[Parmy Gianino]"; + mes "Let's see."; + mes "" + strcharinfo(0); + mes "needs to bring..."; + switch(rand(1,3)) { + case 1: + set ALCH_Q,1; + setquest 2028; + mes "^551A8B7 Berserk Potions^000000."; + break; + case 2: + set ALCH_Q,2; + setquest 2029; + mes "^551A8B100 Mini Furnaces^000000."; + break; + case 3: + set ALCH_Q,3; + setquest 2030; + mes "^551A8B7,500 Fire Arrows^000000."; + } + next; + mes "[Parmy Gianino]"; + mes "Once you've gathered"; + mes "those items, come back"; + mes "to me and your training"; + mes "as an Alchemist will begin."; + mes "See you soon~"; + close; + } + mes "[Parmy Gianino]"; + mes "Talented Merchants"; + mes "are always welcome here."; + mes "Please come back soon."; + close; + case 3: + mes "[Parmy Gianino]"; + mes "Umm..."; + mes "Please let me know"; + mes "if you need anything."; + close; + } + } + else if (ALCH_Q >= 1 && ALCH_Q <= 3) { + if (countitem(1006) > 0 && countitem(1005) > 0) { + mes "Well now~!"; + mes "You've brought an"; + mes "Old Magic Book and"; + mes "a Hammer of Blacksmith."; + mes "We'll put these items"; + mes "to good use."; + next; + delitem 1006,1; //Old_Magic_Book + delitem 1005,1; //Hammer_Of_Blacksmith + mes "[Parmy Gianino]"; + mes "Okay, now you need to learn"; + mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines."; + set ALCH_Q,4; + if(checkquest(2028) != -1) { + changequest 2028,2031; + } + else if(checkquest(2029) != -1) { + changequest 2029,2031; + } + else { + changequest 2030,2031; + } + next; + mes "[Parmy Gianino]"; + mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll be talking about with him..."; + next; + mes "[Parmy Gianino]"; + mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, since apparently he's a part of the Alchemist selection process."; + close; + } + switch(ALCH_Q) { + case 1: setarray .@items[0],657,7; break; + case 2: setarray .@items[0],612,100; break; + case 3: setarray .@items[0],1752,7500; break; + } + if (countitem(.@items[0]) >= .@items[1]) { + mes "Seems like"; + mes "you're all ready."; + mes "The Union will put"; + mes "these items to good use."; + next; + delitem .@items[0],.@items[1]; + mes "[Parmy Gianino]"; + mes "Okay, now you need to learn"; + mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines."; + set ALCH_Q,4; + if(checkquest(2028) != -1) { + changequest 2028,2031; + } + else if(checkquest(2029) != -1) { + changequest 2029,2031; + } + else { + changequest 2030,2031; + } + next; + mes "[Parmy Gianino]"; + mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll be talking about with him..."; + next; + mes "[Parmy Gianino]"; + mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, since apparently he's a part of the Alchemist selection process."; + close; + } + mes "Aren't you ready?"; + mes "Like I said before,"; + mes "you must bring"; + mes "^551A8B"+.@items[1]+" "+getitemname(.@items[0])+"s^000000."; + next; + mes "[Parmy Gianino]"; + mes "Come back when you"; + mes "have prepared the"; + mes "required items."; + close; + } + else if (ALCH_Q == 4) { + mes "Go and talk to"; + mes "Mr. Raspuchin."; + mes "He's involved in the"; + mes "Alchemist selection process, whatever that might mean."; + next; + mes "[Parmy Gianino]"; + mes "Hopefully, it"; + mes "won't be too much of"; + mes "a problem. I guess he'll just interview you, and ask you"; + mes "some simple questions."; + close; + } + else { + mes "Ah, I'm sorry, but"; + mes "I'm busy right now~"; + next; + mes "[Parmy Gianino]"; + mes "Why don't you ask"; + mes "someone else if you're"; + mes "not sure who to visit"; + mes "next? Good luck~"; + close; + } +} + +alde_alche,175,107,3 script Fastidious Alchemist#am 749,{ + mes "[Raspuchin Gregory]"; + if (BaseJob != Job_Merchant) { + if (BaseJob == Job_Alchemist) { + mes "Heeheehee"; + mes "keheheh~!"; + mes "Eh? What do you want?!"; + next; + mes "[Raspuchin Gregory]"; + mes "You're not here to steal my experimental results or plagiarize my work, are you? How dare you consider intellectual theft!"; + next; + mes "[Raspuchin Gregory]"; + mes "You're not, are you?"; + mes "Well, as a colleague,"; + mes "let me just warn you"; + mes "that such tricks aren't"; + mes "tolerated here in the"; + mes "Alchemist Union!"; + close; + } + else if (BaseClass == Job_Novice) { + mes "Heeheehee"; + mes "keheheh~!"; + mes "How cute, you've come"; + mes "all this way just to play..."; + next; + mes "[Raspuchin Gregory]"; + mes "I'll let you"; + mes "go this time..."; + mes "But next time, don't"; + mes "expect to leave so easily..."; + close; + } + else { + mes "What is it?!"; + mes "You're curious as"; + mes "to what I'm doing?"; + next; + mes "[Raspuchin Gregory]"; + mes "Heehee"; + mes "keheheh~!"; + mes "Why, I'm busy"; + mes "researching,"; + mes "of course!"; + next; + mes "[Raspuchin Gregory]"; + mes "Once this"; + mes "potion is complete..."; + mes "You can use it to take"; + mes "over an entire nation!"; + next; + mes "[Raspuchin Gregory]"; + mes "Hee hee hee!"; + mes "Something this"; + mes "dangerous has to"; + mes "be kept a secret!"; + mes "Understand?"; + close; + } + } + if (ALCH_Q == 0) { + mes "Heeheehee"; + mes "keheheh~!"; + mes "What do you"; + mes "want, kid?"; + next; + mes "[Raspuchin Gregory]"; + mes "A Merchant should go and set up shop and vend items. Why are you wandering in a place like this?"; + next; + mes "[Raspuchin Gregory]"; + mes "Heheheh~!"; + mes "Go vend somwhere else!"; + mes "And leave me to my"; + mes "dark enterprise!"; + close; + } + else if (ALCH_Q >= 1 && ALCH_Q <= 3) { + mes "Heeheehee"; + mes "keheheh~!"; + mes "What do you"; + mes "want, kid?"; + next; + mes "[Raspuchin Gregory]"; + mes "What...?"; + mes "Learn Alchemy?!"; + mes "Don't even speak"; + mes "such nonsense!"; + next; + mes "[Raspuchin Gregory]"; + mes "Even if you tried studying for a thousand years, maybe even more, it'd be useless to you! Forget about it and just worry about your store!"; + close; + } + else if ((ALCH_Q == 4) || (ALCH_Q == 5)) { + if (ALCH_Q == 4) { + mes "Heeheehee"; + mes "keheheh~!"; + mes "What do you"; + mes "want, kid?"; + next; + mes "[Raspuchin Gregory]"; + mes "What...?"; + mes "Join the Union!?"; + mes "I don't like it..."; + mes "I just don't...!"; + next; + mes "[Raspuchin Gregory]"; + mes "Nowadays, anyone thinks they can"; + mes "be Alchemists just by knowing how to mix a few herbs. That's why my interview is necessary."; + next; + mes "[Raspuchin Gregory]"; + mes "Heeheehee"; + mes "keheheh~!"; + mes "I plan on weeding out all the dumb and incompetent, and chase them"; + mes "all away! We don't need morons!"; + next; + if (JobLevel == 50) { + mes "[Raspuchin Gregory]"; + mes "Wait..."; + mes "Maybe I've"; + mes "misjudged you."; + if (sex == 1) { + mes "You might be a pretty boy,"; + mes "but I can tell you're smart"; + mes "from your eyes."; + } + else { + mes "Huh. You're a cutie alright,"; + mes "but I can tell you've got brains."; + } + next; + mes "[Raspuchin Gregory]"; + mes "You're not just some stupid kid."; + mes "I can tell youve gone through some rough times as a Merchant. Excellent. Keh heh heh~"; + next; + mes "[Raspuchin Gregory]"; + mes "Fine, just so we don't insult each other's intelligence, I'll just let you pass the interview."; + next; + mes "[Raspuchin Gregory]"; + mes "So hurry up, become an Alchemist, do some good research, and you might turn out to be of some help to me. Hahahahahaha~!"; + next; + mes "[Raspuchin Gregory]"; + mes "Now go to Darwin!"; + mes "He'll teach you how to do the experiments. Just tell him that"; + mes "I sent you."; + set ALCH_Q,6; + close; + } + else { + mes "[Raspuchin Gregory]"; + mes "Surprised, are you?"; + mes "Keheheh~ If you thought"; + mes "becoming an Alchemist was"; + mes "just a matter of changing"; + mes "your clothes, then you're"; + mes "sadly mistaken."; + next; + mes "[Raspuchin Gregory]"; + mes "Now, try solving"; + mes "all these problems."; + mes "Let's see how smart"; + mes "really are."; + } + } + else if (ALCH_Q == 5) { + mes "What...?!"; + mes "You want to take"; + mes "the test again?!"; + mes "I thought I told"; + mes "you to leave!"; + next; + mes "[Raspuchin Gregory]"; + mes "I don't like it..."; + mes "I don't like this!"; + next; + mes "[Raspuchin Gregory]"; + mes "Fine..."; + mes "I'll try to overlook your pitiful performance last time and give"; + mes "you another chance. Don't screw"; + mes "up again, got it?"; + next; + mes "[Raspuchin Gregory]"; + mes "Now then,"; + mes "give me all the"; + mes "^551A8Bright^000000 answers"; + mes "this time."; + } + next; + switch(rand(1,3)) { + case 1: + mes "[Raspuchin Gregory]"; + mes "12 + 23 + 34 + 45 = ?"; + next; + input .@input; + if (.@input != 114) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "1000 - 36 - 227 - 348 = ?"; + next; + input .@input; + if (.@input != 389) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "14 * 17 * 3 = ?"; + next; + input .@input; + if (.@input != 714) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "9765 / 3 / 5 / 7 = ?"; + next; + input .@input; + if (.@input != 93) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "(47 * 28) - (1376 / 4) = ?"; + next; + input .@input; + if (.@input != 972) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "(2646 / 7) + (13 * 28) = ?"; + next; + input .@input; + if (.@input != 742) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "How much do"; + mes "12 Red Potions,"; + mes "1 Butterfly Wing"; + mes "and 5 Fly Wings cost"; + mes "after a 24 % discount?"; + next; + input .@input; + if (.@input != 909) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "What is the"; + mes "total weight of"; + mes "3 Scimiters, 2 Helms"; + mes "and 1 Long Coat?"; + next; + input .@input; + if (.@input != 450) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "What is the"; + mes "total defense of"; + mes "a Biretta, Mantle,"; + mes "Opera Mask, Ribbon,"; + mes "Muffler, Boots, and"; + mes "Ear Muffs?"; + next; + input .@input; + if (.@input != 20) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "If you buy 5 Helms"; + mes "with a 24 % discount"; + mes "and sell it at 20"; + mes "how much profit"; + mes "do you earn?"; + next; + input .@input; + if (.@input != 8800) set .@w_point,.@w_point+1; + break; + case 2: + mes "[Raspuchin Gregory]"; + mes "13 + 25 + 37 + 48 = ?"; + next; + input .@input; + if (.@input != 123) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "1000 - 58 - 214 - 416 = ?"; + next; + input .@input; + if (.@input != 312) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "12 * 24 * 3 = ?"; + next; + input .@input; + if (.@input != 864) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "10530 / 3 / 5 / 2 = ?"; + next; + input .@input; + if (.@input != 351) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "(35 * 19) - (1792 / 7) = ?"; + next; + input .@input; + if (.@input != 409) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "(2368 / 8) + (24 * 17) = ?"; + next; + input .@input; + if (.@input != 704) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "(2646 / 7) + (13 * 28) = ?"; + next; + input .@input; + if (.@input != 742) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "What is the"; + mes "total price of"; + mes "15 Green Potions,"; + mes "6 Magnifiers and"; + mes "4 Traps after"; + mes "a 24 % discount?"; + next; + input .@input; + if (.@input != 934) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "What is the"; + mes "total weight of"; + mes "3 Ring Pommel Sabers,"; + mes "4 Caps, and 2 Boots?"; + next; + input .@input; + if (.@input != 550) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "What is the"; + mes "total defense of"; + mes "a Buckler, Long Coat,"; + mes "Gas Mask, Big Ribbon,"; + mes "Cute Ribbon, Sakkat,"; + mes "and Glasses?"; + next; + input .@input; + if (.@input != 16) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "How much profit do you"; + mes "make if you buy Tights"; + mes "at a 24 % discount and"; + mes "sell it at 20 % of"; + mes "the normal price?"; + next; + input .@input; + if (.@input != 8520) set .@w_point,.@w_point+1; + break; + case 3: + mes "[Raspuchin Gregory]"; + mes "12 + 23 + 34 + 45 = ?"; + next; + input .@input; + if (.@input != 114) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "1000 - 58 - 214 - 416 = ?"; + next; + input .@input; + if (.@input != 312) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "14 * 17 * 3 = ?"; + next; + input .@input; + if (.@input != 714) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "10530 / 3 / 5 / 2 = ?"; + next; + input .@input; + if (.@input != 351) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "(47 * 28) - (1376 / 4) = ?"; + next; + input .@input; + if (.@input != 972) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "(2646 / 7) + (13 * 28) = ?"; + next; + input .@input; + if (.@input != 742) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "What is the"; + mes "total cost of"; + mes "6 Red Potions,"; + mes "7 Green Potions,"; + mes "and 8 Fly Wings"; + mes "after a 24 % discount?"; + next; + input .@input; + if (.@input != 798) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "What is the"; + mes "total weight of"; + mes "2 Ring Pommel Sabers,"; + mes "3 Caps, and 3 boots?"; + next; + input .@input; + if (.@input != 480) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "What is the"; + mes "total defense of"; + mes "a Mirror Shield, Mr. Smile, Leather Jacket, Silk Robe, Wedding Veil, Muffler, and Eye Patch?"; + next; + input .@input; + if (.@input != 12) set .@w_point,.@w_point+1; + mes "[Raspuchin Gregory]"; + mes "If you buy 4 Padded Armors"; + mes "at a 24% discount and sell"; + mes "them at 20% of the original"; + mes "price, how much profit would"; + mes "you make from this sale?"; + next; + input .@input; + if (.@input != 7680) set w_point,w_point+1; + } + if (.@w_point == 0) { + mes "[Raspuchin Gregory]"; + mes "Ooh..."; + mes "Excellent! Great!"; + mes "You got them all correct!?"; + mes "Keheheh, I have no choice but to acknowledge you..."; + next; + } + else if (.@w_point == 1) { + mes "[Raspuchin Gregory]"; + mes "You got one wrong!"; + mes "But I'll let it slide."; + mes "You pass the interview!"; + next; + } + else if (.@w_point == 2 && ALCH_Q == 5) { + mes "[Raspuchin Gregory]"; + mes "You've got serious"; + mes "weaknesses in math,"; + mes "but I'll let you go this time..."; + next; + } + else { + set ALCH_Q,5; + mes "[Raspuchin Gregory]"; + mes "Keheheh! Idiot!"; + mes "Just listening to your"; + mes "answers is making me feel"; + mes "stupider! You might as well"; + mes "have got them all wrong!"; + next; + mes "[Raspuchin Gregory]"; + mes "How can a person that"; + mes "can't even answer all of"; + mes "these simple questions think"; + mes "of becoming an Alchemist?!"; + next; + mes "[Raspuchin Gregory]"; + mes "Hm...?"; + mes "Did you get"; + mes "any right?"; + next; + mes "[Raspuchin Gregory]"; + mes "Fool! Even if you make one little mistake, everything goes wrong"; + mes "in Alchemy! Now get out of here!"; + mes "You make me sick!"; + close; + } + mes "[Raspuchin Gregory]"; + mes "So hurry up, become an Alchemist, do some good research, and you might turn out to be of some help to me. Hahahahahaha~!"; + next; + mes "[Raspuchin Gregory]"; + mes "Now go to Darwin!"; + mes "He'll teach you how to do the experiments. Just tell him that"; + mes "I sent you."; + set ALCH_Q,6; + changequest 2031,2032; + close; + } + else if (ALCH_Q == 6) { + mes "What are you doing?"; + mes "Go and find Darwin now."; + next; + mes "[Raspuchin Gregory]"; + mes "Keheheheheheheheh~"; + mes "Don't think this is the end of it!"; + close; + } + mes "Keheheheheheheheh~"; + mes "Don't think this is the end of it!"; + close; +} + +alde_alche,13,15,7 script Studying Man#am 750,{ + if (checkweight(1201,1) == 0) { + mes "- Wait a minute! -"; + mes "- Currently you are carrying -"; + mes "- too many items with you. -"; + mes "- Please come back again -"; + mes "- after you store some items into kafra storage. -"; + close; + } + mes "[Darwin]"; + if (BaseJob != Job_Merchant) { + if (BaseJob == Job_Alchemist) { + mes "Ah..."; + mes "You..."; + mes "You've become"; + mes "an Alchemist."; + next; + mes "[Darwin]"; + mes "Remember..."; + mes "In your quest"; + mes "to make your"; + mes "dreams come true,"; + mes "do not lose what"; + mes "you cherish."; + next; + mes "[Darwin]"; + mes "Ah..."; + mes "Harmona..."; + mes "My love..."; + close; + } + else { + mes "When you have"; + mes "your dreams, you"; + mes "have everything."; + mes "Without them, you have"; + mes "nothing more to lose."; + next; + mes "[Darwin]"; + mes "These cursed eyes..."; + mes "They've lost sight of"; + mes "my dreams a long time ago."; + mes "Ha ha ha ha..."; + next; + mes "[Darwin]"; + mes "Does paradise"; + mes "really exist...?"; + mes "Not without my love..."; + mes "Not without Harmona..."; + close; + } + } + if (ALCH_Q == 6) { + mes "..."; + next; + mes "[Darwin]"; + mes "..."; + mes "......"; + next; + mes "[Darwin]"; + mes "..."; + mes "......"; + mes "Who is it...?"; + next; + monster "alde_alche",13,15,"Wolf",1013,1; + killmonsterall "alde_alche"; + mes "[Darwin]"; + mes "A wolf?"; + mes "Or a human?"; + mes "You must be seeking"; + mes "something, are you not?"; + next; + mes "[Darwin]"; + mes "After all..."; + mes "Everyone has desires"; + mes "to fulfill. Be be careful."; + mes "Do not be like the wild"; + mes "wolf drawn to the flowers."; + next; + mes "[Darwin]"; + mes "In your efforts to gain something else, you may end up sacrificing something precious to you."; + next; + mes "[Darwin]"; + mes "Cultivating joy and happiness"; + mes "is much like cultivating flowers."; + mes "If something is missing, the"; + mes "flower will wilt away..."; + next; + mes "[Darwin]"; + mes "What brings you"; + mes "to this kind of place?"; + next; + switch(select("I want to learn how to experiment.:Tell me more about flowers.:Nothing.")) { + case 1: + mes "[Darwin]"; + mes "You wish to"; + mes "learn Alchemy?"; + mes "Everything I know,"; + mes "I've learned for the"; + mes "sake of making my"; + mes "dream come true..."; + next; + mes "[Darwin]"; + mes "I'll teach"; + mes "you the basics..."; + mes "But everything you"; + mes "learn afterwards must"; + mes "be directed through"; + mes "your own motivations."; + next; + mes "[Darwin]"; + mes "I will teach you"; + mes "how to make simple"; + mes "medicine. So please"; + mes "bring the following"; + mes "materials right away."; + next; + mes "[Darwin]"; + mes "^551A8B3 Medicine Bowls^000000,"; + mes "^551A8B3 Empty Bottles^000000,"; + mes "^551A8B1 Red Herb^000000,"; + mes "^551A8B1 Yellow Herb^000000 and"; + mes "^551A8B1 White Herb^000000."; + set ALCH_Q,7; + changequest 2032,2033; + next; + mes "[Darwin]"; + mes "Once you have"; + mes "prepared everything,"; + mes "return to me."; + close; + case 2: + mes "[Darwin]"; + mes "Flowers...?"; + mes "In the darkest"; + mes "recesses of my mind,"; + mes "there is a blossum"; + mes "that I faintly remember..."; + next; + mes "[Darwin]"; + mes "For the one that"; + mes "I love, I put all"; + mes "of my efforts into"; + mes "researching that one thing."; + next; + mes "[Darwin]"; + mes "I won't tell you the details,"; + mes "but I was basically researching"; + mes "the relationship between"; + mes "wolves and flowers."; + next; + mes "[Darwin]"; + mes "But yes..."; + mes "It was a flower."; + mes "With its shine, it was said"; + mes "to let you see paradise."; + mes "The ^551A8BIllusion Flower^000000..."; + next; + mes "[Darwin]"; + mes "I even made"; + mes "a Homunculus,"; + mes "but no one believed that I could create new life from a flower..."; + next; + mes "[Darwin]"; + mes "Then..."; + mes "Well, some other things happened, and now I have nothing left. Time no longer has any meaning for me."; + next; + mes "[Darwin]"; + mes "Ahh..."; + mes "Harmona..."; + mes "Where have you gone?"; + mes "I hope you're in a field"; + mes "of beautiful flowers..."; + close; + case 3: + mes "[Darwin]"; + mes "Consider what"; + mes "is most precious"; + mes "to you. It cannot"; + mes "be protected if you"; + mes "do not recognize it."; + close; + } + } + else if (ALCH_Q == 7) { + mes "..."; + mes "......"; + next; + mes "[Darwin]"; + mes "..."; + mes "......"; + mes "Who is it...?"; + next; + mes "[Darwin]"; + mes "Ah..."; + mes "You are the one who"; + mes "wishes to learn Alchemy."; + mes "Have you prepared everything?"; + next; + if (countitem(710) > 0) { + mes "[Darwin]"; + mes "Wait."; + mes "That Illusion Flower."; + mes "How did you get that?"; + next; + mes "[Darwin]"; + mes "Where did you find it?!"; + mes "The flower that slowly"; + mes "blooms under the"; + mes "moonlight?"; + mes "It's beautiful...!"; + next; + mes "[Darwin]"; + mes "Th-That flower..."; + mes "Please let me see it."; + mes "The Illusion Flower!"; + mes "Uwaaaaaaah!!"; + next; + mes "[Darwin]"; + mes "Would you be so kind"; + mes "as to let me have this flower?"; + mes "I'm sure that this is the Moonlight Flower that I've been seeking!"; + next; + if (select("Sorry, I can't give it to you.:I brought it to give to you.") == 1) { + mes "[Darwin]"; + mes "I understand."; + mes "You can't give"; + mes "such a precious"; + mes "flower to just anyone."; + mes "Well... It's okay."; + next; + mes "[Darwin]"; + mes "It just brought back old memories. I shouldn't have asked in the first place. In any case, please bring what is needed for the experiment."; + next; + mes "[Darwin]"; + mes "Please leave that flower"; + mes "somewhere else. It brings"; + mes "back too many memories..."; + close; + } + mes "[Darwin]"; + mes "Are you"; + mes "serious?!"; + mes "Thank you!"; + mes "Such a precious flower."; + mes "Ah, Harmona, my love..."; + next; + mes "[Darwin]"; + mes "Yes..."; + mes "I shall repay you for this."; + mes "I shall plant all of my knowledge of Alchemy directly into your mind..."; + next; + mes "[Darwin]"; + mes "Open your eyes wide,"; + mes "and look into my eyes!!"; + mes "Don't stop until the end!!"; + next; + mes "Lorem ipsum dolor sit amet,"; + next; + mes "Lorem ipsum dolor sit amet,"; + mes "consectetuer adipiscing elit."; + next; + mes "Lorem ipsum dolor sit amet,"; + mes "consectetuer adipiscing elit."; + mes "Aenean fermentum ullamcorper."; + next; + mes "Lorem ipsum dolor sit amet,"; + mes "consectetuer adipiscing elit."; + mes "Aenean fermentum ullamcorper."; + mes "Vestibulum ante ipsum primis in"; + next; + mes "Lorem ipsum dolor sit amet,"; + mes "consectetuer adipiscing elit."; + mes "Aenean fermentum ullamcorper."; + mes "Vestibulum ante ipsum primis in"; + mes "faucibus orci luctus et ultrices"; + next; + mes "Lorem ipsum dolor sit amet,"; + mes "consectetuer adipiscing elit."; + mes "Aenean fermentum ullamcorper."; + mes "Vestibulum ante ipsum primis in"; + mes "faucibus orci luctus et ultrices"; + mes "posuere cubilia Curae; Morbi"; + next; + mes "Lorem ipsum dolor sit amet,"; + mes "consectetuer adipiscing elit."; + mes "Aenean fermentum ullamcorper."; + mes "Vestibulum ante ipsum primis in"; + mes "faucibus orci luctus et ultrices"; + mes "posuere cubilia Curae; Morbi"; + mes "massa, fermentum vitae..."; + next; + delitem 710,1; //Illusion_Flower + mes "[Darwin]"; + mes "^666666*Gasp...*^000000"; + mes "You are now"; + mes "an Alchemist!!"; + mes "Go to the Union"; + mes "and cast away the last"; + mes "vestiges of Merchant life!!"; + set ALCH_Q,40; + close; + } + else if (countitem(7134) > 2 && countitem(713) > 2 && countitem(507) > 0 && countitem(508) > 0 && countitem(509) > 0) { + mes "[Darwin]"; + mes "Seems like you have everything ready. As promised, I will teach you how to make simple medicine."; + next; + mes "[Darwin]"; + mes "First, prepare the Medicine Bowl. Then, you put the Herbs inside, like this, and slowly crush them."; + next; + mes "[Darwin]"; + mes "Pour small amounts"; + mes "of clean water and stir"; + mes "the mixture until it thickens."; + mes "Afterwards, add some more Herbs."; + next; + mes "[Darwin]"; + mes "That's how you make it. If you think you have enough, gently pour the mixture into an empty bottle."; + delitem 7134,3; //Medicine_Bowl + delitem 713,3; //Empty_Bottle + delitem 507,1; //Red_Herb + delitem 508,1; //Yellow_Herb + delitem 509,1; //White_Herb + next; + mes "[Darwin]"; + mes "There you go,"; + mes "it's complete."; + mes "Now, make some medicine"; + mes "using the simple procedure"; + mes "I just explained to you."; + set w_point,0; + next; + switch(select("Prepare the Medicine Bowl.:Put the Medicine Bowl on your head.:Kick the Medicine Bowl.")) { + case 1: + break; + case 2: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "What...?"; + next; + break; + case 3: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "No!"; + next; + break; + } + switch(select("Put some dirt in the Medicine Bowl.:Put some Herbs in the Medicine Bowl.:Put a Harp in the Medicine Bowl.")) { + case 1: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "...Eh!?"; + mes "That's not"; + mes "medicine!"; + next; + break; + case 2: + break; + case 3: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "A Harp?"; + mes "And how would"; + mes "you do that?"; + next; + break; + } + switch(select("Crush the Herbs.:Crush the Medicine Bowl.:Crush Darwin's foot.")) { + case 1: + break; + case 2: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "Wh-What are"; + mes "you doing!?"; + next; + break; + case 3: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "Agh...!"; + mes "What do you"; + mes "think you're"; + mes "doing?!"; + next; + break; + } + switch(select("Spray clean water.:Drink clean water.:Pour clean water.")) { + case 1: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "Huh?"; + mes "What are you doing?"; + next; + break; + case 2: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "W-wait..."; + mes "Are you"; + mes "taking a break?"; + next; + break; + case 3: + break; + } + switch(select("Continue crushing the Herbs.:Continue eating the Herbs.:Continue dancing and singing.")) { + case 1: + break; + case 2: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "Eat the Herbs?"; + mes "I think you need"; + mes "to focus on the"; + mes "task at hand..."; + next; + break; + case 3: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "Singing and"; + mes "dancing? Alchemists"; + mes "don't do that, have"; + mes "you gone crazy?"; + next; + break; + } + switch(select("Put noodles in and fry it.:Pour it in an empty bottle.:Hold the Medicine Bowl and drink it.")) { + case 1: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "We're Alchemists,"; + mes "not restaurant chefs."; + next; + break; + case 2: + break; + case 3: + set .@w_point,.@w_point+1; + mes "[Darwin]"; + mes "Huh..."; + mes "Pretty sloppy..."; + next; + break; + } + if (.@w_point > 0) { + mes "[Darwin]"; + mes "..."; + mes "......"; + next; + mes "[Darwin]"; + mes "You messed up the mixture"; + mes "since you didn't follow the procedure! Get some more ingredients so you can try it"; + mes "again until you get it right."; + close; + } + getitem 501,1; //Red_Potion + getitem 503,1; //Yellow_Potion + getitem 504,1; //White_Potion + mes "[Darwin]"; + mes "Good job."; + mes "It came out pretty well considering it's your first time. Go ahead and keep the medicines that you've just made."; + set ALCH_Q,8; + changequest 2033,2035; + next; + mes "[Darwin]"; + mes "Now, go into the next room"; + mes "and speak to Van Helmont to"; + mes "continue your training."; + next; + mes "[Darwin]"; + mes "Never forget..."; + mes "You must always protect"; + mes "what is most precious to you."; + close; + } + else { + mes "[Darwin]"; + mes "Have you forgotten"; + mes "what you need to bring?"; + mes "Let me remind you once"; + mes "again. You must come"; + mes "back with..."; + next; + mes "[Darwin]"; + mes "^551A8B3 Medicine Bowls^000000,"; + mes "^551A8B3 Empty Bottle^000000,"; + mes "^551A8B1 Red Herb^000000,"; + mes "^551A8B1 Yellow Herb^000000 and"; + mes "^551A8B1 White Herb^000000."; + next; + mes "[Darwin]"; + mes "Come back"; + mes "when you are"; + mes "ready..."; + close; + } + } + else if (ALCH_Q == 8) { + mes "I said to go"; + mes "to Van Helmont."; + mes "I'd like to teach you"; + mes "more, but I can't."; + next; + mes "[Darwin]"; + mes "Aah..."; + mes "Harmona, my love."; + mes "I can't even see the flower anymore. My soul quietly"; + mes "withers as well.."; + close; + } + else if (ALCH_Q == 40) { + mes "I have already given you all of my knowledge and have nothing more"; + mes "to teach you."; + next; + mes "[Darwin]"; + mes "Go to the second floor and talk to speak to our Union Leader. Once"; + mes "you do that, your life as an Alchemist will begin."; + close; + } + else { + mes "When you have"; + mes "your dreams, you"; + mes "have everything."; + mes "Without them, you have"; + mes "nothing more to lose."; + next; + mes "[Darwin]"; + mes "These cursed eyes..."; + mes "They've lost sight of"; + mes "my dreams a long time ago."; + mes "Ha ha ha ha..."; + next; + mes "[Darwin]"; + mes "Does paradise"; + mes "really exist...?"; + mes "Not without my love..."; + mes "Not without Harmona..."; + close; + } +} + +alde_alche,79,19,5 script Experiment Expert#am 748,{ + mes "[Van Helmont]"; + if (BaseJob != Job_Merchant) { + if (BaseJob == Job_Alchemist) { + mes "What do you want?"; + mes "I'm busy!! Don't"; + mes "bother me and get"; + mes "on your way."; + next; + mes "[Van Helmont]"; + mes "Now, come on..."; + mes "You'll never get"; + mes "any research completed if you just slack off. Go out and learn all that you can."; + next; + mes "[Van Helmont]"; + mes "Reading science journals and performing experiments. That's what Alchemy is all about. Now, let me get back to work!"; + close; + } + else { + mes "Just a little..."; + mes "A little bit more..."; + mes "Nooo! Just a little"; + mes "bit more and it"; + mes "would've been done!"; + next; + mes "[Van Helmont]"; + mes "Why...?!"; + mes "Why, another failure?!"; + mes "My calculations were"; + mes "all correct! W-Wait...!"; + next; + mes "[Van Helmont]"; + mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might work...!"; + close; + } + } + if (ALCH_Q == 8) { + mes "Arrrrgh...!"; + mes "Why isn't this formula working? What's wrong? In theory, it's all correct, but there must be an error in the formula somewhere..."; + next; + mes "[Van Helmont]"; + mes "I pour it in here, and it should stop. Wait, this is the wrong solution! How could I make such"; + mes "a dumb mistake?! When did these"; + mes "get switched?!"; + next; + mes "[Van Helmont]"; + mes "Okay, okay..."; + mes "I just need to fix this part."; + mes "No need to start over. I just"; + mes "need to fix it... But wait. Wait..."; + next; + mes "[Van Helmont]"; + mes "................."; + next; + mes "[Van Helmont]"; + mes "Um..."; + mes "Who are you?"; + next; + if (select("I want to become an Alchemist.:.......") == 2) { + mes "[Van Helmont]"; + mes "Hmm...?"; + mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when you're done."; + next; + mes "[Van Helmont]"; + mes "Stay out of my way and don't go around touching stuff. There might be some volatile materials, so it'd be dangerous to have any accidents."; + close; + } + mes "[Van Helmont]"; + mes "You...?"; + mes "An Alchemist?"; + mes "What a funny Merchant."; + next; + mes "[Van Helmont]"; + mes "Well, that's nice, but I have very urgent experiments that require"; + mes "my attention, so don't get"; + mes "in the way."; + next; + if (select("Teach me something.:...") == 1) { + mes "[Van Helmont]"; + mes "Argh...!"; + mes "Didn't I just tell you not to bother me? What's so hard to understand about that?"; + next; + mes "[Van Helmont]"; + mes "Fine, fine. I'll give you an assignment. Learn something"; + mes "new and come back. Let's see."; + mes "What would be good..."; + next; + mes "[Van Helmont]"; + mes "Okay, I got it."; + mes "Go learn how to make"; + mes "a Counteragent and Mixture"; + mes "from Molgenstein."; + next; + mes "[Van Helmont]"; + mes "You don't need to bring anything. Just go watch him at work and have him tell you how he makes those solutions. Got it?"; + next; + mes "[Van Helmont]"; + set ALCH_Q,9; + changequest 2035,2036; + mes "Well then, see you later."; + mes "You'd better get going as"; + mes "soon as you can."; + close; + } + mes "[Van Helmont]"; + mes "..."; + next; + mes "[Van Helmont]"; + mes "..."; + mes "......"; + next; + mes "[Van Helmont]"; + mes "..."; + mes "......"; + next; + mes "[Van Helmont]"; + mes "So if I recalibrate the combustion rate of this compound, that should negate any cohesive tendencies in this particle flux..."; + next; + mes "[Van Helmont]"; + mes "But what am I going to do"; + mes "about all of this spontaneous"; + mes "crystallization?! I can't very well remove this matrix, I need it for the catalyst to reach the triple point."; + next; + mes "[Van Helmont]"; + mes "Damn!"; + mes "What am"; + mes "I going to do?!"; + close; + } + else if (ALCH_Q == 9) { + mes "Alright, if I make an incision here in the Tentacle, and add a Jellopy and Sticky Mucus solution into the... Where the hell did my Medicine Bowl go?"; + next; + mes "[Van Helmont]"; + mes "Did I use them all at a time like this?! I wonder if Nicholas has any left. Ugh, what a pain. Wait. Wait a minute..."; + next; + mes "[Van Helmont]"; + mes "..."; + next; + mes "[Van Helmont]"; + mes "..."; + mes "......"; + mes "Who are you?"; + next; + if (select("I want to become an Alchemist?:.......") == 2) { + mes "[Van Helmont]"; + mes "Hmm...?"; + mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when you're done."; + next; + mes "[Van Helmont]"; + mes "Stay out of my way and don't go around touching stuff. There might be some volatile materials, so it'd be dangerous to have any accidents."; + close; + } + mes "[Van Helmont]"; + mes "Ah, of course. The Merchant from before. So what did you learn from Molgenstein? I didn't just send you there for fun, you know."; + next; + mes "[Van Helmont]"; + mes "Let me ask you"; + mes "some questions to"; + mes "check what you've"; + mes "learned."; + next; + if(MISC_QUEST & 4) { + mes "[Van Helmont]"; + mes "Which item is not"; + mes "necessary to make"; + mes "a Counteragent?"; + next; + if (select("Karvodailnirol:Detrimindexta:Alcohol") != 1) set .@w_point,.@w_point+1; + mes "[Van Helmont]"; + mes "What item is not"; + mes "necessary to make"; + mes "a Mixture?"; + next; + if (select("Karvodailnirol:Detrimindexta:Alcohol") != 2) set .@w_point,.@w_point+1; + if (.@w_point > 0) { + mes "[Van Helmont]"; + mes "Weren't you listening to Molgenstein at all? Maybe you"; + mes "have to watch him make it again."; + next; + mes "[Van Helmont]"; + mes "If you can't tell the exact items that you need in an experiment,"; + mes "you might end up hurting yourself!"; + close; + } + mes "[Van Helmont]"; + mes "Good, you've learned well."; + mes "Okay, now you know something about experimentation. You're done here, so now I can continue with my experiments."; + next; + mes "[Van Helmont]"; + mes "Go out and find the room next"; + mes "to this one and talk to Nicholas. He'll continue your training."; + next; + set ALCH_Q,20; + changequest 2036,2037; + mes "[Van Helmont]"; + mes "What are you"; + mes "still doing here?"; + mes "Go! We both have"; + mes "more important"; + mes "things to do!"; + close; + } + else { + mes "[Van Helmont]"; + mes "What item do"; + mes "you need to make"; + mes "a Counteragent?"; + next; + select("Feather:Sticky Mucus:Animal Gore"); + mes "[Van Helmont]"; + mes "What item do"; + mes "you need to make"; + mes "a Mixture?"; + next; + select("Monster Feed:Ancient Lips:Rotten Bandage"); + mes "[Van Helmont]"; + mes "Be honest. You don't know, do you?! Didn't I say to go to Molgenstein and have him teach you?!"; + next; + mes "[Van Helmont]"; + mes "Don't even think about coming back until you talk to him! Now stop bothering me and get out of here!"; + close; + } + } + else if (ALCH_Q == 20) { + mes "What...?"; + mes "I thought I told you to"; + mes "talk to Nicholas next door?"; + next; + mes "[Van Helmont]"; + mes "I need to continue my research,"; + mes "and you need to finish becoming an Alchemist. Come on, get moving!"; + close; + } + else { + mes "Just a little..."; + mes "A little bit more..."; + mes "Nooo! Just a little"; + mes "bit more and it"; + mes "would've been done!"; + next; + mes "[Van Helmont]"; + mes "Why...?!"; + mes "Why, another failure?!"; + mes "My calculations were"; + mes "all correct! Wait..."; + next; + mes "[Van Helmont]"; + mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might work..."; + close; + } +} + +alde_alche,101,184,4 script Master Alchemist#am 122,{ + cutin "job_alche_vincent",2; + mes "[Vincent Carsciallo]"; + if (Upper == 1) { + mes "You have transcended..."; + mes "Excellent, excellent."; + next; + mes "[Vincent Carsciallo]"; + mes "You don't belong here."; + mes "Go and explore the wide world, my friend."; + close2; + cutin "",255; + end; + } + if (BaseJob != Job_Merchant) { + if (BaseJob == Job_Alchemist) { + mes "Welcome!"; + mes "So how is your"; + mes "research coming along?"; + next; + mes "[Vincent Carsciallo]"; + mes "At times you get results that are unexpected from an experiment. Although these may be setbacks in your research, such results can also lead to new discoveries."; + next; + mes "[Vincent Carsciallo]"; + mes "If you discover something new,"; + mes "come and tell us. Don't forget that we are all working together to unlock the mysteries of science!"; + } + else if (BaseClass == Job_Novice) { + mes "Hm..."; + mes "A Novice?"; + mes "You shouldn't be"; + mes "playing in a place"; + mes "like this."; + next; + mes "[Vincent Carsciallo]"; + mes "There are a lot of volatile chemicals and dangerous"; + mes "materials in this building. It'd be a lot better if you just played outside."; + } + else { + mes "Hmm...?"; + mes "What's an adventurer"; + mes "doing here in the"; + mes "Alchemist Union?"; + next; + mes "[Vincent Carsciallo]"; + mes "I'm afraid there's"; + mes "not much we can offer"; + mes "you here if you're not"; + mes "a member of our Union."; + } + close2; + cutin "",255; + end; + } + if (ALCH_Q == 0) { + mes "Hmm...?"; + mes "A Merchant?"; + mes "Are you interested"; + mes "in learning Alchemy?"; + next; + mes "[Vincent Carsciallo]"; + mes "This is the Alchemist Union."; + mes "We research and experiment with many different substances in order to create new materials without using magic."; + next; + mes "[Vincent Carsciallo]"; + mes "Someday, we hope to unlock"; + mes "the secret of life, as well as the other mysteries of science."; + next; + mes "[Vincent Carsciallo]"; + mes "After being traveling as a Merchant for a long time, you must have developed some scientific curiosity. If you'd like to learn Alchemy, why don't you try joining the Alchemist Union?"; + close2; + cutin "",255; + end; + } + else if (ALCH_Q == 40) { + if (JobLevel < 40) { + set ALCH_Q,0; + mes "Hmm...you don't seem to be qualified yet."; + mes "Remember, you must reach at least job level 40 to become an Alchemist."; + close2; + cutin "",255; + end; + } + if (SkillPoint) { + mes "Ah, you're almost"; + mes "ready to become an"; + mes "Alchemist, but you must"; + mes "first allocate your unused"; + mes "Skill Points."; + next; + mes "[Vincent Carsciallo]"; + mes "Talk to me again"; + mes "once you have spent"; + mes "all of your extra"; + mes "Skill Points."; + close2; + cutin "",255; + end; + } + if(checkquest(2039) != -1) { + changequest 2039,2040; + } + mes "Ah, well done."; + mes "I can see that you"; + mes "have learned all of"; + mes "the basics of Alchemy."; + next; + set ALCH_Q,0; + completequest 2040; + set .@jlevel,JobLevel; + callfunc "Job_Change",Job_Alchemist; + callfunc "F_ClearJobVar"; + mes "[Vincent Carsciallo]"; + mes "Henceforth, you are"; + mes "now a member of our"; + mes "illustrious Union."; + mes "I hope you learn a lot..."; + next; + + if (.@jlevel == 50) { + getitem 7133,1; //Slim_Potion_Create_Book + mes "[Vincent Carsciallo]"; + mes "Let me give you"; + mes "something special."; + mes "You can use this to"; + mes "begin your life"; + mes "of research."; + } + else { + switch(rand(1,6)) { + case 1: + getitem 7127,1; //Alcol_Create_Book + break; + case 2: + getitem 7128,1; //FireBottle_Create_Book + break; + case 3: + getitem 7129,1; //Acid_Create_Book + break; + case 4: + getitem 7130,1; //Plant_Create_Book + break; + case 5: + getitem 7131,1; //Mine_Create_Book + break; + case 6: + getitem 7144,1; //Normal_Potion_Book + } + mes "[Vincent Carsciallo]"; + mes "And..."; + mes "Here's a little"; + mes "something to help"; + mes "you begin your"; + mes "research."; + } + next; + mes "[Vincent Carsciallo]"; + mes "I'll see"; + mes "you later then..."; + mes "Remember to carry"; + mes "yourself with pride"; + mes "as an Alchemist!"; + close2; + cutin "",255; + end; + } + else { + mes "Ah..."; + mes "I believe you've"; + mes "already registered"; + mes "for training to become"; + mes "an Alchemist."; + next; + mes "[Vincent Carsciallo]"; + mes "Please listen to the"; + mes "other Alchemists and follow their instructions carefully. You will learn much from them."; + close2; + cutin "",255; + end; + } +} + +alde_alche,145,19,1 script Chief Researcher#am 57,{ + if (checkweight(1201,1) == 0) { + mes "- Wait a minute! -"; + mes "- Currently you are carrying -"; + mes "- too many items with you. -"; + mes "- Please come back again -"; + mes "- after you store some items into kafra storage. -"; + close; + } + if (ALCH_Q > 19 && ALCH_Q < 22) { + if (ALCH_Q == 20) { + mes "[Nicholas Flamel]"; + mes "Ooh..."; + mes "You're the upstart"; + mes "Merchant that wants"; + mes "to become an Alchemist?"; + next; + mes "[Nicholas Flamel]"; + mes "Not just anyone can become an Alchemist, you know. You've got to have motivation and clear goals and a strong sense of focus."; + next; + mes "[Nicholas Flamel]"; + mes "Alchemists must memorize many chemical equations, scientific laws and a lot of other information. It's actually pretty tough."; + next; + mes "[Nicholas Flamel]"; + mes "If you can't focus, you'll be confused later when you look at Alchemy charts. My test will judge your ability to do just that."; + next; + } + mes "[Nicholas Flamel]"; + mes "Find the words scrambled"; + mes "in the group of letters I give you. They can be made by using some"; + mes "or all of the letters."; + next; + mes "[Nicholas Flamel]"; + mes "You pass if you"; + mes "choose the word"; + mes "that is ^551A8BIN^000000 the puzzle."; + next; + switch(rand(1,3)) { + case 1: + mes "t m y a n y e o b n e g p r i"; + next; + if (select("Brake:Brass:Bug:Broken:Brigan?") == 5) set .@alch_t,.@alch_t+10; + mes "o n c u t a p j l e r s v m u"; + next; + if (select("vendor:storage:weapon:simple:streetshop") == 1) set .@alch_t,.@alch_t+10; + mes "t v a r m e g p h e u b o y l"; + next; + if (select("molasses:party:leader:sweets:treacle") == 2) set .@alch_t,.@alch_t+10; + mes "q z a h n a i n b r d p t n c"; + next; + if (select("partisan:partizan:pato:paros:pack") == 2) set .@alch_t,.@alch_t+10; + break; + case 2: + mes "m p d i c f a r o g n k w a s"; + next; + if (select("packman:sunshine:ragnarok:wonderland:frost") == 1) set .@alch_t,.@alch_t+10; + mes "g b n o p r e f a r e t a s k"; + next; + if (select("purple:smoker:ragnarok:bolt:burnt wood") == 3) set .@alch_t,.@alch_t+10; + mes "u g n i s j e k c e o g n d p"; + next; + if (select("scab:kinship:donate:source:opening") == 5) set .@alch_t,.@alch_t+10; + mes "r o e h n r o m c a i n p t t"; + next; + if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) set .@alch_t,.@alch_t+10; + break; + case 3: + mes "s m i e x b w u n e t a g l r"; + next; + if (select("tiger:wolf:pumpkin:tripped:tore") == 1) set .@alch_t,.@alch_t+10; + mes "n i e g b o p d s o a u w r v"; + next; + if (select("bash:provoke:endure:stun:abracadabra") == 3) set .@alch_t,.@alch_t+10; + mes "l r m g r e x t a v i n e d e"; + next; + if (select("alberta:latifoliate:crimson:maple:evergreen") == 5) set .@alch_t,.@alch_t+10; + mes "r o e h n r o m c a i n p t t"; + next; + if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) set .@alch_t,.@alch_t+10; + break; + } + mes "[Nicholas Flamel]"; + mes "Ah, you finished."; + mes "Now, let's see..."; + if (.@alch_t > 30) { + set ALCH_Q,22; + mes "Excellent job!"; + next; + mes "[Nicholas Flamel]"; + mes "Great, you found all of those hidden words. With that kind of concentration, you should have no problem memorizing information."; + next; + mes "[Nicholas Flamel]"; + mes "Come back in a little bit while"; + mes "I prepare the next assignment"; + mes "for your training."; + next; + mes "[Nicholas Flamel]"; + mes "Oh, and before you talk to"; + mes "me again, make sure you have"; + mes "^551A8Bplenty of room in your inventory^000000."; + close; + } + else { + set ALCH_Q,21; + mes "^666666*Gasp!*^000000 H-horrible!"; + next; + mes "[Nicholas Flamel]"; + mes "Judging from these results, you obviously have a problem with concentrating."; + next; + mes "[Nicholas Flamel]"; + mes "If you can't even solve these easy word puzzles, how can you keep track of your experiments and research?"; + next; + mes "[Nicholas Flamel]"; + mes "Why don't you relax"; + mes "and rest a bit before"; + mes "you take the test again?"; + close; + + } + } + else if (ALCH_Q == 22) { + set .@now_weight,MaxWeight-Weight; + if (.@now_weight < 1370) { + mes "[Nicholas Flamel]"; + mes "Whoa..."; + mes "You're carrying too much stuff! First, put some of your things in Kafra Storage."; + close; + } + mes "[Nicholas Flamel]"; + mes "Alright..."; + mes "For your next"; + mes "assignment, you'll"; + mes "need to travel to ^551A8BJuno^000000."; + next; + mes "[Nicholas Flamel]"; + mes "There, you'll need to talk to ^551A8BBain^000000 and ^551A8BBajin^000000. Those two are doing Alchemy research with the Sages"; + mes "in Juno. You'll learn something by assisting them with their project."; + next; + mes "[Nicholas Flamel]"; + mes "Come back here to me after you"; + mes "help them out. They'll need all of these items to continue their experiments."; + next; + set ALCH_Q,23; + changequest 2037,2038; + mes "[Nicholas Flamel]"; + mes "1 Mixture,"; + mes "5 Burnt Tree,"; + mes "5 Fine Sand,"; + mes "3 Rough Oridecon"; + mes "and 3 Rough Elunium."; + getitem 974,1; //Mixture + getitem 7068,5; //Burn_Tree + getitem 7043,5; //Fine_Sand + getitem 756,3; //Oridecon_Stone + getitem 757,3; //Elunium_Stone + next; + mes "[Nicholas Flamel]"; + mes "Alright."; + mes "Have a safe trip"; + mes "and come back in"; + mes "one piece."; + close; + } + else if (ALCH_Q == 23) { + mes "[Nicholas Flamel]"; + mes "Didn't I say to"; + mes "go to Juno and help"; + mes "Bain and Bajin with"; + mes "their Alchemy research?"; + close; + } + else if (ALCH_Q == 24) { + set ALCH_Q,40; + changequest 2038,2039; + mes "[Nicholas Flamel]"; + mes "Ah, you're back!"; + mes "I just got a message from Bain"; + mes "and Bajin. They let me know that they were very happy with your assistance."; + next; + mes "[Nicholas Flamel]"; + mes "If you were good enough"; + mes "to help out those brothers,"; + mes "you definitely qualify to be"; + mes "an Alchemist."; + next; + mes "[Nicholas Flamel]"; + mes "Good work!"; + mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll become an Alchemist very soon!"; + close; + } + else if (ALCH_Q == 40 && BaseJob == Job_Merchant) { + mes "[Nicholas Flamel]"; + mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll become an Alchemist very soon!"; + close; + } + else { + mes "[Nicholas Flamel]"; + mes "Lorem ipsum dolor sit amet,"; + mes "consectetuer adipiscing elit."; + mes "Vivamus sem. Sed metus"; + mes "lacus, viverra id, rutrum eget,"; + mes "rhoncus sit amet, lectus."; + next; + mes "[Nicholas Flamel]"; + mes "Suspendisse sit amet urna in"; + mes "nisl fringilla faucibus. Nulla scelerisque eros..."; + mes "^666666*Mumble Mumble*^000000"; + close; + } +} + +//============================================================ +// Old changelog +//============================================================ +//= v1.0 Working. +//= npc/quests/counteragent_mixture.txt Also Needed +//= npc/quests/quests_yuno.txt Also Needed [Darkchild] +//= v1.1 Fixed some minor bugs. Optimized some lines. Re-organized the script a bit. +//= Giving Parmry NPC, Hammer and Old Book now waves the 50000 fee. (based of mRO website) +//= Having a joblvl of 50 allows you to skip Rasputin's test. (based of mRO website) [kobra_k88] +//= 1.2 fixed a few typos (have to hunt more) [Lupus] +//= 1.3 Added Baby Class Support [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] +//= 1.6a fixed some wrong answers, thanks to zlider for info [Lupus] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.2 Got rid of 'al_morgen' var. Now uses (MISC_QUEST & 4) [Lupus] +//= 2.3 Optimized, changed job numbers to constants. Fixed some spelling [Lupus] +//= 2.4 Added alternative prizes according to JobLevel [Lupus] +//= 2.4a Fixed 2 wrong answers in Rasputin's test [Lupus] diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt new file mode 100644 index 000000000..a4b158ec8 --- /dev/null +++ b/npc/jobs/2-2/bard.txt @@ -0,0 +1,951 @@ +//===== rAthena Script ======================================= +//= Bard Job Quest +//===== By: ================================================== +//= Muad_Dib(The Prometheus Project), Lupus, Samuray22 +//===== Current Version: ===================================== +//= 2.6 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job quest for Bard class +//===== Additional Comments: ================================= +//= 2.1b Updated to the Official One. [Samuray22] +//= 2.2 Fixed BUG when baby classes weren't able to get a job, +//= - fixed bug with final prize [Lupus] HAVE TO CHANE ALL ITEMS to numeric IDs +//= 2.3 Updated NPC dialogs and cutins using Aegis 10.3 files. [L0ne_W0lf] +//= - Fixed error with the present checking. (Lupus beat me to committing) +//= - Changed the reward checking to use callsub (fixed the flow of the script) +//= - Optimized and changed the flow of things slightly. +//= - Temporary character variables "@" are now ".@" +//= - Fixed some indentation. +//= - Changed item names to item IDs +//= 2.4 Fixed hang up on bard quest. ($kiN.) [L0ne_W0lf] +//= 2.5 Added Quest Log commands. [Kisuka] +//= 2.6 Removed the need for use of 'goto.' [L0ne_W0lf] +//============================================================ + +//=============== Ayealo ============================ +comodo,226,123,5 script Wandering Bard 741,{ + if(Upper == 1) { + mes "[Lalo]"; + mes "Chosen ones who are destined to become Gods"; + mes "are so many in this era"; + mes "but they never realise their fate while alive."; + mes "They end up to become ordinary men..."; + next; + mes "[Lalo]"; + mes "Wind and Clouds, please send this message to them,"; + mes "who pursue food, clothing, shelter and wealth."; + mes "Tell them they are wasting their time..."; + mes "Tell them they forget the most important goal of the life..."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(BaseJob != Job_Archer) { + if(BaseJob == Job_Bard) { + mes "[Lalo]"; + mes "Ooh hey! How's your singing these days?"; + mes "I wonder if your voice got any better."; + next; + mes "[Lalo]"; + mes "You don't forget to spread good news in each town, right?"; + mes "And don't forget to learn new songs, too..."; + next; + mes "[Lalo]"; + mes "Never forget to have a positive attitude and the meaning of joy."; + mes "Our songs are supposed to deliver happiness and joy to everyone."; + } + else if(Class == Job_Novice) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "The sadness that overcomes my heart.. "; + mes "It will not reside.."; + mes "Is this the reason behind my troubles,"; + mes "is this why I am weak,"; + mes "This must be why I cannot seem to forget you..."; + next; + mes "[Lalo]"; + mes "Oh, sorry. I didn't see you because I was concentrating on writing some lyrics."; + mes "Do you want to listen to my songs? Shall I sing a song for you?"; + next; + mes "[Lalo]"; + mes "Heh... try asking someone else."; + mes "I'm trying to compose a new song."; + } + else { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Lalala, lalala. Beautiful Comodo."; + mes "Always full of happy moments~"; + next; + mes "[Lalo]"; + if (sex) { + mes "Forget about your worries~"; + mes "And enjoy everything~"; + } + else mes "Cute lady, shall we dance~"; + mes "Youth never repeats itself~"; + } + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(BARD_Q == 0) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + if (sex) mes "Hi! Delightful Archer."; + else mes "Hello! Beautiful Archer Lady."; + mes "How can a wanderer like me help you?"; + next; + switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) { + case 1: + mes "[Lalo]"; + mes "Hahaha! Of course!"; + mes "if you sing with a happy heart, your voice always gets better."; + next; + mes "[Lalo]"; + mes "But, to Bards your voice is your life."; + mes "Sometimes your voice will go, but you must be careful."; + break; + + case 2: + mes "[Lalo]"; + mes "A song... let's see."; + mes "Ok, I got one..."; + next; + mes "[Lalo]"; + mes "I'll sing.. Drums of War."; + mes "*ehem...*cough...gag..mememememe..."; + mes "1, 2, 3, 4..."; + next; + mes "^000088The sound of horses galloping over the horizon"; + mes "The dust that covers the distant sun"; + mes "When thousands of eyes open in the night sky"; + mes "The castle's fire will burn with power.^000000"; + next; + mes "^000088I can hear.. the beating of my heart."; + mes "I can feel.. the blood rushing through my veins."; + mes ".. and the weight of my armor."; + mes "I can see.. my enemies.^000000"; + next; + mes "^000088Louder, louder louder.."; + mes "Give strength to the warriors!"; + mes "Higher, higher, higher.."; + mes "This day will never come again!^000000"; + next; + mes "^000088Shake the sky and roar through the land."; + mes "Make my heart pound again!"; + mes "Let the trumpets sound, and castle walls ring."; + mes "This moment will never come again!^000000"; + next; + mes "[Lalo]"; + mes "Hmm... that's always a good song to sing."; + mes "How was it? Don't you think it's a nice song?"; + next; + if (select("Yes, it was very nice.:No, not really...") == 1) { + mes "[Lalo]"; + mes "Thanks! if you enjoyed my song, it makes me happy, too."; + next; + if (Sex == 1 && JobLevel > 39) { + mes "[Lalo]"; + mes "It would be nice if more people went around and sang..."; + mes "Well, it's quite ok as it is now... hmmhmm."; + set BARD_Q,1; + setquest 3000; + close2; + cutin "job_bard_aiolo01",255; + end; + } + mes "[Lalo]"; + mes "if you ever want to hear my song again, just ask."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + cutin "job_bard_aiolo02",2; + mes "[Lalo]"; + mes "Hmm... Did I lose my senses, I'll have to try harder."; + mes "Anyways.. Thanks for listening."; + break; + + case 3: + cutin "job_bard_aiolo02",2; + mes "[Lalo]"; + mes "Oy, not requesting a song when you run into a Bard isn't very polite."; + mes "Well... can't help it since you look like you're in a hurry anyways."; + next; + mes "[Lalo]"; + mes "Hunting is good... but you can't forget to relax once in a while."; + mes "Youth is short and won't come again once it passes by.."; + break; + } + close2; + cutin "job_bard_aiolo02",255; + end; + } + else if(BARD_Q == 1) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Hey there Archer fellow."; + mes "How can a wanderer like me help you?"; + next; + switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) { + case 1: + mes "[Lalo]"; + mes "Hoho, your voice is rather nice as well?"; + mes "Ever think about singing?"; + next; + if (select("Of course!:I can't quite possibly...") == 1) { + mes "[Lalo]"; + mes "Haha, nice attitude. You have to be like that to become a Bard."; + mes "I'll help you become a Bard then."; + next; + mes "[Lalo]"; + mes "But before that... do you think you can bring me a Flower?"; + mes "I need to smell the scent of a Flower to feel like teaching."; + next; + mes "[Lalo]"; + mes "It doesn't really matter which Flower, but try to bring one that I like."; + mes "And don't just buy any random Flower, ok?"; + set BARD_Q,2; + changequest 3000,3001; + close2; + cutin "job_bard_aiolo01",255; + end; + } + mes "[Lalo]"; + mes "Haha, what a timid one."; + mes "Don't think so little of yourself."; + next; + mes "[Lalo]"; + mes "You have plenty of talent."; + mes "Come again if you change your mind."; + break; + + case 2: + mes "[Lalo]"; + mes "Hmm... seems like you have some singing talents?"; + mes "Don't just request songs.. singing to others is quite fun, too."; + next; + mes "[Lalo]"; + mes "Try enjoying your life as a Bard."; + mes "You go from town to town, singing to the people. Doesn't it sound great?"; + break; + + case 3: + mes "[Lalo]"; + mes "Hmm... I'm not sure what's what, but enjoy life."; + mes "You look too uptight."; + next; + mes "[Lalo]"; + mes "Well then~ Have a great time~"; + break; + } + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(BARD_Q == 2) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Welcome! Archer friend."; + mes "Did you bring a Flower? Let me see."; + next; + mes "[Lalo]"; + //Good Flowers + if (countitem(629) > 0) { + mes "Ooh! It's a Singing Flower!"; + mes "It's full of my memories..."; + next; + delitem 629,1; //Singing Flower + mes "[Lalo]"; + mes "My friend Tchaikovsky used to like it."; + mes "I wonder what he's doing now..."; + } + else if(countitem(703) > 0) { + mes "Aah... the cute Hinelle..."; + mes "It doesn't have a scent but it's a very moderate cute flower."; + next; + delitem 703,1; //Hinalle + mes "[Lalo]"; + mes "The leaves gave me strength when I used to fall."; + mes "I really like this flower, thank you."; + } + else if(countitem(704) > 0) { + mes "Aloe... This is a rare flower."; + mes "How'd you get it? Rather skilled, eh?"; + next; + delitem 704,1; //Aloe + mes "[Lalo]"; + mes "The leaves are good and Aloe Vera is delicious, too.."; + mes "but it's defnitely the most beautiful when it's a flower."; + } + else if(countitem(708) > 0) { + mes "Ment... You can forget about all your hardships with one of these."; + mes "Nice to see it in such a long time!"; + next; + delitem 708,1; //Ment + mes "[Lalo]"; + mes "I heard you can make Anodyne with it..."; + mes "But that would be a slight waste.. thanks!"; + } + else if(countitem(709) > 0) { + mes "Ooh, isn't this an Izidor?"; + mes "It's a dangerous yet beautiful flower..."; + next; + delitem 709,1; //Izidor + mes "[Lalo]"; + mes "The deep purple charms a person.. "; + mes "Thank you, I really like this flower."; + } + else if(countitem(748) > 0) { + mes "Ooh, a Witherless Rose. The strong flower that doesn't wither."; + mes "Great to give to a girlfriend."; + next; + delitem 748,1; //Witherless_Rose + mes "[Lalo]"; + mes "I wonder if it would be ok for a wanderer like me to accept it."; + mes "Haha, it should be ok.. right?"; + } + else if(countitem(749) > 0 ) { + mes "Frozen Rose... you can't really call this a flower,"; + mes "But it is still beautiful... a clear Rose."; + next; + delitem 749,1; //Frozen_Rose + mes "[Lalo]"; + mes "You can call it a flower even though it doesn't have a scent anymore."; + mes "Then I'll greatly take this."; + } + else if(countitem(710) > 0) { + mes "Oh, isn't this an Illusion Flower!?"; + mes "Wow, how did you obtain such a rare flower!!"; + next; + delitem 710,1; //Illusion_Flower + mes "[Lalo]"; + mes "Than you very much, aah... I feel like heaven is in front of my eyes."; + mes "What a wonderful feeling! I'm really happy!"; + } + //Bad Flowers + else if(countitem(712) > 0) { + cutin "job_bard_aiolo02",2; + mes "Eh? This is just a normal flower."; + mes "I like it... but it's not enough."; + next; + mes "[Lalo]"; + mes "You can get this flower from the girl in Prontera."; + mes "Please bring me a different flower."; + close2; + cutin "job_bard_aiolo02",255; + end; + } + else if(countitem(744) > 0) { + mes "Oh no, you brought a Bouquet?"; + mes "You can't bring me something like this."; + next; + mes "[Lalo]"; + mes "Go give this to a graduating Sage or something."; + mes "Since it's great as that kind of gift... Bring a different flower."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(countitem(745) > 0) { + cutin "job_bard_aiolo02",2; + mes "Oy oy... did you go to a wedding or something?"; + mes "What do you expect a guy to do with a Wedding Bouquet?"; + next; + mes "[Lalo]"; + mes "It's not me. Go give it to a lady or something."; + mes "This isn't the type of flower I wanted."; + close2; + cutin "job_bard_aiolo02",255; + end; + } + else if(countitem(2207) > 0) { + mes "Mmm... a Fancy Flower."; + mes "It's nice... but this isn't good enough."; + next; + mes "[Lalo]"; + mes "I like flowers that have a scent and are beautiful."; + mes "I don't like fake flowers that go on top of heads."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(countitem(1032) > 0) { + cutin "job_bard_aiolo02",2; + mes "...Agh, why'd you bring such a hideous thing?"; + mes "Are you thinking at all?"; + next; + mes "[Lalo]"; + mes "if you were trying to be funny, it was a good attempt..."; + mes "but bring a normal flower now."; + close2; + cutin "job_bard_aiolo02",255; + end; + } + else { + cutin "job_bard_aiolo02",2; + mes "Hmm? What... you didnt' bring anything."; + mes "Didn't I ask you to bring a flower?"; + next; + mes "[Lalo]"; + mes "Well... if you want to learn on your own, then so be it."; + mes "Anyone can just go out and sing."; + close2; + cutin "job_bard_aiolo02",255; + end; + } + next; + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "As I promised, I'll help you become a Bard."; + mes "But it's not easy my friend. Haha!"; + next; + mes "[Lalo]"; + mes "It is important to get to know a lot of people to learn how to sing."; + mes "You must also keep up with all the things going on in different villages..."; + next; + mes "[Lalo]"; + mes "There's a talking snowman in a town called Lutie."; + mes "Go there and bring back a present."; + next; + set BARD_Q,3; + changequest 3001,3002; + set xmas_npc,1; + mes "[Lalo]"; + mes "if you become friends with ^008800Jack Frost^000000, you will receive something."; + mes "And also talk to the townspeople while you're at it..."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if ((BARD_Q >= 3) || (BARD_Q <= 5)) { + if (BARD_Q == 3) { + if(xmas_npc > 10) { //this var is set in LUTIE.TXT + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "How was the trip? Did you meet a lot of people?"; + mes "You should have been able to learn something more important than a gift."; + next; + mes "[Lalo]"; + mes "Then, do you want to try singing...?"; + mes "I'll sing a short melody..."; + mes "and you try after."; + if(checkquest(3003) == -1) { + changequest 3002,3003; + } + next; + mes "[Lalo]"; + mes "Here I go."; + mes "Ehem *clears throat*"; + mes "1, 2, 3, 4"; + next; + } + else { + cutin "job_bard_aiolo01",2; + set xmas_npc,1; + mes "[Lalo]"; + mes "Eh, you still haven't become his friend?"; + mes "Talking will not be enough."; + next; + mes "[Lalo]"; + mes "if you become friends with ^008800Jack Frost^000000, you will receive something."; + mes "And talk with the village people, too..."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + } + else if (BARD_Q == 4) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Hmm... this time you can do better, right?"; + mes "Let's try again, you can do it."; + next; + mes "[Lalo]"; + mes "I'll sing one part..."; + mes "and you try it after."; + next; + mes "[Lalo]"; + mes "Here we go."; + mes "*Ehem*"; + mes "1, 2, 3, 4"; + next; + } + if (BARD_Q != 5) { + set .@bard_s, rand(1,5); + if (.@bard_s == 1) { + mes "^3377FFThere was a man^000000"; + mes "who was said to be immortal."; + mes "His name Jichfreid,"; + mes "Son of the hero Jichmunt."; + mes "The evil giant Papner,"; + mes "Turned into a dragon and ate him."; + next; + input .@Song$; + if (.@Song$ != "There was a man") + set .@w_point,.@w_point+1; + + mes "^3377FFThere was a man"; + mes "who was said to be immortal.^000000"; + mes "His name Jichfreid,"; + mes "Son of the hero Jichmunt."; + mes "The evil giant Papner,"; + mes "Turned into a dragon and ate him."; + next; + input .@Song$; + if (.@Song$ != "who was said to be immortal.") + set .@w_point,.@w_point+1; + + mes "^3377FFThere was a man"; + mes "who was said to be immortal."; + mes "His name Jichfreid,^000000"; + mes "Son of the hero Jichmunt."; + mes "The evil giant Papner,"; + mes "Turned into a dragon and ate him."; + next; + input .@Song$; + if (.@Song$ != "His name Jichfreid,") + set .@w_point,.@w_point+1; + + mes "^3377FFThere was a man"; + mes "who was said to be immortal."; + mes "His name Jichfreid,"; + mes "Son of the hero Jichmunt.^000000"; + mes "The evil giant Papner,"; + mes "Turned into a dragon and ate him."; + next; + input .@Song$; + if (.@Song$ != "Son of the hero Jichmunt.") + set .@w_point,.@w_point+1; + + mes "^3377FFThere was a man"; + mes "who was said to be immortal."; + mes "His name Jichfreid,"; + mes "Son of the hero Jichmunt."; + mes "The evil giant Papner,^000000"; + mes "Turned into a dragon and ate him."; + next; + input .@Song$; + if (.@Song$ != "The evil giant Papner,") + set .@w_point,.@w_point+1; + + mes "^3377FFThere was a man"; + mes "who was said to be immortal."; + mes "His name Jichfreid,"; + mes "Son of the hero Jichmunt."; + mes "The evil giant Papner,"; + mes "Turned into a dragon and ate him.^000000"; + next; + input .@Song$; + if (.@Song$ != "Turned into a dragon and ate him.") + set .@w_point,.@w_point+1; + } + else if (.@bard_s == 2) { + mes "^3377FFA Merchant without money or equipment,^000000"; + mes "a Merchant that couldn't sell anything."; + mes "But he was too proud to beg."; + mes "So he gathered some money selling items."; + mes "At first he only sold Red Potions."; + mes "Some say he sold Sweet Potatoes, too."; + next; + input .@Song$; + if (.@Song$ != "A Merchant without money or equipment,") + set .@w_point,.@w_point+1; + + mes "^3377FFA Merchant without money or equipment,"; + mes "a Merchant that couldn't sell anything.^000000"; + mes "But he was too proud to beg."; + mes "So he gathered some money selling items."; + mes "At first he only sold Red Potions."; + mes "Some say he sold Sweet Potatoes, too."; + next; + input .@Song$; + if (.@Song$ != "a Merchant that couldn't sell anything.") + set .@w_point,.@w_point+1; + + mes "^3377FFA Merchant without money or equipment,"; + mes "a Merchant that couldn't sell anything."; + mes "But he was too proud to beg.^000000"; + mes "So he gathered some money selling items."; + mes "At first he only sold Red Potions."; + mes "Some say he sold Sweet Potatoes, too."; + next; + input .@Song$; + if (.@Song$ != "But he was too proud to beg.") + set .@w_point,.@w_point+1; + + mes "^3377FFA Merchant without money or equipment,"; + mes "a Merchant that couldn't sell anything."; + mes "But he was too proud to beg."; + mes "So he gathered some money selling items.^000000"; + mes "At first he only sold Red Potions."; + mes "Some say he sold Sweet Potatoes, too."; + next; + input .@Song$; + if (.@Song$ != "So he gathered some money selling items.") + set .@w_point,.@w_point+1; + + mes "^3377FFA Merchant without money or equipment,"; + mes "a Merchant that couldn't sell anything."; + mes "But he was too proud to beg."; + mes "So he gathered some money selling items."; + mes "At first he only sold Red Potions.^000000"; + mes "Some say he sold Sweet Potatoes, too."; + next; + input .@Song$; + if (.@Song$ != "At first he only sold Red Potions.") + set .@w_point,.@w_point+1; + + mes "^3377FFA Merchant without money or equipment,"; + mes "a Merchant that couldn't sell anything."; + mes "But he was too proud to beg."; + mes "So he gathered some money selling items."; + mes "At first he only sold Red Potions."; + mes "Some say he sold Sweet Potatoes, too.^000000"; + next; + input .@Song$; + if (.@Song$ != "Some say he sold Sweet Potatoes, too.") + set .@w_point,.@w_point+1; + } + else if (.@bard_s == 3) { + mes "^3377FFAll Gods never age.^000000"; + mes "The ever so Beautiful Goddess Eden,"; + mes "Beautiful and graceful Goddess Eden,"; + mes "Odin's daughter-in-law and Bragi's wife."; + mes "Her sweet apples in her basket,"; + mes "All thanks to her sweet apples."; + next; + input .@Song$; + if (.@Song$ != "All Gods never age.") + set .@w_point,.@w_point+1; + + mes "^3377FFAll Gods never age."; + mes "The ever so Beautiful Goddess Eden,^000000"; + mes "Beautiful and graceful Goddess Eden,"; + mes "Odin's daughter-in-law and Bragi's wife."; + mes "Her sweet apples in her basket,"; + mes "All thanks to her sweet apples."; + next; + input .@Song$; + if (.@Song$ != "The ever so Beautiful Goddess Eden,") + set .@w_point,.@w_point+1; + + mes "^3377FFAll Gods never age."; + mes "The ever so Beautiful Goddess Eden,"; + mes "Beautiful and graceful Goddess Eden,^000000"; + mes "Odin's daughter-in-law and Bragi's wife."; + mes "Her sweet apples in her basket,"; + mes "All thanks to her sweet apples."; + next; + input .@Song$; + if (.@Song$ != "Beautiful and graceful Goddess Eden,") + set .@w_point,.@w_point+1; + + mes "^3377FFAll Gods never age."; + mes "The ever so Beautiful Goddess Eden,"; + mes "Beautiful and graceful Goddess Eden,"; + mes "Odin's daughter-in-law and Bragi's wife.^000000"; + mes "Her sweet apples in her basket,"; + mes "All thanks to her sweet apples."; + next; + input .@Song$; + if (.@Song$ != "Odin's daughter-in-law and Bragi's wife.") + set .@w_point,.@w_point+1; + + mes "^3377FFAll Gods never age."; + mes "The ever so Beautiful Goddess Eden,"; + mes "Beautiful and graceful Goddess Eden,"; + mes "Odin's daughter-in-law and Bragi's wife."; + mes "Her sweet apples in her basket,^000000"; + mes "All thanks to her sweet apples."; + next; + input .@Song$; + if (.@Song$ != "Her sweet apples in her basket,") + set .@w_point,.@w_point+1; + + mes "^3377FFAll Gods never age."; + mes "The ever so Beautiful Goddess Eden,"; + mes "Beautiful and graceful Goddess Eden,"; + mes "Odin's daughter-in-law and Bragi's wife."; + mes "Her sweet apples in her basket,"; + mes "All thanks to her sweet apples.^000000"; + next; + input .@Song$; + if (.@Song$ != "All thanks to her sweet apples.") + set .@w_point,.@w_point+1; + } + else if (.@bard_s == 4) { + mes "^3377FFBragi, Bragi,^000000"; + mes "Forever call the poets name."; + mes "My songs are his breath,"; + mes "My mind is his will,"; + mes "All wandering poets are his people,"; + mes "And all praise shall go to him."; + next; + input .@Song$; + if (.@Song$ != "Bragi, Bragi,") + set .@w_point,.@w_point+1; + + mes "^3377FFBragi, Bragi,"; + mes "Forever call the poets name.^000000"; + mes "My songs are his breath,"; + mes "My mind is his will,"; + mes "All wandering poets are his people,"; + mes "And all praise shall go to him."; + next; + input .@Song$; + if (.@Song$ != "Forever call the poets name.") + set .@w_point,.@w_point+1; + + mes "^3377FFBragi, Bragi,"; + mes "Forever call the poets name."; + mes "My songs are his breath,^000000"; + mes "My mind is his will,"; + mes "All wandering poets are his people,"; + mes "And all praise shall go to him."; + next; + input .@Song$; + if (.@Song$ != "My songs are his breath,") + set .@w_point,.@w_point+1; + + mes "^3377FFBragi, Bragi,"; + mes "Forever call the poets name."; + mes "My songs are his breath,"; + mes "My mind is his will,^000000"; + mes "All wandering poets are his people,"; + mes "And all praise shall go to him."; + next; + input .@Song$; + if (.@Song$ != "My mind is his will,") + set .@w_point,.@w_point+1; + + mes "^3377FFBragi, Bragi,"; + mes "Forever call the poets name."; + mes "My songs are his breath,"; + mes "My mind is his will,"; + mes "All wandering poets are his people,^000000"; + mes "And all praise shall go to him."; + next; + input .@Song$; + if (.@Song$ != "All wandering poets are his people,") + set .@w_point,.@w_point+1; + + mes "^3377FFBragi, Bragi,"; + mes "Forever call the poets name."; + mes "My songs are his breath,"; + mes "My mind is his will,"; + mes "All wandering poets are his people,"; + mes "And all praise shall go to him.^000000"; + next; + input .@Song$; + if (.@Song$ != "And all praise shall go to him.") + set .@w_point,.@w_point+1; + } + else { + mes "^3377FFLouder, louder, louder.^000000"; + mes "Give strength to the warriors!"; + mes "Shake the sky and roar through the land."; + mes "Make my heart pound again!"; + mes "Let the castle walls ring."; + mes "This day will never come again!"; + next; + input .@Song$; + if (.@Song$ != "Louder, louder, louder.") + set .@w_point,.@w_point+1; + + mes "^3377FFLouder, louder, louder."; + mes "Give strength to the warriors!^000000"; + mes "Shake the sky and roar through the land."; + mes "Make my heart pound again!"; + mes "Let the castle walls ring."; + mes "This day will never come again!"; + next; + input .@Song$; + if (.@Song$ != "Give strength to the warriors!") + set .@w_point,.@w_point+1; + + mes "^3377FFLouder, louder, louder."; + mes "Give strength to the warriors!"; + mes "Shake the sky and roar through the land.^000000"; + mes "Make my heart pound again!"; + mes "Let the castle walls ring."; + mes "This day will never come again!"; + next; + input .@Song$; + if (.@Song$ != "Shake the sky and roar through the land.") + set .@w_point,.@w_point+1; + + mes "^3377FFLouder, louder, louder."; + mes "Give strength to the warriors!"; + mes "Shake the sky and roar through the land."; + mes "Make my heart pound again!^000000"; + mes "Let the castle walls ring."; + mes "This day will never come again!"; + next; + input .@Song$; + if (.@Song$ != "Make my heart pound again!") + set .@w_point,.@w_point+1; + + mes "^3377FFLouder, louder, louder."; + mes "Give strength to the warriors!"; + mes "Shake the sky and roar through the land."; + mes "Make my heart pound again!"; + mes "Let the castle walls ring.^000000"; + mes "This day will never come again!"; + next; + input .@Song$; + if (.@Song$ != "Let the castle walls ring.") + set .@w_point,.@w_point+1; + + mes "^3377FFLouder, louder, louder."; + mes "Give strength to the warriors!"; + mes "Shake the sky and roar through the land."; + mes "Make my heart pound again!"; + mes "Let the castle walls ring."; + mes "This day will never come again!^000000"; + next; + input .@Song$; + if (.@Song$ != "This day will never come again!") + set .@w_point,.@w_point+1; + } + + if (.@w_point) { + cutin "job_bard_aiolo02",2; + mes "[Lalo]"; + mes "Oy, You got the lyrics wrong!"; + mes "Can't you even sing along..?"; + next; + mes "[Lalo]"; + mes "Your pronunciation is very unclear."; + mes "Do a better job next time."; + close2; + cutin "job_bard_aiolo02",255; + end; + } + mes "[Lalo]"; + mes ".........."; + next; + set BARD_Q,5; + mes "[Lalo]"; + mes "Wonderful! Finished it in one try!"; + mes "You can become a great Bard. "; + next; + mes "[Lalo]"; + mes "Mmm... So you will not become a Bard."; + mes "But I want to give you a souvenir..."; + next; + mes "[Lalo]"; + mes "Do you want to just change jobs now?"; + mes "Or do you want a present."; + next; + set .@selection,select("Just change my job please.:I'd be thankful for a present."); + } + if ((.@selection == 1) || (BARD_Q == 5)) { + if(SkillPoint) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Ah... Everything is good, but you still have some skill points left."; + mes "Go learn the rest of the skills and come back."; + next; + mes "[Lalo]"; + mes "And I am going to give you a small present..."; + mes "So bring some trunks."; + mes "It doesn't matter what kind, as long as they are 60 of the same kind..."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else { + switch(BARD_Q) { + case 5: + if(countitem(1019) > 59) callsub S_ChangeJob,1019,1901; + else if(countitem(1068) > 59) callsub S_ChangeJob,1068,1903; + else if(countitem(1067) > 59) callsub S_ChangeJob,1067,1903; + else if(countitem(1066) > 59) { + if(JobLevel > 49) callsub S_ChangeJob,1066,1910; + else callsub S_ChangeJob,1066,1905; + } + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Mmm? Seems like you haven't prepared all trunks the yet? "; + mes "Do you want to just change jobs anyways?"; + next; + if (select("Yes, just change my job already.:No, I'll go prepare them.") == 2) + break; + default: + completequest 3003; + callfunc "Job_Change",Job_Bard; + callfunc "F_ClearJobVar"; //clears all job variables for the current player + mes "[Lalo]"; + mes "Very well! Hope you sing happy enjoyable songs."; + mes "Live like the wind and the clouds!"; + next; + mes "[Lalo]"; + mes "See you again next time!"; + close2; + cutin "job_bard_aiolo01",255; + end; + } + } + } + changequest 3003,3004; + mes "[Lalo]"; + mes "Hmm... very well, bring some trunks."; + mes "It doesn't matter what kind, as long as they are 60 of the same kind..."; + next; + mes "[Lalo]"; + mes "I will give you a gift once you bring them."; + mes "Have a safe trip."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Whee~ whee~ whee~"; + close2; + cutin "job_bard_aiolo01",255; + end; + +S_ChangeJob: + completequest 3004; + callfunc "Job_Change",Job_Bard; + callfunc "F_ClearJobVar"; + mes "[Lalo]"; + mes "Good job. I will make you a job change souvenir with this."; + mes "Wait just a moment."; + next; + mes "[Lalo]"; + mes "^3355FFScrape Scrape Tang Tang^000000"; + mes "^3355FFSqueak Squeak Scratch Scratch^000000"; + delitem getarg(0),60; + getitem getarg(1),1; + next; + mes "[Lalo]"; + mes "Here you go, a souvenir. It is useful when you sing."; + mes "Hope you sing happy songs."; + next; + mes "[Lalo]"; + mes "See you next time!"; + close2; + cutin "job_bard_aiolo01",255; + end; +} + +//============================================================ +// Old changelog +//============================================================ +//= 07/06/05 : Added 1st Version. [Muad_Dib] +//= Converted to rAthena format by Dr.Evil +//= Info about gifts and other info --> http://www.ragnainfo.net/forums/viewtopic.php?t=51467&start=0 +//= 1.1 Optimized, changed some stuff, fixed some bugs [Lupus] +//= 1.1a minor song test fix [Lupus] +//= 1.2 Fixed wrong item ID, added missing commands [Lupus] +//= 1.3 Updated flower sub-quest according to official [Lupus] +//= 1.4 Changed priority for the gifts. Now you can win the 1st +//= prize, too. Added Izidor flower [Lupus] +//= 2.0 Changed numbers to constants. [Vicious] diff --git a/npc/jobs/2-2/crusader.txt b/npc/jobs/2-2/crusader.txt new file mode 100644 index 000000000..5f0cebf45 --- /dev/null +++ b/npc/jobs/2-2/crusader.txt @@ -0,0 +1,1485 @@ +//===== rAthena Script ======================================= +//= Crusader Quest +//===== By: ================================================== +//= Made by: Black Dragon +//= Converted by: Shin +//===== Current Version: ===================================== +//= 3.3 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job quest for Crusader classes +//===== Additional Comments: ================================= +//= 2.2 Updated All NPCs to the officials one [Samuray22] +//= -Based on the ASB 4.0 Package. +//=-Maybe need be checked the monsters in the test 2 and 4. +//= 2.3 Fixed some bugs that prevented from going further. [SinSloth] +//= 2.4 Updated NPC dialogs using Aegis 10.3 files. [L0ne_W0lf] +//= - Fixed logic error with job change reward for job 50 swordies. +//= - Completely redid the 1st and third tests. +//= - Optimized first four NPC scripts slightly. +//= - Temporary character variables "@" are now ".@" +//= - Fixed some indentation. +//= 2.5 Fixed some spelling and grammar in crusader quest. [L0ne_W0lf] +//= 2.6 Fixed bug (about totally blocked baby class), optimized, +//= made some NPC more unique names: Monster Summon#cr1 [Lupus] +//= 2.7 Fixed Some variables like ".@item", and changed to "@item". [Samuray22] +//= 2.8 Fixed a little minor bug. [Samuray22] +//= 2.9 Minor fixes, typos, an incorrect answer. Thanks to yyCC. [L0ne_W0lf] +//= 2.9a Deleted unused variables. [Samuray22] +//= 3.0 Updated waiting room. (Removes global var) [L0ne_W0lf] +//= 3.1 Adding Hermemton's changes. [L0ne_W0lf] +//= 3.2 Added Quest Log commands. [Kisuka] +//= 3.3 Removed the need for use of 'goto.' [L0ne_W0lf] +//============================================================ + + +//=============== Senior Crusader: 1st Collect Items Test============================ +prt_castle,45,169,5 script Senior Crusader 752,{ + mes "[Michael Halig]"; + if (Upper == 1) { //the baby classes were totally blocked... due to missing == 1 + mes "Go and train yourself in preparation for the holy war that is coming. Victory will be in the hands of those who are most ready to receive it."; + next; + mes "[Michael Halig]"; + mes "You don't belong here, my friend."; + mes "Be advised to continue practicing yourself."; + close; + } + else if(BaseJob != Job_Swordman) { + if(BaseJob == Job_Crusader) { + mes "Go and train yourself in preparation for the holy war that is coming. Victory will be in the hands of those who are most ready to receive it."; + next; + mes "[Michael Halig]"; + mes "Chaos will one day arise to challenge our principles of peace, justice and order. Until we have eliminated evil and created our ideal world, we must not cease training."; + close; + } + else if(BaseJob == Job_Novice) { + mes "We are Crusaders,"; + mes "warriors preparing"; + mes "to fight in the Holy War."; + next; + mes "[Michael Halig]"; + mes "If you wish to join us, you must first learn the Swordsman discipline and train yourself thoroughly..."; + close; + } + mes "We are Crusaders,"; + mes "warriors preparing"; + mes "to fight in the Holy War."; + next; + mes "[Michael Halig]"; + mes "As it happened one thousand years ago, evil forces will one day attack in droves in an attempt to take over the world once again."; + close; + } + else if(CRUS_Q <= 3 && countitem(1004) && countitem(1009)) { + mes "Ah..."; + mes "I see that you have been called to become a Crusader. We are assured of your will, but now we must test your capabilities."; + next; + mes "[Michael Halig]"; + mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first."; + next; + delitem 1004, 1; + delitem 1009, 1; + set CRUS_Q,4; + mes "[Michael Halig]"; + mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests..."; + close; + } + else if(CRUS_Q == 0) { + mes "We are Crusaders, warriors preparing for the Holy War."; + mes "What brings you"; + mes "to this place?"; + next; + if (select("I want to prepare for the Holy War!:Nothing in particular.") == 1) { + mes "[Michael Halig]"; + mes "You wish to become"; + mes "a Crusader...?"; + mes "Joining us is not as"; + mes "easy as it sounds."; + next; + mes "[Michael Halig]"; + mes "I am Michael Halig. I am one of but many Crusaders preparing for the Holy War. We continuously train ourselves with sincere faith and endless loyalty."; + next; + mes "[Michael Halig]"; + mes "We recruit Swordsmen that express exceptional faith, or those who were born as warriors"; + mes "by Odin's will."; + next; + mes "[Michael Halig]"; + mes "Possessing the ^3355FFChivalry Emblem^000000 and ^3355FFHand of God^000000 is seen as a sign that you have been called to become a Crusader."; + next; + mes "[Michael Halig]"; + mes "After obtaining those items and passing our tests, you too, can become a Crusader."; + next; + mes "[Michael Halig]"; + mes "I don't know what type of person you are right now though. But"; + mes "I shall test you if you desire. Are you willing to endure these tests in preparation for the Holy War?"; + next; + if (select("Yes, I do.:I'd like to think about it.") == 1) { + if(JobLevel < 40) { + mes "[Michael Halig]"; + mes "Wait..."; + mes "You're not ready yet."; + mes "You need to be at least"; + mes "Job Level 40 to become"; + mes "a Crusader."; + next; + mes "[Michael Halig]"; + mes "Train yourself more as a Swordsman and wait for your calling. I understand your intent, but as of now, you cannot join us."; + close; + } + if (Skillpoint) { + mes "[Michael Halig]"; + mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me."; + close; + } + mes "[Michael Halig]"; + mes "Then..."; + mes "I shall test you to see if you are fit to become a Crusader."; + next; + mes "[Michael Halig]"; + mes "Your name is"; + mes "" + strcharinfo(0) + "...?"; + mes "Let's see..."; + next; + if (countitem(1004) && countitem(1009)) { + mes "[Michael Halig]"; + mes "Ah..."; + mes "I see that you have been called to become a Crusader. We are assured of your will, but now we must test your capabilities."; + next; + mes "[Michael Halig]"; + mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first."; + next; + delitem 1004, 1; + delitem 1009, 1; + set CRUS_Q,4; + setquest 3009; + mes "[Michael Halig]"; + mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests..."; + close; + } + mes "[Michael Halig]"; + mes "Mmm. I can't discern whether or not you have the heart to become a Crusader. However, if you have the will and put forth the effort, you may have what it takes."; + next; + mes "[Michael Halig]"; + mes "Now..."; + mes "This is my test for you. Bring me the following items and prove your determination to me."; + next; + mes "[Michael Halig]"; + set .@cru_m1,rand(1,3); + if(.@cru_m1 == 1) { + set CRUS_Q, 1; + setquest 3006; + mes "10 ^3355FF"+getitemname(957)+"^000000"; + mes "10 ^3355FF"+getitemname(959)+"^000000"; + mes "10 ^3355FF"+getitemname(1099)+"^000000"; + mes "10 ^3355FF"+getitemname(901)+"^000000"; + next; + } + else if(.@cru_m1 == 2) { + set CRUS_Q, 2; + setquest 3007; + mes "10 ^3355FF"+getitemname(932)+"^000000"; + mes "10 ^3355FF"+getitemname(1043)+"^000000"; + mes "10 ^3355FF"+getitemname(1098)+"^000000"; + mes "10 ^3355FF"+getitemname(1094)+"^000000"; + next; + } + else { + set CRUS_Q, 3; + setquest 3008; + mes "10 ^3355FF"+getitemname(958)+"^000000"; + mes "10 ^3355FF"+getitemname(930)+"^000000"; + mes "10 ^3355FF"+getitemname(1041)+"^000000"; + mes "10 ^3355FF"+getitemname(1062)+"^000000"; + next; + } + mes "[Michael Halig]"; + mes "Show me the strength of your will by gathering these items. If you prove successful, you will progress to the next test. May Odin protect you."; + close; + } + mes "[Michael Halig]"; + mes "Nobody knows when the Holy War will come. We must prepare in advance and cannot afford to slacken"; + mes "our training."; + next; + mes "[Michael Halig]"; + mes "If you feel that participating in the Holy War is your calling, please come back right away and take the test to become"; + mes "a Crusader."; + close; + } + mes "[Michael Halig]"; + if (sex) mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin."; + else mes "As a woman of the sword, you must train diligently and constantly. Prepare yourself, for no one knows when the Holy War may be coming."; + close; + } + else if(CRUS_Q >= 1 && CRUS_Q <= 3) { + mes "Have you proven your determination with the task I have given you, or do you possess the items proving that you have received your calling?"; + next; + switch(CRUS_Q) { + case 1: + set @item1, 957; + set @item2, 959; + set @item3, 1099; + set @item4, 901; + break; + Case 2: + set @item1, 932; + set @item2, 1043; + set @item3, 1098; + set @item4, 1094; + break; + Case 3: + set @item1, 958; + set @item2, 930; + set @item3, 1041; + set @item4, 1062; + break; + } + if (countitem(@item1) > 9 && countitem(@item2) > 9 && countitem(@item3) > 9 && countitem(@item4) > 9) { + mes "[Michael Halig]"; + mes "Ah, well done."; + mes "I must acknowledge your efforts and determination. You may now proceed to take the next test."; + next; + mes "[Michael Halig]"; + mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first."; + next; + delitem @item1, 10; + delitem @item2, 10; + delitem @item3, 10; + delitem @item4, 10; + set CRUS_Q, 4; + if(checkquest(3006) != -1) { + changequest 3006,3009; + } + else if(checkquest(3007) != -1) { + changequest 3007,3009; + } + else { + changequest 3008,3009; + } + mes "[Michael Halig]"; + mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests..."; + close; + } + mes "[Michael Halig]"; + mes "Ah, you still have not completed the task I have given to you. Bring me the following items, and prove your will to become a Crusader to me..."; + next; + mes "[Michael Halig]"; + mes "10 ^3355FF"+getitemname(@item1)+"^000000"; + mes "10 ^3355FF"+getitemname(@item2)+"^000000"; + mes "10 ^3355FF"+getitemname(@item3)+"^000000"; + mes "10 ^3355FF"+getitemname(@item4)+"^000000"; + next; + mes "[Michael Halig]"; + mes "If you put forth the effort, you'll be able to accomplish this task. May Odin protect you on your journeys."; + close; + } + else if(CRUS_Q == 10) { + if(SkillPoint) { + mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me."; + close; + } + mes "Congratulations on completing all of your tests. You are truly worthy of fighting alongside side us in the Holy War as a Crusader."; + next; + mes "[Michael Halig]"; + mes "Together, let us ready ourselves and be victorious over evil and tyranny!"; + next; + set .@Joblevel,JobLevel; + completequest 3015; + callfunc "Job_Change",Job_Crusader; + callfunc "F_ClearJobVar"; //clears all job variables for the current player + mes "[Michael Halig]"; + mes "Behold...!"; + mes "You are now a Crusader!"; + mes "When the Holy War comes, we shall fight side by side against the forces of evil."; + next; + mes "[Michael Halig]"; + mes "Now you are"; + mes "one of us!"; + if (sex) mes "...Brother."; + else mes "...Comrade."; + next; + if(.@JobLevel != 50) getitem 504, 6; + else getitem 504, 12; + mes "[Michael Halig]"; + mes "And use this in times of dire peril. It will give you strength when your wounds are most grievous."; + next; + mes "[Michael Halig]"; + mes "Never forget that the Holy War is approaching. We must be prepare for the inevitable tide of evil that will sweep this world. Now, go forth and fight for the principles of freedom and justice!"; + close; + } + mes "It seems that you have not yet completed all of the testing. You will not be ready to become a Crusader until you have completed the tests set before you."; + next; + mes "[Michael Halig]"; + mes "Return to me when you have completed all of your tests. When you finally prove eligible, you will join the proud ranks of the mighty Crusaders."; + close; +} + +//===================== Suffering Man: 2nd Endurance Test =============================================== +prt_castle,164,32,1 script Man in Anguish 733,{ + mes "[Murnak Mijoul]"; + if(BaseJob != Job_Swordman) { + if (BaseJob == Job_Crusader) { + mes "Don't linger around in a place like this and forge your own path towards discovering your own strengths. The day that we will join hands in battle will come soon."; + close; + } + else if(BaseJob == Job_Novice) { + mes "A Novice...?"; + mes "So green, and yet,"; + mes "so much potential."; + next; + mes "[Murnak Mijoul]"; + mes "Let me assure you that I'm no criminal. I'm here merely to train myself. Perhaps as you become stronger, you will understand."; + close; + } + mes "Hm. You have no business in a place like this. Please leave, and do not interrupt my training."; + close; + } + else if(CRUS_Q >= 0 && CRUS_Q <= 3) { + mes "What do you want...?"; + mes "If you have no business here,"; + mes "then please leave. A tranquil state of mind is essential in self training..."; + next; + mes "[Murnak Mijoul]"; + mes "I wish to improve the sense of serenity in my heart in preparation for the Holy War that is to come. So please, do not disturb me."; + close; + } + else if(CRUS_Q == 4) { + mes "What is it...?"; + mes "Do you have business"; + if (sex) mes "with me, man of the sword?"; + else mes "with me, woman of the sword?"; + next; + if (select("I'd like to take the Crusader test.:Nothing.") == 1) { + mes "[Murnak Mijoul]"; + mes "You wish to become a Crusader...? Hm, fighting in the Holy War is an admirable goal we may both share."; + next; + mes "[Murnak Mijoul]"; + mes "Your name is"; + mes "" + strcharinfo(0) + "...?"; + mes "Let me take"; + mes "a look at your face."; + next; + if(getequipid(7) != 2608 && getequipid(8) != 2608) { + mes "[Murnak Mijoul]"; + mes "Hmm. You wish to become a Crusader, but do not wear a Rosary? I have no business with you if you cannot uphold our customs."; + close; + } + mes "[Murnak Mijoul]"; + mes "Hmm..."; + mes "You seem so-so, but also young and ambitious. Ambition may work against you if it is not tempered with patience."; + next; + mes "[Murnak Mijoul]"; + mes "Don't give me a reason to doubt you, and show me your patience. You must endure my test with your patience if you wish to become a Crusader."; + next; + mes "[Murnak Mijoul]"; + mes "You may take my test right away. It's actually quite simple. All you must do is walk to the end of the corridor."; + next; + mes "[Murnak Mijoul]"; + mes "But..."; + mes "You must keep one thing in mind. Under no condition are you allowed to kill the monsters."; + next; + set CRUS_Q,5; + changequest 3009,3010; + mes "[Murnak Mijoul]"; + mes "Well then..."; + mes "Good luck."; + close2; + warp "job_cru",98,40; + end; + } + mes "[Murnak Mijoul]"; + mes "You seem to have a lot of time on your hands. Why don't you do something more productive, like pick Jellopy off the streets or something?"; + close; + } + else if(CRUS_Q == 5) { + mes "What is it...?"; + mes "You're the Swordman from before. What happened, did you fail?"; + next; + if (select("Let me retake the test.:What kind of test was that?!") == 1) { + mes "[Murnak Mijoul]"; + mes "I'll let you retake the test as much as you like. But if you continuously fail, there's an inherent problem with your"; + mes "state of mind."; + next; + if(getequipid(7) != 2608 && getequipid(8) != 2608) { + mes "[Murnak Mijoul]"; + mes "Wait..."; + mes "Where have you left your Rosary? You can't let that lie around just anywhere. We are supposed to be warriors of holiness."; + next; + mes "[Murnak Mijoul]"; + mes "Carelessly losing things is an attitude for mere Swordsmen. If you really want to retake the test, you must respect the Crusader traditions."; + close; + } + mes "[Murnak Mijoul]"; + mes "Your problem is your habit of hitting monsters the moment you see one. You must develop your patience and endurance."; + next; + mes "[Murnak Mijoul]"; + mes "Just focus..."; + mes "Your only goal is to walk from one end of the corridor to the other. It's simple when you think"; + mes "about it."; + next; + mes "[Murnak Mijoul]"; + mes "No matter what you do, do not kill any of the monsters. This time, think carefully before you draw your sword."; + next; + set CRUS_Q,5; + mes "[Murnak Mijoul]"; + mes "Well then..."; + mes "Good luck."; + close2; + warp "job_cru",98,40; + } + mes "[Murnak Mijoul]"; + mes "Who are you to say that you don't like my test? With that kind of attitude, you'll never become a Crusader."; + next; + mes "[Murnak Mijoul]"; + mes "I can understand if you are easily frustrated, but you must overcome your frustration to pass this test."; + close; + } + else if(CRUS_Q == 6) { + mes "Hmm, seems like you did well. It shouldn't have been too hard. You no longer have any business"; + mes "with me."; + next; + mes "[Murnak Mijoul]"; + mes "For your next test, go look for Gabriel Valentine in the Prontera Sanctuary. Well then, I'll see you around."; + close; + } + mes "Hmmm..."; + mes "You still have tests to complete if you want to become a Crusader, don't you?"; + close; +} + +//===================== Gabriel Valentine: 3rd Knowledge Test ================================= +prt_church,95,127,3 script Crusader 745,{ + mes "[Gabriel Valentine]"; + if(BaseJob != Job_Swordman) { + if (BaseJob == Job_Crusader) { + mes "Welcome, fellow Crusader."; + mes "How is your training"; + mes "coming along?"; + next; + mes "[Gabriel Valentine]"; + mes "You must not forget to train everyday, and prepare for the day the Holy War will come upon us."; + close; + } + else if(BaseJob == Job_Novice) { + mes "Welcome, I am a Crusader."; + mes "I am preparing for the"; + mes "foretold Holy War"; + mes "that is to come."; + next; + mes "[Gabriel Valentine]"; + mes "If you are interested in becoming a Crusader, you must train first as a Swordman. Come and visit us again when you believe that you have learned enough as a Swordman..."; + next; + mes "[Gabriel Valentine]"; + mes "We are located in the Prontera Central Palace, so if you have time, it wouldn't hurt to stop by."; + close; + } + mes "Welcome, we are Crusaders."; + mes "We are preparing for the"; + mes "foretold Holy War"; + mes "that is to come."; + next; + mes "[Gabriel Valentine]"; + mes "I hope you will train yourself in preparation for the future as well."; + close; + } + else if(CRUS_Q == 0) { + mes "Welcome. We are Crusaders."; + mes "We are preparing for the"; + mes "foretold Holy War"; + mes "that is to come."; + next; + mes "[Gabriel Valentine]"; + mes "If you would like to become a Crusader, please speak with our leader in the Prontera Central Palace."; + close; + } + else if((CRUS_Q == 6) || (CRUS_Q == 7)) { + if(CRUS_Q == 6) { + mes "Welcome."; + mes "Did you do well"; + mes "on those painful tests?"; + mes "I will be conducting your next test."; + next; + mes "[Gabriel Valentine]"; + mes "My name is Gabriel Valentine. I, too, am preparing for the Holy War. For the time being, I act as guard for this church."; + next; + mes "[Gabriel Valentine]"; + mes "I will test to see if you have acquired the knowledge that is necessary to become a Crusader."; + mes "We can't very well win the Holy War just by swinging a sword."; + next; + mes "[Gabriel Valentine]"; + mes "I will give"; + mes "you 10 questions."; + mes "Answer them correctly."; + next; + } + else if(CRUS_Q == 7) { + mes "Welcome back~"; + mes "Did you prepare"; + mes "well for this test?"; + mes "Let's try again,"; + mes "shall we...?"; + next; + mes "[Gabriel Valentine]"; + mes "Once again, I'm going"; + mes "to give you 10 questions"; + mes "Listen carefully, and"; + mes "choose the correct answer."; + next; + } + set .@cru_m,rand(1,3); + if (.@cru_m == 1) { + mes "[Gabriel Valentine]"; + mes "1. Which attribute is the most effective in atttacking the Undead?"; + next; + if (select("Neutral:Earth:Undead:Holy") == 4) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "2. If the monster is a Level 2 Undead, how much more damage does a Holy attack do compared to Fire?"; + next; + if (select("25 %:50 %:75 %:100 %") == 1) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "3. What item can you not get from an Evil Druid?"; + next; + if (select("Monk Hat:Yggdrasil leaf:White Herb:Amulet ") == 1) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "4. Which Undead monster"; + mes "has the highest HP?"; + next; + if (select("Ghoul:Skeleton Prisoner:Wraith:Zombie Prisoner") == 4) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "5. Which of the following monsters is a different size than the others?"; + next; + if (select("Wraith:Khalitzburg:Drake:Evil Druid") == 3) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "6. Which card grants you tolerance to Undead property attacks?"; + next; + if (select("Orc Skeleton Card:Orc Zombie Card:Ghoul Card:Skel Worker Card") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "7. What was the relationship between Munak and Bongun before they passed away?"; + next; + if (select("Big Brother and Little Sister:Childhood friends in the same village:Stepbrother and sister:Complete strangers") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "8. Which of the following monsters is not aggressive?"; + next; + if (select("Soldier Skeleton:Orc Skeleton:Skeleton:Skel Worker") == 3) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "9. What is the name of the shield in which a Munak Card has been inserted?"; + next; + if (select("Atomic Shield:Amulet Shield:Hypnotic Shield:Homeroth Shield") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "10. Which of the following monsters does not drop Memento?"; + next; + if (select("Munak:Ghoul:Mummy:Soldier Skeleton") == 1) + set .@cru_t,.@cru_t+10; + } + else if (.@cru_m == 2) { + mes "[Gabriel Valentine]"; + mes "1. Which of the following monsters is a different attribute than the others?"; + next; + if (select("Carat:Wind Ghost:Isis:Wanderer") == 3) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "2. Which sword is effective in attacking Demon monsters?"; + next; + if (select("Decussate Tsurugi:Hollowed Tsurugi:Damned Tsurugi:Drowsy Tsurugi") == 1) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "3. Which item is NOT dropped by Dokebi?"; + next; + if (select("Rough Elunium:Golden Hammer:Sword Mace:Mighty Staff") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "4. Which Demon monster has the most HP?"; + next; + if (select("Giearth:Magnolia:Dokebi:Marionette") == 4) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "5. Which Demon monster is a different size than the others?"; + next; + if (select("Ghostring:Whisper:Deviruchi:Baphomet Junior") == 1) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "6. Which shield reduces damage inflicted by Demon monsters?"; + next; + if (select("Satanic Shield:Shield from Hell:Amulet Shield:Excellent Shield") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "7. Which attribute is the most effective on the Wind Ghost?"; + next; + if (select("Water:Earth:Fire:Wind") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "8. Which monster is different from the other Demon monsters?"; + next; + if (select("Sohee:Isis:Dokebi:Whisper") == 4) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "9. What effect does the Marionette Card have?"; + next; + if (select("Increase defense against Shadow attacks by 30 %:Increase defense against poison attacks by 30 %:Increase defense against Ghost attacks by 30 %:Increase defense against Neutral attacks by 30 %") == 3) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "10. Which of the following is an effective way to react when encountering a demon monster?"; + next; + if (select("Scream, 'Evil one, go away!':Offer your soul and get a deal.:Put Holy Water on a weapon and attack.:Put on a Deviruchi hat.") == 3) + set .@cru_t,.@cru_t+10; + } + else { + mes "[Gabriel Valentine]"; + mes "1. What level of 'Divine Protection' do you need to learn 'Demon Bane?'"; + next; + if (select("Level 1:Level 2:Level 3:Level 4") == 3) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "2. If your INT is 30, including INT bonuses from quipment, at level 55, how much HP does Level 5 Heal recover?"; + next; + if (select("396:440:484:528") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "3. With Level 7 Divine Protection, by how much is your defense against the Undead increased?"; + next; + if (select("21:22:23:24") == 1) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "4. Which of the following spears can attack Nightmare, which is endowed with the Ghost attribute?"; + next; + if (select("Lance:Bill Guisarme:Cresent scythe:Zephyrus") == 4) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "5. What level of 'Heal' do you need to learn 'Cure?'"; + next; + if (select("Level 1:Level 2:Level 3:Level 4") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "6. What is the attack speed when Level 3 Cavalier Mastery is learned?"; + next; + if (select("70 % of normal speed:80 % of normal speed:90 % of normal speed:100 % of normal speed") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "7. Which of the following is not correct of the Demon Bane skill?"; + next; + if (select("Increase attack on Undead:Only Acolytes can learn the skill:When mastered, + 30 increase:Passive Skill") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "8. How much SP does Level 7 Heal use?"; + next; + if (select("30:31:33:35") == 2) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "9. What status cannot be"; + mes "cured with the Cure skill?"; + next; + if (select("Curse:Silence:Chaos:Blind") == 1) + set .@cru_t,.@cru_t+10; + + mes "[Gabriel Valentine]"; + mes "10. What best describes a Crusader?"; + next; + if (select("One preparing for matrimony.:One preparing for the Holy War.:One preparing consummation.:One preparing potions.") == 2) + set .@cru_t,.@cru_t+10; + + } + mes "[Gabriel Valentine]"; + mes "Good work~"; + mes "Well, first let me"; + mes "look at your results."; + next; + mes "[Gabriel Valentine]"; + mes " " + strcharinfo(0) + "'s score"; + mes "is " + .@cru_t + " points..."; + if(.@cru_t == 100) { + set CRUS_Q, 8; + changequest 3011,3013; + mes "Superb! Now, it's time for"; + mes "you to take the next test."; + next; + mes "[Gabriel Valentine]"; + mes "Go to Prontera Castle"; + mes "and meet Bliant Piyord."; + mes "I will inform him that"; + mes "he will be testing you next."; + close; + } + else if(.@cru_t == 90) { + set CRUS_Q, 8; + changequest 3011,3013; + mes "Well done~ Now, it's time for"; + mes "you to take the next test."; + next; + mes "[Gabriel Valentine]"; + mes "Go to Prontera Castle"; + mes "and meet Bliant Piyord."; + mes "I will inform him that"; + mes "he will be testing you next."; + close; + } + else if (.@cru_t == 80 && CRUS_Q == 7) { + set CRUS_Q,8; + changequest 3011,3013; + mes "Seems like you prepared a lot so I'll let you pass this time."; + mes "Hurry now and go take the next test."; + next; + mes "[Gabriel Valentine]"; + mes "Go to the Prontera Castle and meet Bliant Piyord."; + mes "I will inform him to prepare the next test."; + close; + } + set CRUS_Q,7; + if(checkquest(3011) != -1) { + changequest 3011,3012; + } + mes "Hmmm... What a pity."; + mes "Go study some more and"; + mes "take this test again, okay?"; + next; + mes "[Gabriel Valentine]"; + mes "Don't stress, you need to know a lot in order to pass this test. In any case, I'll be waiting right here. When you think you're ready, come back, alright?"; + close; + } + else if(CRUS_Q == 8 || CRUS_Q == 9) { + mes "Like I mentioned before, you should go to Prontera Castle and meet with Bliant Piyord to take your next test. Good luck, and become a Crusder soon, alright?"; + close; + } + else if(CRUS_Q == 10) { + mes "What are you still doing here? You've already completed all the tests. Go talk to our leader, you're pretty much ready to become a Crusader now."; + next; + mes "[Gabriel Valentine]"; + mes "You will soon join us in our preparations for the Holy War. Continue to live with faith after becoming a Crusader."; + close; + } + mes "Mmm...?"; + mes "It seems that you're"; + mes "an aspiring Crusader..."; + mes "But, it's not my turn"; + mes "to test you quite yet."; + next; + mes "[Gabriel Valentine]"; + mes "Finish those other tests,"; + mes "and come to me once you're"; + mes "instructed. Until then,"; + mes "I'll see you later~"; + close; +} + +//===================== Crusader: 4th Purification Test ===================================================== +prt_castle,35,151,5 script Patron Knight 751,{ + mes "[Bliant Piyord]"; + mes "Welcome."; + if(BaseJob != Job_Swordman) { + if(BaseJob == Job_Crusader) { + mes "How goes"; + mes "your training?"; + next; + mes "[Bliant Piyord]"; + mes "Develop your faith. From faith springs strength and discipline. Day after day, train yourself and become a great Crusader."; + close; + } + else if(BaseJob == Job_Novice) { + mes "We are Crusaders,"; + mes "warriors of holiness preparing for the great Holy War that is to come."; + next; + mes "[Bliant Piyord]"; + mes "Are you interested"; + mes "in becoming a Crusader?"; + mes "We are always waiting"; + mes "for more capable men and"; + mes "women to join our ranks."; + next; + mes "[Bliant Piyord]"; + mes "Train as a Swordsman and come to us when you think you are ready. If you have been called by Odin to become a Crusader, that would be even better."; + close; + } + mes "We are Crusaders,"; + mes "warriors of holiness preparing for the great Holy War that is to come."; + next; + mes "[Bliant Piyord]"; + mes "Even in these relatively peaceful times, our training is ceaseless. We must be ready for the day with the tides of darkness shall rush against mankind..."; + close; + } + else if(CRUS_Q == 0) { + mes "We are Crusaders,"; + mes "warriors of holiness preparing for the great Holy War that is to come."; + next; + mes "[Bliant Piyord]"; + mes "Are you interested"; + mes "in becoming a Crusader?"; + mes "We are always waiting"; + mes "for more capable men and"; + mes "women to join our ranks."; + next; + mes "[Bliant Piyord]"; + mes "To become a Crusader, you must train until you are Job Level 40. For more details, please speak with our leader inside."; + next; + mes "[Bliant Piyord]"; + mes "May Odin"; + mes "be with you..."; + close; + } + else if(CRUS_Q == 8 || CRUS_Q == 9) { + if (CRUS_Q == 8) { + mes "It's nice"; + mes "to meet you."; + mes "It is now time"; + mes "for your final test."; + next; + mes "[Bliant Piyord]"; + mes "My name is Bliant Piyord and I too, am preparing for the Holy War. It must've been quite a hassle to come all this way."; + next; + mes "[Bliant Piyord]"; + mes "This test will gauge your skills in battle. Only those with great fighting ability can become Crusaders."; + next; + mes "[Bliant Piyord]"; + mes "To take the battle test, bring"; + mes "1 ^3355FFHoly Water^000000. This will be used to purify you prior to taking the test."; + if(checkquest(3013) != -1) { + changequest 3013,3014; + } + next; + mes "[Bliant Piyord]"; + mes "Well then..."; + mes "Shall we"; + mes "begin right away?"; + mes "Or do you need time"; + mes "to prepare yourself?"; + } + else { + mes "Are you prepared"; + mes "for the test now?"; + next; + mes "[Bliant Piyord]"; + mes "Would you like to begin now, or do you still need time to make preparations?"; + } + next; + if (select("I would like to begin.:Give me some time to prepare.") == 1) { + if(getequipid(7) != 2608 && getequipid(8) != 2608) { + mes "[Bliant Piyord]"; + mes "Just a second, you do not have a Rosary equipped. As a Crusader, you must always have a Rosary on your person."; + next; + mes "[Bliant Piyord]"; + mes "Come back and take"; + mes "the test after you"; + mes "have a Rosary."; + close; + } + else if(countitem(523) < 1) { + mes "[Bliant Piyord]"; + mes "For the battle test, please prepare one ^3355FFHoly water^000000."; + mes "I told you just to purify the candidates."; + next; + mes "[Bliant Piyord]"; + mes "Get prepares and come back to here."; + mes "I will wait for you."; + close; + } + delitem 523, 1; //Holy Water + mes "[Bliant Piyord]"; + mes "Then, I'll start"; + mes "the test. You will"; + mes "be purified with the"; + mes "Holy Water you prepared."; + next; + mes "[Bliant Piyord]"; + mes "..............."; + next; + mes "[Bliant Piyord]"; + mes "Let's begin."; + mes "Go and enter"; + mes "the waiting room."; + mes "Defeat the monsters"; + mes "that appear in"; + mes "the 4 stages."; + close2; + warp "job_cru",24,169; + end; + } + mes "[Bliant Piyord]"; + mes "Prepare 1 ^3355FFHoly Water^000000 to take the battle test. As I've said, it will be used to purify you prior to taking the test."; + next; + mes "[Bliant Piyord]"; + mes "Come back and take"; + mes "the test after you"; + mes "have prepared"; + mes "1 Holy Water."; + mes "I shall be"; + mes "waiting."; + close; + } + else if(CRUS_Q == 10) { + mes "Congratulations."; + mes "You have completed"; + mes "all the tests to"; + mes "become a Crusader."; + next; + mes "[Bliant Piyord]"; + mes "Go talk to our"; + mes "leader inside."; + mes "We welcome you into"; + mes "the ranks of those"; + mes "preparing for the"; + mes "coming Holy War."; + close; + } + mes "Are you not one of the ones in the process of becoming a Crusader?"; + next; + mes "[Bliant Piyord]"; + mes "It's not your turn"; + mes "to take my test yet."; + mes "Come back after taking"; + mes "all the other tests."; + next; + mes "[Bliant Piyord]"; + mes "I'll see you soon."; + mes "May Odin's blessings"; + mes "be with you."; + close; +} + + + +//=== Actual tests ======================================== +//=== Endurance Test ====================================== +job_cru,1,1,1 script Summoner#cr1 -1,{ +OnTimer300000: + donpcevent "Summoner#cr1::OnReset"; + end; + +OnTimer300500: + donpcevent "Summoner#cr1::OnEnd"; + end; + +OnTimer301000: + donpcevent "Summoner#cr1::OnStart"; + stopnpctimer; + end; + +OnInit: + enablenpc "Summoner#cr1"; + monster "job_cru",94,45,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",94,55,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",94,65,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",94,75,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",94,85,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",94,95,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,45,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,55,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,65,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,75,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,85,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,95,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + initnpctimer; + end; + +OnStart: + enablenpc "Summoner#cr1"; + monster "job_cru",94,45,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",94,55,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",94,65,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",94,75,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",94,85,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",94,95,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,45,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,55,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,65,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,75,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,85,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + monster "job_cru",101,95,"Mandragora",1020,1,"Summoner#cr1::OnDead"; + initnpctimer; + end; + +OnReset: + killmonster "job_cru","Summoner#cr1::OnDead"; + end; + +OnEnd: + disablenpc "Summoner#cr1"; + end; + +OnDead: + warp "prt_fild05",353,251; + end; +} + +job_cru,1,2,1 script Summoner#cr2 -1,{ +OnTimer345000: + donpcevent "Summoner#cr2::OnReset"; + end; + +OnTimer345500: + donpcevent "Summoner#cr2::OnEnd"; + end; + +OnTimer346000: + donpcevent "Summoner#cr2::OnStart"; + stopnpctimer; + end; + +OnInit: + enablenpc "Summoner#cr2"; + monster "job_cru",98,50,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",92,60,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",104,60,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",98,70,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",92,80,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",104,90,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",98,90,"Flora",1118,1,"Summoner#cr2::OnDead"; + initnpctimer; + end; + +OnStart: + enablenpc "Summoner#cr2"; + monster "job_cru",98,50,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",92,60,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",104,60,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",98,70,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",92,80,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",104,90,"Flora",1118,1,"Summoner#cr2::OnDead"; + monster "job_cru",98,90,"Flora",1118,1,"Summoner#cr2::OnDead"; + initnpctimer; + end; + +OnReset: + killmonster "job_cru","Summoner#cr2::OnDead"; + end; + +OnEnd: + disablenpc "Summoner#cr2"; + end; + +OnDead: + warp "prt_fild05",353,251; + end; +} + +job_cru,1,3,1 script Summoner#cr3 -1,{ +OnTimer345000: + donpcevent "Summoner#cr3::OnReset"; + end; + +OnTimer345500: + donpcevent "Summoner#cr3::OnEnd"; + end; + +OnTimer346000: + donpcevent "Summoner#cr3::OnStart"; + stopnpctimer; + end; + +OnInit: + enablenpc "Summoner#cr3"; + monster "job_cru",92,50,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",104,50,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,50,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",92,70,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",104,70,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,80,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",92,90,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",104,90,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + Initnpctimer; + end; + +OnStart: + enablenpc "Summoner#cr3"; + monster "job_cru",92,50,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",104,50,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,50,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",92,70,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",104,70,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,80,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",92,90,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + monster "job_cru",104,90,"Greatest General",1277,1,"Summoner#cr3::OnDead"; + Initnpctimer; + end; + +OnReset: + killmonster "job_cru","Summoner#cr3::OnDead"; + end; + +OnEnd: + disablenpc "Summoner#cr3"; + end; + +OnDead: + warp "prt_fild05",353,251; + end; +} + +job_cru,1,4,1 script Summoner#cr4 -1,{ +OnTimer345000: + donpcevent "Summoner#cr4::OnReset"; + end; + +OnTimer345500: + donpcevent "Summoner#cr4::OnEnd"; + end; + +OnTimer346000: + donpcevent "Summoner#cr4::OnStart"; + stopnpctimer; + end; + +OnInit: + enablenpc "Summoner#cr4"; + monster "job_cru",98,50,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,55,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,60,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,65,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,70,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,75,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,80,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,85,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,90,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",90,34,"Mushroom",1182,1,"Summoner#cr3::OnDead"; + monster "job_cru",105,34,"Mushroom",1182,1,"Summoner#cr3::OnDead"; + initnpctimer; + end; + +OnStart: + enablenpc "Summoner#cr4"; + monster "job_cru",98,50,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,55,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,60,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,65,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,70,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,75,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,80,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,85,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",98,90,"Familiar",1005,1,"Summoner#cr3::OnDead"; + monster "job_cru",90,34,"Mushroom",1182,1,"Summoner#cr3::OnDead"; + monster "job_cru",105,34,"Mushroom",1182,1,"Summoner#cr3::OnDead"; + initnpctimer; + end; + +OnReset: + killmonster "job_cru","Summoner#cr4::OnDead"; + end; + +OnEnd: + disablenpc "Summoner#cr4"; + end; + +OnDead: + warp "prt_fild05",353,251; + end; +} + + +job_cru,98,105,4 script Summoner#cr5 45,3,3,{ +OnTouch: + set CRUS_Q,6; + changequest 3010,3011; + warp "prt_castle",164,28; + end; +} + +//=== Purification Test =================================== +job_cru,24,187,4 script Patron Knight#2 751,{ + mes "[Bliant Piyord]"; + mes "Welcome."; + mes "You will take"; + mes "the last test here."; + mes "If you are ready for"; + mes "the test, enter the"; + mes "waiting room."; + next; + mes "[Bliant Piyord]"; + mes "Only one person can take the test at a time. If someone else is already testing, please wait until the testing area is made available once again."; + next; + mes "[Bliant Piyord]"; + mes "Each person will get 4 minutes to complete the test. If you wish to leave in the middle of the test, please disconnect from the game."; + close; +} + +job_cru,24,187,2 script Waiting Room#cr1 700,{ + end; + +OnInit: + disablenpc "Waiting Room#cr1"; + waitingroom "Waiting Room",20,"Waiting Room#cr1::OnStartArena",1; + enablewaitingroomevent; + end; + +OnStartArena: + warpwaitingpc "job_cru",168,21; + donpcevent "Monster Summon#cr0::OnStart"; + disablewaitingroomevent; + end; + +OnStart: + enablewaitingroomevent; + end; +} + +job_cru,168,17,0 script Zombie Guide -1,2,2,{ +OnTouch: + mes "[Bliant Piyord]"; + mes "Go forth and defeat all"; + mes "the monsters that appear."; + mes "You will not pass if any"; + mes "are remaining."; + next; + mes "[Bliant Piyord]"; + mes "You will be given"; + mes "4 minutes. Go forth"; + mes "and do your best..."; + close; +} + +job_cru,2,1,1 script Monster Summon#cr0 -1,{ +OnInit: + disablenpc "Monster Summon#cr0"; + end; + +OnStart: + set .MyMonsterCount,0; + enablenpc "Monster Summon#cr0"; + donpcevent "Monster Summon#cr1::OnStart"; + donpcevent "Monster Summon#cr2::OnStart"; + donpcevent "Monster Summon#cr3::OnStart"; + donpcevent "Monster Summon#cr4::OnStart"; + donpcevent "Monster Summon#cr6::OnStart"; + end; + +OnMonster1: + monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead"; + monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead"; + monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead"; + monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead"; + monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead"; + monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead"; + end; + +OnMonster2: + monster "job_cru",168,80,"Soldier Skeleton",1028,1,"Monster Summon#cr0::OnDead"; + monster "job_cru",168,80,"Soldier Skeleton",1028,1,"Monster Summon#cr0::OnDead"; + monster "job_cru",168,80,"Soldier Skeleton",1028,1,"Monster Summon#cr0::OnDead"; + end; + +OnMonster3: + monster "job_cru",168,110,"Archer Skeleton",1016,1,"Monster Summon#cr0::OnDead"; + monster "job_cru",168,115,"Mummy",1041,1,"Monster Summon#cr0::OnDead"; + end; + +OnDead: + set .MyMonsterCount,.MyMonsterCount+1; + if (.MyMonsterCount >= 10) { + set CRUS_Q,10; + changequest 3014,3015; + } + end; + +OnEnd: + disablenpc "Monster Summon#cr0"; + end; + +OnReset: + killmonster "job_cru","Monster Summon#cr0::OnDead"; + end; +} + +job_cru,168,45,0 script Monster Summon#cr1 -1,15,1,{ +OnInit: + disablenpc "Monster Summon#cr1"; + end; + +OnTouch: + donpcevent "Monster Summon#cr0::OnMonster1"; + donpcevent "Monster Summon#cr1::OnEnd"; + end; + +OnStart: + enablenpc "Monster Summon#cr1"; + end; + +OnEnd: + disablenpc "Monster Summon#cr1"; + end; +} + +job_cru,168,80,0 script Monster Summon#cr2 -1,15,1,{ +OnInit: + disablenpc "Monster Summon#cr2"; + end; + +OnTouch: + donpcevent "Monster Summon#cr0::OnMonster2"; + donpcevent "Monster Summon#cr2::OnEnd"; + end; + +OnStart: + enablenpc "Monster Summon#cr2"; + end; + +OnEnd: + disablenpc "Monster Summon#cr2"; + end; +} + +job_cru,165,115,0 script Monster Summon#cr3 -1,15,1,{ +OnInit: + disablenpc "Monster Summon#cr3"; + end; + +OnTouch: + donpcevent "Monster Summon#cr0::OnMonster3"; + donpcevent "Monster Summon#cr3::OnEnd"; + end; + +OnStart: + enablenpc "Monster Summon#cr3"; + end; + +OnEnd: + disablenpc "Monster Summon#cr3"; + end; +} + +job_cru,168,150,0 script Monster Summon#cr4 -1,15,1,{ +OnInit: + disablenpc "Monster Summon#cr4"; + end; + +OnTouch: + monster "job_cru",168,150,strcharinfo(0),1036,1,"Monster Summon#cr4-a::OnDead"; + donpcevent "Monster Summon#cr4::OnEnd"; + end; + +OnDead: + donpcevent "Monster Summon#cr5::OnStart"; + end; + +OnStart: + enablenpc "Monster Summon#cr4"; + end; + +OnReset: + killmonster "job_cru","Monster Summon#cr4-a::OnDead"; + end; + +OnEnd: + disablenpc "Monster Summon#cr4"; + end; + +} + +job_cru,168,150,0 script Monster Summon#cr4-a -1,{ +OnDead: + donpcevent "Monster Summon#cr5::OnStart"; + end; +} + +job_cru,168,180,4 script Monster Summon#cr5 45,3,3,{ +OnInit: + disablenpc "Monster Summon#cr5"; + end; + +OnTouch: + warp "prt_castle",35,147; + donpcevent "Monster Summon#cr0::OnReset"; + donpcevent "Monster Summon#cr4::OnReset"; + donpcevent "Monster Summon#cr0::OnEnd"; + donpcevent "Monster Summon#cr4::OnEnd"; + donpcevent "Monster Summon#cr5::OnEnd"; + donpcevent "Monster Summon#cr6::OnStop"; + donpcevent "Monster Summon#cr6::OnEnd"; + donpcevent "Waiting Room#cr1::OnStart"; + end; + +OnStart: + enablenpc "Monster Summon#cr5"; + end; + +OnEnd: + disablenpc "Monster Summon#cr5"; + end; +} + +job_cru,2,2,1 script Monster Summon#cr6 -1,{ +OnTimer241000: + areawarp "job_cru",160,14,175,178,"job_cru",24,169; + donpcevent "Monster Summon#cr0::OnReset"; + donpcevent "Monster Summon#cr4::OnReset"; + donpcevent "Monster Summon#cr0::OnEnd"; + donpcevent "Monster Summon#cr4::OnEnd"; + donpcevent "Monster Summon#cr5::OnEnd"; + donpcevent "Monster Summon#cr6::OnStop"; + donpcevent "Monster Summon#cr6::OnEnd"; + donpcevent "Waiting Room#cr1::OnStart"; + end; + +OnInit: + disablenpc "Monster Summon#cr6"; + end; + +OnStart: + enablenpc "Monster Summon#cr6"; + initnpctimer; + end; + +OnEnd: + disablenpc "Monster Summon#cr6"; + end; + +OnStop: + stopnpctimer; + end; +} + +//============================================================ +// mapflag +//============================================================ + +//============================================================ +// Old changelog +//============================================================ +//= Need optimalization and fixing +//= thanks to Komurka, KiLLaLeN, Lupus (fixing error) +//= just a temp Job Quest +//= 1.2 minor fix of announcement by Freya people +//= 1.3 Added Baby Class Support, fixed 40/50 lvl item reward +//= also fixed too common script names [Lupus] +//= 1.3a fixed "dead lock" bugs [Lupus] +//= 1.3b changed monsters ID in patience test [Komurka] +//= 1.4 Fixed Job Level parameters mix-up. [massdriller] (Thanks to Komurka) +//= 1.5 Fixed possible EXP abuse [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] +//= 1.7 Updated names and required items, Chivalry Emblem + +//= Hand of God allow to skip item gathering [DracoRPG] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1 Fixed endless loop, wrong condition check [Lupus] +//= also changed all job numbers to constants, fixed logic diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt new file mode 100644 index 000000000..db81f1a17 --- /dev/null +++ b/npc/jobs/2-2/dancer.txt @@ -0,0 +1,1400 @@ +//===== rAthena Script ======================================= +//= Dancer Job Quest +//===== By: ================================================== +//= Kalen - Original jAthena +//= Fredzilla - Converted, Lupus +//===== Current Version: ===================================== +//= 3.7 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job quest for Dancer classes +//===== Additional Comments: ================================= +//= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= No longer uses function "F_BlockHigh" +//= 3.2a Deleted unused variables. [Samuray22] +//= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf] +//= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm] +//= 3.5 Minor corrections to script. (bugreport:1766) [L0ne_W0lf] +//= 3.6 Applied Correction bug with for loop. [L0ne_W0lf] +//= 3.6a Fixed a little Exploit to bug the quest with a timeout. (bugreport:2252) [Samuray22] +//= 3.7 Added Quest Log commands. [Kisuka] +//============================================================ + +comodo,180,153,4 script Sonotora#1 90,{ + mes "[Athena Sonotora]"; + mes "They say the"; + mes "famous dance school"; + mes "here in Comodo is going"; + mes "to open soon."; + next; + mes "[Athena Sonotora]"; + mes "Aah..."; + mes "To be a prima donna"; + mes "in the spotlight!"; + next; + mes "[Athena Sonotora]"; + mes "I want to sign up too,"; + mes "but the requirements are"; + mes "so specific. I wonder if"; + mes "I should just try anyways..."; + close; +} + +comodo,193,151,4 script Bor Robin#1 86,{ + mes "[Bor Robin]"; + mes "Aah...."; + mes "A prima donna"; + mes "in the spotlight!"; + mes "I'll be able to watch them become Dancers right before my eyes...!"; + next; + mes "[Bor Robin]"; + mes "It's great to be"; + mes "a man in this day and age! Hurray for the Comodo Theater!"; + next; + mes "[Bor Robin]"; + mes "Mm?"; + mes "You want"; + mes "to go, too?"; + mes "It's a good opportunity to watch the Dancer job change test."; + next; + if (select("Go to the Job Change Area:Cancel") == 1) { + mes "[Bor Robin]"; + mes "Yaay~~"; + mes "Let's go!"; + close2; + warp "job_duncer",70,49; + end; + } + mes "[Bor Robin]"; + mes "Huh..."; + mes "Well, I can't"; + mes "help it if you don't"; + mes "want to accompany me."; + close; +} + +job_duncer,43,93,4 script Aile#da 724,{ + if (Upper == 1) { + mes "[Aile]"; + mes "One two three four,"; + mes "Two two three four,"; + mes "three four, three four,"; + mes "one two three four."; + mes "Um?"; + next; + mes "[Aile]"; + mes "I'm sorry, but you're interrupting my practice by looking at me funny."; + next; + mes "[Aile]"; + mes "......."; + mes ".....Hey, haven't I seen you before?"; + next; + mes "[Aile]"; + mes "Err..."; + mes "That's weird, I can't remember where I've seen you."; + close2; + cutin "",255; + end; + } + if (BaseJob != Job_Archer) { + if (BaseJob == Job_Bard) { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Welcome~!"; + mes "Let me know"; + mes "if you have any new songs. We can always use some new music to complement our performances."; + close2; + cutin "",255; + end; + } + else if (BaseJob == Job_Dancer) { + cutin "",2; + mes "[Aile]"; + mes "Welcome~!"; + mes "How are you"; + mes "these days?"; + mes "Do many people enjoy"; + mes "your performances?"; + close2; + cutin "",255; + end; + } + cutin "job_dancer_eir03",2; + mes "[Aile]"; + mes "Welco--Mmm?"; + mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School."; + next; + mes "[Aile]"; + mes "If you want to watch, why don't you go to the Dance Stage in town?"; + close2; + cutin "",255; + end; + } + if (DANC_Q == 0 && sex == 0 && BaseJob == Job_Archer) { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Welcome~!"; + mes "This is the"; + mes "'Comodo Dance School,'"; + mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world."; + next; + mes "[Aile]"; + mes "We also provide the opportunity for aspiring Dancers to become famous throughout the Rune-Midgarts Kingdom! Doesn't dancing in the spotlight sound spectacular?"; + next; + mes "[Aile]"; + mes "I think it's fair to let you know that our school is selective. So we don't accept students who don't seem to have the talent to become Dancers."; + next; + cutin "job_dancer_eir02",2; + mes "[Aile]"; + mes "What do you think?"; + mes "Do you want to sign up? You only have to write a couple of things on the application, and you can just come to the lessons once or twice and try it out."; + next; + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "So what do"; + mes "you want to do~?"; + next; + if (select("Fill out the application.:I'll pass.") == 1) { + if (JobLevel > 39) { + cutin "job_dancer_eir02",2; + mes "[Aile]"; + mes "Good choice!!"; + mes "Just fill out the application right there."; + next; + mes "..."; + next; + mes "..."; + mes "......"; + next; + mes "^3355FF*Shuffle Shuffle*^000000"; + next; + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Your name is"; + mes "" + strcharinfo(0) + "?"; + mes "Wow! What a pretty name! Just a moment, I have to show this to the director, so come back in a little bit, okay?"; + close2; + cutin "",255; + set DANC_Q,1; + setquest 7000; + end; + } + else { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Mmm..."; + mes "It seems that"; + mes "you aren't quite qualified to enroll in our school yet. You need to be at least Job Level 40."; + next; + mes "[Aile]"; + mes "Well, I hope"; + mes "that you apply"; + mes "again when you meet"; + mes "the requirements."; + close2; + cutin "",255; + end; + } + } + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Aww~"; + mes "Just think about it."; + mes "Don't forget to come back"; + mes "if you change your mind."; + close2; + cutin "",255; + end; + } + else if (sex == 1) { + cutin "job_dancer_eir03",2; + mes "[Aile]"; + mes "Welco--Mmm?"; + mes "Hey, this place is only for authorized personnel. If you want to sing, you should go look into being a Bard."; + next; + mes "[Aile]"; + mes "Not all Archers"; + mes "can become Dancers."; + mes "At least, not without some sort of sex change~"; + close2; + cutin "",255; + end; + } + else if (DANC_Q == 1) { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Good."; + mes "Since you signed up earlier, I'll let you know some things you'll need to bring for your lessons."; + next; + mes "[Aile]"; + mes "We're short on some supplies, but you'll be using them for yourself anyway. Just think of it as part of the tuition, so don't worry too much."; + next; + set .@item_nd,rand(1,10); + if (.@item_nd > 0 && .@item_nd < 3) { + set DANC_Q,2; + changequest 7000,7001; + mes "[Aile]"; + mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish."; + next; + mes "[Aile]"; + mes "Then, bring ^CD68893 Jellopy^000000 and ^CD68895 Red Potions^000000 to use as ointment. And of course, you'll need a pair of ^CD6889Shoes^000000."; + next; + mes "[Aile]"; + mes "Once again, that's"; + mes "^CD688910,000 Zeny^000000,"; + mes "^CD688920 Sticky Mucus^000000,"; + mes "^CD68893 Jellopy^000000,"; + mes "^CD68895 Red Potions^000000 and"; + mes "^CD68891 Shoes^000000."; + } + else if (.@item_nd == 4) { + set DANC_Q,3; + changequest 7000,7002; + mes "[Aile]"; + mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68895 Earthworm Peelings^000000 for polishing the floor and, of course, a pair of ^CD6889Boots^000000."; + next; + mes "[Aile]"; + mes "Once again that's"; + mes "^CD688910,000 Zeny^000000,"; + mes "^CD68895 Earthworm Peelings^000000 and "; + mes "^CD68891 Boots^000000."; + } + else { + set DANC_Q,4; + changequest 7000,7003; + mes "[Aile]"; + mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68892 Clam Shells^000000 for your costume, ^CD68895 Yellow Potions^000000 and ^CD688920 Jellopy^000000 to treat foot injuries."; + next; + mes "[Aile]"; + mes "You'll also need to bring ^CD688910 Black Hairs^000000 to make wigs for the performances and, of course, a pair of ^CD6889Sandals^000000. Once again, that's..."; + next; + mes "[Aile]"; + mes "^CD688910,000 Zeny^000000,"; + mes "^CD68892 Clam Shells^000000,"; + mes "^CD68895 Yellow Potions^000000,"; + mes "^CD688920 Jellopy^000000,"; + mes "^CD688910 Black Hairs^000000 and"; + mes "^CD6889Sandals^000000."; + } + next; + mes "[Aile]"; + mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?"; + close2; + cutin "",255; + end; + } + else if (DANC_Q >= 2 && DANC_Q <= 4) { + switch(DANC_Q) { + case 2: + setarray .@item[0], 938,909,501,2403; + setarray .@count[0], 20,3,5,1; + break; + case 3: + setarray .@item[0], 1055,2405; + setarray .@count[0], 5,1; + break; + case 4: + setarray .@item[0], 965,503,909,1020,2401; + setarray .@count[0], 2,5,20,10,1; + break; + } + set .@size, getarraysize(.@item); + for( set .@i, 0; .@i < .@size; set .@i,.@i+1 ) { + if( countitem(.@item[.@i]) < .@count[.@i] ) { + break; + } + } + if( .@i == .@size && Zeny > 9999 ) { + cutin "job_dancer_eir02",2; + mes "[Aile]"; + mes "Oh...!"; + mes "You brought"; + mes "everything!"; + mes "Alright then,"; + mes "let me take your"; + mes "tuition fee."; + next; + cutin "job_dancer_eir01",2; + set zeny,zeny-10000; + mes "[Aile]"; + mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you."; + set DANC_Q,5; + if(checkquest(7001) != -1) { + changequest 7001,7004; + } + else if(checkquest(7002) != -1) { + changequest 7002,7004; + } + else { + changequest 7003,7004; + } + close2; + cutin "",255; + end; + } + else { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Mmm...?"; + mes "You don't have"; + mes "everything yet?"; + mes "Let me remind you"; + mes "so you can bring"; + mes "what you need next time."; + next; + mes "[Aile]"; + mes "Bring..."; + mes "^CD688910,000 Zeny^000000,"; + if (DANC_Q == 2) { + mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,"; + mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,"; + mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000 and"; + mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000."; + } + else if (DANC_Q == 3) { + mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000 and"; + mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000."; + } + else { + mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,"; + mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,"; + mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000,"; + mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000 and"; + mes "^CD6889"+.@count[4]+" "+getitemname(.@item[4])+"^000000."; + } + close2; + cutin "",255; + end; + } + } + else if (DANC_Q == 5) { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Hmm...?"; + mes "Are you having"; + mes "trouble finding"; + mes "^CD6889Bijou^000000?"; + next; + mes "[Aile]"; + mes "You need to talk to her because she's in charge of the interviewing process. Don't worry, she should be somewhere here in the Dance School."; + close2; + cutin "",255; + end; + } + else if (DANC_Q > 5) { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "I'll be looking"; + mes "forward to a great"; + mes "performance~"; + close2; + cutin "",255; + end; + } + else { + cutin "job_dancer_eir03",2; + mes "[Aile]"; + mes "Welcom--Hm?"; + mes "Hey, only authorized"; + mes "personnel are allowed"; + mes "in here."; + next; + mes "[Aile]"; + mes "If you want to watch, be quiet and don't disturb the performers. Everyone here is busy practicing so that they can become fine Dancers."; + close2; + cutin "",255; + end; + } +} + +job_duncer,95,93,4 script Bijou#da 101,{ + if (SkillPoint) { + mes "[Bijou]"; + mes "You can't change jobs"; + mes "if you still have skill"; + mes "points left. Use the rest"; + mes "and come back later."; + close; + } + if (BaseJob != Job_Archer) { + if (BaseJob == Job_Bard) { + mes "[Bijou]"; + mes "Welcome~"; + mes "Ooh, a Bard! Do you have any new songs to show us? We can always use some musical accompaniment for our dances."; + close; + } + else if (BaseJob == Job_Dancer) { + mes "[Bijou]"; + mes "Oh my...!"; + mes "Welcome back~"; + next; + mes "[Bijou]"; + mes "How are you"; + mes "these days?"; + mes "A lot of people"; + mes "must love watching"; + mes "you dance. Are you"; + mes "enjoying the spotlight?"; + close; + } + mes "[Bijou]"; + mes "Oh dear~"; + mes "You seem to have traveled quite a distance to watch me perform."; + next; + mes "[Bijou]"; + mes "I'm sorry, but I've retired. Now I'm focusing on training new Dancers. If you go to the Center Stage, you can watch my students~"; + close; + } + else if (DANC_Q < 5) { + mes "[Bijou]"; + mes "Oh my~"; + mes "You want to"; + mes "become a Dancer,"; + mes "don't you?"; + next; + mes "[Bijou]"; + mes "I know you're excited, but the first step is the application. Go over to the left side of the stage where Aile can help you with that."; + close; + } + else if (DANC_Q > 4 && DANC_Q < 7) { + if (DANC_Q == 5) { + mes "[Bijou]"; + mes "Oh my~"; + mes "You want to"; + mes "become a Dancer,"; + mes "don't you?"; + next; + mes "[Bijou]"; + mes "G-goodness!"; + mes "Look at that stomach fat!"; + mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~"; + next; + mes "[Bijou]"; + mes "Still..."; + mes "The idea of the"; + mes "perfect body sure"; + mes "has changed since"; + mes "I was young. Anyway..."; + next; + mes "[Bijou]"; + mes "Let's start"; + mes "with the interview."; + mes "I'm only going to ask"; + mes "a couple of simple things"; + mes "so don't worry~"; + next; + mes "[Bijou]"; + mes "Okay..."; + mes "Let's begin."; + next; + } + else { + mes "[Bijou]"; + mes "Oh, you're back~"; + mes "Have you studied"; + mes "some more? Try to"; + mes "pass this time, okay?"; + next; + } + switch(rand(1,3)) { + case 1: + mes "[Bijou]"; + mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,"; + mes "increases which of the following?"; + next; + if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "2. Of the following,"; + mes "which can you not consider"; + mes "to be a dance?"; + next; + switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) { + default: + set .@da_score,.@da_score-10; + break; + case 5: + set .@da_score,.@da_score+10; + break; + } + mes "[Bijou]"; + mes "3. Which of the following"; + mes "best describes a Dancer?"; + next; + if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "4. Which of the following"; + mes "cannot be associated with Comodo?"; + next; + if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?"; + next; + if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "6. Who is the most"; + mes "beautiful dancer?"; + next; + switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) { + case 1: + mes "[Bijou]"; + mes "..."; + mes "That's..."; + mes "^660000completely wrong^000000."; + mes "Didn't you see the"; + mes "other choices?!"; + mes "Minus points...!"; + set .@da_score,.@da_score-10; + next; + break; + case 2: + set .@da_score,.@da_score+10; + break; + default: + break; + } + mes "[Bijou]"; + mes "7. Of the following,"; + mes "who can perform together"; + mes "with a Dancer?"; + next; + if (select("Assassin:Bard:Alchemist:Sage") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "8. Which of the following"; + mes "is not a specialty of Comodo?"; + next; + if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "9. Who is the manager"; + mes "of the Comodo Casino?"; + next; + if (select("Yoo:Moo:Hoon:Roul") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "10. Who accepts the"; + mes "Dancer job change"; + mes "applications?"; + next; + if (select("Bijou:Aile:Athena:Sonotora") == 2) + set .@da_score,.@da_score+10; + break; + case 2: + mes "[Bijou]"; + mes "1. What is the effect"; + mes "of the combined skill,"; + mes "^CD6889Mental Sensing^000000?"; + next; + if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "2. Which is considered"; + mes "bad etiquette on the dance"; + mes "floor after a dance?"; + next; + if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "3. Which is not an"; + mes "appropriate response"; + mes "when someone makes"; + mes "a mistake while you"; + mes "are dancing together?"; + next; + if (select("Smile at each other and continue dancing.:Point out the mistake.:Ignore it if the dancer does not realize it.:Give them a smile.") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "4. In which town"; + mes "can you change jobs"; + mes "to a Dancer?"; + next; + if (select("Cocomo:Sandarman:Comudo:Comodo") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "5. How many dungeons"; + mes "are directly connected"; + mes "to Comodo?"; + next; + if (select("1:2:3:4") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "6. Which of the following"; + mes "is not a Cute Pet monster?"; + next; + if (select("Isis:Argiope:Dokebi:Deviruchi") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "7. Who is the most"; + mes "graceful dancer?"; + next; + switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) { + case 1: + mes "[Bijou]"; + mes "..."; + mes "That's..."; + mes "^660000completely wrong^000000."; + mes "Didn't you see the"; + mes "other choices?!"; + mes "Minus points...!"; + set .@da_score,.@da_score-10; + next; + break; + case 2: + set .@da_score,.@da_score+10; + break; + default: + break; + } + mes "[Bijou]"; + mes "8. What is the"; + mes "exact name of the"; + mes "Kafra in Comodo?"; + next; + if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4) + set .@da_score,.@da_score+10; + mes "[......]"; + mes "9. What is my name?"; + next; + if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "10. What is the"; + mes "effect of ^CD6889Lullaby^000000?"; + next; + if (select("Casts the Blind effect in the area.:Casts the Sleep effect on the area.:Puts a night effect on the area.:Freezes the area.") == 2) + set .@da_score,.@da_score+10; + break; + case 3: + mes "[Bijou]"; + mes "1. What is the effect"; + mes "of the skill ^CD6889Dance Lessons^000000?"; + next; + switch(select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) { + default: + break; + case 2: + case 3: + set .@da_score,.@da_score+10; + break; + } + mes "[Bijou]"; + mes "2. What dance uses shoes"; + mes "that are designed to make"; + mes "sound as the dancer rolls"; + mes "their feet and taps the"; + mes "ground to create a rhythm?"; + next; + if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "3. Which of the following"; + mes "is not a characteristic of a Dancer?"; + next; + if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "4. Which town has"; + mes "the most Dancers?"; + next; + if (select("Al De Baran:Juno:Morroc:Comodo") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "5. Of the following,"; + mes "who dances most beautifully?"; + next; + switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) { + case 1: + mes "[Bijou]"; + mes "..."; + mes "That's..."; + mes "^660000completely wrong^000000."; + mes "Didn't you see the"; + mes "other choices?!"; + mes "Minus points...!"; + set .@da_score,.@da_score-10; + next; + break; + case 2: + set .@da_score,.@da_score+10; + break; + default: + break; + } + mes "[Bijou]"; + mes "6. What is the Dancer"; + mes "better at than the other"; + mes "job classes?"; + next; + if (select("Health:Acting :Dancing :Magic ") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "7. Who is the manager"; + mes "of the Comodo Casino?"; + next; + if (select("Ryu:Moo:Roul:Hoon") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "8. What item cannot"; + mes "be equipped by a Dancer?"; + next; + if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "9. Do you think you"; + mes "can say this quiz is"; + mes "frustrating and annoying?"; + next; + select("Yes:No"); + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "10. Which of the following"; + mes "is not a Jazz musician?"; + next; + if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5) + set .@da_score,.@da_score+10; + } + mes "[Bijou]"; + mes "Good job~"; + mes "It seems like you"; + mes "answered all the"; + mes "questions~"; + next; + mes "[Bijou]"; + mes "Let's see..."; + mes "Your score is"; + mes "" + .@da_score + " points..."; + if (.@da_score == 100) { + set DANC_Q,7; + mes "Very well done!"; + mes "A perfect score!"; + next; + mes "[Bijou]"; + mes "There aren't too many people who apply for the Dancer job with this kind of knowledge. I'm sorry for judging you by your looks~"; + next; + mes "[Bijou]"; + mes "Whew~"; + mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~"; + close; + } + else if (.@da_score > 70) { + set DANC_Q,7; + mes "It wasn't perfect, but I'll let you pass."; + close; + } + else { + set DANC_Q,6; + mes "You.. You failed!"; + next; + mes "[Bijou]"; + mes "Was it too hard?"; + mes "When I was young, everyone knew at least enough to pass this test. Go and study some more before coming back, okay?"; + close; + } + } + else if (DANC_Q == 7) { + mes "[Bijou]"; + mes "Okay..."; + mes "Are you ready"; + mes "for the Dance Test?"; + mes "If you like, I can"; + mes "explain the instructions."; + next; + if (select("Listen to instructions.:Go to the testing area.") == 1) { + mes "[Bijou]"; + mes "First of all, each person gets ^CD68891 minute^000000 for the test, and everyone dances ^CD6889one at a time^000000. Don't worry if you've never danced before~"; + next; + mes "[Bijou]"; + mes "Once you enter the testing area, you will see the stage. First, ^CD6889change your camera angle so that it faces forward^000000. It will probably work if you ^CD6889double-click on the right mouse button^000000."; + next; + mes "[Bijou]"; + mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused."; + next; + mes "[Bijou]"; + mes "Wait for your turn in the ^CD6889waiting room^000000. If the person in front of you fails, or if it's your turn in line, your test will begin."; + next; + mes "[Bijou]"; + mes "If there are a lot of people, not everyone might fit in the waiting room. If that's the case, just create an orderly line~"; + next; + mes "[Bijou]"; + mes "When the test begins, the music will be broadcast, as well as the direction in which you should move. Just follow the instructions and move your legs."; + next; + mes "[Bijou]"; + mes "Remember, ^CD6889you will be disqualified if you don't perform the steps with the right timing^000000. Be careful, the test is very strict~"; + close; + } + mes "[Bijou]"; + mes "Well then~"; + mes "Good luck...!!"; + changequest 7004,7005; + set DANC_Q,8; + close2; + warp "job_duncer",105,109; + end; + } + else if (DANC_Q == 8) { + mes "[Bijou]"; + mes "Oh my..."; + mes "Did you"; + mes "fail last time?"; + mes "Don't worry, just"; + mes "try to feel the rhythm~"; + close2; + warp "job_duncer",105,109; + end; + } + else if (DANC_Q == 9) { + if (SkillPoint) { + mes "[Bijou]"; + mes "You can't change jobs"; + mes "if you still have skill"; + mes "points left. Use the rest"; + mes "and come back later."; + close; + } + mes "[Bijou]"; + mes "Oh my..."; + mes "I saw your"; + mes "dance earlier."; + mes "You were great!"; + next; + mes "[Bijou]"; + mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job."; + next; + mes "[Bijou]"; + mes "With the blessing of our goddess, you shall be reborn as a Dancer. From now on, no one will leave your presense without a smile~"; + next; + set .@jlevel,JobLevel; + mes "[Bijou]"; + completequest 7006; + callfunc "Job_Change",Job_Dancer; + callfunc "F_ClearJobVar"; + mes "Ooh...!"; + mes "You look great"; + mes "as a Dancer~"; + mes "Congratulations!"; + next; + mes "[Bijou]"; + mes "Here's a small"; + mes "gift from me."; + mes "Please take it."; + mes "May your performances always bring joy to your audience~"; + if (.@jlevel == 50) + getitem 1953,1; //Line_ + else + getitem 1950,1; //Rope + close; + } +} + +// Waiting Room +//============================================================ +job_duncer,32,154,1 script Waiting Room#dance 66,{ +OnInit: + waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1; + enablewaitingroomevent; + end; + +OnStartArena: + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + donpcevent "dance#return::OnDisable"; + warpwaitingpc "job_duncer",69,110,1; + donpcevent "Bijou#dance_timer::OnEnable"; + disablewaitingroomevent; + end; + +OnEnable: + enablewaitingroomevent; + end; +} + +job_duncer,32,154,1 script Waiting Room#click 66,{ + mes "[Pyorgin]"; + mes "Please wait in"; + mes "the waiting room."; + mes "Click the Chatroom"; + mes "box to enter."; + next; + mes "[Pyorgin]"; + mes "Also, those who"; + mes "are curious about"; + mes "the test can watch"; + mes "backstage."; + close; +} + +// Dance Timer +//============================================================ +job_duncer,69,105,0 script Bijou#dance_timer -1,{ +OnEnable: + initnpctimer; + end; + +OnDisable: + stopnpctimer; + end; + +OnTimer2000: + mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map; + end; + +OnTimer5000: + mapannounce "job_duncer"," Up!",bc_map; + end; + +OnTimer7000: + disablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer8000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Down!",bc_map; + end; + +OnTimer11000: + enablenpc "dance#up"; + disablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer12000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left~!",bc_map; + end; + +OnTimer15000: + enablenpc "dance#up"; + enablenpc "dance#down"; + disablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer16000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left, then Right~!",bc_map; + end; + +OnTimer19000: + enablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + disablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer20000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Back to the Center~ !",bc_map; + end; + +OnTimer23000: + enablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + disablenpc "dance#cen"; + end; + +OnTimer23500: + donpcevent "Backdancer#1::OnSmile"; + mapannounce "job_duncer"," Hold in place... ",bc_map; + end; + +OnTimer27000: + donpcevent "Backdancer#1::OnSmile"; + mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map; + end; + +OnTimer28500: + mapannounce "job_duncer"," Pay attention! ",bc_map; + end; + +OnTimer30000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left!",bc_map; + end; + +OnTimer34000: + enablenpc "dance#up"; + enablenpc "dance#down"; + disablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer35000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Down!",bc_map; + end; + +OnTimer38500: + mapannounce "job_duncer"," Down, then Right~ ",bc_map; + end; + +OnTimer40000: + enablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + disablenpc "dance#right"; + enablenpc "dance#cen"; + mapannounce "job_duncer"," Hold it~",bc_map; + end; + +OnTimer43000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map; + end; + +OnTimer49000: + disablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer50000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Right!",bc_map; + end; + +OnTimer53000: + enablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + disablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer54000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left, Center, Down, Up~! ",bc_map; + end; + +OnTimer60000: + disablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer61000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Once again~ Left, Center, Down, Up~ ! ",bc_map; + end; + +OnTimer66000: + disablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer67000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Down~!",bc_map; + end; + +OnTimer69000: + enablenpc "dance#up"; + disablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer70000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left!",bc_map; + end; + +OnTimer74000: + enablenpc "dance#up"; + enablenpc "dance#down"; + disablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer75000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Center!",bc_map; + end; + +OnTimer80000: + enablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + disablenpc "dance#cen"; + end; + +OnTimer81000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map; + end; + +OnTimer82000: + donpcevent "dance#poring::OnEnable"; + end; + +OnTimer89000: + donpcevent "dance#poring::OnDisable"; + donpcevent "dance#return::OnEnable"; + end; +} + +job_duncer,69,110,0 script dance#return -1,1,4,{ +OnTouch: + mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map; + set DANC_Q,9; + changequest 7005,7006; + warp "comodo",188,162; + end; + +OnDisable: + disablenpc "dance#return"; + donpcevent "dance#return#2::OnDisable"; + donpcevent "dance#return#3::OnDisable"; + end; + +OnEnable: + enablenpc "dance#return"; + donpcevent "dance#return#2::OnEnable"; + end; +} + +job_duncer,66,110,0 script dance#return#2 -1,1,1,{ +OnTouch: + set DANC_Q,9; + warp "comodo",188,162; + end; + +OnDisable: + disablenpc "dance#return#2"; + end; + +OnEnable: + enablenpc "dance#return#2"; + donpcevent "dance#return#3::OnEnable"; + end; +} + +job_duncer,72,110,0 script dance#return#3 -1,1,1,{ +OnTouch: + set DANC_Q,9; + warp "comodo",188,162; + end; + +OnDisable: + disablenpc "dance#return#3"; + end; + +OnEnable: + enablenpc "dance#return#3"; + donpcevent "Bijou#dance_timer::OnDisable"; + donpcevent "Waiting Room#dance::OnEnable"; + end; +} + +// Dance Move Triggers +//============================================================ +- script dancestep::StepTrigger -1,1,1,{ +OnTouch: + donpcevent "Backdancer#1::OnOmg"; + mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map; + set DANC_Q,8; + donpcevent "Bijou#dance_timer::OnDisable"; + donpcevent "Waiting Room#dance::OnEnable"; + warp "comodo",188,162; + end; +} + +job_duncer,69,113,0 duplicate(StepTrigger) dance#up -1,1,1 +job_duncer,69,107,0 duplicate(StepTrigger) dance#down -1,1,1 +job_duncer,66,110,0 duplicate(StepTrigger) dance#left -1,1,1 +job_duncer,72,110,0 duplicate(StepTrigger) dance#right -1,1,1 +job_duncer,69,110,0 duplicate(StepTrigger) dance#cen -1,1,1 + +job_duncer,10,10,0 script dance#poring -1,{ +OnEnable: + monster "job_duncer",69,106,"Poring",1002,1,"dance#poring::OnMyMobDead"; + end; + +OnMyMobDead: + mapannounce "job_duncer"," Good! Well done! ",bc_map; + end; + +OnDisable: + killmonsterall "job_duncer"; + end; + +} + +// Backup Dancers +//============================================================ +job_duncer,63,110,4 script Backdancer#1::BackDancer 724,{ + end; + +OnSmile: + Emotion e_no1; + donpcevent "Backdancer#2::OnSmile"; + donpcevent "Backdancer#3::OnSmile"; + donpcevent "Backdancer#4::OnSmile"; + end; + +OnOmg: + Emotion e_omg; + donpcevent "Backdancer#2::OnOmg"; + donpcevent "Backdancer#3::OnOmg"; + donpcevent "Backdancer#4::OnOmg"; + end; +} + +job_duncer,66,113,4 script Backdancer#2 724,{ + end; + +OnSmile: + Emotion e_no1; + end; + +OnOmg: + Emotion e_omg; + end; +} + +job_duncer,72,113,4 script Backdancer#3 724,{ + end; + +OnSmile: + Emotion e_no1; + end; + +OnOmg: + Emotion e_omg; + end; +} + +job_duncer,75,110,4 script Backdancer#4 724,{ + end; + +OnSmile: + Emotion e_no1; + end; + +OnOmg: + Emotion e_omg; + end; +} + +//============================================================ +// Old changelog +//============================================================ +//= 1.1 Removed the warp I left here my accident, added a check for using +//= Improved Concentration and arrow shower, people could get away with it +//= [Fredzilla] +//= 1.0 I tried to keep as much the same from the Jap version as possible +//= this turned out to be quite hard, but on the whole it is the same script +//= I have added some new things, and changed some of the used commands, +//= along with some optimization. [Fredzilla] +//= 1.5 Added Baby Class Support [Fredzilla] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1 Script check #1. [Lance] +//= 2.2 Fixed unpassable part, thx2 Alis [Lupus] +//= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex] +//= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus] +//= 2.5 Final fix of chrid issues, changed 'Improved +//= Concentration' to 'Attention Concentrate' [Lupus] +//= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus] +//= 3.1 Implemented JOBLVL as in other quests [Lupus] diff --git a/npc/jobs/2-2/monk.txt b/npc/jobs/2-2/monk.txt new file mode 100644 index 000000000..869011f09 --- /dev/null +++ b/npc/jobs/2-2/monk.txt @@ -0,0 +1,2628 @@ +//===== rAthena Script ======================================= +//= Monk Job Quest +//===== By: ================================================== +//= Dino9021, Edited / Translated by Celest +//===== Current Version: ===================================== +//= 2.5 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job quest for Monk classes +//===== Additional Comments: ================================= +//= 2.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= No longer uses function "F_BlockHigh" +//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf] +//= 2.3a Deleted unused variables. [Samuray22] +//= 2.4 Added Quest Log commands. [Kisuka] +//= 2.5 Removed the need for use of 'goto.' [L0ne_W0lf] +//============================================================ + +prt_monk,59,247,1 script Guarding Monk#mk 120,6,2,{ + if (Upper == 1) { + mes "[Tohobu]"; + mes "Hmm? What business do you have here?"; + mes "If you wish to enter this sacred area,"; + mes "you must give me your name and job level!"; + next; + mes "[Tohobu]"; + mes "....Eh?"; + mes "Oh!^FF0000gosh^000000! I am sorry, I think I misunderstood you from someone I know."; + next; + mes "[Tohobu]"; + mes "......."; + mes "........"; + next; + mes "[Tohobu]"; + mes "It is odd...I never misunderstand people...oh, well. Have a good day."; + close; + } + if (BaseJob == Job_Acolyte && MONK_Q == 0) { + mes "[Tohobu]"; + mes "Hmm? What business do you have here?"; + mes "If you wish to enter this sacred area,"; + mes "you must give me your name and job level!"; + next; + mes "[Tohobu]"; + mes "Now, please tell me your name and job level."; + next; + if (select("Ignore him.:Tell him.") == 1) { + mes "[Tohobu]"; + mes "To ignore another is disrespectful, get out!"; + close2; + warp "prt_fild03",357,256; + end; + } + mes "[Tohobu]"; + mes "Hmm... " + strcharinfo(0) + " is your name?"; + mes "...did I say it right?"; + mes "Okay, and your job level is " + JobLevel + " correct?"; + next; + mes "[Tohobu]"; + mes "Very well... why have you come here"; + mes "" + strcharinfo(0) + "?"; + next; + switch(select("To visit and learn about monks.:I wish to become a monk...:I'm tired and need to rest...")) { + case 1: + mes "[Tohobu]"; + mes "I see..."; + mes "We monks live our lives for spiritual enlightenment."; + mes "We improve our bodies as well as our minds to reach true inner peace."; + mes "May you find your inner peace as well."; + set MONK_Q,1; + close; + case 2: + if (BaseJob == Job_Acolyte && JobLevel > 39) { + mes "[Tohobu]"; + mes "Hmm you seem as though you have been training for this..."; + mes "That is good. Go see our sensei Moohae. Speak with him."; + mes "He will help you start your training."; + set MONK_Q,2; + setquest 3016; + close; + } + else if (BaseJob == Job_Acolyte && JobLevel < 40) { + mes "[Tohobu]"; + mes "Hmm, you do not seem ready to become a monk."; + mes "To become a monk you must be,"; + mes "at least a job level 40 Acolyte."; + mes "If not, you are not yet ready to become a monk."; + next; + mes "[Tohobu]"; + mes "Come back to me when you have trained more"; + mes "and I will let you know if you are ready."; + next; + mes "[Tohobu]"; + mes "I hope that you will soon join us on our"; + mes "path of inner peace and enlightenment."; + mes "I'll be waiting here for you."; + set MONK_Q,1; + close; + } + else { + mes "[Tohobu]"; + mes "Hahahha that was a good joke!"; + close; + } + case 3: + mes "[Tohobu]"; + mes "Yes, we all need to take a rest once in a while..."; + mes "It is a good idea not to stress your self."; + mes "Come in and make yourself comfortable."; + mes "Rest as long as you need to."; + next; + mes "[Tohobu]"; + mes "I hope that you become energized"; + mes "when observing our brothers in their"; + mes "pursuit of spiritual enlightenment."; + mes "I hope you reach it too."; + set MONK_Q,1; + close; + } + } + else { + if (MONK_Q == 1 && BaseJob == Job_Acolyte) { + mes "[Tohobu]"; + mes "What do you think? Did your visit reveal anything to your spirit?"; + next; + switch(select("No...:I wish to become a monk.:I need to rest...")) { + case 1: + mes "[Tohobu]"; + mes "I see, there is no shame in that."; + mes "I hope that your experience here with"; + mes "our brothers has helped you become one"; + mes "step closer to true enlightenment."; + set MONK_Q,1; + close; + case 2: + if (BaseJob == Job_Acolyte && JobLevel > 39) { + mes "[Tohobu]"; + mes "Hmm you seem as though you have been training for this..."; + mes "That is good. Go see our sensei Moohae. Speak with him."; + mes "He will help you start your training."; + set MONK_Q,2; + setquest 3016; + close; + } + else if (BaseJob == Job_Acolyte && JobLevel < 40) { + mes "[Tohobu]"; + mes "Hmm, you do not seem ready to become a monk."; + mes "To become a monk you must be,"; + mes "at least a job level 40 Acolyte."; + mes "If not, you are not yet ready to become a monk."; + next; + mes "[Tohobu]"; + mes "Come back to me when you have trained more on your own"; + mes "and I will let you know if you are ready."; + next; + mes "[Tohobu]"; + mes "I hope that you will soon join us in our"; + mes "path to inner peace and enlightenment."; + mes "I'll be waiting here for you."; + set MONK_Q,1; + close; + } + else { + mes "[Tohobu]"; + mes "Hahahha that was a good joke!"; + close; + } + case 3: + mes "[Tohobu]"; + mes "Yes, we all need to take a rest once in a while..."; + mes "It is a good idea not to stress your self."; + mes "Come in and make yourself comfortable."; + mes "Rest as long as you need to."; + next; + mes "[Tohobu]"; + mes "I hope that you become energized"; + mes "when observing our brothers in their"; + mes "pursuit of spiritual enlightenment."; + mes "I hope you reach it too."; + set MONK_Q,1; + close; + } + } + if (MONK_Q == 0) { + mes "[Tohobu]"; + mes "Hmm? What business do you have here?"; + mes "If you wish to enter this sacred area,"; + mes "You must give me your name, job level, and level!"; + next; + mes "[Tohobu]"; + mes "Now, please tell me your name as well as your job level!"; + next; + if (select("Ignore.:Tell him.") == 1) { + mes "[Tohobu]"; + mes "To ignore another is disrespectful, get out!"; + close2; + warp "prt_fild03",357,256; + end; + } + mes "[Tohobu]"; + mes "Hmm... " + strcharinfo(0) + " is your name?"; + mes "...did I say it right?"; + mes "Okay, and your job level is " + JobLevel + " correct?"; + next; + mes "[Tohobu]"; + mes "Okay, Now, why have you come here"; + mes "" + strcharinfo(0) + "?"; + next; + switch(select("To visit and learn about monks.:I wish to become a monk...:I'm tired and need to rest...")) { + case 1: + mes "[Tohobu]"; + mes "I see..."; + mes "We monks live our lives for God and spiritual enlightenment."; + mes "We improve our bodies as well as our minds to reach true inner peace."; + mes "May you find your inner peace as well."; + set MONK_Q,1; + close; + case 2: + if (BaseJob == Job_Acolyte && JobLevel > 39) { + mes "[Tohobu]"; + mes "Hmm you seem as though you have been training for this..."; + mes "That is good. Go see our sensei Moohae, speak with him"; + mes "and he will help you start new training."; + set MONK_Q,2; + setquest 3016; + close; + } + else if (BaseJob == Job_Acolyte && JobLevel < 40) { + mes "[Tohobu]"; + mes "Hmm, you do not seem ready to become a monk."; + mes "To become a monk you must be,"; + mes "at least a job level 40 Acolyte."; + mes "If not, you are not yet ready to become a monk."; + next; + mes "[Tohobu]"; + mes "Come back to me when you have trained more on your own"; + mes "and I will let you know if you are ready."; + next; + mes "[Tohobu]"; + mes "I hope that you will soon join us in our"; + mes "path to inner peace and enlightenment."; + mes "I'll be waiting here for you."; + set MONK_Q,1; + close; + } + else { + mes "[Tohobu]"; + mes "Hahahha that was a good joke!"; + close; + } + case 3: + mes "[Tohobu]"; + mes "Yes, we all need to take a rest once in a while..."; + mes "It is a good idea not to stress your self."; + mes "Come in and make yourself comfortable."; + mes "Rest as long as you need to."; + next; + mes "[Tohobu]"; + mes "I hope that you become energized"; + mes "when observing our brothers in their"; + mes "pursuit of spiritual enlightenment."; + mes "I hope you reach it too."; + set MONK_Q,1; + close; + } + } + else if (MONK_Q == 1) { + mes "[Tohobu]"; + mes "Listen carefully on your journey."; + mes "There is much to learn."; + close; + } + else if (BaseJob == Job_Acolyte && MONK_Q == 2) { + mes "[Tohobu]"; + mes "Hmm... would you like to meet sensei Moohae?"; + mes "He is in the south east area in 'The Hall of Monks'."; + close; + } + else if (BaseJob == Job_Acolyte && MONK_Q > 2) { + mes "[Tohobu]"; + mes "I hope you do well in your training and I look forward to seeing you again."; + close; + } + else { + mes "[Tohobu]"; + mes "Welcome to the central chamber of our Church."; + mes "Please, try not to disturb the other monks."; + mes "Even if you are a monk yourself."; + close; + } + } + +OnTouch: + if (MONK_Q == 0) { + mes "[Tohobu]"; + mes "How dare you set foot in"; + mes "this holy building! ! !"; + mes "Where is your respect?!"; + next; + mes "[Tohobu]"; + mes "Leave this place ! ! !"; + close; + } + if (MONK_Q == 1) { + mes "[Tohobu]"; + mes "Hmmm... come in."; + mes "You may learn something..."; + close; + } + if (BaseJob == Job_Acolyte && MONK_Q == 2) { + mes "[Tohobu]"; + mes "Hmm.....you wish to see our sensei Moohae?"; + mes "He is in the south east section of this building."; + close; + } + if (BaseJob == Job_Acolyte && MONK_Q > 2) { + mes "[Tohobu]"; + mes "I look forward to seeing you become a monk and joining us."; + close; + } + end; +} + +monk_in,99,58,1 script Sensei Moohae#mk 60,{ + mes "[Sensei Moohae]"; + mes "Greetings, you seem to be on a pure path."; + mes "Come in, come in, what can I do for you today?"; + next; + if (SkillPoint) { + mes "[Sensei Moohae]"; + mes "If you have free skill points, you will lose them during a job change."; + mes "Make sure to use any skill points you have."; + close; + } + if (BaseJob == Job_Acolyte && MONK_Q == 2 && JobLevel > 39) { + mes "[Sensei Moohae]"; + mes "I sense a fighting spirit, do you wish to become a monk? "; + next; + if (select("Yes.:No.") == 2) { + mes "[Sensei Moohae]"; + mes "My apologies... It has been some time since"; + mes "I have sensed someone with your strength."; + mes "I hope you find your path young one."; + close; + } + mes "[Sensei Moohae]"; + mes "There are still those who wish to follow the old ways."; + if (Sex) + mes "A strong young man. I am pleased of your will to join us."; + else + mes "Such a delicate flower. I am pleased to see your will to join us."; + next; + mes "[Sensei Moohae]"; + mes "Oh, you are the new pupil that wishes to join us..."; + mes "Well there are a few things that you should know prior to beginning your training."; + next; + mes "[Sensei Moohae]"; + mes "We monks are on a path of inner peace and enlightenment."; + mes "We strive to bring such peace to all others with great care."; + next; + mes "[Sensei Moohae]"; + mes "We monks achieve this from mental and physical training."; + mes "We search for enlightenment in our surroundings and in nature."; + next; + mes "[Sensei Moohae]"; + mes "It is, of course, important to always keep our original faith in God."; + next; + mes "[Sensei Moohae]"; + mes "This is not an easy life and the true test of becoming a monk is having the ability to endure all of which I said..."; + mes "The life of a monk is not for everybody, only those strong enough can become a monk."; + next; + mes "[Sensei Moohae]"; + mes "Now, that you understand all of this,"; + mes "prepare yourself to train"; + mes "your strength and spirit."; + next; + mes "[Sensei Moohae]"; + mes "Let us start with a simple task."; + next; + switch(rand(1,7)) { + case 1: setarray .@items[0], 938,5, 1055,10, 511,20, 3; changequest 3016,3017; break; + case 2: setarray .@items[0], 942,20, 1002,5, 510,3, 4; changequest 3016,3018; break; + case 3: setarray .@items[0], 905,30, 909,5, 955,10, 5; changequest 3016,3019; break; + case 4: setarray .@items[0], 943,5, 935,20, 912,5, 6; changequest 3016,3020; break; + case 5: setarray .@items[0], 7053,5, 509,10, 508,10, 7; changequest 3016,3021; break; + case 6: setarray .@items[0], 913,10, 948,4, 7033,20, 8; changequest 3016,3022; break; + case 7: setarray .@items[0], 1027,5, 1025,20, 1042,10, 9; changequest 3016,3023; break; + } + mes "[Sensei Moohae]"; + mes .@items[1]+" "+getitemname(.@items[0])+","; + mes .@items[3]+" "+getitemname(.@items[2])+","; + mes .@items[5]+" "+getitemname(.@items[4])+"."; + mes "Find these items and return to me."; + set MONK_Q,.@items[6]; + next; + mes "[Sensei Moohae]"; + switch (.@items[6]) { + case 3: mes "Why the face? This is a test of your abilities."; break; + case 4: mes "What's wrong? This is a test of your abilities."; break; + case 5: mes "You do understand don't you? This is a test of your abilities."; break; + case 6: mes "Don't look at me like that. This is a test of your abilities."; break; + case 7: mes "You don't seem concerned, this is a test of your abilities You should take this seriously."; break; + case 8: mes "It is a test of your abilities so make sure you acquire these on your own."; break; + case 9: mes "Don't be concerned, I believe you can do it. This is only to test your abilities."; break; + } + next; + mes "[Sensei Moohae]"; + mes "If you are unable to return with these items, you are not yet ready to become a monk."; + mes "Be sure to collect all the items I listed."; + mes "May God be with you."; + close; + } + else if (MONK_Q == 3) { + mes "[Sensei Moohae]"; + mes "You are back, did you bring what I asked?"; + next; + if (countitem(938) > 4 && countitem(1055) > 9 && countitem(511) > 19) { + mes "[Sensei Moohae]"; + mes "Well done, you found all the items."; + mes "I will tell this to the elders."; + set MONK_Q,10; + changequest 3017,3024; + delitem 938,5; //Sticky_Mucus + delitem 1055,10; //Earthworm_Peeling + delitem 511,20; //Green_Herb + next; + mes "[Sensei Moohae]"; + mes "Let's see who is to see you next.."; + mes "Ah... go find elder Touha."; + mes "He is in the north west."; + close; + } + else { + mes "[Sensei Moohae]"; + mes "How can you think to be done?"; + mes "You do not have what I asked for!"; + mes "5 Sticky Mucus,"; + mes "10 Earthworm Peeling,"; + mes "20 Green Herb."; + mes "These are the items I require, go find them all."; + close; + } + } + else if (MONK_Q == 4) { + mes "[Sensei Moohae]"; + mes "...eh?"; + next; + if (countitem(942) > 19 && countitem(1002) > 4 && countitem(510) > 2) { + mes "[Sensei Moohae]"; + mes "Very good, you found all the items."; + mes "I will tell this to the elders."; + set MONK_Q,10; + changequest 3018,3024; + delitem 942,20; //Yoyo_Tail + delitem 1002,5; //Iron_Ore + delitem 510,3; //Blue_Herb + next; + mes "[Sensei Moohae]"; + mes "Let's see who is to see you next.."; + mes "Ah... go find elder Touha."; + mes "He is in the north west."; + close; + } + else { + mes "[Sensei Moohae]"; + mes "Why did you return?"; + mes "You do not have what I asked for!"; + mes "20 Yoyo Tail,"; + mes "5 Iron Ore,"; + mes "3 Blue Herb."; + mes "These are the items I require, go find them all."; + close; + } + } + else if (MONK_Q == 5) { + mes "[Sensei Moohae]"; + mes "Hmm?"; + next; + if (countitem(905) > 29 && countitem(909) > 4 && countitem(955) > 9) { + mes "[Sensei Moohae]"; + mes "See, that wasn't so bad you real found all the items."; + mes "I will tell this to the elders."; + set MONK_Q,10; + changequest 3019,3024; + delitem 905,30; //Stem + delitem 909,5; //Jellopy + delitem 955,10; //Worm_Peelings + next; + mes "[Sensei Moohae]"; + mes "The next step will be given"; + mes "to you by Touha."; + mes "He is in the north west."; + close; + } + else { + mes "[Sensei Moohae]"; + mes "How can you think to be done?"; + mes "You do not have what I asked for!"; + mes "30 Stem,"; + mes "5 Jellopy"; + mes "10 Worm Peelings"; + mes "These are the items I require, go find them all."; + close; + } + } + else if (MONK_Q == 6) { + mes "[Sensei Moohae]"; + mes "I have been waiting for you."; + next; + if (countitem(943) > 4 && countitem(935) > 19 && countitem(912) > 4) { + mes "[Sensei Moohae]"; + mes "Impressive, you really found all the items."; + mes "I will tell this to the elders."; + set MONK_Q,10; + changequest 3020,3024; + delitem 943,5; //Solid_Shell + delitem 935,20; //Shell + delitem 912,5; //Zargon + next; + mes "[Sensei Moohae]"; + mes "Your next step will be with.."; + mes "elder Touha. Go find him."; + mes "He is in the north west."; + close; + } + else { + mes "[Sensei Moohae]"; + mes "How can you think to be done?"; + mes "You do not have what I asked for!"; + mes "5 Solid Shell,"; + mes "20 Shell,"; + mes "5 Zargon."; + mes "These are the items I require, go find them all."; + close; + } + } + else if (MONK_Q == 7) { + mes "[Sensei Moohae]"; + mes "Hello again. Back so soon?"; + next; + if (countitem(7053) > 4 && countitem(509) > 9 && countitem(508) > 9) { + mes "[Sensei Moohae]"; + mes "Very nice, you found all the items."; + mes "I will tell this to the elders."; + set MONK_Q,10; + changequest 3021,3024; + delitem 7053,5; //Cyfar + delitem 509,10; //White_Herb + delitem 508,10; //Yellow_Herb + next; + mes "[Sensei Moohae]"; + mes "Let's see who is to see you next.."; + mes "Ah... go find elder Touha."; + mes "He is in the north west."; + close; + } + else { + mes "[Sensei Moohae]"; + mes "Where are the items...?"; + mes "You do not have what I asked for!"; + mes "5 Cyfar,"; + mes "10 White Herb,"; + mes "10 Yellow Herb."; + mes "These are the items I require, go find them all."; + close; + } + } + else if (MONK_Q == 8) { + mes "[Sensei Moohae]"; + mes "Hmm?"; + next; + if (countitem(913) > 9 && countitem(948) > 4 && countitem(7033) > 19) { + mes "[Sensei Moohae]"; + mes "Excellent, all the items I asked for."; + mes "I will tell this to the elders."; + set MONK_Q,10; + changequest 3022,3024; + delitem 913,10; //Tooth_Of_Bat + delitem 948,5; //Bear's_Foot + delitem 7033,20; //Poison_Spore + next; + mes "[Sensei Moohae]"; + mes "Let's see who is to see you next.."; + mes "Ah... go find elder Touha."; + mes "He is in the north west."; + close; + } + else { + mes "[Sensei Moohae]"; + mes "How can you think to be done?"; + mes "You do not have what I asked for!"; + mes "10 Tooth of Bat,"; + mes "5 Bear's Foot skin"; + mes "20 Poison Spore"; + mes "These are the items I require, go find them all."; + close; + } + } + else if (MONK_Q == 9) { + mes "[Sensei Moohae]"; + mes "Welcome back."; + next; + if (countitem(1027) > 4 && countitem(1025) > 19 && countitem(1042) > 9) { + mes "[Sensei Moohae]"; + mes "Wow, you found all the items!!"; + mes "I will tell this to the elders."; + set MONK_Q,10; + changequest 3023,3024; + delitem 1027,5; //Porcupine_Spike + delitem 1025,20; //Spiderweb + delitem 1042,10; //Short_Leg + next; + mes "[Sensei Moohae]"; + mes "Let's see who is to see you next.."; + mes "Ah... go find elder Touha."; + mes "He is in the north west."; + close; + } + else { + mes "[Sensei Moohae]"; + mes "How can you think to be done?"; + mes "You do not have what I asked for!"; + mes "5 Porcupine Quill,"; + mes "20 Cobweb,"; + mes "10 Bug Leg."; + mes "These are the items I require, go find them all."; + close; + } + } + else if (MONK_Q > 9 && MONK_Q < 14) { + mes "[Sensei Moohae]"; + mes "I told you already."; + mes "Go find ^CC0000Touha^000000."; + mes "He is a little north west of here."; + close; + } + else if (MONK_Q > 13 && MONK_Q < 26) { + mes "[Sensei Moohae]"; + mes "Oh, are you still in the process of training?"; + mes "Hurry and finish!"; + close; + } + else if (MONK_Q > 25 && MONK_Q < 27) { + mes "[Sensei Moohae]"; + mes "I hear good things coming from your training."; + mes "Good luck and work hard. You will do great things as a monk."; + close; + } + else if (MONK_Q == 27 && BaseJob == Job_Acolyte) { + mes "[Sensei Moohae]"; + mes ".......Hmmm....."; + mes "Go to Tomoon, get a special potion from him. It will look like a green potion, but it isn't. Bring it to me..."; + close; + } + else if (MONK_Q == 28 && BaseJob == Job_Acolyte) { + if (countitem(506) > 0) { + mes "[Sensei Moohae]"; + mes "Do you still have the medicine you were supposed to bring?"; + mes "You must drink that green potion to strengthen yourself for becoming a monk."; + } + else if (countitem(506) == 0) { + mes "[Sensei Moohae]"; + mes "Have you finished the task? Good, so you do have what it takes to become a monk."; + mes "You didn't throw away the precious potion did you?"; + next; + mes "[Sensei Moohae]"; + mes "The potion you drank earlier must be taking its effect by now."; + mes "Now that you drank the potion your training to become a monk will begin shortly..."; + next; + mes "[Sensei Moohae]"; + mes "But first, answer me these questions."; + mes "Do you dedicate the remainder of your life to the pursuit of purity?"; + next; + if (select("Yes.:No.") == 2) { + mes "[Sensei Moohae]"; + mes "....with that kind of reply..."; + mes "Have you not enough heart to become a monk?"; + mes "Do you feel you have not suffered enough?"; + next; + mes "[Sensei Moohae]"; + mes "Think about it a little more and return!"; + mes "We cannot accept a monk who is tainted with doubt..."; + close; + } + mes "[Sensei Moohae]"; + mes "Will you take advantage of the abilities gained through our training to use for personal benefit?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Sensei Moohae]"; + mes "...then we cannot accept you as a monk. We, monks do not practice for personal benefit."; + mes "We lead our lives honorably and as holy executioners to the damned."; + next; + mes "[Sensei Moohae]"; + mes "Go back where you're from and reconsider what it means to be a monk..."; + mes "How you stand before me now, you will never last as a monk and will be tainted by that which is evil..."; + close; + } + mes "[Sensei Moohae]"; + mes "Will you punishing those who are against"; + mes "veritas and aequitas? ^CCCCCC(Truth and Justice)^000000"; + next; + if (select("Yes.:No.") == 2) { + mes "[Sensei Moohae]"; + mes "Who do you think we, the monks are for!"; + mes "Any creature that is against the will of such spawns from the dregs of the world!"; + mes "They are not worthy to exist!"; + next; + mes "[Sensei Moohae]"; + mes "Return when you are ready to face and eliminate that which is evil."; + mes "Then you will know what you have to do next without my instructions."; + close; + } + mes "[Sensei Moohae]"; + mes "Will you cooperate with others who have the same goal as yours and sacrifice yourself as a means to an end?"; + next; + if (select("Yes.:No.") == 2) { + mes "[Sensei Moohae]"; + mes "Did you say no...? This is unacceptable..."; + mes "If you can help your comrades by sacrificing yourself that is a true display of purity."; + next; + mes "[Sensei Moohae]"; + mes "Go back and contemplate upon what it means to sacrifice yourself for those you care for."; + mes "Sacrificing yourself for others may seem easy, but it's the most difficult thing to do as a human being."; + close; + } + mes "[Sensei Moohae]"; + mes "Will you assist your comrades by gathering monsters to follow you?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Sensei Moohae]"; + mes "That is not acceptable. Purposely taunting monsters to follow you can be very dangerous and harmful to others. This is not the way of a monk."; + mes "... that behavior is regarded as careless and is not tolerated."; + next; + mes "[Sensei Moohae]"; + mes "Even though you may be nearly invincible when hardening your body that skill is meant to be used for emergency situation not to be used for such disrespectful use!"; + next; + mes "[Sensei Moohae]"; + mes "You might feel that's helping others, but it's not true."; + mes "Consider what it is you must do as a monk for others again."; + close; + } + mes "[Sensei Moohae]"; + mes "Will you yell and shout the same things over and over again in towns or in fields?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Sensei Moohae]"; + mes "You are not allowed to do so. This doesn't apply only to monks but to everyone."; + mes "Nobody wants their peace disturbed!"; + mes "Even if you mean well by it, it is disrespectful and not allowed."; + close; + } + mes "[Sensei Moohae]"; + mes "Are you willing to die for others on your monk's path of being a holy executioner?"; + next; + if (select("Yes.:No.") == 2) { + mes "[Sensei Moohae]"; + mes "You cannot become a monk with such an attitude!!!"; + mes "If we can eliminate at least one more enemy of ours by sacrificing ourselves, that's what is expected of you as a holy executioner in whom we are trained to be."; + next; + mes "[Sensei Moohae]"; + mes "If you are unwilling to sacrifice yourself for those you care about,"; + mes "how can you expect to reach true enlightenment?"; + mes "Ponder upon the real meaning of life and death!!"; + close; + } + mes "Lastly, make your oath that you will keep these vows."; + next; + if (select(" I vow to keep these oaths.:...eh...no...") == 2) { + mes "[Sensei Moohae]"; + mes ".............."; + next; + mes "[Sensei Moohae]"; + mes "Then your training isn't completed."; + if (Sex) + mes "You will not be accepted as a monk my boy."; + else + mes "You will not be accepted as a monk little girl."; + next; + mes "[Sensei Moohae]"; + mes "In light of this, your training will start again from the beginning...."; + next; + mes "Calm down yourself... I reconsidered... perhaps you are simply not ready for the commitment yet."; + mes "Come back later when you're ready..."; + next; + mes "[Sensei Moohae]"; + if (Sex) + mes "I hope that you are able to realize what you are to become soon my boy..."; + else + mes "I hope that you are able to realize what you are to become soon my girl..."; + close; + } + mes "[Sensei Moohae]"; + mes "Then your training is complete..."; + mes "Please come closer."; + if (Sex) + mes "We welcome you brother, in our holy battle against evil!"; + else + mes "We welcome you sister, in our holy battle against evil!"; + next; + mes "[Sensei Moohae]"; + if (Sex) + mes "My brother, your oath has been heard by all around us."; + else + mes "My sister, your oath has been heard by all around us."; + next; + mes "[Sensei Moohae]"; + mes "I will now perform the ultimate techniques upon your body..."; + next; + mes "[Sensei Moohae]"; + mes "I will use these ancient techniques to amplify your strength through the use of pressure points on your body."; + next; + mes "[Sensei Moohae]"; + mes "Close your eyes........."; + next; + mes "[Sensei Moohae]"; + mes "And relax your body......."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "^00CCCC- You breathe in deeply -^000000"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "^CC0000- You feel fingers poking you all over your body with swiftness -^000000"; + next; + mes "[Sensei Moohae]"; + mes "Kiiii~~~Yahahhhhhhh!!!"; + next; + mes "[Sensei Moohae]"; + mes "Ooooohaaa!!!"; + next; + mes "[Sensei Moohae]"; + mes "Kiii~~~Yahahhhhhhh!!!"; + next; + mes "[Sensei Moohae]"; + mes "Haa~ Haa~ Haa~!!!!!"; + next; + mes "[Sensei Moohae]"; + mes ".... now open your eyes......"; + next; + mes "[Sensei Moohae]"; + mes "....and see life through the eyes of a monk."; + next; + set .@jlevel,JobLevel; + completequest 3032; + callfunc "Job_Change",Job_Monk; + callfunc "F_ClearJobVar"; + mes "[Sensei Moohae]"; + mes "....You are a monk."; + next; + mes "[Sensei Moohae]"; + mes "...heh."; + next; + mes "[Sensei Moohae]"; + mes "Well...I guess I am too old to do that anymore...I was better when I was younger..."; + next; + mes "[Sensei Moohae]"; + mes "...anyways, you are a monk now."; + mes "Welcome!"; + next; + mes "[Sensei Moohae]"; + mes "I hope you will keep your vow.."; + next; + mes "[Sensei Moohae]"; + mes "continue your training on your path and practice harder."; + next; + mes "[Sensei Moohae]"; + mes "Now...you may leave where the wind may take you."; + mes "Oh and I have a gift for you before you leave."; + if (.@jlevel == 50) + getitem 1804,1; //Knuckle_Duster_ + else + getitem 1801,1; //Waghnakh + } + close; + } + else if (BaseJob == Job_Acolyte) { + mes "[Sensei Moohae]"; + mes "You are...an acolyte..?"; + mes "If you seek consultation, go to the Sanctuary in Prontera. This place is for Monks, not for you."; + mes "Unless you intend to become a monk....please leave."; + close; + } + else if (BaseJob == Job_Monk) { + mes "[Sensei Moohae]"; + mes "How's your practice going?"; + mes "I hope you are still training and keeping your vows."; + next; + mes "[Sensei Moohae]"; + mes "We must always continue our training in life and stay true to our path."; + mes "Otherwise evil will come and taint our mind with impurities."; + next; + mes "[Sensei Moohae]"; + mes "Don't forget your vows, stay on your path and"; + mes "do not let any evil taint your pure heart."; + close; + } + else { + mes "[Sensei Moohae]"; + mes "If you seek consultation, go to the Sanctuary in Prontera."; + mes "We do not have anything of interest to you here, please leave and do not disturb the other monks."; + close; + } +} + +prt_monk,251,255,1 script Touha#mk 79,{ + if (MONK_Q >= 10 && MONK_Q < 14) { + if (MONK_Q == 10) { + mes "[Touha]"; + mes "What brings you to me."; + mes "Do you wish to share a conversation with me?"; + next; + mes "[Touha]"; + mes "Oh, I see. You're on the monk in training."; + mes "You already possess a similar spirit as a monk's."; + next; + mes "[Touha]"; + mes "By the looks of you, it seems, you"; + mes "have already visited Sensei Moohae. Good."; + next; + mes "[Touha]"; + mes "Let me inform you about certain things you must know as a monk."; + mes "Then I will help you to strengthen your body so that you can bear your next training."; + next; + mes "[Touha]"; + mes "Calm your mind."; + mes "Relax your body...are you ready?"; + next; + if (select("Yes.:No.") == 2) { + mes "[Touha]"; + mes "Please come back when you're ready."; + close; + } + mes "[Touha]"; + mes "Ok...then."; + next; + mes "[Touha]"; + mes "Please repeat after me."; + next; + changequest 3024,3025; + } + else { + mes "[Touha]"; + mes "Now, pay attention this time..."; + next; + } + mes "[Touha]"; + set .@rand,rand(1,3); + if ((.@rand == 1) || (MONK_Q == 11)) { + set MONK_Q,11; + mes "I seek the path"; + next; + mes "[Touha]"; + mes "of enlightenment."; + next; + mes "[Touha]"; + mes "We monks"; + next; + mes "[Touha]"; + mes "shall hold true"; + next; + mes "[Touha]"; + mes "to what we believe"; + next; + mes "[Touha]"; + mes "and will help protect others"; + next; + mes "[Touha]"; + mes "through the teachings"; + next; + mes "[Touha]"; + mes "we learn through our lives."; + next; + mes "[Touha]"; + mes "In nomine Patris, et Filii"; + next; + mes "[Touha]"; + mes "et Spiritus Sancti."; + } + else if ((.@rand == 2) || (MONK_Q == 12)) { + set MONK_Q,12; + mes "I commit myself to"; + next; + mes "[Touha]"; + mes "veritas and aequitas."; + next; + mes "[Touha]"; + mes "I will follow my path"; + next; + mes "[Touha]"; + mes "to enlightenment and purity."; + next; + mes "[Touha]"; + mes "I will protect my"; + next; + mes "[Touha]"; + mes "brothers with my life."; + next; + mes "[Touha]"; + mes "Evil shall never be"; + next; + mes "[Touha]"; + mes "victorious while I breathe."; + next; + mes "[Touha]"; + mes "In nomine Patris, et Filii"; + next; + mes "[Touha]"; + mes "et Spiritus Sancti."; + } + else if ((.@rand == 3) || (MONK_Q == 13)) { + set MONK_Q,13; + mes "And shepherds we shall be,"; + next; + mes "[Touha]"; + mes "for thee my lord for thee."; + next; + mes "[Touha]"; + mes "Power hath descended forth"; + next; + mes "[Touha]"; + mes "from the hand"; + next; + mes "[Touha]"; + mes "so our feet may swiftly carry"; + next; + mes "[Touha]"; + mes "out thy command. And we shall"; + next; + mes "[Touha]"; + mes "flow a river forth to thee and"; + next; + mes "[Touha]"; + mes "teeming with souls shall it ever be"; + next; + mes "[Touha]"; + mes "In nomine Patris, et Filii"; + next; + mes "[Touha]"; + mes "et Spiritus Sancti."; + } + next; + if (MONK_Q == 10) { + mes "[Touha]"; + mes "Ok, that is all. Now repeat what I have spoken."; + mes "" + strcharinfo(0) + ", your turn."; + next; + } + if (MONK_Q == 11) { + switch(select("shall hold true:We monks:and will help protect others:through the teachings:In nomine Patris, et Filii:to what we believe:I seek the path:we learn through our lives.:et Spiritus Sancti.:of enlightenment.")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "shall hold true"; + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "We monks"; + break; + case 3: + mes "[" + strcharinfo(0) + "]"; + mes "and will help protect others"; + break; + case 4: + mes "[" + strcharinfo(0) + "]"; + mes "through the teachings"; + break; + case 5: + mes "[" + strcharinfo(0) + "]"; + mes "In nomine Patris, et Filii"; + break; + case 6: + mes "[" + strcharinfo(0) + "]"; + mes "to what we believe"; + break; + case 7: + set .@monk_t,.@monk_t+10; + mes "[" + strcharinfo(0) + "]"; + mes "I seek the path"; + break; + case 8: + mes "[" + strcharinfo(0) + "]"; + mes "we learn through our lives."; + break; + case 9: + mes "[" + strcharinfo(0) + "]"; + mes "et Spiritus Sancti."; + break; + case 10: + mes "[" + strcharinfo(0) + "]"; + mes "of enlightenment."; + break; + } + switch(select("We monks:In nomine Patris, et Filii:I seek the path:shall hold true:of enlightenment.:and will help protect others:we learn through our lives.:through the teachings:to what we believe:et Spiritus Sancti.")) { + case 1: mes "We monks"; break; + case 2: mes "In nomine Patris, et Filii"; break; + case 3: mes "I seek the path"; break; + case 4: mes "shall hold true"; break; + case 5: + set .@monk_t,.@monk_t+10; + mes "of enlightenment."; + break; + case 6: mes "and will help protect others"; break; + case 7: mes "we learn through our lives."; break; + case 8: mes "through the teachings"; break; + case 9: mes "to what we believe"; break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("to what we believe:We monks:I seek the path:shall hold true:of enlightenment.:we learn through our lives.:In nomine Patris, et Filii:and will help protect others:through the teachings:et Spiritus Sancti.")) { + case 1: mes "to what we believe"; break; + case 2: + set .@monk_t,.@monk_t+10; + mes "We monks"; + break; + case 3: mes "I seek the path"; break; + case 4: mes "shall hold true"; break; + case 5: mes "of enlightenment."; break; + case 6: mes "we learn through our lives."; break; + case 7: mes "In nomine Patris, et Filii"; break; + case 8: mes "and will help protect others"; break; + case 9: mes "through the teachings"; break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("shall hold true:I seek the path:We monks:In nomine Patris, et Filii:of enlightenment.:et Spiritus Sancti.:to what we believe:we learn through our lives.:and will help protect others:through the teachings")) { + case 1: + set .@monk_t,.@monk_t+10; + mes "shall hold true"; + break; + case 2: mes "I seek the path"; break; + case 3: mes "We monks"; + break; + case 4: mes "In nomine Patris, et Filii"; break; + case 5: mes "of enlightenment."; break; + case 6: mes "et Spiritus Sancti."; break; + case 7: mes "to what we believe"; break; + case 8: mes "we learn through our lives."; break; + case 9: mes "and will help protect others"; break; + case 10: mes "through the teachings"; break; + } + switch(select("of enlightenment.:I seek the path:We monks:shall hold true:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii:to what we believe:et Spiritus Sancti.")) { + case 1: mes "of enlightenment."; break; + case 2: mes "I seek the path"; break; + case 3: mes "We monks"; break; + case 4: mes "shall hold true"; break; + case 5: mes "and will help protect others"; break; + case 6: mes "through the teachings"; break; + case 7: mes "we learn through our lives."; break; + case 8: mes "In nomine Patris, et Filii"; break; + case 9: + set .@monk_t,.@monk_t+10; + mes "to what we believe"; + break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("I seek the path:through the teachings:and will help protect others:of enlightenment.:shall hold true:et Spiritus Sancti.:In nomine Patris, et Filii:to what we believe:We monks:we learn through our lives.")) { + case 1: mes "I seek the path"; break; + case 2: mes "through the teachings"; break; + case 3: + set .@monk_t,.@monk_t+10; + mes "and will help protect others"; + break; + case 4: mes "of enlightenment."; break; + case 5: mes "shall hold true"; break; + case 6: mes "et Spiritus Sancti."; break; + case 7: mes "In nomine Patris, et Filii"; break; + case 8: mes "to what we believe"; break; + case 9: mes "We monks"; break; + case 10: mes "we learn through our lives."; break; + } + switch(select("we learn through our lives.:In nomine Patris, et Filii:et Spiritus Sancti.:I seek the path:of enlightenment.:to what we believe:We monks:shall hold true:and will help protect others:through the teachings")) { + case 1: mes "we learn through our lives."; break; + case 2: mes "In nomine Patris, et Filii"; break; + case 3: mes "et Spiritus Sancti."; break; + case 4: mes "I seek the path"; break; + case 5: mes "of enlightenment."; break; + case 6: mes "to what we believe"; break; + case 7: mes "We monks"; break; + case 8: mes "shall hold true"; break; + case 9: mes "and will help protect others"; break; + case 10: + set .@monk_t,.@monk_t+10; + mes "through the teachings"; + break; + } + switch(select("we learn through our lives.:In nomine Patris, et Filii:through the teachings:I seek the path:We monks:shall hold true:to what we believe:and will help protect others:of enlightenment.:et Spiritus Sancti.")) { + case 1: + set .@monk_t,.@monk_t+10; + mes "we learn through our lives."; + break; + case 2: mes "In nomine Patris, et Filii"; break; + case 3: mes "through the teachings"; break; + case 4: mes "I seek the path"; break; + case 5: mes "We monks"; break; + case 6: mes "shall hold true"; break; + case 7: mes "to what we believe"; break; + case 8: mes "and will help protect others"; break; + case 9: mes "of enlightenment."; break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("I seek the path:of enlightenment.:We monks:shall hold true:to what we believe:et Spiritus Sancti.:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii")) { + case 1: mes "I seek the path"; break; + case 2: mes "of enlightenment."; break; + case 3: mes "We monks"; break; + case 4: mes "shall hold true"; break; + case 5: mes "to what we believe"; break; + case 6: mes "et Spiritus Sancti."; break; + case 7: mes "and will help protect others"; break; + case 8: mes "through the teachings"; break; + case 9: mes "we learn through our lives."; break; + case 10: + set .@monk_t,.@monk_t+10; + mes "In nomine Patris, et Filii"; + break; + } + switch(select("I seek the path:of enlightenment.:We monks:shall hold true:to what we believe:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii:et Spiritus Sancti.")) { + case 1: mes "I seek the path"; break; + case 2: mes "of enlightenment."; break; + case 3: mes "We monks"; break; + case 4: mes "shall hold true"; break; + case 5: mes "to what we believe"; break; + case 6: mes "and will help protect others"; break; + case 7: mes "through the teachings"; break; + case 8: mes "we learn through our lives."; break; + case 9: mes "In nomine Patris, et Filii"; break; + case 10: + set .@monk_t,.@monk_t+10; + mes "et Spiritus Sancti."; + break; + } + } + else if (MONK_Q == 12) { + switch(select("I will follow my path:veritas and aequitas.:to enlightenment and purity.:I commit myself to:I will protect my:victorious while I breathe.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:et Spiritus Sancti.")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "I will follow my path"; + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "veritas and aequitas."; + break; + case 3: + mes "[" + strcharinfo(0) + "]"; + mes "to enlightenment and purity."; + break; + case 4: + mes "[" + strcharinfo(0) + "]"; + set .@monk_t,.@monk_t+10; + mes "I commit myself to"; + break; + case 5: + mes "[" + strcharinfo(0) + "]"; + mes "I will protect my"; + break; + case 6: + mes "[" + strcharinfo(0) + "]"; + mes "victorious while I breathe."; + break; + case 7: + mes "[" + strcharinfo(0) + "]"; + mes "brothers with my life."; + break; + case 8: + mes "[" + strcharinfo(0) + "]"; + mes "Evil shall never be"; + break; + case 9: + mes "[" + strcharinfo(0) + "]"; + mes "In nomine Patris, et Filii"; + break; + case 10: + mes "[" + strcharinfo(0) + "]"; + mes "et Spiritus Sancti."; + break; + } + switch(select("I will follow my path:I will protect my:brothers with my life.:to enlightenment and purity.:Evil shall never be:victorious while I breathe.:et Spiritus Sancti.:I commit myself to:veritas and aequitas.:In nomine Patris, et Filii")) { + case 1: mes "I will follow my path"; break; + case 2: mes "I will protect my"; break; + case 3: mes "brothers with my life."; break; + case 4: mes "to enlightenment and purity."; break; + case 5: mes "Evil shall never be"; break; + case 6: mes "victorious while I breathe."; break; + case 7: mes "et Spiritus Sancti."; break; + case 8: mes "I commit myself to"; break; + case 9: + set .@monk_t,.@monk_t+10; + mes "veritas and aequitas."; + break; + case 10: mes "In nomine Patris, et Filii"; break; + } + switch(select("I will follow my path:veritas and aequitas.:I commit myself to:et Spiritus Sancti.:Evil shall never be:to enlightenment and purity.:In nomine Patris, et Filii:I will protect my:brothers with my life.:victorious while I breathe.")) { + case 1: + set .@monk_t,.@monk_t+10; + mes "I will follow my path"; + break; + case 2: mes "veritas and aequitas."; break; + case 3: mes "I commit myself to"; break; + case 4: mes "et Spiritus Sancti."; break; + case 5: mes "Evil shall never be"; break; + case 6: mes "to enlightenment and purity."; break; + case 7: mes "In nomine Patris, et Filii"; break; + case 8: mes "I will protect my"; break; + case 9: mes "brothers with my life."; break; + case 10: mes "victorious while I breathe."; break; + } + switch(select("veritas and aequitas.:Evil shall never be:I will follow my path:I will protect my:victorious while I breathe.:to enlightenment and purity.:brothers with my life.:In nomine Patris, et Filii:et Spiritus Sancti.:I commit myself to")) { + case 1: mes "veritas and aequitas."; break; + case 2: mes "Evil shall never be"; break; + case 3: mes "I will follow my path"; break; + case 4: mes "I will protect my"; break; + case 5: mes "victorious while I breathe."; break; + case 6: + set .@monk_t,.@monk_t+10; + mes "to enlightenment and purity."; + break; + case 7: mes "brothers with my life."; break; + case 8: mes "In nomine Patris, et Filii"; break; + case 9: mes "et Spiritus Sancti."; break; + case 10: mes "I commit myself to"; break; + } + switch(select("victorious while I breathe.:I commit myself to:to enlightenment and purity.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:et Spiritus Sancti.:I will follow my path:veritas and aequitas.:I will protect my")) { + case 1: mes "victorious while I breathe."; break; + case 2: mes "I commit myself to"; break; + case 3: mes "to enlightenment and purity."; break; + case 4: mes "brothers with my life."; break; + case 5: mes "Evil shall never be"; break; + case 6: mes "In nomine Patris, et Filii"; break; + case 7: mes "et Spiritus Sancti."; break; + case 8: mes "I will follow my path"; break; + case 9: mes "veritas and aequitas."; break; + case 10: + set .@monk_t,.@monk_t+10; + mes "I will protect my"; + break; + } + switch(select("to enlightenment and purity.:I will follow my path:veritas and aequitas.:I commit myself to:brothers with my life.:I will protect my:victorious while I breathe.:Evil shall never be:et Spiritus Sancti.:In nomine Patris, et Filii")) { + case 1: mes "to enlightenment and purity."; break; + case 2: mes "I will follow my path"; break; + case 3: mes "veritas and aequitas."; break; + case 4: mes "I commit myself to"; break; + case 5: + set .@monk_t,.@monk_t+10; + mes "brothers with my life."; + break; + case 6: mes "I will protect my"; break; + case 7: mes "victorious while I breathe."; break; + case 8: mes "Evil shall never be"; break; + case 9: mes "et Spiritus Sancti."; break; + case 10: mes "In nomine Patris, et Filii"; break; + } + switch(select("veritas and aequitas.:Evil shall never be:brothers with my life.:victorious while I breathe.:I will follow my path:to enlightenment and purity.:I will protect my:In nomine Patris, et Filii:et Spiritus Sancti.:I commit myself to")) { + case 1: mes "veritas and aequitas."; break; + case 2: + set .@monk_t,.@monk_t+10; + mes "Evil shall never be"; + break; + case 3: mes "brothers with my life."; break; + case 4: mes "victorious while I breathe."; break; + case 5: mes "I will follow my path"; break; + case 6: mes "to enlightenment and purity."; break; + case 7: mes "I will protect my"; break; + case 8: mes "In nomine Patris, et Filii"; break; + case 9: mes "et Spiritus Sancti."; break; + case 10: mes "I commit myself to"; break; + } + switch(select("victorious while I breathe.:to enlightenment and purity.:I will protect my:veritas and aequitas.:brothers with my life.:I will follow my path:Evil shall never be:In nomine Patris, et Filii:I commit myself to:et Spiritus Sancti.")) { + case 1: + set .@monk_t,.@monk_t+10; + mes "victorious while I breathe."; + break; + case 2: mes "to enlightenment and purity."; break; + case 3: mes "I will protect my"; break; + case 4: mes "veritas and aequitas."; break; + case 5: mes "brothers with my life."; break; + case 6: mes "I will follow my path"; break; + case 7: mes "Evil shall never be"; break; + case 8: mes "In nomine Patris, et Filii"; break; + case 9: mes "I commit myself to"; break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("I commit myself to:I will follow my path:veritas and aequitas.:I will protect my:to enlightenment and purity.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:victorious while I breathe.:et Spiritus Sancti.")) { + case 1: mes "I commit myself to"; break; + case 2: mes "I will follow my path"; break; + case 3: mes "veritas and aequitas."; break; + case 4: mes "I will protect my"; break; + case 5: mes "to enlightenment and purity."; break; + case 6: mes "brothers with my life."; break; + case 7: mes "Evil shall never be"; break; + case 8: + set .@monk_t,.@monk_t+10; + mes "In nomine Patris, et Filii"; + break; + case 9: mes "victorious while I breathe."; break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("I commit myself to:veritas and aequitas.:I will follow my path:to enlightenment and purity.:I will protect my:brothers with my life.:Evil shall never be:victorious while I breathe.:In nomine Patris, et Filii:et Spiritus Sancti.")) { + case 1: mes "I commit myself to"; break; + case 2: mes "veritas and aequitas."; break; + case 3: mes "I will follow my path"; break; + case 4: mes "to enlightenment and purity."; break; + case 5: mes "I will protect my"; break; + case 6: mes "brothers with my life."; break; + case 7: mes "Evil shall never be"; break; + case 8: mes "victorious while I breathe."; break; + case 9: mes "In nomine Patris, et Filii"; break; + case 10: + set .@monk_t,.@monk_t+10; + mes "et Spiritus Sancti."; + break; + } + } + else if (MONK_Q == 13) { + switch(select("for thee my lord for thee.:And shepherds we shall be,:Power hath descended forth:out thy command. And we shall:from the hand:flow a river forth to thee and:so our feet may swiftly carry:teeming with souls shall it ever be:et Spiritus Sancti.:In nomine Patris, et Filii")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "for thee my lord for thee."; + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + set .@monk_t,.@monk_t+10; + mes "And shepherds we shall be,"; + break; + case 3: + mes "[" + strcharinfo(0) + "]"; + mes "Power hath descended forth"; + break; + case 4: + mes "[" + strcharinfo(0) + "]"; + mes "out thy command. And we shall"; + break; + case 5: + mes "[" + strcharinfo(0) + "]"; + mes "from the hand"; + break; + case 6: + mes "[" + strcharinfo(0) + "]"; + mes "flow a river forth to thee and"; + break; + case 7: + mes "[" + strcharinfo(0) + "]"; + mes "so our feet may swiftly carry"; + break; + case 8: + mes "[" + strcharinfo(0) + "]"; + mes "teeming with souls shall it ever be"; + break; + case 9: + mes "[" + strcharinfo(0) + "]"; + mes "et Spiritus Sancti."; + break; + case 10: + mes "[" + strcharinfo(0) + "]"; + mes "In nomine Patris, et Filii"; + break; + } + switch(select("teeming with souls shall it ever be:flow a river forth to thee and:so our feet may swiftly carry:In nomine Patris, et Filii:et Spiritus Sancti.:Power hath descended forth:And shepherds we shall be,:for thee my lord for thee.:from the hand:out thy command. And we shall")) { + case 1: mes "teeming with souls shall it ever be"; break; + case 2: mes "flow a river forth to thee and"; break; + case 3: mes "so our feet may swiftly carry"; break; + case 4: mes "In nomine Patris, et Filii"; break; + case 5: mes "et Spiritus Sancti."; break; + case 6: mes "Power hath descended forth"; break; + case 7: mes "And shepherds we shall be,"; break; + case 8: + set .@monk_t,.@monk_t+10; + mes "for thee my lord for thee."; + break; + case 9: mes "from the hand"; break; + case 10: mes "out thy command. And we shall"; break; + } + switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:teeming with souls shall it ever be:et Spiritus Sancti.:In nomine Patris, et Filii:so our feet may swiftly carry:out thy command. And we shall:flow a river forth to thee and")) { + case 1: mes "And shepherds we shall be,"; break; + case 2: mes "for thee my lord for thee."; break; + case 3: + set .@monk_t,.@monk_t+10; + mes "Power hath descended forth"; + break; + case 4: mes "from the hand"; break; + case 5: mes "teeming with souls shall it ever be"; break; + case 6: mes "et Spiritus Sancti."; break; + case 7: mes "In nomine Patris, et Filii"; break; + case 8: mes "so our feet may swiftly carry"; break; + case 9: mes "out thy command. And we shall"; break; + case 10: mes "flow a river forth to thee and"; break; + } + switch(select("for thee my lord for thee.:And shepherds we shall be,:Power hath descended forth:so our feet may swiftly carry:from the hand:flow a river forth to thee and:out thy command. And we shall:In nomine Patris, et Filii:teeming with souls shall it ever be:et Spiritus Sancti.")) { + case 1: mes "for thee my lord for thee."; break; + case 2: mes "And shepherds we shall be,"; break; + case 3: mes "Power hath descended forth"; break; + case 4: mes "so our feet may swiftly carry"; break; + case 5: + set .@monk_t,.@monk_t+10; + mes "from the hand"; + break; + case 6: mes "flow a river forth to thee and"; break; + case 7: mes "out thy command. And we shall"; break; + case 8: mes "In nomine Patris, et Filii"; break; + case 9: mes "teeming with souls shall it ever be"; break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:so our feet may swiftly carry:from the hand:so our feet may swiftly carry:flow a river forth to thee and:In nomine Patris, et Filii:teeming with souls shall it ever be:et Spiritus Sancti.")) { + case 1: mes "And shepherds we shall be,"; break; + case 2: mes "for thee my lord for thee."; break; + case 3: mes "Power hath descended forth"; break; + case 4: + set .@monk_t,.@monk_t+10; + mes "so our feet may swiftly carry"; + break; + case 5: mes "from the hand"; break; + case 6: mes "so our feet may swiftly carry"; break; + case 7: mes "flow a river forth to thee and"; break; + case 8: mes "In nomine Patris, et Filii"; break; + case 9: mes "teeming with souls shall it ever be"; break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("for thee my lord for thee.:Power hath descended forth:And shepherds we shall be,:from the hand:so our feet may swiftly carry:flow a river forth to thee and:out thy command. And we shall:teeming with souls shall it ever be:In nomine Patris, et Filii:et Spiritus Sancti.")) { + case 1: mes "for thee my lord for thee."; break; + case 2: mes "Power hath descended forth"; break; + case 3: mes "And shepherds we shall be,"; break; + case 4: mes "from the hand"; break; + case 5: mes "so our feet may swiftly carry"; break; + case 6: mes "flow a river forth to thee and"; break; + case 7: + set .@monk_t,.@monk_t+10; + mes "out thy command. And we shall"; + break; + case 8: mes "teeming with souls shall it ever be"; break; + case 9: mes "In nomine Patris, et Filii"; break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("for thee my lord for thee.:teeming with souls shall it ever be:flow a river forth to thee and:In nomine Patris, et Filii:et Spiritus Sancti.:Power hath descended forth:And shepherds we shall be,:so our feet may swiftly carry:from the hand:out thy command. And we shall")) { + case 1: mes "for thee my lord for thee."; break; + case 2: mes "teeming with souls shall it ever be"; break; + case 3: + set .@monk_t,.@monk_t+10; + mes "flow a river forth to thee and"; + break; + case 4: mes "In nomine Patris, et Filii"; break; + case 5: mes "et Spiritus Sancti."; break; + case 6: mes "Power hath descended forth"; break; + case 7: mes "And shepherds we shall be,"; break; + case 8: mes "so our feet may swiftly carry"; break; + case 9: mes "from the hand"; break; + case 10: mes "out thy command. And we shall"; break; + } + switch(select("teeming with souls shall it ever be:In nomine Patris, et Filii:And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:so our feet may swiftly carry:out thy command. And we shall:flow a river forth to thee and:et Spiritus Sancti.")) { + case 1: + set .@monk_t,.@monk_t+10; + mes "teeming with souls shall it ever be"; + break; + case 2: mes "In nomine Patris, et Filii"; break; + case 3: mes "And shepherds we shall be,"; break; + case 4: mes "for thee my lord for thee."; break; + case 5: mes "Power hath descended forth"; break; + case 6: mes "from the hand"; break; + case 7: mes "so our feet may swiftly carry"; break; + case 8: mes "out thy command. And we shall"; break; + case 9: mes "flow a river forth to thee and"; break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("Power hath descended forth:for thee my lord for thee.:And shepherds we shall be,:In nomine Patris, et Filii:so our feet may swiftly carry:from the hand:teeming with souls shall it ever be:flow a river forth to thee and:out thy command. And we shall:et Spiritus Sancti.")) { + case 1: mes "Power hath descended forth"; break; + case 2: mes "for thee my lord for thee."; break; + case 3: mes "And shepherds we shall be,"; break; + case 4: + set .@monk_t,.@monk_t+10; + mes "In nomine Patris, et Filii"; + break; + case 5: mes "so our feet may swiftly carry"; break; + case 6: mes "from the hand"; break; + case 7: mes "teeming with souls shall it ever be"; break; + case 8: mes "flow a river forth to thee and"; break; + case 9: mes "out thy command. And we shall"; break; + case 10: mes "et Spiritus Sancti."; break; + } + switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:out thy command. And we shall:so our feet may swiftly carry:flow a river forth to thee and:teeming with souls shall it ever be:In nomine Patris, et Filii:et Spiritus Sancti.")) { + case 1: mes "And shepherds we shall be,"; break; + case 2: mes "for thee my lord for thee."; break; + case 3: mes "Power hath descended forth"; break; + case 4: mes "from the hand"; break; + case 5: mes "out thy command. And we shall"; break; + case 6: mes "so our feet may swiftly carry"; break; + case 7: mes "flow a river forth to thee and"; break; + case 8: mes "teeming with souls shall it ever be"; break; + case 9: mes "In nomine Patris, et Filii"; break; + case 10: + set .@monk_t,.@monk_t+10; + mes "et Spiritus Sancti."; + break; + } + } + next; + mes "[Touha]"; + mes "..."; + next; + mes "[Touha]"; + mes "Hmm..."; + next; + if (.@monk_t > 90) { + set MONK_Q,14; + changequest 3025,3026; + mes "[Touha]"; + mes "...well done, that was perfect. You pay attention well..."; + next; + mes "[Touha]"; + mes "However, now is not the time to relax. Your path is still long ahead of you."; + next; + mes "[Touha]"; + mes "Now as I promised, I will help strengthen your body."; + next; + mes "Focus your mind and do not move."; + next; + mes "^33CCFFYou feel wind all around your body.^000000"; + next; + mes "^33CCFFAn energy within you grows.^000000"; + next; + mes "[Touha]"; + mes "I feel what grows within you."; + mes "You may now continue on..."; + next; + mes "[Touha]"; + mes "...the next course will be with Boohae."; + next; + mes "[Touha]"; + mes "I wish you well on your journey."; + mes "Don't forget, his name is ^CC0000Boohae^000000."; + close; + } + else { + mes "[Touha]"; + mes "I see you did not pay attention.. If you wish to become a monk, you must take this seriously."; + next; + mes "[Touha]"; + mes "Perhaps the path of a monk is too difficult for you?"; + mes "You must take this seriously if you wish to continue..."; + next; + mes "[Touha]"; + mes "I will give you another chance."; + next; + mes "[Touha]"; + mes "If you cannot pay attention and repeat what I ask you to, I will not allow you to continue your training here.."; + close; + } + } + else if (MONK_Q == 14) { + mes "[Touha]"; + mes "Hmm... did you forget who to visit?"; + next; + mes "[Touha]"; + mes "I wonder about your abilities if you cannot remember such a simple thing."; + next; + mes "[Touha]"; + mes "...are you testing my patience?"; + next; + mes "[Touha]"; + mes "You wear my patience thin..."; + mes "... go visit Boohae."; + close; + } + else if (MONK_Q > 14 && BaseJob == Job_Acolyte) { + mes "[Touha]"; + mes "...do your best for the final test."; + close; + } + else { + mes "[Touha]"; + mes "Never shall innocent blood be shed."; + next; + mes "[Touha]"; + mes "Yet the blood of the wicked shall flow like a river."; + next; + mes "[Touha]"; + mes "We shall spread our blackened wings and be the vengeful striking hammer of god."; + next; + mes "[Touha]"; + mes "We shall flow a river forth to thee, and teeming with souls shall it ever be."; + next; + mes "[Touha]"; + mes "In nomine Patris, et Filii, et Spiritus Sancti."; + next; + mes "[Touha]"; + mes "...You don't have to be afraid of me..."; + close; + } +} + +prt_monk,57,179,1 script Boohae#mk 110,{ + if (MONK_Q == 14 && BaseJob == Job_Acolyte) { + mes "[Boohae]"; + mes "..."; + next; + mes "[Boohae]"; + mes "......"; + next; + mes "[Boohae]"; + mes "........."; + next; + mes "[Boohae]"; + mes "............"; + next; + select("...excuse me...?"); + mes "[Boohae]"; + mes "..."; + mes "You just interrupted my meditation, I should break your legs..."; + next; + mes "[Boohae]"; + mes "........"; + mes "I will give you a chance to explain why you interrupted me."; + next; + mes "[Boohae]"; + mes "....."; + next; + mes "[Boohae]"; + mes "Well, start explaining... or you'll be crawling soon..."; + next; + if (select("Touha sent me.:Sorry, nothing.") == 2) { + mes "[Boohae]"; + mes "........"; + mes "...you must have a death wish to have interrupted me intentionally..."; + close; + } + mes "[Boohae]"; + mes "I see..."; + mes "Well then, let's see...."; + next; + mes "[Boohae]"; + mes "....your body seems.."; + mes "strengthened. Good..."; + next; + mes "[Boohae]"; + mes "What did you do with Touha?"; + next; + switch(select("Umm... well...ah..:We recited a holy pledge.:He diagnosed my physical status.")) { + case 1: + mes "[Boohae]"; + mes "You are not ready if you"; + mes "cannot answer a simple question."; + mes "Leave me to my prayers."; + close; + case 2: + mes "[Boohae]"; + mes "... I see..."; + mes "Didn't he do anything for you?"; + next; + switch(select("Umm... well...ah..:He diagnosed my physical status.:He taught me about being a monk.:He modified my body.")) { + case 1: + mes "[Boohae]"; + mes "You are not ready if you"; + mes "cannot answer a simple question."; + mes "Leave me to my prayers."; + close; + case 2: + mes "[Boohae]"; + mes "That is unimportant to me..."; + mes "Stop disturbing me and go away!"; + close; + case 3: + mes "[Boohae]"; + mes "The teachings of becoming a monk are learned after becoming one."; + mes "This is not what I am looking for..."; + close; + case 4: + mes "[Boohae]"; + mes "Very well, you seem to realize your body has something new inside."; + mes "Well then, we shall move on to the next step..."; + next; + break; + } + break; + case 3: + mes "[Boohae]"; + mes "...You interrupted me to tell me that...?"; + mes "Get lost before I break your legs..."; + close; + } + mes "[Boohae]"; + mes "Alright... well we have two tests..."; + mes "Choose which one you want to do..."; + next; + if (select("Gathering mushrooms:Marathon") == 1) { + set MONK_Q,15; + changequest 3026,3027; + mes "[Boohae]"; + mes "Hmm....gathering mushrooms. So you want to test your tolerance huh?"; + mes "Go prepare and come back later when you're ready."; + close; + } + set MONK_Q,16; + changequest 3026,3028; + mes "[Boohae]"; + mes "Good choice. Forcing your physical limits to their boundaries and grants a higher amount of self control."; + mes "Go prepare and come back later when you're ready."; + close; + } + if (MONK_Q == 15) { + mes "[Boohae]"; + mes "So, are you ready? You won't need anything but a great deal of determination."; + next; + mes "[Boohae]"; + mes "The gathering mushroom test is intended,"; + mes "to test your patience."; + next; + mes "[Boohae]"; + mes "Go inside the building near this abbey."; + next; + mes "[Boohae]"; + mes "Other monk candidates will be with you for the same test,"; + next; + mes "[Boohae]"; + mes "The more people that are there, the less mushrooms they'll find."; + mes "So I hope you will understand that they are testing their patience, just like you."; + close; + } + if (MONK_Q == 16) { + mes "[Boohae]"; + mes "Welcome back, did you prepare? You won't need anything except strong legs."; + next; + mes "[Boohae]"; + mes "The marathon is intended,"; + mes "to test your self-control ability."; + next; + mes "[Boohae]"; + mes "Go inside the building near this abbey."; + next; + mes "[Boohae]"; + mes "All you have to do is run around the building as many times as you're required."; + mes "Well... get going."; + close; + } + if (MONK_Q == 17) { + mes "[Boohae]"; + mes "Now, go visit 'Tomoon'. How many times should I tell you this?"; + mes "Now you have a lot of chance to damage your body because you're so exhausted right now."; + mes "'Tomoon' is staying in a deepest place inside a building near this abbey."; + close; + } + if (MONK_Q > 17 && MONK_Q < 24) { + mes "[Boohae]"; + mes "..........."; + next; + mes "-He seems to be in meditation.-"; + close; + } + else { + mes "[Boohae]"; + mes "Hmmmm....!!"; + next; + mes "-He seems to be in meditation.-"; + close; + } +} + +prt_monk,199,169,3 script Door Keeper#mk 746,{ + mes "[Keeper Chorip]"; + mes "....this place is for those"; + mes " in testing for becoming a monk."; + next; + if (MONK_Q == 14) { + mes "[Keeper Chorip]"; + mes "Huh? Did you just say Boohae?"; + next; + mes "[Keeper Chorip]"; + mes "Boohae... tends to hide in some quite places, so you might not be able to find him. For instance... a corner..."; + close; + } + else if (MONK_Q > 14 && MONK_Q < 25) { + mes "[Keeper Chorip]"; + mes "Is your name " + strcharinfo(0) + "?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Keeper Chorip]"; + mes "Alright you're cool... go on in. Your test is waiting for you. Good luck."; + close; + } + mes "[Keeper Chorip]"; + mes "Yeah right, I know who you are... get in there... your test is ready."; + close; + } + else { + mes "[Keeper Chorip]"; + mes "...please be quiet inside."; + close; + } +} + +monk_test,329,61,3 script Bashu#mk 753,{ + if (MONK_Q > 14 && MONK_Q < 25) { + if (MONK_Q == 15) { + mes "[Bashu]"; + mes "So, which test do you want to do...?"; + next; + mes "[Bashu]"; + mes "From what I've heard, you chose the mushroom test..."; + mes "Oh well, it's still your choice."; + } + else if (MONK_Q == 16) { + mes "[Bashu]"; + mes "Which test hall do you wish to enter?"; + next; + mes "[Bashu]"; + mes "Well, as far as I've been told, you chose the marathon test..."; + mes "Oh well, it's your choice."; + } + else { + mes "[Bashu]"; + mes "Which test hall do you wish to enter?"; + mes "You can choose which one you want."; + next; + } + next; + if (select("Tolerance - Gathering Mushrooms:Self-Control - Marathon") == 1) { + mes "You have decided to take the test of tolerance by ^FF0000gathering mushrooms^000000."; + close2; + warp "job_monk",226,175; + end; + } + mes "You have decided to take the test of self control by taking a ^FF0000marathon^000000."; + close2; + warp "monk_test",386,387; + end; + } + else { + mes "[Bashu]"; + mes "Welcome... this place is a training place for monks, Saint Capitolina Abbey."; + mes "When you go inside....you will meet Tomoon the oldest monk who succeeds to the predecessors,"; + next; + mes "[Bashu]"; + mes "Please be advised and do not touch anything."; + mes "And please avoid talking loud in front of Tomoon."; + next; + mes "[Bashu]"; + mes "I hope you will have a great time in here."; + close; + } +} + +monk_test,386,388,4 script Apprentice Monk#mk 110,{ + mes "[Monk Apprentice]"; + mes "W... welcome!"; + mes "Th... this place is for testing the tolerance of monk candidates!"; + next; + mes "[Monk Apprentice]"; + mes "Ju... just run..."; + mes "until you're told to stop,"; + mes "Ru...ruu....run!"; + next; + mes "[Monk Apprentice]"; + mes "M... m... me? I'll run one of these days!"; + next; + mes "[Monk Apprentice]"; + mes "M... monk... are you going to be... a... m...m...monk??"; + next; + mes "[Monk Apprentice]"; + mes "Ar...are...you...sure you are.. aren't... going to quit?"; + next; + if (select("Quit.:Keep running.") == 1) { + mes "[Monk Apprentice]"; + mes "" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!"; + mapannounce "monk_test","" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!",bc_map; + close2; + set MONK_Q,15; + changequest 3028,3027; + warp "prt_monk",194,168; + end; + } + mes "[Monk Apprentice]"; + mes "Until you're told to stop,"; + mes "Ru...ruu....run!"; + close; +} + +monk_test,387,350,0 script Supervisor#race_monk 45,2,2,{ +OnTouch: + if (MONK_Q >= 15 && MONK_Q <= 23) { + set MONK_Q,MONK_Q+1; + warp "monk_test",385,388; + end; + } + else if (MONK_Q == 24) { + set MONK_Q,25; + changequest 3028,3029; + mapannounce "monk_test","Now! This is the last lap!! If you make it you need to go visit Tomoon for the next test!",bc_map; + warp "monk_test",385,388; + end; + } + else if (MONK_Q == 25) { + mes "[Supervisor]"; + mes "Now...you may go visit Tomoon."; + mes "Tomoon is in the deepest room inside a building near this abbey."; + mapannounce "monk_test","Congratulations!" + strcharinfo(0) +"!! You completed the marathon!",bc_map; + close2; + warp "prt_monk",194,168; + end; + } +} + +monk_test,82,384,0 script Trap#t_monk1_1::MonkTrap -1,{ +OnTouch: + mapannounce "monk_test",""+ strcharinfo(0) + ", you're trapped. You will be returned.",bc_map; + warp "monk_test",387,387; + end; +} + +monk_test,83,384,0 duplicate(MonkTrap) Trap#t_monk1_2 -1 +monk_test,82,385,0 duplicate(MonkTrap) Trap#t_monk1_3 -1 +monk_test,83,385,0 duplicate(MonkTrap) Trap#t_monk1_4 -1 +monk_test,38,388,0 duplicate(MonkTrap) Trap#t_monk2_1 -1,0,1 +monk_test,39,388,0 duplicate(MonkTrap) Trap#t_monk2_2 -1,0,1 +monk_test,38,386,0 duplicate(MonkTrap) Trap#t_monk2_3 -1 +monk_test,39,386,0 duplicate(MonkTrap) Trap#t_monk2_4 -1 +monk_test,11,158,0 duplicate(MonkTrap) Trap#t_monk3_1 -1,1,0 +monk_test,11,159,0 duplicate(MonkTrap) Trap#t_monk3_2 -1,1,0 +monk_test,13,159,0 duplicate(MonkTrap) Trap#t_monk3_3 -1 +monk_test,13,158,0 duplicate(MonkTrap) Trap#t_monk3_4 -1 +monk_test,11,30,0 duplicate(MonkTrap) Trap#t_monk4_1 -1,3,0 +monk_test,11,31,0 duplicate(MonkTrap) Trap#t_monk4_2 -1,3,0 +monk_test,15,30,0 duplicate(MonkTrap) Trap#t_monk4_3 -1 +monk_test,15,31,0 duplicate(MonkTrap) Trap#t_monk4_4 -1 +monk_test,70,12,0 duplicate(MonkTrap) Trap#t_monk5_1 -1,0,1 +monk_test,71,12,0 duplicate(MonkTrap) Trap#t_monk5_2 -1,0,1 +monk_test,70,10,0 duplicate(MonkTrap) Trap#t_monk5_3 -1 +monk_test,71,10,0 duplicate(MonkTrap) Trap#t_monk5_4 -1 +monk_test,186,11,0 duplicate(MonkTrap) Trap#t_monk6_1 -1,2,3 +monk_test,189,11,0 duplicate(MonkTrap) Trap#t_monk6_2 -1,0,3 +monk_test,387,43,0 duplicate(MonkTrap) Trap#t_monk7_1 -1,1,0 +monk_test,387,42,0 duplicate(MonkTrap) Trap#t_monk7_2 -1,1,0 +monk_test,389,43,0 duplicate(MonkTrap) Trap#t_monk7_3 -1 +monk_test,389,42,0 duplicate(MonkTrap) Trap#t_monk7_4 -1 + +job_monk,225,180,1 script Hyunmoo#mk 89,{ + if ((countitem(1069) > 0 || countitem(1070) > 0) && (countitem(1069) < 30 || countitem(1070) < 30)) { + mes "[Hyunmoo]"; + mes "You didn't bring enough mushrooms... go get some more."; + next; + mes "[Hyunmoo]"; + mes "Or is it you want to quit... do you want to quit?"; + next; + switch(select("No.:Yes.") == 1) { + mes "[Hyunmoo]"; + mes "Then move!"; + close; + } + mes "[Hyunmoo]"; + mes ".....I figured as much....you don't have a spirit."; + mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map; + close2; + set MONK_Q,16; + changequest 3027,3028; + warp "prt_monk",194,168; + end; + } + else if (MONK_Q > 14 && MONK_Q < 25 && (countitem(1069) == 0 || countitem(1070) == 0)) { + mes "[Hyunmoo]"; + mes "Nice to meet you. My name is Hyunmoo. I am in charge of the mushroom test."; + next; + mes "[Hyunmoo]"; + mes "Your task will be to gather mushrooms."; + mes "Understand?"; + next; + mes "[Hyunmoo]"; + mes "Picking the mushrooms is to train your tolerance."; + mes "We planted a garden in order to survive as well as to discipline our minds."; + next; + mes "[Hyunmoo]"; + mes "I believe there is no better way to find true inner peace then to be one with nature."; + mes "So we created our garden, however these mushrooms started sprouting up everywhere!"; + next; + mes "[Hyunmoo]"; + mes "What we ask of you as part of your training is to remove these mushrooms."; + mes "Go help the others remove as many mushrooms as you can and bring me back"; + mes "enough ^FF0000Orange Net Mushrooms^000000 and ^FF0000Orange Gooey Mushroom^000000 as proof."; + next; + mes "[Hyunmoo]"; + mes "Now, go get some mushrooms."; + mes "Check back with me when you have picked some, I will tell you if it is enough."; + mes "And remember, find peace when gardening."; + next; + mes "[Hyunmoo]"; + mes "...or do you want to quit?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Hyunmoo]"; + mes "Alright then, keep going."; + close; + } + mes "[Hyunmoo]"; + mes ".....yeah I thought as much....you don't have the spirit needed to become a monk."; + mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map; + delitem 1069,countitem(1069); //Mushroom_Of_Thief_1 + delitem 1070,countitem(1070); //Mushroom_Of_Thief_2 + close2; + mapannounce "job_monk","" + strcharinfo(0) + ", has quit his training to become a monk.",bc_map; + warp "prt_monk",194,168; + set MONK_Q,16; + changequest 3027,3028; + end; + } + else if (MONK_Q > 14 && MONK_Q < 25 && (countitem(1069) > 29 || countitem(1070) > 29)) { + mes "[Hyunmoo]"; + mes "...hmm... not bad."; + mes "Ok, you passed."; + next; + mes "[Hyunmoo]"; + mes "Go meet Tomoon for your next test."; + mes "Tomoon is staying in the deepest room inside a building near this abbey."; + set MONK_Q,25; + changequest 3027,3029; + delitem 1069,countitem(1069); //Mushroom_Of_Thief_1 + delitem 1070,countitem(1070); //Mushroom_Of_Thief_2 + close2; + warp "prt_monk",194,168; + end; + } + else if (MONK_Q > 24) { + mes "[Hyunmoo]"; + mes "Didn't I tell you to go meet ^FF0000Tomoon^000000? Or do you want to pick some more mushrooms?"; + mes "Tomoon is staying in the deepest room inside a building near this abbey."; + close; + } +} + +prt_monk,225,180,1 script Hyunmoo#mk2 89,{ + if (MONK_Q < 25) { + mes "[Hyunmoo]"; + mes "As I see vegetables growing, I feel myself growing within."; + next; + mes "[Hyunmoo]"; + mes "As I see other monks working hard on growing vegetables,"; + mes "it warms my heart to see others enjoying gardening as I do."; + next; + mes "[Hyunmoo]"; + mes "To be honest with you, I think gardening is the greatest thing ever..."; + mes "We should give thanks to the brothers who prepare our food for us through their hard work."; + next; + mes "[Hyunmoo]"; + mes "Don't forget to thank them as you go by for their hard work."; + close; + } + else if (MONK_Q > 24 && BaseJob == Job_Acolyte) { + mes "[Hyunmoo]"; + mes "Didn't I tell you to go meet Tomoon? Or do you want to pick more mushrooms?"; + mes "Tomoon is staying in the deepest room inside a building near this abbey."; + close; + } + else { + mes "[Hyunmoo]"; + mes "As I see vegetables growing, I feel myself growing within."; + next; + mes "[Hyunmoo]"; + mes "As I see other monks working hard on growing vegetables,"; + mes "it warms my heart to see others enjoying gardening as I do."; + next; + mes "[Hyunmoo]"; + mes "To be honest with you, I think gardening is the greatest thing ever..."; + mes "We should give thanks to the brothers who prepare our food for us through their hard work."; + next; + mes "[Hyunmoo]"; + mes "Don't forget to thank them as you go by for their hard work."; + close; + } +} + +monk_test,319,139,1 script Tomoon#mk 52,{ + if (MONK_Q == 25) { + mes "[Tomoon]"; + mes "Welcome young one."; + mes "My name is Tomoon, I am in charge of the last test of spiritual training!"; + next; + mes "[Tomoon]"; + mes "Now you don't need to be instructed any more then this:"; + mes "^990000Terminate every living thing in your way!^000000 That's all!"; + next; + mes "[Tomoon]"; + mes "While you're wandering around within the maze, if you encounter any evil creatures, just kill them! Release their tortured souls!!"; + next; + mes "[Tomoon]"; + mes "Do not compare us to the weakling priests! We are monks and we will always be the strongest!!"; + next; + mes "[Tomoon]"; + mes "We are not like priests who cower behind the strength of others!"; + next; + mes "[Tomoon]"; + mes "Now, focus!! Keep your fists tight and your eyes open! It's time to show me what you got."; + next; + mes "[Tomoon]"; + mes "Let's see if you got what it takes to be a true monk!!"; + close2; + set MONK_Q,26; + changequest 3029,3031; + warp "monk_test",88,74; + end; + } + else if (MONK_Q == 26) { + mes "[Tomoon]"; + mes "Hmm... you failed?"; + mes "Cheer up! Failure is but a process to success!"; + mes "Go! Start again! Kill them all!!"; + close2; + warp "monk_test",88,74; + end; + } + else if (MONK_Q == 27) { + mes "[Tomoon]"; + mes "Excellent job!!"; + mes "I knew you'd make it through!"; + mes "Now...I will give you a secret potion which will double your physical strength."; + next; + getitem 506,1; //Green_Potion + mes "Drink this potion and you will be able to become a monk!!!"; + mes "... now go back to sensei Moohae!!!"; + set MONK_Q,28; + changequest 3031,3032; + close; + } + else if (MONK_Q == 28) { + mes "[Tomoon]"; + mes "I already told you, go back to sensei Moohae!!!"; + close; + } + else { + mes "[Tomoon]"; + mes "....be quiet."; + mes "....."; + next; + mes "[Tomoon]"; + mes "I will not allow anyone to cause any trouble in this abbey."; + next; + mes "[Tomoon]"; + mes "You'd better not be thinking about causing any trouble."; + close; + } +} + +monk_test,82,85,1 script Proctor#mk 95,{ + mes "[Proctor]"; + mes "So, are you ready to undergo the spiritual training?"; + next; + switch(select("Yes!:No.:What do I have to do?")) { + case 1: + mes "[Proctor]"; + mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in."; + mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades."; + close2; + set MONK_Q,26; + warp "monk_test",125,277; + end; + case 2: + mes "[Proctor]"; + mes "I see. Take your time."; + close; + case 3: + mes "[Proctor]"; + mes "Inside this test hall is the maze of spirits."; + mes "There are spirits inside which will block you from moving freely."; + next; + mes "[Proctor]"; + mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point."; + next; + mes "[Proctor]"; + mes "....Oh yes and also there are monsters wandering around in the maze, please clear them."; + mes "Good luck."; + close; + } +} + +monk_test,144,277,0 script mob_monk#1_1 -1,1,1,{ +OnTouch: + monster "monk_test",144,277,"Zombie",1015,1; + monster "monk_test",144,277,"Zombie",1015,1; + monster "monk_test",144,277,"Zombie",1015,1; + monster "monk_test",144,277,"Zombie",1015,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,134,291,0 script mob_monk#1_2 -1,1,1,{ +OnTouch: + monster "monk_test",134,291,"Zombie",1015,1; + monster "monk_test",134,291,"Zombie",1015,1; + monster "monk_test",134,291,"Zombie",1015,1; + monster "monk_test",134,291,"Zombie",1015,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,157,284,0 script mob_monk#1_3 -1,1,1,{ +OnTouch: + monster "monk_test",157,284,"Mummy",1041,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,156,261,0 script mob_monk#1_4 -1,1,1,{ +OnTouch: + monster "monk_test",156,261,"Mummy",1041,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,149,268,0 script mob_monk#1_5 -1,1,1,{ +OnTouch: + monster "monk_test",149,268,"Zombie",1015,1; + monster "monk_test",149,268,"Zombie",1015,1; + monster "monk_test",149,268,"Zombie",1015,1; + monster "monk_test",149,268,"Zombie",1015,1; + monster "monk_test",149,268,"Zombie",1015,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,166,278,0 script exit_monk#1 45,1,1,{ +OnTouch: + mes "[Proctor]"; + mes "You did well. Please return to Tomoon, he's waiting for you."; + set MONK_Q,27; + donpcevent "mob_monk#1_5::OnDisable"; + donpcevent "mob_monk#1_4::OnDisable"; + donpcevent "mob_monk#1_3::OnDisable"; + donpcevent "mob_monk#1_2::OnDisable"; + donpcevent "mob_monk#1_1::OnDisable"; + close2; + warp "prt_monk",196,168; + end; +} + +monk_test,88,91,1 script Proctor#mk2 52,{ + mes "[Proctor]"; + mes "So, are you ready to undergo this spiritual training?"; + next; + switch(select("Yes!:No.:Check the caution for the test.")) { + case 1: + mes "[Proctor]"; + mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in."; + mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades."; + close2; + set MONK_Q,26; + warp "monk_test",125,177; + end; + case 2: + mes "[Proctor]"; + mes "I see. Take your time."; + close; + case 3: + mes "[Proctor]"; + mes "Inside this test hall is the maze of spirits."; + mes "There are spirits inside which will block you from moving freely."; + next; + mes "[Proctor]"; + mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point."; + next; + mes "[Proctor]"; + mes "....Oh yes and also there are monsters wandering around in the maze, please clear them."; + mes "Good luck."; + close; + } +} + +monk_test,140,181,0 script mob_monk#2_1 -1,1,1,{ +OnTouch: + monster "monk_test",140,181,"Zombie",1015,1; + monster "monk_test",140,181,"Zombie",1015,1; + monster "monk_test",140,181,"Zombie",1015,1; + monster "monk_test",140,181,"Zombie",1015,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,150,164,0 script mob_monk#2_2 -1,1,1,{ +OnTouch: + monster "monk_test",150,164,"Zombie",1015,1; + monster "monk_test",150,164,"Zombie",1015,1; + monster "monk_test",150,164,"Zombie",1015,1; + monster "monk_test",150,164,"Zombie",1015,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,158,192,0 script mob_monk#2_3 -1,1,1,{ +OnTouch: + monster "monk_test",158,192,"Mummy",1041,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,165,186,0 script mob_monk#2_4 -1,1,1,{ +OnTouch: + monster "monk_test",165,186,"Mummy",1041,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,162,182,0 script mob_monk#2_5 -1,1,1,{ +OnTouch: + monster "monk_test",162,182,"Zombie",1015,1; + monster "monk_test",162,182,"Zombie",1015,1; + monster "monk_test",162,182,"Zombie",1015,1; + monster "monk_test",162,182,"Zombie",1015,1; + monster "monk_test",162,182,"Zombie",1015,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,166,178,0 script exit_monk#2 45,1,1,{ +OnTouch: + mes "[Proctor]"; + mes "You did well. Please return to Tomoon, he's waiting for you."; + set MONK_Q,27; + donpcevent "mob_monk#2_5::OnDisable"; + donpcevent "mob_monk#2_4::OnDisable"; + donpcevent "mob_monk#2_3::OnDisable"; + donpcevent "mob_monk#2_2::OnDisable"; + donpcevent "mob_monk#2_1::OnDisable"; + close2; + warp "prt_monk",196,168; + end; +} + +monk_test,95,85,1 script Proctor#btl#3 79,{ + mes "[Proctor]"; + mes "So, are you ready to undergo this spiritual training?"; + next; + switch(select("Yes!:No.:Check the caution for the test.")) { + case 1: + mes "[Proctor]"; + mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in."; + mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades."; + close2; + set MONK_Q,26; + warp "monk_test",230,277; + end; + case 2: + mes "[Proctor]"; + mes "I see. Take your time."; + close; + case 3: + mes "[Proctor]"; + mes "Inside this test hall is the maze of spirits."; + mes "There are spirits inside which will block you from moving freely."; + next; + mes "[Proctor]"; + mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point."; + next; + mes "[Proctor]"; + mes "....Oh yes and also there are monsters wandering around in the maze, please clear them."; + mes "Good luck."; + close; + } +} + +monk_test,249,277,0 script mob_monk#3_1 -1,1,1,{ +OnTouch: + monster "monk_test",249,277,"Zombie",1015,1; + monster "monk_test",249,277,"Zombie",1015,1; + monster "monk_test",249,277,"Zombie",1015,1; + monster "monk_test",249,277,"Zombie",1015,1; + end; + +OnDisable: + killmonsterall "monk_test"; +} + +monk_test,231,296,0 script mob_monk#3_2 -1,1,1,{ +OnTouch: + monster "monk_test",231,296,"Zombie",1015,1; + monster "monk_test",231,296,"Zombie",1015,1; + monster "monk_test",231,296,"Zombie",1015,1; + monster "monk_test",231,296,"Zombie",1015,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,264,292,0 script mob_monk#3_3 -1,1,1,{ +OnTouch: + monster "monk_test",264,292,"Mummy",1041,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,252,284,0 script mob_monk#3_4 -1,1,1,{ +OnTouch: + monster "monk_test",252,284,"Mummy",1041,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,257,285,0 script mob_monk#3_5 -1,1,1,{ +OnTouch: + monster "monk_test",257,285,"Zombie",1015,1; + monster "monk_test",257,285,"Zombie",1015,1; + monster "monk_test",257,285,"Zombie",1015,1; + monster "monk_test",257,285,"Zombie",1015,1; + monster "monk_test",257,285,"Zombie",1015,1; + monster "monk_test",257,285,"Zombie",1015,1; + end; + +OnDisable: + killmonsterall "monk_test"; + end; +} + +monk_test,270,278,0 script exit_monk#3 45,1,1,{ +OnTouch: + mes "[Proctor]"; + mes "You did well. Please return to Tomoon, he's waiting for you."; + set MONK_Q,27; + donpcevent "mob_monk#3_5::OnDisable"; + donpcevent "mob_monk#3_4::OnDisable"; + donpcevent "mob_monk#3_3::OnDisable"; + donpcevent "mob_monk#3_2::OnDisable"; + donpcevent "mob_monk#3_1::OnDisable"; + close2; + warp "prt_monk",196,168; + end; +} + +monk_test,3,3,0 script resetter#monk -1,{ +OnTimer500000: + donpcevent "mob_monk#1_1::OnDisable"; + donpcevent "mob_monk#1_2::OnDisable"; + donpcevent "mob_monk#1_3::OnDisable"; + donpcevent "mob_monk#1_4::OnDisable"; + donpcevent "mob_monk#1_5::OnDisable"; + donpcevent "mob_monk#2_1::OnDisable"; + donpcevent "mob_monk#2_2::OnDisable"; + donpcevent "mob_monk#2_3::OnDisable"; + donpcevent "mob_monk#2_4::OnDisable"; + donpcevent "mob_monk#2_5::OnDisable"; + donpcevent "mob_monk#3_1::OnDisable"; + donpcevent "mob_monk#3_2::OnDisable"; + donpcevent "mob_monk#3_3::OnDisable"; + donpcevent "mob_monk#3_4::OnDisable"; + donpcevent "mob_monk#3_5::OnDisable"; + initnpctimer; + end; + + +OnInit: +OnEnable: + initnpctimer; + end; +} + +monk_test,137,338,1 script switchreset#monkmonk 79,{ + mes "Grrrr..."; + mes "All monsters in the monk job chance place have been reset."; + mes "Timer's activated."; + donpcevent "mob_monk#1_1::OnDisable"; + donpcevent "mob_monk#1_2::OnDisable"; + donpcevent "mob_monk#1_3::OnDisable"; + donpcevent "mob_monk#1_4::OnDisable"; + donpcevent "mob_monk#1_5::OnDisable"; + donpcevent "mob_monk#2_1::OnDisable"; + donpcevent "mob_monk#2_2::OnDisable"; + donpcevent "mob_monk#2_3::OnDisable"; + donpcevent "mob_monk#2_4::OnDisable"; + donpcevent "mob_monk#2_5::OnDisable"; + donpcevent "mob_monk#3_1::OnDisable"; + donpcevent "mob_monk#3_2::OnDisable"; + donpcevent "mob_monk#3_3::OnDisable"; + donpcevent "mob_monk#3_4::OnDisable"; + donpcevent "mob_monk#3_5::OnDisable"; + donpcevent "resetter#monk::OnEnable"; + close; +} + +//============================================================ +// Monsters of Mushroom Collecting +//============================================================ +job_monk,0,0,0,0 monster Thief Mushroom 1182,70,0,0,0 +job_monk,0,0,0,0 monster Thief Bug Larva 1051,20,0,0,0 + +//============================================================ +// mapflag +//============================================================ + +//============================================================ +// Old changelog +//============================================================ +//= 1.1 Fixed missing '";'. Now it's loading fine [Lupus] +//= 1.1+ Edited/Translated 5% [Celest] +//= 1.2 Made Poetry Quiz passable, Fixed Marathon Part [Lupus] +//= 1.3 Added Baby Class Support [Lupus] +//= 1.5 Fixed possible EXP abuse [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] 1.7 Fixed warps19/20 [Yor] +//= 1.8 Fixed bugs. Fixed Green Potion exploit. Getting rid of Jfunc mess [Lupus] +//= 1.9 Added a missing check in Fuhai and fixed a LOT of Engrish. [Zephiris] +//= 1.9b Fixed another bug in Fuhai. [Zephiris] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1 Removed Duplicates [Silent] diff --git a/npc/jobs/2-2/rogue.txt b/npc/jobs/2-2/rogue.txt new file mode 100644 index 000000000..6d9ffe14f --- /dev/null +++ b/npc/jobs/2-2/rogue.txt @@ -0,0 +1,2034 @@ +//===== rAthena Script ======================================= +//= Rogue Job Quest +//===== By: ================================================== +//= kobra_k88 +//===== Current Version: ===================================== +//= 2.9 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job quest for Rogue classes +//===== Additional Comments: ================================= +//= 2.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= No longer uses function "F_BlockHigh" +//= 2.4a Deleted unused variables. [Samuray22] +//= 2.4b Changed a Problem with JobLevel what made +//= impossible get a Gladius [3]. (bugreport:481) [Samuray22] +//= 2.4c Corrected a Typo error ";;" and a typo error with "rouge". (bugreport:909) [Samuray22] +//= 2.5 Added dummy "OnMyMobDead" labels. (bugreport:1100) [L0ne_W0lf] +//= 2.6 Fixed a few bugs in the Rogue Guildsman. [L0ne_W0lf] +//= 2.7 Fixed a bug on Markie question 5, bugreport:1600 [Brainstorm] +//= 2.8 Moved "Thug" to Morroc Ruins. [L0ne_W0lf] +//= 2.9 Added Quest Log commands. [Kisuka] +//============================================================ + +moc_ruins,86,103,1 script Thug#rg 118,{ + mes "[Thug]"; + mes "*Sigh...*"; + mes "What is life?"; + mes "And what use"; + mes "is money? ...Damn."; + mes "Damn this worthless life!"; + next; + mes "[Thug]"; + mes "Hey, kid."; + mes "What the hell"; + mes "are you lookin' at?"; + next; + if (select("Me? N-nothing!':........") == 1) { + mes "[Thug]"; + mes "Then get the"; + mes "hell out of my face!"; + mes "Didn't you hear me?"; + mes "Get lost!"; + close; + } + mes "[Thug]"; + mes "Hmmm..."; + mes "Maybe I'll swing by the ^0000FFRogue Guild^000000 in ^0000FFParos Lighthouse^000000..."; + next; + mes "[Thug]"; + mes "I needz my money,"; + mes "and they best have it..."; + close; +} + +in_rogue,363,122,4 script Rogue Guildsman#rg 747,{ + if (Upper == 1) { + mes "[Markie]"; + mes "Eh? You...you...?!"; + mes "Hey, haven't we met before?"; + next; + mes "[Markie]"; + mes ".............."; + mes "Awww, ^FF0000I am sorry^000000! I think I misunderstood you from someone I know."; + next; + mes "[Markie]"; + mes "......."; + mes "........It is strange though. Umm."; + next; + mes "[Markie]"; + mes "I never misunderstand people...oh well, be safe anyway!"; + close; + } + if (BaseJob == Job_Thief) { + if (SkillPoint) { + mes "[Rogue Guildsman]"; + mes "Yo, what are you doin'?!"; + mes "You can't change your job if you got unused skill points, so use 'em all up. You bettah check yo-self before you wreck yo-self."; + close; + } + if (JobLevel > 39) { + if (ROGUE_Q == 0) { + mes "[Rogue Guildsman]"; + mes "So what's a kid"; + mes "like you doin' here?"; + if (sex == 1) { + mes "Oh, I get it now..."; + mes "The widdle boy wants"; + } + else { + mes "Oh, I see..."; + mes "Lil' cutie wants "; + } + mes "to be a ^800000Rogue^000000."; + next; + mes "[Rogue Guildsman]"; + mes "Eh, nice meetin' you, I guess. I'm Markie, and I do work for the Rogue Guild, a philanthro-- *ahem* a ^800000feelanthropist^000000 group, as you can see. So what's your name?"; + next; + mes "[Markie]"; + mes "..." + strcharinfo(0) + "?"; + mes "Heh heh! Cool name."; + mes "If it was dorky, we'd"; + mes "make you change it,"; + mes "so you're in luck."; + next; + mes "[Markie]"; + mes "So why you wanna join up with the Rogues? I guess you gave me your real name, so you'd be an honest Rogue. Not many of those around, heh heh~"; + next; + mes "[Markie]"; + mes "Rule number 1 for Rogues..."; + mes "Never give out your real identity to most people, most of the time. It's just a little backup measure we like to use."; + next; + mes "[Markie]"; + mes "Right. I'm officially accepting your application, so now you gotta take a test. Don't sweat it, this first one is real simple."; + next; + mes "[Markie]"; + mes "Alright..."; + mes "Let's get started!"; + next; + } + else if (ROGUE_Q == 1) { + mes "[Markie]"; + mes "You again?"; + mes "Okay, you probably screwed up last time 'cuz you were way too nervous. So just chill and pass"; + mes "this test, okay?"; + next; + } + else if (ROGUE_Q == 2) { + mes "[Markie]"; + mes "Go talk to Smith. His test might be pretty hard. He's one of the guys who makes sure that people pay up their debts to us. So yeah, he might be a bit of a hard case."; + next; + mes "[Markie]"; + mes "Yeah..."; + mes "That guy can be pretty anal, but we need a guy like him in our guild. Anyway, be careful. Lots of luck to you, pal."; + close; + } + else if (ROGUE_Q > 2 && ROGUE_Q < 16) { + mes "[Markie]"; + mes "Hey yo..."; + mes "Do your best."; + next; + mes "[Markie]"; + mes "Heh heh..."; + mes "Fresh meat. This'll be"; + mes "a cinch to--Wait! Er, I wasn't talkin' about you! I meant the other fresh meat~"; + close; + } + else if (ROGUE_Q == 16 || ROGUE_Q == 17) { + changequest 2026,2027; + mes "[Markie]"; + if (ROGUE_Q == 16) { + mes "Oh hey, it's you!"; + mes "You did a good job, guy."; + mes "Now, lemme change your"; + mes "job to Rogue. You earned it!"; + next; + mes "[Markie]"; + mes "Congrats~!"; + mes "You look"; + mes "sooo dope!"; + } + else { + mes "Oh! It's you!"; + mes "You were actually able to put up with that guy? Good stuff! Must've had a rough time collect all those items, eh?"; + next; + mes "[Markie]"; + mes "Hey hey~"; + mes "Congrats!"; + mes "You've been"; + mes "doin' a great job~"; + } + set .@jlevel,JobLevel; + callfunc "Job_Change",Job_Rogue; + callfunc "F_ClearJobVar"; + completequest 2027; + next; + mes "[Markie]"; + mes "Now..."; + mes "It's time"; + mes "for me to make"; + mes "a speech~ *Ahem*"; + next; + mes "[Markie]"; + mes "Enjoy your freedom as a Rogue. Just remember that you gotta be free and responsible at the same time. So treat other guys the way you wanna be treated, kay? Alright, seeya round."; + close2; + if (.@jlevel == 50) { + getitem 1220,1; //Gladius_ + } else { + getitem 1219,1; //Gladius + } + end; + } + if (select("I'm ready.:Hold on, I need to get ready!") == 2) { + mes "[Markie]"; + mes "Get ready...?"; + mes "Fine, fine."; + mes "Take your sweet"; + mes "time, why don't you?"; + mes "But hurry up and"; + mes "come back, got it?"; + close; + } + next; + mes "[Markie]"; + mes "Listen carefully, and"; + mes "pick the right answer."; + mes "Capish? Now, lemme"; + mes "read these questions..."; + next; + switch(rand(1,3)) { + case 1: + mes "[Markie]"; + mes "1. Choose the skill necessary for learning ^880000Stalk^000000."; + next; + if (select("^880000Hiding^000000:^880000Steal^000000:^880000Improve Dodge^000000:^880000Bash^000000") == 1) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "2. In comparison to the Merchant's Level 10 ^880000Discount^000000 skill, how much more of a discount, in terms of percent, can a Rogue get with Level 10 ^880000Haggle^000000 skill?"; + next; + if (select("3 %:2 %:1 %:0 %") == 3) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "3. What is the correct description for the skill, ^880000Mug^000000?"; + next; + if (select("Steal items from players:Steal items from monsters:Steal Zeny from monsters:Steal Zeny from players") == 3) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "4. How many Rogues does it require to activate the skill, ^880000Slyness^000000?"; + next; + if (select("1 Rogues + 2 Assassin:1 Thief + 2 Rogue:4 Thieves:2 Rogues") == 4) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "5. Choose the skill that you can learn at Level 5 ^880000Divest Helm^000000."; + next; + if (select("^880000Envenom^000000:^880000Strip Tease^000000:^880000Venom Splasher^000000:^880000Divest Shield^000000") == 4) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "6. Choose the skill which allows its user to move while hiding."; + next; + if (select("^880000Hiding^000000:^880000Back Slide^000000:^880000Stalk^000000:^880000Sand Attack^000000") == 3) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "7. Choose the card that increases the accuracy rate of its owner."; + next; + if (select("Andre Card.:Familiar Card.:Mummy Card.:Marina Card.") == 3) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "8. Choose the monster that receives more damage when it's attacked by a weapon with the Vadon card (20 % more damage on Fire property)."; + next; + if (select("Vadon:Deviruchi:Elder Willow:Baphomet") == 3) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "9. How much SP does the skill ^880000Double Attack^000000 require when used with a Dagger?"; + next; + if (select("15:Passive skill, no SP required.:Passive skill, 10 SP:54") == 2) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "10. Choose the most efficient dagger to use in the Byalan Dungeon."; + next; + if (select("Wind Main-Gauche:Ice Main-Gauche:Earth Main-Gauche:Fire Main-Gauche") == 1) + set .@assassin_t,.@assassin_t+10; + break; + case 2: + mes "[Markie]"; + mes "1. Which monster drops a slotted Gladius?"; + next; + if (select("Thief Bug:Peco Peco:Desert Wolf:Kobold") == 4) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "2. Which monster drops a slotted Main-Gauche?"; + next; + if (select("Hornet:Desert Wolf:Marionette:Myst") == 1) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "3. Choose the class that is able to create unique potions."; + next; + if (select("Merchant:Alchemist:Blacksmith:Priest") == 2) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "4. Choose the weapon that Rogues aren't allowed to use."; + next; + if (select("Gakkung:Crossbow:Gladius:Katar") == 4) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "5. Choose the property that the monster Hode possesses."; + next; + if (select("Water:Fire:Wind:Earth") == 4) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "6. Choose the monster that is unable to be tamed for as a Cute Pet."; + next; + if (select("Poporing:Creamy:Orc:Poison Spore") == 2) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "7. Choose the monster that receives more damage from a Dagger with the Fire property."; + next; + if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "8. Choose the town that doesn't have any guild castles."; + next; + if (select("Prontera:Al De Baran:Alberta:Payon") == 3) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "9. Choose the plant that drops Blue Herbs."; + next; + switch(select("Green Plant:Yellow Plant:Blue Plant:Shining Plant")) { + default: + break; + case 3: + set .@assassin_t,.@assassin_t+10; + break; + case 4: + set .@assassin_t,.@assassin_t+10; + break; + } + mes "[Markie]"; + mes "10. Choose the monster that does not have the Undead property."; + next; + if (select("Zombie:Megalodon:Familiar:Khalitzburg") == 3) + set .@assassin_t,.@assassin_t+10; + break; + case 3: + mes "[Markie]"; + mes "1. By what percentage is the flee rate increased when a Thief masters the ^880000Improve Dodge^000000?"; + next; + if (select("30:40:160:20") == 1) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "2. Choose the monster that detects a characters using the Hiding or Cloaking skill."; + next; + if (select("Worm Tail:Argos:Mummy:Soldier Skeleton") == 2) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "3. Choose the location where Thieves can change their jobs to Rogues."; + next; + if (select("Comodo:Kokomo Beach:Paros Lighthouse:Morroc") == 3) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "4. In which town can Novices change their jobs to Thieves?"; + next; + if (select("Comodo:Lutie:Alberta:Morroc") == 4) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "5. Choose the card that does not affect the DEX stat."; + next; + if (select("Rocker Card:Mummy Card:Zerom Card:Drops Card") == 2) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "6. So what's cool about being a Rogue?"; + next; + select("Being totally badass.:The clothes, the style.:Getting to call other people, 'foo'':Excellent attack strength"); + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "7. When is it possible to change jobs from Thief to Rogue?"; + next; + switch(select("At job Level 30:At job Level 35:At Job Level 40:At Job Level 50")) { + default: + break; + case 3: + set .@assassin_t,.@assassin_t+10; + break; + case 4: + set .@assassin_t,.@assassin_t+10; + break; + } + mes "[Markie]"; + mes "8. You want to dye your hair blue. What town do you go to, and in which direction, with 12 o' clock being North."; + next; + if (select("Morroc, 7 o'clock:Prontera, 7 o'clock:Morroc, 5 o'clock:Prontera, 1 o'clock") == 2) + set .@assassin_t,.@assassin_t+10; + + mes "[Markie]"; + mes "9. Choose the mushroom that is required on the Thief job change quest."; + next; + switch(select("Orange Gooey Mushroom:Red Hairy Mushroom:Orange Net Mushroom:Orange Sticky Mushroom")) { + default: + break; + case 1: + case 3: + set .@assassin_t,.@assassin_t+10; + break; + } + mes "[Markie]"; + mes "10. Choose the card that least benefits the Rogue class."; + next; + if (select("Whisper Card:Elder Willow Card:Zerom Card:Matyr Card") == 2) + set .@assassin_t,.@assassin_t+10; + } + mes "[Markie]"; + mes "*Whew~*"; + mes "Finally."; + mes "We're done."; + next; + mes "[Markie]"; + mes "Let's see."; + mes "You got..."; + mes "" + .@assassin_t + " points."; + if (.@assassin_t > 80) { + set ROGUE_Q,2; + setquest 2017; + mes "Good. You passed."; + mes "We don't gotta"; + mes "do that again."; + next; + mes "[Markie]"; + mes "But don't get too comfortable just yet, you got more o' these tests. Your next one will be from Smith."; + next; + mes "[Markie]"; + mes "So..."; + mes "Go find Smith and finish up this test, yeah? Be careful though, Smith's a pretty anal guy."; + close; + } + else { + set ROGUE_Q,1; + mes "Aw crud... You failed!"; + next; + mes "[Markie]"; + mes "Man, you shoulda learned more when you had the chance. Thanks for wasting my time."; + next; + mes "[Markie]"; + mes "*Sigh...* Lemme give you some tips, yeah? I'm supposed to tell you about some kind of ^990000iro.ragnarokonline.com^000000 to help you learn what you need to know."; + next; + mes "[Markie]"; + mes "Of course, I don't know what the heck it means, but if you understand it, it'll probably help you out a lot."; + close; + } + } + else if (JobLevel < 40) { + mes "[Rogue Guildsman]"; + mes "Whoa, slow down newbie. We only accept people who are at least Thief Job Level 40. I ain't risking myself by letting you in before you're ready. Got it?"; + close; + } + } + else if (BaseJob == Job_Assassin) { + mes "[Rogue Guildsman]"; + mes "Huh...?"; + mes "What's an Assassin doin' here? Uh, you haven't been assigned to kill someone in the Rogue Guild, are you?"; + next; + mes "[Rogue Guildsman]"; + mes "In any case, don't mess with us! You can't catch me... I'm a smooth criminal!"; + next; + mes "[Rogue Guildsman]"; + mes "Don't get it, huh? It's something I always used to say to Huey. If you're in the Assassin Guild, you oughta have met him..."; + close; + } + else if (BaseJob == Job_Rogue) { + mes "[Markie]"; + mes "Hey hey~"; + mes "Long time no see."; + mes "Eh, right now we don't"; + mes "any requests from the"; + mes "guild for you, so just"; + mes "check back again later."; + close; + } + else { + mes "[Rogue Guildsman]"; + mes "Hey you..."; + mes "Get your ugly"; + mes "ass out of here"; + mes "before I redecorate"; + mes "that face of yours!"; + close; + } +} + +in_rogue,376,23,1 script Mr. Smith#rg 57,{ + if (ROGUE_Q == 2) { + mes "[Mr. Smith]"; + mes "Welcome to"; + mes "the Rogue guild."; + mes "From here on, I will"; + mes "verify your qualification."; + next; + mes "[Mr. Smith]"; + mes "Before we get started,"; + mes "I want you to know"; + mes "about something..."; + next; + mes "[Mr. Smith]"; + mes "All new Rogues are required to pay an application fee, so I hope you take care of that first."; + next; + mes "[Mr. Smith]"; + mes "What you have to understand is that the Rogue Guild does a lot of business, ^666666sometimes illegally^000000, that needs financial backup."; + next; + set .@item_need,rand(1,15); + if (.@item_need > 0 && .@item_need < 6) callsub S_Req,"10 Skel-bone","6 Blue Herb","10 Decayed Nail","10 Horrendous Mouth",3; + else if (.@item_need > 5 && .@item_need < 11) callsub S_Req,"10 Green Herb","10 Crab Shell","10 Snake Scale","10 Garlet",4; + else if (.@item_need > 10 && .@item_need < 15) callsub S_Req,"10 Yellow Herb","10 Shell","10 Grasshopper's Leg","10 Bear's Footskin",5; + else if (.@item_need == 15) { + mes "[Mr. Smith]"; + mes "I will let you know..."; + set ROGUE_Q,6; + changequest 2017,2021; + next; + mes "[Mr. Smith]"; + mes "I will let you know......"; + next; + mes "[Mr. Smith]"; + mes "I will let you know........"; + mes "By the way....."; + next; + mes "[Mr. Smith]"; + mes "Oh man..."; + mes "This is..."; + mes "Damn..."; + mes "Annoying!"; + next; + mes "[Mr. Smith]"; + mes "..."; + next; + mes "[Mr. Smith]"; + mes "..."; + mes "......"; + next; + mes "[Mr. Smith]"; + mes "..."; + mes "......"; + mes "........."; + next; + mes "[Mr. Smith]"; + mes "Today, I'm in a pissed off mood, ya' know why?! I haven't collected any bills! God! Idiot Thieves coming at me all the time, wanting to become Rogues!"; + next; + mes "[Mr. Smith]"; + mes "Jesus! Now I understand why our leader told us that working as customer support sucks."; + next; + mes "[Mr. Smith]"; + mes "That god damn guild master assigned me to this shitty job. I'm better than this F$@king job!"; + mapannounce "in_rogue","That god damn guild master assigned me to this shitty job! That Bastard!",bc_map; + mes "That bastard should go to F$@king hell, I'm gonna kick that mother F$@kers ass! F#%k F#%k F#%k !!!"; + mapannounce "in_rogue","That bastard should go to F$@king hell, I'm gonna kick that mother F$@kers ass! F#%k F#%k F#%k !!!",bc_map; + next; + mes "[Mr. Smith]"; + mes "That dipshit who just tried to change his job, the one before you..."; + mapannounce "in_rogue","That dipshit who just tried to change his job, the one before you...",bc_map; + mes "You know what the f#@k he talked to me about?!?"; + mapannounce "in_rogue","You know what the f#@k he talked to me about?!?",bc_map; + mes "F#$@%#$*#$%@#$!!"; + mapannounce "in_rogue","F#$@%#$*#$%@#$!!",bc_map; + next; + mes "[Mr. Smith]"; + mes "What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!"; + mapannounce "in_rogue","What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!",bc_map; + next; + mes "[Mr. Smith]"; + mes "What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?"; + mapannounce "in_rogue","What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?",bc_map; + mes " "; + mes "[" + strcharinfo(0) + "]"; + mes "Umm..."; + mes "Sir...?"; + mes "I didn't mean to make you upset. I just came here to so I could become a Rogue."; + next; + mes "[Mr. Smith]"; + mes "Holy shit on a stick, what the f#$k was I just f!#king talking about, you moron!"; + mapannounce "in_rogue","Holy shit on a stick, what the f#$k was I just f!#king talking about, you moron!",bc_map; + next; + mes "[Mr. Smith]"; + mes "Just leave me alone! Just leave alone! Just leave me alone!"; + mapannounce "in_rogue","Just leave me alone! Just leave alone! Just leave me alone!",bc_map; + next; + mes "[Mr. Smith]"; + mes "Do whatever you want, okay? Just do whatever the F$!!K you want...!!"; + mapannounce "in_rogue","Do whatever you want, okay? Just do whatever the F$!!K you want...!!",bc_map; + next; + mes "[Mr. Smith]"; + mes "Your application fee... ^FF000010,000 zeny^000000!!"; + next; + mes "[Mr. Smith]"; + mes "^FF00005 Crysalis^000000!"; + mes "^FF00005 Empty Bottle^000000!"; + mes "^FF00005 Iron Ore^000000!"; + mes "^FF00005 Stone Heart^000000!!"; + next; + mes "[Mr. Smith]"; + mes "^FF00005 Red Herb^000000!"; + mes "^FF00005 Animal Skin^000000!!"; + mes "^FF00005 Yellow Gemstone^000000!!"; + next; + mes "[Mr. Smith]"; + mes "^FF00005 Tooth of Bat^000000!"; + mes "^FF00005 Scorpion Tail^000000!!"; + mes "^FF00005 Yoyo Tail^000000!!"; + next; + mes "[Mr. Smith]"; + mes "^FF00005 Monster's Feed^000000!"; + mes "^FF00005 Fluff^000000!!"; + mes "^FF00005 Clover^000000!!"; + next; + mes "[Mr. Smith]"; + mes "^FF00005 Feather of Birds^000000!"; + mes "^FF00005 Talon^000000!!"; + mes "^FF00005 Spawn^000000!!"; + next; + mes "[Mr. Smith]"; + mes "Don't even think about coming back until you've got all those or I'll kill you where you stand."; + next; + mes "[Mr. Smith]"; + mes "What the F$@k? Did you just say I'm annoying you? Shut up, you ungrateful prick!"; + next; + mes "[Mr. Smith]"; + mes "I just added ^FF000010 Raccoon Leaf^000000 to the list. You better get it!"; + next; + mes "[Mr. Smith]"; + mes "F%$#*&#@$%#@$@#$%@$%&*k! Haven't you ever thought about how hard it would be to be an NPC!?!"; + mapannounce "in_rogue","F%$#*&#@$%#@$@#$%@$%&*k! Haven't you ever thought about how hard it would be to be an NPC!?!",bc_map; + close; + } + } + else if (ROGUE_Q < 2) { + mes "[Mr. Smith]"; + mes "Three thousand, two hundred seventy two. Three thousand, two hundred seventy three. Three thousand, two hundred seventy four..."; + next; + mes "[Mr. Smith]"; + mes "Uhh..."; + mes "Headache..."; + mes "This is too much"; + mes "zeny to count."; + next; + mes "[Mr. Smith]"; + mes "Uh...?"; + mes "What are you doing here? If you're going to talk about the job change, you need to speak to the other guy first."; + next; + mes "[Mr. Smith]"; + mes "...Shit!"; + mes "I lost count!"; + close; + } + else if (ROGUE_Q > 2) { + if (ROGUE_Q == 3) callsub S_CheckItems,510,6,932,10,957,10,958,10; + else if (ROGUE_Q == 4) callsub S_CheckItems,511,10,910,10,926,10,964,10; + else if (ROGUE_Q == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10; + else if (ROGUE_Q == 6) { + if (zeny > 9999 && countitem(915) > 4 && countitem(713) > 4 && countitem(1002) > 4 && + countitem(953) > 4 && countitem(507) > 4 && countitem(919) > 4 && countitem(715) > 4 && + countitem(913) > 4 && countitem(904) > 4 && countitem(942) > 4 && countitem(528) > 4 && + countitem(914) > 4 && countitem(705) > 4 && countitem(916) > 4 && countitem(917) > 4 && + countitem(908) > 4 && countitem(945) > 4) { + mes "[Mr. Smith]"; + mes "Ummm...let's see..."; + set zeny,zeny-10000; + delitem 915,5; //Chrysalis + delitem 713,5; //Empty_Bottle + delitem 1002,5; //Iron_Ore + delitem 953,5; //Stone_Heart + delitem 507,5; //Red_Herb + delitem 919,5; //Animal's_Skin + delitem 715,5; //Yellow_Gemstone + delitem 913,5; //Tooth_Of_Bat + delitem 904,5; //Scorpion's_Tail + delitem 942,5; //Yoyo_Tail + delitem 528,5; //Monster's_Feed + delitem 914,5; //Fluff + delitem 705,5; //Clover + delitem 916,5; //Feather_Of_Birds + delitem 917,5; //Talon + delitem 908,5; //Spawn + delitem 945,5; //Raccoon_Leaf + set ROGUE_Q,8; + next; + mes "[Mr. Smith]"; + mes "Wow, you've brought each and every single thing I asked you to. Good work... I salute you."; + next; + mes "^CCCCCC- Middle Finger -^000000'"; + mes "*Grins*"; + set ROGUE_Q,8; + changequest 2021,2025; + next; + mes "[Mr. Smith]"; + mes "Since you showed such great effort, I'm going to write a recommendation letter for you. I usually don't do that, you know."; + next; + mes "[Mr. Smith]"; + mes "But I'm sure you'll be a great asset to the Rogue Guild. Hmm, I don't have a blank piece of paper right now, so take this instead..."; + getitem 1097,1; //Worn_Out_Page + next; + mes "[Mr. Smith]"; + mes "*Sigh...*"; + mes "I know, I know. I'm supposed to control myself in the work place. Getting enraged is a bad habit..."; + next; + mes "[Mr. Smith]"; + mes "*Mumble mumble...*"; + mes "How was I... *Mumble...*"; + mes "How did... I remember..."; + mes "*Sigh* It was all because of my bad temper!"; + next; + mes "[Mr. Smith]"; + mes "Wah....!!!"; + next; + mes "^3355FFIt might be a better"; + mes "idea to come back later.^000000"; + close; + } + mes "[Mr. Smith]"; + mes "Listen this time!"; + mes "Application fee:"; + mes "^FF000010000 zeny^000000,"; + mes "^FF00005 Crysalis^000000!"; + mes "^FF00005 Empty Bottle^000000!"; + mes "^FF00005 Iron Ore^000000!"; + next; + mes "[Mr. Smith]"; + mes "^FF00005 Stone Heart^000000!!"; + mes "^FF00005 Red Herb^000000!"; + mes "^FF00005 Animal Skin^000000!!"; + mes "^FF00005 Yellow Gemstone^000000!!"; + next; + mes "[Mr. Smith]"; + mes "^FF00005 Tooth of Bat^000000!"; + mes "^FF00005 Scorpion Tail^000000!!"; + mes "^FF00005 Yoyo Tail^000000!!"; + next; + mes "[Mr. Smith]"; + mes "^FF00005 Monster's Feed^000000!"; + mes "^FF00005 Fluff^000000!!"; + mes "^FF00005 Clover^000000!!"; + next; + mes "[Mr. Smith]"; + mes "^FF00005 Feather of Birds^000000!"; + mes "^FF00005 Talon^000000!!"; + mes "^FF00005 Spawn^000000!!"; + mes "^FF000010 Raccoon Leaf^000000!!"; + next; + mes "[Mr. Smith]"; + mes "Don't even think"; + mes "of coming back"; + mes "without them!"; + close; + } + else if (ROGUE_Q == 7) { + mes "[Mr. Smith]"; + mes "Let me see..."; + mes "Who would should"; + mes "I send you to...?"; + switch(rand(1,3)) { + case 1: + set ROGUE_Q,9; + if(checkquest(2018) != -1) { + changequest 2018,2022; + } + else if(checkquest(2019) != -1) { + changequest 2019,2022; + } + else { + changequest 2020,2022; + } + next; + mes "[Mr. Smith]"; + mes "Right! I know"; + mes "just the guy~!"; + next; + mes "[Mr. Smith]"; + mes "Go visit Aragham Junior who lives South of the Sandarman Fortress. That area is located one field east from here."; + next; + mes "[Mr. Smith]"; + mes "He's a pretty nice guy, you know. He works hard and is really good at bill collecting."; + next; + mes "[Mr. Smith]"; + mes "Before he joined the Rogue Guild, people have been trying to kill him for something his father did in the past. So, he became a runaway."; + next; + mes "[Mr. Smith]"; + mes "Well anyway, that's why he's been with us. We've been helping him hide from his enemies."; + next; + mes "[Mr. Smith]"; + mes "Ah, you might want to remember the password if you want to meet him. He doesn't let anybody in his house without the password."; + next; + mes "[Mr. Smith]"; + mes "The password is ^0000FFAragham never hoarded upgrade items^000000."; + next; + mes "[Mr. Smith]"; + mes "Well, I will wish you luck. His place isn't that far from here, so come back as soon as possible. Being swift... That is the spirit of the Rogue."; + close; + case 2: + set ROGUE_Q,10; + if(checkquest(2018) != -1) { + changequest 2018,2023; + } + else if(checkquest(2019) != -1) { + changequest 2019,2023; + } + else { + changequest 2020,2023; + } + next; + mes "[Mr. Smith]"; + mes "Hmm..."; + mes "This guy might be"; + mes "good for you, but..."; + mes "He's a little dangerous."; + next; + mes "[Mr. Smith]"; + mes "I want you to meet Antonio Junior, son of Antonio the first. For some reason people have been trying to kill him because of something his father did in the past."; + next; + mes "[Mr. Smith]"; + mes "He was brought up in Payon, but he's staying in an empty house near the Kokomo beach at the moment."; + next; + mes "[Mr. Smith]"; + mes "I've heard lately that he's been complaining a lot about the noise outside of his house, and he fears an assassination attempt. Anyway..."; + next; + mes "[Mr. Smith]"; + mes "He's kind of tense, so he throws a dagger at anyone who approches his house. He has a violent personality."; + next; + mes "[Mr. Smith]"; + mes "However, he does have magnificiant business skills. And he also loves gambling. Once you get to know him, he'll take care of your Rogue training really well."; + next; + mes "[Mr. Smith]"; + mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFAntonio doesn't enjoy destroying upgrade items^000000."; + close; + case 3: + set ROGUE_Q,11; + if(checkquest(2018) != -1) { + changequest 2018,2024; + } + else if(checkquest(2019) != -1) { + changequest 2019,2024; + } + else { + changequest 2020,2024; + } + next; + mes "[Mr. Smith]"; + mes "Hmm..."; + mes "This guy might be"; + mes "good for you, but..."; + mes "He's a little dangerous."; + next; + mes "[Mr. Smith]"; + mes "His name is"; + mes "Hollgrehenn Junior,"; + mes "a genius at manipulation."; + next; + mes "[Mr. Smith]"; + mes "However, because of something his father did long ago, people ahve been trying to kill him. Because of this, he is very high strung and will throw daggers at people he doesn't trust."; + next; + mes "[Mr. Smith]"; + mes "Our leader has been able to get him to join our guild, and his brilliant mind has been an asset to us. Once you get to know him, he'll take care of your Rogue training really well."; + next; + mes "[Mr. Smith]"; + mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFMy father never hoarded upgrade items^000000."; + close; + } + } + else if (ROGUE_Q == 8) { + mes "[Mr. Smith]"; + mes "Alright... Now that I've calmed down, I can inform you of your next destination. *Whew*"; + next; + mes "[Mr. Smith]"; + mes "Go and find Hermanthorn Junior, who is living near the ^0000FFthe checkpoint of Paros Lighthouse^000000, which is at the border between Morroc and Comodo."; + next; + mes "[Mr. Smith]"; + mes "Ah...almost forgot, keep in mind not to mention anything about upgrading items. This is very important."; + close; + } + else if (ROGUE_Q == 9) { + mes "[Mr. Smith]"; + mes "What...?"; + mes "Did you just"; + mes "say that you"; + mes "forgot where to go?"; + next; + mes "[Mr. Smith]"; + mes "Head one field East and enter the building that is South of the Sandarman Fortress to meet Aragham Junior."; + next; + mes "[Mr. Smith]"; + mes "The password is ^0000FFAragham never hoarded upgrade items^000000."; + close; + } + else if (ROGUE_Q == 10) { + mes "[Mr. Smith]"; + mes "What...?"; + mes "Did you just"; + mes "say that you"; + mes "forgot where to go?"; + next; + mes "[Mr. Smith]"; + mes "Go to the building"; + mes "at Kokomo Beach,"; + mes "which is on the way"; + mes "to Comodo, to meet"; + mes "Antonio Junior."; + next; + mes "[Mr. Smith]"; + mes "The password is ^0000FF'Antonio doesn't enjoy destroying upgrade items'^000000."; + close; + } + else if (ROGUE_Q == 11) { + mes "[Mr. Smith]"; + mes "What...?"; + mes "Did you just"; + mes "say that you"; + mes "forgot where to go?"; + next; + mes "[Mr. Smith]"; + mes "Go to the field South of Sandarman Fortress, which is on the way to Morroc from here, to meet Hollgrehenn Junior."; + next; + mes "[Mr. Smith]"; + mes "The password is ^0000FFMy father never hoarded upgrade items^000000."; + close; + } + else if (ROGUE_Q > 11) { + mes "[Mr. Smith]"; + mes "Hmmm...?"; + mes "Don't you have"; + mes "to go somewhere"; + mes "else to complete"; + mes "your Rogue training?"; + close; + } + } + + +S_Req: + mes "[Mr. Smith]"; + mes "First, the"; + mes "application fee:"; + mes "^FF000010,000 zeny^000000."; + next; + mes "[Mr. Smith]"; + mes "We also need"; + mes "you to bring"; + mes "^FF0000"+getarg(0)+"^000000,"; + mes "^FF0000"+getarg(1)+"^000000,"; + mes "^FF0000"+getarg(2)+"^000000 and"; + mes "^FF0000"+getarg(3)+"^000000."; + set ROGUE_Q,getarg(4); + if(getarg(4) == 3) { + changequest 2017,2018; + } + else if(getarg(4) == 4) { + changequest 2017,2019; + } + else { + changequest 2017,2020; + } + next; + mes "[Mr. Smith]"; + mes "Hmm...?"; + mes "What was that?"; + mes "Did you just say that"; + mes "you're willing to donate"; + mes "more for the guild?"; + next; + mes "[Mr. Smith]"; + mes "That sounds sweet,"; + mes "I appreciate that."; + mes "But come back when"; + mes "you're ready."; + close; + + +S_CheckItems: + if (Zeny > 9999 && countitem(getarg(0)) >= getarg(1) && countitem(getarg(2)) >= getarg(3) && countitem(getarg(4)) >= getarg(5) && countitem(getarg(6)) >= getarg(7)) { + mes "[Mr. Smith]"; + mes "Okay, we've got the application fee, ^FF000010,000 zeny^000000, "+getarg(1)+" "+getitemname(getarg(0))+", "+getarg(3)+" "+getitemname(getarg(2))+", "+getarg(5)+" "+getitemname(getarg(4))+" and "+getarg(7)+" "+getitemname(getarg(6))+"..."; + set zeny,zeny-10000; + delitem getarg(0),getarg(1); + delitem getarg(2),getarg(3); + delitem getarg(4),getarg(5); + delitem getarg(6),getarg(7); + set ROGUE_Q,7; + next; + mes "[Mr. Smith]"; + mes "Great, great..."; + mes "I think you"; + mes "brought everything."; + set ROGUE_Q,7; + next; + mes "[Mr. Smith]"; + mes "Alright, wait just a moment while"; + mes "I prepare these things. Let's see... Your next test is..."; + close; + } + mes "[Mr. Smith]"; + mes "What the f$@k!? You didn't bring all the required items?! Are you telling me that you need to check the requirements again!?"; + next; + mes "[Mr. Smith]"; + mes "Now listen...!"; + mes "Bring ^FF000010,000 zeny^000000,"; + mes "and the following items..."; + next; + mes "[Mr. Smith]"; + mes "^FF0000 "+getarg(1)+" "+getitemname(getarg(0))+"^000000,"; + mes "^FF0000 "+getarg(3)+" "+getitemname(getarg(2))+"^000000,"; + mes "^FF0000 "+getarg(5)+" "+getitemname(getarg(4))+"^000000,"; + mes "^FF0000 "+getarg(7)+" "+getitemname(getarg(6))+"^000000,"; + mes "You got it this time?"; + close; +} + +cmd_fild09,106,195,0 script Warp#1 45,1,1,{ +OnTouch: + mes "[???]"; + mes "Who's there?!"; + mes "Who would dare"; + mes "intrude my territory?"; + next; + switch(select("My father:Aragham:Aragon:Legolas")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "My father"; + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "Aragham"; + set .@rogue_t,.@rogue_t+10; + break; + case 3: + mes "[" + strcharinfo(0) + "]"; + mes "Aragon"; + break; + case 4: + mes "[" + strcharinfo(0) + "]"; + mes "Legolas"; + break; + } + switch(select("did not:didn't:never:ever")) { + case 1: mes "did not"; break; + case 2: mes "didn't"; break; + case 3: + mes "never"; + set .@rogue_t,.@rogue_t+10; + break; + case 4: mes "ever"; break; + } + switch(select("hoard:hoarded:hide:took:take")) { + case 1: mes "hoard"; break; + case 2: + mes "hoarded"; + set .@rogue_t,.@rogue_t+10; + break; + case 3: mes "hide"; break; + case 4: mes "took"; break; + case 5: mes "take"; break; + } + switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) { + case 1: + mes "upgrade items."; + set .@rogue_t,.@rogue_t+10; + break; + case 2: mes "forging items."; break; + case 3: mes "refining item."; break; + case 4: mes "upgrade item."; break; + } + next; + if (.@rogue_t > 30) { + mes "^3355FF*Creeeeak*"; + mes "The door slowly opens.^000000"; + close2; + warp "in_rogue",246,25; + end; + } + else { + mes "[???]"; + mes "What the...?"; + mes "Get lost!"; + close; + } +} + +cmd_fild09,335,143,0 script Warp#2 45,1,1,{ +OnTouch: + mes "[???]"; + mes "Who's there?!"; + mes "Who would dare"; + mes "intrude my territory?"; + next; + switch(select("My father:Aragham:Aragon:Legolas")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "My father"; + set .@rogue_t,.@rogue_t+10; + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "Aragham"; + break; + case 3: + mes "[" + strcharinfo(0) + "]"; + mes "Aragon"; + break; + case 4: + mes "[" + strcharinfo(0) + "]"; + mes "Legolas"; + break; + } + switch(select("did not:didn't:never:ever")) { + case 1: mes "did not"; break; + case 2: mes "didn't"; break; + case 3: + mes "never"; + set .@rogue_t,.@rogue_t+10; + break; + case 4: mes "ever"; break; + } + switch(select("hoard:takes:hide:took:hoarded")) { + case 1: mes "hoard"; break; + case 2: mes "takes"; break; + case 3: mes "hide"; break; + case 4: mes "took"; break; + case 5: + mes "hoarded"; + set .@rogue_t,.@rogue_t+10; + break; + } + switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) { + case 1: + mes "upgrade items."; + set .@rogue_t,.@rogue_t+10; + break; + case 2: mes "forging items."; break; + case 3: mes "refining item."; break; + case 4: mes "upgrade item."; break; + } + next; + if (.@rogue_t > 30) { + mes "^3355FF*Creeeeak*"; + mes "The door slowly opens.^000000"; + close2; + warp "in_rogue",169,34; + end; + } + else { + mes "[???]"; + mes "What the...?"; + mes "Get lost!"; + close; + } +} + +cmd_fild04,304,180,0 script Warp#3 45,1,1,{ +OnTouch: + mes "[???]"; + mes "Who's there?!"; + mes "Who would dare"; + mes "intrude my territory?"; + next; + switch(select("Anntonio:Aragham:Antonio:Hollgrehenn")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "Anntonio"; + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "Aragham"; + break; + case 3: + mes "[" + strcharinfo(0) + "]"; + mes "Antonio"; + set .@rogue_t,.@rogue_t+10; + break; + case 4: + mes "[" + strcharinfo(0) + "]"; + mes "Hollgrehenn"; + break; + } + switch(select("enjoys:doesn't enjoy:likes:doesn't like")) { + case 1: mes "enjoys"; break; + case 2: + mes "doesn't enjoy"; + set .@rogue_t,.@rogue_t+10; + break; + case 3: mes "likes"; break; + case 4: mes "doesn't like"; break; + } + switch(select("damaging:destroying:fixing:forging")) { + case 1: mes "damaging"; break; + case 2: + mes "destroying"; + set .@rogue_t,.@rogue_t+10; + break; + case 3: mes "fixing"; break; + case 4: mes "forging"; break; + } + switch(select("forging item.:refining items.:upgrade items.:refined items.:upgraded items.:forged items.")) { + case 1: mes "forging item."; break; + case 2: mes "refining items."; break; + case 3: + mes "upgrade items."; + set .@rogue_t,.@rogue_t+10; + break; + case 4: mes "refined items."; break; + case 5: mes "upgraded items."; break; + case 6: mes "forged items."; break; + } + next; + if (.@rogue_t > 30) { + mes "^3355FF*Creeeeak*"; + mes "The door slowly opens.^000000"; + close2; + warp "in_rogue",164,106; + end; + } + else { + mes "[???]"; + mes ".....Get lost!"; + close; + } +} + +in_rogue,272,135,1 script Hermanthorn Jr#rg 85,{ + if (ROGUE_Q == 8) { + mes "[HermanthornJr.]"; + mes "I see..."; + mes "You must be from"; + mes "the Rogue guild."; + mes "You must be one of the"; + mes "ones Mr. Smith wasn't"; + mes "too happy with..."; + next; + mes "[HermanthornJr.]"; + mes "He threw a fit and you brought him all the items he asked for, didn't you? Well, I can see that you're still pretty naive. Hahaha~"; + next; + mes "[HermanthornJr.]"; + mes "I suppose he suckered you into gathering those items, and then passed you on to me. Sad, really."; + next; + mes "[HermanthornJr.]"; + mes "Well, since you were tortured by him, I'll try to be especially generous to you. My test for you will be simple, so simple."; + next; + mes "[HermanthornJr.]"; + mes "All you have to do is go through a underground tunnel, and walk all the way back to the Rogue Guild."; + next; + mes "[HermanthornJr.]"; + mes "There is one thing I should tell you, though. You might want to be careful inside, alright?"; + next; + mes "[HermanthornJr.]"; + mes "A bunch of pricks have been throwing Dead Branches and casting Hocus Pocus all over the place..."; + next; + mes "[HermanthornJr.]"; + mes "Well..."; + mes "Just make it back to the Rogue Guild alive. That's all you have to do!"; + set ROGUE_Q,12; + changequest 2025,2026; + close; + } + else if (ROGUE_Q == 12) { + mes "[HermanthornJr.]"; + mes "Oh right. This is really important. You need a password to enter the tunnel. To unlock the door, the four number combination is ^0000FF3019^000000."; + close; + } + else { + mes "[HermanthornJr.]"; + mes "Huh...?"; + mes "What the hell"; + mes "are you doing here."; + mes "Scram, why don't you?"; + close; + } +} + +in_rogue,270,130,0 script he_to_rogue#rg 45,1,1,{ +OnTouch: + mes "^3355FFThe door is locked. You'll need to enter the four number combination to open it.^000000"; + next; + input .@input; + if (.@input < 1 || .@input > 10000) { + if (ROGUE_Q == 12) + mes "^3355FFIt didn't work. Please re-enter the four number combination.^000000"; + else + mes "^3355FFPlease enter a combination of four numbers.^000000"; + close; + } + else if (.@input == 3019) { + if (ROGUE_Q == 12) { + mes "^3355FFThe door"; + mes "has opened.^000000"; + close2; + warp "in_rogue",10,21; + set ROGUE_Q,12; + end; + } + else { + mes "[HermanthornJr.]"; + mes "Well..."; + mes "Didn't I tell you"; + mes "that I changed the"; + mes "password? *Wink Wink*"; + close; + } + } + else { + mes "^3355FFThe door"; + mes "is still locked.^000000"; + close; + } +} + +in_rogue,200,389,0 script gen_ro#1 -1,3,3,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",200,389,"Zombie",1015,1,"gen_ro#1::OnMyMobDead"; + monster "in_rogue",201,389,"Zombie",1015,1,"gen_ro#1::OnMyMobDead"; + donpcevent "gen_ro#2::OnDisable"; + donpcevent "gen_ro#3::OnDisable"; + donpcevent "gen_ro#4::OnDisable"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","gen_ro#1::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,100,389,0 script gen_ro#2 -1,3,3,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",100,389,"Mummy",1041,1,"gen_ro#2::OnMyMobDead"; + donpcevent "gen_ro#1::OnDisable"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","gen_ro#2::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,150,389,0 script gen_ro#3 -1,3,3,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",145,389,"Zombie",1015,1,"gen_ro#3::OnMyMobDead"; + monster "in_rogue",143,389,"Mummy",1041,1,"gen_ro#3::OnMyMobDead"; + donpcevent "gen_ro#2::OnDisable"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","gen_ro#3::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,250,389,0 script gen_ro#4 -1,3,3,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",200,389,"Abysmal Knight",1219,1,"gen_ro#4::OnMyMobDead"; + donpcevent "gen_ro#3::OnDisable"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","gen_ro#4::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,9,389,0 script oneway_to_gu 45,1,1,{ +OnTouch: + donpcevent "gen_ro#4::OnDisable"; + set ROGUE_Q,17; + warp "in_rogue",367,10; + end; +} + +in_rogue,244,39,1 script Aragham Junior#rg 99,{ + if (ROGUE_Q == 9) { + mes "[Aragham Jr.]"; + mes "Oh, you must be"; + mes "from the Rogue Guild..."; + next; + mes "[Aragham Jr.]"; + mes "My name is"; + mes "Aragham Junior,"; + mes "Rogue of the Desert."; + mes "Are you ready to learn"; + mes "how to be a Rogue?"; + next; + mes "[Aragham Jr.]"; + mes "See, as a Rogue, our motto is, '^0000FFAvoid the strong! Be malicious to the weak!^000000' That rule especially goes true for monsters."; + next; + mes "[Aragham Jr.]"; + mes "Avoid the strong!"; + mes "Be malicious to the weak!"; + mes "It's a simple rule..."; + next; + mes "[Aragham Jr.]"; + mes "Now, remember it as you go through ^0000FFthe Underground Tunnel^000000. Try to walk all the way to the Rogue Guild."; + next; + mes "[Aragham Jr.]"; + mes "There will be a few monsters, but don't worry. I know you're strong. Alright, are you ready to go or what?"; + next; + if (select("Yes, let's go.:Nah~") == 1) { + mes "[Aragham Jr.]"; + mes "Alright..."; + mes "Good luck, then."; + close2; + warp "in_rogue",15,105; + set ROGUE_Q,13; + changequest 2022,2026; + end; + } + mes "[Aragham Jr.]"; + mes "Fine, fine."; + mes "Take your time"; + mes "and come back"; + mes "when you're ready."; + close; + } + else if (ROGUE_Q == 13) { + mes "[Aragham Jr.]"; + mes "Oh, you're back."; + mes "I think you'll do well this time. Another motto Rogues have is '^0000FFFailure teaches success^000000.' Well, then again..."; + next; + if (select("Re-Test:Cancel") == 1) { + mes "[Aragham Jr.]"; + mes "Good luck."; + close2; + warp "in_rogue",15,105; + end; + } + mes "[Aragham Jr.]"; + mes "Fine, fine."; + mes "Take your time"; + mes "and come back"; + mes "when you're ready."; + close; + } + else if (BaseJob != Job_Rogue) { + mes "[Aragham Jr.]"; + mes "Huh...?"; + mes "Who are you?!"; + mes "You're not from"; + mes "the Rogue Guild!!"; + next; + mes "[Aragham Jr.]"; + mes "You've come here to kill me, haven't you? N-no! I'm can't die yet! Get lost! Otherwise, I'll kill you first!"; + close; + } + else { + mes "[Aragham Jr.]"; + mes "Hey..."; + mes "what brings"; + mes "you back here?"; + mes "Why don't you"; + mes "take a rest"; + mes "before you leave?"; + close; + } +} + +in_rogue,160,34,1 script Hollgrehenn junior#rg 85,{ + if (ROGUE_Q == 11) { + mes "[Hollgrehenn Jr.]"; + mes "Huh..."; + mes "From the"; + mes "Rogue guild, huh?"; + next; + mes "[Hollgrehenn Jr.]"; + mes "I'm Hollgrehenn Junior. I tend to a lot of our underground business. So are you ready to take on my test?"; + next; + mes "[Hollgrehenn Jr.]"; + mes "We Rogues share this motto: ^0000FFAvoid the strong! Be malicious to the weak!^000000 This rule applies to any threat, especially monsters."; + next; + mes "[Hollgrehenn Jr.]"; + mes "It's easy to remember."; + mes "Just don't forget to put it into practice. You got it?"; + next; + mes "[Hollgrehenn Jr.]"; + mes "For my test, you'll go through the ^0000FFUnderground Tunnel^000000. Follow it all the way back to the Rogue Guild."; + next; + mes "[Hollgrehenn Jr.]"; + mes "There are some monsters there, but that'll be part of your training. Now, are you ready to go or not?"; + next; + if (select("Yes, I am.:Nah~") == 1) { + mes "[Hollgrehenn Jr.]"; + mes "Good luck."; + close2; + warp "in_rogue",15,105; + set ROGUE_Q,15; + changequest 2024,2026; + end; + } + mes "[Hollgrehenn Jr.]"; + mes "Take your time."; + mes "Come back here"; + mes "when you're ready."; + close; + } + else if (ROGUE_Q == 15) { + mes "[Hollgrehenn Jr.]"; + mes "Huh."; + mes "You failed."; + mes "Gonna try again?"; + next; + if (select("Re-Test:Cancel.") == 1) { + mes "[Hollgrehenn Jr.]"; + mes "Good luck."; + close2; + warp "in_rogue",15,105; + end; + } + mes "[Hollgrehenn Jr.]"; + mes "Take your time."; + mes "Come back here"; + mes "when you're ready."; + close; + } + else if (BaseJob != Job_Rogue) { + mes "[Hollgrehenn Jr.]"; + mes "Huh...?"; + mes "You're not from"; + mes "the Rogue Guild..."; + next; + mes "[Hollgrehenn Jr.]"; + mes "You better get out"; + mes "of here right now"; + mes "if you know what's"; + mes "good for you..."; + next; + mes "[Hollgrehenn Jr.]"; + mes "Now..."; + mes "Beat it before"; + mes "I change my mind"; + mes "about killing you."; + close; + } + else { + mes "[Hollgrehenn Jr.]"; + mes "Hey..."; + mes "Come to visit?"; + mes "We Rogues gotta"; + mes "stick together, huh?"; + close; + } +} + +in_rogue,177,109,1 script Antonio junior#rg 88,{ + if (ROGUE_Q == 10) { + mes "[Antonio Jr.]"; + mes "You're from"; + mes "the Rogue guild?"; + mes "If you wanna learn"; + mes "about becoming a Rogue,"; + mes "then shut up and stay put."; + next; + mes "[Antonio Jr.]"; + mes "^0000FFAvoid the strong! Be malicious to the weak!^000000 That's our motto for battling monsters."; + next; + mes "[Antonio Jr.]"; + mes "Show no mercy when you fight weaker monsters, and try to keep away from stronger monsters."; + next; + mes "[Antonio Jr.]"; + mes "Now, I want you to walk all the way to the Rogue Guild through this ^0000FFUnderground Tunnel^000000."; + next; + mes "[Antonio Jr.]"; + mes "There are monsters there, but if you avoid the strong and be malicious to the weak, you'll be fine."; + next; + if (select("Let's go!:W-wait~") == 1) { + mes "[Antonio Jr.]"; + mes "I hope you do"; + mes "not fail this test"; + mes "You can only become"; + mes "a Rogue if you pass..."; + close2; + warp "in_rogue",15,105; + set ROGUE_Q,14; + changequest 2023,2026; + end; + } + mes "[Antonio Jr.]"; + mes "I don't have time"; + mes "to fool around with"; + mes "you. Hurry up, get"; + mes "ready, then take"; + mes "the test."; + close; + } + else if (ROGUE_Q == 14) { + mes "[Antonio Jr.]"; + mes "You failed...?"; + mes "I guess that's life."; + mes "Are you gonna try"; + mes "again or what?"; + next; + if (select("Re-test:Cancel") == 1) { + mes "[Antonio Jr.]"; + mes "Remember, I'm doing"; + mes "you a favor here..."; + mes "Now, don't come back"; + mes "until you're a Rogue."; + close2; + warp "in_rogue",15,105; + end; + } + mes "[Antonio Jr.]"; + mes "I don't have time"; + mes "to fool around with"; + mes "you. Hurry up, get"; + mes "ready, then take"; + mes "the test."; + close; + } + else if (BaseJob != Job_Rogue) { + mes "Huh...?"; + mes "Who are you?!"; + mes "You're not from"; + mes "the Rogue Guild!!"; + next; + mes "[Antonio Jr.]"; + mes "You've come here to kill me?! I won't let you!! Come on, give me your best shot! You can't fight if I rip out your eyes!"; + close; + } + else { + mes "[Antonio Jr.]"; + mes "Hey, how's it goin'?"; + mes "Take it easy, and just"; + mes "relax before you leave."; + close; + } +} + +in_rogue,370,320,0 script quest_out 45,1,1,{ +OnTouch: + set ROGUE_Q,16; + warp "in_rogue",378,113; + end; +} + +in_rogue,15,184,0 script mob_rogue#1 -1,8,1,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",14,187,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead"; + monster "in_rogue",15,188,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead"; + monster "in_rogue",16,189,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead"; + monster "in_rogue",17,187,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead"; + monster "in_rogue",18,188,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead"; + monster "in_rogue",19,189,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#1::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,15,273,0 script mob_rogue#2 -1,8,1,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",15,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead"; + monster "in_rogue",13,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead"; + monster "in_rogue",11,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#2::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,15,333,0 script mob_rogue#3 -1,8,1,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead"; + monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead"; + monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead"; + monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead"; + donpcevent "mob_rogue#4::OnDisable"; + donpcevent "mob_rogue#7::OnDisable"; + donpcevent "mob_rogue#8::OnDisable"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#3::OnMyMObDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,39,341,0 script mob_rogue#4 -1,1,8,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",39,341,"Mummy",1041,1,"mob_rogue#4::OnMyMobDead"; + monster "in_rogue",40,341,"Ghoul",1036,1,"mob_rogue#4::OnMyMobDead"; + monster "in_rogue",41,341,"Abysmal Knight",1219,1,"mob_rogue#4::OnMyMobDead"; + monster "in_rogue",42,341,"Mummy",1041,1,"mob_rogue#4::OnMyMobDead"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#4::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,102,334,0 script mob_rogue#5 -1,1,4,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",92,334,"Khalitzburg",1132,1,"mob_rogue#5::OnMyMobDead"; + donpcevent "mob_rogue#1::OnDisable"; + donpcevent "mob_rogue#2::OnDisable"; + donpcevent "mob_rogue#3::OnDisable"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#5::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,58,309,0 script mob_rogue#6 -1,4,1,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",57,301,"Khalitzburg",1132,1,"mob_rogue#6::OnMyMobDead"; + donpcevent "mob_rogue#1::OnDisable"; + donpcevent "mob_rogue#2::OnDisable"; + donpcevent "mob_rogue#3::OnDisable"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#6::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,101,264,0 script mob_rogue#7 -1,5,5,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",101,264,"Abysmal Knight",1219,1,"mob_rogue#7::OnMyMobDead"; + monster "in_rogue",102,264,"Abysmal Knight",1219,1,"mob_rogue#7::OnMyMobDead"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#7::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,140,312,0 script mob_rogue#8 -1,5,5,{ +OnTouch: + if (BaseJob == Job_Thief) + monster "in_rogue",140,312,"Abysmal Knight",1219,1,"mob_rogue#8::OnMyMobDead"; + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#8::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,139,246,0 script mob_rogue#9 -1,4,4,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",139,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead"; + monster "in_rogue",149,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead"; + monster "in_rogue",140,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead"; + monster "in_rogue",141,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead"; + monster "in_rogue",150,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead"; + monster "in_rogue",151,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#9::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,197,249,0 script mob_rogue#10 -1,1,8,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",176,211,"Ghoul",1036,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",176,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",176,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",177,214,"Abysmal Knight",1219,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",177,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",177,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",177,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",177,214,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",178,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",178,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",178,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",178,214,"Archer Skeleton",1016,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",179,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",179,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",179,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + monster "in_rogue",179,214,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead"; + donpcevent "mob_rogue#4::OnDisable"; + donpcevent "mob_rogue#5::OnDisable"; + donpcevent "mob_rogue#6::OnDisable"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#10::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,96,205,0 script mob_rogue#11 -1,1,8,{ +OnTouch: + if (BaseJob == Job_Thief) { + donpcevent "mob_rogue#7::OnDisable"; + donpcevent "mob_rogue#8::OnDisable"; + donpcevent "mob_rogue#9::OnDisable"; + donpcevent "mob_rogue#10::OnDisable"; + } + else + warp "mag_dun02",181,176; + end; +} + +in_rogue,86,187,0 script mob_rogue#12 -1,1,8,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",90,187,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead"; + monster "in_rogue",90,183,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead"; + monster "in_rogue",90,190,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#12::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,223,187,0 script mob_rogue#13 -1,1,8,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",236,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead"; + monster "in_rogue",238,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead"; + monster "in_rogue",234,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead"; + donpcevent "mob_rogue#12::OnDisable"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#13::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,233,207,0 script mob_rogue#14 -1,8,3,{ +OnTouch: + if (BaseJob == Job_Thief) + donpcevent "mob_rogue#13::OnDisable"; + else + warp "mag_dun02",181,176; + end; +} + +in_rogue,244,319,0 script mob_rogue#15 -1,1,8,{ +OnTouch: + if (BaseJob == Job_Thief) { + monster "in_rogue",240,319,"Mummy",1041,1,"mob_rogue#15::OnMyMobDead"; + monster "in_rogue",259,319,"Archer Skeleton",1016,1,"mob_rogue#15::OnMyMobDead"; + monster "in_rogue",259,320,"Ghoul",1036,1,"mob_rogue#15::OnMyMobDead"; + monster "in_rogue",240,319,"Mummy",1041,1,"mob_rogue#15::OnMyMobDead"; + monster "in_rogue",259,319,"Archer Skeleton",1016,1,"mob_rogue#15::OnMyMobDead"; + monster "in_rogue",259,320,"Ghoul",1036,1,"mob_rogue#15::OnMyMobDead"; + } + else + warp "mag_dun02",181,176; + end; + +OnDisable: + killmonster "in_rogue","mob_rogue#15::OnMyMobDead"; + end; + +OnMyMobDead: + end; +} + +in_rogue,334,319,0 script mob_rogue#16 -1,8,8,{ +OnTouch: + if (BaseJob == Job_Thief) + donpcevent "mob_rogue#15::OnDisable"; + else + warp "mag_dun02",181,176; + end; +} + +in_rogue,3,3,0 script resetter#rogue -1,{ +OnTimer500000: + donpcevent "mob_rogue#1::OnDisable"; + donpcevent "mob_rogue#2::OnDisable"; + donpcevent "mob_rogue#3::OnDisable"; + donpcevent "mob_rogue#4::OnDisable"; + donpcevent "mob_rogue#5::OnDisable"; + donpcevent "mob_rogue#6::OnDisable"; + donpcevent "mob_rogue#7::OnDisable"; + donpcevent "mob_rogue#8::OnDisable"; + donpcevent "mob_rogue#9::OnDisable"; + donpcevent "mob_rogue#10::OnDisable"; + donpcevent "mob_rogue#12::OnDisable"; + donpcevent "mob_rogue#13::OnDisable"; + donpcevent "mob_rogue#15::OnDisable"; + initnpctimer; + end; + +OnEnable: + initnpctimer; + end; + +OnInit: + donpcevent "resetter#rogue::OnEnable"; + end; +} + +in_rogue,399,286,1 script switch#rogreset 88,{ + mes "^F08080Tah dah~"; + mes "Monsters for the"; + mes "Rogue Job Change"; + mes "have been reset^000000."; + donpcevent "mob_rogue#1::OnDisable"; + donpcevent "mob_rogue#2::OnDisable"; + donpcevent "mob_rogue#3::OnDisable"; + donpcevent "mob_rogue#4::OnDisable"; + donpcevent "mob_rogue#5::OnDisable"; + donpcevent "mob_rogue#6::OnDisable"; + donpcevent "mob_rogue#7::OnDisable"; + donpcevent "mob_rogue#8::OnDisable"; + donpcevent "mob_rogue#9::OnDisable"; + donpcevent "mob_rogue#10::OnDisable"; + donpcevent "mob_rogue#12::OnDisable"; + donpcevent "mob_rogue#13::OnDisable"; + donpcevent "mob_rogue#15::OnDisable"; + donpcevent "resetter#rogue::OnEnable"; + close; +} + +//============================================================ +// mapflag +//============================================================ + +//============================================================ +// Old changelog +//============================================================ +//= 1.1 fixed 3 wrong questions, added missing lines [Lupus] +//= 1.3 Baby Class Support + 40/50 JobLevel Item fix [Lupus] +//= 1.5 Fixed possible EXP abuse [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1 Removed Duplicates [Silent] +//= 2.2 Merged JFunc [Lupus] +//= 2.3 Added a possibility for players doing Meginjyard quest +//= to enter Rogue guild as there's a NPC inside [SinSloth] +//= 2.3a fixed test4 person interaction, let BABY thieves pass +//= the test, too [Lupus] diff --git a/npc/jobs/2-2/sage.txt b/npc/jobs/2-2/sage.txt new file mode 100644 index 000000000..fead53630 --- /dev/null +++ b/npc/jobs/2-2/sage.txt @@ -0,0 +1,2912 @@ +//===== rAthena Script ======================================= +//= Sage Job Quest +//===== By: ================================================== +//= jAthena (0.9) - I guess +//= Unknown Translator (1.0) +//= Darkchild (1.2) +//===== Current Version: ===================================== +//= 2.8 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job quest for Sage classes +//===== Additional Comments: ================================= +//= 2.1 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= No longer uses function "F_BlockHigh" +//= 2.2 Small bug fix (== -> !=) thanks to Saithis. [L0ne_W0lf] +//= 2.2b ANotehr smaLL bugfix, pointed out by Cara. [L0ne_W0lf] +//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf] +//= 2.4 Fixes bug with first room monsters not being reset. [L0ne_W0lf] +//= 2.4a Deleted unused variables. [Samuray22] +//= 2.5 Updated waiting room. (Removes global var) [L0ne_W0lf] +//= 2.5a Corrected some "mes"s without the getitemname. (bugreport:1564) [Samuray22] +// -Changed an incorrect "!=" to "==". (bugreport:1572) +// -And Small Typo Error +//= 2.6 Fixed Kayron Grik cutin not being removed as reported by jc1991, bugreport:1825 [Brainstorm] +//= 2.6a Fixed a Little Bug with Whispers Summoned in the Last Test. (bugreport:2253) [Samuray22] +//= 2.7 Added Quest Log commands. [Kisuka] +//= 2.8 Removed the need for use of 'goto.' [L0ne_W0lf] +//============================================================ + +yuno_in02,38,61,5 script Dean of the Academy#sa 743,{ + cutin "job_sage_kayron",2; + mes "[Kayron Grik]"; + if (Upper == 1) { + mes "Haha, I have seen many people"; + mes "but it seems you possess special power and abilities."; + next; + mes "[Kayron Grik]"; + mes "You'd better leave and increase your reputation."; + mes "Never forget that once you also used to be a novice."; + close2; + cutin "job_sage_kayron",255; + end; + } + if (BaseJob != Job_Mage) { + if (BaseJob == Job_Sage) { + mes "What brings you here? Is there anything bothering you recently?"; + mes "Although you're already a Sage, that doesn't mean you can stop studying."; + next; + mes "[Kayron Grik]"; + mes "Our knowledge is the mainspring of activity which helps the kingdom to be developed faster."; + mes "Please keep this in mind: you must study and record everything you've discovered so that all in the kingdom may benefit."; + } + else if (BaseJob == Job_Novice) { + mes "Hahah, so my little Novice, what brings you this way? ...I guess you're on a sightseeing trip?"; + mes "You must have had a really hard time to reach this place. I must say, you seem interested in the Sage class."; + next; + mes "[Kayron Grik]"; + mes "If you aspire to become a Sage, you must first live life as a Mage. Only then shall you have a chance."; + mes "I am looking forward seeing you again."; + } + else { + mes "*Chuckle* Although we've been studying this world for a long time, I know that studying in itself will fulfill all the needs of the people."; + mes "Other classes are just as important to the welfare of Rune-Midgarts..."; + next; + mes "[Kayron Grik]"; + mes "However, if you happen to meet a Sage down the road, I hope you will lend him your assistance."; + mes "And if you do, he shall repay you in kind..."; + } + close2; + cutin "job_sage_kayron",255; + end; + } + if (SAGE_Q == 0) { + cutin "job_sage_kayron",2; + mes "Welcome, young one. I can see that you're intrigued by the wonders of magic."; + mes "So what kind of business brings you to me?"; + next; + switch(select("I would like to be a Sage.:Let me know about the Sage job change.:Nothing.")) { + case 1: + mes "[Kayron Grik]"; + mes "Hm? Do you wish to become a Sage?"; + mes "Well then, I would like to suggest a few things that are required of a Sage."; + next; + mes "[Kayron Grik]"; + mes "Sages are those who promote the development of this continent through the endless studying and recording of all knowledge related to this world."; + mes "Becoming a Sage is more than just a costume change: It's an important job where you must be always aware of your duty and responsibility to the people."; + next; + mes "[Kayron Grik]"; + mes "You may want to enter an enrollment application to the Schweicherbil Magic Academy."; + mes "I believe they can explain in detail what you need to become a Sage."; + break; + case 2: + mes "[Kayron Grik]"; + mes "Sage job change...hmm...an interesting turn of phrase, I must say."; + mes "Although that is what we say, it is very inappropriate to think of becoming a Sage as merely changing a job."; + next; + mes "[Kayron Grik]"; + mes "In order to be a Sage, you must enter an application to the Schweicherbil Magic Academy."; + mes "You will then take the entrance examination."; + next; + mes "[Kayron Grik]"; + mes "After the examination, you will be assigned to study a specific subject..."; + mes "and finally, you will submit your dissertation to the university."; + next; + mes "[Kayron Grik]"; + mes "I am the one who evaluates your dissertation."; + mes "When you pass all the courses, you will become a Sage."; + next; + mes "[Kayron Grik]"; + mes "Please visit the Schweicherbil Magic Academy."; + mes "A young Sage named Metheus Sylphe will accept your application."; + break; + case 3: + mes "[Kayron Grik]"; + mes "I see...Well, seeing as you have leisure time to spare, I encourage you to peruse as many books as you can."; + mes "You can find and research every worldly matter within their pages."; + next; + mes "[Kayron Grik]"; + mes "Ah yes, you can not become the most intelligent person merely by reading all the books around you..."; + mes "However, for a Sage such as myself, the knowledge found in books is most important."; + } + close2; + cutin "job_sage_kayron",255; + end; + } + else if (SAGE_Q == 15) { + if (countitem(1550) > 0) { + if (JobLevel < 40) { + set SAGE_Q,0; + mes "You don't seem to be qualified yet."; + mes "Remember, you must reach at least job level 40 to become a Sage."; + close2; + cutin "job_sage_kayron",255; + end; + } + if (SkillPoint) { + mes "You possess remaining skill points..."; + mes "Before you submit your dissertation, please take care this matter first."; + close2; + cutin "job_sage_kayron",255; + end; + } + mes "Ho~ So? Did you finally complete your dissertation? Well done."; + mes "Let me see."; + next; + mes "[Kayron Grik]"; + mes "Hmm..."; + next; + mes "[Kayron Grik]"; + mes "Huh..."; + next; + mes "[Kayron Grik]"; + mes "Interesting..."; + next; + mes "[Kayron Grik]"; + mes "Although it's roughly written, it's well done for a beginner."; + mes "Ah yes...you seem to be proficient in studying."; + next; + completequest 2052; + callfunc "Job_Change",Job_Sage; + callfunc "F_ClearJobVar"; + mes "[Kayron Grik]"; + mes "Congratulations! You have now become a Sage."; + mes "Always remember to keep a studious and analytical mindset."; + next; + mes "[Kayron Grik]"; + mes "Also, keep this dissertation and treat it with care, since it is one and only book you have written."; + mes "You may have need of it one of these days. And it shall forever remind of this grandiose moment."; + next; + mes "[Kayron Grik]"; + mes "Well then...May God fill your path with knowledge."; + mes "Study with diligence!!"; + } + else { + mes "Hmm? What has happened to you? Where did you leave your dissertation?"; + mes "Please bring it to me so that you may pass the test."; + next; + mes "[Kayron Grik]"; + mes "Wait...you didn't lose it, did you?"; + mes "Well...that's your business. It is regrettable that you won't be able to get a chance to write a book anymore."; + } + } + else { + mes "*Chuckle* Becoming a Sage isn't as simple as you may have assumed."; + mes "You cannot become a Sage because your magic skills are inadequate..."; + next; + mes "[Kayron Grik]"; + mes "Study diligently, and return when you finish your dissertation."; + mes "Until then, farewell!"; + } + close2; + cutin "",255; + end; +} + +yuno_in03,154,35,4 script Staff of the Academy#a 742,{ + mes "[Metheus Sylphe]"; + if (Upper == 1) { + mes "Welcome to the"; + mes "Schweicherbil Magic"; + mes "Academy. W-wait a second..."; + mes "Do I know you from somewhere?"; + next; + mes "[Metheus Sylphe]"; + mes "We've met before, haven't"; + mes "we? Oh gosh, I must sound"; + mes "pretty crazy. I'm sorry, I guess it's because I haven't been"; + mes "sleeping too well? Oh well,"; + mes "have a good day, adventurer~"; + close; + } + if (BaseJob != Job_Mage) { + if (BaseJob == Job_Sage) { + mes "Oh nice to meet you again, long time no see."; + mes "So how's it going with the studying?"; + next; + mes "[Metheus Sylphe]"; + mes "It's okay to study books and magic scrolls all day, "; + mes "but you must go outside and fight with monsters as much as you can in order to be a well experienced Sage."; + next; + mes "[Metheus Sylphe]"; + mes "If you know any Sage candidates, please give them some advice..."; + mes "Also, please give my regards to your colleagues as well."; + } + else if (BaseJob == Job_Novice) { + mes "Welcome to the Schweicherbil Magic Academy."; + next; + mes "[Metheus Sylphe]"; + mes "This place is specialized in Sage class training. Mostly, what we do is study about monsters and magic spells."; + mes "We always welcome new students."; + next; + mes "[Metheus Sylphe]"; + mes "People who are at job jevel 40 as Mage class are qualified to apply for enrollment."; + mes "By passing selected courses, we will then approve them as Sages."; + next; + mes "[Metheus Sylphe]"; + mes "If you're interested in the Sage class, please come again."; + mes "And have a good day."; + } + else { + mes "Welcome to the Schweicherbil Magic Academy."; + next; + mes "[Metheus Sylphe]"; + mes "This place is specialized in Sage class training. What we do is study about monsters and magic spells."; + mes "People who are at job jevel 40 as Mage class are qualified to apply for enrollment."; + next; + mes "[Metheus Sylphe]"; + mes "If you have any Mage friends, please let them know about this academy."; + mes "Have a good day."; + } + close; + } + if (SAGE_Q == 0) { + mes "Welcome to the Schweicherbil Magic Academy."; + mes "Oh, You're a Mage. How may I assist you?"; + next; + switch(select("Let me know about the Sage job change.:I want to enroll in the school.:Nothing.")) { + case 1: + mes "[Metheus Sylphe]"; + mes "I see. Do you wish to become a Sage?"; + mes "Unfortunately, we are not in charge of changing your job to the Sage class."; + next; + mes "[Metheus Sylphe]"; + mes "After you enter this academy and pass certain courses..."; + mes "you will receive official approval to conduct studies as a Sage."; + next; + mes "[Metheus Sylphe]"; + mes "For this reason, we do not speak of this proccess as a job change, but as graduation."; + mes "Anyway, if you enter your application for this academy, I will inform you about the registration fee and will let you take the test."; + next; + mes "[Metheus Sylphe]"; + mes "For your information, if you bring ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000, "; + mes "you don't have to pay for the Registration Fee to enroll in the school."; + next; + mes "[Metheus Sylphe]"; + mes "After you register, you will be able to take the entrance test."; + mes "If you pass the test, you will write a thesis for a given subject."; + next; + mes "[Metheus Sylphe]"; + mes "The Dean of the academy will decide whether or not you are qualified."; + mes "If you're granted admission, you will be able to join in study and research activities as a Sage."; + next; + mes "[Metheus Sylphe]"; + mes "You're always welcome to join us."; + mes "Have a good day."; + close; + case 2: + mes "[Metheus Sylphe]"; + mes "I see, you want to join the academy. Once again, welcome to the Schweicherbil Magic Academy."; + next; + mes "[Metheus Sylphe]"; + mes "People who have already met the basic requirement by reaching at Mage job level 40 are qualified for enrollment."; + mes "A small registration fee will also be required."; + next; + mes "[Metheus Sylphe]"; + mes "The registration fee is 70,000 zeny."; + mes "However, if you bring ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000, you will be exempt from this fee."; + next; + mes "[Metheus Sylphe]"; + mes "So, do you wish to apply immediately?"; + next; + switch(select("Yes, I do.:The fee is much too expensive.:I will come back later.")) { + case 1: + if (JobLevel < 40) { + mes "[Metheus Sylphe]"; + mes "I'm sorry, but you haven't met the basic requirements yet."; + mes "Please go study more and reach Mage job level 40 first."; + close; + } + if (SkillPoint) { + mes "[Metheus Sylphe]"; + mes "You have unused skill points left. Please go learn all those skills you've been planning to learn."; + mes "We do not accept any ambiguous candidates."; + close; + } + mes "[Metheus Sylphe]"; + mes "Very well. Let's complete your application form."; + mes "Please put your signature here."; + next; + select(strcharinfo(0)); + mes "[Metheus Sylphe]"; + mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name."; + next; + if (JobLevel == 50) { + mes "[Metheus Sylphe]"; + mes "Oh, you've mastered the Mage job! You're great!! *Clap Clap Clap*"; + mes "In reward for your great effort, you will be exempt from the registration fee!"; + next; + mes "[Metheus Sylphe]"; + mes "Yes, everything's ready."; + mes "Next, you will take an entrance test."; + set SAGE_Q,4; + setquest 2041; + next; + mes "[Metheus Sylphe]"; + mes "Please visit Professor Claytos."; + mes "He's in the left room."; + close; + } + mes "[Metheus Sylphe]"; + mes "Will you pay the registration fee with 70,000 zeny?"; + mes "Or will you give me ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000?"; + next; + if (select("Pay 70,000 zeny.:Give him Old Magicbook and Necklace of Wisdom.") == 1) { + if (Zeny > 69999) { + set zeny,zeny-70000; + mes "[Metheus Sylphe]"; + mes "Thank you, your application has been accepted."; + mes "Next, you will take an entrance test."; + set SAGE_Q,4; + setquest 2041; + next; + mes "[Metheus Sylphe]"; + mes "Please visit Professor Claytos."; + mes "He's in the left room."; + close; + } + mes "[Metheus Sylphe]"; + mes "What a shame! It seems you didn't bring enough money for tuition."; + mes "Please make sure you have at least 70,000 zeny to enroll in classes."; + close; + } + if (countitem(1006) > 0 && countitem(1007) > 0) { + delitem 1006,1; //Old_Magic_Book + delitem 1007,1; //Penetration + mes "[Metheus Sylphe]"; + mes "Thank you, your application has been accepted."; + mes "Next, you will take the entrance test."; + set SAGE_Q,4; + setquest 2041; + next; + mes "[Metheus Sylphe]"; + mes "Please visit Professor Claytos."; + mes "He's in the left room."; + close; + } + mes "[Metheus Sylphe]"; + mes "Umm...It seems you didn't bring any of those?"; + mes "I suppose you left them somewhere behind. Please go get them, and then come back."; + close; + case 2: + if (JobLevel < 40) { + mes "[Metheus Sylphe]"; + mes "Before we talk about the registration fee, it seems you haven't met the basic requirement yet, Mage job level 40."; + mes "Please go study more, and then come back to enroll."; + close; + } + if (JobLevel == 50) { + mes "[Metheus Sylphe]"; + mes "Well, I can't help you with that issue. If you don't have the fee, you are not allowed to enter the academy."; + mes "Even if you might think it's absurdly expensive, it's a justifiable price to pay in order to become a Sage."; + next; + mes "[Metheus Sylphe]"; + mes "Anyway... oh! You mastered the Mage job! You're truly exemplary!! *Clap Clap Clap*."; + mes "As a reward for your great effort, you will be exempt from the registration fee!"; + next; + mes "[Metheus Sylphe]"; + mes "Okay, let's complete the application form."; + mes "Please put your signature here."; + next; + select(strcharinfo(0)); + mes "[Metheus Sylphe]"; + mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name."; + next; + mes "[Metheus Sylphe]"; + mes "Yes, everything's ready."; + mes "Next, you will take the entrance test."; + set SAGE_Q,4; + setquest 2041; + next; + mes "[Metheus Sylphe]"; + mes "Please visit professor Claytos."; + mes "He's in the left room."; + close; + } + if (Zeny > 43210) { + mes "[Metheus Sylphe]"; + mes "Well, I can't help you with that issue. If you don't have the fee, you are not allowed to enter the academy."; + mes "Even if you may think it's absurdly expensive, it's a justifiable price to pay in order to become a Sage."; + next; + mes "[Metheus Sylphe]"; + mes "Alternatively, you could try to find ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000."; + mes "If you don't wish to do that, you must save some money for the registration fee."; + next; + mes "[Metheus Sylphe]"; + mes "Goodbye, and have a good day."; + close; + } + else { + mes "[Metheus Sylphe]"; + mes "Oh, I guess you don't have enough money?"; + mes "Under the existing provisions, you must pay 70,000 zeny for the application..."; + next; + if (select("Please...is there any way?:Ok, I will come back later.") == 1) { + mes "[Metheus Sylphe]"; + mes "Hmmm...then I shall offer a special option!"; + mes "You will pay 30,000 zeny and bring some items as compensation for the tuition discount."; + next; + switch(rand(1,3)) { + case 1: + set SAGE_Q,1; + setquest 2043; + mes "[Metheus Sylphe]"; + mes "Please gather the following items."; + mes "50 ^3355FFFeather of Birds^000000"; + mes "50 ^3355FFFluff^000000"; + mes "25 ^3355FFIron Ore^000000"; + next; + mes "[Metheus Sylphe]"; + mes "If you bring those items, your tuition will be 30,000 zeny, in lieu of the original 70,000 zeny fee."; + break; + case 2: + set SAGE_Q,2; + setquest 2044; + mes "[Metheus Sylphe]"; + mes "Please gather the following items."; + mes "50 ^3355FFClover^000000"; + mes "50 ^3355FFFeather^000000"; + mes "25 ^3355FFSquid Ink^000000"; + next; + mes "[Metheus Sylphe]"; + mes "If you bring the aforementioned items, the tuition fee will be 30,000 zeny, rather than the original 70,000 zeny fee."; + break; + case 3: + set SAGE_Q,3; + setquest 2045; + mes "[Metheus Sylphe]"; + mes "Please gather the following items."; + mes "50 ^3355FFFeather of Birds^000000"; + mes "50 ^3355FFFluff^000000"; + mes "50 ^3355FFClover^000000"; + mes "50 ^3355FFFeather^000000"; + next; + mes "[Metheus Sylphe]"; + mes "If you bring those items, your tuition will only be 30,000 zeny, instead of the original 70,000 zeny fee."; + } + mes "I am sure it's a very reasonable option for you."; + next; + mes "[Metheus Sylphe]"; + mes "Ah yes, before gathering all of those items, if you happen to have 70,000 zeny, I will be more than happy to receive the full payment."; + mes "That is, after all, our original policy."; + next; + mes "[Metheus Sylphe]"; + mes "Alternatively, you can bring me ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000."; + mes "Goodbye, and have a good day."; + close; + } + mes "[Metheus Sylphe]"; + mes "Ah yes, take your time..."; + mes "Goodbye, and have a good day."; + close; + } + case 3: + mes "[Metheus Sylphe]"; + mes "Ah yes, take your time..."; + mes "Goodbye, and have a good day."; + close; + } + case 3: + mes "[Metheus Sylphe]"; + mes "I see, take your time. You can also take a look around."; + mes "Goodbye, and have a good day."; + close; + } + } + else if (SAGE_Q >= 1 && SAGE_Q <= 3) { + mes "Welcome, once again."; + next; + if (countitem(1006) > 0 && countitem(1007) > 0) { + delitem 1006,1; //Old_Magic_Book + delitem 1007,1; //Penetration + mes "[Metheus Sylphe]"; + mes "Well done. Let me proceed with your application request."; + set SAGE_Q,4; + next; + } + else if (Zeny > 69999) { + set zeny,zeny-70000; + mes "[Metheus Sylphe]"; + mes "Well done. Let me proceed with your application request."; + set SAGE_Q,4; + next; + } + else { + switch (SAGE_Q) { + case 1: + //Feather_Of_Bird, Fluff, Iron_Ore + setarray .@item[0], 916,914,1002; + setarray .@count[0], 50,50,25; + break; + case 2: + //Clover, Feather, Chinese_Ink + setarray .@item[0], 705,949,1024; + setarray .@count[0], 50,50,25; + break; + case 3: + //Feather_Of_Bird, Fluff, Clover, Feather + setarray .@item[0], 916,914,705,949; + setarray .@count[0], 50,50,50,50; + break; + } + set .@size, (getarraysize(.@item)-1); + for( set .@i,0 ; .@i < .@size && countitem(.@item[.@i]) >= .@count[.@i] ; set .@i,.@i+1 ); + if(.@i == .@size) { + if (Zeny > 29999) { + for (set .@i, 0; .@i < .@size ; set .@i, .@i+1) + delitem .@item[.@i], .@count[.@i]; + set zeny,zeny-30000; + mes "[Metheus Sylphe]"; + mes "Well done. Let me proceed with your application request."; + set .@SAGE_Q_T,SAGE_Q; + set SAGE_Q,4; + next; + } + mes "[Metheus Sylphe]"; + mes "I am sorry to say that you are not ready yet."; + mes "Although you brought all of the items, the money you have now is less than 30,000 zeny."; + next; + mes "[Metheus Sylphe]"; + mes "As I told you before, you must bring all of those items, as well as the 30,000 zeny together."; + mes "Please make sure that you have the required items and money."; + close; + } + else { + mes "[Metheus Sylphe]"; + mes "I am sorry to say that it seems you didn't bring all of the required items."; + mes "I shall remind you what to bring, in case you have forgotten."; + next; + mes "[Metheus Sylphe]"; + mes "Please bring the following items to me."; + mes .@count[0]+" ^3355FF"+getitemname(.@item[0])+"^000000"; + mes .@count[1]+" ^3355FF"+getitemname(.@item[1])+"^000000"; + mes .@count[2]+" ^3355FF"+getitemname(.@item[2])+"^000000"; + if (SAGE_Q == 3) mes .@count[3]+" ^3355FF"+getitemname(.@item[3])+"^000000"; + next; + mes "[Metheus Sylphe]"; + mes "If you bring all of these items, your tuition fee will be reduced from 70,000 zeny to 30,000 zeny."; + mes "Good luck."; + close; + } + } + mes "[Metheus Sylphe]"; + mes "Let's complete the application form."; + mes "Please put your signature here."; + next; + select(strcharinfo(0)); + mes "[Metheus Sylphe]"; + switch (.@SAGE_Q_T) { + case 1: mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name."; break; + case 2: mes "Your name is ... " + strcharinfo(0) + ". It sounds very sagacious."; break; + case 3: mes "Your name is ... " + strcharinfo(0) + ". Interesting name."; break; + } + next; + mes "[Metheus Sylphe]"; + mes "Ah yes, everything is in readiness."; + mes "Next, you will take an entrance test."; + set SAGE_Q,4; + if(checkquest(2043) != -1) { + changequest 2043,2041; + } + else if(checkquest(2044) != -1) { + changequest 2044,2041; + } + else if(checkquest(2045) != -1) { + changequest 2045,2041; + } + else { + setquest 2041; + } + next; + mes "[Metheus Sylphe]"; + mes "Please visit Professor Claytos."; + mes "He's in the left room."; + close; + } + else if (SAGE_Q == 4) { + mes "Huh? What are you doing here? You're supposed to be taking the entrance test by now."; + mes "Please visit Professor Claytos in the left room."; + close; + } + else if (SAGE_Q == 15) { + mes "Oh, are you done with the dissertation?"; + mes "Sure, you can submit it to Dean Kayron."; + next; + mes "[Metheus Sylphe]"; + mes "So long as you make the effort, you should achieve good results."; + mes "Good luck."; + close; + } + else { + mes "Oh sorry, this is a rather inconvenient time to converse."; + mes "Please come back later. I apologize for troubling you."; + close; + } +} + +yuno_in03,105,177,5 script Written Test Professor#s 754,{ + mes "[Claytos Verdo]"; + if (BaseJob != Job_Mage) { + if (BaseJob == Job_Sage) { + mes "Eh? What? Why are you back here?"; + mes "Do you want to enter the school again?"; + next; + mes "[Claytos Verdo]"; + mes "Now, I understand how you feel. Since you graduated, you have become a Sage. A Sage...until the end of your days."; + mes "So, be strong and independent. Try to explore some places where nobody else has ventured to go."; + next; + mes "[Claytos Verdo]"; + mes "Don't forget to record everything you've experienced."; + mes "You must share your knowledge with others by taking excellent notes."; + } + else if (BaseJob == Job_Novice) { + mes "What are you doing here, kid?"; + mes "This is a Magic Academy, not a day care center."; + next; + mes "[Claytos Verdo]"; + mes "Go outside and play with the Porings. That's your job."; + mes "Go out, chop chop!!"; + } + else if (Class == Job_Wizard) { + mes "Well...look who came crawling back. Magic addict."; + mes "Yeah yeah, so it's not so bad to be devoted to magic."; + next; + mes "[Claytos Verdo]"; + mes "But I hope you remember, no one can live alone."; + mes "Although you're strong enough for solo play, you must cooperate and help other people. That's what a Wizard shoud stand for."; + } + else { + mes "Hmm... I understand that you want to enter our prestigious academy, but since you chose to live as a different class,"; + mes "I don't think you can become a Sage."; + next; + mes "[Claytos Verdo]"; + mes "So, don't go around regretting why you chose a job other than Sage. You'd better go out and hunt, leveling up your current job."; + } + close; + } + if (SAGE_Q == 0) { + mes "What, do you want to be a Sage?"; + mes "I can tell by your eyes, hungering for wisdom."; + next; + mes "[Claytos Verdo]"; + mes "Of course, if you want to be a Sage, you must first enter the academy."; + mes "Apply for enrollment, and then come again."; + close; + } + else if (SAGE_Q == 1 || SAGE_Q == 2 || SAGE_Q == 3) { + mes "Hah! You didn't even finish the application process!?"; + mes "I see...did Metheus tell you something?"; + next; + mes "[Claytos Verdo]"; + mes "Do your best. It'll be a good experience for you."; + mes "Come again when you finish the application."; + close; + } + else if (SAGE_Q == 4) { + mes "Welcome to the Schweicherbil Magic Academy."; + mes "You applied for this test already, didn't you?"; + next; + mes "[Claytos Verdo]"; + mes "Let's see, your name is " + strcharinfo(0) + "..."; + mes "Okay, let's get started!"; + next; + mes "[Claytos Verdo]"; + mes "The test that I am going to give you will test your knowledge on all of the academic subjects in the world."; + mes "I will give you 20 questions, with each question being worth 5 points. When you earn a grade of 80 points, you will pass the test."; + next; + mes "[Claytos Verdo]"; + mes "Okay, there's no need to wait. Let's start right away"; + mes "Oh, and if you don't answer immediately, the test will be cancelled."; +L_AskQuestions: + next; + switch(rand(1,3)) { + case 1: + mes "1. Choose an item that the Gift merchant in Prontera does not sell."; + next; + if (select("China:Red Frame:Bouquet:Glass Bead") == 3) + set .@sage_t,.@sage_t+5; + mes "2. Choose a city where you cannot purchase a Stiletto."; + next; + if (select("Prontera:Morroc:Geffen:Lutie") == 1) + set .@sage_t,.@sage_t+5; + mes "3. Choose the closest city to Turtle Island."; + next; + if (select("Al De Baran:Alberta:Comodo:Izlude") == 2) + set .@sage_t,.@sage_t+5; + mes "4. Choose the monster that is a different type than the others."; + next; + if (select("Raggler:Pest:Frilldora:Aster") == 4) + set .@sage_t,.@sage_t+5; + mes "5. Choose the monster that has a different attribute than the others."; + next; + if (select("Mantis:Metaller:Rocker:Horn") == 2) + set .@sage_t,.@sage_t+5; + mes "6. Choose the monster that is different sized than the others."; + next; + if (select("Raydric:Raydric Archer:Wanderer:Dark Frame") == 1) + set .@sage_t,.@sage_t+5; + mes "7. Choose the monster which doesn't drop 'Alcohol'."; + next; + if (select("Horong:Plankton:Poison Spore:Toad") == 3) + set .@sage_t,.@sage_t+5; + mes "8. Choose the NPC that is irrelevant to the Knight job change quest."; + next; + if (select("Sir Siracuse:Thomas Servantes:Sir Windsor:Lady Amy") == 2) + set .@sage_t,.@sage_t+5; + mes "9. Choose the NPC that is not a citizen of Prontera."; + next; + if (select("Tono:Pina:YuPi:Hollgrehenn") == 2) + set .@sage_t,.@sage_t+5; + mes "10. Choose the right name for the Kafra lady who wears glasses."; + next; + if (select("Pavianne:Roxie:Leilah:Curly Sue") == 3) + set .@sage_t,.@sage_t+5; + mes "11. How much SP is spent to use lvl 7 Thunderstorm?"; + next; + if (select("49:59:69:74") == 2) + set .@sage_t,.@sage_t+5; + mes "12. Choose the right amount of damage reduction and SP consumption of the Energy Coat skill when the caster's remaining SP is 50%."; + next; + if (select("Damage -24% SP1.5%:Damage -24% SP2%:Damage -18% SP1.5%:Damage -18% SP2%") == 4) + set .@sage_t,.@sage_t+5; + mes "13. Choose the property that is irrelevant to 'Bolt' type skills for the Mage class."; + next; + if (select("Water:Earth:Fire:Wind") == 2) + set .@sage_t,.@sage_t+5; + mes "14. Choose the right chance and attack strength for lvl 7 Double Attack, the Thief skill."; + next; + if (select("35% / 120%:35% / 140%:40% / 120%:40% / 140%") == 2) + set .@sage_t,.@sage_t+5; + mes "15. Choose the skill that is irrelevant to learning Magnus Exorcismus, the Priest skill."; + next; + if (select("Divine Protection:Heal:Ruwach:Aqua Benedicta") == 1) + set .@sage_t,.@sage_t+5; + mes "16. Choose the correct defense and ability of the Bunny Band."; + next; + if (select("1 / LUK +2:1 / LUK +5:2 / LUK +2:2 / LUK +5") == 3) + set .@sage_t,.@sage_t+5; + mes "17. Choose the class that cannot equip Padded Armor."; + next; + if (select("Swordman:Merchant:Thief:Archer") == 4) + set .@sage_t,.@sage_t+5; + mes "18. Choose the item that cures all abnormal status and restores full HP and SP at the same time."; + next; + if (select("Royal Jelly:Yggdrasil Seed:Yggdrasilberry:Mastella Fruit") == 3) + set .@sage_t,.@sage_t+5; + mes "19. Who rules the Rune-Midgarts kingdom right now?"; + next; + if (select("Tristun the 3rd:Tristram the 3rd:Tristar the 3rd:Trast the 3rd") == 2) + set .@sage_t,.@sage_t+5; + mes "20. Choose the god of Crusaders."; + next; + if (select("Odin:Loki:Thor:Venadin") == 1) + set .@sage_t,.@sage_t+5; + break; + case 2: + mes "1. Choose the jewel that the Morroc Jewel Merchant does not sell."; + next; + if (select("Topaz:Garnet:Diamond:Sapphire") == 2) + set .@sage_t,.@sage_t+5; + mes "2. Choose the city where users cannot purchase Monster's Feed from an NPC."; + next; + if (select("Prontera:Morroc:Al De Baran:Alberta") == 3) + set .@sage_t,.@sage_t+5; + mes "3. Choose the closest city to the Maze."; + next; + if (select("Prontera:Morroc:Geffen:Payon") == 1) + set .@sage_t,.@sage_t+5; + mes "4. Choose the monster that is a different type than the others."; + next; + if (select("Muka:Drops:Plankton:Penomena") == 4) + set .@sage_t,.@sage_t+5; + mes "5. Choose the monster with the different attribute."; + next; + if (select("Dokebi:Isis:Giearth:Deviruchi") == 3) + set .@sage_t,.@sage_t+5; + mes "6. Choose the monster that is different in size."; + next; + if (select("Thiefbug (Aggressive):Horn:Metaller:Argos") == 4) + set .@sage_t,.@sage_t+5; + mes "7. Choose the monster which does not drop 'Yggdrasil Leaf'."; + next; + if (select("Marduk:Baphomet Jr.:Angeling:Wanderer") == 1) + set .@sage_t,.@sage_t+5; + mes "8. Choose the NPC that is irrelevant to the Priest job change quest."; + next; + if (select("Paul:Sir Windsor:Peter S. Alberto:Cecilia") == 2) + set .@sage_t,.@sage_t+5; + mes "9. Choose the NPC that is not a citizen of Morroc."; + next; + if (select("Syvia:Akira:Antonio:Dmitrii") == 3) + set .@sage_t,.@sage_t+5; + mes "10. Choose the Kafra lady who has gorgeous blue hair."; + next; + if (select("Pavianne:Roxie:Leilah:Curly Sue") == 1) + set .@sage_t,.@sage_t+5; + mes "11. Choose the skill that is irrelevant to learning Fire Wall, the Mage skill."; + next; + if (select("lvl 4 Fire Bolt:lvl 4 Napalm Beat:lvl 5 Fire Ball:lvl 1 Sight") == 2) + set .@sage_t,.@sage_t+5; + mes "12. How much SP can be restored when learning SP recovery at lvl 6 (without being affected by INT)?"; + next; + if (select("14:16:18:21") == 3) + set .@sage_t,.@sage_t+5; + mes "13. How many INT points does a Mage receive as a bonus at job lvl 33?"; + next; + if (select("7:6:5:4") == 4) + set .@sage_t,.@sage_t+5; + mes "14. Choose the correct SP consumption and the skill duration for Improve Concentration lvl 5 (Archer skill)."; + next; + if (select("45 / 80 sec:50 / 80 sec:45 / 90 sec:50 / 90 sec") == 1) + set .@sage_t,.@sage_t+5; + mes "15. Choose the skill that is irrelevant to learning Maximize Power, the Blacksmith skill."; + next; + if (select("Hilt Binding:Skin Tempering:Hammer Fall:Weapon Perfection") == 2) + set .@sage_t,.@sage_t+5; + mes "16. What is the correct defense rate and ability of Cute Ribbon?"; + next; + if (select("0 / SP +20:0 / SP +30:1 / SP +20:1 / SP +30") == 3) + set .@sage_t,.@sage_t+5; + mes "17. Choose the class that cannot equip Saint Robe."; + next; + if (select("Swordman:Merchant:Thief:Acolyte") == 3) + set .@sage_t,.@sage_t+5; + mes "18. Choose the abnormal status that cannot be cured by Green Potion."; + next; + if (select("Silence:Chaos:Blind:Curse") == 4) + set .@sage_t,.@sage_t+5; + mes "19. Choose the correct name for the ancient kingdom that disappeared somewhere in Geffen."; + next; + if (select("Geffayon:Geffenia:Gefenn:Jaffen") == 2) + set .@sage_t,.@sage_t+5; + mes "20. Choose the correct name for the tree that has become the root of this world."; + next; + if (select("Yggdrasil:Iggdrassil:Mastella:Dead Branch") == 1) + set .@sage_t,.@sage_t+5; + break; + case 3: + mes "1. Choose the item that the Magical Tool merchant in Geffen does not sell."; + next; + if (select("Mantle:Wand:Circlet:Silver Robe") == 1) + set .@sage_t,.@sage_t+5; + mes "2. Choose the city where users cannot purchase Blade from an NPC."; + next; + if (select("Prontera:Izlude:Al De Baran:Payon") == 3) + set .@sage_t,.@sage_t+5; + mes "3. Choose the closest city to Glast Heim."; + next; + if (select("Prontera:Geffen:Morroc:Payon") == 2) + set .@sage_t,.@sage_t+5; + mes "4. Choose the monster that is a different type than the others."; + next; + if (select("Aster:Marc:Marse:Marin") == 4) + set .@sage_t,.@sage_t+5; + mes "5. Choose the monster that has a different attribute."; + next; + if (select("Baby Desert Wolf:Smokie:Picky:Choco") == 2) + set .@sage_t,.@sage_t+5; + mes "6. Choose the monster that is different sized."; + next; + if (select("Drake:Wraith:Evil Druid:Khalitzburg") == 1) + set .@sage_t,.@sage_t+5; + mes "7. Choose the monster that does not drop 'Phracon'."; + next; + if (select("Pupa:Peco Peco Egg:Savage Bebe:Baby Desert Wolf") == 2) + set .@sage_t,.@sage_t+5; + mes "8. Choose the NPC that is irrelevant to the Blacksmith job change quest."; + next; + if (select("Altiregen:Geschupenschte:Barcadi:Baisulist") == 3) + set .@sage_t,.@sage_t+5; + mes "9. Choose the NPC that is not a citizen of Al De Baran."; + next; + if (select("RS125:GOD-POING:Stromme:Chemirre") == 2) + set .@sage_t,.@sage_t+5; + mes "10. Choose the Kafra lady who is the youngest among the staff."; + next; + if (select("Pavianne:Roxie:Leilah:Curly Sue") == 4) + set .@sage_t,.@sage_t+5; + mes "11. Choose the correct SP consumption and the number of evasions when using Safety Wall lvl 6."; + next; + if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3) + set .@sage_t,.@sage_t+5; + mes "12. Choose the correct amount of magic attack for Napalm Beat lvl 6."; + next; + if (select("MATK * 1.2:MATK * 1.3:MATK * 1.4:MATK * 1.5") == 2) + set .@sage_t,.@sage_t+5; + mes "13. Choose the catalyst stone for Mage Solution no. 4 that is used for the Mage job change quest."; + next; + if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:1 carat Diamond") == 4) + set .@sage_t,.@sage_t+5; + mes "14. Choose the correct attack strength and SP consumption for Bash lvl 6, the Swordman skill."; + next; + if (select("250% / 8:280% / 8:280% / 15:310% / 15") == 3) + set .@sage_t,.@sage_t+5; + mes "15. Choose the skill that is irrelevant to learning Claymore Trap, the Hunter skill."; + next; + if (select("Remove Trap:Land Mine:Ankle Snare:Flasher") == 1) + set .@sage_t,.@sage_t+5; + mes "16. Choose the correct defense and ability of Wedding Veil."; + next; + if (select("0 / MDEF +3:0 / MDEF +5:1 / MDEF +3:1 / MDEF +5") == 2) + set .@sage_t,.@sage_t+5; + mes "17. Choose the class that cannot equip Coat."; + next; + if (select("Swordman:Merchant:Thief:Novice") == 4) + set .@sage_t,.@sage_t+5; + mes "18. Choose the item that is not an ingredient for Blue Dyestuffs."; + next; + if (select("Alcohol:Detrimindexta:Karvodailnirol:Blue Herb") == 3) + set .@sage_t,.@sage_t+5; + mes "19. When the world was created by the god Odin, what did he use for the material?"; + next; + if (select("The heart of Ymir:The nail of Ymir:The tooth of Ymir:The memento of Ymir") == 1) + set .@sage_t,.@sage_t+5; + mes "20. Choose the metal that has rumored to bring fortune and fame to a person with the destiny."; + next; + if (select("Empelium Gold:Emperium:Emperor:Phracon") == 2) + set .@sage_t,.@sage_t+5; + } + mes "[Claytos Verdo]"; + if (SAGE_Q == 4) { + mes "Well, you answered all 20 of the questions."; + mes "Okay, let me check your answers and add up your score."; + } + else { + mes "Well, we finished all 20 questions."; + mes "Now, let's check how many points you got."; + } + next; + mes "[Claytos Verdo]"; + mes "Let's see..."; + mes "Hmm... hmm..."; + next; + mes "[Claytos Verdo]"; + mes "You got " + .@sage_t + " points."; + if (.@sage_t == 100) { + if (SAGE_Q == 4) + mes "Excellent! You seem fully qualified to become a Sage!"; + else + mes "Excellent! You must have studed really hard for this test!"; + set SAGE_Q,6; + changequest 2041,2046; + next; + mes "[Claytos Verdo]"; + mes "You have passed the written test."; + mes "Go visit Professor Hermes for the practical examination."; + } + else if (.@sage_t >= 80) { + set SAGE_Q,6; + changequest 2041,2046; + mes "Yeah, not bad. I assume that you will at least understand what you're going to learn in class."; + next; + mes "[Claytos Verdo]"; + mes "You passed the written test."; + mes "Go visit Professor Hermes for the practical examination."; + } + else { + if (SAGE_Q == 4) { + set SAGE_Q,5; + mes "Oh well...what a shame: You failed."; + next; + mes "[Claytos Verdo]"; + mes "But I'll give you another chance to take the written test,"; + mes "Go study harder and come back later."; + } + else { + mes "Oh what a shame: You failed."; + next; + mes "[Claytos Verdo]"; + mes "But I'll give you another chance,"; + mes "Go study even harder and come back."; + } + } + close; + } + else if (SAGE_Q == 5) { + mes "Welcome back."; + mes "So, did you study harder this time?"; + next; + mes "[Claytos Verdo]"; + mes "You will take the written test under the same conditions as the test you took before. I'll give you 20 questions."; + mes "Each correct answer will give you 5 points. When your score reaches 80 points, you pass the test."; + next; + set sage_m2,rand(1,3); + mes "[Claytos Verdo]"; + mes "Okay, there's no need to wait."; + mes "Answer immediately, or I'll fail you again."; + set SAGE_Q,5; + goto L_AskQuestions; + end; + } + else if (SAGE_Q == 6) { + mes "What else do you want?! Do you want to take this test again?"; + mes "You've already passed!"; + next; + mes "[Claytos Verdo]"; + mes "Go visit Professor Hermes for the practical examination."; + mes "Move!"; + close; + } + else if (SAGE_Q == 15) { + mes "Heh heh, It seems you're done with your dissertation."; + mes "But I'm not the person handling that part of the test."; + next; + mes "[Claytos Verdo]"; + mes "submit your thesis to Dean Kayron."; + mes "He will decide whether you are qualified to graduate or not."; + close; + } + else { + mes "I'm too busy to take care of written tests."; + mes "Come back later, and I'll spare some time to talk."; + close; + } +} + +//Practical Examination Professer +yuno_in03,169,180,3 script Practical Examination P 755,{ + mes "[Hermes Tris]"; + if (BaseJob != Job_Mage) { + if (BaseJob == Job_Sage) { + mes "Welcome. How have you been?"; + mes "I guess you've been through a lot of hard times...I can tell by your appearance."; + next; + mes "[Hermes Tris]"; + mes "I know how hard it is to explore all those perilous areas, but it will help you to gain more knowledge."; + mes "Book smarts never can beat street smarts."; + next; + mes "[Hermes Tris]"; + mes "However, it's a very dangerous idea to go deep inside a dungeon alone. "; + mes "You'd better look for trustworthy comrades."; + } + else if (BaseJob == Job_Novice) { + mes "Heh heh, now ain't that a cute little Novice?"; + next; + mes "[Hermes Tris]"; + mes "In this continent of Rune-Midgarts, there are a lot of unknown places and objects that haven't been fully discovered."; + mes "The monsters, mysterious objects and heroes of myths..."; + next; + mes "[Hermes Tris]"; + mes "Why don't you consider being a Sage in the future?"; + mes "You will love studying the world."; + next; + mes "[Hermes Tris]"; + mes "If by chance you do decide to do that, we'll meet again."; + mes "Take care, kiddy."; + } + else { + mes "Welcome to the Schweicherbil Magic Academy."; + next; + mes "[Hermes Tris]"; + mes "We Sages are more like scholars than Mages."; + mes "We are very helpful and powerful as members of a party."; + next; + mes "[Hermes Tris]"; + mes "Try to make a party with a Sage next time."; + mes "The wisdom a Sage will bring will be more than helpful for your party..."; + } + close; + } + if (SAGE_Q >= 0 && SAGE_Q <= 3) { + mes "I am Professor Hermes, in charge of practical examinations."; + mes "Are you a candidate for the Sage class?"; + next; + mes "[Hermes Tris]"; + mes "Register your application and take the written test first."; + close; + } + else if (SAGE_Q == 4 || SAGE_Q == 5) { + mes "I am professor Hermes, in charge of practical examinations."; + mes "Are you a candidate for the Sage class?"; + next; + mes "[Hermes Tris]"; + mes "Go pass the written test with Professor Claytos first."; + mes "Then I will take care of you."; + close; + } + else if (SAGE_Q == 6) { + mes "Welcome, you just passed the written test, didn't you?"; + mes "Now it's time for the practical examination."; + next; + mes "[Hermes Tris]"; + mes "There is nothing difficult or special about this test."; + mes "All you have to do is kill all the monsters within the time limit."; + next; + mes "[Hermes Tris]"; + mes "It's better to experience this for yourself, rather than be told about this test 100 times."; + mes "How about it? Are you ready to take this test?"; + next; + if (select("Yes, I am.:Sorry, give me some time.") == 1) { + set SAGE_Q,7; + mes "[Hermes Tris]"; + mes "Good, let's start immediately."; + mes "Do your best and come back safely!"; + close2; + warp "job_sage",50,154; + end; + } + set SAGE_Q,7; + mes "[Hermes Tris]"; + mes "Yes, you don't need to hurry... take your time and come back."; + close; + } + else if (SAGE_Q == 7) { + mes "Welcome again! So, did you fully prepare yourself this time?"; + mes "Oh well, it's not that hard. Give it your all, okay?"; + next; + mes "[Hermes Tris]"; + mes "Are you ready?"; + next; + if (select("Yes, I am.:Sorry, give me some time.") == 1) { + mes "[Hermes Tris]"; + mes "Good, let's start immediately."; + mes "Do your best and come back safely!"; + close2; + warp "job_sage",50,154; + end; + } + mes "[Hermes Tris]"; + mes "Yes, you don't need to hurry... take your time and come back."; + close; + } + else if (SAGE_Q == 8) { + mes "Good job~ Since you passed the practical examination as well..."; + mes "I'll accept your admission."; + next; + mes "[Hermes Tris]"; + mes "Now I need to decide what subject you will learn and study..."; + mes "Let's see... let me check your written test grade and the time spent on the practical examination."; + next; + mes "[Hermes Tris]"; + mes "Hmm, hmm... I see."; + mes "Well... I think you're okay."; + next; + switch(rand(1,3)) { + case 1: + set SAGE_Q,9; + changequest 2046,2047; + mes "[Hermes Tris]"; + mes "Now, you will study Yggdrasil."; + mes "Yggdrasil is the tree that was rumored to be the source of life for this world."; + next; + mes "[Hermes Tris]"; + mes "That is a good subject which helps us to recognize changes in the world, as well as the direction of its improvement."; + mes "Go ask for help from Professor Saphien. He's in the Lecture Room."; + next; + mes "[Hermes Tris]"; + mes "I wish you luck."; + close; + case 2: + set SAGE_Q,11; + changequest 2046,2048; + mes "[Hermes Tris]"; + mes "Now, you will study monsters."; + mes "The purpose of this study is to learn and understand more about creatures existing all over the continent."; + next; + mes "[Hermes Tris]"; + mes "This is a good subject which will help you lead your life as a well-experienced Sage."; + mes "Go ask for help from Professor Lucius. He's in the Monster Museum."; + next; + mes "[Hermes Tris]"; + mes "I wish you luck."; + close; + case 3: + set SAGE_Q,13; + changequest 2046,2049; + mes "[Hermes Tris]"; + mes "Now, you will study magic skills that have certain properties."; + mes "The purpose of this study is to better understand basic magic skills that we use in everyday life."; + next; + mes "[Hermes Tris]"; + mes "That is a good subject which helps you to deeply understand of the truth of magic."; + mes "Go ask Professor Aebecee for help...He's in the Somatology Laboratory."; + next; + mes "[Hermes Tris]"; + mes "I wish you luck."; + close; + } + } + else if (SAGE_Q == 9) { + mes "Huh? Didn't you understand what I said?"; + mes "I told you to study Yggdrasil."; + next; + mes "[Hermes Tris]"; + mes "Go ask for help from Professor Saphien. He's in the Lecture Room."; + close; + } + else if (SAGE_Q == 11) { + mes "Huh? Didn't you understand what I said?"; + mes "I told you to study monsters."; + next; + mes "[Hermes Tris]"; + mes "Go ask for help from Professor Lucius. He's in the Monster Museum."; + close; + } + else if (SAGE_Q == 13) { + mes "Huh? Didn't you understand what I said?"; + mes "I told you to study magic spells that possess certain properties."; + next; + mes "[Hermes Tris]"; + mes "Go ask a help from Professor Aebecee. He's in the Somatology Laboratory."; + close; + } + else if (SAGE_Q == 15) { + mes "What are you doing here? Aren't you supposed to be with Dean Kayron?"; + mes "Oh well, there's no harm in showing me your dissertation though..."; + next; + mes "[Hermes Tris]"; + mes "But then again, maybe there is. Go see Dean Kayron."; + close; + } + else { + mes "Oh sorry, I'm quite busy at the moment..."; + mes "If you have any questions, go visit the professor I've assigned to you."; + close; + } +} + +yuno_in03,62,176,2 script History Professor#sa 109,{ + mes "[Saphien Layless]"; + if (BaseJob != Job_Mage) { + if (BaseJob == Job_Sage) { + mes "Do I know you? Were you one of my students?"; + mes "Oh, it doesn't matter anyway. You wouldn't be a Sage without graduating from this academy..."; + next; + mes "[Saphien Layless]"; + mes "In any case, you must study the past in order to better understand the present and to predict...the future."; + mes "This sentence contains all the truth of the world."; + next; + mes "[Saphien Layless]"; + mes "I guess you're treading the right path..."; + mes "One of these days you'll look back to this moment and realize it changed your life."; + } + else if (BaseJob == Job_Novice) { + mes "A Novice? Why is a novice here?"; + next; + mes "[Saphien Layless]"; + mes "One whose life has many possibilities... "; + mes "How do you wish to lead your life?"; + next; + mes "[Saphien Layless]"; + mes "No matter what you decide to be, everything depends on your choice."; + mes "May God bless you so that you can choose the path best for you..."; + } + else { + mes "Welcome, I am in charge of historical studies here in the academy."; + next; + mes "[Saphien Layless]"; + mes "The world as we know it is a result of events that described in the records of the ages. It is historical events that have shaped the world as it is today."; + mes "Therefore, knowing the past means you will better understand the present and...the future."; + next; + mes "[Saphien Layless]"; + mes "Reflect upon your past."; + mes "You will see your path in the future..."; + } + close; + } + if (SAGE_Q == 9) { + if (SAGE_Q2 == 0) { + mes "Welcome, " + strcharinfo(0) + ". I am glad to meet you."; + mes "My name is Saphien Layless, I will be in charge of your class for a while."; + next; + mes "[Saphien Layless]"; + mes "The subject you're studying is Yggdrasil."; + mes "So...do you even know what Yggdrasil is?"; + next; + switch(select("Yes, I know very well.:No, I don't.")) { + case 1: + mes "[Saphien Layless]"; + mes "Okay then, what is Yggdrasil?"; + mes "Please answer me."; + next; + switch(select("It's a name of a health item.:It's the source of life in the world.:Suckah, I lied.")) { + case 1: + mes "[Saphien Layless]"; + mes "Wrong. " + strcharinfo(0) + ", you got - 10 points."; + mes "That's just one of the gifts from Yggdrasil."; + next; + mes "[Saphien Layless]"; + mes "Yggdrasil is the name of the tree that is the source of life in this world."; + break; + case 2: + mes "[Saphien Layless]"; + mes "That's right. Yggdrasil, the so-called 'World Tree', "; + mes "is the name of the tree that has been the source of life in this world."; + break; + case 3: + mes "[Saphien Layless]"; + mes "Great Schott...If you don't know, just say so."; + mes "By the way, " + strcharinfo(0) + ", you just got - 10 points for lying and for being wrong."; + break; + } + next; + break; + case 2: + mes "[Saphien Layless]"; + mes "Ah well, I expected you would know at least a little bit about Yggdrasil..."; + mes "Yggdrasil is the name of the tree that is the source of life in this world."; + next; + break; + } + mes "[Saphien Layless]"; + mes "Before we start the class, I'll need some reserve items."; + mes "It's for better understanding of Yggdrasil."; + next; + mes "[Saphien Layless]"; + mes "Anything is fine as long as it's related to the Yggdrasil tree."; + mes "Seeds or fruits of the tree would be good. I know it's difficult to find, but please try."; + next; + set SAGE_Q2,1; + changequest 2047,2050; + mes "[Saphien Layless]"; + mes "When we have the reserve items, we will start the class."; + mes "Please come back."; + close; + } + else { + if (countitem(607) > 0) { + mes "[Saphien Layless]"; + mes "Oh, did you bring them with you? Excellent!"; + mes "You brought Yggdrasilberry!"; + next; + mes "[Saphien Layless]"; + mes "Okay, now I am starting the class."; + mes "Listen carefully, I will not accept dozing off in the middle of class."; + next; + } + else if (countitem(608) > 0) { + mes "[Saphien Layless]"; + mes "Hmm, did you prepare for class? Let's see..."; + mes "Oh! So you brought me the Yggdrasil Seed?"; + next; + mes "[Saphien Layless]"; + mes "Very well. Now I am starting the class.."; + mes "Listen carefully, I will not accept dozing off in the middle of class."; + next; + } + else if (countitem(610) > 0) { + mes "[Saphien Layless]"; + mes "Hmm, did you prepare for class? Let's see..."; + mes "Yggdrasil Leaf..."; + next; + mes "[Saphien Layless]"; + mes "You can purchase this item from the town of Al De Baran! You didn't show any effort."; + mes "So, I must give you - 10 points, " + strcharinfo(0) + "."; + next; + mes "[Saphien Layless]"; + mes "Okay, now I am starting the class."; + mes "Listen carefully, I will not accept you dozing off in the middle of class, or any more slacking."; + next; + } + else { + mes "[Saphien Layless]"; + mes "Huh? You're not ready to this class yet!"; + mes "I told you to bring me any items related Yggdrasil."; + next; + mes "[Saphien Layless]"; + mes "Tell me when you're ready."; + mes "Don't worry about being late, we professors are paid to wait around."; + close; + } + mes "[Saphien Layless]"; + mes "The root of this world, Yggdrasil, is a gigantic tree."; + mes "It takes root all over the continent of Rune-Midgarts and its leaves reach the sky."; + next; + mes "[Saphien Layless]"; + mes "Outside of this continent, there is a ocean where a giant snake named Yormungandr is coiled up."; + mes "The world as we know it consists of 3 places: Asgard, Midgard and Utgard."; + next; + mes "[Saphien Layless]"; + mes "Utgard is where all the titans live."; + next; + mes "[Saphien Layless]"; + mes "Midgard is where all human beings live."; + next; + mes "[Saphien Layless]"; + mes "And Asgard is where the gods reside..."; + mes "An ash tree taking root in the middle of the Rune-Midgarts continent, that is Yggdrasil."; + next; + mes "[Saphien Layless]"; + mes "This continent was born from the heart of Ymir, and Yggdrasil holds the continent together by grasping it with its 3 roots."; + mes "These roots stretch into 3 different places."; + next; + mes "[Saphien Layless]"; + mes "The first root reaches Asgard where the gods live and "; + mes "where we, mere humans, haven't yet explored or experienced."; + next; + mes "[Saphien Layless]"; + mes "The second root reaches Jotunnheim where all the giants live."; + mes "We've been told this name many times through myths and legends."; + next; + mes "[Saphien Layless]"; + mes "The third one reaches Niflheim."; + mes "That place is rumored to be covered with a thick, black fog."; + next; + mes "[Saphien Layless]"; + mes "Items, such as Seed of Yggdrasil, Yggdrasilbrry and Leaf of Yggdrasil are"; + mes "considered a part of Yggdrasil tree."; + next; + mes "[Saphien Layless]"; + mes "Yggdrasilberry has a fascinating scent that is rumored to"; + mes "restore full HP and SP at once."; + next; + mes "[Saphien Layless]"; + mes "The seed of Yggdrasil which has the fragrance of a blooming flower and the flavor of nut is rumored to"; + mes "restore half of HP and SP at once."; + next; + mes "[Saphien Layless]"; + mes "The leaf of Yggdrasil which is filled with vital force is rumored to"; + mes "revive the dead, bringing them back to this world."; + next; + mes "[Saphien Layless]"; + mes "Lastly... if by some chance you discover a way into Asgard in the future, "; + mes "I hope you will find the Yggdrasil tree."; + next; + mes "[Saphien Layless]"; + mes "Even though the story of the Yggdrasil tree only exists in myths and legends, "; + mes "we Sages are obligated to discover the truth of the Yggdrasil tree."; + next; + mes "[Saphien Layless]"; + mes "That is the end of today's class."; + mes "Please record the articles you've learned today, and try to remember as much as you can."; + next; + mes "[Saphien Layless]"; + mes "In the next class, you will write a thesis about Yggdrasil..."; + mes "Please bring the following items to prepare for class."; + next; + mes "[Saphien Layless]"; + mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,"; + mes "^3355FF1 Animal Skin^000000 which will be used as paper,"; + mes "^3355FF1 Trunk^000000 which will be used to bind a book,"; + mes "^3355FF1 Squid Ink^000000 which will be used as ink,"; + mes "^3355FF1 Empty Bottle^000000 which will be used for holding the squid ink."; + next; + set SAGE_Q2,0; + set SAGE_Q,10; + changequest 2050,2051; + mes "[Saphien Layless]"; + mes "I will help you to write your thesis when you're ready with all those items."; + mes "I am looking forward to the next class with you."; + close; + } + } + else if (SAGE_Q == 10) { + if (countitem(916) > 0 && countitem(919) > 0 && countitem(1019) > 0 && countitem(1024) > 0 && countitem(713) > 0) { + delitem 916,1; //Feather_Of_Birds + delitem 919,1; //Animal's_Skin + delitem 1019,1; //Wooden_Block + delitem 1024,1; //Chinese_Ink + delitem 713,1; //Empty_Bottle + mes "Now, you're writing your thesis."; + mes "I will assist you with your writing."; + next; + mes ".........."; + next; + mes "...................."; + next; + mes "................................."; + next; + mes ".....There is a ocean around the continent,"; + mes "The ocean is coiled up by"; + switch(select("A giant ash tree.:A giant snake Yormungandr.:A giant turtle and elephants.:A giant dragon.")) { + case 1: + set .@w_point,.@w_point+1; + mes "A giant ash tree."; + break; + case 2: + mes "A giant snake Yormungandr."; + break; + case 3: + set .@w_point,.@w_point+1; + mes "A giant turtle and elephants."; + break; + case 4: + set .@w_point,.@w_point+1; + mes "A giant dragon."; + break; + } + mes "The continent consists of three places such as,"; + switch(select("Mt.Mjolnir, where spiders live,:Uranos, where titans live,:Utgard, where titans live,:Lutie, the winter land,")) { + case 1: + set .@w_point,.@w_point+1; + mes "Mt.Mjolnir where spiders live,"; + break; + case 2: + set .@w_point,.@w_point+1; + mes "Uranos where titans live,"; + break; + case 3: + mes "Utgard where titans live,"; + break; + case 4: + set .@w_point,.@w_point+1; + mes "Lutie, the winter land,"; + break; + } + switch(select("Midgard, where humans live,:Rune-Midgarts where humans live,:Tritonia, where mermaids live,:Morroc, the desert city,")) { + case 1: + mes "Midgard, where humans live in,"; + break; + case 2: + set .@w_point,.@w_point+1; + mes "Rune-Midgarts, where humans live,"; + break; + case 3: + set .@w_point,.@w_point+1; + mes "Tritonia, where mermaids live,"; + break; + case 4: + set .@w_point,.@w_point+1; + mes "Morroc, the desert city,"; + break; + } + switch(select("Abguard, where gods live.:Asgard, where gods live.:Schwarzwald, where citizens live.:Prontera, the capital of Rune-Midgarts.")) { + case 1: + set .@w_point,.@w_point+1; + mes "Abguard where gods live."; + break; + case 2: + mes "Asgard, where gods live."; + break; + case 3: + set .@w_point,.@w_point+1; + mes "Schwarzwald, where citizens live."; + break; + case 4: + set .@w_point,.@w_point+1; + mes "Prontera, the capital of Rune-Midgarts."; + break; + } + mes "The continent consists of the three places stated above."; + next; + if (.@w_point > 0) { + mes "[Saphien Layless]"; + mes "..." + strcharinfo(0) + ", have you lost your mind?"; + mes "Your work is too poor to be considered as a thesis!"; + next; + mes "[Saphien Layless]"; + mes "I don't think you can submit your work to the dean."; + mes "Go study harder and try again!"; + close; + } + mes ".....as we studied from the last class,"; + mes "Yggdrasil is..."; + switch(select("A giant ash tree.:A fabulous Mastella tree.:A giant willow.:A giant dead branch.")) { + case 1: + mes "A giant ash tree."; + break; + case 2: + set .@w_point,.@w_point+1; + mes "A fabulous Mastella tree."; + break; + case 3: + set .@w_point,.@w_point+1; + mes "A giant willow."; + break; + case 4: + set .@w_point,.@w_point+1; + mes "A giant dead branch."; + break; + } + mes "The root of Yggdrasil is divided into 3 parts. Those parts reach to 3 places..."; + switch(select("Schwarzwald, Jotunnheim, Niflheim.:Midgard, Jotunnheim, Naffleheim.:Asgard, Jotunnheim, Naffleheim.:Asgard, Jotunnheim, Niflheim.")) { + case 1: + set .@w_point,.@w_point+1; + mes "Schwarzwald, Jotunnheim, Niflheim."; + break; + case 2: + set .@w_point,.@w_point+1; + mes "Midgard, Jotunnheim, Naffleheim."; + break; + case 3: + set .@w_point,.@w_point+1; + mes "Asgard, Jotunnheim, Naffleheim."; + break; + case 4: + mes "Asgard, Jotunnheim, Niflheim."; + break; + } + mes "One who has a Seed of Yggdrasil,"; + switch(select("can be cured from all the abnormal statuses.:can restore full HP and SP at once.:can restore half of total HP and SP.:can be cured from Silence, Curse and Chaos.")) { + case 1: + set .@w_point,.@w_point+1; + mes "can be cured from all the abnormal statuses."; + break; + case 2: + set .@w_point,.@w_point+1; + mes "can restore full HP and SP at once."; + break; + case 3: + mes "can restore half of total HP and SP."; + break; + case 4: + set .@w_point,.@w_point+1; + mes "can be cured from Silence, Curse and Chaos."; + break; + } + next; + if (.@w_point > 0) { + mes "[Saphien Layless]"; + mes "..." + strcharinfo(0) + ", have you lost your mind?"; + mes "Your work is too poor to be considered as a thesis!"; + next; + mes "[Saphien Layless]"; + mes "I don't think you can submit your work to the dean."; + mes "Go study harder and try again!"; + close; + } + mes ".........."; + next; + mes "...................."; + next; + mes "................................."; + next; + set SAGE_Q,15; + changequest 2051,2052; + mes "[Saphien Layless]"; + mes "Oh, did you finish already? Well done."; + mes "Please handle this with care, because you won't be able to do this ever again."; + getitem 1550,1; //Book + next; + mes "[Saphien Layless]"; + mes "I assume you're ready to submit your work to the dean."; + mes "Whether you will pass the test or not is his decision."; + close; + } + else { + mes "I am not sure that you're ready to write a thesis."; + mes "I am afraid to say I already informed you of what you need."; + next; + mes "[Saphien Layless]"; + mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,"; + mes "^3355FF1 Animal Skin^000000 which will be used as paper,"; + mes "^3355FF1 Trunk^000000 which will be used to bind a book,"; + mes "^3355FF1 Squid Ink^000000 which will be used as ink,"; + mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink."; + next; + mes "[Saphien Layless]"; + mes "I will assist you in writing your thesis."; + mes "Please bring all those items with you."; + close; + } + } + else if (SAGE_Q == 15) { + mes "Huh? Aren't you supposed to head over to the dean?"; + mes "If you've finished writing your thesis, please bring it to the dean."; + next; + mes "[Saphien Layless]"; + mes "You can have only one chance to write your thesis before you become a Sage."; + mes "So please move on."; + close; + } + else { + mes "I am not sure if you have business with me, but please come back later."; + mes "I have some issues to think about.."; + close; + } +} + +yuno_in03,32,102,1 script Biology Professor#sa 755,{ + mes "[Lucius Celsus]"; + if (BaseJob != Job_Mage) { + if (BaseJob == Job_Sage) { + mes "What is your business with me?"; + mes "You must make a reservation a week in advance if you have any questions."; + next; + mes "[Lucius Celsus]"; + mes "You don't know how busy person I am...don't you?"; + mes "If you're a Sage, you're supposed to know about me by now."; + next; + mes "[Lucius Celsus]"; + mes "You have too much time on your hands. Go explore some dungeons."; + mes "I think it will be more helpful than wasting your time on me."; + } + else if (BaseJob == Job_Novice) { + mes "What brings you to me, kid?"; + next; + mes "[Lucius Celsus]"; + mes "You'd better go out and play with your pals. "; + mes "This is not a place where you can fool around."; + } + else { + mes "Hmm? What brings you to me? Are you interested in watching monsters?"; + next; + mes "[Lucius Celsus]"; + mes "You're allowed to watch. However, do not disturb them by making any fuss."; + mes "And keep your hands off, some of these guys are way too dangerous to touch."; + next; + mes "[Lucius Celsus]"; + mes "By the way, if you catch any rare monsters in future, let me know."; + mes "I am willing to purchase those at any cost."; + } + close; + } + if (SAGE_Q == 11) { + if (SAGE_Q2 == 0) { + mes "Welcome to my class, did you earn good results in the practical exam?"; + mes "My name is Lucius Celsus, the expert of Biology."; + next; + mes "[Lucius Celsus]"; + mes "Huh...how rude of you! You're expected to introduce yourself to me as soon as I greet you!"; + mes "What is your name, young one?"; + next; + select(strcharinfo(0)); + mes "[Lucius Celsus]"; + mes "A fine name. It's nice to meet you."; + mes "So, are you aware of the subject you're studying?"; + next; + mes "[Lucius Celsus]"; + mes "As you know, your topic of study is monsters."; + mes "How many times have you fought with monsters?"; + next; + if (select("Well, I can't even count.:A few times, I guess...") == 1) { + mes "[Lucius Celsus]"; + mes "Oh shut up, you brat. Don't be so sure about yourself."; + mes "Even if you have much experience with monsters, you will have a hard time comprehending my lecture."; + } + mes "[Lucius Celsus]"; + mes "Yes, that's what I guessed about you. You're just book smart."; + mes "However, I am sure you will encounter most of the monsters mentioned in my lecture."; + next; + set sage_m4,rand(1,3); + mes "[Lucius Celsus]"; + mes "Let's get started."; + mes "Make sure you're ready for the practical examination during my lecture."; + next; + if (sage_m4 == 1) { + set SAGE_Q2,1; + changequest 2048,2053; + mes "[Lucius Celsus]"; + mes "Go bring the following items to me."; + mes "5 ^3355FFTentacle^000000,"; + mes "5 ^3355FFSingle Cell^000000,"; + mes "5 ^3355FFFish Tail^000000."; + } + else if (sage_m4 == 2) { + set SAGE_Q2,2; + changequest 2048,2054; + mes "[Lucius Celsus]"; + mes "Go bring the following items to me."; + mes "5 ^3355FFNipper^000000,"; + mes "5 ^3355FFClam Flesh^000000,"; + mes "5 ^3355FFHeart of Mermaid^000000."; + } + else { + set SAGE_Q2,3; + changequest 2048,2054; + mes "[Lucius Celsus]"; + mes "Go bring following items to me."; + mes "5 ^3355FFTendon^000000,"; + mes "5 ^3355FFNipper^000000,"; + mes "5 ^3355FFSharp Scale^000000."; + } + next; + mes "[Lucius Celsus]"; + mes "I will proceed with the class when you bring those to me."; + mes "Have fun."; + close; + } + else if (SAGE_Q2 >= 1 && SAGE_Q2 <=3) { + switch(SAGE_Q2) { + case 1: setarray .@items[0],962,1052,1023; break; + //Nipper, Clam Flesh, Heart of Mermaid + case 2: setarray .@items[0],960,966,950; break; + //Tendon, Nipper, Sharp Scale + case 3: setarray .@items[0],1050,960,963; break; + } + if (countitem(.@items[0]) > 4 && countitem(.@items[1]) > 4 && countitem(.@items[2]) > 4) { + mes "You showed great effort to gather all of those."; + mes "Well, I am not sure if you gathered them by yourself or bought them from shops..."; + next; + mes "[Lucius Celsus]"; + mes "Somehow the monsters that drop those items have something in common."; + mes "Can you tell me what that similarity is?"; + next; + switch(select("They possess water property.:They are fishes.:They are aggressive.:Um...they monsters.")) { + case 1: + mes "[Lucius Celsus]"; + mes "Yes, they possess water property and at the same time they are fishes."; + mes "Most fish class monsters live underwater, so they are attributed with the water property."; + break; + case 2: + mes "[Lucius Celsus]"; + mes "Yes, they possess water property and at the same time they are fishes."; + mes "Most fish class monsters live underwater, so they are attributed with the water property."; + break; + case 3: + set sage_m4,4; + mes "[Lucius Celsus]"; + mes "...I didn't know Phens were aggressive nowadays?"; + mes "Or do Marina and Plankton team up to start a fight with you?"; + next; + mes "[Lucius Celsus]"; + mes "All the monsters from which you obtained these items are not agressive... get a grip."; + mes "They are all fishes and possess water property."; + break; + case 4: + set sage_m4,4; + mes "[Lucius Celsus]"; + mes "What...! What are you here for!? You are here to study about specific monsters, microcephalic moron!"; + mes "Sigh...they are all fishes and possess water property."; + break; + } + next; + mes "[Lucius Celsus]"; + mes "Not all fish class monsters possess water property, but most of them do."; + mes "So which kind of magic would work best on most fish class monsters?"; + next; + switch(select("Lightening Bolt.:Fire Bolt.:Thunder Storm.:Frost Diver.")) { + case 1: + mes "[Lucius Celsus]"; + mes "That's right, Lightening Bolt, which possesses the wind property, works best on water property monsters."; + mes "Although you might want to be careful of monsters that recognize magic casting."; + break; + case 2: + set sage_m4,4; + mes "[Lucius Celsus]"; + mes "What? Fire Bolt! Fire cannot beat water, you imbecile!"; + mes "Most fishes are attributed with the water property. Therefore, they are weak to wind property magic spells. Don't you get it?"; + break; + case 3: + mes "[Lucius Celsus]"; + mes "Yeah, Thunder Storm spell is fine... it's a wind property spell."; + mes "However, you will be in trouble if you use the spell in a poorly chosen spot."; + break; + case 4: + set sage_m4,4; + mes "[Lucius Celsus]"; + mes "I can't fathom such stupidity! This question asks you to choose a property that counters water! Don't you get it?"; + mes "Logically, any magic spell possessing the water property cannot overcome the water atrribute monsters!"; + break; + } + next; + mes "[Lucius Celsus]"; + mes "By the way, although some monsters such as Penomena or Aster are considered to be fish class monsters, "; + mes "they have a different property than the others. You'd better be careful with them."; + next; + mes "[Lucius Celsus]"; + mes "Okay, let me teach you about insect monsters."; + mes "Let's see... hmm... hmm..."; + next; + switch(rand(1,4)) { + case 1: + set SAGE_Q2,4; + if(checkquest(2053) != -1) { + changequest 2053,2056; + } + else if(checkquest(2054) != -1) { + changequest 2054,2056; + } + else { + changequest 2055,2056; + } + mes "5 ^3355FFCobweb^000000,"; + mes "5 ^3355FFShell^000000,"; + mes "5 ^3355FFInsect Feeler^000000."; + break; + case 2: + set SAGE_Q2,5; + if(checkquest(2053) != -1) { + changequest 2053,2057; + } + else if(checkquest(2054) != -1) { + changequest 2054,2057; + } + else { + changequest 2055,2057; + } + mes "5 ^3355FFHorn^000000,"; + mes "5 ^3355FFSnail's Shell^000000,"; + mes "5 ^3355FFMoth Dust^000000."; + break; + case 3: + set SAGE_Q2,6; + if(checkquest(2053) != -1) { + changequest 2053,2058; + } + else if(checkquest(2054) != -1) { + changequest 2054,2058; + } + else { + changequest 2055,2058; + } + mes "5 ^3355FFMantis Scythe^000000,"; + mes "5 ^3355FFWorm Peeling^000000,"; + mes "5 ^3355FFRainbow Shell^000000."; + break; + case 4: + set SAGE_Q2,7; + if(checkquest(2053) != -1) { + changequest 2053,2059; + } + else if(checkquest(2054) != -1) { + changequest 2054,2059; + } + else { + changequest 2055,2059; + } + mes "5 ^3355FFCobweb^000000,"; + mes "5 ^3355FFMantis Scythe^000000,"; + mes "5 ^3355FFSolid Shell^000000."; + } + next; + mes "[Lucius Celsus]"; + mes "I will proceed with the class when you bring those to me."; + mes "Have fun."; + close; + } + mes "What, you already forgot what I told you just a minute before?"; + mes "What a nusance... listen carefully this time."; + next; + mes "[Lucius Celsus]"; + mes "5 ^3355FF"+getitemname(.@items[0])+"^000000,"; + mes "5 ^3355FF"+getitemname(.@items[1])+"^000000,"; + mes "5 ^3355FF"+getitemname(.@items[2])+"^000000,"; + close; + } + else if (SAGE_Q2 >= 4 && SAGE_Q2 <= 7) { + switch(SAGE_Q2) { + case 4: setarray .@items[0],1025,935,928; break; + //Horn, Snail's Shell, Moth Dust + case 5: setarray .@items[0],947,946,1057; break; + //Mantis Scythe, Worm Peeling, Rainbow Shell + case 6: setarray .@items[0],1031,955,1013; break; + //Cobweb, Mantis Scythe, Solid Shell + case 7: setarray .@items[0],1025,1031,943; break; + } + if (countitem(.@items[0]) > 4 && countitem(.@items[1]) > 4 && countitem(.@items[2]) > 4) { + mes "Well done. So, did you watch insects while gathering those items?"; + mes "Oh well, I believe you did a good job with the task."; + next; + mes "[Lucius Celsus]"; + mes "Insect class monsters do not share the same property most of the time, "; + mes "You must think twice before you cast a magic spell on an insect."; + next; + mes "[Lucius Celsus]"; + mes "It's remarkable that insects can detect hidden objects."; + mes "Therefore, any hiding skill such as the Hiding skill or Cloaking skill will not work on insect monsters."; + next; + mes "[Lucius Celsus]"; + mes "Some insects form a group and live together."; + mes "They are controlled by the head of the group..."; + next; + mes "[Lucius Celsus]"; + mes "For instance, Maya the queen ant..."; + mes "Mistress, the queen of hornets,"; + mes "or Golden Thiefbug, the king of thiefbugs..."; + next; + mes "[Lucius Celsus]"; + mes "You cannot beat those boss monsters alone, "; + mes "you'd better form a party if you want to fight with them."; + next; + mes "[Lucius Celsus]"; + mes "That's the end of my class...it's time for you to write a thesis."; + mes "Bring me following items for writing the thesis."; + next; + mes "[Lucius Celsus]"; + mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,"; + mes "^3355FF1 Animal Skin^000000 which will be used as paper,"; + mes "^3355FF1 Trunk^000000 which will be used to bind a book,"; + mes "^3355FF1 Squid Ink^000000 which will be used as ink,"; + mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink."; + next; + set SAGE_Q2,0; + set SAGE_Q,12; + if(checkquest(2056) != -1) { + changequest 2056,2051; + } + else if(checkquest(2057) != -1) { + changequest 2057,2051; + } + else if(checkquest(2058) != -1) { + changequest 2058,2051; + } + else { + changequest 2059,2051; + } + mes "[Lucius Celsus]"; + mes "I will help you in writing the thesis when you bring all of those items."; + mes "You're almost there. Isn't learning easy?"; + close; + } + mes "What, you already forgot what I told you?"; + mes "What a nuisance...listen carefully this time."; + next; + mes "[Lucius Celsus]"; + mes "5 ^3355FF"+getitemname(.@items[0])+"^000000,"; + mes "5 ^3355FF"+getitemname(.@items[1])+"^000000,"; + mes "5 ^3355FF"+getitemname(.@items[2])+"^000000,"; + close; + } + mes "Zzz...Zzz..."; + close; + } + else if (SAGE_Q == 12) { + if (countitem(916) > 0 && countitem(919) > 0 && countitem(1019) > 0 && countitem(1024) > 0 && countitem(713) > 0) { + delitem 916,1; //Feather_Of_Birds + delitem 919,1; //Animal's_Skin + delitem 1019,1; //Wooden_Block + delitem 1024,1; //Chinese_Ink + delitem 713,1; //Empty_Bottle + mes "Hmph. Lucky brat brought all of the items."; + mes "Well, I don't expect you to write an outrageously great thesis though..."; + next; + mes "[Lucius Celsus]"; + mes "Well, if you really want to write it by yourself, I can let you handle it but..."; + mes "I will give you a work of staggering genius. Just make a copy of it under your name."; + next; + mes "[Lucius Celsus]"; + mes "You got a problem with that? Tough, that's my style."; + mes "Just do what I say."; + next; + mes ".........."; + next; + mes "...................."; + next; + mes "................................."; + next; + select(".....Monsters vary by physical appearance,"); + mes ".....Monsters vary by physical appearance,"; + select("...and possess various elemental properties."); + mes "...and possess various elemental properties."; + select("You must be aware of each monster's properties,"); + mes "You must be aware of each monster's properties,"; + select("...and be aware that certain spells work differently on different monsters."); + mes "...and be aware that certain spells work differently on different monsters."; + select("You must be especially careful of holy property and shadow property monsters."); + mes "You must be especially careful of holy property and shadow property monsters."; + select("These monsters are most dangerous, though occasionally cute."); + mes "These monsters are most dangerous."; + next; + mes ".........."; + next; + mes "...................."; + next; + mes "................................."; + next; + set SAGE_Q,15; + changequest 2051,2052; + mes "[Lucius Celsus]"; + mes "Are you done? Okay, then it's over."; + mes "You won't be able to write another thesis again, handle this with care."; + getitem 1550,1; //Book + next; + mes "[Lucius Celsus]"; + mes "Show this masterpiece to the dean."; + mes "Then, he will let you graduate from the academy. See you."; + close; + } + else { + mes "What, are you sure that you're ready? No, I don't think so."; + mes "Oh well... listen carefully this time."; + next; + mes "[Lucius Celsus]"; + mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,"; + mes "^3355FF1 Animal Skin^000000 which will be used as paper,"; + mes "^3355FF1 Trunk^000000 which will be used to bind a book,"; + mes "^3355FF1 Squid Ink^000000 which will be used as ink,"; + mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink."; + next; + mes "[Lucius Celsus]"; + mes "You have been doing fine, I guess you can do this without a problem."; + mes "Go get them. Hurry up."; + close; + } + } + else if (SAGE_Q == 15) { + mes "What are you doing here, Go show your thesis to the dean!"; + mes "Don't wasn't any more time here."; + next; + mes "[Lucius Celsus]"; + mes "It seems you have too much time on your hands. Okay, I will assign you some tasks."; + mes "Hahaha, did you say no? Alright then, fine. Scram."; + close; + } + else { + mes "Wah~! My brain is gonna blow up soon! Why must I have to prepare all of these things?!"; + mes "Who are you?! Don't disturb me, I'm busy!!"; + next; + mes "[Lucius Celsus]"; + mes "If you just want to watch monsters here, fine with me..."; + mes "Just don't ask me any questions."; + close; + } +} + +yuno_in03,244,31,3 script Physics Professor#sa 120,{ + mes "[Aebecee George]"; + if (BaseJob != Job_Mage) { + if (BaseJob == Job_Sage) { + mes "Tee hee, hello there! What brings you here again, sweetie?"; + mes "Oh, I see... you're just excited because you finally became a Sage? Tee hee~"; + next; + mes "[Aebecee George]"; + mes "Oh well, although you have become a Sage, you're just doing the same thing, tee hee...we're mages down to the core!"; + mes "We're way better than any other class because we're pretty good with our heads, you know?"; + next; + mes "[Aebecee George]"; + mes "Okay, is there anything you want to talk about?"; + mes "Oh dearie, don't be nervous...where's your sense of adventure?"; + } + else if (BaseJob == Job_Novice) { + mes "Well, aren't you the cutest little Novice~"; + next; + mes "[Aebecee George]"; + mes "What are you doing here, sweetcakes? Do you just come over to see what's in here?"; + mes "Do you want some candy? Candy, my precious? Tee hee."; + next; + mes "[Aebecee George]"; + mes "Oh gosh...Sorry, I thought I had some..."; + mes "But I've got other treats, you catch my drift?"; + } + else { + mes "Hey there, tee hee, how's it going sailor?"; + next; + mes "[Aebecee George]"; + mes "Did you come here to look around? Huh...?"; + mes "Well, if you're not here for business, you must be here..."; + next; + mes "[Aebecee George]"; + mes "...for PLEASURE."; + mes "Hey wait! Come back~!"; + } + close; + } + if (SAGE_Q == 13) { + if (SAGE_Q2 == 0) { + mes "Hello~? Nice to meet you, tee hee."; + mes "Did you come to see me? Oh, you're a student!"; + next; + mes "[Aebecee George]"; + mes "Tee hee, I am the Professor in charge of you, Abecee George."; + mes "So...aren't you happy to be with me, dearie? Aren't you gay? Tee hee~"; + next; + mes "[Aebecee George]"; + mes "However, before we get start class, I need you to do me...a favor."; + mes "Don't be scared, its just an eensy weensy favor. Tee hee~"; + next; + mes "[Aebecee George]"; + mes "Please bring me ^3355FF30 Stone^000000, that's all."; + mes "It's not so hard, isn't it?"; + next; + set SAGE_Q2,1; + changequest 2049,2060; + mes "[Aebecee George]"; + mes "Why don't you ask a thief pal for help?"; + mes "We'll start the class when you bring me those stones~ Tee hee~"; + close; + } + else if (SAGE_Q2 == 1) { + if (countitem(7049) > 29) { + mes "Oh~ how sweet! You brought them all~ thank you~"; + mes "Oh, can you wait a little bit? I need to do something before we start. Tee hee~"; + next; + mes "[Aebecee George]"; + mes "Hocus-focus!!"; + next; + mes "[Aebecee George]"; + mes "Hocus~focus!!"; + next; + mes "[Aebecee George]"; + mes "Ho~cus~fo~cus!!"; + next; + delitem 7049,30; //Stone + mes "[Aebecee George]"; + mes "Tee hee, you naughty stone~"; + mes "Only 3 of them worked for me. Tee hee~"; + next; + mes "[Aebecee George]"; + mes "Here's my other favor to ask of you. Oh, are those tears of...joy?"; + mes "Oh, I'm sooo excited too! Tee hee~"; + next; + getitem 991,1; //Crystal_Blue + getitem 993,1; //Yellow_Live + getitem 992,1; //Wind_Of_Verdure + mes "[Aebecee George]"; + mes "I will give you these elemental ores...but...they are not for free."; + mes "Whoa there cowboy! Don't pull out so soon~ Listen, tee hee~"; + set SAGE_Q2,2; + changequest 2060,2061; + next; + mes "[Aebecee George]"; + mes "Please make arrows using these items and bring them to me, pretty please~"; + mes "50 ^3355FFCrystal Arrow^000000,"; + mes "50 ^3355FFStone Arrow^000000,"; + mes "50 ^3355FFWind Arrow^000000."; + next; + mes "[Aebecee George]"; + mes "Ask any of your Archer friends if you know any."; + mes "I am looking forward to seeing you again, tee hee~"; + close; + } + else { + mes "You don't have all the items? And here I was, getting all hot and bothered."; + mes "Go on, sweetheart, and hurry baaack~"; + next; + mes "[Aebecee George]"; + mes "I asked you to bring ^3355FF30 Stone^000000."; + mes "There are many out there, so you won't have too hard a time getting them~ tee hee."; + close; + } + } + else if (SAGE_Q2 == 2) { + if (countitem(1754) > 49 && countitem(1756) > 49 && countitem(1755) > 49) { + mes "Oh~ how sweet! You brought them all~ Oh thank you~"; + mes "Well now, let's get down to business. Tee hee~"; + next; + mes "[Aebecee George]"; + mes "I'll say something, and you just write everything down."; + mes "Don't forget to underline the important sentences~"; + next; + mes "[Aebecee George]"; + mes "Water property magic is sooo strong against the fire property."; + mes "Just remember those burly, sexay fire fighters, shall we say, putting out that fire with water. Ooh, wet!"; + next; + mes "[Aebecee George]"; + mes "Wind property magic totally dominates the water property! Oh, yes~"; + mes "Think of a hot flash, and by that I mean ligntening, striking a lake. Oh, I'm bad!"; + next; + mes "[Aebecee George]"; + mes "In terms of strength, magic with earth property goes on top of wind property magic! Ho~~"; + mes "Just think of how the wind passionately beats against the cliffside near the Lookout Point or Lover's Lane. Tee hee~"; + next; + mes "[Aebecee George]"; + mes "Magic with fire property is strong against earth property! Tee hee~"; + mes "Just think of burning wood, sprung from the earth, in a cozy fireplace. On the bearskin, in the dark~"; + next; + mes "[Aebecee George]"; + mes "...Oh my gosh! Time flies sooo fast!"; + mes "Let's call it a day, dear, tee hee~"; + next; + delitem 1754,50; //Crystal_Arrow + delitem 1756,50; //Stone_Arrow + delitem 1755,50; //Arrow_Of_Wind + mes "[Aebecee George]"; + mes "When you come to the next class, bring ^3355FF1 Holy Water^000000~"; + mes "I hope you have at least one Priest friend. Oh, you don't? Well, it couldn't hurt to get friendly with one."; + set SAGE_Q2,3; + changequest 2061,2062; + close; + } + else { + mes "What are you doing here, precious...are you trying to fool me? Tee hee~"; + mes "I hope you didn't sell the elemental ores I gave you? Naughty naughty~ Don't you know diamonds are a girl's best friend? Tee hee~"; + next; + mes "[Aebecee George]"; + mes "50 ^3355FFCrystal Arrow^000000,"; + mes "50 ^3355FFStone Arrow^000000,"; + mes "50 ^3355FFWind Arrow^000000."; + mes "Ask your Archer friend if you have one~ tee hee."; + close; + } + } + else if (SAGE_Q2 == 3) { + if (countitem(523) > 0) { + mes "Oh~ how sweet! You brought some Holy Water~ thanks honey~"; + mes "Oh righty, we should start class. Tee hee~"; + next; + mes "[Aebecee George]"; + mes "Just Like last time, I will speak and you just write down everything I say."; + mes "Even if you don't understand, just pretend and go with the flow, alright? Tee hee~"; + next; + mes "[Aebecee George]"; + mes "Water Magic is weak against wind property! Yes, that's right~"; + mes "Just remember why you don't keep the electric fan around when you're taking a hot bubble bath. Ooh! So electric!"; + next; + mes "[Aebecee George]"; + mes "Magic with the wind property is weak against earth property!"; + mes "Think of how the wind can't, shall we say, penetrate a mud facial mask~"; + next; + mes "[Aebecee George]"; + mes "Magic with earth property is weak against fire property! Tee hee~"; + mes "Just think of burning wood, sprung from the earth, in a cozy fireplace. On the be--oh? I said that already? Oh poopy."; + next; + mes "[Aebecee George]"; + mes "Magic with fire property is weak against water property! Yes~"; + mes "When things get flaming hot, it's best to splash things in cold water. Don't you agree~?"; + next; + mes "[Aebecee George]"; + mes "Oh, it's the end of the class~ tee hee."; + mes "So? Do you think you've learned a lot? You can thank me, honey!"; + next; + delitem 523,1; //Holy_Water + mes "[Aebecee George]"; + mes "Well, that's it. You can write your thesis with what I've taught you!"; + mes "Tee hee~ yes! Yes! I am the best teacher in the world! Oh, I am on fire! Tee hee~"; + set SAGE_Q2,0; + set SAGE_Q,14; + changequest 2062,2051; + next; + mes "[Aebecee George]"; + mes "Okay, please gather these items so you can write the thesis, dear~ Tee hee~"; + mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,"; + mes "^3355FF1 Animal Skin^000000 which will be used as paper,"; + mes "^3355FF1 Trunk^000000 which will be used to bind a book,"; + mes "^3355FF1 Squid Ink^000000 which will be used as ink,"; + mes "^3355FF1 Empty Bottle^000000 to keep that Squid Ink from splashing."; + next; + mes "[Aebecee George]"; + mes "So get on out there cowboy and hurry back~ Tee hee~"; + close; + } + else { + mes "What are you doing here, precious...are you playing games? Tee hee."; + mes "Oh, poor dear. Did you already forget what I told you? Do you want me to remind you? Tee hee~"; + next; + mes "[Aebecee George]"; + mes "^3355FF1 Holy Water^000000,"; + mes "It couldn't hurt to get friendly with an Aco or Priest...tee hee."; + close; + } + } + else { + mes "So...do you have the time? I'm kidding, girlfriend!"; + close; + } + } + else if (SAGE_Q == 14) { + if (countitem(916) > 0 && countitem(919) > 0 && countitem(1019) > 0 && countitem(1024) > 0 && countitem(713) > 0) { + delitem 916,1; //Feather_Of_Birds + delitem 919,1; //Animal's_Skin + delitem 1019,1; //Wooden_Block + delitem 1024,1; //Chinese_Ink + delitem 713,1; //Empty_Bottle + mes "Okay~ so its now or never~ tee hee~"; + mes "I taught you everything I know. Don't be nervous, you'll be okay~"; + next; + mes ".........."; + next; + mes "...................."; + next; + mes "................................."; + next; + mes ".....Magic spells are varied into 4 elements such as"; + switch(select("Water, Earth, Fire and Wind.:Earth, Water, Fire and Wind.:Water, Wind, Earth and Fire.")) { + case 1: + mes "Water, Earth, Fire and Wind."; + break; + case 2: + mes "Earth, Water, Fire and Wind."; + break; + case 3: + mes "Water, Wind, Earth and Fire."; + break; + } + mes "Each property has an opposing property,"; + switch(select("Magic with wind property is strong against water:Magic with water property is strong against fire:Magic with fire property is strong against earth")) { + case 1: + mes "Magic with wind property is strong against water"; + break; + case 2: + mes "Magic with water property is strong against fire"; + break; + case 3: + mes "Magic with fire property is strong against earth"; + break; + } + mes "Magic with earth property is strong against wind."; + switch(select("However, that does not work on the opposite case :This theory works the same for earth property weapons:Elemental properties are varied by monster types")) { + case 1: + mes "However, that does not work on the opposite case "; + break; + case 2: + mes "This theory works the same for earth property weapons"; + break; + case 3: + mes "Elemental properties are varied by monster types"; + break; + } + switch(select("You must be aware of the limit of your ability.:You must apply different types of property by the situation or place.:Red Potion is rumored to taste like strawberries.")) { + case 1: + mes "You must be aware of the limit of your ability."; + break; + case 2: + mes "You must apply different types of property by the situation or place."; + break; + case 3: + mes "Red Potion is rumored to taste like strawberries."; + break; + } + next; + switch(select("The most adorable NPC is YuPi in Prontera:Red Potion is rumored to be made out of Porings:You never know the limits of magic")) { + case 1: + mes "The most adorable NPC is YuPi in Prontera"; + break; + case 2: + mes "Red Potion is rumored to be made out of Porings"; + break; + case 3: + mes "You never know the limits of magic"; + break; + } + switch(select("Merchant Lady in Morroc is also as cute as YuPi.:Nobody knows why Red Potion tastes like strawberries.:It is not suggested to be too addicted to magic spells.")) { + case 1: + mes "Merchant Lady in Morroc is also as cute as YuPi."; + break; + case 2: + mes "Nobody knows why Red Potion tastes like strawberries."; + break; + case 3: + mes "It is not suggested to be too addicted to magic spells."; + break; + } + switch(select("If I had a Bunny Band,:If so, what about the taste of White Potion?:Only pertinent uses of magic, as well as rest")) { + case 1: + mes "If I had a Bunny Band,"; + break; + case 2: + mes "If so, what about the taste of White Potion?"; + break; + case 3: + mes "Only pertinent uses of magic, as well as rest"; + break; + } + switch(select("I would want to give it to her as a present.:I can't even imagine the taste.:will guarantee you a safe battle.")) { + case 1: + mes "I would want to give it to her as a present."; + break; + case 2: + mes "I can't even imagine the taste."; + break; + case 3: + mes "will guarantee you a safe battle."; + break; + } + switch(select("Although the Bunny Band best fits the Acolyte class:I love this thrilling feeling:Forming a party with people of different classes")) { + case 1: + mes "Although the Bunny Band best fits the Acolyte class"; + break; + case 2: + mes "I love this thrilling feeling"; + break; + case 3: + mes "Forming a party with people of different classes"; + break; + } + switch(select("I still wonder if the Bunny Band would be perfect for GOD-POING.:I won't be able to drink it even if my HP is less than 1.:is considered the best way to ready for battle.")) { + case 1: + mes "I still wonder if the Bunny Band would be perfect for GOD-POING."; + break; + case 2: + mes "I won't be able to drink it even if my HP is less than 1."; + break; + case 3: + mes "is considered the best way to ready for battle."; + break; + } + next; + mes ".........."; + next; + mes "...................."; + next; + mes "................................."; + next; + set SAGE_Q,15; + changequest 2051,2052; + mes "[Aebecee George]"; + mes "Tee hee, so... are you done with your thesis? What do you think of your work? I think you did fine~"; + mes "Don't forget, this is the first and the last time you'll write a thesis, okay? Tee hee~"; + getitem 1550,1; //Book + next; + mes "[Aebecee George]"; + mes "Okay, now you can show the dean your thesis~"; + mes "You're almost there~ tee hee."; + close; + } + else { + mes "What are you still doing here, sweet cheeks? Tee hee~"; + mes "Oh, poor dear. Did you already forget what I told you? Do you want me to remind you? Not a problem, tee hee."; + next; + mes "[Aebecee George]"; + mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,"; + mes "^3355FF1 Animal Skin^000000 which will be used as paper,"; + mes "^3355FF1 Trunk^000000 which will be used to bind a book,"; + mes "^3355FF1 Squid Ink^000000 which will be used as ink,"; + mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink."; + next; + mes "[Aebecee George]"; + mes "You are supposed to prepare all of those items, aren't you?"; + mes "Hurry baaack~! Tee hee~"; + close; + } + } + else if (SAGE_Q == 15) { + mes "What are you doing here, dearie? Don't you want to meet the dean and show him your stuff?"; + mes "Take it from me, boys like him won't wait for you forever, tee hee~"; + next; + mes "[Aebecee George]"; + mes "I know, I know...you wanna play with little ol' me. But you should become a Sage first."; + mes "Please hurry up, tee hee."; + close; + } + else { + mes "Well well...what do we have here?"; + next; + mes "[Aebecee George]"; + mes "You're not a Sage. Pity, sweet thang like yourself..."; + mes "But seeing as you're not here for business, you must be here for..."; + next; + mes "[Aebecee George]"; + mes "...PLEASURE. Wait, where are you going, hon?"; + close; + } +} + +job_sage,50,165,4 script Test Helper#talk 700,{ + mes "[Test Helper]"; + mes "Welcome to the Sage practical examination hall."; + mes "If you wish to take the test right now, please enter the waiting room."; + next; + mes "[Test Helper]"; + mes "If someone is currently taking the test, please wait until that person finishes."; + mes "The progression of the test is announced on the entire map. An announcement will be made when the next person is ready to leave the waiting room."; + next; + mes "[Test Helper]"; + mes "The Test takes 5 ~ 10 minutes per each person."; + mes "If you wish to leave the arena, please log out from the game."; + close; +} + +job_sage,50,165,4 script Waiting Room#sg 700,{ +OnInit: + disablenpc "Waiting Room#sg"; + waitingroom "Waiting Room",20,"Waiting Room#sg::OnStartArena",1; + enablewaitingroomevent; + end; + +OnStartArena: + warpwaitingpc "job_sage",116,97; + donpcevent "Arena#1::OnEnable"; + disablewaitingroomevent; + end; + +OnEnable: + enablewaitingroomevent; + end; +} + +- script Arena#1 66,{ +OnInit: + disablenpc "Arena#1"; + end; + +OnEnable: + enablenpc "Arena#1"; + set .MyMobs,16; + monster "job_sage",111,102,"Grade F",1183,1,"Arena#1::OnMyMobDead"; + monster "job_sage",120,102,"Grade F",1183,1,"Arena#1::OnMyMobDead"; + monster "job_sage",111,93,"Grade F",1183,1,"Arena#1::OnMyMobDead"; + monster "job_sage",120,93,"Grade F",1183,1,"Arena#1::OnMyMobDead"; + monster "job_sage",107,98,"Grade F",1183,1,"Arena#1::OnMyMobDead"; + monster "job_sage",124,98,"Grade F",1183,1,"Arena#1::OnMyMobDead"; + monster "job_sage",115,106,"Grade F",1183,1,"Arena#1::OnMyMobDead"; + monster "job_sage",115,90,"Grade F",1183,1,"Arena#1::OnMyMobDead"; + monster "job_sage",103,110,"Grade D",1184,1,"Arena#1::OnMyMobDead"; + monster "job_sage",128,110,"Grade D",1184,1,"Arena#1::OnMyMobDead"; + monster "job_sage",103,85,"Grade D",1184,1,"Arena#1::OnMyMobDead"; + monster "job_sage",128,85,"Grade D",1184,1,"Arena#1::OnMyMobDead"; + monster "job_sage",107,106,"Grade D",1184,1,"Arena#1::OnMyMobDead"; + monster "job_sage",124,106,"Grade D",1184,1,"Arena#1::OnMyMobDead"; + monster "job_sage",107,89,"Grade D",1184,1,"Arena#1::OnMyMobDead"; + monster "job_sage",124,89,"Grade D",1184,1,"Arena#1::OnMyMobDead"; + initnpctimer; + end; + +OnReset: + killmonsterall "job_sage"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map; + donpcevent "Arena#2::OnEnable"; + stopnpctimer; + } + end; + +OnTimer1000: + mapannounce "job_sage","The practical examination has started.",bc_map; + end; + +OnTimer2000: + mapannounce "job_sage","1st test - time limit 3 minutes.",bc_map; + end; + +OnTimer3000: + mapannounce "job_sage","Please defeat all the monsters within the time limit.",bc_map; + end; + +OnTimer33000: + mapannounce "job_sage","2 minutes 30 seconds remaining.",bc_map; + end; + +OnTimer63000: + mapannounce "job_sage","2 minutes remaining.",bc_map; + end; + +OnTimer93000: + mapannounce "job_sage","1 minute 30 seconds remaining.",bc_map; + end; + +OnTimer123000: + mapannounce "job_sage","1 min remaining.",bc_map; + end; + +OnTimer153000: + mapannounce "job_sage","30 seconds remaining.",bc_map; + end; + +OnTimer173000: + mapannounce "job_sage","10 seconds remaining.",bc_map; + end; + +OnTimer183000: + mapannounce "job_sage","Time over.",bc_map; + donpcevent "Arena#1::OnReset"; + end; + +OnTimer184000: + areawarp "job_sage",100,82,131,113,"yuno",324,258; + end; + +OnTimer185000: + mapannounce "job_sage","Next candidate, enter.",bc_map; + end; + +OnTimer186000: + disablenpc "Arena#1"; + donpcevent "Waiting Room#sg::OnEnable"; + stopnpctimer; + end; +} + +- script Arena#2 -1,{ +OnInit: + disablenpc "Arena#2"; + end; + +OnEnable: + enablenpc "Arena#2"; + donpcevent "Arena#1::OnReset"; + disablenpc "Arena#1"; + set .MyMobs,24; + monster "job_sage",111,102,"Numerical Value",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",111,102,"Physics",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",111,102,"History",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",120,102,"Geography",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",120,102,"Astronomy",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",120,102,"Meteorology",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",111,93,"Architecture",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",111,93,"Control",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",111,93,"Instrumentology",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",120,102,"Statistics;",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",120,102,"Graphic Method",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",120,102,"Language",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",111,93,"Sitology",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",111,93,"Dietetics",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",111,93,"Landscape Architecture",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",120,93,"Anthropology",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",120,93,"Biology",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",120,93,"Ethics",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",107,98,"Economy",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",107,98,"Politics",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",107,98,"Photography",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",124,98,"Dendrology",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",124,98,"Hygiene",1063,1,"Arena#2::OnMyMobDead"; + monster "job_sage",124,98,"Sociology",1063,1,"Arena#2::OnMyMobDead"; + initnpctimer; + end; + +OnReset: + killmonsterall "job_sage"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map; + donpcevent "Arena#Doorkeeper::OnEnable"; + donpcevent "Arena#3::OnEnable"; + stopnpctimer; + } + end; + +OnTimer1000: + mapannounce "job_sage","Second test - time limit 3 minutes.",bc_map; + end; + +OnTimer2000: + mapannounce "job_sage","Please defeat all the monsters within the time limit.",bc_map; + end; + +OnTimer33000: + mapannounce "job_sage","2 minutes 30 seconds remaining.",bc_map; + end; + +OnTimer63000: + mapannounce "job_sage","2 minutes remaining.",bc_map; + end; + +OnTimer93000: + mapannounce "job_sage","1 minute 30 seconds remaining.",bc_map; + end; + +OnTimer123000: + mapannounce "job_sage","1 min remaining.",bc_map; + end; + +OnTimer153000: + mapannounce "job_sage","30 seconds remaining.",bc_map; + end; + +OnTimer173000: + mapannounce "job_sage","10 seconds remaining.",bc_map; + end; + +OnTimer183000: + mapannounce "job_sage","Time over.",bc_map; + donpcevent "Arena#2::OnReset"; + end; + +OnTimer184000: + areawarp "job_sage",100,82,131,113,"yuno",324,258; + end; + +OnTimer185000: + mapannounce "job_sage","Next candidate, please enter.",bc_map; + end; + +OnTimer186000: + disablenpc "Arena#2"; + donpcevent "Waiting Room#sg::OnEnable"; + stopnpctimer; + end; +} + +- script Arena#Doorkeeper -1,{ +OnInit: + disablenpc "Arena#Doorkeeper"; + end; + +OnEnable: + enablenpc "Arena#Doorkeeper"; + donpcevent "Arena#2::OnReset"; + disablenpc "Arena#2"; + set .MyMobs,1; + monster "job_sage",116,97,"Academic Probation",1179,1,"Arena#Doorkeeper::OnMyMobDead"; + initnpctimer; + end; + +OnReset: + killmonsterall "job_sage"; + end; + +OnDisable: + disablenpc "Arena#3"; + disablenpc "Arena#Doorkeeper"; + end; + +OnMyMobDead: + set .MyMobs,.MyMobs-1; + if (.MyMobs < 1) { + mapannounce "job_sage","Congratulations, " + strcharinfo(0) + ". You passed the test.",bc_map; + set SAGE_Q,8; + donpcevent "Test Helper#sg::OnEnable"; + disablenpc "Arena#Doorkeeper"; + stopnpctimer; + } + end; + +OnTimer1000: + mapannounce "job_sage","3rd test - Time limit 1 minute.",bc_map; + end; + +OnTimer30000: + mapannounce "job_sage","30 seconds remaining.",bc_map; + end; + +OnTimer50000: + mapannounce "job_sage","10 seconds remaining.",bc_map; + end; + +OnTimer60000: + mapannounce "job_sage","Time over.",bc_map; + donpcevent "Arena#Doorkeeper::OnReset"; + end; + +OnTimer61000: + areawarp "job_sage",100,82,131,113,"yuno",324,258; + end; + +OnTimer62000: + mapannounce "job_sage","Next candidate, please enter.",bc_map; + end; + +OnTimer63000: + disablenpc "Arena#Doorkeeper"; + donpcevent "Waiting Room#sg::OnEnable"; + stopnpctimer; + end; +} + +- script Arena#3 -1,{ +OnInit: + disablenpc "Arena#3"; + end; + +OnEnable: + monster "job_sage",107,106,"Absent 3 times",1185,1; + monster "job_sage",124,106,"Being Late 5 times",1185,1; + monster "job_sage",107,89,"Cheating 2 times",1185,1; + monster "job_sage",124,89,"Cheating 4 times",1185,1; + end; + +OnDisable: + killmonsterall "job_sage"; + end; +} + +- script Test Helper#sg -1,{ +OnInit: + disablenpc "Test Helper#sg"; + end; + +OnEnable: + initnpctimer; + end; + +OnTimer2000: + mapannounce "job_sage","Please go back to where you came from and finish the rest of your job change quest.",bc_map; + end; + +OnTimer4000: + mapannounce "job_sage","This is the end of practical examination. Next candidate, please get ready.",bc_map; + end; + +OnTimer5000: + areawarp "job_sage",100,82,131,113,"yuno_in03",163,180; + end; + +OnTimer7000: + mapannounce "job_sage","Next candidate, please enter.",bc_map; + end; + +OnTimer9000: + disablenpc "Test Helper#sg"; + donpcevent "Waiting Room#sg::OnEnable"; + stopnpctimer; + end; +} + +//============================================================ +// Mapflag +//============================================================ + +//============================================================ +// Old changelog +//============================================================ +//= Script mostly based on translated jA script +//= Written test questions/answers weren't translated 100% corectly +//= So a lot of those are based upon mRO site and my own info +//= IF you by excident have (or can get) screenshots of these questions +//= Then PLEASE send them to Darkchild +//= 1.3 Baby class Support added [Lupus] 1.5 Fixed possible EXP abuse [Lupus] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where to go. [Lupus] +//= 1.7 Fixed tuition fee. Fixed some answers, names & typos, added missing labels [Lupus] +//= 1.7a Moved JFunc back in the main file, fixed typos [Lupus] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.0a Fixed double warp [KarLaeda] 2.0b Mantis Scythe Item name fix diff --git a/npc/jobs/2-2a/Champion.txt b/npc/jobs/2-2a/Champion.txt new file mode 100644 index 000000000..28cd5a9e0 --- /dev/null +++ b/npc/jobs/2-2a/Champion.txt @@ -0,0 +1,87 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,53,42,3 script Champion#Valkyrie 52,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Champion]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[Champion]"; + mes "Skill."; + mes "Speed."; + mes "Strength."; + mes "Agility."; + next; + mes "[Champion]"; + mes "A Champion can"; + mes "benefit from all"; + mes "these things. But"; + mes "one can only master"; + mes "so much in life..."; + close; + } + else if (ADVJOB == Job_Champion && Class == Job_Acolyte_High && JobLevel > 39) { + mes "[Champion]"; + mes "It's time."; + mes "Time for great heroes"; + mes "to stand up against the"; + mes "forces of evil which plague"; + mes "the world of Rune-Midgard!"; + next; + mes "[Champion]"; + mes "Would you like"; + mes "to become a Champion?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Champion]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[Champion]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_Champion; + set ADVJOB,0; + mes "[Champion]"; + mes "Congratulations!"; + mes "Live as a Champion,"; + mes "and bring light into"; + mes "the world through the"; + mes "strength of your fists."; + close; + } + mes "[Champion]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Champion]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} diff --git a/npc/jobs/2-2a/Clown.txt b/npc/jobs/2-2a/Clown.txt new file mode 100644 index 000000000..656557647 --- /dev/null +++ b/npc/jobs/2-2a/Clown.txt @@ -0,0 +1,83 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//= 1.3a Corrected a Little Typo error. [Samuray22] +// -Thanks to Myllena. +//============================================================ + +valkyrie,53,54,3 script Minstrel#Valkyrie 741,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Minstrel]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[Minstrel]"; + mes "Do you want to"; + mes "sing a song with me?"; + mes "Sha la la la la~"; + close; + } + else if (ADVJOB == Job_Clown && Class == Job_Archer_High && JobLevel > 39) { + mes "[Minstrel]"; + mes "The dreary world"; + mes "of mortals is in need"; + mes "of more cheerful song."; + mes "Will you bring it to them"; + mes "and turn the tide in the"; + mes "battle against evil?"; + next; + mes "[Minstrel]"; + mes "Will you do this"; + mes "for Rune-Midgard..."; + mes "As a Minstrel?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Minstrel]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[Minstrel]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_Clown; + set ADVJOB,0; + mes "[Minstrel]"; + mes "Congratulations!"; + mes "As a Minstrel, your"; + mes "your songs will bring"; + mes "hope to your allies, and"; + mes "desperation to your foes."; + close; + } + mes "[Minstrel]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Minstrel]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} diff --git a/npc/jobs/2-2a/Creator.txt b/npc/jobs/2-2a/Creator.txt new file mode 100644 index 000000000..3b85907e9 --- /dev/null +++ b/npc/jobs/2-2a/Creator.txt @@ -0,0 +1,136 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,53,50,3 script Biochemist#Valkyrie 122,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Biochemist]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[Biochemist]"; + mes "It's strange that"; + mes "someone like me is here."; + mes "But even someone skilled"; + mes "in the ways of science"; + mes "can manage to be a hero."; + next; + mes "[Biochemist]"; + mes "In this instance,"; + mes "it's not necessarily"; + mes "the means I've used, but"; + mes "the ends for which I've"; + mes "fought that earned me"; + mes "a place in Valhalla..."; + close; + } + else if (ADVJOB == Job_Creator && Class == Job_Merchant_High && JobLevel > 39) { + mes "[Biochemist]"; + mes "Yes..."; + mes "It's about time."; + mes "We need more geniuses"; + mes "like you on Rune-Midgard."; + next; + mes "[Biochemist]"; + mes "Would you like to"; + mes "become a Biochemist?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Biochemist]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[Biochemist]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_Creator; + set ADVJOB,0; + mes "[Biochemist]"; + mes "Congratulations!"; + mes "As a Biochemist,"; + mes "I hope you use your"; + mes "vast knowledge for the"; + mes "right purposes."; + close; + } + else { + if (Class == Job_Creator && MISC_QUEST & 64 && getskilllv("AM_BIOETHICS") == 0) { + mes "[Biochemist]"; + mes "Ah, have you come to"; + mes "retrieve the memories"; + mes "lost to you? Yes, you"; + mes "must be here for the"; + mes "secrets of life that"; + mes "were once yours..."; + next; + if (select("Yes:No") == 1) { + mes "[Biochemist]"; + mes "Close your eyes and"; + mes "put your mind at rest."; + mes "We will return to your"; + mes "past to recollect the"; + mes "fragments of your lost"; + mes "memories."; + next; + mes "[Biochemist]"; + mes "When you open your eyes,"; + mes "you will clearly remember"; + mes "the secret of life. You will"; + mes "also remember the weight of"; + mes "responsibility in using these"; + mes "secrets for the right ends..."; + next; + skill 238,1,0; + mes "[Biochemist]"; + mes "Open your eyes..."; + mes "Now that you have"; + mes "remembered how to"; + mes "create artificial life, I only"; + mes "ask that you treat all of your"; + mes "creations with respect."; + close; + } + mes "[Biochemist]"; + mes "If you wish to"; + mes "retrieve your lost"; + mes "memories, please"; + mes "come back to me."; + mes "The secret to creating"; + mes "life is no trifling thing..."; + close; + } + mes "[Biochemist]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Biochemist]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; + } +} + diff --git a/npc/jobs/2-2a/Gypsy.txt b/npc/jobs/2-2a/Gypsy.txt new file mode 100644 index 000000000..95503a1ba --- /dev/null +++ b/npc/jobs/2-2a/Gypsy.txt @@ -0,0 +1,83 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,53,56,3 script Gypsy#Valkyrie 101,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Gypsy]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[Gypsy]"; + mes "Move left,"; + mes "move right~!"; + mes "And step...!"; + mes "Dancing can be"; + mes "more than a hobby."; + mes "For me, it's a way of life~"; + close; + } + else if (ADVJOB == Job_Gypsy && Class == Job_Archer_High && JobLevel > 39) { + mes "[Gypsy]"; + mes "The land of Rune-Midgard"; + mes "is in need of talented women"; + mes "to subtly change the balances"; + mes "in the battle between good"; + mes "and evil."; + next; + mes "[Gypsy]"; + mes "Are you ready"; + mes "to take up this role,"; + mes "and become a Gypsy?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Gypsy]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[Gypsy]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_Gypsy; + set ADVJOB,0; + mes "[Gypsy]"; + mes "Congratulations!"; + mes "As a Gypsy, I know"; + mes "that your performances"; + mes "sway the hearts of all"; + mes "those who will be watching..."; + close; + } + mes "[Gypsy]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Gypsy]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} diff --git a/npc/jobs/2-2a/Paladin.txt b/npc/jobs/2-2a/Paladin.txt new file mode 100644 index 000000000..7589ff3f6 --- /dev/null +++ b/npc/jobs/2-2a/Paladin.txt @@ -0,0 +1,85 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,53,39,3 script Paladin#Valkyrie 752,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Paladin]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[Paladin]"; + mes "Do not forget"; + mes "that the Holy War"; + mes "is fast approaching!"; + mes "We must ready ourselves!"; + mes "May the light of justice"; + mes "always brighten our path!"; + close; + } + else if (ADVJOB == Job_Paladin && Class == Job_Swordman_High && JobLevel > 39) { + mes "[Paladin]"; + mes "The Holy War will"; + mes "be upon us before we"; + mes "know it. More than ever,"; + mes "we have need of strong men"; + mes "and women to fight for what"; + mes "is good and right."; + next; + mes "[Paladin]"; + mes "Will you fight on"; + mes "the side of righteousness"; + mes "as a Paladin?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Paladin]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[Paladin]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_Paladin; + set ADVJOB,0; + mes "[Paladin]"; + mes "Congratulations."; + mes "As a Paladin, I hope"; + mes "you will protect those"; + mes "weaker than you, and bring"; + mes "us victory in the upcoming"; + mes "war between good and evil."; + close; + } + mes "[Paladin]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Paladin]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} diff --git a/npc/jobs/2-2a/Professor.txt b/npc/jobs/2-2a/Professor.txt new file mode 100644 index 000000000..b6b38afdc --- /dev/null +++ b/npc/jobs/2-2a/Professor.txt @@ -0,0 +1,93 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,53,47,3 script Scholar#Valkyrie 743,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Scholar]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[Scholar]"; + mes "It takes a lifetime..."; + mes "Literally a lifetime"; + mes "to amass the knowledge"; + mes "necessary to become"; + mes "a Scholar..."; + next; + mes "[Scholar]"; + mes "It's overwhelming."; + mes "The more you learn, the"; + mes "more you discover what"; + mes "else you don't know."; + mes "There's no end to the"; + mes "process of learning..."; + close; + } + else if (ADVJOB == Job_Professor && Class == Job_Mage_High && JobLevel > 39) { + mes "[Scholar]"; + mes "Rune-Midgard doesn't"; + mes "have enough Scholars to"; + mes "help usher in a new age"; + mes "of prosperity. The"; + mes "world needs you..."; + next; + mes "[Scholar]"; + mes "Will you take this"; + mes "awesome responsibility?"; + mes "Will you serve Rune-Midgard"; + mes "as a Scholar?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Scholar]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[Scholar]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_Professor; + set ADVJOB,0; + mes "[Scholar]"; + mes "Congratulations!"; + mes "As a Professor, I hope"; + mes "that you will take an"; + mes "active part in bringing"; + mes "the light of knowledge"; + mes "where there is darkness."; + close; + } + mes "[Scholar]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Scholar]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} + diff --git a/npc/jobs/2-2a/Stalker.txt b/npc/jobs/2-2a/Stalker.txt new file mode 100644 index 000000000..a2a26e135 --- /dev/null +++ b/npc/jobs/2-2a/Stalker.txt @@ -0,0 +1,93 @@ +//===== rAthena Script ======================================= +//= Advance Class jobchanger after kRO Normals. +//===== By: ================================================== +//= Nana +//= finished, optimized and tested by Lupus +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena 1.0 + +//===== Description: ========================================= +//= Advance Class jobchanger after kRO Normals. +//===== Additional Comments: ================================= +//= v1.1 Made all into functions, additional checks, etc. [Lupus] +//= v1.2 Made numbers into constants. [Vicious] +//= 1.3 Now saves/restores all the quest skills [Lupus] +//============================================================ + +valkyrie,53,58,3 script Stalker#Valkyrie 747,{ + if (ADVJOB == 0 || Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Stalker]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[Stalker]"; + mes "Heh..."; + mes "It's tough"; + mes "being a hero"; + mes "and being shady,"; + mes "untrustworthy,"; + mes "sneaky..."; + next; + mes "[Stalker]"; + mes "But when the"; + mes "going gets rough"; + mes "my pals know they"; + mes "can count on me."; + mes "I need them and"; + mes "they need me."; + close; + } + else if (ADVJOB == Job_Stalker && Class == Job_Thief_High && JobLevel > 39) { + mes "[Stalker]"; + mes "This world needs"; + mes "more heroes who are"; + mes "willing to walk the line"; + mes "between order and lawlessness."; + next; + mes "[Stalker]"; + mes "Are you ready"; + mes "to join the ranks"; + mes "of the sneakiest of"; + mes "warriors? Are you ready"; + mes "to become a Stalker?"; + next; + if (select("No.:Yes.") == 1) { + mes "[Stalker]"; + mes "When you're ready,"; + mes "feel free to come back."; + mes "Honor to the warriors!"; + close; + } + if (SkillPoint) { + mes "[Stalker]"; + mes "It is still possible for you to learn more skills. Please use"; + mes "all of your remaining Skill Points before returning to me."; + close; + } + jobchange Job_Stalker; + set ADVJOB,0; + mes "[Stalker]"; + mes "Congratulations!"; + mes "As a Stalker, I hope"; + mes "you stab the right people"; + mes "in the back. Banish the"; + mes "wicked using their own"; + mes "dastardly methods!"; + close; + } + mes "[Stalker]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Stalker]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; +} diff --git a/npc/jobs/2-2e/SoulLinker.txt b/npc/jobs/2-2e/SoulLinker.txt new file mode 100644 index 000000000..fb8c726e2 --- /dev/null +++ b/npc/jobs/2-2e/SoulLinker.txt @@ -0,0 +1,663 @@ +//===== rAthena Script ======================================= +//= Soul Linker Job Quest +//===== By: ================================================== +//= Celestria & Samuray22 +//===== Current Version: ===================================== +//= 1.5 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job quest for Soul Linker class. +//= [Vars Used] +//= SOUL_Q = Job Change Phase. (Max 4) +//===== Additional Comments: ================================= +//= 1.2 Rescripted to Aegis 10.3 standards. [Samuray22] +//= 1.3 Slight updates and fixes to the script. [L0ne_W0lf] +//= Removes the use of labels, and corrects other errors. +//= Removed the GM-use only NPC from the sec_in map. +//= No longer used a global var, uses an NPC var instead. +//= 1.3a Deleted Empty Color Tag. (bugreport:1572) [Samuray22] +//= 1.4 Replaced effect numerics with constants. [L0ne_W0lf] +//= 1.5 Added Quest Log commands. [Kisuka] +//============================================================ + +morocc_in,174,30,6 script Kid#link1 716,{ + if (Class == Job_Soul_Linker) { + mes "[Maia]"; + mes "Best of luck in your"; + mes "journeys. As you master"; + mes "more Soul Linker skills,"; + mes "you will be able to draw"; + mes "more of the spirits' power"; + mes "to endow upon your allies..."; + close; + } + if (Class == Job_Star_Gladiator) { + mes "[Kid]"; + if (Sex == 1) { + mes "Aren't you a warrior"; + mes "of the sun? I'm familiar"; + } + else { + mes "Aren't you a warrior of"; + mes "the moon? I'm familiar"; + } + mes "with your ways. After all,"; + mes "the basis of both of our"; + mes "skills is grounded in the"; + mes "Taekwon Do job, right?"; + close; + } + if (Class != Job_Taekwon) { + mes "[Kid]"; + mes "Mm? I've got nothing to"; + mes "offer you. But if you know"; + mes "any well experienced"; + mes "practitioners of Taekwon"; + mes "Do, they might benefit"; + mes "from what I know."; + close; + } + if (JobLevel < 40) { + mes "[Kid]"; + mes "So you're studying"; + mes "Taekwon Do. That's good,"; + mes "that's very good. Just keep"; + mes "refining those skills and"; + mes "stick to your training."; + close; + } + else if (JobLevel > 39) { + if (SOUL_Q == 0) { + mes "[Kid]"; + mes "..."; + mes "Hey you."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Did you call me?"; + next; + mes "[Kid]"; + mes "Yeah, I called you."; + mes "Now don't make me"; + mes "raise my voice, and"; + mes "just get over here."; + next; + if (select("You're awfully rude for a kid!:Ignore him.") == 1) { + mes "[Kid]"; + mes "You're lucky I'm"; + mes "taking an interest"; + mes "in you! I might look"; + mes "like a kid, but I'm over"; + mes "three hundred years old!"; + emotion e_pif; + next; + mes "[Kid]"; + mes "Now listen..."; + mes "I know that you're a"; + mes "disciple of Taekwon Do."; + mes "It's a respectable art, but"; + mes "I've got a proposition for"; + mes "you if you want to hear it."; + emotion e_heh; + next; + mes "[Kid]"; + mes "I'm looking at you, and I can"; + mes "already tell that you're very"; + mes "spiritually inclined. You've"; + mes "got a lot of potential I don't"; + mes "wanna see wasted. Why don't"; + mes "you become a ''Soul-Linker?''"; + next; + if (select("Ha! Silly little boy~:Soul Linker?") == 1) { + mes "[Kid]"; + mes "You... You d-don't"; + mes "believe me? I'm being"; + mes "dead serious. Can you"; + mes "forget the fact that I look"; + mes "like a little kid for just one"; + mes "minute? *Psh* ...Youngsters."; + close; + } + mes "[Kid]"; + mes "Soul Linkers communicate"; + mes "with spirits of fallen warriors"; + mes "that still wish to fight in the"; + mes "world of the living. Now, these"; + mes "warrior spirits can't fight as"; + mes "themselves in our world."; + next; + mes "[Kid]"; + mes "However, since you're"; + mes "spiritually inclined, these"; + mes "spirits are attracted to you."; + mes "With enough training, you can"; + mes "temporarily imbue the power of these spirits to your allies."; + next; + mes "[Kid]"; + mes "Now, you can't imbue yourself"; + mes "with the spirits' power. Also,"; + mes "depending on your skills as"; + mes "a Soul Linker, you can only"; + mes "endow other characters of certain job classes with enchanced power."; + next; + mes "[Kid]"; + mes "You'll have to enter"; + mes "a wholly different world"; + mes "to become a Soul Linker,"; + mes "but I know it'll be possible"; + mes "for you. So what do you say?"; + next; + if (select("No. At least, not now...:Alright. What do I have to do?") == 1) { + mes "[Kid]"; + mes "Ah, alright. Well,"; + mes "if you ever decide to"; + mes "become a Soul Linker,"; + mes "then please come back"; + mes "and talk to me at any time."; + close; + } + set SOUL_Q,1; + setquest 6005; + mes "[Kid]"; + mes "So you want to become"; + mes "a Soul Linker? Great!"; + mes "Alright, first I need you"; + mes "to bring back a few items."; + mes "Don't worry, I'll explain"; + mes "why you need them later."; + next; + mes "[Kid]"; + mes "Now bring me"; + mes "^0000FF1 3 Carat Diamond^000000,"; + mes "^0000FF1 Immortal Heart^000000 and"; + mes "^0000FF1 Witherless Rose^000000."; + mes "And try not to make me"; + mes "wait too long, alright?"; + close; + } + mes "[Kid]"; + mes "Huh...?"; + mes "Wait, where are"; + mes "you going? I'm..."; + mes "I'm talking to you!"; + close; + } + else if (SOUL_Q == 1) { + if (Class == Job_Taekwon) { + mes "[Kid]"; + mes "You're back, eh?"; + mes "So did you bring"; + mes "^0000FF1 3 Carat Diamond^000000,"; + mes "^0000FF1 Immortal Heart^000000 and"; + mes "^0000FF1 Witherless Rose^000000."; + mes "like I asked you to?"; + next; + if (select("There you are.:No, not yet...") == 1) { + if (countitem(732) > 0 && countitem(929) > 0 && countitem(748) > 0) { + delitem 732,1; //Crystal_Jewel__ + delitem 929,1; //Immortal_Heart + delitem 748,1; //Witherless_Rose + set SOUL_Q,2; + changequest 6005,6006; + mes "[Kid]"; + mes "Great, I see that you've"; + mes "brought everything. But"; + mes "before we begin, let me"; + mes "introduce myself. My name"; + mes "is Maia, and I've been alive for more than three hundred years."; + next; + mes "[Maia]"; + mes "Without giving away too many"; + mes "of the details, I've been divinely charged with the duty of finding"; + mes "and recruiting more Soul Linkers. That's part of the reason why"; + mes "I haven't, you know, passed on."; + next; + mes "[Maia]"; + mes "Anyway, I still need to finish"; + mes "preparations with the materials"; + mes "that you just brought, so would"; + mes "you come back in a little bit?"; + mes "Then, we'll talk once again."; + close; + } + mes "[Kid]"; + mes "Mm...?"; + mes "Hey. You forgot"; + mes "a few things. Now"; + mes "go back and bring"; + mes "everything that I ask"; + mes "for this time, okay?"; + emotion e_pif; + next; + mes "[Kid]"; + mes "I know I just told you"; + mes "what we need, but I'm"; + mes "going to remind you again:"; + mes "^0000FF1 3 Carat Diamond^000000,"; + mes "^0000FF1 Immortal Heart^000000 and"; + mes "^0000FF1 Witherless Rose^000000."; + close; + } + mes "[Kid]"; + mes "Mm. That's fine."; + mes "Although I have all"; + mes "the time to spare in"; + mes "the world, I don't like"; + mes "to wait for very long."; + close; + } + set SOUL_Q,0; + mes "[Kid]"; + mes "You've become a warrior"; + mes "of the Sun, the Moon and"; + mes "the Stars instead? I had no"; + mes "idea you had that potential."; + mes "I suppose I can't blame you..."; + close; + } + else if (SOUL_Q == 2) { + if (SkillPoint) { + mes "[Maia]"; + mes "You still have some"; + mes "unallocated Skill Points."; + mes "Use them all to learn some"; + mes "Taekwon Do skills, and then"; + mes "return when you're ready."; + close; + } + if (.SoulLinkerTest == 1) { + mes "[Maia]"; + mes "Right now, someone else"; + mes "is completing the ceremony"; + mes "to become a Soul Linker."; + mes "Would you please wait until"; + mes "it's finished? Then, when I'm"; + mes "available, I'll attend to you."; + close; + } + donpcevent "Timer#link3::OnEnable"; + set .SoulLinkerTest,1; + mes "[Maia]"; + mes "Great, I've finished"; + mes "the preparations. Now"; + mes "we'll proceed with the"; + mes "ceremony to change"; + mes "you into a Soul Linker."; + mes "Now close your eyes..."; + close2; + warp "job_soul",30,30; + end; + } + else if (SOUL_Q > 2) { + mes "[Maia]"; + mes "Are you ready to"; + mes "enter the depths"; + mes "of your mind again?"; + next; + if (select("No:Yes") == 1) { + mes "[Maia]"; + mes "Well then, come"; + mes "back to me when you"; + mes "think you are ready."; + mes "Until then, I'll be"; + mes "waiting right here."; + close; + } + if (.SoulLinkerTest == 1) { + mes "[Maia]"; + mes "Right now, someone else"; + mes "is completing the ceremony"; + mes "to become a Soul Linker."; + mes "Would you please wait until"; + mes "it's finished? Then, when I'm"; + mes "available, I'll attend to you."; + close; + } + donpcevent "Timer#link3::OnEnable"; + set .SoulLinkerTest,1; + mes "[Maia]"; + mes "Alright then, close"; + mes "your eyes and relax."; + mes "We'll go back into the"; + mes "depths of your mind."; + close2; + warp "job_soul",30,30; + end; + } + } + +OnInit: + set .SoulLinkerTest,0; + end; +} + +job_soul,30,31,0 script Maia#link2::SLTester -1,3,3,{ +OnTouch: + if (Class == Job_Taekwon) { + if (JobLevel < 40) { + set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0; + mes "[Maia]"; + mes "Hm? How did you come"; + mes "here? You're not qualified"; + mes "for this ceremony yet. Come,I will bring you back to Morroc..."; + close2; + warp "morocc",157,47; + end; + } + if (SOUL_Q == 2) { + mes "[Maia]"; + mes "Do you recognize this"; + mes "place? Right now, we're"; + mes "inside your mind. The spirits"; + mes "of warriors that have died"; + mes "hover here, waiting for you"; + mes "to call upon their power."; + next; + mes "[Maia]"; + mes "Right now, there are only"; + mes "a few of them here, but if"; + mes "you continue to train, you"; + mes "will be able to call upon"; + mes "more spirits as a Soul Linker."; + next; + set SOUL_Q,3; + changequest 6006,6007; + mes "[Maia]"; + mes "We can only remain in"; + mes "your mind for 3 minutes."; + mes "I suggest that you speak"; + mes "to the spirits while you"; + mes "have the opportunity."; + close; + } + else if (SOUL_Q == 3) { + mes "[Maia]"; + mes "Listen to what"; + mes "spirits are tending to say."; + mes "There is a reason why"; + mes "they cannot move on"; + mes "to the next world."; + close; + } + else if (SOUL_Q == 4) { + mes "[Maia]"; + mes "I believe that you are"; + mes "now ready to become"; + mes "a Soul Linker. However,"; + mes "you may continue to"; + mes "speak with the spirits"; + mes "if that is what you wish."; + next; + if (select("Converse more with the spirits:Become a Soul Linker") == 1) { + mes "[Maia]"; + mes "Alright. Try to hurry"; + mes "since we can remain in"; + mes "your mind for a limited"; + mes "time. Although, we can"; + mes "go back inside your mind"; + mes "if you talk to me later..."; + close; + } + mes "[Maia]"; + mes "Then let us begin the"; + mes "ceremony. These items will"; + mes "be used to endow you with"; + mes "the ability to borrow the power"; + mes "of the fallen warriors and lend"; + mes "it to your friends in battle."; + next; + mes "[Maia]"; + mes "This Witherless Rose will"; + mes "wither away instead of you..."; + specialeffect EF_MAPPILLAR2,AREA,"Maia#link2"; + next; + mes "[Maia]"; + mes "This Witherless Rose will"; + mes "wither away instead of you..."; + mes "This Immortal Heart will cease"; + mes "to pump blood, instead of yours. "; + next; + mes "[Maia]"; + mes "This Witherless Rose will"; + mes "wither away instead of you..."; + mes "This Immortal Heart will cease"; + mes "to pump blood, instead of yours. This Diamond will turn to dust,"; + mes "in place of your mortal body."; + next; + mes "[Maia]"; + mes "The dead who wish"; + mes "to continue fighting..."; + mes "Will fight for you! Use your"; + mes "powers as a Soul Linker"; + mes "wisely and for just purposes."; + next; + completequest 6008; + callfunc "Job_Change",Job_Soul_Linker; + callfunc "F_ClearJobVar"; // clears all job variables for the current player + set SOUL_Q,0; + mes "[Maia]"; + mes "I wish the best of luck"; + mes "in your new life. Surround"; + mes "yourself with allies, and the"; + mes "spirits will be able to protect"; + mes "you and help you fight in your battles. Farewell for now, friend."; + close2; + set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0; + donpcevent "Timer#link3::OnDisable"; + warp "morocc",157,47; + end; + } + set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0; + mes "[Maia]"; + mes "Hmm...?"; + mes "The time for you"; + mes "to be here has not"; + mes "arrived. Let's go"; + mes "back to Morroc..."; + close2; + warp "morocc",157,47; + end; + } + set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0; + if (Class == Job_Soul_Linker) { + mes "[Maia]"; + mes "The time has come for"; + mes "you to venture out into the"; + mes "wide world! More Soul Linkers"; + mes "will definitely be needed in the ongoing battle against evil..."; + } + else { + mes "[Maia]"; + mes "That's strange..."; + mes "You're not supposed to"; + mes "be here. Let me guide"; + mes "you back to Morroc..."; + } + close2; + warp "morocc",157,47; + end; +} + +job_soul,35,30,6 duplicate(SLTester) Maia#link6 716 + +job_soul,30,35,6 script Monk Spirit#link4 827,{ + if (SOUL_Q == 2) { + mes "[Monk Spirit]"; + mes "Who am I...?"; + mes "I think... I think"; + mes "it would be best if"; + mes "you spoke to Maya first..."; + mes "Who and what I am requires"; + mes "a complicated explanation..."; + close; + } + else if (SOUL_Q > 2) { + mes "[Monk Spirit]"; + mes "In life, my peers did"; + mes "their best to assure me"; + mes "that I accomplish all that"; + mes "I could as a Monk. Still..."; + mes "Still I would never be fully"; + mes "satisfied with my skills."; + next; + mes "[Monk Spirit]"; + mes "In death, I had many regrets,"; + mes "never having the chance to pass"; + mes "my skills down to future Monks."; + mes "Lending my power to others "; + mes "is the only chance that I can"; + mes "possibly have to do this."; + next; + set SOUL_Q,4; + if(checkquest(6008) == -1) { + changequest 6007,6008; + } + mes "[Monk Spirit]"; + mes "I beg of you..."; + mes "I need you to help"; + mes "me fully realize the"; + mes "true potential of the"; + mes "Monks of today."; + close; + } + mes "[Monk Spirit]"; + mes "..."; + close; +} + +job_soul,30,25,7 script Sage Spirit#link5 754,{ + if (SOUL_Q == 2) { + mes "[Sage Spirit]"; + mes "Speak to Maia."; + mes "I'm afraid I may"; + mes "confuse you if Maia"; + mes "doesn't first explain"; + mes "your present situation..."; + close; + } + else if (SOUL_Q > 2) { + mes "[Sage Spirit]"; + mes "My pursuit of knowledge"; + mes "granted me incredible power:"; + mes "in life, I could have destroyed"; + mes "anything I wanted. Few Sages"; + mes "could even reach my level..."; + next; + mes "[Sage Spirit]"; + mes "I died, but I was never able"; + mes "to pass on to the next world."; + mes "I still want to use my abilities.I want to use my knowledge"; + mes "to build what pleases me,"; + mes "and to destroy as I please."; + next; + mes "[Sage Spirit]"; + mes "It is enough if I can"; + mes "lend my power to a Sage"; + mes "that is worthy of receiving"; + mes "it. But to do that, I shall"; + mes "require your help. I beg you,"; + mes "let me become your spirit ally."; + set SOUL_Q,4; + if(checkquest(6008) == -1) { + changequest 6007,6008; + } + next; + mes "[Sage Spirit]"; + mes "I believe that you"; + mes "are the only one who"; + mes "has a chance of bringing"; + mes "rest to my troubled soul..."; + close; + } + mes "[Sage Spirit]"; + mes "..."; + close; +} + +job_soul,25,30,5 script Alchemist Spirit#link7 744,{ + if (SOUL_Q == 2) { + mes "[Alchemist Spirit]"; + mes "Oh! I really want to"; + mes "speak to you, but what"; + mes "I have to say won't make"; + mes "much sense unless you"; + mes "talk to Maia first. But yes,"; + mes "I really need your help."; + close; + } + else if (SOUL_Q > 2) { + mes "[Alchemist Spirit]"; + mes "Without exagerrating, I was"; + mes "the fastest Alchemist in my"; + mes "time. In fact, I may even be"; + mes "the fastest Alchemist ever."; + mes "But then I grew arrogant, and"; + mes "killed myself in an accident."; + next; + mes "[Alchemist Spirit]"; + mes "But death would not stifle"; + mes "my skill. In fact, I've even"; + mes "improved my skill since I've"; + mes "passed away. I cannot go"; + mes "on to the next world until I've"; + mes "passed on my techniques..."; + set SOUL_Q,4; + if(checkquest(6008) == -1) { + changequest 6007,6008; + } + next; + mes "[Alchemist Spirit]"; + mes "I'm powerless as a spirit,"; + mes "but with your help, I can"; + mes "influence the Alchemists of"; + mes "today and help them refine"; + mes "their skills. I beseech you,"; + mes "please give me this chance..."; + close; + } + mes "[Alchemist Spirit]"; + mes "..."; + close; +} + +job_soul,1,5,0 script Timer#link3 111,{ + end; + +OnEnable: + initnpctimer; + end; + +OnDisable: + stopnpctimer; + set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0; + end; + +OnTimer60000: +OnTimer120000: + if (getmapusers("job_soul") == 0) { + stopnpctimer; + set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0; + } + end; + +OnTimer180000: +OnTimer181000: +OnTimer182000: + mapwarp "job_soul","morocc",157,47; + end; + +OnTimer183000: + mapwarp "job_soul","morocc",157,47; + set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0; + stopnpctimer; +} + +//============================================================ +// Old changelog +//============================================================ +//= A temp Soul Linker Job Changer based on the kRO quest. +//= Quest info from RagnaInfo. Sprites from kRO screenshots +//= 1.0 Optimized and updated [Lupus] +//= 1.1 Fixed NPC names according to iRO [Lupus] +//============================================================ diff --git a/npc/jobs/novice/supernovice.txt b/npc/jobs/novice/supernovice.txt new file mode 100644 index 000000000..0605f8a9f --- /dev/null +++ b/npc/jobs/novice/supernovice.txt @@ -0,0 +1,481 @@ +//===== rAthena Script ======================================= +//= Super Novice Script +//===== By: ================================================== +//= Darkchild +//===== Current Version: ===================================== +//= 2.4 +//===== Compatible With: ===================================== +//= rAthena SVN r15340+ +//===== Description: ========================================= +//= [Aegis Conversion] +//= Super Novice Job Change Npc +//= Super Novice Cart Rental Npc +//= Some Other Useless Super Novice Npc +//===== Additional Comments: ================================= +//= 1.9 Rescripted to the Aegis 10.3 Standars. [Samuray22] +//= 2.0 Rescripted again, this time using an iRO base. [L0ne_W0lf] +//= 2.1 Swapped use of baseclass for basejob. [L0ne_W0lf] +//= 2.2 Added Quest Log commands. [Kisuka] +//= 2.3 NPC "Esseray" calls Ex. Super Novice script when enabled. [Euphy] +//= 2.4 Added an Ex. Super Novice dialog check. [Euphy] +//============================================================ + +aldeba_in,223,167,3 script Tzerero#sn 709,{ + if (BaseJob == Job_SuperNovice) { + mes "[Tzerero]"; + mes "I trust that you are enjoying"; + mes "life as a Super Novice? Ah,"; + mes "good good...just as I expected."; + mes "Verily, the light of mediocrity is shining brightly within you..."; + next; + mes "[Tzerero]"; + mes "I encourage you to live"; + mes "life as Mister Kimu-Shaun did..."; + mes "Become a Jack of All Trades..."; + mes "...and a master of none."; + close; + } + if (countitem(938) > 29 && countitem(907) > 29 && SUPNOV_Q == 1) { + delitem 938,30; //Sticky_Mucus + delitem 907,30; //Resin + mes "[Tzerero]"; + mes "Ah, you've brought the"; + mes "items I've requested!"; + mes "You've proven yourself"; + mes "worthy of joining our"; + mes "Super Novice Society."; + next; + mes "[Tzerero]"; + mes "Then, as promised, I will"; + mes "change your job into a"; + mes "^3355FFSuper Novi--^000000Huh?"; + mes "What's that behind you?"; + next; + select("Huh?:What is that?"); + mes "^3355FFYou look behind you, but..."; + mes "There's nothing's there."; + mes "Something fishy is going on here!^000000"; + next; + completequest 6010; + callfunc "F_ClearJobVar"; + getitem 2339,1; //G_Strings + if (Upper==0) jobchange Job_SuperNovice; + if (Upper==2) jobchange Job_Super_Baby; + mes "[Tzerero]"; + mes "Bwaha! I got you!"; + mes "So...how do you like my joke?"; + mes "Oh well, let's forget that..."; + next; + mes "[Tzerero]"; + mes "As well as any possible"; + mes "reason a grown man such as"; + mes "myself would carry around"; + mes "a pair of Panties."; + next; + mes "[Tzerero]"; + mes "The important thing is..."; + mes "you have joined the esteemed"; + mes "ranks of the great Super Novices."; + next; + mes "[Tzerero]"; + mes "Consider these Panties a gift..."; + mes "This very garment is rumored"; + mes "to be worn by Mister Kimu-Shaun,"; + mes "our legendary club founder, in"; + mes "his early days in striving for"; + mes "exemplary mediocrity."; + next; + mes "[Tzerero]"; + mes "Go out, and enjoy your new life"; + mes "as a Super Novice! Venture"; + mes "forth and help the common"; + mes "man, while being one at at"; + mes "the same time!"; + close; + } + if (SUPNOV_Q == 1) { + mes "[Tzerero]"; + mes "Huh? Did you forget what I"; + mes "wanted from you? Okay,"; + mes "I will let you know once"; + mes "again. Please remember"; + mes "this time..."; + next; + mes "[Tzerero]"; + mes "I asked you to bring me"; + mes "^FF000030 Sticky Mucus^000000 and"; + mes "^FF000030 Resin^000000."; + close; + } + if (BaseJob == Job_Novice && Upper != 1) { + mes "[Tzerero]"; + mes "...Hmm?"; + mes "Stop."; + mes "Let me look at you."; + next; + mes "[Tzerero]"; + mes "....."; + mes "......."; + mes "........."; + emotion e_dots; + next; + mes "[Tzerero]"; + mes "I see that the light"; + mes "of mediocrity shines"; + mes "brightly within you..."; + next; + mes "[Tzerero]"; + mes "Why don't you join us,"; + mes "young Novice? Join"; + mes "us and learn the subtle"; + mes "greatness of being"; + mes "mediocre..."; + next; + mes "[Tzerero]"; + mes "Accept my offer..."; + mes "Cast off your those"; + mes "brown, dusty garments"; + mes "and bloom into..."; + next; + mes "[Tzerero]"; + mes "...a ^CE6300Super Novice^000000."; + next; + switch(select("Accept his offer.:Reject his offer.:Listen more carefully.")) { + case 1: + if (getskilllv("NV_BASIC") < 9) { + mes "[Tzerero]"; + mes "Hmm...But do you truly"; + mes "appreciate the value of"; + mes "finding strength in"; + mes "weakness? You must"; + mes "prove to me that you"; + mes "are a true underachiever."; + next; + mes "[Tzerero]"; + mes "Live life as a Novice..."; + mes "And return when you"; + mes "have mastered the"; + mes "Basic Skills..."; + mes "Grow in mediocrity and"; + mes "Become a Level 10 Novice..."; + close; + } + if (BaseLevel < 45) { + mes "[Tzerero]"; + mes "Hmm...But do you truly"; + mes "value the relaxed lifestyle"; + mes "of the banal adventurer?"; + mes "Prove to me that you do not"; + mes "lust for power..."; + next; + mes "[Tzerero]"; + mes "Live life mundanely..."; + mes "Become a Level 45 Novice..."; + mes "It will be then that you can join us..."; + close; + } + mes "[Tzerero]"; + mes "I can see in your eyes"; + mes "the determination to"; + mes "live life simply..."; + next; + mes "[Tzerero]"; + mes "Only the truly wise can"; + mes "see that being ordinary"; + mes "and banal is the best"; + mes "way to live life."; + next; + mes "[Tzerero]"; + mes "However, we do not welcome"; + mes "just anyone into our society."; + mes "You must first pass our"; + mes "qualification test."; + next; + mes "[Tzerero]"; + mes "For this test, you must"; + mes "bring me some items which"; + mes "are dropped from normal,"; + mes "unexceptional monsters."; + next; + mes "[Tzerero]"; + mes "Hmmmm..."; + mes "^FF000030 Sticky Mucus^000000"; + mes "and ^FF000030 Resin"; + mes "^000000will be suitable to test your"; + mes "ability to fight meager enemies."; + next; + mes "[Tzerero]"; + mes "Also, the number 30"; + mes "is significant. It's not"; + mes "anything special...just"; + mes "an ordinary number."; + mes "Hahahahaha~"; + next; + set SUPNOV_Q,1; + setquest 6010; + mes "[Tzerero]"; + mes "Good luck, my friend."; + close; + case 2: + mes "[Tzerero]"; + mes "Well, well...I suppose the"; + mes "value of the simple life"; + mes "is difficult for you to"; + mes "to grasp. It's...okay..."; + mes "Your life is your own."; + next; + mes "[Tzerero]"; + mes "But, if you ever see the"; + mes "light of banality, you"; + mes "are welcome to visit me"; + mes "anytime..."; + next; + mes "[Tzerero]"; + mes "As our Novice club"; + mes "grows more popular and"; + mes "we gain more followers,"; + mes "we may consider using"; + mes "a more difficult test..."; + close; + case 3: + mes "[Tzerero]"; + mes "Our Novice Society was founded"; + mes "by the legendary Mister"; + mes "Kimu-Shaun...perhaps the"; + mes "greatest man in our generation."; + next; + mes "[Tzerero]"; + mes "He realized that there"; + mes "was much suffering in the"; + mes "world, especially among"; + mes "the common people of"; + mes "Rune-Midgard..."; + next; + mes "[Tzerero]"; + mes "He learned many skills from"; + mes "all the different people he"; + mes "met...but since he didn't"; + mes "stay in one place for long,"; + mes "he became a jack of all"; + mes "trades...and a master of none."; + next; + mes "[Tzerero]"; + mes "In sharing the pain of"; + mes "the common man, he became"; + mes "became one himself..."; + mes "the greatest ordinary"; + mes "man ever."; + next; + mes "[Tzerero]"; + mes "The members of our society"; + mes "try to live as Mister"; + mes "Kimu-Shaun did, according to"; + mes "the principles he laid before us..."; + close; + } + } + else { + if (BaseJob == Job_SuperNovice) { + mes "[Tzerero]"; + mes "How do you like living"; + mes "life simply as a Super"; + mes "Novice? I'm sure that"; + mes "you're enjoying it~"; + next; + mes "[Tzerero]"; + mes "Please grow as a Super"; + mes "Novice by helping the"; + mes "common man while being"; + mes "one at the same time..."; + next; + mes "[Tzerero]"; + mes "I encourage you to"; + mes "grow in your Super"; + mes "Noviceness, and lead"; + mes "an example in living"; + mes "an exceptionally"; + mes "mundane life."; + close; + } + mes "[Tzerero]"; + mes "Hello, I am Tzerero,"; + mes "the unofficial executive"; + mes "director of the Great"; + mes "Novice Society."; + next; + mes "[Tzerero]"; + mes "Hmmm...you seem to be well"; + mes "above the average person."; + mes "Yes, you're definitely more"; + mes "'extraordinary' than you are"; + mes "'ordinary...'"; + next; + mes "[Tzerero]"; + mes "*Sigh* I suppose you"; + mes "could never understand"; + mes "our way of life, the"; + mes "subtle greatness in"; + mes "being ordinary. But"; + mes "that's alright."; + next; + mes "[Tzerero]"; + mes "Well...there are thousands"; + mes "of different people in this"; + mes "world, so I just try to accept"; + mes "all of our differences."; + mes "I hope you will too."; + close; + } +} + +aldeba_in,216,169,5 script Esseray#sn 86,{ + if (Class == Job_Super_Novice_E || Class == Job_Super_Baby_E) { + mes "[Esseray]"; + mes "You! Stronger than before."; + mes "I knew you could pass the test~"; + close; + } + if (BaseJob == Job_SuperNovice) { + if (is_function("Esseray_Ex")) callfunc "Esseray_Ex"; + mes "[Esseray]"; + mes "Hm? Hey, you're a member"; + mes "of our great Novice Society,"; + mes "aren't you? Isn't this the"; + mes "best club ever?!"; + next; + mes "[Essaray]"; + mes "Living life mundanely,"; + mes "according to the principles"; + mes "of Mister Kimu-Shaun..."; + mes "It's great to be ordinary!"; + next; + mes "[Esseray]"; + mes "Let's try to lead our lives"; + mes "as normally as we can!"; + mes "For your reference, I am"; + mes "the number one member,"; + mes "under Mister Tzerero of"; + mes "course!"; + close; + } + if (BaseJob == Job_Novice && Upper != 1) { + mes "[Esseray]"; + mes "Hah~ you don't know anything"; + mes "about being a normal person yet!"; + mes "Why don't you join our Novice"; + mes "Society? This club is the best in the world~"; + next; + mes "[Esseray]"; + mes "Yup, Super Novices"; + mes "are the best characters!"; + mes "Hahahahahahahaha!"; + close; + } + else { + mes "[Esseray]"; + mes "Bah~! You're better than"; + mes "average...Hell, you may"; + mes "even be 'special.'"; + mes "What a shame! Well..."; + mes "I hope you still live"; + mes "your life positively."; + close; + } +} + +aldebaran,54,238,5 script Kafra Employee#sn 117,{ + if (BaseJob == Job_SuperNovice) { + mes "[Kafra Employee]"; + if (Sex ) + mes "Hello, Mister Super Novice~"; + else + mes "Hello, Super Novice, Ma'am."; + mes "You must have been really"; + mes "dissapointed that the other"; + mes "Kafra Employees wouldn't let"; + mes "you rent a cart from them."; + mes "But don't you worry now..."; + next; + mes "[Kafra Employee]"; + mes "I'm here to support you guys"; + mes "by providing carts..."; + next; + mes "[Kafra Employee]"; + mes "^3355FF*whispers*^000000"; + mes "^555555I am not supposed to do this"; + mes "because it's against our"; + mes "company policy. But I felt"; + mes "really sorry for Super Novices"; + mes "...so here I am.^000000"; + next; + mes "[Kafra Employee]"; + mes "Anyway, would you like to rent a cart? The service fee is 1,900 zeny."; + next; + if (select("Rent a Cart.:Cancel.") == 1) { + mes "[Kafra Employee]"; + mes "Oh, here's the thing..."; + mes "Have you learned the 'Push Cart'"; + mes "skill? I can just rent you a"; + mes "cart, but if you haven't"; + mes "learned to push it, you'll"; + mes "just be wasting your zeny."; + next; + mes "[Kafra Employee]"; + mes "So make sure that you have"; + mes "the 'Push Cart' skill already."; + next; + if (select("Rent a Cart.:Cancel.") == 1) { + if (checkcart()) { + mes "[Kafra Employee]"; + mes "Oh, you've already equipped a cart."; + close; + } + if (Zeny >= 1899) { + set RESRVPTS, RESRVPTS + 190; + set zeny,zeny-1900; + if (getskilllv("MC_PUSHCART") > 0) setcart; + mes "[Kafra Employee]"; + mes "Thank you for using my service."; + mes "Although what I am doing might"; + mes "not be legitimate to other"; + mes "Kafra Employees, I strongly"; + mes "believe I am doing what's right for the customers."; + close; + } + else { + mes "[Kafra Employee]"; + mes "I am sorry, but you do not have enough zeny with you. The service fee is 1,900 zeny."; + close; + } + } + mes "[Kafra Employee]"; + mes "Please come again."; + mes "Thank you for using my services."; + close; + } + mes "[Kafra Employee]"; + mes "Please come again."; + mes "Thank you for using my services."; + close; + } + mes "[Kafra Employee]"; + mes "Good da--Oops...!"; + mes "I don't think I can provide you"; + mes "with the services you want..."; + mes "Please go talk to another"; + mes "Kafra employee. I apologize"; + mes "for such inconvenience..."; + close; +} + +//============================================================ +// Old changelog +//============================================================ +//= Dialogs From Some Other Scripts (Most Of It) +//= 1.3-1.5 Added Baby class support (and to the Kafta SN Cart +//= renter, too) [Lupus] +//= 1.6 Added a fix which prevent High Novices passing +//= this Job Quests again. [Lupus] +//= 1.7 Fixed Baby Class Support. [Lupus] +//= 1.8 Now a Baby can become a Super Baby [Lupus] +//============================================================ diff --git a/npc/jobs/valkyrie.txt b/npc/jobs/valkyrie.txt new file mode 100644 index 000000000..bf6aa5cb3 --- /dev/null +++ b/npc/jobs/valkyrie.txt @@ -0,0 +1,398 @@ +//===== rAthena Script ======================================= +//= Valkyrie Realm +//===== By: ================================================== +//= Nana, fixes by Poki +//= finished, optimized and tested by Lupus +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 3.0 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Quest to become a Tranceded Class. (Advanced/Rebirthed) +//===== Additional Comments: ================================= +//= 1.1 Made all into functions,additional checks,quest skills,now Valhallana can return you back. She also makes reborn process only when you got no Zeny/items (as in kRO) [Lupus] +//= 1.2 now alternative classes can use their 1-1 job NPC to become Advanced 1st Class [Lupus] +//= 1.4 added Baby Class support [Lupus] +//= 1.5 Fixed loads of gramatical errors. [Mass Zero] +//= 1.6 Added a func which prevent advanced classes passing 2nd Job Quests again. It also guides adv classes where to go. [Lupus] +//= 1.7 On reborn reset some Job Quest Vars and Reset Girls Counter [Lupus] +//= 1.8 Added Taekwondo classes check [Lupus] +//= 1.9 Added support for Job NPC Fase pics, sorrected one dialogue stuff [Lupus] +//= 2.0 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon] +//= 2.1 Changed all numbers into constants. [Vicious] +//= 2.2 Now ALL quests skills are saved/restored [Lupus] +//= 2.3 Removed Duplicates [Silent] +//= 2.4 Fixed typos, optimized [Lupus] +//= 2.5 Fixed a stuck bug [Lupus] +//= 2.6a Adding proper dialogues [Lupus] +//= 2.7 Rescripted to Aegis 10.3 standards. [L0ne_W0;f] +//= Removed all functions as they are no longer required. +//= Correct job level requirements for 1-1 -> 2-x. +//= 2.7a Added Function "F_BlockHigh" back in until rewriteing of the 2-x [L0ne_W0lf] +//= scripts are comepleted. +//= 2.7b Removed function "F_BlockHigh" as it's no longer used. [L0ne_W0lf] +//= 2.8 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf] +//= 2.9 Corrected Valkyrie case spicifying where to warp after rebirthing. [L0ne_W0lf] +//= 2.9b Fixed Verdandi typo, fixed resetting vars [Lupus] +//= 3.0 Added quest log commands. [L0ne_W0lf] +//============================================================ + +valkyrie,48,86,4 script Valkyrie# 811,{ + if (ADVJOB != 0 || Upper == 1) { + mes "[Valkyrie]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Valkyrie]"; + mes "Please make"; + mes "yourself comfortable"; + mes "while you are here."; + mes "Honor to the warriors!"; + close; + } + else if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) { + mes "[Valkyrie]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Valkyrie]"; + mes "You will now end"; + mes "your present life and"; + mes "begin an entirely new life."; + mes "Honor to the warriors!"; + next; + if (Weight > 0 || Zeny > 0 || checkcart() != 0 || checkfalcon() != 0 || checkriding() != 0) { + mes "[Valkyrie]"; + mes "There are a few things you must"; + mes "do before we start. You must"; + mes "first empty your mind and body."; + mes "Honor comes when you abandon"; + mes "all your selfish desires..."; + next; + mes "[Valkyrie]"; + mes "You cannot take anything with you to the next life. Your items, zeny, pets and Pushcart all have to be left behind."; + next; + mes "[Valkyrie]"; + mes "When you are ready"; + mes "please return to me,"; + mes "brave adventurer."; + close2; + warp "yuno_in02",93,205; + end; + } + else { + mes "[Valkyrie]"; + mes "I see you've already"; + mes "released yourself from"; + mes "all worldy attachments,"; + mes ""+ strcharinfo(0) +"."; + next; + mes "[Valkyrie]"; + mes "That's an admirable attitude for an adventurer such as yourself. Honor comes when you abandon all personal desires for the sake of mankind."; + next; + if (SkillPoint) { + mes "[Valkyrie]"; + mes "Hmm... I sense that you have"; + mes "some lingering attachment or"; + mes "unfinished business in your"; + mes "current life. Take care of that,"; + mes "and bring closure to your present life."; + close2; + warp "yuno_in02",93,205; + end; + } + mes "[Valkyrie]"; + mes "Now, let me remove all"; + mes "of your present memories..."; + mes "However, you will be able to"; + mes "remember the most honorable"; + mes "moments of this life."; + next; + mes "[Valkyrie]"; + mes "With one,"; + mes "I will ask the"; + mes "goddess Urd to remove"; + mes "all of your present"; + mes "memories."; + next; + mes "[Valkyrie]"; + mes "With two,"; + mes "I will ask the"; + mes "goddess Verdandi to keep"; + mes "and record the most honorable moments of your present life."; + next; + mes "[Valkyrie]"; + mes "With three,"; + mes "I will ask the"; + mes "goddess Skuld to"; + mes "guide you to your"; + mes "next life."; + next; + mes "[Valkyrie]"; + mes "One..."; + callfunc "F_ClearJobVar"; + next; + mes "[Valkyrie]"; + mes "One..."; + mes "Two......"; + next; + mes "[Valkyrie]"; + mes "One..."; + mes "Two......"; + mes "And Three."; + set ADVJOB, Class+Job_Novice_High; //memo the target 3rd Job ID + if(ADVJOB == Job_Lord_Knight2) set ADVJOB,Job_Lord_Knight; + if(ADVJOB == Job_Paladin2) set ADVJOB,Job_Paladin; + jobchange Job_Novice_High; + resetlvl(1); + set MISC_QUEST,MISC_QUEST | 1024; //<-reset Skill Reset Event + skill 142,1,0; + skill 143,1,0; + completequest 1000; + next; + mes "[Valkyrie]"; + mes "Congratulations."; + mes "You are now reborn"; + mes "into a brand new life."; + mes "Please take these small gifts"; + mes "in preparation for your new adventures."; + getitem 1202,1; //Knife_ + getitem 2302,1; //Cotton_Shirt_ + next; + mes "[Valkyrie]"; + mes "I wish that the release the goddess Urd has granted you proves to be a blessing. I hope that the memories Verdandi has recorded will always honor you."; + next; + mes "[Valkyrie]"; + mes "And I pray that the new life to which the goddess Skuld will guide you will be even more honorable than your last."; + close2; + switch (ADVJOB) { + case 4008: + case 4015: + warp "izlude",94,103; break; + case 4009: + case 4016: + warp "prontera",273,354; break; + case 4010: + case 4017: + warp "geffen",120,60; break; + case 4011: + case 4019: + warp "alberta",116,57; break; + case 4012: + case 4020: + case 4021: + warp "payon",69,100; break; + case 4013: + case 4018: + warp "morocc",154,50; break; + default: + warp "yuno_in02",93,205; break; + } + end; + } + } + else { + mes "[Valkyrie]"; + mes "Welcome"; + mes "to Valhalla,"; + mes "the Hall of Honor."; + next; + mes "[Valkyrie]"; + mes "Unfortunately, you have not yet been invited here. I ask you to leave immediately. Honor to the warriors!"; + close2; + warp "yuno_in02",93,205; + end; + } +} + +yuno_in02,88,164,5 script Metheus Sylphe#Library 742,{ + if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) { + if (valkyrie_Q == 0) { + mes "[Metheus Sylphe]"; + mes "Welcome to the Library of the Schweicherbil Magic Academy."; + mes "I assume you have come here"; + mes "to read the 'Book of Ymir.'"; + next; + mes "[Metheus Sylphe]"; + mes "Unfortunately, the original copy of the book has been damaged over time. We currently only allow the public to view a copy of the book."; + next; + mes "[Metheus Sylphe]"; + mes "Also, in order to preserve the original 'Book of Ymir,' we have decided to accept donations from people who wish to read the copy we have provided."; + next; + mes "[Metheus Sylphe]"; + mes "The suggested"; + mes "donation amount is"; + mes "1,285,000 zeny."; + next; + if (select("Donate.:Cancel.") == 1) { + if (Zeny >= 1285000) { + set zeny,zeny-1285000; + set valkyrie_Q,1; + mes "[Metheus Sylphe]"; + mes "Thank you, your donation will be used for a good cause. You may"; + mes "now go in and read the book."; + close; + } + mes "[Metheus Sylphe]"; + mes "Unfortunately, you don't seem to possess enough zeny at the moment. Please check your funds and come back again."; + close; + } + mes "[Metheus Sylphe]"; + mes "Take your time, and"; + mes "enjoy your travels."; + close; + } + mes "[Metheus Sylphe]"; + mes "Once again, thank you for your generous donation. Feel free to read a carbon copy of the 'Book of Ymir' at your leisure."; + close; + } + mes "[Metheus Sylphe]"; + mes "Welcome to the Library of the Schweicherbil Magic Academy."; + mes "Here, we have a countless number of books. Please take your time and look around."; + close; +} + +yuno_in02,93,207,1 script Book of Ymir 111,{ + if (ADVJOB != 0 || Upper == 1) { + mes "[The Book of Ymir]"; + mes "...The entrance to the Hall of Honor is open to anyone who has moved forward into their next life. It is there to help heroes decide what they want to do, and can lead them to anywhere in this world."; + next; + mes "[The Book of Ymir]"; + mes "In the Hall of Honor, everything is prepared for heroes. It is rumored that any wish that cannot be fulfilled in our reality can be realized in the Hall of Honor."; + next; + if (select("Stop reading.:Continue reading.") == 1) { + mes "[The Book of Ymir]"; + mes "....."; + close; + } + mes "[The Book of Ymir]"; + mes "There is a forgotten path which leads to the Hall of Honor, the closest place to the heavens. The ordinary will never discover this place..."; + close2; + warp "valkyrie",48,8; + end; + } + else if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) { + if (valkyrie_Q != 0) { + mes "[The Book of Ymir]"; + mes "...Therefore, ancient heroes were"; + mes "always in anguish, knowing that"; + mes "eventually, they were mortal and"; + mes "would pass from this realm..."; + next; + mes "[The Book of Ymir]"; + mes "There were no documents,"; + mes "songs, or remaining folklore that had any information on life after death. However, I recently uncovered an old scroll"; + mes "about Valkyrie..."; + next; + mes "[The Book of Ymir]"; + mes "Valkyrie..."; + mes "The legendary"; + mes "guardian angel."; + mes "Angel of Ragnarok."; + next; + mes "[The Book of Ymir]"; + mes "Adventurers of great strength"; + mes "and bravery will be lead by"; + mes "Valkyrie to Valhalla, the Hall"; + mes "of Honor. There, they will be"; + mes "given a new life."; + next; + mes "[The Book of Ymir]"; + mes "Reborn, they will live again as"; + mes "even greater heroes that will"; + mes "brighten the world. Bodies that"; + mes "were exhausted will be filled"; + mes "with energy..."; + next; + mes "[The Book of Ymir]"; + mes "And their souls will be given abilities with the heart of Ymir. However, the heart of Ymir was totally destroyed and scattered all over the world after the battle for Rune-Midgarts."; + next; + mes "[The Book of Ymir]"; + mes "I have found a small amount of"; + mes "Ymir heart pieces over a long"; + mes "long period of time. But I can't"; + mes "confirm if the story of Valkyrie"; + mes "and Valhalla is true just"; + mes "through scientific tests."; + next; + mes "[The Book of Ymir]"; + mes "So, I am leaving this record in hope that someone in the future"; + mes "can confirm that Valkyrie and Valhalla actually exist..."; + next; + set valkyrie_Q,2; + if(checkquest(1000) == -1) { + setquest 1000; + } + mes "[The Book of Ymir]"; + mes "Let the heroes live new lives"; + mes "so they can protect the world"; + mes "from danger. And then..."; + close; + } + mes "[The Book of Ymir]"; + mes "..."; + close; + } + mes "[The Book of Ymir]"; + mes "..."; + close; +} + +yuno_in05,49,43,1 script Heart of Ymir 111,{ + if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) { + if (valkyrie_Q == 2) warp "valkyrie",48,8; + } + end; +} + +valkyrie,44,33,5 script Teleporter 124,{ + if (Upper != 1) { + set .@karma_d,rand(1,10); + if (.@karma_d > 4) { + mes "[Teleporter]"; + mes "Congratulations."; + mes "Honor to the warriors!"; + close; + } + mes "[Teleporter]"; + mes "Please refrain"; + mes "from touching any"; + mes "of the exhibitions."; + mes ".........."; + close; + } + else { + mes "[Teleporter]"; + mes "Honorable one,"; + mes "which place do you wish to go?"; + next; + switch(select("Prontera:Morroc:Payon:Geffen:Alberta:Izlude:Al De Baran:Comodo:Juno")) { + case 1: callsub S_Warpchar,"prontera",116,72; + case 2: callsub S_Warpchar,"morocc",156,46; + case 3: callsub S_Warpchar,"payon",69,100; + case 4: callsub S_Warpchar,"geffen",120,39; + case 5: callsub S_Warpchar,"alberta",117,56; + case 6: callsub S_Warpchar,"izlude",94,103; + case 7: callsub S_Warpchar,"aldebaran",91,105; + case 8: callsub S_Warpchar,"comodo",209,143; + case 9: callsub S_Warpchar,"yuno",328,101; + } + } +S_WarpChar: + mes "[Teleporter]"; + mes "Have a nice trip."; + close2; + savepoint getarg(0),getarg(1),getarg(2); + warp getarg(0),getarg(1),getarg(2); + end; +} + +// Warps +//============================================================ +valkyrie,48,73,0 warp valk01#1 1,1,valkyrie,48,64 +valkyrie,48,66,0 warp valk01#2 1,1,valkyrie,48,75 + |