diff options
Diffstat (limited to 'npc/quests')
38 files changed, 13859 insertions, 3115 deletions
diff --git a/npc/quests/2007_relay.txt b/npc/quests/2007_relay.txt index a9d969e85..bc3c0a298 100644 --- a/npc/quests/2007_relay.txt +++ b/npc/quests/2007_relay.txt @@ -76,25 +76,25 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 109,{ getitem 617,3; //Old_Violet_Box } if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 19560,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Ledrion]"; mes "Well, I hope you like it!"; @@ -152,25 +152,25 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 109,{ getitem 617,1; //Old_Violet_Box getitem 7738,1; //Mission_Certificate9 if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 19560,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } next; mes "[Ledrion]"; @@ -221,25 +221,25 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 109,{ getitem 603,1; //Old_Blue_Box getitem 7734,1; //Mission_Certificate5 if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 19560,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } close; } @@ -486,25 +486,25 @@ payon,83,327,3 script Gatan#payon::RelayGatan 86,{ getitem 610,2; //Leaf_Of_Yggdrasil getitem 607,2; //Yggdrasilberry if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 19560,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } next; mes "[Gatan]"; @@ -971,25 +971,25 @@ payon,83,327,3 script Gatan#payon::RelayGatan 86,{ getitem 7735,1; //Mission_Certificate6 getitem 610,2; //Leaf_Of_Yggdrasil if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 19560,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } next; mes "[Gatan]"; @@ -1462,25 +1462,25 @@ payon,83,327,3 script Gatan#payon::RelayGatan 86,{ getitem 7731,1; //Mission_Certificate2 getitem 607,2; //Yggdrasilberry if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } next; mes "[Gatan]"; @@ -1984,25 +1984,25 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{ getitem 610,2; //Leaf_Of_Yggdrasil getitem 607,2; //Yggdrasilberry if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Bafhail]"; mes "Make sure that you give"; @@ -2029,25 +2029,25 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{ getitem 610,2; //Leaf_Of_Yggdrasil getitem 607,2; //Yggdrasilberry if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Bafhail]"; mes "Make sure that you give"; @@ -2171,25 +2171,25 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{ getitem 7736,1; //Mission_Certificate7 getitem 610,2; //Leaf_Of_Yggdrasil if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Bafhail]"; mes "Do me a favor and make"; @@ -2215,25 +2215,25 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{ getitem 7736,1; //Mission_Certificate7 getitem 610,2; //Leaf_Of_Yggdrasil if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Bafhail]"; mes "Do me a favor and make"; @@ -2277,25 +2277,25 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{ getitem 7736,1; //Mission_Certificate7 getitem 610,2; //Leaf_Of_Yggdrasil if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Bafhail]"; mes "Do me a favor and make"; @@ -2321,25 +2321,25 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{ getitem 7736,1; //Mission_Certificate7 getitem 610,2; //Leaf_Of_Yggdrasil if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Bafhail]"; mes "Do me a favor and make"; @@ -2481,25 +2481,25 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{ getitem 7732,1; //Mission_Certificate3 getitem 607,2; //Yggdrasilberry if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Bafhail]"; mes "Please give that"; @@ -2524,25 +2524,25 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{ getitem 7732,1; //Mission_Certificate3 getitem 607,2; //Yggdrasilberry if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } next; mes "[Bafhail]"; @@ -2784,25 +2784,25 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{ getitem 610,2; //Leaf_Of_Yggdrasil getitem 607,2; //Yggdrasilberry if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Lospii]"; mes "Okay, now take this"; @@ -2841,25 +2841,25 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{ getitem 610,2; //Leaf_Of_Yggdrasil getitem 607,2; //Yggdrasilberry if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Lospii]"; mes "Okay, now take this"; @@ -3022,25 +3022,25 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{ getitem 7737,1; //Mission_Certificate8 getitem 610,2; //Leaf_Of_Yggdrasil if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Lospii]"; mes "Okay, now take this"; @@ -3078,25 +3078,25 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{ getitem 7737,1; //Mission_Certificate8 getitem 610,2; //Leaf_Of_Yggdrasil if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Lospii]"; mes "Okay, now take this"; @@ -3259,25 +3259,25 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{ getitem 7733,1; //Mission_Certificate4 getitem 607,2; //Yggdrasilberry if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Lospii]"; mes "Okay, now take this"; @@ -3315,25 +3315,25 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{ getitem 7733,1; //Mission_Certificate4 getitem 607,2; //Yggdrasilberry if (BaseLevel > 94) { - getexp 1047600,0; + getexp 104760,0; } else if (BaseLevel > 89) { - getexp 859200,0; + getexp 85920,0; } else if (BaseLevel > 79) { - getexp 385200,0; + getexp 38520,0; } else if (BaseLevel > 69) { - getexp 195600,0; + getexp 38520,0; } else if (BaseLevel > 59) { - getexp 672000,0; + getexp 67200,0; } else if (BaseLevel > 49) { - getexp 288000,0; + getexp 28800,0; } else { - getexp 10800,0; + getexp 1080,0; } mes "[Lospii]"; mes "Okay, now take this"; diff --git a/npc/quests/Bard_Quest.txt b/npc/quests/Bard_Quest.txt index 43f36c564..b249072fd 100644 --- a/npc/quests/Bard_Quest.txt +++ b/npc/quests/Bard_Quest.txt @@ -108,15 +108,15 @@ geffen,132,38,3 script Bard#2 51,{ specialeffect2 EF_RESURRECTION; mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000"; set gef_bard_q,31; - if (BaseLevel < 56) getexp 4500,0; - else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 5500,0; - else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 9684,0; - else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 13411,0; - else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 35757,0; - else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 60246,0; - else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 70340,0; - else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 92052,0; - else if (BaseLevel > 90) getexp 156786,0; + if (BaseLevel < 56) getexp 450,0; + else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 550,0; + else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 968,0; + else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 1341,0; + else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 3576,0; + else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 6025,0; + else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 7034,0; + else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 9205,0; + else if (BaseLevel > 90) getexp 15679,0; next; cutin "bard_eland02",2; mes "[Errende]"; @@ -198,15 +198,15 @@ geffen,132,38,3 script Bard#2 51,{ specialeffect2 EF_RESURRECTION; mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000"; set gef_bard_q,30; - if (BaseLevel < 56) getexp 4500,0; - else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 5500,0; - else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 9684,0; - else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 13411,0; - else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 35757,0; - else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 60246,0; - else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 70340,0; - else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 92052,0; - else if (BaseLevel > 90) getexp 156786,0; + if (BaseLevel < 56) getexp 450,0; + else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 550,0; + else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 968,0; + else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 1341,0; + else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 3576,0; + else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 6025,0; + else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 7034,0; + else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 9205,0; + else if (BaseLevel > 90) getexp 15679,0; next; cutin "bard_eland02",2; mes "[Errende]"; diff --git a/npc/quests/Kiel_Hyre_Quest.txt b/npc/quests/Kiel_Hyre_Quest.txt index cb6115e4a..cdc550b3b 100644 --- a/npc/quests/Kiel_Hyre_Quest.txt +++ b/npc/quests/Kiel_Hyre_Quest.txt @@ -4125,7 +4125,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 903,{ mes "a little reward for"; mes "saving my life."; getitem 12105,1; //Taming_Gift_Set - getexp 700000,0; + getexp 70000,0; set KielHyreQuest,50; } else if ((KielHyreQuest >= 50) && (KielHyreQuest < 64)) { @@ -4752,7 +4752,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 903,{ mes "your help, "+.@KHTitle$+" "+strcharinfo(0)+"."; getitem 616,1; //Old card Album delitem 7508,1; //Elysia_Ring - getexp 1000000,0; + getexp 100000,0; } else if (KielHyreQuest >= 108) { mes "[Kiel Hyre]"; diff --git a/npc/quests/The_Sign_Quest.txt b/npc/quests/The_Sign_Quest.txt index e2e6ee2f0..0c15b20fd 100644 --- a/npc/quests/The_Sign_Quest.txt +++ b/npc/quests/The_Sign_Quest.txt @@ -20,6 +20,7 @@ //= 3.2 Removed mapannounce used while debugging. [L0ne_W0lf] //= Moved the disablewaitingroomevent in dancing portion. //= 3.3 Applied Kazukin's fix for the dancing portion. (bugreport:3966) [L0ne_W0lf] +//= 3.4 Added Renewal Changes. [Kisuka] //= 3.4 Updated 'waitingroom' to support required zeny/lvl. [Kisuka] //============================================================ @@ -741,7 +742,7 @@ prt_in,227,45,0 script Archeologist#sign 804,{ mes "You may have had your doubts,"; mes "but I'm happy enough to confirm that the Sign really exists. Thanks again, and I hope you stop by and chat from time to time."; set sign_q,142; - getexp 2000000,0; + getexp 200000,0; } else { mes "[Metz]"; @@ -770,7 +771,7 @@ prt_in,227,45,0 script Archeologist#sign 804,{ mes "on your travels, adventurer."; delitem 7178,1; //Star's_Sob set sign_q,202; - getexp 100000,0; + getexp 10000,0; getitem 617,1; //Old_Violet_Box } else if (sign_q > 201) { @@ -1569,19 +1570,19 @@ morocc_in,115,154,5 script Rogue#sign 810,{ mes "you're not a total dumbass."; mes "Now you're supposed to go see Daewoon in Payon. And don't forget to show him this Star thingee."; if (BaseLevel < 60) { - getexp 3000,0; + getexp 300,0; } else if (BaseLevel < 70) { - getexp 7500,0; + getexp 750,0; } else if (BaseLevel < 80) { - getexp 10000,0; + getexp 1000,0; } else if (BaseLevel < 90) { - getexp 13000,0; + getexp 1300,0; } - else if (BaseLevel < 99) { - getexp 18000,0; + else if (BaseLevel < 150) { + getexp 1800,0; } set sign_q,14; getitem 7177,1; //Part_Of_Star's_Sob @@ -2448,19 +2449,19 @@ payon_in03,11,31,4 script Daewoon#sign 808,{ set sign_q,15; getitem 7177,1; //Part_Of_Star's_Sob if (BaseLevel < 60) { - getexp 3000,0; + getexp 300,0; } else if (BaseLevel < 70) { - getexp 7000,0; + getexp 700,0; } else if (BaseLevel < 80) { - getexp 10000,0; + getexp 1000,0; } else if (BaseLevel < 90) { - getexp 13000,0; + getexp 1300,0; } - else if (BaseLevel < 99) { - getexp 18000,0; + else if (BaseLevel < 150) { + getexp 1800,0; } emotion e_heh; mes "[Daewoon]"; @@ -2494,19 +2495,19 @@ payon_in03,11,31,4 script Daewoon#sign 808,{ set sign_q,15; getitem 7177,1; //Part_Of_Star's_Sob if (BaseLevel < 60) { - getexp 3000,0; + getexp 300,0; } else if (BaseLevel < 70) { - getexp 7000,0; + getexp 700,0; } else if (BaseLevel < 80) { - getexp 10000,0; + getexp 1000,0; } else if (BaseLevel < 90) { - getexp 13000,0; + getexp 1300,0; } - else if (BaseLevel < 99) { - getexp 18000,0; + else if (BaseLevel < 150) { + getexp 1800,0; } mes "[Daewoon]"; mes "You know, after talking with"; @@ -4828,19 +4829,19 @@ cmd_in02,88,51,4 script Strange Guy#sign 806,{ } set sign_q,30; if (BaseLevel < 60) { - getexp 3000,0; + getexp 300,0; } else if (BaseLevel < 70) { - getexp 5000,0; + getexp 500,0; } else if (BaseLevel < 80) { - getexp 8000,0; + getexp 800,0; } else if (BaseLevel < 90) { - getexp 10000,0; + getexp 1000,0; } - else if (BaseLevel < 99) { - getexp 13000,0; + else if (BaseLevel < 150) { + getexp 1300,0; } next; warp "cmd_in01",33,29; @@ -4924,19 +4925,19 @@ cmd_in02,88,51,4 script Strange Guy#sign 806,{ set sign_q,35; getitem 7177,1; //Part_Of_Star's_Sob if (BaseLevel < 60) { - getexp 3000,0; + getexp 300,0; } else if (BaseLevel < 70) { - getexp 7000,0; + getexp 700,0; } else if (BaseLevel < 80) { - getexp 19000,0; + getexp 1900,0; } else if (BaseLevel < 90) { - getexp 12000,0; + getexp 1200,0; } - else if (BaseLevel < 99) { - getexp 17000,0; + else if (BaseLevel < 150) { + getexp 1700,0; } next; mes "[Dearles]"; @@ -4965,19 +4966,19 @@ cmd_in02,88,51,4 script Strange Guy#sign 806,{ getitem 7177,1; //Part_Of_Star's_Sob set zeny,zeny+20000; if (BaseLevel < 60) { - getexp 3000,0; + getexp 300,0; } else if (BaseLevel < 70) { - getexp 7000,0; + getexp 700,0; } else if (BaseLevel < 80) { - getexp 10000,0; + getexp 1000,0; } else if (BaseLevel < 90) { - getexp 14000,0; + getexp 1400,0; } - else if (BaseLevel < 99) { - getexp 19000,0; + else if (BaseLevel < 150) { + getexp 1900,0; } next; mes "[Dearles]"; @@ -5888,19 +5889,19 @@ alberta_in,125,101,5 script Wealthy-looking Merchant 807,{ set sign_q,53; getitem 7177,1; //Part_Of_Star's_Sob if (BaseLevel < 60) { - getexp 5000,0; + getexp 500,0; } else if (BaseLevel < 70) { - getexp 8000,0; + getexp 800,0; } else if (BaseLevel < 80) { - getexp 11000,0; + getexp 1100,0; } else if (BaseLevel < 90) { - getexp 15000,0; + getexp 1500,0; } - else if (BaseLevel < 99) { - getexp 20000,0; + else if (BaseLevel < 150) { + getexp 2000,0; } close; } @@ -7192,19 +7193,19 @@ yuno,330,100,4 script Knight#ss 734,{ set sign_q,39; getitem 7181,1; //Receipt_01 if (BaseLevel < 60) { - getexp 1000,0; + getexp 100,0; } else if (BaseLevel < 70) { - getexp 2000,0; + getexp 200,0; } else if (BaseLevel < 80) { - getexp 4000,0; + getexp 400,0; } else if (BaseLevel < 90) { - getexp 7000,0; + getexp 700,0; } - else if (BaseLevel < 99) { - getexp 11000,0; + else if (BaseLevel < 150) { + getexp 1100,0; } close; } @@ -7537,7 +7538,7 @@ mjo_dun02,88,295,4 script Flaming Spirit Man 85,{ mes "If it weren't for your help,"; mes "I'd be in big trouble. I really appreciate you stepping in and volunteering your materials like this."; delitem 1002,1; //Iron_Ore - getexp 10,0; + getexp 1,0; close; case 2: mes "[Engel]"; @@ -8219,7 +8220,7 @@ gef_tower,118,36,4 script Annoyed Man 64,{ else { mes "[Dhota]"; mes "You're not even a Mage,"; - mes "much less a Wizard or a Sage."; + mes "much less a Wizard, Sage, Warlock or a Sorcerer."; mes "Why bother climbing this tower?"; } mes "What are you doing here?!"; @@ -8387,7 +8388,7 @@ um_in,27,23,3 script Fastidious-Looking Guy 121,{ mes "that you leave, right now!"; emotion e_an; close2; - warp "um_dun01",129,90; + warp "umbala",111,121; end; } else if (sign_q == 74) { @@ -8534,7 +8535,7 @@ um_in,27,23,3 script Fastidious-Looking Guy 121,{ percentheal -30,0; specialeffect2 EF_MAGNUMBREAK; next; - warp "um_dun01",129,90; + warp "umbala",111,121; end; } } @@ -8796,31 +8797,31 @@ himinn,48,86,5 script Valkyrie#sign 811,{ set sign_q,82; percentheal 100,100; if (BaseLevel < 56) { - getexp 9000,0; + getexp 900,0; } else if ((BaseLevel > 55) && (BaseLevel < 61)) { - getexp 12000,0; + getexp 1200,0; } else if ((BaseLevel > 60) && (BaseLevel < 66)) { - getexp 20000,0; + getexp 2000,0; } else if ((BaseLevel > 65) && (BaseLevel < 71)) { - getexp 35000,0; + getexp 3500,0; } else if ((BaseLevel > 70) && (BaseLevel < 76)) { - getexp 70000,0; + getexp 7000,0; } else if ((BaseLevel > 75) && (BaseLevel < 81)) { - getexp 120000,0; + getexp 12000,0; } else if ((BaseLevel > 80) && (BaseLevel < 86)) { - getexp 160000,0; + getexp 16000,0; } else if ((BaseLevel > 85) && (BaseLevel < 91)) { - getexp 210000,0; + getexp 21000,0; } else if (BaseLevel > 90) { - getexp 350000,0; + getexp 35000,0; } close2; warp "geffen",120,100; @@ -9107,7 +9108,7 @@ que_sign01,196,39,4 script Serin#serin 90,{ mes "ask the Dark Lord to spare"; mes "you. Thank you so much..."; set sign_q,200; - getexp 200000,0; + getexp 20000,0; set $@sign_w2,0; donpcevent "Dark Lord#serin::OnDisable"; close2; @@ -9378,7 +9379,7 @@ que_sign01,197,195,4 script Serin#witch 90,{ mes "ask the Dark Lord to spare"; mes "you. Thank you so much..."; set sign_q,200; - getexp 200000,0; + getexp 20000,0; set $@sign_w1,0; close2; warp "umbala,",132,203; @@ -10124,7 +10125,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 90,{ mes "the faint smile on her lips tell you that her memories of you"; mes "will always remain in her heart.^000000"; delitem 2643,1; //Serin's_Gold_Ring_ - getexp 500000,0; + getexp 50000,0; close; case 2: emotion e_sob; @@ -10918,7 +10919,7 @@ que_sign01,122,141,4 script Witch#s 792,{ mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason, "+strcharinfo(0)+"..."; delitem 7313,5; //Seal_Of_Witch set sign_q,129; - getexp 500000,0; + getexp 50000,0; close; } } @@ -10949,7 +10950,7 @@ que_sign01,122,141,4 script Witch#s 792,{ mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason..."; delitem 7313,5; //Seal_Of_Witch set sign_q,130; - getexp 300000,0; + getexp 30000,0; close; } } @@ -10980,7 +10981,7 @@ que_sign01,122,141,4 script Witch#s 792,{ else { set sign_q,130; } - getexp 300000,0; + getexp 30000,0; close; } else if (sign_q == 200) { @@ -11015,7 +11016,7 @@ que_sign01,122,141,4 script Witch#s 792,{ delitem 7308,1; //Witch's_Potion } set sign_q,201; - getexp 200000,0; + getexp 20000,0; close; } else if (sign_q > 200) { diff --git a/npc/quests/eden/11-25.txt b/npc/quests/eden/11-25.txt new file mode 100644 index 000000000..c81d0dec6 --- /dev/null +++ b/npc/quests/eden/11-25.txt @@ -0,0 +1,575 @@ +//===== eAthena Script ======================================= +// Eden Group Quests - Repeatable experience quests [11-25] +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//===== Additional Comments: ================================= +//= 1.0 First Version. +//============================================================ + +moc_para01,36,38,3 script Mission [11 - 25]#Tuto 857,{ + if (countitem(6219) > 0) { + set .@hun1125_1,checkquest(11114,HUNTING); + set .@hun1125_2,checkquest(11115,HUNTING); + set .@hun1125_3,checkquest(11116,HUNTING); + set .@hun1125_4,checkquest(11117,HUNTING); + set .@hun1125_5,checkquest(11118,HUNTING); + set .@hun1125_6,checkquest(11119,HUNTING); + set .@hun1125_7,checkquest(11120,HUNTING); + set .@hun1125_8,checkquest(11121,HUNTING); + set .@hun1125_9,checkquest(11122,HUNTING); + set .@hun1125_10,checkquest(11123,HUNTING); + set .@time1125_1,checkquest(11124,PLAYTIME); + set .@time1125_2,checkquest(11125,PLAYTIME); + set .@time1125_3,checkquest(11126,PLAYTIME); + set .@time1125_4,checkquest(11127,PLAYTIME); + set .@time1125_5,checkquest(11128,PLAYTIME); + set .@time1125_6,checkquest(11129,PLAYTIME); + set .@time1125_7,checkquest(11130,PLAYTIME); + set .@time1125_8,checkquest(11131,PLAYTIME); + set .@time1125_9,checkquest(11132,PLAYTIME); + set .@time1125_10,checkquest(11133,PLAYTIME); + if (.@time1125_1 == 2) + erasequest 11124; + if (.@time1125_2 == 2) + erasequest 11125; + if (.@time1125_3 == 2) + erasequest 11126; + if (.@time1125_4 == 2) + erasequest 11127; + if (.@time1125_5 == 2) + erasequest 11128; + if (.@time1125_6 == 2) + erasequest 11129; + if (.@time1125_7 == 2) + erasequest 11130; + if (.@time1125_8 == 2) + erasequest 11131; + if (.@time1125_9 == 2) + erasequest 11132; + if (.@time1125_10 == 2) + erasequest 11133; + + if ((.@hun1125_1 == 0) || (.@hun1125_2 == 0) || (.@hun1125_3 == 0) || (.@hun1125_4 == 0) || (.@hun1125_5 == 0) || (.@hun1125_6 == 0) || (.@hun1125_7 == 0) || (.@hun1125_8 == 0) || (.@hun1125_9 == 0) || (.@hun1125_10 == 0) || (.@hun1125_1 == 1) || (.@hun1125_2 == 1) || (.@hun1125_3 == 1) || (.@hun1125_4 == 1) || (.@hun1125_5 == 1) || (.@hun1125_6 == 1) || (.@hun1125_7 == 1) || (.@hun1125_8 == 1) || (.@hun1125_9 == 1) || (.@hun1125_10 == 1)) { + mes "-You can only request-"; + mes "-one mission at a time-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else if ((.@hun1125_1 == 2) || (.@hun1125_2 == 2) || (.@hun1125_3 == 2) || (.@hun1125_4 == 2) || (.@hun1125_5 == 2) || (.@hun1125_6 == 2) || (.@hun1125_7 == 2) || (.@hun1125_8 == 2) || (.@hun1125_9 == 2) || (.@hun1125_10 == 2)) { + mes "-You must collect your-"; + mes "-reward before starting-"; + mes "-a new mission.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + if (BaseLevel < 11) { + mes "-There are no tasks-"; + mes "-open for you right now.-"; + close; + } + else if ((BaseLevel > 10) && (BaseLevel < 26)) { + mes "-Mission bulletin board-"; + mes "-for beginners.-"; + mes ""; + mes "-Manager : Spikle-"; + next; + switch(select("Hornet Hunting:Condor Hunting:Grasshopper Legs:Worm Tail Hunting:Spore Hunting:Pest Control:Muka Hunting:Familiar Hunting:Peco Peco Hunting:Collect Poison Spores:Cancel")) { + case 1: + if ((.@time1125_1 == 0) || (.@time1125_1 == 1)) { + mes "-Mission, ^4d4dffHornet Hunting^000000-"; + mes "-is already finished for today.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + mes "-Mission 'Hornet Hunting'-"; + mes "-Hunt 10 ^4d4dff'Hornets'^000000-"; + mes "-at Prontera Field 5.-"; + mes ""; + mes "-Manager : Spikle-"; + next; + switch(select("I will do this mission.:Look for other missions.")) { + case 1: + mes "-Hunt 10 ^4d4dff'Hornets'^000000-"; + mes "-at Prontera Field 5.-"; + setquest 11114; + close; + case 2: + mes "-Search for other missions.-"; + close; + } + } + break; + case 2: + if ((.@time1125_2 == 0) || (.@time1125_2 == 1)) { + mes "-Mission, ^4d4dffCondor Hunting^000000-"; + mes "-is already finished for today.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + mes "-Mission 'Condor Hunting'-"; + mes "-Hunt 20 ^4d4dff'Condors'^000000-"; + mes "-south of Morroc.-"; + mes ""; + mes "-Manager : Spikle-"; + next; + switch(select("I will do this mission.:Look for other missions.")) { + case 1: + mes "-Hunt 20 ^4d4dff'Condors'^000000-"; + mes "-south of Morroc.-"; + setquest 11115; + close; + case 2: + mes "-Search for other missions.-"; + close; + } + } + break; + case 3: + if ((.@time1125_3 == 0) || (.@time1125_3 == 1)) { + mes "-Mission, ^4d4dffGrasshopper Legs^000000-"; + mes "-is already finished for today.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + mes "-Mission 'Grasshopper Legs'-"; + mes "-Hunt 10 ^4d4dff'Rockers'^000000-"; + mes "-from southwest Prontera-"; + mes "-and bring 10 ^4d4dffGrasshopper's Legs^000000-"; + mes "-Manager : Spikle-"; + next; + switch(select("I will do this mission.:Look for other missions.")) { + case 1: + mes "-Hunt 10 ^4d4dff'Rockers'^000000-"; + mes "-from southwest Prontera-"; + mes "-and bring 10 ^4d4dffGrasshopper's Legs^000000-"; + setquest 11116; + close; + case 2: + mes "-Search for other missions.-"; + close; + } + } + break; + case 4: + if ((.@time1125_4 == 0) || (.@time1125_4 == 1)) { + mes "-Mission, ^4d4dffWormtail Hunting^000000-"; + mes "-is already finished for today.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + mes "-Mission 'Worm Tail Hunting'-"; + mes "-Hunt 20 ^4d4dff'Worm Tails'^000000-"; + mes "-around Payon field 2 & 6.-"; + mes ""; + mes "-Manager : Spikle-"; + next; + switch(select("I will do this mission.:Look for other missions.")) { + case 1: + mes "-Hunt 20 ^4d4dff'Worm Tails'^000000-"; + mes "-around Payon field 2 & 6.-"; + setquest 11117; + close; + case 2: + mes "-Search for other missions.-"; + close; + } + } + break; + case 5: + if ((.@time1125_5 == 0) || (.@time1125_5 == 1)) { + mes "-Mission, ^4d4dffSpore Hunting^000000-"; + mes "-is already finished for today.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + mes "-Mission 'Spore Hunting'-"; + mes "-Hunt 30 ^4d4dff'Spores'^000000-"; + mes "-around Payon field 2 & 6.-"; + mes ""; + mes "-Manager : Spikle - "; + next; + switch(select("I will do this mission.:Look for other missions.")) { + case 1: + mes "-Hunt 30 ^4d4dff'Spores'^000000-"; + mes "-around Payon field 2 & 6.-"; + setquest 11118; + close; + case 2: + mes "-Search for other missions.-"; + close; + } + } + break; + case 6: + if ((.@time1125_6 == 0) || (.@time1125_6 == 1)) { + mes "-Mission, ^4d4dffPest Control^000000-"; + mes "-is already finished for today.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + mes "-Mission 'Pest Control'-"; + mes "-Hunt 20 ^4d4dffThief Bug Eggs^000000-"; + mes "-in the Prontera Culvert-"; + mes "-and bring 10 ^4d4dffChrysalis^000000.-"; + mes "-Manager : Spikle-"; + next; + switch(select("I will do this mission.:Look for other missions.")) { + case 1: + mes "-Hunt 20 ^4d4dffThief Bug Eggs^000000-"; + mes "-in the Prontera Culvert-"; + mes "-and bring 10 ^4d4dffChrysalis^000000.-"; + setquest 11119; + close; + case 2: + mes "-Search for other missions.-"; + close; + } + } + break; + case 7: + if ((.@time1125_7 == 0) || (.@time1125_7 == 1)) { + mes "-Mission, ^4d4dffMuka Hunting^000000-"; + mes "-is already finished for today.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + mes "-Mission 'Muka Hunting'-"; + mes "-Hunt 20 ^4d4dff'Muka'^000000-"; + mes "-south of Prontera.-"; + mes ""; + mes "-Manager : Spikle-"; + next; + switch(select("I will do this mission.:Look for other missions.")) { + case 1: + mes "-Hunt 20 ^4d4dff'Muka'^000000-"; + mes "-south of Prontera.-"; + setquest 11120; + close; + case 2: + mes "-Search for other missions.-"; + close; + } + } + break; + case 8: + if ((.@time1125_8 == 0) || (.@time1125_8 == 1)) { + mes "-Mission, ^4d4dffFamiliar Hunting^000000-"; + mes "-is already finished for today.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + mes "-Mission 'Familiar Hunting'-"; + mes "-Hunt 20 ^4d4dffFamiliar^000000-"; + mes "-in the Prontera Culvert.-"; + mes ""; + mes "-Manager : Spikle-"; + next; + switch(select("I will do this mission.:Look for other missions.")) { + case 1: + mes "-Hunt 20 ^4d4dffFamiliar^000000-"; + mes "-in the Prontera Culvert.-"; + setquest 11121; + close; + case 2: + mes "-Search for other missions.-"; + close; + } + } + break; + case 9: + if ((.@time1125_9 == 0) || (.@time1125_9 == 1)) { + mes "-Mission, ^4d4dffCollect Feathers^000000-"; + mes "-is already finished for today.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + mes "-Mission 'Collect Feathers'-"; + mes "-Hunt 30 ^4d4dff'Pecopeco'^000000-"; + mes "-south of Prontera.-"; + mes ""; + mes "-Manager : Spikle-"; + next; + switch(select("I will do this mission.:Look for other missions.")) { + case 1: + mes "-Hunt 30 ^4d4dff'Pecopeco'^000000-"; + mes "-south of Prontera.-"; + setquest 11122; + close; + case 2: + mes "-Search for other missions.-"; + close; + } + } + break; + case 10: + if ((.@time1125_10 == 0) || (.@time1125_10 == 1)) { + mes "-Mission, ^4d4dffCollect Poison Spores^000000-"; + mes "-is already finished for today.-"; + mes ""; + mes "-Manager : Spikle-"; + close; + } + else { + mes "-Mission 'Collect Poison Spores'-"; + mes "-Hunt 30 ^4d4dffPoison Spores^000000-"; + mes "-from Geffen Tower and-"; + mes "-bring 5 ^4d4dffPoison Spores^000000.-"; + mes "-Manager : Spikle-"; + next; + switch(select("I will do this mission.:Look for other missions.")) { + case 1: + mes "-Hunt 30 ^4d4dffPoison Spores^000000-"; + mes "-from Geffen Tower and-"; + mes "-bring 5 ^4d4dffPoison Spores^000000.-"; + if (.@time1125_10 == 2) { + erasequest 11133; + } + setquest 11123; + close; + case 2: + mes "-Search for other missions.-"; + close; + } + } + break; + case 11: + mes "-Stop reading bulletin board.-"; + close; + } + } + else { + mes "-These missions are too-"; + mes "-easy for your caliber-"; + mes "-search for a more level-"; + mes "-appropriate mission-"; + close; + } + } + } + else { + mes "-You need to have a-"; + mes "-^4d4dff'Eden Group Mark'^000000-"; + mes "-to receive these missions-"; + close; + } +} + +moc_para01,32,30,6 script Spikle#Tuto 914,{ + set .@hun1125_1,checkquest(11114,HUNTING); + set .@hun1125_2,checkquest(11115,HUNTING); + set .@hun1125_3,checkquest(11116,HUNTING); + set .@hun1125_4,checkquest(11117,HUNTING); + set .@hun1125_5,checkquest(11118,HUNTING); + set .@hun1125_6,checkquest(11119,HUNTING); + set .@hun1125_7,checkquest(11120,HUNTING); + set .@hun1125_8,checkquest(11121,HUNTING); + set .@hun1125_9,checkquest(11122,HUNTING); + set .@hun1125_10,checkquest(11123,HUNTING); + if ((.@hun1125_1 == 0) || (.@hun1125_2 == 0) || (.@hun1125_3 == 0) || (.@hun1125_4 == 0) || (.@hun1125_5 == 0) || (.@hun1125_6 == 0) || (.@hun1125_7 == 0) || (.@hun1125_8 == 0) || (.@hun1125_9 == 0) || (.@hun1125_10 == 0) || (.@hun1125_1 == 1) || (.@hun1125_2 == 1) || (.@hun1125_3 == 1) || (.@hun1125_4 == 1) || (.@hun1125_5 == 1) || (.@hun1125_6 == 1) || (.@hun1125_7 == 1) || (.@hun1125_8 == 1) || (.@hun1125_9 == 1) || (.@hun1125_10 == 1)) { + mes "[Spikle]"; + mes "You haven't finished your mission yet."; + mes "Keep up the good work. You are almost done."; + close; + } + if (.@hun1125_1 == 2) { + mes "[Spikle]"; + mes "Hmm... let me see~"; + mes "You have completed the 'Hornet Hunting' mission."; + next; + mes "[Spikle]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + erasequest 11114; + setquest 11124; + getexp 900,0; + close; + } + if (.@hun1125_2 == 2) { + mes "[Spikle]"; + mes "Hmm... let me see~"; + mes "You have completed the 'Condor Hunting' mission."; + next; + mes "[Spikle]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + erasequest 11115; + setquest 11125; + getexp 1800,0; + close; + } + if (.@hun1125_3 == 2) { + if (countitem(940) > 9) { + mes "[Spikle]"; + mes "Hmm... let me see~"; + mes "You have completed the 'Grasshopper Legs' mission."; + next; + mes "[Spikle]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + delitem 940,10; //Grasshopper's_Leg + erasequest 11116; + setquest 11126; + getexp 1400,0; + close; + } + else { + mes "[Spikle]"; + mes "You don't have enough Grasshopper's Legs."; + mes "You need to bring 10 Grasshopper's Legs."; + close; + } + } + if (.@hun1125_4 == 2) { + mes "[Spikle]"; + mes "Hmm... let me see~"; + mes "You have completed the 'Worm Tail Hunting' mission."; + next; + mes "[Spikle]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + erasequest 11117; + setquest 11127; + getexp 2600,0; + close; + } + if (.@hun1125_5 == 2) { + mes "[Spikle]"; + mes "Hmm... let me see~"; + mes "You have completed the 'Spore Hunting' mission."; + next; + mes "[Spikle]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + erasequest 11118; + setquest 11128; + getexp 3900,0; + close; + } + if (.@hun1125_6 == 2) { + if (countitem(915) > 9) { + mes "[Spikle]"; + mes "Hmm... let me see~"; + mes "You have completed the 'Pest Control' mission."; + next; + mes "[Spikle]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + erasequest 11119; + setquest 11129; + getexp 2900,0; + close; + } + else { + mes "[Spikle]"; + mes "You don't have enough Chrysalis."; + mes "You need to bring 10 Chrysalis."; + close; + } + } + if (.@hun1125_7 == 2) { + mes "[Spikle]"; + mes "Hmm... let me see~"; + mes "You have completed the 'Muka Hunting' mission."; + next; + mes "[Spikle]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + erasequest 11120; + setquest 11130; + getexp 3200,0; + close; + } + if (.@hun1125_8 == 2) { + mes "[Spikle]"; + mes "Hmm... let me see~"; + mes "You have completed the 'Familiar Hunting' mission."; + next; + mes "[Spikle]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + erasequest 11121; + setquest 11131; + getexp 3200,0; + close; + } + if (.@hun1125_9 == 2) { + mes "[Spikle]"; + mes "Hmm... let me see~"; + mes "You have completed the 'Peco Peco Hunting' mission."; + next; + mes "[Spikle]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + erasequest 11122; + setquest 11132; + getexp 5400,0; + close; + } + if (.@hun1125_10 == 2) { + if (countitem(7033) > 4) { + mes "[Spikle]"; + mes "Hmm... let me see~"; + mes "You have completed the 'Collect Poison Spores' mission."; + next; + mes "[Spikle]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + erasequest 11123; + setquest 11133; + getexp 6000,0; + close; + } + else { + mes "[Spikle]"; + mes "You don't have enough Posion Spores."; + mes "You need to bring 5 Poison Spores."; + close; + } + } + else { + mes "[Spikle]"; + mes "Are you looking a job?"; + mes "We always have lots of work to do."; + next; + mes "[Spikle]"; + mes "Why don't you look around and find some interesting tasks?"; + close; + } +}
\ No newline at end of file diff --git a/npc/quests/eden/26-40.txt b/npc/quests/eden/26-40.txt new file mode 100644 index 000000000..368b28db6 --- /dev/null +++ b/npc/quests/eden/26-40.txt @@ -0,0 +1,1546 @@ +//===== eAthena Script ======================================= +// Eden Group Quests - Repeatable experience quests [26-40] +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//===== Additional Comments: ================================= +//= 1.0 First Version. +//============================================================ + +moc_para01,38,38,3 script Mission [26 - 40]#p 857,{ + if (countitem(6219) > 0) { + mes "[26 ~ 40 Lv. Mission Board]"; + mes "- Many missions are -"; + mes "- on the bulletin board. -"; + next; + if ((BaseLevel > 25) && (BaseLevel < 41)) { + switch(select("Hunting Mission:Delivery Mission:Gathering Mission:Escort Mission")) { + case 1: + mes "[26 ~ 40 Lv. Hunting Mission Board]"; + mes "- Hunting Mission details -"; + mes "- are on the board. -"; + next; + switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow(Above Lv.30):Hunting Coco(Above Lv.35):Hunting Thara Frog(Above Lv.38)")) { + case 1: + mes "[Hunting Poison Spore]"; + mes "Client : Sponiac"; + mes "Client Location : Geffen"; + mes "Requested Mission : Hunt 10 Poison Spores"; + mes " "; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Hunting Poison Spore mission."; + close; + case 2: + set .@check_tuto00,checkquest(8266); + if (.@check_tuto00 == -1) { + setquest 8266; + mes "You have accepted the Hunting Poison Spore mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + case 2: + mes "[Hunting Smokie]"; + mes "Client : Sponiac"; + mes "Client Location : Geffen"; + mes "Requested Mission : Hunt 10 Smokies"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Hunting Smokie mission."; + close; + case 2: + set .@check_tuto01,checkquest(8267); + if (.@check_tuto01 == -1) { + setquest 8267; + mes "You have accepted the Hunting Smokie mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + case 3: + if (BaseLevel < 30) { + mes "Your level doesn't meet the requirements. You can't take the 'Hunting Elder Willow' mission."; + close; + } + else { + mes "[Hunting Elder Willow !!]"; + mes "Client : Sponiac"; + mes "Client Location : Geffen"; + mes "Requested Mission : Hunt 10 Elder Willows"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Hunting Elder Willow mission."; + close; + case 2: + set .@check_tuto02,checkquest(8268); + if (.@check_tuto02 == -1) { + setquest 8268; + mes "You have accepted the Hunting Elder Willow mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + } + case 4: + if (BaseLevel < 35) { + mes "Your level doesn't meet the requirements. You can't take the 'Hunting Coco' mission."; + close; + } + else { + mes "[Hunting Coco !!]"; + mes "Client : Sponiac"; + mes "Client Location : Geffen"; + mes "Requested Mission : Hunt 10 Coco's."; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Hunting Coco mission."; + close; + case 2: + set .@check_tuto03,checkquest(8269); + if (.@check_tuto03 == -1) { + setquest 8269; + mes "You have accepted the Hunting Coco mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + } + case 5: + if (BaseLevel < 38) { + mes "Your level doesn't meet the requirements. You can't take the 'Hunting Thara Frog' mission."; + close; + } + else { + mes "[Hunting Thara Frog !!]"; + mes "Client : Sponiac"; + mes "Client Location : Geffen"; + mes "Requested Mission : Hunt 10 Thara Frogs."; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Hunting Thara Frog mission."; + close; + case 2: + set .@check_tuto04,checkquest(8270); + if (.@check_tuto04 == -1) { + setquest 8270; + mes "You have accepted the Hunting Thara Frog mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + } + } + case 2: + mes "[26 ~ 40 Lv. Delivery Mission Board]"; + mes "- Delivery Mission details -"; + mes "- are on the board. -"; + next; + switch(select("Deliver an Insecticide:Deliver Honey:Deliver Blanket(Above Lv.35)")) { + case 1: + mes "[Deliver an Insecticide !!]"; + mes "Client : Dieshin Man"; + mes "Client Location : Morroc Ruins"; + mes "Requested Mission : Get an 'Insecticide' from Dieshin Man and deliver it south east of Payon"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Deliver an Insecticide mission."; + close; + case 2: + set .@check_tuto05,checkquest(8271); + if (.@check_tuto05 == -1) { + setquest 8271; + mes "You have accepted the Deliver an Insecticide mission."; + mes "Please obtain the delivery box from the client first."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "Please obtain the delivery box from the client first."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + case 2: + mes "[Deliver Honey !!]"; + mes "Client : Dieshin Man"; + mes "Client Location : Morroc Ruins"; + mes "Requested Mission : Get 'Honey' from Dieshin Man and deliver it west of St. Capitolina Abbey"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Deliver Honey mission."; + close; + case 2: + set .@check_tuto06,checkquest(8272); + if (.@check_tuto06 == -1) { + setquest 8272; + mes "You have accepted the Deliver Honey mission."; + mes "Please obtain the delivery box from the client first."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "Please obtain the delivery box from the client first."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + case 3: + if (BaseLevel < 35) { + mes "Your level doesn't meet the requirements. You can't take the 'Deliver Blanket' mission."; + close; + } + else { + mes "[Deliver Blanket !!]"; + mes "Client : Dieshin Man"; + mes "Client Location : Morroc Ruins"; + mes "Requested Mission : Get Blankets from Dieshin Man and deliver to the field south of Lutie"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Deliver Blanket mission."; + close; + case 2: + set .@check_tuto07,checkquest(8273); + if (.@check_tuto07 == -1) { + setquest 8273; + mes "You have accepted the Deliver Blanket mission."; + mes "Please obtain the delivery box from the client first."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "Please obtain the delivery box from the client first."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + } + } + case 3: + mes "[26 ~ 40 Lv. Gathering Mission Board]"; + mes "- Gathering Mission details -"; + mes "- are on the board. -"; + next; + switch(select("Gather Bones:Gather Animal Skins:Gather Peelings(Above Lv.30):Gather Tails(Above Lv.32):Gather Cookies(Above Lv.35):Gather Mustaches(Above Lv.35)")) { + case 1: + mes "[Gather Bones !!]"; + mes "Client : Dashia"; + mes "Client Location : Payon"; + mes "Requested Mission : Gather '10 Skel-Bones' and give them to Dashia"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Gather Bones mission."; + close; + case 2: + set .@check_tuto08,checkquest(8274); + if (.@check_tuto08 == -1) { + setquest 8274; + mes "You have accepted the Gather Bones mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + case 2: + mes "[Gather Animal Skins !!]"; + mes "Client : Dashia"; + mes "Client Location : Payon"; + mes "Requested Mission : Gather '10 Bear's Footskins' and '5 Animal Skins' and give them to Dashia"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Gather Animal Skins mission."; + close; + case 2: + set .@check_tuto09,checkquest(8275); + if (.@check_tuto09 == -1) { + setquest 8275; + mes "You have accepted the Gather Animal Skins mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + case 3: + if (BaseLevel < 30) { + mes "Your level doesn't meet the requirements. You can't take the 'Gather Peelings' mission."; + close; + } + else { + mes "[Gather Peelings !!]"; + mes "Client : Dashia"; + mes "Client Location : Payon"; + mes "Requested Mission : Gather '20 Worm Peelings' and '20 Garlets' and give them to Dashia"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Gather Peelings mission."; + close; + case 2: + set .@check_tuto10,checkquest(8276); + if (.@check_tuto10 == -1) { + setquest 8276; + mes "You have accepted the Gather Peelings mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + } + case 4: + if (BaseLevel < 32) { + mes "Your level doesn't meet the requirements. You can't take the 'Gather Tails' mission."; + close; + } + else { + mes "[Gather Tails !!]"; + mes "Client : Dashia"; + mes "Client Location : Payon"; + mes "Requested Mission : Gather '10 Yoyo Tails', '10 Acorns' and '10 Raccon Leafs' and give them to Dashia"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Gather Tails mission."; + close; + case 2: + set .@check_tuto11,checkquest(8277); + if (.@check_tuto11 == -1) { + setquest 8277; + mes "You have accepted the Gather Tails mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + } + case 5: + if (BaseLevel < 35) { + mes "Your level doesn't meet the requirements. You can't take the 'Gather Cookies' mission."; + close; + } + else { + mes "[Gather Cookies !!]"; + mes "Client : Dashia"; + mes "Client Location : Payon"; + mes "Requested Mission : Gather '5 Well-baked Cookies' and '1 Piece of Cake' and give them to Dashia"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Gather Cookies mission."; + close; + case 2: + set .@check_tuto12,checkquest(8278); + if (.@check_tuto12 == -1) { + setquest 8278; + mes "You have accepted the Gather Cookies mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + } + case 6: + if (BaseLevel < 35) { + mes "Your level doesn't meet the requirements. You can't take the 'Gather Mustaches' mission."; + close; + } + else { + mes "[Gather Mustaches !!]"; + mes "Client : Dashia"; + mes "Client Location : Payon"; + mes "Requested Mission : Gather '5 Mole Whiskers' and '3 Mole Claws' and give them to Dashia"; + mes " "; + mes "Will you accept this mission?"; + next; + switch(select("No, I won't accept it.:Yes, I will accept it.")) { + case 1: + mes "You have declined the Gather Mustaches mission."; + close; + case 2: + set .@check_tuto13,checkquest(8279); + if (.@check_tuto13 == -1) { + setquest 8279; + mes "You have accepted the Gather Mustaches mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + else { + mes "You are already doing this mission."; + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; + } + } + } + } + case 4: + mes "[26 ~ 40 Lv. Escort Mission Board]"; + mes "There are currently no Escort Missions registered on the board."; + close; + } + } + else { + mes "Your level is not qualified. You can not use the bulletin board."; + close; + } + } + else { + mes "You are not a qualified member. You can not use the bulletin board."; + close; + } +} + +geffen,103,42,5 script Sponiac#09tuto 99,{ + if (checkweight(1201,1) == 0) { + mes "[Sponiac]"; + mes "Why are you carrying too many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Sponiac]"; + mes "Lu~lu~lu~lu~"; + mes "Lu~ Huh?"; + next; + mes "[Sponiac]"; + mes "Wow, you must be a beginner, right?"; + mes "What an innocent face! Ha~ hahaha."; + emotion e_gg,"Sponiac#09tuto"; + next; + mes "[Sponiac]"; + mes "Why don't you do some hunting outside instead of walking around and wasting your time?"; + next; + switch(select("I am about to leave now.:I've got a Hunting Mission.")) { + case 1: + mes "[Sponiac]"; + mes "Oh, well. Then, go figure."; + mes "Bye~ bye."; + close; + case 2: + break; + } + mes "[Sponiac]"; + mes "Oh, you are from the Eden Group?"; + mes "What mission do you have?"; + next; + switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow:Hunting Coco:Hunting Thara Frog")) { + case 1: + set .@check_tuto00,checkquest(8266); + if (.@check_tuto00 == -1) { + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else if ((.@check_tuto00 == 0) || (.@check_tuto00 == 1)) { + set .@check_spore01,checkquest(8266,HUNTING); + if (.@check_spore01 == 2) { + mes "[Sponiac]"; + mes "Hunting Poison Spore!"; + mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!"; + next; + mes "[Sponiac]"; + mes "Well, I requested the mission and you did an excellent job."; + mes "I will give you a reward as I promised."; + next; + mes "[Sponiac]"; + mes "Here it is. Thank you very much. God bless you!"; + getitem 569,100; //Novice_Potion + getexp 1000,0; + erasequest 8266; + close; + } + else { + mes "[Sponiac]"; + mes "Oh, you are right."; + next; + mes "[Sponiac]"; + mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!"; + mes "I will give you a reward if you complete the mission. Ok? Are we good?"; + next; + mes "[Sponiac]"; + mes "You can find Poison Spores on the Geffen Dungeon 1F or northeast of Prontera. There are other spots but I'll leave it up to you to find out."; + mes "You can check the world map by pressing 'ctrl + ~' key."; + next; + mes "[Sponiac]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + else { + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + break; + case 2: + set .@check_tuto01,checkquest(8267); + if (.@check_tuto01 == -1) { + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else if ((.@check_tuto01 == 0) || (.@check_tuto01 == 1)) { + set .@check_smokie01,checkquest(8267,HUNTING); + if (.@check_smokie01 == 2) { + mes "[Sponiac]"; + mes "Hunting Smokie!"; + mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!"; + next; + mes "[Sponiac]"; + mes "Well, I requested the mission and you did an excellent job."; + mes "I will give you a reward as I promised."; + next; + mes "[Sponiac]"; + mes "Here it is. Thank you very much. God bless you!"; + getitem 569,100; //Novice_Potion + getexp 1000,0; + erasequest 8267; + close; + } + else { + mes "[Sponiac]"; + mes "Oh, you are right."; + next; + mes "[Sponiac]"; + mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!"; + mes "I will give you a reward if you complete the mission. Ok? Are we good?"; + next; + mes "[Sponiac]"; + mes "You can find Smokies northeast and northwest of Geffen. Oh, also the field east of Ayothaya is good spot to find them."; + mes "You can check the world map by pressing 'ctrl + ~' key."; + next; + mes "[Sponiac]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + else { + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + break; + case 3: + set .@check_tuto02,checkquest(8268); + if (.@check_tuto02 == -1) { + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else if ((.@check_tuto02 == 0) || (.@check_tuto02 == 1)) { + set .@check_willow01,checkquest(8268,HUNTING); + if (.@check_willow01 == 2) { + mes "[Sponiac]"; + mes "Hunting Elder Willow!"; + mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!"; + next; + mes "[Sponiac]"; + mes "Well, I requested the mission and you did an excellent job."; + mes "I will give you a reward as I promised."; + next; + mes "[Sponiac]"; + mes "Here it is. Thank you very much. God bless you!"; + getitem 569,110; //Novice_Potion + getexp 1000,100; + erasequest 8268; + close; + } + else { + mes "[Sponiac]"; + mes "Oh, you are right."; + next; + mes "[Sponiac]"; + mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!"; + mes "I will give you a reward if you complete the mission. Ok? Are we good?"; + next; + mes "[Sponiac]"; + mes "You can find Elder Willows northeast of Geffen, east of payon and southwest of Prontera."; + mes "You can check the world map by pressing 'ctrl + ~' key."; + next; + mes "[Sponiac]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + else { + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + case 4: + set .@check_tuto03,checkquest(8269); + if (.@check_tuto03 == -1) { + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else if ((.@check_tuto03 == 0) || (.@check_tuto03 == 1)) { + set .@check_coco01,checkquest(8269,HUNTING); + if (.@check_coco01 == 2) { + mes "[Sponiac]"; + mes "Hunting Coco!"; + mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!"; + next; + mes "[Sponiac]"; + mes "Well, I requested the mission and you did an excellent job."; + mes "I will give you a reward as I promised."; + next; + mes "[Sponiac]"; + mes "Here it is. Thank you very much. God bless you!"; + getitem 569,150; //Novice_Potion + getexp 1000,200; + erasequest 8269; + close; + } + else { + mes "[Sponiac]"; + mes "Oh, you are right."; + next; + mes "[Sponiac]"; + mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!"; + mes "I will give you a reward if you complete the mission. Ok? Are we good?"; + next; + mes "[Sponiac]"; + mes "You can find Coco's around the east of Payon, southwest of Prontera and the field east of Ayothaya."; + mes "You can check the world map by pressing 'ctrl + ~' key."; + next; + mes "[Sponiac]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + else { + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + case 5: + set .@check_tuto04,checkquest(8270); + if (.@check_tuto04== -1) { + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else if ((.@check_tuto04 == 0) || (.@check_tuto04 == 1)) { + set .@check_frog01,checkquest(8270,HUNTING); + if (.@check_frog01 == 2) { + mes "[Sponiac]"; + mes "Hunting Thara Frog!"; + mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!"; + next; + mes "[Sponiac]"; + mes "Well, I requested the mission and you did an excellent job."; + mes "I will give you a reward as I promised."; + next; + mes "[Sponiac]"; + mes "Here it is. Thank you very much. God bless you!"; + getitem 569,200; //Novice_Potion + getexp 1500,300; + erasequest 8270; + close; + } + else { + mes "[Sponiac]"; + mes "Oh, you are right."; + next; + mes "[Sponiac]"; + mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!"; + mes "I will give you a reward if you complete the mission. Ok? Are we good?"; + next; + mes "[Sponiac]"; + mes "You can find Thara Frogs in the Cave east of Comodo or on Turtle Island."; + mes "You can check the world map by pressing 'ctrl + ~' key."; + next; + mes "[Sponiac]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + else { + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + } +} + +moc_ruins,173,55,3 script Dieshin Man#09tuto 89,{ + if (checkweight(1201,1) == 0) { + mes "[Dieshin Man]"; + mes "Why are you carrying too many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Dieshin Man]"; + mes "Hu hu~~ we are delivery men~"; + mes "We are faster than any flight~!"; + next; + mes "[Dieshin Man]"; + mes "Welcome~ welcome!"; + mes "We are the fastest delivery company, Dieshin Corperation."; + next; + mes "[Dieshin Man]"; + mes "How can I help you?"; + next; + switch(select("I don't need help.:I've got a Delivery Mission.")) { + case 1: + mes "[Dieshin Man]"; + mes "Oh, well. Then, go figure. Bye~!"; + close; + case 2: + break; + } + mes "[Dieshin Man]"; + mes "Oh, you are from the Eden Group?"; + mes "What mission do you have?"; + next; + switch(select("Deliver an Insecticide.:Deliver Honey.:Deliver Blankets.")) { + case 1: + set .@check_tuto05,checkquest(8271); + if (.@check_tuto05== -1) { + mes "[Dieshin Man]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dieshin Man]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else { + if (countitem(6218) > 0) { + mes "[Dieshin Man]"; + mes "Wait, but you already have a delivery box."; + next; + mes "[Dieshin Man]"; + mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first."; + next; + mes "[Dieshin Man]"; + mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'."; + close; + } + else { + mes "[Dieshin Man]"; + mes "Ah ha! I got it!"; + mes "The insecticide? It must be the Zoologist on the southeast of Payon who ordered the Insecticide."; + next; + mes "[Dieshin Man]"; + mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay."; + next; + mes "[Dieshin Man]"; + mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'."; + getitem 6218,1; //Disin_Delivery_Box + close; + } + } + case 2: + set .@check_tuto06,checkquest(8272); + if (.@check_tuto06 == -1) { + mes "[Dieshin Man]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dieshin Man]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else { + if (countitem(6218) > 0) { + mes "[Dieshin Man]"; + mes "Wait, but you already have a delivery box."; + next; + mes "[Dieshin Man]"; + mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first."; + next; + mes "[Dieshin Man]"; + mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'."; + close; + } + else { + mes "[Dieshin Man]"; + mes "Ah ha! I got it!"; + mes "Honey? It must be the Entomologist at the west of St. Capitolina Abbey, wich is northeast of Prontera who ordered the Honey."; + next; + mes "[Dieshin Man]"; + mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay."; + next; + mes "[Dieshin Man]"; + mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'."; + getitem 6218,1; //Disin_Delivery_Box + close; + } + } + case 3: + set .@check_tuto07,checkquest(8273); + if (.@check_tuto07 == -1) { + mes "[Dieshin Man]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dieshin Man]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else { + if (countitem(6218) > 0) { + mes "[Dieshin Man]"; + mes "Wait, but you already have a delivery box."; + next; + mes "[Dieshin Man]"; + mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first."; + next; + mes "[Dieshin Man]"; + mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'."; + close; + } + else { + mes "[Dieshin Man]"; + mes "Oh, Right!"; + mes "The blankets! It must be the biologist in the south of Lutie field who ordered the blankets."; + next; + mes "[Dieshin Man]"; + mes "You can can go to Lutie by asking Mr. Claus in the northeastern part of Al De Baran."; + next; + mes "[Dieshin Man]"; + mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay."; + next; + mes "[Dieshin Man]"; + mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'."; + getitem 6218,1; //Disin_Delivery_Box + close; + } + } + } +} + +pay_fild07,83,89,7 script Zoologist#09tuto_rhea04 89,{ + if (checkweight(1201,1) == 0) { + mes "[Zoologist]"; + mes "Why are you carrying too many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Zoologist]"; + mes "Have you heard of a monster named Bigfoot?"; + mes "It looks like a bear with red fur and has a 'X' shape scar on his shoulder."; + next; + mes "[Zoologist]"; + mes "According to the recent research, flies and Bigfoot monsters have a symbiotic relationship."; + next; + mes "[Zoologist]"; + mes "I am currently studying about it and try to prove the theory. So I plan to kill the flies around Bigfoot and observe his reaction."; + next; + switch(select("...I am not interested.:Here is the Insecticide.")) { + case 1: + mes "[Zoologist]"; + mes "Oh, I need an Insecticide to continue the study."; + close; + case 2: + set .@check_tuto05,checkquest(8271); + if (.@check_tuto05 == -1) { + mes "[Zoologist]"; + mes "Huh?"; + mes "You are not Dieshin's delivery man?"; + next; + mes "[Zoologist]"; + mes "I am waiting for a special delivery."; + close; + } + else { + if (countitem(6218) > 0) { + mes "[Zoologist]"; + mes "Oh ho! Yes! That one!"; + next; + mes "[Zoologist]"; + mes "That is the Insecticide that I ordered! You were sent by Dieshin right?"; + next; + mes "[Zoologist]"; + mes "I have been waiting for this!"; + mes "Give it to me!"; + next; + mes "[Zoologist]"; + mes "It arrived much faster than I thought. I want to test it right away!"; + next; + mes "[Zoologist]"; + mes "Well done. Good Job! Thank you so much! Here is a little gift for you."; + delitem 6218,1; //Disin_Delivery_Box + erasequest 8271; + getitem 569,100; //Novice_Potion + getexp 1000,0; + close; + } + else { + mes "[Zoologist]"; + mes "I appreciate your kindness."; + mes "But, what did you bring?"; + next; + mes "[Zoologist]"; + mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing."; + next; + mes "[Zoologist]"; + mes "Please bring my order. Dieshin will give you my product."; + close; + } + } + } +} + +prt_fild03,30,254,3 script Entomologist#09tuto 83,{ + if (checkweight(1201,1) == 0) { + mes "[Entomologist]"; + mes "Why are you carrying too many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Entomologist]"; + mes "Have you heard about the Horn monster?"; + mes "It's shaped like an insect with black sleek skin and it has a giant horn it's head."; + next; + mes "[Entomologist]"; + mes "Recent research came out and showed that this monster can be tamed and trained by Honey."; + next; + mes "[Entomologist]"; + mes "I am currently studying about it and trying to prove the theory. So I plan to set a Honey trap on the places he usually passes and observe his reaction."; + next; + switch(select("...I am not interested.:Here is the Honey.")) { + case 1: + mes "[Entomologist]"; + mes "Oh, I need Honey to continue the study."; + close; + case 2: + set .@check_tuto06,checkquest(8272); + if (.@check_tuto06 == -1) { + mes "[Entomologist]"; + mes "Huh?"; + mes "You are not Dieshin's delivery man?"; + next; + mes "[Entomologist]"; + mes "I am waiting for a special delivery."; + close; + } + else { + if (countitem(6218) > 0) { + mes "[Entomologist]"; + mes "Oh ho! Yes! That one!"; + next; + mes "[Entomologist]"; + mes "That is the Honey that I ordered! You were sent by Dieshin right?"; + next; + mes "[Entomologist]"; + mes "I have been waiting for this!"; + mes "Give it to me!"; + next; + mes "[Entomologist]"; + mes "It arrived much faster than I thought. I want to test it right away!"; + next; + mes "[Entomologist]"; + mes "Well done. Good Job! Thank you so much! Here is a little gift for you."; + delitem 6218,1; //Disin_Delivery_Box + erasequest 8272; + getitem 569,100; //Novice_Potion + getexp 1000,0; + close; + } + else { + mes "[Entomologist]"; + mes "I appreciate your kindness."; + mes "But, what did you bring?"; + next; + mes "[Entomologist]"; + mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing."; + next; + mes "[Entomologist]"; + mes "Please bring my order. Dieshin will give you my product."; + close; + } + } + } +} + +xmas_fild01,92,57,3 script Biologist#09tuto_rhea06 97,{ + if (checkweight(1201,1) == 0) { + mes "[Biologist]"; + mes "Why are you carrying too many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Biologist]"; + mes "Have you heard about the Marin monster?"; + mes "It does look like the usual poring, but it has unique characteristic."; + next; + mes "[Biologist]"; + mes "Porings steal items if they see them on the ground. However, Marin has no interest in dropped items. So I was wondering, how come Marin doesn't pay attention to gathering items even though they are the same kind of monster as Porings."; + next; + mes "[Biologist]"; + mes "But, this place is freaking cold."; + next; + switch(select("...I am not interested.:Here are the blankets.")) { + case 1: + mes "[Biologist]"; + mes "Huh, whatever. But be careful! It's very slippery here."; + close; + case 2: + set .@check_tuto07,checkquest(8273); + if (.@check_tuto07 == -1) { + mes "[Biologist]"; + mes "Huh?"; + mes "You are not Dieshin's delivery man?"; + next; + mes "[Biologist]"; + mes "I am waiting for a special delivery."; + close; + } + else { + if (countitem(6218) > 0) { + mes "[Biologist]"; + mes "Oh ho! Yes! That one!"; + next; + mes "[Biologist]"; + mes "Those are the Blankets that I ordered! You were sent by Dieshin right?"; + next; + mes "[Biologist]"; + mes "I have been waiting for this!"; + mes "Give it to me!"; + next; + mes "[Biologist]"; + mes "It arrived much faster than I thought. I want to test them right away!"; + next; + mes "[Biologist]"; + mes "Well done. Good Job! Thank you so much! Here is a little gift for you."; + delitem 6218,1; //Disin_Delivery_Box + erasequest 8273; + getitem 569,100; //Novice_Potion + getexp 1000,0; + close; + } + else { + mes "[Biologist]"; + mes "I appreciate your kindness."; + mes "But, what did you bring?"; + next; + mes "[Biologist]"; + mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing."; + next; + mes "[Biologist]"; + mes "Please bring my order. Dieshin will give you my product."; + close; + } + } + } +} + +payon,179,66,3 script Dashia#09tuto 931,{ + if (checkweight(1201,1) == 0) { + mes "[Dashia]"; + mes "Why are you carrying too many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Dashia]"; + mes "Here is some hair~ a broken clock~!"; + next; + mes "[Dashia]"; + mes "Broken clock..? Hu hu.."; + next; + mes "[Dashia]"; + mes "Hey~! Dude! You look like a very rich adventurer."; + next; + switch(select("I am a poor adventurer.:I have a gathering mission.")) { + case 1: + mes "[Dashia]"; + mes "Really? Hmm, oh right. You don't look sophisticated."; + next; + mes "[Dashia]"; + mes "You are a poor adventurer~! Good luck!"; + close; + case 2: + break; + } + mes "[Dashia]"; + mes "Oh, you are from the Eden Group?"; + mes "What mission do you have?"; + next; + switch(select("gather Bones:Gather Animal Skin:Gather Peelings:Gather Tails:Gather Cookies:Gather Mustaches")) { + case 1: + set .@check_tuto08,checkquest(8274); + if (.@check_tuto08 == -1) { + mes "[Dashia]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dashia]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else { + if (countitem(932) > 9) { + mes "[Dashia]"; + mes "Wow~ you did an excellent job!"; + next; + mes "[Dashia]"; + mes "Thank you very much. God bless you!"; + emotion e_heh,"Dashia#09tuto"; + next; + mes "[Dashia]"; + mes "Ha~! Ha~!"; + mes "I will give you a reward as promised."; + delitem 932,10; //Skel_Bone + getitem 569,100; //Novice_Potion + getexp 1000,100; + erasequest 8274; + close; + } + else { + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where are the Skel-Bones?"; + next; + mes "[Dashia]"; + mes "You haven't done the mission yet. Why did you come back here?"; + next; + mes "[Dashia]"; + mes "You don't have enough 'Skel-Bones'... You can find it when you hunt Skeletons."; + next; + mes "[Dashia]"; + mes "To find Skeletons, you better check Payon Dungeon 1F, which is located in Archer Village, north of Payon."; + next; + mes "[Dashia]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + case 2: + set .@check_tuto09,checkquest(8275); + if (.@check_tuto09 == -1) { + mes "[Dashia]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dashia]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else { + if ((countitem(948) > 9) && (countitem(919) > 4)) { + mes "[Dashia]"; + mes "Wow~ you did an excellent job!"; + next; + mes "[Dashia]"; + mes "Thank you very much. God bless you!"; + emotion e_heh,"Dashia#09tuto"; + next; + mes "[Dashia]"; + mes "Ha~! Ha~!"; + mes "I will give you a reward as promised."; + getitem 569,100; //Novice_Potion + delitem 948,10; //Bear's_Foot + delitem 919,5; //Animal's_Skin + getexp 1000,0; + erasequest 8275; + close; + } + else { + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where is the Bear's Footskins and Animal Skins?"; + next; + mes "[Dashia]"; + mes "You haven't done the mission yet. Why did you come back here?"; + next; + mes "[Dashia]"; + mes "You have to bring 10 Bear's Footskins' and '5 Animal Skins!"; + mes "You can find Bear's Footskin from Bigfoot and Animal Skin from Animals."; + next; + mes "[Dashia]"; + mes "Bigfoot is around the north of Geffen field or the southeast of Payon field."; + next; + mes "[Dashia]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + case 3: + set .@check_tuto10,checkquest(8276); + if (.@check_tuto10 == -1) { + mes "[Dashia]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dashia]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else { + if ((countitem(955) > 19) && (countitem(910) > 19)) { + mes "[Dashia]"; + mes "Wow~ you did an excellent job!"; + next; + mes "[Dashia]"; + mes "Thank you very much. God bless you!"; + emotion e_heh,"Dashia#09tuto"; + next; + mes "[Dashia]"; + mes "Ha~! Ha~!"; + mes "I will give you a reward as promised."; + delitem 955,20; //Worm_Peelings + delitem 910,20; //Garlet + getitem 569,100; //Novice_Potion + getexp 1000,100; + erasequest 8276; + close; + } + else { + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where are the Worm Peelings and Garlets?"; + next; + mes "[Dashia]"; + mes "You have to bring '20 Worm Peelings' and '20 Garlets' to complete the mission."; + next; + mes "[Dashia]"; + mes "You can get those items from 'Piere', 'Andre', 'Deniro', 'Vitata', 'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug'."; + next; + mes "[Dashia]"; + mes "'Piere', 'Andre', 'Deniro' and 'Vitata' are in Ant Hell which is located near the Saint Darmain Fortress soutwest of Morroc."; + next; + mes "[Dashia]"; + mes "'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug' are int he Prontere Culvert. To get there, you need to be a volunteer of the Prontera Culvert's punitive force."; + next; + mes "[Dashia]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + case 4: + set .@check_tuto11,checkquest(8277); + if (.@check_tuto11 == -1) { + mes "[Dashia]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dashia]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else { + if ((countitem(942) > 9) && (countitem(1026) > 9) && (countitem(945) > 9)) { + mes "[Dashia]"; + mes "Wow~ you did an excellent job!"; + next; + mes "[Dashia]"; + mes "Thank you very much. God bless you!"; + emotion e_heh,"Dashia#09tuto"; + next; + mes "[Dashia]"; + mes "Ha~! Ha~!"; + mes "I will give you a reward as promised."; + delitem 942,10; //Yoyo_Tail + delitem 1026,10; //Acorn + delitem 945,10; //Raccoon_Leaf + getitem 569,150; //Novice_Potion + getexp 1000,200; + erasequest 8277; + close; + } + else { + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where are the Yoyo Tails, Acorns and Raccoon Leafs?"; + next; + mes "[Dashia]"; + mes "You haven't done the mission yet. Why did you come back here?"; + mes "You have to bring '10 Yoyo Tails,' '10 Acorns' and '10 Raccoon Leafs' to complete the mission."; + next; + mes "[Dashia]"; + mes "You can get Yoyo Tails from 'Yoyo's', Acorn from 'Coco's' and Raccoon Leaf from 'Smokies'."; + next; + mes "[Dashia]"; + mes "You can find them easily around fields, but the field east of Ayothya is the best spot for hunting all 3 monsters."; + next; + mes "[Dashia]"; + mes "To get to Ayothaya, you better go to 'Aibakthing' in Alberta and pay his fare."; + next; + mes "[Dashia]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + case 5: + set .@check_tuto12,checkquest(8278); + if (.@check_tuto12 == -1) { + mes "[Dashia]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dashia]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else { + if ((countitem(538) > 4) && (countitem(539) > 0)) { + mes "[Dashia]"; + mes "Wow~ you did an excellent job!"; + next; + mes "[Dashia]"; + mes "Thank you very much. God bless you!"; + emotion e_heh,"Dashia#09tuto"; + next; + mes "[Dashia]"; + mes "Ha~! Ha~!"; + mes "I will give you a reward as promised."; + delitem 538,5; //Well_Baked_Cookie + delitem 539,1; //Piece_Of_Cake + getitem 569,150; //Novice_Potion + getexp 1000,200; + erasequest 8278; + close; + } + else { + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where are the Well-baked Cookies and the Piece of Cake?"; + next; + mes "[Dashia]"; + mes "You haven't done the mission yet. Why did you come back here?"; + mes "You have to bring '5 Well-baked Cookies' and '1 Piece of Cake' to complete the mission."; + next; + mes "[Dashia]"; + mes "You can get Well-baked Cookie from 'Cookies' who wears red or green shirts."; + mes "For getting Piece of Cake, you should look for 'Mystcases'."; + next; + mes "[Dashia]"; + mes "Both monsters canbe found in the Toy Factory Warehouse or Toy Monitoring Room. To get there, ask Mr. Claus in the northeastern part of Al De Baran."; + next; + mes "[Dashia]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + case 6: + set .@check_tuto13,checkquest(8279); + if (.@check_tuto13 == -1) { + mes "[Dashia]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dashia]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + else { + if ((countitem(1017) > 4) && (countitem(1018) > 2)) { + mes "[Dashia]"; + mes "Wow~ you did an excellent job!"; + next; + mes "[Dashia]"; + mes "Thank you very much. God bless you!"; + emotion e_heh,"Dashia#09tuto"; + next; + mes "[Dashia]"; + mes "Ha~! Ha~!"; + mes "I will give you a reward as promised."; + delitem 1017,5; //Moustache_Of_Mole + delitem 1018,3; //Nail_Of_Mole + getitem 569,150; //Novice_Potion + getexp 1000,200; + erasequest 8279; + close; + } + else { + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where are the Mole Whiskerss and Mole Claws??"; + next; + mes "[Dashia]"; + mes "You haven't done the mission yet. Why did you come back here?"; + mes "You have to bring '5 Mole Whiskers' and '3 Mole Claws' to complete the mission."; + next; + mes "[Dashia]"; + mes "You can get those items from 'Martins'."; + mes "Martins can be found in the Mjolnir Dead Pit, but the second floor is dangerous, so be careful!"; + next; + mes "[Dashia]"; + mes "To get there, ask a Kafra Employee in Geffen, they can warp you there."; + next; + mes "[Dashia]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + } + } +} diff --git a/npc/quests/eden/41-55.txt b/npc/quests/eden/41-55.txt new file mode 100644 index 000000000..d19759944 --- /dev/null +++ b/npc/quests/eden/41-55.txt @@ -0,0 +1,487 @@ +//===== eAthena Script ======================================= +// Eden Group Quests - Repeatable experience quests [41-55] +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//===== Additional Comments: ================================= +//= 1.0 First Version. +//============================================================ + +moc_para01,40,38,3 script Mission [41 - 55]#p 857,{ + if (checkweight(1201,1) == 0) { + mes "^008800Wait a sec!!"; + mes "You cannot receive any more items because you're carrying too many items. Please try again after you lighten up.^000000"; + close; + } + if (countitem(6219) < 1) { + mes "You are not an Eden group member. You are not qualified to access the bulletin board."; + close; + } + set .@m_client,checkquest(12088); + if (.@m_client == -1) { + if ((BaseLevel < 41) || (BaseLevel > 55)) { + mes "[41 ~ 55 Lv. Mission Board]"; + close; + } + mes "[Mission Board]"; + mes "Mission bulletin board."; + next; + switch(select("Check the Missions:Cancel")) { + case 1: + switch(select("Thara Frog Hunting:Cruiser Hunting:Kukre Hunting:Orc Baby Hunting:Orc Warrior Hunting:Vadon Hunting:Megalodon Hunting:Marse Hunting:Cornutus Hunting:Myst Hunting:Shellfish Hunting:Marine Sphere Hunting:Phen Hunting:Orc Skeleton Hunting:Zenorc Hunting:Mummy Hunting")) { + case 1: + mes "[Mission Board Memo]"; + mes "Have you seen a red frog? It is called Thara Frog and it's very rare. We are trying to verify where it inhabits. So please hunt 20 Thara Frogs."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12072; + setquest 12088; + break; + case 2: + close; + } + break; + case 2: + mes "[Mission Board Memo]"; + mes "I heard of some toys attacking people. It is ridiculous! Let's show them our power! We have to hunt 15 Cruisers!"; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12073; + setquest 12088; + break; + case 2: + close; + } + break; + case 3: + mes "[Mission Board Memo]"; + mes "Someone got robbed near the beach! The possible suspect is a criminal monster called Kukre. Please hunt 30 Kukre."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12074; + setquest 12088; + break; + case 2: + close; + } + break; + case 4: + mes "[Mission Board Memo]"; + mes "Orc Babies are getting more violent these days. Please hunt 15 Orc Babies."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12075; + setquest 12088; + break; + case 2: + close; + } + break; + case 5: + mes "[Mission Board Memo]"; + mes "Orc Warriors are increasing their aggression. Please hunt 20 Orc Warriors."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12076; + break; + case 2: + close; + } + break; + case 6: + mes "[Mission Board Memo]"; + mes "Have you seen crabs with thick shells? They are Vadons. Please hunt 15 Vadons.."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12077; + break; + case 2: + close; + } + break; + case 7: + mes "[Mission Board Memo]"; + mes "Dead fish are all around the beach and it is getting worse. Please hunt 30 Megalodon."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12078; + break; + case 2: + close; + } + break; + case 8: + mes "[Mission Board Memo]"; + mes "Can you hunt Marse? I need 15 Marse for my study. Please help me."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12079; + setquest 12088; + break; + case 2: + close; + } + break; + case 9: + mes "[Mission Board Memo]"; + mes "An idiot Cornutus bit the Mayor's foot. The Mayor is upset so we need to hunt 20 Cornutus to make him happy!"; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12080; + break; + case 2: + close; + } + break; + case 10: + mes "[Mission Board Memo]"; + mes "People are freaking out because of Myst. It looks like a ghost so, it scares people. Please hunt 15 Myst."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12081; + break; + case 2: + close; + } + break; + case 11: + mes "[Mission Board Memo]"; + mes "Don't ask why, but please hunt 30 Shellfish. It is a secret mission!"; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12082; + break; + case 2: + close; + } + break; + case 12: + mes "[Mission Board Memo]"; + mes "Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12083; + break; + case 2: + close; + break; + } + break; + case 13: + mes "[Mission Board Memo]"; + mes "The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!"; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12084; + break; + case 2: + close; + } + break; + case 14: + mes "[Mission Board Memo]"; + mes "Dead Orc monsters got back to our town and they've revived as Orc Skeletons. We are in chaos! Please hunt 15 Orc Skeleton."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12085; + break; + case 2: + close; + } + break; + case 15: + mes "[Mission Board Memo]"; + mes "Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc."; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12086; + break; + case 2: + close; + } + break; + case 16: + mes "[Mission Board Memo]"; + mes "Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!"; + next; + switch(select("Accept the mission.:Cancel.")) { + case 1: + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + close2; + setquest 12088; + setquest 12087; + break; + case 2: + close; + } + break; + } + break; + case 2: + mes "^000077Ok. Let's check the missions next time.^000000."; + close; + } + close; + } + else { + set .@m_client2,checkquest(12072,HUNTING); + if (.@m_client2 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12072; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 9600,0; + close; + } + + set .@m_client3,checkquest(12073,HUNTING); + if (.@m_client3 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12073; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 7200,0; + close; + } + + set .@m_client4,checkquest(12074,HUNTING); + if (.@m_client4 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12074; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 15750,0; + close; + } + + set .@m_client5,checkquest(12075,HUNTING); + if (.@m_client5 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12075; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 7875,0; + close; + } + + set .@m_client6,checkquest(12076,HUNTING); + if (.@m_client6 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12076; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 11100,0; + close; + } + + set .@m_client7,checkquest(12077,HUNTING); + if (.@m_client7 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12077; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 8550,0; + close; + } + + set .@m_client8,checkquest(12078,HUNTING); + if (.@m_client8 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12078; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 17100,0; + close; + } + + set .@m_client9,checkquest(12079,HUNTING); + if (.@m_client9 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12079; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 9000,0; + close; + } + + set .@m_client10,checkquest(12080,HUNTING); + if (.@m_client10 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12080; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 12300,0; + close; + } + + set .@m_client11,checkquest(12081,HUNTING); + if (.@m_client11 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12081; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 9900,0; + close; + } + + set .@m_client12,checkquest(12082,HUNTING); + if (.@m_client12 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12082; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 20250,0; + close; + } + + set .@m_client13,checkquest(12083,HUNTING); + if (.@m_client13 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12083; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 10350,0; + close; + } + + set .@m_client14,checkquest(12084,HUNTING); + if (.@m_client14 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12084; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 13800,0; + close; + } + + set .@m_client15,checkquest(12085,HUNTING); + if (.@m_client15 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12085; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 11025,0; + close; + } + + set .@m_client16,checkquest(12086,HUNTING); + if (.@m_client16 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12086; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 22500,0; + close; + } + + set .@m_client17,checkquest(12087,HUNTING); + if (.@m_client17 == 2) { + mes "[Mission Board]"; + mes "You have completed the mission. Here is your reward."; + erasequest 12087; + erasequest 12088; + specialeffect2 EF_STEAL; + getexp 11250,0; + close; + } + if ((.@m_client2 == 0) && (.@m_client3 == 0) && (.@m_client4 == 0) && (.@m_client5 == 0) && (.@m_client6 == 0) && (.@m_client7 == 0) && (.@m_client8 == 0) && (.@m_client9 == 0) && (.@m_client10 == 0) && (.@m_client11 == 0) && (.@m_client12 == 0) && (.@m_client13 == 0) && (.@m_client14 == 0) && (.@m_client15 == 0) && (.@m_client16 == 0) && (.@m_client17 == 0)) { + mes "You may now view the bullitiin board."; + close2; + erasequest 12088; + end; + } + mes "There is nothing special things to do."; + close; + } +} diff --git a/npc/quests/eden/56-70.txt b/npc/quests/eden/56-70.txt new file mode 100644 index 000000000..c58289397 --- /dev/null +++ b/npc/quests/eden/56-70.txt @@ -0,0 +1,1454 @@ +//===== eAthena Script ======================================= +// Eden Group Quests - Repeatable experience quests [55-70] +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//===== Additional Comments: ================================= +//= 1.0 First Version. +//============================================================ + +moc_para01,42,38,3 script Mission [56 - 70] 857,{ + if (countitem(6219) > 0) { + set .@quest_check_3259,checkquest(3259); + if (.@quest_check_3259 > -1) + erasequest 3259; + //erasequest 3253; + //erasequest 3265; + mes "Here is the list of various adventures for level 55~70 adventurers."; + next; + mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People."; + next; + switch(select("Mission Number 1~5:Mission Number 6~10:Mission Number 11~15")) { + case 1: + switch(select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) { + case 1: + set .@quest_check_3250,checkquest(3250); + set .@quest_check_hunt_3250,checkquest(3250,HUNTING); + if (.@quest_check_3250 == -1) { + mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details."; + next; + mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages."; + next; + mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages."; + next; + mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandage. You can find them in the Pyramid West of Morroc."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "- Rekenber corporation chief director 'Julie E Delph' -"; + next; + mes " "; + next; + mes "Would you like to accept this mission?"; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3250; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if ((.@quest_check_hunt_3250 == 0) || (.@quest_check_hunt_3250 == 1)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details."; + next; + mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages."; + next; + mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages."; + next; + mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandage. You can find them in the Pyramid West of Morroc."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "- Rekenber corporation chief director 'Julie E Delph' -"; + break; + case 2: + break; + } + } + else if ((.@quest_check_hunt_3250 == 2) && (countitem(930) > 19)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 930,20; //Rotten_Bandage + getexp 15000,5000; + erasequest 3250; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3250 == 2) { + mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details."; + next; + mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages."; + next; + mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages."; + next; + mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandage. You can find them in the Pyramid West of Morroc."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "- Rekenber corporation chief director 'Julie E Delph' -"; + next; + mes " "; + next; + mes "Would you like to accept this mission?"; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3250; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + break; + case 2: + set .@quest_check_3251,checkquest(3251); + set .@quest_check_hunt_3251,checkquest(3251,HUNTING); + if (.@quest_check_3251 == -1) { + mes "This mission is assigned by the Comodo cooperative society. Below are the details."; + next; + mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach."; + next; + mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune Midgard."; + next; + mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes " "; + next; + mes "Would you like to accept this mission?"; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3251; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if ((.@quest_check_hunt_3251 == 0) || (.@quest_check_hunt_3251 == 1)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the Comodo cooperative society. Below are the details."; + next; + mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach."; + next; + mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune Midgard."; + next; + mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_hunt_3251 == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 16000,6000; + erasequest 3251; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3251 == 2) { + mes "This mission is assigned by the Comodo cooperative society. Below are the details."; + next; + mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach."; + next; + mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune Midgard."; + next; + mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes " "; + next; + mes "Would you like to accept this mission?"; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3251; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + close; + case 3: + set .@quest_check_3252,checkquest(3252); + set .@quest_check_hunt_3252,checkquest(3252,HUNTING); + if (.@quest_check_3252 == -1) { + mes "This mission is assigned by an unknown client from Izlude."; + next; + mes "I have admired the beach of Izlude, ever since I was born."; + next; + mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before..."; + next; + mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life."; + next; + mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids..."; + next; + mes "I finally tracked down the fact that it was a Merman, not a Mermaid!"; + next; + mes "Merman... I have wasted my life studying this monster! So please hunt 30 Merman to make me feel better."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Izlude 'The Lost dream mermaid' --"; + next; + mes " "; + next; + mes "Would you like to accept this mission?"; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3252; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if ((.@quest_check_hunt_3252 == 0) || (.@quest_check_hunt_3252 == 1)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by an unknown client from Izlude."; + next; + mes "I have admired the beach of Izlude, ever since I was born."; + next; + mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before."; + next; + mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life."; + next; + mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids..."; + next; + mes "I finally tracked down the fact that it was a Merman, not a Mermaid!"; + next; + mes " Merman... I have wasted my life studying this monster! So please hunt 30 Merman to make me feel better."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Izlude 'The Lost dream mermaid' --"; + break; + case 2: + break; + } + } + else if (.@quest_check_hunt_3252 == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 17000,8000; + erasequest 3252; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3252 == 2) { + mes "This mission is assigned by an unknown client from Izlude."; + next; + mes "I have admired the beach of Izlude, ever since I was born."; + next; + mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before."; + next; + mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life."; + next; + mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids..."; + next; + mes "I finally tracked down the fact that it was a Merman, not a Mermaid!"; + next; + mes "Merman... I have wasted my life studying this monster! So please hunt 30 Merman to make me feel better."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Izlude 'The Lost dream mermaid' --"; + next; + mes " "; + next; + mes "Would you like to accept this mission?"; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3252; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + close; + case 4: + set .@quest_check_3254,checkquest(3254); + if (.@quest_check_3254 == -1) { + mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom."; + next; + mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply."; + next; + mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit."; + next; + mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam."; + next; + mes "You can get those materials from Sand Man, I wish you good luck!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --"; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3254; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if (((.@quest_check_3254 == 0) || (.@quest_check_3254 == 1)) && (countitem(7043) < 10) && (countitem(1056) < 30)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom."; + next; + mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply."; + next; + mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit."; + next; + mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam."; + next; + mes "You can get those materials from Sand Man, I wish you good luck!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --"; + break; + case 2: + break; + } + } + else if (((.@quest_check_3254 == 0) || (.@quest_check_3254 == 1)) && (countitem(7043) > 9) && (countitem(1056) > 29)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 7043,10; //Fine_Sand + delitem 1056,30; //Grit + getexp 18000,8000; + erasequest 3254; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3254 == 2) { + mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom."; + next; + mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply."; + next; + mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit."; + next; + mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam."; + next; + mes "You can get those materials from Sand Man, I wish you good luck!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --"; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3254; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + } + close; + case 2: + switch(select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) { + case 1: + set .@quest_check_3255,checkquest(3255); + set .@quest_check_hunt_3255,checkquest(3255,HUNTING); + if (.@quest_check_3255 == -1) { + mes "This mission is assigned by the Payon town hall."; + next; + mes "Wild animals are always annoyances to farmers."; + next; + mes "They attack our farm and ruin whole crops!! We can't stand it anymore!"; + next; + mes "So, we would like to ask for the help from brave adventurers."; + next; + mes "Please, hunt 30 Savages to save our crops!"; + next; + mes "You can easily find those monsters around our town and field."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Payon town hall members --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3255; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if ((.@quest_check_hunt_3255 == 0) || (.@quest_check_hunt_3255 == 1)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the Payon town hall."; + next; + mes "Wild animals are always annoyances to farmers."; + next; + mes "They attack our farm and ruin whole crops!! We can't stand it anymore!"; + next; + mes "So, we would like to ask for the help from brave adventurers."; + next; + mes "Please, hunt 30 Savages to save our crops!"; + next; + mes "You can easily find those monsters around our town and field."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Payon town hall members --"; + break; + case 2: + break; + } + } + else if (.@quest_check_hunt_3255 == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 16000,7000; + erasequest 3255; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3255 == 2) { + mes "This mission is assigned by the Payon town hall."; + next; + mes "Wild animals are always annoyances to farmers."; + next; + mes "They attack our farm and ruin whole crops!! We can't stand it anymore!"; + next; + next; + mes "So, we would like to ask for the help from brave adventurers."; + mes "Please, hunt 30 Savages to save our crops!"; + next; + mes "You can easily find those monsters around our town and field."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Payon town hall members --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3255; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + close; + case 2: + set .@quest_check_3256,checkquest(3256); + if (.@quest_check_3256 == -1) { + mes "This mission is assigned by the Morroc blacksmith Aragham."; + next; + mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!"; + next; + mes "Anyway, I have a son named Aragam Junior, the cute one. Haha."; + next; + mes "He will be attending summer camp this summer, but he doesn't know how to swim."; + next; + mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe."; + next; + mes "But, I figured that if I make swim fins, it will be great for his confidence~!"; + next; + mes "To make it, I need 30 Sticky Webfoot from a Roda Frog. Can you bring them to me?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!"; + next; + mes "-- The hottest blacksmith, Morroc blacksmith Aragham --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3256; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if (((.@quest_check_3256 == 0) || (.@quest_check_3256 == 1)) && (countitem(918) < 30)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the Morroc blacksmith Aragham."; + next; + mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!"; + next; + mes "Anyway, I have a son named Aragam Junior, the cute one. Haha."; + next; + mes "He will be attending summer camp this summer, but he doesn't know how to swim."; + next; + mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe."; + next; + mes "But, I figured that if I make swim fins, it will be great for his confidence~!"; + next; + mes "To make it, I need 30 Sticky Webfoot from a Roda Frog. Can you bring them to me?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!"; + next; + mes "-- The hottest blacksmith, Morroc blacksmith Aragham --"; + break; + case 2: + break; + } + } + else if ((.@quest_check_3256 == 1) && (countitem(918) > 29)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 918,30; //Sticky_Webfoot + getexp 15000,5000; + erasequest 3256; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3256 == 2) { + mes "This mission is assigned by the Morroc blacksmith Aragham."; + next; + mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!"; + next; + mes "Anyway, I have a son named Aragam Junior, the cute one. Haha."; + next; + mes "He will be attending summer camp this summer, but he doesn't know how to swim."; + next; + mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe."; + next; + mes "But, I figured that if I make swim fins, it will be great for his confidence~!"; + next; + mes "To make it, I need 30 Sticky Webfoot from a Roda Frog. Can you bring them to me?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!"; + next; + mes "-- The hottest blacksmith, Morroc blacksmith Aragham --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3256; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + close; + case 3: + set .@quest_check_3257,checkquest(3257); + set .@quest_check_hunt_3257,checkquest(3257,HUNTING); + if (.@quest_check_3257 == -1) { + mes "This mission is assigned by an inventor Dorian from Izlude."; + next; + mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters."; + next; + mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you."; + next; + mes "Women can bring strange phenomenons with them!"; + next; + mes "I am so intrigued with that story that I'm trying to prove that it can be true."; + next; + mes "So I need to make women upset! Haha, I know what a mean idea, right?"; + next; + mes "But this is seriously just for studying... So please hunt 30 Sohee who seems to be revived from victimized souls."; + next; + mes "So I can keep observing the case."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Elegance inventor Dorian --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3257; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if ((.@quest_check_hunt_3257 == 0) || (.@quest_check_hunt_3257 == 1)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by an inventor Dorian from Izlude."; + next; + mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters."; + next; + mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you."; + next; + mes "Women can bring strange phenomenons with them!"; + next; + mes "I am so intrigued with that story that I'm trying to prove that it can be true."; + next; + mes "So I need to make women upset! Haha, I know what a mean idea, right?"; + next; + mes "But this is seriously just for studying... So please hunt 30 Sohee who seems to be revived from victimized souls."; + next; + mes "So I can keep observing the case."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Elegance inventor Dorian --"; + break; + case 2: + break; + } + } + else if (.@quest_check_hunt_3257 == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 17000,8000; + erasequest 3257; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3257 == 2) { + mes "This mission is assigned by an inventor Dorian from Izlude."; + next; + mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters."; + next; + mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you."; + next; + mes "Women can bring strange phenomenons with them!"; + next; + mes "I am so intrigued with that story that I'm trying to prove that it can be true."; + next; + mes "So I need to make women upset! Haha, I know what a mean idea, right?"; + next; + mes "But this is seriously just for studying... So please hunt 30 Sohee who seems to be revived from victimized souls."; + next; + mes "So I can keep observing the case."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Elegance inventor Dorian --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3257; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + close; + case 4: + set .@quest_check_3258,checkquest(3258); + if (.@quest_check_3258 == -1) { + mes "This mission is assigned by Wallah from Payon."; + next; + mes "Hello, adventurer. How are you? How is your health?"; + next; + mes "I am a pharmacist and I am having a hard time getting special ingredients lately."; + next; + mes "Because I am a little sensitive girl, how can I possibly get those things by myself."; + next; + mes "So, please help me. Just bring 40 Huge Leaf to me, that will be enough to complete my special medicine!"; + next; + mes "Please bring it as soon as possible, people need my medicine."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Wallah --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3258; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if (((.@quest_check_3258 == 0) || (.@quest_check_3258 == 1)) && (countitem(7198) < 40)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by Wallah from Payon."; + next; + mes "Hello, adventurer. How are you? How is your health?"; + next; + mes "I am a pharmacist and I am having a hard time getting special ingredients lately."; + next; + mes "Because I am a little sensitive girl, how can I possibly get those things by myself."; + next; + mes "So, please help me. Just bring 40 Huge Leaf to me, that will be enough to complete my special medicine!"; + next; + mes "Please bring it as soon as possible, people need my medicine."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Wallah --"; + break; + case 2: + break; + } + } + else if ((.@quest_check_3258 == 1) && (countitem(7198) > 39)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 7198,40; //Great_Leaf + getexp 16000,7000; + erasequest 3258; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3258 == 2) { + mes "This mission is assigned by Wallah from Payon."; + next; + mes "Hello, adventurer. How are you? How is your health?"; + next; + mes "I am a pharmacist and I am having a hard time getting special ingredients lately."; + next; + mes "Because I am a little sensitive girl, how can I possibly get those things by myself."; + next; + mes "So, please help me. Just bring 40 Huge Leaf to me, that will be enough to complete my special medicine!"; + next; + mes "Please bring it as soon as possible, people need my medicine."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Wallah --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3258; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + close; + case 5: + set .@quest_check_12217,checkquest(12217); + set .@quest_check_hunt_12217,checkquest(12217,HUNTING); + if (.@quest_check_12217 == -1) { + mes "This mission is assigned by puppet master Woonute from Geffen."; + next; + mes "You know being a puppet master is kind of a hard job to satisfy people."; + next; + mes "People can search and see so many different things on their own thesedays."; + next; + mes "Their expectations are getting high, I can't satisfy them anymore."; + next; + mes "But if I can make new toy concepts, like living toys, it will be ground breaking."; + next; + mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionette for me? And also bring 30 Golden Hair, those will be great materials for the new toys."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Puppet Master Woonute --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 12217; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if (((.@quest_check_hunt_12217 == 0) || (.@quest_check_hunt_12217 == 1)) && (countitem(1060) < 30)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by puppet master Woonute from Geffen."; + next; + mes "You know being a puppet master is kind of a hard job to satisfy people."; + next; + mes "People can search and see so many different things on their own thesedays."; + next; + mes "Their expectations are getting high, I can't satisfy them anymore."; + next; + mes "But if I can make new toy concepts, like living toys, it will be ground breaking."; + next; + mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionette for me? And also bring 30 Golden Hair, those will be great materials for the new toys."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Puppet Master Woonute --"; + break; + case 2: + break; + } + } + else if ((.@quest_check_hunt_12217 == 2) && (countitem(1060) > 29)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 1060,30; //Golden_Hair + getexp 17000,7000; + erasequest 3259; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_12217 == 2) { + mes "This mission is assigned by puppet master Woonute from Geffen."; + next; + mes "You know being a puppet master is kind of a hard job to satisfy people."; + next; + mes "People can search and see so many different things on their own thesedays."; + next; + mes "Their expectations are getting high, I can't satisfy them anymore."; + next; + mes "But if I can make new toy concepts, like living toys, it will be ground breaking."; + next; + mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionette for me? And also bring 30 Golden Hair, those will be great materials for the new toys."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Puppet Master Woonute --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 12217; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + close; + } + case 3: + switch(select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) { + case 1: + set .@quest_check_3260,checkquest(3260); + set .@quest_check_hunt_3260,checkquest(3260,HUNTING); + if (.@quest_check_3260 == -1) { + mes "This mission is assigned by an exterminator from Prontera."; + next; + mes "As the weather gets warmer, insects multiply more and more. It is already out of control."; + next; + mes "People in Prontera cannot sleep because of all the bugs in their house."; + next; + mes "So, please help us, hunt 30 Hunter Fly. Then the flies can be reduced slowly."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- The Prontera exterminator --"; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3260; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if ((.@quest_check_hunt_3260 == 0) || (.@quest_check_hunt_3260 == 1)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by an exterminator from Prontera."; + next; + mes "As the weather gets warmer, insects multiply more and more. It is already out of control."; + next; + mes "People in Prontera cannot sleep because of all the bugs in their house."; + next; + mes "So, please help us, hunt 30 Hunter Fly. Then the flies can be reduced slowly."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- The Prontera exterminator --"; + break; + case 2: + break; + } + } + else if (.@quest_check_hunt_3260 == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 16000,6000; + erasequest 3260; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3260 == 2) { + mes "This mission is assigned by an exterminator from Prontera."; + next; + mes "As the weather gets warmer, insects multiply more and more. It is already out of control."; + next; + mes "People in Prontera cannot sleep because of all the bugs in their house."; + next; + mes "So, please help us, hunt 30 Hunter Fly. Then the flies can be reduced slowly."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- The Prontera exterminator --"; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3260; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + close; + case 2: + set .@quest_check_3261,checkquest(3261); + set .@quest_check_hunt_3261,checkquest(3261,HUNTING); + if (.@quest_check_3261 == -1) { + mes "This mission is assigned by Cheese Dongja from Payon."; + next; + mes "Have you heard about Munak?"; + next; + mes "The ugly monster Munak is threatening people in Payon."; + next; + mes "So we need brave adventurers like you!"; + next; + mes "Please hunt 30 Munak then Payon will be in peace."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "- Payon Cheese Dongja -"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3261; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if ((.@quest_check_hunt_3261 == 0) || (.@quest_check_hunt_3261 == 1)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by Cheese Dongja from Payon."; + next; + mes "Have you heard about Munak?"; + next; + mes "The ugly monster Munak is threatening people in Payon."; + next; + mes "So we need brave adventurers like you!"; + next; + mes "Please hunt 30 Munak then Payon will be in peace."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "- Payon Cheese Dongja -"; + break; + case 2: + break; + } + } + else if (.@quest_check_hunt_3261 == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 16000,7000; + erasequest 3261; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3261 == 2) { + mes "This mission is assigned by Cheese Dongja from Payon."; + next; + mes "Have you heard about Munak?"; + next; + mes "The ugly monster Munak is threatening people in Payon."; + next; + mes "So we need brave adventurers like you!"; + next; + mes "Please hunt 30 Munak then Payon will be in peace."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "- Payon Cheese Dongja -"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3261; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + close; + case 3: + set .@quest_check_3262,checkquest(3262); + if (.@quest_check_3262 == -1) { + mes "This mission is assigned by a gem dealer, Ibraham from Morroc."; + next; + mes "A small beautiful flower in the barren desert... What an incredible scene it would be!"; + next; + mes "Planting flowers can make the world green and it will be so pretty everywhere."; + next; + mes "I plan to plant strong flowers in Morroc desert so the soil gets better."; + next; + mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant."; + next; + mes "I hope you can hunt Flora and get me 40 Maneater Blossom. You are making the world green! Be proud!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Morroc Ibraham --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3262; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if (((.@quest_check_3262 == 0) || (.@quest_check_3262 == 1)) && (countitem(1032) < 40)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by a gem dealer, Ibraham from Morroc."; + next; + mes "A small beautiful flower in the barren desert... What an incredible scene it would be!"; + next; + mes "Planting flowers can make the world green and it will be so pretty everywhere."; + next; + mes "I plan to plant strong flowers in Morroc desert so the soil gets better."; + next; + mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant."; + next; + mes "I hope you can hunt Flora and get me 40 Maneater Blossom. You are making the world green! Be proud!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Morroc Ibraham --"; + break; + case 2: + break; + } + } + else if (((.@quest_check_3262 == 0) || (.@quest_check_3262 == 1)) && (countitem(1032) > 39)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 1032,40; //Blossom_Of_Maneater + getexp 17000,7000; + erasequest 3262; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3262 == 2) { + mes "This mission is assigned by a gem dealer, Ibraham from Morroc."; + next; + mes "A small beautiful flower in the barren desert... What an incredible scene it would be!"; + next; + mes "Planting flowers can make the world green and it will be so pretty everywhere."; + next; + mes "I plan to plant strong flowers in Morroc desert so the soil gets better."; + next; + mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant."; + next; + mes "I hope you can hunt Flora and get me 40 Maneater Blossom. You are making the world green! Be proud!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Morroc Ibraham --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3262; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + close; + case 4: + set .@quest_check_3263,checkquest(3263); + if (.@quest_check_3263 == -1) { + mes "This mission is assigned by the Payon blacksmith Antonio."; + next; + mes "Magic wand! Have you heard about it? It is an incredible wand!"; + next; + mes "If you say the magic words and swing the wand, it will make your wishes come true."; + next; + mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!"; + next; + mes "To make the wand, I need some special materials."; + next; + mes "Please bring me 30 Dokebi Horn and 30 Trunk. If you do so, I will lend you my magic wand once. Haha, good deal?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Payon blacksmith Antonio --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3263; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + else if (((.@quest_check_3263 == 0) || (.@quest_check_3263 == 1)) && (countitem(1021) < 30) && (countitem(7150) < 30)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch(select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the Payon blacksmith Antonio."; + next; + mes "Magic wand! Have you heard about it? It is an incredible wand!"; + next; + mes "If you say the magic words and swing the wand, it will make your wishes come true."; + next; + mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!"; + next; + mes "To make the wand, I need some special materials."; + next; + mes "Please bring me 30 Dokebi Horn and 30 Trunk. If you do so, I will lend you my magic wand once. Haha, good deal?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Payon blacksmith Antonio --"; + break; + case 2: + break; + } + } + else if (((.@quest_check_3263 == 0) || (.@quest_check_3263 == 1)) && (countitem(1021) > 29) && (countitem(7150) > 29)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch(select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 1021,30; //Dokkaebi_Horn + delitem 7150,30; //Bamboo_Cut + getexp 18000,8000; + erasequest 3263; + mes "You have completed the mission. Get rewards."; + break; + case 2: + break; + } + } + else if (.@quest_check_3263 == 2) { + mes "This mission is assigned by the Payon blacksmith Antonio."; + next; + mes "Magic wand! Have you heard about it? It is an incredible wand!"; + next; + mes "If you say the magic words and swing the wand, it will make your wishes come true."; + next; + mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!"; + next; + mes "To make the wand, I need some special materials."; + next; + mes "Please bring me 30 Dokebi Horn and 30 Trunk. If you do so, I will lend you my magic wand once. Haha, good deal?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Payon blacksmith Antonio --"; + next; + mes " "; + next; + switch(select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3263; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + } + else + mes "These missions are not fit for my level. I should look for other missions."; + break; + case 2: + break; + } + } + } + } + } + else + mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member."; + close; +} diff --git a/npc/quests/eden/71-85.txt b/npc/quests/eden/71-85.txt new file mode 100644 index 000000000..fd12230ea --- /dev/null +++ b/npc/quests/eden/71-85.txt @@ -0,0 +1,1051 @@ +//===== eAthena Script ======================================= +// Eden Group Quests - Experience quests [71-85] +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//===== Additional Comments: ================================= +//= 1.0 First Version. +//============================================================ + +moc_para01,44,38,3 script Request [71 - 85] 857,{ + if (countitem(6219) < 1) { + mes "-It seems to be a special-."; + mes "-board that only a person-"; + mes "-who has an Eden Group-"; + mes "-Mark can read.-"; + close; + } + mes "-There are many kinds of-"; + mes "-hunting requests written-"; + next; + if ((BaseLevel > 70) && (BaseLevel < 86)) { + switch(select("Sphinx dungeon district:Glast Heim district:Juno district:Clock Tower district:Island districts")) { + case 1: + mes "-Sphinx dungeon district-"; + mes "-I am Meidi who lives in-"; + mes "-Morocc. I want to hunt-"; + mes "-monsters in Sphinx-"; + mes "- dungeon. I will wait in-"; + mes "-front of the west gate.-"; + next; + switch(select("Take a mission.:Ignore the mission.")) { + case 1: + if ((slv_quest == 2) || (slv_quest == 3) || (slv_quest == 4) || (slv_quest == 5) || (slv_quest == 6)) { + mes "-You are already doing-"; + mes "-another mission.-"; + mes "-It's really confusing to do-"; + mes "-many missions at once.-"; + mes "-Finish those first.-"; + close; + } + set .@slv_chk1,checkquest(10102); + if (.@slv_chk1 == -1) { + setquest 10102; + set slv_quest,1; + mes "-Good. Now to find Meidi-"; + mes "-at Morroc's western gate-"; + close; + } + else { + mes "-You are already on-"; + mes "-another mission or have-"; + mes "-recently completed one-"; + mes "-so you can't take on-"; + mes "-anymore right now.-"; + close; + } + break; + case 2: + mes "-I don't want to do-"; + mes "-this right now-"; + close; + } + break; + case 2: + mes "-Glast Heim district-"; + mes "-I am Ancellia. -"; + mes "-I need help to hunt-"; + mes "-monsters in Glastheim-"; + mes "-please help me-"; + next; + switch(select("Take a mission.:Ignore the mission.")) { + case 1: + if ((slv_quest == 1) || (slv_quest == 3) || (slv_quest == 4) || (slv_quest == 5) || (slv_quest == 6)) { + mes "-You are already doing-"; + mes "-another mission.-"; + mes "-It's really confusing to do-"; + mes "-many missions at once.-"; + mes "-Finish those first.-"; + close; + } + set .@slv_chk1,checkquest(10103); + if (.@slv_chk1 == -1) { + setquest 10103; + set slv_quest,2; + mes "-I better find Ancellia-"; + close; + } + else { + mes "-You are already on-"; + mes "-another mission or have-"; + mes "-recently completed one-"; + mes "-so you can't take on-"; + mes "-anymore right now.-"; + close; + } + break; + case 2: + mes "-I don't want to do-"; + mes "-this right now-"; + close; + } + break; + case 3: + mes "-Juno district-"; + mes "-I want to go to Juno,-"; + mes "-but monsters on the way-"; + mes "-are too strong for me.-"; + mes "-Visit me in Aldebaran-"; + mes "-My name is Jeanbai-"; + next; + switch(select("Take a mission.:Ignore the mission.")) { + case 1: + if ((slv_quest == 1) || (slv_quest == 2) || (slv_quest == 4) || (slv_quest == 5) || (slv_quest == 6)) { + mes "-You are already doing-"; + mes "-another mission.-"; + mes "-It's really confusing to do-"; + mes "-many missions at once.-"; + mes "-Finish those first.-"; + close; + } + set .@slv_chk1,checkquest(10104); + if (.@slv_chk1 == -1) { + setquest 10104; + set slv_quest,3; + mes "I better find Jeanbai-"; + mes "-in Al De Baran.-"; + close; + } + else { + mes "-You are already on-"; + mes "-another mission or have-"; + mes "-recently completed one-"; + mes "-so you can't take on-"; + mes "-anymore right now.-"; + close; + } + break; + case 2: + mes "-I don't want to do-"; + mes "-this right now-"; + close; + } + break; + case 4: + mes "-Clock Tower district-"; + mes "-Watch is the best thing!-"; + mes "-I'm asking to hunt some-"; + mes "-monsters in clock tower.-"; + mes "-Lizingshetter-"; + next; + switch(select("Take a mission.:Ignore the mission.")) { + case 1: + if ((slv_quest == 1) || (slv_quest == 2) || (slv_quest == 3) || (slv_quest == 5) || (slv_quest == 6)) { + mes "-You are already doing-"; + mes "-another mission.-"; + mes "-It's really confusing to do-"; + mes "-many missions at once.-"; + mes "-Finish those first.-"; + close; + } + set .@slv_chk1,checkquest(10105); + if (.@slv_chk1 == -1) { + setquest 10105; + set slv_quest,4; + mes "-Time to find Lizingshetter-"; + mes "-in front of Clock Tower-"; + close; + } + else { + mes "-You are already on-"; + mes "-another mission or have-"; + mes "-recently completed one-"; + mes "-so you can't take on-"; + mes "-anymore right now.-"; + close; + } + break; + case 2: + mes "-I don't want to do-"; + mes "-this right now-"; + close; + } + break; + case 5: + mes "-Island districts-"; + mes "-I need a person who-"; + mes "-who can hunt mosters-"; + mes "-From Funfi in Alberta-"; + next; + switch(select("Take a mission.:Ignore the mission.")) { + case 1: + if ((slv_quest == 1) || (slv_quest == 2) || (slv_quest == 3) || (slv_quest == 4) || (slv_quest == 6)) { + mes "-You are already doing-"; + mes "-another mission.-"; + mes "-It's really confusing to do-"; + mes "-many missions at once.-"; + mes "-Finish those first.-"; + close; + } + set .@slv_chk1,checkquest(10106); + if (.@slv_chk1 == -1) { + setquest 10106; + set slv_quest,5; + mes "-I better find Funfi-"; + mes "-in Alberta-"; + close; + } + else { + mes "-You are already on-"; + mes "-another mission or have-"; + mes "-recently completed one-"; + mes "-so you can't take on-"; + mes "-anymore right now.-"; + close; + } + break; + case 2: + mes "-I don't want to do-"; + mes "-this right now-"; + close; + } + break; + } + close; + } + else { + mes "-This board can only be-"; + mes "-read by those who are-"; + mes "-of the correct level-"; + mes "-there might be another-"; + mes "-board somewhere for-"; + mes "-my level.-"; + close; + } +} + +morocc,35,174,5 script Meidi#para 729,{ + set .@chk_sping1,checkquest(10107); + set .@chk_sping2,checkquest(10108); + set .@chk_sping3,checkquest(10109); + if ((.@chk_sping1 == 2) && (.@chk_sping2 == 2) && (.@chk_sping3 == 2) && (slv_quest == 6)) { + set slv_quest,0; + mes "[Meidi]"; + mes "You have completed the monster hunting mission."; + mes "I don't have anymore missions to give you."; + mes "Thanks, you did a great job!"; + close; + } + if ((.@chk_sping1 == 0) || (.@chk_sping2 == 0) || (.@chk_sping3 == 0) || (.@chk_sping1 == 1) || (.@chk_sping2 == 1) || (.@chk_sping3 == 1)) { + mes "[Meidi]"; + mes "Wow! How did you come back so fast?"; + mes "What monster did you hunt?"; + next; + switch(select("Requiem:Marduk:Pasana")) { + case 1: + set .@chk_req,checkquest(10107,HUNTING); + if (.@chk_req == 2) { + mes "[Meidi]"; + mes "You hunted all 10 Requiem."; + mes "Thank you very much."; + next; + mes "[Meidi]"; + mes "I know it isn't much but here's a small gift."; + mes "I hope that it helps you at least a little bit."; + next; + completequest 10107; + getexp 48000,0; + mes "[Meidi]"; + mes "Wooohoo!"; + mes "Good luck."; + close; + } + else { + mes "[Meidi]"; + mes "Umm? You didn't hunt"; + mes "all 10 Requiem yet..."; + mes "Will you check again?"; + close; + } + break; + case 2: + set .@chk_mar,checkquest(10108,HUNTING); + if (.@chk_mar == 2) { + mes "[Meidi]"; + mes "You hunted all 10 Marduk."; + mes "Thank you very much."; + next; + mes "[Meidi]"; + mes "I know it isn't much but here's a small gift."; + mes "I hope that it helps you at least a little bit."; + next; + completequest 10108; + getexp 48000,0; + mes "[Meidi]"; + mes "Wooohoo!"; + mes "Good luck."; + close; + } + else { + mes "[Meidi]"; + mes "You didn't hunt 10 Marduk yet."; + mes "You should make sure that you hunt all of them."; + mes "Will you check again?"; + close; + } + break; + case 3: + set .@chk_pas,checkquest(10109,HUNTING); + if (.@chk_pas == 2) { + mes "[Meidi]"; + mes "Wow, you hunted 10 Pasana."; + mes "Cool."; + mes "Thank you very much."; + next; + mes "[Meidi]"; + mes "I know it isn't much but here's a small gift."; + mes "I hope that it helps you at least a little bit."; + next; + completequest 10109; + getexp 48000,0; + mes "[Meidi]"; + mes "Wooohoo!"; + mes "Good luck."; + close; + } + else { + mes "[Meidi]"; + mes "You didn't hunt 10 Pasana yet."; + mes "Will you check it again if you hunted all of them?"; + close; + } + break; + } + close; + } + if (slv_quest == 6) { + mes "[Meidi]"; + mes "Sphynx dungeon... many adventurers have come back with injuries."; + mes "That place is dangerous."; + mes "Somebody should go in there and make it safe for everyone."; + mes "Hopefully, soon!"; + close; + } + mes "[Meidi]"; + mes "Sphynx dungeon... many adventurers have come back with injuries."; + mes "That place is dangerous."; + mes "Somebody should go in there and make it safe for everyone."; + mes "Hopefully, soon!"; + next; + if (slv_quest == 1) { + mes "[Meidi]"; + mes "Oh! Are you from Eden Group?"; + mes "Are you here for my request?"; + mes "You came right on time."; + mes "I was worried that no one would answer the request I posted up."; + next; + mes "[Meidi]"; + mes "So I need help hunting three"; + mes "monsters in sphynx dungeon."; + mes "get it? Its too dangerous for me so that's why I posted that request."; + next; + mes "[Meidi]"; + mes "Requiem, Marduk, Pasana..."; + mes "I heard they are dangerous monsters."; + mes "Could you hunt those 10 of each of those monsters?"; + mes "10 each sounds good enough, right?"; + next; + mes "[Meidi]"; + mes "If you succeed, I can give you a small reward for your help."; + next; + switch(select("Accept request:Ignore the request")) { + case 1: + mes "[Meidi]"; + mes "Oh. Thank you so much."; + mes "How I can pay back your effort?"; + mes "Bless you~"; + next; + completequest 10102; + setquest 10107; + setquest 10108; + setquest 10109; + set slv_quest,6; + mes "[Meidi]"; + mes "Requiem, Marduk, Pasana."; + mes "Don't forget and goodluck."; + close; + case 2: + set slv_quest,0; + erasequest 10102; + mes "[Meidi]"; + mes "I see. There isn't another way."; + mes "I will send a message to Eden Group."; + mes "Don't worry and nevermind."; + close; + } + } + close; +} + +geffen,146,132,3 script Ancellia#para 906,{ + set .@chk_glh1,checkquest(10110); + set .@chk_glh2,checkquest(10111); + set .@chk_glh3,checkquest(10112); + set .@chk_glh4,checkquest(10113); + if ((.@chk_glh1 == 2) && (.@chk_glh2 == 2) && (.@chk_glh3 == 2) && (.@chk_glh4 == 2) && (slv_quest == 6)) { + set slv_quest,0; + mes "[Ancellia]"; + mes "Wow. You finished all of"; + mes "my missions. Great!"; + mes "You are a great supporter."; + mes "I will inform the Eden Group of your help."; + mes "You can go back, don't worry."; + close; + } + if ((.@chk_glh1 == 0) || (.@chk_glh2 == 0) || (.@chk_glh3 == 0) || (.@chk_glh4 == 0) || (.@chk_glh1 == 1) || (.@chk_glh2 == 1) || (.@chk_glh3 == 1) || (.@chk_glh4 == 1)) { + mes "[Ancellia]"; + mes "You seem to have hunted all the monsters."; + mes "What monsters did you hunt?"; + mes "Can you remember the name?"; + next; + switch(select("Dark Frame:Evil Druid:Wraith:Raydric Archer")) { + case 1: + set .@chk_dar,checkquest(10110,HUNTING); + if (.@chk_dar == 2) { + mes "[Ancellia]"; + mes "Eliminate 10 Dark Frame."; + mes "That was pretty difficult!"; + mes "Thank you very much."; + next; + completequest 10110; + getexp 48000,0; + mes "[Ancellia]"; + mes "Perhaps you can eliminate others also."; + mes "I will wait for you here."; + close; + } + else { + mes "[Ancellia]"; + mes "Hmm... maybe you were confused."; + mes "You didn't hunt all 10 Dark Frames."; + mes "Will you check again?"; + close; + } + break; + case 2: + set .@chk_eve,checkquest(10111,HUNTING); + if (.@chk_eve == 2) { + mes "[Ancellia]"; + mes "Eliminate 10 Evil Druids."; + mes "That was pretty difficult!"; + mes "Thank you very much."; + next; + completequest 10111; + getexp 48000,0; + mes "[Ancellia]"; + mes "Perhaps you can eliminate others also."; + mes "I will wait for you here."; + close; + } + else { + mes "[Ancellia]"; + mes "Hmm... maybe you were confused."; + mes "Eliminate 10 Evil Druids."; + mes "Will you check again?"; + close; + } + break; + case 3: + set .@chk_wra,checkquest(10112,HUNTING); + if (.@chk_wra == 2) { + mes "[Ancellia]"; + mes "Eliminate 10 Wraith."; + mes "That was pretty difficult!"; + mes "Thank you very much."; + next; + completequest 10112; + getexp 48000,0; + mes "[Ancellia]"; + mes "Perhaps you can eliminate others also."; + mes "I will wait for you here."; + close; + } + else { + mes "[Ancellia]"; + mes "Hmm... maybe you were confused."; + mes "Eliminate 10 Wraith"; + mes "Will you check again?"; + close; + } + break; + case 4: + set .@chk_red,checkquest(10113,HUNTING); + if (.@chk_red == 2) { + mes "[Ancellia]"; + mes "Eliminate 10 Raydric Archers."; + mes "That was pretty difficult!"; + mes "Thank you very much."; + next; + completequest 10113; + getexp 48000,0; + mes "[Ancellia]"; + mes "Perhaps you can eliminate others also."; + mes "I will wait for you here."; + close; + } + else { + mes "[Ancellia]"; + mes "Hmm... maybe you were confused."; + mes "Eliminate 10 Raydric Archers."; + mes "Will you check again?"; + close; + } + break; + } + } + if (slv_quest == 6) { + // Custom/Copy/Paste + mes "[Ancellia]"; + mes "Go to Glast Heim and kill"; + mes "Dark Frames, Evil Druids,"; + mes "Wraith, Raydric Archers."; + mes "10 of each should do just fine."; + close; + } + mes "[Ancellia]"; + mes "Glast Heim is far away."; + mes "And I hear that the castle was cursed by the ancient king of Prontera."; + mes "There is a similar story."; + next; + mes "[Ancellia]"; + mes "One day they came out of the castle and attacked a village it was terrible."; + mes "That's why I can't stop worrying."; + next; + if (slv_quest == 2) { + mes "[Ancellia]"; + mes "Oh, you got my request"; + mes "from the Eden Group. Great~!"; + mes "Thank you very much."; + next; + mes "[Ancellia]"; + mes "I already explained."; + mes "So I expect you understand."; + mes "I will hurry to finish."; + mes "Dark Frame, Evil Druid,"; + mes "Wraith, Raydric Archer."; + next; + mes "[Ancellia]"; + mes "You should hunt them all."; + mes "These are dangerous monsters so please take care of yourself."; + next; + switch(select("Accept request:Ignore the request")) { + case 1: + mes "[Ancellia]"; + mes "Thanks a lot."; + mes "Be careful when you hunt these monsters. Goodluck."; + next; + completequest 10103; + setquest 10110; + setquest 10111; + setquest 10112; + setquest 10113; + set slv_quest,6; + mes "[Ancellia]"; + mes "Remember, Dark Frames,"; + mes "Evil Druids, Wraiths,"; + mes "and Raydric Archers."; + close; + case 2: + set slv_quest,0; + erasequest 10103; + mes "[Ancellia]"; + mes "Was the mission too hard?"; + mes "I guess I'll just have to wait for someone else from the Eden Group to help me."; + close; + } + } + close; +} + +aldebaran,144,230,3 script Jeanbai#para 900,{ + set .@chk_yun1,checkquest(10114); + set .@chk_yun2,checkquest(10115); + set .@chk_yun3,checkquest(10116); + set .@chk_yun4,checkquest(10117); + if ((.@chk_yun1 == 2) && (.@chk_yun2 == 2) && (.@chk_yun3 == 2) && (.@chk_yun4 == 2) && (slv_quest == 6)) { + set slv_quest,0; + mes "[Jeanbai]"; + mes "You've eliminated all of the monsters."; + mes "I will inform the Eden Group."; + mes "Thank you."; + close; + } + if ((.@chk_yun1 == 0) || (.@chk_yun2 == 0) || (.@chk_yun3 == 0) || (.@chk_yun4 == 0) || (.@chk_yun1 == 1) || (.@chk_yun2 == 1) || (.@chk_yun3 == 1) || (.@chk_yun4 == 1)) { + mes "[Jeanbai]"; + mes "Huh? So... fast..."; + mes "You amaze me!"; + mes "So what monsters did you hunt?"; + next; + switch(select("Grand Peco:Sleeper:Goat:Harpy")) { + case 1: + set .@chk_gra,checkquest(10114,HUNTING); + if (.@chk_gra == 2) { + mes "[Jeanbai]"; + mes "20 Grand Pecos. Perfect!"; + mes "Thanks a lot."; + next; + completequest 10114; + getexp 48000,0; + mes "[Jeanbai]"; + mes "Please hunt the others as soon as possible."; + mes "I believe in you!"; + close; + } + else { + mes "[Jeanbai]"; + mes "What? Maybe you were confused."; + mes "20 Grand pecos. You should hunt them all but you didn't finish all of them."; + mes "Think again carefully."; + close; + } + break; + case 2: + set .@chk_sle,checkquest(10115,HUNTING); + if (.@chk_sle == 2) { + mes "[Jeanbai]"; + mes "20 Sleepers!"; + mes "Thanks a lot."; + next; + completequest 10115; + getexp 48000,0; + mes "[Jeanbai]"; + mes "Please hunt the others too."; + mes "I believe in you!"; + close; + } + else { + mes "[Jeanbai]"; + mes "What? Maybe you were confused."; + mes "Hunt 20 Sleepers."; + mes "Maybe you need to count again."; + close; + } + break; + case 3: + set .@chk_goa,checkquest(10116,HUNTING); + if (.@chk_goa == 2) { + mes "[Jeanbai]"; + mes "20 Goats. Perfect!"; + mes "I checked the amount and it was exact."; + mes "Thanks a lot."; + next; + completequest 10116; + getexp 48000,0; + mes "[Jeanbai]"; + mes "Please hunt the others as soon as possible."; + mes "I believe in you!"; + close; + } + else { + mes "[Jeanbai]"; + mes "What? Maybe you were confused."; + mes "20 Goats hunt them all."; + mes "Think again carefully."; + close; + } + break; + case 4: + set .@chk_har,checkquest(10117,HUNTING); + if (.@chk_har == 2) { + mes "[Jeanbai]"; + mes "20 Harpies. Perfect!!"; + mes "Thanks a lot."; + next; + completequest 10117; + getexp 48000,0; + mes "[Jeanbai]"; + mes "Please hunt the others as soon as possible."; + mes "I believe in you!"; + close; + } + else { + mes "[Jeanbai]"; + mes "What? Maybe you were confused."; + mes "20 Harpy. Hunt them all."; + mes "Think again carefully."; + close; + } + break; + } + } + if (slv_quest == 6) { + // Custom/Copy/Paste + mes "[Jeanbai]"; + mes "Grand Peco, Sleeper, Goat,"; + mes "and Harpy. Hunt 20 of each."; + mes "After you've hunted them all, come back to me."; + mes "I hope finish as soon as you can."; + close; + } + mes "[Jeanbai]"; + mes "I am traveler Jeanbai."; + mes "As I said I'm a traveler not a adventurer so, I am poor at fighting."; + mes "That's why I can't travel all over the world."; + next; + mes "[Jeanbai]"; + mes "Monsters are increasing in number so people like me have a hard time traveling."; + mes "I wish I could travel without having to worry."; + next; + if (slv_quest == 3) { + mes "[Jeanbai]"; + mes "Oh, did you get my mission from the Eden Group?"; + mes "Great~! We don't have enough time."; + mes "Let me explain."; + next; + mes "[Jeanbai]"; + mes "The monsters in Juno,"; + mes "Grand Peco, Sleeper, Goat,"; + mes "and Harpy. Hunt 20 of each."; + mes "I've been hesitating to visit Juno because of all of the monsters there."; + next; + mes "[Jeanbai]"; + mes "Can you take this mission?"; + mes "I expect you are the proper person to take this up."; + mes "So what do you say?"; + next; + switch(select("Accept request:Ignore the request")) { + case 1: + mes "[Jeanbai]"; + mes "Great!"; + mes "You won't regert it."; + next; + completequest 10104; + setquest 10114; + setquest 10115; + setquest 10116; + setquest 10117; + set slv_quest,6; + mes "[Jeanbai]"; + mes "After you've hunted them all, come back to me."; + mes "I hope finish as soon as you can."; + close; + case 2: + set slv_quest,0; + erasequest 10104; + mes "[Jeanbai]"; + mes "Too bad. I'm disappointed."; + mes "I should inform the Eden Group again."; + mes "I see nevermind."; + close; + } + } + close; +} + +aldebaran,105,116,3 script Lizingshetter#para 869,{ + set .@chk_clo1,checkquest(10118); + set .@chk_clo2,checkquest(10119); + set .@chk_clo3,checkquest(10120); + if ((.@chk_clo1 == 2) && (.@chk_clo2 == 2) && (.@chk_clo3 == 2) && (slv_quest == 6)) { + set slv_quest,0; + mes "[Lizingshetter]"; + mes "You did all of missions."; + mes "Amazing~!"; + mes "I will inform the Eden Group."; + mes "Thanks again!"; + close; + } + if ((.@chk_clo1 == 0) || (.@chk_clo2 == 0) || (.@chk_clo3 == 0) || (.@chk_clo1 == 1) || (.@chk_clo2 == 1) || (.@chk_clo3 == 1)) { + mes "[Lizingshetter]"; + mes "Wow. Are you done?"; + mes "So fast~?! Unbelievable~"; + mes "You were the right person for this mission."; + mes "Which monster did you hunt?"; + next; + switch(select("Clock:Punk:Rideword")) { + case 1: + set .@chk_clk,checkquest(10118,HUNTING); + if (.@chk_clk == 2) { + mes "[Lizingshetter]"; + mes "Good! You hunted 15 Clocks."; + mes "Exactly! Ah, now"; + mes "I can clearly hear the clock sound..."; + mes "tic toc tic toc."; + next; + completequest 10118; + getexp 48000,0; + mes "[Lizingshetter]"; + mes "Thanks a lot!"; + mes "I hope you can hunt others as well."; + mes "Go as soon as you can!"; + close; + } + else { + mes "[Lizingshetter]"; + mes "Uh? Something is weird."; + mes "15 Clocks, right?"; + mes "You better recount how many you've hunted."; + close; + } + break; + case 2: + set .@chk_pun,checkquest(10119,HUNTING); + if (.@chk_pun == 2) { + mes "[Lizingshetter]"; + mes "Good! You hunted 15 Punks."; + mes "Exactly! Ah, now"; + mes "I can clearly hear the clock sound..."; + mes "tic toc tic toc."; + next; + completequest 10119; + getexp 48000,0; + mes "[Lizingshetter]"; + mes "Thanks a lot!"; + mes "I hope you can hunt others as well."; + close; + } + else { + mes "[Lizingshetter]"; + mes "Uh? Something is weird."; + mes "15 Punks, right?"; + mes "You better recount how many you've hunted."; + close; + } + break; + case 3: + set .@chk_rid,checkquest(10120,HUNTING); + if (.@chk_rid == 2) { + mes "[Lizingshetter]"; + mes "Good! You hunted 15 Ridewords."; + mes "Exactly! Ah, now"; + mes "I can clearly hear the clock sound..."; + mes "tic!! toc!! tic!! toc!!..."; + next; + completequest 10120; + getexp 48000,0; + mes "[Lizingshetter]"; + mes "Thanks a lot!"; + mes "I hope you can hunt others as well."; + close; + } + else { + mes "[Lizingshetter]"; + mes "Uh? Something is weird."; + mes "16 Ridewords, right?"; + mes "You better recount how many you've hunted."; + close; + } + break; + } + } + if (slv_quest == 6) { + // Custom/Copy/Paste + mes "[Lizingshetter]"; + mes "hunt 15 of each of these monsters: Clocks, Punks, and Rideword."; + mes "Please hurry."; + close; + } + mes "[Lizingshetter]"; + mes "I like clocks so much."; + mes "They move with regular rhythm"; + mes "making tic toc sounds."; + mes "Ahah!! Hail to the clocks!"; + next; + mes "[Lizingshetter]"; + mes "That's why I like clock tower so much."; + mes "It's really a great sound."; + mes "I like it so much!"; + next; + if (slv_quest == 4) { + mes "[Lizingshetter]"; + mes "Uh? Have you come to help me solve my trouble."; + mes "You already know i like clocks right?"; + mes "That's why I need you to help me hunt these monsters."; + next; + mes "[Lizingshetter]"; + mes "There are too many monsters in clock tower."; + mes "Their presence is breaking the clock tower."; + next; + mes "[Lizingshetter]"; + mes "Anyway. Can you help me?"; + mes "before it breaks,"; + mes "hunt 15 of each of these monsters: Clocks, Punks, and Rideword."; + next; + switch(select("Accept request:Ignore the request")) { + case 1: + completequest 10105; + setquest 10118; + setquest 10119; + setquest 10120; + set slv_quest,6; + mes "[Lizingshetter]"; + mes "Ok! I expect you will do the right thing."; + mes "Clock, Punk, and Rideword hunt 15 of each."; + close; + case 2: + set slv_quest,0; + erasequest 10105; + mes "[Lizingshetter]"; + mes "You can't understand my heart."; + mes "I will find another brave adventurer."; + mes "I will inform the Eden Group."; + close; + } + } + close; +} + + +alberta,215,111,5 script Funfi#para 828,{ + set .@chk_roc1,checkquest(10121); + set .@chk_roc2,checkquest(10122); + set .@chk_roc3,checkquest(10123); + if ((.@chk_roc1 == 2) && (.@chk_roc2 == 2) && (.@chk_roc3 == 2) && (slv_quest == 6)) { + set slv_quest,0; + mes "[Funfi]"; + mes "Um! Thank you so much for your effort!"; + mes "I will tell the Eden Group about you that was really great, don't worry!"; + mes "Hahahaha..."; + close; + } + if ((.@chk_roc1 == 0) || (.@chk_roc2 == 0) || (.@chk_roc3 == 0) | (.@chk_roc1 == 1) || (.@chk_roc2 == 1) || (.@chk_roc3 == 1)) { + mes "[Funfi]"; + mes "Unbeilivable~! So fast~!"; + mes "Which monster did you hunt?"; + next; + switch(select("Uzhas:Miyabi Doll:Mi Gao")) { + case 1: + set .@chk_uzh,checkquest(10121,HUNTING); + if (.@chk_uzh == 2) { + mes "[Funfi]"; + mes "Ok! 15 Uzhas!"; + mes "Completed! Perfect!"; + next; + completequest 10121; + getexp 48000,0; + mes "[Funfi]"; + mes "Please hunt the others as well."; + mes "I trust you!"; + close; + } + else { + mes "[Funfi]"; + mes "Oh~ No no~!!"; + mes "Be careful and hunt 15 Uzhas!"; + close; + } + break; + case 2: + set .@chk_miy,checkquest(10122,HUNTING); + if (.@chk_miy == 2) { + mes "[Funfi]"; + mes "Ok! 15 Miyabi Dolls!"; + mes "Perfect!"; + next; + completequest 10122; + getexp 48000,0; + mes "[Funfi]"; + mes "Please hunt the others as well."; + mes "I trust you!"; + close; + } + else { + mes "[Funfi]"; + mes "Oh~ No no~!!"; + mes "Listen carefully! 15 Miyabi Dolls."; + close; + } + break; + case 3: + set .@chk_sik,checkquest(10123,HUNTING); + if (.@chk_sik == 2) { + mes "[Funfi]"; + mes "Ok! 15 Mi Gaos!"; + mes "Perfect!"; + next; + completequest 10123; + getexp 48000,0; + mes "[Funfi]"; + mes "Please hunt the others as well."; + mes "I trust you!"; + close; + } + else { + mes "[Funfi]"; + mes "Oh~ No no~!!"; + mes "Listen carefully! 15 Mi Gaos!"; + close; + } + break; + } + } + if (slv_quest == 6) { + // Custom/Copy/Paste + mes "[Funfi]"; + mes "Moscovia's witch, Uzhas,"; + mes "Amatsu's Miyabi Dolls,"; + mes "Louyang's Mi Gaos."; + mes "These three monsters,"; + mes "please kill 15 of each."; + close; + } + mes "[Funfi]"; + mes "I am a man who wants to experience adventure. But for some reason I can't..."; + next; + mes "[Funfi]"; + mes "There are lots of funny things in the world... Wooo!"; + next; + if (slv_quest == 5) { + mes "[Funfi]"; + mes "Anyway are you from the Eden Group?"; + mes "You are right? Cool! I've been waiting for you~!"; + next; + mes "[Funfi]"; + mes "No questions! Just do it now!"; + mes "Uzhas in Moscovia,"; + mes "Miyabi Doll in Amatsu,"; + mes "Mi Gaos in louyang!"; + mes "Hunt 15 each those monsters!"; + next; + mes "[Funfi]"; + mes "Please~!! haha."; + mes "Hurry up!"; + next; + switch(select("Accept request:Ignore the request")) { + case 1: + completequest 10106; + setquest 10121; + setquest 10122; + setquest 10123; + set slv_quest,6; + getitem 7167,10; //Mystery_Iron_Bit + mes "[Funfi]"; + mes "Ok! Good! Hurry up."; + mes "Go as soon as you can!"; + close; + case 2: + set slv_quest,0; + erasequest 10106; + mes "[Funfi]"; + mes "What? Don't you want to work?! Gosh!"; + mes "I will tell everything to the Eden Group!"; + close; + } + } + close; +} diff --git a/npc/quests/eden/eden_common.txt b/npc/quests/eden/eden_common.txt new file mode 100644 index 000000000..dc71a6668 --- /dev/null +++ b/npc/quests/eden/eden_common.txt @@ -0,0 +1,769 @@ +//===== eAthena Script ======================================= +// Eden Group Quests - Common NPCs +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Removed showevent use, and use of duplicates. +//= Commented out warps that should not be active. +//============================================================ + +moc_para01,27,35,5 script Secretary Lime Evenor#1 952,{ + 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 "[Lime Evenor]"; + mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere."; + mes "Hello. Can I help you?"; + next; + while(1) { + switch(select("What is Eden group?:Join the Eden Group:Register new mission:Search for missions:Cancel")) { + case 1: + mes "[Lime Evenor]"; + mes "Eden Group is a group that helps people who are suffering from distresses in Rune Midgard."; + next; + mes "[Lime Evenor]"; + mes "If people need help, we put up the case on the bulletin board and introduce it to our members who are eager to help those in need."; + next; + mes "[Lime Evenor]"; + mes "Eden members will review the missions and help those who post them up."; + mes "Members do these missions for rewards."; + next; + mes "[Lime Evenor]"; + mes "If you are not too familiar with Rune Midgard, this is a great way to explore the world."; + mes "Or, if you are mature enough, you can travel the world and make new friends while doing missions. Your honorable name will be spread out among lands."; + next; + break; + case 2: + if (countitem(6219) < 1) { + mes "[Lime Evenor]"; + mes "You can be a Eden's member by simply registering with me."; + mes "Would you like to join Eden Group?"; + next; + switch(select("Yes, I want to join:No, I don't want to join")) { + case 1: + mes "[Lime Evenor]"; + mes "Aright. Excellent! Please write down your name here."; + input .@input$; + next; + mes "[Lime Evenor]"; + mes "Are you done?"; + mes "Let me see."; + next; + mes "[Lime Evenor]"; + mes "Your name is ^3131FFBo"+.@input$+"Ba^000000..? Is that right?"; + mes "Huh? Isn't it??"; + next; + emotion 4,"Secretary Lime Evenor#eden"; + mes "[Lime Evenor]"; + mes "Hmm that isn't what you wrote?"; + mes "Ok, hmm, it seems a bit hard to read."; + next; + mes "[Lime Evenor]"; + mes "Would you please write your name again? Please write it ^3131FFClearly^000000."; + input .@input$; + next; + mes "[Lime Evenor]"; + mes "Ah~ ha. You are ^3131FF"+strcharinfo(0)+"^000000."; + mes "I got it right this time."; + next; + emotion e_no1,"Secretary Lime Evenor#eden"; + mes "[Lime Evenor]"; + mes "We already put your name on the list."; + mes "Welcome to Eden's group new member!"; + next; + mes "[Lime Evenor]"; + mes "Hopefully you can do great work as an Eden's member."; + getitem 6219,1; //Para_Team_Mark + next; + break; + case 2: + mes "[Lime Evenor]"; + mes "Do you still have questions about Eden group?"; + next; + break; + } + } + else { + mes "[Lime Evenor]"; + mes "You are already a member of the Eden Group."; + next; + } + break; + case 3: + mes "[Lime Evenor]"; + mes "Do you want to register some missions that you want us to do?"; + next; + switch(select("Yes, I want to register.:No, I don't.")) { + case 1: + mes "[Lime Evenor]"; + mes "Alrigh. Please write down your name on it."; + input .@input$; + next; + mes "[Lime Evenor]"; + mes "^3131FF"+strcharinfo(0)+"^000000.. Is that your name?"; + mes "Hmm, your handwriting is not clear. I can't read. it..."; + next; + mes "[Lime Evenor]"; + mes "^3131FF"+strcharinfo(0)+"^000000, tell me what you want to register for."; + mes "Which map should we go to?"; + input .@input$; + next; + mes "[Lime Evenor]"; + mes "^3131FFMission Map: "+inputstr+"^000000"; + mes "hum, I will note that."; + next; + mes "[Lime Evenor]"; + mes "Please let me know what kind of missions your are lookng for."; + mes "It should be briefly like 'Hunt 10 Porings.'"; + input .@input$; + next; + mes "[Lime Evenor]"; + mes "Are you done?"; + mes "Let me check."; + next; + mes "[Lime Evenor]"; + mes "Huh..........."; + next; + mes "[Lime Evenor]"; + mes "Hum.. huh??.................."; + next; + emotion e_dots,"Secretary Lime Evenor#eden"; + mes "[Lime Evenor]"; + mes "I think you should complete one of our missions first before you take up a new mission."; + next; + emotion e_pif,"Secretary Lime Evenor#eden"; + mes "[Lime Evenor]"; + mes "^3131FFClient: Lime Evenor^000000"; + mes "^3131FFMission: Practice your handwriting for one month.^000000"; + mes "You've got really bad penmanship!"; + next; + mes "[Lime Evenor]"; + mes "^3131FFMission: "+inputstr+"^000000"; + mes "Anyway, you are done registering for a new mission."; + next; + mes "[Lime Evenor]"; + mes "Missions are fully booked. You have to wait an spot clears up."; + mes "Please kindly wait until your turn."; + next; + break; + case 2: + break; + } + break; + case 4: + if (countitem(6219) > 0) { + mes "[Lime Evenor]"; + mes "Would like to try some missions as an Eden member?"; + next; + mes "[Lime Evenor]"; + mes "Check the right side of the bulletin board, there are various kinds of missions waiting for you."; + mes "Please carefully read the mission list and the qualifications and choose one of them."; + next; + } + else { + mes "[Lime Evenor]"; + mes "You need to join Eden Group first if you want to do some missions."; + close; + } + break; + case 5: + mes "[Lime Evenor]"; + mes "If you have any questions please come beck again."; + close; + } + } + close; +} + +prontera,124,76,3 script Eden Teleport Officer#1 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,1; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +moc_ruins,68,164,3 script Eden Teleport Officer#2 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,2; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +geffen,132,66,3 script Eden Teleport Officer#3 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,3; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +alberta,124,67,3 script Eden Teleport Officer#4 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,4; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +aldebaran,133,119,5 script Eden Teleport Officer#5 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,5; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +izlude_in,68,162,1 script Eden Teleport Officer#6 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,6; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +prt_church,103,78,3 script Eden Teleport Officer#7 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,7; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +geffen_in,160,104,5 script Eden Teleport Officer#8 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,8; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +moc_prydb1,53,126,3 script Eden Teleport Officer#9 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,9; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +alberta_in,75,39,3 script Eden Teleport Officer#10 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,10; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +payon_in02,58,58,1 script Eden Teleport Officer#11 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,11; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +payon,177,111,3 script Eden Teleport Officer#12 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,12; + close; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +que_ng,33,73,3 script Eden Teleport Officer#13 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,13; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +que_ng,144,161,5 script Eden Teleport Officer#14 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,14; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +yuno,144,189,5 script Eden Teleport Officer#15 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,15; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +rachel,125,144,3 script Eden Teleport Officer#16 729,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "Are you eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch(select("Move to Eden Group:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,16; + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +moc_para01,30,10,0 script #eden_out 45,1,1,{ +OnTouch: + switch (nak_warp) { + default: + case 1: warp "prontera",116,72; break; + case 2: warp "moc_ruins",64,161; break; + case 3: warp "geffen",120,39; break; + case 4: warp "alberta",117,56; break; + case 5: warp "aldebaran",168,112; break; + case 6: warp "izlude_in",73,165; break; + case 7: warp "prt_church",99,78; break; + case 8: warp "geffen_in",162,99; break; + case 9: warp "moc_prydb1",51,118; break; + case 10: warp "alberta_in",73,43; break; + case 11: warp "payon_in02",64,60; break; + case 12: warp "payon",161,58; break; + case 13: warp "que_ng",33,63; break; + case 14: warp "que_ng",144,166; break; + case 15: warp "yuno",158,125; break; + case 16: warp "rachel",115,125; break; + } + end; +} + +moc_para01,57,27,0 warp #warp_2_pub 1,1,moc_para01,162,26 +moc_para01,158,26,0 warp #warp_2_din_1 1,1,moc_para01,55,27 +moc_para01,48,16,0 warp #warp_2_2f 1,1,moc_para01,48,164 +moc_para01,47,161,0 warp #warp_2_1f 1,1,moc_para01,47,18 +moc_para01,107,12,0 warp #warp_2_din_2 1,1,moc_para01,47,37 +moc_para01,100,27,0 warp #warp_2_gym 1,1,moc_para01,47,85 +moc_para01,49,86,0 warp #warp_2_pass_1 1,1,moc_para01,103,27 +moc_para01,113,32,0 warp #warp_2_ware 1,1,moc_para01,105,92 +moc_para01,102,92,0 warp #warp_2_pass_2 1,1,moc_para01,111,33 + +/* +moc_para01,17,187,0 warp #warp_2_bossroom 1,1,moc_para01,132,159 +moc_para01,132,156,0 warp #warp_2_2fhall_1 1,1,moc_para01,17,185 +moc_para01,29,187,0 warp #warp_2_room1 1,1,moc_para01,180,159 +moc_para01,180,156,0 warp #warp_2_2fhall_2 1,1,moc_para01,29,185 +*/ + +moc_para01,41,187,0 warp #warp_2_room2 1,1,moc_para01,179,93 +moc_para01,179,90,0 warp #warp_2_2fhall_3 1,1,moc_para01,41,185 + +moc_para01,47,39,3 script #warp_2_pass 111,{ + if (countitem(6219) > 0) { + mes "[Lime Evenor]"; + mes "Oh, It is an exclusive place only for Eden's members."; + mes "If you are a member, you can come whenever you want!"; + next; + switch(select("Enter:Don't enter")) { + case 1: + mes "This door is beautifully decorated but seems a little bit too heavy."; + close2; + warp "moc_para01",106,14; + end; + case 2: + mes "[Lime Evenor]"; + mes "Well, if you are not interested."; + close; + } + } + else { + mes "[Lime Evenor]"; + mes "Oh, this is an exclusive place for Eden's member only."; + mes "If you want to go inside, you have to join the Eden group."; + close; + } +} + +moc_para01,16,22,7 script Old Adventurer#eden 900,{ + mes "[Old Adventurer]"; + mes "Harsh, I am strong enough even if I look old! What is his name? Lime Evenor? He just ignores me like I am a some kind of old senile bastard."; + next; + mes "[Old Adventurer]"; + mes "I came here to join the Eden group! I don't deserve this!"; + mes ".Do you also think I look like I'm senile?"; + close; +} + +moc_para01,182,48,3 script Eden's chief#eden 886,{ + set .@eggf,rand(1,118); + set .@eggf_1,.@eggf+1; + set .@eggf_2,.@eggf+2; + set .@eggf_6,.@eggf+6; + mes "[Eden's chief]"; + mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?"; + next; + emotion e_sob,"Eden's chief#eden"; + mes "[Eden's chief]"; + mes "Oh, shoot! How many eggs have I done?"; + mes "Aww!!! I totally forgot! I have to count again!"; + next; + emotion e_sob,"Eden's chief#eden"; + mes "[Eden's chief]"; + mes "Why did have you asked me to do this? What kind of mission is that?"; + next; + emotion e_sob,"Eden's chief#eden"; + mes "[Eden's chief]"; + mes "What are you going to do with all of those fried eggs? I am sure you can't eat all of them. You just want to bother me, right?"; + close; +} + +moc_para01,172,28,5 script Eden's Intern#eden 883,{ + mes "[Eden's Intern]"; + mes "Actually, I realized that."; + next; + mes "[Eden's Intern]"; + mes "We have to work really hard unless you want to fail."; + next; + emotion 57,"Eden's Intern#eden"; + mes "[Eden's Intern]"; + mes "But, I have never learned about pharmaceuticals yet."; + next; + emotion e_sob,"Eden's Intern#eden"; + mes "[Eden's Intern]"; + mes "I'm going to fail. I can't do this."; + close; +} + +moc_para01,20,35,5 script Office Assistant Neede#e 814,{ + mes "[Neede]"; + mes "I became a Eden's member several years ago, but it feels like it was yesterday."; + mes "I have been doing lots of work, so I didn't even notice how many years I spent here."; + next; + mes "[Neede]"; + mes "It reminds me that it was like a war everyday."; + next; + mes "[Neede]"; + mes "The chief of ^3131FFthe restaurant on the right side^000000"; + mes "uses too much seasoning every time he cooks, the smell is all over the lobby. We have to open the window regularly because we can't stand the smell!"; + next; + mes "[Neede]"; + mes "And, do you see the ^3131FFgymnasium^000000 on the cross of ^3131FFthe north side of the lobby^000000? They always shout when they exercise, I can even hear them from here!"; + next; + emotion 7,"Office Assistant Neede#e"; + mes "[Neede]"; + mes "Besides, the weird girl from^3131FFthe second floor^000000 is crying all the time. Her cries drive me crazy."; + next; + mes "[Neede]"; + mes "Ah, that weird girl is actually our boss..."; + next; + mes "[Neede]"; + mes "I don't know what she has been up to. But she cries and shouts all the time. Oh, sometimes I hear 'Bang!', loud booming sounds... I don't know where it came from."; + next; + emotion e_omg,"Office Assistant Neede#e"; + mes "[Neede]"; + mes "Wait!"; + mes "Shh! It is a secret, you can't tell anybody!"; + next; + mes "[Neede]"; + emotion 54,"Office Assistant Neede#e"; + mes "I don't trust Evenor. She never shows her feelings... she's going to snitch on me to my boss."; + next; + emotion e_pif,"Secretary Lime Evenor#eden"; + mes "[Lime Evenor]"; + mes "I am not that kind of guy."; + next; + emotion e_wah,"Office Assistant Neede#e"; + mes "[Neede]"; + mes "Huh? Did you hear that? Gosh~!"; + close; +} diff --git a/npc/quests/eden/eden_quests.txt b/npc/quests/eden/eden_quests.txt new file mode 100644 index 000000000..39a7bae33 --- /dev/null +++ b/npc/quests/eden/eden_quests.txt @@ -0,0 +1,3938 @@ +//===== eAthena Script ======================================= +// Eden Group Quest - Quests NPCs +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Removed unencoded comments (Korean -> Gibberish) +//= Readded the GM helper NPC, commented out. +//============================================================ + +moc_para01,25,35,4 script Instructor Boya#para01 469,{ + if (countitem(6219) > 0) { + if (para_suv01 == 0) { + mes "[Boya]"; + mes "What's up?"; + mes "If you have any normal requests use the board."; + next; + switch(select("What is your responsiblily?:Don't you have equipment?:Ignore.")) { + case 1: + mes "[Boya]"; + mes "I give training missions to members."; + mes "That's why they participate in it."; + mes "If they don't want to get in trouble, it's essential."; + next; + mes "[Boya]"; + mes "Through battle training they can improve their real experience."; + mes "Those members who prove themselves will even get a reward."; + next; + mes "[Boya]"; + mes "We have been given special equipment which we created."; + mes "These gifts are for people who are really doing their best."; + next; + mes "[Boya]"; + mes "If you are curious, you can join."; + mes "The training battle course is not very difficult."; + mes "There's nothing to worry about."; + next; + mes "[Boya]"; + mes "If you want to join, don't hesitate."; + next; + switch(select("Participate in the training.:Ignore.")) { + case 1: + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + if (BaseLevel < 12) { + mes "[Boya]"; + mes "Umm. You should raise your level more!"; + mes "You need to at least be level 12!"; + mes "I'm sorry but those are the rules."; + close; + } + else if ((BaseLevel > 11) && (BaseLevel < 20)) { + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "The first step is course A."; + mes "Course A is called 'Conquer the Desert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "^4d4dffThere is a desert city called Morroc."; + mes "Go one field South then East. There is small oasis in the center of that field.^000000"; + next; + mes "[Boya]"; + mes "If you go there, you can find a dog around the oasis."; + mes "He is really mysterious and he can speak so don't be suprised."; + next; + mes "[Boya]"; + mes "Tell the dog ^4d4dffBoya is really great.^000000"; + mes "If you have any questions ask that dog."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "I had to come up with a password right?"; + mes "What's wrong with that password?"; + next; + mes "[Boya]"; + mes "Anyway, that place is close to here so, it is a reasonable place for a beginner like you."; + mes "Ok, bless you~!"; + set para_suv01,1; + setquest 7128; + close; + } + else if ((BaseLevel > 19) && (BaseLevel < 26)) { + mes "[Boya]"; + mes "I'll send you to the first step of course B."; + mes "Course B is called 'Conquer the Culvert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "You need to register to explore the culvert in Prontera at the Job_Knight Guild."; + mes "After registering there go to the west gate of Prontera. The manager of the culvert is near the entrance."; + next; + mes "[Boya]"; + mes "Once you enter the culvert you can find a dispatched cat who is standing on two feet. Don't be surprised if he talks to you."; + next; + mes "[Boya]"; + mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; + mes "He is really mysterious and he can speak so don't be suprised."; + mes "He will give you a battle target when you tell him that."; + mes "If you have any questions ask the cat."; + next; + mes "[Boya]"; + mes "Why are you staring at me like that?"; + mes "It's just a password that I made up."; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "that place is pretty close to here so it is a reasonable place for a beginner like you."; + mes "Ok, bless you~!"; + set para_suv01,6; + setquest 7133; + close; + } + else if ((BaseLevel > 25) && (BaseLevel < 33)) { + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the west hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway we are on the same team so he will know me."; + mes "He will give you a battle target."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "that place is pretty close to here so, come back quickly."; + mes "Ok, bless you~!"; + set para_suv01,13; + setquest 7138; + close; + } + else if ((BaseLevel > 32) && (BaseLevel < 40)) { + mes "[Boya]"; + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just Southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "We are the same team so he will know me."; + mes "He will give you a battle target."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "that place is pretty close to here so, come back quickly."; + mes "Ok, blessing you~!!"; + set para_suv01,17; + setquest 7142; + close; + } + else if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc village is there."; + mes "Or go out through the west gate of Geffen and keep going to the souteastern direction.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra service there."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the kafra employee."; + next; + mes "[Boya]"; + mes "She will explain in detail what should you do in Orc Village."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + else if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of prontera and keep walking to the west. Orc village is there."; + mes "Or go out through the west gate of Geffen and keep going to the souteastern direction."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra service there."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the kafra employee."; + next; + mes "[Boya]"; + mes "She will explain in detail what should you do in Orc Village."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + else if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship toward to Bayalan from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + break; + case 2: + mes "[Boya]"; + mes "It's all your decision."; + mes "It's not my business but you should probably reconsider."; + close; + } + break; + case 2: + mes "[Boya]"; + mes "Huh?"; + mes "You are so honest!"; + mes "Gosh. Did you want something about equipment?"; + next; + mes "[Boya]"; + mes "I have a uniform set which is from my team."; + mes "But, I can't give it for free."; + next; + mes "[Boya]"; + mes "We give it to great participants who do their best in the training."; + next; + mes "-Boya eyes you from top to bottom."; + mes "Hmm... he seems to think something is wrong.-"; + next; + mes "[Boya]"; + mes "Due to emotion."; + next; + select("What?!"); + mes "[Boya]"; + mes "So, will you join the training or not?"; + mes "I look a little bit fun actually really busy I was called lightening Rune Knight."; + mes "Make a decision, hurry."; + next; + switch(select("Participate in the training.:Refuse!!")) { + case 1: + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + if (BaseLevel < 12) { + mes "[Boya]"; + mes "Umm. You should raise your level more!"; + mes "You need to at least be level 12!"; + mes "I'm sorry but those are the rules."; + close; + } + else if ((BaseLevel > 11) && (BaseLevel < 20)) { + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "The first step is course A."; + mes "Course A is called 'Conquer the Desert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "^4d4dffThere is a desert city called Morroc."; + mes "Go one field South then East. There is small oasis in the center of that field.^000000"; + next; + mes "[Boya]"; + mes "If you go there, you can find a dog around the oasis."; + mes "He is really mysterious and he can speak so don't be suprised."; + next; + mes "[Boya]"; + mes "Tell the dog ^4d4dffBoya is really great.^000000"; + mes "If you have any questions ask that dog."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "I had to come up with a password right?"; + mes "What's wrong with that password?"; + next; + mes "[Boya]"; + mes "Anyway, that place is close to here so, it is a reasonable place for a beginner like you."; + mes "Ok, bless you~!"; + set para_suv01,1; + setquest 7128; + close; + } + else if ((BaseLevel > 19) && (BaseLevel < 26)) { + mes "[Boya]"; + mes "I'll send you to the first step of course B."; + mes "Course B is called 'Conquer the Culvert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "You need to register to explore the culvert in Prontera at the Job_Knight Guild."; + mes "After registering there go to the west gate of Prontera. The manager of the culvert is near the entrance."; + next; + mes "[Boya]"; + mes "Once you enter the culvert you can find a dispatched cat who is standing on two feet. Don't be surprised if he talks to you."; + next; + mes "[Boya]"; + mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; + mes "He is really mysterious and he can speak so don't be suprised."; + mes "He will give you a battle target when you tell him that."; + mes "If you have any questions ask the cat."; + next; + mes "[Boya]"; + mes "Why are you staring at me like that?"; + mes "It's just a password that I made up."; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "that place is pretty close to here so it is a reasonable place for a beginner like you."; + mes "Ok, bless you~!"; + set para_suv01,6; + setquest 7133; + close; + } + else if ((BaseLevel > 25) && (BaseLevel < 33)) { + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the west hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway we are on the same team so he will know me."; + mes "He will give you a battle target."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "that place is pretty close to here so, come back quickly."; + mes "Ok, bless you~!"; + set para_suv01,13; + setquest 7138; + close; + } + else if ((BaseLevel > 32) && (BaseLevel < 40)) { + mes "[Boya]"; + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just Southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "We are the same team so he will know me."; + mes "He will give you a battle target."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "that place is pretty close to here so, come back quickly."; + mes "Ok, blessing you~!!"; + set para_suv01,17; + setquest 7142; + close; + } + else if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc village is there."; + mes "Or go out through the west gate of Geffen and keep going to the souteastern direction.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra service there."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the kafra employee."; + next; + mes "[Boya]"; + mes "She will explain in detail what should you do in Orc Village."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + else if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of prontera and keep walking to the west. Orc village is there."; + mes "Or go out through the west gate of Geffen and keep going to the souteastern direction."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra service there."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the kafra employee."; + next; + mes "[Boya]"; + mes "She will explain in detail what should you do in Orc Village."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + else if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship toward to Bayalan from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + break; + case 2: + mes "[Boya]"; + mes "You are so rude!"; + specialeffect2 EF_HIT1; + percentheal -50,0; + next; + mes "-Beat quickly and properly this brightening Rune Knight invisably."; + mes "It hurts too much-"; + close; + } + break; + case 3: + mes "[Boya]"; + mes "Don't bother me."; + close; + } + } + else if ((para_suv01 > 0) && (para_suv01 < 5)) { + mes "[Boya]"; + mes "Hey, I already talked all about the training spot."; + mes "I will explain again please concentrate."; + next; + mes "[Boya]"; + mes "Oasis of southeast Morroc."; + mes "There is a big dog in the center."; + mes "The detailed story is written in the note, see?"; + close; + } + else if (para_suv01 == 5) { + mes "[Boya]"; + mes "Oh you've come back."; + mes "Good job."; + mes "Now you are adapting."; + next; + mes "[Boya]"; + mes "Completed step 1."; + mes "Congratulations."; + mes "My team will give you a uniform and some equipment."; + next; + mes "[Boya]"; + mes "Can you see a large blue gate next to the board?"; + mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + next; + mes "[Boya]"; + mes "Inform the manager that I sent you. He will give you some stuff."; + mes "Go go go!"; + set para_suv01,11; + completequest 7132; + close; + } + else if ((para_suv01 > 5) && (para_suv01 < 10)) { + mes "[Boya]"; + mes "The training name was 'Conquer the Culvert!."; + mes "Did you explore the culvert fully?"; + next; + mes "[Boya]"; + mes "Come back when you've completed all the courses from the local trainer."; + close; + } + else if (para_suv01 == 10) { + mes "[Boya]"; + mes "Oh you're back."; + mes "Good job."; + mes "Now you are adapting."; + next; + mes "[Boya]"; + mes "Completed step 1."; + mes "Congratulations."; + mes "My team will give you a uniform and some equipment."; + next; + mes "[Boya]"; + mes "Can you see a large blue gate next to the board?"; + mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + next; + mes "[Boya]"; + mes "Inform the manager that I sent you. He will give you some stuff."; + mes "Go go go!"; + set para_suv01,11; + completequest 7137; + close; + } + else if (para_suv01 == 11) { + mes "[Boya]"; + mes "What are you doing?"; + mes "Get the equipment from the storage manager."; + mes "Our uniform is pretty awesome haha."; + close; + } + else if (para_suv01 == 12) { + mes "[Boya]"; + mes "Um, did you like the supplies?"; + mes "I like the red hat."; + mes "The red ribbon is really cute."; + next; + if (BaseLevel > 25) { + mes "[Boya]"; + mes "And you seem to."; + mes "Able to take upper class, now."; + mes "What about it, do you want?"; + next; + switch(select("No, way.:Absolutely, I will.")) { + case 1: + mes "[Boya]"; + mes "Really?"; + mes "Actually I don't care but the uniform will be changed as upper class."; + close; + case 2: + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + if ((BaseLevel > 25) && (BaseLevel < 33)) { + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the west hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway we are on the same team so he will know me."; + mes "He will give you a battle target."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "that place is pretty close to here so, come back quickly."; + mes "Ok, bless you~!"; + set para_suv01,13; + setquest 7138; + close; + } + else if ((BaseLevel > 32) && (BaseLevel < 40)) { + mes "[Boya]"; + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just Southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "We are the same team so he will know me."; + mes "He will give you a battle target."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "that place is pretty close to here so, come back quickly."; + mes "Ok, blessing you~!!"; + setquest 7142; + close; + } + else if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc village is there."; + mes "Or go out through the west gate of Geffen and keep going to the souteastern direction.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra service there."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the kafra employee."; + next; + mes "[Boya]"; + mes "She will explain in detail what should you do in Orc Village."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + else if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of prontera and keep walking to the west. Orc village is there."; + mes "Or go out through the west gate of Geffen and keep going to the souteastern direction."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra service there."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the kafra employee."; + next; + mes "[Boya]"; + mes "She will explain in detail what should you do in Orc Village."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + else if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship toward to Bayalan from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + break; + } + } + else { + mes "[Boya]"; + mes "The battle training is organized into steps."; + mes "When you able to join next step come back again after leveling more."; + next; + mes "[Boya]"; + mes "The next training step is available for those over Level 26."; + mes "When you reach that level, come by again. get it?"; + close; + } + } + else if ((para_suv01 > 12) && (para_suv01 < 16)) { + mes "[Boya]"; + mes "The training place is at the north cave of Payon."; + mes "A staff member is already dispatched there."; + mes "Find him and follow his directions."; + close; + } + else if (para_suv01 == 16) { + mes "[Boya]"; + mes "You finished the second step of training."; + mes "Now do you understand how this world is organized?"; + next; + mes "[Boya]"; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with what you need."; + next; + mes "[Boya]"; + mes "Choose an equipment that fits your particular set of skills."; + set para_suv01,22; + completequest 7141; + close; + } + else if ((para_suv01 > 16) && (para_suv01 < 21)) { + mes "[Boya]"; + mes "The training place is Southwest of Morroc."; + mes "Enter the Sandman Fortress to reach it directly."; + next; + mes "[Boya]"; + mes "There's someone there named... Uh... he is waiting for you to follow his direction."; + close; + } + else if (para_suv01 == 21) { + mes "[Boya]"; + mes "You finished the second step of training."; + mes "Now do you understand how this world is organized?"; + next; + mes "[Boya]"; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with what you need."; + next; + mes "[Boya]"; + mes "The person in charge of equipment storage will supply you with what you need."; + set para_suv01,22; + completequest 7146; + close; + } + else if (para_suv01 == 22) { + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the arsenal and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the arsenal pass the blue gate next to the request board then at the end of the passage to the right side."; + close; + } + else if (para_suv01 == 23) { + mes "[Boya]"; + mes "Hey long time no see."; + mes "So what's up?"; + next; + switch(select("I want to join training.:Nothing.")) { + case 1: + mes "[Boya]"; + mes "Hmm... really?"; + mes "Let me see... which step is good for you..."; + next; + if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc village is there."; + mes "Or go out through the west gate of Geffen and keep going to the souteastern direction.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra service there."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the kafra employee."; + next; + mes "[Boya]"; + mes "She will explain in detail what should you do in Orc Village."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + else if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of prontera and keep walking to the west. Orc village is there."; + mes "Or go out through the west gate of Geffen and keep going to the souteastern direction."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra service there."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the kafra employee."; + next; + mes "[Boya]"; + mes "She will explain in detail what should you do in Orc Village."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + else if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship toward to Bayalan from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + else { + mes "[Boya]"; + mes "Sooo sorry but to join this training you need to at least be level 40."; + mes "Concentrate to become higher level then come back."; + close; + } + break; + case 2: + mes "[Boya]"; + mes "Did you come to see me?"; + mes "Just that? Without anything?"; + mes "At could have least brought some chocolate..."; + next; + mes "[Boya]"; + mes "Banana roll or stripe straw... anything."; + mes "Oh, I don't eat snacks with cinnamon..."; + close; + } + } + else if ((para_suv01 > 23) && (para_suv01 < 28)) { + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra service there."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra employee."; + close; + } + else if (para_suv01 == 28) { + mes "[Boya]"; + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the arsenal and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the arsenal pass the blue gate next to the request board then at the end of the passage to the right side."; + set para_suv01,37; + completequest 7151; + close; + } + else if ((para_suv01 > 28) && (para_suv01 < 32)) { + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra service there.."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra employee."; + close; + } + else if (para_suv01 == 32) { + mes "[Boya]"; + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the arsenal and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the arsenal pass the blue gate next to the request board then at the end of the passage to the right side."; + set para_suv01,37; + completequest 7155; + close; + } + else if ((para_suv01 > 32) && (para_suv01 < 36)) { + mes "[Boya]"; + mes "First take a ship toward to Bayalan from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + close; + } + else if (para_suv01 == 36) { + mes "[Boya]"; + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the arsenal and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the arsenal pass the blue gate next to the request board then at the end of the passage to the right side."; + set para_suv01,37; + completequest 7159; + close; + } + else if (para_suv01 == 37) { + mes "[Boya]"; + mes "If you finish all of the steps go and get your supplies."; + mes "We offer equipment to those who complete the training."; + next; + mes "[Boya]"; + mes "We might serve you other things."; + mes "If you have any questions, ask the person in charge of the arsenal."; + next; + mes "[Boya]"; + mes "The arsenal is past the blue gate and at the end of the right side of the passage."; + close; + } + else if (para_suv01 == 38) { + mes "[Boya]"; + mes "My boss created all the courses for the training."; + mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free."; + next; + mes "[Boya]"; + mes "People who show their effort for my team and the world can get some supplies."; + mes "That's why these courses were made."; + next; + mes "[Boya]"; + mes "Basically we are supposed to offer these supplies for beginners"; + mes "but if experts want to participate this training, we accept them."; + next; + mes "[Boya]"; + mes "Although the uniform and equipment might be useless."; + mes "participating in this training means they want to become a member of my team."; + next; + mes "[Boya]"; + mes "Yes that's all."; + mes "That's why when we decided a hat design it was really difficult."; + next; + mes "[Boya]"; + mes "Remember this when you use the equipment."; + mes "But if you decide to sell or trade them off, it is none of our concern."; + close; + } + else { + mes "[Boya]"; + mes "What do you want?"; + mes "I doubt that you need more training."; + next; + mes "[Boya]"; + mes "There is nothing more I can teach a battle master such as yourself."; + close; + } + } + else { + mes "[Boya]"; + mes "You are not on my team, are you?"; + mes "I don't have anything to say to outsiders."; + mes "If you want something register with my team."; + next; + mes "[Boya]"; + mes "To register with the Eden Group ask Liam Ibenor next to me."; + close; + } +} + +moc_fild11,180,253,5 script Talking Dog#para03 972,{ + if (para_suv01 == 1) { + mes "[Talking Dog]"; + mes "kkkkuuuuahhh."; + mes "rrrrrruuuuhh."; + mes "bowwow.."; + next; + mes "[Talking Dog]"; + mes "What's up?"; + mes "You are!"; + mes "Member of Eden Group."; + mes "Did you come to give me a meal? I don't like drinks."; + next; + switch(select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) { + case 1: + mes "[Talking Dog]"; + mes "Uhh..."; + mes "What are you saying."; + close; + case 2: + mes "[Talking Dog]"; + mes ".Ahh... um..."; + mes "Gosh, did you come to join in the training?"; + mes "If Boya sent you then you know that it's battle training."; + mes "Bow wow..."; + next; + mes "[Talking Dog]"; + mes "If so, should I clean around this oasis more clearly?"; + mes "Can you see a Condor flying?"; + next; + mes "[Talking Dog]"; + mes "Can you shoo them away for me?"; + mes "So people can use this oasis safer and more comfortably."; + next; + mes "[Talking Dog]"; + mes "We should hunt at least 10 Condors, ok?"; + mes "I will sleep for a while."; + mes "Krrrr woo bow..."; + set para_suv01,2; + changequest 7128,7129; + close; + case 3: + mes "[Talking Dog]"; + mes "Are you ok?"; + mes "Haven't you ever seen a talking dog?"; + mes "What are you talking about?"; + close; + } + } + else if (para_suv01 == 2) { + set .@hunt_a01,checkquest(7129,HUNTING); + if (.@hunt_a01 == 2) { + mes "[Talking Dog]"; + mes "Woooohh..."; + mes "Great!"; + mes "I can feel my youth from you."; + next; + mes "[Talking Dog]"; + mes "Nevermind."; + mes "Let's find the next target kk!"; + mes "Ok. Let's drive Desert Wolves out of here."; + next; + mes "[Talking Dog]"; + mes "If they grow up it will be dangerous."; + mes "......"; + next; + mes "[Talking Dog]"; + mes "Why, why are you looking at me like that?"; + mes "They are wolves and I am a nice dog."; + mes "But I haven't always been a dog my entire life."; + next; + mes "[Talking Dog]"; + mes "I will show you that don't have any pity at all."; + next; + mes "[Talking Dog]"; + mes "They pee wherever and have no shame."; + mes "Just waving their tails when they grow up and biting people without any care!"; + next; + mes "[Talking Dog]"; + mes "You must hunt at least 10!"; + mes "Exactly 10!"; + mes "Go go go!"; + set para_suv01,3; + changequest 7129,7130; + close; + } + else { + mes "[Talking Dog]"; + mes "First lets follow the bald and noisy bird."; + mes "Yes Condors."; + mes "Eliminate 10 Condors. It seems to easy, right?"; + mes "Oh, if you are tired I will help you."; + next; + mes "-HP and SP is recovered after the dog barks.-"; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 3) { + set .@hunt_a02,checkquest(7130,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Talking Dog]"; + mes "You are so perfect."; + next; + mes "[Talking Dog]"; + mes "Or not. Hehe, anyway thanks for your help."; + mes "The oasis is almost arranged neatly now."; + mes "Ok, it's the last step!"; + next; + mes "[Talking Dog]"; + mes "There's an annoying monster that hides in the sand and poisons people when out of nowhere."; + next; + mes "[Talking Dog]"; + mes "All beautiful things have some poison inside but these actually kill."; + mes "Remove Scorpions which are called the poison of the desert!"; + next; + mes "[Talking Dog]"; + mes "It's the last step so let's make it simple"; + mes "Hunt just 5!"; + mes "Bow wow!"; + set para_suv01,4; + changequest 7130,7131; + close; + } + else { + mes "[Talking Dog]"; + mes ".I don't want you to show any pity."; + mes "I am dog with a golden heart."; + next; + mes "[Talking Dog]"; + mes "After removing the 10 Desert Wolves come back again."; + mes "Oh, if you are tired I will help you."; + next; + mes "-HP and SP is recovered after the dog barks.-"; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 4) { + set .@hunt_a02,checkquest(7131,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Talking Dog]"; + mes "Um. Excellent."; + mes "You are awesome!"; + next; + mes "[Talking Dog]"; + mes "Thanks to your effort the oasis is safer."; + mes "Don't look around!"; + mes "If I say it's safe!"; + mes "Uhuhuhuh aaaang!"; + next; + mes "[Talking Dog]"; + mes "Here here here."; + mes "If I dig more and more, I can find Scorpions but"; + mes "this oasis will be safer for sure."; + next; + mes "[Talking Dog]"; + mes "You can be proud and confident by yourself and do your best."; + mes "You've helped a lot to make my rest comfortable."; + next; + mes "[Talking Dog]"; + mes "You've helped to conquer the desert,"; + mes "and passed the beginner training steps so I will stamp my feet."; + mes "krrrrreuung. hup."; + next; + mes "[Talking Dog]"; + mes "Go back to the Eden Group office and show it to the flashy Rune Knight."; + mes "Let me say again that you are great!"; + mes "Hooooohooo~"; + set para_suv01,5; + changequest 7131,7132; + close; + } + else { + mes "[Talking Dog]"; + mes "Let's remove only 5 Scorpions."; + mes "If so we can make peace in this oasis."; + next; + mes "[Talking Dog]"; + mes "When I take a nap they won't chew my tail any more."; + mes "Due to his mistake my feet won't be hurt at all."; + next; + mes "[Talking Dog]"; + mes "You can battle."; + mes "I can rest more comfortably."; + mes "Other people are going to be safer too."; + next; + mes "[Talking Dog]"; + mes "Everyone will have a good memory of the Eden Group."; + mes "Oh, if you are tired I will help you."; + next; + mes "-HP and SP is recovered after the dog barks.-"; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 5) { + mes "[Talking Dog]"; + mes "kkkkkaaaaauuuunnng."; + mes "oopssss kup."; + next; + mes "[Talking Dog]"; + mes "Are you still in here?"; + mes "You completed."; + mes "Hooooo bow wow."; + close; + } + else if (para_suv01 > 5) { + mes "[Talking Dog]"; + mes "Hey man~ What's going on?"; + mes "What about the Rune Knight?"; + mes "Krrrrr..."; + mes "Hyuk huk..."; + next; + mes "[Talking Dog]"; + mes "Eden Group is cool."; + mes "They're a really good team."; + mes "They accepted a wandering talking dog."; + mes "Take care and good job."; + close; + } + else { + mes "Hey look."; + mes "I'm a talking dog."; + mes "Not a wolf."; + mes "Originally I wasn't a dog..."; + next; + if (countitem(6219) > 0) { + mes "[Talking Dog]"; + mes "Anyway are you a Eden Group member?"; + mes "Oh good to see you."; + mes "I am also a member of Eden Group."; + mes "Take care and good job."; + close; + } + else { + mes "[Talking Dog]"; + mes "Why are you looking me like that?"; + mes "......"; + close; + } + } +} + +prt_sewb1,131,262,3 script Standing Cat#para04 422,{ + if (para_suv01 < 6) { + mes "[Timid Cat]"; + mes "Meow..."; + mes "Who are you meow?"; + mes "Why are you here meow?"; + close; + } + else if (para_suv01 == 6) { + mes "[Timid Cat]"; + mes "Come on meow..."; + mes "I may be standing here and talking to you like this meow but I am a still a cat meow..."; + next; + mes "[Timid Cat]"; + mes "Dear human you are"; + mes "a member of my team?"; + mes "Re... really...!"; + mes "Dear Boya's help is like a giant and..."; + next; + switch(select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) { + case 1: + mes "[Timid Cat]"; + mes "Big and beautiful Saury..."; + mes "I am shy."; + close; + case 2: + mes "[Timid Cat]"; + mes "I want to eat mackerel."; + mes "Where are the big and fresh mackerel meow?"; + close; + case 3: + mes "[Timid Cat]"; + mes "Do you know the big and beautiful tuna?"; + mes "Dear Boya sent you here for sure."; + mes "How do I explain this...?"; + next; + mes "[Timid Cat]"; + mes "Did something pass under my feet just now meow?"; + mes "Do you want to kill a cat."; + mes "The environment here is terrible."; + next; + mes "[Timid Cat]"; + mes "Anyway I'm doing what I was charged to do."; + mes "So hi, hello and welcome."; + next; + mes "[Timid Cat]"; + mes "Did you come here to have a battle?"; + mes "Remove that thief bug, hurry up!"; + mes "At least 10!"; + mes "Meooow!"; + next; + mes "[Timid Cat]"; + mes "I really don't like those nasty crawlies..."; + mes "Meow~!"; + next; + mes "^4d4dffThe cat was suprised by"; + mes "a thief bug and froze in"; + mes "place. Remove those"; + mes "hief bugs around here.^000000"; + set para_suv01,7; + changequest 7133,7134; + close; + } + } + else if (para_suv01 == 7) { + set .@hunt_a02,checkquest(7134,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Timid Cat]"; + mes "Now do you understand the dirty and humid waterway underground?"; + mes "Eeeh look what's next meow."; + next; + mes "[Timid Cat]"; + mes "It's a symbol of dirt next to those thief bugs."; + mes "Get rid of Tarou then make the underground cleaner."; + next; + mes "[Timid Cat]"; + mes "For our members joining this course."; + mes "Get rid of 10 Tarou."; + mes "Too easy, isn't it?"; + next; + mes "[Timid Cat]"; + mes "Why didn't you ask at once? kkk..??"; + mes "Umm........"; + mes "Because it's just training."; + next; + mes "[Timid Cat]"; + mes "Training is hard and irritating stuff."; + mes "So go hurry and rid of 10 Tarou."; + set para_suv01,8; + changequest 7134,7135; + close; + } + else { + mes "[Timid Cat]"; + mes "Clean the waterway. No the first step is getting rid of Thief Bugs."; + mes "Isn't that simple, meow?"; + next; + mes "[Timid Cat]"; + mes "Take care to check your map so you don't get lost."; + mes "It's a service meeow."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 8) { + set .@hunt_a02,checkquest(7135,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Timid Cat]"; + mes "Great job~!"; + mes "How'd you get rid of those dirty bugs and Tarou. You are brave."; + next; + mes "[Timid Cat]"; + mes "Now have courage because I'm sending you to a strong opponent."; + mes "But first to test your courage, get rid of Familiars."; + next; + mes "[Timid Cat]"; + mes "Familiar will bite you so be careful."; + mes "They are mean."; + mes "They scare me so just hunt 5 and that should be enough."; + next; + mes "[Timid Cat]"; + mes "That will show me that you are brave."; + mes "Meow~!"; + next; + mes "[Timid Cat]"; + mes "I don't have anything..."; + mes "......"; + mes ".What do you want meow? Familiar is waiting to battle with you, hurry up, move~!"; + set para_suv01,9; + changequest 7135,7136; + close; + } + else { + mes "[Timid Cat]"; + mes "If you can't get rid of Tarou you might get all kinds of dirty dieseases."; + mes "So be proud of yourself and do your best to rid of them."; + next; + mes "[Timid Cat]"; + mes "I will help you little."; + mes "Here, recover your strengh meow.."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 9) { + set .@hunt_a02,checkquest(7136,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Timid Cat]"; + mes "You are great meow~"; + mes "You eliminated them so quickly!"; + mes "Meow..."; + next; + mes "[Timid Cat]"; + mes "Now you are not scared of bugs and tarou at all."; + mes "Thanks for training the Conquer the Culvert training portion."; + next; + mes "[Timid Cat]"; + mes "Now go back to the office and ask Instructor Boya to make sure he has the beautiful tuna..."; + mes "I will be waiting here."; + next; + mes "[Timid Cat]"; + mes "Do you know how to get to the Eden Group Office?"; + mes "Prontera is the closest city from here."; + mes "Go to Prontera and find an officer."; + set para_suv01,10; + changequest 7136,7137; + close; + } + else { + mes "[Timid Cat]"; + mes "Familiars are really scary."; + mes "They're always flying."; + next; + mes "[Timid Cat]"; + mes "It's the last course so cheer up."; + mes "I will help you a little."; + mes "Recover your strengh meow."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 10) { + mes "[Timid Cat]"; + mes "You've completed 'Conquer the Culvert'."; + mes "Go back to the Eden Group office to report to Boya."; + next; + mes "[Timid Cat]"; + mes "Boya might eat my tuna while he is waiting for you."; + close; + } + else { + mes "[Timid Cat]"; + mes "How are you meeow?"; + mes "Did you volunteer to conquer the Culvert?"; + mes "You are a member of Edgen Group for sure."; + mes "You are helping the world to make the world a better place."; + close; + } +} + +pay_arche,41,136,3 script Eden Member Karl#p05 904,{ + if (para_suv01 < 13) { + if (countitem(6219) > 0) { + mes "[Karl]"; + mes "Hey, how are you?"; + mes "Good to see you~"; + mes "Are you going h?"; + close; + } + else { + mes "[Karl]"; + mes "Umm...?"; + mes "You are a person whom I was waiting for."; + close; + } + } + else if (para_suv01 == 13) { + mes "[Karl]"; + mes "Hello?"; + mes "Since I got a report, I was waiting for you."; + mes "You came here to join the training course, right?"; + next; + mes "[Karl]"; + mes "Have you ever entered this cave?"; + mes "I don't know if you already heard some stories in this village."; + next; + mes "[Karl]"; + mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks."; + mes "It's too bad, isn't it?"; + next; + mes "[Karl]"; + mes "That's why we chose this place as step 2 of the battle training course."; + mes "This step is called 'Conquer Ghost Cave~'."; + mes "Help people to enjoy their nights comfortably."; + next; + mes "[Karl]"; + mes "There are many dangerous things there. Hmm..."; + mes "To you the 1st floor is enough."; + next; + mes "[Karl]"; + mes "Lets conquer the dangerous ghost cave..."; + mes "Get rid of the living bones in there."; + next; + mes "[Karl]"; + mes "The bones are from a Skeleton."; + mes "Actually Skeleton or just normal bones are all the same but..."; + next; + mes "[Karl]"; + mes "Skeletons are one of the basic undead classes."; + mes "Undead never ever. Get rid of 15 undead Skeleton."; + next; + mes "[Karl]"; + mes "If you feel like you're in danger don't hesitate to just leave."; + mes "You're not worried about getting hurt are you?"; + set para_suv01,14; + changequest 7138,7139; + close; + } + else if (para_suv01 == 14) { + set .@hunt_a02,checkquest(7139,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Karl]"; + mes "Did you get how the undead work?"; + mes "As you know undead never die so, blessing of live person it's same as curse to them."; + next; + mes "[Karl]"; + mes "So... skills which can save people like Heal and Resurrection."; + mes "Those things are really strong attacks to undead class."; + next; + mes "[Karl]"; + mes "Anyway... that's it.."; + mes "Next... I guess you already see while you were getting rid of Skeletons."; + mes "Some green things are picking up all of the stuff dropped by the dead monsters."; + next; + mes "[Karl]"; + mes "You know Poring? Maybe they are cousins them."; + mes "They look really bad, maybe they have risen eating poison or something."; + next; + mes "[Karl]"; + mes "Ok if you're ready go to and kill those Poporings."; + mes "You should 10 of them."; + next; + set para_suv01,15; + changequest 7139,7140; + close; + } + else { + mes "[Karl]"; + mes "Skeletons are basic undead."; + mes "Use the Heal or Resurrection skill."; + mes "If you can."; + next; + mes "[Karl]"; + mes "Just for case I will recover all your energy."; + mes "It's the last step so finish strong."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 15) { + set .@hunt_a02,checkquest(7140,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Karl]"; + mes "Did you get back what the Poporing stole?"; + mes "This cave is really deep and there are lots of precious things that they could have picked up."; + next; + mes "[Karl]"; + mes "You did really great job. Excellent."; + mes "The 1st floor is cleaner now. Thanks for helping."; + next; + mes "[Karl]"; + mes "You completed all of the training courses so go back to the office and get approval from the flashy Rune Knight."; + next; + mes "[Karl]"; + mes "You might get a new uniform."; + mes "Haha. I will keep tabs on your growth progress."; + set para_suv01,16; + changequest 7140,7141; + close; + } + else { + mes "[Karl]"; + mes "Poporings are stronger than you expect."; + mes "If you treat them the same as a normal Poring it will get you in trouble."; + next; + mes "[Karl]"; + mes "Just for case I will recover all your energy."; + mes "It's the last step so finish bravely."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 16) { + mes "[Karl]"; + mes "I already informed Boya at the Eden Group office."; + mes "If you go there he will give you a big welcome."; + next; + mes "[Karl]"; + mes "You will get a new uniform, aren't you excited?"; + mes "Hahaha.."; + close; + } + else { + mes "[Karl]"; + mes "Rid of undead?"; + mes "Do your best to make the world safer."; + mes "It's one of the goals of the Eden Group."; + close; + } +} + +anthell01,29,264,5 script Eden Member Cloud#p06 899,{ + if (para_suv01 < 17) { + if (countitem(6219) > 0) { + mes "[Cloud]"; + mes "Oops."; + mes "You are a member of my group."; + mes "Why did you come here, looking for danger?"; + next; + mes "[Cloud]"; + mes "One of the strongest boss monsters is in here."; + mes "Be careful when exploring here."; + close; + } + else { + mes "[Cloud ]"; + mes "What are you looking at?"; + mes "We are not related each other, are we..."; + close; + } + } + else if (para_suv01 == 17) { + mes "[Cloud]"; + mes "Hello?"; + mes "Why did you come here, too dangerous?"; + next; + switch(select("Conquer Ant Hell:Just want to meet you:Where is this?")) { + case 1: + mes "[Cloud]"; + mes "Uh. Conquer Ant Hell? Did you say that?"; + mes "You are a trainee."; + mes "You have come to the right place."; + next; + mes "[Cloud]"; + mes "At first I will explain about Ant Hell."; + mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell."; + next; + mes "[Cloud]"; + mes "Sand flowed into the hole gradually."; + mes "If anyone steps on the hole they will fall into the cave through the hole in the sand.."; + next; + mes "[Cloud]"; + mes "It's hard to survive from there."; + mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people."; + next; + mes "[Cloud]"; + mes "Here many kinds of ant groups are gathering to live."; + mes "There is a boss monster named Maya so you should be more cautious."; + next; + mes "[Cloud]"; + mes "Ok let's try to hunt the weakest ant first."; + mes "Pierre is the name of the weak ant."; + mes "Those are at the bottom."; + next; + mes "[Cloud]"; + mes "In the case of ants, they attack together as a group."; + mes "Be careful and get rid of 15 Pierre ants."; + set para_suv01,18; + changequest 7142,7143; + close; + case 2: + mes "[Cloud]"; + mes "......"; + mes "Haha... are you joking?"; + mes "You are exhausted from the extremely hot weather in the desert."; + next; + mes "[Cloud]"; + mes "I am a busy man."; + mes "One of the trainees was planning to visit me but still that person hasn't apppeared yet. I am gettinng nervous."; + next; + mes "[Cloud]"; + mes "One of the trainees was planning to visit me but still that person hasn't apppeared yet. I am gettinng nervous."; + close; + case 3: + mes "[Cloud]"; + mes "Here?"; + mes "South-west Morroc."; + mes "Morroc is the closest city, North East, from here."; + close; + } + } + else if (para_suv01 == 18) { + set .@hunt_a02,checkquest(7143,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Cloud]"; + mes "Hey, what was it?"; + mes "Maybe you saw an Andre while you hunting Pierre."; + next; + mes "[Cloud]"; + mes ".Well, now let's hunt the Andre also."; + mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?"; + next; + mes "[Cloud]"; + mes "Isn't it more fun this way?"; + mes "Hey, now your target is 15 Andre!"; + mes "You are strong so it will be fine!"; + next; + mes "[Cloud]"; + mes "If you can't see Andre go deeper into the cave."; + mes "Ah, and be careful of Maya."; + set para_suv01,19; + changequest 7143,7144; + close; + } + else { + mes "[Cloud]"; + mes "What about your opinion of Ant Hell?"; + mes "Can you stay more?"; + mes "Ok, I will recover your strengh so, keep doing."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 19) { + set .@hunt_a02,checkquest(7144,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Cloud]"; + mes "Great. You seem to have gotten rid of all the Andre."; + mes "What about having a battle with ants?"; + mes "Was it good?"; + next; + mes "[Cloud]"; + mes "Hey, cheer up."; + mes "To conquer ant-hell you just left one step."; + mes "You might guess the next opponent."; + next; + mes "[Cloud]"; + mes "Vitata!"; + mes "How can I say... He seems like honey."; + mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mom."; + next; + mes "[Cloud]"; + mes "They are really kind to kids and women but don't show any pity to ants."; + mes "Get rid of Vitata who takes care of the ant eggs."; + next; + mes "[Cloud]"; + mes "If somebody falls into Ant Hell it might be a bit safer than before."; + mes "Now it's the last step so cheer up and let's eliminate 10 Vitata."; + next; + mes "[Cloud]"; + mes "If you feel you're in too much danger. Just come back."; + mes "I will heal you."; + set para_suv01,20; + changequest 7144,7145; + close; + } + else { + mes "[Cloud]"; + mes "See, to cheer up I will heal you until you finish the training."; + mes "Chin up and cheer up."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 20) { + set .@hunt_a02,checkquest(7145,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Cloud]"; + mes "Oh... it might be an irritating battle."; + mes "You finished so fast."; + next; + mes "[Cloud]"; + mes "Good job. Go back to the office and report it."; + mes "You completed the training quickly."; + next; + mes "[Cloud]"; + mes "You will get good news."; + mes "You did a really good job even under the hot weather."; + set para_suv01,21; + changequest 7145,7146; + close; + } + else { + mes "[Cloud]"; + mes "See, to cheer up I will heal you until you finish the training."; + mes "Chin up and cheer up."; + next; + mes "[Cloud]"; + mes "Just Vitata, isn't that an easy opponent?"; + mes "If you meet Maya just run away."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 21) { + mes "[Cloud]"; + mes "It's enough to say that you've conquered Ant Hell."; + mes "Aren't you getting used to it here?"; + next; + mes "[Cloud]"; + mes "Go back to the office and report that you completed the job, hurry up"; + mes "you will get a good news."; + mes "The Eden Group uniform is manufactured well."; + close; + } + else { + mes "[Cloud]"; + mes "I am really proud of the Eden Group."; + mes "Does the uniform look good on me?"; + mes "Haha..."; + close; + } +} + +in_orcs01,38,175,3 script Eden Member Hooksha#p07 803,{ + if (para_suv01 < 24) { + if (countitem(6219) > 0) { + mes "[Hooksha]"; + mes "Unbelievable why are you here?"; + mes "Um... You are not on the third step of the training?"; + mes "Yeeee~ I'm excited~"; + next; + mes "[Hooksha]"; + mes "I am a little bored waiting for trainees. Where are they?"; + close; + } + else { + mes "[Hooksha]"; + mes "Hello."; + mes "Why have you come to be here?"; + mes "Umm... Aaaaa..."; + next; + mes "[Hooksha]"; + mes "Why don't you join my team?"; + mes "Eagen Group."; + mes "If you have interest in finding them."; + mes "You won't regret your decision."; + close; + } + } + else if (para_suv01 == 24) { + mes "[Hooksha]"; + mes "Hello."; + mes "Are you a trainee?"; + mes "Yeah I can tell."; + mes "So can I start?"; + next; + mes "[Hooksha]"; + mes "Actually I don't like this course much but anyway let me our purpose to you."; + next; + mes "[Hooksha]"; + mes "As you know this is Orc Village."; + mes "Orcs don't like humans."; + mes "They don't try to communicate with us. When they see humans they immediately attack."; + next; + mes "[Hooksha]"; + mes "Sadly human don't want to communicate with them either."; + mes "So we decided to control them stronger."; + mes "Actually we'd like to get rid of all of them."; + next; + mes "[Hooksha]"; + mes "We're trying to conquer Orc Village."; + mes "It's the proper place to finish the beginning course for an adventurer like you."; + next; + mes "[Hooksha]"; + mes "That's why we chose this place for this step."; + mes "Ok, we don't have enough time let's start."; + mes "First let's eliminate the weakest one."; + next; + mes "[Hooksha]"; + mes "It's better to get rid them before they grow up."; + mes "Get rid of 10 Orc Baby."; + mes "Don't pity them because when they grow up they become aggressive Orc Warriors."; + next; + mes "[Hooksha]"; + mes "Good and bad this is how it is going to be."; + mes "Even if they are babies don't hesitate."; + set para_suv01,25; + changequest 7147,7148; + close; + } + else if (para_suv01 == 25) { + set .@hunt_a02,checkquest(7148,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Hooksha]"; + mes "Great. Awesome."; + mes "It's not very pleasant so let's move on."; + next; + mes "[Hooksha]"; + mes "The next step we should battle with Orc Warriors."; + mes "When Orc Babies grows up and he becomes an Orc Warriors."; + next; + mes "[Hooksha]"; + mes "Each of them are powerful soldier."; + mes "While attacking Orc Babies, you'd probably been assualted by them."; + next; + mes "[Hooksha]"; + mes "Now it's time to hunt 10 Orc Warriors."; + mes "If you are in trouble just come back here to safety."; + mes "Do you understand?"; + set para_suv01,26; + changequest 7148,7149; + close; + } + else { + mes "[Hooksha]"; + mes "There are some warriors and a lady including baby in Orc Village."; + mes "They are really threatening."; + next; + mes "[Hooksha]"; + mes "You look tired I will recover your health."; + mes "If you are in trouble just come back here to safety."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 26) { + set .@hunt_a02,checkquest(7149,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Hooksha]"; + mes "Now you can move to the next step."; + next; + mes "[Hooksha]"; + mes "Exactly... now it's Orc Ladies."; + mes "If you want conquer Orc Village perfectly, you should get rid of them to prevent them from having more Orcs."; + next; + mes "[Hooksha]"; + mes "But you don't need to eliminate all of the Orcs."; + mes "Get rid of 10 Orc Ladies."; + next; + mes "[Hooksha]"; + mes "You can already feel the strong power from outside..."; + mes "Don't be hessitate to attack them."; + set para_suv01,27; + changequest 7149,7150; + close; + } + else { + mes "[Hooksha]"; + mes "You should be exhausted by now."; + mes "But you still you have other targets, understand."; + next; + mes "[Hooksha]"; + mes "You look tired, I will recover your health."; + mes "If you are in trouble just come back here to safety."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 27) { + set .@hunt_a02,checkquest(7150,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Hooksha]"; + mes "Great job."; + mes "Now you should understand Orc Village in more detail."; + next; + mes "[Hooksha]"; + mes "You have followed the training course well under hot and humid circumstances."; + mes "Now you have completed 'Conquer Orc Village!' Congratulations."; + next; + mes "[Hooksha]"; + mes "Go back and report to the Eden Group."; + mes "I'm sure they will have good news for you."; + set para_suv01,28; + changequest 7150,7151; + close; + } + else { + mes "[Hooksha]"; + mes "Orc Lady is the last target."; + mes "Cheer up~!"; + next; + mes "[Hooksha]"; + mes "You look tired, I will recover your health."; + mes "If you are in trouble just come back here to safety."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 28) { + mes "[Hooksha]"; + mes "You have completed the training mission."; + mes "Go back to the Eden Group base and make a report."; + close; + } + else if (para_suv01 == 29) { + mes "[Hooksha]"; + mes "Have you come here to join in the training?"; + mes "You look like an expert."; + next; + mes "[Hooksha]"; + mes "This isn't a good place to talk so let's hurry."; + mes "This place is linked with the underground of Orc Village."; + next; + mes "[Hooksha]"; + mes "Can you see that way."; + mes "There is a cave under the ground, normal orcs don't even want to enter there."; + next; + mes "[Hooksha]"; + mes "The safest place is in here."; + mes "There are many undead monsters down there."; + next; + mes "[Hooksha]"; + mes "The undead monsters are dangerous and threatening."; + mes "Don't hesitate when fighting them."; + next; + mes "[Hooksha]"; + mes "Now hunt those undead monsters down there."; + next; + mes "[Hooksha]"; + mes "Will you try to hunt 20 Orc Zombies underground?"; + mes "They are really well organized."; + next; + mes "[Hooksha]"; + mes "They will attack you somewhere without hesitating."; + mes "Bless you."; + set para_suv01,30; + changequest 7152,7153; + close; + } + else if (para_suv01 == 30) { + set .@hunt_a02,checkquest(7153,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Hooksha]"; + mes "It's different from what you saw in Payon, right?"; + mes "Although you managed the Orc Zombie, you can't be sure you are totally stronger.."; + next; + mes "[Hooksha]"; + mes "So don't go deeper into that cave or you will die for sure."; + next; + mes "[Hooksha]"; + mes "The next target is the Orc Skeleton who was appearing with the Orc Zombies."; + mes "Hunt 20 Orc Skeletons."; + next; + mes "[Hooksha]"; + mes "It's the last step of training in Orc Dungeon"; + mes "It's all up to you."; + next; + mes "[Hooksha]"; + mes "Ok, cheer up and see you again."; + mes "Get rid of 20 Orc Skeleton."; + set para_suv01,31; + changequest 7153,7154; + close; + } + else { + mes "[Hooksha]"; + mes "Can you stay more?"; + mes "You look tired, I will recover your health."; + mes "If you are in trouble just come back here to safety."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 31) { + set .@hunt_a02,checkquest(7154,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Hooksha]"; + mes "The training course is done."; + mes "Go back to the Eden Group and report."; + mes "I would like to say more in detail but I'm getting so tired."; + next; + mes "[Hooksha]"; + mes "Recently trainees have come here more and more so, I can't sleep at all."; + mes "I mean not due to you."; + mes "Anyway I will inform the team so go there and report it."; + next; + set para_suv01,32; + changequest 7154,7155; + close; + } + else { + mes "[Hooksha]"; + mes "Can you stay more?"; + mes "You look tiredm I will recover your health."; + mes "If you are in trouble just come back here to safety."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 32) { + mes "[Hooksha]"; + mes "Don't you have to report to Eden Group?"; + mes "I am so tired leave me alone."; + close; + } + else if (para_suv01 > 32) { + mes "[Hooksha]"; + mes "Uh? What Orc? Explore the dungeon?"; + mes "You are having so hard time."; + next; + mes "[Hooksha]"; + mes "This place is really good to take a rest because Orcs don't appear here much."; + mes "Ho hum..."; + close; + } +} + +iz_dun04,43,46,3 script Eden Member Callandiva 745,{ + if (para_suv01 < 33) { + if (countitem(6219) > 0) { + mes "[Callandiva]"; + mes "How did you get so deep in this ocean city?"; + mes "Ah, that symbol is of our members."; + mes "You're a trainee for sure."; + next; + mes "[Callandiva]"; + mes "What? Aren't you?"; + mes "I... see... I see..."; + mes "Ok... keep going."; + close; + } + else { + mes "[Callandiva]"; + mes "Mysteriously although we're under the sea you can still breathe here."; + mes "Do you know why?"; + next; + mes "[Callandiva]"; + mes "Let's see thanks to the moisture my skin is so soft."; + mes "My fingers and toes are not attached to each other amazing."; + next; + mes "[Callandiva]"; + mes "I was really shocked and scared when my team dispatched me here."; + mes "Now I love this environment so much."; + mes "Really calm..."; + close; + } + } + else if (para_suv01 == 33) { + mes "[Callandiva]"; + mes "How did you get so deep in this ocean city?"; + mes "Ah, that symbol is of our members."; + mes "You're a trainee for sure."; + next; + mes "[Callandiva]"; + mes "Good to see you!"; + mes "Alright, look down."; + mes "Ancient buildings are sleeping under the water. They were actually built under the sea."; + next; + mes "[Callandiva]"; + mes "As you know we don't have any trouble living here."; + mes "But if you see over there... yes right there."; + next; + mes "[Callandiva]"; + mes "Can see a fish-human standing with a threatening spear?"; + mes "He is called Merman and he is a really professional warrior."; + next; + mes "[Callandiva]"; + mes "Okay, now you should beat 15 Merman."; + mes "That's the first battle training here."; + set para_suv01,34; + changequest 7156,7157; + close; + } + else if (para_suv01 == 34) { + set .@hunt_a02,checkquest(7157,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Callandiva]"; + mes "Oh, you came back~!"; + mes "What was your feeling on your treating of the Mermen?"; + mes "Actually I guessed that you would chicken out~"; + next; + mes "[Callandiva]"; + mes "Good the next opponent is...~"; + mes "Yes, this one..."; + mes "The monster holding a three-pronged fork."; + next; + mes "[Callandiva]"; + mes "His main skill is magic."; + mes "The monster Strouf!"; + mes "Now, it's time to fight with a real magician!"; + next; + mes "[Callandiva]"; + mes "By avoiding Mermen and finding 10 Strouf, fight them"; + set para_suv01,35; + changequest 7157,7158; + close; + } + else { + mes "[Callandiva]"; + mes "Oh are you tired?"; + mes "Mermen are not easy opponents."; + mes "I can help you recover so cheer up."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 35) { + set .@hunt_a02,checkquest(7158,HUNTING); + if (.@hunt_a02 == 2) { + mes "[Callandiva]"; + mes "You beat all the Strouf already?"; + mes "I was counting on the upper place."; + mes "I have eyes on the top of my head haha."; + next; + mes "[Callandiva]"; + mes "Of course I'm just kidding."; + mes "Don't look at me like that~ it was a joke~!"; + mes "Now you're feeling more at ease about this."; + next; + mes "[Callandiva]"; + mes "Go back to the office and report it.~"; + mes "You will get the last uniform form the office."; + next; + mes "[Callandiva]"; + mes "This training course is made for beginners."; + mes "So it might be useless to you or not."; + next; + mes "[Callandiva]"; + mes "Anyway you did great job!"; + set para_suv01,36; + changequest 7158,7159; + close; + } + else { + mes "[Callandiva]"; + mes "Oh are you tired?"; + mes "Strouf are not easy opponents."; + mes "I can help you recover so cheer up."; + unitskilluseid getcharid(3),"AL_HEAL",11; + percentheal 0,100; + close; + } + } + else if (para_suv01 == 36) { + mes "[Callandiva]"; + mes "I won't give help to you anymore."; + mes "Go back to the office and report about this training course."; + close; + } + else { + mes "[Callandiva]"; + mes "Mysteriously although we're under the sea you can still breathe here."; + mes "Do you know why?"; + next; + mes "[Callandiva]"; + mes "Let's see thanks to the moisture my skin is so soft."; + mes "My fingers and toes are not attached to each other amazing."; + next; + mes "[Callandiva]"; + mes "I was really shocked and scared when my team dispatched me here."; + mes "Now I love this environment so much."; + mes "Really calm..."; + close; + } +} + +//============================================================ +moc_para01,112,96,5 script Administrator Michael 967,{ + mes "[Michael]"; + mes "Why did you come to here?"; + next; + switch(select("To get supplies:Where is here?:Upgrade equipment")) { + case 1: + if (para_suv01 == 11) { + mes "[Michael]"; + mes "If you completed step 1"; + mes "we give a hat, uniform, cloak and boots of my team."; + mes "^4d4dffCheck your inventory at first.^000000"; + next; + switch(select("Let me check my inventory:I have enough space.")) { + case 1: + mes "[Michael]"; + mes "Make space enough for the supplies."; + close; + case 2: + mes "[Michael]"; + mes "Two of the supplies, the ^4d4dffhat and manteau are only offered one time^000000."; + mes "So treat them with caution and care."; + next; + mes "[Michael]"; + mes "In the case of boots and uniforms, they will be given in better quality based on the course grades."; + next; + mes "[Michael]"; + mes "One Eden Group Hat."; + mes "One Eden Group Uniform."; + mes "One pair of Eden Group Boots."; + mes "One Eden Group Manteau."; + mes "Total of 4, that's all."; + set para_suv01,12; + set para_suv02,1; + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + getitem 2456,1; //Para_Team_Boots1 + getitem 15009,1; //Para_Team_Uniform1 + next; + mes "[Michael]"; + mes "Is that correct?"; + mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shop."; + next; + mes "[Michael]"; + mes "We made it sincerely for the Eden Group."; + close; + } + } + else if (para_suv01 == 22) { + mes "[Michael]"; + mes "If you complete step 2, we offer extra weapons including the basic equipment."; + next; + mes "[Michael]"; + mes "We chose the proper equipment to do the job right."; + mes "But we can't support some jobs that can't join us."; + next; + mes "[Michael]"; + mes "We can't manufacture all of the equipments in the world, don't you agree?"; + next; + mes "[Michael]"; + mes "We will support 1 equipment, shoes and uniform so a total of three things."; + mes "Also we support extra things to consider some members who can't use some of the supplies."; + next; + mes "[Michael]"; + mes "^4d4dffplease check your inventory to get those items.^000000"; + next; + switch(select("I will make more space.:enough.")) { + case 1: + mes "[Michael]"; + mes "Make enough space."; + close; + case 2: + if ((BaseJob == Job_Swordman) || (((BaseJob == Job_Knight) || (BaseJob == Job_Crusader)) && (Upper != 1))) { + mes "[Michael]"; + mes "What kind of equipment do you want?"; + mes "We have one and two hand swords."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Slayer I: Two handed sword. attack 162."; + mes "Eden Saber I: One hand sword. attack 147."; + mes "Both are level 2 and required level is 26."; + next; + mes "[Michael]"; + mes "They also cannot be traded with other players or refined."; + next; + switch(select("Eden Slayer I:Eden Sabre I")) { + case 1: + mes "[Michael]"; + mes "You chose the Eden Slayer I."; + mes "Additionally there are Eden Group boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,23; + set para_suv02,2; + getitem 1192,1; //P_Slayer1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 1192,1; //P_Slayer1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + break; + case 2: + mes "[Michael]"; + mes "You chose the Eden Sabre I."; + mes "Additionally there are Eden Group boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,23; + set para_suv02,2; + getitem 13423,1; //P_Sabre1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 13423,1; //P_Sabre1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + mes "This is what we strive for."; + close; + } + break; + } + } + else if ((BaseJob == Job_Thief) || (((BaseJob == Job_Assassin) || (BaseJob == Job_Rogue)) && (Upper != 1)) || (BaseJob == Job_Ninja) || (BaseJob == Job_Novice)) { + mes "[Michael]"; + mes "You chose the Eden Dagger I."; + mes "Additionally there are Eden Group boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,23; + set para_suv02,2; + getitem 13050,1; //P_Dagger1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 13050,1; //P_Dagger1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + mes "This is what we strive for."; + close; + } + } + else if ((BaseJob == Job_Merchant) || (((BaseJob == Job_Blacksmith) || (BaseJob == Job_Alchemist)) && (Upper != 1))) { + mes "[Michael]"; + mes "What kind of equipment do you want?"; + mes "We have mace and sabre."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Saber I: One hand sword. attack 147."; + mes "Eden Mace I: Blunt. attack 142."; + mes "Both are level 2 and required level is 26."; + mes "Also you can't trade with other players or refine them."; + next; + switch(select("Eden Sabre I:Eden Mace I")) { + case 1: + mes "[Michael]"; + mes "You chose the Eden Sabre I."; + mes "Additionally there are Eden Group boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,23; + set para_suv02,2; + getitem 13423,1; //P_Sabre1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 13423,1; //P_Sabre1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + mes "This is what we strive for."; + close; + } + break; + case 2: + mes "[Michael]"; + mes "You chose the Eden Mace I."; + mes "Additionally there are Eden Group boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,23; + set para_suv02,2; + getitem 16004,1; //P_Mace1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 16004,1; //P_Mace1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + break; + } + } + else if ((BaseJob == Job_Archer) || (((BaseJob == Job_Hunter) || (BaseJob == Job_Dancer) || (BaseJob == Job_Bard)) && (Upper != 1))) { + mes "[Michael]"; + mes "You chose the Eden Bow I."; + mes "Additionally there are Eden Group boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,23; + set para_suv02,2; + getitem 1747,1; //P_Bow1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Bow, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 1747,1; //P_Bow1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + else if ((BaseJob == Job_Acolyte) || (((BaseJob == Job_Priest) || (BaseJob == Job_Monk)) && (Upper != 1))) { + mes "[Michael]"; + mes "What kind of equipment do you want?"; + mes "We have a mace and a staff."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Mace I: Blunt. attack 142."; + mes "Eden Staff I: Stick. INT+2, MATK+125, attack 60."; + mes "Both are level 2 and required level is 26."; + mes "Also you can't trade with other players or refine them."; + next; + switch(select("Eden Staff I:Eden Mace I")) { + case 1: + mes "[Michael]"; + mes "You chose the Eden Staff I."; + mes "Additionally there are Eden Group boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,23; + set para_suv02,2; + getitem 1650,1; //P_Staff1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 1650,1; //P_Staff1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + break; + case 2: + mes "[Michael]"; + mes "You chose the Eden Mace I."; + mes "Additionally there are Eden Group boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,23; + set para_suv02,2; + getitem 16004,1; //P_Mace1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Mace, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 16004,1; //P_Mace1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + break; + } + } + else if ((BaseJob == Job_Mage) || (((BaseJob == Job_Wizard) || (BaseJob == Job_Sage)) && (Upper != 1))) { + mes "[Michael]"; + mes "You chose the Eden Staff I."; + mes "Additionally there are Eden Group boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,23; + set para_suv02,2; + getitem 1650,1; //P_Staff1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Staff Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 1650,1; //P_Staff1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + else if (BaseJob == Job_Gunslinger) { + mes "[Michael]"; + mes "You chose the Eden Revolver I."; + mes "Additionally there are Eden Group boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,23; + set para_suv02,2; + getitem 13112,1; //P_Revolver1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Revolver, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 13112,1; //P_Revolver1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + else { + mes "[Michael]"; + mes "Let me see... you will get.."; + mes "Uniform and Boots are all."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "I do not know what weapon is good for you. I will give you a dagger."; + set para_suv01,23; + set para_suv02,2; + getitem 13050,1; //P_Dagger1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "I do not know what weapon is good for you. I'll give you a dagger."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 13050,1; //P_Dagger1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + break; + } + } + else if (para_suv01 == 37) { + mes "[Michael]"; + mes "You completed the last course of traning."; + mes "It's time to give a weapon to you."; + next; + mes "[Michael]"; + mes "We have more upgraded weapons, uniforms and boots."; + mes "Ah, in case of the weapon that was made only for 1st jobs."; + mes "So, I can't offer them to higher jobs."; + next; + mes "[Michael]"; + mes "^4d4dffPlease check you inventory to get those items.^000000"; + next; + switch(select("I'll come back.:I have enough space.")) { + case 1: + mes "[Michael]"; + mes "Make enough space."; + close; + break; + case 2: + if ((BaseJob == Job_Swordman) || (((BaseJob == Job_Knight) || (BaseJob == Job_Crusader)) && (Upper != 1))) { + mes "[Michael]"; + mes "What kind of equipment do you want?"; + mes "We have slayer and sabre."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Saber II: one hand sword. attack 170."; + mes "Eden Slayer II: Two hand sword. attack 185."; + mes "Both of them are Lv 2 weapons and required lv is 40."; + mes "Also you can't trade with other players or refine them."; + next; + switch(select("Eden Saber II:Eden Slayer II")) { + case 1: + mes "[Michael]"; + mes "You chose the Eden Sabre II."; + mes "Additionally we have boots and uniform."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,38; + set para_suv02,3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + break; + case 2: + mes "[Michael]"; + mes "You chose the Eden Slayer II."; + mes "Additionally we have boots and uniform."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,38; + set para_suv02,3; + getitem 1193,1; //P_Slayer2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 1193,1; //P_Slayer2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + break; + } + } + else if ((BaseJob == Job_Thief) || (((BaseJob == Job_Assassin) || (BaseJob == Job_Rogue)) && (Upper != 1)) || (BaseJob == Job_Ninja) || (BaseJob == Job_Novice)) { + mes "[Michael]"; + mes "Let me see... you will get..."; + mes "Weapon, Uniform, Boots are all."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You didn't receive a hat and manteau so I will give them additionally."; + set para_suv01,38; + set para_suv02,3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Here you are."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + else if ((BaseJob == Job_Acolyte) || (((BaseJob == Job_Priest) || (BaseJob == Job_Monk)) && (Upper != 1))) { + mes "[Michael]"; + mes "What kind of equipment do you want?"; + mes "We have a mace and a staff."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Mace II: Blunt. attack 163."; + mes "Eden Staff II: Stick. INT+3, MATK+150, attack 60."; + mes "Both of them are Lv 2 weapons and required lv is 40."; + mes "Also you can't trade with other players or refine them."; + next; + switch(select("Eden Staff II:Eden Mace II")) { + case 1: + mes "[Michael]"; + mes "You chose the Eden Staff II."; + mes "Additionally we have boots and uniform."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Staff, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + break; + case 2: + mes "[Michael]"; + mes "You chose the Eden Mace II."; + mes "Additionally we have boots and uniform."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,38; + set para_suv02,3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Mace, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + break; + } + } + else if ((BaseJob == Job_Archer) || (((BaseJob == Job_Hunter) || (BaseJob == Job_Dancer) || (BaseJob == Job_Bard)) && (Upper != 1))) { + mes "[Michael]"; + mes "Let me see... you will get..."; + mes "Weapon, Uniform, Boots are all."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You didn't receive a hat and manteau so I will give them additionally."; + set para_suv01,38; + set para_suv02,3; + getitem 1748,1; //P_Bow2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Here you are."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 1748,1; //P_Bow2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + else if ((BasseJob == Job_Novice) || (BaseJob == Job_Supernovice) || (Class == Job_Soul_linker) || (Class == Job_Ninja)) { + mes "[Michael]"; + mes "Let me see... you will get..."; + mes "Weapon, Uniform, Boots are all."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You didn't receive a hat and manteau so I will give them additionally."; + set para_suv01,38; + set para_suv02,3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Here you are."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + else if ((BaseJob == Job_Mage) || (((BaseJob == Job_Wizard) || (BaseJob == Job_Sage)) && (Upper != 1))) { + mes "[Michael]"; + mes "Let me see... you will get..."; + mes "Weapon, Uniform, Boots are all."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You didn't receive a hat and manteau so I will give them additionally."; + set para_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Here you are."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + else if ((BaseJob == Job_Merchant) || (((BaseJob == Job_Blacksmith) || (BaseJob == Job_Alchemist)) && (Upper != 1))) { + mes "[Michael]"; + mes "What kind of equipment do you want?"; + mes "We have mace and sabre."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Saber II: one hand sword. attack 170."; + mes "Eden Mace II: Blunt. attack 163."; + mes "Both of them are Lv 2 weapons and required lv is 40."; + mes "Also you can't trade with other players or refine them."; + next; + switch(select("Eden Saber II:Eden Mace II")) { + case 1: + mes "[Michael]"; + mes "You chose the Eden Sabre II."; + mes "Additionally we have boots and uniform."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,38; + set para_suv02,3; + getitem 13424,1; //P_Sabre2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 13424,1; //P_Sabre2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + break; + case 2: + mes "[Michael]"; + mes "You chose the Eden Mace II."; + mes "Additionally we have boots and uniform."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have record of getting any equipment"; + mes "so, I will give Eden Group manteau and hat also."; + set para_suv01,38; + set para_suv02,3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Weapon, Uniform, Boots all 3 things."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + break; + } + } + else if (BaseJob == Job_Gunslinger) { + mes "[Michael]"; + mes "Let me see... you will get..."; + mes "Weapon, Uniform, Boots are all."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You didn't receive a hat and manteau so I will give them additionally."; + set para_suv01,38; + set para_suv02,3; + getitem 13113,1; //P_Revolver2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Here you are."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 13113,1; //P_Revolver2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + else { + mes "[Michael]"; + mes "Let me see... you will get.."; + mes "Uniform and Boots are all."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You didn't receive a hat and manteau so I will give them additionally."; + set para_suv01,38; + set para_suv02,3; + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your equipment again and treat them well."; + close; + } + else { + mes "[Michael]"; + mes "Here you are."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + break; + } + } + else { + mes "[Michael]"; + mes "Wait..I will check the record.."; + mes "..."; + mes "...hummmm."; + next; + mes "[Michael]"; + mes "Sorry but I can't find any record that I should be giving you supplies."; + mes "Are you sure?"; + close; + } + break; + case 2: + mes "[Michael]"; + mes "We store weapons, armor and other goods which were manufactured by my teamm here."; + mes "We also have lots of special stuff."; + next; + mes "[Michael]"; + mes "To prepare for emergencies, we have enough basic weapons to supply a whole army."; + mes "Frankly... we don't need to use right now but in the case of something happening, like in Morroc."; + next; + mes "[Michael]"; + mes "Just look around here and don't touch."; + next; + mes "[Michael]"; + mes "If I make a mistake, Reke will punish me."; + close; + case 3: + mes "[Michael]"; + mes "You mean upgrade equipment, right?"; + mes "We can upgrade only the hat from Eden Group."; + next; + if (para_suv02 == 3) { + if (countitem(5583) > 0) { + mes "[Michael]"; + mes "Which section do you want to upgrade?"; + next; + switch(select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Ignore.")) { + case 1: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade STR^000000."; + mes "Are you sure?"; + next; + switch(select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + delitem 5583,1; //Para_Team_Hat + set para_suv02,4; + getitem2 5583,1,1,0,0,0,0,0,4701; + close; + case 2: + mes "[Michael]"; + mes "You don't want to upgrade?"; + close; + } + break; + case 2: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade AGI^000000."; + mes "Are you sure?"; + next; + switch(select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + delitem 5583,1; //Para_Team_Hat + set para_suv02,4; + getitem2 5583,1,1,0,0,0,0,0,4731; + close; + case 2: + mes "[Michael]"; + mes "You don't want to upgrade?"; + close; + } + break; + case 3: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade VIT^000000."; + mes "Are you sure?"; + next; + switch(select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + delitem 5583,1; //Para_Team_Hat + set para_suv02,4; + getitem2 5583,1,1,0,0,0,0,0,4741; + close; + case 2: + mes "[Michael]"; + mes "You don't want to upgrade?"; + close; + } + break; + case 4: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade INT^000000."; + mes "Are you sure?"; + next; + switch(select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + delitem 5583,1; //Para_Team_Hat + set para_suv02,4; + getitem2 5583,1,1,0,0,0,0,0,4711; + close; + case 2: + mes "[Michael]"; + mes "You don't want to upgrade?"; + close; + } + break; + case 5: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade DEX^000000."; + mes "Are you sure?"; + next; + switch(select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + delitem 5583,1; //Para_Team_Hat + set para_suv02,4; + getitem2 5583,1,1,0,0,0,0,0,4721; + close; + case 2: + mes "[Michael]"; + mes "You don't want to upgrade?"; + close; + } + break; + case 6: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade LUK^000000."; + mes "Are you sure?"; + next; + switch(select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + delitem 5583,1; //Para_Team_Hat + set para_suv02,4; + getitem2 5583,1,1,0,0,0,0,0,4751; + close; + case 2: + mes "[Michael]"; + mes "You don't want to upgrade?"; + close; + } + break; + case 7: + mes "[Michael]"; + mes "Why? It'll be beter than it is."; + mes "Anyway, we can only offer you one hat."; + next; + mes "[Michael]"; + mes "What you do with it is up to you."; + close; + } + } + else { + mes "[Michael]"; + mes "First come with a hat that that you want me to upgrade."; + mes "Make sure that it's in your inventory, got it?"; + close; + } + } + else if (para_suv02 == 4) { + mes "[Michael]"; + mes "Umm, didn't you upgrade this already?"; + mes "According to the records"; + mes "" + strcharinfo(0) + ": Has completed upgrading their hat."; + next; + mes "[Michael]"; + mes "We offer only one time upgrades."; + mes "Sorry but I don't have another way."; + close; + } + else { + mes "[Michael]"; + mes "You haven't received all the supplies up to step 3."; + mes "Upgrading your hat is a special kind of service."; + next; + mes "[Michael]"; + mes "Sorry but I can't help you."; + close; + } + break; + } +} + +moc_para01,179,44,3 script Chef#para 820,{ + mes "[Chef]"; + mes "What's up?"; + mes "Do you want a Meal? Or do you have other business?"; + next; + switch(select("Order a meal.:Talk.")) { + case 1: + mes "[Chef]"; + mes "Choose one of the three course meals A, B or C."; + mes "Do you want a explanation?"; + next; + switch(select("I want a explanantion.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) { + case 1: + mes "[Chef]"; + mes "Uh? what do you want to know?"; + next; + switch(select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) { + case 1: + mes "[Chef]"; + mes "Course meal A is for nomal people."; + mes "It has three kinds of dishes and the main is...."; + mes " "; + mes "-Chef is trying to point to a dish in the picture. There is a black roll.-"; + next; + mes "[Chef]"; + mes "It's made of sea grass so, it's dry like paper."; + mes "It's a roll with steamed rice, vegetables and meat inside."; + mes "It seems simple but it is really good and healthy."; + next; + mes "[Chef]"; + mes "The ingredients mix well with the spicy sauce."; + mes "It is also mixed with chopped meat like sausages."; + next; + mes "[Chef]"; + mes "It's simple and cheap so it is really popular with everyone."; + mes "Just 3,000 Zeny."; + mes "You will feel satisfied after eating it."; + close; + break; + case 2: + mes "[Chef]"; + mes "Um course meal B is."; + mes "I make a sauce with aromatic vegetables and meat in a soup."; + next; + mes "[Chef]"; + mes "The meat is boiled so it is fork tender in the soup."; + mes "When the soup is almost done I add noodles for the finishing touch."; + next; + mes "[Chef]"; + mes "It's a good dish to share with friends."; + mes "It's 4,000 Zeny."; + mes "It's a very fun dish to enjoy."; + close; + break; + case 3: + mes "[Chef]"; + mes "Now for course meal C..."; + mes "It's a masterpiece of meat... Legend of the meat class!"; + next; + mes "[Chef]"; + mes "Beef, bacon,"; + mes "strip loin,"; + mes "rib eye roll"; + mes "..."; + next; + mes "[Chef]"; + mes "Do you need more explanation?"; + mes "Don't worry."; + mes "I use the besk oak to smoke it."; + mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry."; + close; + break; + case 4: + mes "[Chef]"; + mes "I don't have enough time to chat with you..."; + close; + break; + } + break; + case 2: + mes "[Chef]"; + mes "Course meal A?"; + mes "Ah, Kim-dduck-soon."; + mes "It's the representative meal for normal citizens."; + next; + if (countitem(6219) > 0) { + if (Zeny > 2699) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, I feel a little bit full."; + mes "Recovered HP and SP. -"; + set zeny,zeny-2700; + percentheal 50,50; + close; + } + else { + mes "[Chef]"; + mes "Actually it's 3000 zeny but you are one of my team so i will discount it to 2700 zeny."; + mes "I will discount 10% for membership so, it's 2700 zeny."; + close; + } + } + else { + if (Zeny > 2999) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, I feel a little bit full."; + mes "Recovered HP and SP. -"; + set zeny,zeny-3000; + percentheal 50,50; + close; + } + else { + mes "[Chef]"; + mes "This dish is 3000 zeny."; + mes "How many times do I have to tell you?"; + close; + } + } + break; + case 3: + mes "[Chef]"; + mes "Course meal B?"; + mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature."; + next; + if (countitem(6219) > 0) { + if (Zeny > 3599) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, I feel a little bit full."; + mes "Recovered HP and SP. -"; + set zeny,zeny-3600; + percentheal 75,75; + close; + } + else { + mes "[Chef]"; + mes "This food is 4000 zeny but you can pay only 3600."; + mes "I will discount 10% for membership so, it's 3600 zeny."; + close; + } + } + else { + if (Zeny > 3999) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, I feel a little bit full."; + mes "Recovered HP and SP. -"; + set zeny,zeny-4000; + percentheal 75,75; + close; + } + else { + mes "[Chef]"; + mes "This meal si 4000 zeny."; + mes "How many times do I have to tell you?"; + close; + } + } + break; + case 4: + if (countitem(6219) > 0) { + if (Zeny > 4499) { + mes "[Chef]"; + mes "Hey, here are you."; + mes "Enjoy your meal."; + next; + mes "- The Rib Eye Roll is grilled on the oak."; + mes "- After eating the meal, I feel a little bit full."; + mes "Recovered HP and SP. -"; + set zeny,zeny-4500; + percentheal 100,100; + close; + } + else { + mes "[Chef]"; + mes "This meal is 5000 zeny but I will serve it for 4500."; + mes "I will discount 10% for membership so, it's 4500 zeny.."; + close; + } + } + else { + if (Zeny > 4999) { + mes "[Chef]"; + mes "Hey, here are you."; + mes "Enjoy your meal."; + next; + mes "- The Rib Eye Roll is grilled on the oak."; + mes "- After eating the meal, I feel a little bit full."; + mes "Recovered HP and SP. -"; + set zeny,zeny-5000; + percentheal 100,100; + close; + } + else { + mes "[Chef]"; + mes "This meal is 5000 zeny."; + mes "How many times do I have to tell you?"; + close; + } + } + break; + case 5: + mes "[Chef]"; + mes "It's up to you."; + close; + } + break; + case 2: + if (countitem(6219) > 0) { + mes "[Chef]"; + mes "Most jobs should be managed by yourself. So it might be difficult, right?"; + mes "Actually it's harmful so they have requested continuously."; + next; + mes "[Chef]"; + mes "Can't we all work together by helping each other out?"; + mes "Anyway, you..."; + next; + if (para_suv01 == 0) { + if (BaseLevel < 41) { + mes "[Chef]"; + mes "How are you?"; + mes "Ah... now you don't look like a beginner."; + mes "Do you want to know some good information?"; + next; + mes "[Chef]"; + mes "The Eden Group... sometimes receives jobs."; + mes "But they also manufacture armor and weapons by themselves."; + next; + mes "[Chef]"; + mes "If you want, can get a uniform from the Eden Group."; + next; + mes "[Chef]"; + mes "To get it you need to complete their missions."; + mes "If you have any interest, meet Miss Boya at the desk."; + close; + } + else { + mes "[Chef]"; + mes "You look like an expert..."; + mes "umm emm.. "; + mes "umm emm.. ummm.."; + next; + mes "[Chef]"; + mes "Yes! I found a thing that you are missing!"; + mes "You didn't get eden group uniform?"; + next; + mes "[Chef]"; + mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol."; + next; + mes "[Chef]"; + mes "You can't get it easily but.."; + mes "If you have an interest, ask Instructor Boya at the desk."; + close; + } + } + else { + mes "[Chef]"; + mes "Sure, the uniform goes well with you."; + mes "Oh, sure."; + mes "The leader makes trhe designs these days."; + next; + mes "[Chef]"; + mes "Ahah..especially the hat."; + mes "To.. me.. the hat... um."; + mes "It goes well with Laim but with Luke... I don't know.."; + next; + switch(select("What happen to the hat?:Luke?")) { + case 1: + mes "[Chef]"; + mes "Nothing. It's so cute."; + mes "I am concerned about the ribbon."; + mes "But, it is essential that I wear this hat.."; + next; + mes "[Chef]"; + mes "Hahahah I don't care."; + mes "I don't care at all!"; + mes "Hahaha.. aaaahahahaha... "; + close; + case 2: + mes "[Chef]"; + mes "He is a knife expert."; + mes "One of our guard leaders."; + mes "Who is also in charge of the security in this office."; + next; + mes "[Chef]"; + mes "Almost everyone just hired wonders about him."; + mes "But Laim and Luke are totally different."; + next; + mes "[Chef]"; + mes "The leaders have worked together for a long time."; + mes "But the leader wants to hide his past..."; + next; + mes "[Chef]"; + mes "What I guess is... he might be a son of a rich family."; + mes "Rumor is that Luke was the family guard."; + mes "Laim was servant? Wasn't she?"; + mes "What do you think about my story?"; + next; + select("....."); + mes "[Chef]"; + mes "............"; + mes "Ahah..hey~ even if i talked useless things don't look at me like that"; + mes "but it's really true that three people established this Eden Group."; + close; + } + } + } + else { + mes "[Chef]"; + mes "Uh? Request work. Did you find right place?"; + mes "Also let me se... you are not one of my members. How can I give you work?"; + next; + mes "[Chef]"; + mes "Just eat in the restaurant."; + mes "We have served the meal to all of the people."; + mes "I am pretty sure about the taste!"; + close; + } + break; + } +} + +/* +sec_in02,25,33,4 script Assistant 422,{ + mes "Password"; + next; + input .@input,0,9999; + if (.@input == 1854) { + mes "Please select the variable you want to modify."; + next; + switch(select("para_suv01:para_suv02")) { + case 1: + mes "Enter the modified value"; + next; + input .@input,0,9999; + mes "Value of para_suv01 has been changed to " + .@input + "."; + set para_suv01,.@input; + break; + case 2: + mes "Enter the modified value"; + next; + input .@input,0,9999; + mes "Value of para_suv02 has been changed to " + .@input + "."; + set para_suv02,.@input; + break; + } + } + else + mes "......meow wee."; + close; +} +*/
\ No newline at end of file diff --git a/npc/quests/eden/eden_service.txt b/npc/quests/eden/eden_service.txt new file mode 100644 index 000000000..1111e182b --- /dev/null +++ b/npc/quests/eden/eden_service.txt @@ -0,0 +1,109 @@ +//===== eAthena Script ======================================= +// Eden Group Quests - Service NPCs +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= eAthena 1.0 +//===== Description: ========================================= +//= [AEGIS Conversion] +//===== Additional Comments: ================================= +//= 1.0 First Version. +//============================================================ + +moc_para01,172,120,0 script Goods Cabinet#01 111,{ + mes "It is a Goods Storage Cabinet."; + mes "A message is written on a piece of paper."; + next; + mes "+ Cabinet is exclusively +"; + mes "+ for the Eden group +"; + mes "If you want to use this"; + mes "cabinet please check"; + mes "the following:"; + next; + mes "1.Are you a member"; + mes " of Eden group?"; + mes "2.Have you learned"; + mes " enough basic skills?"; + mes "3.Cabinet fee is"; + mes " ^4d4dff500 zeny^000000!"; + next; + if (countitem(6219) > 0) { + mes "You need to insert zeny to use the cabinet."; + mes "Cost : 500 Zeny "; + mes "Would you like to use it?"; + next; + switch(select("Use the Cabinet.:Cancel.")) { + case 1: + if (Zeny > 499) { + if(basicskillcheck() && getskilllv("NV_BASIC") < 6){ + mes "The cabinet is not working for me."; + mes "Maybe I am not yet qualified to use Cabinet."; + } + else { + set zeny,zeny-500; + openstorage; + } + } + else { + mes "I don't have enough zeny."; + mes "I need at least 500 zeny to use the Cabinet."; + } + break; + case 2: + mes "I will use it next time."; + } + } + else + mes "I need an Eden Group Mark to use this Cabinet."; + close; +} + +moc_para01,170,120,0 script Goods Cabinet#02 111,{ + mes "It is a Goods Storage Cabinet."; + mes "A message is written on a piece of paper."; + next; + mes "+ Cabinet is exclusively +"; + mes "+ for the Eden group +"; + mes "If you want to use this"; + mes "cabinet please check"; + mes "the following:"; + next; + mes "1.Are you a member"; + mes " of Eden group?"; + mes "2.Have you learned"; + mes " enough basic skills?"; + mes "3.Cabinet fee is"; + mes " ^4d4dff500 zeny^000000!"; + next; + if (countitem(6219) > 0) { + mes "You need to insert zeny to use the cabinet."; + mes "Cost : 500 Zeny "; + mes "Would you like to use it?"; + next; + switch(select("Use the Cabinet.:Cancel.")) { + case 1: + if (Zeny > 499) { + if(basicskillcheck() && getskilllv("NV_BASIC") < 6){ + mes "The cabinet is not working for me."; + mes "Maybe I am not yet qualified to use Cabinet."; + } + else { + set zeny,zeny-500; + openstorage; + } + } + else { + mes "I don't have enough zeny."; + mes "I need at least 500 zeny to use the Cabinet."; + } + break; + case 2: + mes "I will use it next time."; + } + } + else + mes "I need an Eden Group Mark to use this Cabinet."; + close; +} diff --git a/npc/quests/eye_of_hellion.txt b/npc/quests/eye_of_hellion.txt index f6afa2da6..058fb8762 100644 --- a/npc/quests/eye_of_hellion.txt +++ b/npc/quests/eye_of_hellion.txt @@ -547,7 +547,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 735,3,3,{ set HELLIONQ,69; getitem 2658,1; //Nile_Rose_ getitem 603,1; //Old_Blue_Box - getexp 1200000,0; + getexp 120000,0; next; mes "[Sir Chilias'Tyus]"; mes "Thank you, kind"; @@ -614,7 +614,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 735,3,3,{ delitem 7332,1; //Slate set HELLIONQ,70; getitem 2658,1; //Nile_Rose_ - getexp 1000000,0; + getexp 100000,0; next; mes "[Sir Chilias'Tyus]"; mes "Thank you, kind"; diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt index 244407f9d..d49e3207d 100644 --- a/npc/quests/first_class/tu_acolyte.txt +++ b/npc/quests/first_class/tu_acolyte.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Fix up by Jukka //===== Current Version: ===================================== -//= 1.3 +//= 1.5 //===== Compatible With: ===================================== //= eAthena SVN (Testet in Trunk 88xx) //===== Description: ========================================= @@ -14,6 +14,8 @@ //= TODO: Test, Add correct misceffects numbers //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth] //= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf] +//= 1.4 Misc. updates. [L0ne_W0lf] +//= 1.5 Adjusted EXP gains to Renewal values. //============================================================ @@ -115,14 +117,19 @@ prt_church,179,15,1 script Priest Praupin 110,{ mes "I know I'm not offering much,"; mes "but they were quite helpful to me when I was a young Acolyte like yourself."; next; - if(select("Maces:Clubs")==1){ - getitem 1604, 1; - } else { - getitem 1510, 1; + switch(select("Wand:Flail")) { + case 1: + delitem 7181,1; //Receipt_01 + set tu_acolyte01,23; + getitem 1604,1; //Wand + break; + case 2: + delitem 7181,1; //Receipt_01 + set tu_acolyte01,23; + getitem 1510,1; //Flail + break; } - delitem 7181, 1; - set tu_acolyte01, 23; - close; + close; } else { mes "You are such a good person,"; mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind."; @@ -286,8 +293,8 @@ prt_monk,230,106,3 script Asthe#tu 79,{ unitskilluseid getcharid(3),28,10; set tu_acolyte01, 3; if(getskilllv("AL_HEAL") == 0){ - getexp 0,100; - //misceffect EF_CONE; + getexp 0,10; + specialeffect2 EF_CONE; } close; break; @@ -306,7 +313,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "Your strength is undeveloped,"; mes "so fight weaker monsters for now."; - mes " I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?"; + mes "I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?"; next; mes "[Asthe]"; mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now."; @@ -323,9 +330,9 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "Well then,"; mes "I hope you"; mes "have a safe trip."; - set tu_acolyte01, 4; - getitem 1504, 1; - getitem 602, 1; + set tu_acolyte01,4; + getitem 1504,1; //Mace + getitem 602,1; //Wing_Of_Butterfly savepoint "prt_monk",30,250; close; } else { @@ -353,16 +360,38 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "I see that you've"; mes "completed the assignment"; mes "already. Good work!"; + next; + mes "[Asthe]"; + mes "Now, I would like to have the Mace back, if you don't mind."; + mes "By any chance, do you carry ^FF0000any other Mace with an elemental Property^000000?"; + mes "If so, please store the mace somewhere first."; + mes "I am afraid that my sight is too bad to distinguish the difference...Hoho."; + next; + mes "[Asthe]"; + mes "Would you like me to take the mace away from your inventory now?"; + next; + switch(select("Sure.:Let me check again.")) { + case 1: + break; + case 2: + mes "[Asthe]"; + mes "Okay, no problem."; + mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000."; + close; + } + mes "[Asthe]"; + mes "Thank you so much."; + mes "You have returned the Mace."; emotion e_heh; set tu_acolyte01, 5; - delitem 1504, 1; + delitem 1504, 1; //Mace if(Class == Job_Acolyte_High){ - getexp 2000,1000; - //misceffect EF_CONE; + getexp 200,100; + specialeffect2 EF_CONE; close; } else { - getexp 1000,500; - //misceffect EF_CONE; + getexp 100,50; + specialeffect2 EF_CONE; close; } } else { @@ -420,8 +449,8 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "However, I'm a little busy with"; mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?"; - set tu_acolyte01, 7; - getitem 7148, 1; + set tu_acolyte01,7; + getitem 7148,1; //Mother_Letter close; break; case 7: @@ -433,7 +462,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ close; break; case 9: - mes "You went to Payon on behalf of the convent for Priest Gardron? That must have been tough..."; + mes "You went to Prontera on behalf of the convent for Priest Gardron? That must have been tough..."; next; mes "[Asthe]"; mes "Blessing!"; @@ -510,11 +539,11 @@ prt_monk,230,106,3 script Asthe#tu 79,{ next; mes "[Asthe]"; mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster."; - //misceffect EF_SIGNUM; + specialeffect EF_SIGNUM; next; mes "[Asthe]"; mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works."; - //misceffect EF_ANGELUS; + specialeffect EF_ANGELUS; next; mes "[Asthe]"; mes "That's about it"; @@ -533,7 +562,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "part of the Heal skill tree."; next; mes "[Asthe]"; - mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target."; + mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target."; next; mes "[Asthe]"; mes "Increase AGI"; @@ -567,7 +596,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,"; mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will"; mes "actually curse them."; - //misceffect EF_CURE; + specialeffect EF_CURE; next; mes "[Asthe]"; mes "For now, don't forget that the Increase AGI, Decrease AGI and"; @@ -590,7 +619,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and"; mes "damage hidden enemies."; - //misceffect EF_RUWACH; + specialeffect EF_RUWACH; next; mes "[Asthe]"; mes "After you have learned Ruwach,"; @@ -622,7 +651,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "Pneuma shields characters"; mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks."; - //misceffect EF_PNEUMA; + specialeffect2 EF_PNEUMA; next; mes "[Asthe]"; mes "There are some Undead monsters"; @@ -677,10 +706,10 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "Why don't you put some of your things in Kafra Storage first?"; } else { set tu_acolyte01, 18; - getitem 7183, 1; - getitem 7181, 1; - getitem 1081, 2; - getitem 7148, 1; + getitem 7183,1; //Sister_Letter + getitem 7181,1; //Receipt_01 + getitem 1081,2; //Merchant_Box_1 + getitem 7148,1; //Mother_Letter } close; break; @@ -743,7 +772,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "Place the water into a cup like so and focus all of your holy energy like this... And then..."; next; - //misceffect EF_AQUA; + specialeffect EF_AQUA; mes "[Asthe]"; mes "Aqua"; mes "Benedicta!"; @@ -764,8 +793,8 @@ prt_monk,230,106,3 script Asthe#tu 79,{ mes "[Asthe]"; mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~"; set tu_acolyte01, 25; - getexp 5000,3000; - //misceffect EF_CONE; + getexp 500,300; + specialeffect2 EF_CONE; close; } mes "If you get into an"; @@ -801,8 +830,8 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ mes "her, especially since"; mes "she is getting old now, but I'm relieved to hear that her health"; mes "is good. We are truly blessed..."; - delitem 7148, 1; - set tu_acolyte01, 8; + delitem 7148,1; //Mother_Letter + set tu_acolyte01,8; close; } else { mes "Hmm...?"; @@ -829,7 +858,7 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ mes "on behalf of the convent,"; mes "not to mention the fact that"; mes "you've protected the citizens"; - mes "of Payon from danger."; + mes "of Prontera from danger."; next; mes "[Priest Gardron]"; mes "May you always"; @@ -839,16 +868,17 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ mes "Acolyte training."; set tu_acolyte01, 9; percentheal 100,100; - getexp 2000,2000; - //misceffect EF_CONE; - getitem 505,1; //Blue_Potion + getexp 200,200; + specialeffect2 EF_CONE; + //getitem 505,1; //Blue_Potion close; } else { - mes "A little while ago, the Payon Elder sent me a message. Apparently,"; - mes "the residents of Payon are being attacked by Zombies."; + mes "A little while ago, a Prontere Sister sent me a message. Apparently,"; + mes "the residents of Prontera are being plagued by Hornets."; + next; mes "[Priest Gardron]"; - mes "He has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation..."; + mes "She has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation..."; next; mes "[Priest Gardron]"; mes "....!"; @@ -858,25 +888,24 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{ mes ""+strcharinfo(0)+","; mes "may I ask"; mes "you to take care"; - mes "of this task? Exterminate the Skeletons and Zombies in the"; - mes "First Floor of Payon Dungeon."; + mes "of this task? Exterminate the Hornets west of Prontera."; next; mes "[Priest Gardron]"; mes "Since you're still in basic training, I will give you some"; mes "help if you return with"; - mes "^3131FF5 Decayed Nails^000000."; + mes "^3131FF5 Bee Stings^000000."; next; mes "[Priest Gardron]"; mes "Now then..."; - mes "Will you go to Payon?"; + mes "Will you go to Prontera?"; next; - if(select("Let's go to Payon!:Um, let me get ready first.")==1){ + if(select("Let's go to Prontera!:Um, let me get ready first.")==1){ mes "[Priest Gardron]"; mes "Good, good."; mes "I shall send you"; - mes "there to fight the monsters in Payon Dungeon so that you can return with 5 Decayed Nails. May God bless you..."; + mes "there to fight the monsters west of Prontera so that you can return with 5 Bee Stings. May God bless you..."; close2; - warp "payon",161,58; + warp "prontera",116,72; end; } close; @@ -898,12 +927,12 @@ prt_monk,235,245,5 script Dog#tu 81,{ mes "Woof woof!^000000"; next; if(tu_acolyte01 == 10){ - set @dog_food, 0; + set .@dog_food, 0; while((1)){ switch(select("Give a treat.:Pet the dog.:End actions.")){ case 1: - set @dog_food, @dog_food + 1; - if(@dog_food > 4){ + set .@dog_food, .@dog_food + 1; + if(.@dog_food > 4){ mes "[Dog]"; mes "^CDB79EGrrrrrr...!^000000"; emotion e_an; @@ -940,13 +969,14 @@ prt_monk,235,245,5 script Dog#tu 81,{ //=================================================Boy==================================================== prt_monk,243,238,5 script Boy#boy_voi 139,5,5,{ -OnTouch: +OnTouch_: if(tu_acolyte01 != 10)end; - mes "[???]"; + mes "[??]"; mes "^333333*Sniff*^000000"; mes "Sister..."; close; } + //=================================================Ill Girl==================================================== prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "[Angelic]"; @@ -981,7 +1011,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "^333333*Cough cough*"; mes "H-hurts..."; next; - menu "Are you alright?",-; + select("Are you alright?"); mes "[Angelic]"; mes "My sister..."; @@ -1011,7 +1041,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "["+strcharinfo(0)+"]"; mes "Are you alright?"; next; - //misceffect EF_CURSEATTACK ; + specialeffect EF_CURSEATTACK ; soundeffectall "_curse.wav",0; emotion e_omg; mes "["+strcharinfo(0)+"]"; @@ -1045,7 +1075,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "["+strcharinfo(0)+"]"; mes "H..."; mes "Heal !!"; - //misceffect EF_HEAL ; + specialeffect EF_HEAL ; next; mes "^3355FFNothing happened."; mes "It doesn't look like"; @@ -1053,45 +1083,58 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ close; break; case 2: - if(getskilllv("AL_BLESSING") == 0) goto L_NONE; - mes "["+strcharinfo(0)+"]"; - mes "B..."; - mes "Blessing!"; - next; - if(rand(100) < getskilllv("AL_BLESSING")*10){ - //misceffect EF_BLESSING; + if(getskilllv("AL_BLESSING") > 0){ mes "["+strcharinfo(0)+"]"; - mes "I..."; - mes "I did it!!"; - next; - mes "^3355FFWhat a great"; - mes "chance for you to"; - mes "practice your abilities!"; - mes "It seemed that this good deed has improved your skills."; - set tu_acolyte01, 13; - getexp 0,1000; - //misceffect EF_CONE; + mes "B..."; + mes "Blessing!"; next; - break; + if(rand(100) < getskilllv("AL_BLESSING")*10){ + specialeffect EF_BLESSING; + mes "["+strcharinfo(0)+"]"; + mes "I..."; + mes "I did it!!"; + next; + mes "^3355FFWhat a great"; + mes "chance for you to"; + mes "practice your abilities!"; + mes "It seemed that this good"; + mes "deed has improved your skills.^000000"; + set tu_acolyte01, 13; + getexp 0,100; + specialeffect2 EF_CONE; + next; + break; + } else { + mes "["+strcharinfo(0)+"]"; + mes "Huh...?"; + mes "It's not working..."; + mes "Maybe it's because"; + mes "I'm still learning?"; + close; + } } else { - mes "["+strcharinfo(0)+"]"; - mes "Huh...?"; - mes "It's not working..."; - mes "Maybe it's because"; - mes "I'm still learning?"; + mes "^3355FFYou didn't learn"; + mes "this skill yet, so you're"; + mes "not able to use it for now.^000000"; close; } break; case 3: - if(getskilllv("AL_CURE") == 0) goto L_NONE; - mes "["+strcharinfo(0)+"]"; - mes "C-Cure...!"; - //misceffect EF_CURE; - next; - mes "^3355FFNothing happened."; - mes "It doesn't look like"; - mes "that skill will work.^000000"; - close; + if(getskilllv("AL_CURE") > 0){ + mes "["+strcharinfo(0)+"]"; + mes "C-Cure...!"; + specialeffect EF_CURE; + next; + mes "^3355FFNothing happened."; + mes "It doesn't look like"; + mes "that skill will work.^000000"; + close; + } else { + mes "^3355FFYou didn't learn"; + mes "this skill yet, so you're"; + mes "not able to use it for now.^000000"; + close; + } break; case 4: mes "^3355FFThis isn't a skill"; @@ -1099,16 +1142,22 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ close; break; case 5: - if(getskilllv("AL_CRUCIS") == 0) goto L_NONE; - mes "["+strcharinfo(0)+"]"; - mes "S-Signum..."; - mes "Signum Crucis!"; - //misceffect EF_SIGNUM; - next; - mes "^3355FFNothing happened."; - mes "It doesn't look like"; - mes "that skill will work.^000000"; - close; + if(getskilllv("AL_CRUCIS") > 0){ + mes "["+strcharinfo(0)+"]"; + mes "S-Signum..."; + mes "Signum Crucis!"; + specialeffect EF_SIGNUM; + next; + mes "^3355FFNothing happened."; + mes "It doesn't look like"; + mes "that skill will work.^000000"; + close; + } else { + mes "^3355FFYou didn't learn"; + mes "this skill yet, so you're"; + mes "not able to use it for now.^000000"; + close; + } break; case 6: mes "^3355FFThis isn't a skill"; @@ -1130,19 +1179,12 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{ mes "power of God?"; } close; -L_NONE: - mes "^3355FFYou didn't learn"; - mes "this skill yet, so you're"; - mes "not able to use it for now.^000000"; - close; } //=================================================Veiner==================================================== prt_monk,197,228,3 script Veiner 89,{ mes "[Veiner]"; if(countitem(1081) && tu_acolyte01 == 18){ - set tu_acolyte01, 19; - delitem 1081, 1; mes "So very exhausted..."; mes "Should I just go back home?"; next; @@ -1157,13 +1199,15 @@ prt_monk,197,228,3 script Veiner 89,{ mes "It's Handmade Chocolate"; mes "from my honey bunny!"; mes "Oh Bibi! You're the best!"; - //misceffect EF_VALLENTINE ; - //misceffect EF_HEARTCASTING; + specialeffect EF_VALLENTINE; + specialeffect EF_HEARTCASTING; next; mes "[Veiner]"; mes "Oh right!"; mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~"; emotion e_thx; + set tu_acolyte01,19; + delitem 1081,1; //Merchant_Box_1 close; } else if(tu_acolyte01 > 18){ mes "I can't wait"; @@ -1202,25 +1246,23 @@ prt_monk,28,260,5 script Hedrick 50,{ mes "This letter is"; mes "full of the energy"; mes "of motherly love!"; - //misceffect EF_STEELBODY; + specialeffect EF_STEELBODY; next; mes "[Hedrick]"; mes "Thanks a lot!"; mes "Here, why don't"; mes "you have one of the"; mes "cookies she sent me?"; - delitem 7148, 1; - set tu_acolyte01, 20; - getitem 538, 1; + delitem 7148,1; //Mother_Letter + set tu_acolyte01,20; + getitem 538,1; //Well_Baked_Cookie close; } //=================================================Weapon Merchant==================================================== -prt_monk,135,263,4 script Weapon Merchant#tu 139,9,9,{ +prt_monk,136,261,0 script Weapon Merchant#tu 139,9,9,{ OnTouch: if(tu_acolyte01 != 20 || countitem(1081)==0) end; - delitem 1081, 1; - set tu_acolyte01, 21; mes "[Weapon Merchant]"; mes "The stuff I requested from the guild is finally here!"; mes "It's pretty tough to keep everything in stock since this is such a remote place."; @@ -1229,6 +1271,8 @@ OnTouch: mes "Hey, thanks so much!"; mes "Oh, and come here if"; mes "you need anything, okay?"; + delitem 1081,1; //Merchant_Box_1 + set tu_acolyte01,21; close; } @@ -1338,10 +1382,172 @@ prt_monk,219,164,3 script Gloria#tu 95,{ mes "Prontera anymore. ^333333*Sniff*^000000"; close; } + //=================================================Cleope Verce==================================================== prt_monk,153,210,3 script Cleope Verce 95,{ mes "[Cleope Verce]"; if(BaseJob != Job_Acolyte){ + if (JobLevel < 40) { + if (BaseLevel < 26) { + mes "Oh my.. "; + mes "A newbie Acolyte?"; + mes "It doesn't even seem"; + mes "like you've learned"; + mes "that many skills?"; + next; + mes "[Cleope Verce]"; + mes "Ho ho~!"; + mes "In my days"; + mes "as an Acolyte,"; + switch(rand(1,4)){ + case 1: + mes "I trained by attacking"; + mes "^3131FFgreen frogs^000000 till my knuckles"; + mes "bled from all the punching!"; + break; + case 2: + mes "I beat up ^3131FFwooden sticks"; + mes "about to collapse^000000 and these"; + mes "^3131FFhuge mushrooms^000000 all the time!"; + break; + case 3: + mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000."; + next; + mes "[Cleope Verce]"; + mes "Ugh..."; + mes "Actually, that's not such a good memory when I think about it."; + break; + case 4: + mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees."; + break; + } + next; + mes "[Cleope Verce]"; + mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~"; + next; + emotion e_gg; + mes "[Cleope Verce]"; + mes "Good luck..."; + mes "Rookie."; + close; + } else if(BaseLevel < 36){ + mes "Oh my.. "; + mes "A young Acolyte?"; + mes "You seem to have just"; + mes "started learning your skills?"; + next; + mes "[Cleope Verce]"; + mes "Ho ho~!"; + mes "When I was"; + mes "around your age,"; + switch(rand(1,5)){ + case 1: + mes "I'd fight with those ^3131FFwhite"; + mes "mice^000000 and ^3131FFbig roaches^000000~"; + break; + case 2: + mes "I'd walk straight into the"; + mes "^3131FFdepths of the ocean^000000 to find monsters to hunt."; + break; + case 3: + mes "I used to fight ^3131FFcreepy"; + mes "looking tree monsters^000000."; + break; + case 4: + mes "I used to fight hundreds"; + mes "of ^3131FFuuuuuug~ly orcs^000000."; + break; + case 5: + mes "I would fight the ^3131FFmonkeys"; + mes "in front of the convent^000000."; + break; + } + next; + mes "[Cleope Verce]"; + mes "Those were"; + mes "bad memories."; + mes "If someone told me"; + mes "to go there again,"; + mes "I'd go insane."; + next; + mes "[Cleope Verce]"; + mes "Still, it seems you"; + mes "have a long way to go"; + mes "until you become a well"; + mes "experienced Acolyte. Ho ho~"; + next; + emotion e_gg; + mes "[Cleope Verce]"; + mes "Good luck,"; + mes "young friend."; + close; + } else if(BaseLevel < 46){ + mes "Well, well, well~"; + mes "Hello, young Acolyte."; + mes "You're still kind of"; + mes "green, but I guess you're"; + mes "not exactly a beginner either."; + next; + mes "[Cleope Verce]"; + mes "I remember that when"; + mes "I was your age, I used to"; + switch(rand(1,6)){ + case 1: + mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000. I wonder how I survived"; + mes "all that?"; + break; + case 2: + mes "play with these ^3131FFcute"; + mes "Poporings^000000 all the time!"; + next; + mes "[Cleope Verce]"; + mes "Still, I had to be careful from their attacks. At that time they were pretty strong!"; + break; + case 3: + mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!"; + break; + case 4: + mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then."; + break; + case 5: + mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time."; + break; + case 6: + mes "beat up these ^3131FFliving chunks of"; + mes "sand in the desert^000000. I swear, they were alive!"; + break; + } + next; + mes "[Cleope Verce]"; + mes "^333333*Sigh*^000000"; + mes "Ah, memories~"; + mes "Of course, if I had"; + mes "the chance to do it all"; + mes "over again, I don't know"; + mes "if I would take it..."; + next; + mes "[Cleope Verce]"; + mes "Anyway, you have"; + mes "plenty of adventures"; + mes "waiting for you. I hope"; + mes "you'll make many fond"; + mes "memories when you're"; + mes "still an Acolyte."; + next; + emotion e_gg; + mes "[Cleope Verce]"; + mes "Good luck,"; + mes "young friend~"; + close; + } + mes "Hmmm?"; + mes "It looks like you've"; + mes "learned quite a lot as"; + mes "an Acolyte! I hate to admit it,"; + mes "but you're too good for me to"; + mes "call you a rookie anymore~"; + close; + } mes "Hello hello."; mes "The sun is very"; mes "warm today, don't"; @@ -1349,186 +1555,12 @@ prt_monk,153,210,3 script Cleope Verce 95,{ mes "weather today..."; close; } - if(JobLevel >= 40){ - mes "Hmmm?"; - mes "It looks like you've"; - mes "learned quite a lot as"; - mes "an Acolyte! I hate to admit it,"; - mes "but you're too good for me to"; - mes "call you a rookie anymore~"; - close; - } - if(BaseLevel < 26){ - mes "Oh my.. "; - mes "A newbie Acolyte?"; - mes "It doesn't even seem"; - mes "like you've learned"; - mes "that many skills?"; - next; - mes "[Cleope Verce]"; - mes "Ho ho~!"; - mes "In my days"; - mes "as an Acolyte,"; - switch(rand(1,4)){ - case 1: - mes "I trained by attacking"; - mes "^3131FFgreen frogs^000000 till my knuckles"; - mes "bled from all the punching!"; - break; - case 2: - mes "I beat up ^3131FFwooden sticks"; - mes "about to collapse^000000 and these"; - mes "^3131FFhuge mushrooms^000000 all the time!"; - break; - case 3: - mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000."; - next; - mes "[Cleope Verce]"; - mes "Ugh..."; - mes "Actually, that's not such a good memory when I think about it."; - break; - case 4: - mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees."; - break; - } - next; - mes "[Cleope Verce]"; - mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~"; - next; - emotion e_gg; - mes "[Cleope Verce]"; - mes "Good luck..."; - mes "Rookie."; - close; - } else if(BaseLevel < 36){ - mes "Oh my.. "; - mes "A young Acolyte?"; - mes "You seem to have just"; - mes "started learning your skills?"; - next; - mes "[Cleope Verce]"; - mes "Ho ho~!"; - mes "When I was"; - mes "around your age,"; - switch(rand(1,5)){ - case 1: - mes "I'd fight with those ^3131FFwhite"; - mes "mice^000000 and ^3131FFbig roaches^000000~"; - break; - case 2: - mes "I'd walk straight into the"; - mes "^3131FFdepths of the ocean^000000 to find monsters to hunt."; - break; - case 3: - mes "I used to fight ^3131FFcreepy"; - mes "looking tree monsters^000000."; - break; - case 4: - mes "I used to fight hundreds"; - mes "of ^3131FFuuuuuug~ly orcs^000000."; - break; - case 5: - mes "I would fight the ^3131FFmonkeys"; - mes "in front of the convent^000000."; - break; - } - next; - mes "[Cleope Verce]"; - mes "Those were"; - mes "bad memories."; - mes "If someone told me"; - mes "to go there again,"; - mes "I'd go insane."; - next; - mes "[Cleope Verce]"; - mes "Still, it seems you"; - mes "have a long way to go"; - mes "until you become a well"; - mes "experienced Acolyte. Ho ho~"; - next; - emotion e_gg; - mes "[Cleope Verce]"; - mes "Good luck,"; - mes "young friend."; - close; - } else if(BaseLevel < 46){ - mes "Well, well, well~"; - mes "Hello, young Acolyte."; - mes "You're still kind of"; - mes "green, but I guess you're"; - mes "not exactly a beginner either."; - next; - mes "[Cleope Verce]"; - mes "I remember that when"; - mes "I was your age, I used to"; - switch(rand(1,6)){ - case 1: - mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000."; - mes "I wonder how I survived all that?"; - break; - case 2: - mes "play with these ^3131FFcute"; - mes "Poporings^000000 all the time!"; - next; - mes "[Cleope Verce]"; - mes "Still, I had to be careful from their attacks. At that time they were pretty strong!"; - break; - case 3: - mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!"; - break; - case 4: - mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then."; - break; - case 5: - mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time."; - break; - case 6: - mes "beat up these ^3131FFliving chunks of"; - mes "sand in the desert^000000. I swear, they were alive!"; - break; - } - next; - mes "[Cleope Verce]"; - mes "^333333*Sigh*^000000"; - mes "Ah, memories~"; - mes "Of course, if I had"; - mes "the chance to do it all"; - mes "over again, I don't know"; - mes "if I would take it..."; - next; - mes "[Cleope Verce]"; - mes "Anyway, you have"; - mes "plenty of adventures"; - mes "waiting for you. I hope"; - mes "you'll make many fond"; - mes "memories when you're"; - mes "still an Acolyte."; - next; - emotion e_gg; - mes "[Cleope Verce]"; - mes "Good luck,"; - mes "young friend~"; - close; - } - mes "Hmmm?"; - mes "It looks like you've"; - mes "learned quite a lot as"; - mes "an Acolyte! I hate to admit it,"; - mes "but you're too good for me to"; - mes "call you a rookie anymore~"; - close; } //=================================================Range NPC==================================================== -prt_monk,217,123,4 script #tu_monk 139,10,10,{ -OnTouch: +prt_monk,217,123,0 script #tu_monk 139,10,10,{ +OnTouch_: if(BaseJob == Job_Acolyte){ switch(tu_acolyte01){ - case 0: - mes "[Sound by Window]"; - mes "Oh...no.. ....so....."; - next; - mes "- You hear something by the window. -"; - close; case 4: case 10: case 25: @@ -1540,13 +1572,10 @@ OnTouch: mes "yonder window...^000000"; close; } - } else if(BaseClass == Job_Archer){ - mes "[Sound by Window]"; - mes "Oh...no.. ....so....."; - close; } end; } + //=================================================Eavesdrop==================================================== prt_monk,223,123,3 script Eavesdrop#tu 111,{ if(BaseJob != Job_Acolyte){ @@ -1574,7 +1603,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ mes "what happens? I'm sure the truth will come out one way or another.^000000"; next; mes "[Voices from Window]"; - mes "^A68064 Alright, sir."; + mes "^A68064 Alright, sir."; mes "Still, I can't help"; mes "but feel uneasy...^000000"; close; @@ -1611,10 +1640,10 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ close; } else if(tu_acolyte01 > 24){ mes "[Voices from Window]"; - mes "^A68064...Sir, do you know anything about the ^855E42curse of the Geobourg family^A68064?^000000"; + mes "^A68064...Sir, do you know anything about the ^855E42curse of the Gaebolg family^A68064?^000000"; next; mes "[Voices from Window]"; - mes "^CD6600The Geobourgs?"; + mes "^CD6600The Gaebolg?"; mes "Are you telling me"; mes "there's a curse on"; mes "the royal family?^000000"; @@ -1630,7 +1659,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ mes "^A68064You see..."; mes "Yormungard is"; mes "said to have cursed"; - mes "the Geobourg family when Rune-Midgarts was first established.^000000"; + mes "the Gaebolg family when Rune-Midgarts was first established.^000000"; next; mes "[Voices from Window]"; mes "^CD6600Yormungard?!"; @@ -1643,7 +1672,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ mes "[Voices from Window]"; mes "^A68064It's horrible..."; mes "Because of the curse,"; - mes "the first child of every generation of the Geobourg family will supposedly die an early death...^000000"; + mes "the first child of every generation of the Gaebolg family will supposedly die an early death...^000000"; next; mes "[Voices from Window]"; mes "^CD6600Are you saying that all of the first princes and princesses"; @@ -1654,7 +1683,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ mes "in the palace? Did the eldest prince pass away recently?^000000"; next; mes "[Voices from Window]"; - mes "^A68064 No..."; + mes "^A68064 No..."; mes "Actually, the second"; mes "eldest prince passed"; mes "away, not the first.^000000"; @@ -1671,7 +1700,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ mes "Was it an accident?^000000"; next; mes "[Voices from Window]"; - mes "^A68064 They haven't determined"; + mes "^A68064 They haven't determined"; mes "the exact reason of the death yet. But the court officials want us to see if we can undo Yormungard's curse once and for all.^000000"; next; mes "[Voices from Window]"; @@ -1709,7 +1738,38 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{ next; mes "[Voice from Window]"; mes "^CD6600Oh dear God."; - mes "Please expel the darkness that approaches the Rune Midgarts Kingdom. Please protect us with your light and compassion.^000000"; + mes "Please expel the darkness that approaches the Rune-Midgarts Kingdom. Please protect us with your light and compassion.^000000"; close; } } + +/* +sec_in02,17,156,3 script 1st Job Quest Reset 726,{ + mes "[1st Job Quest]"; + mes "Which would you like to reset?"; + next; + switch(select("Swordsman:Merchant:Archer:Acolyte:Thief:Mage")) { + case 1: + set tu_swordman,0; + break; + case 2: + set tu_merchant,0; + break; + case 3: + set tu_archer01,0; + set tu_archer02,0; + break; + case 4: + set tu_acolyte01,0; + break; + case 5: + set tu_thief01,0; + break; + case 6: + set tu_magician01,0; + break; + } + mes "Completed."; + close; +} +*/ diff --git a/npc/quests/first_class/tu_archer.txt b/npc/quests/first_class/tu_archer.txt index bb1a9f8c6..5243cfc86 100644 --- a/npc/quests/first_class/tu_archer.txt +++ b/npc/quests/first_class/tu_archer.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Fix up by Jukka //===== Current Version: ===================================== -//= 1.8 +//= 1.9 //===== Compatible With: ===================================== //= eAthena SVN (Testet in Trunk 88xx) //===== Description: ========================================= @@ -19,6 +19,7 @@ //= 1.6 Fixed infinate loop. (bugreport:2393) [L0ne_W0lf] //= 1.7 Added 10.3 dialog and moved Arpesto to hunter skill quest. [Kisuka] //= 1.8 Updated slightly, removed additional emotions from Reiden. [L0ne_W0lf] +//= 1.9 Misc. updates. [L0ne_W0lf] //============================================================ @@ -167,7 +168,7 @@ pay_arche,127,154,4 script Sign#arc 835,{ } //=================================================Master Kavaruk==================================================== -payon_in02,47,13,3 script Master Kavaruk 55,{ +payon_in02,54,13,3 script Master Kavaruk 55,{ mes "[Master Kavaruk]"; mes "Hello, young one."; mes "I am Master Kavaruk"; @@ -259,8 +260,8 @@ payon_in02,47,13,3 script Master Kavaruk 55,{ mes "their Flora."; next; mes "[Master Kavaruk]"; - mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to road south of Icarus^000000."; - set tu_archer02, 1; + mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to the road south of Icarus^000000."; + set tu_archer02,1; close; } else if(tu_archer02 == 1){ @@ -274,7 +275,7 @@ payon_in02,47,13,3 script Master Kavaruk 55,{ next; mes "[Master Kavaruk]"; mes "I asked a member of Icarus to"; - mes "wander about the Rune Midgarts kingdom and gather news and information about what has been going on recenty."; + mes "wander about the Rune-Midgarts Kingdom and gather news and information about what has been going on recenty."; next; mes "[Master Kavaruk]"; mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened."; @@ -301,7 +302,7 @@ payon_in02,47,13,3 script Master Kavaruk 55,{ mes "for bringing me the news. As Arthail has said, I shall wait until he has more news for me."; mes "You should also train and prepare for the future as well."; set tu_archer02, 10; - getexp 2000,1000; + getexp 200,100; close; } } @@ -537,12 +538,12 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!"; next; mes "[Reidin Corse]"; - set @skill_owl, getskilllv("AC_OWL"); - if(@skill_owl < 3){ + set .@skill_owl, getskilllv("AC_OWL"); + if(.@skill_owl < 3){ set tu_archer01, 6; mes "Now, your first assignment"; mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!"; - mes "From Prontera, if you travel south, south and then west, you can fight Condors for your training."; + mes "From Morroc, if you travel south, you can fight Condors for your training."; next; mes "[Reidin Corse]"; mes "You can head somewhere"; @@ -553,11 +554,10 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ case 1: mes "[Reidin Corse]"; mes "I'll send you to"; - mes "Prontera for now,"; + mes "Morroc for now,"; mes "so don't forget the"; mes "directions I gave you."; - mes "Travel ^3131FFsouth^000000, ^3131FFsouth^000000,"; - mes "and then ^3131FFwest^000000."; + mes "Travel ^3131FFsouth^000000."; next; switch(select("Leave right away~:W-wait, let me get ready!")) { case 1: @@ -573,9 +573,9 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "[Reidin Corse]"; mes "Okay...!"; mes "Off you go!"; - mes "To Prontera!"; + mes "To Morroc!"; close2; - warp "prontera",116,72; + warp "morocc",156,46; end; break; case 2: @@ -605,7 +605,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ emotion e_ag; mes "Huh. So you already know a little about Owl's Eye already, huh? Well then, I guess I oughta talk about something you don't know about!"; set tu_archer01, 7; - getexp 500,0; + getexp 50,0; close; } break; @@ -620,8 +620,8 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ break; } } else if(tu_archer01 == 6){ - set @owl, getskilllv(43); - if(@owl > 2){ + set .@owl, getskilllv(43); + if(.@owl > 2){ mes "Ah, you're"; mes "finally back."; mes "You've kept me"; @@ -633,7 +633,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "Here, this is a small, special reward for you."; specialeffect2 EF_WIND; set tu_archer01, 7; - getexp 500,0; + getexp 50,0; next; emotion e_pif; mes "[Reidin Corse]"; @@ -712,9 +712,9 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "practice from a distance!"; next; - set @eagle, getskilllv("AC_VULTURE"); - if(@eagle < 3){ - mes "Alright, Mandagora usually live around Mt. Mjolnir. I can send you to Prontera, so just travel north, then east from there to find"; + set .@eagle, getskilllv("AC_VULTURE"); + if(.@eagle < 3){ + mes "Alright, Mandagora usually live around Geffen. I can send you to Geffen, so just travel north from there to find"; mes "some of them."; next; mes "[Reidin Corse]"; @@ -729,8 +729,8 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ next; mes "[Reidin Corse]"; mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well."; - set tu_archer01, 8; - getitem 1752, 300; + set tu_archer01,8; + getitem 1752,300; //Fire_Arrow next; } mes "[Reidin Corse]"; @@ -743,7 +743,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "Alright...!"; mes "Get a move on!"; close2; - warp "prontera",116,72; + warp "geffen",120,39; end; break; case 2: @@ -763,14 +763,14 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "You already"; mes "learned Vulture's Eye!"; mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson..."; - set tu_archer01, 9; - getitem 1752, 500; - next; + set tu_archer01,9; + getitem 1752,500; //Fire_Arrow + close; } } else if(tu_archer01 == 8){ - set @eagle, getskilllv("AC_VULTURE"); - if(@eagle < 3){ - mes "Mandagora lives in the area north and east of Prontera. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range."; + set .@eagle, getskilllv("AC_VULTURE"); + if(.@eagle < 3){ + mes "Mandagora lives in the area north of Geffen. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range."; next; mes "[Reidin Corse]"; mes "Okay..."; @@ -783,7 +783,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "Alright...!"; mes "Get a move on!"; close2; - warp "prontera",116,72; + warp "geffen",120,39; end; break; case 2: @@ -797,8 +797,8 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ } else { mes "Ah, so you've learned"; mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~"; - set tu_archer01, 9; - getitem 1752, 500; + set tu_archer01,9; + getitem 1752,500; //Fire_Arrow close; } } else if(tu_archer01 == 9){ @@ -819,8 +819,8 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "Whaddya think?"; mes "Exciting, yes?"; next; - set @eagle, getskilllv("AC_DOUBLE"); - if(@eagle > 2){ + set .@eagle, getskilllv("AC_DOUBLE"); + if(.@eagle > 2){ mes "["+strcharinfo(0)+"]"; mes "I..."; mes "I already know"; @@ -849,10 +849,10 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "might! Practice Double Strafe"; mes "enough and you'll get used to it!"; next; - if(@eagle == 0){ + if(.@eagle == 0){ specialeffect2 EF_WIND; set tu_archer01, 10; - getexp 0,500; + getexp 0,50; } emotion e_no1; next; @@ -866,27 +866,25 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ close; } } else if(tu_archer01 == 10){ - mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Hydras^000000!"; + mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!"; emotion e_no1; next; mes "[Reidin Corse]"; - mes "There's a ship that"; - mes "leads to Byalan Island in Izlude, Prontera's satellite city. Ride that ship to Byalan Island."; + mes "Rockers live just southwest of Prontera."; next; mes "[Reidin Corse]"; - mes "In the center of that island is the entrance to a dungeon where a lot of Hydras live. Remember that it's a water dungeon, and that ^3131FFWater resists Fire^000000, ^3131FFbut is weak against Wind^000000."; + mes "Be aware that Rockers are earth element monsters!! ^3131FFSo they should be weak against fire^000000."; next; mes "[Reidin Corse]"; - mes "Now go and bring ^3131FF10 Tentacles^000000"; - mes "from hunting Hydra and ^3131FF1 Crystal Blue^000000, which you can get from hunting the Mushrooms there."; + mes "Now go and bring ^3131FF10 Grasshopper's Leg^000000 from hunting Rockers."; mes "Bring all of that and you pass~"; next; mes "[Reidin Corse]"; - mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(0) + "~"; - set tu_archer01, 11; + mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(0) + "~"; + set tu_archer01,11; close; } else if(tu_archer01 == 11){ - if((countitem(962) > 9) && (countitem(991) > 0)){ + if(countitem(940) > 9){ if(MaxWeight - Weight < 1000){ mes "Why are you carrying"; mes "so much stuff? You better put everything you don't need into Kafra Storage."; @@ -901,15 +899,14 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!"; specialeffect2 EF_WIND; set tu_archer01, 12; - getexp 1000,1000; + getexp 100,100; getitem 1707,1; //Great_Bow close; } } else { mes "Hey..."; mes "You gotta bring"; - mes "^3131FF10 Tentacles^000000 and"; - mes "^3131FF1 Crystal Blue^000000 to pass my midterm! Go back to the dungeon on Byalan Island and get them!"; + mes "^3131FF10 Grasshopper's Leg^000000 to pass my midterm! Go back to the southwest area of Prontera and get them!"; close; } } else if(tu_archer01 == 12){ @@ -952,8 +949,8 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "no need for you to fret."; next; mes "[Reidin Corse]"; - mes "Now, go to Mt. Mjolnir and hunt Floras. Your test will be to bring back ^3131FF5 Maneater Blossoms^000000 and"; - mes "^3131FF20 Stems^000000."; + mes "Now, go into the forest east of Payon and hunt Spores and Wormtails. Your test will be to bring back ^3131FF10 Mushroom Spores^000000 and"; + mes "^3131FF10 Pointed Scales^000000."; next; mes "[Reidin Corse]"; mes "I know it's a little dangerous,"; @@ -980,7 +977,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ close; } } else if((tu_archer01 == 14) || (tu_archer01 == 15)){ - if((countitem(1032) > 4) && (countitem(905) > 19)){ // Blossom Of Maneater & Stem + if((countitem(906) > 9) && (countitem(921) > 9)){ mes "Ha-ha~!"; mes "You look more like"; mes "a veteran than a rookie"; @@ -997,7 +994,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ mes "this little reward!"; specialeffect2 EF_WIND; set tu_archer01,16; - getexp 3000,3000; + getexp 300,300; getitem 1770,500; //Iron_Arrow next; mes "[Reidin Corse]"; @@ -1017,36 +1014,11 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{ close; } else { mes "Remember, you"; - mes "need to head over to"; - mes "Mt. Mjolnir and get me"; - mes "^3131FF5 Maneater Blossoms^000000"; - mes "and ^3131FF20 Stems^000000."; - next; - mes "[Reidin Corse]"; - mes "From Prontera, you'd get to Mt. Mjolnir by traveling ^3131FFnorth^000000, ^3131FFnorth^000000 and then ^3131FFeast^000000. But if you want,"; - mes "I can just send you there."; - next; - switch(select("Go!:W-Wait!")) { - case 1: - mes "[Reidin Corse]"; - mes "Alright!"; - mes "Oh, and if you get"; - mes "the chance, give a hello to my Acolyte pal over there for me~"; - emotion e_heh; - close2; - warp "mjolnir_11",25,221; - end; - break; - case 2: - mes "[Reidin Corse]"; - mes "Huh?"; - mes "Um, sure. But"; - mes "there's no reason to"; - mes "get so nervous, even if"; - mes "this my final exam for you."; - close; - break; - } + mes "need to head into"; + mes "the forest east of Payon and get me"; + mes "^3131FF10 Mushroom Spores^000000"; + mes "and ^3131FF10 Pointed Scales^000000."; + close; } } else if(tu_archer01 == 16){ mes "I really like this town."; @@ -1299,7 +1271,7 @@ pay_arche,84,139,3 script Seisner 727,{ mes "he can't stop its flight or change his target. That's why Archers need to be level headed and really careful in battle."; next; mes "[Seisner]"; - mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune Midgard."; + mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune-Midgard."; close; break; } @@ -1317,13 +1289,13 @@ pay_arche,84,139,3 script Seisner 727,{ specialeffect2 EF_WIND; set tu_archer01, 3; if(JobLevel == 1){ - getexp 0,30; + getexp 0,5; } else if((JobLevel > 1) && (JobLevel < 11)){ - getexp 0,100; + getexp 0,10; } else if((JobLevel > 10) && (JobLevel < 21)){ - getexp 0,250; + getexp 0,25; } else { - getexp 0,500; + getexp 0,50; } end; } @@ -1334,7 +1306,7 @@ pay_arche,84,139,3 script Seisner 727,{ pay_arche,76,135,3 script Target#Target 111,{ end; } // empty NPC?? [Jukka] //=================================================Acolyte==================================================== -mjolnir_11,27,223,3 script Acolyte#tu 95,{ +pay_fild08,40,83,5 script Acolyte#tu 95,{ mes "[Acolyte]"; if(tu_archer01 == 14){ if(gettime(3) >= 18 && gettime(3) < 22){ @@ -1421,37 +1393,37 @@ mjolnir_11,27,223,3 script Acolyte#tu 95,{ mes "Wait, I know..."; mes "Y-you're... ^666666*Yawn*^000000"; mes "So sleepy. Take this for now..."; - set @kurae_heal, rand(1,4); - if(@kurae_heal == 1){ + set .@kurae_heal, rand(1,4); + if(.@kurae_heal == 1){ unitskilluseid getcharid(3),28,3; - } else if(@kurae_heal == 2){ + } else if(.@kurae_heal == 2){ unitskilluseid getcharid(3),28,9; - } else if(@kurae_heal == 3){ + } else if(.@kurae_heal == 3){ unitskilluseid getcharid(3),28,10; - } else if(@kurae_heal == 4){ + } else if(.@kurae_heal == 4){ } - set @kurae_agi, rand(1,3); - if(@kurae_agi == 1){ + set .@kurae_agi, rand(1,3); + if(.@kurae_agi == 1){ unitskilluseid getcharid(3),29,0; - } else if(@kurae_agi == 2){ + } else if(.@kurae_agi == 2){ unitskilluseid getcharid(3),29,5; - } else if(@kurae_agi == 3){ + } else if(.@kurae_agi == 3){ unitskilluseid getcharid(3),29,10; } - set @kurae_bls, rand(1,3); - if(@kurae_bls == 1){ + set .@kurae_bls, rand(1,3); + if(.@kurae_bls == 1){ unitskilluseid getcharid(3),34,0; - } else if(@kurae_bls == 2){ + } else if(.@kurae_bls == 2){ unitskilluseid getcharid(3),34,5; - } else if(@kurae_bls == 3){ + } else if(.@kurae_bls == 3){ unitskilluseid getcharid(3),34,10; } close; } } else if(tu_archer01 == 15){ - if((gettime(3) >= 18) && (gettime(3) < 22)){ //CHECK + if((gettime(3) >= 18) && (gettime(3) < 22)){ mes "^666666Zzzzz...^000000"; mes "Wh-wha...?"; mes "Who are you?"; @@ -1468,30 +1440,30 @@ mjolnir_11,27,223,3 script Acolyte#tu 95,{ mes "J-just take this before"; mes "I fall asleep again~! ^666666*Yawn*^000000"; - set @kurae_heal, rand(1,4); - if(@kurae_heal == 1){ + set .@kurae_heal, rand(1,4); + if(.@kurae_heal == 1){ unitskilluseid getcharid(3),28,3; - } else if(@kurae_heal == 2){ + } else if(.@kurae_heal == 2){ unitskilluseid getcharid(3),28,10; - } else if(@kurae_heal == 3){ + } else if(.@kurae_heal == 3){ unitskilluseid getcharid(3),28,8; } - set @kurae_agi, rand(1,3); - if(@kurae_agi == 1){ + set .@kurae_agi, rand(1,3); + if(.@kurae_agi == 1){ unitskilluseid getcharid(3),29,0; - } else if(@kurae_agi == 2){ + } else if(.@kurae_agi == 2){ unitskilluseid getcharid(3),29,5; - } else if(@kurae_agi == 3){ + } else if(.@kurae_agi == 3){ unitskilluseid getcharid(3),29,10; } - set @kurae_bls, rand(1,3); - if(@kurae_bls == 1){ + set .@kurae_bls, rand(1,3); + if(.@kurae_bls == 1){ unitskilluseid getcharid(3),34,0; - } else if(@kurae_bls == 2){ + } else if(.@kurae_bls == 2){ unitskilluseid getcharid(3),34,5; - } else if(@kurae_bls == 3){ + } else if(.@kurae_bls == 3){ unitskilluseid getcharid(3),34,10; } close; @@ -1501,26 +1473,26 @@ mjolnir_11,27,223,3 script Acolyte#tu 95,{ mes "casting a spell"; mes "to help you! Yaa~p!"; - set @kurae_heal, rand(1,3); - if(@kurae_heal == 1){ + set .@kurae_heal, rand(1,3); + if(.@kurae_heal == 1){ unitskilluseid getcharid(3),28,3; - } else if(@kurae_heal == 2){ + } else if(.@kurae_heal == 2){ unitskilluseid getcharid(3),28,10; - } else if(@kurae_heal == 3){ + } else if(.@kurae_heal == 3){ unitskilluseid getcharid(3),28,8; } - set @kurae_agi, rand(1,2); - if(@kurae_agi == 1){ + set .@kurae_agi, rand(1,2); + if(.@kurae_agi == 1){ unitskilluseid getcharid(3),29,10; - } else if(@kurae_agi == 2){ + } else if(.@kurae_agi == 2){ unitskilluseid getcharid(3),29,5; } - set @kurae_bls, rand(1,2); - if(@kurae_bls == 1){ + set .@kurae_bls, rand(1,2); + if(.@kurae_bls == 1){ unitskilluseid getcharid(3),34,10; - } else if(@kurae_bls == 2){ + } else if(.@kurae_bls == 2){ unitskilluseid getcharid(3),34,5; } close; @@ -1563,20 +1535,20 @@ pay_arche,130,113,3 script Alchemist Guildmember#tu 740,{ mes "Flora field! I really"; mes "appreciate your help~"; - set @alche_f,countitem(1032);// Blossom_Of_Maneater - set @alche_s,countitem(905);// Stem - set @f_zeny, @alche_f * 130; - set @s_zeny, @alche_s * 30; - set @total_zeny, @f_zeny + @s_zeny; + set .@alche_f,countitem(1032); // Blossom_Of_Maneater + set .@alche_s,countitem(905); // Stem + set .@f_zeny, .@alche_f * 130; + set .@s_zeny, .@alche_s * 30; + set .@total_zeny, .@f_zeny + .@s_zeny; if(countitem(1032) == 0){ - delitem 905, @alche_s; + delitem 905, .@alche_s; //Stem } else if(countitem(905) == 0){ - delitem 1032, @alche_f; + delitem 1032, .@alche_f; //Blossom_Of_Maneater } else { - delitem 1032, @alche_f; - delitem 905, @alche_s; + delitem 1032, .@alche_f; //Blossom_Of_Maneater + delitem 905, .@alche_s; //Stem } - set Zeny,Zeny+@total_zeny; + set Zeny,Zeny+.@total_zeny; close; break; case 2: @@ -1656,7 +1628,7 @@ prontera,126,335,5 script Arthail 51,{ next; mes "[Arthail]"; mes "Here in the capital of the"; - mes "Rune Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there."; + mes "Rune-Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there."; next; mes "[Arthail]"; mes "However, I have a fear of other people and I can't bring myself to go near the crowds of people there. It's embarassing for me to admit this as a Bard..."; @@ -1781,8 +1753,8 @@ prontera,126,335,5 script Arthail 51,{ mes "[Arthail]"; mes "And one day..."; mes "I guess I'll finally"; - mes "have a song that I can"; - mes "share with you."; + mes "have a song that"; + mes "I can share with you."; set tu_archer02, 9; close2; end; @@ -1954,6 +1926,9 @@ monk_in,19,43,1 script Bishop Maugins 60,{ unitskilluseid getcharid(3),34,10; close; } - mes "...Now, I have something to think about. Please visit me later, young sheep.."; + mes "I'm sorry, but I have"; + mes "some pressing matter"; + mes "to think about right now."; + mes "Would you come back later?"; close; } diff --git a/npc/quests/first_class/tu_ma_th01.txt b/npc/quests/first_class/tu_ma_th01.txt index ce1b6e4bb..bddc0b410 100644 --- a/npc/quests/first_class/tu_ma_th01.txt +++ b/npc/quests/first_class/tu_ma_th01.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Fix up by Jukka //===== Current Version: ===================================== -//= 1.2 +//= 1.3 //===== Compatible With: ===================================== //= eAthena SVN (Testet in Trunk 88xx) //===== Description: ========================================= @@ -13,6 +13,7 @@ //= 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] //============================================================ @@ -20,77 +21,138 @@ moc_fild12,166,369,0 script Trace of Battle#1 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 5){ - mes "^3355FFThere are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000"; + 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 "^3355FFThere are traces of poison used in a battle. After examining the scene carefully, I feel a little dizzy."; + 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; - //##### GetHEALTHSTATE VAR_POISON 60##### - //misceffect EF_VENOMDUST2; + sc_start SC_Poison,60000,0; + specialeffect EF_VENOMDUST2; close; } else if(tu_thief01 == 6){ - mes "^3355FFThere are traces of poison used in a battle. After examining the scene carefully, I feel a little dizzy."; - //##### GetHEALTHSTATE VAR_POISON 60##### - //misceffect EF_VENOMDUST2; + 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 "^3355FFThere are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000"; + 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 signs of a pursuit that heads south.^000000"; + 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 "^3355FFThe traces of battle seem to be leading in different directions. From the peculiar smell that permeates the area, it seems that some kind of lethal poison was used in the fight...^000000"; + mes "^3355FFYou find signs of"; + mes "a heated pursuit"; + mes "that head south."; close; } } if(BaseClass == Job_Mage){ if(tu_magician01 < 8){ - mes "There are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000"; - //misceffect EF_VENOMDUST2; + 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 signs of a pursuit that heads south.^000000"; + 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; - close2; + close; } else { - mes "^3355FFThe traces of battle seem to be leading in different directions. From the peculiar smell that permeates the area, it seems that some kind of lethal poison was used in the fight...^000000"; + mes "^3355FFYou find signs of"; + mes "a heated pursuit"; + mes "that head south."; close; } } - mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000"; + 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 Battle Traces#2 844,{ +moc_fild12,173,215,0 script Trace of Battle#2 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 9){ - mes "There are traces of many people going by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else if(tu_thief01 == 9){ - mes "The traces lead to the east. There is one peculiar footstep amongst them all that caugh my attention. Seems like the one of the person being pursued."; + mes "^3355FFYou've found traces"; + mes "of the pursuit which"; + mes "continue eastward.^000000"; set tu_thief01, 10; close; } else { - mes "The traces lead to the east."; + mes "^3355FFThese traces of"; + mes "the pursuit lead"; + mes "towards the east.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 9){ - mes "There are traces of many people going by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else if(tu_magician01 == 9){ - mes "The traces lead to the east. There is one peculiar footstep amongst them all that caugh my attention. Seems like the one of the people being chased."; + mes "^3355FFYou've found traces"; + mes "of the pursuit which"; + mes "continue eastward.^000000"; set tu_magician01, 10; close; } else { - mes "The traces lead to the east."; + mes "^3355FFThese traces of"; + mes "the pursuit lead"; + mes "towards the east.^000000"; close; } } - mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000"; + 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; } @@ -98,30 +160,51 @@ moc_fild12,173,215,0 script Battle Traces#2 844,{ moc_fild12,276,165,0 script Trace of Battle#3 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 10){ - mes "There are traces of several who have went by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else if(tu_thief01 == 10){ - mes "The footsteps of the one being chased after is rather peculiar. It almost seems as if it was left on purpose."; + 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 "There are a peculiar set up footsteps."; + mes "^3355FFIt's a very"; + mes "strange looking"; + mes "set of footprints.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 10){ - mes "There are traces of many people going by."; - close; - } else if(tu_magician01 == 10){ //CHECK - mes "The footsteps of the one being chased after is rather peculiar. It almost seems like it was left on purpose."; - set tu_magician01, 11;//Check + 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 "There are a peculiar set up footsteps."; + mes "^3355FFIt's a very"; + mes "strange looking"; + mes "set of footprints.^000000"; close; } } - mes "There are some traces, but I cannot tell what they are."; + 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; } @@ -129,32 +212,58 @@ moc_fild12,276,165,0 script Trace of Battle#3 844,{ moc_fild11,39,163,0 script Trace of Battle#4 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 11){ - mes "There are traces of many that have gone by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else if(tu_thief01 == 11){ - mes "Another peculiar trace has been added. Unlike the others, it is small and clear, It seems like another has joined in."; + 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 "A new trace has been added."; + 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 "There are traces of many that have gone by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else if(tu_magician01 == 11){ - mes "Another peculiar trace has been added."; - mes "Unlike the others, it is small and clear."; - mes "It seems like another has joined in."; + 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 "A new trace has been added."; + 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 that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000"; + 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; } @@ -162,101 +271,155 @@ moc_fild11,39,163,0 script Trace of Battle#4 844,{ moc_fild11,205,52,0 script Trace of Battle#5 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 12){ - mes "There are traces of many that have gone by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else if(tu_thief01 == 12){ - mes "The traces are divided into ones from the East"; - mes "split into North and South."; - if(countitem(506) == 0){ // Green_Potion - mes "I sense a strong poison nearby so"; - mes "it is hard to approach."; - mes "It will be hard without getting rid of the poison first."; + 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 "It is hard to approach because of a strong poison."; - mes "You can neutralize the poison momentarily"; - mes "with the Green Potion."; + 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 "The poison has gotten weaker. After investigating the scene where the poison has cleared I see a piece of cloth."; + 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.")){ + switch(select("Don't investigate.:Investigate.")){ case 1: - mes "It's not something to be concerned about."; + mes "["+strcharinfo(0)+"]"; + mes "A piece of cloth"; + mes "is nothing to be"; + mes "concerned about."; close; break; case 2: - mes "The cloth drenched in blood has strange letters on it. It could be a good clue."; + 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 "Found a piece of cloth."; + 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 "It would be faster to follow the traces than investigate this scene."; + 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 "Can't find anything else. Only the traces split into two remain."; + 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 "There are traces of many that have gone by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else if(tu_magician01 == 12){ - mes "The traces from the east split into"; - mes "the north and south."; - if(countitem(506) == 0){ // Green_Potion - mes "I sense a strong poison nearby so"; - mes "it is hard to approach."; - mes "It will be hard without getting rid of the poison first."; + 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 "It is hard to approach because of a strong poison."; - mes "You can neutralize the poison momentarily"; - mes "with the Green Potion."; + mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000"; next; - switch(select("Use Green Potion.", "Don't use it.")){ + 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 "The poison got weaker after using the potion."; - mes "After investigating the scene where the poison"; - mes "is cleared I see a piece of cloth."; + 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.")){ + switch(select("Don't investigate.:Investigate.")){ case 1: - mes "It's not something to be concerned about."; + mes "["+strcharinfo(0)+"]"; + mes "A piece of cloth"; + mes "is nothing to be"; + mes "concerned about."; close; break; case 2: - mes "The cloth drenched in blood has strange"; - mes "letters on it. It could be a good clue."; - set tu_magician01, 13; + 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 "Found a piece of cloth."; + 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 "It would be faster to follow the traces rather"; - mes "than investigating this scene."; + 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 "Can't find anything else."; - mes "Only the traces split into two remain."; + 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 "There are some traces, but I cannot tell what they are."; + 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; } @@ -264,22 +427,41 @@ moc_fild11,205,52,0 script Trace of Battle#5 844,{ moc_fild11,226,235,0 script Trace of Battle#6 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 13){ - mes "There are traces of many that have gone by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else { - mes "There is a trace from the south. It seems to be leading to the north but I can't seem to be able to tell as of yet."; + 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 "There are traces of many that have gone by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else { - mes "There is a trace from the south. It seems to be leading to the north but I can't seem to be able to tell as of yet."; + 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 "There are some traces, but I cannot tell what they are."; + 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; } @@ -287,22 +469,39 @@ moc_fild11,226,235,0 script Trace of Battle#6 844,{ moc_fild11,184,342,0 script Trace of Battle#7 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 13){ - mes "There are traces of several that have stopped by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else { - mes "Many of the traces are connected. They seemed to have stopped here for a while, but headed north."; + 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 "There are traces of several that have stopped by."; + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; close; } else { - mes "Many of the traces are connected. They seemed to have stopped here for a while, but then headed north."; + 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 "There are some traces, but I cannot tell what they are."; + 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; } @@ -310,30 +509,59 @@ moc_fild11,184,342,0 script Trace of Battle#7 844,{ moc_fild17,213,358,0 script Trace of Battle#8 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 13){ - mes "There are traces of about two people that stopped by."; + 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 "I can no longer see the traces of those that were pursuiting. I only see traces of the two."; + 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 "There are traces of a small amont of people."; + 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 "There seem to be traces of approximately two people that stopped by."; + 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 "I can no longer see the traces of those that were pursuiting. I only see traces of the two."; + 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 "There are traces of a small amont of people."; + 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 "There are some traces, but I cannot tell what they are."; + 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; } @@ -341,58 +569,93 @@ moc_fild17,213,358,0 script Trace of Battle#8 844,{ moc_fild17,228,274,0 script Trace of Battle#9 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 14){ - mes "There are traces of a small battle."; + 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 "There seems to have been a small battle. Traces that come from the north and some from the southeast are mixed together."; - next; - mes "Then the traces lead to the east. More may be found by investigating more."; + 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 "I found a piece of cloth with blood on it like before."; - next; - mes "- You discovered a piece of cloth with blood -"; + 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 "I could not find any other traces. More investigation should follow."; + 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 "There are no other peculiar traces other than one leading west."; + mes "^3355FFYou better continue"; + mes "following this trail"; + mes "which leads westward.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 14){ - mes "There are traces of a small battle."; + 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 "There seems to have been a small battle. Traces that come from the north and some from the southeast are mixed together."; - next; - mes "Then the traces lead to the east. More may be found by investigating more."; + 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 "I found a piece of cloth with blood on it like before."; - next; - mes "- You discovered a piece of cloth with blood -"; + 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 "I could not find any other traces. More investigation should follow."; + 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 "There are no other peculiar traces other than one leading west."; + mes "^3355FFYou better continue"; + mes "following this trail"; + mes "which leads westward.^000000"; close; } } - mes "There are some traces, but I can't tell what they are."; + 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; } @@ -400,30 +663,51 @@ moc_fild17,228,274,0 script Trace of Battle#9 844,{ moc_fild17,34,292,0 script Trace of Battle#10 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 16){ - mes "A large group of people seem to have gone by."; + 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 "Traces lead from the east. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing."; + 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 "There are traces leading to the east."; + mes "^3355FFThe trail from"; + mes "this point heads"; + mes "towards the west.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 16){ - mes "A large group of people seem to have gone by."; + 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 "Traces lead from the east. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing."; + 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 "Traces lead to the east."; + mes "^3355FFThe trail from"; + mes "this point heads"; + mes "towards the west.^000000"; close; } } - mes "There are some traces remaining, but I cannot tell what they are."; + 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; } @@ -431,30 +715,55 @@ moc_fild17,34,292,0 script Trace of Battle#10 844,{ moc_fild18,346,296,0 script Trace of Battle#11 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 17){ - mes "A large group of people seem to have gone by."; + 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 "Traces of a pursuit continues. Someone must have been injured seeing there is blood."; + 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 "There is blood here and there so other traces should be easy to find."; + 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 "A large group of people seem to have gone by."; + 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 "Traces of a pursuit continues. Someone must have been injured seeing there is blood."; + 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 "There is blood here and there so other traces should be easy to find."; + 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 "There are some traces remaining, but I cannot tell what they are."; + 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; } @@ -462,30 +771,51 @@ moc_fild18,346,296,0 script Trace of Battle#11 844,{ moc_fild18,309,257,0 script Trace of Battle#12 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 18){ - mes "A large group of people seem to have gone by."; + 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 "Traces lead to the north. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing."; + 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 "There are traces leading to the north."; + 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 "A large group of people seem to have gone by."; + 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 "Traces lead to the north. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing."; + 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 "There are traces leading to the north."; + mes "^3355FFThe trail of this"; + mes "pursuit now leads"; + mes "towards the north.^000000"; close; } } - mes "There are some traces remaining, but I cannot tell what they are."; + 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; } @@ -493,14 +823,25 @@ moc_fild18,309,257,0 script Trace of Battle#12 844,{ moc_fild18,177,333,0 script Trace of Battle#13 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 19){ - mes "A large group of people seem to have gone by."; + 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 "Traces leading to the north have changed direction to the southwest. More pursuers seem to have joined and stalled the group."; + 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 "Within the traces of the battle, there are some leading to the southwest."; + mes "^3355FFIt looks like"; + mes "the battle heads"; + mes "towards the southwest"; + mes "from this particular point.^000000"; close; } } else if(BaseClass == Job_Mage){ @@ -508,15 +849,26 @@ moc_fild18,177,333,0 script Trace of Battle#13 844,{ mes "A large group of people seem to have gone by."; close; } else if(tu_magician01 == 19){ - mes "Traces leading to the north have changed direction to the southwest. More pursuers seem to have joined and stalled the group."; + 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 "Within the traces of the battle, there are some leading to the southwest."; + mes "^3355FFIt looks like"; + mes "the battle heads"; + mes "towards the southwest"; + mes "from this particular point.^000000"; close; } } - mes "There are some traces remaining, but I cannot tell what they are."; + 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; } @@ -524,30 +876,51 @@ moc_fild18,177,333,0 script Trace of Battle#13 844,{ moc_fild18,111,303,0 script Trace of Battle#14 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 20){ - mes "A large group of people seem to have gone by."; + 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 "Traces lead to the south. More pursuers have joined from the north making the traces clearer."; + 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 "Traces lead to the south."; + mes "^3355FFThe trail of"; + mes "this battle heads"; + mes "towards the south.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 20){ - mes "A large group of people seem to have gone by."; + 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 "Traces lead to the south. More pursuers have joined from the north making the traces clearer."; + 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 "Traces lead to the south."; + mes "^3355FFThe trail of"; + mes "this battle heads"; + mes "towards the south.^000000"; close; } } - mes "There are some traces remaining, but I cannot tell what they are."; + 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; } @@ -555,79 +928,163 @@ moc_fild18,111,303,0 script Trace of Battle#14 844,{ moc_fild18,109,197,0 script Trace of Battle#15 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 21){ - mes "A large group of people seem to have gone by."; + 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 "There are traces of a harsh battle. Poison seems to have been used here and there."; + 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.", "Look around a little more.")){ + switch(select("Continue following the traces.:Further investigate the area.")){ case 1: - mes "Nothing special was found."; + 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 "There seem to be some traps related to some different types of poison. Ones that have gone off and others that have not are mixed together."; + 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 "A peculiar looking trap is found. How about pouring some Green Potion on it like before?"; + 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.", "Do something else.")){ + switch(select("Pour Green Potion.:Don't use Green Potion.")){ case 1: - if(countitem(506) < 1){ // Green_Potion - mes "..........."; - mes "No Green Potion is in possession."; + 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 "It did not affect anything. Other things may be necessary."; - delitem 506, 1; + 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 "Investigate the area a little more."; + mes "["+strcharinfo(0)+"]"; + mes "I guess..."; + mes "I'll try investigating"; + mes "this area a little more?"; close; break; } } else { - mes "Hit the trap by accident."; - //##### GetHEALTHSTATE VAR_POISON 60##### - //misceffect EF_VENOMDUST2; + 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){ // Green_Herb || Red_Gemstone - if(countitem(511) > 0 && countitem(716) > 0){ // Green_Herb && Red_Gemstone - mes "Make powder out of Green Herb and sprinkle it. When placing a Red Gemstone on the trap, it glows and disappears. The trap is dismantled."; - delitem 511, 1; - delitem 716, 1; + 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){ // Green_Herb - mes "Make powder out of Green Herb and sprinkle it. Nothing happens. It may need some other catalyst."; + } 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 "Make powder out of Red Gemstone and sprinkle it. Nothing happens. It may need some other catalyst."; + 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 "Seems to need some other catalyst."; + 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 "In front of the dismantled trap, a piece of cloth soaked in blood is found before is there."; - next; - mes "Found 'Blood Stained Cloth'."; + 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 "There seem to be no other Traps. Traces lead to the south."; + 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){ @@ -635,81 +1092,165 @@ moc_fild18,109,197,0 script Trace of Battle#15 844,{ mes "A large group of people seem to have gone by."; close; } else if(tu_magician01 == 21){ - mes "There are traces of a harsh battle. Poison seems to have been used here and there."; + 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.", "Look around a little more.")){ + switch(select("Continue following the traces.:Further investigate the area.")){ case 1: - mes "Nothing special was found."; + 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 "There seem to be some traps related to some different types of poison. Ones that have gone off and others that have not are mixed together."; + 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 "A peculiar looking trap is found. How about pouring some Green Potion on it like before?"; + 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.", "Do something else.")){ + switch(select("Pour Green Potion.:Don't use Green Potion.")){ case 1: - if(countitem(506) < 1){ // Green_Potion - mes "..........."; - mes "No Green Potion is in possession."; + 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 "It did not affect anything. Other things may be necessary."; - delitem 506, 1; + 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 "Investigate the area a little more."; + 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 { - mes "Hit the trap by accident."; - //##### GetHEALTHSTATE VAR_POISON 60##### - //misceffect EF_VENOMDUST2; - percentheal -30,0; - close; - } } else if(tu_magician01 == 23){ - if(countitem(511) > 0 || countitem(716) > 0){ // Green_Herb || Red_Gemstone - if(countitem(511) > 0 && countitem(716) > 0){ // Green_Herb && Red_Gemstone - mes "Make powder out of Green Herb and sprinkle it. When placing a Red Gemstone on the trap, it glows and disappears. The trap is dismantled."; - delitem 511, 1; - delitem 716, 1; + 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){ // Green_Herb - mes "Make powder out of Green Herb and sprinkle it. Nothing happens. It may need some other catalyst."; + } 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 "Make powder out of Red Gemstone and sprinkle it. Nothing happens. It may need some other catalyst."; + 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 "Seems to need some other catalyst."; + 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 "In front of the dismantled trap, a piece of cloth soaked in blood is found before is there."; - next; - mes "Found 'Blood Stained Cloth'."; + 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 "There seem to be no other Traps. Traces lead to the south."; + mes "^3355FFYou examine the area"; + mes "a little further and guess"; + mes "that the battle might head"; + mes "towards the south.^000000"; close; } } - mes "There are some traces remaining, but I cannot tell what they are."; + 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; } @@ -717,41 +1258,80 @@ moc_fild18,109,197,0 script Trace of Battle#15 844,{ moc_fild18,156,96,0 script Trace of Battle#16 844,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 25){ - mes "A large group of people seem to have gone by."; + 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 "Traces lead to the end of the cliff. No other traces can be found."; - next; - mes "..............."; + 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 "It seems like the ones being pursued fell off the cliff. Traces of those pursuiting are here and there but seem to be divided into two."; + 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 "Return with the data up until now."; + 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 "No more traces other than ones from the north."; + 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 "A large group of people seem to have gone by."; + 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 "Traces lead to the end of the cliff. No other traces can be found."; - next; - mes "..............."; + 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 "It seems like the ones being pursued fell off the cliff. Traces of those pursuiting are here and there but seem to be divided into two."; + 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 "Return with the data up until now."; + 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 "No more traces other than ones from the north."; + 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 "There are some traces, but I cannot tell what they are."; + 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; } diff --git a/npc/quests/first_class/tu_magician01.txt b/npc/quests/first_class/tu_magician01.txt index a82b27e08..a325d2bf7 100644 --- a/npc/quests/first_class/tu_magician01.txt +++ b/npc/quests/first_class/tu_magician01.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Fix up by Jukka //===== Current Version: ===================================== -//= 1.2 +//= 1.3 //===== Compatible With: ===================================== //= eAthena SVN (Testet in Trunk 88xx) //===== Description: ========================================= @@ -13,14 +13,14 @@ //= 1.1 Optimized [Lupus] //= TODO: Test, Add proper misceffects //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth] +//= 1.3 Misc. updates. [L0ne_W0lf] //============================================================ //=================================================Sign==================================================== geffen,61,174,4 script Sign#M 111,{ - mes "~sign reads...~"; - mes "Greetings!! This is the Geffen Magic Academy. Come in if you have an interest in all things magic!"; - close; + mes "- Mage Job Change -"; + close; } @@ -29,18 +29,20 @@ geffen,67,180,4 script New Mage Manager#M 102,{ mes "[Mana]"; if(Class == Job_Novice){ mes "[Mana]"; - mes "You're not"; - mes "ready yet."; - mes "Come back after"; - mes "you've trained more."; + mes "You're not ready for"; + mes "any of the training I have"; + mes "to offer. You'll have to train"; + mes "some more and become"; + mes "a Mage first. Alright, dear?"; close; } if(BaseClass != Job_Mage){ - mes "Be more confident in your job."; - mes "Sometimes other jobs may seem"; - mes "better but take a look back at yourself"; - mes "a little more. You should regain confidence"; - mes "by doing so."; + mes "You know, sometimes"; + mes "other jobs might look a"; + mes "little better in some battle"; + mes "situations, but always have"; + mes "pride in yourself. Not just"; + mes "anyone can do what you do~"; close; } if(eaclass()&(EAJL_UPPER|EAJL_2) && tu_magician01 < 7){ @@ -50,60 +52,106 @@ geffen,67,180,4 script New Mage Manager#M 102,{ } switch(tu_magician01){ case 0: - mes "Welcome!"; - mes "I'm Mana, a trainer in charge of those who have justed joined the Mage Guild."; + mes "Ah, welcome~"; + mes "My name is Mana,"; + mes "a trainer in charge"; + mes "of new recruits in the"; + mes "Mage Guild. That means"; + mes "I'm responsible for you~"; next; mes "[Mana]"; - mes "I've only been doing this job for a little while, but I'm here to help you if you want to learn more about the Mage job."; - next; - if(select("Will you teach me?", "Perhaps later...")==2){ + mes "I've only been doing"; + mes "this for just a little while,"; + mes "but I'm here to help you if"; + mes "you want to learn more on"; + mes "the basics of the Mage job."; + next; + switch(select("Will you teach me?:Perhaps later...")) { + case 1: + mes "[Mana]"; + mes "Of course!"; + mes "And don't worry,"; + mes "everyone is a beginner"; + mes "at one point or another."; + mes "You can only get better!"; + next; + break; + case 2: mes "[Mana]"; mes "Well, I guess"; - mes "that should be fine."; - mes "I look forward to"; - mes "meeting you again~"; + mes "it'll all work out."; + mes "But I look forward"; + mes "to meeting you again"; + mes "if you decide that you"; + mes "do want some instruction~"; close; } mes "[Mana]"; - mes "Of course!"; - mes "And don't worry,"; - mes "Everyone is a beginner"; - mes "at one point or another."; - mes "You can only get better!"; + mes "Alright, let's begin with"; + mes "a general description"; + mes "of our job, shall we?"; + mes "What exactly are Mages?"; next; mes "[Mana]"; - mes "Alright,"; - mes "shall we start"; - mes "with the basics then?"; + mes "Instead of physical strength,"; + mes "Mages use the power of the"; + mes "elements in battle. These are"; + mes "^ff0000Fire^000000, ^5C4033Earth^000000, ^93DB70Wind^000000, ^0000FFWater^000000."; + mes "We also have access to spells"; + mes "to spells with the ^CFB53BGhost^000000 property."; next; mes "[Mana]"; - mes "Instead of raw physical strength, Mages use the power of the elements: ^ff0000Fire^000000, ^5C4033Earth^000000, ^93DB70Wind^000000, ^0000FFWater^000000. Mages even have ^CFB53BGhost^000000 property spells."; + mes "Now, when an enemy has"; + mes "an elemental property, it will"; + mes "be able to resist that element, but will be susceptible to others."; + mes "That's why knowing elemental properties is so important to us."; next; mes "[Mana]"; - mes "Now, if an enemy has an elemental property, it will be able to resist some elements and suspectible to others."; + mes "Listen carefully to these"; + mes "elemental relationships."; + mes "^FF0000Fire^000000 is strong against Earth,"; + mes "but is weak against Water."; + mes "^5C4033Earth^000000 is strong against Wind,"; + mes "but is weak against Fire."; next; mes "[Mana]"; - mes "Listen carefully."; - mes "^FF0000Fire^000000 is strong against Earth but weak against Water. Now, ^5C4033Earth^000000 is strong against Wind, but weak against Fire."; + mes "^0000FFWater^000000 is strong against"; + mes "Fire, but weak against Wind."; + mes "Finally, ^93DB70Wind^000000 is strong against"; + mes "Water, but weak against Earth."; next; mes "[Mana]"; - mes "^0000FFWater^000000 is strong against Fire but weak against Wind. And finally, ^93DB70Wind^000000 is strong against Water but weak against Earth."; - next; - mes "[Mana]"; - mes "Was I talking too much?"; - mes "Let's take a break and continue later. I'm still new to this, so I'm a little bushed~!"; + mes "I can't remember"; + mes "the last time I've"; + mes "spoken so much in one"; + mes "sitting! I'm bushed, so it's"; + mes "time for a break. But we'll"; + mes "continue this later, okay?"; set tu_magician01, 1; - getexp BaseLevel*30,BaseLevel*15; + getexp BaseLevel*3,BaseLevel*2; //misceffect EF_HIT5; close; break; case 1: mes "Are you ready"; mes "to continue our"; - mes "discussion on the elements?"; + mes "discussion on the"; + mes "elemental properties?"; + next; + mes "[Mana]"; + mes "You should know that"; + mes "each monster has an"; + mes "elemental property and that"; + mes "there are different levels for"; + mes "all of these elements. It's"; + mes "important to understand this..."; next; mes "[Mana]"; - mes "Remember that each monster has an elemental property and that each property has a level. Understanding the elements will help you win battles."; + mes "Let me explain to you"; + mes "all of the nuances of"; + mes "each element. Just ask"; + mes "me which specific element"; + mes "you'd like to learn more about."; next; mes "[Mana]"; mes "In other words, even the same properties"; @@ -114,209 +162,227 @@ geffen,67,180,4 script New Mage Manager#M 102,{ switch(select("^ff0000Fire^000000", "^5C4033Earth^000000", "^93DB70Wind^000000", "^0000FFWater^000000", "^CFB53BGhost^000000", "Quit.")){ case 1: mes "[Mana]"; - mes "In general, monsters that have the '^ff0000Fire^000000'"; - mes "property have strong attacks."; - mes "Therefore, Mages who are generally physically weaker."; - mes "Even the slightest hit can be critical."; - next; - mes "[Mana]"; - mes "The skills with a '^ff0000fire^000000' property"; - mes "are 'Sight', 'Fire Bolt' 'Fire Wall'"; - mes "and 'Fire Ball'."; + mes "Monsters with the ^ff0000Fire^000000"; + mes "property tend to have strong"; + mes "attacks. Since we Mages are"; + mes "physically weaker, even slight"; + mes "hits from these monsters can"; + mes "be extremely damaging to us."; next; mes "[Mana]"; - mes "When fighting '^ff0000fire^000000' property monsters"; - mes "...Usually when alone?"; - mes "Use 'Frost Diver' to freeze the monster first."; + mes "So if we have to fight"; + mes "monsters with the ^FF0000Fire^000000"; + mes "property on our own, we"; + mes "can use Frost Diver to"; + mes "freeze them in their tracks."; next; mes "[Mana]"; - mes "If you fight '^ff0000fire^000000' with '^ff0000fire^000000'"; - mes "it will do little or no damage at all."; + mes "But if we use Fire"; + mes "property skills on Fire"; + mes "monsters, we'd do little to no"; + mes "damage and that's not good."; next; mes "[Mana]"; - mes "The most distinctive of the '^ff0000fire^000000' property"; - mes "skills is 'Fire Wall'. It can be used"; - mes "up to 3 times in one screen."; + mes "For reference, our Fire"; + mes "property skills are Sight,"; + mes "Fire Bolt, Fire Ball and Fire"; + mes "Wall. Ooh, let me tell you"; + mes "a little more about Fire Wall."; next; mes "[Mana]"; - mes "The 'Fire Wall' remains on the ground"; - mes "and any monster that runs into it will"; - mes "be damaged. The monster then moves away"; - mes "in the opposite direction from which"; - mes "they approached."; + mes "Fire Wall is very distinctive"; + mes "in that it can be used up to"; + mes "3 times on one screen. Any"; + mes "monsters that run into it will"; + mes "get damaged, then move away"; + mes "in the opposite direction."; next; mes "[Mana]"; - mes "But 'Undead' monsters are only injured"; - mes "slightly and still move in the same"; - mes "direction so beware."; + mes "But if an Undead monster"; + mes "runs into a Fire Wall, it's "; + mes "only slightly injured and the"; + mes "Fire Wall won't necessarily"; + mes "block its approach. So beware!"; set tu_mana,tu_mana|1; next; break; case 2: mes "[Mana]"; - mes "Usually, '^5C4033Earth^000000' property monsters"; - mes "have good targeting. So no matter how"; - mes "how high your dodge rate is, even Mages"; - mes "have a hard time avoiding the attacks."; - next; - mes "[Mana]"; - mes "'^5C4033Earth^000000'property spells include"; - mes "'Stone Curse' but it is hard to"; - mes "classify it as '^5C4033Earth^000000' but for now"; - mes "we'll leave it as is."; - next; - mes "[Mana]"; - mes "'^5C4033Earth^000000' property monsters are"; - mes "generally weak against 'Fire Wall'."; + mes "Alright, ^5C4033Earth^000000 property"; + mes "monsters usually have"; + mes "good targeting, so even"; + mes "if your Dodge Rate is high,"; + mes "you might find it hard to"; + mes "evade all of their attacks."; next; mes "[Mana]"; - mes "'^5C4033Earth^000000' is weak against '^ff0000fire^000000'"; - mes "so 'Fire Wall' stops the monster and"; - mes "does damage."; + mes "When dealing with these"; + mes "monsters, use Fire property"; + mes "spells. Fire Wall is usually"; + mes "pretty effective, since it'll"; + mes "stop the monster and also"; + mes "cause some good damage."; next; mes "[Mana]"; - mes "In the same way '^ff0000fire^000000' property spells"; - mes "such as 'Fire Ball' or 'Fire Bolt' can"; - mes "be used to do damage the monsters also."; + mes "It's also handy to know"; + mes "that when you use Stone"; + mes "Curse on a monster, that"; + mes "monster becomes Earth"; + mes "property while the spell"; + mes "is in effect. Cool, huh?"; next; mes "[Mana]"; - mes "Oh..and"; - mes "When you 'Stone Curse' a monster"; - mes "the monster becomes of '^5C4033earth^000000' property."; - mes "If you use this point very well, you can do"; - mes "much more damange when battling."; + mes "So if you use Stone Curse,"; + mes "a good strategy would be to"; + mes "use Fire property skills right"; + mes "afterwards, like Fire Bolt and"; + mes "Fire Ball, to take advantage of"; + mes "the monster's Earth property."; set tu_mana,tu_mana|2; next; break; case 3: mes "[Mana]"; - mes "Generally '^93DB70wind^000000' property monsters"; - mes "avoid attacks very well."; + mes "Now, don't be too surprised"; + mes "if you keep missing when you"; + mes "attack ^93DB70Wind^000000 property monsters."; + mes "Most of them can avoid physical"; + mes "attacks really well because of"; + mes "their high Dodge Rates."; next; mes "[Mana]"; - mes "But Mages never really attack directly"; - mes "so there is no need to worry about"; - mes "this aspect."; + mes "But since we Mages"; + mes "mostly attack with our"; + mes "spells, we don't need to"; + mes "worry so much about that."; + mes "Still, Wind monsters tend to"; + mes "be pretty quick, so be careful."; next; mes "[Mana]"; - mes "But '^93DB70wind^000000' property monsters"; - mes "are swift, so you must be careful when attacking."; + mes "When it comes to attacking"; + mes "Wind monsters, it'd be ideal"; + mes "to use Earth property skills."; + mes "But since only Wizards have"; + mes "access to Earth property attacks,"; + mes "we should settle for Fire skills."; next; mes "[Mana]"; - mes "'^93DB70Wind^000000' property skills include"; - mes "'Lightning Bolt' and 'Thunder Storm'."; + mes "Fire property skills might"; + mes "not do a whole lot of damage,"; + mes "but they'll have a greater effect than Wind or Water property skills, which would do very little or no damage at all to Wind monsters."; next; mes "[Mana]"; - mes "When attacking '^93DB70wind^000000' property monsters"; - mes "it is good to use '^5C4033earth^000000' property skills."; - mes "But while Wizards do have teh ability to do quite"; - mes "some damage, Mages do not yet have the power to"; - mes "'attack with an ^5C4033earth^000000' property skill."; + mes "Just so you know,"; + mes "the ^93DB70Wind^000000 property skills"; + mes "that we Mages can use are"; + mes "Lighning Bolt and Thunder Storm."; next; - mes "[Mana]"; - mes "So it is good to use a '^ff0000fire^000000' element"; - mes "skill. '^93DB70Wind^000000' property or"; - mes "'^0000FFwater^000000' property skills do little"; - mes "or no damage to '^93DB70wind^000000' property monsters."; set tu_mana,tu_mana|4; next; break; case 4: mes "[Mana]"; - mes "'^0000FFWater^000000' property monsters have"; - mes "strong health. When battling such monsters"; - mes "it usually takes longer than others."; - next; - mes "[Mana]"; - mes "But '^0000FFwater^000000' property monsters are"; - mes "affected more by level then monsters of other"; - mes "properties."; - next; - mes "[Mana]"; - mes "In other words a monster that is level 2 of the '^93DB70wind^000000'"; - mes "property gets hit '150' by a '^5C4033earth^000000' property skill,"; - mes "a level 2 '^0000FFwater^000000' property monster"; - mes "will receive '175' damage from a '^93DB70wind^000000' property skill."; + mes "^0000FFWater^000000 property monsters"; + mes "tend to have a lot of health,"; + mes "so they can take more damage"; + mes "than other monsters, making"; + mes "battles with them longer."; next; mes "[Mana]"; - mes "If you use these properties well you should be"; - mes "able to fight '^0000FFwater^000000' property monsters quickly."; + mes "Now, remember how I said"; + mes "that there are differing levels"; + mes "for properties? Water property monsters are actually a bit more"; + mes "sensitive to damage from their opposing element at higher levels."; next; mes "[Mana]"; - mes "'^0000FFWater^000000' property skills include 'Cold Bolt'"; - mes "and 'Frost Driver'."; - mes "'^ff0000Fire^000000' property monsters are weak against these attacks."; - mes "Oh, and 'Frost Diver' has a special characteristic."; + mes "In other words, monsters"; + mes "that are higher in level for"; + mes "the Water property are going"; + mes "to take even more damage"; + mes "from Wind property attacks."; next; mes "[Mana]"; - mes "When attacking a monster with 'Frost Driver'"; - mes "there is a chance that the monster can be frozen."; - mes "At that time the monster temporarily turns into a"; - mes "'^0000FFwater^000000' property."; + mes "Water property skills"; + mes "in the Mage's repertoire"; + mes "include Cold Bolt and Frost"; + mes "Diver. These skills are very"; + mes "effective against Fire monsters."; next; mes "[Mana]"; - mes "If you use this idea, then it should be easier to"; - mes "fight the monsters."; + mes "Frost Diver is special in"; + mes "that it has the chance to"; + mes "actually freeze monsters."; + mes "While monsters are frozen by"; + mes "Frost Diver, they're considered Water monsters. Interesting, huh?"; set tu_mana,tu_mana|8; next; break; case 5: mes "[Mana]"; - mes "Let me explain a little about the '^CFB53Bghost^000000' property."; - mes "There aren't many '^CFB53Bghost^000000' property monsters"; - mes "so it is a bit tedious."; + mes "Now, there aren't many"; + mes "^CFB53BGhost^000000 property monsters"; + mes "around. But if you do run into"; + mes "them, go ahead and use your"; + mes "Ghost property skills, which"; + mes "should be effective."; next; mes "[Mana]"; - mes "'^CFB53BGhost^000000' property magic includes"; - mes "'Napalm Beat' and 'Soul Strike' and also"; - mes "the hard to classify 'Safety Wall'."; + mes "The Ghost property attacks"; + mes "that we Mages can use are"; + mes "Napalm Beat and Soul Strike."; + mes "These skills generally tend"; + mes "to work pretty well, except on"; + mes "high Holy property monsters."; next; mes "[Mana]"; - mes "The first two are very useful when attacking '^CFB53Bghost^000000' property"; - mes "monsters, but if the monster has no property, "; - mes "the skills may not do any damage whatsoever."; + mes "Now, the Safety Wall spell"; + mes "is sort of a Ghost property"; + mes "skill, but it's hard to classify. Casting Safety Wall creates"; + mes "a barrier than protects against"; + mes "close range physical attacks."; next; mes "[Mana]"; - mes "So be careful when you choose to use them."; - mes "Mmm.. and 'Safety Wall' is a slightly different"; - mes "skill. It makes a are surrounded by a wall where"; - mes "one person can enter and be protected from "; - mes "close physical attacks."; - next; - mes "[Mana]"; - mes "But it cannot protect you from distant"; - mes "attacks or strong monster's property attacks"; - mes "so be careful when using the skill."; + mes "However, this barrier only"; + mes "fits one person and doesn't"; + mes "shield against long range"; + mes "attacks or strong property"; + mes "attacks, so be really careful!"; set tu_mana,tu_mana|16; next; break; case 6: mes "[Mana]"; - mes "Really?"; - mes "I'm a li~~~ ttle busy too so I can't explain it several times."; - mes "So listen carefully until you have absorbed all the"; - mes "information this time."; - next; - if(select("Then the explanation..", "Quit for sure.")==2){ + mes "Are you sure that you've"; + mes "heard enough about the"; + mes "nuances of the elemental"; + mes "properties? Because if you're"; + mes "ready, we'll cover some new"; + mes "material for you to learn."; + next; + switch(select("W-wait, not yet!:I'm ready to go on.")) { + case 1: + break; + case 2: mes "[Mana]"; - mes "I'll move onto the next subject then."; - mes "Hoho.."; - set tu_magician01, 2; - //misceffect EF_HIT5; + mes "Alrighty, we'll"; + mes "move on to the next"; + mes "subject then. Ho ho ho~!"; + set tu_magician01,2; + specialeffect2 EF_HIT5; if(tu_mana&1){ - getexp 150,70; + getexp 15,7; } if(tu_mana&2){ - getexp 150,70; + getexp 15,7; } if(tu_mana&4){ - getexp 150,70; + getexp 15,7; } if(tu_mana&8){ - getexp 150,70; + getexp 15,7; } if(tu_mana&16){ - getexp 150,70; + getexp 15,7; } set tu_mana,0; } @@ -326,323 +392,341 @@ geffen,67,180,4 script New Mage Manager#M 102,{ } break; case 2: - mes "Do you understand the concept of properties now?"; - mes "It may be a bit confusing, but over time"; - mes "you should be able to get the hang of it."; - mes "Now I will explain about magic and skills."; - //next; - //misceffect EF_SIGHT; - next; - mes "[Mana]"; - mes "I'll first explain the basic skills."; - mes "'Fire Bolt' 'Cold Bolt'"; - mes "'Lightning Bolt' 'Napalm Beat'"; - mes "These are the four basic ones."; - //next; - //misceffect EF_NAPALMBEAT; - next; - mes "[Mana]"; - mes "These can damage one opponent or monster."; - mes "Most of the other skills require the"; - mes "knowledge of these basic skills first."; - //next; - //misceffect EF_LIGHTBOLT; - next; - mes "[Mana]"; - mes "'Fire Bolt' has the '^ff0000fire^000000' property,"; - mes "'Cold Bolt' has the '^0000FFwater^000000' property,"; - mes "Lightning Bolt' has the '^93DB70wind^000000' property,"; - mes "and 'Napalm Beat' has the '^CFB53Bghost^000000' property."; - //next; - //misceffect EF_STONECURSE; + mes "I know that the concept"; + mes "of properties might be"; + mes "confusing now, but over"; + mes "time you'll get the hang"; + mes "of it. Now it's time to talk"; + mes "about magic skills in depth~"; next; mes "[Mana]"; - mes "The damage that these skills can do"; - mes "grows as the level of gets higher."; - mes "And there are some other basic skills"; - mes "such as 'Sight', 'Stone Curse' and"; - mes "'Increase SP Recovery'."; + mes "Now, the most basic magic"; + mes "attack spells are Fire Bolt,"; + mes "Cold Bolt, Lightning Bolt and"; + mes "Napalm Beat. Learning these"; + mes "enables Mages to learn their"; + mes "more advanced skills."; + specialeffect2 EF_NAPALMBEAT; next; mes "[Mana]"; - mes "'Sight' reveals hidden enemies but the"; - mes "range is not that great so be careful."; + mes "Increasing the levels of"; + mes "these skills not only opens"; + mes "access to other spells, but"; + mes "the damage of those basic"; + mes "attack skills is also increased."; + specialeffect2 EF_LIGHTBOLT; next; mes "[Mana]"; - mes "'Stone Curse', as mentioned before can"; - mes "curse a target with a certain chance."; - mes "But be aware that you need a 'Red Gemstone'"; - mes "for the skill to work."; + mes "Other skills that are"; + mes "basic to the Mage class"; + mes "are Sight, Stone Curse and"; + mes "Increase SP Recovery. They're"; + mes "not really attack spells, but are useful in certain situations."; next; + specialeffect2 EF_SIGHT; mes "[Mana]"; - mes "Opponents that are cursed with 'Stone Curse'"; - mes "become '^5C4033earth^000000' properties."; - mes "And a cursed enemy can't move on its"; - mes "own free will."; + mes "Sight is used to"; + mes "reveal enemies that"; + mes "are hiding. Keep in"; + mes "mind that this skill's"; + mes "range doesn't go too far."; next; + specialeffect2 EF_STONECURSE; mes "[Mana]"; - mes "'Increase SP Recovery' is sort of hard"; - mes "to call a magic skill. It increases the"; - mes "amount of SP you recover when sitting"; - mes "down to rest."; + mes "Stone Curse has the chance"; + mes "to curse a target, temporarily"; + mes "immobilizing it and making it"; + mes "^5C4033Earth^000000 property. However, each"; + mes "attempt to cast Stone Curse"; + mes "requires 1 Red Gemstone."; next; mes "[Mana]"; - mes "So it will reduce the time you need to"; - mes "sit and rest. It doesn't help you directly"; - mes "when battling, but makes things a lot easier."; + mes "Increase SP Recovery is"; + mes "a passive skill which helps"; + mes "you recover more SP while sitting down to rest. It doesn't directly affect battle, but having more SP is always better."; next; mes "[Mana]"; - mes "Mmm...."; - mes "This should be enough explaining about the"; - mes "basic skills. Now before we move onto the"; - mes "higher level skills, here is an assignment"; - mes "for you. Hoho.."; + mes "Well, I feel like I've"; + mes "explained the basic spells"; + mes "enough. Now, before I talk"; + mes "about our advanced skills,"; + mes "there's an assignment I want"; + mes "you to complete for training."; next; mes "[Mana]"; - mes "If you go north of here, Geffen, there is"; - mes "a big bridge and monsters called a 'Pupa'."; - mes "They don't move and do not attack when"; - mes "attacked."; + mes "If you head west from"; + mes "here, you'll find a big bridge"; + mes "bridge where you can encounter"; + mes "these monsters called Pupa."; + mes "Pupa don't move and can't"; + mes "attack to save their lives."; next; mes "[Mana]"; - mes "Attack these 'Pupa' and gather 10 'Chrysalis'."; - mes "Be careful because these 'Pupa' may turn"; - mes "into a 'Creamy'."; - next; - mes "[Mana]"; - mes "It may be hard for you to fight a 'Creamy' yet"; - mes "so if the 'Pupa' is acting weird be extra careful."; + mes "Hunt these Pupa"; + mes "until you've collected"; + mes "10 Chrysalis from them."; + mes "Then bring them to me, okay?"; set tu_magician01, 3; - getexp 400,200; - //misceffect EF_HIT5; + getexp 40,20; + specialeffect2 EF_HIT5; + close; break; case 3: - mes "Ah~ You're here?"; - mes "Let's see if you gathered all that's needed."; + mes "Ah, you're back?"; + mes "Let's see if you gathered"; + mes "all 10 Chrysalis from hunting"; + mes "all of those Pupa. Hmmmm..."; next; - if(countitem(915) < 10){ + if (countitem(915) < 10) { mes "[Mana]"; - mes "Not quite enough."; - mes "Come back when you have gathered some more."; - mes "This is a bonus."; + mes "Aw, you don't"; + mes "have enough of"; + mes "them yet. Head west"; + mes "from here and hunt Pupa"; + mes "to get more Chrysalis, okay?"; + mes "For now, I'll just heal you up."; set tu_magician01, 4; - percentheal 100,0; - percentheal 0,100; + percentheal 100,100; close; } else { mes "[Mana]"; - mes "Oh you gathered them all."; - mes "Now are you more used to using these skills?"; - mes "Once you have trained more, you can"; - mes "combine different skills to form stronger attacks."; - next; - mes "[Mana]"; - mes "Let's take a break now before we"; - mes "move on to explain the other skills."; + mes "...Nine, ten."; + mes "Alright, you pass!"; + mes "By now, you must be more"; + mes "used to using your skills, huh?"; + mes "Anyway, let me know when you're ready for the next lesson, okay?"; set tu_magician01, 5; - getexp 400,200; - //misceffect EF_HIT5; + getexp 40,20; + specialeffect2 EF_HIT5; close; } break; case 4: - mes "Ah~ You're here?"; - mes "Let's see if you gathered all that's needed."; + mes "So..."; + mes "Did you get"; + mes "10 Chrysalis"; + mes "from hunting Pupa"; + mes "like I asked? I hope so..."; + mes "Because I'm going to check~"; next; if(countitem(915) < 10){ mes "[Mana]"; - mes "You need a little bit more."; - mes "You can do it!"; - mes "'10 ^ff0000Chrysalis^000000', ok?"; + mes "Whoa, you need"; + mes "more than just this."; + mes "I know you can do it..."; + mes "Pupas are completely"; + mes "defenseless monsters!"; close; } else { mes "[Mana]"; - mes "Oh you gathered them all."; - mes "Now are you more used to using these skills?"; - mes "Once you have trained more, you can"; - mes "combine different skills to form stronger attacks."; - next; - mes "[Mana]"; - mes "Let's take a break now before we"; - mes "move on to explain the other skills."; + mes "...Nine, ten."; + mes "Alright, you pass!"; + mes "By now, you must be more"; + mes "used to using your skills, huh?"; + mes "Anyway, let me know when you're ready for the next lesson, okay?"; set tu_magician01, 5; - getexp 400,200; - //misceffect EF_HIT5; + getexp 40,20; + specialeffect2 EF_HIT5; close; } break; case 5: - mes "Now shall we discuss the more advanced skills?"; + mes "Now I'll tell you"; + mes "what I know about the"; + mes "more advanced Mage"; + mes "skills. Which one would"; + mes "you like me to explain?"; next; while(1){ - switch(select("Soul Strike", "Safety Wall", "Fire Ball", "Frost Diver", "Thunderstorm", "Fire Wall", "Energy Coat", "Quit.")){ + switch(select("Soul Strike:Safety Wall:Fire Ball:Frost Diver:Thunderstorm:Fire Wall:Energy Coat:Quit.")) { case 1: mes "[Mana]"; - mes "'Soul Strike' is a '^CFB53Bghost^000000' property"; - mes "skill. Once you have leared a certain amount of"; - mes "'Napalm Beat' you can learn it as well."; - //next; - //misceffect EF_SOULSTRIKE; + mes "Soul Strike is a ^CFB53BGhost^000000"; + mes "property skill that you can"; + mes "learn after increasing the"; + mes "Napalm Beat skill up to"; + mes "a certain level. It attacks"; + mes "with ancient spiritual power~"; + next; + specialeffect2 EF_SOULSTRIKE; next; mes "[Mana]"; - mes "When you train more the power of your"; - mes "'Soul Strike' will become stronger and "; - mes "you will be able to cast it faster."; + mes "As you train in the use"; + mes "of Soul Strike and increase"; + mes "that skill's level, it will grow in strength and you'll be able"; + mes "to cast it much more quickly."; set tu_mana,tu_mana|1; next; break; case 2: mes "[Mana]"; - mes "'Safety Wall' can be learned after you have "; - mes "trained a certain amount of 'Napalm Beat'"; - mes "and 'Soul Strike'. As mentioned before, it"; - mes "blocks most close range attacks."; - //next; - //misceffect EF_GLASSWALL; + mes "You can learn Safety Wall"; + mes "after training in the use of"; + mes "Napalm Beat and Soul Strike."; + mes "Safety Wall protects against"; + mes "most close range attacks."; + next; + specialeffect2 EF_GLASSWALL; next; mes "[Mana]"; - mes "But it does not block infinitely. It will only"; - mes "provide a shield for a certain amount of"; - mes "attacks and time. Of course this varies"; - mes "depending on how much you train."; + mes "However, Safety Wall"; + mes "has a time duration and"; + mes "can only protect from a"; + mes "certain number of attacks,"; + mes "depending on the level of the"; + mes "Safety Wall skill that you use."; set tu_mana,tu_mana|2; next; break; case 3: mes "[Mana]"; - mes "'Fire Ball' is a '^ff0000fire^000000' property skill"; - mes "and can be learned after a certain amount of 'Fire Bolt'."; - //next; - //misceffect EF_FIREBALL; + mes "Fire Ball is a ^FF0000Fire^000000"; + mes "property skill that you"; + mes "can learn after training"; + mes "in the use of Fire Bolt."; + next; + specialeffect2 EF_FIREBALL; next; mes "[Mana]"; - mes "If 'Fire Bolt' attacks one opponent 'Fire Ball'"; - mes "attacks several within a certain range."; + mes "Fire Ball can actually"; + mes "inflict damage on multiple"; + mes "enemies if they are within"; + mes "the range of the skill. Make"; + mes "good use of the destructive"; + mes "power of the Fire Ball!"; next; set tu_mana,tu_mana|4; break; case 4: mes "[Mana]"; - mes "'Frost Diver' is a '^0000FFwater^000000' property"; - mes "skill and can learned after training with 'Cold Bolt'"; - mes "While it can damage the opponent, the main"; - mes "purpose is to freeze the enemy."; - //next; - //misceffect EF_FROSTDIVER; - //misceffect EF_FROSTDIVER2; + mes "Frost Diver is a ^0000FFWater^000000"; + mes "property skill that can be"; + mes "learned after increasing"; + mes "the Cold Bolt skill to"; + mes "a certain level."; + specialeffect2 EF_FROSTDIVER; next; + specialeffect2 EF_FROSTDIVER2; mes "[Mana]"; - mes "Enemies hit by 'Frost Diver' will be damaged"; - mes "and freeze at the same time by a certain"; - mes "amount of chance."; + mes "Frost Diver will damage"; + mes "enemies and has the chance"; + mes "to freeze them as well. Once"; + mes "frozen, the monster will be"; + mes "considered to be a Water"; + mes "property creature."; next; mes "[Mana]"; - mes "When the enemy is frozen it will change to"; - mes "have the '^0000FFwater^000000' property."; - mes "The amount of damage and chance to be"; - mes "frozen increases the more you train."; + mes "Now, as you increase"; + mes "the level of the Frost Diver"; + mes "skill, its damage and chance"; + mes "of freezing monsters will also"; + mes "increase. Pretty dangerous, eh? ^FFFFFFkamenriderblack^000000"; set tu_mana,tu_mana|8; next; break; case 5: mes "[Mana]"; - mes "'Thunderstorm' is a '^93DB70wind^000000' property"; - mes "skill and can be learned after training 'Lightning Bolt'."; - //next; - //misceffect EF_THUNDERSTORM; + mes "Thunderstorm is a"; + mes "^93DB70Wind^000000 property skill"; + mes "that you can learn after"; + mes "increasing the Lightning"; + mes "Bolt skill to a certain level."; next; + specialeffect2 EF_THUNDERSTORM; mes "[Mana]"; - mes "While 'Lightning Bolt' attacks one particular"; - mes "enemy, 'Thunderstorm' attacks all enemies"; - mes "within a certain range. It is somewhat similar"; - mes "to how 'Fire Ball' works."; + mes "Thunderstorm is similar"; + mes "to Fire Ball in that it can"; + mes "attack multiple enemies"; + mes "within a certain range."; + mes "It's an incredibly potent"; + mes "ground targeting attack."; set tu_mana,tu_mana|16; next; break; case 6: mes "[Mana]"; - mes "'Fire Wall' is a '^ff0000fire^000000' property"; - mes "skill that can be learned after training 'Fire Ball'"; - mes "and 'Sight'."; - //next; - //misceffect EF_FIREWALL; - next; - mes "[Mana]"; - mes "'Fire Wall' works differently from the"; - mes "the other skills. While other skills attack"; - mes "one particular opponent, 'Fire Wall'"; - mes "targets an area."; - next; - mes "[Mana]"; - mes "So it is like...."; - mes " opponent"; - mes " *********"; - mes " me"; + mes "Fire Wall is a ^FF0000Fire^000000"; + mes "property skill that can"; + mes "be learned after training"; + mes "in the use of Fire Ball and"; + mes "Sight. Unlike other skills,"; + mes "Fire Wall targets an area."; next; + specialeffect2 EF_FIREWALL; mes "[Mana]"; - mes "The target is not the enemy but rather the"; - mes "space between yourself and the enemy."; - mes "or the floor. You can use it to make a "; - mes "'Fire Wall' between yourself and the enemy"; - mes "and block its path."; + mes "So you can place"; + mes "a Fire Wall in locations"; + mes "where you think the enemy"; + mes "will move towards. And it's"; + mes "especially useful when"; + mes "monsters approach you!"; next; mes "[Mana]"; - mes "During that time, you can go ahead and use"; - mes "a skill that will cause more damage safely."; - mes "Depending on how you use 'Fire Wall'"; - mes "it can be very powerful."; + mes "So if you can use"; + mes "Fire Well strategically"; + mes "and effectively, it can"; + mes "be a very powerful skill~"; set tu_mana,tu_mana|32; next; break; case 7: mes "[Mana]"; - mes "'Energy Coat' is mmm....."; - mes "a unique skill and cannot be learned"; - mes "in a normal way. You can only learn"; - mes "the skill from 'Blizardis' who is at"; - mes "the Mage Job Change Place."; - //next; - //misceffect EF_ENERGYCOAT ; + mes "Energy Coat is, well,"; + mes "a unique skill that you"; + mes "can't just learn on your own."; + mes "You'll have to ask Blizardis"; + mes "inside the Mage Guild to"; + mes "teach you how to use it."; + next; + specialeffect2 EF_ENERGYCOAT; next; mes "[Mana]"; - mes "'Blizardis' will tell you the details."; + mes "If you do decide to"; + mes "learn Energy Coat, I'm"; + mes "sure Blizardis will tell"; + mes "you all you need to know."; set tu_mana,tu_mana|64; next; break; case 8: mes "[Mana]"; - mes "Did you understand the explanation?"; - mes "Mmm....I wanted to give you something more"; - mes "like a mission, but we need more information"; - mes "before we do anything else."; - mes "I'll let you know when we are done."; + mes "Did you understand"; + mes "all of that? Good, because"; + mes "now I have a mission to give"; + mes "you on behalf of the Mage"; + mes "Guild. When you're ready for"; + mes "briefing, talk to me, okay?"; next; mes "[Mana]"; - mes "Oh and this is a present."; - mes "Become a great Wizard~"; + mes "Oh, and please take"; + mes "this. It's a present for"; + mes "you to help you in your"; + mes "training. I hope it comes"; + mes "in handy when fighting..."; set tu_magician01, 6; - getitem 1604, 1; - //misceffect EF_HIT5; + getitem 1604,1; //Wand + specialeffect2 EF_HIT5; if(tu_mana&1){ - getexp 300,100; + getexp 30,10; } if(tu_mana&2){ - getexp 300,100; + getexp 30,10; } if(tu_mana&4){ - getexp 300,100; + getexp 30,10; } if(tu_mana&8){ - getexp 300,100; + getexp 30,10; } if(tu_mana&16){ - getexp 300,100; + getexp 30,10; } if(tu_mana&32){ - getexp 300,100; + getexp 30,10; } if(tu_mana&64){ - getexp 300,100; + getexp 30,10; } set tu_mana,0; close; @@ -653,96 +737,112 @@ geffen,67,180,4 script New Mage Manager#M 102,{ close; break; case 6: - mes "Oh good, you came."; - mes "There are a lot of strange things going"; - mes "on these days and we've been short on"; - mes "hands. Recently something happened in Morroc."; - next; - mes "[Mana]"; - mes "So we received a couple requests from the Thief Guild."; - mes "But everyone is out doing work so we're having trouble."; + mes "Oh good, you're back."; + mes "Let me tell you about"; + mes "your mission. Recently,"; + mes "something has happened in"; + mes "Morroc and the Thief Guild"; + mes "is requesting our assistance."; next; mes "[Mana]"; - mes "If possible, do you think you can go?"; - mes "Of course you will be compensated when you"; - mes "return and we will give you some things to support you."; - mes "What would you like to do?"; - next; - if(select("Do it.", "Don't do it.")==1){ + mes "It's not mandatory"; + mes "for you to do this, but"; + mes "you will be compensated"; + mes "for your efforts and we'll"; + mes "give you some support."; + mes "So what do you think?"; + next; + switch(select("I'll do it.:Sorry, but...")) { + case 1: mes "[Mana]"; - mes "Hoho..of course..."; - mes "I shall send you to Morroc."; - mes "Go meet 'Eirhan' in front of the Morroc Pyramid."; - mes "Thank you~"; + mes "Great! Alright,"; + mes "I'll send you straight"; + mes "to Morroc, then. Once you"; + mes "get there, go to the front"; + mes "of the Morroc Pyramid and"; + mes "speak to Yierhan. Thanks~"; next; mes "[Mana]"; - mes "Oh and when you're done, make sure you come back."; - mes "Hoho.."; + mes "Oh, and when you're"; + mes "done with what Yierhan"; + mes "has you do, come back"; + mes "and report to me, okay?"; set tu_magician01, 7; emotion e_heh; warp "morocc",182,286; close; - } else { + case 2: mes "[Mana]"; - mes "Mmm...."; - mes "Oh well. If you want to help later"; - mes "feel free to come back. We're very"; - mes "short on hands these days."; + mes "Mmm...?"; + mes "Oh, I see. Well, if"; + mes "you happen to change"; + mes "your mind, come back"; + mes "and ask me later, okay?"; close; } break; case 7: - mes "I'm not sure what it may be."; - mes "But keep up the good work."; - mes "Hoho.."; + mes "I don't know"; + mes "what kind of work"; + mes "Yierhan has in store"; + mes "for you, but hopefully"; + mes "it won't be too difficult."; close; break; case 27: - mes "I was told ahead of time that you"; - mes "accomplished your mission very"; - mes "well.. hoho."; + mes "Yierhan just sent me"; + mes "a message, saying that"; + mes "you've done a great job in"; + mes "completing your mission."; + mes "Very nice work, "+PcName+"~"; next; mes "[Mana]"; - mes "It seems like a problemthe two"; - mes "organizations that are secretly active "; - mes "may have caused.. "; - mes "I thought they were separate...."; + mes "It seems like there are"; + mes "two secret organizations"; + mes "involved in all of this dirty"; + mes "business. Why would they"; + mes "be working together?"; next; mes "[Mana]"; - mes "But it seems the two may have a deeper"; - mes "relationship than I had thought."; - mes "Any more is out of your range.."; - mes "so leave the rest to the guild."; - mes "Thank you very much."; + mes "Well, in any case..."; + mes "This is some pretty"; + mes "major business that"; + mes "I guess the higher-ups"; + mes "will handle, so you don't"; + mes "need to worry about it for now."; next; mes "[Mana]"; - mes "Oh, and this is in appreciation"; - mes "for helping the guild."; - mes "Hoho.."; + mes "Please take this as"; + mes "a little reward for helping"; + mes "out both of our guilds. Once"; + mes "again, thanks very much~"; set tu_magician01, 28; - getitem 2321, 1; + getitem 2321,1; //Silk_Robe set Zeny, Zeny + 3000; - getexp 3000,1000; + getexp 300,100; close; break; default: if(tu_magician01 < 27){ - mes "Hmm...."; - mes "I see...."; - mes "There is something going on in the Rune"; - mes "Midgard kingdom for sure. That is why our"; - mes "guild is busy as well."; + mes "So..."; + mes "It looks like something is"; + mes "going on in the Rune-Midgarts"; + mes "Kingdom for sure. No wonder"; + mes "all the guilds are so busy..."; next; mes "[Mana]"; - mes "Keep up with the good work please."; - mes "...."; - mes "Ah..and 'Eirhan' is doing well also, right?"; - mes "Hoho..."; + mes "Anyway, please "; + mes "keep up the good"; + mes "work. And, um, is"; + mes "Yierhan doing well?"; close; } else { - mes "You seemed to have trained very well."; - mes "There is nothing much I can teach you."; - mes "You must seek your own ways of training now."; + mes "You seem to be well"; + mes "experienced now and there"; + mes "isn't anything else that I can"; + mes "really teach you. Now it's up"; + mes "to you to find ways to master"; + mes "the ways of magic on your own."; close; } } diff --git a/npc/quests/first_class/tu_merchant.txt b/npc/quests/first_class/tu_merchant.txt index 469a8da62..30f391490 100644 --- a/npc/quests/first_class/tu_merchant.txt +++ b/npc/quests/first_class/tu_merchant.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Fix up by Jukka //===== Current Version: ===================================== -//= 1.2 +//= 1.3 //===== Compatible With: ===================================== //= eAthena SVN (Testet in Trunk 88xx) //===== Description: ========================================= @@ -13,6 +13,7 @@ //= 1.1 Fixed bugs, optimized [Lupus] 1.2 fixed Weight check //= TODO: Test, add missing misceffects //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth] +//= 1.3 Misc. updates. [L0ne_W0lf] //============================================================ @@ -26,7 +27,7 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "on your adventures..."; next; mes "[Guarnien]"; - mes "However, what I have to teach would only benefit Merchants. Trading and monkey making are my areas of expertise. If you have any Merchant friends, send them to me."; + mes "However, what I have to teach would only benefit Merchants. Trading and money making are my areas of expertise. If you have any Merchant friends, send them to me."; if(Class == Job_Merchant_High){ next; mes "[Guarnien]"; @@ -54,20 +55,21 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "you learned"; mes "about Vending?"; next; - set @chk_vend, getskilllv("MC_VENDING"); - if((@chk_vend > 3) && (@chk_vend < 10)){ + set .@chk_vend, getskilllv("MC_VENDING"); + if((.@chk_vend > 3) && (.@chk_vend < 10)){ mes "[Guarnien]"; mes "Excellent!"; mes "You've taught yourself well. Here, you've earned this little reward~"; set tu_merchant, 17; - getexp 1860,604; + completequest 8240; + getexp 186,43; next; - } else if(@chk_vend == 10){ + } else if(.@chk_vend == 10){ mes "[Guarnien]"; mes "Oh, I see that you're very serious about being a Merchant. I'm proud that you've managed to master this skill! Here, you deserve this reward!"; set tu_merchant, 17; - getexp 1990,699; - //misceffect EF_HIT5; + completequest 8240; + getexp 199,69; next; } else { mes "[Guarnien]"; @@ -102,8 +104,9 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "The Vending skill is an active skill which allows you to open your own shop where you stand. Vending allows you to do real business with other people."; next; mes "[Guarnien]"; - mes "However, you can only vend items that are stored in your PushCart, so you'll need one of those. The maximum price you can set for"; - mes "each item is 10 million Zeny."; + mes "However, you can only vend items that are stored in your PushCart,"; + mes "so you'll need one of those. The maximum price you can set for"; + mes "each item is 99,990,000 Zeny."; next; mes "[Guarnien]"; mes "Basically, you've got to learn the Push Cart skill first before you can learn the Vending skill."; @@ -116,15 +119,15 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "to vend a total of 3 items at one time. Each time you level up the Vending skill, the total number of items you can vend will"; mes "increase by one."; next; - set @chk_vend, getskilllv("MC_VENDING"); - if((@chk_vend > 3) && (@chk_vend < 10)){ + set .@chk_vend, getskilllv("MC_VENDING"); + if((.@chk_vend > 3) && (.@chk_vend < 10)){ mes "[Guarnien]"; mes "But I see that you must already know that, huh? Well, seeing as you're so clever, I think you've earned this little prize~"; set tu_merchant, 17; - getexp 1860,604; - //misceffect EF_HIT5; + completequest 8239; + getexp 186,60; next; - } else if(@chk_vend == 10){ + } else if(.@chk_vend == 10){ mes "[Guarnien]"; mes "But it looks like I just put my foot in my mouth. I'm sorry, I didn't notice that you already mastered the Vending skill..."; next; @@ -135,13 +138,16 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "little reward for"; mes "all your efforts~"; set tu_merchant, 17; - getexp 1990,699; - //misceffect EF_HIT5; + completequest 8239; + getexp 199,69; + next; } else { mes "[Guarnien]"; mes "For your final assignment, I will ask you to learn the Vending skill up to Skill Level 4. Of course, once you do, I'll give you a little reward. I'll be waiting, so do your best~"; set tu_merchant, 16; + erasequest 8239; + setquest 8240; close; } @@ -166,8 +172,8 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "learned Push Cart up"; mes "to Level 4 like I asked?"; next; - set @chk_cart, getskilllv("MC_PUSHCART"); - if(@chk_cart > 3 && @chk_cart < 10){ + set .@chk_cart, getskilllv("MC_PUSHCART"); + if(.@chk_cart > 3 && .@chk_cart < 10){ mes "[Guarnien]"; mes "Well done~"; mes "You've been a very"; @@ -175,19 +181,21 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "You deserve a little"; mes "reward for your effort~"; set tu_merchant, 15; - getexp 1620,520; - //misceffect EF_HIT5; + erasequest 8238; + setquest 8239; + getexp 162,52; next; mes "[Guarnien]"; mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!"; close; - } else if(@chk_cart == 10){ + } else if(.@chk_cart == 10){ mes "[Guarnien]"; mes "Excellent!"; mes "You've actually went above and beyond mastered the Push Cart skill. Great work!"; set tu_merchant, 15; - getexp 1860,604; - //misceffect EF_HIT5; + erasequest 8238; + setquest 8239; + getexp 186,60; next; mes "[Guarnien]"; mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!"; @@ -221,27 +229,30 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "the level of the Push Cart skill, your movement speed will slowly be restored. With Push Cart Level 10, a PushCart won't slow you"; mes "down at all!"; next; - set @chk_cart, getskilllv("MC_PUSHCART"); - if(@chk_cart > 3 && @chk_cart < 10){ + set .@chk_cart, getskilllv("MC_PUSHCART"); + if(.@chk_cart > 3 && .@chk_cart < 10){ mes "[Guarnien]"; mes "Ah, and I see that you've been focusing on learning Push Cart. Although you might still have a problem with your movement"; mes "speed, it shouldn't be a big deal."; mes "Well done~"; set tu_merchant, 15; - getexp 1620,520; - //misceffect EF_HIT5; + erasequest 8237; + setquest 8238; + getexp 162,52; next; mes "[Guarnien]"; mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!"; close; - } else if(@chk_cart == 10){ + } else if(.@chk_cart == 10){ mes "[Guarnien]"; mes "Wonderful! You've already"; mes "mastered the Push Cart skill."; mes "You truly deserve a little bit of a reward~"; set tu_merchant, 15; - getexp 1860,602; - //misceffect EF_HIT5; + erasequest 8237; + setquest 8238; + getexp 186,60; + next; mes "[Guarnien]"; mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!"; @@ -263,8 +274,8 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "with learning that"; mes "^871F78Over Charge^000000 skill?"; next; - set @chk_over, getskilllv("MC_OVERCHARGE"); - if(@chk_over > 3 && @chk_over < 10){ + set .@chk_over, getskilllv("MC_OVERCHARGE"); + if(.@chk_over > 3 && .@chk_over < 10){ mes "[Guarnien]"; mes "Nice work!"; mes "I can tell that"; @@ -272,21 +283,23 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "as I asked. Please,"; mes "take this little reward~"; set tu_merchant, 13; - getexp 1260,272; - //misceffect EF_HIT5; + erasequest 8236; + setquest 8237; + getexp 126,27; next; mes "[Guarnien]"; mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant."; close; - } else if(@chk_over == 10){ + } else if(.@chk_over == 10){ mes "[Guarnien]"; mes "Whoa..."; mes "You actually"; mes "mastered Over Charge?"; mes "Most impressive! You deserve a small reward for your work!"; set tu_merchant, 13; - getexp 1420,336; - //misceffect EF_HIT5; + erasequest 8236; + setquest 8237; + getexp 142,33; next; mes "[Guarnien]"; mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant."; @@ -313,24 +326,26 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "[Guarnien]"; mes "Over Charge allows you to sell items to NPC shops for more Zeny. The higher your Over Charge Skill Level, the more Zeny you'll receive for items sold to NPCs."; next; - set @chk_over, getskilllv("MC_OVERCHARGE"); - if(@chk_over > 3 && @chk_over < 10){ + set .@chk_over, getskilllv("MC_OVERCHARGE"); + if(.@chk_over > 3 && .@chk_over < 10){ mes "[Guarnien]"; mes "Ah, you've already learned Level 4 Over Charge. Perfect! Let me give you a little reward~"; set tu_merchant, 13; - getexp 1260,272; - //misceffect EF_HIT5; + erasequest 8235; + setquest 8236; + getexp 126,27; next; mes "[Guarnien]"; mes "Next time, I'll discuss the"; mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant."; close; - } else if(@chk_over == 10){ + } else if(.@chk_over == 10){ mes "[Guarnien]"; mes "Amazing! You've already mastered the Over Charge skill! You must have wanted this reward badly~"; set tu_merchant, 13; - getexp 1420,336; - //misceffect EF_HIT5; + erasequest 8235; + setquest 8236; + getexp 142,33; next; mes "[Guarnien]"; mes "Next time, I'll discuss the"; @@ -340,6 +355,8 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "[Guarnien]"; mes "Personally, I think you should learn this skill for sure! For your next assignment, learn Over Charge up to Level 4. It shouldn't be too difficult to do."; set tu_merchant, 12; + erasequest 8235; + setquest 8236; next; mes "[Guarnien]"; mes "Once you do that,"; @@ -374,8 +391,8 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "Let me see those"; mes "Red Potions. Ah, it seems you researched the market and bought the cheapest ones! Great work!"; set tu_merchant, 11; - getexp 1120,220; - //misceffect EF_HIT5; + changequest 8234,8235; + getexp 112,22; next; mes "[Guarnien]"; mes "Alright, next time, we'll talk about the skill that you can learn after knowing how to Discount:"; @@ -407,7 +424,7 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "So first, you'll need to research the market price for Red Potions. Also, be careful of scammers! If the price is too good to be true, it usually is."; next; mes "[Guarnien]"; - mes "Ha ha ha, let me make your goal a bit less confusing. You will need to buy 10 Red Potions from an NPC in Prontera."; + mes "Ha ha ha, let me make your goal a bit less confusing. You will need to buy 10 Red Potions from an NPC in Prontera."; next; mes "[Guarnien]"; mes "Prontera's a bit far from here, isn't it? I'll just use this Kafra Warp-- Mahnsoo has a bunch for"; @@ -415,30 +432,32 @@ alberta_in,70,51,5 script Guarnien 98,{ next; set tu_merchant, rand(6,8); warp "prontera",155,46; - close2; end; break; case 4: mes "So, how is it going with learning the Discount skill? Like I always say, if you can't make a bargain, you can't be a Merchant!"; next; mes "[Guarnien]"; - set @chk_disc, getskilllv("MC_DISCOUNT"); - if(@chk_disc > 3 && @chk_disc < 10){ + set .@chk_disc, getskilllv("MC_DISCOUNT"); + if(.@chk_disc > 3 && .@chk_disc < 10){ mes "Ah, you've learned"; mes "how to use the Discount skill"; mes "well enough. Good, here's a little reward for your hard work~"; set tu_merchant, 5; - getexp 830,116; - //misceffect EF_HIT5; + erasequest 8232; + setquest 8233; + getexp 83,11; next; mes "[Guarnien]"; mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?"; close; - } else if(@chk_disc == 10){ + } else if(.@chk_disc == 10){ mes "Incredible!"; mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!"; set tu_merchant, 5; - getexp 970,180; + erasequest 8232; + setquest 8233; + getexp 97,18; next; mes "[Guarnien]"; mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?"; @@ -463,8 +482,8 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "mastered at ^871F78Level 10^000000. The higher the skill level, the less you have to pay for items at NPC shops."; next; mes "[Guarnien]"; - set @chk_disc, getskilllv("MC_DISCOUNT"); - if(@chk_disc > 3 && @chk_disc < 10){ + set .@chk_disc, getskilllv("MC_DISCOUNT"); + if(.@chk_disc > 3 && .@chk_disc < 10){ mes "Oooh, good work."; mes "I see that you've"; mes "raised your Discount"; @@ -472,19 +491,21 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "Here, take this"; mes "small reward~"; set tu_merchant, 5; - getexp 830,116; - //misceffect EF_HIT5; + erasequest 8231; + setquest 8232; + getexp 83,11; next; mes "[Guarnien]"; mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you"; mes "think you're ready, alright?"; close; - } else if(@chk_disc == 10){ + } else if(.@chk_disc == 10){ mes "Incredible!"; mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!"; set tu_merchant, 5; - getexp 970,180; - //misceffect EF_HIT5; + erasequest 8231; + setquest 8232; + getexp 97,18; next; mes "[Guarnien]"; mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you"; @@ -500,6 +521,8 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "[Guarnien]"; mes "Still, you can't ignore the fact that bargaining is an essential skill for a Merchant! Come back to me when you're ready~"; set tu_merchant, 4; + erasequest 8231; + setquest 8232; close; } break; @@ -516,15 +539,16 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "So if you use this skill too often, you might end up bankrupt! So be really careful. Also, as the Skill Level for Mammonite increases, so does the attack strength and Zeny consumption."; next; mes "[Guarnien]"; - set @chk_mam, getskilllv("MC_MAMMONITE"); - if(@chk_mam > 3 && @chk_mam < 10){ + set .@chk_mam, getskilllv("MC_MAMMONITE"); + if(.@chk_mam > 3 && .@chk_mam < 10){ mes "Ah, I see that you've already tried this skill. How much money have you wasted using Mammonite? Not too much, I hope."; next; mes "[Guarnien]"; mes "Well, since you're still green, I feel awfully sorry if you've wasted Zeny. Why don't you take this as compensation?"; set tu_merchant, 3; - getexp 700,58; - //misceffect EF_HIT5; + erasequest 8230; + setquest 8231; + getexp 70,12; next; mes "[Guarnien]"; mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?"; @@ -532,6 +556,8 @@ alberta_in,70,51,5 script Guarnien 98,{ } else { mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?"; set tu_merchant, 3; + erasequest 8230; + setquest 8231; close; } break; @@ -543,8 +569,8 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "like I asked?"; next; mes "[Guarnien]"; - set @chk_soji, getskilllv("MC_INCCARRY"); - if(@chk_soji > 3 && @chk_soji < 10){ + set .@chk_soji, getskilllv("MC_INCCARRY"); + if(.@chk_soji > 3 && .@chk_soji < 10){ mes "Ah. I can tell that you have. Not bad! By now you should be able to learn the ^871F78Discount^000000 skill, but I'll teach you about that later."; next; mes "[Guarnien]"; @@ -560,8 +586,10 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "[Guarnien]"; mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!"; set tu_merchant, 2; - getexp 585,43; - getitem 1351, 1; + erasequest 8229; + setquest 8230; + getexp 58,11; + getitem 1351,1; //Battle_Axe next; mes "[Guarnien]"; mes "Alright, next time"; @@ -577,6 +605,8 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "Alright, next time"; mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000"; set tu_merchant, 2; + erasequest 8229; + setquest 8230; close; } @@ -585,6 +615,7 @@ alberta_in,70,51,5 script Guarnien 98,{ if(select("Sure!:I'll make it on my own!")==1){ set tu_merchant, 1; if(getskilllv("MC_INCCARRY") < 4){ + setquest 8229; mes "[Guarnien]"; if(Sex == 1){ mes "Atta boy~!"; @@ -621,12 +652,13 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000."; next; mes "[Guarnien]"; - set tu_merchant, 2; if(getskilllv("MC_IDENTIFY")){ mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!"; - //misceffect EF_HIT5; - getexp 585,43; - getitem 1351, 1; + set tu_merchant, 2; + erasequest 8229; + setquest 8230; + getexp 58,11; + getitem 1351,1; //Battle_Axe next; mes "[Guarnien]"; mes "Alright, next time"; @@ -642,6 +674,9 @@ alberta_in,70,51,5 script Guarnien 98,{ mes "more about the Discount"; mes "skill later. I always manage"; mes "to forget about that!"; + set tu_merchant,2; + erasequest 8229; + setquest 8230; close; } } else { @@ -693,7 +728,7 @@ prontera,66,111,3 script Sagle 82,{ } else { set Zeny, Zeny - 420; set tu_merchant, 10; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; @@ -718,44 +753,44 @@ prontera,66,111,3 script Sagle 82,{ mes "I will sell you 10 Red Potions for ^871F78410 zeny^000000. You'd better get them now while they're still here!"; next; switch(select("Buy:Cancel")){ - case 1: + case 1: + mes "[Sagle]"; + mes "Excellent!"; + mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner..."; + if(Zeny < 410){ + next; mes "[Sagle]"; - mes "Excellent!"; - mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner..."; - if(Zeny < 410){ - next; - mes "[Sagle]"; - mes "Whoa, hold on!"; - mes "You can't afford"; - mes "these potions..."; - mes "Please come back"; - mes "when you have enough"; - mes "Zeny, alright?"; - close; - } - if(MaxWeight - Weight < 71){ - next; - mes "[Sagle]"; - mes "Whoa, hold on!"; - mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?"; - close2; - end; - } else { - set Zeny, Zeny - 410; - set tu_merchant, 10; - getitem 501, 10; - close; - } - break; - case 2: + mes "Whoa, hold on!"; + mes "You can't afford"; + mes "these potions..."; + mes "Please come back"; + mes "when you have enough"; + mes "Zeny, alright?"; + close; + } + if(MaxWeight - Weight < 71){ + next; mes "[Sagle]"; - mes "Alright..."; - mes "But don't"; - mes "complain if"; - mes "these potions"; - mes "are sold out!"; + mes "Whoa, hold on!"; + mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?"; + close2; + end; + } else { + set Zeny, Zeny - 410; + set tu_merchant, 10; + getitem 501,10; //Red_Potion close; - break; + } + break; + case 2: + mes "[Sagle]"; + mes "Alright..."; + mes "But don't"; + mes "complain if"; + mes "these potions"; + mes "are sold out!"; + close; + break; } } if(tu_merchant == 6){ @@ -768,43 +803,43 @@ prontera,66,111,3 script Sagle 82,{ mes "I will sell you 10 Red Potions for ^871F78390 zeny^000000. You'd better get them now while they're still here!"; next; switch(select("Buy:Cancel")){ - case 1: + case 1: + mes "[Sagle]"; + mes "Excellent!"; + mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner..."; + if(Zeny < 390){ + next; mes "[Sagle]"; - mes "Excellent!"; - mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner..."; - if(Zeny < 390){ - next; - mes "[Sagle]"; - mes "Whoa, hold on!"; - mes "You can't afford"; - mes "these potions..."; - mes "Please come back"; - mes "when you have enough"; - mes "Zeny, alright?"; - close; - } - if(MaxWeight - Weight < 71){ - next; - mes "[Sagle]"; - mes "Whoa, hold on!"; - mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?"; - close; - } else { - set Zeny, Zeny - 390; - set tu_merchant, 9; - getitem 501, 10; - close; - } - break; - case 2: + mes "Whoa, hold on!"; + mes "You can't afford"; + mes "these potions..."; + mes "Please come back"; + mes "when you have enough"; + mes "Zeny, alright?"; + close; + } + if(MaxWeight - Weight < 71){ + next; mes "[Sagle]"; - mes "Alright..."; - mes "But don't"; - mes "complain if"; - mes "these potions"; - mes "are sold out!"; + mes "Whoa, hold on!"; + mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?"; + close; + } else { + set Zeny, Zeny - 390; + set tu_merchant, 9; + getitem 501,10; //Red_Potion close; - break; + } + break; + case 2: + mes "[Sagle]"; + mes "Alright..."; + mes "But don't"; + mes "complain if"; + mes "these potions"; + mes "are sold out!"; + close; + break; } } mes "It's on the tip"; @@ -850,7 +885,7 @@ prontera,93,330,3 script Kellion 97,{ } else { set Zeny, Zeny - 340; set tu_merchant, 10; - getitem 569, 10; + getitem 569,10; //Novice_Potion close; } break; @@ -891,7 +926,7 @@ prontera,93,330,3 script Kellion 97,{ } else { set Zeny, Zeny - 390; set tu_merchant, 9; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; @@ -932,7 +967,7 @@ prontera,93,330,3 script Kellion 97,{ } else { set Zeny, Zeny - 400; set tu_merchant, 10; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; @@ -993,7 +1028,7 @@ prt_in,169,11,3 script Aigie 92,{ } else { set Zeny, Zeny - 390; set tu_merchant, 9; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; @@ -1040,7 +1075,7 @@ prt_in,169,11,3 script Aigie 92,{ } else { set Zeny, Zeny - 420; set tu_merchant, 10; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; @@ -1087,7 +1122,7 @@ prt_in,169,11,3 script Aigie 92,{ } else { set Zeny, Zeny - 340; set tu_merchant, 10; - getitem 569, 10; + getitem 569,10; //Novice_Potion close; } break; @@ -1143,7 +1178,7 @@ prontera,247,129,3 script Jayon 85,{ } else { set Zeny, Zeny - 410; set tu_merchant, 10; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; @@ -1191,7 +1226,7 @@ prontera,247,129,3 script Jayon 85,{ } else { set Zeny, Zeny - 400; set tu_merchant, 10; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; @@ -1240,7 +1275,7 @@ prontera,247,129,3 script Jayon 85,{ } else { set Zeny, Zeny - 410; set tu_merchant, 10; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; @@ -1258,7 +1293,7 @@ prontera,247,129,3 script Jayon 85,{ } mes "[Jayon]"; - mes "The Schwarzwald Republic..."; + mes "The Schwaltzvalt Republic..."; mes "It's a really interesting country. There's Juno and a few other places worth looking around. "; next; mes "[Jayon]"; @@ -1296,7 +1331,7 @@ prt_in,251,129,3 script Maos 709,{ } else { set Zeny, Zeny - 420; set tu_merchant, 10; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; @@ -1333,7 +1368,7 @@ prt_in,251,129,3 script Maos 709,{ } else { set Zeny, Zeny - 340; set tu_merchant, 10; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; @@ -1370,7 +1405,7 @@ prt_in,251,129,3 script Maos 709,{ } else { set Zeny, Zeny - 400; set tu_merchant, 10; - getitem 501, 10; + getitem 501,10; //Red_Potion close; } break; diff --git a/npc/quests/first_class/tu_sword.txt b/npc/quests/first_class/tu_sword.txt index f31a6a6b0..22c3ade54 100644 --- a/npc/quests/first_class/tu_sword.txt +++ b/npc/quests/first_class/tu_sword.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Fix up by Jukka //===== Current Version: ===================================== -//= 1.3 +//= 1.4 //===== Compatible With: ===================================== //= eAthena SVN (Testet in Trunk 88xx) //===== Description: ========================================= @@ -14,6 +14,7 @@ //= TODO: Test, Add correct misceffects numbers //= 1.2 Fixed a typo on NPC name. [SinSloth] //= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth] +//= 1.4 Misc. updates. [L0ne_W0lf] //============================================================ @@ -98,8 +99,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Magnum Break is ideal for use"; mes "when surrounded by foes, but also keep in mind that it also inflicts a little damage on its caster."; next; - set @chk_magnum, getskilllv("SM_MAGNUM"); - if(@chk_magnum > 5){ + set .@chk_magnum, getskilllv("SM_MAGNUM"); + if(.@chk_magnum > 5){ mes "[Shurank]"; mes "I see that you've been training in the use of Magnum Break. Although it is an awesome skill, it's not for every Swordman. Still, there's no harm in learning it."; next; @@ -107,8 +108,9 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Here is a humble reward for"; mes "your great efforts. But do not let your talents allow you to grow arrogant!"; set tu_swordman, 23; - getexp 1860,0; - getitem 1113, 1; + completequest 8228; + getexp 186,0; + getitem 1113,1; //Scimiter next; mes "[Shurank]"; mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills."; @@ -162,7 +164,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Before you go, please take this."; mes "I hope that you make good use of it as you train to become stronger and stronger. Good luck out there."; set tu_swordman, 23; - getitem 1113, 1; + completequest 8228; + getitem 1113,1; //Scimiter close; break; case 21: @@ -182,9 +185,9 @@ izlude_in,82,163,3 script Shurank 733,{ mes "One Handed Sword Mastery"; mes "increases the damage of Daggers and One Handed Swords while Two Handed Sword Mastery increases the damage of Two Handed Swords."; next; - set @chk_hanson, getskilllv("SM_SWORD"); - set @chk_yangson, getskilllv("SM_TWOHAND"); - if((@chk_hanson > 9) || (@chk_yangson > 9)){ + set .@chk_hanson, getskilllv("SM_SWORD"); + set .@chk_yangson, getskilllv("SM_TWOHAND"); + if((.@chk_hanson > 9) || (.@chk_yangson > 9)){ mes "[Shurank]"; mes "Ah, from the way you handle your Sword, I see that you have mastered a Sword Mastery. I'm thoroughly impressed."; next; @@ -194,7 +197,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "in recognition of"; mes "your accomplishment."; set tu_swordman, 22; - getexp 1860,0; + changequest 8227,8228; + getexp 186,0; next; mes "[Shurank]"; mes "Next time, I will tell you more about the Magnum Break skill."; @@ -216,12 +220,14 @@ izlude_in,82,163,3 script Shurank 733,{ mes "training for the Endure"; mes "skill coming along?"; next; - set @chk_endure, getskilllv("SM_ENDURE"); - if(@chk_endure > 1){ + set .@chk_endure, getskilllv("SM_ENDURE"); + if(.@chk_endure > 1){ mes "[Shurank]"; mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~"; set tu_swordman, 13; - getexp 1260,0; + erasequest 8221; + setquest 8222; + getexp 126,0; next; mes "[Shurank]"; mes "Ah, once again, I have"; @@ -246,8 +252,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "learned how to use"; mes "the Endure skill yet?"; next; - set @chk_endure, getskilllv("SM_ENDURE"); - if((@chk_endure > 0) && (@chk_endure < 2)){ + set .@chk_endure, getskilllv("SM_ENDURE"); + if((.@chk_endure > 0) && (.@chk_endure < 2)){ mes "[Shurank]"; mes "I see that you"; mes "know how to use the"; @@ -265,6 +271,8 @@ izlude_in,82,163,3 script Shurank 733,{ next; mes "[Shurank]"; mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well."; + erasequest 8221; + setquest 8222; set tu_swordman, 13; next; mes "[Shurank]"; @@ -276,11 +284,13 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do."; close2; end; - } else if(@chk_endure > 1){ + } else if(.@chk_endure > 1){ mes "[Shurank]"; mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~"; set tu_swordman, 13; - getexp 1260,0; + erasequest 8221; + setquest 8222; + getexp 126,0; next; mes "[Shurank]"; mes "Ah, once again, I have"; @@ -303,8 +313,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "all I know about"; mes "the Endure skill."; next; - set @chk_endure, getskilllv("SM_ENDURE"); - if(@chk_endure == 0){ + set .@chk_endure, getskilllv("SM_ENDURE"); + if(.@chk_endure == 0){ mes "[Shurank]"; mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them."; next; @@ -320,8 +330,9 @@ izlude_in,82,163,3 script Shurank 733,{ mes "if you can endure attacks"; mes "from your enemies!"; set tu_swordman, 11; + changequest 8220,8221; close; - } else if((@chk_endure > 0) && (@chk_endure < 2)){ + } else if((.@chk_endure > 0) && (.@chk_endure < 2)){ mes "[Shurank]"; mes "I see that you"; mes "know how to use the"; @@ -340,6 +351,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "[Shurank]"; mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well."; set tu_swordman, 13; + erasequest 8221; + setquest 8222; next; mes "[Shurank]"; mes "Ah, once again, I have"; @@ -349,11 +362,13 @@ izlude_in,82,163,3 script Shurank 733,{ mes "[Shurank]"; mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do."; close; - } else if(@chk_endure > 1){ + } else if(.@chk_endure > 1){ mes "[Shurank]"; mes "Hm. But judging from the gleen of toughness on your skin, I suppose teaching you about Endure would be a waste of your time. Well done!"; set tu_swordman, 13; - getexp 1260,0; + erasequest 8221; + setquest 8222; + getexp 126,0; next; mes "[Shurank]"; mes "Ah, once again, I have"; @@ -370,17 +385,17 @@ izlude_in,82,163,3 script Shurank 733,{ mes "learning more about"; mes "the use of the Provoke skill?"; next; - set @chk_provoke, getskilllv("SM_PROVOKE"); - if((@chk_provoke > 4) && (@chk_provoke < 10)){ + set .@chk_provoke, getskilllv("SM_PROVOKE"); + if((.@chk_provoke > 4) && (.@chk_provoke < 10)){ mes "[Shurank]"; mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts."; set tu_swordman, 10; - getexp 1120,0; + getexp 112,0; next; mes "[Shurank]"; mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me."; close; - } else if(@chk_provoke == 10){ + } else if(.@chk_provoke == 10){ mes "[Shurank]"; mes "Y-you've mastered"; mes "Provoke? Impressive!"; @@ -389,7 +404,7 @@ izlude_in,82,163,3 script Shurank 733,{ mes "an outstanding Swordman."; mes "Here is a small reward..."; set tu_swordman, 10; - getexp 1260,0; + getexp 126,0; next; mes "[Shurank]"; mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me."; @@ -408,8 +423,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "in the use of the Provoke"; mes "skill been progressing?"; next; - set @chk_provoke, getskilllv("SM_PROVOKE"); - if((@chk_provoke > 0) && (@chk_provoke < 5)){ + set .@chk_provoke, getskilllv("SM_PROVOKE"); + if((.@chk_provoke > 0) && (.@chk_provoke < 5)){ mes "[Shurank]"; mes "Ah, now I can see that you"; mes "know how to use it. That's a vast improvement over not being able to use it at all. Let me refesh you on Provoke's details."; @@ -435,16 +450,16 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Alright, come back to me when you become sufficiently skilled in the use of Provoke. In the meantime, keep training."; set tu_swordman, 9; close; - } else if((@chk_provoke > 4) && (@chk_provoke < 10)){ + } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){ mes "[Shurank]"; mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts."; set tu_swordman, 10; - getexp 1120,0; + getexp 112,0; next; mes "[Shurank]"; mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me."; close; - } else if(@chk_provoke == 10){ + } else if(.@chk_provoke == 10){ mes "[Shurank]"; mes "Y-you've mastered"; mes "Provoke? Impressive!"; @@ -453,7 +468,7 @@ izlude_in,82,163,3 script Shurank 733,{ mes "an outstanding Swordman."; mes "Here is a small reward..."; set tu_swordman, 10; - getexp 1260,0; + getexp 126,0; next; mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me."; close; @@ -473,8 +488,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Well, now that we taken care"; mes "of that, let me continue your instruction on Swordman skills. This time, we'll cover Provoke."; next; - set @chk_provoke, getskilllv("SM_PROVOKE"); - if(@chk_provoke == 0){ + set .@chk_provoke, getskilllv("SM_PROVOKE"); + if(.@chk_provoke == 0){ mes "[Shurank]"; mes "You haven't"; mes "learned Provoke yet?"; @@ -502,8 +517,9 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Now I ask that you train yourself in the use of Provoke. Come back"; mes "to me when you have a sufficient understanding of the use of the Provoke skill."; set tu_swordman, 8; + changequest 8217,8218; close; - } else if((@chk_provoke > 0) && (@chk_provoke < 5)){ + } else if((.@chk_provoke > 0) && (.@chk_provoke < 5)){ mes "[Shurank]"; mes "Hm. You seem to have a basic understanding of Provoke, but let me give you a few details so that you can better understand the use of that skill."; next; @@ -528,17 +544,19 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Now I ask that you train yourself in the use of Provoke. Come back"; mes "to me when you have a sufficient understanding of the use of the Provoke skill."; set tu_swordman, 9; + changequest 8218,8219; close; - } else if((@chk_provoke > 4) && (@chk_provoke < 10)){ + } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){ mes "[Shurank]"; mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts."; set tu_swordman, 10; - getexp 1120,0; + changequest 8219,8220; + getexp 112,0; next; mes "[Shurank]"; mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me."; close; - } else if(@chk_provoke == 10){ + } else if(.@chk_provoke == 10){ mes "[Shurank]"; mes "Y-you've mastered"; mes "Provoke? Impressive!"; @@ -547,7 +565,11 @@ izlude_in,82,163,3 script Shurank 733,{ mes "an outstanding Swordman."; mes "Here is a small reward..."; set tu_swordman, 10; - getexp 1260,0; + completequest 8218; + completequest 8219; + completequest 8220; + setquest 8221; + getexp 126,0; next; mes "[Shurank]"; mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me."; @@ -602,6 +624,7 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Although there's a Warp service,"; mes "I recommend traveling by foot. You cannot grow strong without testing your strength and practicing your skills!"; set tu_swordman, 6; + changequest 8215,8216; close; break; case 4: @@ -613,8 +636,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "it comes to damage, you must be"; mes "able to both take it and dish it out."; next; - set @chk_hp, getskilllv("SM_RECOVERY"); - if(@chk_hp == 0){ + set .@chk_hp, getskilllv("SM_RECOVERY"); + if(.@chk_hp == 0){ mes "[Shurank]"; mes "But judging from that"; mes "scrawny frame of yours,"; @@ -633,12 +656,12 @@ izlude_in,82,163,3 script Shurank 733,{ mes "learn this skill! Of course, there are other Swordman skills that are just as important, though..."; set tu_swordman, 5; next; - } else if(@chk_hp == 10){ + } else if(.@chk_hp == 10){ mes "[Shurank]"; mes "Ah! That healthy glow!"; mes "I see that you've mastered this skill already. Let me give you a little reward for your hard training!"; set tu_swordman, 5; - getexp 1120,0; + getexp 112,0; next; } else { mes "[Shurank]"; @@ -669,8 +692,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "if you want me to acknowledge"; mes "you as a fellow Swordman."; next; - set @chk_bash, getskilllv("SM_BASH"); - if(@chk_bash == 10){ + set .@chk_bash, getskilllv("SM_BASH"); + if(.@chk_bash == 10){ mes "[Shurank]"; mes "Those calluses...!"; mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed."; @@ -679,8 +702,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping"; mes "all of the basics."; set tu_swordman, 4; - getexp 970,0; - getitem 2503, 1; + getexp 97,0; + getitem 2503,1; //Muffler close; } else { mes "[Shurank]"; @@ -695,8 +718,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Bash. If you want to grow as a Swordman, you will have great"; mes "need to master this skill."; next; - set @chk_bash, getskilllv("SM_BASH"); - if((@chk_bash > 4) && (@chk_bash < 10)){ + set .@chk_bash, getskilllv("SM_BASH"); + if((.@chk_bash > 4) && (.@chk_bash < 10)){ mes "[Shurank]"; mes "Hm. It doesn't look like you've gained mastery of Bash, but it seems like you're trying hard."; next; @@ -715,9 +738,9 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Here's a little reward for all of your hard work. I hope you realize the importance of using Bash as"; mes "you grow stronger."; set tu_swordman, 3; - getexp 830,0; + getexp 83,0; close; - } else if(@chk_bash == 10){ + } else if(.@chk_bash == 10){ mes "[Shurank]"; mes "Those calluses...!"; mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed."; @@ -726,8 +749,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping"; mes "all of the basics."; set tu_swordman, 4; - getexp 970,0; - getitem 2503, 1; + getexp 97,0; + getitem 2503,1; //Muffler close; } else { mes "[Shurank]"; @@ -740,8 +763,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Have you been learning"; mes "the art of using Bash? I fervently believe that the Bash skill is the essense of Swordmanship!"; next; - set @chk_bash, getskilllv("SM_BASH"); - if((@chk_bash > 0) && (@chk_bash < 5)){ + set .@chk_bash, getskilllv("SM_BASH"); + if((.@chk_bash > 0) && (.@chk_bash < 5)){ mes "[Shurank]"; mes "I see that you understand"; mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail..."; @@ -762,9 +785,9 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more"; mes "of the fundamentals to cover!"; set tu_swordman, 2; - getexp 585,0; + getexp 58,0; close; - } else if((@chk_bash > 4) && (@chk_bash < 10)){ + } else if((.@chk_bash > 4) && (.@chk_bash < 10)){ mes "[Shurank]"; mes "Hmm..."; mes "Still haven't mastered Bash, eh? Well, in any case, I think you've made some progress."; @@ -791,12 +814,13 @@ izlude_in,82,163,3 script Shurank 733,{ mes "[Shurank]"; mes "For your efforts and patience, I offer you this small reward. Please take it and grow even stronger..."; set tu_swordman, 3; - getexp 830,0; + setquest 8211; + getexp 83,0; next; mes "[Shurank]"; mes "I believe that every true Swordman should master the Bash skill. If you ever do master the skill as a Swordman, come back to me."; close; - } else if(@chk_bash == 10){ + } else if(.@chk_bash == 10){ mes "[Shurank]"; mes "Those calluses...!"; mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed."; @@ -805,8 +829,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping"; mes "all of the basics."; set tu_swordman, 4; - getexp 970,0; - getitem 2503, 1; + getexp 97,0; + getitem 2503,1; //Muffler close; } else { mes "[Shurank]"; @@ -830,8 +854,8 @@ izlude_in,82,163,3 script Shurank 733,{ mes "fundamentals, the first of"; mes "which is the ^5D478BBash^000000 skill."; next; - set @chk_bash, getskilllv("SM_BASH"); - if(@chk_bash == 0){ + set .@chk_bash, getskilllv("SM_BASH"); + if(.@chk_bash == 0){ mes "[Shurank]"; mes "^333333*Gasp*^000000"; mes "Those soft, delicate hands! You've never learned how to use Bash, haven't you?! How do you expect to lead battles without knowing Bash?"; @@ -839,9 +863,10 @@ izlude_in,82,163,3 script Shurank 733,{ mes "[Shurank]"; mes "Now, if you wish to become a true Swordman, you must learn the Bash skill. There's no question about it: You've got to know these basics! Take this, and learn to Bash!"; set tu_swordman, 1; - getexp 490,0; + getexp 49,0; + setquest 8211; close; - } else if((@chk_bash > 0) && (@chk_bash < 5)){ + } else if((.@chk_bash > 0) && (.@chk_bash < 5)){ mes "[Shurank]"; mes "I see that you understand"; mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail..."; @@ -862,9 +887,10 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more"; mes "of the fundamentals to cover!"; set tu_swordman, 2; - getexp 585,0; + changequest 8211,8212; + getexp 58,0; close; - } else if((@chk_bash > 4) && (@chk_bash < 10)){ + } else if((.@chk_bash > 4) && (.@chk_bash < 10)){ mes "[Shurank]"; mes "I see that you've gained some proficiency with the Bash skill. But still, it's not enough. Let me explain..."; next; @@ -884,12 +910,13 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more"; mes "of the fundamentals to cover!"; set tu_swordman, 3; - getexp 830,0; + changequest 8212,8213; + getexp 83,0; next; mes "[Shurank]"; mes "But if you wish to become an expert Swordman in my eyes, you must master Bash!"; close; - } else if(@chk_bash == 10){ + } else if(.@chk_bash == 10){ mes "[Shurank]"; mes "Those calluses...!"; mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed."; @@ -898,8 +925,12 @@ izlude_in,82,163,3 script Shurank 733,{ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping"; mes "all of the basics."; set tu_swordman, 4; - getexp 970,0; - getitem 2503, 1; + completequest 8211; + completequest 8212; + completequest 8213; + setquest 8214; + getexp 97,0; + getitem 2503,1; //Muffler close; } break; @@ -910,7 +941,7 @@ izlude_in,82,163,3 script Shurank 733,{ } //=================================================Daqu'ee==================================================== -geffen,154,143,3 script Dequ'ee 734,{ +geffen,154,143,3 script Dequ'ee 734,{ if(BaseJob == Job_Novice){ mes "[Dequ'ee]"; mes "Hey there."; @@ -955,78 +986,74 @@ geffen,154,143,3 script Dequ'ee 734,{ mes "Pretty boring..."; close; } - -if(tu_swordman > 20){ - mes "[Dequ'ee]"; - mes "I hope you continue"; - mes "to train yourself in"; - mes "the ways of the sword."; - mes "There's an art to"; - mes "wielding a blade..."; - close; -} - -if(tu_swordman == 20){ - mes "[Dequ'ee]"; - mes "Huh...?"; - mes "Aren't you supposed"; - mes "to keep an eye on Bankley?"; - mes "What happened?"; - next; - mes "[Dequ'ee]"; - mes "Suicide...?"; - mes "Are you serious?!"; - mes "But there's no need to kill"; - mes "himself if he suspected that he's been caught. Something shady's going on here!"; - next; - mes "[Dequ'ee]"; - mes "Well, you've done a good job."; - mes "As for the other three suspects, I'll make sure that they're monitored by members of the Swordman Association."; - next; - mes "[Dequ'ee]"; - mes "Still, I don't think we'll learn anything new from those three."; - mes "It looks like this case is closed for now. Once again, thanks for your help."; - next; - mes "[Dequ'ee]"; - mes "Why don't you report back to Shurank now? I guess he still"; - mes "wants to show you the ropes of Swordmanship."; - set tu_swordman, 21; - close2; - warp "izlude",35,78; - end; -} - -if(tu_swordman == 19){ - mes "[Dequ'ee]"; - mes "What are still doing here?"; - mes "Hurry and check on Bankley!"; - mes "There's no telling what"; - mes "he might be up to!"; - close; -} - -if((tu_swordman == 17) || (tu_swordman == 18)){ - mes "[Dequ'ee]"; - if(tu_swordman == 17){ - mes "TheisWesomeof"; - mes "ConBanfoevidehi"; - mes "victkleyundncem"; - mes "hekdlfiDrindkelsd"; - next; - } else if(tu_swordman == 18){ - mes "hekdlfiDrindkelsd"; - mes "TheisWesomeof"; - mes "ConBanfoevidehi"; - mes "victkleyundncem"; + if(tu_swordman > 20){ + mes "[Dequ'ee]"; + mes "I hope you continue"; + mes "to train yourself in"; + mes "the ways of the sword."; + mes "There's an art to"; + mes "wielding a blade..."; + close; + } + if(tu_swordman == 20){ + mes "[Dequ'ee]"; + mes "Huh...?"; + mes "Aren't you supposed"; + mes "to keep an eye on Bankley?"; + mes "What happened?"; + next; + mes "[Dequ'ee]"; + mes "Suicide...?"; + mes "Are you serious?!"; + mes "But there's no need to kill"; + mes "himself if he suspected that he's been caught. Something shady's going on here!"; + next; + mes "[Dequ'ee]"; + mes "Well, you've done a good job."; + mes "As for the other three suspects, I'll make sure that they're monitored by members of the Swordman Association."; next; + mes "[Dequ'ee]"; + mes "Still, I don't think we'll learn anything new from those three."; + mes "It looks like this case is closed for now. Once again, thanks for your help."; + next; + mes "[Dequ'ee]"; + mes "Why don't you report back to Shurank now? I guess he still"; + mes "wants to show you the ropes of Swordmanship."; + set tu_swordman, 21; + changequest 8226,8227; + close2; + warp "izlude",35,78; + end; } - - mes "[Dequ'ee]"; - mes "I get it now!"; - mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is"; - mes "the murderer?"; - next; - switch(select("Hans", "Bankley", "Geil", "Muetro")){ + if(tu_swordman == 19){ + mes "[Dequ'ee]"; + mes "What are still doing here?"; + mes "Hurry and check on Bankley!"; + mes "There's no telling what"; + mes "he might be up to!"; + close; + } + if((tu_swordman == 17) || (tu_swordman == 18)){ + mes "[Dequ'ee]"; + if(tu_swordman == 17){ + mes "TheisWesomeof"; + mes "ConBanfoevidehi"; + mes "victkleyundncem"; + mes "hekdlfiDrindkelsd"; + next; + } else if(tu_swordman == 18){ + mes "hekdlfiDrindkelsd"; + mes "TheisWesomeof"; + mes "ConBanfoevidehi"; + mes "victkleyundncem"; + next; + } + mes "[Dequ'ee]"; + mes "I get it now!"; + mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is"; + mes "the murderer?"; + next; + switch(select("Hans:Bankley:Geil:Muetro")) { case 1: mes "[Dequ'ee]"; mes "Hans...?"; @@ -1052,7 +1079,8 @@ if((tu_swordman == 17) || (tu_swordman == 18)){ mes "[Dequ'ee]"; mes "Hurry over to Morroc and monitor Bankley in case he does anything desperate. If something happens, report to me right away!"; set tu_swordman, 19; - getexp 1620,0; + changequest 8224,8225; + getexp 162,0; close2; warp "moc_fild07",359,201; end; @@ -1077,17 +1105,16 @@ if((tu_swordman == 17) || (tu_swordman == 18)){ mes "to try it again!"; close; break; + } } -} - -if(tu_swordman == 16){ - mes "[Dequ'ee]"; - mes "I guess these codes need to be arranged in a certain order before we can figure out its secrets."; - next; - mes "[Dequ'ee]"; - mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess."; - next; - switch(select("Muetro", "Hans", "Geil", "Bankley")){ + if(tu_swordman == 16){ + mes "[Dequ'ee]"; + mes "I guess these codes need to be arranged in a certain order before we can figure out its secrets."; + next; + mes "[Dequ'ee]"; + mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess."; + next; + switch(select("Muetro:Hans:Geil:Bankley")) { case 1: mes "[Dequ'ee]"; mes "Okay, Muetro's"; @@ -1096,172 +1123,172 @@ if(tu_swordman == 16){ mes "code do you think"; mes "should go second?"; next; - switch(select("Hans", "Geil", "Bankley")){ + switch(select("Hans:Geil:Bankley")) { + case 1: + mes "[Dequ'ee]"; + mes "Hans...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Geil:Bankley")) { case 1: mes "[Dequ'ee]"; - mes "Hans...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Geil", "Bankley")){ - case 1: - mes "[Dequ'ee]"; - mes "Muetro, Hans,"; - mes "Geil and Bankley."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "ConBanfoevidehi"; - mes "victkleyundncem"; - mes "TheisWesomeof"; - mes "hekdlfiDrindkelsd"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Muetro, Hans,"; - mes "Geil and Bankley."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "ConBanfoevidehi"; - mes "victkleyundncem"; - mes "hekdlfiDrindkelsd"; - mes "TheisWesomeof"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + mes "Muetro, Hans,"; + mes "Geil and Bankley."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "ConBanfoevidehi"; + mes "victkleyundncem"; + mes "TheisWesomeof"; + mes "hekdlfiDrindkelsd"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; break; case 2: mes "[Dequ'ee]"; - mes "Geil's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Hans", "Bankley")){ - case 1: - mes "[Dequ'ee]"; - mes "Muetro, Geil,"; - mes "Hans and Bankley."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "ConBanfoevidehi"; - mes "TheisWesomeof"; - mes "victkleyundncem"; - mes "hekdlfiDrindkelsd"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Muetro, Geil,"; - mes "Bankley and Hans."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "ConBanfoevidehi"; - mes "TheisWesomeof"; - mes "hekdlfiDrindkelsd"; - mes "victkleyundncem"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + mes "Muetro, Hans,"; + mes "Geil and Bankley."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "ConBanfoevidehi"; + mes "victkleyundncem"; + mes "hekdlfiDrindkelsd"; + mes "TheisWesomeof"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; break; - case 3: - mes "[Dequ'ee]"; - mes "Bankley's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Hans", "Geil")){ - case 1: - mes "[Dequ'ee]"; - mes "Muetro, Bankley,"; - mes "Hans and Geil."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "ConBanfoevidehi"; - mes "hekdlfiDrindkelsd"; - mes "victkleyundncem"; - mes "TheisWesomeof"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Muetro, Bankley,"; - mes "Geil and Hans."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "ConBanfoevidehi"; - mes "hekdlfiDrindkelsd"; - mes "TheisWesomeof"; - mes "victkleyundncem"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + } + break; + case 2: + mes "[Dequ'ee]"; + mes "Geil's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Hans:Bankley")) { + case 1: + mes "[Dequ'ee]"; + mes "Muetro, Geil,"; + mes "Hans and Bankley."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "ConBanfoevidehi"; + mes "TheisWesomeof"; + mes "victkleyundncem"; + mes "hekdlfiDrindkelsd"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + case 2: + mes "[Dequ'ee]"; + mes "Muetro, Geil,"; + mes "Bankley and Hans."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "ConBanfoevidehi"; + mes "TheisWesomeof"; + mes "hekdlfiDrindkelsd"; + mes "victkleyundncem"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + } + break; + case 3: + mes "[Dequ'ee]"; + mes "Bankley's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Hans:Geil")) { + case 1: + mes "[Dequ'ee]"; + mes "Muetro, Bankley,"; + mes "Hans and Geil."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "ConBanfoevidehi"; + mes "hekdlfiDrindkelsd"; + mes "victkleyundncem"; + mes "TheisWesomeof"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + case 2: + mes "[Dequ'ee]"; + mes "Muetro, Bankley,"; + mes "Geil and Hans."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "ConBanfoevidehi"; + mes "hekdlfiDrindkelsd"; + mes "TheisWesomeof"; + mes "victkleyundncem"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; break; + } + break; } break; case 2: @@ -1272,175 +1299,175 @@ if(tu_swordman == 16){ mes "code do you think"; mes "should go second?"; next; - switch(select("Muetro", "Geil", "Bankley")){ + switch(select("Muetro:Geil:Bankley")) { + case 1: + mes "[Dequ'ee]"; + mes "Muestro's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Geil:Bankley")) { case 1: mes "[Dequ'ee]"; - mes "Muestro's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Geil", "Bankley")){ - case 1: - mes "[Dequ'ee]"; - mes "Hans, Muetro,"; - mes "Geil and Bankley."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "victkleyundncem"; - mes "ConBanfoevidehi"; - mes "TheisWesomeof"; - mes "hekdlfiDrindkelsd"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Hans, Muetro,"; - mes "Bankley and Geil."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "victkleyundncem"; - mes "ConBanfoevidehi"; - mes "hekdlfiDrindkelsd"; - mes "TheisWesomeof"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + mes "Hans, Muetro,"; + mes "Geil and Bankley."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "victkleyundncem"; + mes "ConBanfoevidehi"; + mes "TheisWesomeof"; + mes "hekdlfiDrindkelsd"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; break; case 2: mes "[Dequ'ee]"; - mes "Geil's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Muetro", "Bankley")){ - case 1: - mes "[Dequ'ee]"; - mes "Hans, Geil,"; - mes "Muetro and Bankley."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "victkleyundncem"; - mes "TheisWesomeof"; - mes "ConBanfoevidehi"; - mes "hekdlfiDrindkelsd"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Hans, Geil,"; - mes "Bankley and Muetro."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "victkleyundncem"; - mes "TheisWesomeof"; - mes "hekdlfiDrindkelsd"; - mes "ConBanfoevidehi"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + mes "Hans, Muetro,"; + mes "Bankley and Geil."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "victkleyundncem"; + mes "ConBanfoevidehi"; + mes "hekdlfiDrindkelsd"; + mes "TheisWesomeof"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; break; - case 3: - mes "[Dequ'ee]"; - mes "Bankley's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Muetro", "Geil")){ - case 1: - mes "[Dequ'ee]"; - mes "Hans, Bankley,"; - mes "Muetro and Geil."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "victkleyundncem"; - mes "hekdlfiDrindkelsd"; - mes "ConBanfoevidehi"; - mes "TheisWesomeof"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Hans, Bankley,"; - mes "Geil and Muetro."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "victkleyundncem"; - mes "hekdlfiDrindkelsd"; - mes "TheisWesomeof"; - mes "ConBanfoevidehi"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + } + break; + case 2: + mes "[Dequ'ee]"; + mes "Geil's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Muetro:Bankley")) { + case 1: + mes "[Dequ'ee]"; + mes "Hans, Geil,"; + mes "Muetro and Bankley."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "victkleyundncem"; + mes "TheisWesomeof"; + mes "ConBanfoevidehi"; + mes "hekdlfiDrindkelsd"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; break; + case 2: + mes "[Dequ'ee]"; + mes "Hans, Geil,"; + mes "Bankley and Muetro."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "victkleyundncem"; + mes "TheisWesomeof"; + mes "hekdlfiDrindkelsd"; + mes "ConBanfoevidehi"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + } + break; + case 3: + mes "[Dequ'ee]"; + mes "Bankley's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Muetro:Geil")) { + case 1: + mes "[Dequ'ee]"; + mes "Hans, Bankley,"; + mes "Muetro and Geil."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "victkleyundncem"; + mes "hekdlfiDrindkelsd"; + mes "ConBanfoevidehi"; + mes "TheisWesomeof"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + case 2: + mes "[Dequ'ee]"; + mes "Hans, Bankley,"; + mes "Geil and Muetro."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "victkleyundncem"; + mes "hekdlfiDrindkelsd"; + mes "TheisWesomeof"; + mes "ConBanfoevidehi"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + } + break; } break; - case 3: + case 3: mes "[Dequ'ee]"; mes "Okay, Geil's"; mes "code is what we'll"; @@ -1448,179 +1475,179 @@ if(tu_swordman == 16){ mes "code do you think"; mes "should go second?"; next; - switch(select("Muetro", "Hans", "Bankley")){ - case 1: - mes "[Dequ'ee]"; - mes "Muestro's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Hans", "Bankley")){ - case 1: - mes "[Dequ'ee]"; - mes "Geil, Muetro,"; - mes "Hans and Bankley."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "TheisWesomeof"; - mes "ConBanfoevidehi"; - mes "victkleyundncem"; - mes "hekdlfiDrindkelsd"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try... Wait!"; - next; - mes "[Dequ'ee]"; - mes "I think that we"; - mes "can make sense of this"; - mes "thing! Give me a while"; - mes "to formulate an algorithm!"; - set tu_swordman, 17; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Geil, Muetro,"; - mes "Bankley and Hans."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "TheisWesomeof"; - mes "ConBanfoevidehi"; - mes "hekdlfiDrindkelsd"; - mes "victkleyundncem"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + switch(select("Muetro:Hans:Bankley")) { + case 1: + mes "[Dequ'ee]"; + mes "Muestro's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Hans:Bankley")) { + case 1: + mes "[Dequ'ee]"; + mes "Geil, Muetro,"; + mes "Hans and Bankley."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "TheisWesomeof"; + mes "ConBanfoevidehi"; + mes "victkleyundncem"; + mes "hekdlfiDrindkelsd"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try... Wait!"; + next; + mes "[Dequ'ee]"; + mes "I think that we"; + mes "can make sense of this"; + mes "thing! Give me a while"; + mes "to formulate an algorithm!"; + set tu_swordman, 17; + close; break; case 2: mes "[Dequ'ee]"; - mes "Han's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Muetro", "Bankley")){ - case 1: - mes "[Dequ'ee]"; - mes "Geil, Hans,"; - mes "Muetro and Bankley."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "TheisWesomeof"; - mes "victkleyundncem"; - mes "ConBanfoevidehi"; - mes "hekdlfiDrindkelsd"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Geil, Hans,"; - mes "Bankley and Muetro."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "TheisWesomeof"; - mes "victkleyundncem"; - mes "hekdlfiDrindkelsd"; - mes "ConBanfoevidehi"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + mes "Geil, Muetro,"; + mes "Bankley and Hans."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "TheisWesomeof"; + mes "ConBanfoevidehi"; + mes "hekdlfiDrindkelsd"; + mes "victkleyundncem"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; break; - case 3: - mes "[Dequ'ee]"; - mes "Bankley's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Muetro", "Hans")){ - case 1: - mes "[Dequ'ee]"; - mes "Geil, Bankley,"; - mes "Muetro and Hans."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "TheisWesomeof"; - mes "hekdlfiDrindkelsd"; - mes "ConBanfoevidehi"; - mes "victkleyundncem"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Geil, Bankley,"; - mes "Hans and Muetro."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "TheisWesomeof"; - mes "hekdlfiDrindkelsd"; - mes "victkleyundncem"; - mes "ConBanfoevidehi"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + } + break; + case 2: + mes "[Dequ'ee]"; + mes "Han's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Muetro:Bankley")) { + case 1: + mes "[Dequ'ee]"; + mes "Geil, Hans,"; + mes "Muetro and Bankley."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "TheisWesomeof"; + mes "victkleyundncem"; + mes "ConBanfoevidehi"; + mes "hekdlfiDrindkelsd"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + case 2: + mes "[Dequ'ee]"; + mes "Geil, Hans,"; + mes "Bankley and Muetro."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "TheisWesomeof"; + mes "victkleyundncem"; + mes "hekdlfiDrindkelsd"; + mes "ConBanfoevidehi"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + } + break; + case 3: + mes "[Dequ'ee]"; + mes "Bankley's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Muetro:Hans")) { + case 1: + mes "[Dequ'ee]"; + mes "Geil, Bankley,"; + mes "Muetro and Hans."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "TheisWesomeof"; + mes "hekdlfiDrindkelsd"; + mes "ConBanfoevidehi"; + mes "victkleyundncem"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; break; + case 2: + mes "[Dequ'ee]"; + mes "Geil, Bankley,"; + mes "Hans and Muetro."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "TheisWesomeof"; + mes "hekdlfiDrindkelsd"; + mes "victkleyundncem"; + mes "ConBanfoevidehi"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + } + break; } break; case 4: @@ -1631,254 +1658,258 @@ if(tu_swordman == 16){ mes "code do you think"; mes "should go second?"; next; - switch(select("Muetro", "Hans", "Geil")){ + switch(select("Muetro:Hans:Geil")) { + case 1: + mes "[Dequ'ee]"; + mes "Muestro's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Hans:Geil")) { case 1: mes "[Dequ'ee]"; - mes "Muestro's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Hans", "Geil")){ - case 1: - mes "[Dequ'ee]"; - mes "Bankley, Muetro,"; - mes "Hans and Geil."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "hekdlfiDrindkelsd"; - mes "ConBanfoevidehi"; - mes "victkleyundncem"; - mes "TheisWesomeof"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Bankley, Muetro,"; - mes "Geil and Hans."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "hekdlfiDrindkelsd"; - mes "ConBanfoevidehi"; - mes "TheisWesomeof"; - mes "victkleyundncem"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + mes "Bankley, Muetro,"; + mes "Hans and Geil."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "hekdlfiDrindkelsd"; + mes "ConBanfoevidehi"; + mes "victkleyundncem"; + mes "TheisWesomeof"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; break; case 2: mes "[Dequ'ee]"; - mes "Hans's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Muetro", "Geil")){ - case 1: - mes "[Dequ'ee]"; - mes "Bankley, Hans,"; - mes "Muetro and Geil."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "hekdlfiDrindkelsd"; - mes "victkleyundncem"; - mes "ConBanfoevidehi"; - mes "TheisWesomeof"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Bankley, Hans,"; - mes "Geil and Muetro."; - mes "So then the full"; - mes "code would be..."; - mes " "; - mes "hekdlfiDrindkelsd"; - mes "victkleyundncem"; - mes "TheisWesomeof"; - mes "ConBanfoevidehi"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } + mes "Bankley, Muetro,"; + mes "Geil and Hans."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "hekdlfiDrindkelsd"; + mes "ConBanfoevidehi"; + mes "TheisWesomeof"; + mes "victkleyundncem"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; break; - case 3: - mes "[Dequ'ee]"; - mes "Geil's...?"; - mes "Alright, then"; - mes "the person with"; - mes "the third code"; - mes "would be...?"; - next; - switch(select("Muetro", "Hans")){ - case 1: - mes "[Dequ'ee]"; - mes "Bankley, Geil,"; - mes "Muetro, and Hans."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "hekdlfiDrindkelsd"; - mes "TheisWesomeof"; - mes "ConBanfoevidehi"; - mes "victkleyundncem"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try... Wait!"; - next; - mes "[Dequ'ee]"; - mes "I think that we"; - mes "can make sense of this"; - mes "thing! Give me a while"; - mes "to formulate an algorithm!"; - set tu_swordman, 18; - close; - break; - case 2: - mes "[Dequ'ee]"; - mes "Bankley, Geil,"; - mes "Hans, Muetro."; - mes "So then the full"; - mes "code would be..."; - next; - mes "[Dequ'ee]"; - mes " "; - mes "hekdlfiDrindkelsd"; - mes "TheisWesomeof"; - mes "victkleyundncem"; - mes "ConBanfoevidehi"; - next; - mes "[Dequ'ee]"; - mes "No..."; - mes "There's no way"; - mes "I can decode it the"; - mes "way it is now. Let's"; - mes "try another combination."; - close; - break; - } - break; + } + break; + case 2: + mes "[Dequ'ee]"; + mes "Hans's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Muetro:Geil")) { + case 1: + mes "[Dequ'ee]"; + mes "Bankley, Hans,"; + mes "Muetro and Geil."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "hekdlfiDrindkelsd"; + mes "victkleyundncem"; + mes "ConBanfoevidehi"; + mes "TheisWesomeof"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + case 2: + mes "[Dequ'ee]"; + mes "Bankley, Hans,"; + mes "Geil and Muetro."; + mes "So then the full"; + mes "code would be..."; + mes " "; + mes "hekdlfiDrindkelsd"; + mes "victkleyundncem"; + mes "TheisWesomeof"; + mes "ConBanfoevidehi"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + } + break; + case 3: + mes "[Dequ'ee]"; + mes "Geil's...?"; + mes "Alright, then"; + mes "the person with"; + mes "the third code"; + mes "would be...?"; + next; + switch(select("Muetro:Hans")) { + case 1: + mes "[Dequ'ee]"; + mes "Bankley, Geil,"; + mes "Muetro, and Hans."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "hekdlfiDrindkelsd"; + mes "TheisWesomeof"; + mes "ConBanfoevidehi"; + mes "victkleyundncem"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try... Wait!"; + next; + mes "[Dequ'ee]"; + mes "I think that we"; + mes "can make sense of this"; + mes "thing! Give me a while"; + mes "to formulate an algorithm!"; + set tu_swordman, 18; + close; + break; + case 2: + mes "[Dequ'ee]"; + mes "Bankley, Geil,"; + mes "Hans, Muetro."; + mes "So then the full"; + mes "code would be..."; + next; + mes "[Dequ'ee]"; + mes " "; + mes "hekdlfiDrindkelsd"; + mes "TheisWesomeof"; + mes "victkleyundncem"; + mes "ConBanfoevidehi"; + next; + mes "[Dequ'ee]"; + mes "No..."; + mes "There's no way"; + mes "I can decode it the"; + mes "way it is now. Let's"; + mes "try another combination."; + close; + break; + } + break; } break; + } } -} - -if(tu_swordman == 15){ - set @hans$, "victkleyundncem"; - set @bang$, "hekdlfiDrindkelsd"; - set @mutr$, "ConBanfoevidehi"; - set @geil$, "TheisWesomeof"; - mes "[Dequ'ee]"; - mes "Ah, you're back."; - mes "I've just got a new"; - mes "lead on the possible"; - mes "identity of the killer."; - next; - mes "[Dequ'ee]"; - mes "I've just heard that all our suspects have pieces of some"; - mes "sort of code. If we can put the code together and decipher it, we can figure out who the murderer might be."; - next; - mes "[Dequ'ee]"; - mes "Did you get all the codes"; - mes "from all the suspects? First,"; - mes "tell me the code that Hans had."; - next; - set @inputstr$, NULL; - input @inputstr$; - if(@inputstr$ == @hans$){ + if(tu_swordman == 15){ + set .@hans$, "victkleyundncem"; + set .@bang$, "hekdlfiDrindkelsd"; + set .@mutr$, "ConBanfoevidehi"; + set .@geil$, "TheisWesomeof"; + mes "[Dequ'ee]"; + mes "Ah, you're back."; + mes "I've just got a new"; + mes "lead on the possible"; + mes "identity of the killer."; + next; mes "[Dequ'ee]"; - mes "victkleyundncem?"; - mes "That's certainly"; - mes "strange sounding."; - mes "Now, tell me Bankley's."; - next; - set @inputstr$, NULL; - input @inputstr$; - if(@inputstr$ == @bang$){ + mes "I've just heard that all our suspects have pieces of some"; + mes "sort of code. If we can put the code together and decipher it, we can figure out who the murderer might be."; + next; + mes "[Dequ'ee]"; + mes "Did you get all the codes"; + mes "from all the suspects? First,"; + mes "tell me the code that Hans had."; + next; + input .@inputstr$; + if(.@inputstr$ == .@hans$){ mes "[Dequ'ee]"; - mes "hekdlfiDrindkelsd.."; - mes "What the hell is that...?"; - mes "It's certainly cryptic."; - mes "What about Muetro's?"; - next; - set @inputstr$, NULL; - input @inputstr$; - if(@inputstr$ == @mutr$){ + mes "victkleyundncem?"; + mes "That's certainly"; + mes "strange sounding."; + mes "Now, tell me Bankley's."; + next; + input .@inputstr$; + if(.@inputstr$ == .@bang$){ mes "[Dequ'ee]"; - mes "ConBanfoevidehi."; - mes "This is going to"; - mes "be tough to figure"; - mes "out. Alright, now"; - mes "tell me Geil's."; + mes "hekdlfiDrindkelsd.."; + mes "What the hell is that...?"; + mes "It's certainly cryptic."; + mes "What about Muetro's?"; next; - set @inputstr$, NULL; - input @inputstr$; - if(@inputstr$ == @geil$){ - mes "[Dequ'ee]"; - mes "TheisWesomeof..."; - mes "Alright, great."; - mes "Now all we have to"; - mes "do is figure out what"; - mes "all of this means."; - next; + input .@inputstr$; + if(.@inputstr$ == .@mutr$){ mes "[Dequ'ee]"; + mes "ConBanfoevidehi."; mes "This is going to"; - mes "be really difficult."; - mes "Do you have any ideas?"; - mes "We have to figure this"; - mes "out, it's the only clue"; - mes "that we have..."; - set tu_swordman, 16;//Check - close; + mes "be tough to figure"; + mes "out. Alright, now"; + mes "tell me Geil's."; + next; + input .@inputstr$; + if(.@inputstr$ == .@geil$){ + mes "[Dequ'ee]"; + mes "TheisWesomeof..."; + mes "Alright, great."; + mes "Now all we have to"; + mes "do is figure out what"; + mes "all of this means."; + next; + mes "[Dequ'ee]"; + mes "This is going to"; + mes "be really difficult."; + mes "Do you have any ideas?"; + mes "We have to figure this"; + mes "out, it's the only clue"; + mes "that we have..."; + set tu_swordman, 16; + changequest 8223,8224; + close; + } else { + mes "[Dequ'ee]"; + mes "...Are you sure that you heard"; + mes "him right? Why don't you go check it out again?"; + close; + } } else { + mes "[Dequ'ee]"; mes "...Are you sure that you heard"; mes "him right? Why don't you go check it out again?"; close; + } } else { mes "[Dequ'ee]"; @@ -1887,203 +1918,195 @@ if(tu_swordman == 15){ close; } } else { + mes "[Dequ'ee]"; - mes "...Are you sure that you heard"; - mes "him right? Why don't you go check it out again?"; + mes "Are you sure that's right?"; + mes "No, no, I don't think it is."; + mes "Would you check that code and interrogate the suspects again"; + mes "if you need to?"; close; + } - } else { + } + if(tu_swordman == 14){ mes "[Dequ'ee]"; - mes "Are you sure that's right?"; - mes "No, no, I don't think it is."; - mes "Would you check that code and interrogate the suspects again"; - mes "if you need to?"; + mes "Didn't I ask you"; + mes "to interrogate the"; + mes "suspects over in Morroc?"; + mes "We need to finish this"; + mes "investigation as soon"; + mes "as possible!"; close; } -} - -if(tu_swordman == 14){ - mes "[Dequ'ee]"; - mes "Didn't I ask you"; - mes "to interrogate the"; - mes "suspects over in Morroc?"; - mes "We need to finish this"; - mes "investigation as soon"; - mes "as possible!"; - close; -} - -if(tu_swordman == 13){ - mes "[Dequ'ee]"; - mes "Ah, you're here!"; - mes "Shurank must have"; - mes "asked you to help me."; - mes "I really appreciate that."; - next; - mes "[Dequ'ee]"; - mes "As you've probably figured out, I'm currently investigating a murder. Basically, I want you to help me figure out who the killer is."; - next; - mes "[Dequ'ee]"; - mes "As for the victim, well, that's classified information. You understand, don't you?"; - next; - mes "[Dequ'ee]"; - mes "Now, I want you to go to Morroc and interrogate four suspects. Their names are ^5D478BMuetro^000000, ^5D478BGeil^000000, ^5D478BHans^000000"; - mes "and ^5D478BBankley^000000. It shouldn't be too difficult."; - next; - mes "[Dequ'ee]"; - mes "After you speak to all of them, come back and report to me. And it's especially important that you remember or write down any important clues you might get"; - mes "from our suspects."; - next; - mes "[Dequ'ee]"; - mes "Also, keep in mind that this is a special mission for the Swordman Association. So keep everything you learn a secret. Understood?"; - next; - mes "[Dequ'ee]"; - mes "Now go and see if you can learn anything from Muetro, Geil, Hans and Bankley. We've got to figure out the killer's identity as soon as we can!"; - next; - mes "[Dequ'ee]"; - mes "Oh wait..."; - mes "Morroc is a little far. Alright, I'll drop you off somewhere"; - mes "near that city."; - next; - set tu_swordman, 14; - warp "moc_fild07",359,201; - close; -} - -if((tu_swordman > 7) && (tu_swordman < 13)){ - mes "[Dequ'ee]"; - mes "Hmm..."; - mes "Still receiving"; - mes "special training"; - mes "from Shurank?"; - next; - mes "[Dequ'ee]"; - mes "That's great."; - mes "Swordmen nowadays are getting sloppier and sloppier. Someone has to keep the new guys in line and on their toes!"; - close; -} - -if(tu_swordman == 7){ - mes "[Dequ'ee]"; - mes "What are you"; - mes "still doing here?"; - mes "Go and deliver my"; - mes "message to Shurank."; - next; - mes "[Dequ'ee]"; - mes "Let him now that we aren't"; - mes "sure of the killer's identity,"; - mes "but we have a list of suspects."; - mes "Sooner or later, we'll figure"; - mes "out who he is."; - close; -} - -if(tu_swordman == 6){ - mes "[Dequ'ee]"; - mes "Ah...!"; - mes "Are you the Swordman"; - mes "sent by Shurank? Good,"; - mes "I've been waiting..."; - next; - mes "[Dequ'ee]"; - mes "Now tell me..."; - mes "What message does"; - mes "Shurank have for me?"; - next; - switch(select("Killer...", "Murderer...")){ + if(tu_swordman == 13){ + mes "[Dequ'ee]"; + mes "Ah, you're here!"; + mes "Shurank must have"; + mes "asked you to help me."; + mes "I really appreciate that."; + next; + mes "[Dequ'ee]"; + mes "As you've probably figured out, I'm currently investigating a murder. Basically, I want you to help me figure out who the killer is."; + next; + mes "[Dequ'ee]"; + mes "As for the victim, well, that's classified information. You understand, don't you?"; + next; + mes "[Dequ'ee]"; + mes "Now, I want you to go to Morroc and interrogate four suspects. Their names are ^5D478BMuetro^000000, ^5D478BGeil^000000, ^5D478BHans^000000"; + mes "and ^5D478BBankley^000000. It shouldn't be too difficult."; + next; + mes "[Dequ'ee]"; + mes "After you speak to all of them, come back and report to me. And it's especially important that you remember or write down any important clues you might get"; + mes "from our suspects."; + next; + mes "[Dequ'ee]"; + mes "Also, keep in mind that this is a special mission for the Swordman Association. So keep everything you learn a secret. Understood?"; + next; + mes "[Dequ'ee]"; + mes "Now go and see if you can learn anything from Muetro, Geil, Hans and Bankley. We've got to figure out the killer's identity as soon as we can!"; + next; + mes "[Dequ'ee]"; + mes "Oh wait..."; + mes "Morroc is a little far. Alright, I'll drop you off somewhere"; + mes "near that city."; + next; + set tu_swordman, 14; + changequest 8222,8223; + warp "moc_fild07",359,201; + close; + } + if((tu_swordman > 7) && (tu_swordman < 13)){ + mes "[Dequ'ee]"; + mes "Hmm..."; + mes "Still receiving"; + mes "special training"; + mes "from Shurank?"; + next; + mes "[Dequ'ee]"; + mes "That's great."; + mes "Swordmen nowadays are getting sloppier and sloppier. Someone has to keep the new guys in line and on their toes!"; + close; + } + if(tu_swordman == 7){ + mes "[Dequ'ee]"; + mes "What are you"; + mes "still doing here?"; + mes "Go and deliver my"; + mes "message to Shurank."; + next; + mes "[Dequ'ee]"; + mes "Let him now that we aren't"; + mes "sure of the killer's identity,"; + mes "but we have a list of suspects."; + mes "Sooner or later, we'll figure"; + mes "out who he is."; + close; + } + if(tu_swordman == 6){ + mes "[Dequ'ee]"; + mes "Ah...!"; + mes "Are you the Swordman"; + mes "sent by Shurank? Good,"; + mes "I've been waiting..."; + next; + mes "[Dequ'ee]"; + mes "Now tell me..."; + mes "What message does"; + mes "Shurank have for me?"; + next; + switch(select("Killer...:Murderer...")) { case 1: mes "[" + strcharinfo(0) + "]"; mes "What happened"; mes "to the killer?"; next; - switch(select("Who he is...", "Who is behind...")){ + switch(select("Who he is...:Who is behind...")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "Did you find"; + mes "out who he is?"; + mes "If you did..."; + next; + switch(select("Why are we...:What are we...")) { case 1: mes "[" + strcharinfo(0) + "]"; - mes "Did you find"; - mes "out who he is?"; - mes "If you did..."; - next; - switch(select("Why are we...", "What are we...")){ - case 1: - mes "[" + strcharinfo(0) + "]"; - mes "Why are sitting"; - mes "around, doing nothing?!"; - next; - mes "[Dequ'ee]"; - mes "So Shurank is asking,"; - mes "'What happened to the killer?"; - mes "Did you find out who he is? If you did, why are we sitting around, doing nothing?'"; - next; - mes "[Dequ'ee]"; - mes "Hmm..."; - mes "That doesn't seem to"; - mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; - mes "a response..."; - close; - break; - case 2: - mes "[" + strcharinfo(0) + "]"; - mes "What are we"; - mes "supposed to do now?"; - next; - mes "[Dequ'ee]"; - mes "So Shurank is asking,"; - mes "'What happened to the killer?"; - mes "Did you find out who he is? If you did, what are we supposed to do now?'"; - next; - mes "[Dequ'ee]"; - mes "Hmm..."; - mes "That doesn't seem to"; - mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; - mes "a response..."; - close; - break; - } + mes "Why are sitting"; + mes "around, doing nothing?!"; + next; + mes "[Dequ'ee]"; + mes "So Shurank is asking,"; + mes "'What happened to the killer?"; + mes "Did you find out who he is? If you did, why are we sitting around, doing nothing?'"; + next; + mes "[Dequ'ee]"; + mes "Hmm..."; + mes "That doesn't seem to"; + mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; + mes "a response..."; + close; break; case 2: mes "[" + strcharinfo(0) + "]"; - mes "Did you figure out"; - mes "who's behind all this?"; - mes "If you did..."; - next; - switch(select("Why are we...", "What are we...")){ - case 1: - mes "[" + strcharinfo(0) + "]"; - mes "Why are sitting"; - mes "around, doing nothing?!"; - next; - mes "[Dequ'ee]"; - mes "So Shurank is asking,"; - mes "'What happened to the killer?"; - mes "Did you figure out who's behind all this? If you did, why are we sitting around, doing nothing?'"; - next; - mes "[Dequ'ee]"; - mes "Hmm..."; - mes "That doesn't seem to"; - mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; - mes "a response..."; - close; - break; - case 2: - mes "[" + strcharinfo(0) + "]"; - mes "What are we"; - mes "supposed to do now?"; - next; - mes "[Dequ'ee]"; - mes "So Shurank is asking,"; - mes "'What happened to the killer?"; - mes "Did you figure out who's behind all this? If you did, what are we supposed to do now?'"; - next; - mes "[Dequ'ee]"; - mes "Hmm..."; - mes "That doesn't seem to"; - mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; - mes "a response..."; - close; - break; - } + mes "What are we"; + mes "supposed to do now?"; + next; + mes "[Dequ'ee]"; + mes "So Shurank is asking,"; + mes "'What happened to the killer?"; + mes "Did you find out who he is? If you did, what are we supposed to do now?'"; + next; + mes "[Dequ'ee]"; + mes "Hmm..."; + mes "That doesn't seem to"; + mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; + mes "a response..."; + close; break; + } + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "Did you figure out"; + mes "who's behind all this?"; + mes "If you did..."; + next; + switch(select("Why are we...:What are we...")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "Why are sitting"; + mes "around, doing nothing?!"; + next; + mes "[Dequ'ee]"; + mes "So Shurank is asking,"; + mes "'What happened to the killer?"; + mes "Did you figure out who's behind all this? If you did, why are we sitting around, doing nothing?'"; + next; + mes "[Dequ'ee]"; + mes "Hmm..."; + mes "That doesn't seem to"; + mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; + mes "a response..."; + close; + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "What are we"; + mes "supposed to do now?"; + next; + mes "[Dequ'ee]"; + mes "So Shurank is asking,"; + mes "'What happened to the killer?"; + mes "Did you figure out who's behind all this? If you did, what are we supposed to do now?'"; + next; + mes "[Dequ'ee]"; + mes "Hmm..."; + mes "That doesn't seem to"; + mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; + mes "a response..."; + close; + break; + } + break; } break; case 2: @@ -2091,127 +2114,128 @@ if(tu_swordman == 6){ mes "What happened"; mes "to the murderer?"; next; - switch(select("Who he is...", "Who is behind...")){ + switch(select("Who he is...:Who is behind...")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "Did you find"; + mes "out who he is?"; + mes "If you did..."; + next; + switch(select("Why are we...:What are we...")) { case 1: mes "[" + strcharinfo(0) + "]"; - mes "Did you find"; - mes "out who he is?"; - mes "If you did..."; - next; - switch(select("Why are we...", "What are we...")){ - case 1: - mes "[" + strcharinfo(0) + "]"; - mes "Why are sitting"; - mes "around, doing nothing?!"; - next; - mes "[Dequ'ee]"; - mes "So Shurank is asking,"; - mes "'What happened to the"; - mes "murderer? Did you find"; - mes "out who he is? If you did,"; - mes "why are we sitting around,"; - mes "doing nothing?'"; - next; - mes "[Dequ'ee]"; - mes "Hmm..."; - mes "That doesn't seem to"; - mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; - mes "a response..."; - close; - break; - case 2: - mes "[" + strcharinfo(0) + "]"; - mes "What are we"; - mes "supposed to do now?"; - next; - mes "[Dequ'ee]"; - mes "So Shurank is asking,"; - mes "'What happened to the"; - mes "murderer? Did you find"; - mes "out who he is? If you did,"; - mes "what are we supposed to do now?'"; - next; - mes "[Dequ'ee]"; - mes "Hmm..."; - mes "I understand"; - mes "his concerns."; - mes "Alright, now please"; - mes "give him this answer."; - next; - mes "[Dequ'ee]"; - mes "We haven't found"; - mes "out who the murderer"; - mes "is for sure. However,"; - mes "we have a list of suspects"; - mes "and we'll figure it out soon."; - next; - mes "[Dequ'ee]"; - mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points."; - set tu_swordman, 7; - getexp 1120,0; - next; - mes "[Dequ'ee]"; - mes "Take care"; - mes "of yourself,"; - mes "brave Swordman."; - next; - warp "izlude",35,78; - close; - break; - } + mes "Why are sitting"; + mes "around, doing nothing?!"; + next; + mes "[Dequ'ee]"; + mes "So Shurank is asking,"; + mes "'What happened to the"; + mes "murderer? Did you find"; + mes "out who he is? If you did,"; + mes "why are we sitting around,"; + mes "doing nothing?'"; + next; + mes "[Dequ'ee]"; + mes "Hmm..."; + mes "That doesn't seem to"; + mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; + mes "a response..."; + close; break; case 2: mes "[" + strcharinfo(0) + "]"; - mes "Did you figure out"; - mes "who's behind all this?"; - mes "If you did..."; - next; - switch(select("Why are we...", "What are we...")){ - case 1: - mes "[" + strcharinfo(0) + "]"; - mes "Why are sitting"; - mes "around, doing nothing?!"; - next; - mes "[Dequ'ee]"; - mes "So Shurank is asking,"; - mes "'What happened to the"; - mes "murderer? Did you figure"; - mes "out who's behind all this?"; - mes "If you did, why are we sitting around, doing nothing?'"; - next; - mes "[Dequ'ee]"; - mes "Hmm..."; - mes "That doesn't seem to"; - mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; - mes "a response..."; - close; - break; - case 2: - mes "[" + strcharinfo(0) + "]"; - mes "What are we"; - mes "supposed to do now?"; - next; - mes "[Dequ'ee]"; - mes "So Shurank is asking,"; - mes "'What happened to the"; - mes "murderer? Did you figure"; - mes "out who's behind all this?"; - mes "If you did, what are we"; - mes "supposed to do now?"; - next; - mes "[Dequ'ee]"; - mes "Hmm..."; - mes "That doesn't seem to"; - mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; - mes "a response..."; - close; - break; - } + mes "What are we"; + mes "supposed to do now?"; + next; + mes "[Dequ'ee]"; + mes "So Shurank is asking,"; + mes "'What happened to the"; + mes "murderer? Did you find"; + mes "out who he is? If you did,"; + mes "what are we supposed to do now?'"; + next; + mes "[Dequ'ee]"; + mes "Hmm..."; + mes "I understand"; + mes "his concerns."; + mes "Alright, now please"; + mes "give him this answer."; + next; + mes "[Dequ'ee]"; + mes "We haven't found"; + mes "out who the murderer"; + mes "is for sure. However,"; + mes "we have a list of suspects"; + mes "and we'll figure it out soon."; + next; + mes "[Dequ'ee]"; + mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points."; + set tu_swordman, 7; + changequest 8216,8217; + getexp 112,0; + next; + mes "[Dequ'ee]"; + mes "Take care"; + mes "of yourself,"; + mes "brave Swordman."; + next; + warp "izlude",35,78; + close; + break; + } + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "Did you figure out"; + mes "who's behind all this?"; + mes "If you did..."; + next; + switch(select("Why are we...:What are we...")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "Why are sitting"; + mes "around, doing nothing?!"; + next; + mes "[Dequ'ee]"; + mes "So Shurank is asking,"; + mes "'What happened to the"; + mes "murderer? Did you figure"; + mes "out who's behind all this?"; + mes "If you did, why are we sitting around, doing nothing?'"; + next; + mes "[Dequ'ee]"; + mes "Hmm..."; + mes "That doesn't seem to"; + mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; + mes "a response..."; + close; + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "What are we"; + mes "supposed to do now?"; + next; + mes "[Dequ'ee]"; + mes "So Shurank is asking,"; + mes "'What happened to the"; + mes "murderer? Did you figure"; + mes "out who's behind all this?"; + mes "If you did, what are we"; + mes "supposed to do now?"; + next; + mes "[Dequ'ee]"; + mes "Hmm..."; + mes "That doesn't seem to"; + mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send"; + mes "a response..."; + close; break; + } + break; } break; + } } -} mes "Hmm...?"; mes "Do you have any"; @@ -2224,7 +2248,6 @@ morocc_in,51,101,3 script Geil 89,{ mes "[Geil]"; if(tu_swordman == 15){ mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!"; - next; mes "[Geil]"; mes "Sure, some weird"; @@ -2243,7 +2266,6 @@ morocc_in,51,101,3 script Geil 89,{ } if(tu_swordman == 14){ mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!"; - next; mes "[Geil]"; mes "Sure, some weird"; @@ -2367,7 +2389,7 @@ morocc,240,72,3 script Hans 86,{ mes "But I don't think I can be of any help to you. Right now, it seems that I've got problems of my own..."; close; } - + //=================================================Bankley==================================================== morocc_in,12,156,3 script Bankley 97,{ if(tu_swordman > 19){ @@ -2385,6 +2407,7 @@ morocc_in,12,156,3 script Bankley 97,{ mes "^3355FFBankley had a sad, pitiable expression on his face. Since the color is still fresh in his cheeks, he died only a little while ago."; mes "^3355FFThere is a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000"; set tu_swordman, 20; + changequest 8225,8226; close; } mes "[Bankley]"; diff --git a/npc/quests/first_class/tu_thief01.txt b/npc/quests/first_class/tu_thief01.txt index a6f700ad5..c79a48b4b 100644 --- a/npc/quests/first_class/tu_thief01.txt +++ b/npc/quests/first_class/tu_thief01.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Fix up by Jukka //===== Current Version: ===================================== -//= 1.3 +//= 1.4 //===== Compatible With: ===================================== //= eAthena SVN (Testet in Trunk 88xx) //===== Description: ========================================= @@ -14,6 +14,7 @@ //= TODO: Test, Add correct misceffects numbers //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth] //= 1.3 Fixed a few minor mistakes [Playtester] +//= 1.4 Misc. updates. [L0ne_W0lf] //============================================================ //=================================================Thief Trainer==================================================== @@ -87,8 +88,8 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "[Yierhan]"; mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you."; set tu_thief01, 1; - getexp 200,100; - //misceffect EF_HIT5; + getexp 20,10; + specialeffect2 EF_HIT5; close; break; case 2: @@ -104,8 +105,8 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "Sure, ^23238EDEX^000000 and LUK can"; mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000."; set tu_thief01, 1; - getexp 400,200; - //misceffect EF_HIT5; + getexp 40,20; + specialeffect2 EF_HIT5; close; break; case 3: @@ -120,8 +121,8 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "[Yierhan]"; mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you."; set tu_thief01, 1; - getexp 200,100; - //misceffect EF_HIT5; + getexp 20,10; + specialeffect2 EF_HIT5; close; break; } @@ -137,22 +138,22 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ } else if(tu_thief01 == 2){ mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!"; next; - set @chk_th_skill1, getskilllv("TF_DOUBLE"); - set @chk_th_skill2, getskilllv("TF_MISS"); - set @chk_th_skill3, getskilllv("TF_STEAL"); - set @chk_th_skill4, getskilllv("TF_HIDING"); - set @chk_th_skill5, getskilllv("TF_POISON"); - set @chk_th_skill6, getskilllv("TF_DETOXIFY"); + set .@chk_th_skill1, getskilllv("TF_DOUBLE"); + set .@chk_th_skill2, getskilllv("TF_MISS"); + set .@chk_th_skill3, getskilllv("TF_STEAL"); + set .@chk_th_skill4, getskilllv("TF_HIDING"); + set .@chk_th_skill5, getskilllv("TF_POISON"); + set .@chk_th_skill6, getskilllv("TF_DETOXIFY"); - if(@chk_th_skill1 == 0 && @chk_th_skill2 == 0 && @chk_th_skill3 == 0 && @chk_th_skill4 == 0 && @chk_th_skill5 == 0 && @chk_th_skill6 == 0){ + if(.@chk_th_skill1 == 0 && .@chk_th_skill2 == 0 && .@chk_th_skill3 == 0 && .@chk_th_skill4 == 0 && .@chk_th_skill5 == 0 && .@chk_th_skill6 == 0){ mes "[Yierhan]"; mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!"; close; } else { - if(@chk_th_skill1 > 0){ + if(.@chk_th_skill1 > 0){ mes "[Yierhan]"; mes "Ah, so you've learned"; - mes "Level "+@chk_th_skill1+" Double Attack."; + mes "Level "+.@chk_th_skill1+" Double Attack."; mes "Nice! This skill gives you the chance to attack twice in one"; mes "attack. Wicked!"; next; @@ -160,10 +161,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do."; next; } - if(@chk_th_skill2 > 0){ + if(.@chk_th_skill2 > 0){ mes "[Yierhan]"; mes "Let's see..."; - mes "Level "+@chk_th_skill2+" Increase Dodge?"; + mes "Level "+.@chk_th_skill2+" Increase Dodge?"; mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies."; next; mes "[Yierhan]"; @@ -171,10 +172,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "effect. If you don't like to bruise, this is your skill."; next; } - if(@chk_th_skill3 > 0){ + if(.@chk_th_skill3 > 0){ mes "[Yierhan]"; mes "Whoa, so you've"; - mes "got Level "+@chk_th_skill3+" Steal~"; + mes "got Level "+.@chk_th_skill3+" Steal~"; mes "Now that's the skill which gives our job its name! You can't use"; mes "it against people, though..."; next; @@ -182,10 +183,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates."; next; } - if(@chk_th_skill4 > 0){ + if(.@chk_th_skill4 > 0){ mes "[Yierhan]"; mes "You've learned"; - mes "Level "+@chk_th_skill4+" Hiding?"; + mes "Level "+.@chk_th_skill4+" Hiding?"; mes "Let's see, you can only learn"; mes "that after learning the Steal skill up to a certain level."; next; @@ -197,10 +198,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!"; next; } - if(@chk_th_skill5 > 0){ + if(.@chk_th_skill5 > 0){ mes "[Yierhan]"; mes "Alright, I see that you"; - mes "know Level "+@chk_th_skill5+" Envenom."; + mes "know Level "+.@chk_th_skill5+" Envenom."; mes "You like being dangerous,"; mes "don't you?"; next; @@ -213,9 +214,9 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy."; next; } - if(@chk_th_skill6 > 0){ + if(.@chk_th_skill6 > 0){ mes "[Yierhan]"; - mes "Level "+@chk_th_skill6+" Detoxify."; + mes "Level "+.@chk_th_skill6+" Detoxify."; mes "If you took the trouble to learn that, you must be the cautious"; mes "type or something."; next; @@ -231,8 +232,8 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "about any other skills,"; mes "I can explain real quick."; set tu_thief01, 3; - getexp BaseLevel*30,BaseLevel*15; - //misceffect EF_HIT5;//CHECK + getexp BaseLevel*3,BaseLevel*2; + specialeffect2 EF_HIT5; close; } else if(tu_thief01 == 3){ mes "So..."; @@ -243,15 +244,15 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "already know?"; next; while(1){ - switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:Cancel")){ - case 1: + switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:I know enough.")) { + case 1: mes "[Yierhan]"; mes "Just like its name,"; mes "Double Attack gives your attacks the chance to be a double attack, two strikes in one blow."; next; mes "[Yierhan]"; mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do."; - set @read_d, 1; + set .@read_d, 1; next; break; case 2: @@ -266,7 +267,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "[Yierhan]"; mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in"; mes "effect. If you don't like to bruise, this is your skill."; - set @read_f, 1; + set .@read_f, 1; next; break; case 3: @@ -274,10 +275,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "Steal is an Active Skill that has the chance of nabbing you some"; mes "free items! You can't use it against other people, though."; next; - //misceffect EF_STEAL; + specialeffect2 EF_STEAL; mes "[Yierhan]"; mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates."; - set @read_s, 1; + set .@read_s, 1; next; break; case 4: @@ -290,10 +291,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ next; mes "[Yierhan]"; mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!"; - set @read_p, 1; + set .@read_p, 1; next; break; - case 5: + case 5: mes "[Yierhan]"; mes "Envenom is an offensive Active Skill that every Thief should know. But that's just what I think."; next; @@ -301,10 +302,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "This attack skill has the chance"; mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense."; mes "Remember that."; - set @read_h, 1; + set .@read_h, 1; next; break; - case 6: + case 6: mes "[Yierhan]"; mes "Since Thieves deal"; mes "quite a bit with poison,"; @@ -315,9 +316,9 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "[Yierhan]"; mes "You can learn Detoxify"; mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target."; - set @read_r, 1; + set .@read_r, 1; next; - //misceffect EF_DETOXICATION; + specialeffect2 EF_DETOXICATION; next; break; case 7: @@ -329,24 +330,24 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "[Yierhan]"; mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?"; set tu_thief01, 4; - //misceffect EF_HIT5; - if(@read_d){ - getexp 300,100; + specialeffect2 EF_HIT5; + if(.@read_d){ + getexp 30,10; } - if(@read_f){ - getexp 300,100; + if(.@read_f){ + getexp 30,10; } - if(@read_s){ - getexp 300,100; + if(.@read_s){ + getexp 30,10; } - if(@read_p){ - getexp 300,100; + if(.@read_p){ + getexp 30,10; } - if(@read_h){ - getexp 300,100; + if(.@read_h){ + getexp 30,10; } - if(@read_r){ - getexp 300,100; + if(.@read_r){ + getexp 30,10; } close; break; @@ -364,345 +365,385 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{ mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back."; set tu_thief01, 5; savepoint "moc_ruins",80,164; - getitem 602, 1; - getexp 100,50; - //misceffect EF_HIT5; + getitem 602,1; //Wing_Of_Butterfly + getexp 10,5; + specialeffect2 EF_HIT5; close2; warp "moc_fild12",158,373; end; } else if(tu_thief01 == 5 || tu_thief01 == 6){ - if(countitem(916) < 10){ //Feather_Of_Birds - mes "'Ey, you don't"; - mes "have the 10 ^ff0000Feather of Birds^000000 I asked you for "; - mes "Remember, experience is more important"; - mes "that knowledge."; + if(countitem(916) < 10){ + mes "'Ey, you don't have the 10 ^ff0000Feather of Birds^000000 I asked you for! You gotta apply what you know, you know."; + mes "Now hurry up and do it!"; close2; warp "moc_fild07",203,38; end; } else { - mes "Ah~ there you go."; - mes "Well done, my friend."; - mes "These feathers are the token of your self-improvement."; + mes "Alright...!"; + mes "Nice work, pal."; + mes "Seeing as you got these feathers, you must be really gung-ho about becoming a good Thief."; next; mes "[Yierhan]"; - mes "I hope you will continue to do your best."; - mes "Do you have any question?"; + mes "I hope you keep"; + mes "putting in the work"; + mes "to get better and better."; + mes "Always do your best! Oh,"; + mes "and do you have any questions?"; next; if(tu_thief01 == 6){ - switch(select("Regarding the Traces.", "No.")){ - case 1: + switch(select("About those traces...:Nope.")) { + case 1: + mes "[Yierhan]"; + mes "You found out, eh?"; + mes "Well, I didn't really"; + mes "wanna tell you this, on"; + mes "account of you bein' a brand"; + mes "brand new Thief and all, but..."; + next; + mes "[Yierhan]"; + mes "There was this"; + mes "fight that was in"; + mes "the Southern part"; + mes "of this town."; + next; mes "[Yierhan]"; - mes "Ah...."; - mes "You found the traces, huh?"; - mes "Hmmm..."; - mes "I really didn't want to tell you this"; - mes "as you just have become a thief...but..."; + mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was"; + mes "dumb luck that I saw it."; next; mes "[Yierhan]"; - mes "There was a fight happened at the south of town."; - mes "It was midnight when it was happened"; - mes "so only few people know about this."; - mes "I stayed up late for a guild meeting"; - mes "I accidentally witnessed the fight."; + mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south."; next; mes "[Yierhan]"; - mes "Later I went there where the fight was occurred."; - mes "All I found was the traces of fight were headed south."; - mes "It seems the trace has something to do with Assassins..."; - mes "since the traces are poisons scattered around the place."; - mes "But that is just my assumption."; + mes "Since poison was used in"; + mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight."; next; mes "[Yierhan]"; - mes "If you are interested in, go follow the traces."; - mes "But don't get so near the traces."; - mes "They are still poisonous."; + mes "Eh, but be careful"; + mes "not to get too close"; + mes "to the poison! That stuff"; + mes "is pretty strong!"; set tu_thief01, 8; - getitem 1207, 1; - getexp 1000,500; - //misceffect EF_HIT5; + getitem 1207,1; //Main_Gauche + getexp 100,50; + specialeffect2 EF_HIT5; close; break; case 2: mes "[Yierhan]"; - mes "Oh, okay then."; - mes "I expect to see you become stronger next time."; - mes "And please take this."; - mes "Hahaha..."; + mes "Good!"; + mes "Less work for me!"; + mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all."; set tu_thief01, 7; - getitem 1207, 1; - getexp 500,200; - //misceffect EF_HIT5; + getitem 1207,1; //Main_Gauche + getexp 50,20; + specialeffect2 EF_HIT5; close; break; } } else { - switch(select("It was nice to meet you.", "No.")){ + switch(select("It was nice to meet you.:Nope.")) { case 1: mes "[Yierhan]"; - mes "Hahaha...nice to meet you, too."; - mes "I hope you will do your best to practice hard."; - mes "If you do, you will become one of the greatest thieves."; + mes "Yeah, it was pretty cool just hanging out. Keep fighting"; + mes "monsters the way you do and"; + mes "you'll be a great Thief in no time."; next; mes "[Yierhan]"; - mes "And please take this."; - mes "Hahaha..."; + mes "And since I like"; + mes "you so much, kid,"; + mes "you can have this."; + mes "Take it, it's yours!"; set tu_thief01, 7; - getitem 1207, 1; - getexp 500,200; - //misceffect EF_HIT5; + getitem 1207,1; //Main_Gauche + getexp 50,20; + specialeffect2 EF_HIT5; close; break; case 2: mes "[Yierhan]"; - mes "Oh, okay then."; - mes "I expect to see you become stronger next time."; - mes "And please take this."; - mes "Hahaha..."; + mes "Good!"; + mes "Less work for me!"; + mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all."; set tu_thief01, 7; - getitem 1207, 1; - getexp 500,200; - //misceffect EF_HIT5; + getitem 1207,1; //Main_Gauche + getexp 50,20; + specialeffect2 EF_HIT5; close; break; } } } } else if(tu_thief01 == 7){ - mes "There was a fight happened at the south of town."; - mes "It was midnight when it was happened"; - mes "so only few people know about this."; - mes "I stayed up late for a guild meeting"; - mes "I accidentally witnessed the fight."; + mes "[Yierhan]"; + mes "You know..."; + mes "There was this"; + mes "fight that was in"; + mes "the Southern part"; + mes "of this town."; + next; + mes "[Yierhan]"; + mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was"; + mes "dumb luck that I saw it."; next; mes "[Yierhan]"; - mes "Later I went there where the fight was occurred."; - mes "All I found was the traces of fight were headed south."; - mes "It seems the trace has something to do with Assassins..."; - mes "since the traces are poisons scattered around the place."; - mes "But that is just my assumption."; + mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south."; next; mes "[Yierhan]"; - mes "If you are interested in, go follow the traces."; - mes "But don't get so near the traces."; - mes "They are still poisonous."; + mes "Since poison was used in"; + mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight."; next; mes "[Yierhan]"; - mes "For your information, Green Herb and Green Potion"; - mes "counteracts poison. And if someone"; - mes "takes out a Red Gemstone in front of you, beware."; - mes "He might try to use poison with the Gemstone."; + mes "Eh, but be careful"; + mes "not to get too close"; + mes "to the poison! That stuff"; + mes "is pretty strong!"; + next; + mes "[Yierhan]"; + mes "Hey, you might run into"; + mes "poison, so remember that"; + mes "Green Herbs and Green Potions"; + mes "will counteract it. Oh, and keep in mind that Red Gemstones can"; + mes "be used in poison attacks."; + next; + mes "[Yierhan]"; + mes "Hey, if you do"; + mes "decide to check it"; + mes "out, be real careful"; + mes "other there, okay?"; set tu_thief01, 8; - getexp 200,100; - //misceffect EF_HIT5; + getexp 20,10; + specialeffect2 EF_HIT5; close; } else if(tu_thief01 == 8){ - mes "So, how are you lately?"; - mes "Fighting against an unknown enemy always"; - mes "have a big danger within."; - mes "It seems outsiders have been wielding their power,"; - mes "so be careful."; + mes "Heya pal."; + mes "You doin' alright?"; next; mes "[Yierhan]"; - mes "When you are on adventure, you should be careful"; - mes "for everything. Not only monsters are your enemies but"; - mes "people, even your comrades."; + mes "Fighting against something"; + mes "you know nothing about is always risky. Since I've heard there are outsiders around flaunting their power, you better be careful."; + next; + mes "[Yierhan]"; + mes "It's a good policy to just be really careful on your adventures. Look out for monsters and look"; + mes "out for people! Got it?"; close; } else if(tu_thief01 < 26){ - mes "I heard that an assassin who"; - mes "was on a misson has never come back."; - mes "Although the assassin guild was reported his mission was complete,"; - mes "he has not come back to them yet."; - mes "He was a very competent man...as I remember."; + mes "I heard there was"; + mes "this one Assassin"; + mes "that went on a mission"; + mes "and never returned."; + next; + mes "[Yierhan]"; + mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!"; + mes "I remember hearing that guy"; + mes "was really good..."; next; mes "[Yierhan]"; - mes "Anyways, take care of yourself well."; + mes "Crazy, isn't it?"; + mes "Anyway, take"; + mes "care of yourself."; close; } else if(tu_thief01 == 26){ - mes "So, did you complete your mission?"; - mes "I know it is a pretty difficult one though."; + mes "'Ey, did you"; + mes "complete your mission?"; + mes "I know, I know, the thing you've gotta do is pretty rough."; next; - switch(select("I am still investigating.:Not yet.:Yes, I did.")){ + switch(select("I'm still investigating.:Not yet.:Yes, I did.")) { case 1: mes "[Yierhan]"; - mes "Ah..."; - mes "I see. Well, I understand that it is difficult."; - mes "Keep up the good work."; + mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?"; close; break; case 2: mes "[Yierhan]"; - mes "Ah..."; - mes "I see. Well, I understand that it is difficult."; - mes "Keep up the good work."; + mes "Yeah...?"; + mes "That's alright."; + mes "I guess these kinds of things require patience. And thinking."; + mes "You know, things I'm horrible at."; close; break; case 3: mes "[Yierhan]"; - mes "Oh, you did!"; - mes "Okay, I am ready to listen."; - mes "I was anticipating to see this time come."; + mes "Alright...!"; + mes "So what's up?"; + mes "Hit me up with"; + mes "what you know~"; next; - mes "- You reported him with the result of investigation -"; - mes "- and a scrap of cloth which you obtained during the mission. -"; + mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000"; next; mes "[Yierhan]"; - mes "Hmm...I see."; - mes "Let me see the cloth."; - next; - mes "- You gave him the scrap of cloth. -"; + mes "Scrap of cloth?"; + mes "Huh, alright. Say,"; + mes "lemme have a looksee."; next; mes "[Yierhan]"; - mes "Umm...isn't this...?"; - mes "I see, I see..."; - mes "You did a great job."; - mes "You brought me really important information."; + mes "Whoa!"; + mes "You did great."; + mes "This is some pretty"; + mes "important information!"; next; mes "[Yierhan]"; - mes "As you see, the pattern on this cloth"; - mes "is one of the Assassin's peculiar codes."; - mes "Especially this pattern looks like"; - mes "ones used by high assassins."; + mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins."; next; mes "[Yierhan]"; - mes "Well, with this, I can figure out"; - mes "what happened on that night."; - mes "Thank you."; + mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!"; next; mes "[Yierhan]"; - mes "let's ask other higher guild members to take care"; - mes "of the result of investigation."; - mes "You did your job perfect and now I want"; - mes "you to focus on your skill trainings."; + mes "From here on,"; + mes "the higher ups in the"; + mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills."; next; mes "[Yierhan]"; - mes "Please take this."; - mes "This is a reward for your great job."; + mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Take care of yourself now~"; set tu_thief01, 27; - getitem 2307, 1; + getitem 2307,1; //Mantle set Zeny, Zeny + 5000; - getexp 8000,3000; - next; - mes "[Yierhan]"; - mes "Take care now."; + getexp 800,300; close; break; } } else { - mes "Always cherish your dream."; - mes "Life without a dream cannot become a perfect one."; + mes "[Yierhan]"; + mes "Hey..."; + mes "You got dreams,"; + mes "don't you? I know,"; + mes "it's a bit of a deep"; + mes "subject I pulled outta"; + mes "nowhere, but..."; + next; + mes "[Yierhan]"; + mes "I just like telling people to follow their dreams. So do it. Life without anything to look forward to is pretty boring, doncha think?"; close2; } } else if(Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Sage || Class == Job_Professor){ if(tu_magician01 < 7){ - mes "I am a thief trainer."; - mes "And I can tell you are not a thief."; - mes "You should become a thief if you wanted to"; - mes "be taught by me...hahaha."; + mes "[Yierhan]"; + mes "Heya."; + mes "I'm the Thief trainer around here. Sure, it looks like we don't got much in common, but..."; + next; + mes "[Yierhan]"; + mes "I actually got a few magic using friends here and there. That mystic stuff is waaay over my head, but"; + mes "I got a lotta respect for it."; close; } else if(tu_magician01 == 7){ mes "Hm...?"; - mes "That's weird, usually only Thieves hang around this joint. What's someone like you doing here? Unless..."; + mes "That's weird, usually only"; + mes "Thieves hang around this joint. What's someone like you doing"; + mes "here? Unless..."; next; - switch(select("I'm here on behalf of 'Mana.'")){ + switch(select("I'm here on behalf of 'Mana.'")) { case 1: mes "[Yierhan]"; - mes "Ah, I've been expecting you. Good good, I asked Mana for help with something."; + mes "Right, you must be the help that Mana sent! You came just at the right time. You see, we found something weird in South Morroc."; next; mes "[Yierhan]"; - mes "You came at just the right time. You see, there have been something strange has been found in South Morroc."; + mes "Basically, we found traces of poison that were used in a fight. We were going to investigate it, but we've been swamped with all this other work."; next; mes "[Yierhan]"; - mes "Basically, we found traces of poison there were used in a fight. We were going to investigate it, but we've been distracted by other pressing matters."; + mes "That's why we've been asking"; + mes "for help from the Mage Guild. Fortunately, I'm pals with Mana, so..."; next; mes "[Yierhan]"; - mes "That's why we've been asking support from the Mage Guild. Fortunately, I'm well acquainted with Mana, so..."; - next; - mes "[Yierhan]"; - mes "Anyway, please head to South Morroc since it seems to be the best place to begin your investigation. You'll see what we've found right outside the South Morroc gate."; + mes "Anyway, head over to"; + mes "South Morroc since it seems to be a good place to start investigating. You'll see what we found right outside the South Morroc gate."; set tu_magician01, 8; break; } } else if(tu_magician01 < 26){ - mes "There's stories of some highly skilled Assassin that has never returned from a mission..."; + mes "I heard there was"; + mes "this one Assassin"; + mes "that went on a mission"; + mes "and never returned."; next; mes "[Yierhan]"; - mes "What's strange about it is that the Assassin Guild has reported that the mission was actually completed."; + mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!"; + mes "I remember hearing that guy"; + mes "was really good..."; next; mes "[Yierhan]"; - mes "Be careful, my friend. It seems your mission might be related to that mysterious Assassin..."; + mes "Be careful, pal."; + mes "It seems your"; + mes "investigation"; + mes "might be related to"; + mes "that mysterious Assassin..."; close; } else if(tu_magician01 == 26){ - mes "Hmm....."; - mes "So how is it going lately?"; - mes "I have had so many other works recently"; - mes "to focus on the investigation."; + mes "So how's the"; + mes "investigation"; + mes "coming along?"; + mes "I've been so busy,"; + mes "I couldn't focus"; + mes "on it at all..."; next; - switch(select("I am still investigating.:Not yet.:I finished to investigate.")){ + switch(select("I'm still investigating.:I'm not done yet...:Oh, I finished~")) { case 1: mes "[Yierhan]"; - mes "Ah..."; - mes "I see. Well, I understand that it is difficult."; - mes "Keep up the good work."; - close2; + mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?"; + close; break; case 2: mes "[Yierhan]"; - mes "Ah..."; - mes "I see. Well, I understand that it is difficult."; - mes "Keep up the good work."; - close2; + mes "Yeah...?"; + mes "That's alright."; + mes "I guess these kinds of things require patience. And thinking."; + mes "You know, things I'm horrible at."; + close; break; case 3: mes "[Yierhan]"; - mes "Oh, you did!"; - mes "Okay, I am ready to listen."; - mes "I was anticipating to see this time come."; + mes "Alright...!"; + mes "So what's up?"; + mes "Hit me up with"; + mes "what you know~"; next; - mes "- You reported him with the result of investigation -"; - mes "- and a scrap of cloth which you obtained during the mission. -"; + mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000"; next; mes "[Yierhan]"; - mes "Hmm...I see."; - mes "Let me see the cloth."; + mes "Scrap of cloth?"; + mes "Huh, alright. Say,"; + mes "lemme have a looksee."; next; - mes "- You gave him the scrap of cloth. -"; + mes "[Yierhan]"; + mes "Whoa!"; + mes "You did great."; + mes "This is some pretty"; + mes "important information!"; next; mes "[Yierhan]"; - mes "Umm...isn't this...?"; - mes "I see, I see..."; - mes "You did a great job."; - mes "You brought me really important information."; + mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins."; next; mes "[Yierhan]"; - mes "As you see, the pattern on this cloth"; - mes "is one of the Assassin's peculiar codes."; - mes "Especially this pattern looks like"; - mes "ones used by high assassins."; + mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!"; next; mes "[Yierhan]"; - mes "Well, with this, I can figure out"; - mes "what happened on that night."; - mes "Thank you."; + mes "From here on,"; + mes "the higher ups in the"; + mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills."; next; mes "[Yierhan]"; - mes "Ah, please take my token of gratitute."; - mes "I will send a message to 'Mana' regarding your help."; - mes "Take care now."; + mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Right, and I'll let Mana know you did a great job. Take care of yourself now~"; set tu_magician01, 27; set Zeny, Zeny + 5000; - getexp 5000,2000; + getexp 500,200; close2; break; } } else { - mes "As I assumed, it was not done by only a group."; - mes "There are at least two or three groups involved with this."; - mes "Hmm...I am concerned that something bad might happen soon."; + mes "Just as I thought,"; + mes "more than one group"; + mes "was involved in all this."; + mes "Huh. Something real bad"; + mes "might happen soon..."; close; } } - mes "The most romantic "; - mes "thing in the desert is"; - mes "of course the sand storm. Hahaha."; + mes "Some people think"; + mes "the desert is just a"; + mes "dangerous, uncomfortable"; + mes "place where no one wants"; + mes "to be. But there's all"; + mes "sorts of great stuff here."; + next; + mes "[Yierhan]"; + mes "We got the blazing heat that encourages skimpy outfits, we got... Cacti. We got more sand than the beach. Um... Sandstorms?"; close; } diff --git a/npc/quests/quests_13_1.txt b/npc/quests/quests_13_1.txt index eeba75889..bd30a29d8 100644 --- a/npc/quests/quests_13_1.txt +++ b/npc/quests/quests_13_1.txt @@ -286,7 +286,7 @@ prt_castle,83,67,5 script Recruiter for the Brave 109,{ next; changequest 10064,10065; set ep13_ryu,9; - getexp 660000,210000; + getexp 66000,21000; mes "[Recruiter]"; mes "Just go there!"; mes "And listen carefully"; @@ -2327,7 +2327,7 @@ moc_fild22b,230,197,5 script Munkenro#2 967,{ next; completequest 10078; set ep13_ryu,100; - getexp 660000,210000; + getexp 66000,21000; mes "[Munkenro]"; mes "I will let you go there."; mes "Let me know once you are ready."; @@ -3323,7 +3323,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 405,{ set ep13_newbs,100; getitem 617,1; //Old_Violet_Box getitem 12322,5; //Chocolate_Pie - getexp 1000000,100000; + getexp 100000,10000; completequest 11100; close; } @@ -4860,7 +4860,7 @@ mid_camp,188,254,3 script Monster Scholar#ep13 883,{ mes "I hope you'll make yourself known in Ash Vacuum with your great accomplishments."; set ep13_animal,15; completequest 2157; - getexp 1500000,0; + getexp 150000,0; close; } else { @@ -4958,7 +4958,7 @@ mid_camp,188,254,3 script Monster Scholar#ep13 883,{ mes "- You pat his shoulder gently, it's worrying that Rumis is not able to return to his country. -"; set ep13_animal,100; delitem 6033,1; //Horn_Of_Tendrilion - getexp 1000000,0; + getexp 100000,0; close; } else { @@ -6120,7 +6120,7 @@ mid_camp,212,237,5 script Camp Guard Captain#man1 852,{ mes "I'll discuss this more with the expedition management."; mes "Thank you for your valuable information."; completequest 2158; - getexp 700000,0; + getexp 70000,0; close; } else if (checkquest(2158) == -1) { @@ -6141,7 +6141,7 @@ mid_camp,212,237,5 script Camp Guard Captain#man1 852,{ mes "I'll discuss this more with the expedition management."; mes "Thank you for your valuable information."; completequest 2159; - getexp 700000,0; + getexp 70000,0; close; } else { @@ -6163,7 +6163,7 @@ mid_camp,212,237,5 script Camp Guard Captain#man1 852,{ mes "I'll discuss this more with the expedition management."; mes "Thank you for your valuable information."; completequest 2159; - getexp 700000,0; + getexp 70000,0; close; } else { @@ -6631,7 +6631,7 @@ OnTouch: mes "- You feel so refreshed and light, as you drink the tea that the Official offered. -"; specialeffect2 EF_ABSORBSPIRITS; set ep13_1_rhea,100; - getexp 300000,100000; + getexp 30000,10000; completequest 8210; next; mes "[United Research Official]"; @@ -8457,7 +8457,7 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{ mes "and 30000 JEXP.^000000."; delitem 579,50; //Delicious_Fish set ep13_alba,6; - getexp 80000,30000; + getexp 8000,3000; erasequest 7042; setquest 7047; close; @@ -8490,7 +8490,7 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{ delitem 7198,30; //Great_Leaf delitem 7188,30; //Browny_Root set ep13_alba,6; - getexp 90000,40000; + getexp 9000,4000; erasequest 7043; setquest 7047; close; @@ -8528,7 +8528,7 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{ delitem 528,20; //Monster's_Feed delitem 537,30; //Pet_Food set ep13_alba,6; - getexp 80000,30000; + getexp 8000,3000; erasequest 7044; setquest 7047; close; @@ -8563,7 +8563,7 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{ delitem 517,50; //Meat delitem 537,30; //Pet_Food set ep13_alba,6; - getexp 80000,30000; + getexp 8000,3000; erasequest 7045; setquest 7047; close; @@ -8595,7 +8595,7 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{ mes "and 30000 JEXP.^000000."; delitem 6020,30; //Fur set ep13_alba,6; - getexp 80000,30000; + getexp 8000,3000; erasequest 7046; setquest 7047; close; @@ -9911,7 +9911,7 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{ mes "You've brough Pieces of Fish!"; mes "GOOD JOB!"; delitem 6039,10; //Piece_Of_Fish - getexp 30000,0; + getexp 3000,0; set ep13_yong1,10; setquest 12060; next; @@ -9931,7 +9931,7 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{ mes "You've brough Pieces of Fish!"; mes "GOOD JOB!"; delitem 6039,10; //Piece_Of_Fish - getexp 15000,0; + getexp 1500,0; setquest 12060; set ep13_yong1,ep13_yong1+1; next; @@ -9952,7 +9952,7 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{ mes "You've brough Pieces of Fish!"; mes "GOOD JOB!"; delitem 6039,10; //Piece_Of_Fish - getexp 15000,0; + getexp 1500,0; setquest 12060; set ep13_yong1,ep13_yong1+1; next; @@ -9972,7 +9972,7 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{ mes "You've brough Pieces of Fish!"; mes "GOOD JOB!"; delitem 6039,10; //Piece_Of_Fish - getexp 15000,0; + getexp 1500,0; setquest 12060; set ep13_yong1,ep13_yong1+1; next; @@ -9995,7 +9995,7 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{ mes "You've brough Pieces of Fish!"; mes "GOOD JOB!"; delitem 6039,10; //Piece_Of_Fish - getexp 15000,0; + getexp 1500,0; setquest 12060; set ep13_yong1,ep13_yong1+1; next; @@ -10276,7 +10276,7 @@ mid_camp,88,100,55 script Cat Hand Mining Agent 876,{ mes "Thank you for collecting minerals for me."; next; delitem 6048,3; //Unidentified_Mineral - getexp 30000,0; + getexp 3000,0; setquest 12062; set ep13_yong1,ep13_yong1+1; select("I'm freezing! Take them quickly."); @@ -11466,7 +11466,7 @@ mid_campin,90,121,5 script Hibba Agip 459,{ mes "And please take this small reward."; mes "Thank you for your help so far."; next; - getexp 2500000,0; + getexp 250000,0; getitem 12110,3; //First_Aid_Kit set ep13_1_edq,14; completequest 3094; @@ -14594,7 +14594,7 @@ mid_campin,68,185,3 script Pursuit Party Leader#1 803,{ mes "[Echinacea]"; mes "Keep up the good work assisting the explorers in this camp."; set mao_morocc2,100; - getexp 1200000,200000; + getexp 120000,20000; getitem 617,1; //Old_Violet_Box completequest 7036; close; @@ -14975,7 +14975,7 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 884,{ delitem 6029,1; //Morocc_Tracing_Log delitem 6027,1; //Crystal_Of_Feardoom set mao_morocc2,10; - getexp 200000,10000; + getexp 20000,1000; changequest 7018,7019; close2; } diff --git a/npc/quests/quests_13_2.txt b/npc/quests/quests_13_2.txt index 876f49e0d..f36595cde 100644 --- a/npc/quests/quests_13_2.txt +++ b/npc/quests/quests_13_2.txt @@ -4561,7 +4561,7 @@ spl_in02,239,93,3 script Terra#ep13md_l03 441,{ mes "I'm sorry this is all I can give you for now."; set ep13_mdrama,27; getitem 6081,25; //Splendide_Coin - getexp 1200000,100000; + getexp 120000,10000; completequest 7071; close; } @@ -4703,7 +4703,7 @@ spl_in02,236,92,5 script Arc#ep13md_l02 447,{ mes "I'm sorry this is all I can give you for now."; set ep13_mdrama,27; getitem 6081,25; //Splendide_Coin - getexp 1200000,100000; + getexp 120000,10000; completequest 7071; close; } @@ -4992,7 +4992,7 @@ manuk,252,116,3 script Manuk Galtun#ep13_2day 450,{ completequest 7074; completequest 7075; set ep13_2_days01,2; - getexp 500000,300000; + getexp 50000,30000; getitem 6080,10; //Manuk_Coin close; } @@ -5066,7 +5066,7 @@ man_in01,378,276,3 script Manuk Engineer#ep13_2 453,{ delitem 6090,20; //Purified_Bradium erasequest 7079; setquest 7080; - getexp 40000,40000; + getexp 4000,4000; getitem 6080,3; //Manuk_Coin close; } @@ -5176,7 +5176,7 @@ spl_in01,97,313,3 script Laphine Craftsman#ep13 446,{ delitem 6075,15; //Crystalized_Teardrop erasequest 7081; setquest 7082; - getexp 30000,30000; + getexp 3000,3000; getitem 6081,3; //Splendide_Coin close; } @@ -5381,7 +5381,7 @@ mid_camp,146,306,3 script Pet Breeder#ep13_eden01 982,{ erasequest 7077; setquest 7078; set ep13_2_dayegg,2; - getexp 40000,40000; + getexp 4000,4000; getitem 6081,1; //Splendide_Coin getitem 6080,1; //Manuk_Coin close; @@ -6213,7 +6213,7 @@ mid_camp,197,237,3 script Schwartzvalt Mechanic#1 869,{ mes "I hope this ring would be a big help for your journey through the other world."; completequest 8253; set ep13_2_rhea,100; - getexp 1000000,300000; + getexp 100000,30000; getitem 2782,1; //Ring_Of_Wise_King close; } @@ -7451,7 +7451,7 @@ man_in01,372,221,5 script Scientist#lifeguard 449,{ delitem 6076,1; //Portable_Toolbox set ep13_2_tre,100; getitem 6080,2; //Manuk_Coin - getexp 0,700000; + getexp 0,70000; changequest 2179,2182; close; } @@ -7485,7 +7485,7 @@ man_in01,372,221,5 script Scientist#lifeguard 449,{ delitem 6076,1; //Portable_Toolbox set ep13_2_tre,100; getitem 6080,2; //Manuk_Coin - getexp 0,700000; + getexp 0,70000; changequest 2180,2182; close; } @@ -7519,7 +7519,7 @@ man_in01,372,221,5 script Scientist#lifeguard 449,{ delitem 6076,1; //Portable_Toolbox set ep13_2_tre,100; getitem 6080,2; //Manuk_Coin - getexp 0,700000; + getexp 0,70000; changequest 2181,2182; close; } @@ -10105,7 +10105,7 @@ spl_in01,30,324,3 script High Laphine#grenouille 446,{ set ep13_2_tre1,6; changequest 2185,2186; getitem 6081,2; //Splendide_Coin - getexp 0,700000; + getexp 0,70000; close; } else { diff --git a/npc/quests/quests_airship.txt b/npc/quests/quests_airship.txt index 935695dab..1b937c58f 100644 --- a/npc/quests/quests_airship.txt +++ b/npc/quests/quests_airship.txt @@ -1647,7 +1647,7 @@ airplane_01,238,154,5 script Airship Captain#01 873,{ mes "letters."; completequest 8035; set lght_air, 7; - getexp 200000, 10000; + getexp 20000, 1000; close2; cutin "",255; end; @@ -1992,7 +1992,7 @@ airplane,236,163,5 script Airship Captain#03 873,{ specialeffect2 EF_ABSORBSPIRITS; completequest 8043; set lhz_heart,13; - getexp 700000,400000; + getexp 70000,40000; cutin "",255; end; } diff --git a/npc/quests/quests_alberta.txt b/npc/quests/quests_alberta.txt index 828fc92a0..1539750da 100644 --- a/npc/quests/quests_alberta.txt +++ b/npc/quests/quests_alberta.txt @@ -2389,7 +2389,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 706,{ next; set ep13_2_hiki,13; completequest 10089; - getexp 80000,0; + getexp 8000,0; mes "[Iromo]"; mes "The world is big, there are many things..."; mes "I have not seen yet. Yes... I want to..."; @@ -2518,7 +2518,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 706,{ next; set ep13_2_hiki,11; changequest 10087,10088; - getexp 67000,0; + getexp 6700,0; mes "[Iromo]"; mes "Nevermind... it's not unexpected..."; mes "To go on an adventure with my friends,"; @@ -2586,7 +2586,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 706,{ next; set ep13_2_hiki,10; changequest 10086,10087; - getexp 57000,0; + getexp 5700,0; mes "[Iromo]"; mes "...I'm not in a good mood, get out..."; close; @@ -2645,7 +2645,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 706,{ next; set ep13_2_hiki,8; changequest 10084,10085; - getexp 47000,0; + getexp 4700,0; mes "[Iromo]"; mes "Thank you for being helpful."; mes "But, no thanks."; @@ -2701,7 +2701,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 706,{ delitem 501,1; //Red_Potion set ep13_2_hiki,7; changequest 10083,10084; - getexp 37500,0; + getexp 3750,0; mes "[Iromo]"; mes "I don't want to see the cat again."; mes "If I go out, I will see him. It is scary."; diff --git a/npc/quests/quests_ayothaya.txt b/npc/quests/quests_ayothaya.txt index d5d8fb7d2..c05004ef4 100644 --- a/npc/quests/quests_ayothaya.txt +++ b/npc/quests/quests_ayothaya.txt @@ -746,23 +746,23 @@ ayo_dun02,91,264,3 script Haggard Man 841,{ mes "realigned every bone in your skeleton, placing them in the right spots. Strangely, you feel intense relaxation and refreshment instead of excruciating pain."; set thai_find,14; if(BaseLevel < 56) - getexp 9000,0; + getexp 900,0; else if(BaseLevel > 55 && BaseLevel < 61) - getexp 10500,0; + getexp 1050,0; else if(BaseLevel > 60 && BaseLevel < 66) - getexp 18684,0; + getexp 1868,0; else if(BaseLevel > 65 && BaseLevel < 71) - getexp 27411,0; + getexp 2741,0; else if(BaseLevel > 70 && BaseLevel < 76) - getexp 70757,0; + getexp 7076,0; else if(BaseLevel > 75 && BaseLevel < 81) - getexp 130246,0; + getexp 13025,0; else if(BaseLevel > 80 && BaseLevel < 86) - getexp 150340,0; + getexp 15034,0; else if(BaseLevel > 85 && BaseLevel < 91) - getexp 182052,0; + getexp 18205,0; else if(BaseLevel > 90) - getexp 406786,0; + getexp 40679,0; next; mes "[" +strcharinfo(0)+ "]"; mes "Whoa...?"; @@ -822,23 +822,23 @@ ayo_dun02,91,264,3 script Haggard Man 841,{ mes "realigned every bone in your skeleton, placing them in the right spots. Strangely, you feel intense relaxation and refreshment instead of excruciating pain."; set thai_find,14; if(BaseLevel < 56) - getexp 9000,0; + getexp 900,0; else if(BaseLevel > 55 && BaseLevel < 61) - getexp 10500,0; + getexp 1050,0; else if(BaseLevel > 60 && BaseLevel < 66) - getexp 18684,0; + getexp 1868,0; else if(BaseLevel > 65 && BaseLevel < 71) - getexp 27411,0; + getexp 2741,0; else if(BaseLevel > 70 && BaseLevel < 76) - getexp 70757,0; + getexp 7076,0; else if(BaseLevel > 75 && BaseLevel < 81) - getexp 130246,0; + getexp 13025,0; else if(BaseLevel > 80 && BaseLevel < 86) - getexp 150340,0; + getexp 15034,0; else if(BaseLevel > 85 && BaseLevel < 91) - getexp 182052,0; + getexp 18205,0; else if(BaseLevel > 90) - getexp 406786,0; + getexp 40679,0; next; mes "[" +strcharinfo(0)+ "]"; mes "Whoa...?"; diff --git a/npc/quests/quests_ein.txt b/npc/quests/quests_ein.txt index 497fa1ce5..aa5d62139 100644 --- a/npc/quests/quests_ein.txt +++ b/npc/quests/quests_ein.txt @@ -3556,25 +3556,25 @@ ein_in01,67,242,3 script Zelmeto 851,{ completequest 8031; set EinFactory,16; if (BaseLevel < 41) { - getexp 615,0; + getexp 62,0; } else if (BaseLevel < 51) { - getexp 3075,0; + getexp 308,0; } else if (BaseLevel < 61) { - getexp 6604,0; + getexp 660,0; } else if (BaseLevel < 71) { - getexp 18508,0; + getexp 1851,0; } else if( BaseLevel < 81) { - getexp 32062,0; + getexp 3206,0; } else if (BaseLevel < 91) { - getexp 76026,0; + getexp 7603,0; } else if (BaseLevel < 99) { - getexp 290675,0; + getexp 29068,0; } next; mes "[Zelmeto]"; @@ -4675,16 +4675,16 @@ einbech,165,105,7 script Buender Hikeman#ein 847,{ completequest 2078; set Shinokas_Quest,11; if (BaseLevel < 70) { - getexp 100000,80000; + getexp 10000,8000; } else if ((BaseLevel > 69) && (BaseLevel < 80)) { - getexp 300000,100000; + getexp 30000,10000; } else if ((BaseLevel > 79) && (BaseLevel < 90)) { - getexp 500000,300000; + getexp 50000,30000; } else if ((BaseLevel > 89) && (BaseLevel < 100)) { - getexp 700000,500000; + getexp 70000,50000; } end; case 2: @@ -5948,16 +5948,16 @@ ein_in01,31,138,3 script Calla#ein 90,{ percentheal 100,0; set EIN_LOVERQ,17; if (BaseLevel < 41) { - getexp 610,0; + getexp 61,0; } else if (BaseLevel < 61) { - getexp 6000,0; + getexp 600,0; } else if (BaseLevel < 81) { - getexp 30000,0; + getexp 3000,0; } else if (BaseLevel < 99) { - getexp 200000,0; + getexp 20000,0; } next; mes "[Calla]"; @@ -6416,16 +6416,16 @@ ein_in01,200,101,5 script Klitzer#ein 854,{ delitem 1901,1; //Violin set EIN_LOVERQ,5; if (BaseLevel < 41) { - getexp 610,0; + getexp 61,0; } else if (BaseLevel < 61) { - getexp 6000,0; + getexp 600,0; } else if (BaseLevel < 81) { - getexp 30000,0; + getexp 3000,0; } else if (BaseLevel < 99) { - getexp 200000,0; + getexp 20000,0; } next; mes "[Klitzer]"; diff --git a/npc/quests/quests_hugel.txt b/npc/quests/quests_hugel.txt index 13be33cc3..fb57b134e 100644 --- a/npc/quests/quests_hugel.txt +++ b/npc/quests/quests_hugel.txt @@ -701,7 +701,7 @@ OnTouch: specialeffect EF_CONE; set hg_herb,13; getitem 603,1; //Old blue box - getexp 50000,0; + getexp 5000,0; } else { @@ -1318,7 +1318,7 @@ ein_in01,16,36,3 script Morriphen 86,{ mes "I won't have to worry"; mes "about you. Take care~"; set hg_bio,9; - getexp 700000,0; + getexp 70000,0; close; } else if(hg_bio == 9) @@ -1530,7 +1530,7 @@ hu_in01,326,307,3 script Siria 90,{ mes "I just... I just need to relax."; mes "Thank you for everything..."; set hg_bio,8; - getexp 500000,0; + getexp 50000,0; close; } else if(hg_bio == 8) @@ -5346,7 +5346,7 @@ hugel,196,164,3 script El Schatt 50,{ next; specialeffect2 EF_CONE; set hg_memory,12; - getexp 50000,0; + getexp 5000,0; getitem 603,1; //Old blue box mes "[El Schatt]"; mes "Oh... Oh dear"; @@ -5677,7 +5677,7 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{ specialeffect2 EF_CONE; set hg_ubu01,8; getitem 12065,3; //Green salad - getexp 50000,0; + getexp 5000,0; close; } else if(hg_ubu01 == 7) @@ -5699,7 +5699,7 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{ specialeffect2 EF_MVP; set hg_ubu01,8; getitem 12065,3; //Green salad - getexp 50000,0; + getexp 5000,0; close; } else if(hg_ubu01 == 8) @@ -6416,7 +6416,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{ mes "you so much for your help~"; set hg_odeng,0; getitem 584,3; //Skewer soup - getexp 1000,0; + getexp 100,0; next; mes "[Cellette]"; mes "It was really nice working"; @@ -7171,7 +7171,7 @@ yuno,111,156,3 script Euslan 90,{ completequest 8052; set hg_ma1,13; specialeffect EF_ABSORBSPIRITS; - getexp 900000,600000; + getexp 90000,60000; end; } else if(hg_ma1 == 13) @@ -7729,7 +7729,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{ } set hg_milk,9; specialeffect2 EF_CONE; - getexp 100000,0; + getexp 10000,0; getitem 12063,3; mes "[Kurupe]"; mes "I always need"; @@ -10411,7 +10411,7 @@ OnTouch: mes "used... Like that one lady,"; mes "that archaeologist, Laura."; next; - getexp 700000,0; + getexp 70000,0; set hg_odin,60; mes "[???]"; mes "...Thanks for"; diff --git a/npc/quests/quests_juperos.txt b/npc/quests/quests_juperos.txt index 3452c8904..82d6cd6d0 100644 --- a/npc/quests/quests_juperos.txt +++ b/npc/quests/quests_juperos.txt @@ -647,7 +647,7 @@ function script Func_JupHist { delitem getarg(0),1; set yuno_hist,5; set jupe_hist,getarg(1); - getexp 100000,0; + getexp 10000,0; next; mes "[Fayruz]"; mes "Everyone can relate"; @@ -728,7 +728,7 @@ function script Func_JupHist { else set jupe_hist,jupe_hist +8; } set yuno_hist,6; - getexp 100000,0; + getexp 10000,0; next; mes "[Fayruz]"; mes "By now I'm sure you've"; @@ -858,7 +858,7 @@ function script Func_JupHist { else set jupe_hist,jupe_hist +8; } set yuno_hist,8; - getexp 100000,0; + getexp 10000,0; next; mes "[Fayruz]"; mes "Well... That's just my"; @@ -959,7 +959,7 @@ function script Func_JupHist { else set jupe_hist,jupe_hist+8; set yuno_hist,10; delitem getarg(0),1; - getexp 100000,0; + getexp 10000,0; next; mes "[Fayruz]"; mes "Well, that is the"; diff --git a/npc/quests/quests_lighthalzen.txt b/npc/quests/quests_lighthalzen.txt index 52dcea9d9..91e07b675 100644 --- a/npc/quests/quests_lighthalzen.txt +++ b/npc/quests/quests_lighthalzen.txt @@ -2747,13 +2747,13 @@ lighthalzen,337,232,3 script Maku 870,{ delitem 7351,1; //Friend's_Diary set friendship,14; if (BaseLevel > 90) { - getexp 700000,0; + getexp 70000,0; } else if (BaseLevel > 75) { - getexp 400000,0; + getexp 40000,0; } else { - getexp 200000,0; + getexp 20000,0; } cutin "lhz_macu04",2; mes "[Maku]"; @@ -3197,13 +3197,13 @@ yuno_in04,96,106,5 script Passionate Student 754,{ next; set friendship,16; if (BaseLevel > 90) { - getexp 700000,0; + getexp 70000,0; } else if (BaseLevel > 75) { - getexp 400000,0; + getexp 40000,0; } else { - getexp 200000,0; + getexp 20000,0; } getitem 7350,1; //Pass mes "[Benkaistein]"; @@ -7044,7 +7044,7 @@ lighthalzen,179,170,4 script Ordinary Man 98,{ mes "what we set out to do. Still..."; set lhz_boss,44; getitem 617,1; - getexp 1800000,0; + getexp 180000,0; next; mes "[Ghalstein]"; mes "I'd like to thank you"; @@ -8595,7 +8595,7 @@ L_Mission: mes "You can count on me to right what was wrong."; set hg_tre,57; delitem 7342,1; - getexp 2000000,0; + getexp 200000,0; getitem 617,1; close2; cutin "",255; @@ -10486,7 +10486,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{ mes "own good. That, and you"; mes "make me feel guilty..."; set lhz_rekenber,22; - getexp 550000,0; + getexp 55000,0; close; } else if(lhz_rekenber > 16) @@ -10558,7 +10558,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{ mes "him any trouble and make"; mes "sure you protect him."; set lhz_rekenber,17; - getexp 450000,0; + getexp 45000,0; close; } else if(lhz_rekenber > 11) @@ -10635,7 +10635,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{ mes "for the Rune-Midgarts Kingdom."; next; set lhz_rekenber,12; - getexp 400000,0; + getexp 40000,0; mes "[Kazien]"; mes "Alright, I'll see you"; mes "later. The important"; diff --git a/npc/quests/quests_louyang.txt b/npc/quests/quests_louyang.txt index e545f5e95..816cb470e 100644 --- a/npc/quests/quests_louyang.txt +++ b/npc/quests/quests_louyang.txt @@ -1291,7 +1291,7 @@ lou_in02,265,69,5 script Doctor#lyang 814,{ delitem 7252,1; //Herb_Medicine set ch_par,10; getitem 679,2; //Gold_Pill - getexp 10000,0; + getexp 1000,0; next; mes "[Hua Tuo]"; mes "Well then,"; @@ -1408,7 +1408,7 @@ lou_in02,265,69,5 script Doctor#lyang 814,{ delitem 7252,1; //Herb_Medicine set ch_par,10; getitem 679,2; //Gold_Pill - getexp 10000,0; + getexp 1000,0; next; mes "[Hua Tuo]"; mes "Well then, I will see you around. Once again, I'd like to thank you for your help."; @@ -1462,7 +1462,7 @@ lou_in02,265,69,5 script Doctor#lyang 814,{ delitem 7252,1; //Herb_Medicine set ch_par,18; getitem 679,5; //Gold_Pill - getexp 30000,0; + getexp 3000,0; next; mes "[Hua Tuo]"; mes "However, please remember not to take more than the recommended dosage for the pills I have given you. Even medicine, in the wrong doses, can become poison to the body."; @@ -3341,31 +3341,31 @@ lou_in02,123,39,4 script Poison King#lou 824,{ next; set ch_poison,20; if (BaseLevel < 56) { - getexp 9000,0; + getexp 900,0; } else if (BaseLevel > 55 && BaseLevel < 61) { - getexp 10500,0; + getexp 1050,0; } else if (BaseLevel > 60 && BaseLevel < 66) { - getexp 18684,0; + getexp 1868,0; } else if (BaseLevel > 65 && BaseLevel < 71) { - getexp 27411,0; + getexp 2741,0; } else if (BaseLevel > 70 && BaseLevel < 76) { - getexp 70757,0; + getexp 7076,0; } else if (BaseLevel > 75 && BaseLevel < 81) { - getexp 130246,0; + getexp 13025,0; } else if (BaseLevel > 80 && BaseLevel < 86) { - getexp 150340,0; + getexp 15034,0; } else if (BaseLevel > 85 && BaseLevel < 91) { - getexp 182052,0; + getexp 18205,0; } else if (BaseLevel > 90) { - getexp 406786,0; + getexp 40679,0; } mes "^3355FFThen..."; mes "Everything blacks out...^000000"; @@ -3992,31 +3992,31 @@ lou_in02,253,45,0 script Employee#poison 822,{ mes "^3355FFThe nasty taste lingers in your mouth, but then you feel a great warmth flowing throughout your body. Eventually, you pass out.^000000"; next; if (BaseLevel < 56) { - getexp 8909,0; + getexp 891,0; } else if (BaseLevel > 55 && BaseLevel < 61) { - getexp 10213,0; + getexp 1021,0; } else if (BaseLevel > 60 && BaseLevel < 66) { - getexp 17684,0; + getexp 1768,0; } else if (BaseLevel > 65 && BaseLevel < 71) { - getexp 25411,0; + getexp 2541,0; } else if (BaseLevel > 70 && BaseLevel < 76) { - getexp 68757,0; + getexp 6876,0; } else if (BaseLevel > 75 && BaseLevel < 81) { - getexp 128246,0; + getexp 12825,0; } else if (BaseLevel > 80 && BaseLevel < 86) { - getexp 142340,0; + getexp 14234,0; } else if (BaseLevel > 85 && BaseLevel < 91) { - getexp 152052,0; + getexp 15205,0; } else if (BaseLevel > 90) { - getexp 366786,0; + getexp 36679,0; } warp "louyang",270,136; end; diff --git a/npc/quests/quests_morocc.txt b/npc/quests/quests_morocc.txt index ccd1a54e0..85e8973fc 100644 --- a/npc/quests/quests_morocc.txt +++ b/npc/quests/quests_morocc.txt @@ -1617,7 +1617,7 @@ morocc,159,113,3 script Chief Balrog 752,{ mes "Once again, I thank you for your distinguished service on behalf of the Continental Guard and the Rune-Midgarts Kingdom. I'll report your great achievement to His Majesty right away."; next; delitem 7820,1; //Morroc_Skin - getexp 2000000,0; + getexp 200000,0; set rebirth_moc_edq,7; changequest 3055,3056; mes "[Chief Balrog]"; @@ -2316,7 +2316,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 48,{ delitem 7797,1; //Author_Memo delitem 7796,1; //Author_Autograph set barmunt_crow,16; - getexp 900000,900000; + getexp 90000,90000; close; case 2: mes "[Benjamin]"; @@ -5179,22 +5179,22 @@ prt_castle,117,163,5 script Inspector#prince 755,{ mes "So, keep up the good work."; mes "For the Kingdom of Rune Midgarts!"; if ((BaseLevel > 80) && (BaseLevel < 86)) { - getexp 400000,0; + getexp 40000,0; } else if ((BaseLevel > 85) && (BaseLevel < 91)) { - getexp 450000,0; + getexp 45000,0; } else if ((BaseLevel > 90) && (BaseLevel < 96)) { - getexp 500000,0; + getexp 50000,0; } - else if ((BaseLevel > 95) && (BaseLevel < 99)) { - getexp 550000,0; + else if ((BaseLevel > 95) && (BaseLevel < 150)) { + getexp 55000,0; } - else if (BaseLevel == 99) { - getexp 1100000,0; + else if (BaseLevel == 150) { + getexp 110000,0; } else { - getexp 300000,0; + getexp 30000,0; } set nk_prince,8; completequest 10025; diff --git a/npc/quests/quests_moscovia.txt b/npc/quests/quests_moscovia.txt index 89f642316..f1da1b1b2 100644 --- a/npc/quests/quests_moscovia.txt +++ b/npc/quests/quests_moscovia.txt @@ -4566,7 +4566,7 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 965,{ mes "[Prime Minister Dmitree]"; mes "Even though I regard as your effort for the time so, award you. Take it and go out."; getitem 12702,1; - getexp 500000,0; + getexp 50000,0; set mos_whale_edq,39; close; } @@ -4594,7 +4594,7 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 965,{ mes "[Prime Minister Dmitree]"; mes "Even though I regard as your effort for the time so, award you. Take it."; getitem 12702,1; - getexp 700000,0; + getexp 70000,0; set mos_whale_edq,40; close; }else{ @@ -4678,7 +4678,7 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 965,{ mes "in his palace. I will reward your"; mes "efforts, in the name of the Csar."; getitem 617,1; - getexp 1200000,0; + getexp 120000,0; set mos_whale_edq,41; close; }else{ @@ -5267,7 +5267,7 @@ mosk_in,144,279,5 script Gallina#mos 959,{ mes "Well, now I have to get to work!"; mes "I'll make you my hotcakes someday. Please visit me later"; set mos_swan,100; - getexp 1000000,0; + getexp 100000,0; close; }else{ mes "[Gallina]"; @@ -11043,31 +11043,31 @@ mosk_dun01,45,259,0 script Wall#rus04 111,{ getitem 12098,1; } if (BaseLevel < 56) { - getexp 13000,3500; + getexp 1300,350; } else if (BaseLevel > 55 && BaseLevel < 61) { - getexp 24600,6150; + getexp 2460,615; } else if (BaseLevel > 60 && BaseLevel < 66) { - getexp 42420,10605; + getexp 4242,1061; } else if (BaseLevel > 65 && BaseLevel < 71) { - getexp 64892,16223; + getexp 6489,1622; } else if (BaseLevel > 70 && BaseLevel < 76) { - getexp 164908,41227; + getexp 16491,4123; } else if (BaseLevel > 75 && BaseLevel < 81) { - getexp 276292,69073; + getexp 27629,6907; } else if (BaseLevel > 80 && BaseLevel < 86) { - getexp 340408,85102; + getexp 34041,8510; } else if (BaseLevel > 85 && BaseLevel < 91) { - getexp 418460,104615; + getexp 41846,10462; } - else if (BaseLevel > 90 && BaseLevel < 99) { - getexp 888140,222035; + else if (BaseLevel > 90 && BaseLevel < 150) { + getexp 88814,22204; } else { getitem 617,1; @@ -11781,31 +11781,31 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 712,{ set rhea_rus_ring,10; getitem 7877,1; if (BaseLevel < 56) { - getexp 4700,0; + getexp 470,0; } else if (BaseLevel > 55 && BaseLevel < 61) { - getexp 6150,0; + getexp 615,0; } else if (BaseLevel > 60 && BaseLevel < 66) { - getexp 10605,0; + getexp 1061,0; } else if (BaseLevel > 65 && BaseLevel < 71) { - getexp 16223,0; + getexp 1622,0; } else if (BaseLevel > 70 && BaseLevel < 76) { - getexp 41227,0; + getexp 4123,0; } else if (BaseLevel > 75 && BaseLevel < 81) { - getexp 69073,0; + getexp 6907,0; } else if (BaseLevel > 80 && BaseLevel < 86) { - getexp 85102,0; + getexp 8510,0; } else if (BaseLevel > 85 && BaseLevel < 91) { - getexp 104615,0; + getexp 10462,0; } else if (BaseLevel > 90 && BaseLevel < 99) { - getexp 222035,0; + getexp 22204,0; } else { getitem 607,1; @@ -12138,31 +12138,31 @@ moscovia,213,216,3 script Ryubaba#rus08 960,{ set rhea_rus_ring,9; getitem 7877,1; if (BaseLevel < 56) { - getexp 4700,0; + getexp 470,0; } else if (BaseLevel > 55 && BaseLevel < 61) { - getexp 6150,0; + getexp 615,0; } else if (BaseLevel > 60 && BaseLevel < 66) { - getexp 10605,0; + getexp 1061,0; } else if (BaseLevel > 65 && BaseLevel < 71) { - getexp 16223,0; + getexp 1622,0; } else if (BaseLevel > 70 && BaseLevel < 76) { - getexp 41227,0; + getexp 4123,0; } else if (BaseLevel > 75 && BaseLevel < 81) { - getexp 69073,0; + getexp 6907,0; } else if (BaseLevel > 80 && BaseLevel < 86) { - getexp 85102,0; + getexp 8510,0; } else if (BaseLevel > 85 && BaseLevel < 91) { - getexp 104615,0; + getexp 10462,0; } else if (BaseLevel > 90 && BaseLevel < 99) { - getexp 222035,0; + getexp 22204,0; } else{ getitem 607,1; diff --git a/npc/quests/quests_nameless.txt b/npc/quests/quests_nameless.txt index 03725e7aa..bcd85764b 100644 --- a/npc/quests/quests_nameless.txt +++ b/npc/quests/quests_nameless.txt @@ -878,7 +878,7 @@ ra_temple,165,57,5 script Niren#ss 915,{ mes "comes from that place."; delitem 7755,1; //Research_Note set aru_monas,26; - getexp 500000,0; + getexp 50000,0; close2; } } @@ -1347,7 +1347,7 @@ ra_temple,165,57,5 script Niren#ss 915,{ mes "that you've seen that"; mes "expression on her face.^000000"; set aru_em,23; - getexp 1000000,0; + getexp 100000,0; close2; } else if (aru_em > 21) { @@ -1924,7 +1924,7 @@ nameless_n,259,218,3 script Larjes#Boat1 97,{ mes "This is huge!"; set aru_monas,24; delitem 7726,1; //Token_Of_King - getexp 1000000,0; + getexp 100000,0; close; } mes "[Larjes]"; @@ -6554,7 +6554,7 @@ prontera,148,326,3 script Chief Officer#edq 734,{ mes "Congratulations! "; completequest 3134; set zdan_edq,19; - getexp 1000000,0; + getexp 100000,0; close; } mes "[Chief Officer]"; @@ -11070,30 +11070,30 @@ prontera,140,304,5 script Old Soldier 901,{ next; } else if ((BaseLevel > 65) && (BaseLevel < 75)) { - getexp 50000,0; + getexp 5000,0; next; } else if ((BaseLevel > 74) && (BaseLevel < 81)) { - getexp 180000,0; + getexp 18000,0; next; } else if ((BaseLevel > 80) && (BaseLevel < 86)) { - getexp 360000,0; + getexp 36000,0; next; } else if ((BaseLevel > 85) && (BaseLevel < 91)) { - getexp 500000,0; + getexp 50000,0; next; } else if ((BaseLevel > 90) && (BaseLevel < 96)) { - getexp 800000,0; + getexp 80000,0; next; } - else if ((BaseLevel > 95) && (BaseLevel < 99)) { - getexp 1000000,0; + else if ((BaseLevel > 95) && (BaseLevel < 150)) { + getexp 100000,0; next; } - else if (BaseLevel == 99) { + else if (BaseLevel == 150) { getitem 617,1; //Old_Violet_Box next; } @@ -11141,30 +11141,30 @@ prontera,140,304,5 script Old Soldier 901,{ next; } else if ((BaseLevel > 65) && (BaseLevel < 75)) { - getexp 50000,0; + getexp 5000,0; next; } else if ((BaseLevel > 74) && (BaseLevel < 81)) { - getexp 80000,0; + getexp 8000,0; next; } else if ((BaseLevel > 80) && (BaseLevel < 86)) { - getexp 150000,0; + getexp 15000,0; next; } else if ((BaseLevel > 85) && (BaseLevel < 91)) { - getexp 200000,0; + getexp 20000,0; next; } else if ((BaseLevel > 90) && (BaseLevel < 96)) { - getexp 400000,0; + getexp 40000,0; next; } - else if ((BaseLevel > 95) && (BaseLevel < 99)) { - getexp 500000,0; + else if ((BaseLevel > 95) && (BaseLevel < 150)) { + getexp 50000,0; next; } - else if (BaseLevel == 99) { + else if (BaseLevel == 150) { getitem 617,1; //Old_Violet_Box next; } diff --git a/npc/quests/quests_prontera.txt b/npc/quests/quests_prontera.txt index cbd25ee36..cdd8b5055 100644 --- a/npc/quests/quests_prontera.txt +++ b/npc/quests/quests_prontera.txt @@ -2662,7 +2662,7 @@ prt_church,185,106,3 script Father Bamph 60,{ mes "adventurer. May safety accompany you on all of your journeys."; if (prt_curse == 43) set prt_curse,44; else set prt_curse,54; - getexp 1600000,0; + getexp 160000,0; close; } else if (prt_curse > 43 && prt_curse < 50 && !aru_monas) { @@ -2993,7 +2993,7 @@ prt_church,184,110,3 script Father Biscuss 60,{ mes "Church, I want to thank"; mes "you for all of your help."; set prt_curse,36; - getexp 1600000,0; + getexp 160000,0; close; } else if (prt_curse == 36) { diff --git a/npc/quests/quests_rachel.txt b/npc/quests/quests_rachel.txt index 8c598bd8b..afe1735fc 100644 --- a/npc/quests/quests_rachel.txt +++ b/npc/quests/quests_rachel.txt @@ -2622,9 +2622,9 @@ OnTouch: mes "Who would be to blame?"; next; set rach_vice,24; - if (BaseLevel > 90) getexp 1300000,0; - else if (BaseLevel > 75) getexp 850000,0; - else getexp 450000,0; + if (BaseLevel > 90) getexp 130000,0; + else if (BaseLevel > 75) getexp 85000,0; + else getexp 45000,0; mes "[" + strcharinfo(0) + "]"; mes "Somehow, I wish that"; mes "Katinshuell had the"; @@ -2926,7 +2926,7 @@ rachel,157,183,3 script Sincere Follower Urstia 916,{ mes "token of my appreication for"; mes " what you have done for me."; delitem 7573,1; //Magic_Necklace_ - getexp 700000,0; + getexp 70000,0; completequest 2113; set ice_necklace_q,6; next; @@ -4268,7 +4268,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{ if (countitem(12018) >= 20) { cutin "ra_nemma04",2; delitem 12018,20; //FireCracker"; - getexp 200000,0; + getexp 20000,0; set ra_tem_q,14; mes "[Priestess Nemma]"; mes "Yay!"; @@ -5056,7 +5056,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{ cutin "ra_gman",255; set lost_boy,13; specialeffect2 EF_ABSORBSPIRITS; - getexp 900000,0; + getexp 90000,0; end; } else if ((lost_boy == 13) && (ra_tem_q < 14)) { @@ -5471,7 +5471,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{ set ra_tem_q,0; cutin "",255; specialeffect2 EF_ABSORBSPIRITS; - getexp 900000,600000; + getexp 90000,60000; end; } else if (MISC_QUEST & 8192) { @@ -6027,7 +6027,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{ mes "peace between our nations."; completequest 60213; set aru_vol,27; - getexp 200000,0; + getexp 20000,0; close2; cutin "ra_gman",255; end; @@ -6467,7 +6467,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{ mes "Your place in Valhalla is"; mes "already assured, I'm sure."; set aru_em,24; - getexp 1500000,0; + getexp 150000,0; } else { mes "[High Priest Zhed]"; diff --git a/npc/quests/quests_veins.txt b/npc/quests/quests_veins.txt index a3647b34a..9af6933fa 100644 --- a/npc/quests/quests_veins.txt +++ b/npc/quests/quests_veins.txt @@ -288,7 +288,7 @@ ve_fild05,257,130,4 script Wincing Old Man#ve 945,{ mes "find these useful. Anyway,"; mes "I hope you like these rocks..."; set veins_stone,8; - getexp 300000,0; + getexp 30000,0; getitem 985,3; //Elunium close; } @@ -980,7 +980,7 @@ prt_church,89,108,6 script Bard#sch 741,{ mes "reward with our sincere thanks."; set que_sch,26; getitem 12106,1; //Accessory_Box - getexp 600000,0; + getexp 60000,0; close; } else { @@ -3034,7 +3034,7 @@ veins,327,185,3 script Kid#camelcamel 944,{ completequest 3083; set rachel_camel,25; specialeffect2 EF_ABSORBSPIRITS; - getexp 1000000,700000; + getexp 100000,70000; close; } else { @@ -6140,7 +6140,7 @@ ve_in,281,214,3 script Bookshelf#vol 111,{ else { getitem 12103,1; //Bloody_Dead_Branch } - getexp 800000,0; + getexp 80000,0; mes "^3355FFWell, you've done all"; mes "that you could here."; mes "Now would be a good time"; diff --git a/npc/quests/seals/brisingamen_seal.txt b/npc/quests/seals/brisingamen_seal.txt index 6e52c0651..de8aeaf96 100644 --- a/npc/quests/seals/brisingamen_seal.txt +++ b/npc/quests/seals/brisingamen_seal.txt @@ -891,7 +891,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 749,{ mes "Take this"; set god_brising,50; getitem 616,1; // Old_Card_Album - getexp 600000,0; + getexp 60000,0; next; mes "[Enrico Kaili]"; mes "Please accept this as my way of thanking you for assisting in my"; diff --git a/npc/quests/seals/megingard_seal.txt b/npc/quests/seals/megingard_seal.txt index 6303fe2f8..4d54f9d79 100644 --- a/npc/quests/seals/megingard_seal.txt +++ b/npc/quests/seals/megingard_seal.txt @@ -2648,7 +2648,7 @@ aldebaran,66,213,0 script Lady#megin 69,{ mes "I really appreciate you coming here to talk to me about the old days. I, I want you to have this."; set god_eremes,28; getitem 603,1; // Old_Blue_Box - getexp 1220358,0; + getexp 122036,0; close; } else if (god_eremes == 28) { @@ -3167,7 +3167,7 @@ niflheim,109,254,0 script Egnigem 796,{ specialeffect EF_LOCKON; specialeffect2 EF_HOLYCROSS; set god_eremes,27; - getexp 1220358,0; + getexp 122036,0; close; } else if (god_eremes == 26) { @@ -3205,7 +3205,7 @@ niflheim,109,254,0 script Egnigem 796,{ specialeffect EF_LOCKON; specialeffect2 EF_HOLYCROSS; set god_eremes,27; - getexp 1220358,0; + getexp 122036,0; close; } else if (god_eremes < 20) { |