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+//===== rAthena Script =======================================
+//= Theif Mage Quest Story Mode
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//= 1.2 Changed "battle_trace" to "Trace of Battle". [L0ne_W0lf]
+//= 1.3 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Battle Traces 1====================================================
+moc_fild12,166,369,0 script Trace of Battle#1 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 5){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
+ close;
+ } else if(tu_thief01 == 5){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. A feeling";
+ mes "of acute dizziness overcomes";
+ mes "you after examining the scene.^000000";
+ set tu_thief01, 6;
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ close;
+ } else if(tu_thief01 == 6){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. A feeling";
+ mes "of acute dizziness overcomes";
+ mes "you after examining the scene.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ close;
+ } else if(tu_thief01 == 7){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
+ close;
+ } else if(tu_thief01 == 8){
+ mes "^3355FFThere are traces of a battle";
+ mes "that seem to be leading in";
+ mes "different directions. From the";
+ mes "peculiar smell that permeates";
+ mes "the area, it seems that some";
+ mes "kind of lethal poison was used.^000000";
+ next;
+ mes "^3355FFStill...";
+ mes "The trail of this";
+ mes "battle decidedly";
+ mes "heads southward.^000000";
+ set tu_thief01, 9;
+ close;
+ } else {
+ mes "^3355FFYou find signs of";
+ mes "a heated pursuit";
+ mes "that head south.";
+ close;
+ }
+ }
+ if(BaseClass == Job_Mage){
+ if(tu_magician01 < 8){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
+ specialeffect EF_VENOMDUST2;
+ close;
+ } else if(tu_magician01 == 8){
+ mes "^3355FFThere are traces of a battle";
+ mes "that seem to be leading in";
+ mes "different directions. From the";
+ mes "peculiar smell that permeates";
+ mes "the area, it seems that some";
+ mes "kind of lethal poison was used.^000000";
+ next;
+ mes "^3355FFStill...";
+ mes "The trail of this";
+ mes "battle decidedly";
+ mes "heads southward.^000000";
+ set tu_magician01, 9;
+ close;
+ } else {
+ mes "^3355FFYou find signs of";
+ mes "a heated pursuit";
+ mes "that head south.";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
+ close;
+}
+
+//=================================================Battle Traces 2====================================================
+moc_fild12,173,215,0 script Trace of Battle#2 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 9){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 9){
+ mes "^3355FFYou've found traces";
+ mes "of the pursuit which";
+ mes "continue eastward.^000000";
+ set tu_thief01, 10;
+ close;
+ } else {
+ mes "^3355FFThese traces of";
+ mes "the pursuit lead";
+ mes "towards the east.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 9){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 9){
+ mes "^3355FFYou've found traces";
+ mes "of the pursuit which";
+ mes "continue eastward.^000000";
+ set tu_magician01, 10;
+ close;
+ } else {
+ mes "^3355FFThese traces of";
+ mes "the pursuit lead";
+ mes "towards the east.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
+ close;
+}
+
+//=================================================Battle Traces 3====================================================
+moc_fild12,276,165,0 script Trace of Battle#3 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 10){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 10){
+ mes "^3355FFYou examine these traces";
+ mes "and notice that one set of";
+ mes "footprints looks almost too";
+ mes "pronounced, as if it had been";
+ mes "made for somebody to find.^000000";
+ set tu_thief01, 11;
+ close;
+ } else {
+ mes "^3355FFIt's a very";
+ mes "strange looking";
+ mes "set of footprints.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 10){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 10){
+ mes "^3355FFYou examine these traces";
+ mes "and notice that one set of";
+ mes "footprints looks almost too";
+ mes "pronounced, as if it had been";
+ mes "made for somebody to find.^000000";
+ set tu_magician01, 11;
+ close;
+ } else {
+ mes "^3355FFIt's a very";
+ mes "strange looking";
+ mes "set of footprints.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 4====================================================
+moc_fild11,39,163,0 script Trace of Battle#4 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 11){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 11){
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "set of footprints has";
+ mes "been added. It looks like";
+ mes "someone } else got involved.";
+ mes "These prints are distinctly";
+ mes "clearer and much smaller.^000000";
+ set tu_thief01, 12;
+ close;
+ } else {
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "person has gotten involved";
+ mes "in this heated scuffle.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 11){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 11){
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "set of footprints has";
+ mes "been added. It looks like";
+ mes "someone } else got involved.";
+ mes "These prints are distinctly";
+ mes "clearer and much smaller.^000000";
+ set tu_magician01, 12;
+ close;
+ } else {
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "person has gotten involved";
+ mes "in this heated scuffle.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
+ close;
+}
+
+//=================================================Battle Traces 5====================================================
+moc_fild11,205,52,0 script Trace of Battle#5 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 12){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 12){
+ mes "^3355FFThe traces of the battle";
+ mes "now split and head towards";
+ mes "the north and south. However,^000000";
+ if(countitem(506) == 0){
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ close;
+ } else {
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ next;
+ mes "^3355FFFortunately, you can";
+ mes "temporarily nullify the";
+ mes "poison by using one";
+ mes "of your Green Potions.^000000";
+ next;
+ switch(select("Use Green Potion.:Don't use it.")){
+ case 1:
+ mes "^3355FFThe poison weakens";
+ mes "and some of it evaporates,";
+ mes "revealing a piece of cloth that";
+ mes "was hidden in that puddle.^000000";
+ next;
+ switch(select("Don't investigate.:Investigate.")){
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "A piece of cloth";
+ mes "is nothing to be";
+ mes "concerned about.";
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey... There's";
+ mes "blood on this cloth";
+ mes "and some writing on";
+ mes "it that I can't recognize.";
+ mes "Hopefully, this'll provide";
+ mes "some sort of clue to all this?";
+ set tu_thief01, 13;
+ next;
+ mes "^3355FFYou take the piece";
+ mes "of cloth from the puddle";
+ mes "of poison and keep it with you.^000000";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "It'll probably be";
+ mes "faster if I follow this";
+ mes "trail, rather than stop to";
+ mes "investigate this scene.";
+ close;
+ break;
+ }
+ }
+ } else {
+ mes "^3355FFYou can't find";
+ mes "anything } else here,";
+ mes "aside from the traces";
+ mes "that split and lead both";
+ mes "northward and southward.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 12){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 12){
+ mes "^3355FFThe traces of the battle";
+ mes "now split and head towards";
+ mes "the north and south. However,^000000";
+ if(countitem(506) == 0){
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ close;
+ } else {
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ next;
+ mes "^3355FFFortunately, you can";
+ mes "temporarily nullify the";
+ mes "poison by using one";
+ mes "of your Green Potions.^000000";
+ next;
+ switch(select("Use Green Potion.:Don't use it.")){
+ case 1:
+ mes "^3355FFThe poison weakens";
+ mes "and some of it evaporates,";
+ mes "revealing a piece of cloth that";
+ mes "was hidden in that puddle.^000000";
+ next;
+ switch(select("Don't investigate.:Investigate.")){
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "A piece of cloth";
+ mes "is nothing to be";
+ mes "concerned about.";
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey... There's";
+ mes "blood on this cloth";
+ mes "and some writing on";
+ mes "it that I can't recognize.";
+ mes "Hopefully, this'll provide";
+ mes "some sort of clue to all this?";
+ set tu_magician01,13;
+ next;
+ mes "^3355FFYou take the piece";
+ mes "of cloth from the puddle";
+ mes "of poison and keep it with you.^000000";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "It'll probably be";
+ mes "faster if I follow this";
+ mes "trail, rather than stop to";
+ mes "investigate this scene.";
+ close;
+ break;
+ }
+ }
+ } else {
+ mes "^3355FFYou can't find";
+ mes "anything } else here,";
+ mes "aside from the traces";
+ mes "that split and lead both";
+ mes "northward and southward.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 6====================================================
+moc_fild11,226,235,0 script Trace of Battle#6 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThese footprints";
+ mes "look like they're";
+ mes "heading towards the";
+ mes "north from the south.";
+ mes "But you can't really";
+ mes "be sure just yet.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThese footprints";
+ mes "look like they're";
+ mes "heading towards the";
+ mes "north from the south.";
+ mes "But you can't really";
+ mes "be sure just yet.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 7====================================================
+moc_fild11,184,342,0 script Trace of Battle#7 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThe trail here looks pretty";
+ mes "muddled, since it looks like";
+ mes "they battled here for quite a";
+ mes "while. But the footprints are";
+ mes "definitely heading south.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThe trail here looks pretty";
+ mes "muddled, since it looks like";
+ mes "they battled here for quite a";
+ mes "while. But the footprints are";
+ mes "definitely heading south.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 8====================================================
+moc_fild17,213,358,0 script Trace of Battle#8 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "^3355FFThere are two";
+ mes "distinct sets of";
+ mes "footprints in this";
+ mes "area, but they don't";
+ mes "hold any significance";
+ mes "right about now.^000000";
+ close;
+ } else if(tu_thief01 == 13){
+ mes "^3355FFAround here, it";
+ mes "looks like there are";
+ mes "only two sets of footprints.";
+ mes "What happened to the other";
+ mes "set that you found earlier?^000000";
+ set tu_thief01, 14;
+ close;
+ } else {
+ mes "^3355FFFrom the evidence";
+ mes "that you've found here,";
+ mes "it looks like the battle";
+ mes "involves only two people";
+ mes "from this point onward.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "^3355FFThere are two";
+ mes "distinct sets of";
+ mes "footprints in this";
+ mes "area, but they don't";
+ mes "hold any significance";
+ mes "right about now.^000000";
+ close;
+ } else if(tu_magician01 == 13){
+ mes "^3355FFAround here, it";
+ mes "looks like there are";
+ mes "only two sets of footprints.";
+ mes "What happened to the other";
+ mes "set that you found earlier?^000000";
+ set tu_magician01, 14;
+ close;
+ } else {
+ mes "^3355FFFrom the evidence";
+ mes "that you've found here,";
+ mes "it looks like the battle";
+ mes "involves only two people";
+ mes "from this point onward.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 9====================================================
+moc_fild17,228,274,0 script Trace of Battle#9 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 14){
+ mes "^3355FFTraces of some";
+ mes "sort of battle are";
+ mes "scattered all over";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 14){
+ mes "^3355FFYou follow the trail";
+ mes "and although traces from";
+ mes "the north and southeast mix";
+ mes "together, it looks like the battle continues towards the east.";
+ mes "But you should check this";
+ mes "spot a little bit more...^000000";
+ set tu_thief01, 15;
+ close;
+ } else if(tu_thief01 == 15){
+ set .@seek_tm, rand(1,10);
+ if(.@seek_tm == 7){
+ mes "^3355FFAfter investigating this";
+ mes "area more thoroughly,";
+ mes "you find another piece of";
+ mes "cloth stained with blood.";
+ mes "You decide to keep it with";
+ mes "you, hoping that it will";
+ mes "provide more clues.^000000";
+ set tu_thief01, 16;
+ close;
+ } else {
+ mes "^3355FFYou don't find anything,";
+ mes "but you still can't shake";
+ mes "the feeling that there is";
+ mes "some important clue that";
+ mes "you have to find here. It won't hurt to keep investigating here.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou better continue";
+ mes "following this trail";
+ mes "which leads westward.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 14){
+ mes "^3355FFTraces of some";
+ mes "sort of battle are";
+ mes "scattered all over";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 14){
+ mes "^3355FFYou follow the trail";
+ mes "and although traces from";
+ mes "the north and southeast mix";
+ mes "together, it looks like the battle continues towards the east.";
+ mes "But you should check this";
+ mes "spot a little bit more...^000000";
+ set tu_magician01, 15;
+ close;
+ } else if(tu_magician01 == 15){
+ set .@seek_tm1, rand(1,10);
+ if(.@seek_tm1 == 7){
+ mes "^3355FFAfter investigating this";
+ mes "area more thoroughly,";
+ mes "you find another piece of";
+ mes "cloth stained with blood.";
+ mes "You decide to keep it with";
+ mes "you, hoping that it will";
+ mes "provide more clues.^000000";
+ set tu_magician01, 16;
+ close;
+ } else {
+ mes "^3355FFYou don't find anything,";
+ mes "but you still can't shake";
+ mes "the feeling that there is";
+ mes "some important clue that";
+ mes "you have to find here. It won't hurt to keep investigating here.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou better continue";
+ mes "following this trail";
+ mes "which leads westward.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 10====================================================
+moc_fild17,34,292,0 script Trace of Battle#10 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 16){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 16){
+ mes "^3355FFThe lead set of footprints,";
+ mes "probably belonging to the one";
+ mes "who was being pursued, look";
+ mes "more erratic, as if exhaustion";
+ mes "and desperation were setting in. These traces lead to the west.^000000";
+ set tu_thief01, 17;
+ close;
+ } else {
+ mes "^3355FFThe trail from";
+ mes "this point heads";
+ mes "towards the west.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 16){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 16){
+ mes "^3355FFThe lead set of footprints,";
+ mes "probably belonging to the one";
+ mes "who was being pursued, look";
+ mes "more erratic, as if exhaustion";
+ mes "and desperation were setting in. These traces lead to the west.^000000";
+ set tu_magician01, 17;
+ close;
+ } else {
+ mes "^3355FFThe trail from";
+ mes "this point heads";
+ mes "towards the west.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 11====================================================
+moc_fild18,346,296,0 script Trace of Battle#11 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 17){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 17){
+ mes "^3355FFFollowing the";
+ mes "trail, you see signs";
+ mes "that blood was spilled";
+ mes "in this area. It looks like";
+ mes "someone was injured";
+ mes "pretty badly around here.^000000";
+ set tu_thief01, 18;
+ close;
+ } else {
+ mes "^3355FFSince someone involved";
+ mes "in this conflict was bleeding,";
+ mes "further traces of this pursuit";
+ mes "might be easier to find now.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 17){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 17){
+ mes "^3355FFFollowing the";
+ mes "trail, you see signs";
+ mes "that blood was spilled";
+ mes "in this area. It looks like";
+ mes "someone was injured";
+ mes "pretty badly around here.^000000";
+ set tu_magician01, 18;
+ close;
+ } else {
+ mes "^3355FFSince someone involved";
+ mes "in this conflict was bleeding,";
+ mes "further traces of this pursuit";
+ mes "might be easier to find now.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 12====================================================
+moc_fild18,309,257,0 script Trace of Battle#12 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 18){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 18){
+ mes "^3355FFThese traces lead";
+ mes "northward and it looks";
+ mes "like whoever is doing";
+ mes "the chasing is getting";
+ mes "much closer to his prey.^000000";
+ set tu_thief01, 19;
+ close;
+ } else {
+ mes "^3355FFThe trail of this";
+ mes "pursuit now leads";
+ mes "towards the north.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 18){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 18){
+ mes "^3355FFThese traces lead";
+ mes "northward and it looks";
+ mes "like whoever is doing";
+ mes "the chasing is getting";
+ mes "much closer to his prey.^000000";
+ set tu_magician01, 19;
+ close;
+ } else {
+ mes "^3355FFThe trail of this";
+ mes "pursuit now leads";
+ mes "towards the north.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 13====================================================
+moc_fild18,177,333,0 script Trace of Battle#13 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 19){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 19){
+ mes "^3355FFJudging from these";
+ mes "traces, it looks like";
+ mes "even more people have";
+ mes "joined the battle which";
+ mes "now seems to be leading";
+ mes "in the southwest direction.^000000";
+ set tu_thief01, 20;
+ close;
+ } else {
+ mes "^3355FFIt looks like";
+ mes "the battle heads";
+ mes "towards the southwest";
+ mes "from this particular point.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 19){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 19){
+ mes "^3355FFJudging from these";
+ mes "traces, it looks like";
+ mes "even more people have";
+ mes "joined the battle which";
+ mes "now seems to be leading";
+ mes "in the southwest direction.^000000";
+ set tu_magician01, 20;
+ close;
+ } else {
+ mes "^3355FFIt looks like";
+ mes "the battle heads";
+ mes "towards the southwest";
+ mes "from this particular point.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 14====================================================
+moc_fild18,111,303,0 script Trace of Battle#14 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 20){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 20){
+ mes "^3355FFIn this area, it looks";
+ mes "like even more people";
+ mes "joined in this battle and";
+ mes "the pursuit clearly heads";
+ mes "towards the south.^000000";
+ set tu_thief01, 21;
+ close;
+ } else {
+ mes "^3355FFThe trail of";
+ mes "this battle heads";
+ mes "towards the south.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 20){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 20){
+ mes "^3355FFIn this area, it looks";
+ mes "like even more people";
+ mes "joined in this battle and";
+ mes "the pursuit clearly heads";
+ mes "towards the south.^000000";
+ set tu_magician01, 21;
+ close;
+ } else {
+ mes "^3355FFThe trail of";
+ mes "this battle heads";
+ mes "towards the south.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 15====================================================
+moc_fild18,109,197,0 script Trace of Battle#15 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 21){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 21){
+ mes "^3355FFThis area is clearly";
+ mes "marked with signs";
+ mes "of a violent battle, with";
+ mes "traces of poison strewn";
+ mes "all over the ground.^000000";
+ next;
+ switch(select("Continue following the traces.:Further investigate the area.")){
+ case 1:
+ mes "^3355FFYou examine the";
+ mes "trail, but can't really";
+ mes "discern the direction";
+ mes "in which the battle";
+ mes "continues...^000000";
+ close;
+ break;
+ case 2:
+ mes "^3355FFYou find a bunch of";
+ mes "traps that use different";
+ mes "kinds of poison. The ones";
+ mes "that have been set off are";
+ mes "mixed with the ones which";
+ mes "haven't been triggered.^000000";
+ set tu_thief01, 22;
+ close;
+ break;
+ }
+ } else if(tu_thief01 == 22){
+ set .@trap_tm, rand(1,3);
+ if(.@trap_tm == 3){
+ mes "^3355FFOne trap in particular";
+ mes "stands out to you more";
+ mes "than the rest. Perhaps";
+ mes "you should pour some";
+ mes "Green Potion on it to";
+ mes "neutralize it first.^000000";
+ next;
+ switch(select("Pour Green Potion.:Don't use Green Potion.")){
+ case 1:
+ if(countitem(506) < 1){
+ mes "^3355FFUnfortunately, you";
+ mes "don't have a Green";
+ mes "Potion that you can";
+ mes "use to pour on this trap...^000000";
+ close;
+ } else {
+ mes "^3355FFPouring that";
+ mes "Green Potion didn't";
+ mes "really make anything";
+ mes "happen. Perhaps you";
+ mes "should try something else.^000000";
+ delitem 506,1; //Green_Potion
+ set tu_thief01, 23;
+ close;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess...";
+ mes "I'll try investigating";
+ mes "this area a little more?";
+ close;
+ break;
+ }
+ } else {
+ mes "^3355FFBy sheer accident,";
+ mes "you set off one of";
+ mes "the traps in the area.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
+ }
+ } else if(tu_thief01 == 23){
+ if(countitem(511) > 0 || countitem(716) > 0){
+ if(countitem(511) > 0 && countitem(716) > 0){
+ mes "^3355FFYou try grinding";
+ mes "a Green Herb and";
+ mes "sprinkling it on the";
+ mes "trap and then place";
+ mes "a Red Gemstone on it.";
+ mes "The gem glows and";
+ mes "slowly melts away...^000000";
+ next;
+ mes "^3355FFAlthough you don't";
+ mes "fully understand the";
+ mes "science of using poisons";
+ mes "or antidotes, you managed";
+ mes "to successfully dismantle";
+ mes "the trap. Now you can safely";
+ mes "check what might be inside.^000000";
+ delitem 511,1; //Green_Herb
+ delitem 716,1; //Red_Gemstone
+ set tu_thief01, 24;
+ close;
+ } else if(countitem(511) > 0){
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. You do have";
+ mes "a Green Herb on you, so you";
+ mes "try sprinkling it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst";
+ mes "in addition to the Green Herb";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or use";
+ mes "of poison. You do have a";
+ mes "Red Gemstone, so you grind";
+ mes "it and sprinkle it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst to";
+ mes "use with the Red Gemstone";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. But what";
+ mes "items should you bring?^000000";
+ close;
+ }
+ } else if(tu_thief01 == 24){
+ mes "^3355FFInside the dismantled";
+ mes "trap, you find another";
+ mes "piece of strange cloth";
+ mes "that's stained with blood.";
+ mes "You take it with you in";
+ mes "hopes that it provides";
+ mes "some kind of evidence.^000000";
+ set tu_thief01, 25;
+ close;
+ } else {
+ mes "^3355FFYou examine the area";
+ mes "a little further and guess";
+ mes "that the battle might head";
+ mes "towards the south.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 21){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 21){
+ mes "^3355FFThis area is clearly";
+ mes "marked with signs";
+ mes "of a violent battle, with";
+ mes "traces of poison strewn";
+ mes "all over the ground.^000000";
+ next;
+ switch(select("Continue following the traces.:Further investigate the area.")){
+ case 1:
+ mes "^3355FFYou examine the";
+ mes "trail, but can't really";
+ mes "discern the direction";
+ mes "in which the battle";
+ mes "continues...^000000";
+ close;
+ break;
+ case 2:
+ mes "^3355FFYou find a bunch of";
+ mes "traps that use different";
+ mes "kinds of poison. The ones";
+ mes "that have been set off are";
+ mes "mixed with the ones which";
+ mes "haven't been triggered.^000000";
+ set tu_magician01, 22;
+ close;
+ break;
+ }
+ } else if(tu_magician01 == 22){
+ set .@trap_tm, rand(1,3);
+ if(.@trap_tm == 3){
+ mes "^3355FFOne trap in particular";
+ mes "stands out to you more";
+ mes "than the rest. Perhaps";
+ mes "you should pour some";
+ mes "Green Potion on it to";
+ mes "neutralize it first.^000000";
+ next;
+ switch(select("Pour Green Potion.:Don't use Green Potion.")){
+ case 1:
+ if(countitem(506) < 1){
+ mes "^3355FFUnfortunately, you";
+ mes "don't have a Green";
+ mes "Potion that you can";
+ mes "use to pour on this trap...^000000";
+ close;
+ } else {
+ mes "^3355FFPouring that";
+ mes "Green Potion didn't";
+ mes "really make anything";
+ mes "happen. Perhaps you";
+ mes "should try something else.^000000";
+ delitem 506,1; //Green_Potion
+ set tu_magician01, 23;
+ close;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess...";
+ mes "I'll try investigating";
+ mes "this area a little more?";
+ close;
+ break;
+ }
+ } else {
+ mes "^3355FFBy sheer accident,";
+ mes "you set off one of";
+ mes "the traps in the area.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
+ }
+ } else if(tu_magician01 == 23){
+ if(countitem(511) > 0 || countitem(716) > 0){
+ if(countitem(511) > 0 && countitem(716) > 0){
+ mes "^3355FFYou try grinding";
+ mes "a Green Herb and";
+ mes "sprinkling it on the";
+ mes "trap and then place";
+ mes "a Red Gemstone on it.";
+ mes "The gem glows and";
+ mes "slowly melts away...^000000";
+ next;
+ mes "^3355FFAlthough you don't";
+ mes "fully understand the";
+ mes "science of using poisons";
+ mes "or antidotes, you managed";
+ mes "to successfully dismantle";
+ mes "the trap. Now you can safely";
+ mes "check what might be inside.^000000";
+ delitem 511,1; //Green_Herb
+ delitem 716,1; //Red_Gemstone
+ set tu_magician01, 24;
+ close;
+ } else if(countitem(511) > 0){
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. You do have";
+ mes "a Green Herb on you, so you";
+ mes "try sprinkling it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst";
+ mes "in addition to the Green Herb";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or use";
+ mes "of poison. You do have a";
+ mes "Red Gemstone, so you grind";
+ mes "it and sprinkle it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst to";
+ mes "use with the Red Gemstone";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. But what";
+ mes "items should you bring?^000000";
+ close;
+ }
+ } else if(tu_magician01 == 24){
+ mes "^3355FFInside the dismantled";
+ mes "trap, you find another";
+ mes "piece of strange cloth";
+ mes "that's stained with blood.";
+ mes "You take it with you in";
+ mes "hopes that it provides";
+ mes "some kind of evidence.^000000";
+ set tu_magician01, 25;
+ close;
+ } else {
+ mes "^3355FFYou examine the area";
+ mes "a little further and guess";
+ mes "that the battle might head";
+ mes "towards the south.^000000";
+ close;
+ }
+
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 16====================================================
+moc_fild18,156,96,0 script Trace of Battle#16 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 25){
+ mes "^3355FFThere are signs";
+ mes "that a large group";
+ mes "of people have been in";
+ mes "this area for some reason.^000000";
+ close;
+ } else if(tu_thief01 == 25){
+ mes "^3355FFThese traces lead";
+ mes "to the edge of the cliff.";
+ mes "marking the end of the trail.";
+ mes "Apparently, the one who was";
+ mes "being chased met his fate here.^000000";
+ next;
+ mes "^3355FFThere are many footprints";
+ mes "leading to the edge of the";
+ mes "cliff and all of them leave";
+ mes "this scene, save for the set";
+ mes "of footprints that distinctly";
+ mes "belong to the person who";
+ mes "was pursued all this time...^3355FF";
+ next;
+ mes "^3355FFIt looks like you've";
+ mes "learned all that you can";
+ mes "from this investigation. You";
+ mes "better return and report your";
+ mes "findings to Yierhan soon.^000000";
+ set tu_thief01, 26;
+ close;
+ } else {
+ mes "^3355FFThis is the end";
+ mes "of the trail. There";
+ mes "aren't any more traces";
+ mes "of the battle left to find.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 25){
+ mes "^3355FFThere are signs";
+ mes "that a large group";
+ mes "of people have been in";
+ mes "this area for some reason.^000000";
+ close;
+ } else if(tu_magician01 == 25){
+ mes "^3355FFThese traces lead";
+ mes "to the edge of the cliff.";
+ mes "marking the end of the trail.";
+ mes "Apparently, the one who was";
+ mes "being chased met his fate here.^000000";
+ next;
+ mes "^3355FFThere are many footprints";
+ mes "leading to the edge of the";
+ mes "cliff and all of them leave";
+ mes "this scene, save for the set";
+ mes "of footprints that distinctly";
+ mes "belong to the person who";
+ mes "was pursued all this time...^3355FF";
+ next;
+ mes "^3355FFIt looks like you've";
+ mes "learned all that you can";
+ mes "from this investigation. You";
+ mes "better return and report your";
+ mes "findings to Yierhan soon.^000000";
+ set tu_magician01, 26;
+ close;
+ } else {
+ mes "^3355FFThis is the end";
+ mes "of the trail. There";
+ mes "aren't any more traces";
+ mes "of the battle left to find.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}