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-rw-r--r--npc/re/jobs/1-1/acolyte.txt332
-rw-r--r--npc/re/jobs/1-1/archer.txt129
-rw-r--r--npc/re/jobs/1-1/mage.txt130
-rw-r--r--npc/re/jobs/1-1/merchant.txt125
-rw-r--r--npc/re/jobs/1-1/swordman.txt127
-rw-r--r--npc/re/jobs/1-1/thief.txt203
-rw-r--r--npc/re/jobs/2e/kagerou_oboro.txt2862
-rw-r--r--npc/re/jobs/3-1/archbishop.txt1686
-rw-r--r--npc/re/jobs/3-1/guillotine_cross.txt3961
-rw-r--r--npc/re/jobs/3-1/mechanic.txt731
-rw-r--r--npc/re/jobs/3-1/ranger.txt1807
-rw-r--r--npc/re/jobs/3-1/rune_knight.txt2157
-rw-r--r--npc/re/jobs/3-1/warlock.txt1096
-rw-r--r--npc/re/jobs/3-2/genetic.txt1039
-rw-r--r--npc/re/jobs/3-2/minstrel.txt1918
-rw-r--r--npc/re/jobs/3-2/royal_guard.txt539
-rw-r--r--npc/re/jobs/3-2/shadow_chaser.txt2504
-rw-r--r--npc/re/jobs/3-2/sorcerer.txt418
-rw-r--r--npc/re/jobs/3-2/sura.txt865
-rw-r--r--npc/re/jobs/3-2/wanderer.txt1035
-rw-r--r--npc/re/jobs/novice/academy.txt14213
-rw-r--r--npc/re/jobs/novice/novice.txt3414
-rw-r--r--npc/re/jobs/novice/supernovice_ex.txt689
-rw-r--r--npc/re/jobs/repair.txt271
24 files changed, 0 insertions, 42251 deletions
diff --git a/npc/re/jobs/1-1/acolyte.txt b/npc/re/jobs/1-1/acolyte.txt
deleted file mode 100644
index 91817e071..000000000
--- a/npc/re/jobs/1-1/acolyte.txt
+++ /dev/null
@@ -1,332 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Acolyte Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Job Change to Acolyte Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added back the npcs used for the priest quest.
-//= 1.2 Added Baby Job compatibility [Streusel]
-//= 1.3 Rewrote bits [Euphy]
-//============================================================
-prt_church,184,41,4 script Cleric#aco 1_M_PASTOR,{
- if (Upper == 1) {
- if (ADVJOB == Job_High_Priest || ADVJOB == Job_Champion) {
- if (Class == Job_Novice_High) {
- mes "[Father Mareusis]";
- mes "Ah, I sense you have endured";
- mes "a past life experience. You must have learned many things before entering Valhalla.";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Father Mareusis]";
- mes "Unfortunately, I don't think you're ready to become an Acolyte yet. Please finish learning all of the Basic Skills first.";
- next;
- mes "[Father Mareusis]";
- mes "In the meantime,";
- mes "I will wait until";
- mes "you are ready.";
- mes "May God be";
- mes "with you.";
- close;
- }
- mes "[Father Mareusis]";
- mes "Well, I welcome you";
- mes "back from Valhalla and";
- mes "wish you luck on your";
- mes "new life's journey.";
- next;
- skill 143,0,0;
- jobchange Job_Acolyte_High;
- skill 156,1,0;
- mes "[Father Mareusis]";
- mes "Now, venture forth and seek those who need your help. May God light your path.";
- close;
- }else{
- mes "[Father Mareusis]";
- mes "Now, venture forth to seek people who need your help. May God enlighten your way.";
- close;
- }
- }else{
- mes "[Father Mareusis]";
- mes "I sense that you have endured a past life experience. You must have learned many things before entering Valhalla.";
- next;
- mes "[Father Mareusis]";
- mes "However, I can tell that you are not suited to be an Acolyte. Please remember who you were in your past life and find your path.";
- close;
- }
- }
- mes "[Father Mareusis]";
- mes "What is it that you seek?";
- next;
- switch(select("Change your job to acolyte.:Ask the requirements to be an acolyte.:Quit it.")) {
- case 1:
- if(BaseJob != Job_Novice) {
- mes "[Father Mareusis]";
- if(BaseJob == Job_Acolyte)
- mes "Are you feeling okay today? I can tell by your attire that you are already an Acolyte. You're not joking around, are you?";
- else
- mes "I'm sorry but it seems you already have your own job, aren't you?";
- close;
- }else{
- mes "[Father Mareusis]";
- mes "Do you truly wish to become a servant of God?";
- mes "Let's see whether you are ready for it or not... Hmm...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Father Mareusis]";
- mes "Oh my?! You haven't accomplished the basic practice yet?! You have a long way to go! Come again after increasing your job level!";
- close;
- }
- mes "[Father Mareusis]";
- mes "Hmm... your job level is enough...";
- mes "Good. Now I will give you the qualification to become an Acolyte.";
- next;
- mes "[Father Mareusis]";
- mes "Always remember to be thankful to God, who takes care of us all the time. In chaos and times of difficulty, face your hardships with unwavering faith.";
- callfunc "Job_Change",Job_Acolyte;
- getitem 1545,1; // N_Mace
- next;
- mes "[Father Mareusis]";
- mes "Lastly, I want to sincerely congratulate you on persevering through your trial of penance.";
- close;
- }
- case 2:
- mes "[Father Mareusis]";
- mes "Do you wish to become an Acolyte?";
- mes "Then, you must fulfill the following requirements thinking those are the practices given by God.";
- next;
- mes "[Father Mareusis]";
- mes "First, you have to reach at least Novice Job Level 9 and learn all of the Basic Skills.";
- mes "This is the most basic thing to do, so you need to regard it as the way of training yourself.";
- next;
- mes "[Father Mareusis]";
- mes "When you think you fulfilled this requirement, then come back to me again. Then you will have a holy job in which you can spread God's will.";
- close;
- case 3:
- close;
- }
-}
-
-prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{
- mes "[Father Rubalkabara]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 6) {
- mes "Please take care. They should know that you've met me by the time you arrive at the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "I've sent a carrier pigeon with a message. I hope it will arrive there safely...";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 2) {
- mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming.";
- next;
- mes "[Father Rubalkabara]";
- mes "Now, your name was " + strcharinfo(0) + ", right? Excellent, thank you for visiting me.";
- next;
- mes "[Father Rubalkabara]";
- mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "I guess there's really no need for me to teach you much. Besides, I'm sure your someone from your generation may have trouble listening to an old man like me. Hahaha~";
- next;
- mes "[Father Rubalkabara]";
- mes "Still, lessons may come from the places you'd least expect. God loves to teach his children in strange ways. You'll see.";
- next;
- mes "[Father Rubalkabara]";
- mes "Well, I'll send the message telling them that you've come to visit me. So, you may now return to the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "Farewell.";
- close2;
- savepoint "prt_fild03",361,255;
- job_acolyte_q = 6;
- end;
- }
- else {
- mes "Oh...";
- mes "Are you one of the";
- mes "Acolyte applicants...?";
- mes "Let's see...";
- next;
- mes "[Father Rubalkabara]";
- mes "Your name is " + strcharinfo(0) + "?";
- mes "I don't think your name";
- mes "is on my list. Hmmm...";
- next;
- mes "[Father Rubalkabara]";
- mes "Why don't you go back to the Prontera Sanctuary and check again?";
- close;
- }
- }
- else {
- mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub";
- else {
- if (BaseJob == Job_Priest) {
- mes "Greetings.";
- next;
- mes "[Father Rubalkabara]";
- mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
- close;
- }
- else {
- mes "Oh ho...";
- mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
- next;
- mes "[Father Rubalkabara]";
- mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
- close;
- }
- }
-}
-
-moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{
- mes "[Mother Mathilda]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 7) {
- mes "I will send a carrier pigeon to the Prontera Sanctuary. When you return, the Priest there should already have received my message.";
- next;
- mes "[Mother Mathilda]";
- mes "I will pray to God, and hope that you become an Acolyte soon.";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 3) {
- mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you.";
- next;
- mes "[Mother Mathilda]";
- mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list.";
- next;
- mes "[Mother Mathilda]";
- mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance.";
- next;
- mes "[Mother Mathilda]";
- mes "Please return to the Prontera Sanctuary and speak to the Priest in charge.";
- close2;
- savepoint "moc_fild07",35,355;
- job_acolyte_q = 7;
- end;
- }
- else {
- mes "Ah...!";
- mes "You must be one";
- mes "of the Acolyte applicants.";
- mes "I sincerely welcome you.";
- next;
- mes "[Mother Mathilda]";
- mes "Now, what is your name?";
- mes "" + strcharinfo(0) + "? Let's see...";
- next;
- mes "[Mother Mathilda]";
- mes "Hmm...";
- mes "It seems your name";
- mes "is not on my list...";
- next;
- mes "[Mother Mathilda]";
- mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
- close;
- }
- }
- else {
- mes "...";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart";
- else {
- if (BaseJob == Job_Priest) {
- mes "Hello there~";
- next;
- mes "[Mother Mathilda]";
- mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
- close;
- }
- else {
- mes "May God";
- mes "be with you...";
- close;
- }
- }
-}
-
-prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{
- mes "[Father Yosuke]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 8) {
- mes "What?";
- next;
- mes "[Father Yosuke]";
- mes "Have you any more business with me?! You don't! Go back to the Sanctuary now!";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 4) {
- mes "Hey.";
- mes "Whatever you are,";
- mes "you look like an";
- mes "Acolyte applicant.";
- mes "Right?";
- next;
- mes "[Father Yosuke]";
- mes "Not bad, not bad. You withstood the penance trial pretty well.";
- mes "So what's your name?";
- next;
- mes "[Father Yosuke]";
- mes "" + strcharinfo(0) + ", huh?";
- next;
- mes "[Father Yosuke]";
- mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(0) + ", came to visit me.";
- next;
- mes "[Father Yosuke]";
- mes "Now go back to the Santuary and finish becoming an Acolyte, kid.";
- close2;
- savepoint "prt_fild00",206,230;
- job_acolyte_q = 8;
- end;
- }
- else {
- mes "Hey.";
- mes "You look like an Acolyte Applicant. Am I right?";
- next;
- mes "[Father Yosuke]";
- mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
- next;
- mes "[Father Yosuke]";
- mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?";
- next;
- mes "[Father Yosuke]";
- mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
- close;
- }
- }
- else {
- mes "You...";
- mes "Novice.";
- mes "There something";
- mes "you wanna tell me?";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos";
- else {
- if (BaseJob == Job_Priest) {
- mes "Hey...";
- next;
- mes "[Father Yosuke]";
- mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
- close;
- }
- else {
- mes "Do you have anything to say? Because unfortunately for you,";
- mes "I don't any replies.";
- close;
- }
- }
-}
diff --git a/npc/re/jobs/1-1/archer.txt b/npc/re/jobs/1-1/archer.txt
deleted file mode 100644
index c18d60c5c..000000000
--- a/npc/re/jobs/1-1/archer.txt
+++ /dev/null
@@ -1,129 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Archer Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Job Change to Archer Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby Job compatibility [Streusel]
-//= 1.2 Rewrote bits [Euphy]
-//============================================================
-payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Sniper || ADVJOB == Job_Clown || ADVJOB == Job_Gypsy)) {
- mes "[Archer Guildsman]";
- mes "Hey, I know you.";
- mes "You took this test";
- mes "before, didn't you?";
- next;
- mes "[Archer Guildsman]";
- mes "Ah, you must have been";
- mes "to Valhalla and been reborn.";
- mes "Wow, that's so impressive!";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Archer Guildsman]";
- mes "Err...";
- mes "You'd better learn all the Basic Skills first before you can become an Archer.";
- next;
- mes "[Archer Guildsman]";
- mes "Alright, see you later.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Well then. I don't";
- mes "need to say anything else.";
- mes "I know you'll make a great Archer...";
- next;
- skill 143,0,0;
- jobchange Job_Archer_High;
- skill 147,1,0;
- skill 148,1,0;
- mes "[Archer Guildsman]";
- mes "Although there's no special";
- mes "reward for you this time, I hope you understand. Take care of yourself.";
- close;
- }else{
- mes "[Archer Guildsman]";
- mes "Oh...?";
- mes "Hey, what are";
- mes "you doing here...?";
- next;
- mes "[Archer Guildsman]";
- mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do";
- mes "something else...";
- close;
- }
- }
- mes "[Archer Guildsman]";
- mes "Nice to meet you. How may I help you?";
- next;
- switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) {
- case 1:
- if(BaseJob != Job_Novice) {
- mes "[Archer Guildsman]";
- if(BaseJob == Job_Archer) {
- mes "Haha, you are kidding me..";
- }else{
- mes "I feel sorry but only Novices can change their job.";
- mes "You already have your own decent job, don't you?";
- }
- close;
- }else{
- mes "[Archer Guildsman]";
- mes "You are... "+strcharinfo(0)+". right?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Archer Guildsman]";
- mes "Well, you're not at the right skill level.";
- mes "Your job level must be at least ^4A4AFF10^000000 and your Basic Skill level should reach ^4A4AFFlevel 9";
- next;
- mes "[Archer Guildsman]";
- mes "Because an Archer needs extremely high concentration, so we do not accept those who have little patience.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Your Basic Skill is now enough..";
- mes "....Hm~~ so you are now ready to be an Archer. I will take the step right away.";
- next;
- mes "[Archer Guildsman]";
- mes "Congratulations! You are now an Archer! Also, we hope that you actively participate in many programs for the revival of the Archer Guild.";
- mes "Ah, items have arrived from the Production Department. Here, take these! These are all yours!";
- callfunc "Job_Change",Job_Archer;
- getitem 1742,1; // N_Composite_Bow
- getitem 12004,1; // Arrow_Container
- getitem 12009,1; // Silver_Arrow_Container
- getitem 12008,1; // Fire_Arrow_Container
- next;
- mes "[Archer Guildsman]";
- mes "Having a bow and arrows, now you became a real Archer.";
- mes "If you open the arrow container, there are arrows in it and then you can equip them.";
- mes "Well, I expect to hear better news from you. It's time to say goodbye.";
- mes "Bye.";
- close;
- }
- case 2:
- mes "[Archer Guildsman]";
- mes "An Archer has skills using a bow and has various talents.";
- mes "The greatest ability of an Archer is attacking enemies from a long distance.";
- next;
- mes "[Archer Guildsman]";
- mes "Although an Archer has weaker HP, he or she can shoot enemies at a long range,";
- mes "so an Archer is safer in a real battle.";
- next;
- mes "[Archer Guildsman]";
- mes "Although an Archer in Ragnarok has lower HP, he or she has high accuracy and attack rate so that the archer can kill monsters before they get close to an Archer.";
- next;
- mes "[Archer Guildsman]";
- mes "^8C2121An Archer can change jobs to a Hunter.^000000";
- mes "^8C2121Other than Hunter, if you are a man, you can change your job to Bard and if you are a woman, you can change your job to Dancer.^000000";
- close;
- case 3:
- mes "[Archer Guildsman]";
- mes "If you have any questions, feel free to come and ask me.";
- close;
- }
-}
diff --git a/npc/re/jobs/1-1/mage.txt b/npc/re/jobs/1-1/mage.txt
deleted file mode 100644
index e87f89328..000000000
--- a/npc/re/jobs/1-1/mage.txt
+++ /dev/null
@@ -1,130 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Mage Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Job Change to Mage Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby Job compatibility [Streusel]
-//= 1.2 Rewrote bits [Euphy]
-//============================================================
-geffen_in,164,124,4 script Mage Guildsman#mage 2_F_MAGICMASTER,{
- if (Upper == 1) {
- if (ADVJOB == Job_High_Wizard || ADVJOB == Job_Professor) {
- if (Class == Job_Novice_High) {
- mes "[Mage Guildsman]";
- mes "Whoa, long time no see! But weren't you supposed to be dead?";
- next;
- mes "[Mage Guildsman]";
- mes "Ah, you must have been reborn. Well, I'm glad to have you back.";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Mage Guildsman]";
- mes "I'm sorry, but I don't think you're ready to learn magic yet. Why don't you go finish learning the Basic Skills first?";
- next;
- mes "[Mage Guildsman]";
- mes "Take your time. The more you learn, the more ready you'll be to learn magic again.";
- close;
- }
- mes "[Mage Guildsman]";
- mes "Well, since you have passed the Mage test once, I will not question your qualification. You want to have your magic skills back immediately, don't you?";
- next;
- skill 143,0,0;
- jobchange Job_Mage_High;
- skill 157,1,0;
- mes "[Mage Guildsman]";
- mes "Wow, for some reason, you look way better than you did before. Anyway, I believe you will do a better job being a Mage as well.";
- close;
- }else{
- mes "[Mage Guildsman]";
- mes "Is there anything more I can help you with? If not, why don't you go test your skills? The world is waiting for you~!";
- close;
- }
- }else{
- mes "[Mage Guildsman]";
- mes "What, are you interested in the Mage guild? I didn't want to tell you this, but you don't belong here.";
- next;
- mes "[Mage Guildsman]";
- mes "I am not sure why you're still standing in front of me, but I can tell that you're not meant to be a Mage.";
- close;
- }
- }
- if(BaseJob != Job_Novice) {
- mes "[Mage Guildsman]";
- if(BaseJob == Job_Mage) {
- mes "Hey, haven't you realized? You're already a Mage, silly!";
- mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!";
- }else{
- mes "Hey~ C'mon. Quit playing games. You can't be a Mage because you already have another Job.";
- }
- close;
- }else{
- mes "Hey?";
- next;
- switch(select("I want to be a Mage:What are the requirements to be a Mage?:Nothing, thanks.")) {
- case 1:
- mes "[Mage Guildsman]";
- mes "Wanna be a Mage? Eh...";
- next;
- mes "[Mage Guildsman]";
- if (Sex) {
- mes "Hey, look at you! You're kinda cute~! Not my type though...";
- }else{
- mes "Oooh, you're such a hot babe~!";
- mes "I like girls like you~";
- }
- mes "Right, you said that you wanna be a Mage?";
- next;
- if(select("I want to be a Mage.:Nothing, thanks.") == 2) {
- mes "[Mage Guildsman]";
- mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!";
- close;
- }
- mes "[Mage Guildsman]";
- if (getskilllv("NV_BASIC") < 9) {
- mes "Oh, man your Basic Skill Level doesn't reach enough to be a Mage.";
- mes "Go back and level up your Basic Skill.";
- close;
- }
- mes "Alright.. sign the application form.... Wow~ you have good handwriting! Ahh, okay. That's enough.";
- mes "You are... "+strcharinfo(0)+".";
- next;
- mes "[Mage Guildsman]";
- mes "Hmm I can see that you've tried hard in your own way. Though it seems to be a little clumsy, but well I think it's okay!";
- mes "Good! Always sticking to the basics is the best! I will transform you right away.";
- next;
- mes "[Mage Guildsman]";
- mes "Hahh..! You are now a Mage, one of our colleagues!";
- mes "We welcome you to the Mage Guild, our new friend!";
- next;
- mes "[Mage Guildsman]";
- mes "'Welcome to the Mage Guild~'";
- mes "Congratulations on becoming a member of the Mage Guild! Go for it!";
- callfunc "Job_Change",Job_Mage;
- getitem 1639,1; // N_Rod
- close;
- case 2:
- mes "[Mage Guildsman]";
- mes "Wanna be a Mage, eh?";
- mes "I'd be happy to explain the requirements for a pretty girl like you!";
- next;
- mes "[Mage Guildsman]";
- mes "First of all, you have to reach Novice Job Level 10 and learn all of the Basic Skills.";
- next;
- mes "[Mage Guildsman]";
- mes "In the past, there was a complicated potion making test. Because of that, we'd lost an aplicant slowly.";
- mes "So, we decided to accept all aplicants who meet the basic requirements.";
- next;
- mes "[Mage Guildsman]";
- mes "Don't hesitate. Just be a magician!";
- close;
- case 3:
- mes "[Mage Guildsman]";
- mes "Nothing...?";
- close;
- }
- }
-}
diff --git a/npc/re/jobs/1-1/merchant.txt b/npc/re/jobs/1-1/merchant.txt
deleted file mode 100644
index 619a2a465..000000000
--- a/npc/re/jobs/1-1/merchant.txt
+++ /dev/null
@@ -1,125 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Merchant Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Job Change to Merchant Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby Job compatibility [Streusel]
-//= 1.2 Rewrote bits [Euphy]
-//============================================================
-alberta_in,53,43,6 script Merchant#mer 4_M_04,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Whitesmith || ADVJOB == Job_Creator)) {
- mes "[Chief Mahnsoo]";
- mes "Long time no see!";
- mes "Hey, you didn't quit";
- mes "your business, did you?";
- mes "What happened?";
- next;
- mes "[Chief Mahnsoo]";
- mes "Whoa...";
- mes "You've actually been to Valhalla?! Wow, you've come a long way...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Chief Mahnsoo]";
- mes "Hmmm...";
- mes "It seems that you're not ready to become a Merchant again. Go finish learning the Basic Novice Skills first.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Don't worry, we'll always have a Merchant position open for you. Just come back when you're ready, okay?";
- close;
- }
- mes "[Chief Mahnsoo]";
- mes "I guess it's destiny that we meet like this once more. Alright. Once again, let me change you into a Merchant!";
- next;
- skill 143,0,0;
- jobchange Job_Merchant_High;
- skill 153,1,0;
- skill 154,1,0;
- skill 155,1,0;
- mes "[Chief Mahnsoo]";
- mes "Ah~ How nostalgic. Just like old times! Alright, do your best!";
- close;
- }else{
- mes "[Chief Mahnsoo]";
- mes "^333333*Sigh*^000000";
- mes "I'm so bored...";
- mes "When will I hear from my lovely Blossom?";
- close;
- }
- }
- mes "[Guildsman Mahnsoo]";
- mes "Hey, why are you here?";
- next;
- switch(select("I want to be a merchant.:I want to know more about merchants.:Ask him the requirements to be a merchant.:Nothing.")) {
- case 1:
- if(BaseJob != Job_Novice) {
- mes "[Guildsman Mahnsoo]";
- if(BaseJob == Job_Merchant) {
- mes ".....? Sorry? What are you saying?";
- mes "You are already a merchant. Oh my..";
- mes "Huh?! ...Do I need to laugh right now?!";
- }else{
- mes "Ahh? Are you trying to have both ways?";
- mes "How about just giving yourself over to your original job?";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "We have business ethics you know.";
- }
- close;
- }else{
- mes "[Guildsman Mahnsoo]";
- mes "Want to be a merchant? Hmm...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Guildsman Mahnsoo]";
- mes "But if you want to be a merchant, your basic skill level must reach Level 9 or you must spend all of your skill points.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Don't you think we need to learn some basic skills although we just deal with money?";
- close;
- }
- mes "[Guildsman Mahnsoo]";
- mes "Good, I think you're fully ready for it seeing that your basic skill level is fulfilled.";
- mes "Now I allow you to be a merchant.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Congratulations on becoming a merchant!";
- mes "Congratulations again for being a member of the merchant guild and one of our colleagues. I expect your active participation from now on!";
- callfunc "Job_Change",Job_Merchant;
- getitem 1381,1; // N_Battle_Axe
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Absolutely, we need young people who have passion to achieve our great goal for securing 20% of the worldwide currency volume. You get it? Huh?";
- mes "Well, I'm just saying... it means let's make lots of money in the end. You guys know that~";
- close;
- }
- case 2:
- mes "[Guildsman Mahnsoo]";
- mes "Merchant? To put it simply, the person who sells good and makes money is a merchant.";
- mes "Not good at fighting and doesn't have special attack/recovery skills... but a merchant can buy things at a low price and then sell them and make money.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Well, a merchant has an ultimate skill called Mammonite which strikes an enemy with his/her money... We can equip everything except Bows, Rods, and Two-Handed Swords. But we can always sell and buy those.";
- mes "Yes... we merchants always have money on our minds, got it?";
- close;
- case 3:
- mes "[Guildsman Mahnsoo]";
- mes "To become a merchant, although just selling and receiving money is our job, you must reach at least basic skill level 9.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Well, we used to receive a start-up fee before. Wasn't it hard to make that money?";
- mes "There were too many people who couldn't gather that money and kept crying.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "So recently, we decided to allow any Novice who wants to be a merchant become one.";
- mes "Because to be alive or not later is all up to one's ability.";
- close;
- case 4:
- close;
- }
-}
diff --git a/npc/re/jobs/1-1/swordman.txt b/npc/re/jobs/1-1/swordman.txt
deleted file mode 100644
index d8bd67711..000000000
--- a/npc/re/jobs/1-1/swordman.txt
+++ /dev/null
@@ -1,127 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Swordman Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Job Change to Swordman Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby Job compatibility [Streusel]
-//= 1.2 Rewrote bits [Euphy]
-//============================================================
-izlude_in,74,172,4 script Swordman#swd 2_M_SWORDMASTER,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
- mes "[Swordman]";
- mes "It...";
- mes "Can't be...";
- mes "You've been reborn, haven't you?";
- next;
- mes "[Swordman]";
- mes "I see you're retreading the path of the Swordman! Once you've gotten used to brandishing a sword, you can never go back!!";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Swordman]";
- mes "Hmm? Ah, you must first master the Basic Skills before you are ready to become a Swordman.";
- next;
- mes "[Swordman]";
- mes "Come back to me when you have finished learning the Basic Novice Skills.";
- close;
- }
- mes "[Swordman]";
- mes "Excellent! Let me promote you to a Swordman right away!";
- next;
- skill 143,0,0;
- jobchange Job_Swordman_High;
- skill 144,1,0;
- skill 145,1,0;
- skill 146,1,0;
- mes "[Swordman]";
- mes "Hmm... You look like a well-experienced Swordman. Still, I'm sure that you must train to improve your skills and gain strength!";
- close;
- }else{
- mes "[Swordman]";
- mes "Hm...?";
- mes "You're a reborn";
- mes "warrior, aren't you?";
- next;
- mes "[Swordman]";
- mes "Hmmm...";
- mes "It seems that being";
- mes "a Swordman is not part";
- mes "of your destiny. I'm sorry,";
- mes "but it seems there is nothing";
- mes "I can do for you.";
- close;
- }
- }
- mes "[Swordman Guildsman]";
- mes "This is the Swordman Guild.";
- mes "Why are you here?";
- next;
- switch(select("Tell me about being a Swordman.:I want to be a Swordman.:Nothing.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "So you wish to know more about the mighty Swordman? Okay!";
- next;
- mes "[Swordman Guildsman]";
- mes "The most distinctive feature of the Swordman is that the Swordman can show us his/her real abilities in close combat.";
- mes "There are three reasons!";
- next;
- mes "[Swordman Guildsman]";
- mes "First, Swordman has higher HP than other jobs.";
- mes "Second, except for Bows and Rods, Swordman can use all other weapons so they can fight at their optimal ability.";
- mes "And third, most of the skills of the Swordman give powerful physical attacks.";
- next;
- mes "[Swordman Guildsman]";
- mes "Though I gave you a simple explanation, I believe you understand the core meaning of what it is to be a Swordman.";
- mes "In my opinion, Swordman is the best job ever!";
- close;
- case 2:
- if(BaseJob != Job_Novice) {
- mes "[Swordman Guildsman]";
- if(BaseJob == Job_Swordman) {
- mes "You are already an excellent Swordman, aren't you?";
- mes "Just devote yourself to be a great Swordman.";
- }else{
- mes "You already have one of the other jobs, don't you?";
- mes "You've gone too far with that joke.";
- }
- close;
- }else{
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Swordman Guildsman]";
- mes "I'm sorry to tell you this but to be a Swordman, you must reach at least ^4A4AFFJob Level 10^000000.";
- mes "and ^4A4AFFBasic Skill Level 9^000000.";
- next;
- mes "[Swordman Guildsman]";
- mes "Want to be a Swordman without having the minimum requirement?";
- mes "Do you think being a Swordman is that easy?";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Hmm, both your Job Level and Basic Skill Level check out.";
- mes "Good. Do you want to be a Swordman right away?";
- next;
- if(select("Yes, I do.:I'll consider it again.") == 2) {
- mes "[Swordman Guildsman]";
- mes "Yeah. Prudent decision is needed for choosing a job.";
- mes "But I feel sorry... that you consider it again after overcoming all the hardships....";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Congratulations! From now on, you are going to live a Swordman's life!";
- mes "Let's do it right now!";
- next;
- mes "[Swordman Guildsman]";
- mes "Congratulations again for being a Swordman and I hope that you participate in many activities for the revival of our guild.";
- callfunc "Job_Change",Job_Swordman;
- getitem 13415,1; // N_Falchion
- close;
- }
- case 3:
- close;
- }
-}
diff --git a/npc/re/jobs/1-1/thief.txt b/npc/re/jobs/1-1/thief.txt
deleted file mode 100644
index f327d1892..000000000
--- a/npc/re/jobs/1-1/thief.txt
+++ /dev/null
@@ -1,203 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Thief Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Job Change to Thief Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby Job compatibility [Streusel]
-//= 1.2 Rewrote bits [Euphy]
-//============================================================
-moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{
- if (Upper == 1) {
- if (ADVJOB == Job_Assassin_Cross || ADVJOB == Job_Stalker) {
- if (Class == Job_Novice_High) {
- mes "[Thief Guide]";
- mes "Huh? Do I know you? It's creepy that you seem so familiar. You don't have a twin, do you?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Thief Guide]";
- mes "What, do you want to be a Thief? I'm sorry, but you look like you need more training.";
- next;
- mes "[Thief Guide]";
- mes "Take your time and learn all the Basic Skills, will you? Well then, see you later~!";
- close;
- }
- mes "[Thief Guide]";
- mes "Well, I got this feeling like you've been through a lifetime of fighting, so I'm promoting you to a Thief right this minute. I better give you tough guys what you want...";
- next;
- skill 143,0,0;
- jobchange Job_Thief_High;
- skill 149,1,0;
- skill 150,1,0;
- skill 151,1,0;
- skill 152,1,0;
- mes "[Thief Guide]";
- mes "Since you've become a Thief, live as a Thief. Now, go for it! Next~";
- close;
- }else{
- mes "[Thief Guide]";
- if (Sex)
- mes "Hey, dude.";
- else
- mes "Hey, baby~";
- close;
- }
- }else{
- mes "[Thief Guide]";
- if (Sex)
- mes "Hey, dude.";
- else
- mes "Hey, baby.";
- mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
- close;
- }
- }
- if(q_job_thief == 1) {
- mes "[Thief Guildsman]";
- mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?";
- next;
- mes "[Thief Guildsman]";
- mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
- mes "If you want to become a Thief, ask the sharp-eyed guy next to me.";
- close;
- }
- if(BaseJob != Job_Novice) {
- if(BaseJob == Job_Thief) {
- mes "[Thief Guildsman]";
- mes "Hey~ if you have any trouble, get it out to me anytime, huh?";
- close;
- }else{
- mes "[Thief Guildsman]";
- mes "What the heck...?";
- if(Sex) {
- mes "Huh.. you are a "+jobname(Class)+" you blockhead...!";
- next;
- mes "[Thief Guildsman]";
- mes "Hey, brother.";
- }else{
- next;
- mes "[Thief Guildsman]";
- mes "Hey, lady.";
- }
- mes "Why are you here? Go back to your place~ go back~~";
- close;
- }
- }
- mes "[Thief Guildsman]";
- mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?";
- next;
- if(select("I want to be a Thief.:Nothing.") == 2) {
- mes "[Thief Guildsman]";
- mes "You know you cannot be a thief without an application.....";
- mes "What's on your mind..?";
- close;
- }
- mes "[Thief Guildsman]";
- mes "Well, are you that proud of it?";
- mes "You're telling me so proudly that you want to be a Thief! Why don't you go to all the villages and advertise yourself for being a thief?";
- mes "'Ha ha ha! Go put up a banner that says 'I will be a proud thief who steals other people's stuff.'";
- next;
- mes "[Thief Guildsman]";
- mes "Do you want to be a thief so badly?";
- next;
- switch(select("Yes.:No.:How about you?")) {
- case 1:
- mes "[Thief Guildsman]";
- mes "Oh, do you...? Huh.. well... I do live and learn to see strange people like you.";
- next;
- break;
- case 2:
- mes "[Thief Guildsman]";
- mes "Then why are you here? Do you think you can become a thief so easily?";
- next;
- break;
- case 3:
- mes "[Thief Guildsman]";
- mes "Eh..? me? me?";
- mes "Well... I just fit well to being a thief... characteristically... I don't mind this silly matter.";
- next;
- break;
- }
- mes "[Thief Guildsman]";
- mes "Anyway, in the outside world, never say that you want to be a Thief!!";
- next;
- mes "[Thief Guildsman]";
- mes "So, do you want to apply for being a Thief?";
- next;
- if(select("Yes, I do.:No.") == 2) {
- mes "[Thief Guildsman]";
- mes "Well... do what you want to do~ Go your way~";
- close;
- }
- mes "[Thief Guildsman]";
- mes "Alright, tell me your name. Huh? What?";
- mes ""+strcharinfo(0)+". So "+strcharinfo(0)+", right...?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Thief Guildsman]";
- mes "I can see your strong will to become a Thief......";
- mes "But only with your will, you cannot make it in a real fight, can you?";
- mes "So go and reach at least Basic Skill Level 9.";
- close;
- }
- mes "[Thief Guildsman]";
- mes "Hmm.... I found your interesting criminal records from the data of the detective agency. Well you seem to have what it takes to be a good thief.";
- mes ""+strcharinfo(0)+". I now declare that you have passed the job interview!";
- next;
- mes "[Thief Guildsman]";
- mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
- mes "If you want to become a Thief, ask the guy next to me.";
- q_job_thief = 1;
- close;
-}
-
-moc_prydb1,42,133,2 script Thief Guildsman#thief 2_M_THIEFMASTER,{
- if(q_job_thief == 1) {
- mes "[Thief Guildsman]";
- mes "Alright. You must have passed the job interview, huh?";
- mes "Good. I'll accept you.";
- mes "Let's begin the job-changing ceremony of our guild!";
- next;
- mes "[Commander of Thief Guild]";
- mes "'"+strcharinfo(0)+".'";
- mes "'For those who are ready, the moonlight shall open the way. Now you are fully ready, I now officially allow you to become a member of the Thief Guild.'";
- callfunc "Job_Change",Job_Thief;
- q_job_thief = 0;
- getitem 13041,1; // N_Main_Gauche
- next;
- mes "[Commander of Thief Guild]";
- mes "'Congratulations on becoming a Thief.'";
- mes "'From now on, keep the rules of our guild and be an honorable member.'";
- mes "'If you bring us any disgrace by breaking our rules, you better watch your back.'";
- mes "'Anyway, I expect you to be a great thief.'";
- next;
- mes "[Brad]";
- mes "Heee~Yaaaa~! Congratulations! My friend.";
- mes "My name is 'Brad'. I'm in charge of human resources here.";
- mes "I'm not sure for now but you'll have more chances to see me later on.";
- next;
- mes "[Brad]";
- mes "Okay, I've done what I can do to you, so go on your way. I'm quite a busy man.";
- mes "See you again.";
- close;
- }
- if(BaseJob != Job_Novice) {
- if(BaseJob == Job_Thief) {
- mes "[Brad]";
- mes "I don't have any special events now. So go on your way and come back later.";
- }else{
- mes "[Thief Guildsman]";
- mes "Hey~ Hey~ You're not a novice or a thief!";
- mes "What are you doing here? You're not welcome to make this place your home~ Hweeeee~ Get outta here~";
- }
- close;
- }
- mes "[Thief Guildsman]";
- mes "Ho? Why is a novice like you visiting here?";
- mes "If you are here to be a Thief, ask the nasty-tempered lady right next to me.";
- close;
-}
diff --git a/npc/re/jobs/2e/kagerou_oboro.txt b/npc/re/jobs/2e/kagerou_oboro.txt
deleted file mode 100644
index b60dcc85b..000000000
--- a/npc/re/jobs/2e/kagerou_oboro.txt
+++ /dev/null
@@ -1,2862 +0,0 @@
-//===== Hercules Script ======================================
-//= Kagerou / Oboro Job Quest
-//===== By: ==================================================
-//= (1.0) Dastgir, M45T3R
-//===== Current Version: =====================================
-//= 1.1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Ninja -> Kagerou / Oboro.
-//===== Additional Comments: =================================
-//= 1.0.0 Initial Release. [Dastgir, M45T3R]
-//= 1.1.0 Structure Clean-Up. [Euphy]
-//= 1.1.1 Updated questlog commands. [Kisuka]
-//============================================================
-
-// Starting the Quest
-//============================================================
-que_ng,28,156,0 script Start#ko HIDDEN_WARP_NPC,1,1,{
- end;
-
-OnTouch:
- if (BaseLevel >= 99 && JobLevel >= 70 && job_kagero == 0 && Class == Job_Ninja) {
- mes "Secret Passage to ^25C18DNinja Guild^25C18D";
- mes "You hear familiar voices talking to each other.";
- next;
- mes "[Unknown Voice A]";
- mes "Long time, no see. How are you? How are the kids you've taken in?";
- next;
- mes "[Unknown Voice B]";
- mes "I have to hand it to you. You've picked some competitive ones.";
- next;
- mes "[Unknown Voice A]";
- mes "Sounds like music to my ears. Being sent to a foreign land with air pollution was bad enough, now haunted with memories of this place...";
- next;
- mes "[Unknown Voice A]";
- mes "What do you think? Should we rotate now?";
- next;
- mes "[Unknown Voice B]";
- mes "Haven't given up, have ya. Do you really think he'll approve?";
- next;
- mes "[Unknown Voice A]";
- mes "No need to be bitter. Hey! Were any of the kids that come and go here the ones that found the ^BD0408place^BD0408?";
- next;
- mes "[Unknown Voice B]";
- mes "Since finding the hidden place was also a part of the test.";
- next;
- mes "[Unknown Voice A]";
- mes "You are as stubborn as the first time I met you. It's just a wall in some place...";
- next;
- mes "[Unknown Voice B]";
- mes "Shssh! I think someone is eavesdropping. Hurry! Go back to the mission area.";
- next;
- mes "The conversation stopped abruptly. Hidden place? Wall? Part of a test? What is all this about?";
- setquest 5131;
- set job_kagero,1;
- close;
- } else if (BaseJob != Job_Ninja && job_kagero > 0) {
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- set job_kagero,0;
- }
- end;
-}
-
-que_ng,21,76,0 script Wall with a Drawing#ko CLEAR_NPC,{
- if (Class == Job_Oboro || Class == Job_Kagerou) {
- mes "You should no longer use this secret passage.";
- close;
- } else if (job_kagero == 1 && Class == Job_Ninja) {
- mes "You found a location that resembles the hidden place.";
- next;
- mes "This wall was here ever since. How come I didn't notice it before?";
- next;
- mes "Now that I know it's a secret passage, what do I do to get in?";
- next;
- if(select("Tear the drawing down.", "Touch the drawing with your hand.") == 1) {
- mes "I can't rip it down because I don't own it.";
- close;
- }
- mes "You touch the drawing with the tip of your hand and felt a sudden sensation of being pulled.";
- close2;
- warp "job_ko",26,111;
- end;
- } else if (job_kagero > 1 && Class == Job_Ninja) {
- mes "Entrance to the ^25C18DNinja Guild^000000 hideout.";
- next;
- if(select("Enter.", "Do not enter.") == 2)
- close;
- mes "When touching the drawing, you get the feeling of being pulled...";
- close2;
- warp "job_ko",26,111;
- end;
- } else {
- mes "There is a wall with a great drawing on it.";
- close;
- }
- end;
-}
-
-job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{
- if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
- mes "[Cougar]";
- mes "You don't need to carry so many things.";
- close;
- }
- if (BaseJob != Job_Ninja) {
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- set job_kagero,0;
- mes "[Cougar]";
- mes "You are not in the Family of the Ninja.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- if (job_kagero == 1) {
- cutin "job_ko03",2;
- mes "^1A95E6An old man looking hale and hearty is sitting and gazing vacantly.^1A95E6";
- next;
- if(select("Ignore.", "Talk to him.") == 1) {
- close2;
- cutin "",255;
- end;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me...";
- next;
- mes "^1A95E6You tried to talk to the old man but there is no response. Just when you are about to turn away...^1A95E6";
- next;
- mes "[Old Man]";
- mes "At last, a customer! Hmm... and a live one, too!";
- next;
- select("Excuse me... where am I?");
- mes "[Old Man]";
- mes "^1A95E6He keeps talking and doesn't stop to answer your question.^1A95E6";
- next;
- mes "[Old Man]";
- mes "There once was a quiet family living in ancient Amatsu times that is never mentioned in history books or stories.";
- next;
- mes "[Old Man]";
- mes "They lived beneath shadows but always yearned for the bright sun, like a sunflower.";
- next;
- mes "[Old Man]";
- mes "A family that was loyal to their lord who they served as their bright sun.";
- next;
- mes "[Old Man]";
- mes "...a very trustworthy family...";
- next;
- mes "[Old Man]";
- mes "....loyal to their core...";
- next;
- mes "[Old Man]";
- mes "...a family of integrity...";
- next;
- select("What happened to them?");
- mes "^1A95E6The old man looks at you with a melancholy face.^1A95E6";
- next;
- mes "[Old Man]";
- mes "Why are you interested in a family that was abandoned by their lord and disappeared from history itself?";
- next;
- if(select("I'm a Ninja.", "I'm bored.") == 2) {
- mes "[Old Man]";
- mes "Was nice to meet you.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- cutin "job_ko02",2;
- mes "[Old Man]";
- mes "Ninja! There was a time when the family was called ninjas, too.";
- next;
- erasequest 5131;
- setquest 5132;
- set job_kagero,2;
- mes "[Old Man]";
- mes "You'll have to lend me your ear for I have so much to tell you about the family story.";
- close2;
- cutin "",255;
- end;
- } else if (job_kagero == 2) {
- cutin "job_ko01",2;
- mes "^1A95E6The Old Man starts the story with a very soothing tone as if he is telling his grandchild a story.^1A95E6";
- next;
- mes "[Old Man]";
- mes "This goes way back to ancient times and nobody in Amatsu remembers about it.";
- next;
- mes "[Old Man]";
- mes "The family worked behind the scenes and basically lived their lives for their lord.";
- next;
- mes "[Old Man]";
- mes "They were very loyal doing whatever deed their lord asked for.";
- next;
- mes "[Old Man]";
- mes "Ninja, the family was known as the dark family but that doesn't mean they wanted to be hidden in the darkness.";
- next;
- mes "[Old Man]";
- mes "They were loyal enough to be satisfied as the lord's servants but their loyalty became the problem.";
- next;
- select("Problem?");
- mes "[Old Man]";
- mes "They are a secret organization that even the lord didn't know much about.";
- next;
- mes "[Old Man]";
- mes "The few that knew about the family's existence, tried to investigate them but nobody was able to reveal their true identity.";
- next;
- mes "[Old Man]";
- mes "That is why this family has grown from loyal servants to a group feared for its secrets.";
- next;
- mes "[Old Man]";
- mes "The lord shunned the family and didn't call them for their service any more but they never betrayed him.";
- next;
- select("They were really loyal people.");
- cutin "job_ko03",2;
- mes "[Old Man]";
- mes "Yes, they were. Very loyal.";
- next;
- erasequest 5132;
- setquest 5133;
- set job_kagero,3;
- mes "^1A95E6The old man looks even more forlorn.^1A95E6";
- close2;
- cutin "",255;
- end;
- } else if (job_kagero == 3) {
- cutin "job_ko03",2;
- mes "[Old Man]";
- mes "The family has been living in hiding for so long since the old days. The current lord didn't even know of their existence.";
- next;
- select(".........");
- cutin "job_ko01",2;
- mes "[Old Man]";
- mes "I'm Guide Gion, the last of the dark ninja family.";
- next;
- if(select("I think your time has ended.", "I need your teaching.") == 1) {
- cutin "job_ko04",2;
- mes "[Guide Gion]";
- mes "Are you an assassin to end this old man's life?";
- next;
- mes "[Guide Gion]";
- mes "So that is why you've shown interest in my family. I won't give up easily.";
- next;
- percentheal -99,0;
- mes "Pow!!";
- mes "^1A95E6You lose conscience with the great impact.^000000";
- close2;
- warp "amatsu",147,136;
- end;
- }
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Teaching...";
- mes "Been a long time since I last heard that word.";
- next;
- mes "[Guide Gion]";
- mes "I guess this little visit was not by coincidence but a start of a connection.";
- next;
- mes "[Guide Gion]";
- mes "Sorry I am not a teacher. But!";
- next;
- mes "[Guide Gion]";
- mes "I can help you on the path you've chosen, the ^33CC71"+((Sex)?"Kagerou":"Oboro")+"^000000 path.";
- next;
- mes "^1A95E6You hear Guide Gion's voice faintly as you slip away.^1A95E6";
- next;
- erasequest 5133;
- setquest 5134;
- set job_kagero,4;
- mes "[Guide Gion]";
- mes "If you are prepared to follow me, Guide Gion, on the "+((Sex)?"Kagerou":"Oboro")+" path, we will meet again.";
- close2;
- warp "amatsu",147,136;
- end;
- } else if (job_kagero == 4) {
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "I thought you were afraid of the ^33CC71path of the "+((Sex)?"Kagerou":"Oboro")+"^33CC71 and wouldn't come back.";
- next;
- mes "[Guide Gion]";
- mes "But from the look of your eyes, I guess I misjudged you.";
- next;
- mes "[Guide Gion]";
- mes "You will have to train your mind and body to walk steadily in the unknown world and never fall into temptation to stay on the path.";
- next;
- mes "[Guide Gion]";
- mes "Our ancestors had 4 tests to train our people.";
- next;
- select("4 tests?");
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "Yes, there are 4 tests.";
- mes "My ancestors trained my people with 4 tests that involve ^087FF8knowledge^000000, ^087FF8survival^000000, ^087FF8weapons^000000, and ^087FF8battle^000000.";
- next;
- mes "[Guide Gion]";
- mes "I know you are curious what these tests are. Let me explain one by one.";
- next;
- while(1) {
- set .@i, select("Test of Knowledge", "Test of Survival", "Test of Weaponry", "Test of Battle");
- set .@test, .@test | (1<<(.@i-1));
- switch (.@i) {
- case 1:
- mes "[Guide Gion]";
- mes "We need to be knowledgeable in order to assist the lord. This test is for this purpose.";
- next;
- mes "[Guide Gion]";
- mes "You can pass the test if you successfully solve more than 9 out of 10 questions.";
- next;
- if (.@test != 15) {
- mes "[Guide Gion]";
- mes "The test will be easy to pass if you've been steady in your studies. Now what other test are you curious about?";
- next;
- }
- break;
- case 2:
- mes "[Guide Gion]";
- mes "Missions aren't always easy and safe. That is why survival instincts are vital to us.";
- next;
- mes "[Guide Gion]";
- mes "My ancestors call this test the dice test. It is a test to advance forward depending on the dice results.";
- next;
- mes "[Guide Gion]";
- mes "Think of it as the simple dice games people play.";
- next;
- mes "[Guide Gion]";
- mes "But never let your guard down during the test because it isn't called the survival test for nothing.";
- next;
- mes "[Guide Gion]";
- mes "There will be blocks that help you while there are blocks that will interrupt you.";
- next;
- if (.@test != 15) {
- mes "[Guide Gion]";
- mes "If you deal with various situations wisely, you will be able to pass the test. Now what other test are you curious about?";
- next;
- }
- break;
- case 3:
- mes "[Guide Gion]";
- mes "My family was famous for using unique weapons that we created.";
- next;
- mes "[Guide Gion]";
- mes "You would be considered blessed if you created your own unique weapon.";
- next;
- mes "[Guide Gion]";
- mes "Creating a weapon for yourself and refining it is the purpose of this test.";
- next;
- if (.@test != 15) {
- mes "[Guide Gion]";
- mes "I hope you will be blessed and find the best weapon for yourself. Now what other test are you curious about?";
- next;
- }
- break;
- case 4:
- mes "[Guide Gion]";
- mes "Missions are not always done alone. You will often work in teams of 2 or 3 for a common goal.";
- next;
- mes "[Guide Gion]";
- mes "The battle test is only for those that pass that knowledge, survival and weapon tests. So! It is the very last test.";
- next;
- mes "[Guide Gion]";
- mes "Unlike the other three tests that are done alone, you will have to compete with others in this final test.";
- next;
- mes "[Guide Gion]";
- mes "There is only one target!!";
- mes "And only the first to get to the target passes the test.";
- next;
- mes "[Guide Gion]";
- mes "You'll be lucky if you have no competitors during your test.";
- next;
- if (.@test != 15) {
- mes "[Guide Gion]";
- mes "A challenge is better than explaining it a hundred times. It's the actual experience that makes you better.";
- next;
- }
- break;
- }
- if (.@test == 15) break;
- }
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Seeing is believing, so go on and take the challenge.";
- next;
- erasequest 5134;
- setquest 5135;
- set job_kagero,5;
- mes "[Guide Gion]";
- mes "Let's start right away after you are done with preparations.";
- close2;
- cutin "",255;
- end;
- } else if (job_kagero == 5) {
- set .@ko_test_01, questprogress(5136);
- set .@ko_test_02, questprogress(5137);
- set .@ko_test_03, questprogress(5138);
- set .@ko_test, .@ko_test_01 + .@ko_test_02 + .@ko_test_03;
- if (.@ko_test == 0) {
- cutin "job_ko03",2;
- mes "[Guide Gion]";
- mes "It's been a while.";
- next;
- mes "[Guide Gion]";
- mes "Since I felt happy like this. I feel young and energetic seeing young people like you challenge themselves with a new path.";
- next;
- mes "[Guide Gion]";
- mes "We're done with explaining about the tests, now should I tell you my family story?";
- next;
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "My family started from two warriors.";
- next;
- mes "[Guide Gion]";
- mes "Kagerou, a warrior like the dancing flames of the sun.";
- next;
- mes "[Guide Gion]";
- mes "Oboro, a warrior like the misty moonlight.";
- next;
- mes "[Guide Gion]";
- mes "The Sun and the Moon.";
- mes "The sunlight that lights up the world and the moonlight that lights up the night. Both were very similar but different warriors.";
- next;
- mes "[Guide Gion]";
- mes "There was a time there was an enmity between both warriors.";
- next;
- mes "[Guide Gion]";
- mes "But it didn't take long for them to become one as a family.";
- next;
- select("How did it go afterwards?");
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Ha ha ha. It is never fun to listen to the whole story all at once, no? Come back after passing a test and I'll continue my story.";
- next;
- mes "[Guide Gion]";
- mes "Which test will you select as your first test?";
- next;
- callsub L_StartTest,select("Test of Knowledge", "Test of Survival", "Test of Weaponry"),1;
- end;
- } else if (.@ko_test == 2) {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- if (.@ko_test_01 == 2) {
- set .@menu$,":Test of Survival:Test of Weaponry";
- mes "You've passed the Test of Knowledge.";
- next;
- mes "[Guide Gion]";
- mes "My friend doesn't approve of others that easily but I guess he liked you.";
- next;
- } else if (.@ko_test_02 == 2) {
- set .@menu$,"Test of Knowledge::Test of Weaponry";
- mes "You've passed the Test of Survival.";
- next;
- mes "[Guide Gion]";
- mes "Looks like you went through hell with this test.";
- next;
- } else if (.@ko_test_03 == 2) {
- set .@menu$,"Test of Knowledge:Test of Survival:";
- mes "You've passed the Test of Weaponry.";
- next;
- mes "[Guide Gion]";
- mes "I wonder if Joe is satisfied with your performance.";
- next;
- }
- select("Please continue with the family story.");
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Looks like you are pretty eager to hear more. Where did I leave off... Ah! I remember.";
- next;
- mes "[Guide Gion]";
- mes "Kagerou, a warrior like the dancing flames of the sun.";
- next;
- mes "[Guide Gion]";
- mes "Oboro, a warrior like the misty moonlight.";
- next;
- mes "[Guide Gion]";
- mes "Both warriors weren't close at first, because personality and everything else was completely opposite of each other.";
- next;
- mes "[Guide Gion]";
- mes "The first place they met was the battlefield. And you know how enemies greet each other on a battlefield.";
- next;
- mes "[Guide Gion]";
- mes "They ended up injuring each other badly.";
- next;
- mes "[Guide Gion]";
- mes "But what can you do? War is a war.";
- next;
- mes "[Guide Gion]";
- mes "The friend you've laughed with yesterday is a foe that you have to fight with in a war today.";
- next;
- mes "[Guide Gion]";
- mes "So nobody can get along with anyone during a war.";
- next;
- mes "[Guide Gion]";
- mes "I'll continue the story after you pass another test.";
- next;
- mes "[Guide Gion]";
- mes "Which test will you choose for the second test?";
- next;
- callsub L_StartTest,select(.@menu$),2;
- end;
- } else if (.@ko_test == 4) {
- cutin "job_ko04",2;
- mes "[Guide Gion]";
- if (.@ko_test_01 == 2 && .@ko_test_02 == 2) {
- set .@last_test,3;
- mes "You've passed the ^339CCCTests of Knowledge and Survival^000000!";
- } else if (.@ko_test_01 == 2 && .@ko_test_03 == 2) {
- set .@last_test,2;
- mes "You've passed the ^339CCCTests of Knowledge and Weaponry^000000!";
- } else if (.@ko_test_02 == 2 && .@ko_test_03 == 2) {
- set .@last_test,1;
- mes "You've passed the ^339CCCTests of Survival and Weaponry^000000!";
- }
- next;
- mes "[Guide Gion]";
- mes "You are already done with two tests. Hope you've learned a lot from them.";
- next;
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "Shall we continue with the story?";
- next;
- mes "[Guide Gion]";
- mes "Kagerou, a warrior like the dancing flames of the sun.";
- next;
- mes "[Guide Gion]";
- mes "Oboro, a warrior like the misty moonlight.";
- next;
- mes "[Guide Gion]";
- mes "I think I left off when the two warriors met at the battlefield as enemies.";
- next;
- mes "[Guide Gion]";
- mes "The long war ended eventually but the wounds and pain of those that survived had just started.";
- next;
- mes "[Guide Gion]";
- mes "So these two warriors started to embrace and heal the war wounds together and became one.";
- next;
- mes "[Guide Gion]";
- mes "There is a backstory of a man appearing in front of them and winning the loyalty from both warriors.";
- next;
- select("Who is this man?");
- mes "[Guide Gion]";
- mes "There isn't much known about this man. Only a short mentioning of the two warriors pledging their allegiance.";
- next;
- mes "[Guide Gion]";
- mes "Maybe current generations like me are the ancestors of the current Amatsu lord? But this is only an assumption.";
- next;
- mes "[Guide Gion]";
- mes "I'm almost at the end of my family story. Come back after you've passed the third test and I will tell you the rest.";
- next;
- callsub L_StartTest,.@last_test,3;
- end;
- } else if (.@ko_test == 6) {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "You've gone through three tests leaving only one to pass.";
- next;
- mes "[Guide Gion]";
- mes "As I've told you before, the last test is different because you have to compete against others.";
- next;
- select("Will you continue the story?");
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Ha ha ha. I will finish the story.";
- next;
- mes "[Guide Gion]";
- mes "Kagerou, a warrior like the dancing flames of the sun.";
- next;
- mes "[Guide Gion]";
- mes "Oboro, a warrior like the misty moonlight.";
- next;
- mes "[Guide Gion]";
- mes "It is told that the man that earned the loyalty of the two warriors was a humorous person.";
- next;
- mes "[Guide Gion]";
- mes "He like the jokes and conversations better than quarrels and he liked women over men.";
- next;
- mes "[Guide Gion]";
- mes "Hmm... I don't know why this part of the story was kept alive all these years but this man wanted to bring these two warriors together.";
- next;
- mes "[Guide Gion]";
- mes "Both warriors did travel together after the war but kept an awkward distance from each other.";
- next;
- mes "[Guide Gion]";
- mes "They must have had their reasons but their lord would send them out to a difficult mission together, put them in a secret room together and all sorts of situations together.";
- next;
- select("Sounds like an odd person.");
- mes "[Guide Gion]";
- mes "Yes, he was. And his efforts didn't go in vain since the two warriors eventually got acquainted and married.";
- next;
- mes "[Guide Gion]";
- mes "This is how the family started.";
- next;
- select("What happened after?");
- mes "[Guide Gion]";
- mes "Sadly, the next part of story was purposely discontinued.";
- next;
- mes "[Guide Gion]";
- mes "I think it's because someone wanted us to let go of the past and move forward.";
- next;
- mes "[Guide Gion]";
- mes "That's that. Now shouldn't you be preparing for the last test?";
- next;
- set job_kagero,6;
- mes "[Guide Gion]";
- mes "But you must be tired from all the tests so far. Take a rest.";
- close2;
- cutin "",255;
- end;
- } else if (.@ko_test == 1 || .@ko_test == 3 || .@ko_test == 5) {
- cutin "job_ko04",2;
- if (.@ko_test_01 == 1)
- set .@test_ko$, "Knowledge";
- else if (.@ko_test_02 == 1)
- set .@test_ko$, "Survival";
- else if (.@ko_test_03 == 1)
- set .@test_ko$, "Weaponry";
- mes "[Guide Gion]";
- mes "Weren't you taking the Test of " + .@test_ko$ + " just now?";
- next;
- switch(select("I want to go back to test site.", "Ah... no.")) {
- case 1:
- mes "[Guide Gion]";
- mes "The Test of " + .@test_ko$ + " site is over here.";
- close2;
- if (.@ko_test_01 == 1)
- warp "job_ko",72,128;
- else if (.@ko_test_02 == 1)
- warp "job_ko",62,16;
- else if (.@ko_test_03 == 1)
- warp "job_ko",121,129;
- end;
- case 2:
- mes "[Guide Gion]";
- mes "The village is over here.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- }
- } else if (job_kagero == 6) {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "You've come back already? You could have rested more. Is there a reason to hurry?";
- next;
- input .@inputstr$;
- cutin "job_ko03",2;
- mes "[Guide Gion]";
- mes "Because of ^B24E59" + .@inputstr$ + "^000000?";
- next;
- mes "[Guide Gion]";
- mes "I have to admit, I don't understand you now.";
- next;
- mes "[Guide Gion]";
- mes "But since you've gone through much, I'm sure you will do good with the final test.";
- next;
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "Now! No more small talk. I'll let you know what the target is for the Test of Battle.";
- next;
- mes "[Guide Gion]";
- mes "The target is a monster called the ^FF0000Family Secret^000000.";
- next;
- mes "[Guide Gion]";
- mes "You will have to be careful because there are many similiar shaped and named monsters in test site.";
- next;
- mes "[Guide Gion]";
- mes "And if you are lucky, there will be others targeting the monster.";
- next;
- mes "[Guide Gion]";
- mes "May the blessings of '" + ((Sex)?"Kagerou, dancing sun":"Oboro, misty moonlight") + "' be with you.";
- next;
- setquest 5146;
- set job_kagero,7;
- mes "[Guide Gion]";
- mes "Then let's go to the battle test field.";
- close2;
- switch(rand(3)) {
- case 0: warp "job_ko",142,20; break;
- case 1: warp "job_ko",141,80; break;
- case 2: warp "job_ko",107,60; break;
- }
- end;
- } else if (job_kagero == 7 || job_kagero == 8) {
- cutin "job_ko03",2;
- mes "[Guide Gion]";
- mes "I see you are in the middle of the ^339CCCTest of Battle^000000. Will you go back to the test site?";
- next;
- switch(select("Go back to the test site.", "Visit the village.")) {
- case 1:
- mes "[Guide Gion]";
- mes "The test site is over here.";
- close2;
- switch(rand(3)) {
- case 0: warp "job_ko",142,20; break;
- case 1: warp "job_ko",141,80; break;
- case 2: warp "job_ko",107,60; break;
- }
- end;
- case 2:
- mes "[Guide Gion]";
- mes "The village is over here.";
- close2;
- cutin "",255;
- end;
- }
- } else {
- cutin "job_ko03",2;
- mes "[Guide Gion]";
- mes "You should not be here. Leave!";
- close2;
- warp "amatsu",147,136;
- end;
- }
- end;
-
-//callsub L_StartTest,<1=Knowledge,2=Survival,3=Weaponry>,<test number [1..3]>;
-L_StartTest:
- switch (getarg(1)) {
- case 1: set .@str$,"You are starting with the ^339CCCTest of %s^000000? "; break;
- case 2: set .@str$,"You are taking the ^339CCCTest of %s^000000 as the second test? "; break;
- case 3: set .@str$,"Your third test is the ^339CCCTest of %s^000000! "; break;
- }
- mes "[Guide Gion]";
- switch (getarg(0)) {
- case 1:
- mes sprintf(.@str$ + "Then I will get to see a familiar face after so long...","Knowledge");
- next;
- select("Familiar face?");
- setquest 5136;
- mes "[Guide Gion]";
- mes "Ha ha ha. You'll know when we get there. The Test of Knowledge is taken over here.";
- close2;
- warp "job_ko",72,128;
- end;
- case 2:
- mes sprintf(.@str$ + "It's a lonesome test that you have to face alone.","Survival");
- next;
- setquest 5137;
- mes "[Guide Gion]";
- mes "But I believe you can handle it. The Test of Survival is taken over here.";
- close2;
- warp "job_ko",62,16;
- end;
- case 3:
- mes sprintf(.@str$ + "I have something to give you before you go.","Weaponry");
- next;
- setquest 5138;
- getitem "Iron_Ore", 5;
- getitem "Phracon", 1;
- mes "You receive 5 Iron Ore and 1 Phracon.";
- next;
- mes "[Guide Gion]";
- mes "You will find these useful. The Test of Weaponry is taken over here.";
- close2;
- warp "job_ko",121,129;
- end;
- }
-}
-
-// Test of Knowledge
-//============================================================
-job_ko,81,124,4 script Cougar#ko 4_M_JOB_ASSASSIN,{
- if (BaseJob != Job_Ninja) {
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- set job_kagero,0;
- mes "[Cougar]";
- mes "Sorry, your family is not same as ours, is there something wrong?";
- close2;
- warp "amatsu",147,136;
- end;
- }
- if (job_kagero != 5) {
- goto L_Kick;
- }
- if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
- mes "[Cougar]";
- mes "This is a test of knowledge, so why did you bring so many things?";
- close;
- }
- set .@ko_test_01, questprogress(5136);
- set .@ko_test_01_1, questprogress(5139);
- if (.@ko_test_01 == 1 && .@ko_test_01_1 == 0) {
- mes "[Cougar]";
- mes "It's been a while.";
- next;
- select("Aren't you...");
- mes "[Cougar]";
- mes "I remember you from before looking for the way of the ninja.";
- next;
- mes "[Cougar]";
- mes "You've grown this strong already?";
- next;
- mes "[Cougar]";
- mes "Ha ha ha-";
- mes "A truly determined youth! I like that.";
- next;
- mes "[Cougar]";
- mes "Good! The test you are about to take is the ^339CCCTest of Knowledge^000000.";
- next;
- mes "[Cougar]";
- mes "I hope you haven't been lazy with your studies while focusing on getting stronger?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- setquest 5139;
- mes "[Cougar]";
- mes "That's a relief. Let me know when you are ready to start the test.";
- close;
- case 2:
- setquest 5139;
- mes "[Cougar]";
- mes "So you were all talk? Well, let me know when you are ready then.";
- close;
- }
- } else if (.@ko_test_01 == 1 && .@ko_test_01_1 == 1) {
- mes "[Cougar]";
- mes "I'm ready at my end. Are you ready for the test?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Cougar]";
- mes "Well, what can I do but wait for you.";
- close;
- }
- mes "[Cougar]";
- mes "This isn't your first test, is it?";
- next;
- mes "[Cougar]";
- mes "You only need to choose the correct answer to my questions.";
- next;
- mes "[Cougar]";
- mes "Let's start.";
- next;
-
- set .@questions,10; // number of questions to ask
-
- // shuffle array an array of questions to be asked
- freeloop(1);
- setarray .@n[0],
- 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,
- 26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50;
- for (set .@i,getarraysize(.@n)-1; .@i>0; set .@i,.@i-1) {
- set .@rand, rand(.@i);
- set .@tmp, .@n[.@i];
- set .@n[.@i], .@n[.@rand];
- set .@n[.@rand], .@tmp;
- }
- deletearray .@n[10],getarraysize(.@n) - .@questions;
- freeloop(0);
-
- set @job_ko_cougar,0;
- for (set .@i,1; .@i<=.@questions; set .@i,.@i+1) {
- mes "[Cougar]";
- mes (.@i < .@questions)?"Question number "+.@i+":":"Last question:";
- switch (.@n[.@i-1]) {
- case 1: callsub L_Question,"What is the DEX + LUK total for a Job Master?",2,"8:10:12:14"; break;
- case 2: callsub L_Question,"What is the highest job level for a ninja?",1,"70:50:99:100"; break;
- case 3: callsub L_Question,"How many skill points do you need to master the Throw Coins skill?",3,"25:30:35:37"; break;
- case 4: callsub L_Question,"Which of the following is the correct number of Evasion and effect duration for Mirror Image level 10?",4,"Up to 7 and 200 seconds:Up to 5 and 220 seconds:Up to 6 and 240 seconds:Up to 5 and 240 seconds"; break;
- case 5: callsub L_Question,"How many skill points do you need to master the Cicada Skin Shed?",1,"5:3:1:4"; break;
- case 6: callsub L_Question,"If Dagger Throwing Practice is at 7, how much ATK is added to Shuriken attacks?",2,"18:21:27:30"; break;
- case 7: callsub L_Question,"What is the basic attack range for Throw Shuriken?",3,"7 blocks:8 blocks:9 blocks:10 blocks"; break;
- case 8: callsub L_Question,"What is the maximum moving range of Shadow Leap?",4,"6 blocks:7 blocks:8 blocks:9 blocks"; break;
- case 9: callsub L_Question,"How much money is used for Throw Coins level 6?",4,"2000-8000:1000-6000:3000-8000:3000-6000"; break;
- case 10: callsub L_Question,"What is the most important aspect of increasing ATK for the Killing Strike skill?",2,"VIT:MAXHP:INT:MAXSP"; break;
- case 11: callsub L_Question,"What is not the effect you get after reaching the STR status?",3,"Close range attack increase:Weight limit increase:Magic attack increase:Weapon attack increase"; break;
- case 12: callsub L_Question,"What is not the effect you get after reaching the INT status?",4,"MAXSP increase:MATK increase:Magic damage increase:Staff attack increase"; break;
- case 13: callsub L_Question,"What is not the effect you get after reaching the DEX status?",2,"Casting time decrease:Evasion increase:Accuracy increase:Long range attack increase"; break;
- case 14: callsub L_Question,"What is not the effect you get after reaching the AGI status?",1,"Accuracy increase:Flee increase:Attack speed increase:Delay after attack decrease"; break;
- case 15: callsub L_Question,"What is not the effect you get after reaching the VIT status?",4,"Weapon defense increase:MAXHP increase:Magic defense increase:Attack increase"; break;
- case 16: callsub L_Question,"What is not the effect you get after reaching the LUK status?",3,"Accuracy increase:Complete evasion increase:Magic damage decrease:Critical rate increase"; break;
- case 17: callsub L_Question,"You need to equip a card to your shoes to enhance Killing Strike attack. Which of the following is the appropriate card to equip?",2,"Gold Acidus Card:Matyr Card:Odium of Thantos Card:Eddga Card"; break;
- case 18: callsub L_Question,"You need a catalyst to use ninja skills. Which of the following skills does not need a catalyst?",3,"Blaze Shield:Watery Evasion:Flaming Petals:Snow Flake Draft"; break;
- case 19: callsub L_Question,"How much does STR/INT go up when Ninja Aura level 5 is used?",2,"4:5:6:7"; break;
- case 20: callsub L_Question,"You are hunting the Orc Warrior. Which Kunai would you use? ",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break;
- case 21: callsub L_Question,"Which village is the Ninja Guild located in?",2,"Lutie:Amatsu:Dewata:Comodo"; break;
- case 22: callsub L_Question,"How do Ninjas get promoted?",3,"By Val Kiwi:By Randgris:None:By Valkyrie"; break;
- case 23: callsub L_Question,"What was next to me when you first met me?",4,"A cushion:A folding screen:A flowerpot:A brazier"; break;
- case 24: callsub L_Question,"What is the level of Dagger Throwing Practice you have to reach to learn the Killing Strike skill?",1,"7:5:6:8"; break;
- case 25: callsub L_Question,"How many hits does a Throw Kunai give to a monster?",2,"2:3:4:5"; break;
- case 26: callsub L_Question,"When your First Wind is at level 4, what will go with the MATK and range?",3,"MATK400, 8 blocks:MATK500, 7 blocks:MATK500, 8 blocks:MATK400, 7 blocks"; break;
- case 27: callsub L_Question,"Which of the following skills can't you learn at Dagger Throwing Practice level 7?",4,"Throw Kunai:Throw Huuma Shuriken:Killing Strike:Throw Coins"; break;
- case 28: callsub L_Question,"What level do you have to be in Dagger Throwing Practice in order to learn the Throw Coins skill?",4,"4:6:8:10"; break;
- case 29: callsub L_Question,"What is the attack range for the Exploding Dragon?",3,"3*3:4*4:5*5:6*6"; break;
- case 30: callsub L_Question,"How long is the effect time for the Watery Evasion level 7 skill?",2,"40 seconds:45 seconds:50 seconds:55 seconds"; break;
- case 31: callsub L_Question,"What is the attack effect for Haze Slasher level 4?",1,"140%:150%:160%:170%"; break;
- case 32: callsub L_Question,"How much power is in the Huuma Blaze Shuriken weapon?",1,"Fireball 5 , DEX-2:Fireball 5 , DEX-3:Fireball 4 , DEX-2:Fireball 4 , DEX-3"; break;
- case 33: callsub L_Question,"How much power is in the Murasame weapon?",2,"Human attack 10%:Human critical +10:Demon attack 10%:Demon critical +10"; break;
- case 34: callsub L_Question,"What is the maximum hit number for Blaze Shield level 10?",3,"7:8:9:10"; break;
- case 35: callsub L_Question,"What is the property of the Lightning Jolt?",4,"Fire:Water:Ground:Wind"; break;
- case 36: callsub L_Question,"You are creating a weapon for small monsters. What is the best card to use?",4,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break;
- case 37: callsub L_Question,"You are creating a weapon for mid-sized monsters. What is the best card to use?",3,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break;
- case 38: callsub L_Question,"You are creating a weapon for huge monsters. What is the best card to use?",2,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break;
- case 39: callsub L_Question,"Which NPC promotes you?",1,"Valkyrie:Val Kiwi:Balp Hiri:Elephant"; break;
- case 40: callsub L_Question,"Which catalyst do you need to use the Blaze Shield skill?",2,"Ice Stone:Flame Stone:Wind Stone:Earth Stone"; break;
- case 41: callsub L_Question,"Which of the following is not an effect of the Watery Evasion skill?",4,"Movement speed decrease:Waterball availability:Holy Water craftability:VIT decrease"; break;
- case 42: callsub L_Question,"Which of the following matches are incorrect for skill and property?",3,"Flaming Petals-Fire:Snow Flake Draft-Water:Freezing Spear-Ground:Lightning Jolt-Wind"; break;
- case 43: callsub L_Question,"Which of the following is the best skill to use when attacking a ground property enemy?",2,"First Wind:Exploding Dragon:Snow Flake Draft:Wind Blade"; break;
- case 44: callsub L_Question,"Which Ninja Mastery skill level do you need to learn the Exploding Dragon skill?",1,"10:9:8:1"; break;
- case 45: callsub L_Question,"What is the attack range when you master Flip Tatami?",3,"5:7:3:1"; break;
- case 46: callsub L_Question,"What weapon cannot be made by the blacksmith Khaibara?",4,"Khukri:Murasame:Hakujin:Humma Wing Shuriken"; break;
- case 47: callsub L_Question,"Which of the following correctly matches material needed to make a Icicle Kunai?",2,"4 Nimbus Shuriken, 2 Ice Stone:8 Nimbus Shuriken, 2 Ice Stone:2 Nimbus Shuriken, 1 Ice Stone:1 Nimbus Shuriken, 2 Ice Stone"; break;
- case 48: callsub L_Question,"Which of the following Kunai will give the most damage to the ground property monster, Porcellio?",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break;
- case 49: callsub L_Question,"Which of the following blacksmiths do not create ninja items?",2,"Khaibara:Aiku:Tetsu:Toshu"; break;
- case 50: callsub L_Question,"What is the name of the suspicious man you can meet during the Ninja job change quest?",3,"Red Leopard Jack:Black Leopard Jack:Red Leopard Joe:Black Leopard Joe"; break;
- default:
- mes "[Cougar]";
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
- }
- mes "[Cougar]";
- mes "You're through all 10 questions. Wasn't so bad! The important part starts now.";
- next;
- mes "[Cougar]";
- mes "... ... ...";
- next;
- if (@job_ko_cougar < 90) {
- mes "[Cougar]";
- mes "You fool!!";
- mes "You couldn't even solve these?";
- next;
- mes "[Cougar]";
- mes "Can't believe someone who is taking a new path can be so pathetic.";
- next;
- mes "[Cougar]";
- mes "I'll give you another chance.";
- mes "You will take the test again with new questions. Better pass it this time.";
- } else {
- mes "[Cougar]";
- mes "Hmm. " + (@job_ko_cougar) + "?";
- next;
- mes "[Cougar]";
- mes "Well, looks like you weren't lazy with your studies.";
- next;
- mes "[Cougar]";
- mes "What? Proud of yourself for solving these questions?";
- next;
- mes "[Cougar]";
- mes "You still have a long way to go and this is only a small fraction of it.";
- next;
- mes "[Cougar]";
- mes "Well... I'm curious how far your strong will can take you through other tests.";
- next;
- completequest 5136;
- erasequest 5139;
- mes "[Cougar]";
- mes "I'll let you go now so go report back to Guide Gion with your results.";
- close2;
- warp "job_ko",16,113;
- end;
- }
- set @job_ko_cougar,0;
- close;
- } else if (.@ko_test_01 == 2 && .@ko_test_01_1 == 0) {
- mes "[Cougar]";
- mes "I'll let you go now so go report back to Guide Gion with your results.";
- close2;
- warp "job_ko",16,113;
- end;
- } else {
- L_Kick:
- mes "[Cougar]";
- mes "How did you get here?";
- next;
- mes "[Cougar]";
- mes "It's my duty to get rid of you.";
- mes "^000099(He's a short, silent man.)^000000";
- mes "This will push you back!";
- close2;
- warp "amatsu",147,136;
- end;
- }
- end;
-
-//callsub L_Question,"<Question>",<correct answer choice>,"<Choice 1>:<Choice 2>:<Choice 3>:<Choice 4>";
-L_Question:
- mes getarg(0);
- next;
- if(select(getarg(2)) == getarg(1))
- set @job_ko_cougar, @job_ko_cougar + 10;
- return;
-}
-
-// Test of Survival
-//============================================================
-
-// -----------------------------------------------------------
-// Functions
-// -----------------------------------------------------------
-function script F_KO_Survival_mes {
- mes "[No. " + getarg(0) + "]";
- mes "^1A95E6Other letters are too small to read. Let's look up close.^000000";
- close;
-}
-
-function script F_KO_Survival_warp {
- close2;
- switch (getarg(0)) {
- case 0: warp "job_ko",63,16; break;
- case 1: warp "job_ko",54,16; break;
- case 2: warp "job_ko",46,16; break;
- case 3: warp "job_ko",38,16; break;
- case 4: warp "job_ko",30,16; break;
- case 5: warp "job_ko",22,16; break;
- case 6: warp "job_ko",17,19; break;
- case 7: warp "job_ko",17,27; break;
- case 8: warp "job_ko",17,35; break;
- case 9: warp "job_ko",17,43; break;
- case 10: warp "job_ko",17,51; break;
- case 11: warp "job_ko",17,60; break;
- case 12: warp "job_ko",25,60; break;
- case 13: warp "job_ko",33,60; break;
- case 14: warp "job_ko",41,60; break;
- case 15: warp "job_ko",49,60; break;
- case 16: warp "job_ko",57,60; break;
- case 17: warp "job_ko",62,56; break;
- case 18: warp "job_ko",62,48; break;
- case 19: warp "job_ko",62,40; break;
- case 20: warp "job_ko",62,32; break;
- case 21: warp "job_ko",62,23; break;
- case 22: warp "job_ko",54,23; break;
- case 23: warp "job_ko",46,23; break;
- case 24: warp "job_ko",38,23; break;
- case 25: warp "job_ko",30,23; break;
- case 26: warp "job_ko",25,27; break;
- case 27: warp "job_ko",25,35; break;
- case 28: warp "job_ko",25,43; break;
- case 29: warp "job_ko",25,52; break;
- case 30: warp "job_ko",33,52; break;
- case 31: warp "job_ko",41,52; break;
- case 32: warp "job_ko",49,52; break;
- case 33: warp "job_ko",54,48; break;
- case 34: warp "job_ko",54,40; break;
- case 35: warp "job_ko",54,31; break;
- case 36: warp "job_ko",46,31; break;
- case 37: warp "job_ko",38,31; break;
- case 38: warp "job_ko",33,35; break;
- case 39: warp "job_ko",33,44; break;
- case 40: warp "job_ko",41,44; break;
- }
- end;
-}
-
-//callfunc "F_KO_Survival_dice",<location>{,<LP (default:1)>{,<0:auto-warp (default), 1:do not warp>}}
-//Return: dice value [1..6] ONLY IF arg2 = 1
-function script F_KO_Survival_dice {
- mes "Location: " + getarg(0);
- mes "Total LP: " + job_kagero_lp;
- mes "To roll the dice, you need to consume " + getarg(1,1) + " ^FD0260LP^000000.";
- next;
- select("Roll the dice.");
- if (job_kagero_lp < getarg(1,1)) {
- mes "Due to insufficient ^FD0260LP^000000, you will be returned to starting position.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
- set job_kagero_lp, job_kagero_lp - getarg(1,1);
- set .@dice, rand(1,6);
- emotion 57 + .@dice,1;
- mes "The dice came out as " + .@dice + ".";
- if (getarg(2,0))
- return .@dice;
- else {
- mes "Press Close to move forward " + .@dice + " blocks.";
- callfunc "F_KO_Survival_warp", .@dice + getarg(0);
- end;
- }
-}
-
-//callfunc "F_KO_Survival_dice2",<location>{,<LP (default:2)>}
-function script F_KO_Survival_dice2 {
- mes "Location: " + getarg(0);
- mes "Total LP: " + job_kagero_lp;
- mes "To roll the dice, you need to consume " + getarg(1,2) + " ^FD0260LP^000000.";
- next;
- select("Roll the first dice.");
- if (job_kagero_lp < getarg(1,2)) {
- mes "Due to insufficient ^FD0260LP^000000, you will be returned to starting position.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
- set job_kagero_lp, job_kagero_lp - getarg(1,2);
- mes "< Used " + getarg(1,2) + " LP >";
- next;
- set @job_ko_dice1, rand(1,6);
- emotion 57 + @job_ko_dice1,1;
- mes "First dice result is " + @job_ko_dice1 + ". Do you want to roll the second dice?";
- next;
- select("Roll the second dice.");
- set @job_ko_dice2, rand(1,6);
- emotion 57 + @job_ko_dice2,1;
- return;
-}
-
-//Return: 1:win, 0:draw, -1:lose
-function script F_KO_Survival_rps {
- setarray .@rps$[1], "Scissors", "Rock", "Paper";
- setarray .@emote[1], e_scissors, e_rock, e_paper;
-
- mes "Rock! Paper! Scissors!";
- next;
- set .@pc, select("Give scissors.", "Give rock.", "Give paper.");
- set .@npc, rand(1,3);
- emotion .@emote[.@pc],1;
- emotion .@emote[.@npc];
- mes "=Game Results=";
- mes "Machine: " + .@rps$[.@npc] + ".";
- mes "You: " + .@rps$[.@pc] + ".";
- next;
- if ((.@npc == 1 && .@pc == 2) || (.@npc == 2 && .@pc == 3) || (.@npc == 3 && .@pc == 1)) {
- mes "You Win";
- return 1;
- } else if (.@pc == .@npc) {
- mes "Draw";
- return 0;
- } else if ((.@npc == 1 && .@pc == 3) || (.@npc == 2 && .@pc == 1) || (.@npc == 3 && .@pc == 2)) {
- mes "You Lose";
- return -1;
- } else {
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
-}
-
-// -----------------------------------------------------------
-// Templates
-// -----------------------------------------------------------
-- script Sight#ko_trap -1,{
- callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4));
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- switch (atoi(substr(strnpcinfo(2),3,4))) {
- case 2: set .@id,0; break;
- case 7: set .@id,5; break;
- case 11: set .@id,9; break;
- case 23: set .@id,18; break;
- case 26: set .@id,20; break;
- case 30: set .@id,9; break;
- case 35: set .@id,29; break;
- }
- mes "This block has a trap.";
- mes "Press Close to go back to block " + .@id + ".";
- callfunc "F_KO_Survival_warp", .@id;
- end;
-}
-
-- script Sight#ko_trap2 -1,{
- callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4));
- end;
-OnTouch:
- set .@id, atoi(substr(strnpcinfo(2),3,4));
- switch (.@id) {
- case 10: set .@var$, "$20110808_vko01"; break;
- case 28: set .@var$, "$20110808_vko03"; break;
- //case 38: set .@var$, "$20110808_vko04"; break;
- }
- mes "There are tiny letters on the sign.";
- next;
- mes "If you don't want to be caught, install a trap.";
- next;
- if (getd(.@var$) == 0) {
- mes "There is currently no trap installed.";
- next;
- mes "Do you want to use 10 ^FD0260LP^000000 to install a trap?";
- next;
- if(select("Install a trap.", "Roll the Dice.") == 1) {
- if (job_kagero_lp > 9) {
- mes "< Used 10 LP >";
- set job_kagero_lp, job_kagero_lp - 10;
- setd .@var$,1;
- next;
- mes "The trap is installed. Please roll the dice.";
- next;
- } else {
- mes "< Did not use 10 LP >";
- mes "^FD0260LP^000000 insufficient! Please roll the dice.";
- next;
- }
- }
- } else {
- set job_kagero_lp,0;
- setd .@var$,0;
- mes "You are caught in the trap installed.";
- mes "Press Close to go back to block 0.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
- callfunc "F_KO_Survival_dice",.@id;
- end;
-}
-
-- script Sight#ko_heal -1,{
- callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4));
- end;
-OnTouch:
- set .@id, atoi(substr(strnpcinfo(2),3,4));
- mes "There are tiny letters on the sign.";
- next;
- mes "This block is blessed.";
- mes "Life Point recovers 7 ^FD0260LP^000000.";
- mes "Cannot exceed maximum 100 ^FD0260LP^000000.";
- next;
- mes "< Recovered " + ((job_kagero_lp + 7 > 100) ? "" : "7") + " LP >";
- next;
- set job_kagero_lp, ((job_kagero_lp + 7 > 100) ? 100 : job_kagero_lp + 7);
- callfunc "F_KO_Survival_dice",.@id;
- end;
-}
-
-- script Sight#ko_curse -1,{
- callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4));
- end;
-OnTouch:
- set .@id, atoi(substr(strnpcinfo(2),3,4));
- set .@playtime, questprogress(5141,PLAYTIME);
- if (!.@playtime) {
- mes "There are tiny letters on the sign.";
- next;
- mes "If you do not pay 5 ^FD0260LP^000000, you will be cursed and immobilized for 2 minutes.";
- next;
- if(select("Use 5 LP", "Do not pay.") == 1) {
- if (job_kagero_lp > 4) {
- set job_kagero_lp, job_kagero_lp - 5;
- mes "<Used 5 LP>";
- mes "You can roll the dice.";
- next;
- callfunc "F_KO_Survival_dice",.@id;
- end;
- } else {
- mes "< Did not use 5 LP >";
- mes "Could not withstand the curse.";
- next;
- }
- }
- setquest 5141;
- mes "You are cursed and cannot move to any other block for 2 minutes.";
- close;
- } else if (.@playtime == 1) {
- mes "You are cursed and cannot move to any other block for 2 minutes.";
- close;
- } else if (.@playtime == 2) {
- mes "The immobilize curse lasted for 2 minutes and then was removed.";
- next;
- erasequest 5141;
- callfunc "F_KO_Survival_dice",.@id;
- end;
- } else {
- erasequest 5141;
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
-}
-
-- script Sight#ko_gravity -1,{
- callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4));
- end;
-OnTouch:
- set .@id, atoi(substr(strnpcinfo(2),3,4));
- mes "There are tiny letters on the sign.";
- next;
- mes "Area cursed with 10 times the normal gravity. You will need 10 ^FD0260LP^000000 to roll the dice.";
- next;
- callfunc "F_KO_Survival_dice",.@id,10;
- end;
-}
-
-// -----------------------------------------------------------
-// Blocks (00-40)
-// -----------------------------------------------------------
-
-job_ko,57,16,4 script Sight#ko_00 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",0;
- end;
-OnTouch:
- if (job_kagero != 5) {
- mes "You should not be here.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- if (questprogress(5137) == 1 && questprogress(5140) == 0) {
- mes "There are tiny letters on the sign.";
- next;
- callsub L_Description;
- setquest 5140;
- set job_kagero_lp,100;
- mes "You've gained 100 Life Points (LP).";
- next;
- } else {
- if (questprogress(5141,PLAYTIME) > 0)
- erasequest 5141;
- set job_kagero_lp,100;
- mes "You've returned to the first block. Your LP is recovered.";
- next;
- callsub L_Description;
- }
- callfunc "F_KO_Survival_dice",0;
- end;
-
-L_Description:
- while (1) {
- if(select("Read the description.", "Start the test.") == 2)
- break;
- mes "The Test of Survival starts from here and you use ^FD0260100 Life Points (LP)^000000 and roll dice to advance forward through the test.";
- next;
- mes "The whole test starts from block 0 to block 40 and each block you get can either give or take your LP.";
- next;
- mes "You need to have some ^FD0260LP^000000 till you get to the arrival block at the end to pass the test.";
- next;
- mes "But! You still pass the test if your ^FD0260LP^000000 becomes 0 when you get to the arrival block.";
- next;
- mes "Game instructions end here. Good luck to you.";
- next;
- }
- return;
-}
-
-job_ko,49,16,4 script Sight#ko_01 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",1;
- end;
-OnTouch:
- set .@life_p, job_kagero_lp;
- mes "There are tiny letters on the sign.";
- next;
- mes "You are really bad at rolling dice. How can you get a 1 from the start? You can move to block 9 if you pay up 10 LP in this block.";
- next;
- if(select("Use 10 LP", "Roll the dice.") == 1) {
- if (job_kagero_lp > 9) {
- set .@reset_p, .@life_p - 10;
- set job_kagero_lp, .@reset_p;
- mes "< Used 10 LP >";
- mes "Press Close to move to block 9.";
- callfunc "F_KO_Survival_warp",9;
- end;
- } else {
- mes "< Did not use 10 LP >";
- mes "^FD0260LP^000000 insufficient!";
- next;
- }
- }
- mes "Roll the dice.";
- next;
- callfunc "F_KO_Survival_dice",1;
- end;
-}
-
-job_ko,41,16,4 duplicate(Sight#ko_trap) Sight#ko_02 4_BULLETIN_BOARD2,1,1
-
-job_ko,33,16,4 script Sight#ko_03 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",3;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Used 5 LP so you will have to resist the curse passed down through generations before moving forward.";
- next;
- select("Use 5 LP");
- if (job_kagero_lp > 4) {
- mes "< Used 5 LP >";
- set job_kagero_lp, job_kagero_lp - 5;
- callfunc "F_KO_Survival_dice",3;
- } else {
- mes "< Did not use 5 LP >";
- mes "^FD0260LP^000000 insufficient! Returning to start location.";
- callfunc "F_KO_Survival_warp",0;
- }
- end;
-}
-
-job_ko,25,16,4 script Sight#ko_04 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",4;
- end;
-OnTouch:
- mes "There are tiny letters scribbled on the sign.";
- next;
- if ($20110808_sko01$ != "") {
- mes "^0000FF" + $20110808_sko01$ +" was here.^000000";
- next;
- }
- mes "Should I leave my name since taking the test is a special occasion?";
- next;
- if(select("Use 5 LP and leave your name.", "Continue to roll the dice.") == 1) {
- if (job_kagero_lp > 4) {
- mes "< Used 5 LP >";
- set job_kagero_lp, job_kagero_lp - 5;
- next;
- set $20110808_sko01$, strcharinfo(0);
- mes strcharinfo(0)+" was here.";
- mes "You left your name.";
- next;
- } else {
- mes "< Did not use 5 LP >";
- mes "^FD0260LP^000000 insufficient! You can roll the dice.";
- next;
- }
- }
- callfunc "F_KO_Survival_dice",4;
- end;
-}
-
-job_ko,17,16,4 duplicate(Sight#ko_curse) Sight#ko_05 4_BULLETIN_BOARD2,1,1
-job_ko,17,24,4 duplicate(Sight#ko_heal) Sight#ko_06 4_BULLETIN_BOARD2,1,1
-job_ko,17,32,4 duplicate(Sight#ko_trap) Sight#ko_07 4_BULLETIN_BOARD2,1,1
-
-job_ko,17,40,4 script Sight#ko_08 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",8;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Rock-paper-scissors Machine:";
- mes "If you win, move to block 15.";
- mes "If it is a draw, roll the dice.";
- mes "If you lose, move to block 0.";
- next;
- switch (callfunc("F_KO_Survival_rps")) {
- case 1:
- mes "Press Close to move to block 15.";
- callfunc "F_KO_Survival_warp",15;
- end;
- case 0:
- mes "A tie, so roll the dice!";
- next;
- callfunc "F_KO_Survival_dice",8;
- end;
- case -1:
- mes "Press Close to move to block 0.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
-}
-
-job_ko,17,48,4 script Sight#ko_09 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",9;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Please proceed.";
- next;
- callfunc "F_KO_Survival_dice",9;
- end;
-}
-
-job_ko,17,56,4 duplicate(Sight#ko_trap2) Sight#ko_10 4_BULLETIN_BOARD2,1,1
-job_ko,22,60,4 duplicate(Sight#ko_trap) Sight#ko_11 4_BULLETIN_BOARD2,1,1
-
-job_ko,30,60,4 script Sight#ko_12 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",12;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Rock-paper-scissors Machine:";
- mes "If you win, move to block 20.";
- mes "If it is a draw, roll the dice.";
- mes "If you lose, move to block 9.";
- next;
- switch (callfunc("F_KO_Survival_rps")) {
- case 1:
- mes "Press Close to move to block 20.";
- callfunc "F_KO_Survival_warp",20;
- end;
- case 0:
- mes "A tie, so roll the dice!";
- next;
- callfunc "F_KO_Survival_dice",12;
- end;
- case -1:
- mes "Press Close to move to block 9.";
- callfunc "F_KO_Survival_warp",9;
- end;
- }
-}
-
-job_ko,38,60,4 duplicate(Sight#ko_heal) Sight#ko_13 4_BULLETIN_BOARD2,1,1
-job_ko,46,60,4 duplicate(Sight#ko_curse) Sight#ko_14 4_BULLETIN_BOARD2,1,1
-
-job_ko,54,60,4 script Sight#ko_15 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",15;
- end;
-OnTouch:
- set .@playtime, questprogress(5141,PLAYTIME);
- if (!.@playtime) {
- mes "There are tiny letters on the sign.";
- next;
- mes "You will be cursed by a powerful gravity curse that immobilizes you for 2 minutes.";
- setquest 5141;
- close;
- } else if (.@playtime == 1) {
- mes "You are cursed and cannot move to any other block for 2 minutes.";
- close;
- } else if (.@playtime == 2) {
- mes "The immobilize curse lasted for 2 minutes and then was removed.";
- next;
- erasequest 5141;
- callfunc "F_KO_Survival_dice",15;
- end;
- } else {
- erasequest 5141;
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
-}
-
-job_ko,62,60,4 script Sight#ko_16 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",16;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Consume 2 ^FD0260LP^000000 and roll the dice twice.";
- mes "If you get the same number then you can move to block 30, if the numbers are different, consume 2 LP to roll again... until you get the same numbers.";
- next;
- while (1) {
- callfunc "F_KO_Survival_dice2",16;
- if (@job_ko_dice1 == @job_ko_dice2) break;
- else {
- mes "Second dice result is " + @job_ko_dice2 + ", which is not the same number.";
- next;
- }
- }
- set @job_ko_dice1,0;
- set @job_ko_dice2,0;
- //mes "Second dice result is " + @job_ko_dice2 + ", which is the same number. Press Close to move block 30.";
- mes "You got the same number. Press Close to move block 30.";
- callfunc "F_KO_Survival_warp",30;
- end;
-}
-
-job_ko,62,51,4 duplicate(Sight#ko_gravity) Sight#ko_17 4_BULLETIN_BOARD2,1,1
-
-job_ko,62,43,4 script Sight#ko_18 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",18;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Consume 2 ^FD0260LP^000000 and roll the dice twice.";
- next;
- mes "If the sum of the numbers from both dice is lower than 5, move to block 30, if it higher than 5, move to block 19.";
- next;
- callfunc "F_KO_Survival_dice2",18;
- mes "Second dice result is " + @job_ko_dice2 + ".";
- next;
- set .@dice_sum, @job_ko_dice1 + @job_ko_dice2;
- mes @job_ko_dice1 + " + " + @job_ko_dice2 + " = " + .@dice_sum;
- set @job_ko_dice1,0;
- set @job_ko_dice2,0;
- if (.@dice_sum < 5) {
- mes "You total is lower than 5. Press Close to move to block 30.";
- callfunc "F_KO_Survival_warp",30;
- end;
- } else {
- mes "You total is larger than 5. Press Close to move to block 19.";
- callfunc "F_KO_Survival_warp",19;
- end;
- }
-}
-
-job_ko,62,35,4 script Sight#ko_19 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",19;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Move forward.";
- next;
- callfunc "F_KO_Survival_dice",19;
- end;
-}
-
-job_ko,62,27,4 duplicate(Sight#ko_heal) Sight#ko_20 4_BULLETIN_BOARD2,1,1
-job_ko,57,23,4 duplicate(Sight#ko_gravity) Sight#ko_21 4_BULLETIN_BOARD2,1,1
-
-job_ko,49,23,4 script Sight#ko_22 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",22;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Leave all your remaining ^FD0260LP^000000 and go back to block 0, then the next person will be redeemed.";
- next;
- if ($20110808_vko02 == 0) {
- mes "Do you want to leave your ^FD0260LP^000000?";
- mes "If you leave your ^FD0260LP^000000 then the next person for test that arrives at the block will automatically pass the test.";
- next;
- if(select("Leave all your LP.", "Continue to roll the dice.") == 1) {
- set job_kagero_lp,0;
- set $20110808_vko02,1;
- mes "Leave all remaining ^FD0260LP^000000 here. Press Close and go back to block 0.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
- } else if ($20110808_vko02 == 1) {
- set $20110808_vko02,0;
- mes "Someone before you sacrificed all their ^FD0260LP^000000, so press Close and go to the last block.";
- callfunc "F_KO_Survival_warp",40;
- end;
- } else {
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
- callfunc "F_KO_Survival_dice",22;
- end;
-}
-
-job_ko,41,23,4 duplicate(Sight#ko_trap) Sight#ko_23 4_BULLETIN_BOARD2,1,1
-
-job_ko,33,23,4 script Sight#ko_24 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",24;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Consume 2 ^FD0260LP^000000 and roll the dice twice.";
- next;
- mes "If the sum of the numbers from both dice is larger than 8, then you can move to any block between 25 to 30. But! If the sum is below 8, you must move back to block 19.";
- next;
- callfunc "F_KO_Survival_dice2",24;
- mes "Second dice result is " + @job_ko_dice2 + ".";
- next;
- set .@dice_sum, @job_ko_dice1 + @job_ko_dice2;
- if (.@dice_sum > 8) {
- mes @job_ko_dice1 + " + " + @job_ko_dice2 + " = " + .@dice_sum;
- set @job_ko_dice1,0;
- set @job_ko_dice2,0;
- mes "You total is larger than 8. Please choose a block to move between blocks 25 through 30.";
- callfunc "F_KO_Survival_warp", select("Move to block 25", "Move to block 26", "Move to block 27", "Move to block 28", "Move to block 29", "Move to block 30") + 24;
- end;
- } else {
- set @job_ko_dice1,0;
- set @job_ko_dice2,0;
- mes "You total is lower than 8. Press Close to move to block 19.";
- callfunc "F_KO_Survival_warp",19;
- end;
- }
-}
-
-job_ko,25,23,4 script Sight#ko_25 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",25;
- end;
-OnTouch:
- set .@playtime, questprogress(5141,PLAYTIME);
- if (!.@playtime) {
- mes "There are tiny letters on the sign.";
- next;
- mes "This is lame.";
- mes "Cannot read the writing. There should be a way to read it.";
- next;
- switch(select("Try something.", "Do nothing.")) {
- case 1:
- specialeffect2 EF_TALK_FROSTJOKE;
- mes "Tried a recent Prontera joke to do something.";
- next;
- setquest 5141;
- mes "Got cursed and became immobilized for 2 minutes.";
- close;
- case 2:
- if (rand(1,10) == 4) {
- mes "Its a wise decision to do nothing.";
- next;
- } else {
- mes "Nothing happened. Still need to do something.";
- close;
- }
- break;
- }
- } else if (.@playtime == 1) {
- mes "Cannot move because you are cursed.";
- close;
- } else if (.@playtime == 2) {
- mes "The immobilize curse lasted for 2 minutes and then was removed.";
- next;
- erasequest 5141;
- } else {
- erasequest 5141;
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
- callfunc "F_KO_Survival_dice",25;
- end;
-}
-
-job_ko,25,32,4 duplicate(Sight#ko_trap) Sight#ko_26 4_BULLETIN_BOARD2,1,1
-job_ko,25,40,4 duplicate(Sight#ko_heal) Sight#ko_27 4_BULLETIN_BOARD2,1,1
-job_ko,25,48,4 duplicate(Sight#ko_trap2) Sight#ko_28 4_BULLETIN_BOARD2,1,1
-
-job_ko,30,52,4 script Sight#ko_29 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",29;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Go forth.";
- next;
- callfunc "F_KO_Survival_dice",29;
- end;
-}
-
-job_ko,38,52,4 duplicate(Sight#ko_trap) Sight#ko_30 4_BULLETIN_BOARD2,1,1
-job_ko,46,52,4 duplicate(Sight#ko_curse) Sight#ko_31 4_BULLETIN_BOARD2,1,1
-
-job_ko,54,52,4 script Sight#ko_32 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",32;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Rock-paper-scissors Machine:";
- mes "If you win, you get to move to any block between 33 to 38; if you lose or is a draw, you have to move to block 0.";
- next;
- switch (callfunc("F_KO_Survival_rps")) {
- case 1:
- mes "Please choose a block to move between blocks 33 through 38.";
- next;
- callfunc "F_KO_Survival_warp", select("Move to block 33", "Move to block 34", "Move to block 35", "Move to block 36", "Move to block 37", "Move to block 38") + 32;
- end;
- case 0:
- case -1:
- mes "Press Close to move to block 0.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
-}
-
-job_ko,54,43,4 script Sight#ko_33 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",33;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "You can move to block 39 if you pay all points except for the last 1 ^FD0260LP^000000 to roll the dice one last time.";
- next;
- switch(select("Pay LP.", "Move forward a little bit at a time.")) {
- case 1:
- set .@sell_p, job_kagero_lp - 1;
- set job_kagero_lp,1;
- mes "< Used " + .@sell_p + " LP >";
- next;
- mes "Press Close to move to block 39.";
- callfunc "F_KO_Survival_warp",39;
- end;
- case 2:
- mes "Please roll the dice.";
- next;
- break;
- }
- callfunc "F_KO_Survival_dice",33;
- end;
-}
-
-job_ko,54,35,4 duplicate(Sight#ko_heal) Sight#ko_34 4_BULLETIN_BOARD2,1,1
-job_ko,49,31,4 duplicate(Sight#ko_trap) Sight#ko_35 4_BULLETIN_BOARD2,1,1
-
-job_ko,41,31,4 script Sight#ko_36 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",36;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "There are only 4 blocks left till the last block.";
- next;
- mes "Rule 1 (Normal Dice Roll)";
- mes "You get to pass if you get 4 or above but nobody knows what will come from a dice roll.";
- next;
- mes "Rule 2";
- mes "If you get 1, 2, or 3 you move right to the arrival point; if you get 4, 5, or 6 you get to choose to move to block 29.";
- next;
- switch(select("Try it the other way.", "Go by the rules.")) {
- case 1:
- //mes "The Other Way (2nd Rule)";
- set .@dodoripo,0;
- break;
- case 2:
- set .@dodoripo,1;
- break;
- }
- set .@dice, callfunc("F_KO_Survival_dice",36,1,1);
- if (.@dodoripo == 0) {
- if (.@dice <= 3) {
- mes "Press Close to move to the end.";
- callfunc "F_KO_Survival_warp",40;
- end;
- } else {
- mes "Press Close to move to block 29.";
- callfunc "F_KO_Survival_warp",29;
- end;
- }
- } else {
- mes "Press Close to move to forward " + .@dice + " blocks.";
- callfunc "F_KO_Survival_warp", ((.@dice <= 3) ? .@dice + 36 : 40);
- end;
- }
-}
-
-job_ko,33,31,4 script Sight#ko_37 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",37;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "There are only 3 blocks left to the finish line but you can't you go so easily.";
- next;
- mes "If you get 1, 3, or 5, move to the arrival point; if you get 2, 4, or 6, go back to the starting point.";
- next;
- set .@dice, callfunc("F_KO_Survival_dice",37,1,1);
- if (.@dice % 2) {
- mes "Press Close to move to the last block.";
- callfunc "F_KO_Survival_warp",40;
- end;
- } else {
- mes "Press Close to move to the starting point.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
-}
-
-job_ko,33,40,4 script Sight#ko_38 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",38;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Leave 1 LP and invest the remaining LP to install the trap to bring down other players!";
- next;
- if ($20110808_vko04 == 0) {
- mes "There is currently no trap installed. Do you want to install a trap?";
- next;
- switch(select("Install a trap.", "Do not install.")) {
- case 1:
- set .@reset_p, job_kagero_lp - 1;
- set job_kagero_lp,1;
- set $20110808_vko04,1;
- mes "< Used " + .@reset_p + " LP >";
- next;
- mes "The trap is installed. Please roll the dice.";
- next;
- break;
- case 2:
- mes "Did not set a trap. Please roll the dice.";
- next;
- break;
- }
- } else {
- set $20110808_vko04,0;
- set job_kagero_lp,0;
- mes "You are caught in the trap installed. Press Close to go back to block 0.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
- set .@dice, callfunc("F_KO_Survival_dice",38,1,1);
- mes "Press Close to move forward " + .@dice + " blocks.";
- callfunc "F_KO_Survival_warp", ((.@dice == 1) ? .@dice + 38 : 40);
- end;
-}
-
-job_ko,38,44,4 script Sight#ko_39 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",39;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Now there is only 1 block left till the end. Congratulations on all you've been through to get here.";
- next;
- mes "But you cannot go so easily. If you get a 3, you will go back to block 3.";
- next;
- set .@dice, callfunc("F_KO_Survival_dice",39,1,1);
- if (.@dice == 3) {
- mes "Press Close to move to the 3rd block.";
- callfunc "F_KO_Survival_warp",3;
- end;
- } else {
- mes "Press Close to move to the arrival point.";
- callfunc "F_KO_Survival_warp",40;
- end;
- }
-}
-
-job_ko,46,41,4 script Sight#ko_40 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",40;
- end;
-OnTouch:
- if (job_kagero != 5) {
- mes "You should not be here.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- if (questprogress(5137) != 1 || questprogress(5140) != 1) {
- mes "You must be here by mistake.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- mes "There are tiny letters on the sign.";
- next;
- mes "To those you are preparing for a new turn...";
- mes "Well begun is half done. However always remember it is not the end.";
- next;
- completequest 5137;
- erasequest 5140;
- if (questprogress(5141)) erasequest 5141;
- set job_kagero_lp,0;
- mes "Let's read all the writing on the sign.";
- mes "You feel like you are moved to another place.";
- close2;
- warp "job_ko",35,113;
- end;
-}
-
-// Test of Weaponry
-//============================================================
-job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{
- if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
- mes "[Red Leopard Joe]";
- mes "Go reduce your weight! This test will be too difficult otherwise...";
- close;
- }
- if (BaseJob != Job_Ninja) {
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- set job_kagero,0;
- mes "[Red Leopard Joe]";
- mes "Sorry, your family is not the same as ours, is there something wrong?";
- close2;
- warp "amatsu",147,136;
- end;
- }
- if (job_kagero != 5) {
- mes "[Red Leopard Joe]";
- mes "You are not supposed to be here...";
- mes "It's my duty to get rid of you,";
- mes "so I'll send you back now!";
- close2;
- warp "amatsu",147,136;
- end;
- }
- set .@ko_test_03_1, questprogress(5138);
- set .@ko_test_03_2, questprogress(5142);
- set .@ko_test_03_3, questprogress(5143);
- set .@ko_test_03_4, questprogress(5144);
- set .@ko_test_03_5, questprogress(5145);
- if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 0 && .@ko_test_03_3 == 0 && .@ko_test_03_4 == 0 && .@ko_test_03_5 == 0) {
- mes "[Red Leopard Joe]";
- mes "It's been a while!";
- next;
- select("Long time indeed, Joe.");
- mes "[Red Leopard Joe]";
- mes "You aren't surprised I'm here. Did you meet ^0237FDCougar^000000 before coming here?";
- next;
- mes "[Red Leopard Joe]";
- mes "Don't like it that I'm not the first one you visited but that is not important.";
- next;
- mes "[Red Leopard Joe]";
- mes "Alright, " + strcharinfo(0) + "!";
- mes "Welcome to the workshop where weapons are created for the family.";
- next;
- mes "[Red Leopard Joe]";
- mes "Our family has been creating and using unique weapons to serve our secret missions since ancient times.";
- next;
- select("Really? At Einbroch?");
- mes "[Red Leopard Joe]";
- mes "Hmm? You are not as slow as I thought you were!";
- next;
- mes "[Red Leopard Joe]";
- mes "Yes. Einbroch is known as an industrial city, the city of great blacksmiths create new technology.";
- next;
- mes "[Red Leopard Joe]";
- mes "My mission is to analyze their technology and report back to the family.";
- next;
- mes "[Red Leopard Joe]";
- mes "I spoke more than I intended to.";
- next;
- mes "[Red Leopard Joe]";
- mes "Did you bring enough ^6848B7Iron Ore, Iron, Steel, Phracon, Emveretaron, Rough Oridecon, and Rough Elunium^000000?";
- next;
- mes "[Red Leopard Joe]";
- mes "Let's now create a new prototype weapon.";
- next;
- specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01";
- mes "[Red Leopard Joe]";
- mes "Feel free to use tools from here, and...";
- next;
- specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02";
- mes "[Red Leopard Joe]";
- mes "...there...";
- next;
- specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_03";
- setquest 5142;
- mes "[Red Leopard Joe]";
- mes "...and everywhere else. Now let's begin!!";
- close;
- } else if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 1 && .@ko_test_03_3 == 0 && .@ko_test_03_4 == 0 && .@ko_test_03_5 == 0) {
- callsub L_Weapon,":";
- end;
- } else if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 0 && (.@ko_test_03_3 == 1 || .@ko_test_03_4 == 1) && .@ko_test_03_5 == 0) {
- callsub L_Weapon,":Yes, I'm done.";
- if (countitem("Ninja_Cutter")) {
- mes "[Red Leopard Joe]";
- mes "Hmm... Interesting... Is it a dagger in a shape of a Kunai?";
- next;
- mes "[Red Leopard Joe]";
- } else if (countitem("Huuma_Job_Test")) {
- mes "[Red Leopard Joe]";
- mes "Hmm... Is this an Ordinary Huuma?";
- next;
- mes "[Red Leopard Joe]";
- mes "Ahh, Its not an Ordinary Huuma.";
- } else {
- mes "[Red Leopard Joe]";
- mes "Ahh, how is it possible? You don't have weapons? Maybe you equipped it?";
- close;
- }
- mes "Very creative. I do see room for improvement but the weapon itself may come out useful after smoothing it out a bit.";
- next;
- mes "[Red Leopard Joe]";
- mes "Good. I think you are ready.";
- next;
- mes "[Red Leopard Joe]";
- mes "Now it's time to upgrade?";
- mes "There are refinement tools on both sides of me. Use those to refine a weapon and come back.";
- next;
- mes "[Red Leopard Joe]";
- mes "I created the refinement tools myself with great effort so you won't have any trouble using them.";
- next;
- setquest 5145;
- mes "[Red Leopard Joe]";
- mes "Ah... But just in case,";
- mes "^FF0000be careful not to cause trouble by showing these to blacksmiths outside of here.^000000";
- close;
- } else if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 0 && (.@ko_test_03_3 == 1 || .@ko_test_03_4 == 1) && .@ko_test_03_5 == 1) {
- disable_items;
- mes "[Red Leopard Joe]";
- mes "Did you get a successful result?";
- next;
- switch(select("Not yet.", "Here it is.", "Actually...")) {
- case 1:
- mes "[Red Leopard Joe]";
- mes "It isn't easy to get a satisfactory result at first.";
- close;
- case 2:
- break;
- case 3:
- mes "[Red Leopard Joe]";
- mes "You've lost the weapon even with my warning.";
- next;
- mes "[Red Leopard Joe]";
- mes "Nothing else we can do. Wait!";
- next;
- mes "Red Leopard Joe mumbles something and suddenly all weapons are unequipped.";
- next;
- nude;
- if (countitem("Ninja_Cutter") || countitem("Huuma_Job_Test")) {
- mes "[Red Leopard Joe]";
- mes "What is this? You still have the prototype. Stop playing around.";
- close;
- }
- mes "[Red Leopard Joe]";
- mes "Oh! You really lost it.";
- next;
- setquest 5142;
- if (questprogress(5143)) erasequest 5143;
- if (questprogress(5144)) erasequest 5144;
- erasequest 5145;
- mes "[Red Leopard Joe]";
- mes "Well! Lets try to make it again!";
- close;
- }
- mes "[Red Leopard Joe]";
- mes "Looks like you've got some results.";
- next;
- set .@part, EQI_HAND_R;
- if (!getequipisequiped(.@part)) {
- mes "[Red Leopard Joe]";
- mes "Ahh! You have not equipped any weapons!";
- close;
- } else {
- set .@equip_id, getequipid(.@part);
- if (.@equip_id == 13074 || .@equip_id == 13312) {
- mes "[Red Leopard Joe]";
- mes "Is that weapon yours? Let me have a look.";
- next;
- } else {
- mes "[Red Leopard Joe]";
- mes "Are you certain it's that weapon?";
- next;
- mes "[Red Leopard Joe]";
- mes "You plan to trick me with that? Again!!";
- close;
- }
- }
- mes "Joe took a thorough look at the seal.";
- next;
- set .@equip_refine, getequiprefinerycnt(.@part);
- if (.@equip_refine < 7) {
- mes "[Red Leopard Joe]";
- mes "Are you that low?";
- mes "I must have misjudged you. You might have been satisfied yourself but I'm not. Do it again!!";
- close;
- } else if (.@equip_refine > 6 && .@equip_refine < 9) {
- mes "[Red Leopard Joe]";
- mes "Hmm... Is this your limit?";
- mes "You've just made it that close to passing. I will ask one more time, are you satisfied?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Red Leopard Joe]";
- mes "You're still here. Why?";
- close;
- }
- mes "[Red Leopard Joe]";
- mes "Your competence is enough.";
- next;
- } else if (.@equip_refine > 8 && .@equip_refine < 13) {
- mes "[Red Leopard Joe]";
- mes "Ah, as I expected.";
- mes "I still believe that you will not stop here.";
- next;
- if(select("I want to stop.", "I want to continue.") == 2) {
- mes "[Red Leopard Joe]";
- mes "I will look forward for your result.";
- close;
- }
- mes "[Red Leopard Joe]";
- mes "Your competence is enough.";
- next;
- } else {
- mes "[Red Leopard Joe]";
- mes "Better than expected.";
- next;
- mes "[Red Leopard Joe]";
- mes "For beginners, quite good. This test may not be significant to you, but your competence is enough.";
- next;
- }
- mes "[Red Leopard Joe]";
- mes "I can feel it.";
- mes "I will take this weapon to give it some finishing touches.";
- next;
- delequip .@part;
- erasequest 5145;
- completequest 5138;
- if (questprogress(5143) == 1) completequest 5143;
- if (questprogress(5144) == 1) completequest 5144;
- mes "[Red Leopard Joe]";
- mes "'" + strcharinfo(0) + "'";
- mes "Passed the weapon test!!";
- close2;
- enable_items;
- end;
- } else if (.@ko_test_03_1 == 2 && .@ko_test_03_2 == 0 && (.@ko_test_03_3 == 2 || .@ko_test_03_4 == 2) && .@ko_test_03_5 == 0) {
- mes "[Red Leopard Joe]";
- mes "Oh, I almost forgot.";
- mes "Go report the test results to Gion!";
- close2;
- warp "job_ko",26,104;
- end;
- } else {
- mes "[Red Leopard Joe]";
- mes "You should not have come here...";
- mes "It's my duty to get rid of you.";
- mes "This will push you back!";
- close2;
- warp "amatsu",147,136;
- end;
- }
- end;
-
-L_Weapon:
- mes "[Red Leopard Joe]";
- mes "Are you done making the prototype of the new weapons?";
- next;
- switch(select("Crafting tools?", "I don't have enough materials.", "How do you expect me to make a weapon?" + getarg(0))) {
- case 1:
- specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01";
- mes "[Red Leopard Joe]";
- mes "Feel free to use tools from here, and...";
- next;
- specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02";
- mes "[Red Leopard Joe]";
- mes "...there...";
- next;
- specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_03";
- mes "[Red Leopard Joe]";
- mes "...and everywhere else.";
- close;
- case 2:
- mes "[Red Leopard Joe]";
- mes "You haven't brought enough materials?";
- next;
- specialeffect EF_GUIDEDATTACK,AREA,"Drawer#ko";
- mes "[Red Leopard Joe]";
- mes "Then we'll have to pay a visit to the village. Try the ^FF0000drawer^000000 over there. It'll take you to the village.";
- close;
- case 3:
- mes "[Red Leopard Joe]";
- mes "Hmm... Guess I expected too much? Let me explain.";
- next;
- mes "[Red Leopard Joe]";
- mes "You first have to melt the ore to use for the weapon. And the best way to get high purity metal is to melt materials that are of the same kind.";
- next;
- mes "[Red Leopard Joe]";
- mes "For example, Iron Ore, Iron, and Steel are of similar property so you can get a high purity metal out of them.";
- next;
- mes "[Red Leopard Joe]";
- mes "Once you've melted a high purity metal, pour it in a mold to get the shape of the weapon and then make it firm through grinding and tempering.";
- next;
- mes "[Red Leopard Joe]";
- mes "By the way, you will get the best results by thoroughly rotating, grinding and tempering.";
- next;
- mes "[Red Leopard Joe]";
- mes "I think this is enough to get you started, don't you think? Now go and work on that prototype!!";
- close;
- case 4:
- return;
- }
-}
-
-job_ko,117,128,0 script Drawer#ko CLEAR_NPC,{
- mes "There is some kind of device on the drawer.";
- next;
- if(select("Stop.", "Try to operate it.") == 2) {
- mes "Clank clunk clink";
- close2;
- warp "amatsu",147,136;
- end;
- }
- close;
-}
-
-job_ko,131,124,0 script Crafting Tools#ko_01 CLEAR_NPC,{
- if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
- mes "Too heavy! Please reduce your weight.";
- close;
- }
- if (questprogress(5138) == 1 && questprogress(5142) == 1 && questprogress(5143) == 0 && questprogress(5144) == 0 && questprogress(5145) == 0) {
- // fall through
- } else {
- mes "A crafting tool.";
- mes "Don't really need it now.";
- close;
- }
- mes "Tool to create weapons.";
- next;
-
- // Part 1: Melting Metal
- // Input similar materials to proceed to next step.
- mes "First need to melt metals like iron and iron ore to use to create a weapon.";
- next;
- callsub L_CheckMaterials;
- while(1) {
- switch(select("Melt Iron Ore.", "Melt Iron.", "Melt Steel.", "Melt Phracon.", "Melt Emveretarcon.", "Melt Rough Oridecon.", "Melt Rough Elunium.", "Stop.")) {
- case 1: set .@item,1002; set .@val1,1; break; //Iron_Ore
- case 2: set .@item, 998; set .@val1,2; break; //Iron
- case 3: set .@item, 999; set .@val1,3; break; //Steel
- case 4: set .@item,1010; set .@val2,1; break; //Phracon
- case 5: set .@item,1011; set .@val2,2; break; //Emveretarcon
- case 6: set .@item, 756; set .@val2,3; break; //Oridecon_Stone
- case 7: set .@item, 757; set .@val3,5; break; //Elunium_Stone
- case 8: close;
- }
- if (countitem(.@item)) {
- delitem .@item,1;
- if (.@val1) { //Iron Ore, Iron, Steel
- set .@ston_t01, .@ston_t01 + .@val1;
- if (.@ston_t02 > 0)
- set .@ston_t02, .@ston_t02 - .@val1;
- } else if (.@val2) { //Phracon, Emveretarcon, Rough Oridecon
- set .@ston_t02, .@ston_t02 + .@val2;
- if (.@ston_t01 > 0)
- set .@ston_t01, .@ston_t01 - .@val2;
- } else if (.@val3) { //Rouch Elunium
- if (.@ston_t01 > 0)
- set .@ston_t01, .@ston_t01 - .@val3;
- if (.@ston_t02 > 0)
- set .@ston_t02, .@ston_t02 - .@val3;
- }
- specialeffect EF_DEMONSTRATION;
- mes "Melted " + getitemname(.@item) + " in high temperature.";
- next;
- if (.@ston_t01 > 49 || .@ston_t02 > 49)
- break;
- } else {
- mes "Don't have " + getitemname(.@item) + ".";
- next;
- }
- callsub L_CheckMaterials;
- mes "Which metal will be melted next?";
- next;
- }
- set .@boll_01, ((.@ston_t01 > 49) ? .@ston_t01 : .@ston_t02);
-
- // Part 2: Forging
- // Grind and temper a weapon.
- mes "Now the metal is melted to use for creating weapons.";
- next;
- mes "Next is to make the melted metal firm by pouring it into a mold. Which mold shape will you use?";
- next;
- switch(select("Dagger Mold", "Shuriken Mold")) {
- case 1:
- set .@weapon_who,0;
- mes "Poured the melted metal into the dagger mold.";
- break;
- case 2:
- set .@weapon_who,1;
- mes "Poured the melted metal into the shuriken mold.";
- break;
- }
- next;
- progressbar "ffff00",3;
- mes "Looks like the metal is taking shape. Now what next?";
- next;
- set @job_ko_forge,0;
- set @job_ko_lastaction,0;
- callsub L_ForgeWeapon,":";
- while(1) {
- mes "Now what next?";
- next;
- if (callsub(L_ForgeWeapon,":Final Touches") == 0)
- break;
- }
- set .@boll_02, @job_ko_forge;
- set @job_ko_forge,0;
- set @job_ko_lastaction,0;
-
- // Part 3: Create the Weapon
- // Success rate based on previous two parts.
- set .@boll_00, .@boll_01 + .@boll_02;
- mes "Start to sharpen the tool using a whetstone for finishing touches.";
- next;
- progressbar "ffff00",3;
- set .@success_pp, rand(1,100);
- if (.@boll_00 < 100) {
- if (.@success_pp == 77) set .@success,1;
- } else {
- if (.@success_pp != 44) set .@success,1;
- }
- if (.@success) {
- specialeffect2 EF_PERFECTION;
- erasequest 5142;
- if (.@weapon_who == 0) {
- setquest 5143;
- getitem "Ninja_Cutter", 1;
- } else {
- setquest 5144;
- getitem "Huuma_Job_Test", 1;
- }
- mes "The weapon was created successfully.";
- next;
- mes "Let's take it to Red Leopard Joe.";
- close;
- } else {
- specialeffect2 EF_SUI_EXPLOSION;
- mes "The weapon was destroyed while doing the finishing touches to it.";
- next;
- mes "There must have been something missed while creating the weapon. Very sad this happened but you'll have to start all over again.";
- close;
- }
- end;
-
-L_CheckMaterials:
- if (!countitem("Iron_Ore") && !countitem("Iron") && !countitem("Steel") && !countitem("Phracon") && !countitem("Emveretarcon") && !countitem("Oridecon_Stone") && !countitem("Elunium_Stone")) {
- mes "But you do not have any more metal to melt. Let's try again after getting more metal.";
- close;
- }
- return;
-
-L_ForgeWeapon:
- set .@i, select("Grind the weapon", "Temper the weapon" + getarg(0));
- switch (.@i) {
- case 1:
- specialeffect2 EF_DETOXICATION;
- mes "Ground the weapon.";
- break;
- case 2:
- specialeffect2 EF_REPAIRWEAPON;
- mes "Tempered the weapon.";
- break;
- case 3:
- return 0;
- }
- next;
- if (@job_ko_lastaction == .@i)
- set @job_ko_forge, @job_ko_forge + 1;
- else
- set @job_ko_forge, @job_ko_forge + 2;
- set @job_ko_lastaction, .@i;
- return 1;
-}
-job_ko,129,129,0 duplicate(Crafting Tools#ko_01) Crafting Tools#ko_02 CLEAR_NPC
-job_ko,116,124,0 duplicate(Crafting Tools#ko_01) Crafting Tools#ko_03 CLEAR_NPC
-
-job_ko,121,121,0 script Refinement Tools#ko_01 CLEAR_NPC,{
- if (questprogress(5138) == 1 && questprogress(5142) == 0 && (questprogress(5143) == 1 || questprogress(5144) == 1) && questprogress(5145) == 1) {
- disable_items;
- } else {
- mes "This tool helps you refine your weapons automatically. However, you won't need this just now.";
- close;
- }
- mes "You turn on the refinement tool.";
- mes "The equipment starts up with a pleasant vibration.";
- next;
- mes "Looks like you can use the tool right away for refinement because it holds a good deal of Elunium and Oridecon within it.";
- next;
- if(select("Start refining.", "Do not start refining.") == 2) {
- mes "You turned off the tool.";
- close;
- }
- set .@part, EQI_HAND_R;
- if (!getequipisequiped(.@part)) {
- mes "Bzzzt";
- mes "A warning beep comes from the tool.";
- next;
- mes "[Red Leopard Joe]";
- mes "This equipment does not work without an equipped item to refine.";
- close;
- } else {
- set .@equip_id, getequipid(.@part);
- if (.@equip_id == 13074 || .@equip_id == 13312) {
- mes "Analyzing the weapon.";
- next;
- } else {
- mes "[Red Leopard Joe]";
- mes "Wait... this weapon is not a customized one.";
- next;
- mes "[Red Leopard Joe]";
- mes "Why don't you refine this with those hot-headed blacksmiths out there?";
- close;
- }
- }
- if (!getequipisenableref(.@part)) {
- mes "Bzzzt";
- mes "A warning beep comes from the tool.";
- next;
- mes "[Red Leopard Joe]";
- mes "That weapon cannot be refined. Where did you get it?";
- close;
- }
- set .@equip_refine, getequiprefinerycnt(.@part);
- if (.@equip_refine >= 20) {
- mes "Bzzzt";
- mes "A warning beep comes from the tool.";
- next;
- mes "[Red Leopard Joe]";
- mes "This equipment is perfectly refined. Keep it for yourself!";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "This is very well refined equipment. Do you want to continue? Refine skill decreases by 1 if refinement fails.";
- next;
- if(select("Continue.", "Stop.") == 2) {
- mes "You turned off the tool.";
- close;
- }
- } else {
- mes "Starting to refine.";
- next;
- }
- progressbar "ffff00",1;
- set .@rand, rand(1,100);
- if (.@equip_refine < 5) { // 0>5 100%
- set .@wlevel_up,1;
- } else if (.@equip_refine == 5) { // 5>6 40%
- if (.@rand < 41) set .@wlevel_up,1;
- } else if (.@equip_refine == 6) { // 6>7 30%
- if (.@rand < 31) set .@wlevel_up,1;
- } else if (.@equip_refine == 7) { // 7>8 20%
- if (.@rand < 21) set .@wlevel_up,1;
- } else if (.@equip_refine == 8) { // 8>9 10%
- if (.@rand < 11) set .@wlevel_up,1;
- } else if (.@equip_refine == 9) { // 9>10 5%
- if (.@rand < 6) set .@wlevel_up,1;
- } else { // 10>20 2%
- if (.@rand < 3) set .@wlevel_up,1;
- }
- if (.@wlevel_up) {
- successrefitem .@part;
- mes "Succeeded in refining.";
- mes "Turned off the refining tool.";
- close;
- } else {
- downrefitem .@part;
- mes "Failed in refining.";
- mes "Your weapon refinement skill dropped by 1.";
- mes "Turned off the refining tool.";
- close;
- }
- end;
-}
-job_ko,127,121,0 duplicate(Refinement Tools#ko_01) Refinement Tools#ko_02 CLEAR_NPC
-
-// Test of Battle
-//============================================================
-job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{
- if (MaxWeight - Weight < 2000 || checkweight("Knife",1) == 0) {
- mes "[Guide Gion]";
- mes "You don't need so many things now!";
- close;
- }
- if (job_kagero == 7) {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "Looks like you haven't taken care of the target yet.";
- next;
- mes "[Guide Gion]";
- mes "I'll tell you once more. The target is the ^FF0000Family Secret^000000.";
- next;
- mes "[Guide Gion]";
- mes "Of course the path will be difficult, so continue searching!";
- close2;
- cutin "",255;
- end;
- } else if (job_kagero == 8) {
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Looks like you've taken care of the target. Hmm.";
- next;
- if (checkmount()) {
- mes "[Guide Gion]";
- mes "But please get down from your frog. Otherwise I can't continue!";
- close2;
- cutin "",255;
- end;
- }
- if (BaseLevel < 99 || JobLevel < 70) {
- mes "[Guide Gion]";
- mes "How did you get weaker? Come back once you've regained your previous levels.";
- close2;
- cutin "",255;
- end;
- }
- if (SkillPoint != 0) {
- mes "[Guide Gion]";
- mes "Please come back after using all your Skill Points.";
- close2;
- cutin "",255;
- end;
- }
- mapannounce "job_ko","[Gion] Interrupting the Test of Battle.",bc_map;
- cutin "job_ko04",2;
- mes "[Guide Gion]";
- mes "The Test of Battle will be put off for a while. Don't worry because this does not have affect to other tests.";
- next;
- mapannounce "job_ko","[Gion] My Friend " + strcharinfo(0) + " made it to " + ((Sex)?"Kagerou":"Oboro") + " Path. Congratulations!!",bc_map;
- mes "[Guide Gion]";
- mes "My friend " + strcharinfo(0) + " made it to " + ((Sex)?"Kagerou":"Oboro") + " Path. Congratulations!!";
- next;
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "It is pleasant to meet a youth that is walking through a new path.";
- next;
- mes "[Someone's Voice]";
- mes "Wait for a while, Gion.";
- next;
- donpcevent "Cougar#ko2::OnEnable";
- donpcevent "Red Leopard Joe#ko2::OnEnable";
- cutin "job_ko04",2;
- mes "[Guide Gion]";
- mes "I'm sorry I almost forgot about you two. Do you have anything to share with " + strcharinfo(0) + "?";
- next;
- cutin "",255;
- mes "[Cougar]";
- mes "Hmm... Embarrassing... to speak so suddenly...";
- next;
- mes "[Cougar]";
- mes strcharinfo(0) + ", you are now a proud member of our family. Always hold your head high and...";
- next;
- mes "[Cougar]";
- mes "^777777(Gai's voice fades out.)^000000.";
- mes "I'm sorry I strangled you when we first met.";
- next;
- donpcevent "Cougar#ko2::OnDisable";
- mes "[Red Leopard Joe]";
- mes "Puhahaha! Gai is all talk. I know I was know valuable to you than that Gai.";
- next;
- if (questprogress(5143) == 2) {
- set .@item,13075; //Kurenai
- set .@weapon$,"dagger";
- } else {
- set .@item,13311; //Huuma_Shadow
- set .@weapon$,"shuriken";
- }
- mes "[Red Leopard Joe]";
- mes "I did some work on the prototype " + .@weapon$ + " you made.";
- next;
- mes "[Red Leopard Joe]";
- mes getitemname(.@item) + " now shines beautifully with a scarlet glow after I did the finishing touches.";
- next;
- mes "[Red Leopard Joe]";
- mes "I named your weapons on my own but I know you'll like the name.";
- next;
- mes "[Red Leopard Joe]";
- mes "Guide Gion, please continue.";
- next;
- cutin "job_ko01",2;
- donpcevent "Red Leopard Joe#ko2::OnDisable";
- mes "[Guide Gion]";
- mes "I don't have much to add because Gai and Joe said it all.";
- next;
- mes "[Guide Gion]";
- mes "I'm just sorry that the environment of all these tests could have been better for our later generation.";
- next;
- mes "[Guide Gion]";
- mes "You only need to look forward and never turn back.";
- next;
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- set job_kagero,9;
- getnameditem .@item,strcharinfo(0);
- jobchange (Sex)?Job_Kagerou:Job_Oboro;
- donpcevent "Summon Target#ko::OnEnable";
- mes "[Guide Gion]";
- mes "I hope the blessings of Kagerou, dancing sun and Oboro, misty moonlight will be with you on your journey ahead.";
- close2;
- warp "que_ng",21,71;
- end;
- } else if (job_kagero == 9) {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "I hope the blessings of Kagerou, dancing sun and Oboro, misty moonlight will be with you on your journey ahead.";
- close2;
- warp "que_ng",21,71;
- end;
- } else {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "You should not be here. Please leave!";
- close2;
- warp "amatsu",147,136;
- end;
- }
-}
-
-job_ko,151,47,4 script Cougar#ko2 4_M_JOB_ASSASSIN,{
- mes "[Cougar]";
- mes "Congratulation for choosing the road of development!";
- close;
-OnInit:
-OnDisable:
- disablenpc "Cougar#ko2";
- end;
-OnEnable:
- enablenpc "Cougar#ko2";
- end;
-}
-
-job_ko,145,47,6 script Red Leopard Joe#ko2 4_M_JOB_ASSASSIN,{
- mes "[Red Leopard Joe]";
- mes "You have not found the target? Continue searching it.";
- close;
-OnInit:
-OnDisable:
- disablenpc "Red Leopard Joe#ko2";
- end;
-OnEnable:
- enablenpc "Red Leopard Joe#ko2";
- end;
-}
-
-job_ko,1,1,4 script Summon Target#ko CLEAR_NPC,{
- end;
-OnInit:
-OnTimer180000:
- donpcevent "Summon Target#ko::OnEnable";
- end;
-OnEnable:
- stopnpctimer;
- switch (rand(1,7)) {
- case 1: set .@mob,1002; break;
- case 2: set .@mob,1031; break;
- case 3: set .@mob,1113; break;
- case 4: set .@mob,1063; break;
- case 5: set .@mob,1010; break;
- case 6: set .@mob,1049; break;
- case 7: set .@mob,1050; break;
- }
- areamonster "job_ko",120,30,160,70,"Family Secret",.@mob,1,"Summon Target#ko::OnMyMobDead";
- end;
-OnDisable:
- initnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job_ko","Summon Target#ko::OnMyMobDead") < 1) {
- if (job_kagero == 7) {
- donpcevent "Summon Target#ko::OnDisable";
- set job_kagero,8;
- } else
- donpcevent "Summon Target#ko::OnEnable";
- }
- end;
-}
-
-job_ko,1,2,4 script Summon Fake#ko CLEAR_NPC,{
- end;
-OnInit:
- donpcevent "Summon Fake#ko::OnEnable";
- end;
-OnEnable:
- areamonster "job_ko",120,30,160,70,"Family's Legacy",1002,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Memory",1002,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Memory",1002,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Memory",1113,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Past",1113,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Past",1113,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Mistake",1010,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Memory",1010,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Memory",1010,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Past",1049,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Mistake",1049,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Mistake",1049,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Memory",1050,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Past",1050,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Past",1050,5,"Summon Fake#ko::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job_ko","Summon Fake#ko::OnMyMobDead";
- end;
-OnMyMobDead:
- if (mobcount("job_ko","Summon Fake#ko::OnMyMobDead") < 100) {
- donpcevent "Summon Fake#ko::OnDisable";
- donpcevent "Summon Fake#ko::OnEnable";
- warp "job_ko",16,113;
- }
- end;
-}
-
-// GM Control Panel
-//============================================================
-job_ko,3,1,4 script Battle Test Control#ko 4_M_KAGE_OLD,{
- callfunc "F_GM_NPC";
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "This is the Battle Test Control NPC.";
- next;
- } else {
- mes "Incorrect password.";
- close;
- }
- switch(select("Summon Target", "Summon Target Disable", "Summon Fake", "Summon Fake Disable")) {
- case 1:
- donpcevent "Summon Target#ko::OnEnable";
- mes "Summon Target activated.";
- break;
- case 2:
- donpcevent "Summon Target#ko::OnDisable";
- mes "Summon Target disabled.";
- break;
- case 3:
- donpcevent "Summon Fake#ko::OnEnable";
- mes "Summon Fake activated.";
- break;
- case 4:
- donpcevent "Summon Fake#ko::OnDisable";
- mes "Summon Fake disabled.";
- break;
- }
- next;
- mes "Control has completed.";
- close;
-}
-
-job_ko,4,1,4 script Guide#ko_helper 4_M_KAGE_OLD,{
- callfunc "F_GM_NPC";
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "This is the Kagerou and Oboro Job Change assistant NPC.";
- next;
- } else {
- mes "Incorrect password.";
- close;
- }
- mes "I can solve any problems in the job change quest.";
- next;
- switch(select("Current Status", "Test Set", "Pre-Transfer", "Initialize")) {
- case 1:
- mes "Variable states (current/maximum)";
- mes "job_kagero (" + job_kagero + "/9)";
- mes "job_kagero_lp (" + job_kagero_lp + "/100)";
- next;
- mes "Quest states (current/maximum)";
- mes "5131 (" + questprogress(5131) + "/1)";
- mes "5132 (" + questprogress(5132) + "/1)";
- mes "5133 (" + questprogress(5133) + "/1)";
- mes "5134 (" + questprogress(5134) + "/1)";
- mes "5135 (" + questprogress(5135) + "/1)";
- mes "5136 (" + questprogress(5136) + "/2)";
- mes "5139 (" + questprogress(5139) + "/1)";
- mes "5137 (" + questprogress(5137) + "/2)";
- mes "5140 (" + questprogress(5140) + "/1)";
- mes "5141 (" + questprogress(5141,PLAYTIME) + "/1)";
- mes "5138 (" + questprogress(5138) + "/2)";
- mes "5142 (" + questprogress(5142) + "/1)";
- mes "5143 (" + questprogress(5143) + "/2)";
- mes "5144 (" + questprogress(5144) + "/2)";
- mes "5145 (" + questprogress(5145) + "/1)";
- mes "5146 (" + questprogress(5146) + "/1)";
- close;
- case 2:
- mes "Which test do you want to set as completed?";
- mes "Three tests must be completed before changing jobs. If you wish to reach a job change state, please select [Pre-Transfer] directly from the previous menu!";
- next;
- switch(select("Complete Test of Knowledge", "Complete Test of Survival", "Complete Test of Weaponry")) {
- case 1:
- set job_kagero,5;
- setquest 5136;
- completequest 5136;
- mes "The Test of Knowledge has been set as complete. I hope you have finished your initialization.";
- break;
- case 2:
- set job_kagero,5;
- set job_kagero_lp,0;
- setquest 5137;
- completequest 5137;
- mes "The Test of Survival has been set as complete. I hope you have finished your initialization.";
- break;
- case 3:
- set job_kagero,5;
- setquest 5138;
- completequest 5138;
- mes "The Test of Weaponry has been set as complete. I hope you have finished your initialization.";
- break;
- }
- close;
- case 3:
- mes "I will change your quest status to Pre-Transfer, but before that...";
- next;
- mes "Please select a weapon.";
- next;
- switch(select("Dagger", "Shuriken")) {
- case 1: set .@quest,5143; break;
- case 2: set .@quest,5144; break;
- }
- setquest 5136;
- completequest 5136;
- setquest 5137;
- completequest 5137;
- setquest 5138;
- completequest 5138;
- setquest .@quest;
- completequest .@quest;
- setquest 5146;
- set job_kagero,8;
- mes "I've set the Pre-Transfer status. Good luck!!";
- close;
- case 4:
- set job_kagero,0;
- set job_kagero_lp,0;
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- mes "The task of initialization is complete. You can confirm this through the [Current Status] option!";
- close;
- }
- end;
-}
diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt
deleted file mode 100644
index 78e35ef34..000000000
--- a/npc/re/jobs/3-1/archbishop.txt
+++ /dev/null
@@ -1,1686 +0,0 @@
-//===== Hercules Script ======================================
-//= Arch Bishop Job Quest
-//===== By: ==================================================
-//= L0ne_W0lf
-//= Credits: Gepard
-//===== Current Version: =====================================
-//= 1.9
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Priest / High Priest -> Arch Bishop.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Fixed class checks for arch bishops.
-//= 1.2 Fixed Job tags typos.
-//= 1.3 Made some NPC's into duplicates and fixed some && / || checks. [Masao]
-//= 1.4 Fixed Job_Archbishop/Job_Archbishop_T typos. [Euphy]
-//= 1.5 Redone the whole Script. [Masao]
-//= 1.5a Fixed little typo in Baby Priest & Baby Arch Bishop checks. [Masao]
-//= 1.5b More small fixes. [Euphy]
-//= 1.6 Fixed bugs where players unable to continue the quest. [Joseph]
-//= 1.7 Updated script, many bugs fixed. [Euphy]
-//= 1.7a Moved warps to separate file. [Euphy]
-//= 1.8 Bug fixes and corrections. [Euphy]
-//= 1.9 Added GM management function. [Euphy]
-//============================================================
-
-prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{
- if (BaseJob != Job_Priest) {
- if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
- mes "[Praying Minister]";
- mes "Ah! An Archbishop.";
- mes "You have reached the state of light.";
- mes "I hope you give happiness and honor to people during your adventures.";
- close;
- }
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin,";
- mes "there shall be no person smarter than him,";
- mes "and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "These days, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
- close;
- }
- if ((BaseLevel == 99) && (JobLevel > 49)) {
- if (job_arch == 0) {
- if (SkillPoint) {
- mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
- close;
- }
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin,";
- mes "there shall be no person smarter than him,";
- mes "and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes (Sex?"Brother":"Sister")+", how has your life been? Have you lived it to its fullest?";
- mes "Have you served your life in the light of Odin?";
- next;
- mes "[Praying Minister]";
- mes "We are ministers and our behavior is seen as acts of the Gods.";
- mes "We should always be mindful of this.";
- next;
- mes "[Praying Minister]";
- mes "We should always tell the truth.";
- mes "We should not fall prey to lies and deceit.";
- next;
- mes "[Praying Minister]";
- mes (Sex?"Brother":"Sister")+"...";
- mes "Even though we serve Odin, we are normal people.";
- mes "We can be degraded in spite of ourselves and we must realize that.";
- next;
- mes "[Praying Minister]";
- mes "We always try to keep our original intention in mind and spread Odin's rule.";
- next;
- select("How do I become like that?");
- mes "[Praying Minister]";
- mes "That's a good question.";
- mes "We have lots of methods.";
- mes "But, I recommend this.";
- next;
- mes "[Praying Minister]";
- mes "Have you ever heard of a ^3131FFHoly Pilgrimage^000000?";
- mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
- next;
- mes "[Praying Minister]";
- mes "When you pray to Odin in the holy place, you will feel that you are born again.";
- next;
- mes "[Praying Minister]";
- mes "What do you think?";
- mes "Would you like to do a Holy Pilgrimage?";
- next;
- switch(select("Yes I want to.:I'll think about it.")) {
- case 1:
- mes "[Praying Minister]";
- mes "That's the correct attitude.";
- mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
- next;
- mes "[Praying Minister]";
- mes "There is a small village named Umbala far from here.";
- mes "That village is a where a tribe lives in harmony with nature.";
- next;
- mes "[Praying Minister]";
- mes "Go there and find Priest Dayan.";
- mes "Tell him exactly,";
- mes "'^3131FFI'm here for the Holy Pilgrimage.^000000'";
- next;
- mes "[Praying Minister]";
- mes "He's very old so he is hard of hearing.";
- mes "You have to speak loud and clearly. You got it?";
- mes "I hope that this paves the way for you to live in the light of Odin.";
- job_arch = 1;
- setquest 2187;
- close;
- case 2:
- mes "[Praying Minister]";
- mes "Mmmm...";
- mes "A Holy Pilgrimage isn't that difficult.";
- mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
- next;
- mes "[Praying Minister]";
- mes "Feel free to visit me if you change your mind.";
- mes "I'll always be here for you.";
- close;
- }
- }
- mes "[Praying Minister]";
- mes "How's it going?";
- mes "Did you meet Priest Dayan in Umbala?";
- close;
- }
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin,";
- mes "there shall be no person smarter than him,";
- mes "and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "These days, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in Prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
- close;
-}
-
-umbala,137,227,5 script Utan Boy#arch 4_M_UMKID,{
- mes "[Utan Boy]";
- mes "........";
- close;
-}
-
-umbala,139,227,3 script Priest#arch 1_M_PASTOR,{
- if (job_arch == 0) {
- mes "[Priest]";
- mes "Un...ba... Unba?";
- close;
- } else if (job_arch == 1) {
- mes "[Priest]";
- mes "Un...ba... Umba?";
- next;
- mes "[Utan Boy]";
- mes "...............";
- next;
- mes "[Priest]";
- mes "Is that... right?";
- mes "Hmm... so...";
- mes "Um...ma? Umau...ma?";
- emotion e_swt;
- next;
- mes "[Utan Boy]";
- mes "...............";
- next;
- mes "[Priest]";
- mes "Huuuuuu......";
- mes "Oh, dear . I feel heavy.";
- mes "hohohoho.";
- next;
- mes "- mumbling~ -";
- next;
- mes "[Priest]";
- mes "hahahahaha.";
- mes "huhuhuhu. humhum.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hello. are you... Priest Dayan?";
- next;
- mes "[Priest]";
- mes "Huh?";
- next;
- mes "He turns his head towards you.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Aren't you Priest Dayan?";
- next;
- mes "[Priest]";
- mes "muttering...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Priest! Da~yan! Right!?";
- next;
- mes "[Priest Dayan]";
- mes "Ah~, yes.";
- mes "Yes, I am.";
- mes "I'm Dayan. Nice to meet you "+(Sex?"Brother.":"Sister.");
- next;
- mes "The old priest gives you an ear to ear grin. ";
- next;
- mes "[Priest Dayan]";
- mes "I forgot to wear my hearing aid. hehe.";
- mes "Anyway, why have you come here?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hmm, I wanted to tell you...";
- next;
- input .@inputstr$;
- mes "[" + strcharinfo(0) + "]";
- mes "" + .@inputstr$ + "";
- next;
- if (.@inputstr$ != "I'm here for the Holy Pilgrimage") {
- mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
- next;
- mes "[Priest]";
- mes "Eh? Say what?";
- close;
- }
- mes "[Priest Dayan]";
- mes "..............?";
- next;
- mes "He cups his ears towards you.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- next;
- mes "[Priest Dayan]";
- mes "Eh... are you?";
- mes "A pilgrimage to the Holy Land...";
- mes "It has been a long time since I've seen such a devout minister.";
- mes "Welcome. "+(Sex?"Brother.":"Sister.");
- next;
- mes "The old priest gives you a gracious smile.";
- next;
- mes "[Priest Dayan]";
- mes "See this village with the huge forest surrounding it.";
- mes "Can you see a giant tree?";
- next;
- mes "[Priest Dayan]";
- mes "That big tree is called The ^3131FFYggdrasil^000000.";
- mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune-Midgard.";
- next;
- mes "[Priest Dayan]";
- mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world.";
- next;
- mes "[Priest Dayan]";
- mes "The roots head to Niflheim where you can find the Hvergelmir spring.";
- mes "In Rune-Midgard there is Mimir's spring.";
- mes "And in Asgard, the world of the Gods, there is the Word spring.";
- next;
- mes "[Priest Dayan]";
- mes "Mimir's spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
- next;
- mes "[Priest Dayan]";
- mes Sex?"Brother.":"Sister.";
- mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
- next;
- mes "[Priest Dayan]";
- mes "Enter the Yggdrasil.";
- mes "You may be assaulted by creatures in there";
- mes "but be mindful that their intentions are only to protect the Yggdrasil.";
- next;
- mes "[Priest Dayan]";
- mes "Follow your steps with purpose.";
- mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil.";
- mes "When you arrive there, find a quiet place.";
- next;
- mes "[Priest Dayan]";
- mes "Pray for a life of faith and expiate your sins with a pious mind.";
- next;
- mes "[Priest Dayan]";
- mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path.";
- mes "^3131FFFeel free to ask me about how to pray^000000.";
- next;
- mes "[Priest Dayan]";
- mes "Lets see, go to the place of the most famous creature from Odin.";
- next;
- mes "[Priest Dayan]";
- mes "After making your pilgrimage, let's have a drink together and talk about your experience.";
- next;
- mes "- Priest Dayan smiles again. -";
- job_arch = 2;
- changequest 2187,2188;
- close;
- } else if (job_arch == 2) {
- mes "[Priest Dayan]";
- mes "This place is the holiest place in the world, Yggdrasil.";
- mes "This holy ceremony will brighten your soul.";
- next;
- switch(select("How should I pray?:Cancel.")) {
- case 1:
- mes "[Priest Dayan]";
- mes "Through prayer, we can follow four paths.";
- mes "Remember what I say to you now.";
- next;
- mes "[Priest Dayan]";
- mes "The 1st way is the ^3131FFway of meditation^000000.";
- mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience.";
- next;
- mes "[Priest Dayan]";
- mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down.";
- next;
- mes "[Priest Dayan]";
- mes "The 2nd is the ^3131FFway of agony^000000.";
- mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.";
- next;
- mes "[Priest Dayan]";
- mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.";
- next;
- mes "[Priest Dayan]";
- mes "The 3rd way is the ^3131FFway of joy^000000.";
- mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.";
- next;
- mes "[Priest Dayan]";
- mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000.";
- mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio.";
- next;
- mes "[Priest Dayan]";
- mes "The last way is the ^3131FFway of light^000000.";
- mes "You are free from all sin because you were blessed from all creation.";
- next;
- mes "[Priest Dayan]";
- mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you.";
- next;
- mes "[Priest Dayan]";
- mes "After finishing all of these prayers, just stand up with a pious mind.";
- mes "If your prayer is truthful, Odin will lend you his wisdom.";
- next;
- mes "[Priest Dayan]";
- mes "Are you ready?";
- mes "Okay, it's time to leave and exculpate yourself.";
- mes "If your prayer is finished, let's talk.";
- close;
- case 2:
- mes "[Priest Dayan]";
- mes "I hope that my prayer can weaken your agony...";
- close;
- }
- } else if (job_arch == 3) {
- mes "[Priest Dayan]";
- mes "Oh, you've come back.";
- mes "I can feel that you have a fresh energy.";
- mes "Maybe you did pray truthfully.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I feel light-hearted. Like I was just reborn...";
- next;
- mes "[Priest Dayan]";
- mes "Your faith gives you confidence and courage.";
- mes "A smile from a peaceful mind will easily rid people of their wariness.";
- mes "Please, inspire people with love and energy.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Thanks for your kind words.";
- next;
- mes "[Priest Dayan]";
- mes Sex?"Brother.":"Sister.";
- mes "Now, there is a place you should go to.";
- next;
- mes "[Priest Dayan]";
- mes "That place is Hugel in Schwaltzvalt.";
- mes "There is a Nun praying there named Vinue,";
- mes "she is a true minister who prays for the suffering people in the world.";
- mes "But the last time I saw her she seemed sad.";
- next;
- mes "[Priest Dayan]";
- mes "Can you convince her to make a pilgrimage to Yggdrasil?";
- mes "I think she is exhausted due to praying too much.";
- mes "I hope the air of Yggdrasil will be helpful to her.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Don't worry.";
- mes "I'll go and meet her.";
- next;
- mes "[Priest Dayan]";
- mes "Thank you very much.";
- mes "Feel free to visit here when you want to pray, "+(Sex?"brother.":"sister.");
- mes "A visit from a friend always makes me happy.";
- job_arch = 4;
- changequest 2188,2189;
- close;
- }
- mes "[Dayan]";
- mes "Did you find Vinue in Hugel? How's she doing?";
- close;
-}
-
-yggdrasil01,220,47,0 script #arch_pilgrimage HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (job_arch == 2) {
- mes "[" + strcharinfo(0) + "]";
- mes "Is it the spring of Hvergelmir.";
- mes "This place is a very vivid and peaceful place.";
- mes "It's proper to pray.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Time to genuflect...";
- mes "Time to start...";
- mes "Hmm, what did that priest say to me?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hmm... What is the first way?";
- next;
- switch(select("The way of silence.:The way of confession.:The way of meditation.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "The way of silence...?";
- mes "I don't think so.";
- close;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "The way of confession...?";
- mes "I don't think so.";
- close;
- case 3:
- mes "[" + strcharinfo(0) + "]";
- mes "The way of meditation...?";
- mes "Yes, it's the way of meditation.";
- next;
- }
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 1st way is the way of meditation.^000000";
- mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000";
- next;
- mes "- You close your eyes slowly and take a deep breath. -";
- next;
- mes "- * BLESSING! * -";
- specialeffect2 EF_BLESSING;
- next;
- mes "Your mind is refreshed with the blessing effect.";
- mes "You continue to meditate trying to rid your mind of any ill feelings.";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 2nd is the way of agony^000000.";
- mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Pain... What kind of faults have I had?";
- input .@inputstr$;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I confess my guilt to the Almighty God Odin.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "^3131FF" + .@inputstr$ + ".^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
- mes "Please, lead the way and save a foolish minister with your wisdom.";
- next;
- mes "You ruminate about your confession and are lost in thought again.";
- next;
- mes ".............................";
- next;
- mes ".............................";
- mes ".........................";
- next;
- mes ".............................";
- mes ".........................";
- mes ".....................";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 3rd way is the way of joy.^000000";
- mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
- mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFYou're drinking the Holy Water.^000000";
- next;
- if (countitem(523) == 0) {
- mes "[" + strcharinfo(0) + "]";
- mes "Oh no! I forgot to bring a Holy Water!";
- close;
- }
- mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -";
- next;
- mes "- * ASPERSIO ! * -";
- specialeffect2 EF_ASPERSIO;
- next;
- specialeffect2 EF_RECOVERY;
- mes ".............................";
- next;
- mes ".............................";
- mes ".........................";
- next;
- mes ".............................";
- mes ".........................";
- mes ".....................";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe last way is a way of light^000000.^000000.";
- mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000";
- next;
- mes "- You breath in deep and start to sing a Gloria.";
- mes "A chord crashes out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
- specialeffect2 EF_GLORIA;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
- mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "~The Curdan wolf protects me from all threats in the world.~";
- specialeffect2 EF_GLORIA;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
- mes "~The father of light, the poet of wisdom, sing for me.~";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "~The host of a glittering glass, give me a holy prediction.~";
- specialeffect2 EF_GLORIA;
- next;
- mes "- After you finish the song, you feel light and strong with abundant devotion. -";
- specialeffect2 EF_BLESSING;
- specialeffect2 EF_RESURRECTION;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That was refreshing.";
- mes "I guess I should go back to Priest Dayan.";
- job_arch = 3;
- close2;
- warp "umbala",138,219;
- end;
- } else if (job_arch == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "The song is over. It's time to go back to Priest Dayan.";
- close2;
- warp "umbala",138,219;
- end;
- }
- end;
-}
-
-hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{
- if (job_arch == 4) {
- mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
- next;
- if(select("Talk to her.:Stay Quiet.") == 2) {
- mes "- You don't feel like disturbing her -";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Umm, hello sister?";
- next;
- mes "[Vinue]";
- mes "Ah, Welcome.";
- mes "It's not time to have a service yet...";
- mes "Are you here to pray, "+(Sex?"brother":"sister")+"?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I came here to say hello from Priest Dayan from Prontera.";
- next;
- mes "[Vinue]";
- mes "Ah, Priest Dayan.";
- mes "Is he good?";
- mes "He is so cute even though he's old.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "He told me that he was worried because when he saw you last time, you seemed sad.";
- mes "He asks you to go on a Holy Pilgrimage.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Umbala has the vital power of nature!";
- next;
- mes "[Vinue]";
- mes "Ah...";
- mes "He's very kind. As are you "+(Sex?"brother":"sister")+".";
- next;
- mes "[Vinue]";
- mes "But don't worry.";
- mes "I'm just a little tired because of a bad dream.";
- next;
- mes "[Vinue]";
- mes "Evil is always watching for our souls.";
- mes "If you are indifferent to praying, it never misses an opportunity.";
- next;
- if(select("A dream? What kind of dream?:Your soul should be fine.") == 2) {
- mes "[Vinue]";
- mes "Oh but that's where you're wrong.";
- mes "My soul may be the most at risk.";
- mes "Thank you for delivering the message.";
- mes "I'll go back to my prayers.";
- close;
- }
- mes "[Vinue]";
- mes "That is...";
- mes "Actually I started to have a bad dream from the date I was appointed.";
- next;
- mes "[Vinue]";
- mes "At first, it was a dream that Valkyrie was sad and in darkness.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Valkyrie?";
- next;
- mes "[Vinue]";
- mes "Yeah...";
- mes "She was crying in a pitch-black room.";
- mes "Hanging down like a bird that had its wings cut.";
- next;
- mes "[Vinue]";
- mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces.";
- next;
- mes "[Vinue]";
- mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "To have to see the death of Valkyrie, must be a tormenting dream.";
- next;
- mes "[Vinue]";
- mes "Is it just a nightmare?";
- mes "Or do you think it is an omen?";
- next;
- mes "[Vinue]";
- mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "The shrine?";
- mes "Nobody tried to subdue the evil?";
- next;
- mes "[Vinue]";
- mes "Unfortunately, I'm a nun who doesn't have any exorcism skill...";
- mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure.";
- next;
- mes "[Vinue]";
- mes "These days, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Is the dream related with the evil in the Odin shrine?";
- next;
- mes "[Vinue]";
- mes "Hum... well.";
- mes "I don't have any way to find out.";
- mes "I don't have a method, so I just pray.";
- next;
- if(select("I'll investgate for you.:I'll pray with you.") == 2) {
- mes "[Vinue]";
- mes "Thank you.";
- mes "I'll pray that the darkness stays away.";
- mes "I hope you have a good time with the festival here in Hugel.";
- close;
- }
- mes "[Vinue]";
- mes "Yeah?";
- mes "But, it'll be scary inside!";
- mes "There are lots of devils inside!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "But I can't pretend to ignore a Sister who is in trouble?";
- mes "I'm a minister who copes with lots of asceticism!";
- mes "Entrust me.";
- next;
- mes "[Vinue]";
- mes "Ah... I'm so worried....";
- mes "I'll never forget your warm heart.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "How do I get to Odin shrine?";
- next;
- mes "[Vinue]";
- mes "There is a ferry on the right side of the church.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ok, wait for good news!";
- next;
- mes "[Vinue]";
- mes "I'll pray for your safe return.";
- mes "I hope that Odin gives you his protection as well.";
- job_arch = 5;
- changequest 2189,2190;
- close;
- } else if ((job_arch > 4) && (job_arch < 100)) {
- mes "[Vinue]";
- mes "I'll pray for your safe return.";
- close;
- }
- mes "[Vinue]";
- mes "I feel refreshed.";
- mes "It must be good news?";
- mes "Thank the Gods.";
- close;
-}
-
-odin_tem02,282,263,0 script #find_val HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if ((job_arch > 4) && (job_arch < 100))
- hideoffnpc "Valkyrie Illusion#arch";
- end;
-}
-
-odin_tem02,281,275,3 script Valkyrie Illusion#arch 4_F_VALKYRIE2,{
- if ((job_arch > 4) && (job_arch < 100)) {
- mes "You can see Valkyrie who has a despairing face.";
- next;
- switch(select("Touch Valkyrie's Illusion.:Turn away.")) {
- case 1:
- mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
- close2;
- specialeffect2 EF_CLOAKING;
- warp "job3_arch01",29,29;
- hideonnpc "Valkyrie Illusion#arch";
- end;
- case 2:
- mes "Out of fear, you turn away from Valkyrie's illusion.";
- close2;
- hideonnpc "Valkyrie Illusion#arch";
- end;
- }
- }
- end;
-OnInit:
- hideonnpc "Valkyrie Illusion#arch";
- end;
-}
-
-job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Wait a Sec !! -";
- mes "- You are carrying too many items, -";
- mes "- you won't be able to obtain any new items. -";
- mes "- Please take off some items -";
- mes "- and come for the challenge again. -";
- close;
- }
- if ((BaseLevel != 99) || (JobLevel < 50) || (BaseJob != Job_Priest)) {
- warp "odin_tem02",282,263;
- end;
- }
- if (getmercinfo(1)) {
- mes "[Valkyrie]";
- mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
- close;
- }
- if (SkillPoint) {
- mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
- close;
- }
- if (Class != Job_Priest && Class != Job_High_Priest && Class != Job_Baby_Priest) {
- warp "odin_tem02",282,263;
- end;
- } else if (Class != Job_Arch_Bishop && Class != Job_Arch_Bishop_T && Class != Job_Baby_Bishop) {
- if (job_arch < 5) {
- warp "odin_tem02",282,263;
- end;
- } else if (job_arch == 5) {
- mes "[Valkyrie]";
- mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
- mes "Ah, I'm resentful! so regretful!";
- next;
- mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
- next;
- mes "[Valkyrie]";
- mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
- mes "Are you here to ridicule my grim fate?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "No way!";
- mes "But it's true that I'm here for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...me?";
- mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I see, is your goal to enter Valhalla?";
- mes "If you do, it's the wrong place for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was already expelled from Asgard.";
- mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It's not that kind of problem.";
- mes "But someone who perceives your painful situation has sent me here.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Haha! You are going to help me?!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...................";
- next;
- mes "- Valkyrie gives you a fierce scowl. -";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "In fact, I can't do anything with my body now.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Human, answer me. Are you here to sincerely help me?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Valkyrie Anguhilde]";
- mes "I knew that I couldn't trust a human!";
- close2;
- warp "odin_tem02",282,263;
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Ok...";
- mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
- mes "I tried to do my best to protect this holy place.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But one day, the devil started to gain influence on this island.";
- mes "I don't know why they came here and from where they came from.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "They sieged the temple and I exhausted my energy trying to fight them all myself.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "The holy shrine was tainted by the devils.";
- mes "How long do I have to be under this dishonorable fate!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Mortal one, what is your name?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "My name is " + strcharinfo(0) + ".";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "" + strcharinfo(0) + ",";
- mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
- mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
- next;
- select("How can I do that?");
- mes "[Valkyrie Anguhilde]";
- mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I'm going to give you a scroll of paper written in an ancient language.";
- mes "In that scroll, there is my impersonation.";
- mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
- mes "Maybe it'll be spread in the shrine...";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
- mes "And then I'm going to take care of the matter.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an imeprsonation falls down.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "When you finish preparing to go on, talk to me again.";
- mes "It'll be a long journey...";
- job_arch = 6;
- close;
- } else if (job_arch == 6) {
- if ($@archbs == 0) {
- $@archbs = 1;
- mes "[Valkyrie Anguhilde]";
- mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?";
- next;
- if (getmapusers("job3_arch02") > 0) {
- mes "[Valkyrie Anguhilde]";
- mes "Hmm, someone is battling the devil in the shrine right now.";
- mes "You just wait a minute while I'm finding who it is.";
- $@archbs = 0;
- close;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Ok. Now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
- $@archbs = 0;
- close2;
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- donpcevent "start#arch::OnEnable";
- job_arch = 7;
- changequest 2190,2191;
- warp "job3_arch02",119,49;
- hideonnpc "Valkyrie#arch";
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "I'm talking with another person now, so give me a second.";
- close;
- } else if (job_arch == 7) {
- if (countitem(12381)) delitem 12381,countitem(12381); //ValkyrieA_Scroll
- if (countitem(12382)) delitem 12382,countitem(12382); //ValkyrieB_Scroll
- if ($@archbs == 0) {
- $@archbs = 1;
- mes "[Valkyrie Anguhilde]";
- mes "Are you ok human?";
- mes "It was not as easy as I expected.";
- mes "Will you challenge again?";
- next;
- if (getmapusers("job3_arch02") > 0) {
- $@archbs = 0;
- mes "[Valkyrie Anguhilde]";
- mes "Hmm, someone is battling the devil in the shrine right now.";
- mes "You just wait a minute while I'm finding who it is.";
- close;
- }
- $@archbs = 0;
- mes "[Valkyrie Anguhilde]";
- mes "OK. now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an impersonation falls down.";
- close2;
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- donpcevent "start#arch::OnEnable";
- job_arch = 7;
- warp "job3_arch02",119,49;
- hideonnpc "Valkyrie#arch";
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "I'm talking with another person now, so give me a second.";
- close;
- }
- }
- end;
-OnBc:
- $@archbs = 0;
- mapannounce "job3_arch01","Valkyrie: I think someone fell down in the shrine. I can hear the devil's unpleasant laugh.",bc_map,"0xFFCE00";
- hideoffnpc "Valkyrie#arch";
- end;
-}
-
-job3_arch02,119,49,0 script #arch_1_start HIDDEN_WARP_NPC,6,6,{
-OnTouch:
- if (countitem(12381) == 0)
- getitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00";
- disablenpc "#arch_1_start";
- end;
-}
-
-- script #arch_1_01_0::archbjcq -1,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- // fall through
- } else if (getmercinfo(1) == 2037) {
- if (strnpcinfo(0) == "#arch_1_10")
- viewpoint 1,113,327,1,0xFF9900;
- .@randht = rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) || (.@randht == 9))
- mapannounce "job3_arch02","Whispering of an impersonation: They are coming!",bc_map,"0xFFCE00";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-job3_arch02,112,73,0 duplicate(archbjcq) #arch_1_01 HIDDEN_WARP_NPC,5,5
-job3_arch02,94,123,0 duplicate(archbjcq) #arch_1_02 HIDDEN_WARP_NPC,5,5
-job3_arch02,93,173,0 duplicate(archbjcq) #arch_1_03 HIDDEN_WARP_NPC,5,5
-job3_arch02,114,186,0 duplicate(archbjcq) #arch_1_04 HIDDEN_WARP_NPC,5,5
-job3_arch02,134,201,0 duplicate(archbjcq) #arch_1_05 HIDDEN_WARP_NPC,5,5
-job3_arch02,154,211,0 duplicate(archbjcq) #arch_1_06 HIDDEN_WARP_NPC,5,5
-job3_arch02,175,227,0 duplicate(archbjcq) #arch_1_07 HIDDEN_WARP_NPC,5,5
-job3_arch02,201,240,0 duplicate(archbjcq) #arch_1_08 HIDDEN_WARP_NPC,5,5
-job3_arch02,223,252,0 duplicate(archbjcq) #arch_1_09 HIDDEN_WARP_NPC,5,5
-job3_arch02,255,268,0 duplicate(archbjcq) #arch_1_10 HIDDEN_WARP_NPC,5,5
-job3_arch02,269,302,0 duplicate(archbjcq) #arch_1_11 HIDDEN_WARP_NPC,5,5
-job3_arch02,245,289,0 duplicate(archbjcq) #arch_1_12 HIDDEN_WARP_NPC,5,5
-
-job3_arch02,203,286,0 script #arch_1_boss HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- // fall through
- } else if (getmercinfo(1) == 2037) {
- mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000";
- donpcevent "mob#arch_1::OnKill";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-
-- script #arch_redcell -1,{
-OnInit:
- setcell "job3_arch02",276,290,280,294,cell_walkable,0;
- setcell "job3_arch02",276,290,280,294,cell_shootable,0;
- end;
-OnGreen:
- setcell "job3_arch02",276,290,280,294,cell_walkable,1;
- setcell "job3_arch02",276,290,280,294,cell_shootable,1;
- end;
-OnRed:
- setcell "job3_arch02",276,290,280,294,cell_walkable,0;
- setcell "job3_arch02",276,290,280,294,cell_shootable,0;
- end;
-}
-
-job3_arch02,390,389,1 script #arch_val01 CLEAR_NPC,{
- end;
-OnEnable:
- areamonster "job3_arch02",111,325,115,329,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
- end;
-OnMyMobDead:
- if (mobcount("job3_arch02","#arch_val01::OnMyMobDead") < 1) {
- donpcevent "#arch_redcell::OnGreen";
- mapannounce "job3_arch02","Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000";
- hideoffnpc "Valkyrie#arch_01";
- disablenpc "#arch_1_start";
- disablenpc "#arch_1_01";
- disablenpc "#arch_1_02";
- disablenpc "#arch_1_03";
- disablenpc "#arch_1_04";
- disablenpc "#arch_1_05";
- disablenpc "#arch_1_06";
- disablenpc "#arch_1_07";
- disablenpc "#arch_1_08";
- disablenpc "#arch_1_09";
- disablenpc "#arch_1_10";
- disablenpc "#arch_1_11";
- disablenpc "#arch_1_12";
- disablenpc "#arch_1_boss";
- }
- end;
-OnKill:
- killmonster "job3_arch02","#arch_val01::OnMyMobDead";
- end;
-}
-
-job3_arch02,390,387,1 script #arch_val02 CLEAR_NPC,{
- end;
-OnEnable:
- areamonster "job3_arch02",242,44,246,48,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
- end;
-OnMyMobDead:
- if (mobcount("job3_arch02","#arch_val02::OnMyMobDead") < 1) {
- mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000";
- hideoffnpc "Valkyrie#arch_02";
- disablenpc "#arch_2_boss";
- viewpoint 1,279,234,1,0xFFFF99;
- }
- end;
-OnKill:
- killmonster "job3_arch02","#arch_val02::OnMyMobDead";
- end;
-}
-
-job3_arch02,113,327,5 script Valkyrie#arch_01 4_F_VALKYRIE2,{
- if (getmercinfo(1)) {
- mes "[Valkyrie]";
- mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
- close;
- }
- mes "[Valkyrie Anguhilde]";
- mes "The devil always makes an effort to agitate people's mind.";
- mes "You don't have to care about their whisperings.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Anyway I can feel my energy coming back.";
- mes "Show me the stuff that you found.";
- next;
- mes "- You show a golden piece of pipe to Valkyrie. -";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Oh, It's a piece of pipe!";
- mes "If you collect pieces, you can ask other Valkyries for help.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Because of a close battle, I could only get a little energy.";
- mes "I'm going to give a ^3131FFnew ancient scroll^000000.";
- mes "It'll be helpful to find the rest of pieces.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Then I look forward a good news.";
- close2;
- getitem 12382,1; //ValkyrieB_Scroll
- viewpoint 1,244,46,1,0xFFFF99;
- hideonnpc "Valkyrie#arch_01";
- donpcevent "#arch_2_start::OnEnable";
- end;
-}
-
-job3_arch02,244,46,5 script Valkyrie#arch_02 4_F_VALKYRIE2,{
- mes "[Valkyrie Anguhilde]";
- mes "Did you find the rest of the pieces?";
- next;
- if (countitem(6154) < 2) {
- mes "[Valkyrie Anguhilde]";
- mes "Hum?";
- mes "I can see this one beside you.";
- getitem 6154,2; //Broken_Horn_Pipe
- next;
- }
- mes "[Valkyrie Anguhilde]";
- mes "OK.";
- mes "I'll complete the broken horn pipe!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But the battle is not finished yet.";
- mes "You remember a ^3131FFruined shrine on the center of the island^000000?";
- mes "It'll be completed only when you use a horn pipe.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I can feel the air around me is getting impure.";
- mes "And feel the coldness of the pitch-black darkness.";
- mes "This time will be dangerous.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I give you a necklace as a present.";
- mes "But I'm not sure that It'll be helpful or not....";
- mes "Take care.";
- mes "Please, hurry up!";
- close2;
- getitem 2798,1; //Will_Of_Exhausted_Angel
- hideonnpc "Valkyrie#arch_02";
- donpcevent "#arch_3_start::OnEnable";
- end;
-}
-
-job3_arch02,279,234,0 script #arch_end HIDDEN_WARP_NPC,7,7,{
- end;
-OnTouch:
- donpcevent "#arch_3_01::OnKill";
- donpcevent "#arch_3_02::OnKill";
- donpcevent "#arch_3_03::OnKill";
- donpcevent "mob#arch_2::OnKill";
- hideoffnpc "Valkyrie Anguhilde#end";
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Wait a Sec !! -";
- mes "- You are carrying too many items, -";
- mes "- you won't be able to obtain any new items. -";
- mes "- Please take off some items -";
- mes "- and come for the challenge again. -";
- close;
- }
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- if (countitem(6154) < 2) {
- mes "[Valkyrie Anguhilde]";
- mes "Did you collect all of the pieces of my horn pipe?";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "It can be dangerous, so let's go back.";
- close2;
- nude;
- if (countitem(2798))
- delitem 2798,(2798); //Will_Of_Exhausted_Angel
- delitem 6154,countitem(6154); //Broken_Horn_Pipe
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Finally we finished all the preparations.";
- next;
- mes "Valkyrie holds the pipe and blows towards the sky.";
- next;
- mes "Booo - - - -";
- next;
- mes "Booo - - -";
- next;
- hideoffnpc "Valkyrie of the heavens";
- mes "[Valkyrie Anguhilde]";
- mes "Assistance of Odin! Soldiers of Valhalla!";
- mes "The holy place of the God Odin is tainted by darkness!";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't worry, Anguhilde.";
- mes "Your desire has reached Valhalla.";
- mes "The devils were removed by other Valkyries as you wanted.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Valkyries! Then is it safe now?";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Yes Anguhilde.";
- mes "Even though you were expelled because of an incident before, Odin said that he is reconsidering your banishment.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Ah! I can go back to Asgard!";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't make a hasty generalization.";
- mes "But I think that good news will be sent to you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Honor to Odin!";
- mes "I feel full of grace.";
- mes "So bright and warm....";
- next;
- mes "- Shoooo -";
- specialeffect EF_CLOAKING,AREA,"Valkyrie Anguhilde#end";
- hideonnpc "Valkyrie Anguhilde#end";
- emotion e_omg,1;
- next;
- mes "[Valkyrie of the heavens]";
- mes "Set your mind at ease.";
- mes "She went to a place where she is supposed to be.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "I think you don't get it.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Anguhilde is a Valkyrie who is dead for a long time ago.";
- mes "Didn't you see a shrine covered by the devil?";
- mes "Unfortunately, Anguhilde couldn't cope with the task and fell down.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Here is an illusion of Anguhilde who doesn't want to be recognized.";
- mes "She can't go to hell even when she is dead, and struggles from her constant nightmare.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "But she is relieved by your favor.";
- mes "Even though It's different with reality but now she may be able to rest in peace.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Human, the Valkyries are in your debt. Thank you.";
- mes "I can't invite you as I want, but the power given by Odin can help you.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Now, go back to your world.";
- mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
- next;
- if (SkillPoint) {
- mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
- close;
- }
- mes "[Valkyrie of the heavens]";
- mes "Don't forget an altruistic minister's spirit like today forever.";
- mes "I hope we see each other in Valhalla sometime.";
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- delitem 6154,countitem(6154); //Broken_Horn_Pipe
- job_arch = 100;
- completequest 2191;
- getitem 5747,1; //Mitra
- getitem 2795,1; //Green_Apple_Ring
- jobchange roclass(eaclass()|EAJL_THIRD);
- close;
-OnInit:
- disablenpc "#arch_end";
- end;
-}
-
-job3_arch02,281,232,1 script Valkyrie Anguhilde#end 4_F_VALKYRIE2,{
- end;
-OnInit:
- hideonnpc "Valkyrie Anguhilde#end";
- end;
-}
-
-job3_arch02,273,235,5 script Valkyrie of the heavens 4_F_VALKYRIE,{
- if (job_arch == 100) {
- mes "[Valkyrie of the heavens]";
- mes "Now, go back to your world.";
- mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't forget an altruistic minister's spirit like today forever.";
- mes "I hope we see each other in Valhalla sometime.";
- close2;
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
- }
- end;
-OnInit:
- hideonnpc "Valkyrie of the heavens";
- end;
-}
-
-job3_arch02,132,323,0 script #arch_2_01 HIDDEN_WARP_NPC,5,5,{
- end;
-OnTouch:
- if (countitem(12382))
- mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map;
- end;
-}
-
-- script #arch_2_02_0::archbjcq2 -1,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- // fall through
- } else if (getmercinfo(1) == 2038) {
- .@randht = rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) || (.@randht == 9))
- mapannounce "job3_arch02","Whispering of an impersonation: Combat readiness!",bc_map,"0xFFCE00";
- else
- mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you. Die!",bc_map,"0xFFCE00";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-job3_arch02,167,313,0 duplicate(archbjcq2) #arch_2_02 HIDDEN_WARP_NPC,5,5
-job3_arch02,127,304,0 duplicate(archbjcq2) #arch_2_03 HIDDEN_WARP_NPC,5,5
-job3_arch02,207,279,0 duplicate(archbjcq2) #arch_2_04 HIDDEN_WARP_NPC,5,5
-job3_arch02,239,281,0 duplicate(archbjcq2) #arch_2_05 HIDDEN_WARP_NPC,5,5
-job3_arch02,269,303,0 duplicate(archbjcq2) #arch_2_06 HIDDEN_WARP_NPC,5,5
-job3_arch02,288,283,0 duplicate(archbjcq2) #arch_2_07 HIDDEN_WARP_NPC,5,5
-job3_arch02,278,234,0 duplicate(archbjcq2) #arch_2_08 HIDDEN_WARP_NPC,5,5
-job3_arch02,234,179,0 duplicate(archbjcq2) #arch_2_09 HIDDEN_WARP_NPC,5,5
-job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 HIDDEN_WARP_NPC,5,5
-job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 HIDDEN_WARP_NPC,5,5
-
-/*
-// Not in official script.
-job3_arch02,252,267,0 script #arch_2_12 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00";
- end;
-}
-
-job3_arch02,250,290,0 script #arch_2_13 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00";
- end;
-}
-*/
-
-job3_arch02,206,113,0 script #arch_2_boss HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- // fall through
- } else if (getmercinfo(1) == 2038) {
- mapannounce "job3_arch02","A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-
-job3_arch02,284,159,0 script #arch_3_01 HIDDEN_WARP_NPC,20,20,{
-OnTouch:
- if (Class != Job_Priest) {
- mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000";
- areamonster "job3_arch02",242,44,246,48,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
- }
- disablenpc "#arch_3_01";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
- end;
-//OnInit:
-// enablenpc "#arch_3_01";
-// end;
-}
-
-job3_arch02,307,200,0 script #arch_3_02 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (BaseJob == Job_Priest) {
- mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000";
- monster "job3_arch02",307,200,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
- }
- disablenpc "#arch_3_02";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
- end;
-//OnInit:
-// enablenpc "#arch_3_02";
-// end;
-}
-
-job3_arch02,296,216,0 script #arch_3_03 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
- monster "job3_arch02",296,216,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
- disablenpc "#arch_3_03";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
- end;
-OnInit:
- disablenpc "#arch_3_03";
- end;
-}
-
-job3_arch02,389,390,1 script mob#arch_1 CLEAR_NPC,{
- end;
-OnEnable:
- monster "job3_arch02",100,102,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",90,131,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",91,170,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",104,183,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",138,205,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",161,215,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",165,215,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",201,236,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",218,250,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",254,293,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
- end;
-}
-
-job3_arch02,389,389,1 script mob#arch_2 CLEAR_NPC,{
- end;
-OnEnable:
- monster "job3_arch02",156,321,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",170,305,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",183,293,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",200,287,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",256,293,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",286,284,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",278,236,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",292,185,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",281,170,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",227,166,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",190,146,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",204,177,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
- end;
-}
-
-job3_arch02,389,388,1 script start#arch CLEAR_NPC,{
- end;
-OnInit:
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-OnEnable:
- mapwarp "job3_arch02","job3_arch01",29,29;
- enablenpc "#arch_1_start";
- enablenpc "#arch_1_01";
- enablenpc "#arch_1_02";
- enablenpc "#arch_1_03";
- enablenpc "#arch_1_04";
- enablenpc "#arch_1_05";
- enablenpc "#arch_1_06";
- enablenpc "#arch_1_07";
- enablenpc "#arch_1_08";
- enablenpc "#arch_1_09";
- enablenpc "#arch_1_10";
- enablenpc "#arch_1_11";
- enablenpc "#arch_1_12";
- enablenpc "#arch_1_boss";
- disablenpc "#arch_2_01";
- disablenpc "#arch_2_02";
- disablenpc "#arch_2_03";
- disablenpc "#arch_2_04";
- disablenpc "#arch_2_05";
- disablenpc "#arch_2_06";
- disablenpc "#arch_2_07";
- disablenpc "#arch_2_08";
- disablenpc "#arch_2_09";
- disablenpc "#arch_2_10";
- disablenpc "#arch_2_11";
- disablenpc "#arch_2_boss";
- disablenpc "#arch_3_01";
- disablenpc "#arch_3_02";
- disablenpc "#arch_3_03";
- donpcevent "#arch_3_01::OnKill";
- donpcevent "#arch_3_02::OnKill";
- donpcevent "#arch_3_03::OnKill";
- disablenpc "#arch_end";
- hideonnpc "Valkyrie#arch_01";
- hideonnpc "Valkyrie#arch_02";
- hideonnpc "Valkyrie Anguhilde#end";
- hideonnpc "Valkyrie of the heavens";
- donpcevent "#arch_redcell::OnRed";
- donpcevent "mob#arch_1::OnKill";
- donpcevent "mob#arch_2::OnKill";
- donpcevent "start#arch::OnTimeOff";
- donpcevent "start#arch::OnTimeOn";
- donpcevent "#arch_val01::OnKill";
- donpcevent "#arch_val02::OnKill";
- donpcevent "mob#arch_1::OnKill";
- donpcevent "mob#arch_2::OnKill";
- donpcevent "mob#arch_1::OnEnable";
- donpcevent "#arch_val01::OnEnable";
- end;
-OnTimeOn:
- initnpctimer;
- end;
-OnTimeOff:
- stopnpctimer;
- end;
-OnTimer60000:
-OnTimer120000:
-OnTimer180000:
-OnTimer240000:
-OnTimer300000:
-OnTimer360000:
-OnTimer420000:
-OnTimer480000:
-OnTimer540000:
- if (getmapusers("job3_arch02") == 0) {
- mapwarp "job3_arch02","job3_arch01",29,29;
- donpcevent "Valkyrie#arch::OnBc";
- stopnpctimer;
- }
- end;
-OnTimer600000:
- mapannounce "job3_arch02","Valkyrie's Nightmare: I can't stand anymore!",bc_map,"0xFF0000";
- end;
-OnTimer605000:
- mapannounce "job3_arch02","Whispering of Valkyrie: No way! I can't let you guys do that. Go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- donpcevent "Valkyrie#arch::OnBc";
- stopnpctimer;
- end;
-}
-
-job3_arch02,390,388,1 script #arch_2_start CLEAR_NPC,{
- end;
-OnInit:
- disablenpc "#arch_2_01";
- disablenpc "#arch_2_02";
- disablenpc "#arch_2_03";
- disablenpc "#arch_2_04";
- disablenpc "#arch_2_05";
- disablenpc "#arch_2_06";
- disablenpc "#arch_2_07";
- disablenpc "#arch_2_08";
- disablenpc "#arch_2_09";
- disablenpc "#arch_2_10";
- disablenpc "#arch_2_11";
- disablenpc "#arch_2_boss";
- end;
-OnEnable:
- enablenpc "#arch_2_01";
- enablenpc "#arch_2_02";
- enablenpc "#arch_2_03";
- enablenpc "#arch_2_04";
- enablenpc "#arch_2_05";
- enablenpc "#arch_2_06";
- enablenpc "#arch_2_07";
- enablenpc "#arch_2_08";
- enablenpc "#arch_2_09";
- enablenpc "#arch_2_10";
- enablenpc "#arch_2_11";
- enablenpc "#arch_2_boss";
- donpcevent "#arch_val02::OnEnable";
- donpcevent "mob#arch_2::OnEnable";
- end;
-}
-
-job3_arch02,390,386,1 script #arch_3_start CLEAR_NPC,{
- end;
-OnEnable:
- enablenpc "#arch_3_01";
- enablenpc "#arch_3_02";
- enablenpc "#arch_3_03";
- enablenpc "#arch_end";
- //enablenpc "#arch_end_eff";
- end;
-}
-
-job3_arch02,290,221,0 script #arch_end_eff HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- specialeffect EF_MAPPILLAR2,"#arch_end";
- end;
-}
-
-/*
-job_arch01,26,25,0 script #archremove HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (countitem(6154)) delitem 6154, countitem(6154); //Broken_Horn_Pipe
- if (countitem(12381)) delitem 12381, countitem(12381); //ValkyrieA_Scroll
- if (countitem(12382)) delitem 12382, countitem(12382); //ValkyrieB_Scroll
- if (countitem(2798)) delitem 2798, countitem(2798); //Will_Of_Exhausted_Angel
- end;
-}
-*/
-
-job3_arch01,1,1,1 script control#arch CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "[Troll]";
- mes "Password please.";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "[Transit]";
- mes "The GlobalVar is";
- mes $@archbs + ".";
- mes "Do you want to change it?";
- next;
- switch(select("0:1")) {
- case 1:
- $@archbs = 0;
- hideoffnpc "Valkyrie#arch";
- close;
- case 2:
- $@archbs = 1;
- hideoffnpc "Valkyrie#arch";
- close;
- }
- } else {
- mes "[Troll]";
- mes "Enter the correct password!";
- close;
- }
-}
-
-odin_tem02,30,181,0 script #wherearch01 HIDDEN_WARP_NPC,10,10,{
-OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
- end;
-}
-
-odin_tem02,30,335,0 script #wherearch02 HIDDEN_WARP_NPC,10,10,{
-OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
- end;
-}
diff --git a/npc/re/jobs/3-1/guillotine_cross.txt b/npc/re/jobs/3-1/guillotine_cross.txt
deleted file mode 100644
index 5a75aeb84..000000000
--- a/npc/re/jobs/3-1/guillotine_cross.txt
+++ /dev/null
@@ -1,3961 +0,0 @@
-//===== Hercules Script ======================================
-//= Guillotine Cross Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Assassin / Assassin Cross -> Guillotine Cross.
-//===== Additional Comments: =================================
-//= 1.0 Adapted from original script. [Euphy]
-//= 1.0a Added 'npcskill' command. [Euphy]
-//= 1.0b Moved warps to separate file. [Euphy]
-//= 1.1 Fixed some minor bugs. [Euphy]
-//= 1.2 Moved "Girl" NPC off ve_fild05. [Euphy]
-//= 1.3 Added missing OnMyMobDead labels. [Euphy]
-//= 1.4 Added missing labels. [Joseph]
-//= 1.5 Added GM management function. [Euphy]
-//============================================================
-
-que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{
- if (job_3rd_gc == 0) {
- if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
- if (BaseLevel == 99) {
- L_Mission:
- mes "[Ahcart]";
- mes "Finally, it's time...";
- mes "Hey, what's your name?";
- next;
- switch(select(strcharinfo(0),".....")) {
- case 1:
- mes "[Ahcart]";
- mes strcharinfo(0)+"?";
- mes "Got it. I'll remember your name.";
- mes "A master told me that you are a person with ability.";
- break;
- case 2:
- mes "[Ahcart]";
- mes "What? You are a distrustful person.";
- mes "Hmm, whatever.";
- mes "I heard that you are a person with ability.";
- break;
- }
- next;
- mes "[Ahcart]";
- mes "My duty is delivering a guild message to a capable assassin.";
- mes "I think that you are suitable to perform the guild's duty.";
- next;
- mes "[Ahcart]";
- mes "So, would you perform this duty for us?";
- mes "Of course, I'm going to offer a reward for completing your task.";
- next;
- select("What is the request?");
- mes "[Ahcart]";
- mes "It's unclear.";
- mes "I told you. It's a special task.";
- mes "The only thing I know is the condition to bring a person with the master's ability.";
- next;
- mes "[Ahcart]";
- mes "First, one who has patience.";
- mes "Second, one who is quiet.";
- mes "Third, one who is focused.";
- next;
- mes "[Ahcart]";
- mes "What do you think about what I told you?";
- mes "This task means that it needs a person who can perform a task irrespective of their own will.";
- next;
- mes "[Ahcart]";
- mes "It's necessary to keep this request secret.";
- mes "But it's also your duty not to tell anyone.";
- next;
- mes "[Ahcart]";
- mes "This is all your choice.";
- mes "Will you help us with this request?";
- next;
- switch(select("I'll do it.:Give me time to think.")) {
- case 1:
- mes "[Ahcart]";
- mes "Ok, to Veins.";
- mes "I'll contact them.";
- mes "It's your first duty to go to Veins.";
- next;
- mes "[Ahcart]";
- mes "You should be able to find it easily.";
- mes "Go now.";
- job_3rd_gc = 3;
- setquest 7101;
- close;
- case 2:
- mes "[Ahcart]";
- mes "Got it.";
- mes "But don't think about it for too long.";
- job_3rd_gc = 2;
- close;
- }
- }
- mes "[Ahcart]";
- mes "Hmm, you are my peer.";
- mes "I'm Ahcart. I'm from Veins.";
- mes "Hmm...";
- next;
- mes "[Ahcart]";
- mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there.";
- mes "I think you might go there.";
- job_3rd_gc = 1;
- close;
- }
- mes "[A man of a sharp impression]";
- mes "....";
- mes "What the...?";
- mes "You are not an assassin.";
- close;
- } else if (job_3rd_gc == 1) {
- if (BaseLevel == 99) goto L_Mission;
- mes "[Ahcart]";
- mes "If you become stronger and more skillful, then the assassin's guild will give you a special task.";
- mes "Go for it.";
- close;
- } else if (job_3rd_gc == 2) {
- mes "[Ahcart]";
- mes "Have you thought about it more?";
- next;
- switch(select("I'll do it.:I'm not ready.")) {
- case 1:
- mes "[Ahcart]";
- mes "Ok, to Veins.";
- mes "I'll contact them.";
- mes "It's your first duty to go to Veins.";
- next;
- mes "[Ahcart]";
- mes "You should be able to find it easily.";
- mes "Go now.";
- job_3rd_gc = 3;
- setquest 7101;
- close;
- case 2:
- mes "[Ahcart]";
- mes "You are too cautious.";
- mes "I get the sense that you don't want to work for us.";
- close;
- }
- } else if (job_3rd_gc == 3) {
- mes "[Ahcart]";
- mes "Go to Veins and find a chapter.";
- mes "You can hear more details from there.";
- close;
- } else {
- mes "[Ahcart]";
- mes "Good luck to you.";
- close;
- }
-}
-
-function script func_3rdgc {
- .@n$ = "["+strcharinfo(0)+"]";
- mes .@n$;
- mes "Let me collect all the information...";
- .@i = 0;
- if (questprogress(7112) == 1) {
- mes "Madelle saw a person who looked like a priest from Rachel late at night.";
- ++.@i;
- }
- if (questprogress(7113) == 1) {
- mes "Crave said that there was a girl who bought lots of things day and night.";
- ++.@i;
- }
- if (questprogress(7114) == 1) {
- mes "Trovan said that there was a guy who could be seen often but is not a hotel guest, so he is suspicious.";
- ++.@i;
- }
- if (!getarg(0)) {
- .@i -= 2;
- if (questprogress(7115) == 1) {
- mes "A peddler wears shabby clothes, but she buys fresh and expensive things every single day.";
- ++.@i;
- }
- if (questprogress(7116) == 1) {
- mes "The old man in village said that there was a girl who showed up in same place at the same time, so maybe moved here.";
- ++.@i;
- }
- }
- next;
- if (.@i == 3) {
- mes .@n$;
- mes "One day, Madelle saw a person who looked like a priest of Rachel,";
- mes "and Trovan is suspicious of why that person is here.";
- next;
- mes .@n$;
- mes "But the reason that Trovan suspects them is...";
- next;
- switch(select("They are unfamiliar:The residence is unclear")) {
- case 1:
- mes .@n$;
- mes "No, that's not the reason. The guard sees new adventurers every day.";
- mes "Besides, Madelle told me that it was a guy and Crave said it was a girl.";
- mes "I'm confused.";
- next;
- mes .@n$;
- mes "Let me rethink this.";
- job_3rd_gc = 7;
- close;
- case 2:
- mes .@n$;
- mes "Yeah, adventurers often visit so it can't be a proper reason.";
- next;
- mes .@n$;
- mes "The thing Trovan suspected is that his residence is unclear. But he shows up often and buys supplies regularly.";
- next;
- mes .@n$;
- mes "But Crave said it was a girl.";
- mes "Madelle said that she witnessed a guy.";
- next;
- if (getarg(0)) {
- if(select("Madelle witnessed 2...:There are more than 2...") == 1) {
- mes .@n$;
- mes "Madelle said that she saw one more person in the darkness.";
- mes "Then is it a girl who brought the supplies?";
- next;
- }
- }
- else select("It could be a helper.");
- mes .@n$;
- mes "Yeah. There could be one more helper.";
- mes "She sent a person to buy the stuff instead of herself.";
- mes "Or it could be a peer Madelle can't see.";
- next;
- mes .@n$;
- mes "Crave said that she comes here day and night to buy stuff regularly.";
- mes "Then I know what I have to do.";
- job_3rd_gc = 8;
- close;
- }
- }
- mes .@n$;
- mes "Umm...";
- mes "Do I need more information? I think something more is needed.";
- close;
-}
-
-job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{
- mes "[Daora]";
- if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
- if (job_3rd_gc < 4) {
- if (Sex) {
- mes "Oh~ you're good-looking!";
- mes "So, what do you want?";
- } else {
- mes "Hmm, you're a girl.";
- mes "Ok pick up whatever you want.";
- }
- next;
- mes "[Daora]";
- mes "I'm not sure that you already know or not, but we are selling special Morroc liquor.";
- mes "Which one do you want?";
- next;
- switch(select("Tropical Sograt:Vermilion on the Beach:No thanks!:......")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem 12112,1; //Tropical_Sograt
- close;
- }
- mes "It's 800 zeny per glass of Tropical Sograt.";
- close;
- case 2:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem 12113,1; //Vermilion_The_Beach
- close;
- }
- mes "It's 800 zeny per glass of Vermilion on the Beach.";
- close;
- case 3:
- mes "[Daora]";
- mes "Don't show me your nervousness!";
- specialeffect2 EF_HIT1;
- percentheal -30,0;
- close;
- case 4:
- mes "[Daora]";
- mes "What? Why are you looking at me like that?";
- mes "Oh? You are a person of this world.";
- mes "Your name is...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes strcharinfo(0)+".";
- next;
- mes "[Daora]";
- if (job_3rd_gc == 3) {
- mes "Ah~ I've heard your name before.";
- mes "Umm... right!";
- mes "You were recommended by Ahcart.";
- next;
- mes "[Daora]";
- mes "Yeah, can you find an entrance to an alley in the corner?";
- mes "Go in there, then you can hear a more detailed story.";
- mes "Take on this special task~!";
- job_3rd_gc = 4;
- changequest 7101,7102;
- close;
- }
- mes "What, I don't know that name.";
- mes "Hey, I have to be in business, so can you move over?";
- close;
- }
- } else if (job_3rd_gc == 4) {
- mes "The room in the corner. Feel free to enter it because no one enters that room anyway.";
- mes "Or do you need something?";
- next;
- mes "[Daora]";
- mes "Ah, I'm not selling liquir to someone who's started the special task.";
- next;
- switch(select("Not selling liquor...:I need information.:Fine then punk!")) {
- case 1:
- mes "[Daora]";
- mes "Hey, you are performing a task now.";
- mes "And you want me to sell you booze?!";
- mes "Is every assasin like you? Lazy boozers?";
- close;
- case 2:
- mes "[Daora]";
- mes "You dare to demand information after taking a task.";
- mes "You didn't meet a master yet?";
- mes "As if I would just tell you because you ask!";
- mes "You are childish.";
- close;
- case 3:
- mes "[Daora]";
- mes "Don't talk to me like I'm one of your friends!";
- mes "You have no right to be that way!";
- specialeffect2 EF_HIT1;
- percentheal -30,0;
- close;
- }
- } else if (job_3rd_gc == 10) {
- mes "Oh~! good for me.";
- mes "Who is she?";
- mes "You told her that we'll protect her?";
- next;
- select("Yes,I did.");
- mes "[Daora]";
- mes "Hmm, I see...";
- mes "Your opinion will be important.";
- mes "I got it.";
- next;
- mes "[Daora]";
- mes "She was so scared,";
- mes "so I gave her a hot drink";
- mes "and took her to a her room.";
- next;
- mes "[Daora]";
- mes "Well... there is better place to keep an eye on her than this room.";
- next;
- select("No, I just protect...");
- mes "[Daora]";
- mes "Ah~ whatever anyway you make me work.";
- mes "To protect that young girl.";
- next;
- mes "[Daora]";
- mes "Mayshell told me that I have to support you, so I'm not going to complain.";
- next;
- mes "[Daora]";
- mes "So, don't worry.";
- mes "Are you supposed to be here for her?";
- mes "Go ahead.";
- job_3rd_gc = 11;
- close;
- } else if (job_3rd_gc == 11) {
- mes "She is in a room.";
- mes "The one in front of master's room.";
- mes "Can you find it?";
- close;
- } else if (job_3rd_gc == 12) {
- mes "That girl...";
- mes "will be sent to her home?";
- mes "Don't worry about that.";
- next;
- mes "[Daora]";
- mes "Mayshell and the other guys will handle it.";
- close;
- } else if (job_3rd_gc == 14) {
- mes "Oh, it's perfect timing.";
- mes "Mayshell will call you.";
- mes "Go to the master's room.";
- close;
- } else if (job_3rd_gc > 4 && job_3rd_gc < 18) {
- mes "What do you need?";
- mes "We don't sell to anyone who has started the special task.";
- next;
- switch(select("....:Give me 1 glass.:Then, can you give milk?")) {
- case 1:
- mes "[Daora]";
- mes "Why? Are you disappointed?";
- mes "Um~";
- mes "I can't let anyone on duty drink.";
- close;
- case 2:
- mes "[Daora]";
- if (job_3rd_gc == 5) {
- mes "I told you that I won't sell you any.";
- mes "An empty glass is fine without liquor.";
- mes "I already told you...";
- next;
- mes "[Daora]";
- mes "I'll let you know all the information that I know.";
- next;
- mes "[Daora]";
- mes "If you need to, visit me anytime and I'll serve you a drink after your task is done.";
- job_3rd_gc = 6;
- close;
- } else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- mes "You hope that there will be something in the glass?";
- mes "Information can't come out of empty glasses.";
- close;
- }
- mes "You need a glass?";
- mes "Mayshell's order distracted you, so you can't understand anything.";
- next;
- mes "[Daora]";
- mes "Ok, what do you want to know?";
- mes "You hope that there will be something in the glass?";
- next;
- switch(select("Ask for help.:Handle it by yourself.")) {
- case 1:
- mes "[Daora]";
- mes "So, it means just killing a strange guy in the village?";
- mes "Why were you in agony because of that?";
- mes "Hmm... Let me see...";
- next;
- mes "[Daora]";
- mes "Then it will need legwork?";
- mes "Where is the most crowded place in this village?";
- mes "The pub and motel.";
- next;
- mes "[Daora]";
- mes "And the guard of the village always keeps an eye on strange people.";
- mes "Or the old merchant is quick in visual learning.";
- next;
- mes "[Daora]";
- mes "I can say that especially...";
- mes "Trovan, Crave who is a trader, and Madelle in the pub are quick in visual learning.";
- next;
- mes "[Daora]";
- mes "It's good information, isn't it?";
- setquest 7091;
- next;
- mes "- The advice of Daora is attached to the board with quest information. -";
- close;
- case 2:
- mes "[Daora]";
- mes "Ok. It's great.";
- mes "Each word and behavior will be an important key of the events.";
- mes "So, look around carefully and figure it out.";
- next;
- mes "[Daora]";
- mes "Something good will happen.";
- close;
- }
- } else if (job_3rd_gc == 7) {
- mes "You seem to be worried.";
- mes "Here, It's cold water.";
- mes "You think over with cold water.";
- next;
- switch(select("Figure out based on information.:Stop the stage.")) {
- case 1:
- if (questprogress(7091) == 1)
- .@j = 1;
- callfunc "func_3rdgc",.@j;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else if (job_3rd_gc == 8) {
- if (questprogress(7092) == 1) {
- mes "Wait in an alley where she usually shows up to find her, and you will be able to pursue the question.";
- next;
- mes "[Daora]";
- mes "Trying wouldn't hurt.";
- mes "If you want to find a root, you have to find a leaf first.";
- mes "Work hard.";
- close;
- }
- mes "Did you solve it?";
- mes "What will you do?";
- next;
- switch(select("Get advice.:It's a secret.")) {
- case 1:
- mes "[Daora]";
- mes "Can you let me know about an information you collected?";
- next;
- if(select("You have a heart-to-heart talk with him.:That's impossible.") == 2) {
- mes "[Daora]";
- mes "What, I can't support you properly?";
- mes "You solve it by yourself.";
- close;
- }
- mes "[Daora]";
- mes "Hum. Got it.";
- next;
- mes "[Daora]";
- mes "There is a guy who looks like a priest and Trovan and Madelle saw him.";
- mes "A merchant saw a girl who buys things regularly.";
- next;
- mes "[Daora]";
- mes "The main target is a guy,";
- mes "but the helper is a girl.";
- mes "Maybe.";
- next;
- mes "[Daora]";
- mes "Above all,";
- mes "it's really getting to you.";
- next;
- mes "[Daora]";
- mes "Then it's simple.";
- mes "Why don't you meet her in the place where she visits often?";
- next;
- mes "[Daora]";
- mes "It's the transience of duty.";
- mes "You don't know the meaning with a piece of the puzzle.";
- next;
- mes "[Daora]";
- mes "They can be related people or not.";
- mes "Ok, I'll be very attentive to my want.";
- next;
- mes "[Daora]";
- mes "Right~?";
- mes "Go on a place where can look down a village well and find Melissa.";
- mes "That will be helpful.";
- next;
- mes "- Daora's advice is attached on the board of quest. -";
- setquest 7092;
- close;
- case 2:
- mes "[Daora]";
- mes "Umm~.";
- mes "Right. There is a secret";
- mes "you can't tell anyone while perfoming a task.";
- next;
- mes "[Daora]";
- mes "In those regards, you surpass the standards.";
- close;
- }
- } else if (job_3rd_gc == 9) {
- if (questprogress(7093) == 1) {
- mes "So, go to the east of village, you can see a narrow alley directed to the north.";
- next;
- mes "[Daora]";
- mes "The blind alley that Melissa told means this street.";
- mes "You are thinking like a child.";
- close;
- }
- mes "Haha... how's it going?";
- next;
- switch(select("Where is the blind alley?:It's okay.")) {
- case 1:
- mes "[Daora]";
- mes "The blind alley?";
- mes "Hmm... well.";
- mes "Is there a blind alley like our pub...";
- next;
- mes "[Daora]";
- mes "Ah, in the northeast alley";
- mes "directed upside in the village,";
- mes "there is no street because";
- mes "the houses stand close together in that area.";
- next;
- mes "[Daora]";
- mes "Around Melissa's house,";
- mes "that is the blind alley";
- mes "for the boy, maybe.";
- next;
- mes "[Daora]";
- mes "It's very easy to find walking around the village.";
- setquest 7093;
- next;
- mes "- Daora's advice is attached on the board of quest. -";
- close;
- case 2:
- mes "[Daora]";
- mes "Ok. It's going well.";
- mes "Can I expect a good result?";
- close;
- }
- } else if (job_3rd_gc == 13) {
- mes "I sent a girl named Estillda to her home.";
- mes "Why do we handle worthless things like it?";
- next;
- if (questprogress(7094) == 1) {
- mes "[Daora]";
- mes "I'm not sure if he still lives...";
- mes "Anyway, he is a key artisan in Rachel,";
- mes "and can recognize all kinds of keys.";
- next;
- mes "[Daora]";
- mes "What? Residence?";
- mes "I told you, it's Rachel.";
- mes "He maybe lives in comfort for the rest of his days in Rachel.";
- next;
- mes "[Daora]";
- mes "Go ask inside a pub of Rachel...";
- close;
- }
- mes "[Daora]";
- mes "Yeah, how's it going?";
- next;
- switch(select("It progress satisfactorily.:Show the key.")) {
- case 1:
- mes "[Daora]";
- mes "My glass, you don't need it?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes. I already have enough information.";
- mes "If that is a stuff has a long story behind it,";
- mes "we have only one way.";
- next;
- mes "[Daora]";
- mes "Right.";
- mes "If you think carefully,";
- mes "you can find a way.";
- next;
- mes "[Daora]";
- mes "Good luck~";
- close;
- case 2:
- mes "[Daora]";
- mes "What is th--";
- mes "I see, that guy had this key...?";
- next;
- mes "[Daora]";
- mes "It's a symbol of shrines";
- mes "and has a showy pattern.";
- mes "Hmm...";
- next;
- mes "[Daora]";
- mes "So, you want to know this key's use?";
- mes "If you do, go to Rachel.";
- mes "There is a key artisan there.";
- next;
- mes "[Daora]";
- mes "Now, he is retired, but he";
- mes "spends his declining years in peace.";
- mes "You can ask him yourself.";
- next;
- mes "[Daora]";
- mes "Ask what this key's use is.";
- setquest 7094;
- next;
- mes "- Daora's advice is attached on the quest board. -";
- close;
- }
- } else if (job_3rd_gc == 15) {
- if (questprogress(7095) == 1) {
- mes "The field northwest of Veins.";
- mes "You can find that easily with a map.";
- mes "There are lots of wolves, so be careful.";
- close;
- }
- mes "Hey, how's Mayshell?";
- mes "Can you fix an uncomfortable way of talking?";
- next;
- mes "[Daora]";
- mes "Don't pretend to be a noblewoman.";
- next;
- switch(select("I'm going to go.:Do you know a mansion around Veins?")) {
- case 1:
- mes "[Daora]";
- mes "Ok.";
- mes "Don't be carried away by ill-advised bravery.";
- mes "Well... it's also hard to be killed.";
- close;
- case 2:
- mes "[Daora]";
- mes "Yes, sure.";
- mes "There is a mansion between ravines.";
- mes "It's very gloomy.";
- mes "I don't understand his taste.";
- next;
- mes "[Daora]";
- mes "And that mansion is built in back of a ravine...";
- mes "It's always dark like the night.";
- next;
- mes "[Daora]";
- mes "The location?";
- mes "Well...";
- mes "It's in the northwest field of Veins.";
- mes "You can go through a narrow road to northeast.";
- setquest 7095;
- next;
- mes "- Daora's advice is attached on the board of quest. -";
- next;
- mes "[Daora]";
- mes "There are lots of scary wolves in that area, be careful.";
- close;
- }
- } else {
- mes "No. It's not funny anymore.";
- close;
- }
- case 3:
- mes "[Daora]";
- mes "Our milk is expensive!";
- mes "Give me 500 zeny for a cup.";
- next;
- switch(select("It's ok. Give me a cup of milk.:You are a barefaced robber!")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 499) {
- mes "Here you are. Milk.";
- mes "Then take a rest.";
- Zeny -= 500;
- getitem 519,1; //Milk
- close;
- }
- mes "I told you, it's 500 zeny.";
- mes "A poor man. You have only a fine figure!";
- close;
- case 2:
- mes "[Daora]";
- mes "An impertinent fellow!";
- specialeffect2 EF_HIT1;
- percentheal -30,0;
- close;
- }
- }
- } else {
- mes "You've completed the task perfectly.";
- mes "What do you need now?";
- mes "Do you need something else?";
- next;
- mes "[Daora]";
- mes "If you decide on a way to walk, it's time to start newly.";
- mes "Everyone is waiting for you.";
- close;
- }
- } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
- if (Sex) {
- mes "Oh~ you're good-looking~!";
- mes "It's worthwhile to open a pub~";
- mes "I can feel fruitful labors whenever I see a guy like you~";
- } else {
- mes "Hmm... You look as good as I did in my youth.";
- mes "What do you want?";
- }
- next;
- switch(select("Tropical Sograt:Vermilion on the Beach:Milk")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem 12112,1; //Tropical_Sograt
- close;
- }
- mes "It's 800 zeny per 1 glass of Tropical Sograt.";
- close;
- case 2:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem 12113,1; //Vermilion_The_Beach
- close;
- }
- mes "[Daora]";
- mes "It's 800 zeny per 1 glass of Vermilion on the Beach.";
- close;
- case 3:
- mes "[Daora]";
- if (Sex) {
- mes "Uh... Umm...";
- mes "It's complicated order. but I don't have any choice since you want it.";
- next;
- mes "[Daora]";
- if (Zeny > 499) {
- mes "I feel sorry to take 500 zeny per bottle, but I have to.";
- mes "It's very hard to get milk in Veins.";
- Zeny -= 500;
- getitem 519,1; //Milk
- close;
- }
- mes "Umm... I think I can't help you.";
- mes "There is no milk in Veins.";
- close;
- } else {
- mes "Ah, milk.";
- mes "Huu! Milk!";
- next;
- mes "[Daora]";
- mes "I don't have anything like that.";
- close;
- }
- }
- } else {
- if (Sex == 1) {
- mes "Oh~ you're good-looking!";
- mes "So, what do you want?";
- }
- else {
- mes "Hum...you're a girl.";
- mes "Ok pick up whatever you want.";
- }
- next;
- mes "[Daora]";
- mes "I'm not sure that you already know or not, but we are selling special liquor of Morroc.";
- mes "Which one do you want?";
- next;
- switch(select("Tropical Sograt:Vermilion the beach:No thanks!")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 999) {
- mes "Here you are, take it.";
- Zeny -= 1000;
- getitem 12112,1; //Tropical_Sograt
- close;
- }
- mes "It's 1000 zeny per glass of Tropical Sograt.";
- close;
- case 2:
- mes "[Daora]";
- if (Zeny > 999) {
- mes "Here you are, take it.";
- Zeny -= 1000;
- getitem 12113,1; //Vermilion_The_Beach
- close;
- }
- mes "It's 1000 zeny per glass of Vermilion on the Beach.";
- close;
- case 3:
- mes "[Daora]";
- mes "Don't show me your nervousness!";
- specialeffect2 EF_HIT1;
- percentheal -30,0;
- close;
- }
- }
-}
-
-job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{
- if (!checkweight(1201,2)) {
- mes "- You can't continue this quest because you have too many items. -";
- close;
- }
- mes "[Mayshell]";
- if (job_3rd_gc == 4) {
- mes "You were sent here by Ahcart?";
- mes "I'll give you a task without asking anymore questions.";
- mes "Ok, listen carefully.";
- next;
- mes "[Mayshell]";
- mes "We are chasing a person trying to dissolve an organization.";
- mes "We got information about a guy who looks like a town leader.";
- next;
- mes "[Mayshell]";
- mes "Your task is to punish him under the cover of shadow.";
- next;
- mes "[Mayshell]";
- mes "Our objective shouldn't be released to anybody.";
- mes "Your memories should disappear in shadow.";
- mes "Be cautious and avoid observation.";
- next;
- select("Ok...:So the task is...?");
- mes "[Mayshell]";
- mes "What does he look like?";
- mes "How do you recognize him?";
- mes "I can't tell you.";
- mes "That's for you to find out.";
- next;
- mes "[Mayshell]";
- mes "You will need a compass.";
- mes "You need a lamp and a light to see in the darkness.";
- next;
- mes "[Mayshell]";
- mes "At that point, you will be able to have a drink and rest.";
- next;
- mes "[Mayshell]";
- mes "Overcome the adversity.";
- mes "It is up to you to judge.";
- mes "We can't help you, so you must figure it out for yourself.";
- next;
- mes "[Mayshell]";
- mes "We saw a stranger in this village, we are quite sure that he is the person who we are looking for your task.";
- next;
- mes "[Mayshell]";
- mes strcharinfo(0)+".";
- mes "Time is not waiting for you.";
- mes "Go ahead. Spill blood with the blade of a knife that stands for a stoic life.";
- job_3rd_gc = 5;
- changequest 7102,7103;
- close;
- } else if (job_3rd_gc == 5) {
- mes "You already have your orders.";
- mes "Even though you don't have any evidence, I trust you to do a good job.";
- next;
- mes "[Mayshell]";
- mes "It's a test to watch you.";
- mes "Let me see, "+strcharinfo(0)+"...";
- mes "Go out and think about what you have to do first.";
- next;
- mes "[Mayshell]";
- mes "Your task is finding a stranger.";
- next;
- mes "[Mayshell]";
- mes "Go out search diligently.";
- mes "I'll allow you to have some water.";
- next;
- mes "[Mayshell]";
- mes "Meet Daora before you start.";
- mes "She may be helpful to you.";
- close;
- } else if (job_3rd_gc == 14) {
- mes "Welcome.";
- mes "How was your day?";
- mes "I heard about your activity.";
- next;
- mes "[Mayshell]";
- mes "You found a key, right?";
- mes "Huhu. I have my ways of finding out.";
- next;
- mes "[Mayshell]";
- mes "Can you show me the key?";
- mes "I'm going to check if";
- mes "you were capable or not...";
- next;
- select("Give a key to him.");
- mes "[Mayshell]";
- if (countitem(6150) == 0) {
- mes "You didn't bring a key?";
- mes "I'll be in lots of trouble.";
- close;
- }
- mes "I didn't expect your success without a clear target...";
- mes "You are a man of greater ability than I thought.";
- next;
- mes "[Mayshell]";
- mes "I think you find a target what we look for.";
- mes "Then you handle it after finding a key's host.";
- next;
- mes "[Mayshell]";
- mes "Then it'll be over.";
- mes "But you have to find the key's host by yourself.";
- next;
- mes "[Mayshell]";
- mes "When you find the mansion, there will be a person waiting for you.";
- next;
- mes "[Mayshell]";
- mes "This is the last step.";
- mes "Don't make any mistakes.";
- delitem 6150,1; //Key_Of_The_Mansion
- job_3rd_gc = 15;
- changequest 7108,7109;
- close;
- } else if (job_3rd_gc == 15) {
- mes "Ok, you have something to do?";
- mes "If you are late, Renzak might get upset.";
- close;
- } else if (job_3rd_gc == 18 || job_3rd_gc == 19) {
- mes "I already got a report from Renzak.";
- if (job_3rd_gc == 18) {
- mes "You completed the task quickly.";
- mes "That's great.";
- } else {
- mes "I'm so happy to see you.";
- mes "But quickness is very important to us.";
- next;
- mes "[Mayshell]";
- mes "You were not punctual...";
- mes "At least you came back alive.";
- }
- next;
- .@all_wine = 0;
- for(.@i = 0; .@i < 5; ++.@i)
- if (questprogress(7091+.@i) == 1) {
- ++.@all_wine;
- }
- mes "[Mayshell]";
- if (.@all_wine < 2) {
- mes "You did the job by yourself";
- mes "even though there wasn't any";
- mes "information about it, and you";
- mes "collected it.";
- next;
- mes "[Mayshell]";
- mes "You corresponded with all conditions";
- mes "promptly and with patience.";
- next;
- mes "[Mayshell]";
- if (job_3rd_gc == 18) {
- mes "The evaluation of your task is... [S].";
- mes "[S] is for 'special'.";
- .@quest = 7099;
- } else {
- mes "The evaluation of your task is... [A].";
- mes "If you were punctual, you would have received higher.";
- .@quest = 7096;
- }
- next;
- } else {
- mes "You made full use of Daora's advice.";
- mes "But, didn't I mention it?";
- next;
- mes "[Mayshell]";
- mes "I told you to keep it a secret...";
- mes "Of course, I don't want to blame you.";
- next;
- mes "[Mayshell]";
- mes "It's important not only to solve this by yourself,";
- mes "but also to make an effort getting information.";
- next;
- mes "[Mayshell]";
- if (.@all_wine > 3) {
- if (job_3rd_gc == 18) {
- mes "The evaluation of your task is... [B].";
- .@quest = 7097;
- } else {
- mes "The evaluation of your task is... [C].";
- mes "You need to act by yourself.";
- .@quest = 7098;
- }
- next;
- } else {
- mes "You adjusted an affair with flexible points of view.";
- mes "You were not dependent on the others and you used the surroundings properly.";
- next;
- mes "[Mayshell]";
- mes "I like that.";
- if (job_3rd_gc == 18) {
- mes "The evaluation of your task is... [A].";
- .@quest = 7096;
- } else {
- mes "The evaluation of your task is... [B].";
- .@quest = 7097;
- }
- next;
- }
- }
- mes "[Mayshell]";
- mes "You got a new qualification for completing this task.";
- mes "It's a shadow of our assasin as a shadow of the world...";
- next;
- mes "[Mayshell]";
- mes "I'm going to give you the qualification to be a ^4d4dffGuillotine Cross^000000.";
- mes "I'm not pushing you, so you can come whenever you want to visit.";
- next;
- mes "[Mayshell]";
- mes "I reward you for your labor, and I'm going to give you a present.";
- mes "I got this one from guild, I hope it's helpful to you.";
- job_3rd_gc = 20;
- getitem 12106,1; //Accessory_Box
- erasequest 7091;
- erasequest 7092;
- erasequest 7093;
- if (questprogress(7094)) erasequest 7094;
- if (questprogress(7095)) erasequest 7095;
- erasequest 7112;
- erasequest 7113;
- erasequest 7114;
- if (questprogress(7115)) erasequest 7115;
- if (questprogress(7116)) erasequest 7116;
- changequest 7111,.@quest;
- next;
- mes "[Mayshell]";
- mes "I want to tell you something.";
- mes "I order you that ^4d4dffyou should not leave a document at all^000000, whatever it is.";
- next;
- mes "[Mayshell]";
- mes "There are two types of information:";
- mes "Things that can be shared and those that cannot.";
- next;
- mes "[Mayshell]";
- mes "And never leave records or tell anybody about a task you completed...";
- mes "for your junior who will follow your steps.";
- next;
- mes "[Mayshell]";
- mes "Don't forget.";
- mes "And the task you did is related to Rachel, Rune-Midgard, and our assassin guild.";
- mes "So the others should not be known. Of course, you are included, so please forget everything.";
- close;
- } else if (job_3rd_gc == 20) {
- mes "You are acknowledged by the guild.";
- mes "Feel free to come whenever you want to become a Guillotine Cross.";
- next;
- mes "[Mayshell]";
- mes "That choice means that you will have to walk a street of blood again.";
- next;
- mes "[Mayshell]";
- mes "Bercasell is waiting in the room on the opposite side.";
- mes "Meet him.";
- close;
- } else if (job_3rd_gc > 20) {
- mes "Even though I gave you a qualification,";
- mes "I don't want to celebrate that qualification.";
- next;
- mes "[Mayshell]";
- mes "It's a way to abandon one's mind and the way of pain, of adversity.";
- mes "I pushed you that way.";
- next;
- mes "[Mayshell]";
- mes "It's funny.";
- mes "We live for checking our comrades...";
- mes "But it's a rule of the assasin.";
- next;
- mes "[Mayshell]";
- mes "In a dark night, it's the fate of a person who is going on the shadow of the moon.";
- mes "I wish you to store one's mind, please...";
- close;
- } else {
- mes "You are not allowed in here.";
- close;
- }
-}
-
-ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{
- mes "[Waitress]";
- if (job_3rd_gc < 6) {
- mes "Welcome~";
- mes "Visit and take a rest~";
- close;
- } else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- if (questprogress(7112) == 1) {
- mes "That's all the information that I know.";
- mes "After that, I can't remember anything else.";
- next;
- mes "Then can we figure it out with the information you collected?-";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "Welcome.";
- mes "Are you ready to order?";
- next;
- switch(select("You are...:Your name is..?:Water, please.")) {
- case 1:
- mes "[Waitress]";
- mes "What's the matter?";
- mes "Are you ready to order?";
- next;
- select("I'm looking for Madelle...");
- mes "[Madelle]";
- mes "Ah? Madelle? Do you know about Daora?";
- mes "I'm Madelle.";
- mes "I think you have business because you came from Daora.";
- next;
- select("Was there a suspicious guest?");
- mes "[Madelle]";
- mes "A suspicious guest?";
- mes "What kind of...?";
- mes "Ah, well... we have had a few strangers.";
- next;
- mes "[Madelle]";
- mes "We don't have lots of floating population because of the rough terrain in the village.";
- mes "Almost all people have been here since they were born or adventurers who are regulars.";
- next;
- mes "[Madelle]";
- mes "But if they are not that kind of people...";
- mes "Yes, there were strangers.";
- next;
- select("Can you tell me about them?");
- mes "[Madelle]";
- mes "Um... One looked like a priest from Rachel.";
- mes "A priest in this village...";
- mes "Maybe he is a soldier, I understand.";
- next;
- mes "[Madelle]";
- mes "One day, there was a guy who seemed to be exhausted and bought food.";
- mes "I remember him because he visited after closing a store.";
- next;
- mes "[Madelle]";
- mes "I'm not sure but there was a person who was wearing a hood.";
- mes "He seemed be exhausted and they wanted to buy a small drink and a snack.";
- next;
- mes "[Madelle]";
- mes "I haven't seen any of them since.";
- mes "So I don't know anymore.";
- setquest 7112;
- next;
- mes "- The information of Madelle is attached on the guest board.";
- mes "Then can we figure out what information you've collected? -";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Waitress]";
- mes "What? My name?";
- mes "Are you hitting on me?";
- mes "Don't do that.";
- if (Sex) mes "You are not my type.";
- else mes "I don't swing that way.";
- close;
- case 3:
- mes "[Waitress]";
- mes "Do you want ice with that?";
- close;
- }
- }
- } else {
- if (questprogress(7112) == 1) {
- mes "That's all the information that I know.";
- mes "I haven't seen them since.";
- next;
- mes "- I wonder if I can figure it out with the information I've collected... -";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "Welcome.";
- mes "Are you ready to order?";
- next;
- switch(select("Suspicious people?:Which one is the best food?")) {
- case 1:
- mes "[Waitress]";
- mes "A suspicious person?";
- mes "You are a suspicious person.";
- close;
- case 2:
- mes "[Waitress]";
- mes "Umm? well...";
- mes "If you want to have a simple dish, have a meal from our fixed menu.";
- mes "It's 5000 zeny, Do you want it?";
- next;
- switch(select("Yes, I'll try it.:......")) {
- case 1:
- if (Zeny > 4999) {
- mes "[Waitress]";
- mes "Here you are, this is a meal from the fixed menu.";
- mes "Feel free to call me when you need.";
- next;
- switch(select("How's your business?:Do you have lots of guests?")) {
- case 1:
- mes "[Waitress]";
- mes "Well... not bad.";
- mes "This is the only pub here so it's good.";
- break;
- case 2:
- mes "[Waitress]";
- mes "Not that much lately.";
- mes "It's so-so.";
- break;
- }
- next;
- mes "[Waitress]";
- mes "A business in a village can keep up with customers.";
- mes "Thesedays, adventurers have been visiting more often.";
- next;
- select("Any suspicious visitors?");
- mes "[Waitress]";
- mes "Sure, I see some everyday.";
- mes "I can recognize when I see their outfits.";
- mes "I have to memorize their characters because of business.";
- next;
- select("It's boring...");
- mes "[Waitress]";
- mes "Yeah sometimes.";
- mes "Everyday I have to talk";
- mes "with same people.";
- mes "But...";
- next;
- mes "[Waitress]";
- mes "I'm refreshed when I see guests like you.";
- mes "I remember something that happened a few days ago.";
- next;
- mes "[Waitress]";
- mes "When I closed the store,";
- mes "he seemed be exhausted and they wanted to buy a small drink and a snack.";
- next;
- mes "[Waitress]";
- mes "He was a stranger but I'm sure that he is from Rachel.";
- mes "He looked like a priest.";
- next;
- mes "[Waitress]";
- mes "I thought that a priest came here, but it's wrong.";
- mes "I was starting to get scared.";
- next;
- mes "[Waitress]";
- mes "I thought that I may have opened the door to a thief.";
- mes "Ah, sorry, I must be talking too much.";
- next;
- mes "[Waitress]";
- mes "It was boring to talk with that old man...";
- mes "Anyway, don't let me disturb you anymore.";
- mes "Bon Appetit!";
- next;
- mes "[Waitress]";
- mes "Oh by the way, my name is Madelle.";
- mes "I hope you remember my name.";
- Zeny -= 5000;
- setquest 7112;
- next;
- mes "- Madelle's information is attached to a quest board. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Waitress]";
- mes "A meal from our menu is 5000 zeny.";
- mes "You have to pay.";
- mes "It's prepay.";
- close;
- }
- case 2:
- mes "[Waitress]";
- mes "You feel annoyed.";
- mes "I see. I won't push you.";
- mes "Take a rest there.";
- close;
- }
- }
- }
- }
- } else {
- mes "Hi~!";
- mes "We can see often each other.";
- next;
- mes "[Madelle]";
- mes "A meal? Liquor?";
- mes "Hoho, have a good time!";
- close;
- }
-}
-
-ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{
- if (job_3rd_gc < 6) {
- mes "[Young Merchant]";
- mes "If you want to buy stuff, go to this person.";
- mes "I'm a distributor.";
- close;
- }
- else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- if (questprogress(7113) == 1) {
- mes "[Crave]";
- mes "I already gave you all the information I have.";
- mes "I'm quick in visual learning.";
- mes "I can't find the other girl, only the one who matches your condition.";
- next;
- mes "Can we figure out with the information you collected?";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Young Merchant]";
- mes "How about increasing potion in next time...";
- mes "Um, do you have something to tell me?";
- next;
- switch(select("Do you know Crave?:Give me a potion.")) {
- case 1:
- mes "[Crave]";
- mes "I'm Crave, who are you...?";
- //mes "You're not a usual stuff in connection.."; //FIXME: Dialogue.
- next;
- mes "[Crave]";
- mes "Ah, is it about Daora?";
- mes "Yes, what can I do for you?";
- next;
- select("Did you see a stranger these past days?");
- mes "[Crave]";
- mes "Stranger... about Daora's business?";
- mes "Ok. I understand what you are talking about.";
- next;
- mes "[Crave]";
- mes "I found a new face while";
- mes "watching the stores.";
- mes "It was a girl...";
- next;
- mes "[Crave]";
- mes "She buys food and the necessities of life regularly in the morning and afternoon.";
- mes "I wanted to know more about her, because she was pretty.";
- mes "But there is no person who knows her residence.";
- next;
- mes "[Crave]";
- mes "Is it a mysterious person?";
- mes "I don't know who she is, or where she lives!";
- next;
- mes "[Crave]";
- mes "I want to talk to her, but she runs away...";
- mes "She must be hiding something.";
- setquest 7113;
- next;
- mes "- The information Crave gave is attached on the quest board.";
- mes "Then can we figure out with information you collected? -";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Young Merchant]";
- mes "I carry on a wholesale trade, not a retail trade.";
- mes "Buy that from a tool salesperson.";
- close;
- }
- }
- } else {
- if (questprogress(7113) == 1) {
- mes "[Crave]";
- mes "I already gave you all the information I have.";
- mes "I'm quick in visual learning.";
- mes "I can't find the other girl, only the one who matches your condition.";
- next;
- mes "Can we figure out with the information you collected?";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Young Merchant]";
- mes "What's wrong?";
- mes "I'm a merchant, but not a retail merchant.";
- mes "If you want to buy things, go to the others.";
- next;
- switch(select("Suspicious people?:I heard that you are sharp.")) {
- case 1:
- mes "[Young Merchant]";
- mes "A suspicious person?";
- mes "There are lots of people who are suspicious.";
- next;
- mes "[Young Merchant]";
- mes "It's that lame person that's suspicious, isn't it?";
- close;
- case 2:
- mes "[Young Merchant]";
- mes "Hmm? It's reasonable.";
- mes "I have to be quick in visual learning for living as a merchant.";
- next;
- mes "[Young Merchant]";
- mes "I have to memorize the faces of people who do business with me so I can make a profit.";
- mes "Then I can make steady customers.";
- next;
- switch(select("I'm looking for a cousin...:End conversation.")) {
- case 1:
- mes "[Young Merchant]";
- mes "Is she a beautiful blonde?";
- next;
- switch(select("No, it's a boy.:Yes, she is.")) {
- case 1:
- mes "[Young Merchant]";
- mes "Is he?";
- mes "I don't know.";
- mes "I know only a mysterious blonde beauty.";
- close;
- case 2:
- mes "[Crave]";
- mes "Oh, she is?";
- mes "I'm Crave. If you find her later, please contact me.";
- next;
- mes "[Crave]";
- mes "Don't give me a fierce scowl.";
- mes "I'm a man of ability.";
- next;
- select("Where did you see her?");
- mes "["+strcharinfo(0)+"]";
- mes "A few days have passed already.";
- mes "I want to find her as soon as possible.";
- mes "You said you saw that child? Where did you see her?";
- next;
- mes "[Crave]";
- mes "So... that's why we don't know her residence.";
- mes "I can understand buying food and other supplies.";
- next;
- mes "[Crave]";
- mes "She always runs away without saying anything.";
- mes "I like her because of her mysterious atmosphere.";
- next;
- mes "[Crave]";
- mes "I think that she ran away from home.";
- mes "She visits here to buy stuff every day and every night regularly.";
- next;
- mes "[Crave]";
- mes "She may run away when she sees you.";
- mes "It's probably better to hide in the alley to catch her.";
- setquest 7113;
- next;
- mes "- Crave's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- }
- case 2:
- mes "[Young Merchant]";
- mes "Why do you change your face while I'm talking about a steady customer?";
- mes "Oh, you are...";
- mes "It's a sword of darkness that can't make a profit unrelated to memorizing people's faces.";
- close;
- }
- }
- }
- }
- } else {
- mes "[Crave]";
- mes "Excuse me?";
- mes "Did you find who you were looking for?";
- close;
- }
-}
-
-veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{
- if (job_3rd_gc < 6) {
- mes "[Vigilante]";
- mes "Do you have any inconveniences while you are traveling?";
- mes "At the outskirts of the city, there are many monsters. Be careful.";
- close;
- }
- else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- if (questprogress(7114) == 1) {
- mes "[Trovan]";
- mes "I already gave you all the information I have.";
- mes "He's the only suspicious person that's been seen.";
- mes "But nothing has happened yet, so I'm keeping watch.";
- next;
- mes "- What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Vigilante]";
- mes "Hello?";
- mes "Do you need help?";
- next;
- switch(select("Do you know Trovan?:No thanks.")) {
- case 1:
- mes "[Vigilante]";
- mes "Eh? I'm Trovan, a member of the vigilante corps of Veins.";
- mes "What's the matter?";
- next;
- mes "[Trovan]";
- mes "Ah, you were recommended by Daora.";
- mes "I remember all of the faces of people who live in this village.";
- next;
- mes "[Trovan]";
- mes "Maybe he is a stranger.";
- mes "We should exclude normal adventurers.";
- next;
- mes "[Trovan]";
- mes "And if Daora finds a person, he must not be a normal person.";
- mes "So we should exclude normal guests...";
- next;
- mes "[Trovan]";
- mes "Then we can set limits for guessing who it is.";
- mes "A few days ago, a priest visited this village.";
- mes "He covered his face with a hood, so I couldn't see him too well.";
- next;
- mes "[Trovan]";
- mes "I can detect suspicious people pretty well.";
- mes "He might be a criminal if he were hiding his face.";
- next;
- mes "[Trovan]";
- mes "Why is he suspicious?";
- mes "He shows up here regularly, but he has no definite residence.";
- mes "And I always lose him when I try to follow him.";
- next;
- mes "[Trovan]";
- mes "I can't offer any more information.";
- mes "I always have to guard the entrance of the village, so I can't follow him for too long.";
- next;
- mes "[Trovan]";
- mes "Anyway. He is a only person who I suspect.";
- mes "He hasn't been caught doing anything criminal,";
- mes "but he's always covering himself up.";
- setquest 7114;
- next;
- mes "- Trovan's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Trovan]";
- mes "Recently, I've seen many suspicious people.";
- mes "I'm keeping strict watch.";
- close;
- }
- }
- } else {
- if (questprogress(7114) == 1) {
- mes "[Trovan]";
- mes "I already gave you all the information I have.";
- mes "He's the only suspicious person that's been seen.";
- mes "But nothing has happened yet, so I'm keeping watch.";
- next;
- mes "- Should I figure out the information collected? -";
- next;
- switch(select("Check the information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Trovan]";
- mes "I'm Trovan, a guard of Veins.";
- mes "What's wrong?";
- next;
- switch(select("Is there a wanted man?:Nothing.")) {
- case 1:
- mes "[Trovan]";
- mes "A wanted man?";
- mes "No, what's the matter?";
- next;
- mes "[Trovan]";
- mes "Did you find any suspicious people entering this village lately?";
- mes "Umm...";
- next;
- mes "[Trovan]";
- mes "Recently, there's been a man in this village wearing a hood.";
- mes "He is not a traveler. He bought food and slipped out of the village.";
- next;
- mes "[Trovan]";
- mes "I'm wondering about his identity.";
- mes "I think he is related to a shrine...";
- mes "Or maybe he isn't...";
- next;
- mes "[Trovan]";
- mes "There is no one else like him among the people living in this village.";
- mes "I wonder where he is from.";
- next;
- mes "[Trovan]";
- mes "He might still be here.";
- mes "There are no new people except for him. I know almost all of the adventurer's faces that visit here.";
- mes "So that's not much news.";
- setquest 7114;
- next;
- mes "- Trovan's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Trovan]";
- mes "Don't go too far away.";
- close;
- }
- }
- }
- } else {
- mes "[Trovan]";
- mes "How's it going?";
- close;
- }
-}
-
-veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{
- mes "[Peddler]";
- if (job_3rd_gc < 6) {
- mes "What a huge sandstorm.";
- mes "Are you ok?";
- close;
- }
- else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- mes "What a huge sandstorm.";
- mes "Are you ok?";
- close;
- } else {
- if (questprogress(7115) == 1) {
- mes "So, did you find that girl?";
- mes "If you do, let her know that she has to come and visit me.";
- next;
- mes "- You can't get more information from the peddler. What information have I collected? -";
- next;
- switch(select("check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "Hey. Hey!";
- mes "I'm talking to you!";
- next;
- switch(select("Ignore him.:Listen to the story.")) {
- case 1:
- mes "[Peddler]";
- mes "You are too cold.";
- close;
- case 2:
- mes "[Peddler]";
- mes "A pretty girl just bought food.";
- mes "You know that freshness is important when buying fish...";
- next;
- mes "[Peddler]";
- mes "But I gave the wrong fish to her.";
- mes "Recently, she bought food from my store.";
- mes "I can't find her, maybe she doesn't live here.";
- next;
- mes "[Peddler]";
- mes "She looks shabby but she always buys expensive food.";
- mes "I thought that she was a maid but we don't have a mansion that can hire maids in Veins.";
- next;
- mes "[Peddler]";
- mes "Kind of suspicious, isn't it?";
- mes "But, I gave spoiled fish to her...";
- next;
- mes "[Peddler]";
- mes "So I have to find her and exchange the fish for a refund.";
- next;
- mes "[Peddler]";
- mes "If you find her, send that message, please?";
- mes "I can't miss a guest like her.";
- next;
- mes "[Peddler]";
- mes "Ok, let's see...";
- mes "She is blonde girl.";
- mes "You should be able";
- mes "to find her easily.";
- next;
- mes "[Peddler]";
- mes "Actually, nobody knows where she's from.";
- mes "You're an adventurer, so I'm asking you.";
- next;
- select("I'll send her your message.:Hmm...");
- mes "["+strcharinfo(0)+"]";
- mes "- Even though I don't have time to spare, the girl mentioned by the peddler is suspicious. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "- A girl who has no clear residence and buys expensive food. I have to find out. -";
- next;
- mes "[Peddler]";
- mes "Then send my message to her, please.";
- mes "If I can't exchange the fish, it will spoil.";
- setquest 7115;
- next;
- mes "- The peddler's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- }
- }
- }
- } else {
- mes "Did you send my message properly?";
- mes "Then why she hasn't she visited here to exchange the fish?";
- close;
- }
-}
-
-veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{
- mes "[Old Man]";
- if (job_3rd_gc < 6) {
- mes "Haha... I can remember my past when I see a young adventurer like you...";
- close2;
- } else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- mes "Haha... I can remember my past when I see a young adventurer like you...";
- close;
- } else {
- if (questprogress(7116) == 1) {
- mes "Thanks for talking to me.";
- next;
- mes "- I can't get anymore information from the Old Man. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "What? What's the matter?";
- mes "You want to talk with me?";
- next;
- switch(select("Suspicious person...:You look good.")) {
- case 1:
- mes "[Old Man]";
- mes "A suspicious person?";
- mes "Well, Trovan may know more about her than me.";
- close;
- case 2:
- mes "[Old Man]";
- mes "Thanks anyway.";
- mes "I'll just sit down here...";
- next;
- mes "[Old Man]";
- mes "I look around at people who pass by here all the time.";
- mes "I can find out where they're from easily by watching what they wear.";
- next;
- mes "[Old Man]";
- mes "I can't forget her at all because of her funny outfit.";
- mes "It's not difficult to forget a person wearing a formal dress.";
- next;
- select("Then what's funny?");
- mes "[Old Man]";
- mes "Umm, this village is not funny anymore.";
- mes "I know everything~ I even found out everyone's job.";
- next;
- mes "[Old Man]";
- mes "But...";
- mes "Recently, a girl showed up.";
- mes "In the morning, she buys some food from a peddler and then disappears.";
- next;
- mes "[Old Man]";
- mes "And in the afternoon she usually buys the necessities of life.";
- mes "A little bit at a time.";
- mes "And then she goes somewhere after...";
- next;
- mes "[Old Man]";
- mes "I figure that she must be preparing something.";
- mes "If she buys a lot of stuff, then she can be found easily.";
- next;
- mes "[Old Man]";
- mes "I think she stocks up heavily on foods that help during battles.";
- next;
- mes "[Old Man]";
- mes "She just recently started this routine.";
- mes "Is she a newcomer?";
- next;
- mes "[Old Man]";
- mes "I'm going to watch you for a while.";
- mes "Ah, why am I bothering you with this story?";
- setquest 7116;
- next;
- mes "- The information of the Old Man is attached to the quest board. What information have I collected?";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- }
- }
- }
- } else if (job_3rd_gc == 8) {
- mes "You want to know something?";
- mes "We have a marvelous girl in our village.";
- next;
- mes "[Old Man]";
- mes "I don't know what kind of gift she has, but she knows how to find people.";
- next;
- mes "[Old Man]";
- mes "If you want to find her, ask that kid.";
- close;
- } else {
- mes "I still don't know.";
- mes "I'm too old...";
- close;
- }
-}
-
-veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{
- mes "[Melissa]";
- if (job_3rd_gc == 8) {
- mes "Hi?";
- mes "What?";
- mes "Have you lost a friend?";
- next;
- switch(select("Do you know something?:No...")) {
- case 1:
- mes "[Melissa]";
- mes "I have a special gift that I've had my whole life.";
- mes "People visit me when they need to find something.";
- next;
- mes "[Melissa]";
- mes "Are looking for someone?";
- mes "Can you tell me about their character?";
- next;
- switch(select("You are joking.:Let me do it.")) {
- case 1:
- mes "[Melissa]";
- mes "Ha! But you'll come back to me when you need to find someone.";
- mes "I know everything.";
- close;
- case 2:
- .@ans00 = 0;
- mes "[Melissa]";
- mes "Ok, answer my question.";
- mes "Is it a boy or a girl?";
- next;
- switch(select("A boy:A girl")) {
- case 1:
- mes "[Melissa]";
- mes "A boy and...";
- break;
- case 2:
- mes "[Melissa]";
- mes "A girl and...";
- ++.@ans00;
- break;
- }
- next;
- mes "[Melissa]";
- mes "What is the hair color?";
- next;
- switch(select("Dark:Red:Light yellowish:White")) {
- case 1:
- mes "[Melissa]";
- mes "Dark hair color... hmm...";
- mes "Dark brown or black hair...";
- break;
- case 2:
- mes "[Melissa]";
- mes "Light brown or dark orange... Red hair...";
- break;
- case 3:
- mes "[Melissa]";
- mes "Light orange to blonde hair.";
- ++.@ans00;
- break;
- case 4:
- mes "[Melissa]";
- mes "Gray... white... gold... silver hair...";
- break;
- }
- next;
- mes "[Melissa]";
- mes "Young or old?";
- next;
- switch(select("Like a child.:Young.:Middle-aged.:Very old.")) {
- case 1:
- mes "[Melissa]";
- mes "And a child.";
- break;
- case 2:
- mes "[Melissa]";
- mes "A young person.";
- mes "Like you?";
- ++.@ans00;
- break;
- case 3:
- mes "[Melissa]";
- mes "Same age as a tool salesman?";
- mes "Middle-aged.";
- break;
- case 4:
- mes "[Melissa]";
- mes "Yes, very old.";
- break;
- }
- next;
- mes "[Melissa]";
- mes "Hi, "+((Sex)?"brother":"sister")+"~ Let me collect all of the information you've provided...";
- next;
- mes "- She begins to murmur and gestures toward the sky. Her hair springs up as she says... -";
- next;
- if (.@ans00 == 3) {
- mes "[Melissa]";
- mes "Got it!";
- mes "I know her.";
- mes "Her name is ^4d4dffEstillda^000000.";
- mes "Right?";
- next;
- mes "[Melissa]";
- mes "Why are you looking for her? Is she your friend?";
- mes "She gave me candy the other day.";
- next;
- mes "[Melissa]";
- mes "Umm... this girl...";
- mes "will pass around";
- mes "a blind alley in";
- mes "about 1 hour!";
- mes "Hehehe!";
- erasequest 7103;
- setquest 7104;
- job_3rd_gc = 9;
- next;
- mes "[Melissa]";
- mes "She has to be who you're looking for. I'm never wrong.";
- mes "Tell me I did a good job!";
- next;
- switch(select("Pat Melissa on the head.:Giver her a thumbs up sign.")) {
- case 1:
- mes "You pat Melissa on the head.";
- mes "She reacts like a puppy would.";
- next;
- mes "[Melissa]";
- mes "Hehehe...";
- mes "I'm here to help~!";
- close;
- case 2:
- mes "[Melissa]";
- mes "Hehehe...";
- mes "I did good!";
- close;
- }
- } else {
- mes "[Melissa]";
- mes "Umm...";
- mes "That person who has those characteristics is...";
- next;
- mes "[Melissa]";
- mes "Wha-...? Eww, I've never been wrong.";
- mes "I don't know why, but I can't see that person.";
- next;
- mes "[Melissa]";
- mes "Eeeahhh! Wahhh!";
- next;
- mes "- All I can do is soothe Melissa as she cries. I have to think about the person's characteristics again. -";
- close;
- }
- }
- case 2:
- mes "[Melissa]";
- mes "It's strange.";
- mes "In this village people are always looking for someone.";
- close;
- }
- } else if (job_3rd_gc == 9) {
- mes "Did you find her?";
- mes "Say thanks to her for giving me candy the other day.";
- close;
- } else {
- mes "When I'm looking for people, an angel wearing black clothes gives me information.";
- next;
- mes "[Melissa]";
- mes "I told Daora about this story, then she said to me not to do it again.";
- mes "Maybe she isn't a good angel.";
- close;
- }
-}
-
-veins,337,284,0 script #ghostestilla_3rdgc HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- if (job_3rd_gc == 9) {
- if ((questprogress(7104,PLAYTIME) == 1) || (questprogress(7105,PLAYTIME) == 1)) {
- mes ".....?";
- mes "There's a sign of somebody present.";
- mes "You still have time.";
- close;
- } else if ((questprogress(7104,PLAYTIME) == 2) || (questprogress(7105,PLAYTIME) == 2)) {
- mes "The blind alley that Melissa told me about must be this street.";
- next;
- mes "There's a sign of somebody present.";
- mes "A blonde girl shows up!";
- donpcevent "Estillda#3rdgc10::OnEnable";
- next;
- select("Make a surprise attack.");
- .@c_spec = readparam(bDex)+readparam(bAspd)+readparam(bCritical);
- if (.@c_spec > 209 || (!rand(2) && .@c_spec > 190 && .@c_spec < 210) || (!rand(3) && .@c_spec < 191)) {
- mes "You take her by the wrist trying not to let her see you.";
- mes "The food that she is holding falls on the floor.";
- next;
- mes "[Estillda]";
- mes "Ahhhh!";
- mes "Who are you?";
- mes "What are you doing?";
- next;
- if(select("Who sent you?:Who's from Rachel?") == 2) {
- mes "[Estillda]";
- mes "I don't know! I don't have any idea. I don't know him!";
- next;
- }
- mes "[Estillda]";
- mes "If I buy stuff for him...";
- mes "He said that he can pay for my labor and production costs.";
- next;
- mes "[Estillda]";
- mes "I don't know who he is.";
- mes "It's true.";
- mes "Is he bad guy?";
- next;
- mes "[Estillda]";
- mes "Help me, please?";
- mes "Help me.";
- mes "I'll do anything you want.";
- next;
- mes "[Estillda]";
- mes "I didn't know anything about him, I don't know if he's a bad guy.";
- mes "I just bought some stuff... (sobbing)...";
- next;
- mes "- Estillda is in shock because she thinks that she's in trouble. -";
- next;
- select("Calm her down.");
- mes "["+strcharinfo(0)+"]";
- mes "Just relax for a second.";
- mes "I totally understand what you're saying.";
- mes "You won't get into any trouble.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm looking for a guy who committed a crime and ran away.";
- mes "I have to catch him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So who made you get those supplies?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you cooperate with me, I'm going to protect you until this is all done.";
- mes "The Assassin Guild will protect you.";
- next;
- mes "[Estillda]";
- mes "You promise, right?";
- mes "How can I help you?";
- next;
- select("When are you supposed to meet?");
- mes "[Estillda]";
- mes "Oh, I already delivered the stuff.";
- mes "I'm on my way back.";
- next;
- mes "[Estillda]";
- mes "Ah, these are mine.";
- mes "I got a lot of zeny.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then go straight this way and pretend that nothing happened.";
- next;
- mes "- I demand that she walks as usual and tell her how to get to Daora's pub. -";
- donpcevent "Estillda#3rdgc10::OnDisable";
- if (questprogress(7104)) erasequest 7104;
- if (questprogress(7105)) erasequest 7105;
- job_3rd_gc = 10;
- setquest 7106;
- next;
- mes "- The pub in the underground of Veins is the best place to keep her safe. -";
- close;
- } else {
- mes "- I tried to take her by the wrist, but she already knew and ran away screaming. -";
- donpcevent "Estillda#3rdgc10::OnDisable";
- if (questprogress(7104)) erasequest 7104;
- if (questprogress(7105)) erasequest 7105;
- setquest 7105;
- next;
- mes "You couldn't catch Estillda.";
- close;
- }
- } else {
- mes "An error has occurred.";
- mes "Please contact the GM team to fix this situation.";
- close;
- }
- }
- end;
-}
-
-veins,341,287,3 script Estillda#3rdgc10 4_F_SHABBY,{
-OnInit:
-OnDisable:
- disablenpc "Estillda#3rdgc10";
- end;
-OnEnable:
- enablenpc "Estillda#3rdgc10";
- end;
-}
-
-job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{
- if (job_3rd_gc == 11) {
- mes "Estillda is looking around with an anxious expression on her face.";
- next;
- switch(select("Are you ok?:Intimidate her.")) {
- case 1:
- mes "[Estillda]";
- mes "Yes? Yes...";
- mes "I thought assassins were scary.";
- mes "But I don't think so...";
- next;
- select("You don't look like you're from Veins");
- mes "[Estillda]";
- mes "Yes? Yes...";
- mes "I'm from Rachel.";
- mes "I'm here to make zeny.";
- mes "I had a desolate life in Rachel.";
- next;
- switch(select("You came here with alone?:Had a desolate life...")) {
- case 1:
- mes "[Estillda]";
- mes "No.";
- mes "I don't think so.";
- mes "I came here with a guy.";
- next;
- mes "[Estillda]";
- mes "I usually come here by myself. Sometimes he checks my destination.";
- mes "I thought that he is an important person from some company.";
- next;
- mes "[Estillda]";
- mes "But I don't know who he is.";
- break;
- case 2:
- mes "[Estillda]";
- mes "I'm a native,";
- mes "I work in his house.";
- mes "I think it's not bad.";
- mes "I just left my home...";
- next;
- mes "[Estillda]";
- mes "He said that he needed a maid and that he could pay me enough money.";
- break;
- }
- next;
- mes "[Estillda]";
- mes "Actually I don't know him well.";
- mes "...I'll never do it.";
- mes "I want to go home. I miss my mommy.";
- next;
- switch(select("What can you tell me?:Tell me what you know!")) {
- case 1:
- mes "[Estillda]";
- mes "Yes. Right?";
- mes "I'm going to tell you everything that I know.";
- break;
- case 2:
- mes "[Estillda]";
- mes "Sorry. I'm sorry.";
- mes "I'm going to do what you want...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Your attitude is a problem.";
- mes "Let's take up the main subject.";
- break;
- }
- next;
- mes "[Estillda]";
- mes "I usually supply food";
- mes "and other life necessities.";
- next;
- mes "[Estillda]";
- mes "I buy some food to eat for myself.";
- mes "And I buy expensive food for him everyday.";
- next;
- mes "[Estillda]";
- mes "I think he is very fussy about food...";
- mes "And I get money whenever I deliver food..";
- next;
- select("Where did you sleep?");
- mes "[Estillda]";
- mes "Yes? Yes, around here.";
- mes "There is a place that soldiers stay.";
- mes "He wants me to stay there...";
- next;
- select("When are you supposed to meet?");
- mes "[Estillda]";
- mes "In a couple of hours.";
- mes "At a warehouse underground in the south.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks for your cooperation.";
- mes "Your house is in Rachel?";
- mes "Estillda is your real name?";
- mes "Yes, I'm going to draw his rations in Rachel.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "To go back home without an accident.";
- job_3rd_gc = 12;
- changequest 7106,7107;
- close;
- case 2:
- mes "[Estillda]";
- mes "Yes?";
- mes "Please...";
- mes "Don't kill me.";
- next;
- mes "- Estillda looks scared. You need to change the subject. -";
- close;
- }
- } else if (job_3rd_gc == 12) {
- mes "[Estillda]";
- mes "We usually meet at the same place at the same time.";
- mes "It's in a warehouse underground in the south.";
- mes "Don't tell him that I told you.";
- close;
- }
- end;
-}
-
-veins,206,56,0 script #3rdgc_battleroom01 HIDDEN_WARP_NPC,1,1,{
- end;
-OnInit:
- $@3rdgc_room01 = 0;
- end;
-OnTouch:
- if (job_3rd_gc == 12) {
- if (questprogress(7107,PLAYTIME) == 2) {
- mes "This must be the place Estillda told me about.";
- next;
- switch(select("Go inside.:Observe the situation.")) {
- case 1:
- if ($@3rdgc_room01 == 0) {
- warp "job3_guil02",34,44;
- $@3rdgc_room01 = 1;
- } else {
- mes "You tried to open the door but it's locked.";
- mes "It doesn't show any signs of life.";
- next;
- mes "Come back here later.";
- }
- close;
- case 2:
- mes "I back up to watch the situation unfold.";
- close;
- }
- } else if (questprogress(7107,PLAYTIME) == 1) {
- mes "This must be the place Estillda told me about.";
- mes "I have enough time for meeting.";
- close;
- } else {
- mes "An error has occurred.";
- mes "Contact the GM team to resolve the situation.";
- close;
- }
- }
- end;
-}
-
-job3_guil02,34,44,0 script #3rdgc_room01_mag01 HIDDEN_WARP_NPC,2,2,{
- end;
-OnEnable:
- enablenpc "#3rdgc_room01_mag01";
- end;
-OnDisable:
- disablenpc "#3rdgc_room01_mag01";
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTouch:
- if (job_3rd_gc == 12) {
- initnpctimer;
- donpcevent "A man with black clothes::OnEnable";
- disablenpc "#3rdgc_room01_mag01";
- } else {
- mes "You don't have to come here now.";
- close;
- warp "veins",178,62;
- $@3rdgc_room01 = 0;
- end;
- }
- end;
-OnTimer295000:
- mapannounce "job3_guil02","Dandelion: ...Ha, you are strong and sticky!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- donpcevent "A man with black clothes::OnReset";
- end;
-OnTimer296000:
- mapannounce "job3_guil02","The Dandelion ran away.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer298000:
- mapwarp "job3_guil02","veins",186,65;
- end;
-OnTimer299000:
- donpcevent "Dandelion#3rdgc12::OnDisable";
- donpcevent "A man with black clothes::OnDisable";
- donpcevent "#3rdgc_room01_mag01::OnEnable";
- end;
-OnTimer300000:
- $@3rdgc_room01 = 0;
- stopnpctimer;
- end;
-}
-
-job3_guil02,51,43,7 script A man with black clothes 4_M_DSTMAN,4,4,{
- end;
-OnInit:
-OnDisable:
- hideonnpc "A man with black clothes";
- .on = 0;
- end;
-OnEnable:
- hideoffnpc "A man with black clothes";
- .on = 1;
- end;
-OnReset:
- killmonster "job3_guil02","A man with black clothes::OnMyMobDead";
- end;
-OnTouch:
- if (!.on) end;
- mes "[A man with black clothes]";
- mes "You just arrived here.";
- mes "Why are you so late?";
- mes "Put your stuff down.";
- next;
- select("......");
- mes "[A man with black clothes]";
- mes "May the goddess bless you eternally...";
- npcskill "AL_BLESSING",10,0,0;
- next;
- emotion e_gasp;
- mes "[A man with black clothes]";
- mes "Who... who are you?!";
- mes "A... Assassin Guild?!";
- mes "What?!";
- mes "When did I give you a clue?!";
- next;
- select("You lost your head...");
- mes "["+strcharinfo(0)+"]";
- mes "Is this the correct target?";
- mes "Can you talk with me for a sec?";
- next;
- mes "[A man with black clothes]";
- mes "No way!!!!";
- mes "You... I'll make you close your eyes forever!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What?!";
- close2;
- donpcevent "A man with black clothes::OnDisable";
- monster "job3_guil02",51,43,"Dandelion",2031,1,"A man with black clothes::OnMyMobDead";
- end;
-OnMyMobDead:
- donpcevent "#3rdgc_room01_mag01::OnStop";
- donpcevent "#3rdgc_2nd_timer::OnEnable";
- mapwarp "job3_guil02","job3_guil02",47,43;
- end;
-}
-
-job3_guil02,1,1,0 script #3rdgc_2nd_timer CLEAR_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnTimer1000:
- donpcevent "Dandelion#3rdgc12::OnEnable";
- end;
-OnTimer60000:
- mapwarp "job3_guil02","veins",186,65;
- end;
-OnTimer61000:
- donpcevent "Dandelion#3rdgc12::OnDisable";
- donpcevent "A man with black clothes::OnDisable";
- donpcevent "#3rdgc_room01_mag01::OnEnable";
- $@3rdgc_room01 = 0;
- stopnpctimer;
- end;
-}
-
-job3_guil02,49,43,5 script Dandelion#3rdgc12 4_M_DSTMANDEAD,{
- if (!checkweight(1201,2)) {
- mes "- You can't continue this quest because you have too many items. -";
- close;
- }
- if (job_3rd_gc == 12) {
- mes "[Dandelion]";
- mes "Eyah!";
- mes "You... won't find anything.";
- mes "Everything... is guided... by the goddess...";
- mes "Keeek!";
- next;
- mes "- He puts something in his mouth and swallows. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is that?!";
- mes "What do you have in your mouth...?";
- mes "Why did you do that?";
- next;
- mes "It's too late to save him.";
- mes "He passed away.";
- mes "You find a key with a fancy decoration around his neck.";
- job_3rd_gc = 13;
- getitem 6150,1; //Key_Of_The_Mansion
- changequest 7107,7108;
- close;
- } else {
- if (job_3rd_gc == 13) {
- mes "There is nothing to do.";
- mes "Let's get out of here.";
- } else
- mes "You are shoved by an unknown force.";
- close2;
- warp "veins",178,62;
- end;
- }
-OnInit:
-OnDisable:
- disablenpc "Dandelion#3rdgc12";
- end;
-OnEnable:
- enablenpc "Dandelion#3rdgc12";
- end;
-}
-
-rachel,115,77,3 script Girke#3rdgc13 4_M_03,{
- mes "[Girke]";
- mes "Oh~ young man.";
- mes "I'm Girke Sara.";
- mes "Just call me Girke.";
- next;
- mes "- He smells like alcohol. -";
- next;
- mes "[Girke]";
- mes "You know what?";
- mes "A man who is a legendary key artisan lives in our village.";
- mes "Hiccup~";
- next;
- mes "[Girke]";
- mes "Ah~hahahaha";
- mes "My dad likes pieces of work like that.";
- mes "One day, he said to me.";
- next;
- mes "[Girke]";
- mes "'Girke, my wish is having a key crafted from Oresa.'";
- next;
- mes "[Girke]";
- mes "But Oresa already disappeared after handing everything over to his apprentice.";
- mes "Finally, my dad passed away without seeing such a key...";
- next;
- mes "[Girke]";
- mes "You know.";
- mes "That Oresa! He lives in our town?!";
- mes "Hiccup~";
- next;
- mes "[Girke]";
- mes "But he is too old...";
- mes "But the artisan is...";
- next;
- mes "[Girke]";
- mes "...difficult to meet.";
- mes "Like my dad... He's a bit of a loner.";
- next;
- mes "[Girke]";
- mes "What am I talking to you about.";
- mes "Are you drunken? Daddy... (sobbing)";
- mes "Ah... Daddy...";
- next;
- mes "- Girke starts to cry. -";
- close;
-}
-
-ra_in01,175,196,3 script Oresa Rava#3rdgc13 4_M_LGTGRAND,{
- mes "[Oresa Rava]";
- if (job_3rd_gc == 13) {
- mes "I don't know why you are visiting me, but I'm not crafting anymore.";
- mes "I'm too old to craft.";
- next;
- select("Do you know this key?");
- mes "[Oresa Rava]";
- mes "Hmm? Umm... Give it to me.";
- mes "This pattern...";
- mes "Where did you get this from?";
- next;
- switch(select("I just picked it up.:I have a story...")) {
- case 1:
- mes "[Oresa Rava]";
- mes "Umm? Did you just pick it up?";
- mes "That's impossible.";
- mes "Did something happen in that house.";
- next;
- mes "[Oresa Rava]";
- mes "So what will you do with this key?";
- next;
- select("I'm going to find the owner.");
- mes "[Oresa Rava]";
- mes "Ah~! That's why you came here to see me.";
- mes "I gave that key to a person who was a priest.";
- next;
- mes "[Oresa Rava]";
- mes "I couldn't see my home after he became a priest, but I made a key for a celebration.";
- next;
- mes "[Oresa Rava]";
- mes "It's a key to his mansion.";
- mes "Now I don't know where he lives.";
- mes "But can you visit there and send over the caretaker of the summer cottage?";
- next;
- break;
- case 2:
- mes "[Oresa Rava]";
- mes "I don't know what's going on.";
- mes "I gave that key to a person who was a priest.";
- next;
- mes "[Oresa Rava]";
- mes "I couldn't see my home after he became a priest, but I made a key for a celebration.";
- next;
- mes "[Oresa Rava]";
- mes "It's a key to his mansion.";
- mes "Now I don't know where he lives.";
- mes "But can you visit there and send over the caretaker of the summer cottage?";
- next;
- mes "[Oresa Rava]";
- mes "Actually, I can't trust you...";
- mes "But you showed up with a key. It may be an act of providence.";
- next;
- select("Sure.");
- break;
- }
- mes "[Oresa Rava]";
- mes "That mansion was...";
- mes "built in a gorge of Veins.";
- mes "I don't know the exact location of it though.";
- next;
- select("That should be enough.");
- mes "[Oresa Rava]";
- mes "Are you sure?";
- mes "You are so kind.";
- mes "Send over that key.";
- next;
- mes "- Find the owner of that key soon and tell Mayshell. -";
- job_3rd_gc = 14;
- close;
- } else if (job_3rd_gc == 14) {
- mes "That key is of a mansion built in a gorge of Veins.";
- mes "I'm sure of it.";
- close;
- } else {
- mes "It's an old story about that artisan.";
- mes "Now... It's best to see my grandchild.";
- next;
- mes "[Oresa Rava]";
- mes "You are laughing now, but you will understand me soon.";
- close;
- }
-}
-
-//Pre-RE: ve_fild05 (327,308)
-ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{
- if (job_3rd_gc > 14 && job_3rd_gc < 18) {
- mes "[Renzak]";
- if (job_3rd_gc == 15) {
- mes "You are here.";
- mes "I'm Renzak.";
- mes "You sent here from Mayshell?";
- //mes "I'm not dwelling on."; //FIXME: Dialogue.
- next;
- mes "[Renzak]";
- mes "Our final target is over there.";
- mes "The mansion is surrounded by cliffs.";
- mes "You must remove the target in the mansion.";
- next;
- mes "[Renzak]";
- mes "I'm going to give you 10 min.";
- mes "Complete your task and then wait in the backdoor of the mansion.";
- mes "I'll wait for you there.";
- } else if (job_3rd_gc == 16) {
- mes "You have to attain our goal and come out of the mansion's backdoor within 10 minutes.";
- mes "You can do it.";
- } else {
- mes "You failed.";
- mes "You must succeed.";
- next;
- mes "[Renzak]";
- mes "You have to come out of the mansion's backdoor.";
- mes "I'll wait for you.";
- }
- next;
- switch(select("I got it.:I'll be ready.")) {
- case 1:
- if ($@3rdgc_room02 == 0) {
- erasequest ((job_3rd_gc == 17)?7110:7109);
- job_3rd_gc = 17;
- setquest 7110;
- $@3rdgc_room02 = 1;
- warp "job3_guil03",22,70;
- } else {
- mes "[Renzak]";
- mes "Wait a second.";
- mes "Just wait until it gets dark.";
- next;
- mes "[Renzak]";
- mes "It'll be easy to infiltrate because it's covered by the cliff's shadow.";
- job_3rd_gc = 16;
- }
- close;
- case 2:
- mes "[Renzak]";
- mes "You don't have time to spare.";
- mes "You should prepare for action.";
- if (job_3rd_gc == 17) {
- erasequest 7110;
- setquest 7109;
- }
- job_3rd_gc = 16;
- close;
- }
- } else if (job_3rd_gc > 18) {
- mes "[Renzak]";
- mes "You look good.";
- mes "Me? I've always had the same figure.";
- next;
- mes "[Renzak]";
- mes "I just wait for guys who will do what I ask.";
- close;
- } else {
- mes "[Shadow-faced girl]";
- mes "......";
- mes "This road is blocked.";
- mes "Go back.";
- close;
- }
-OnInit:
- $@3rdgc_room02 = 0;
- end;
-}
-
-job3_guil03,22,70,0 script #3rdgc_event01 HIDDEN_WARP_NPC,3,3,{
- end;
-OnEnable:
- enablenpc "#3rdgc_event01";
- end;
-OnDisable:
- disablenpc "#3rdgc_event01";
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTouch:
- if (job_3rd_gc == 17) {
- initnpctimer;
- donpcevent "#3rdgc_event_master::OnEnable";
- disablenpc "#3rdgc_event01";
- } else {
- mes "You don't have to come here.";
- close2;
- warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- $@3rdgc_room02 = 0;
- }
- end;
-OnTimer900000:
- mapannounce "job3_guil03","Renzak : Withdraw!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- end;
-OnTimer901000:
- mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
-OnTimer902000:
- donpcevent "#3rdgc_event_master::OnReset";
- stopnpctimer;
- end;
-}
-
-job3_guil03,1,4,0 script #3rdgc_event_master CLEAR_NPC,{
- end;
-OnEnable:
- donpcevent "Barbed-Wire Entanglement::OnEnable";
- donpcevent "Guard Dog#dog01::OnEnable";
- donpcevent "Guard Dog#dog02::OnEnable";
- donpcevent "#3rdgc_sunchal_nomal::OnEnable";
- donpcevent "#3rdgc_sunchal_kill01::OnEnable";
- donpcevent "#3rdgc_sunchal_kill02::OnEnable";
- donpcevent "#3rdgc_sunchal_kill03::OnEnable";
- donpcevent "#3rdgc_gojung_kill01::OnEnable";
- donpcevent "#3rdgc_gojung_kill02::OnEnable";
- donpcevent "#3rdgc_gojung_kill03::OnEnable";
- donpcevent "Priest from Rachel::OnEnable";
- end;
-OnReset:
- donpcevent "#3rdgc_guard::OnStop";
- donpcevent "#3rdgc_guardoff::OnReset";
- donpcevent "#3rdgc_hide01::OnStop";
- donpcevent "#3rdgc_hide02::OnStop";
- donpcevent "#3rdgc_hide03::OnStop";
- donpcevent "#3rdgc_sunchal_kill01::OnStop";
- donpcevent "#3rdgc_sunchal_kill02::OnStop";
- donpcevent "#3rdgc_sunchal_kill03::OnStop";
- donpcevent "#3rdgc_gojung_kill01::OnStop";
- donpcevent "#3rdgc_gojung_kill02::OnStop";
- donpcevent "#3rdgc_gojung_kill03::OnStop";
- donpcevent "Guard Dog#dog01::OnReset";
- donpcevent "Guard Dog#dog02::OnReset";
- donpcevent "#3rdgc_sunchal_nomal::OnReset";
- donpcevent "#3rdgc_sunchal_kill01::OnReset";
- donpcevent "#3rdgc_sunchal_kill02::OnReset";
- donpcevent "#3rdgc_sunchal_kill03::OnReset";
- donpcevent "#3rdgc_gojung_kill01::OnReset";
- donpcevent "#3rdgc_gojung_kill02::OnReset";
- donpcevent "#3rdgc_gojung_kill03::OnReset";
- donpcevent "Priest from Rachel::OnReset";
- donpcevent "Barbed-Wire Entanglement::OnDisable";
- donpcevent "Guard Dog#dog01::OnDisable";
- donpcevent "Guard Dog#dog02::OnDisable";
- donpcevent "#3rdgc_gojung_kill01::OnDisable";
- donpcevent "#3rdgc_gojung_kill02::OnDisable";
- donpcevent "#3rdgc_gojung_kill03::OnDisable";
- donpcevent "Priest from Rachel::OnDisable";
- donpcevent "Renzak#3rdgc16::OnDisable";
- donpcevent "#3rdgc_event01::OnEnable";
- $@3rdgc_room02 = 0;
- end;
-}
-
-//Original name: Barbed-Wire Entanglements#3rdgc_door01
-job3_guil03,55,79,0 script Barbed-Wire Entanglement CLEAR_NPC,1,1,{
- end;
-OnEnable:
- enablenpc "Barbed-Wire Entanglement";
- end;
-OnDisable:
- disablenpc "Barbed-Wire Entanglement";
- end;
-OnTouch:
- mes "There is space on the bottom of the old fence.";
- next;
- if(select("Find another way.:Climb into the space.") == 2) {
- mes "You climb into the narrow space.";
- mes "The hole is blocked with the old barbed-wire entanglements.";
- close2;
- warp "job3_guil03",57,79;
- disablenpc "Barbed-Wire Entanglement";
- end;
- }
- close;
-}
-
-job3_guil03,98,46,0 script #3rdgc_hide01 HIDDEN_WARP_NPC,1,4,{
- end;
-OnStop:
- killmonster "job3_guil03","#3rdgc_hide01::OnMyMobDead";
- stopnpctimer;
- end;
-OnTouch:
- mapannounce "job3_guil03","Man's voice : Umm? Is that a shadow in the window?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- initnpctimer;
- end;
-OnTimer2000:
- monster "job3_guil03",97,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead";
- monster "job3_guil03",98,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead";
- monster "job3_guil03",99,49,"Guard Dog",1866,1,"#3rdgc_hide01::OnMyMobDead";
- mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job3_guil03","#3rdgc_hide01::OnMyMobDead") < 1)
- stopnpctimer;
- end;
-}
-
-job3_guil03,98,55,0 script #3rdgc_hide02 HIDDEN_WARP_NPC,1,4,{
- end;
-OnStop:
- killmonster "job3_guil03","#3rdgc_hide02::OnMyMobDead";
- stopnpctimer;
- end;
-OnTouch:
- mapannounce "job3_guil03","Man's voice : There is something outside!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- initnpctimer;
- end;
-OnTimer2000:
- monster "job3_guil03",97,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead";
- monster "job3_guil03",98,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead";
- monster "job3_guil03",99,57,"Guard Dog",1866,1,"#3rdgc_hide02::OnMyMobDead";
- mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job3_guil03","#3rdgc_hide02::OnMyMobDead") < 1)
- stopnpctimer;
- end;
-}
-
-job3_guil03,98,64,0 script #3rdgc_hide03 HIDDEN_WARP_NPC,1,4,{
- end;
-OnStop:
- killmonster "job3_guil03","#3rdgc_hide03::OnMyMobDead";
- stopnpctimer;
- end;
-OnTouch:
- mapannounce "job3_guil03","Man's voice : What is that?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- initnpctimer;
- end;
-OnTimer2000:
- monster "job3_guil03",97,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead";
- monster "job3_guil03",98,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead";
- monster "job3_guil03",99,67,"Guard Dog",1866,1,"#3rdgc_hide03::OnMyMobDead";
- mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job3_guil03","#3rdgc_hide03::OnMyMobDead") < 1)
- stopnpctimer;
- end;
-}
-
-job3_guil03,1,2,0 script #3rdgc_guard CLEAR_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer5000:
- mapannounce "job3_guil03","Guards : Take strict precaution outside!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Exterior Guard#g01::OnEnable";
- donpcevent "Exterior Guard#g02::OnEnable";
- donpcevent "Exterior Guard#g03::OnEnable";
- donpcevent "Exterior Guard#g04::OnEnable";
- donpcevent "Exterior Guard#g05::OnEnable";
- donpcevent "Exterior Guard#g06::OnEnable";
- end;
-OnTimer8000:
- mapannounce "job3_guil03","Guards : Take strict precaution of the front gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Front Gate Guard#g01::OnEnable";
- donpcevent "Front Gate Guard#g03::OnEnable";
- donpcevent "Front Gate Guard#g04::OnEnable";
- donpcevent "Front Gate Guard#g05::OnEnable";
- end;
-OnTimer13000:
- mapannounce "job3_guil03","Guards : Take strict precaution of the back gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Back Gate Guard#g01::OnEnable";
- donpcevent "Back Gate Guard#g03::OnEnable";
- donpcevent "Back Gate Guard#g04::OnEnable";
- donpcevent "Back Gate Guard#g05::OnEnable";
- end;
-OnTimer16000:
- mapannounce "job3_guil03","Guards : Take strict precaution of the interior!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Interior Guard#g01::OnEnable";
- donpcevent "Interior Guard#g03::OnEnable";
- donpcevent "Interior Guard#g04::OnEnable";
- donpcevent "Interior Guard#g05::OnEnable";
- stopnpctimer;
- end;
-}
-
-job3_guil03,1,3,0 script #3rdgc_guardoff CLEAR_NPC,{
- end;
-OnDisable:
- initnpctimer;
- end;
-OnReset:
- stopnpctimer;
- donpcevent "Front Gate Guard#g01::OnDisable";
- donpcevent "Front Gate Guard#g03::OnDisable";
- donpcevent "Front Gate Guard#g04::OnDisable";
- donpcevent "Front Gate Guard#g05::OnDisable";
- donpcevent "Back Gate Guard#g01::OnDisable";
- donpcevent "Back Gate Guard#g03::OnDisable";
- donpcevent "Back Gate Guard#g04::OnDisable";
- donpcevent "Back Gate Guard#g05::OnDisable";
- donpcevent "Interior Guard#g01::OnDisable";
- donpcevent "Interior Guard#g03::OnDisable";
- donpcevent "Interior Guard#g04::OnDisable";
- donpcevent "Interior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g01::OnDisable";
- donpcevent "Exterior Guard#g02::OnDisable";
- donpcevent "Exterior Guard#g03::OnDisable";
- donpcevent "Exterior Guard#g04::OnDisable";
- donpcevent "Exterior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g06::OnDisable";
- donpcevent "Front Gate Guard#g01::OnReset";
- donpcevent "Back Gate Guard#g01::OnReset";
- donpcevent "Interior Guard#g01::OnReset";
- donpcevent "Exterior Guard#g01::OnReset";
- donpcevent "Exterior Guard#g02::OnReset";
- donpcevent "Exterior Guard#g03::OnReset";
- donpcevent "Exterior Guard#g04::OnReset";
- donpcevent "Exterior Guard#g05::OnReset";
- donpcevent "Exterior Guard#g06::OnReset";
- end;
-OnTimer1000:
- mapannounce "job3_guil03","Guards : Umm? I'm imagining things.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer4000:
- mapannounce "job3_guil03","Guards : Let's go back.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer5000:
- donpcevent "Front Gate Guard#g01::OnDisable";
- donpcevent "Front Gate Guard#g03::OnDisable";
- donpcevent "Front Gate Guard#g04::OnDisable";
- donpcevent "Front Gate Guard#g05::OnDisable";
- donpcevent "Back Gate Guard#g01::OnDisable";
- donpcevent "Back Gate Guard#g03::OnDisable";
- donpcevent "Back Gate Guard#g04::OnDisable";
- donpcevent "Back Gate Guard#g05::OnDisable";
- donpcevent "Interior Guard#g01::OnDisable";
- donpcevent "Interior Guard#g03::OnDisable";
- donpcevent "Interior Guard#g04::OnDisable";
- donpcevent "Interior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g01::OnDisable";
- donpcevent "Exterior Guard#g02::OnDisable";
- donpcevent "Exterior Guard#g03::OnDisable";
- donpcevent "Exterior Guard#g04::OnDisable";
- donpcevent "Exterior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g06::OnDisable";
- stopnpctimer;
- end;
-}
-
-- script #3rdgc_guard00 -1,{
- end;
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-}
-
-job3_guil03,93,35,3 script Front Gate Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Front Gate Guard#g01";
- end;
-OnEnable:
- enablenpc "Front Gate Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Front Gate Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- disablenpc "Front Gate Guard#g01";
- disablenpc "Front Gate Guard#g03";
- disablenpc "Front Gate Guard#g04";
- disablenpc "Front Gate Guard#g05";
- monster "job3_guil03",93,37,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,36,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,35,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,34,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,33,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,32,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-job3_guil03,93,36,3 duplicate(#3rdgc_guard00) Front Gate Guard#g03 4_M_DSTMAN
-job3_guil03,93,34,3 duplicate(#3rdgc_guard00) Front Gate Guard#g04 4_M_DSTMAN
-job3_guil03,93,33,3 duplicate(#3rdgc_guard00) Front Gate Guard#g05 4_M_DSTMAN
-
-job3_guil03,133,52,5 script Back Gate Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Back Gate Guard#g01";
- end;
-OnEnable:
- enablenpc "Back Gate Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Back Gate Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- disablenpc "Back Gate Guard#g01";
- disablenpc "Back Gate Guard#g03";
- disablenpc "Back Gate Guard#g04";
- disablenpc "Back Gate Guard#g05";
- monster "job3_guil03",133,54,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,53,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,52,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,51,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,50,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,49,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-job3_guil03,133,53,5 duplicate(#3rdgc_guard00) Back Gate Guard#g03 4_M_DSTMAN
-job3_guil03,133,51,5 duplicate(#3rdgc_guard00) Back Gate Guard#g04 4_M_DSTMAN
-job3_guil03,133,50,5 duplicate(#3rdgc_guard00) Back Gate Guard#g05 4_M_DSTMAN
-
-job3_guil03,117,51,4 script Interior Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Interior Guard#g01";
- end;
-OnEnable:
- enablenpc "Interior Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Interior Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- disablenpc "Interior Guard#g01";
- disablenpc "Interior Guard#g03";
- disablenpc "Interior Guard#g04";
- disablenpc "Interior Guard#g05";
- monster "job3_guil03",117,53,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,52,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,51,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,50,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,49,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,48,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-job3_guil03,117,52,4 duplicate(#3rdgc_guard00) Interior Guard#g03 4_M_DSTMAN
-job3_guil03,117,50,4 duplicate(#3rdgc_guard00) Interior Guard#g04 4_M_DSTMAN
-job3_guil03,117,49,4 duplicate(#3rdgc_guard00) Interior Guard#g05 4_M_DSTMAN
-
-job3_guil03,88,44,4 script Exterior Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g01";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g01";
- monster "job3_guil03",88,44,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
- monster "job3_guil03",88,43,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
- monster "job3_guil03",88,45,"Guard Dog",1866,1,"Exterior Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,88,55,4 script Exterior Guard#g02 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g02";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g02";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g02::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Enemy?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g02";
- monster "job3_guil03",88,55,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
- monster "job3_guil03",88,54,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
- monster "job3_guil03",88,56,"Guard Dog",1866,1,"Exterior Guard#g02::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,88,64,4 script Exterior Guard#g03 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g03";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g03";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g03::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : An invader, remove!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g03";
- monster "job3_guil03",88,64,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
- monster "job3_guil03",88,63,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
- monster "job3_guil03",88,65,"Guard Dog",1866,1,"Exterior Guard#g03::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,73,62,4 script Exterior Guard#g04 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g04";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g04";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g04::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g04";
- monster "job3_guil03",73,62,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
- monster "job3_guil03",73,61,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
- monster "job3_guil03",73,63,"Guard Dog",1866,1,"Exterior Guard#g04::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,77,51,4 script Exterior Guard#g05 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g05";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g05";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g05::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g05";
- monster "job3_guil03",77,51,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
- monster "job3_guil03",77,50,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
- monster "job3_guil03",77,49,"Guard Dog",1866,1,"Exterior Guard#g05::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,73,34,4 script Exterior Guard#g06 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g06";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g06";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g06::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g06";
- monster "job3_guil03",73,34,"Exterior Guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
- monster "job3_guil03",73,33,"Exterior guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
- monster "job3_guil03",73,32,"Guard Dog",1866,1,"Exterior Guard#g06::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,110,27,3 script Guard Dog#dog01 HELL_POODLE,3,1,{
- end;
-OnEnable:
- enablenpc "Guard Dog#dog01";
- end;
-OnDisable:
- disablenpc "Guard Dog#dog01";
- end;
-OnReset:
- killmonster "job3_guil03","Guard Dog#dog01::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- disablenpc "Guard Dog#dog01";
- monster "job3_guil03",110,27,"Guard Dog",1866,1,"Guard Dog#dog01::OnMyMobDead";
- monster "job3_guil03",103,27,"Dog Trainer",1985,1,"Guard Dog#dog01::OnMyMobDead";
- monster "job3_guil03",104,27,"Dog Trainer's Assistant",1985,1,"Guard Dog#dog01::OnMyMobDead";
- monster "job3_guil03",98,27,"Guard",1985,1,"Guard Dog#dog01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,119,27,3 script Guard Dog#dog02 HELL_POODLE,3,1,{
- end;
-OnEnable:
- enablenpc "Guard Dog#dog02";
- end;
-OnDisable:
- disablenpc "Guard Dog#dog02";
- end;
-OnReset:
- killmonster "job3_guil03","Guard Dog#dog02::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- disablenpc "Guard Dog#dog02";
- monster "job3_guil03",124,27,"Guard Dog",1866,1,"Guard Dog#dog02::OnMyMobDead";
- monster "job3_guil03",126,27,"Dog Trainer",1985,1,"Guard Dog#dog02::OnMyMobDead";
- monster "job3_guil03",104,27,"Trainer's Assistant",1985,1,"Guard Dog#dog02::OnMyMobDead";
- monster "job3_guil03",131,27,"Guard",1985,1,"Guard Dog#dog02::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,2,1,0 script #3rdgc_sunchal_nomal CLEAR_NPC,{
- end;
-OnEnable:
- monster "job3_guil03",62,35,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",108,78,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",133,77,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",79,69,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",117,27,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",62,48,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",116,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",137,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",49,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",48,50,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",62,48,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",61,38,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",74,47,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",90,34,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",91,51,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",155,77,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",127,67,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",131,43,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",103,27,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",63,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",79,69,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- end;
-OnReset:
- killmonster "job3_guil03","#3rdgc_sunchal_nomal::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,2,2,0 script #3rdgc_sunchal_kill01 CLEAR_NPC,{
- end;
-OnEnable:
- .@i = atoi(charat(strnpcinfo(0),20));
- setarray .@x[1],74,124,103;
- setarray .@y[1],63, 78, 24;
- monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead";
- end;
-OnStop:
- mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something...",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- stopnpctimer;
- end;
-OnReset:
- killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer3000:
- mapannounce "job3_guil03","Guard : Huh? What's that sound. Hey, what's going on?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- end;
-OnTimer70000:
- mapannounce "job3_guil03","Guard : What's the matter?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- end;
-OnTimer10000:
- mapannounce "job3_guil03","Guard : Something's wrong, take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-}
-job3_guil03,2,3,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill02 CLEAR_NPC
-job3_guil03,2,4,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill03 CLEAR_NPC
-
-job3_guil03,64,68,3 script #3rdgc_gojung_kill01 4_M_DSTMAN,7,7,{
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-OnStop:
- mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something.",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- stopnpctimer;
- end;
-OnReset:
- killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead";
- end;
-OnTouch:
- .@i = atoi(charat(strnpcinfo(0),19));
- setarray .@x[1],64,86,83;
- setarray .@y[1],68,63,36;
- mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- disablenpc strnpcinfo(0);
- monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead";
- initnpctimer;
- end;
-OnMyMobDead:
- stopnpctimer;
- end;
-OnTimer5000:
- if (strnpcinfo(0) == "#3rdgc_gojung_kill03") end;
-OnTimer10000:
- mapannounce "job3_guil03","Guard : I need support! Take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-}
-job3_guil03,86,63,1 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill02 4_M_DSTMAN,8,8
-job3_guil03,83,36,5 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill03 4_M_DSTMAN,6,6
-
-job3_guil03,88,71,0 script #3rdgc_safezone01 HIDDEN_WARP_NPC,1,1,{
- end;
-OnTouch:
- mes "It's a good bush to hide yourself.";
- donpcevent strnpcinfo(0)+"::OnTimer";
- close;
-OnTimer:
- //FIXME: This is a workaround for...
- //var pccount_tt = GetNeighborPcNumber 2
- getmapxy(.@map$,.@x,.@y,1);
- setarray .@x[1],.@x-2,.@x+2;
- setarray .@y[1],.@y-2,.@y+2;
- sleep 1000;
- for(.@i = 0; .@i<9; ++.@i) {
- if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) < 1)
- end;
- sleep 1000;
- }
- if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) > 0)
- donpcevent "#3rdgc_guardoff::OnDisable";
- end;
-}
-job3_guil03,82,45,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone02 HIDDEN_WARP_NPC,1,1
-job3_guil03,72,53,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone03 HIDDEN_WARP_NPC,1,1
-
-job3_guil03,111,51,7 script Priest from Rachel 4_M_MIDDLE1,{
- if (!.on) end;
- mes "[Priest from Rachel]";
- if (job_3rd_gc == 17) {
- mes "Are you from the Assassin Guild?";
- next;
- mes "[Priest from Rachel]";
- mes "The reason that our organization was dissolved was because of you guys.";
- mes "You are a thorough person?";
- next;
- mes "[Priest from Rachel]";
- mes "Because of you, you ruined everything!";
- setnpcdisplay(strnpcinfo(0), HIDEN_PRIEST);
- next;
- mes "[Priest from Rachel]";
- mes "You want to destroy us forever!";
- mes "I can't put the Goddess to shame on a dirty Odin!";
- next;
- mes "[Priest from Rachel]";
- mes "I'll never forgive you!!!";
- mes "Pagan! Justice will be swift!";
- donpcevent "Priest from Rachel::OnDisable";
- monster "job3_guil03",111,51,"Priest from Rachel",2030,1,"Priest from Rachel::OnMyMobDead";
- close;
- }
- mes "Who are you?";
- mes "Get out of here.";
- close2;
- warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
-OnInit:
-OnDisable:
- .on = 0;
- hideonnpc "Priest from Rachel";
- end;
-OnEnable:
- .on = 1;
- hideoffnpc "Priest from Rachel";
- end;
-OnReset:
- killmonster "job3_guil03","Priest from Rachel::OnMyMobDead";
- end;
-OnMyMobDead:
- donpcevent "Renzak#3rdgc16::OnEnable";
- mapannounce "job3_guil03","I... I can't die in vain...",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_event01::OnStop";
- initnpctimer;
- end;
-OnTimer3000:
- mapannounce "job3_guil03","Renzak : Hey! Come out!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0
- end;
-OnTimer40000:
- mapannounce "job3_guil03","Renzak : Don't lag!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
-OnTimer61000:
- donpcevent "#3rdgc_guard::OnStop";
- donpcevent "#3rdgc_guardoff::OnReset";
- donpcevent "#3rdgc_hide01::OnStop";
- donpcevent "#3rdgc_hide02::OnStop";
- donpcevent "#3rdgc_hide03::OnStop";
- donpcevent "#3rdgc_sunchal_kill01::OnStop";
- donpcevent "#3rdgc_sunchal_kill02::OnStop";
- donpcevent "#3rdgc_sunchal_kill03::OnStop";
- donpcevent "#3rdgc_gojung_kill01::OnStop";
- donpcevent "#3rdgc_gojung_kill02::OnStop";
- donpcevent "#3rdgc_gojung_kill03::OnStop";
- donpcevent "Guard Dog#dog01::OnReset";
- donpcevent "Guard Dog#dog02::OnReset";
- donpcevent "#3rdgc_sunchal_nomal::OnReset";
- donpcevent "#3rdgc_sunchal_kill01::OnReset";
- donpcevent "#3rdgc_sunchal_kill02::OnReset";
- donpcevent "#3rdgc_sunchal_kill03::OnReset";
- donpcevent "#3rdgc_gojung_kill01::OnReset";
- donpcevent "#3rdgc_gojung_kill02::OnReset";
- donpcevent "#3rdgc_gojung_kill03::OnReset";
- donpcevent "Priest from Rachel::OnReset";
- donpcevent "Barbed-Wire Entanglement::OnDisable";
- donpcevent "Guard Dog#dog01::OnDisable";
- donpcevent "Guard Dog#dog02::OnDisable";
- donpcevent "#3rdgc_gojung_kill01::OnDisable";
- donpcevent "#3rdgc_gojung_kill02::OnDisable";
- donpcevent "#3rdgc_gojung_kill03::OnDisable";
- donpcevent "Priest from Rachel::OnDisable";
- donpcevent "Renzak#3rdgc16::OnDisable";
- end;
-OnTimer61500:
- donpcevent "#3rdgc_event01::OnEnable";
- $@3rdgc_room02 = 0;
- stopnpctimer;
- end;
-}
-
-job3_guil03,146,70,3 script Renzak#3rdgc16 4_F_GUILLOTINE,{
- mes "[Renzak]";
- if (questprogress(7110,HUNTING) == 2) {
- mes "My peers will come here to settle this affair.";
- mes "Go to Mayshell for the report.";
- next;
- mes "[Renzak]";
- if (questprogress(7110,PLAYTIME) == 1) {
- mes "You finished quickly.";
- mes "Good job.";
- job_3rd_gc = 18;
- } else {
- mes "I told you that you have to finish within 10 minutes.";
- mes "You might be exhausted.";
- mes "Fortunately you are ok.";
- job_3rd_gc = 19;
- }
- erasequest 7110;
- setquest 7111;
- close2;
- warp "job3_guil01",51,50;
- end;
- }
- mes "Get the target!";
- mes "Actually, I'm not supposed to be here. Is something wrong with you?";
- close;
-OnInit:
- disablenpc "Renzak#3rdgc16";
- end;
-OnEnable:
- enablenpc "Renzak#3rdgc16";
- end;
-OnDisable:
- disablenpc "Renzak#3rdgc16";
- end;
-}
-
-job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{
- if (!checkweight(1201,2)) {
- mes "- You can't continue this quest because you have too many items. -";
- close;
- }
- mes "[Bercasell]";
- if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
- if (job_3rd_gc == 20) {
- if (JobLevel > 49 && SkillPoint == 0 && BaseLevel > 98) {
- mes "I'm so tired...";
- mes "You were sent by Mayshell?";
- mes "Tell me why you came to see me.";
- next;
- switch(select("What is a Guillotine Cross?:I want to be a Guillotine Cross.:Nothing.")) {
- case 1:
- mes "[Bercasell]";
- mes ".....";
- next;
- mes "[Bercasell]";
- mes "So you want to know about the Guillotine Cross?";
- mes "Get out!";
- next;
- switch(select("Just tell me...:......")) {
- case 1:
- mes "[Bercasell]";
- callsub L_Info;
- mes "[Bercasell]";
- mes "It's funny that I'm talking to you like this.";
- mes "I want to stop you from becoming a Guillotine Cross because of your defiance.";
- close;
- case 2:
- mes "[Bercasell]";
- mes "Yes, you don't ask questions.";
- mes "That's good. You are qualified. What about being a Guillotine Cross?";
- mes "Do you want to be a Guillotine Cross?";
- next;
- switch(select("Yes, change my job.:I need to think about it.")) {
- case 1:
- L_JobChange:
- mes "[Bercasell]";
- mes "You don't regret it?";
- callsub L_Info;
- mes "[Bercasell]";
- mes "You can become a living offensive weapon.";
- mes "Do you really want to become a Guillotine Cross?";
- next;
- switch(select("Yes, change my job.:I need to rethink it.")) {
- case 1:
- mes "[Bercasell]";
- if (hascashmount()) {
- mes "I cannot perform the job change.";
- mes "Please remove your mount and try again.";
- close;
- } else if (SkillPoint != 0) {
- mes "You still have unspent skill points.";
- mes "Please use all your skill points and try again.";
- close;
- }
- mes "Is your decision final?";
- mes "Good.";
- next;
- mes "[Bercasell]";
- mes "Now, you are an assassin, yet you are not an assassin anymore.";
- mes "You are in the shadows, but it's different from the other shadows.";
- next;
- mes "[Bercasell]";
- mes "Your enemy is everything you can see.";
- mes "Don't forget yourself.";
- mes "A weight of the blood on your weapons.";
- next;
- mes "[Bercasell]";
- mes "Ok, change your clothes to your new uniform.";
- mes "You are now a Guillotine Cross.";
- next;
- mes "[Bercasell]";
- mes "A sword of the shadow...";
- setlook 7,0;
- jobchange roclass(eaclass()|EAJL_THIRD);
- if (questprogress(7096) == 1) {
- job_3rd_gc = 25;
- erasequest 7096;
- } else if (questprogress(7097) == 1) {
- job_3rd_gc = 26;
- erasequest 7097;
- } else if (questprogress(7098) == 1) {
- job_3rd_gc = 27;
- erasequest 7098;
- } else if (questprogress(7099) == 1) {
- job_3rd_gc = 28;
- erasequest 7099;
- }
- getitem 2795,1; //Green_Apple_Ring
- getitem 5755,1; //Silent_Executer
- next;
- mes "[Bercasell]";
- mes "And... these are presents to celebrate your becoming a Guillotine Cross.";
- close;
- case 2:
- mes "[Bercasell]";
- mes "You are prudent. That's a good thing.";
- mes "I'll wait for the day that you decide to join us as a Guillotine Cross.";
- close;
- }
- case 2:
- mes "[Bercasell]";
- mes "You are prudent. That's a good thing.";
- mes "I'll wait for the day that you decide to join us as a Guillotine Cross.";
- close;
- }
- }
- case 2:
- goto L_JobChange;
- case 3:
- mes "[Bercasell]";
- mes "Don't bother me.";
- close;
- }
- }
- mes "......";
- mes "What can I do for you?";
- next;
- switch(select("I want to be a Guillotine.:Nothing.")) {
- case 1:
- mes "[Bercasell]";
- mes "Do you?";
- mes "What for...?";
- mes "Of course, you came here with your own will...";
- next;
- mes "[Bercasell]";
- mes "Guillotine Cross is an enforcer of the Assassin Guild's laws.";
- mes "Can you put a dagger in the back of one of your peers?";
- next;
- mes "[Bercasell]";
- mes "You are not ready to do it yet...";
- close;
- case 2:
- mes "[Bercasell]";
- mes "Don't bother me.";
- close;
- }
- } else if (job_3rd_gc > 20) {
- mes "Don't pursue only strength.";
- mes "You'll get tired.";
- mes "It's no better than living.";
- mes "If you only seek power...";
- next;
- mes "[Bercasell]";
- mes "Someday, it'll come back to you.";
- mes "Well, I'm just a weapon, suppose I have no right to talk about life...";
- close;
- } else {
- mes "What's going on with Daora?";
- mes "Why are you in here?";
- mes "Did I say you could come here?";
- next;
- mes "[Bercasell]";
- mes "Or did Mayshell send you?";
- mes "Or what, are you my fan?";
- mes "You found the wrong place!";
- next;
- mes "[Bercasell]";
- mes "Get out of here now!!!";
- close;
- }
- } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
- mes "Don't pursue only strength.";
- mes "You'll get tired.";
- mes "It's no better than living.";
- mes "If you only seek power...";
- next;
- mes "[Bercasell]";
- mes "Someday, it'll come back to you.";
- mes "Well, I'm just a weapon, suppose I have no right to talk about life...";
- close;
- }
- mes "What?";
- mes "Hey, you aren't supposed to be here!";
- mes "Get out now!";
- close;
-
-L_Info:
- mes "Guillotine Cross is an enforcer.";
- mes "A living offensive weapon...";
- next;
- mes "[Bercasell]";
- mes "Who is an assassin's natural enemy?";
- mes "Swordman? Priest?";
- mes "Wizard?";
- mes "Things of evil in great abundance?";
- next;
- mes "[Bercasell]";
- mes "No, an assassin's natural enemy is other assassins.";
- mes "The most threatening thing to us is us.";
- next;
- mes "[Bercasell]";
- mes "In the darkness of the guild, in the shadows we are the Guillotine Crosses.";
- mes "We maintain the law and order within the Assassin Guild.";
- next;
- mes "[Bercasell]";
- mes "Sometimes we set examples for our peers, sometimes we aim swords at our members' necks in the name of the Guild.";
- mes "We are the Guillotine Cross, the sword of the Assassin Guild.";
- next;
- mes "[Bercasell]";
- mes "We have the skill to find members who are in the darkness, and you are being way too pushy.";
- next;
- mes "[Bercasell]";
- mes "We have highly advanced combat skills.";
- next;
- return;
-}
-
-// Warp Portals
-//============================================================
-job3_guil01,80,77,0 script #gate_to_guil05 WARPNPC,1,1,{
- end;
-OnTouch:
- if (job_3rd_gc > 3)
- warp "job3_guil01",60,50;
- else {
- mes "[Daora]";
- mes "Hey, there!";
- mes "No trespassing!";
- close;
- }
- end;
-}
-job3_guil01,51,55,0 script #gate_to_guil07 WARPNPC,1,1,{
- end;
-OnTouch:
- if (job_3rd_gc == 4 || job_3rd_gc == 14 || job_3rd_gc > 17)
- warp "job3_guil01",12,7;
- else {
- mes " [-----------------------------]";
- mes " No trespassing without ";
- mes " permission. ";
- mes " I'm not a ";
- mes " generous person. ";
- mes " - Mayshell ";
- mes " [-----------------------------]";
- close;
- }
- end;
-}
-job3_guil01,51,44,0 script #gate_to_guil09 WARPNPC,1,1,{
- end;
-OnTouch:
- if (job_3rd_gc == 11 || job_3rd_gc == 12)
- warp "job3_guil01",79,23;
- else if (job_3rd_gc > 19)
- warp "job3_guil01",144,57;
- else {
- mes "You don't have anything to do.";
- close;
- }
- end;
-}
-
-job3_guil02,1,3,0 script #GMhelper01_gc CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "What can I do for you?";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- .@room01 = $@3rdgc_room01;
- mes "I check the recent situation.";
- mes "The battle situation of storage: "+.@room01+"";
- mes "1 : In progress. 0 : Standby status.";
- next;
- switch(select("Reset a situation of storage:Stop it.")) {
- case 1:
- mes "Do you wish to reset a situation of storage?";
- mes "Check the inside that there is a person or not, please.";
- next;
- switch(select("No.:Reset.")) {
- case 1:
- mes "I did nothing.";
- close;
- case 2:
- mes "Reset a situation of storage.";
- donpcevent "Dandelion#3rdgc12::OnDisable";
- donpcevent "A man with black clothes::OnDisable";
- donpcevent "#3rdgc_room01_mag01::OnEnable";
- $@3rdgc_room01 = 0;
- next;
- mes "Complete a reset.";
- close;
- }
- case 2:
- mes "A management for mansion is in mansion.";
- close;
- }
- } else {
- mes "-_-.";
- close;
- }
-}
-
-job3_guil03,1,8,0 script #GMhelper02_gc CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "What can I do for you?";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- .@room02 = $@3rdgc_room02;
- mes "Check the recent situation.";
- mes "The battle situation of the mansion is: "+.@room02+"";
- mes "1 : In progress. 0 : Standby status.";
- next;
- switch(select("Reset the mansion:Stop it.")) {
- case 1:
- mes "Do you want to reset the mansion?";
- mes "With completion a rest all players of inside will be expelled.";
- next;
- switch(select("No.:Reset.")) {
- case 1:
- mes "I don't anything.";
- close;
- case 2:
- mes "Reset the mansion.";
- donpcevent "#3rdgc_guard::OnStop";
- donpcevent "#3rdgc_guardoff::OnReset";
- donpcevent "#3rdgc_hide01::OnStop";
- donpcevent "#3rdgc_hide02::OnStop";
- donpcevent "#3rdgc_hide03::OnStop";
- donpcevent "#3rdgc_sunchal_kill01::OnStop";
- donpcevent "#3rdgc_sunchal_kill02::OnStop";
- donpcevent "#3rdgc_sunchal_kill03::OnStop";
- donpcevent "#3rdgc_gojung_kill01::OnStop";
- donpcevent "#3rdgc_gojung_kill02::OnStop";
- donpcevent "#3rdgc_gojung_kill03::OnStop";
- donpcevent "Guard Dog#dog01::OnReset";
- donpcevent "Guard Dog#dog02::OnReset";
- donpcevent "#3rdgc_sunchal_nomal::OnReset";
- donpcevent "#3rdgc_sunchal_kill01::OnReset";
- donpcevent "#3rdgc_sunchal_kill02::OnReset";
- donpcevent "#3rdgc_sunchal_kill03::OnReset";
- donpcevent "#3rdgc_gojung_kill01::OnReset";
- donpcevent "#3rdgc_gojung_kill02::OnReset";
- donpcevent "#3rdgc_gojung_kill03::OnReset";
- donpcevent "Priest from Rachel::OnReset";
- donpcevent "Barbed-Wire Entanglement::OnDisable";
- donpcevent "Guard Dog#dog01::OnDisable";
- donpcevent "Guard Dog#dog02::OnDisable";
- donpcevent "#3rdgc_gojung_kill01::OnDisable";
- donpcevent "#3rdgc_gojung_kill02::OnDisable";
- donpcevent "#3rdgc_gojung_kill03::OnDisable";
- donpcevent "Priest from Rachel::OnDisable";
- donpcevent "Renzak#3rdgc16::OnDisable";
- next;
- mes "Complete a reset of NPC inside.";
- mes "The global var is organized.";
- mes "We start to expel by force.";
- mes "Just put the enter button now.";
- donpcevent "#3rdgc_event01::OnEnable";
- $@3rdgc_room02 = 0;
- close2;
- mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
- }
- case 2:
- mes "The management of storage is in a storage.";
- close;
- }
- } else {
- mes "-_-.";
- close;
- }
-}
diff --git a/npc/re/jobs/3-1/mechanic.txt b/npc/re/jobs/3-1/mechanic.txt
deleted file mode 100644
index 227d59d00..000000000
--- a/npc/re/jobs/3-1/mechanic.txt
+++ /dev/null
@@ -1,731 +0,0 @@
-//===== Hercules Script ======================================
-//= Mechanic Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Jobchange Quest from Blacksmith / Whitesmith -> Mechanic.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Fixed the Door NPC [JayPee].
-//= 1.2 Updated script. [Euphy]
-//============================================================
-
-yuno,129,156,3 script Chainheart 4_M_DOCTOR,{
- mes "[Chainheart]";
- if (BaseLevel > 99) {
- mes "Living as a Mechanic is tough,";
- mes "but I am happy that I can";
- mes "always do what I want.";
- close;
- }
- if (job__mechanic == 12) {
- mes "There's nothing to say specifically about Mechanics or magic machinery.";
- mes "You would know more about it than anyone now.";
- next;
- mes "[Chainheart]";
- mes "Continue to grow your knowledge by experiencing what the world has to offer.";
- close;
- } else if (job__mechanic == 11) {
- if (BaseJob == Job_Blacksmith && BaseLevel > 98 && JobLevel > 49 && SkillPoint == 0) {
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- mes "What is it? Is that you?";
- mes "Oh wait, you look quite different than the last time I saw you.";
- mes "Did something happen?";
- next;
- mes "[Chainheart]";
- mes "Ahh! You went to Juperos";
- mes "like I said. As Franklson did.";
- next;
- mes "[Chainheart]";
- mes "It seems there's no need";
- mes "for more questioning.";
- mes "I'm certain that you've gained the knowledge to be a true mechanic.";
- next;
- mes "[Chainheart]";
- mes "There's nothing I can say more.";
- mes "You are already a great Mechanic.";
- mes "Don't lose your nerves with the";
- mes "title. The most important thing is that you have the knowledge.";
- next;
- mes "[Chainheart]";
- mes "You don't seem to be the type to be locked up inside a lab or in a library.";
- mes "You are a type who learns";
- mes "by actively participating.";
- next;
- mes "[Chainheart]";
- mes "I like who you are and I think we need that kind of a new blood for our Mechanics.";
- next;
- mes "[Chainheart]";
- mes "Science is seeking and studying things that can be proven logically.";
- mes "Ironically enough, science usually starts from uncertain theories just like magic.";
- next;
- mes "[Chainheart]";
- mes "As I said before if the passion and the talent are real there would be no problem!";
- mes "Congratulations for walking through a new path as a Mechanic!";
- next;
- job__mechanic = 12;
- completequest 10101;
- if (Sex)
- getitem 5749,1; //Driver_Band
- else
- getitem 5760,1; //Driver_Band_
- getitem 2795,1; //Green_Apple_Ring
- jobchange roclass(eaclass()|EAJL_THIRD);
- mes "[Chainheart]";
- mes "This is a gift that I give to you.";
- mes "If you keep this well, one day";
- mes "you'll be thankful to me.";
- next;
- mes "[Chainheart]";
- mes "Well, go. This wide world is";
- mes "your laboratory, everything in";
- mes "this world is going to be your";
- mes "textbook, so let there be a silver lining in the future of Mechanics!";
- close;
- }
- mes "It seems something not enough?";
- close;
- } else if (job__mechanic >= 3) {
- mes "By the way, Franklson is missing.";
- mes "He said that he wanted to study";
- mes "and then disappeared.";
- mes "Where could he have gone?";
- next;
- mes "[Chainheart]";
- mes "If you keep walking the way to being a Mechanic you might bump into him.";
- mes "Fate works in weird ways friend.";
- next;
- mes "[Chainheart]";
- mes "Anyway, farewell.";
- close;
- } else if (job__mechanic == 2) {
- mes "I think I've done all the explanations, is there anything else you want to know?";
- next;
- switch(select("I want to know more.:Nothing.")) {
- case 1:
- mes "[Chainheart]";
- mes "Um..? You want to know more about magic machinery. Is that it?";
- mes "Hmm... I told you that you are talented it's difficult.";
- next;
- mes "[Chainheart]";
- mes "Well, you seem talented, so it wouldn't be bad for us if you could become a Mechanic.";
- mes "But unfortunately it doesn't";
- mes "work just like that.";
- next;
- mes "[Chainheart]";
- mes "The mechanic scholars won't just acknowledge you that easily and hand you the knowledge without you showing true effort first.";
- next;
- mes "[Chainheart]";
- mes "Of course, I'm one of those scholars so I guess I can try to consider you.";
- next;
- mes "[Chainheart]";
- mes "Anyhow, I just think it's unfair to exclude someone who's talented without any test.";
- next;
- mes "[Chainheart]";
- mes "Hmm...";
- next;
- mes "[Chainheart]";
- mes "Actually, if somebody can't teach you, you can learn by yourself.";
- mes "If someone else can do it then anyone can figure it out for themself too right?";
- next;
- mes "[Chainheart]";
- mes "It won't be easy but if your passion is strong and your talent is real then there shouldn't be any problems.";
- next;
- mes "[Chainheart]";
- mes "Come to think of it...";
- mes "Franklson developed the";
- mes "magic machinery on his own.";
- mes "So why don't you go to";
- mes "the Ruins of Juperos?";
- next;
- mes "[Chainheart]";
- mes "As I told you before, if your passion and talent are real, you will definitely find something.";
- next;
- mes "[Chainheart]";
- mes "Find out the knowledge";
- mes "for yourself like we did.";
- mes "Don't just wait around for someone to teach it to you. Show the passion that you claim to have.";
- next;
- job__mechanic = 3;
- changequest 10091,10092;
- mes "[Chainheart]";
- mes "Anyway, whatever your choice might be I expect you to do your best.";
- close;
- case 2:
- mes "[Chainheart]";
- mes "What a strange person.";
- mes "I thought that you had what it took to be a true Mechanic.";
- close;
- }
- } else if (job__mechanic == 1) {
- mes "Ok let me catch my breath.";
- mes "You must be interested in";
- mes "magic machinery and the";
- mes "world of Mechanics.";
- mes "Ok, so let me explain.";
- next;
- mes "[Chainheart]";
- mes "Magic machinery was born by a fusion between machines and magic.";
- mes "The two haven't really been connected successfully together until now.";
- next;
- mes "[Chainheart]";
- mes "If you use the magic machinery, you really have to be familiar with the inner workings of machines.";
- next;
- mes "[Chainheart]";
- mes "It can be used effectively,";
- mes "and you don't need to rely on something that's uncertain and unstable as magic, so what can be better than this.";
- next;
- mes "[Chainheart]";
- mes "The person who invented magic machinery is Franklson, a scholar from the Schwaltzvalt Republic.";
- next;
- mes "[Chainheart]";
- mes "Franklson discovered an ancient machine in the ^FF0000Ruins of Juperos^000000 and fused it with the power of magic, and that was the beginning.";
- next;
- mes "[Chainheart]";
- mes "So naturally, Franklson named the newborn machine Magic Machinery.";
- next;
- mes "[Chainheart]";
- mes "Anyway, since it hasn't been too well known to other places outside of Juno, the study of Magic Machinery has been progressing since.";
- next;
- mes "[Chainheart]";
- mes "Because we've researched";
- mes "Magic Machinery endlessly";
- mes "people started calling us ^FF0000Mechanics^000000.";
- mes "The name is self-explanatory";
- mes "so it just stuck.";
- next;
- mes "[Chainheart]";
- mes "Hmm. Well I guess I'm done explaining Magic Machinery.";
- mes "I want to explain more but it's too technical.";
- mes "I don't want to bore you more.";
- next;
- job__mechanic = 2;
- changequest 10090,10091;
- mes "[Chainheart]";
- mes "Anyway if you become one of us you can form your own definition and explanation of Mechanics yourself.";
- close;
- }
- if (BaseJob == Job_Blacksmith) {
- if (BaseLevel > 98 && JobLevel > 49 && SkillPoint == 0) {
- mes "At a glance, you, seem to be a very versatile person on dealing with various things.";
- mes "You look quite skilled.";
- mes "You can be the one.";
- next;
- mes "[Chainheart]";
- mes "Ah, I didn't introduce myself.";
- mes "I am the famous Chainheart.";
- mes "I'm a Mechanic.";
- mes "Well, actually I'm not that famous.";
- next;
- mes "[Chainheart]";
- mes "I don't think the word Mechanic";
- mes "is familiar to you.";
- mes "In fact, when it comes";
- mes "to the description,";
- mes "it's a new job that can";
- mes "be explained simply.";
- next;
- mes "[Chainheart]";
- mes "One who studies and uses Magic Machinery, that is a Mechanic.";
- next;
- mes "[Chainheart]";
- mes "So, what is the Magic Machinery that a Mechanic studies and uses?";
- mes "That isn't as simple to explain but I'll give it a try.";
- next;
- setquest 10090;
- job__mechanic = 1;
- mes "[Chainheart]";
- mes "Sorry, I'm starting";
- mes "to talk too much.";
- mes "Let me catch my";
- mes "breath for a while.";
- mes "If you are interested,";
- mes "please talk to me again.";
- close;
- }
- mes "You look like someone who has a great sense on dealing with stuff.";
- next;
- mes "[Chainheart]";
- mes "That power has been used on";
- mes "just dealing with simple things.";
- mes "That isn't going to give";
- mes "you true enjoyment.";
- next;
- mes "[Chainheart]";
- mes "Right... If you want to enjoy";
- mes "true feelings of dealing and";
- mes "a deep profoundness,";
- mes "you need to handle";
- mes "^FF0000Magic Machinery^000000!";
- next;
- mes "[Chainheart]";
- mes "Magic Machinery hasn't been";
- mes "in the world long, so recognizing it is not common yet.";
- mes "It's very precise and completely different from anything you've experienced in the world.";
- next;
- mes "[Chainheart]";
- mes "Yeah, and the ones who deal with magic machinery are called ^FF0000Mechanics^000000.";
- mes "I am also the one of those honorable mechanics.";
- next;
- mes "[Chainheart]";
- mes "It seems like you have what it takes to be a good mechanic.";
- mes "Here are the basic requirements.";
- next;
- mes "[Chainheart]";
- mes "If you come to me after reaching ^FF0000Base level 99^000000 and ^FF0000Job level 50^000000,";
- mes "I will guide you to the world of Mechanics.";
- close;
- }
- mes "Living as a Mechanic is tough,";
- mes "but I am happy that I can";
- mes "always do what I want.";
- next;
- mes "[Chainheart]";
- mes "Don't you also want to become a Mechanic and enjoy true happiness?";
- close;
-}
-
-jupe_cave,37,55,5 script Scholar#Mechanic 4_M_ALCHE_D,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 300) {
- mes "- Your pack is too heavy. -";
- mes "- Lighten your body first -";
- mes "- and please try again. -";
- close;
- }
- mes "[Scholar]";
- if (job__mechanic > 10) {
- mes "How was Juperos?";
- mes "I am so scared that I still";
- mes "cannot go there.";
- close;
- } else if (job__mechanic > 3) {
- mes "^FF0000You won't be able to reach the destination by walking.";
- mes "^FF0000Strong enemies are not the problem here, you just won't be able to get to the destination.";
- mes "Please make yourself at home.^000000";
- next;
- mes "[Scholar]";
- mes "However comfortable it may be,";
- mes "I have no intention to go.";
- next;
- mes "[Scholar]";
- mes "Okay then, Are you ready";
- mes "to go to the midway point";
- mes "at Juperos?";
- next;
- switch(select("I am ready!:Not yet")) {
- case 1:
- mes "[Scholar]";
- mes "Uh... you are acting so firmly that I regret a little that I haven't gone there.";
- mes "Should I have gone there? Uh... It's no use crying over spilled milk!";
- next;
- mes "[Scholar]";
- mes "Well, I'll send you.";
- mes "I hope you get";
- mes "the knowledge";
- mes "you wanted.";
- close2;
- warp "jupe_core2",149,288;
- end;
- case 2:
- mes "[Scholar]";
- mes "Umm... right. Of course, it's no surprise that you are hesitant.";
- next;
- mes "[Scholar]";
- mes "But, if you don't take the warp that I open for you, you won't be able to get to the destination.";
- mes "Please don't waste your energy.";
- next;
- mes "[Scholar]";
- mes "Of course, no matter how comfortable you may be I wouldn't go there.";
- close;
- }
- }
- mes "I am a scholar who came here to research the ruins here in Juperos.";
- next;
- mes "[Scholar]";
- mes "But... actually when I try to go further";
- mes "I get scared. I can hardly go inside.";
- mes "What can I do?";
- next;
- mes "[Scholar]";
- mes "I heard a rumor that humans aren't welcome inside there.";
- mes "But it should be very useful to study the marvelous machines in there.";
- if (job__mechanic != 3) close;
- next;
- mes "[Scholar]";
- mes "Umm? Are you also going to Juperos to get something?";
- mes "I have no courage to go in there.";
- mes "Good luck to you.";
- next;
- mes "[Scholar]";
- mes "I know the way to get to";
- mes "the midway point and I also have";
- mes "all the stuff I need. But I'm just too scared.";
- next;
- mes "[Scholar]";
- mes "So if you want, I'll send you";
- mes "to Juperos. Mr. Elder Scholar";
- mes "has told me how to warp to";
- mes "the midway point to Juperos.";
- next;
- job__mechanic = 4;
- mes "[Scholar]";
- mes "It is true that it becomes easy";
- mes "but you can't help the fear";
- mes "it's too bad. Anyway if you are";
- mes "ready to go please tell me.";
- close;
-}
-
-jupe_core2,149,273,3 script Ghostfire#1 4_NFWISP,{
- mes "[?]";
- if (job__mechanic == 11) {
- mes "I've lost my body and all that's left is my spirit in this place.";
- mes "I will live and die here in Juperos forever...";
- close;
- } else if (job__mechanic == 10) {
- mes "That appearance... Is it so? You also gained the knowledge.";
- mes "When the future is full of possibilities...";
- mes "An attitude of a pure child";
- mes "like you can do anything...";
- next;
- mes "[?]";
- mes "Come to think of it now the most precious thing right now might be getting confidence rather than knowledge itself...";
- next;
- mes "[?]";
- mes "Please don't make any";
- mes "faults from now on as I did.";
- mes "I hope you get knowledge";
- mes "by yourself someday.";
- next;
- mes "[?]";
- mes "Well then go back, find a human who knows of magic machinery and show evidence that you've gained the knowledge...";
- next;
- mes "[?]";
- mes "I'm the one who lost my body";
- mes "and my spirits are disrupted";
- mes "I'm restricted to this place, Juperos... I will live and die with Juperos";
- mes "Forever...";
- next;
- mes "[?]";
- mes "My name... name is... Fr...";
- close2;
- job__mechanic = 11;
- changequest 10100,10101;
- warp "yuno",157,83;
- end;
- } else if (job__mechanic > 4) {
- mes "I've lost my body and all that's left is my spirit in this place.";
- mes "I will live and die here in Juperos forever...";
- close;
- } else if (job__mechanic > 2) {
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- if(select("Well then, later.:Focus.") == 1) close;
- mes "[?]";
- mes "I was once a human scholar.";
- mes "I wanted to know the limitation of science that humankind didn't know of, so I learned a lot of things, studied,";
- mes "and searched...";
- next;
- mes "[?]";
- mes "That's when I discovered, the uncertain magical power.";
- next;
- mes "[?]";
- mes "The thing, with uncertain magic is that it is highly unstable and unpredictable.";
- mes "During my studies I encountered a pocket of highly volatile magic.";
- next;
- mes "[?]";
- mes "The only memories I have are from that day forward.";
- mes "I've been trapped here since.";
- next;
- mes "[?]";
- mes "Juperos is all that I know now.";
- mes "I'm going to die here.";
- next;
- mes "[?]";
- mes "I don't know who you are...";
- mes "I won't bother to know if you";
- mes "want to gain some knowledge";
- mes "find someone who cares.";
- next;
- if (job__mechanic == 3 || job__mechanic == 4)
- changequest 10092,10094;
- job__mechanic = 5;
- mes "[?]";
- mes "Knowledge isn't obtained from others. It is found through one's own efforts.";
- mes "Find your own knowledge path.";
- close;
- }
- end;
-}
-
-jupe_core2,53,75,3 script Ghostfire#2 4_NFWISP,{
- mes "[?]";
- if (job__mechanic > 5) {
- mes "Juperos... I...";
- mes "Juperos... What I want";
- mes "exists all in here...";
- mes "The power of science...the paradise of machines...";
- close;
- } else if (job__mechanic == 5) {
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- if(select("Well then, later:Focus") == 1) close;
- mes "[?]";
- mes "When I had a body";
- mes "I wanted to prove the";
- mes "excellence of science";
- mes "to the ones who only believe";
- mes "such occult things...";
- next;
- mes "[?]";
- mes "I wanted to use the power of";
- mes "magic as a reasonable form";
- mes "which is visible. With stronger";
- mes "results, I wanted to control";
- mes "the power of magic by";
- mes "using science....";
- next;
- mes "[?]";
- mes "I wanted to show that science";
- mes "is excellent to control magic";
- mes "like the occult. I studied a lot";
- mes "of things and agonized over";
- mes "making science and magic";
- mes "co-exist.";
- next;
- mes "[?]";
- mes "My research led me here,";
- mes "Juperos. In this place there";
- mes "are many products of science";
- mes "that could stimulate a scholar's";
- mes "brain...";
- next;
- mes "[?]";
- mes "I found that it was possible to join the power of magic with science.";
- mes "Even if it wasn't perfect, it appealed enough to the other scholars...";
- next;
- mes "[?]";
- mes "The recent events of the world have created a confusion so my research hasn't been shared with the rest of the world.";
- next;
- job__mechanic = 6;
- changequest 10094,10095;
- mes "[?]";
- mes "So... I came back to Juperos to continue my investigation of science and magic.";
- close;
- }
- end;
-}
-
-jupe_core2,242,62,3 script Ghostfire#3 4_NFWISP,{
- mes "[?]";
- if (job__mechanic > 6) {
- mes "I want to know more about the knowledge...";
- mes "the features of humans...";
- mes "The things to be done first and later...";
- mes "The door of truth will later...";
- close;
- } else if (job__mechanic == 6) {
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- if(select("Well then, later:Focus") == 1) close;
- mes "[?]";
- mes "I wasn't satisfied with my success so I came back here time and time again.";
- next;
- mes "[?]";
- mes "When I stepped on the foothold of this statue, the energy I had gathered and learned was absorbed.";
- next;
- mes "[?]";
- mes "But, with that energy being absorbed, I began to gain knowledge that I never knew previously.";
- next;
- mes "[?]";
- mes "But it came at a price. With the knowledge I started losing my humanity.";
- mes "I lost my body and the only thing I had was my spirit.";
- next;
- mes "[?]";
- mes "I don't regret gaining the knowledge. All I wish is that I could have my body back.";
- next;
- job__mechanic = 7;
- changequest 10095,10096;
- mes "[?]";
- mes "After I had poured my energy into the statue, I figured that I could move my energy to different statues.";
- close;
- }
- end;
-}
-
-jupe_core2,29,150,0 script #Foothold HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job__mechanic == 8) {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping my whole body-";
- mes "-What is happening?-";
- next;
- mes "-Find the door of truth-";
- mes "-it is the source of the-";
- mes "-power drain.-";
- close;
- } else if (job__mechanic == 7) {
- percentheal -20,0;
- mes "-Suddenly, an unidentified-";
- mes "-voice is ringing in my head-";
- mes "-What is it?-";
- next;
- mes "-Handling machines-";
- mes "-absorbing magic power-";
- mes "-a sacrificial offering-";
- mes "-the statue of a human.-";
- next;
- job__mechanic = 8;
- changequest 10096,10097;
- mes "-Most certain of all is that-";
- mes "-I started to feel the urge-";
- mes "-to go to the door of truth.-";
- close;
- } else if (job__mechanic > 2) {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- close;
- }
- end;
-}
-
-jupe_core2,272,149,0 script #Foothold2 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job__mechanic == 9) {
- mes "-I had a feeling that power-";
- mes "-has been draining out,-";
- mes "-but now, I do not-";
- mes "-feel anything.-";
- next;
- mes "-Go to the south of-";
- mes "-the foothold quickly.-";
- close;
- } else if (job__mechanic == 8) {
- percentheal -20,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- next;
- mes "-I feel my senses-";
- mes "-are returning to me.-";
- next;
- donpcevent "#Door::OnEnable";
- changequest 10097,10098;
- mes "-I think that I am becoming-";
- mes "-the sacrificial offering.-";
- close;
- } else if (job__mechanic > 2) {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- close;
- }
- end;
-}
-
-jupe_core2,288,142,3 script #Door CLEAR_NPC,1,1,{
- end;
-OnInit:
-OnDisable:
- disablenpc "#Door";
- end;
-OnEnable:
- enablenpc "#Door";
- specialeffect EF_MAPPILLAR;
- initnpctimer;
- end;
-OnTimer180000:
- donpcevent "#Door::OnDisable";
- end;
-OnTouch:
- mes "-Once again a voice rings out-";
- mes "-in my head. This time it is-";
- mes "-different than before, it is a-";
- mes "-voice of an impressive person.-";
- next;
- mes "I know you came this far because you want the knowledge.";
- mes "Humans are weak animals";
- mes "and any sacrifice is a hard";
- mes "decision for them to make.";
- next;
- mes "But you are lacking something to pass through this door of truth.";
- mes "Through this door is knowledge above all human thinking.";
- next;
- mes "It won't harm a human's mind if it doesn't surpass your brain capacity.";
- next;
- mes "Try to put your body onto the foothold of knowledge at the south.";
- next;
- mes "If the knowledge suits you, you'll be able to obtain it without becoming a sacrificial offering.";
- mes "If you are unqualified, you will lose your body as a sacrifice.";
- next;
- mes "When you are qualified, you will be able to pass through the door of truth.";
- mes "Till that day, don't lose yourself.";
- next;
- mes "............";
- next;
- mes "-I can't hear any voices-";
- mes "-anymore and I can't feel-";
- mes "-anything in this place.-";
- next;
- mes "-As the ringing voice in my-";
- mes "-head instructed, let's go to-";
- mes "-the southern foothold.-";
- close2;
- job__mechanic = 9;
- changequest 10098,10099;
- donpcevent "#Door::OnDisable";
- end;
-}
-
-jupe_core2,149,34,0 script #Acquiring Knowledge HIDDEN_WARP_NPC,1,0,{
-OnTouch:
- if (job__mechanic == 9) {
- mes "-The moment I stepped on-";
- mes "-the foothold the voice-";
- mes "-didn't come into my brain-";
- mes "-rather new knowledge-";
- mes "-came in naturally.-";
- next;
- mes "-Almost instantaneously-";
- mes "-you gained all of the-";
- mes "-knowledge that you need-";
- mes "-to know about mechanics-";
- mes "-and magic machinery.-";
- next;
- job__mechanic = 10;
- changequest 10099,10100;
- specialeffect EF_POTION_CON;
- mes "-This amount of knowledge-";
- mes "-is enough. Let's get finished-";
- mes "-and find a way out.-";
- close;
- }
- end;
-}
-jupe_core2,150,33,0 duplicate(#Acquiring Knowledge) #Acquiring Knowledge2 HIDDEN_WARP_NPC,1,0
-
-jupe_core2,0,0,0,0 monster Dimik 1669,100,0,0,0
diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt
deleted file mode 100644
index 9ed4152b3..000000000
--- a/npc/re/jobs/3-1/ranger.txt
+++ /dev/null
@@ -1,1807 +0,0 @@
-//===== Hercules Script ======================================
-//= Ranger Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.6
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Hunter / Sniper -> Ranger.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Updated SC_STONE duration from 2 Seconds to 2 Minutes
-//= and fixed Mercenary check.
-//= 1.2 Fixed first quest so that when a false poring got killed
-//= it decreases the total points by 1, commented the SC_STONE
-//= part until M_DESERT_WOLF_B Mercenary is fully working.
-//= 1.3 Fixed waves not being announced and counted [Elias]
-//= 1.3a Little beauty fix, changed break; to next; . [Masao]
-//= 1.4 Some optimization. [Euphy]
-//= 1.5 Updated script, optimized. [Euphy]
-//= 1.6 Added GM management function. [Euphy]
-//============================================================
-
-tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{
- mes "[Survival Instructor, Rescue]";
- if (BaseJob == Job_Hunter) {
- if (job_ranger01 < 1) {
- mes "eeeeei~ ha!";
- mes "The weather is really great.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "What's up?";
- mes "The monsters here are a";
- mes "little tough so be careful.";
- next;
- if(select("I came here to become to a Ranger.:I just came to look around.") == 2) {
- mes "[Survival Instructor, Rescue]";
- mes "Oh ya?";
- mes "The weather is really great. Shall we take a picture to commemorate it?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "No?";
- mes "Then just look around quietly and then go back.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Huh?";
- mes "How did you find me?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, it's a passing mark that you recognize me... let me see.";
- next;
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "[Survival Instructor, Rescue]";
- mes "No.";
- mes "I can tell just by looking at you that you seem to be inexperienced.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Ok!";
- mes "It looks like you have";
- mes "enough experience.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Good.";
- mes "First of all, let me tell you the job change qualifications to be a Ranger.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I've already checked the first qualification that you've experienced enough to make an aura as a Hunter or a Sniper.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "For the second qualification to judge one's ability exactly, you need to lighten your body and mind.";
- next;
- if (Class == Job_Hunter || Class == Job_Baby_Hunter) {
- mes "[Survival Instructor, Rescue]";
- mes "Ah wait, before that.";
- mes "When you change a job into a Ranger from a Hunter,";
- mes "you won't get any chance to learn the skills of a Sniper, would that be okay?";
- next;
- switch(select("I'll think about it more.:I want to be a Ranger already.")) {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "Okay.";
- mes "Take your time to think, if it's okay then come back.";
- close;
- case 2:
- mes "[Survival Instructor, Rescue]";
- mes "All right.";
- mes "You are ready then.";
- next;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Well let's continue our conversation.";
- mes "Before you change into a Ranger, even though you reached the highest level of a Hunter, it is not the best evaluation of your abilities.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";
- next;
- } else {
- mes "[Survival Instructor, Rescue]";
- mes "Before you change into a Ranger, even though you reached the highest level of a Sniper, it is not the best evaluation of your abilities.";
- next;
- mes "[Survival Instructor]";
- mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";
- next;
- }
- mes "[Survival Instructor, Rescue]";
- mes "To do this you need to be cleansed of body and soul.";
- mes "Make sure that your weight equals '0' to continue.";
- job_ranger01 = 1;
- setquest 8254;
- close2;
- warp "alberta",117,57;
- end;
- } else if (job_ranger01 == 1) {
- if (Weight < 1) {
- mes "Wow, you've come back so quickly.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Ok, now I'll talk about the requirements to take the test to become a Ranger.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "All the tests to become a Ranger are going to be done with practical means.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Will there be a written test?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Why do you want one?";
- mes "The most important part of this test is the test of your experience on the battlefield.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Therefore, what I request of you is to prove your power of survival.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I want to see the real power of survival, even if you fall down and get beat up.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "If you succeed with this survival power test, you will receive the first qualification.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, let's talk about the details when you get the qualification for taking the test.";
- mes "When you want to take the survival power test, please talk to me again.";
- job_ranger01 = 2;
- changequest 8254,8255;
- close;
- }
- mes "Before you change into a Ranger, I'll need to evaluate your pure abilities.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "To do this you need to be cleansed of body and soul.";
- mes "Make sure that your weight equals 0 to continue.";
- close;
- } else if (job_ranger01 == 2) {
- if (Weight < 1) {
- mes "Um. That you talked to me again means that you are determined to change into a Ranger and take the survival power test.";
- next;
- if(select("I'll think about it more:I'll take the test") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "Prepare yourself very well before taking this test.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Think about it well and come back.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "If you are determined, then there's nothing to wait for.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I'll explain it simply.";
- mes "What I'm going to provide you is 10 Fly Wings, 500 of Arrows and 1 test Bow.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
- mes "Easy, right?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Remember that you don't have any other equipment on, so be careful of the monsters.";
- mes "Ready to start?";
- next;
- if(select("Wait a second:Yes, I'm ready") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "What kind of preparation can be so long.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Come again when you are absolutely ready.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Well, then let's start.";
- mes "There's no time to hesitate.";
- mes "Do your best.";
- job_ranger01 = 3;
- changequest 8255,8256;
- getitem 1703,1; //Bow__
- getitem 12323,10; //N_Fly_Wing
- getitem 1750,500; //Arrow
- close;
- }
- mes "I knew it.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Why did you bring so much?";
- mes "It's good that you do your best on the job change but, the key to this test is to test our true abilities...";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "If you don't make your weight 0, you wouldn't be able to take the test.";
- close;
- } else if (job_ranger01 == 3) {
- mes "Umm?";
- mes "What are you waiting for?";
- next;
- if(select("Tell me the mission again.:I just wanted to talk.") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "Oh, ya.";
- mes "Is this the mind of a person who's going to take the test?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Stay alert and listen.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
- mes "Isn't that so easy?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "As you don't have any equipment on, be careful of the monsters in the field.";
- mes "Well, shall we start?";
- next;
- if(select("Wait a minute:I will start") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "What kind of preparation can be so long.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Come again when you are absolutely ready.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Okay, let's start.";
- mes "There's no time to hesitate, so do your best.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "I don't think you have the time for that.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Hurry up and finish the test.";
- close;
- } else if (job_ranger01 > 3 && job_ranger01 < 7) {
- mes "Are you still wandering about here?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, if you are an easy person, that's none of my business but if you decided once, wouldn't it be better to take the practical test in a minute and meet me after becoming a Ranger?";
- close;
- } else if (job_ranger01 == 7) {
- mes "Oh, hey. What are you doing here?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
- mes "Do you want to go to him now?";
- next;
- switch(select("Don't go:Go")) {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "Are you busy with something else?";
- close;
- case 2:
- mes "[Survival Instructor, Rescue]";
- mes "Then I'll send you, please be well.";
- close2;
- warp "job3_rang01",89,38;
- end;
- }
- }
- mes "Oh, hey. Who's this?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Hey, you look great.";
- mes "Congratulations on becoming a Ranger~";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Next time, try not to intimidate other people.";
- close;
- }
- if (Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) {
- if (job_ranger01 == 8) {
- mes "Ho. Who's this~";
- mes "You really look talented...";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Next time, try not to intimidate other people.";
- close;
- }
- }
- mes "Ha ~ ha.";
- mes "The weather is really great.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "What's up?";
- mes "The monsters here are a";
- mes "little tough so be careful.";
- close;
-}
-
-tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{
- mes "[Test Instructor, Teardrop]";
- if (BaseJob == Job_Hunter) {
- if (job_ranger01 < 3) {
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Who are you? What are you doing here, you baby archer.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "May I tell you one thing?";
- mes "If you want to change a job to a Ranger, first talk to Survival Instructor Rescue.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Then he will tell you the requirement for the job change test!!!";
- close;
- } else if (job_ranger01 == 3) {
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Who are you? What are you doing here, you baby archer.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "That you are coming and going bugs me so, would you please stop?!";
- next;
- if(select("Ranger practical test building?:I came for the test.") == 1) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what are you...?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "What do you think you are looking at?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "How could you be a Ranger if you can't even recognize what's in front of you? Get out of here!";
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Ho, having come this far, it means you've passed the first survival test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "But, can you be sure that there wasn't any cheating?";
- next;
- if (Weight > 500) {
- mes "[Test Instructor, Teardrop]";
- mes "See, I knew it.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Having done the test normally, you would have adjusted your weight to 0, and hold the items provided by Rescue!";
- mes "But, how come you weigh so much?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I consider this as cheating!";
- mes "Come and see me again!";
- close2;
- warp "tur_dun01",162,33;
- end;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Hmm. It's doubtful...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I don't smell any signs of cheating. For now...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Before taking a practical test, I want to eat something.";
- mes "You know the food situation isn't always so good in a foreign land.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Wing of Dragonfly^000000.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you run out of the provided items, we cannot support you more so take care.";
- mes "Consider this as an extension of the survival power test.";
- job_ranger01 = 4;
- changequest 8256,8257;
- close;
- } else if (job_ranger01 == 4) {
- if (questprogress(8257,HUNTING) == 2) {
- if (countitem(7064) > 0) {
- mes "Oh! Oh! Woooooow!";
- mes "You've brought it! Let me see...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hmmmm, it's still hot?!";
- mes "You don't seem to be hurt anywhere...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Good, for now you're qualified for the practical test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Well, before I explain, could you please give me that Dragonfly wing?";
- mes "You've heard the saying, 'in any situation, eating comes first'?";
- delitem 7064,1; //Dragon_Fly_Wing
- job_ranger01 = 5;
- changequest 8257,8258;
- close;
- }
- }
- mes "What are you doing there? Standing with a blank look.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I'm hungry.";
- mes "Before taking the practical test, I want to eat something.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Dragon Fly Wing^000000.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you run out of the provided items, we cannot support more so take care.";
- mes "Consider this as an extension of the survival power test.";
- close;
- } else if (job_ranger01 == 5) {
- mes "Awooo. Yumyum.";
- mes "Eh? What are you looking at?";
- mes "You want to eat some?";
- next;
- switch(select("Oh, just eat up:...")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Why aren't you eating?";
- mes "It's quite edible.";
- mes "If you cover it with rice, it's like roasted seaweed, very tasty and delicious.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "You need to be strong enough not to be so picky with such things...";
- next;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "No thanks... anyway...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hmm? Oh my, oh my, I've shown you my sloppiness.";
- next;
- break;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Ok, I'll send you to the practical test field.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The practical test consists of 3 parts in total.";
- mes "It's to recheck the things you've learned as a hunter or a sniper, so there's nothing much to be worried.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you get a passing mark over three tests, you'll be on your way to becoming a Ranger.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I'll explain the paths for the test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Once you get into the test field, a staff will be waiting for you. Go into the room made by the staff, and standby.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The test is done one by one so, if there's many people, you might need to wait.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The first test is to test of how keen your eyes are.";
- mes "Different monsters will appear in 8 places. Kill only the monster named 'Poring' and you get a point, when you reach a certain mark, then you pass. Easy, huh?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The second test is about how much you can use a trap efficiently.";
- mes "Get rid of monsters and do the mission by using only the provided traps, and you pass. Just be careful not to be engulfed by the explosion.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "For the 3rd test, when you become a Ranger you can handle a wolf, so you will be tested on how well you can handle such an animal.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "When you remove a bomb by using the given wolf, you get points. You pass when you get a certain mark on the test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The staff there will tell you more details as well.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Now, I will enter you into the practical test field, is your preparation all done?";
- next;
- if(select("Please wait a little:Let's go to the practical test field!") == 1) {
- mes "[Test Instructor, Teardrop]";
- mes "Um? Aren't you ready?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Well. To be careful is good.";
- mes "Come back when you are ready.";
- close;
- }
- callsub L_Start,0;
- close;
- } else if (job_ranger01 == 6) {
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Um? What happened?";
- mes "Why are you walking about here? What about the test?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Aha... You've failed the middle!";
- mes "You are such a fool.";
- emotion e_gg;
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So what are you going to do? Try again?";
- next;
- switch(select("Wait a minute:Go to the practical test field!:I give up the job change.")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Um? Aren't you ready yet?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "All right. To be careful is good.";
- mes "Come when you are ready.";
- close;
- case 2:
- callsub L_Start,1;
- close;
- case 3:
- mes "[Test Instructor, Teardrop]";
- mes "Um? What, you're kidding huh?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Think again.";
- mes "Do you really want to give up the job change to become a Ranger?";
- next;
- switch(select("No, I'll try again:I give up!")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Hey. You were kidding after all?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "It's not funny so don't do that kind of joke again.";
- close;
- case 2:
- mes "[Test Instructor, Teardrop]";
- mes "You don't have as many guts as I thought.";
- nude;
- next;
- if (countitem(1703) > 0) {
- mes "[Test Instructor, Teardrop]";
- mes "Okay. I'll respect your opinion.";
- mes "I'll cancel the job change request from "+strcharinfo(0)+".";
- delitem 1703,1; //Bow__
- job_ranger01 = 0;
- for(.@i = 8254; .@i <= 8262; ++.@i)
- if (questprogress(.@i))
- erasequest .@i;
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Where's the bow that I gave you for the practical tests?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't return it, I can't cancel you job change request.";
- close;
- }
- }
- } else if (job_ranger01 == 7) {
- mes "Oh, hey. What are you doing here?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
- mes "Do you want to go to him now?";
- next;
- switch(select("Don't go:Go")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Are you busy with something else?";
- close;
- case 2:
- mes "[Test Instructor, Teardrop]";
- mes "Then I'll send you, please be well.";
- close2;
- warp "job3_rang01",89,38;
- end;
- }
- }
- mes "Wow. Who's this?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "It seems that your dull eyes became somewhat keen now?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Then, enjoy an adventure well as a Ranger.";
- close;
- }
- mes "Good to gooooooooooooooo!!!!!!";
- next;
- mes "[Test Instructor]";
- mes "Huh? What are you? Where are you from?";
- mes "Don't hang around here doing nothing. This is my area!";
- close;
-L_Start:
- if (getmercinfo(1)) {
- mes "[Test Instructor, Teardrop]";
- mes "Stop!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Where do you think you're going with that mercenary?!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't cancel the mercenary, you cannot get into the test field! Cancel it first!";
- close;
- }
- if (getarg(0) == 1) {
- if (countitem(12380)) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what is this?";
- mes "You shouldn't keep this around!";
- delitem 12380,countitem(12380); //Desert_Wolf_Babe_Scroll
- next;
- }
- if (countitem(12258)) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what is this, a Bombring Capsule.";
- mes "You shouldn't keep such a dangerous thing!";
- delitem 12258,countitem(12258); //Bombring_Box
- next;
- }
- if (countitem(6156)) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what are all these Documents?";
- mes "I think I know. You were going to send this to Caution, right?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you hold such thing it would disturb your practical test so I'll take this.";
- delitem 6156,countitem(6156); //Approval_Report
- next;
- }
- }
- if (Weight > 500) {
- mes "[Test Instructor, Teardrop]";
- mes "Well, then let's gooooooooo.... oo,um?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hey, what are you hiding there?";
- mes "I've pointed it out for several times, you should not even think to go in there secretly with anything other than the provided items!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "You'd better lighten your weight.";
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "See, for the last time, I warn you that cheating is strictly banned.";
- next;
- if (countitem(1750) < 100) {
- mes "[Test Instructor, Teardrop]";
- mes "Okay, once again I'll provide you with arrows, then I'll let you in.";
- .@arrow = 1;
- next;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Good luck.";
- mes "Become a Ranger and we shall meet again.";
- job_ranger01 = 6;
- if (getarg(0) == 0)
- changequest 8258,8259;
- else {
- erasequest 8260;
- erasequest 8261;
- }
- if (.@arrow) getitem 1750,100; //Arrow
- close2;
- warp "job3_rang01",30,36;
- end;
-}
-
-job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{
- mes "[Staff DTS]";
- mes "Please wait at the practical test waiting room to start the test process.";
- next;
- mes "[Staff DTS]";
- mes "In the order you enter, you can take the practical test one by one.";
- mes "There's 3 kinds of a Ranger job change practical tests, it takes a total of about 10 minutes.";
- next;
- switch(select("Test explanation:Cancel:I give up the Ranger test")) {
- case 1:
- break;
- case 2:
- mes "[Staff DTS]";
- mes "Don't you need any explanation?";
- next;
- mes "[Staff DTS]";
- mes "Enter into the chat room and wait for the order and take the job change practical test.";
- close;
- case 3:
- mes "[Staff DTS]";
- mes "Please think about it again.";
- mes "If you give up here, your job change request will be cancelled. Do you really want to give up the job change to a Ranger?";
- next;
- switch(select("No, I'll continue with the test:I give up the Ranger job change")) {
- case 1:
- mes "[Staff DTS]";
- mes "If you want to continue with the practical test, please enter into the chat room.";
- close;
- case 2:
- mes "[Staff DTS]";
- mes "You don't have as many guts as I thought.";
- nude;
- next;
- if (countitem(1703) > 0) {
- mes "[Staff DTS]";
- mes "Okay. I'll respect your opinion.";
- mes "I'll cancel the job change request from "+strcharinfo(0)+".";
- delitem 1703,1; //Bow__
- job_ranger01 = 0;
- for(.@i = 8254; .@i <= 8262; ++.@i)
- if (questprogress(.@i))
- erasequest .@i;
- close;
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "[Staff DTS]";
- mes "Huh? Where's the bow that I gave you for the practical tests?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't return it, I can't cancel you job change request.";
- close;
- }
- }
- while (1) {
- mes "[Staff DTS]";
- mes "I'll explain the Ranger job change practical test.";
- mes "Among the 1st, 2nd, and 3rd practical tests, which one's test method are you curious of?";
- next;
- switch(select("1st Test:2nd Test:3rd Test:Cancel")) {
- case 1:
- mes "[Staff DTS]";
- mes "For the 1st test, we test your eyesight and accuracy.";
- next;
- mes "[Staff DTS]";
- mes "Monsters appear randomly from 8 sides of the left, right, up and down of the player, among them if you get rid of a monster named 'Poring' you get a point.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffWhatever the form looks like, you need to kill the monster named 'Poring' to get a point, and if you get rid of others your points get deducted, so be careful.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 1st test progressing time will be about 3 minutes. When you get 15 points or more over 20, you are sent to 2nd test field.";
- next;
- break;
- case 2:
- mes "[Staff DTS]";
- mes "The 2nd test is to test the mission performance ability and the efficient use of a trap.";
- next;
- mes "[Staff DTS]";
- mes "The attendant receives 10 'Bombring Capsules'. When you consume the Bombring Capsule, a Bombring is summoned near and after the summoning when you reach a certain time, the Bombring explodes.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffThe Bombring explosion affects you, so be careful not to get involved in the explosion. You need to get rid of the monster by using the Bombring Capsule, accomplish the mission and come out alive.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 2nd test progressing time will be about 3 minutes. When you consume all the Bombring Capsules, collect hidden equipment, and survive, you will be sent to the 3rd test field.";
- next;
- break;
- case 3:
- mes "[Staff DTS]";
- mes "The 3rd is to test how you can efficiently use a wolf which is given Rangers.";
- next;
- mes "[Staff DTS]";
- mes "The tester is provided with disposable wolf summoning flute. Remove all bombs that are dispersed here and there by controlling the summoned warg and you get a point.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffThe tester cannot move while the test is going on and the test is completed when he or she removes the bombs quickly and accurately in time by using only the warg.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 3rd test progressing time would be about 3 minutes, when you get 10 or more over 20, all the practical tests are completed.";
- next;
- break;
- case 4:
- mes "[Staff DTS]";
- mes "When you want to progress with the practical test, please enter into the chat room.";
- close;
- }
- }
- end;
-OnInit:
- waitingroom "Practical Test Waiting Room",20,"Test Waiting Room#jr_03::OnStartArena",1;
- enablewaitingroomevent;
- end;
-OnStartArena:
- warpwaitingpc "job3_rang02",45,48;
- donpcevent "Test Supervisor#jr_04::OnEnable";
- disablewaitingroomevent;
- end;
-OnEnable:
- enablewaitingroomevent;
- end;
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-job3_rang02,100,95,0 script Test Supervisor#jr_04 HIDDEN_WARP_NPC,{
-OnInit:
- $@job_rang_point01 = 0;
- disablenpc "Test Supervisor#jr_04";
- end;
-OnEnable:
- enablenpc "Test Supervisor#jr_04";
- $@job_rang_point01 = 0;
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_04";
- end;
-OnStart:
- stopnpctimer;
- donpcevent "CallCorrectAnswer#jr::OnEnable";
- donpcevent "CallWrongAnswer#jr::OnEnable";
- donpcevent "First Test Timer#jr_05::OnEnable";
- disablenpc "Test Supervisor#jr_04";
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Welcome to the Ranger Job Change Test. I am Test Supervisor, Notice.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The 1st test is to test your eyesight and accuracy.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The test method is, to kill monsters named 'Poring' amongst the random spawned monsters on 8 locations.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer12000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Whatever it may look like, you need to kill the monster named 'Poring' to get a point, and if you kill others you will lose points, so be careful.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer15000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The test progression time would be around 3 minutes. You need to get 15 points or more to qualify for the next test.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer18000:
- stopnpctimer;
- mapannounce "job3_rang02","Test Supervisor, Notice : Then let's begin the test. Good luck.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent "Test Supervisor#jr_04::OnStart";
- end;
-}
-
-job3_rang02,102,95,0 script First Test Timer#jr_05 HIDDEN_WARP_NPC,{
-OnInit:
- disablenpc "First Test Timer#jr_05";
- end;
-OnEnable:
- enablenpc "First Test Timer#jr_05";
- $@job_rang_point01 = 0;
- $@job_rang_text01 = 0;
- setarray .text$[1],
- "First","Second","Third","Fourth","Fifth","Sixth","Seventh","Eighth","Ninth","Tenth","Eleventh",
- "Twelfth","Thirteenth","Fourteenth","Fifteenth","Sixteenth","Seventeenth","Eighteenth","Nineteenth","Last";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "First Test Timer#jr_05";
- end;
-OnTimer8000:
-OnTimer15000:
-OnTimer22000:
-OnTimer29000:
-OnTimer36000:
-OnTimer43000:
-OnTimer50000:
-OnTimer57000:
-OnTimer64000:
-OnTimer71000:
-OnTimer78000:
-OnTimer85000:
-OnTimer92000:
-OnTimer99000:
-OnTimer106000:
-OnTimer113000:
-OnTimer120000:
-OnTimer127000:
-OnTimer134000:
-OnTimer141000:
- donpcevent "CallCorrectAnswer#jr::OnReset";
- donpcevent "CallWrongAnswer#jr::OnReset";
- end;
-OnTimer3000:
-OnTimer10000:
-OnTimer17000:
-OnTimer24000:
-OnTimer31000:
-OnTimer38000:
-OnTimer45000:
-OnTimer52000:
-OnTimer59000:
-OnTimer66000:
-OnTimer73000:
-OnTimer80000:
-OnTimer87000:
-OnTimer94000:
-OnTimer101000:
-OnTimer108000:
-OnTimer115000:
-OnTimer122000:
-OnTimer129000:
-OnTimer136000:
- ++$@job_rang_text01;
- mapannounce "job3_rang02","Test Supervisor, Notice : "+.text$[$@job_rang_text01]+" Wave! Kill the Poring!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent "CallCorrectAnswer#jr::OnStart";
- end;
-OnTimer143000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Well done! Now for your test result!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer146000:
- if ($@job_rang_point01 < 1)
- $@job_rang_point01 = 0;
- mapannounce "job3_rang02","Test Supervisor, Notice : I'll announce the test result. The number of Porings you killed out of 20 is ..." + $@job_rang_point01 + "!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer149000:
- if ($@job_rang_point01 > 14) {
- mapannounce "job3_rang02","Test Supervisor, Notice : Congratulations! You've killed " + $@job_rang_point01 + " out of 20 Porings total, so you've passed the 1st test. I will send you to the 2nd test field.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","job3_rang02",113,58;
- donpcevent "Second Test Timer#jr_08::OnEnable";
- stopnpctimer;
- } else
- mapannounce "job3_rang02","Test Supervisor, Notice : You couldn't kill 15 Porings or more on a total of 20 total, so you've failed the 1st test... I am sorry but please try again.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer151000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The adventurer's 1st test ends now. Please make yourself more capable. Goodbye.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer154000:
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "CallCorrectAnswer#jr::OnDisable";
- donpcevent "CallWrongAnswer#jr::OnDisable";
- end;
-OnTimer157000:
- stopnpctimer;
- mapwarp "job3_rang02","tur_dun01",93,165;
- $@job_rang_point01 = 0;
- $@job_rang_text01 = 0;
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- end;
-}
-
-job3_rang02,104,95,0 script CallCorrectAnswer#jr HIDDEN_WARP_NPC,{
-OnInit:
-OnDisable:
- disablenpc "CallCorrectAnswer#jr";
- end;
-OnEnable:
- enablenpc "CallCorrectAnswer#jr";
- end;
-OnStart:
- setarray .@label$[0],"OnOne","OnTwo","OnThree","OnFour","OnFive","OnSix","OnSeven","OnEight";
- setarray .@x[0],35,44,54,35,54,35,44,54;
- setarray .@y[0],58,58,58,49,49,39,39,39;
- setarray .@id[0],1002,1031,1242,1113;
- .@i = rand(8);
- donpcevent "CallWrongAnswer#jr::"+.@label$[.@i];
- monster "job3_rang02",.@x[.@i],.@y[.@i],"Poring",.@id[rand(4)],1,"CallCorrectAnswer#jr::OnMyMobDead";
- end;
-OnReset:
- killmonster "job3_rang02","CallCorrectAnswer#jr::OnMyMobDead";
- end;
-OnMyMobDead:
- specialeffect2 EF_POTION_CON;
- ++$@job_rang_point01;
- mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-}
-
-job3_rang02,106,95,0 script CallWrongAnswer#jr HIDDEN_WARP_NPC,{
-OnInit:
-OnDisable:
- disablenpc "CallWrongAnswer#jr";
- end;
-OnEnable:
- enablenpc "CallWrongAnswer#jr";
- end;
-OnOne:
- monster "job3_rang02",44,58,"Poing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Horing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Puring",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Poriring",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Marine",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Dropporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnTwo:
- monster "job3_rang02",35,58,"Poyong",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Puding",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Porin",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Poja",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Poporing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Drops",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnThree:
- monster "job3_rang02",35,58,"Poporing",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Podaegi",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Poja",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Maporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Drops",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnFour:
- monster "job3_rang02",35,58,"Poing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Hoing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Marine",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Drops",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Puding",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Droporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Marine",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnFive:
- monster "job3_rang02",35,58,"Popuri",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Mariring",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poyong",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Marine",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Hoing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnSix:
- monster "job3_rang02",35,58,"Pork",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Drops",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Poja",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Horing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Marun",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Drawing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnSeven:
- monster "job3_rang02",35,58,"Marine",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Pork",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Porin",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Poporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Horin",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnEight:
- monster "job3_rang02",35,58,"Marun",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Poja",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Drops",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Horing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Poporing",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnReset:
- killmonster "job3_rang02","CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnMyMobDead:
- specialeffect2 EF_DEVIL;
- --$@job_rang_point01;
- mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-}
-
-job3_rang02,100,93,0 script Second Test Timer#jr_08 HIDDEN_WARP_NPC,{
-OnInit:
- disablenpc "Second Test Timer#jr_08";
- end;
-OnEnable:
- enablenpc "Second Test Timer#jr_08";
- initnpctimer;
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- donpcevent "CallCorrectAnswer#jr::OnDisable";
- donpcevent "CallWrongAnswer#jr::OnDisable";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Second Test Timer#jr_08";
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Yeah. Congrats on you passing the 1st practical test. I am the 2nd practical test supervisor Caution.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The Second Test is about test performance ability and the effective usage of traps.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Caution : When the test begins, you'll recive 'Bombring Caspule's' from a staff member near you, and kill the monsters in your way.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer11000:
- mapannounce "job3_rang02","Test Supervisor, Caution : When you use a 'Bombring Capsule' a Bombring is summoned near you, and after 3 seconds it will explode.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer14000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The explosive range of the Bombring is a 5x5 cell around the Bombring, so be carefull not to be caught in the explosion.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer17000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Whilst progressing, if you complete the mission given by an staff member come and see me, then you will pass the 2nd practical test!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer20000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Oh! When you come and see me, all 'Bombring Capsules' have to been used up.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer23000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The test period will take 3 minutes in total! Copmplete the mission in 3 minutes and stay alive! Then come to see me!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer26000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Well the test begins now!! Start going!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent "Staff Rust#jr_09::OnEnable";
- end;
-OnTimer80000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 1 Minute has passed. You are coming to see me, right?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer83000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Don't be too brave to rush and get yourself killed, be slow and careful.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer140000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes have passed. Getting here on time should be your top priority.?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer143000:
- mapannounce "job3_rang02","Test Supervisor, Caution : However, you need to be alive in order to make the time limit, right? Please watch out.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer170000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes and 30 Seconds have passed. There's not much time left!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer173000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer200000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 3 Minutes have passed! 3 Minutes!!!! I'll be a little easy on you, so hurry up!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer205000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 5 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer206000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 4 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer207000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 3 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer208000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer209000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 1 Second remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer210000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Ugh... What are you doing? Your time is up!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer213000:
- mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer217000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer220000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-OnTimer223000:
- stopnpctimer;
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- end;
-}
-
-job3_rang02,111,56,3 script Staff Rust#jr_09 4_M_ORIENT02,{
- if (job_ranger01 == 6) {
- if (countitem(12258) < 1) {
- percentheal 100,0;
- specialeffect2 EF_ABSORBSPIRITS;
- mes "[Staff Rust]";
- mes "I'll give you the 'Bombring Capsules.";
- mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind.";
- if (countitem(6156)) {
- getitem 12258,5; //Bombring_Box
- close;
- }
- next;
- emotion e_an;
- mes "[Staff Rust]";
- mes "And the mission is.... to deliver these documents to the supervisor, Caution. He won't take what I give...";
- setquest 8260;
- getitem 6156, (MaxWeight-Weight-2000)/10; //Approval_Report
- getitem 12258,10; //Bombring_Box
- getitem 569,100; //Novice_Potion
- close;
- }
- mes "[Staff Rust]";
- mes "I'm sorry, but you already have the 'Bombring Capsules', so I cannot provide you with more.";
- close;
- }
- mes "[Staff Rust]";
- mes "Excuse me, but how did you get in?";
- next;
- mes "[Staff Rust]";
- mes "If you are not here for the job change test, please leave.";
- close;
-OnInit:
- disablenpc "Staff Rust#jr_09";
- end;
-OnEnable:
- enablenpc "Staff Rust#jr_09";
- donpcevent "Summon Monster#jr_10::OnEnable";
- donpcevent "Test Supervisor#jr_11::OnEnable";
- end;
-OnDisable:
- disablenpc "Staff Rust#jr_09";
- end;
-}
-
-job3_rang02,136,21,0 script Summon Monster#jr_10 HIDDEN_WARP_NPC,5,5,{
-OnInit:
- disablenpc "Summon Monster#jr_10";
- end;
-OnEnable:
- enablenpc "Summon Monster#jr_10";
- monster "job3_rang02",112,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",114,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",116,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",110,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",112,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",114,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",116,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",116,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",112,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",111,34,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",117,22,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",114,21,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",115,23,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",135,25,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",135,23,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",137,36,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",139,34,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",144,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",152,41,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",168,49,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",165,48,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",160,56,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",158,56,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",170,53,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",168,56,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",174,63,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",176,60,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",170,59,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",126,19,"Nepenthes",1988,1,"Summon Monster#jr_10::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rang02","Summon Monster#jr_10::OnMyMobDead";
- disablenpc "Summon Monster#jr_10";
- end;
-OnTouch:
- percentheal 10,0;
- specialeffect2 EF_ABSORBSPIRITS;
- mapannounce "job3_rang02","Test Supervisor, Caution : You are doing well! If you come closer a little more, you should be able to see me.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnMyMobDead:
- end;
-}
-
-job3_rang02,180,78,3 script Test Supervisor#jr_11 4_F_SITDOWN,1,1,{
- mes "[Test Supervisor, Caution]";
- mes "Come, come near, nearer, nearer!!";
- close;
-OnInit:
- disablenpc "Test Supervisor#jr_11";
- end;
-OnEnable:
- enablenpc "Test Supervisor#jr_11";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_11";
- end;
-OnTouch:
- if (job_ranger01 == 6) {
- if (countitem(12258)) {
- mes "[Test Supervisor, Caution]";
- mes "No, no!";
- mes "You need to use all the 'Bombring Capsules'?!";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Use it all and come back!";
- mes "Time is ticking so you'd better hurry.";
- close;
- }
- if (countitem(6156) > 0) {
- mes "[Test Supervisor, Caution]";
- mes "You've arrived safely!!!";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- initnpctimer;
- next;
- mes "[Test Supervisor, Caution]";
- mes "What are those documents?";
- emotion e_no;
- next;
- select("Mr. Rust asked me to give this to you.");
- mes "[Test Supervisor, Caution]";
- mes "Haaaaaaaah!!";
- mes "I've been avoiding him so much!!";
- delitem 6156,countitem(6156); //Approval_Report
- erasequest 8260;
- next;
- mes "[Test Supervisor, Caution]";
- mes "I've never imagined this could be a test...";
- emotion e_sob;
- next;
- mes "[Test Supervisor, Caution]";
- mes "Anyway you've passed the 2nd test very well.";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Pass the 3rd one and you will become a great ranger.";
- close2;
- warp "job3_rang02",250,49;
- donpcevent "Test Supervisor#jr_13::OnEnable";
- end;
- }
- }
- mes "[Test Supervisor, Caution]";
- mes "You've arrived safely......uh?";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Didn't Rust give you something?";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Where did you lose that?";
- mes "Pick it up quickly!";
- close;
-OnTimer60000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Come here, you don't have to rush your test, but why are you delaying the test?",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer63000:
- mapannounce "job3_rang02","Test Supervisor, Caution : I hate people that make me wait! if you don't talk to me in 30 seconds to continue the test, I will end your test progress!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer93000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer96000:
- mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer99000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidity! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer102000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidity! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- end;
-OnTimer105000:
- stopnpctimer;
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-}
-
-job3_rang02,104,93,0 script Third Test Timer#jr_12 HIDDEN_WARP_NPC,{
-OnInit:
- disablenpc "Third Test Timer#jr_12";
- end;
-OnEnable:
- enablenpc "Third Test Timer#jr_12";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- $@job_rang_point03 = 0;
- disablenpc "Third Test Timer#jr_12";
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Well, then let's start the 3rd practical test! Are you ready?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : From now on, every 3 seconds an 'Egg Bomb' will appear! Look at it carefully, and have your wolf attack the egg bomb to dismantle it!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : You can control the wolf by pressing the alt key and left click the surface, the wolf then moves to that point! Then you target the bomb and click on more time, it will then attack it!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer12000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : The 'Egg Bombs' will spawn 20 times! Each time you successfully dismantle one, you get 1 point! If you get 10 or more points, you pass the practical test, so go for it! Then I'll start!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- .n = 14;
- end;
-OnTimer15000:
-OnTimer20000:
-OnTimer25000:
-OnTimer30000:
-OnTimer35000:
-OnTimer40000:
-OnTimer45000:
-OnTimer50000:
-OnTimer55000:
-OnTimer60000:
-OnTimer65000:
-OnTimer70000:
-OnTimer75000:
-OnTimer80000:
-OnTimer85000:
-OnTimer90000:
-OnTimer95000:
-OnTimer100000:
-OnTimer105000:
-OnTimer110000:
- donpcevent "Egg Bomb#"+(.n+rand(3))+"::OnEnable";
- if (.n == 26) .n = 14;
- else .n += 3;
- end;
-OnTimer113000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : The test is ooooooooooooooveeeeerrr!!!!!!!!!!!!!!!!!!!!!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- for(.@i = 14; .@i<=28; ++.@i)
- donpcevent "Egg Bomb#"+.@i+"::OnDisable";
- .n = 0;
- end;
-OnTimer116000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Well let's see the result?!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer119000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Your score is ..." + $@job_rang_point03 + " out of 20!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer121000:
- if ($@job_rang_point03 > 9) {
- mapannounce "job3_rang02","Test Supervisor, Freeze : You have been successful so far! You've passed all practical tests! Let's move to the waitingroom!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","job3_rang01",89,38;
- } else
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad but you couldn't pass the 10 points, so you failed!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer124000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer127000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- $@job_rang_point03 = 0;
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Test Supervisor#jr_13::OnDisable";
- end;
-OnTimer130000:
- stopnpctimer;
- $@job_rang_point03 = 0;
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Third Test Timer#jr_12::OnDisable";
- end;
-}
-
-job3_rang02,251,49,3 script Test Supervisor#jr_13 4_M_JOB_HUNTER,{
- mes "[Test Supervisor, Freeze]";
- if (job_ranger01 == 6) {
- if (!questprogress(8261)) {
- mes "Congrats for passing the 2nd practical test! I am the 3rd practical test supervisor Freeze!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "For the 3rd test, I'll test how much you could use a wolf effectively. When you become a Ranger in the future, you'll learn an wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "^0000ffThe tester is provided with a disposable Wolf summoning Flute! When you remove egg bombs coming out from here and there by controlling the summoned wolf, you get points!^000000";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Tester cannot move during the test, and the test completes when all bombs are removed quickly and accurately within the given time only by using a wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "^0000ffThe way to control an wolf is to press the alt key and left-click the surface, then the wolf moves to the point where you've clicked on!^000000";
- mes "^0000ffWhen you target the bomb and press one more, it starts to attack!^000000";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "The 3rd test time limit is about 3 minutes, when you get 10 over 20 points, you can pass the practical test!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Well, then first get this Wolf' flutes and after summoning the wolf, talk to me!";
- getitem 12380,1; //Desert_Wolf_Babe_Scroll
- setquest 8261;
- close;
- }
- if (getmercinfo(1) == 2034) {
- erasequest 8261;
- mes "Good! Then I'll start the test right now!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Keep in mind! You need to remove the egg bomb before it gets exploded by only using a wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Then, good luck!";
- sc_start SC_STONE,120000,10;
- close2;
- donpcevent "Test Supervisor#jr_13::OnDisable";
- donpcevent "Third Test Timer#jr_12::OnEnable";
- end;
- }
- if (countitem(12380) < 1) {
- mes "Huh?! There's no wolf, no Test Flute, where did you get rid of them?!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "I'll give you one more time specially, so hold yourself together!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Summon the wolf quickly, and talk to me again!";
- getitem 12380,1; //Desert_Wolf_Babe_Scroll
- close;
- }
- mes "Ha? What are you doing?";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Play the Test Flute quickly to summon the wolf and talk to me!";
- close;
- }
- mes "Who are you?";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "This area is for the Ranger Job Change test!";
- mes "You are not authorized to be here, please get out!";
- close;
-OnInit:
- disablenpc "Test Supervisor#jr_13";
- end;
-OnEnable:
- enablenpc "Test Supervisor#jr_13";
- initnpctimer;
- donpcevent "Second Test Timer#jr_08::OnDisable";
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_13";
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Welcome to the 3rd practical test field! I am the 3rd practical Test Supervisor Freeze!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 2 minutes to start the 3rd test, the test will end!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 1 minute to start the 3rd test, the test will end!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer63000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer120000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Why aren't you starting the test?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer123000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : You weren't on time for the test, so I am ending the 3rd practical test!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer127000:
- $@job_rang_point03 = 0;
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer130000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer133000:
- stopnpctimer;
- donpcevent "Third Test Timer#jr_12::OnDisable";
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Test Supervisor#jr_13::OnDisable";
- end;
-}
-
-- script Egg Bomb#0 -1,{
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- initnpctimer;
- getmapxy(.@map$,.@x,.@y,1);
- monster "job3_rang02",.@x,.@y,"Egg Bomb",1047,1,strnpcinfo(0)+"::OnMyMobDead";
- switch(atoi(strnpcinfo(2))%3) {
- case 0: .@str$ = "Hey, I am going to explode. What are you going to do?"; break;
- case 1: .@str$ = "I... no, I can't stand anymore!!"; break;
- case 2: .@str$ = "I am almost done now... Don't stop me."; break;
- }
- mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnDisable:
- stopnpctimer;
- killmonster "job3_rang02",strnpcinfo(0)+"::OnMyMobDead";
- disablenpc strnpcinfo(0);
- end;
-OnMyMobDead:
- ++$@job_rang_point03;
- switch(atoi(strnpcinfo(2))%3) {
- case 0: .@str$ = "The world is meaningless and my dream is so far away..."; break;
- case 1: .@str$ = "Don't be relieved. Misery always comes from carelessness."; break;
- case 2: .@str$ = "Alas, it was only a dream for a short time..."; break;
- }
- mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!",bc_map,"0xFF9900"; //FW_NORMAL 12 0 0
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-}
-job3_rang02,246,42,0 duplicate(Egg Bomb#0) Egg Bomb#14 HIDDEN_WARP_NPC
-job3_rang02,249,46,0 duplicate(Egg Bomb#0) Egg Bomb#15 HIDDEN_WARP_NPC
-job3_rang02,256,43,0 duplicate(Egg Bomb#0) Egg Bomb#16 HIDDEN_WARP_NPC
-job3_rang02,243,54,0 duplicate(Egg Bomb#0) Egg Bomb#17 HIDDEN_WARP_NPC
-job3_rang02,246,58,0 duplicate(Egg Bomb#0) Egg Bomb#18 HIDDEN_WARP_NPC
-job3_rang02,255,56,0 duplicate(Egg Bomb#0) Egg Bomb#19 HIDDEN_WARP_NPC
-job3_rang02,260,48,0 duplicate(Egg Bomb#0) Egg Bomb#20 HIDDEN_WARP_NPC
-job3_rang02,244,53,0 duplicate(Egg Bomb#0) Egg Bomb#21 HIDDEN_WARP_NPC
-job3_rang02,254,50,0 duplicate(Egg Bomb#0) Egg Bomb#22 HIDDEN_WARP_NPC
-job3_rang02,241,41,0 duplicate(Egg Bomb#0) Egg Bomb#23 HIDDEN_WARP_NPC
-job3_rang02,259,41,0 duplicate(Egg Bomb#0) Egg Bomb#24 HIDDEN_WARP_NPC
-job3_rang02,256,52,0 duplicate(Egg Bomb#0) Egg Bomb#25 HIDDEN_WARP_NPC
-job3_rang02,259,58,0 duplicate(Egg Bomb#0) Egg Bomb#26 HIDDEN_WARP_NPC
-job3_rang02,254,52,0 duplicate(Egg Bomb#0) Egg Bomb#27 HIDDEN_WARP_NPC
-job3_rang02,247,42,0 duplicate(Egg Bomb#0) Egg Bomb#28 HIDDEN_WARP_NPC
-
-job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{
- mes "[Ranger Master, Neveragain]";
- if (job_ranger01 < 6) {
- mes "... ...Huh?";
- mes "It's weird... How did you get here?";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "You don't seem to belong here...";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Go away.";
- mes "You are not supposed to be here.";
- close2;
- warp "alberta",117,57;
- end;
- } else if (job_ranger01 == 6 || job_ranger01 == 7) {
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "No.";
- mes "I can tell just by looking at you that you seem to be inexperienced.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "Congratulations!";
- mes "You've completed all the rough practical tests!";
- if (job_ranger01 == 6) {
- job_ranger01 = 7;
- changequest 8259,8262;
- }
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Well, you've had enough experience so I won't need to drag on.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Before you do a job change ^0000ffdismiss your Falcon^000000, and check if you've used all of your ^0000ffSkill Points^000000.";
- next;
- if(select("Wait a minute:I am ready") == 1) {
- mes "[Ranger Master, Neveragain]";
- mes "I am not running away so take your time.";
- close;
- }
- mes "[Ranger Master, Neveragain]";
- if (checkfalcon()) {
- mes "Didn't you dismiss your falcon??";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Please dismiss your falcon, and come back to me.";
- close;
- }
- if (SkillPoint != 0) {
- mes "I think you need to learn more.";
- next;
- mes "[Ranger Master Neveragain]";
- mes "Use up all of your skill points before continuing on.";
- close;
- }
- mes "Good. No falcon and you've used up all your skill points.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Okay, before you really change the job into a ranger, I'll ask you on more time.";
- mes "Do you really want to become a ranger?";
- next;
- if(select("No:Yes!") == 1) {
- mes "[Ranger Master, Neveragain]";
- mes "...Um? That's not the answer that I was waiting for...";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Even after passing through all the rough practical tests, you don't want to become a ranger... are you sure?";
- close;
- }
- mes "[Ranger Master, Neveragain]";
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- if (BaseJob != Job_Hunter) {
- mes "Wait, who are you?";
- mes "You are not a Hunter or a Sniper?!";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "What are you doing here?";
- mes "You are not supposed to be here. Get out!";
- job_ranger01 = 0;
- for(.@i = 8254; .@i <= 8262; ++.@i)
- if (questprogress(.@i))
- erasequest .@i;
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "Your firm answer seems very trustworthy!";
- next;
- nude;
- if (countitem(1703) < 1) {
- mes "[Ranger Master, Neveragain]";
- mes "Umm?";
- mes "You need to return the borrowed stuff.";
- mes "Where is the bow that was given to you for the job change test?";
- close;
- }
- mes "[Ranger Master, Neveragain]";
- mes "From now on be active as a splendid Ranger!";
- mes "I wish you luck in your future!";
- delitem 1703,1; //Bow__
- job_ranger01 = 8;
- completequest 8262;
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem 5748,1; //Sniper_Goggle
- getitem 2795,1; //Green_Apple_Ring
- getitem 6124,1; //Wolf's_Flute
- close;
- }
- mes "Hey, you look great.";
- mes "What are you doing here?";
- next;
- switch(select("I just came by:Please let me be out")) {
- case 1:
- mes "[Ranger Master, Neveragain]";
- mes "Well, there's nothing to see and you came.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Take a rest as long as you want.";
- mes "It's the place where you can have a tea easily.";
- close;
- case 2:
- mes "[Ranger Master, Neveragain]";
- mes "It was good to see you.";
- mes "Don't lose the dignity as a Ranger wherever you go.";
- close2;
- warp "alberta",117,57;
- end;
- }
-}
-
-job3_rang01,58,1,0 script Worker#job_ranger 4_M_ORIENT01,{
- callfunc "F_GM_NPC";
- switch(select("Enable Waiting Room:Disable Waiting Room:Enable 1st Test:Disable 1st Test:Enable 2nd Test:Disable 2nd Test:Enable 3rd Test:Disable 3rd Test:Cancel")) {
- case 1:
- mes "Enabled Waiting Room";
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- close;
- case 2:
- mes "Disabled Waiting Room";
- donpcevent "Test Waiting Room#jr_03::OnDisable";
- close;
- case 3:
- mes "1st Test Enabled";
- donpcevent "Test Supervisor#jr_04::OnEnable";
- close;
- case 4:
- mes "1st Test Disabled";
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- donpcevent "CallCorrectAnswer#jr::OnReset";
- donpcevent "CallWrongAnswer#jr::OnReset";
- donpcevent "CallCorrectAnswer#jr::OnDisable";
- donpcevent "CallWrongAnswer#jr::OnDisable";
- close;
- case 5:
- mes "2nd Test Enabled";
- donpcevent "Second Test Timer#jr_08::OnEnable";
- close;
- case 6:
- mes "2nd Test Disabled";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- close;
- case 7:
- mes "3rd Test has been Enabled";
- donpcevent "Third Test Timer#jr_12::OnEnable";
- close;
- case 8:
- mes "3rd Test has been Disabled";
- donpcevent "Third Test Timer#jr_12::OnDisable";
- for(.@i = 14; .@i<=28; ++.@i)
- donpcevent "Egg Bomb#"+.@i+"::OnDisable";
- close;
- case 9:
- close;
- }
-}
diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt
deleted file mode 100644
index 200d6c965..000000000
--- a/npc/re/jobs/3-1/rune_knight.txt
+++ /dev/null
@@ -1,2157 +0,0 @@
-//===== Hercules Script ======================================
-//= Rune Knight Job Quest
-//===== By: ==================================================
-//= L0ne_W0lf, Muad_Dib
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= Job change Quest from Knight / Lord Knight -> Rune Knight.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Added forgoten Header. [Masao]
-//= 1.2 Added Energy Rune item reward. [Masao]
-//= 1.3 Updated script, optimized. [Euphy]
-//= 1.3a Added 'npcskill' command. [Euphy]
-//= 1.4 Fixed a few bugs. [Euphy]
-//= 1.4a Moved Kafra to main file. [Euphy]
-//= 1.5 Added GM management function. [Euphy]
-//============================================================
-
-prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{
- mes "[Rune Knight Manuel]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "You are now a member of our select brethren. I can still remember when I first met you.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Strive to live the way of the sword with honor...";
- next;
- mes "[Rune Knight Manuel]";
- mes "Cheers to our new future...";
- close;
- }
- if (job_rune_edq == 0) {
- mes "There are many paths one can take in the world. Most people can see their path but don't really follow it...";
- next;
- mes "[Rune Knight Manuel]";
- mes "Anyway the drinks here are really good. Would you like to have one?";
- next;
- if(select("Sure, let's have a drink.:I refuse.") == 2) {
- mes "[Rune Knight Manuel]";
- mes "Are you sure? You don't know the true elegance of these drinks...";
- close;
- }
- mes "[Rune Knight Manuel]";
- if (BaseJob == Job_Knight) {
- mes "You walk the way of sword too don't you? Then we can understand each other. Drinks taste better when it's with a fellow Swordman.";
- next;
- mes "[Rune Knight Manuel]";
- mes "I'll buy this round.";
- mes "A toast to friendship~";
- next;
- mes "[Rune Knight Manuel]";
- if (BaseLevel > 98 && JobLevel > 49) {
- mes "In my opinion you seem to be ready to start a new way...";
- next;
- mes "[Rune Knight Manuel]";
- mes "Walking the way of the sword is a perpetual battle. From now on you may have a rough journey ahead of you...";
- next;
- mes "[Rune Knight Manuel]";
- mes "If you want to walk on your new way and surpass your current limits, I'm willing to help you.";
- next;
- mes "[Rune Knight Manuel]";
- mes "The true way of a Swordman who learned harmony to break the limit of a sword is a Rune Knight.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Won't you join our brethren? You look like you're fully qualified to become one of us.";
- next;
- mes "[Rune Knight Manuel]";
- mes "If you are interested, I'll introduce you to the masters who will guide you to the way of the Rune Knight with my recommendation.";
- next;
- switch(select("I am not ready yet.:I'm ready to be a Rune Knight.")) {
- case 1:
- mes "[Rune Knight Manuel]";
- mes "Right. Every challenge always needs preparation. Okay, I'll wait for you.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Of course, I would only accept you if you are one hundred percent sure of your conviction to become a Rune Knight.";
- close;
- case 2:
- mes "[Rune Knight Manuel]";
- mes "You're sure now?";
- mes "Let me send a dispatch to my comrades that you are willing to join our ranks.";
- next;
- job_rune_edq = 1;
- setquest 3200;
- mes "[Rune Knight Manuel]";
- mes "You know the place called Glast Heim? There's a Rune Knight waiting for you there, he will guide you to the entrance of Glast Heim Tower.";
- next;
- mes "[Rune Knight Manuel]";
- mes "My name is Manuel. I am called the Rune Knight of Brilliance. When you tell him that you are a Rune Knight candidate with my recommendation, he will handle the rest.";
- next;
- mes "[Rune Knight Manuel]";
- mes "I will wait for the day that you become our comrade as a true Rune Knight.";
- close;
- }
- }
- mes "If you continually walk the way of the sword, you will eventually feel the limits of your powers. Like myself before...";
- next;
- mes "[Rune Knight Manuel]";
- mes "When the time comes there will be a way to help you surpass that limit. Until the day that your strength has grown comes, we can at least still have a drink together.";
- next;
- mes "[Rune Knight Manuel]";
- mes "A toast to the day that your strength can withstand the powers of a Rune Knight!";
- close;
- }
- mes "I believe that the wind of change is not always a good one.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Just like the taste of this drink. I wish the taste of this drink is kept here forever.";
- close;
- } else if (job_rune_edq == 1) {
- mes "The Rune Knight is waiting for you at Glast Heim. He will guide you to the entrance of Glast Heim Tower.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Tell him that you are a candidate to be a Rune Knight and he will handle the rest.";
- next;
- mes "[Rune Knight Manuel]";
- mes "I will wait for the day you become our comrade as a true Rune Knight.";
- close;
- }
- mes "Don't you have things to do right now?";
- next;
- mes "[Rune Knight Manuel]";
- mes "No? Well then never mind.";
- mes "Don't you love the smell of alcohol?";
- close;
-}
-
-glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{
- mes "[Guide, Jungberg]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Oh, you must be "+strcharinfo(0)+".";
- mes "Welcome.";
- next;
- mes "[Guide, Jungberg]";
- mes "We are looking forward to you helping the Rune Knights spread honor throughout the world.";
- next;
- mes "[Guide, Jungberg]";
- mes "So, What can I help you with?";
- next;
- switch(select("I want to go to the gathering place.:Nothing.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "Right. I'll send you right now. I'll see you soon.";
- close2;
- warp "job3_rune01",80,65;
- end;
- case 2:
- close;
- }
- }
- if (BaseJob != Job_Knight) {
- mes "I am the only knight who's keeping the way of the Swordsman in this cursed place Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "Since you don't walk the way of the Sword, you wouldn't understand our spirit. I can manage by myself. Follow your own path.";
- close;
- }
- if (job_rune_edq < 2) {
- mes "Are you a cursed ghost of this place? Or are you an ignorant adventurer?";
- next;
- mes "[Guide, Jungberg]";
- mes "If you are a breathing human, then listen to me carefullly. I wouldn't risk my life here by hesitating to talk to just anyone.";
- next;
- if (job_rune_edq == 0) {
- switch(select("Who are you?:What are you doing here?:Cancel.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "I am the only knight who's keeping the way of the Swordsman in this cursed place Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you also follow the way of the Swordsman our paths will most certainly cross again when you have reached your full potential.";
- close;
- case 2:
- mes "[Guide, Jungberg]";
- mes "I am a man walking the way of the Sword. But I'm not exactly the same as the likes of you, Rune-Midgart knight.";
- next;
- mes "[Guide, Jungberg]";
- mes "We are not like the other Knights who are absorbed with pomp and circumstance so you may not know of us yet.";
- next;
- mes "[Guide, Jungberg]";
- mes "We are the Rune Knights. A group that leads the true power as well as the physical strength to the righteous way of the Sword.";
- next;
- mes "[Guide, Jungberg]";
- mes "We have been living in secret here in the deep of Glast Heim for a half century but it's time to let the world know our purpose.";
- next;
- mes "[Guide, Jungberg]";
- mes "Now there are many instructors who are looking for talented Sword wielders in various places of Rune-Midgard. They are looking for a people who will join the true way of the Sword.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you wish to join the Rune Knights. Please get a recommendation from one of the guides and come to me again.";
- close;
- case 3:
- close;
- }
- } else if (job_rune_edq == 1) {
- switch(select("I came to be a Rune Knight.:Cancel.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "Um... Are you the Rune Knight candidate that Manuel talked about?";
- next;
- mes "[Guide, Jungberg]";
- mes "Your name is "+strcharinfo(0)+", right? I can see clearly that you are qualified to become our comrade.";
- next;
- mes "[Guide, Jungberg]";
- mes "Good. I don't have to ask any more about your qualification to join our brethren....1.S... Now I'll give you your first assignment.";
- next;
- mes "[Guide, Jungberg]";
- mes "Find our Rune Knight gathering place hidden inside of Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "There's a place that leads to the Rune Knight's secret gathering room inside the Glast Heim Chivalry. Find that place by yourself.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you can find it, there'll be a person waiting to greet you, so let's start.";
- next;
- mes "[Guide, Jungberg]";
- mes "Of course your life might be at risk by the ghosts of Glast Heim... but overcoming the risk shouldn't be hard for a Rune Knight candidate.";
- job_rune_edq = 2;
- changequest 3200,3201;
- close;
- case 2:
- close;
- }
- }
- } else if (job_rune_edq == 2) {
- mes "The 1st assignment is to find out our Rune Knight gathering place hidden inside of Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "There's a place that leads to the Rune Knights' secret gathering place inside Glast Heim Chivalry. Find that place by yourself.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you can find it, there'll be a person waiting to greet you, so let's start.";
- next;
- mes "[Guide, Jungberg]";
- mes "Of course your life might be at risk by the ghosts of Glast Heim... but overcoming the risk shouldn't be hard for a Rune Knight candidate.";
- close;
- }
- mes "It seems that you are still taking the test. Do your best and pass all the tests.";
- next;
- switch(select("I want to go to the gathering place.:Quit the conversation.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "All right. I'll send you right away. I'll check you later.";
- close2;
- warp "job3_rune01",80,65;
- end;
- case 2:
- close;
- }
-}
-
-gl_knt02,150,55,3 script Rune Knight Staff 4_M_01,2,2,{
- mes "[Rune Knight Staff]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Welcome, "+strcharinfo(0)+". Are you going to the gathering place?";
- next;
- switch(select("Yes, take me there.:I'm on other business.:Cancel.")) {
- case 1:
- mes "[Rune Knight Staff]";
- mes "Okay, come in. I'll guide you.";
- close2;
- warp "job3_rune01",80,65;
- end;
- case 2:
- mes "[Rune Knight Staff]";
- mes "Oh, really? Then, keep on your work. I'll continue with my mission.";
- close;
- case 3:
- close;
- }
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq == 1) {
- mes "Ah... this area is off limits, you are prohibited to be here. Please do not do anything to hinder our efforts.";
- next;
- mes "[Rune Knight Staff]";
- mes "Although... you seem to have the potential to become a companion to those who follow the path of the sword.";
- next;
- mes "[Rune Knight Staff]";
- mes "I'm sure we'll be crossing paths before long. I believe we will meet again.";
- close;
- } else if (job_rune_edq > 1) {
- mes "You found this place correctly. Jungberg sent me to send you to the gathering place.";
- next;
- mes "[Rune Knight Staff]";
- mes "When you get into the gathering place, talk to Captain Tigris. He's always waiting for new members to show up.";
- next;
- mes "[Rune Knight Staff]";
- mes "Well, please follow me.";
- close2;
- warp "job3_rune01",80,65;
- end;
- }
- }
- mes "Wait! This place is prohibited. I don't mind you wandering about but, don't ever disturb me again.";
- close;
-}
-
-job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "You've got too many things. You cannot proceed anymore. Please try again after losing some weight.";
- close;
- }
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "[Captain Tigris]";
- if (job_rune_edq == 23) {
- mes "Oh, I see... Please wait a moment.";
- next;
- mes "[Captain Tigris]";
- mes "I forgot to check if you are qualified to get the celebration gift for changing your job...";
- next;
- mes "[Captain Tigris]";
- mes "Let me check the report from the instructors who took care of your tests.";
- next;
- mes "[Captain Tigris]";
- if (job_rune_edq3 == 0) {
- mes "Hm... This is perfect. You've come here with very rare good records.";
- .@item = 2140; //Energy_Rune_Guard
- } else if (job_rune_edq3 > 2 && job_rune_edq3 < 6) {
- mes "Hmm... This is great. You've come here with decent records.";
- .@item = 2794; //Magic_Stone_Ring
- } else {
- mes "Hmm, not bad. It's not a great record but you tried your best.";
- .@item = 15002; //Rune_Plate
- }
- next;
- mes "[Captain Tigris]";
- mes "Here, take this. It's a gift that I like to give to the younger generation like yourself.";
- getitem .@item,1; //Energy_Rune_Guard
- job_rune_edq = 24;
- close;
- }
- mes "Hey, long time no see, "+strcharinfo(0)+". I don't think you've got any important matters to discuss but make yourself comfortable.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq == 2) {
- mes "A man wearing glorious armor and passion in his eyes is standing in front of me.";
- next;
- mes "He stares at me with an absent look and after a while he begins to talk.";
- next;
- mes "[Captain Tigris]";
- mes "Hey, are you the Rune Knight candidate that Manuel recommended? I am Captain Tigris from the Rune Knights, and your name is?";
- next;
- mes "[Captain Tigris]";
- mes "Oh, I've heard it before but I've forgotten it. Right, were you "+strcharinfo(0)+"? I truly welcome you from the heart for coming here.";
- next;
- mes "[Captain Tigris]";
- mes "Let's see. How many candidates have come to this room? Hey, Lunarea, which candidate is this one here?";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "... 172nd.";
- next;
- mes "[Captain Tigris]";
- mes "She says so my friend. Actually I don't want to see the next one. So please do well.";
- next;
- mes "[Captain Tigris]";
- mes "Let me see... Manual and Jungberg must have finished the basic verification, then let's start the test right away.";
- next;
- mes "[Captain Tigris]";
- mes "Lunarea, proceed with the first test.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "...";
- next;
- mes "This pale-skinned female Rune Knight called Lunarea is nodding her head quietly and watching me.";
- next;
- mes "[Captain Tigris]";
- mes "The test begins now. First, you'll get the 1st test from that beautiful icy lady, so please try your best.";
- next;
- mes "[Captain Tigris]";
- mes "When the test is done, talk to me. Anyway you'll need to care about the tests progressing with other people.";
- next;
- job_rune_edq = 3;
- changequest 3201,3202;
- mes "[Captain Tigris]";
- mes "Well then, I'll be waiting here so take the test.";
- close;
- } else if (job_rune_edq == 3) {
- mes "[Captain Tigris]";
- mes "Now the test begins. First, you'll get the 1st test from that beautiful icy lady, so please try your best.";
- next;
- mes "[Captain Tigris]";
- mes "When the test is done, talk to me... anyway you'll need to care about the tests progressing with other people.";
- next;
- mes "[Captain Tigris]";
- mes "Well then, I'll be waiting here so take the test.";
- close;
- } else if (job_rune_edq > 3 && job_rune_edq < 6) {
- mes "[Captain Tigris]";
- mes "Hey you, weren't you testing? Lunarea, what happened? Is the test all done?";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "......";
- next;
- mes "She just shakes her head without saying any word, and stares at me. She has piercing eyes.";
- next;
- mes "[Captain Tigris]";
- mes "Okay Lunarea. Hey, listen to me carefully. Lunarea is a poor talker and quiet but you shouldn't ignore her.";
- next;
- mes "[Captain Tigris]";
- mes "Even for me... no, any one of us who upsets her wouldn't be able to deal with that.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "......";
- next;
- mes "[Captain Tigris]";
- mes "Whoa don't look at me like that. Okay, you see that? Aspiring Rune Knight. Go back to Lunarea and take the test as she says. That'll be good for you.";
- close;
- } else if (job_rune_edq == 6) {
- mes "[Captain Tigris]";
- mes "Umm, it seems that you've passed Lunarea's test? I guess I won't have to test more for the basics.";
- next;
- mes "[Captain Tigris]";
- mes "Undeniably our Rune Knights have some differences but we should not forget our Swordsman roots.";
- next;
- mes "[Captain Tigris]";
- mes "From now on, this will be the real test as a Rune Knight that you want to be. You'll need to prepare to take next test.";
- next;
- mes "[Captain Tigris]";
- mes "Renoa, I know that you've been waiting for a long time but it's your turn.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "It really has been such a long time but Lunarea's test and mine differ like the sky to the earth. I hope you won't be just a muscle-headed fool.";
- next;
- mes "[Captain Tigris]";
- mes "Hahaha. you heard that? It won't be easy this time. I hope you get through it my friend.";
- next;
- mes "[Captain Tigris]";
- mes "Go to that fiery lady in the library room to get the next test done and come back.";
- job_rune_edq = 7;
- changequest 3204,3205;
- close;
- } else if (job_rune_edq > 6 && job_rune_edq < 16) {
- mes "[Captain Tigris]";
- mes "Now, this will be the real test as a Rune Knight. You've got to prepare to take the next test.";
- next;
- mes "[Captain Tigris]";
- mes "Renoa, I know that you've been waiting for a long time but it's your turn.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "It really has been such a long time but Lunarea's test and mine differ like the sky to the earth. I hope you won't be just a muscle-headed fool.";
- next;
- mes "[Captain Tigris]";
- mes "Hahaha. you heard that? It won't be easy this time. I hope you get through it my friend.";
- next;
- mes "[Captain Tigris]";
- mes "Go to that fiery lady in the library room to get the next test done and come back.";
- close;
- } else if (job_rune_edq == 16) {
- mes "[Captain Tigris]";
- mes "Oh, I heard that you've passed Renoa's test which only few people could pass.";
- next;
- mes "[Captain Tigris]";
- mes "I heard that the number of candidates who've given up while taking Renoa's test has been high.";
- next;
- mes "[Captain Tigris]";
- mes "You have to understand. I think it was the test that shows exactly the test instructor's personality. Hmm...";
- next;
- mes "[Captain Tigris]";
- mes "Now, there's only the last test left. When you pass this, you will be on your way to officially becoming a Rune Knight.";
- next;
- mes "[Captain Tigris]";
- mes "Take the final test from the Rune Knight Velpino who is at the arsenal's right side.";
- next;
- mes "[Captain Tigris]";
- mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight.";
- mes "So please do your best.";
- job_rune_edq = 17;
- changequest 3215,3216;
- close;
- } else if (job_rune_edq > 16 && job_rune_edq < 22) {
- mes "[Captain Tigris]";
- mes "Take the final test from the Rune Knight Velpino who is at the arsenal's right side.";
- next;
- mes "[Captain Tigris]";
- mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight. So please do your best.";
- close;
- } else if (job_rune_edq == 22) {
- mes "[Captain Tigris]";
- mes "Congratulations. Now you've passed all the tests and can walk the way of a Rune Knight.";
- next;
- mes "[Captain Tigris]";
- mes "I'm happy from the bottom of my heart. I'm very proud of you.";
- next;
- mes "[Captain Tigris]";
- mes "Now you can be yourself around us and stand proud as one of us.";
- next;
- mes "[Captain Tigris]";
- mes "There's the evaluations from Lunarea, Renoa and Velpino who took care of your tests.";
- next;
- mes "[Captain Tigris]";
- mes "It's not much but there are some gifts for new Rune Knights who got good scores on the tests.";
- next;
- mes "[Captain Tigris]";
- mes "There will be a difference depending on the scores, but they are all helpful for anyone who is a Rune Knight.";
- next;
- mes "[Captain Tigris]";
- mes "Lastly, there are several things to be aware of as a Knight who's experienced a job change to a Lord Knight in Valhalla.";
- next;
- callsub L_Warning;
- mes "[Captain Tigris]";
- mes "Well, my job is done now. Would you like to start your new life as a Rune Knight?";
- next;
- switch(select("Every preparation is done.:I need more time to think.")) {
- case 1:
- if (SkillPoint != 0 || checkmount() == MOUNT_PECO) {
- mes "[Captain Tigris]";
- mes "Weren't you listening?";
- next;
- callsub L_Warning;
- mes "[Captain Tigris]";
- mes "If you understood, then make your preparations and come back.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "[Captain Tigris]";
- mes "It seems not enough?";
- close;
- }
- if (hascashmount()) {
- mes "[Captain Tigris]";
- mes "Please unequip your mount and come back again.";
- close;
- }
- mes "[Captain Tigris]";
- mes "Our Master, Beljeve... and the Great Sage, Serpeone...";
- next;
- mes "[Captain Tigris]";
- mes "This Knight is going to walk the way of the Rune Knights with us, so please give your blessing.";
- next;
- getitem 5746,1; //Rune_Circlet
- getitem 2795,1; //Green_Apple_Ring
- job_rune_edq = 23;
- completequest 3219;
- jobchange roclass(eaclass()|EAJL_THIRD);
- mes "[Captain Tigris]";
- mes "Congratulations.";
- mes "You are now an honorable Rune Knight.";
- mes "Remember this day from this day forth!";
- next;
- mes "[Captain Tigris]";
- mes "There's a royal gift from the Rune-Midgarts Kingdom for all new Rune Knights.";
- next;
- mes "[Captain Tigris]";
- mes "Give me a second to get the royal gift and talk to me again.";
- close;
- case 2:
- close;
- }
- }
- }
- mes "[Captain Tigris]";
- mes "I don't know how you were able to get here. But it looks like you've come to a place where you shouldn't be.";
- next;
- mes "[Captain Tigris]";
- mes "Go back to where you belong.";
- close2;
- warp "gl_knt02",150,55;
- end;
-L_Warning:
- mes "[Captain Tigris]";
- mes "If there's any equipment that you are wearing now, or anything you're holding. Please empty it for your job change moment.";
- next;
- mes "[Captain Tigris]";
- mes "Talk to the Kafra Employee to use the storage.";
- next;
- mes "[Captain Tigris]";
- mes "You might know already, if you are riding a Peco Peco, you should have left it behind. If you brought it, leave it and come again.";
- next;
- mes "[Captain Tigris]";
- mes "One more thing. If you have any remaining skill-points, use it all and learn the skills. You won't be able to change jobs if you have any more skill points.";
- next;
- return;
-}
-
-job3_rune01,90,50,3 script Rune Knight Lunarea 4_M_KNIGHT_GOLD,2,2,{
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "She holds up her chin quietly, nods lightly and notices me.";
- next;
- mes "Then after a moment she puts her face down and seems absorbed with other thoughts.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq == 3) {
- mes "She finally opens her mouth and begins to talk.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "5 minutes... When you endure and get rid of all, you succeed.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "In this test, Captain Tigris, Renoa, Velpino and I will visit together.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "If you want to, you can ask help from one of us. But don't think that we will always help.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "Since it's a test, getting help from us is completely your choice. It doesn't matter if you take the test with our help or all by yourself.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "When you are ready to go to the test field talk to me.";
- next;
- switch(select("Move to the test field now.:Give me time to get ready.")) {
- case 1:
- callsub L_Test,0;
- close;
- case 2:
- close;
- }
- } else if (job_rune_edq == 4) {
- mes "[Rune Knight, Lunarea]";
- mes "Did you fail? But, there's no limitation to the number of times you can try.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "If you want to take the test again. I can send you to the test field.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "5 minutes... When you endure and get rid of all, you succeed.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "If you are ready to move to the test field talk to me.";
- next;
- switch(select("Move to the test field now.:Please give me time to prepare.")) {
- case 1:
- if (questprogress(3220,PLAYTIME) == 1) {
- mes "[Rune Knight, Lunarea]";
- mes "Once someone enters into the test field you cannot enter directly. The test is taken one by one.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "When it's your turn to enter you will be sent there directly.";
- close;
- }
- callsub L_Test,1;
- close;
- case 2:
- close;
- }
- } else if (job_rune_edq == 5) {
- mes "[Rune Knight, Lunarea]";
- mes "Was your test successful?";
- next;
- mes "She shows a small smile which is barely visible and looks at me.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "This portion of the test is over. Go talk to Captain Tigris.";
- job_rune_edq = 6;
- changequest 3203,3204;
- close;
- } else if (job_rune_edq > 5) {
- mes "[Rune Knight, Lunarea]";
- mes "This portion of the test is over. Go talk to Captain Tigris.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "There are other tests you need to complete. I hope you do a good job.";
- close;
- }
- }
- mes "This pale-skinned absent-looking female Rune Knight doesn't seem to care. Of course she doesn't seem interested with my existence";
- close;
-L_Test:
- mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal.";
- if ($@job_rune_test1 == 0) {
- if (getarg(0) == 0) {
- job_rune_edq = 4;
- changequest 3202,3203;
- setquest 3220; // ?
- } else if (questprogress(3220)) {
- erasequest 3220;
- setquest 3220;
- }
- $@job_rune_test1 = 1;
- close2;
- warp "job3_rune02",38,40;
- end;
- }
- // Custom translation
- next;
- mes "But her expression suddenly changed a bit as she looked at to speak.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "Now... the testing room is currently occupied...";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "You'll have to wait... it is regulation that the test must take place one by one.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "Just wait 5 minutes and it should be your turn.";
- close;
-}
-
-job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{
- mes "[Rune Knight, Renoa]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Congratulations for becoming one of us. Junior Rune Knight, "+strcharinfo(0)+".";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Soon you'll see the way we need to go clearly.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Until then, I'll be here to discover more candidates just like you.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 7) {
- mes "Are you the one who wants to be a Rune Knight? There have been so many today.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "It's too bad that there haven't been many candidates that have made it to my part of the test yet so I'm just taking a bit of a rest.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you are taking the Rune Knight test I hope that you try your best. This won't be as easy to pass as Lunarea's test ok?";
- close;
- } else if (job_rune_edq == 7) {
- mes "Finally! Is it my turn? I'm so happy.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "There have been so many candidates failing Lunarea's test that I've given up counting.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "I am Renoa. I am in charge of the teaching and testing of runes and magic for Rune Knight candidates.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Thank you for all of your trouble taking the test so far. Okay, anyway.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Well first, I'll give you an assignment. Let's start by studying. Go to the library and study these books.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Umm, ^0000FFRunes and Rune Knights^000000, ^0000FFThe Principles of Runes^000000, ^0000FFThe Making and use of Runes^000000. Start with these 3...";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Read the book thoroughly and come back. If you are the type of person who doesn't like reading and studying then it won't be easy for you to live as a Rune Knight.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either.";
- job_rune_edq = 8;
- changequest 3205,3206;
- close;
- } else if (job_rune_edq > 7 && job_rune_edq < 11) {
- mes "Well first, I'll give you an assignment. Let's start by studying. Go to the library and study these books.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Umm, ^0000FFRunes and Rune Knights^000000, ^0000FFThe Principles of Runes^000000, ^0000FFThe Making and use of Runes^000000. Start with these 3...";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Read the book thoroughly and come back. If you are the type of person who doesn't like reading and studying then it won't be easy for you to live as a Rune Knight.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either.";
- close;
- } else if (job_rune_edq == 11) {
- mes "Have you read all the books from the library? It won't be easy to read but if you are determined to be a Rune Knight, you have to have this kind of basic knowledge.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Basically, the power of magic cannot be used without training to draw out the power of nature and the elements.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Therefore, jobs such as Wizard and Sage have come out and the magic became their own sacred field.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The leader of the Rune Knights, Beljeve, is known to have been in touch with the fairies even before the dimensional door of the Ash-Vacuum was made when Satan Morroc resurrected.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "I heard a story from the magical scholars about the technology that can substantialize the essence of magic. I began a study to substantialize it to a rune by getting their help.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Our Rune Knight's were born from the result of that study, which enables practicing both the power of the sword and magic by using runes.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "You look like you don't understand why I'm repeating the teaching of the story already written in the book.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "So for the second test, you need to visit the Laphine magical scholars who had given the direct help to the birth of Rune Knights at Ash-Vacuum.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Find the sage, Serpeone who's been studying and helping the Rune Knights who are out in the Rune-Midgard's camp at Ash-Vacuum.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The sage has already been in touch with us for a long time so you don't need to worry about understanding Serpeone's language.c";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you are ready I'll guide you to the warp that moves you directly to Serpeone. Meet her and get instructions from her.";
- job_rune_edq_book = 0;
- job_rune_edq = 12;
- changequest 3206,3207;
- close;
- } else if (job_rune_edq > 11 && job_rune_edq < 14) {
- mes "If you are ready I'll open the way to the sage, Serpeone who's in the Rune-Midgard post at Ash-Vacuum. Are you prepared?";
- next;
- switch(select("Yes, I am prepared.:Not yet.")) {
- case 1:
- mes "[Rune Knight, Renoa]";
- mes "Good. Then I'll send you there now. But, there's one thing I need to tell you.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "You will be sent to the Ash-Vacuum. The people dispatched to the Rune-Midgard post are certified adventurers and officials.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Beljeve has an agreement with the other alliance countries that the free behavior of our Rune Knights is guaranteed but...";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you want to move freely through all of Ash-Vacuum, you'll have to go through the normal route which is acquiring qualification with the Rune-Midgard alliance. It has nothing to do with us.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The agreement only allows us to send candidates to the Rune-Midgard camp and nowhere else.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Good luck.";
- close2;
- warp "mid_camp",235,250;
- end;
- case 2:
- mes "[Rune Knight, Renoa]";
- mes "If you are ready talk to me again. I'm free anytime.";
- close;
- }
- } else if (job_rune_edq == 14) {
- mes "Umm, you're back? How's it like in the Ash-Vacuum?";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Well, a person of your strength must have been there already no?";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Now it's time to take the test concerning runes. I know that you have been through quite a complicated process.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "I am going to give you a test that allows you to deal with runes directly.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "In this test you will be making a rune stone yourself which will also be used for your last test.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you remember what you read in the library just before, you'll be able to produce a rune stone here without my explanation.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you succeed in making the rune stone it will automatically become the rune stone you'll use for yourself when you become a Rune Knight, so try your best.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The total number of rune stones you need to make is 20.";
- mes "Remember that well.";
- job_rune_edq = 15;
- changequest 3213,3214;
- close;
- } else if (job_rune_edq == 15) {
- mes "In this test you will be making a rune stone yourself which is going to be used for your last test.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you remember the books you've read in the library just before, you'll be able to produce a rune stone here without my explanation.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you succeed in making the rune stone automatically it becomes the rune stone you'll use for yourself when you succeed, and it's delivered to Captain Tigris...so try hard.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The number of total rune stones you need to make is exactly 20. Remember that well.";
- next;
- switch(select("Check number of made runes?:I've made all the 20 rune stones.")) {
- case 1:
- mes "[Rune Knight, Renoa]";
- mes "The number of rune stones made 'til now is " + job_rune_edq2 + ".";
- close;
- case 2:
- if (job_rune_edq2 < 20) {
- mes "[Rune Knight, Renoa]";
- mes "Hey! I think I told you to make at least 20.";
- close;
- }
- if (job_rune_edq2 == 20) {
- mes "[Rune Knight, Renoa]";
- mes "You've brought just the right amount. I'll hand over all the finished rune stones to Captain Tigris.";
- next;
- } else {
- mes "[Rune Knight, Renoa]";
- mes "Wow! What's this? You've made over 20. It's ok for now but remember to follow directions next time.";
- mes "I'll hand over all the made rune stones to Captain Tigris.";
- next;
- }
- mes "[Rune Knight, Renoa]";
- mes "Because there is a test waiting for you that uses these rune stones.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Here, you've passed. Go back to Captain Tigris and complete the next test.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Ha! You did a good job considering how difficult my test is. If you were nervous, you can relax now.";
- job_rune_edq = 16;
- if (job_rune_edq2 == 20)
- changequest 3214,3215;
- close;
- }
- }
- mes "Become a proud Rune Knight.";
- close;
- }
- mes "How... how did you get in here?! Captain, we have a spy!";
- next;
- mes "[Captain Tigris]";
- mes "Ah? What are you talking about, Renoa? Don't talk in such a manner! You make us sound like criminals.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Well, there is an unidentified person here.";
- next;
- mes "[Captain Tigris]";
- mes "Ah... hey, friend, come over here and let us talk for a minute...";
- close;
-}
-
-job3_rune01,58,51,1 script Rune Furnace CLEAR_NPC,{
- if (job_rune_edq < 15) {
- mes "[Rune Knight Renoa]";
- mes "You don't want to touch that thing. Believe me, I'm not kidding.";
- close;
- } else if (job_rune_edq == 15) {
- mes "I can see a hole under the huge Rune Stone Statue behind Renoa. Clearly this is a mass-produced rune heating furnace that I read in the book.";
- next;
- if(select("Use the Rune Heating Furnace:Stop.") == 2) close;
- switch(rand(24)) {
- case 0: setarray .@str$[0],"Ehwaz","This red hot spiral is..."; break;
- case 1: setarray .@str$[0],"Osilla","The rune flashing with this violet oblique line shape is..."; break;
- case 2: setarray .@str$[0],"Mannaz","This live emerald diamond rune is..."; break;
- case 3: setarray .@str$[0],"Ansuz","The rune flashing with an emerald round shape is..."; break;
- case 4: setarray .@str$[0],"Hagalaz","The rune flashing with this sky-blue star shape is..."; break;
- case 5: setarray .@str$[0],"Kano","The rune flashing with a red diamond shape is..."; break;
- case 6: setarray .@str$[0],"Rhydo","The rune flashing with this sky-blue oblique line shape is..."; break;
- case 7: setarray .@str$[0],"Turisus","The rune flashing with this yellow round shape is..."; break;
- case 8: setarray .@str$[0],"Dagaz","The rune flashing with this emerald spiral line shape is..."; break;
- case 9: setarray .@str$[0],"Sowilo","The rune flashing with this sky-blue fan-shape is..."; break;
- case 10: setarray .@str$[0],"Laguz","The rune flashing with this yellow diamond shape is..."; break;
- case 11: setarray .@str$[0],"Isia","The rune flashing with this violet spiral line is..."; break;
- case 12: setarray .@str$[0],"Pertz","The rune flashing with this silver spiral shape is..."; break;
- case 13: setarray .@str$[0],"Verkana","The rune flashing with this gold star shape is..."; break;
- case 14: setarray .@str$[0],"Gebo","The rune flashing with this yellow cone shape is..."; break;
- case 15: setarray .@str$[0],"Algiz","The rune flashing with this emerald oblique line is..."; break;
- case 16: setarray .@str$[0],"Arwez","The rune flashing with this gray diamond is..."; break;
- case 17: setarray .@str$[0],"Teiwaz","The rune flashing with this gold sphere is..."; break;
- case 18: setarray .@str$[0],"Wunjo","The rune flashing with this emerald star shape is..."; break;
- case 19: setarray .@str$[0],"Jera","The rune flashing with this yellow sphere is..."; break;
- case 20: setarray .@str$[0],"Nosiege","The rune flashing with this yellow fan-shape is..."; break;
- case 21: setarray .@str$[0],"Ingz","The rune flashing with this violet diamond shape is..."; break;
- case 22: setarray .@str$[0],"Fehu","The rune flashing with this silver round shape is..."; break;
- case 23: setarray .@str$[0],"Urj","The rune flashing with this violet spiral is..."; break;
- }
- progressbar "ffff00",5;
- mes "The magical power of the rune pitches and tosses while it is getting shaped.";
- next;
- mes .@str$[1];
- next;
- input .@inputstr$;
- if (.@inputstr$ == .@str$[0]) {
- mes "[Rune Knight Renoa]";
- mes "Wow! This is great. The image of the rune stone in my head and the modeled rune stone match perfectly. It's well made.";
- next;
- mes "[Rune Knight Renoa]";
- mes "1 "+.@str$[0]+" rune was created normally.";
- ++job_rune_edq2;
- close;
- }
- if (rand(1,(6 + job_rune_edq3)) == 3) {
- mes "[Rune Knight Renoa]";
- mes "I was lucky. The image of the rune stone in my head and the modelled rune stone didn't match but it's made normally. This case is rare.";
- next;
- mes "[Rune Knight Renoa]";
- mes "1 "+.@str$[0]+" rune was created normally.";
- ++job_rune_edq2;
- close;
- }
- mes "[Rune Knight Renoa]";
- mes "It's a natural result. The image of the rune stone in my head and the modeled rune stone didn't match so the success rate just got lower.";
- next;
- mes "[Rune Knight Renoa]";
- mes "Refining the rune stone has failed... Please try again.";
- ++job_rune_edq3;
- close;
- }
- mes "[Rune Knight Renoa]";
- mes "You don't want to touch that thing. Believe me, I'm not kidding.";
- close;
-}
-
-job3_rune01,40,54,1 script Runes and Rune Knights CLEAR_NPC,{
- if (job_rune_edq < 8) {
- mes "[Rune Knight Renoa]";
- mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
- next;
- mes "[Captain Tigris]";
- mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission.";
- close;
- }
- while(1) {
- switch(select("The birth of Rune Knights:Runes and Magic Energy:Stop Reading")) {
- case 1:
- .@book1 = 1;
- mes "Rune Knights are the gathering of evolved swordmen who have achieved the harmony of sword and magic.";
- next;
- mes "It had been achieved by the legendary swordsman Beljeve who's been known as a Sword Master and a founder of dispensable expenditure.";
- next;
- mes "Rune Knights use rune stones as a medium for magic power rather than using the magical energy made directly within the body.";
- next;
- mes "Magic power could only previously be used by those who can harness magic power within their bodies through a long time of research";
- next;
- mes "However, for the direct research on the rune magical power which had broken the human's normal concept is now ongoing.";
- next;
- mes "It's known that the Sword Master Beljeve felt the limit of his power, so he studied the way to overcome the physical limitation of mortals.";
- next;
- mes "We guess he had been already in touch with the Laphine tribe long before the dimensional rift was discovered to get to the Ash-Vacuum.";
- next;
- mes "The Laphine tribe are the fairies from the Ash-Vacuum and are known to have a close relationship to the birth of the Rune Knights.";
- next;
- mes "Now it's possible for those who are normally unsuited to using magic power to carry a medium that can carry magic that normal mortals could not wield before.";
- next;
- mes "The result of studying these techniques are the rune stones tuned in harmony with the physical power of swords.";
- next;
- mes "Beljeve's disciples who started to learn the way to imbue their swords with rune stones became known as Rune Knights.";
- next;
- break;
- case 2:
- .@book2 = 1;
- mes "A jewel called as a Rune is a medium that contains the formless existence, the magical power and the essence of it can be used directly.";
- next;
- mes "The Laphine Sage, Serpeone and the founder of Rune Knights Beljeve co-researched runes and the result of their research has only recently become to be known to the world.";
- next;
- mes "It's a limitless alternative energy source and research on them is still ongoing. ";
- next;
- mes "Unlike humans, the living things in the Ash-Vacuum preserve magical energy by holding it in their bodies.";
- next;
- mes "The discovery of transvering this magical power into runes was refined by Beljeve and Serpeone and shared with the Rune Knights.";
- next;
- break;
- case 3:
- if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 1) == 0) {
- job_rune_edq_book |= 1;
- ++job_rune_edq;
- }
- close;
- }
- }
-}
-
-job3_rune01,43,44,1 script The Principles of Runes CLEAR_NPC,{
- if (job_rune_edq < 8) {
- mes "[Rune Knight Renoa]";
- mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
- next;
- mes "[Captain Tigris]";
- mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission.";
- close;
- }
- while(1) {
- switch(select("The principle use of Runes:The types of Runes:Stop Reading")) {
- case 1:
- .@book1 = 1;
- mes "A rune is a kind of symbol that's been used on the Rune-Midgard continent since ancient times. Up until now it has only been used by occult circles.";
- next;
- mes "Runes are used as a symbol system, however, by the story handed down orally, it's known to be used for fortune-telling or used to draw out the human sub consciousness.";
- next;
- mes "Runes have their own system and types and can draw out various powers according to how they are arranged. But their power level can't currently be measured by known means.";
- next;
- mes "It is fortunate that the Rune Knights discovered their use for positive means. Runes have not been used for dark magic but it is certainly possible for their power to be misused if in the wrong hands.";
- next;
- break;
- case 2:
- .@book2 = 1;
- mes "The runes are created from a a total of 25 small stones and they are very fragile to physical shock. So they require special care when being handled.";
- next;
- mes "The 25 stones have different meanings and among these, 14 when counter-positioned can have entirely different power and meaning from the original so it's essential to study the exceptional aspects.";
- next;
- mes "The other 11 runes have consistent power, not influenced by any position so if you don't master all 11 ordinary runes and the 14 inverse runes, you cannot draw out all the complete power.";
- next;
- mes "Among the 11 ordinary runes, the blank rune is an exception.";
- next;
- mes "The names of the 25 rune stones are the following:";
- next;
- mes "Ehwaz, Osilia, Mannaz, Ansuz, Hagalas, Kano, Rhydo, Turisus, Dagaz, Sowilo, Laguz, Isia, Pertz, Verkana, Gebo, Algiz, Arwez, Teiwaz, Wunjo, Jera, Nosiege, Ingz, Fehu, Urj.";
- next;
- break;
- case 3:
- if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 2) == 0) {
- job_rune_edq_book |= 2;
- ++job_rune_edq;
- }
- close;
- }
- }
-}
-
-job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{
- if (job_rune_edq < 8) {
- mes "[Rune Knight Renoa]";
- mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
- next;
- mes "[Captain Tigris]";
- mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission.";
- close;
- }
- while(1) {
- switch(select("The Making of Rune Stones:Rune Stone Ability Details:Stop Reading")) {
- case 1:
- .@book1 = 1;
- mes "The making of Rune stones is achieved through a skill called rune mastery which is learned when one becomes a Rune Knight.";
- next;
- mes "Rune Mastery is like a code that's been put into the body as a mark of a Rune Knight.";
- next;
- mes "Ordinary people can also learn this skill and it needs its own machine called a Rune Furnace.";
- next;
- mes "When you making a Rune stone with a Rune Furnace, the type of rune is determined by the magical energy put into it, and it cannot be changed.";
- next;
- mes "When making a rune stone by using Rune Mastery, it can be made into the rune property that you want but it's classified as a Rune Knights' own ability.";
- next;
- mes "When you operate the Rune Furnace, the magical energy of the body gets concentrated through it and it enables the change into a Rune Stone.";
- next;
- break;
- case 2:
- .@book2 = 1;
- switch(select("Chapter One:Chapter Two:Chapter Three:Chapter Four:Stop Reading")) {
- case 1:
- mes "Ehwaz - This rune means the enhancement of luck and positive power. It shapes the source in the form of a red spiral in a Rune Furnace.";
- next;
- mes "Osilia - This rune is an equivalent exchangement which means that you lose one and you gain one, and it also means the power that needs a cost. This is shaped into the form of a violet oblique line in a Rune Furnace.";
- next;
- mes "Mannaz - This rune means hope and a new start and also the positive power that can reverse a desperate situation. This is shaped into the form of an emerald diamond in a Rune Furnace.";
- next;
- mes "Ansuz - This rune means preparation or arrangement and the power that can overcome the uneasiness of the coming future. This is shaped into the form of an emerald round in a Rune Furnace. ";
- next;
- mes "Hagalas - This rune means the freedom and the power that resists restraint. This is shaped into the form of a sky-blue colored star-shape in a Rune Furnace.";
- next;
- mes "Kano - This rune means flame and passion, and the power that ends everything. The source of it is shaped into the form of a red diamond in a Rune Furnace.";
- next;
- break;
- case 2:
- mes "Rhydo - This rune means the combination and recombination and the power of completion. This is shaped into the sky-blue oblique line in a Rune Furnace.";
- next;
- mes "Turisus - This rune means the border and the power of limitation. This is shaped into a yellow round in a Rune Furnace.";
- next;
- mes "Dagaz - This rune means the talent and the power of enduring adversity. This is shaped into an emerald spiral in a Rune Furnace.";
- next;
- mes "Sowilo - This rune means victory and success and the power of arrangement and cessation. This is shaped into the form of a sky-blue fan-shape in a Rune Furnace.";
- next;
- mes "Laguz -This rune means uncertainty and the power that protects the inside. This is shaped into a form of a yellow diamond in a Rune Furnace.";
- next;
- mes "Isia - This rune means the power that stops everything. This is shaped into a violet spiral in a Rune Furnace.";
- next;
- break;
- case 3:
- mes "Pertz - This rune means revelation and the power of chance. This is shaped into the form of silver spiral in a Rune Furnace.";
- next;
- mes "Verkana - This rune means richness, birth and the power of defense and protection. This is shaped into the form of a gold-color star in a Rune Furnace.";
- next;
- mes "Gebo - This rune means cooperation and the power of harmony. This is shaped into the form of a yellow cone in a Rune Furnace.";
- next;
- mes "Algiz - This rune means chance and the power of challenge. This is shaped into the form of an emerald oblique line in a Rune Furnace.";
- next;
- mes "Arwez - This rune means change, convulsion and the power of movement. This is shaped into the form of a gray diamond in a Rune Furnace.";
- next;
- mes "Teiwaz - This rune means perfect victory and the power of absolute solution. This is shaped into the form of a gold round in a Rune Furnace.";
- next;
- break;
- case 4:
- mes "Wunjo - This rune means intelligence and the power of wisdom. This is shaped into the form of an emerald star in a Rune Furnace.";
- next;
- mes "Jera - This rune means comfort and the power of rest. This is shaped into the form of a yellow round in a Rune Furnace.";
- next;
- mes "Nosiege - This rune means weakness and the power of attenuating. This is shaped into the form of a yellow fan-shape in a Rune Furnace.";
- next;
- mes "Ingz - This rune means disruption and the power of separation. This is shaped into the form of a violet diamond in a Rune Furnace.";
- next;
- mes "Fehu - This rune means attainment and the power of materialization. This is shaped into the form of a silver round in a Rune Furnace.";
- next;
- mes "Urj - This rune means destiny and the power of restriction. This is shaped into the form of a violet spiral line in a Rune Furnace.";
- next;
- break;
- case 5:
- close;
- }
- break;
- case 3:
- if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 4) == 0) {
- job_rune_edq_book |= 4;
- ++job_rune_edq;
- }
- close;
- }
- }
-}
-
-mid_camp,238,250,3 script Rune Knight Sage Guard 4_M_KNIGHT_BLACK,2,2,{
- mes "[Rune Knight Sage Guard]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "The sage Serpeone is the one who has been with us since the beginning of the Rune Knights.";
- next;
- mes "[Rune Knight Sage Guard]";
- mes "I am very proud as a Rune Knight to serve beside her.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 11) {
- mes "You might be walking the way of the sword but you are not a Rune Knight yet. Don't wander around here too much if you know what I mean.";
- close;
- }
- mes "Splendide is the land of the Laphine. We are offering a convenience by an agreement between the Rune Knights and the expeditionary team.";
- next;
- mes "[Rune Knight Sage Guard]";
- mes "Our agents are opening the way to Splendide only for the trainees who are taking the Rune Knight job change test.";
- next;
- mes "[Rune Knight Sage Guard]";
- mes "But when you become a Rune Knight, you'll need to make sure that you join the expeditionary team in order to fully explore the Ash-Vacuum.";
- close;
- }
- mes "Hanging around this man won't be good for you. Keep going the way you were heading.";
- close;
-}
-
-mid_camp,13,138,3 script Dispatched Rune Knight#1 4_M_01,2,2,{
- mes "[Dispatched Rune Knight]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Thanks for your work. We will continue our mission for the Rune Knight testers.";
- close;
- }
- if (BaseJob == Job_Knight && job_rune_edq > 10) {
- mes "I've been waiting for you Rune Knight candidate. I'm helping the candidates as a favor to Ms. Serpeone.";
- next;
- mes "[Dispatched Rune Knight]";
- if (strnpcinfo(0) == "Dispatched Rune Knight#1") {
- mes "Do you want to go out to the Splendide field?";
- next;
- if(select("Move to Splendide field:Cancel.") == 1)
- warp "spl_fild01",355,325;
- close;
- } else if (strnpcinfo(0) == "Dispatched Rune Knight#2") {
- mes "Do you want to go back to the expeditionary team's post?";
- next;
- if(select("Yes please.:Not yet.") == 1)
- warp "mid_camp",50,153;
- close;
- }
- close;
- }
- mes "Shh... Our mission is not something to be revealed to the public. Please just move along.";
- close;
-}
-spl_fild01,361,327,3 duplicate(Dispatched Rune Knight#1) Dispatched Rune Knight#2 4_M_01,2,2
-
-spl_fild02,13,241,0 script #Barricade1 HIDDEN_WARP_NPC,10,10,{
- end;
-OnTouch:
- if (job_rune_edq > 0 && job_rune_edq < 23) {
- mes "- Whispers of the sage Serpeone are delivered to my mind. -";
- next;
- mes "[Sage Serpeone]";
- mes "Until you become an honorable Rune Knight I cannot help you control your powers in Rune-Midgard.";
- next;
- mes "[Sage Serpeone]";
- mes "Please understand this and be devoted to this test.";
- close2;
- warp "spl_fild02",25,245;
- end;
- }
- end;
-}
-
-mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{
- mes "[Sage Serpeone]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Finally you are an honorable Rune Knight. I'm happy to help you.";
- next;
- mes "[Sage Serpeone]";
- mes "The power of Runes are not perfect and more research still needs to be done to make it perfectly safe. It is up to me and other Rune Knights like you to make sure to continue that research.";
- next;
- mes "[Sage Serpeone]";
- mes "Please be devoted to the Runes and hopefully your life will be illuminated by it.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 12) {
- mes "It must be surprising that I, a Laphine, am here in your people's base.";
- next;
- mes "[Sage Serpeone]";
- mes "Some of us have been in contact with humans in special situations since even before the dimensional rift opened up.";
- next;
- mes "[Sage Serpeone]";
- mes "I have been having correspondences with humans for a number of years now. It was for mutual interests. Anyway, that's how I learned your language.";
- next;
- mes "[Sage Serpeone]";
- mes "Maybe there needs to be a machine that can translate the Laphine language to make it easier for humans to understand us.";
- next;
- mes "[Sage Serpeone]";
- mes "More than that... I cannot tell you more. I cannot speak carelessly since I'm speaking for my people here and I am on a special pass to be allowed in your camp.";
- close;
- } else if (job_rune_edq == 12) {
- mes "Welcome, you are the one taking the job training test of the Rune Knights. I am Serpeone.";
- next;
- mes "[Sage Serpeone]";
- mes "All Rune Knights that you've met so far are the disciples who were taught by me and Beljeve. Now you are on your way to joining them.";
- next;
- mes "[Sage Serpeone]";
- mes "I think you've already heard a basic explanation and instructions from Renoa. Now it seems that it's my turn to help you out.";
- next;
- mes "[Sage Serpeone]";
- mes "The magical power that the Rune Knights use are not technically the same as the magical power made in the human world.";
- next;
- mes "[Sage Serpeone]";
- mes "Right this place... our sphere where you call as Ash-Vacuum...it's the magical power made with";
- next;
- mes "[Sage Serpeone]";
- mes "The living things in this place have been preserving the magical energy in our bodies unlike the living things in the human world.";
- next;
- mes "[Sage Serpeone]";
- mes "The power of the rune stones is the way of shaping the magical power in our bodies into runes which take place of our bodies as a medium.";
- next;
- mes "[Sage Serpeone]";
- mes "So to use the rune stone you need a direct understanding of the other sphere's living things.";
- next;
- mes "[Sage Serpeone]";
- mes "But, it must be too much for you to extract the magical energy from the living things in this land yet.";
- next;
- mes "[Sage Serpeone]";
- mes "Now I'll cast a magic spell on your body so you can gather magic energy from other living things.";
- next;
- mes "[Sage Serpeone]";
- mes "Temporarily you'll able to extract magic energy from evil creatures in the human world. Of course you won't be able to use the energy directly...";
- next;
- mes "[Sage Serpeone]";
- mes "If you store up the energy by getting rid of evil creatures in the human world, I'll convert it to the energy that you can use.";
- next;
- mes "[Sage Serpeone]";
- mes "The vicious souls that they keep even after being dead is the great source of magical powers.";
- next;
- mes "[Sage Serpeone]";
- mes "Please get rid of ^0000FF10 Dullahan^000000, ^0000FF10 Disguise^000000, ^0000FF10 Quve^000000, ^0000FF10 Heirozoist^000000 and gather their energy.";
- next;
- mes "[Sage Serpeone]";
- mes "I am telling you beforehand but I don't test or judge your qualification. A Rune Knight will be the judge of that.";
- next;
- mes "[Sage Serpeone]";
- mes "If you have any problems or any questions, please talk to me.";
- job_rune_edq = 13;
- changequest 3207,3208;
- setquest 3209;
- setquest 3210;
- setquest 3211;
- setquest 3212;
- close;
- } else if (job_rune_edq == 13) {
- mes "Are you gathering enough magical energy? Or do you have any questions?";
- next;
- switch(select("I've gathered enough energy.:To the gathering place.:Stop the conversation.")) {
- case 1:
- mes "[Sage Serpeone]";
- mes "Is it so? Then let's check this out.";
- next;
- if (questprogress(3209,HUNTING) == 2 && questprogress(3210,HUNTING) == 2 && questprogress(3211,HUNTING) == 2 && questprogress(3212,HUNTING) == 2) {
- mes "[Sage Serpeone]";
- mes "Umm, this is great. Enough amount of living body magical energy has accumulated in your body.";
- next;
- mes "[Sage Serpeone]";
- mes "Rune Knight Renoa will tell you the way of using rune stones.";
- next;
- mes "[Sage Serpeone]";
- mes "Now I think my part is all over. I hope you will become an honorable Rune Knight.";
- next;
- mes "[Sage Serpeone]";
- mes "If you have any business here, I'll send you to the Rune Knight gathering place. If you are ready, please tell me.";
- job_rune_edq = 14;
- changequest 3208,3213;
- completequest 3209;
- completequest 3210;
- completequest 3211;
- completequest 3212;
- close;
- }
- mes "[Sage Serpeone]";
- mes "You haven't collected enough magical energy yet.";
- next;
- mes "[Sage Serpeone]";
- mes "Please brace yourself and gather enough energy by dispatching those monsters.";
- close;
- case 2:
- mes "[Sage Serpeone]";
- mes "You want to go back to the gathering place? If you want I'll send you back there immediately. But to continue the test you'll need to come and see me again.";
- next;
- mes "[Sage Serpeone]";
- mes "Do you want to go back the Rune Knight gathering place?";
- next;
- if(select("I want to go back.:I want to cancel.") == 1)
- warp "job3_rune01",80,65;
- close;
- case 3:
- close;
- }
- } else if (job_rune_edq == 14) {
- mes "Are you ready to go back to the Rune Knight gathering place?";
- next;
- if(select("I want to go back now.:I am not ready yet.") == 1)
- warp "job3_rune01",80,65;
- close;
- }
- mes "Are the preparations going well?";
- next;
- mes "[Sage Serpeone]";
- mes "Aren't you in the wrong state right now?";
- next;
- mes "[Sage Serpeone]";
- mes "Then I'll send you to the Rune Knight gathering place where you should be.";
- next;
- if(select("I'll go back now.:I'll stay.") == 1)
- warp "job3_rune01",80,65;
- close;
- }
- mes "It must be surprising that I, a Laphine, am here in your people's base.";
- next;
- mes "[Sage Serpeone]";
- mes "Some of us have been in contact with humans in special situations since even before the dimensional rift opened up.";
- next;
- mes "[Sage Serpeone]";
- mes "I have been having correspondences with humans for a number of years now. It was for mutual interests. Anyway, that's how I learned your language.";
- next;
- mes "[Sage Serpeone]";
- mes "Maybe there needs to be a machine that can translate the Laphine language to make it easier for humans to understand us.";
- next;
- mes "[Sage Serpeone]";
- mes "More than that... I cannot tell you more. I cannot speak carelessly since I'm speaking for my people here and I am on a special pass to be allowed in your camp.";
- close;
-}
-
-job3_rune01,114,50,3 script Rune Knight Velpino 4_M_KNIGHT_BLACK,{
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "[Rune Knight Velpino]";
- mes "You still smell like a fledging. Bring honor to the Rune Knights and raise your power...";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 17) {
- mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me.";
- next;
- mes "Why are all of the Rune Knights blabberers or uncommunicative and combative...?";
- next;
- mes "[Captain Tigris]";
- mes "Hey... What about me? I'm not like that!";
- close;
- } else if (job_rune_edq == 17) {
- mes "[Rune Knight Velpino]";
- mes "I didn't think that a candidate would make it to me today...";
- next;
- mes "[Rune Knight Velpino]";
- mes "Congratulations! You are at the long-waited final test... I think you've mastered the basics now.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The final test is relatively simple. Everything ends when you get rid of all the magical monsters in this Glast Heim...";
- next;
- mes "[Rune Knight Velpino]";
- mes "The only condition is that you have to get rid of these monsters by using the rune stones you made at the former test.";
- next;
- mes "[Rune Knight Velpino]";
- mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The only set of weapons you can use should be within the weight limit of 400. Rune stones to be provided are 30 attack-only rune stones and 30 defense-only rune stones.";
- next;
- mes "[Rune Knight Velpino]";
- mes "To use these runes, I will cast a special buff spell over you.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The magical monsters are the 3 kinds of magic monsters from Glast Heim that you might already know... It won't be an easy fight but if you just undergo this final suffering, you'll walk the path of a Rune Knight.";
- next;
- mes "[Rune Knight Velpino]";
- mes "To help the preparation we've made a contract with the Kafra headquarters in Al De Baran by employing a Kafra Employee especially for this gathering place. So it would be good to visit her.";
- next;
- mes "[Rune Knight Velpino]";
- mes "If you are ready just talk to me again.";
- job_rune_edq = 18;
- changequest 3216,3217;
- close;
- } else if (job_rune_edq > 17 && job_rune_edq < 21) {
- if (countitem(12388)+countitem(12389)+countitem(12390) == 0) {
- mes "[Rune Knight Velpino]";
- mes "If all of your preparations are done, I'll send you to the final test field.";
- job_rune_edq = 18;
- next;
- if(select("Enter the final test field.:I'm not ready yet.") == 2) close;
- if (getequipisequiped(EQI_HEAD_TOP) || getequipisequiped(EQI_ARMOR) || getequipisequiped(EQI_GARMENT) || getequipisequiped(EQI_SHOES) ||
- getequipisequiped(EQI_ACC_L) || getequipisequiped(EQI_ACC_R) || getequipisequiped(EQI_HEAD_MID) || getequipisequiped(EQI_HEAD_LOW)) {
- mes "[Rune Knight Velpino]";
- mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped. Keep your other equipments with the Kafra Employee in the center.";
- close;
- }
- if (questprogress(3220,PLAYTIME) == 1) {
- mes "[Rune Knight Velpino]";
- mes "Haven't you failed at the test... If you fail once, you cannot enter again for 10 minutes.";
- next;
- mes "[Rune Knight Velpino]";
- mes "It's a consideration for the other testers who are waiting for the test, just like you, so come back after the designated time.";
- close;
- }
- if ($@job_rune_test1 == 0) {
- if (Weight < 4001) {
- $@job_rune_test1 = 1;
- sc_start SC_INCINT,300000,40;
- getitem 12389,30; //Runstone_Storm
- getitem 12390,30; //Runstone_Millennium
- if (questprogress(3220)) erasequest 3220;
- setquest 3220;
- warp "job3_rune02",38,40;
- end;
- }
- mes "[Rune Knight Velpino]";
- mes "The only set of weapons you can use should be within the weight limit of 400. Rune stones to be provided are 30 attack-only rune stones and 30 defense-only rune stones.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The remaining stuff you are holding should be kept by the Kafra employee in the middle.";
- close;
- }
- // Custom translation
- mes "[Rune Knight Velpino]";
- mes "Looks like there is already an applicant in the test room.";
- next;
- mes "[Rune Knight Velpino]";
- mes "Be patient and wait your turn.";
- close;
- }
- mes "[Rune Knight Velpino]";
- mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
- if (countitem(12388)) delitem 12388,countitem(12388); //Runstone_Crush
- if (countitem(12389)) delitem 12389,countitem(12389); //Runstone_Storm
- if (countitem(12390)) delitem 12390,countitem(12390); //Runstone_Millennium
- next;
- mes "[Rune Knight Velpino]";
- mes "I'll get new rune stones so if your preparation is all done, please talk to me again.";
- close;
- } else if (job_rune_edq == 21) {
- mes "[Rune Knight Velpino]";
- mes "You've been very successful up to the last test.";
- next;
- if (countitem(12388)+countitem(12389)+countitem(12390) == 0) {
- mes "[Rune Knight Velpino]";
- mes "Now all the tests you need to take are over. Go back to Captain Tigris and inform him of this test result, and then feel the deep emotion of being born again as a Rune Knight.";
- next;
- mes "[Rune Knight Velpino]";
- mes "Congratulations!";
- mes "Well I'd better go now for the remaining candidates.";
- job_rune_edq = 22;
- changequest 3218,3219;
- close;
- }
- mes "[Rune Knight Velpino]";
- mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
- if (countitem(12388)) delitem 12388,countitem(12388); //Runstone_Crush
- if (countitem(12389)) delitem 12389,countitem(12389); //Runstone_Storm
- if (countitem(12390)) delitem 12390,countitem(12390); //Runstone_Millennium
- next;
- mes "[Rune Knight Velpino]";
- mes "I'll need to re-use these unused rune stones. Talk to me again once I have taken all the test rune stones.";
- close;
- }
- }
- mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me.";
- close;
-}
-
-job3_rune02,38,40,0 script #RK Test Hidden Portal 1 HIDDEN_WARP_NPC,15,15,{
- end;
-OnEnable:
- enablenpc "#RK Test Hidden Portal 1";
- end;
-OnDisable:
- disablenpc "#RK Test Hidden Portal 1";
- end;
-OnTouch:
- if (job_rune_edq == 4) {
- donpcevent "job_rune_edq#1st_tb::OnEnable";
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- end;
- } else if (job_rune_edq > 17 && job_rune_edq < 21) {
- donpcevent "job_rune_edq#3rd_tb::OnEnable";
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- end;
- } else {
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- mapwarp "job3_rune02","job3_rune01",80,65;
- end;
- }
-}
-
-job3_rune02,1,1,0 script job_rune_edq#1st_tb HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tb";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tb";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "job_rune_edq#1st_tb";
- end;
-OnTimer5000:
- mapannounce "job3_rune02","I'll start the first test of the Rune Knight Job Change.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer8000:
- mapannounce "job3_rune02","The content of the test is to get rid of all the monsters for 5 minutes and survive.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer11000:
- mapannounce "job3_rune02","If you fail to survive or cannot get rid of all the monsters within the time limit, I'll consider it a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer14000:
- mapannounce "job3_rune02","Now let's start the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- donpcevent "job_rune_edq#1st_tc::OnEnable";
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- end;
-}
-
-job3_rune02,1,2,0 script job_rune_edq#1st_tc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tc";
- initnpctimer;
- donpcevent "job_rune_edq#1st_tcmc::OnEnable";
- donpcevent "job_rune_edq#1st_tcnc::OnEnable";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "job_rune_edq#1st_tc";
- end;
-OnTimer300000:
- killmonster "job3_rune02","job_rune_edq#1st_tc::OnMyMobDead";
- mapannounce "job3_rune02","You reached the limit time so I'll consider the test as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer305000:
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- mapwarp "job3_rune02","job3_rune01",80,65;
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,3,10,0 script job_rune_edq#1st_tcmc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tcmc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tcmc";
- initnpctimer;
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
- stopnpctimer;
- disablenpc "job_rune_edq#1st_tcmc";
- end;
-OnReset:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
-OnTimer5000:
- monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
-OnTimer50000:
-OnTimer100000:
-OnTimer150000:
-OnTimer200000:
- switch(rand(6)) {
- case 0:
- monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- case 1:
- case 2:
- monster "job3_rune02",0,0,"Rideword",1478,4,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- case 3:
- case 4:
- monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- case 5:
- monster "job3_rune02",0,0,"Wraith Dead",1475,4,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- }
- end;
-OnTimer250000:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
- donpcevent "job_rune_edq#1st_tcmc2::OnEnable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_rune02,3,11,0 script job_rune_edq#1st_tcmc2 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tcmc2";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tcmc2";
- switch(rand(6)) {
- case 0:
- monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- case 1:
- case 2:
- monster "job3_rune02",0,0,"Rideword",1478,4,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- case 3:
- case 4:
- monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- case 5:
- monster "job3_rune02",0,0,"Wraith Dead",1475,4,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- }
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead";
- disablenpc "job_rune_edq#1st_tcmc2";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead") < 1) {
- job_rune_edq = 5;
- erasequest 3220;
- killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead";
- mapannounce "job3_rune02","Congratulations. You've passed the first test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- mapwarp "job3_rune02","job3_rune01",80,65;
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- end;
- }
- end;
-}
-
-job3_rune02,1,10,0 script job_rune_edq#1st_tcnc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tcnc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tcnc";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- $@job_rune_test2 = 0;
- donpcevent "Captain Tigris#jrt1::OnDisable";
- donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
- donpcevent "Rune Knight Renoa#jrt1::OnDisable";
- donpcevent "Rune Knight Velpino#jrt1::OnDisable";
- disablenpc "job_rune_edq#1st_tcnc";
- end;
-OnUse:
- mapannounce "job3_rune02","Captain Tigris : Gentlemen, let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- stopnpctimer;
- $@job_rune_test2 = 0;
- donpcevent "Captain Tigris#jrt1::OnDisable";
- donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
- donpcevent "Rune Knight Renoa#jrt1::OnDisable";
- donpcevent "Rune Knight Velpino#jrt1::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnEnable";
- end;
-OnTimer30000:
- mapannounce "job3_rune02","Captain Tigris : Rune Knight Candidates... If you want to borrow our power talk to one of us.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- donpcevent "Captain Tigris#jrt1::OnEnable";
- donpcevent "Rune Knight Lunarea#jrt1::OnEnable";
- donpcevent "Rune Knight Renoa#jrt1::OnEnable";
- donpcevent "Rune Knight Velpino#jrt1::OnEnable";
- end;
-OnTimer60000:
- mapannounce "job3_rune02","Captain Tigris : It seems you don't need our help... Let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- stopnpctimer;
- donpcevent "Captain Tigris#jrt1::OnDisable";
- donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
- donpcevent "Rune Knight Renoa#jrt1::OnDisable";
- donpcevent "Rune Knight Velpino#jrt1::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnEnable";
- end;
-}
-
-job3_rune02,34,46,5 script Captain Tigris#jrt1 4_M_KNIGHT_SILVER,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Captain Tigris : May Beljeve bless you!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_BLESSING",1,0,0;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Captain Tigris : The Spark of life... may flame again.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,70,99;
- break;
- case 3:
- mapannounce "job3_rune02","Captain Tigris : Evil demons! I will send you back to your graves!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- specialeffect2 EF_METEORSTORM;
- donpcevent "job_rune_edq#1st_tcmc::OnReset";
- break;
- case 4:
- mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_STUN,10000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_BLOODING,10000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Captain Tigris#jrt1";
- end;
-OnEnable:
- enablenpc "Captain Tigris#jrt1";
- end;
-OnTimer5000:
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,43,46,3 script Rune Knight Lunarea#jrt1 4_M_KNIGHT_GOLD,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Rune Knight Lunarea : Quickly... find and strike at the enemy's weakness!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_INCAGI",1,0,0;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Rune Knight Lunarea : It's not over... you need more power...",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,60,90;
- break;
- case 3:
- mapannounce "job3_rune02","Rune Knight Lunarea : Everything starts from the beginning!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_CURE",1,0,0;
- break;
- case 4:
- mapannounce "job3_rune02","Rune Knight Lunarea : There can't be growth without a trial.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_POISON,30000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Rune Knight Lunarea : There can't be growth without a trial.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_CURSE,30000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Rune Knight Lunarea#jrt1";
- end;
-OnEnable:
- enablenpc "Rune Knight Lunarea#jrt1";
- end;
-OnTimer5000:
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,43,34,1 script Rune Knight Renoa#jrt1 4_M_KNIGHT_GOLD,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Rune Knight Renoa : The rune of Wind! May it give you strength!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_INCAGI",1,0,0;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Rune Knight Renoa : The rune of Birth! May give you the power of life!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,60,90;
- break;
- case 3:
- mapannounce "job3_rune02","Rune Knight Renoa : I am faster than all of them! Different then the others!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- specialeffect2 EF_PIERCESELF;
- donpcevent "job_rune_edq#1st_tcmc::OnReset";
- break;
- case 4:
- mapannounce "job3_rune02","Rune Knight Renoa : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_POISON,30000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Rune Knight Renoa : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_CURSE,30000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Rune Knight Renoa#jrt1";
- end;
-OnEnable:
- enablenpc "Rune Knight Renoa#jrt1";
- end;
-OnTimer5000:
- $@job_rune_test2 = 0;
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- stopnpctimer;
- end;
-}
-
-job3_rune02,34,34,7 script Rune Knight Velpino#jrt1 4_M_KNIGHT_BLACK,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Rune Knight Velpino : You are not one who gets to fall down in this kind of place.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,60,90;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Rune Knight Velpino : Move on! There are obstacles to overcome.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_INCAGI",1,0,0;
- break;
- case 3:
- mapannounce "job3_rune02","Rune Knight Velpino : You are not alone. We are by your side.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_BLESSING",1,0,0;
- break;
- case 4:
- mapannounce "job3_rune02","Rune Knight Velpino : Fight and win! Don't give in to the pain!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_FREEZE,10000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Rune Knight Velpino : It's not a big trial for a true Rune Knight!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_SLEEP,10000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Rune Knight Velpino#jrt1";
- end;
-OnEnable:
- enablenpc "Rune Knight Velpino#jrt1";
- end;
-OnTimer5000:
- $@job_rune_test2 = 0;
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- stopnpctimer;
- end;
-}
-
-job3_rune02,2,1,0 script job_rune_edq#3rd_tb HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tb";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tb";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "job_rune_edq#3rd_tb";
- end;
-OnTimer5000:
- mapannounce "job3_rune02","I'll start the last test of the Rune Knight Job change.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer8000:
- mapannounce "job3_rune02","Get rid of monsters appearing here within 8 minutes by using the provided rune stones.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer11000:
- mapannounce "job3_rune02","If you die or can't get rid of all the monsters within the time limit, I'll consider the try as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer14000:
- mapannounce "job3_rune02","Now I'll start the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- donpcevent "job_rune_edq#3rd_tc::OnEnable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- end;
-}
-
-job3_rune02,2,2,0 script job_rune_edq#3rd_tc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc";
- initnpctimer;
- donpcevent "job_rune_edq#3rd_tc1::OnEnable";
- end;
-OnDisable:
- stopnpctimer;
- donpcevent "job_rune_edq#3rd_tc1::OnDisable";
- donpcevent "job_rune_edq#3rd_tc2::OnDisable";
- donpcevent "job_rune_edq#3rd_tc3::OnDisable";
- disablenpc "job_rune_edq#3rd_tc";
- end;
-OnTimer480000:
- killmonster "job3_rune02","job_rune_edq#3rd_tc::OnMyMobDead";
- mapannounce "job3_rune02","You reached the limit time so I'll consider the test as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer482000:
- mapwarp "job3_rune02","job3_rune01",80,65;
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,2,3,0 script job_rune_edq#3rd_tc1 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc1";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc1";
- monster "job3_rune02",40,40,"Executioner",2039,1,"job_rune_edq#3rd_tc1::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead";
- disablenpc "job_rune_edq#3rd_tc1";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead") < 1) {
- job_rune_edq = 19;
- killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead";
- donpcevent "job_rune_edq#3rd_tc2::OnEnable";
- donpcevent "job_rune_edq#3rd_tc1::OnDisable";
- end;
- }
- end;
-}
-
-job3_rune02,2,4,0 script job_rune_edq#3rd_tc2 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc2";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc2";
- monster "job3_rune02",40,40,"Ogretooth",2040,1,"job_rune_edq#3rd_tc2::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead";
- disablenpc "job_rune_edq#3rd_tc2";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead") < 1) {
- job_rune_edq = 20;
- killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead";
- donpcevent "job_rune_edq#3rd_tc3::OnEnable";
- donpcevent "job_rune_edq#3rd_tc2::OnDisable";
- end;
- }
- end;
-}
-
-job3_rune02,2,5,0 script job_rune_edq#3rd_tc3 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc3";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc3";
- monster "job3_rune02",40,40,"Mysteltainn",2041,1,"job_rune_edq#3rd_tc3::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead";
- disablenpc "job_rune_edq#3rd_tc3";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead") < 1) {
- job_rune_edq = 21;
- changequest 3217,3218;
- erasequest 3220;
- killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead";
- mapannounce "job3_rune02","Congratulations. You've passed the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- mapwarp "job3_rune02","job3_rune01",80,65;
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- end;
- }
- end;
-}
-
-sec_in02,34,167,3 script R.Knight Job Manager 4_M_KNIGHT_SILVER,1,1,{
- callfunc "F_GM_NPC";
- mes "Enter the Password.";
- next;
- if (callfunc("F_GM_NPC","1854",1) == 1) {
- mes "Rune Knight Job Change Managing Module Start";
- next;
- switch(select("GlobalVar check:GlobalVar Oneshot Modification")) {
- case 1:
- mes "Rune Knight Job Change GlobalVar right now is " + $@job_rune_test1 + ".";
- mes "The number of Rune Knight Test field right now is... " + getmapusers("job3_rune02") + ".";
- close;
- case 2:
- $@job_rune_test1 = 0;
- mes "Rune Knight Job Change GlobalVar is modified to 0. The use of the test field is now available.";
- close;
- }
- }
- close;
-}
-job3_rune01,1,1,3 duplicate(R.Knight Job Manager) #renshucheck CLEAR_NPC
diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt
deleted file mode 100644
index 3445055c0..000000000
--- a/npc/re/jobs/3-1/warlock.txt
+++ /dev/null
@@ -1,1096 +0,0 @@
-//===== Hercules Script ======================================
-//= Warlock Job Quest
-//===== By: ==================================================
-//= Muad_Dib, Gepard & L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Wizard / High Wizard -> Warlock.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Masao]
-//= 1.1 Fixed some conversion mistakes, replaced numbers with
-//= constants, added item names in comments.
-//= 1.2 Fixed the problem where NPC are not enabled and chamber
-//= will never open for the second try or use.
-//= 1.2a Fixed a typo. [Euphy]
-//= 1.3 Updated script, optimized. [Euphy]
-//= 1.3a Added temporary coordinate fix #distorted_space_1-1. [Euphy]
-//= 1.3b Added official coordinates. [Euphy]
-//= 1.4 Added GM management function. [Euphy]
-//============================================================
-
-- script #distorted_space_ -1,{
-OnTouch:
- if (job_wl > 1) {
- mes " - There is a strange distortion here - ";
- if (strnpcinfo(0) == "#distorted_space_1" && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) {
- close2;
- if (countitem(6153) > 0)
- warp "spl_in02",79,102;
- end;
- }
- next;
- switch(select("Extend your hand.:Ignore it.")) {
- case 1:
- mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
- close2;
- warp "spl_in02",79,102;
- end;
- case 2:
- mes " - You ignore the distortion. - ";
- close;
- }
- }
- if (BaseLevel > 94 && (strnpcinfo(0) == "#distorted_space_2" || BaseJob == Job_Wizard)) {
- mes " - There is a strange distortion here - ";
- next;
- switch(select("Search the area.:Ignore it.")) {
- case 1:
- mes " - There appears to be nothing here. But I can definitely feel something around here... - ";
- next;
- switch(select("Extend arm.:Leave it alone.")) {
- case 1:
- mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
- close2;
- warp "spl_in02",79,102;
- end;
- case 2:
- mes " - You decide to leave it alone. - ";
- close;
- }
- case 2:
- mes " - You ignore it. - ";
- close;
- }
- }
- end;
-}
-//morocc,103,144,0 duplicate(#distorted_space_) #distorted_space_1 HIDDEN_WARP_NPC,1,1
-morocc,95,132,0 duplicate(#distorted_space_) #distorted_space_1 HIDDEN_WARP_NPC,1,1
-splendide,141,284,0 duplicate(#distorted_space_) #distorted_space_2 HIDDEN_WARP_NPC,1,1
-
-function script F_Warlock {
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[Master]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- if (BaseJob == Job_Wizard) {
- next;
- mes " - The fairy with the green hair chants a spell. - ";
- mes " - I feel like something special surrounds me. - ";
- specialeffect2 EF_DISPELL;
- next;
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- if (BaseLevel > 98 && JobLevel > 49) {
- select("I'm not sure. Who are you?");
- mes "[Master]";
- mes "I am the leader of the ^000077Warlock^000000s.";
- mes "'^000077Sila Egnoloria^000000'";
- mes "If you are a Wizard, it would be good of you to memorize my name.";
- next;
- select("What is a ^000077Warlock^000000?");
- mes "[Master Egnoloria]";
- mes "Oh...are you interested?";
- next;
- mes "[Master Egnoloria]";
- mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
- mes "It can't be defined in any other words.";
- next;
- mes "[Master Egnoloria]";
- mes "Only the strong magic can explain it.";
- next;
- select("Could I become Warlock?");
- mes "[Master Egnoloria]";
- mes "You?";
- mes "You want to become a Warlock?";
- mes "Hahaha";
- next;
- mes "[Master Egnoloria]";
- mes "You're so interesting.";
- mes "It would be difficult for a human to become a Warlock.";
- mes "The strong power would gnaw at your weak body.";
- next;
- mes "[Master Egnoloria]";
- mes "If you dare to face death, you can try to become one.";
- next;
- switch(select("What do I need to do?:Cancel.")) {
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- job_wl = 2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- job_wl = 1;
- close2;
- warp "splendide",200,100;
- end;
- }
- }
- mes "[Master]";
- mes "You're still quite far too low of a level to even consider this.";
- }
- close2;
- warp "splendide",200,100;
- end;
-}
-
-spl_in02,77,107,5 script Assistant#Warlock1 4_M_FAIRYKID5,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- } else if (job_wl == 1) {
- mes "[Yoop]";
- mes "You're... we've met before.";
- mes "Can you imagine how severely I was scolded by my master?!";
- mes "If you have any business with me, just go away!";
- next;
- switch(select("Leave.:Stay.")) {
- case 1:
- mes "[Yoop]";
- mes "Leave me alone...!";
- close2;
- warp "splendide",200,100;
- end;
- case 2:
- mes "[Yoop]";
- mes "What?!";
- mes "Just do whatever you want...";
- mes "My master will deal with you then.";
- close;
- }
- } else if (job_wl == 2 || job_wl == 3) {
- mes "[Yoop]";
- if (job_wl == 2) {
- mes "Dear, master! My pony-tail is funny looking?!";
- mes "Oh, but I spent a lot time on it!";
- next;
- mes "[Master Egnoloria]";
- mes "It's noisy.";
- mes "I need to meditate";
- mes "so do as I said.";
- next;
- mes "[Yoop]";
- mes "Huh..";
- mes "Oh, yeah!";
- next;
- mes "[Yoop]";
- mes "Hey, human!";
- mes "Would you like to";
- mes "become a Warlock?";
- next;
- }
- if (SkillPoint != 0) {
- mes "First, use all of your remaining job skill points before continuing.";
- job_wl = 3;
- close;
- }
- mes "This is the Master's";
- mes "decision so let me know.";
- next;
- mes "[Yoop]";
- mes "We need to test if your body can withstand being a Warlock.";
- mes "So you need to gather materials to prove yourself.";
- next;
- mes "[Yoop]";
- mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
- next;
- callsub L_Quest,1;
- close;
- } else if (job_wl == 4) {
- if (countitem(6152) == 0 || countitem(6151) == 0)
- callsub L_Quest,0;
- else {
- mes "[Yoop]";
- mes "I can't conduct the task here. I need to go to my lab.";
- mes "My lab is located on the north western part of Splendide.";
- }
- close;
- } else if (job_wl == 5) {
- mes "[Yoop]";
- mes "This stone is well made.";
- mes "Please go to my Master.";
- close;
- } else {
- mes "[Yoop]";
- mes "A Magic Chamber is created from magic materials.";
- next;
- mes "[Yoop]";
- mes "This combined stone is formed differently according to the raw materials and the way of treating it.";
- next;
- mes "[Yoop]";
- mes "But most of stones are quite similar!";
- mes "We can't differentiate them easily.";
- next;
- mes "[Yoop]";
- mes "Even I don't know how it all works.";
- close;
- }
-
-L_Quest:
- mes "[Yoop]";
- mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
- mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
- next;
- if (getarg(0)) {
- mes "[Yoop]";
- mes "Show us how strong you are. And don't forget to wear this.";
- job_wl = 4;
- getitem 2796,1; //Magical_Stone
- getitem 2797,1; //Magical_Stone_
- changequest 11106,11107;
- next;
- }
- mes "[Yoop]";
- mes "Bring these stones with you or else you won't be able to return!";
- mes "Be careful!";
- next;
- mes "[Yoop]";
- mes "The person next to my Master will let you out if you talk to him.";
- next;
- mes "[Yoop]";
- mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
- return;
-}
-
-spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{
- mes "[Yoop]";
- if (job_wl < 4) {
- mes "Who are you?";
- mes "Get out of here!";
- close;
- } else if (job_wl == 4) {
- mes "You're back?";
- next;
- switch(select("I brought the materials.:I've lost the Magical Stones.:Nothing.")) {
- case 1:
- mes "[Yoop]";
- if (countitem(6152) == 0 || countitem(6151) == 0) {
- mes "......";
- mes "......Where?";
- mes "Don't bother me!";
- next;
- mes "[Yoop]";
- mes "We need to test if your body can withstand being a Warlock.";
- mes "So you need to gather materials to prove yourself.";
- next;
- mes "[Yoop]";
- mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
- next;
- mes "[Yoop]";
- mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
- mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
- next;
- mes "[Yoop]";
- mes "Bring these stones with you or else you won't be able to return!";
- mes "Be careful!";
- close;
- } else if (countitem(6152) && countitem(6151)) {
- if (isequipped(2796) || isequipped(2797)) {
- mes "Bring me back the magical stones.";
- close;
- }
- if (countitem(2796) == 0 || countitem(2797) == 0) {
- mes "It seems that you don't have it?";
- mes "You lost it?";
- next;
- mes "[Yoop]";
- mes "Please find that stone and come back to me.";
- close;
- }
- mes "Alright! All the materials are ready!";
- mes "While I am concentrating on working on this stone. Can you go back to my master?";
- mes "I will follow up once it's done.";
- delitem 2796,countitem(2796); //Magical_Stone
- delitem 2797,countitem(2797); //Magical_Stone_
- delitem 6152,countitem(6152); //Glittering_Crystal
- delitem 6151,countitem(6151); //Peice_Of_Great_Bradium
- job_wl = 5;
- changequest 11107,11108;
- close;
- }
- case 2:
- mes "[Yoop]";
- mes "What?!";
- mes "I asked you to double check it and make sure you wore it!";
- next;
- mes "[Yoop]";
- mes "Please check whether you misplaced it or if you already have it equipped.";
- next;
- switch(select("I found it.:Nah.")) {
- case 1:
- mes "[Yoop]";
- mes "Don't tease me!";
- mes "It's not hard to tell if you have it or not!";
- close;
- case 2:
- if ((isequipped(2796) == 0 && countitem(2796) == 0) || (isequipped(2797) == 0 && countitem(2797) == 0)) {
- if (countitem(732) > 0) {
- switch(select("Give 3 carat diamond.:Just quit it.")) {
- case 1:
- mes "[Yoop]";
- mes "I will overlook your fault.";
- mes "Please be careful with it.";
- delitem 732,1; //Crystal_Jewel__
- if (isequipped(2796) == 0 && countitem(2796) == 0)
- getitem 2796,1; //Magical_Stone
- if (isequipped(2797) == 0 && countitem(2797) == 0)
- getitem 2797,1; //Magical_Stone_
- close;
- case 2:
- mes "[Yoop]";
- mes "Just show me your good faith!";
- close;
- }
- }
- mes "[Yoop]";
- mes "How can you can say that?";
- mes "^000077Just apologize^000000!";
- mes "I guess I could give you more stones if you give me say a 3 carat diamond...";
- close;
- }
- mes "[Yoop]";
- if (isequipped(2796) || isequipped(2797)) {
- mes "Please check your equipment window...";
- mes "You sure you don't have it?";
- close;
- }
- mes "Then what's that you are holding now...?";
- close;
- }
- case 3:
- mes "[Yoop]";
- mes "What...?";
- mes "Don't bother me, I am quite busy.";
- close;
- }
- } else {
- mes "I am focusing on meditating.";
- mes "So I can create magic.";
- next;
- mes "[Yoop]";
- mes "And... you seem to have more talent on this than regular mages.";
- mes "Maybe if I become an alchemist, I might be better than I am now don't you think?";
- next;
- mes "[Yoop]";
- mes "I'm studying to better myself.";
- next;
- mes "[Yoop]";
- mes "If am inside of 'the room of time and magic', I will catch up with your power!";
- mes "Hahahaha...";
- close;
- }
-}
-
-spl_in02,84,103,3 script Assistant#Warlock2 4_F_FAIRYKID4,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- } else if (job_wl == 1) {
- mes "[Assistant]";
- mes "Human! What do you want?";
- close;
- } else if (job_wl < 6) {
- mes "[Assistant]";
- mes "It's not me you are looking for currently.";
- close;
- } else if (job_wl == 6) {
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You're carring out too many items.";
- mes "You'd better minimize your weight.";
- close;
- }
- mes "[Yoop]";
- mes "The test isn't that hard.";
- mes "We can create the magic stone in the magic room.";
- next;
- mes "[Yoop]";
- mes "Be careful of the monsters in the test room.";
- mes "These are rainbow Rubies sealed with a Warlock's magic.";
- mes "Use these during the test.";
- next;
- mes "[Yoop]";
- mes "I will guide you into the magic room.";
- job_wl = 7;
- changequest 11109,11110;
- getitem 12384,5; //Rainbow_Ruby_Water
- getitem 12386,5; //Rainbow_Ruby_Wind
- getitem 12387,5; //Rainbow_Ruby_Earth
- getitem 12385,5; //Rainbow_Ruby_Fire
- close2;
- warp "job3_war01",23,20;
- end;
- } else if (job_wl == 7) {
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You're carring out too many items.";
- mes "You'd better minimize your weight.";
- close;
- }
- mes "[Yoop]";
- mes "Would you like to try it again?";
- mes "Let me give you more rubies.";
- next;
- if (countitem(12384)) delitem 12384,countitem(12384); //Rainbow_Ruby_Water
- if (countitem(12386)) delitem 12386,countitem(12386); //Rainbow_Ruby_Wind
- if (countitem(12387)) delitem 12387,countitem(12387); //Rainbow_Ruby_Earth
- if (countitem(12385)) delitem 12385,countitem(12385); //Rainbow_Ruby_Fire
- getitem 12384,5; //Rainbow_Ruby_Water
- getitem 12386,5; //Rainbow_Ruby_Wind
- getitem 12387,5; //Rainbow_Ruby_Earth
- getitem 12385,5; //Rainbow_Ruby_Fire
- close2;
- warp "job3_war01",23,20;
- end;
- } else if (job_wl == 8) {
- mes "[Yoop]";
- mes "You have successfully crystallized the Hollow Stone.";
- mes "I'm sorry that I've doubted you.";
- if (countitem(12384)) delitem 12384,countitem(12384); //Rainbow_Ruby_Water
- if (countitem(12386)) delitem 12386,countitem(12386); //Rainbow_Ruby_Wind
- if (countitem(12387)) delitem 12387,countitem(12387); //Rainbow_Ruby_Earth
- if (countitem(12385)) delitem 12385,countitem(12385); //Rainbow_Ruby_Fire
- next;
- mes "[Yoop]";
- mes "All of the tests are done. Now talk to Master Engoloria.";
- mes "I'm so happy that you have succeeded.";
- job_wl = 9;
- changequest 11111,11112;
- close;
- } else if (job_wl == 9) {
- mes "[Yoop]";
- mes "All of the tests are done. Now talk to Master Engoloria.";
- mes "I'm so happy that you have succeeded.";
- close;
- } else {
- mes "[Yoop]";
- mes "I can feel that you have strong magic.";
- mes "I envy you.";
- next;
- mes "[Yoop]";
- mes "It deserves something special.";
- mes "Don't abuse it.";
- close;
- }
-}
-
-spl_in02,78,110,5 script Assistant#Warlock3 4_F_FAIRYKID2,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- }
- mes "[Assistant]";
- mes "......";
- switch(job_wl) {
- case 1: mes "If you don't have anything to say to me, would you just leave?"; break;
- case 2: mes "I don't have a pony-tail..."; break;
- default: mes "Please be quiet while my master is meditating."; break;
- }
- next;
- switch(select("Leave:Stay")) {
- case 1:
- mes "[Assistant]";
- mes "Then be careful.";
- close2;
- warp "splendide",200,100;
- end;
- case 2:
- mes "[Assistant]";
- mes "......";
- close;
- }
-}
-
-spl_in02,80,108,5 script Guild Master#Warlock 4_F_FAIRY1,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- } else if (job_wl == 1) {
- mes "[Master Egnoloria]";
- mes "Do you have something to ask me?";
- next;
- switch(select("How can I be a Warlock?:Cancel.")) {
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- job_wl = 2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- close2;
- warp "splendide",200,100;
- end;
- }
- } else if (job_wl == 2) {
- mes "[Master Egnoloria]";
- mes "I'm meditating, I said talk to Yoop ok.";
- mes "Yoop has a funny pony-tail.";
- mes "And don't disturb me.";
- close;
- } else if (job_wl == 3 || job_wl == 4) {
- mes "[Master Egnoloria]";
- mes "......";
- next;
- mes "[Assistant]";
- mes "Master is meditating.";
- mes "Be quiet.";
- close;
- } else if (job_wl == 5) {
- mes "[Master Egnoloria]";
- mes "I've heard from Yoop that a very useful stone can be created.";
- next;
- mes "[Master Egnoloria]";
- mes "It can be used to make magical jewelry that can cast powerful magic.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop.";
- next;
- mes "[Yoop]";
- mes "Yeap, Master!";
- next;
- mes "[Master Egnoloria]";
- mes "Please take him to the magical room.";
- next;
- mes "[Yoop]";
- mes "Yup, Master.";
- mes "Please follow me.";
- emotion e_ic,0,"Assistant#Warlock2";
- job_wl = 6;
- changequest 11108,11109;
- close;
- } else if (job_wl < 9) {
- mes "[Master Egnoloria]";
- mes "......";
- next;
- mes "[Yoop]";
- mes "My master is meditating now, please follow me.";
- close;
- } else if (job_wl == 9) {
- if (BaseLevel < 99 || BaseJob != Job_Wizard) {
- mes "[Master Egnoloria]";
- mes "Hm...?";
- mes "How did you come this far...";
- close;
- }
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You've got too many items.";
- mes "Please come back after reducing the number of items you have.";
- close;
- }
- mes "[Master Egnoloria]";
- if (SkillPoint != 0) {
- mes "Unless you like your current job, you should use all your skill points.";
- close;
- }
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- mes "Beautiful light...";
- mes "Don't make me disappointed at you...";
- next;
- mes "[Master Egnoloria]";
- mes "You have become a member of the Warlocks.";
- mes "Be proud.";
- next;
- if (SkillPoint != 0) {
- mes "^0000ffYou still have left the skill points, Please use all the skill points and try to start again!^000000";
- close;
- }
- mes "[Master Egnoloria]";
- mes "This crystallized magical stone will keep you safe.";
- if (Class == Job_High_Wizard) {
- if (JobLevel > 69) job_wl = 13;
- else if (JobLevel > 59) job_wl = 12;
- else job_wl = 11;
- }
- else job_wl = 10;
- jobchange roclass(eaclass()|EAJL_THIRD);
- completequest 11112;
- getitem 5753,1; //Magic_Stone_Hat
- getitem 2795,1; //Green_Apple_Ring
- close;
- } else if (job_wl > 9) {
- mes "[Master Egnoloria]";
- mes "How are you adjusting to the power of a Warlocks?";
- mes "If you get careless, you will be overthrown by your own power.";
- close;
- }
-}
-
-job3_war01,22,22,7 script Yoop#WRR 4_F_FAIRYKID4,{
- mes "[Yoop]";
- mes "If you ask Ebein to be sent to the magical room, he would send you there.";
- mes "Wait in the queue to enter the Chamber of Magic.";
- close;
-}
-
-job3_war01,29,25,0 script Ebein#WRR 4_F_FAIRYKID2,{
- mes "[Ebein]";
- mes "Would you like to take a test?";
- mes "If you stand by in the waiting room, you'll be able to go into the Chamber of Magic.";
- next;
- mes "[Ebein]";
- mes "If there're others inside the room, you just need to wait for a while.";
- next;
- switch(select("Go to the waiting room.:Go outside.")) {
- case 1:
- mes "[Ebein]";
- mes "Then please enter the room yourself.";
- mes "Make sure you have enough potions to survive the test as the monsters are very powerful in the Chamber.";
- close;
- case 2:
- mes "[Ebein]";
- mes "......";
- mes "Then I will send you outside.";
- mes "Bye...";
- close2;
- warp "spl_in02",79,102;
- end;
- }
-}
-
-job3_war01,29,25,5 script The chamber of magic#1 4_F_FAIRYKID2,{
- end;
-OnInit:
- disablenpc "The chamber of magic#1";
- waitingroom "The chamber of magic",20,"The chamber of magic#1::OnStartArena",1;
- enablewaitingroomevent;
- end;
-OnStartArena:
- warpwaitingpc "job3_war02",29,25;
- donpcevent "The chamber of magic#2::OnEnable";
- initnpctimer;
- disablewaitingroomevent;
- end;
-OnTimer10000:
- if (getmapusers("job3_war02") == 0) {
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#2::OnDisable";
- stopnpctimer "The chamber of magic#2";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#3::OnDisable";
- stopnpctimer "The chamber of magic#3";
- donpcevent "The chamber of magic#4::OnReset";
- donpcevent "The chamber of magic#4::OnDisable";
- stopnpctimer "The chamber of magic#4";
- donpcevent "Hollow Stone#Warlock::OnReset";
- donpcevent "Hollow Stone#Warlock::OnDisable";
- stopnpctimer "Hollow Stone#Warlock";
- stopnpctimer;
- enablewaitingroomevent;
- end;
- }
- initnpctimer;
- end;
-OnEnable:
- enablewaitingroomevent;
- end;
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-- script The chamber of magic#2 -1,{
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(0)+"::OnMyMobDead";
- initnpctimer;
- end;
-OnReset:
- killmonster "job3_war02",strnpcinfo(0)+"::OnMyMobDead";
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-OnMyMobDead:
- if (mobcount("job3_war02",strnpcinfo(0)+"::OnMyMobDead") < 1) {
- stopnpctimer;
- mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
- .@str$ = "The chamber of magic#"+((strnpcinfo(0) == "The chamber of magic#2")?"3":"4");
- donpcevent .@str$+"::OnEnable";
- }
- end;
-OnTimer3000:
- if (strnpcinfo(0) != "The chamber of magic#2") end;
- mapannounce "job3_war02","A Magical Power fragment has been created in the Magic Chamber Room.",bc_map;
- end;
-OnTimer4000:
- mapannounce "job3_war02","Defend this room from monsters for 5 minutes.",bc_map;
- end;
-OnTimer5000:
- mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
- end;
-OnTimer63000:
- mapannounce "job3_war02","There's 4 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer123000:
- mapannounce "job3_war02","There's 3 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer183000:
- mapannounce "job3_war02","There's 2 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer243000:
- mapannounce "job3_war02","There's 1 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer273000:
- mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber...",bc_map;
- end;
-OnTimer283000:
- mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber...",bc_map;
- end;
-OnTimer293000:
- mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber...",bc_map;
- end;
-OnTimer303000:
- mapannounce "job3_war02","The magic stabilization has failed.",bc_map;
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#4::OnReset";
- end;
-OnTimer304000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer305000:
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnDisable";
- donpcevent "The chamber of magic#1::OnEnable";
- stopnpctimer;
- end;
-}
-- duplicate(The chamber of magic#2) The chamber of magic#3 -1
-
-- script The chamber of magic#4 -1,{
-OnInit:
- disablenpc "The chamber of magic#4";
- end;
-OnEnable:
- enablenpc "The chamber of magic#4";
- monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- initnpctimer;
- end;
-OnReset:
- killmonster "job3_war02","The chamber of magic#4::OnMyMobDead";
- end;
-OnDisable:
- disablenpc "The chamber of magic#4";
- end;
-OnMyMobDead:
- if (mobcount("job3_war02","The chamber of magic#4::OnMyMobDead") < 1) {
- mapannounce "job3_war02","Once it's stabilized, the fragments are toward the center.",bc_map;
- stopnpctimer;
- donpcevent "Hollow Stone#Warlock::OnEnable";
- }
- end;
-OnTimer4000:
- mapannounce "job3_war02","Defend this room from monsters for 1 min.",bc_map;
- end;
-OnTimer5000:
- mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
- end;
-OnTimer33000:
- mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer43000:
- mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer53000:
- mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer58000:
- mapannounce "job3_war02","There's 5 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer63000:
- mapannounce "job3_war02","The magic stabilization has failed. The fragment has lost its power.",bc_map;
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#4::OnReset";
- end;
-OnTimer64000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer65000:
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnDisable";
- donpcevent "The chamber of magic#1::OnEnable";
- stopnpctimer;
- end;
-}
-
-- script Hollow Stone#Warlock -1,{
-OnInit:
- disablenpc "Hollow Stone#Warlock";
- end;
-OnEnable:
- enablenpc "Hollow Stone#Warlock";
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnReset";
- donpcevent "The chamber of magic#4::OnDisable";
- monster "job3_war02",29,27,"Hollow Stone",2035,1,"Hollow Stone#Warlock::OnMyMobDead";
- initnpctimer;
- end;
-OnReset:
- killmonster "job3_war02","Hollow Stone#Warlock::OnMyMobDead";
- end;
-OnDisable:
- disablenpc "Hollow Stone#Warlock";
- end;
-OnMyMobDead:
- if (mobcount("job3_war02","Hollow Stone#Warlock::OnMyMobDead") < 1) {
- mapannounce "job3_war02","The Hollow Stone is crystallized with enough magic power.",bc_map;
- job_wl = 8;
- changequest 11110,11111;
- donpcevent "Hollow Stone#Warlock::OnReset";
- donpcevent "Hollow Stone#Warlock::OnDisable";
- stopnpctimer;
- donpcevent "Ebein#E1::OnEnable";
- donpcevent "Ebein#E2::OnEnable";
- }
- end;
-OnTimer1000:
- mapannounce "job3_war02","The Hollow Stone needs to be crystallized with magic.",bc_map;
- end;
-OnTimer2000:
- mapannounce "job3_war02","The Hollow Stone will absorb any magic thrown at it.",bc_map;
- end;
-OnTimer3000:
- mapannounce "job3_war02","You have 10 minutes to crystallize the Hollow Stone with your magic.",bc_map;
- end;
-OnTimer303000:
- mapannounce "job3_war02","There's 5 min left to crystallize the stone....",bc_map;
- end;
-OnTimer363000:
- mapannounce "job3_war02","There's 4 min left to crystallize the stone....",bc_map;
- end;
-OnTimer423000:
- mapannounce "job3_war02","There's 3 min left to crystallize the stone....",bc_map;
- end;
-OnTimer483000:
- mapannounce "job3_war02","There's 2 min left to crystallize the stone....",bc_map;
- end;
-OnTimer543000:
- mapannounce "job3_war02","There's 1 min left to crystallize the stone....",bc_map;
- end;
-OnTimer573000:
- mapannounce "job3_war02","There's 30 seconds left to crystallize the stone....",bc_map;
- end;
-OnTimer583000:
- mapannounce "job3_war02","There's 20 seconds left to crystallize the stone....",bc_map;
- end;
-OnTimer593000:
- mapannounce "job3_war02","There's 10 seconds left to crystallize the stone....",bc_map;
- end;
-OnTimer603000:
- mapannounce "job3_war02","The Hollow Stone Crystalization has failed.",bc_map;
- donpcevent "Hollow Stone#Warlock::OnReset";
- end;
-OnTimer605000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer607000:
- donpcevent "Hollow Stone#Warlock::OnDisable";
- stopnpctimer;
- donpcevent "The chamber of magic#1::OnEnable";
- end;
-}
-
-- script Ebein#E1 -1,{
-OnInit:
- disablenpc "Ebein#E1";
- end;
-OnEnable:
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Ebein#E1";
- end;
-OnTimer2000:
- mapannounce "job3_war01","Congratulations! You've succeeded in creating a magic crystal.",bc_map;
- end;
-OnTimer3000:
- mapannounce "job3_war01","The Magic Chamber is starting to fill with magic power.",bc_map;
- end;
-OnTimer6000:
- donpcevent "Ebein#E1::OnDisable";
- stopnpctimer;
- donpcevent "The chamber of magic#1::OnEnable";
- end;
-}
-
-- script Ebein#E2 -1,{
-OnInit:
- disablenpc "Ebein#E2";
- end;
-OnEnable:
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Ebein#E2";
- end;
-OnTimer3000:
- mapannounce "job3_war02","Congratulations! You've succeeded in creating a magic crystal.",bc_map;
- end;
-OnTimer5000:
- mapannounce "job3_war02","The Magic Chamber is starting to fill with magic power.",bc_map;
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer6000:
- donpcevent "Ebein#E2::OnDisable";
- stopnpctimer;
- end;
-}
-
-job3_war01,1,2,0 script Button Girl#wl 1_F_01,{
- callfunc "F_GM_NPC";
- switch(select("Open Arena:Close Arena:Open the Chamber of Magic:Close the Chamber of Magic:Hollow Stone On:Hollow Stone Off:Cancel")) {
- case 1:
- mes "Opening the Arena.";
- donpcevent "The chamber of magic#1::OnEnable";
- close;
- case 2:
- mes "Closing the Arena.";
- donpcevent "The chamber of magic#1::OnDisable";
- close;
- case 3:
- mes "Opening the Chamber of Magic.";
- donpcevent "The chamber of magic#2::OnEnable";
- close;
- case 4:
- mes "Closing the Chamber of Magic.";
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnReset";
- donpcevent "The chamber of magic#4::OnDisable";
- close;
- case 5:
- mes "Enabing Hollow Stone.";
- donpcevent "Hollow Stone#Warlock::OnEnable";
- close;
- case 6:
- mes "Disabling Hollow Stone.";
- donpcevent "Hollow Stone#Warlock::OnReset";
- donpcevent "Hollow Stone#Warlock::OnDisable";
- close;
- case 7:
- close;
- }
-}
-
-spl_fild02,0,0,0,0 monster Bradium Golem 2049,20,5000,0,0
-spl_fild02,0,0,0,0 monster Naga 2047,20,5000,0,0
diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt
deleted file mode 100644
index 809d5ff65..000000000
--- a/npc/re/jobs/3-2/genetic.txt
+++ /dev/null
@@ -1,1039 +0,0 @@
-//===== Hercules Script ======================================
-//= Genetic Job Quest
-//===== By: ==================================================
-//= Muad_Dib, Aeomin
-//===== Current Version: =====================================
-//= 1.3a
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Alchemist / Creator -> Genetic.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Fixed Scatter Stuff NPCs [JayPee].
-//= 1.2 Updated dialogue. Credits to Muad_Dib. [Joseph]
-//= 1.3 Updated script, optimized. [Euphy]
-//= 1.3a Moved warps to separate file. [Euphy]
-//============================================================
-
-alde_alche,35,186,5 script Alchemist Union Member 1_M_SIGNALCHE,{
- mes "[Alchemist Union Member]";
- if (BaseLevel > 98 && JobLevel > 49){
- if (BaseJob == Job_Alchemist) {
- if (SkillPoint != 0) {
- mes "- You still have unused skill points. Come back when you have used all of them. -";
- close;
- }
- if (job_gen == 0) {
- mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
- next;
- mes "[Alchemist Union Member]";
- mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
- next;
- mes "[Alchemist Union Member]";
- mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
- next;
- mes "[Alchemist Union Member]";
- mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
- next;
- mes "[Alchemist Union Member]";
- mes "It looks like you are an expert in this field, how about meeting other geneticists?";
- next;
- mes "[Alchemist Union Member]";
- mes "Not long ago there was a Geneticist who announced a sensational new life studying research.";
- mes "You are very knowledgeable. Do you think you might understand her work?";
- next;
- mes "[Alchemist Union Member]";
- mes "Her study may help you gain the knowledge to help you make a Geneticist!";;
- next;
- mes "[Alchemist Union Member]";
- mes "How's that sound? Do you want to meet a Geneticist?";
- next;
- switch(select("Of course, I want to meet a Geneticist.:I don't want to meet a Geneticist.")) {
- case 1:
- mes "[Alchemist Union Member]";
- mes "Wise choice!";
- mes "The infamous Geneticist 'Devries'.";
- next;
- mes "[Alchemist Union Member]";
- mes "You can find her in the Alchemy Lab at the western part of Lighthalzen. There is also another Geneticist studying weaponry there, you might want to pay her a visit as well.";
- job_gen = 1;
- setquest 2215;
- close;
- case 2:
- mes "[Alchemist Union Member]";
- mes "Aren't you interested in the study of life?";
- close;
- }
- }
- mes "The infamous Geneticist is studying at the Alchemy Lab in the western part of Lighthalzen.";
- mes "If you are interested, go meet with her.";
- close;
- }
- }
- mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
- next;
- mes "[Alchemist Union Member]";
- mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
- next;
- mes "[Alchemist Union Member]";
- mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
- next;
- mes "[Alchemist Union Member]";
- mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgard.";
- close;
-}
-
-job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{
- if (SkillPoint != 0) {
- mes "- You still have some unused skill points. -";
- close;
- }
- if (job_gen == 1) {
- mes "[Devries]";
- mes "Oh! The bloodsucking plant sample C is withering again.";
- mes "Should I change the ingredient of the growth care?";
- mes "Hey please cheer up soon!";
- next;
- mes "[Devries]";
- mes "Oh? A stranger?";
- mes "Your look tells me that you are doing Alchemy as well right?";
- next;
- mes "[Devries]";
- mes "People say the number of alchemists is increasing nowadays though there aren't may who study this field properly!";
- next;
- mes "[Devries]";
- mes "They're all too worried about saying things like, ''Look at my bomb damage!'' or ''isn?t my homunculus prettier?''";
- next;
- mes "[Devries]";
- mes "The Alchemist Union was saying they'd support the researchers but actually what you get from the studying is just 'Spores Which Can Be Easily Raised'!";
- next;
- mes "[Devries]";
- mes "Thanks to that, there are spores everywhere in my lab! There are spores everywhere!";
- next;
- select("Why do you talk like that?");
- mes "[Devries]";
- mes "'Cause I'm from Rune-Midgart!";
- mes "Have you ever been to Rune-Midgart? Everyone in Rune-Midgart speaks like this.";
- next;
- switch(select("Impossible?!:I'm also from Rune-Midgart.")) {
- case 1:
- mes "[Devries]";
- mes "Impossible?";
- mes "Do you come from a Rune-Midgart village?";
- mes "My village is very big, everyone there speaks like this.";
- break;
- case 2:
- emotion e_lv;
- mes "[Devries]";
- mes "Really! That's why I felt some kind of familiar atmosphere around you.";
- mes "Meeting a hometown person in Schwaltzvalt, it's my pleasure to meet you!";
- break;
- }
- next;
- mes "- Thump!! -";
- next;
- emotion e_ag;
- mes "[Devries]";
- mes "Ughhhhh! That woman started again!";
- next;
- select("What's that sound?");
- mes "[Devries]";
- mes "That's the sound of an experiment being carried out by my roommate, Demi Calberine..";
- mes "Demi's a fire shell technician so she's always noisy like that.";
- next;
- emotion e_sob;
- mes "[Devries]";
- mes "Look at that!";
- mes "My spores and plants are all freaked out!";
- mes "I can't do my work with those noisy sounds. It gives me so much stress!!";
- next;
- mes "- Munch Crunch -";
- next;
- mes "[Devries]";
- mes "When I don't feel good, I savor Mr. Orlean's handmade cookies little by little.";
- next;
- mes "[Devries]";
- mes "It's a high-quality cookie that I got from Prontera. When I get one bite, it seems like I'm floating to Asgard.";
- mes "The softness of the sweet cookie drowns out the clashing sounds from Demi Calberine.";
- next;
- mes "[Devries]";
- mes "Wanna try one?";
- mes "Ah, I've eaten all of it.";
- next;
- mes "[Devries]";
- mes "But it's okay! On the 2nd floor of my room, there are boxes of those!";
- mes "I couldn't stop buying it all in bulk. Ho ho ho.";
- next;
- mes "- Zooooooooooooooooing -";
- specialeffect EF_ENDURE;
- next;
- specialeffect EF_REPAIRWEAPON,AREA,"#from1to2gen";
- mes "- (Screeching Sounds)!!! -";
- mes "- (Screeching)!!! -";
- next;
- specialeffect EF_CRASHEARTH,AREA,"#from1to2gen";
- mes "- Bump! Bump! Bump! -";
- next;
- mes "[Devries]";
- mes "..................";
- next;
- mes "[Devries]";
- mes "Yoooooooooooow";
- mes "Yipeeeeeeeeee!!!";
- next;
- mes "[Devries]";
- mes "Demiiiiiiiiiiiiiiiiiiiiiiii!!!";
- mes "Demiiiiiiiiiiiiiiiiiiiii!!!";
- next;
- mes "- For now it seems that I -";
- mes "- need to calm down Devries. -";
- job_gen = 2;
- close;
- } else if (job_gen == 2) {
- mes "[Devries]";
- mes "Yipeeeeeeeeee!!!";
- mes "Demiiiiii!!!";
- mes "Demiiiiiiiii!!!";
- next;
- mes "- Hmm. -";
- mes "- What'll make her calm? -";
- close;
- } else if (job_gen == 3) {
- mes "[Devries]";
- mes "Yipeeeeeeeeee!!!";
- mes "Demiiiiii!!!";
- mes "Demiiiiiiiii!!!";
- next;
- select("Hand Devries a cookie.");
- mes "- Devries quickly snatches -";
- mes "- away the cookie and stuffs -";
- mes "- it all in her mouth. -";
- next;
- mes "- Crunch Crunch Crunch -";
- mes "- Crunch Crunch Crunch -";
- mes "- Crunch Crunch Crunch -";
- next;
- mes "[Devries]";
- mes "Ah, The sweet buttery taste remains at the end of my tongue.";
- mes "This really gives me peace of mind.";
- next;
- emotion e_pif;
- mes "[Devries]";
- mes "Demi is studying hard today as well";
- mes "Huhuhu. She's really a hard worker.";
- next;
- mes "- That cookie changed her mood quick. -";
- emotion e_no1,1;
- next;
- mes "[Devries]";
- mes "You came here with a love for Alchemy?";
- next;
- mes "[Devries]";
- mes "Oh wait, We haven't introduced ourselves yet.";
- mes "My name is Devries.";
- mes "I'm very interested in making living things that show new and peculiar growth.";
- next;
- mes "[Devries]";
- mes "What's your name, young alchemist?";
- next;
- select("I'm "+strcharinfo(0)+".");
- mes "[Devries]";
- mes "Oh, "+strcharinfo(0)+"!";
- mes "That's a very unusual name. Pleased to meet you.";
- next;
- mes "[Devries]";
- mes "But I can't memorize the name well.";
- mes "So I'll just call you <Popo>. Would that be ok?";
- next;
- select("I uhh...");
- mes "[Devries]";
- mes "Great...";
- mes "Popo, have you heard of my research?";
- mes "You came here because of that, am I right?";
- next;
- switch(select("No.:Yes.")) {
- case 1:
- mes "[Devries]";
- mes "Well, it's all over your face.";
- mes "You don't have to be shy.";
- break;
- case 2:
- mes "[Devries]";
- mes "That's right huh?";
- mes "Well, as I expected, there really is something that makes homeland people get each other";
- break;
- }
- next;
- mes "[Devries]";
- mes "When you saw me in that feverish state, you remembered what I said before and that calmed me down.";
- next;
- mes "[Devries]";
- mes "I like the way you manage yourself and take care to remember small details.";
- mes "You have the talent to become a Geneticist.";
- next;
- mes "[Devries]";
- mes "^FF0000If you become a Geneticist, you can't take the Alchemist's or Biochemist study course that you haven't investigated before.^000000";
- mes "If that's all right for you, how about giving it a shot right now?.";
- next;
- switch(select("I'll try later.:I want to become a Geneticist!")) {
- case 1:
- mes "[Devries]";
- mes "Alright.";
- mes "Even though your knowledge is not that great as that of Geneticists, a fundamental knowledge is also important.";
- mes "Popo, come back to me once you've finished your studies.";
- job_gen = 4;
- close;
- case 2:
- mes "[Devries]";
- mes "Good!";
- mes "Let's do it!";
- job_gen = 5;
- close;
- }
- } else if (job_gen == 4) {
- mes "[Devries]";
- mes "Popo!";
- mes "Are you ready to give it a shot?";
- next;
- switch(select("No.:Yes!")) {
- case 1:
- mes "[Devries]";
- mes "You have to do your best! There is no easy way when looking for knowledge!";
- close;
- case 2:
- mes "[Devries]";
- mes "Very good!";
- mes "Let's do it!";
- job_gen = 5;
- close;
- }
- } else if (job_gen == 5) {
- mes "[Devries]";
- mes "What do you think of plants, Popo";
- mes "Do you like plants? What kind of plants are you interested in?";
- next;
- mes "- Boom, Boom, Boom -";
- next;
- emotion e_swt;
- mes "[Devries]";
- mes "Ah, please tell me Demi Calberine is not starting again?";
- mes "Please let my expectation be wrong ... Please... Demi, please...";
- next;
- mes "[Devries]";
- mes "Where did I stop talking";
- mes "Oh, right. Plants are very important in Alchemy.";
- next;
- mes "[Devries]";
- mes "Alchemy can make Flora's and Geographers grow immensely fast, so they can help in battle, like those Alchemists...";
- next;
- mes "- Boom!! Boom!! Boom!! Boom!! -";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes ".......................";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "Techniques, plants are relatively easy to...";
- next;
- mes "- Boom!!!!!! -";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "Crossbreed...";
- next;
- mes "- Pop!!!!!! -";
- mes "- Keeeeeeeeeeeeeh!!!! -";
- mes "- Boooooooooooooom!!!! -";
- mes "- Boom!! Boom!! Boom!! -";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes ".......................";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "Popo.";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "I'll give you the test to become a Geneticist.";
- next;
- mes "[Devries]";
- mes "The subject is <The Perfect Soundproof System>!";
- mes "Please think of a way to save me from Demi Calberine's noise, using plants and experimental equipment that are here on the 1st floor of the lab.";
- next;
- mes "[Devries]";
- mes "Well, you better get started!";
- job_gen = 6;
- close;
- } else if (job_gen == 6) {
- mes "[Devries]";
- mes "The subject is <The Perfect Soundproof System>!";
- mes "Please think of a way to save me from Demi Calbereine's noise, using plants and experimental equipment that are here on the 1st floor of the lab.";
- next;
- mes "[Devries]";
- mes "There are some guides in the cabinet that you may use.";
- mes "Well, you better get started!";
- close;
- } else if (job_gen > 6 && job_gen < 60) {
- mes "[Devries]";
- mes "Is there a problem?";
- next;
- switch(select("Nothing.:The experiment failed.")) {
- case 1:
- mes "[Devries]";
- mes "Better get started, or I'll start to scream!!!";
- close;
- case 2:
- mes "[Devries]";
- mes "You can start from the beginning then?";
- mes "Why are you asking me such things?";
- job_gen = 7;
- if (questprogress(2209) == 1) erasequest 2209;
- if (questprogress(2210) == 1) erasequest 2210;
- if (questprogress(2211) == 1) erasequest 2211;
- if (questprogress(2212) == 1) erasequest 2212;
- if (questprogress(2213) == 1) erasequest 2213;
- if (questprogress(2214) == 1) erasequest 2214;
- close;
- }
- } else if (job_gen == 60 || job_gen == 61) {
- mes "- Zing Zing Zigi Zigi -";
- next;
- mes "- Zing Zing Zigi Zigi -";
- next;
- mes "[Devries]";
- mes "What the hell is Demi Calberine doing?";
- mes "That's really a noisy one.";
- next;
- mes "[Devries]";
- mes "Your study is done, Popo?";
- mes "Give me those seeds.";
- next;
- if (countitem(6273) == 0 && countitem(6272) == 0) {
- mes "[Devries]";
- mes "What happened?";
- mes "How could you say the study is completed without any result?";
- mes "Start again.";
- job_gen = 7;
- } else {
- mes "[Devries]";
- mes "Well, I'll take a look at the seeds Popo made.";
- mes "What's the result?";
- next;
- mes "[Devries]";
- mes "When you put a seed in a Super Cultivator, and adjust the temperature...";
- next;
- mes "[Devries]";
- mes "Damn!";
- next;
- if (job_gen == 60) {
- specialeffect EF_FLASHER,AREA,"Super Cultivator#gen";
- specialeffect EF_PHARMACY_OK,AREA,"Super Cultivator#gen";
- mes "[Devries]";
- mes "Popo, look at that!";
- mes "That's really a mysterious plant!";
- next;
- mes "[Devries]";
- mes "The inside of the Cultivator is now full of thorny stems!";
- mes "It's as if the stems are making a wall and growing very sturdily and those are getting tangled!";
- next;
- mes "[Devries]";
- mes "This is it, Popo!";
- mes "This plant's properties can be used for many applications!";
- next;
- mes "[Devries]";
- mes "This is really great, Popo.";
- mes "I knew that you were knowledgeable but your ability is more than that!";
- next;
- mes "[Devries]";
- mes "I will tell the outcome to the Alchemist Union.";
- mes "I will send a recommendation letter saying that your ability is really great and that you could be a brilliant member.";
- next;
- mes "[Devries]";
- mes "Getting an answer from the Union will take some time, so could you wait a moment?";
- mes "Why don't you go up to Demi Calberine?";
- next;
- mes "[Devries]";
- mes "She is a fellow Geneticist, specializing in mini cannons.";
- mes "Go take a look at her experiment results.";
- mes "Could you give this message to her? Tell her to conduct her experiments quietly.";
- delitem 6273,1; //Altered_Seed
- job_gen = 62;
- changequest 2215,2216;
- } else {
- specialeffect EF_SPELLBREAKER,AREA,"Super Cultivator#gen";
- specialeffect EF_PHARMACY_FAIL,AREA,"Super Cultivator#gen";
- mes "[Devries]";
- mes "Uh oh! You failed, Popo.";
- mes "It didn't grow at all, it's withered already.";
- mes "Go and start over!";
- delitem 6272,1; //Experiment_Seed
- job_gen = 7;
- }
- }
- if (questprogress(2209) == 1) erasequest 2209;
- if (questprogress(2210) == 1) erasequest 2210;
- if (questprogress(2211) == 1) erasequest 2211;
- if (questprogress(2212) == 1) erasequest 2212;
- if (questprogress(2213) == 1) erasequest 2213;
- if (questprogress(2214) == 1) erasequest 2214;
- close;
- } else if (job_gen > 61 && job_gen < 76) {
- if (questprogress(2223,HUNTING) == 2) {
- mes "[Devries]";
- mes "Oh, wait a second.";
- mes "It seems that the mail's has arrived.";
- job_gen = 76;
- completequest 2223;
- close;
- }
- mes "[Devries]";
- mes "You can take a look at the Demi Calberine's work place while we get an answer from the Union.";
- close;
- } else if (job_gen == 76) {
- mes "[Devries]";
- mes "Popo!";
- mes "I've got good news for you!";
- next;
- if (checkweight(1201,2) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Devries]";
- if (BaseJob != Job_Alchemist || BaseLevel < 99 || JobLevel < 50) {
- mes "Oh, it looks like you're not ready to hear it.";
- close;
- }
- if (checkcart()){
- mes "First take off that heavy and dirty cart, that doesn't suit you on this happy moment.";
- close;
- }
- if (SkillPoint != 0) {
- mes "But you look like you have a lingering desire for previous studies.";
- close;
- }
- mes "A letter has arrived from the Alchemist Union.";
- mes "I'll read it to you, Popo!";
- next;
- mes "<Dearest Miss Devries,>";
- mes "<We are very aware of the brilliant activities you've shown lately.>";
- next;
- mes "<Miss. Devries>";
- mes "This guy is also from my hometown.";
- next;
- mes "<I heard very good news that your research results are taking the step of commercial use.>";
- mes "<I'm sure it will be a great inspiration for other Alchemists.>";
- next;
- mes "<Come to think of it, you've attached a paper?>";
- mes "<It was a new plant which makes plants grow super-fast, discovered by an Alchemist named, "+strcharinfo(0)+">";
- next;
- mes "<Myself and many other Alchemists from the Alchemist union are taking great interest in this.>";
- next;
- mes "<We are looking forward to more volumes of study papers and outcomes, especially from other Geneticists who?ve heard this news.>";
- next;
- mes "<Miss. Devries>";
- mes "<I think that "+strcharinfo(0)+" has enough ability and talent to be a Geneticist.>";
- next;
- mes "<Please tell "+strcharinfo(0)+" as soon as possible that we are expecting remarkable activities as a Geneticist from now on.>";
- next;
- mes "<The Alchemist Union is very proud of Miss Devries, Miss Demi Calberine and "+strcharinfo(0)+" who are excellent talented people.>";
- mes "<We hope that you yield good fruits in the future as well.>";
- next;
- mes "[Devries]";
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- mes "Congratulations, Popo!";
- mes "You are a Geneticist from now on!!";
- jobchange roclass(eaclass()|EAJL_THIRD);
- job_gen = 77;
- getitem 5752,1; //Midas_Whisper
- getitem 2795,1; //Green_Apple_Ring
- next;
- mes "[Devries]";
- mes "Just like the word from the Union, I'm also looking forward to your awesome activities.";
- mes "Let's try hard together! To become the best Geneticist!";
- close;
- } else if (job_gen == 77) {
- mes "[Devries]";
- mes "Popo, do you want to join my Love Orleans club? It's a club for those that love cookies. Of course, we don't think of doing weird things with Charles Orleans.";
- close;
- }
- mes "[Devries]";
- mes "Am I that pretty to you? Why are you staring at me like that?";
- close;
-}
-
-job3_gen01,83,72,3 script Delivery Box#generic HIDDEN_NPC,{
- mes "- There's a big box. -";
- if (job_gen == 2) {
- next;
- switch(select("Open the box.:Check the address.:Do nothing.")) {
- case 1:
- mes "- There are several cookie bags which are packed carefully in the box. -";
- next;
- switch(select("Take out a cookie bag.:Do nothing.")) {
- case 1:
- mes "- You've taken out a cookie bag out of the box. -";
- job_gen = 3;
- close;
- case 2:
- mes "You do nothing.";
- close;
- }
- case 2:
- mes "[From: Rune-Midgarts Kingdom, Prontera, Charles Orleans]";
- mes "[Recipient: Schwaltzvalt Republic, Lighthalzen, Devries]";
- close;
- case 3:
- mes "You do nothing.";
- close;
- }
- }
- close;
-}
-
-job3_gen01,12,56,3 script Plant Guide#generic HIDDEN_NPC,{
- mes "<The Easiest Alchemy in the World>";
- mes "Written by Bob Ross.";
- next;
- switch(select("Animals:Plants:Minerals:Etc")) {
- case 1:
- mes "...Using animals in Alchemy can easily be practiced by anyone.";
- mes "You can put the animals that you want to use on the white tray, imagine the goal you want to make and then practice the alchemy.";
- mes "It's very easy.";
- next;
- mes "...The animals that are used in Alchemy might in the danger of getting extinct because of being captured by thoughtless alchemists.";
- mes "So I won't mention them.";
- close;
- case 2:
- mes "...The guide of Alchemy using plants is easy to follow, even for a little kid.";
- mes "You can put the plants on the table, and break or cut them, connect them using a simple tool, then do alchemy.";
- mes "That's really an extraordinary method.";
- next;
- mes "...The plants usually used for Alchemy are Bigibigi Grass and Muka Trees that have sharp thorns but are delicate inside and Bogi Creeper whose growth speed is really fast but parasitic on living things.";
- if (job_gen == 6)
- job_gen = 7;
- close;
- case 3:
- mes "...Using minerals in Alchemy is a way that beginners find pretty easy.";
- mes "You can put the minerals you want to in the beautifully crafted box, and sing any song that you can think of twice and then practice the alchemy.";
- mes "That's really an easy way.";
- next;
- mes "...A mineral that's usually used for Alchemy is 'Phracon' which doesn't cost a lot.";
- close;
- case 4:
- mes "...Alchemy is the easiest thing in the world.";
- mes "This writer shows a cobalt blue Alchemy demonstration in front of students every week, and always get a big applaud from them.";
- mes "I'm sure that you would be into the Alchemy world at the moment you read this book.";
- close;
- }
-}
-
-// QuestID,PlantName,Description{,Part?}
-function script Genetic_Job_Plant {
- if (job_gen == 7) {
- if (!questprogress(getarg(0))) {
- mes "- "+getarg(2)+" -";
- next;
- switch(select("Use it as a material.:Do not use.")) {
- case 1:
- if (getarg(3, 0)) .@str$ = "some of the ";
- mes "- You've acquired "+.@str$+getarg(1)+". -";
- setquest getarg(0);
- close;
- case 2:
- mes "- This plant doesn't look suitable as an experiment sample. -";
- close;
- }
- }
- mes "- You've already acquired "+getarg(1)+". -";
- close;
- } else if (job_gen == 6) {
- mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
- close;
- }
- mes "- "+getarg(2)+" -";
- close;
-}
-
-job3_gen01,36,55,3 script Bigibigi Grass#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2209,"Bigibigi Grass","The size is quite big to be normal grass so it's called Bigibigi Grass.";
- end;
-}
-job3_gen01,36,45,3 script Muka Tree#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2210,"Muka Tree","This is the Muka Tree which protects its delicate inside with sharp thorns.",1;
- end;
-}
-job3_gen01,42,55,3 script Bogi Vine#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2211,"Bogi Vine","This is a Bogi Vine which has a very fast growth speed.",1;
- end;
-}
-job3_gen01,30,58,3 script Aolatura#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2212,"Aolatura","This is known to blossom then thousand flowers as it only blooms once per lifetime.";
- end;
-}
-job3_gen01,30,63,3 script Congra#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2213,"Congra","It's a plant that has a big and solid stem with enormous leaves.";
- end;
-}
-job3_gen01,32,38,3 script Sticky Grass#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2214,"Sticky Grass","I may not know the name but it's sticky and can stick to just about anything.";
- end;
-}
-
-job3_gen01,7,50,3 script Testing Table#gen CLEAR_NPC,{
- if (job_gen == 7) {
- mes "- This is a testing table with a lot of equipment. I think I can study the combinations here with plants. -";
- next;
- if(select("Conduct an experiment.:Do not conduct an experiment.") == 2) {
- mes "- It's not the time to start an experiment. -";
- close;
- }
- if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211) && !questprogress(2212)
- && !questprogress(2213) && !questprogress(2213) && !questprogress(2214)) {
- mes "["+strcharinfo(0)+"]";
- mes "Hmm, I need to gather plant materials first.";
- close;
- }
- mes "What shall I do with these plant materials?";
- next;
- select("Break.:Smash into little pieces.:Crush.");
- while (1) {
- mes "What shall I do now?";
- next;
- if (rand(2))
- select("Burn into Ashes.:Dip into distilled water.:Steam.");
- else
- select("Put it into a Testing Flask and Shake.:Freeze.:Heat.");
- if (!rand(7)) break;
- }
- mes "What shall I do now?";
- next;
- select("Inject it into a testing seed.");
- mes "What kind of seed should I pick?";
- next;
- select("Testing Seed - Type A:Testing Seed - Type B:Testing Seed - Type C:Testing Seed - Type D");
- mes "I've put the prepared materials into the chosen testing seed.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Good. Now I can let Miss Devries take a look at this seed!";
- if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211)) {
- job_gen = 61;
- getitem 6272,1; //Experiment_Seed
- close;
- }
- if (questprogress(2209) == 1) job_gen += 10;
- if (questprogress(2210) == 1) job_gen += 10;
- if (questprogress(2211) == 1) job_gen += 10;
- .@score = job_gen + JobLevel - 20;
- if (rand(1,100) < .@score) {
- job_gen = 60;
- getitem 6273,1; //Altered_Seed
- close;
- } else {
- job_gen = 61;
- getitem 6272,1; //Experiment_Seed
- close;
- }
- } else if (job_gen > 7 && job_gen < 60) {
- mes "- It looks like the experiment has failed. I better start over. -";
- job_gen = 7;
- if (countitem(6273)) delitem 6273,1; //Altered_Seed
- if (countitem(6272)) delitem 6272,1; //Experiment_Seed
- if (questprogress(2209) == 1) erasequest 2209;
- if (questprogress(2210) == 1) erasequest 2210;
- if (questprogress(2211) == 1) erasequest 2211;
- if (questprogress(2212) == 1) erasequest 2212;
- if (questprogress(2213) == 1) erasequest 2213;
- if (questprogress(2214) == 1) erasequest 2214;
- close;
- } else if (job_gen == 60 || job_gen == 61) {
- mes " - It looks like I need to let Miss Devries take a look at this seed! -";
- end;
- }
- mes "- This is a testing table with a lot of equipment. I think I can study the combinations here with plants. -";
- close;
-}
-
-job3_gen01,21,67,3 script Super Cultivator#gen CLEAR_NPC,{
- end;
-}
-
-job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{
- mes "[Demi Calberine]";
- if (job_gen < 62) {
- mes "Hmm~ Where'd that bolt go?";
- close;
- } else if (job_gen == 62) {
- mes "Oh that blue cart~";
- mes "Load picture-like cannon~";
- mes "With my lovely darling~";
- mes "Wanna shoot cannon foereva~~";
- next;
- mes "[Demi Calberine]";
- mes "Er~ Where's the bolt?";
- mes "Why aren't their enough screws? Didn't I order new ones just recently?";
- next;
- select("Hello~?");
- mes "[Demi Calberine]";
- mes "Oh, my~?";
- mes "When did you... Who are you?";
- next;
- mes "[Demi Calberine]";
- mes "Oh, my god!";
- mes "Hey! Please help me!";
- next;
- mes "[Demi Calberine]";
- mes "I need to complete and ordered mini cannon today, but I can't find the parts!";
- next;
- mes "[Demi Calberine]";
- mes "Ugh~ I think they dropped around here somewhere.";
- mes "I only need 10! I need to put the other parts together first... Please could you help me?!";
- changequest 2216,2217;
- job_gen = 63;
- close;
- } else if (job_gen > 62 && job_gen < 74) {
- mes "Ah, oh no, oh no~~~";
- mes "Did you find the parts? No, not yet? You promised, please hurry up!";
- close;
- } else if (job_gen == 74) {
- mes "With this cart, the firepower won't do well, then let's put it in this way...";
- next;
- select("I've got the parts.");
- mes "[Demi Calberine]";
- mes "Oh, gosh!";
- mes "You scared me to death!!";
- mes "Oh, are these my lost screws and bolts?";
- mes "Where did you find these?";
- next;
- select("You asked me to find them!");
- mes "[Demi Calberine]";
- mes "Oh?, really?";
- mes "Did I? Hohohohoho.";
- mes "I don't even know where my mind is.";
- next;
- mes "[Demi Calberine]";
- mes "Please wait a moment.";
- mes "I will be done quickly with these.";
- next;
- mes "- Snap Snap Snap -";
- next;
- mes "[Demi Calberine]";
- mes "Okay, I've connected the cannon to the cart... Now shall we test the performance?";
- next;
- mes "- Sizlle... -";
- next;
- mes "- Pop! Pop! Pop! Pop! -";
- next;
- mes "[Demi Calberine]";
- mes "Great! Success!";
- mes "Whew. You've been a lot of help to me.";
- mes "Thank you very much.";
- next;
- mes "[Demi Calberine]";
- mes "Oh, by the way what made you come here?";
- mes "Did you come here to order something";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm a Geneticist applicant.";
- mes "I heard that you were very knowledgeable about portable mini cannons and stuff.";
- next;
- mes "[Demi Calberine]";
- mes "Yep, I deal with many kinds of cannons.";
- mes "Nowadays, there are those who want to remodel their carts, so I've been installing several additional functions such as mini cannons to their carts.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Cart remodeling?";
- next;
- mes "[Demi Calberine]";
- mes "Yes, didn't you want to race out when you went downhill?";
- mes "Or haven't you ever thought that it was so boring dragging around that plain old cart?";
- next;
- mes "[Demi Calberine]";
- mes "Carts are no longer just a wagon for storage.";
- mes "You could hang a cannon on a cart to make it help you boost your attack power.";
- next;
- mes "[Demi Calberine]";
- mes "Miss Devries seems to be studying childish experiments downstairs.";
- mes "I don't understand why those research papers get so popular.";
- emotion e_pif;
- next;
- mes "[Demi Calberine]";
- mes "See this mini-mini cannon.";
- mes "This is the smallest and the lightest cannon in the world.";
- mes "This is what I made but isn?t this so cute? Yipee~";
- emotion e_awsm;
- next;
- select("Can I get my cart remodeled?");
- mes "[Demi Calberine]";
- mes "Unfortunately, the cart remodeling is only allowed for Geneticists.";
- mes "It's a rule from the Alchemist Union, so I can't help it.";
- next;
- mes "[Demi Calberine]";
- mes "But don't get disappointed.";
- mes "You can be a Geneticist too!";
- mes "Hohoho.";
- next;
- mes "[Demi Calberine]";
- mes "And what's more, you can?t so the cart remodeling to just any cart.";
- mes "It can only be done on quality certified carts that've been polished for a long time.";
- next;
- mes "[Demi Calberine]";
- mes "You should practice your cart skills whenever you have time until you become a Geneticist.";
- mes "Till your muscles are dealing with your cart in powerful harmony and your cart moves beautifully,";
- next;
- mes "[Demi Calberine]";
- mes "If you want, ^FF0000I'll show you a good training spot.^000000";
- mes "^FF0000Devries won't like it much^000000, but it's the best place. Haha.";
- next;
- mes "[Demi Calberine]";
- mes "How about you swing your cart around as practice?";
- mes "When you swing your cart at least ^FF0000100^000000 times, you can get rid of stress and the cart will be polished up enough.";
- next;
- mes "[Demi Calberine]";
- mes "Well, I need to get to work for the next order.";
- mes "Come and find me whenever you need training.";
- mes "I'll help you out whenever you need your cart remodeled.";
- next;
- mes "- Rattle -";
- next;
- mes "- What's this? I feel like the floor is missing somewhere. -";
- job_gen = 75;
- changequest 2217,2223;
- close2;
- warp "job3_gen01",23,32;
- end;
- } else if (job_gen == 75) {
- if (questprogress(2223,HUNTING) == 2) {
- mes "It seem Miss Devries found out that I put you in her spore pen.";
- mes "It's funny when you look at her face. After you've killed all those spores.";
- close;
- }
- mes "Sigh, haven't you finished practicing?";
- mes "Do you want to enter the spore pen?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Demi Calberine]";
- mes "Have fun swinging your cart around~";
- close2;
- warp "job3_gen01",23,32;
- end;
- case 2:
- mes "[Demi Calberine]";
- mes "What a shame! I wanted to see Miss Devries's angry face.";
- close;
- }
- } else if (job_gen > 75) {
- mes "It seem Miss Devries found out that I put you in her spore pen.";
- mes "It's funny when you look at her face. After you've killed all those spores.";
- close;
- }
-}
-
-- script Scattered Stuff#gen -1,{
- if (job_gen > 62 && job_gen < 74) {
- mes "- There are so many scattered things on the floor that the lab is in chaos. -";
- next;
- mes "- You found a little metal fragment. -";
- job_gen = job_gen+1;
- specialeffect EF_BASH;
- disablenpc strnpcinfo(0);
- initnpctimer;
- close;
- } else if (job_gen == 74) {
- mes "- I think I've gathered all of the parts. -";
- close;
- }
- end;
-OnTimer7000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-job3_gen01,84,45,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen1 HIDDEN_NPC
-job3_gen01,77,41,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen2 HIDDEN_NPC
-job3_gen01,78,57,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen3 HIDDEN_NPC
-job3_gen01,89,59,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen4 HIDDEN_NPC
-job3_gen01,90,51,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen5 HIDDEN_NPC
-job3_gen01,83,27,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen6 HIDDEN_NPC
-job3_gen01,74,45,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen7 HIDDEN_NPC
-
-job3_gen01,18,39,3 script Warning#gen 2_BULLETIN_BOARD,{
- mes "= Warning =";
- mes "If you bully my spores, I'll scream!!!";
- if (job_gen < 75) close;
- next;
- switch(select("Get out of the pen.:Stay still.")) {
- case 1:
- mes "- I'd better get out before I get caught by Miss Devries. -";
- close2;
- warp "job3_gen01",21,38;
- end;
- case 2:
- mes "- I decide to stay still. -";
- close;
- }
-}
-
-job3_gen01,80,12,1 script Stacked Magazines#gen HIDDEN_NPC,{
- mes "- 'Monthly Bang!' magazines are piled up in disorder. -";
- close;
-}
-
-job3_gen01,83,20,1 script Bed#gen HIDDEN_NPC,{
- mes "- A checker patterned blanket set which looks like it was picked carefully is too good for this dirty bed. -";
- close;
-}
-
-job3_gen01,85,25,1 script Opened Book#gen HIDDEN_NPC,{
- mes "< Do you want to have my pretty room? Do you have enough zeny? Is there enough room? Run to the Lighthalzen Department Store right away and get the most high-end wall papers and interior accessories! >";
- next;
- mes "< Luxurious candles that'll lighten up your room, a huge golden mirror that every lady owns, you cannot miss any of them! >";
- close;
-}
-
-job3_gen01,81,81,0 script #dbroom HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- mes "- It's a room that looks like a storehouse, thanks to so many parcels piled up in the room. -";
- close;
-}
-
-job3_gen01,24,32,0 script The gaze of Devries HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (questprogress(2223,HUNTING) == 2) {
- mapannounce "job3_gen01","Devries: Whoa? Was there a lost kitty in the spore pen?",bc_map,"0x99CC00"; //FW_NORMAL 12 0 0
- emotion e_omg,1;
- warp "job3_gen01",21,38;
- }
- end;
-}
-
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
diff --git a/npc/re/jobs/3-2/minstrel.txt b/npc/re/jobs/3-2/minstrel.txt
deleted file mode 100644
index fee20e8d3..000000000
--- a/npc/re/jobs/3-2/minstrel.txt
+++ /dev/null
@@ -1,1918 +0,0 @@
-//===== Hercules Script ======================================
-//= Minstrel Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Bard / Clown -> Minstrel.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Fix the checking of requirements before job change to Minstel [JayPee]
-//= 1.2 Optimized. [Euphy]
-//= 1.3 Updated script. [Euphy]
-//============================================================
-
-alberta,196,133,4 script Bard#job_min 4_M_BARD,{
- if (job_min == 0) {
- if (BaseJob == Job_Bard && BaseLevel > 98 && JobLevel > 49) {
- mes "[Bard]";
- mes "The voice of heaven revolves around in my ears";
- mes "like a wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear a voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "made them feel as if they were in a land of dreams.";
- next;
- mes "[Girl]";
- mes "Ahhh!! Awesome!!";
- next;
- mes "[Boy]";
- mes "Encore!! Encore!!!";
- next;
- mes "[Old Man passing by]";
- mes "Eeeee~ that's not real song...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Clap.";
- mes "I can feel the rhythm.";
- mes "Can I hear one more song?";
- next;
- mes "[Bard]";
- mes "Hum?";
- mes "Judging by your outfit I think you are good at singing, why don't you sing us a song?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "??!!";
- next;
- mes "[Bard]";
- mes "Hahaha!";
- mes "Just kidding.";
- mes "Were you serious? Haha.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- next;
- mes "[Karian]";
- mes "Sorry~";
- mes "Don't be upset...";
- mes "My name is Karian, I'm just going around.";
- next;
- mes "[Karian]";
- mes "Do you want to go somewhere?";
- mes "Alberta is perfect for traveling.";
- next;
- mes "[Karian]";
- mes "But when you go to sea, you have to be careful.";
- mes "If you run into a Siren, then it's only a matter of time before she kills you.";
- next;
- mes "[Karian]";
- mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm "+strcharinfo(0)+".";
- mes "Are you here in Alberta to travel?";
- next;
- mes "[Karian]";
- mes "Um... I'm not trying to leave...";
- mes "...";
- next;
- mes "[Karian]";
- mes "Yes!";
- mes "I'm looking for '^f57d7dMaestro Song^000000'.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^f57d7d'Maestro Song'^000000, you mean the poet of legend?";
- next;
- mes "[Karian]";
- mes "That's right.";
- mes "According to a rumor that I heard, he is a rich noble.";
- mes "But other than that fact, I can't get any more information.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why can't you get any more information?";
- next;
- mes "[Karian]";
- mes "Well?";
- mes "That's why I tried to go Prontera...";
- mes "Umm...";
- next;
- mes "[Karian]";
- mes "If you are interested, why don't help me find out where ^f57d7d'Maestro Song'^000000 is?";
- next;
- if(select("Ok.:No.") == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "I'm not interested.";
- next;
- mes "[Karian]";
- mes "Are you? It can't be helped.";
- mes "See you later~";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Ok, I will.";
- job_min = 1;
- setquest 11135;
- next;
- mes "[Karian]";
- mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
- next;
- mes "[Karian]";
- mes "Then "+strcharinfo(0)+".";
- mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- }
- mes "[Bard]";
- mes "You have to be careful when you are going to sea.";
- mes "If a Siren fascinates you, then it's only a matter of time before she kills you.";
- next;
- mes "[Bard]";
- mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
- close;
- } else if (job_min == 1) {
- mes "[Karian]";
- mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
- next;
- mes "[Karian]";
- mes "Then "+strcharinfo(0)+".";
- mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- } else if (job_min > 1 && job_min < 4) {
- mes "[Karian]";
- mes "Can you collect some ^f57d7d information on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- } else if (job_min == 4) {
- mes "[Karian]";
- mes strcharinfo(0)+"! Did you already go to Prontera?";
- mes "Did you get any useful information?";
- next;
- mes "[Karian]";
- mes "Hum~ did you?";
- mes "I think that's not enough to use...";
- next;
- mes "[Karian]";
- mes "Huhu~ But I got some useful information from some of the captains here in Alberta.";
- next;
- mes "[Karian]";
- mes "I heard that there is a ship which had a man who could be ^f57d7dMaestro Song^000000.";
- mes "A few years ago, it was a ship headed for ^f57d7dHugel^000000.";
- next;
- mes "[Karian]";
- mes "It doesn't exist any more, so I need to take an airship...";
- mes "It's my first time to take it.";
- next;
- mes "[Karian]";
- mes "Um..";
- mes "Anyway let's meet at the airship in Izlude.";
- job_min = 5;
- changequest 11138,11139;
- close;
- } else if (job_min == 100) {
- mes "[Karian]";
- mes "The voice of heaven revolves around my ears";
- mes "like a wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear a voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "make them feel as if they are in the land of dreams.";
- next;
- mes "[Karian]";
- mes "Ah!!! "+strcharinfo(0)+" Long time no see!";
- mes "What? What am I doing here?";
- next;
- mes "[Karian]";
- mes "Well?";
- mes "Let me leave here?";
- next;
- mes "[Minstrel Song]";
- mes "Whenever you want to see me, visit me.";
- mes "If you have time come by and have a chat with me.";
- next;
- switch(select("Accept.:Refuse.")) {
- case 1:
- mes "[Minstrel Song]";
- mes "Did you visit somewhere fun?";
- mes "I'm excited!";
- close2;
- warp "prt_in",101,174;
- end;
- case 2:
- mes "[Minstrel Song]";
- mes "Then pass by here next time.";
- close;
- }
- }
- mes "[Bard]";
- mes "The voice of heaven revolves around in my ears";
- mes "like wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear the voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "make them feel as if they are in the land of dreams.";
- close;
-}
-
-prontera,141,97,4 script Warmhearted woman 4_F_GODEMOM,{
- mes "[Warmhearted woman]";
- if (job_min == 1) {
- mes "Maestro Song?";
- mes "I haven't heard that name before.";
- next;
- mes "[Warmhearted woman]";
- mes "Is he a legendary poet?";
- mes "I don't know who he is, but I guess he is a grand man?";
- next;
- mes "[Warmhearted woman]";
- mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about a song.";
- mes "He will make a book of 100 hit songs~";
- next;
- mes "[Warmhearted woman]";
- mes "He must know something about making that book.";
- job_min = 2;
- changequest 11135,11136;
- close;
- } else if (job_min == 2) {
- mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about the song.";
- mes "They will make a book of 100 hit songs~";
- next;
- mes "[Warmhearted woman]";
- mes "He must know something about making that book.";
- close;
- }
- mes "I heard that a ^f57d7dman wearing glasses near the gate of the castle^000000 is making a 100 hit song book~";
- close;
-}
-
-prontera,140,331,6 script Glasses-wearing Man 4_M_ALCHE_D,{
- mes "[Glasses-wearing Man]";
- if (job_min == 2) {
- mes "You mean Maestro Song?";
- mes "I don't know details of his life but I heard that he wrote great songs.";
- next;
- mes "[Glasses-wearing Man]";
- mes "I don't get how a boy raised in a rich environment could write a song like this.";
- next;
- mes "[Glasses-wearing Man]";
- mes "He is still on a trip, but these days we haven't heard new songs from him.";
- next;
- mes "[Glasses-wearing Man]";
- mes "So we are worried.";
- next;
- mes "[Glasses-wearing Man]";
- mes "It would be better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
- job_min = 3;
- changequest 11136,11137;
- close;
- } else if (job_min == 3) {
- mes "It would better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
- close;
- }
- mes "100 hit songs!!";
- mes "Whoever want to be a Minstrel should know about this!";
- next;
- mes "[Glasses-wearing Man]";
- mes "Once this book is completed, I'll be rich!";
- mes "Haha!!";
- close;
-}
-
-prontera,146,218,4 script Woman#job_min 4_F_01,{
- if (job_min == 3) {
- mes "[Woman]";
- mes "Do you know who Maestro Song is?";
- mes "I think he must be my little boy.";
- next;
- mes "[Woman]";
- mes "A few years ago, he went off to sea but he never came back.";
- next;
- mes "[Woman]";
- mes "He liked to sing a lot but we didn't let him sing.";
- next;
- mes "[Woman]";
- mes "His father didn't like him singing much.";
- next;
- mes "[Woman]";
- mes "So he broke every instrument in the house...";
- mes "It was terrible.";
- mes "Where is my little boy... sniff.";
- next;
- mes "- I can't get anymore -";
- mes "- useful information. -";
- mes "- I'll go back to Alberta -";
- mes "- and talk to that Bard. -";
- job_min = 4;
- changequest 11137,11138;
- close;
- } else if (job_min == 4) {
- mes "- I can't get any more -";
- mes "- useful information. -";
- mes "- Go back to Alberta. -";
- mes "- and talk to that Bard. -";
- close;
- }
- mes "[Woman]";
- mes "Where is my little boy... sniff.";
- close;
-}
-
-airplane,222,67,6 script Karian#job_min1 4_M_BARD,{
- mes "[Karian]";
- mes "Yup!!!!!!!!!!!!!!!!!!";
- next;
- mes "[Karian]";
- mes "Please leave me alone.";
- mes "I feel nauseated.";
- next;
- mes "[Karian]";
- mes "Acchh...";
- if (job_min == 5) {
- job_min = 6;
- changequest 11139,11140;
- close2;
- warp "hu_in01",267,8;
- end;
- }
- close;
-}
-
-hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{
- mes "[Karian]";
- if (job_min == 6) {
- mes "Eeeeh it's so painful.";
- mes "I don't want to feel like this ever again.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you ok?";
- next;
- mes "[Karian]";
- mes "...";
- mes "No...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm feeling ok.";
- mes "So, I'm going to find out information in town, you can take a rest.";
- next;
- mes "[Karian]";
- mes "Sorry, blech! I still feel bad...";
- mes "You can get good information from the ^f57d7dPub^000000. Owww...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You don't have to tell me everything. I can take care of it.";
- next;
- mes "[Karian]";
- mes "...";
- job_min = 7;
- changequest 11140,11141;
- close;
- } else if (job_min == 7) {
- mes "Sorry... Owww!";
- mes "You can get good information from the ^f57d7dPub^000000. Owww...";
- close;
- } else if (job_min == 8) {
- mes "Wooo.";
- mes "Did you get anything?";
- next;
- mes "- Karian doesn't look -";
- mes "- like he's doing well. -";
- mes "- You can get information -";
- mes "- from a man in the Pub. -";
- close;
- } else if (job_min == 9) {
- mes "Owww...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "How do you feel?";
- next;
- mes "[Karian]";
- mes "Oww...";
- mes "I feel better.";
- next;
- mes "[Karian]";
- mes "Did you get anything?";
- mes "I'm sorry that I can't be more helpful to you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, it's ok.";
- mes "I met a man in the Pub, he said that he got a song from 'Maestro Song'.";
- next;
- mes "[Karian]";
- mes "Pub?";
- mes "You got a song?";
- mes ".....";
- mes "Bleech...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey! Are you sure that you are ok?";
- next;
- mes "[Karian]";
- mes "I don't become airsick,";
- mes "It's just bad memories.";
- mes "So did you hear something?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard a song named ^f57d7d'Metallic Sound'^000000.";
- next;
- mes "[Karian]";
- mes "What?!?!?!?!!!!!";
- mes "You heard that?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why? Do you know that song?";
- next;
- mes "[Karian]";
- mes "Ahh...";
- mes "Y-yes...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- next;
- mes "[Karian]";
- mes "I met him before.";
- mes "He has a great voice...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes.";
- mes "I blacked out as I heard that song.";
- next;
- mes "[Karian]";
- mes "He has the destructive power of voice.";
- mes "And he...";
- mes "What else?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah!!";
- mes "^f57d7d'Maestro Song'^000000 went to ^f57d7dThanatos Tower^000000.";
- mes "I don't know why he went there.";
- next;
- mes "[Karian]";
- mes "Did he? I must go there!";
- job_min = 10;
- changequest 11142,11143;
- close;
- } else if (job_min == 10) {
- mes "What are you doing? Let's go to Thanatos tower.";
- close;
- }
- mes "Of course it's easy to take an airship, but sometimes it can be good to walk.";
- next;
- mes "[Karian]";
- mes "It isn't about my sickness.";
- close;
-}
-
-hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{
- if (job_min == 7) {
- mes "[Tone-deaf person]";
- mes "Lala~ lala~";
- mes "Humming~?";
- next;
- mes "[Tone-deaf person]";
- mes "lalala~";
- mes "lullula~";
- next;
- mes "- It's very hard to hear. -";
- mes "- You start to have doubts -";
- mes "- that such sounds could -";
- mes "- be made from humans. -";
- next;
- if(select("You move to other side.:Keep listening.") == 1)
- close;
- mes "[Tone-deaf person]";
- mes "Turuturu~";
- mes "Dadada~";
- next;
- mes "[Tone-deaf person]";
- mes "Shubashuba~ shaaa~";
- mes "Blahblah~";
- mes "Lalala...";
- mes "......!!";
- next;
- mes "[Tone-deaf person]";
- mes "Hum!! Hey you, you were listening to my song.";
- mes "You look like a "+((Class == Job_Clown)?"Clown":"Bard")+", how about you sing for me as rewarding my song?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What?!";
- next;
- mes "[Tone-deaf person]";
- mes "Sing for me.";
- mes "Come on~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok...";
- mes "Hum hum...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You are standing in the middle of Asgard's field.";
- mes "You hand the fruit of heaven over to me~";
- mes "You are loved by every god~";
- next;
- mes "[Tone-deaf person]";
- mes "Hooo~ You sing well. I can feel better when I hear ^f57d7d'Idun's apple'^000000~";
- next;
- mes "[Tone-deaf person]";
- mes "As you can see!";
- mes "I'm a guy who can enjoy songs!";
- next;
- mes "[Tone-deaf person]";
- mes "I think it is nothing to be proud of. But I'm good at singing.";
- mes "When I was young, I tried to be a Bard but I had to succeed the family business.";
- next;
- mes "[Tone-deaf person]";
- mes "For a long time I lost my dream, I'm already old.";
- next;
- mes "[Tone-deaf person]";
- mes "I have family that needed my protection.";
- mes "But one day I believe that my dreams come true!";
- next;
- mes "[Tone-deaf person]";
- mes "In my spare time, I heard the stories of a tourist in the Pub.";
- mes "When I left there, I didn't want to become a laughing stock.";
- next;
- mes "[Tone-deaf person]";
- mes "And I can show my song to those who know the song.";
- next;
- mes "[Tone-deaf person]";
- mes "They are usually surprised when they hear the song.";
- mes "They are surprised by my skill.";
- mes "Huhu";
- next;
- mes "[Tone-deaf person]";
- mes "But ^f57d7d'Maestro Song'^000000 didn't get discouraged by my song.";
- mes "Of course he isn't good enough to me.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did you meet ^f57d7d'Maestro Song'^000000?";
- next;
- mes "[Tone-deaf person]";
- mes "Hmm? Have you met him?";
- mes "I did. A few years ago.";
- next;
- mes "[Tone-deaf person]";
- mes "When he heard my song, he said that he can't hear songs like this anywhere.";
- next;
- mes "[Tone-deaf person]";
- mes "I could have the opportunity to sing for him in Hugel.";
- mes "There is no one who has skill like that.";
- next;
- mes "[Tone-deaf person]";
- mes "Before he left, I got a song that reminds me of him.";
- next;
- mes "[Tone-deaf person]";
- mes "He said that he will go to Thanatos.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did you get a song?";
- next;
- mes "[Tone-deaf person]";
- mes "Yes!";
- mes "He conceded my ability!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Can I hear the song?";
- next;
- mes "[Tone-deaf person]";
- mes "Hum...";
- mes "Wait.";
- mes "I have to find a piece of paper.";
- mes "I put it in my vest.";
- next;
- mes "[Tone-deaf person]";
- mes "Rummaging rummaging.";
- mes "Browsing browsing .";
- job_min = 8;
- close;
- } else if (job_min == 8) {
- mes "[Tone-deaf person]";
- mes "I got it.";
- mes "Hum!";
- mes "Listen carefully!";
- mes "^f57d7d'Metallic Sound!!'^000000";
- next;
- mes "[Tone-deaf person]";
- mes "$$$$$$@@@@@!!!!";
- mes "&&$%&@@@$#$~~";
- mes "$#^#$####$$!!!@@#!!!!!";
- percentheal -30,-30;
- next;
- mes "[Tone-deaf person]";
- mes "!@@@$$%^@@#%^%!!!!!!";
- mes "!!!!!!!##$$^^^#^!!!";
- mes "&$$%@@@%@##%~~~";
- percentheal -30,-30;
- next;
- mes "-You lose consciousness.-";
- mes "-This voice must have-";
- mes "-huge destructive-";
- mes "-power.-";
- percentheal -30,-30;
- next;
- mes "-And I can't remember-";
- mes "-the end of this song.-";
- next;
- mes "[Tone-deaf person]";
- mes "Hey~";
- next;
- mes "[Tone-deaf person]";
- mes "Open your eyes~";
- next;
- mes "[Tone-deaf person]";
- mes "Clap";
- mes "Hey~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Eeeee...";
- next;
- mes "[Tone-deaf person]";
- mes "I think you are qualified, but you seem to need more training.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- next;
- mes "-You're so exhausted.-";
- mes "-So go back to the hotel.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thank you for your song.";
- mes "I have to go back...";
- next;
- mes "[Tone-deaf person]";
- mes "Ah?";
- mes "Ok see you later.";
- mes "If you want to hear my song, you can visit me.";
- mes "Hahahh";
- job_min = 9;
- changequest 11141,11142;
- close;
- } else if (job_min == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "......";
- next;
- mes "-I'm so exhausted.-";
- mes "-You got information-";
- mes "-so go back to the hotel.-";
- close;
- } else if (job_min == 10) {
- mes "[Tone-deaf person]";
- mes "Are you leaving??";
- mes "If you want to hear my song, you can visit me.";
- mes "Hahahah";
- close;
- } else if (job_min == 100) {
- mes "[Tone-deaf person]";
- mes "Oh!!";
- mes "You seem to be strong!";
- mes "You are no less competent than I am.";
- close;
- }
- mes "[Tone-deaf person]";
- mes "Lala~ lalal~";
- mes "Lulu~?";
- next;
- mes "[Tone-deaf person]";
- mes "Lalalal~";
- mes "Lululul~";
- next;
- mes "-It's very hard to hear.-";
- mes "-You start to have doubts-";
- mes "-that such a sound can be-";
- mes "-coming out a human.-";
- close;
-}
-
-tha_scene01,140,200,0 script #min_receipt HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_min == 10 || (job_min == 11 && countitem(6271) == 0)) {
- mes "-There is a piece of paper on the ground.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is this?";
- next;
- mes "[Karian]";
- mes "What does it say?";
- donpcevent "Karian#cmd1::OnEnable";
- next;
- mes "===================";
- mes "==photo exchange==";
- mes "======receipt======";
- mes "===================";
- mes "Name : Maestro Song";
- next;
- mes "- Bring this receipt and exchange it";
- mes "";
- mes "- Juno's store manager : Mr. Click.";
- next;
- mes "- Directions : Around Juno's plaza.";
- getitem 6271,1; //Mins_Receipt
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Photo exchange receipt?";
- mes "How did he drop it...";
- next;
- mes "[Karian]";
- mes "Juno's store...";
- mes "Let's go to Juno...";
- if (job_min == 10) {
- job_min = 11;
- changequest 11143,11144;
- }
- donpcevent "Karian#cmd1::OnDisable";
- close;
- }
- end;
-}
-
-tha_scene01,139,204,6 script Karian#cmd1 4_M_BARD,{
- end;
-OnInit:
- disablenpc "Karian#cmd1";
- end;
-OnEnable:
- enablenpc "Karian#cmd1";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Karian#cmd1";
- stopnpctimer;
- end;
-OnTimer15000:
- donpcevent "Karian#cmd1::OnDisable";
- stopnpctimer;
- end;
-}
-
-ve_fild07,129,132,5 script Karian#cmd5 4_M_BARD,{
- end;
-OnInit:
- disablenpc "Karian#cmd5";
- end;
-OnEnable:
- enablenpc "Karian#cmd5";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Karian#cmd5";
- stopnpctimer;
- end;
-OnTimer30000:
- donpcevent "Karian#cmd5::OnDisable";
- stopnpctimer;
- end;
-}
-
-prontera,155,49,4 script Karian#cmd9 4_M_BARD,{
- end;
-OnInit:
- disablenpc "Karian#cmd9";
- end;
-OnEnable:
- enablenpc "Karian#cmd9";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Karian#cmd9";
- stopnpctimer;
- end;
-OnTimer300000:
- donpcevent "Karian#cmd9::OnDisable";
- stopnpctimer;
- end;
-}
-
-yuno,146,168,0 script Karian#cmd2 4_M_BARD,{
- end;
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- initnpctimer;
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-OnTimer100000:
- donpcevent strnpcinfo(0)+"::OnDisable";
- stopnpctimer;
- end;
-}
-lighthalzen,160,124,6 duplicate(Karian#cmd2) Karian#cmd3 4_M_BARD
-ra_in01,357,128,0 duplicate(Karian#cmd2) Karian#cmd4 4_M_BARD
-comodo,184,109,0 duplicate(Karian#cmd2) Karian#cmd6 4_M_BARD
-moc_fild16,204,231,0 duplicate(Karian#cmd2) Karian#cmd7 4_M_BARD
-aldebaran,142,128,2 duplicate(Karian#cmd2) Karian#cmd8 4_M_BARD
-
-yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{
- mes "[Mr. Click]";
- if (job_min == 11) {
- mes "Hi~ welcome~";
- mes "I can take a picture for you.";
- mes "Do you want to take a pic?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No...";
- mes "Do you remember this receipt?";
- next;
- mes "[Mr. Click]";
- mes "Let me see~";
- mes "Umm...";
- next;
- mes "[Mr. Click]";
- mes "Yes...";
- mes "It looks so old.";
- next;
- mes "[Mr. Click]";
- mes "It's okay.";
- mes "Tourists usually don't pick up their pictures.";
- next;
- mes "[Mr. Click]";
- mes "So there are plenty of photos I've been holding on to.";
- next;
- mes "[Mr. Click]";
- mes "I can find that so easily.";
- mes "I keep lots of old stuff.";
- mes "No problem.";
- next;
- mes "[Mr. Click]";
- mes "browsing~";
- next;
- mes "[Mr. Click]";
- mes "browsing~";
- next;
- mes "[Mr. Click]";
- mes "I think I found it!";
- mes "The photo crashed down, but it's ok.";
- mes "No problem.";
- next;
- mes "[Mr. Click]";
- mes "Here, take a look.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The picture!";
- mes "Let me see it!";
- next;
- mes "[Karian]";
- mes "Hurry.";
- donpcevent "Karian#cmd2::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- next;
- mes "[Karian]";
- mes "Oh~ Good pic, isn't it?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I expected I would see the face of 'Maestro Song', but he's wearing a mask...";
- mes "He's wearing a mask?!";
- mes "We came here for this?";
- next;
- mes "[Karian]";
- mes "Ah! look at this!";
- mes "Something is on the back of the picture.";
- next;
- mes "-I want to have a Teddy Bear. I need 33?";
- mes "-In front of Thanatos tower.";
- mes "-Maestro Song.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What does it mean?";
- next;
- mes "[Karian]";
- mes "Well...";
- next;
- mes "[Karian]";
- mes "Um... Teddy Bear...";
- mes "Between Einbroch and Lighthalzen, there is an area that teddy bears live.";
- next;
- mes "[Karian]";
- mes "We might be able to get something there.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then why would he need 33?";
- next;
- mes "[Karian]";
- mes "Well... Go there and we might be able to find out something.";
- next;
- mes "[Karian]";
- mes "Umm... Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place where Teddy Bears are?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok. Then let's meet at Lighthalzen's hotel.";
- mes "I'll get the 33 Teddy Bears.";
- donpcevent "Karian#cmd2::OnDisable";
- job_min = 12;
- getitem 6270,1; //Mins_Picture
- changequest 11144,11145;
- close;
- } else if (job_min == 12) {
- mes "Then take care.";
- next;
- mes "[Karian]";
- mes "Let's go there!";
- donpcevent "Karian#cmd2::OnEnable";
- next;
- mes "[Karian]";
- mes "Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place where Teddy Bears are?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then let's meet at Lighthalzen's hotel.";
- mes "I'll get the 33 Teddy Bears.";
- donpcevent "Karian#cmd2::OnDisable";
- close;
- }
- mes "Hi~ welcome~";
- mes "I can take a picture for you.";
- mes "Do you want to take a pic?";
- close;
-}
-
-lighthalzen,155,119,3 script Little girl#job_min 4_F_HUGIRL,3,3,{
-OnTouch:
- if (questprogress(11145,HUNTING) == 2) {
- if (job_min == 12) {
- mes "[Little Girl]";
- mes "Ah!!!!";
- mes "Teddy bear!!!";
- next;
- mes "[Little Girl]";
- mes "Why do you have lots of teddy bears?";
- mes "Where did you get them old man?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, I'm not an old man.";
- next;
- mes "[Little Girl]";
- mes "And my name isn't 'Hey'!";
- mes "My name is 'Rion'!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sorry~ sorry~";
- mes "What if I give you a teddy bear.";
- next;
- mes "[Rion]";
- mes "Ah!";
- mes "Are you sure?";
- mes "Hooray!!!";
- next;
- mes "[Rion]";
- mes "A man who I saw before didn't give me teddy bears even though he had lots of them!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is he the guy in this pic?";
- next;
- mes "[Rion]";
- mes "I can't remember well.";
- mes "But I think he is.";
- next;
- mes "[Rion]";
- mes "My mother said that he was rolling in a room with teddy bears.";
- next;
- mes "[Rion]";
- mes "And he wears teddy bear outfits and goes to the ^f57d7dIce Cave^000000.";
- next;
- mes "[Rion]";
- mes "My mother works here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ice Cave?";
- next;
- mes "[Rion]";
- mes "Mother said that it's freezing.";
- next;
- mes "[Karian]";
- mes "Hey~ "+strcharinfo(0)+"~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah, Karian. Did you just get here?";
- next;
- mes "[Karian]";
- mes "Yes.";
- mes "It was much farther away than I'd expected.";
- donpcevent "Karian#cmd3::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You... walked here?";
- next;
- mes "[Karian]";
- mes "...";
- mes "I didn't want to take the airship again...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh... got it.";
- mes "Then did you get anything in Einbroch?";
- next;
- mes "[Karian]";
- mes "I think 'Maestro Song' went to Einbroch, but he left soon because of air.";
- mes "How about you? Did you find something about the teddy bears?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "'Maestro Song' might be in an Ice Cave.";
- next;
- mes "[Karian]";
- mes "Might be?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This little... ah... Rion saw him.";
- next;
- mes "[Karian]";
- mes "Then it's time to go to the Ice Cave?";
- mes "Huu... legs hurt.";
- mes "Ok, let's go to there.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks, Rion.";
- mes "I'll give you all the teddy bears I have.";
- next;
- mes "[Rion]";
- mes "Really?!";
- mes "Waaah!!!!!!!!!";
- mes "I'm so happy!!!";
- mes "Thank you, "+strcharinfo(0)+".";
- job_min = 13;
- changequest 11145,11146;
- donpcevent "Karian#cmd3::OnDisable";
- close;
- } else if (job_min == 13) {
- mes "[Rion]";
- mes "I heard that 'Maestro Song' when I went to the Ice Cave.";
- mes "Thank you for the Teddy Bears!";
- close;
- } else if (job_min > 13) {
- mes "[Rion]";
- mes "I'm having a lot of fun playing with the Teddy Bears!";
- close;
- } else {
- mes "[Little Girl]";
- mes "I'm having a lot of fun playing with the Teddy Bears!";
- close;
- }
- }
- mes "[Little Girl]";
- mes "Do you like teddy bears?";
- mes "I love 'em!!!!!";
- close;
-}
-
-ice_dun01,157,15,0 script #Minsicecave1 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-A long time ago-";
- close2;
- warp "ice_dun01",157,23;
- end;
- }
- end;
-}
-
-ice_dun01,157,23,0 script #Minsicecave2 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-The giant born to ice-";
- close2;
- warp "ice_dun01",141,41;
- end;
- }
- end;
-}
-
-ice_dun01,141,41,0 script #Minsicecave3 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-died-";
- close2;
- warp "ice_dun01",120,35;
- end;
- }
- end;
-}
-
-ice_dun01,120,35,0 script #Minsicecave4 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His body became the ground-";
- close2;
- warp "ice_dun01",104,30;
- end;
- }
- end;
-}
-
-ice_dun01,104,30,0 script #Minsicecave5 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His bones became a mountain-";
- close2;
- warp "ice_dun01",86,23;
- end;
- }
- end;
-}
-
-ice_dun01,86,23,0 script #Minsicecave6 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His skin became soil-";
- close2;
- warp "ice_dun01",75,19;
- end;
- }
- end;
-}
-
-ice_dun01,75,19,0 script #Minsicecave7 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His blood became a river-";
- close2;
- warp "ice_dun01",56,12;
- end;
- }
- end;
-}
-
-ice_dun01,56,12,0 script #Minsicecave8 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His hair became a plant-";
- close2;
- warp "ice_dun01",29,26;
- end;
- }
- end;
-}
-
-ice_dun01,29,26,0 script #Minsicecave9 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His head became the sky-";
- close2;
- warp "ice_dun01",25,46;
- end;
- }
- end;
-}
-
-ice_dun01,25,46,0 script #Minsicecave10 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His tears from his-";
- close2;
- warp "ice_dun01",20,66;
- end;
- }
- end;
-}
-
-ice_dun01,20,66,0 script #Minsicecave11 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-eyes became dew-";
- close2;
- warp "ice_dun01",22,85;
- end;
- }
- end;
-}
-
-ice_dun01,22,85,0 script #Minsicecave12 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-on the leaves-";
- percentheal -90,0;
- job_min = 14;
- changequest 11146,11147;
- close2;
- warp "ra_in01",361,129;
- end;
- }
- end;
-}
-
-ra_in01,361,129,0 script #jmRachelHotel HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 14) {
- mes "[Old Woman]";
- mes "Huu!!";
- mes "Wake up!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where am I...?";
- job_min = 15;
- close;
- }
- end;
-}
-
-ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{
- mes "[Old Woman]";
- if (job_min == 14) {
- mes "Huu!!";
- mes "Wake up!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where am I...?";
- job_min = 15;
- close;
- } else if (job_min == 15) {
- mes "You're in Rachel.";
- mes "You are strange. You have to wear warmer clothes if you want to go into the Ice Cave.";
- next;
- mes "[Old Woman]";
- mes "You're lucky that my husband found you when he did.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sorry.";
- next;
- mes "[Old Woman]";
- mes "Anyway!! Be careful!";
- mes "You don't believe your youth alone will protect you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'll be careful.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you know that song written on the wall of the Ice cave?";
- next;
- mes "[Old Woman]";
- mes "Did you go there to see?";
- mes "A few years ago, one man wearing a mask carved that on the Ice cave.";
- next;
- mes "[Old Woman]";
- mes "I couldn't see his face because of the mask,";
- next;
- mes "[Old Woman]";
- mes "but he got a cold and felt so painful.";
- next;
- mes "[Old Woman]";
- mes "And then he decided to go to Comodo.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Comodo?";
- next;
- mes "[Old Woman]";
- mes "Yes, I heard that Comodo is a very fun place, I want to go there before I die.";
- next;
- mes "[Old Woman]";
- mes "If you want to go there you have to take an airship to the Rune-Midgarts Kingdom.";
- next;
- mes "[Old Woman]";
- mes "That's not easy.";
- next;
- mes "[Karian]";
- mes "What?! An Airship?!";
- mes "Eee I don't want to go on an airship again!";
- donpcevent "Karian#cmd4::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Take it easy...";
- mes "Is there another way to go there?";
- next;
- mes "[Old Woman]";
- mes "Without an airship?";
- mes "You can walk...";
- mes "But it takes a long time...";
- next;
- mes "[Old Woman]";
- mes "Ah! It's Comodo over southern Veins.";
- next;
- mes "[Old Woman]";
- mes "We don't have a proper boat.";
- mes "In southern of Veins, there is a port. If you are lucky you can take it...";
- donpcevent "Karian#cmd4::OnDisable";
- job_min = 16;
- changequest 11147,11148;
- close;
- } else if (job_min == 16) {
- mes "Ah! It's Comodo over southern Veins.";
- next;
- mes "[Old Woman]";
- mes "We don't have a proper boat.";
- mes "In southern of Veins, there is a port. If you are lucky you can take it...";
- close;
- }
- mes "I heard that Comodo is a very fun place, I want to go there before I die.";
- next;
- mes "[Old Woman]";
- mes "If you want to go there you have to take an Airship to the Rune-Midgarts Kingdom.";
- next;
- mes "[Old Woman]";
- mes "It's the fastest way.";
- close;
-}
-
-ve_fild07,131,132,5 script =Notice=#job_min 2_BULLETIN_BOARD,{
-function Choice;
- if (job_min == 16) {
- mes "===Notice===";
- mes "Maestro Song, Go to Comodo by boat!";
- mes "Be ambitious!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Will it be okay...";
- next;
- mes "[Karian]";
- mes "Don't worry, trust me!!";
- donpcevent "Karian#cmd5::OnEnable";
- next;
- mes "-It's not easy to trust her-";
- next;
- if(select("I don't like this.:Take the kayak.") == 1) {
- mes "[Karian]";
- mes "I never ride airships ever...";
- donpcevent "Karian#cmd5::OnDisable";
- close;
- }
- mes "[Karian]";
- mes "Ok then let's go!!!!!";
- next;
- mes "-If you take a small boat,-";
- mes "-and go ahead-";
- mes "-to Comodo,-";
- mes "-You should see-";
- mes "-other small boats.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "I didn't think that there was anyone who would cross over this sea with a boat.";
- mes "You sure I'll see other boats?";
- next;
- mes "[Karian]";
- mes "They will be headed the other direction.";
- donpcevent "Karian#cmd5::OnDisable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where are you going?";
- next;
- mes "[Karian]";
- mes "Well? I haven't heard of the place's name before.";
- mes "It's just called 'island' from what I heard.";
- next;
- mes "-For a while the silence-";
- mes "-continues. Karian starts-";
- mes "-to hum as she rows.-";
- next;
- mes "-Listening to Karian hum-";
- mes "-You suddenly feel like-";
- mes "-you're sitting in water.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey! There's a water leak!!";
- next;
- mes "[Karian]";
- mes "Ahhhh!!!!!!!!!!!!!!";
- next;
- switch(rand(3)) {
- case 0: Choice("Dance.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Dance."); break;
- case 2: Choice("Row.","Throw the water out.","Dance."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Sleep.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Dance."); break;
- case 2: Choice("Row.","Throw the water out.","Sleep."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Sing.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Sleep."); break;
- case 2: Choice("Row.","Throw the water out.","Sing."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Have some water.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Have some water."); break;
- case 2: Choice("Row.","Throw the water out.","Have some water."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Shout 'Viva'.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Shout 'Viva'."); break;
- case 2: Choice("Row.","Throw the water out.","Shout 'Viva'."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Go fishing.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Go fishing."); break;
- case 2: Choice("Row.","Throw the water out.","Go fishing."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Listen to my song.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Listen to my song."); break;
- case 2: Choice("Row.","Throw the water out.","Listen to my song."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Pray.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Pray."); break;
- case 2: Choice("Row.","Throw the water out.","Pray."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Eat some food.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Eat some food."); break;
- case 2: Choice("Row.","Throw the water out.","Eat some food."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Give up.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Give up."); break;
- case 2: Choice("Row.","Throw the water out.","Give up."); break;
- }
- mes "-I've escaped from the-";
- mes "-throes of death a-";
- mes "-countless amount of times.-";
- job_min = 17;
- changequest 11148,11149;
- close2;
- warp "comodo",184,108;
- end;
- }
- mes "===Notice===";
- mes "Maestro Song, Go to Comodo by boat!";
- mes "Be ambitious!";
- close;
-
- function Choice {
- .@i$ = getarg(select(getarg(0),getarg(1),getarg(2))-1);
- mes "[Karian]";
- if (.@i$ == "Throw the water out.") {
- mes "I'll row and you just throw the water out!!";
- next;
- return;
- }
- if (.@i$ == "Row.") mes "The boat is sinking!!!";
- else mes "What the hell do you think you're doing?";
- close;
- }
-}
-
-comodo,184,108,0 script #jmComodo Almost Dead HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 17) {
- mes "["+strcharinfo(0)+"]";
- mes "I'm... I'm alive~";
- next;
- mes "[Karian]";
- mes "That was a close call.";
- donpcevent "Karian#cmd6::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You're the one that insisted that we ride on that boat. That's how we ended up like this in the first place!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "We wouldn't have suffered like this if we just took the Airship.";
- next;
- mes "[Karian]";
- mes "But I told you that I don't ride airships!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I can't believe this!";
- next;
- mes "[Karian]";
- mes "Well, let's forget about the past!";
- mes "Since we're in Comodo, let's just have some fun okay?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then what should we do about looking for 'Maestro Song'??";
- next;
- mes "[Karian]";
- mes "Oh yeah...";
- mes "Why don't we ask the villagers?";
- donpcevent "Karian#cmd6::OnDisable";
- job_min = 18;
- changequest 11149,11150;
- close;
- }
- end;
-}
-
-comodo,192,119,0 script Kayak Master#job_min 4W_M_02,{
- mes "[Kayak Master]";
- if (job_min == 18) {
- mes "What?";
- mes "Maestro Song?";
- mes "I don't know~";
- next;
- mes "[Kayak Master]";
- mes "Go to the diner located in the northern part of Comodo.";
- mes "If he visits this town, he would likely go there first.";
- next;
- mes "[Kayak Master]";
- mes "The hostess is good at memorizing the faces of customers.";
- mes "It's good for business you know?";
- job_min = 19;
- changequest 11150,11151;
- close;
- }
- mes "The sea is man's dream.";
- next;
- mes "[Kayak Master]";
- mes "It's my hope that I can cross over to Hugel someday!";
- close;
-}
-
-comodo,159,316,4 script Woman Roasting Meat 4_F_GODEMOM,{
- mes "[Woman Roasting Meat]";
- if (job_min == 19) {
- mes "Maestro Song?";
- mes "Yes, I remember that face because he visited a few years ago.";
- next;
- mes "[Woman Roasting Meat]";
- mes "He ate a whole plate of baby back ribs by himself...";
- mes "How can I forget his face?";
- next;
- mes "[Woman Roasting Meat]";
- mes "It was kind of a big fuss.";
- mes "It was so crowded because of him.";
- next;
- mes "[Woman Roasting Meat]";
- mes "Finally, he became exhausted and he wanted to go somewhere quiet.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I told him that there was a quiet place near Morroc, and he left.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I regret that.";
- next;
- mes "[Woman Roasting Meat]";
- mes "He raised our income a lot while he was here...";
- job_min = 20;
- changequest 11151,11152;
- close;
- } else if (job_min == 20) {
- mes "Where is the quiet place?";
- mes "Well I'm not sure but there is a mysterious building in south-eastern part of Morroc.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I heard that some mysterious people gather there.";
- mes "I think they're part of some secret guild called ash... or assa... Oh I forget...";
- close;
- }
- mes "He ate a whole plate of baby back ribs by himself.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I'll never forget him.";
- close;
-}
-
-moc_fild16,206,232,0 script #jmTransfer news HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_min == 20) {
- mes "["+strcharinfo(0)+"]";
- mes "Um? What is this?";
- mes "Something covered by sand?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah It's!!";
- mes "I think 'Maestro Song' dropped it!";
- next;
- mes "[Karian]";
- mes "What?! How do you know?";
- donpcevent "Karian#cmd7::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The lyrics from the man I met in Hugel on the receipt...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "and this poem written on this paper.";
- mes "The calligraphy style is the same.";
- next;
- mes "[Karian]";
- mes "I want to see clock tower...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But this poem can't be a clue...";
- mes "...";
- mes "What?";
- next;
- mes "[Karian]";
- mes "......";
- mes "I want to see clock tower.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Clock tower?";
- mes "What are you saying all of a sudden?";
- next;
- mes "[Karian]";
- mes "The... huge clock tower in Al De Baran.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I know but...";
- next;
- mes "[Karian]";
- mes "Will you join me?";
- next;
- switch(select("Refuse.:Accept.")) {
- case 1:
- mes "[Karian]";
- mes "Come on~Come on~";
- mes "Come on~Come on~";
- mes "Come on~~~~~~~~~";
- next;
- mes "[Karian]";
- mes "We don't have any more clues.";
- next;
- mes "[Karian]";
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Ok that's not a bad idea...";
- next;
- mes "[Karian]";
- mes "Ok!!!";
- break;
- }
- mes "Hey! Let's go~~";
- donpcevent "Karian#cmd7::OnDisable";
- job_min = 21;
- changequest 11152,11153;
- close;
- }
- end;
-}
-
-aldebaran,140,130,0 script #jmAldebaran Clock Tower HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_min == 21) {
- mes "["+strcharinfo(0)+"]";
- mes "Anyway why do you want to visit this place?";
- next;
- mes "[Karian]";
- mes "......";
- donpcevent "Karian#cmd8::OnEnable";
- next;
- mes "[Karian]";
- mes "This is my friend's favorite place.";
- mes "When we feel tired, we see that tower.";
- next;
- mes "[Karian]";
- mes "Let me go back to my hometown.";
- mes "There are many beautiful flowers.";
- mes "The birds sing for me.";
- mes "It's this old town.";
- next;
- mes "[Karian]";
- mes "I harvest crops";
- mes "for my church.";
- mes "There is no warmer";
- mes "place than where";
- mes "I was raised.";
- next;
- mes "[Karian]";
- mes "Let me go back to my hometown.";
- mes "Let me play in the lake until I die.";
- mes "I'll take a rest";
- mes "at the end of my life.";
- next;
- mes "[Karian]";
- mes "Where is Misa and Masa.";
- mes "They already went to the";
- mes "brilliant mountain where";
- mes "it is full of freedom and";
- mes "pleasure I want to go";
- mes "there soon.";
- next;
- mes "[Karian]";
- mes "It's a song that my friend always sang for me.";
- mes "I haven't sung it in a long time...";
- next;
- mes "[Karian]";
- mes "Why don't we go back to Prontera?";
- next;
- mes "[Karian]";
- mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates.";
- job_min = 22;
- changequest 11153,11154;
- donpcevent "Karian#cmd8::OnDisable";
- close;
- } else if (job_min == 22) {
- mes "[Karian]";
- mes "Let's go back to Prontera?";
- next;
- mes "[Karian]";
- mes "I can't get rid of the memories that I was impressed with when I entered Prontera's gates.";
- close;
- }
- end;
-}
-
-prontera,155,40,0 script #jmprt1 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 22) {
- mes "[Karian]";
- mes "I've finally come back.";
- mes "Back to Prontera...";
- donpcevent "Karian#cmd9::OnEnable";
- next;
- mes "[Karian]";
- mes "I'm so tired.";
- mes "I want to take a rest~";
- mes "Come here, "+strcharinfo(0)+".";
- job_min = 23;
- close;
- }
- end;
-}
-
-prontera,155,42,0 script #prtjm1 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 23) {
- mes "-Let me go back to my hometown.-";
- job_min = 24;
- close2;
- warp "prontera",155,44;
- end;
- }
- end;
-}
-
-prontera,155,44,0 script #prtjm2 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 24) {
- mes "-There are many beautiful flowers.-";
- job_min = 25;
- close2;
- warp "prontera",155,46;
- end;
- }
- end;
-}
-
-prontera,155,46,0 script #prtjm3 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 25) {
- mes "-The birds sing for me.-";
- job_min = 26;
- close2;
- warp "prontera",155,48;
- end;
- }
- end;
-}
-
-prontera,155,48,0 script #prtjm4 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 26 || job_min == 27) {
- mes "-It's this old town.-";
- next;
- if (SkillPoint != 0) {
- mes "[Karian]";
- mes "Hey... Don't you know how to use your skill points?";
- mes "You should use them.";
- close;
- }
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now, store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "[Karian]";
- mes "Hey... why are you so low?";
- mes "How did you lose levels?";
- close;
- }
- if (BaseJob != Job_Bard) {
- mes "[Karian]";
- mes "Hey... you changed your outfit?";
- mes "How'd you do that?";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "-It's a poem that you picked up in the desert.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "-How does Karian know-";
- mes "-that song's not a poem?-";
- next;
- mes "[Karian]";
- mes "Why are you looking at me?";
- mes "How was it? Have fun??";
- job_min = 27;
- donpcevent "Karian#cmd9::OnDisable";
- close2;
- warp "prt_in",101,174;
- end;
- }
- end;
-}
-
-prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{
- if (job_min == 27) {
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "While you are on a trip, you gain lots of stuff. Make yourself lighter.";
- close;
- }
- mes "[Karian]";
- if (SkillPoint != 0) {
- mes "Ah~! Did you know that you still have skill points?";
- mes "Handle that quickly.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "Ah~! Your level looks lower than before.";
- mes "How did you degrade?";
- close;
- }
- if (hascashmount()) {
- mes "Please unequip your riding pet and try again!";
- close;
- }
- if (BaseJob != Job_Bard) {
- mes "Huh?";
- close;
- }
- mes "I'm sorry about the lie.";
- mes "The song written on this paper...";
- next;
- mes "[Karian]";
- mes "I really want to find my friend's article left behind.";
- mes "I couldn't find it by myself.";
- next;
- mes "[Karian]";
- mes "I gave it to my friend but he kept it precious...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did you give it to him?";
- mes "Wait a second!";
- mes "Just who are you?";
- next;
- mes "[Maestro Song]";
- mes "Yes! I'm 'Maestro Song'!";
- mes "Are you surprised!?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- next;
- mes "[Maestro Song]";
- mes "This is my present to you.";
- next;
- mes "[Maestro Song]";
- mes "You are also my friend.";
- job_min = 100;
- jobchange roclass(eaclass()|EAJL_THIRD);
- completequest 11154;
- getitem 5751,1; //Minstrel_Song_Hat
- getitem 2795,1; //Green_Apple_Ring
- close;
- } else if (job_min > 99) {
- switch(select("Talk.:Leave.")) {
- case 1:
- mes "[Maestro Song]";
- mes "The name 'Karian'?";
- mes "He gave it to me.";
- next;
- mes "[Maestro Song]";
- mes "He said that when he hears my song, he feels warmhearted.";
- mes "'Kallianga' means hot air.";
- next;
- mes "[Maestro Song]";
- mes "He likes to sing...";
- next;
- mes "[Maestro Song]";
- mes "And he's good at singing for sure?";
- next;
- mes "[Maestro Song]";
- mes "Ah! If it's okay with you, I want to take a pic with you in Juno?";
- next;
- mes "[Maestro Song]";
- mes "I want to have something to remember you by.";
- close;
- case 2:
- mes "[Maestro Song]";
- mes "See you.";
- mes "It was really fun.";
- close2;
- warp "prontera",156,99;
- end;
- }
- }
- mes "[Karian]";
- mes "How did you get in here?";
- close;
-}
diff --git a/npc/re/jobs/3-2/royal_guard.txt b/npc/re/jobs/3-2/royal_guard.txt
deleted file mode 100644
index b8679cd4d..000000000
--- a/npc/re/jobs/3-2/royal_guard.txt
+++ /dev/null
@@ -1,539 +0,0 @@
-//===== Hercules Script ======================================
-//= Royal Guard Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Crusader / Paladin -> Royal Guard.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [brAthena]
-//= 1.1 Updated script. [Euphy]
-//= 1.2 Added GM management function. [Euphy]
-//============================================================
-
-prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- Your pack is too heavy. -";
- mes "- Lighten your body first -";
- mes "- and please try again. -";
- close;
- }
- if (Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Baby_Guard) {
- mes "[Middle-aged Gentleman]";
- mes "Uh? What am I doing? I came here for an errand...";
- next;
- mes "^000099Maybe my feeling has moved to another body.^000000";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "[Middle-aged Gentleman]";
- mes "Oh you are so young. Keep working hard.";
- close;
- }
- if (checkmount() || checkcart() || checkfalcon()) {
- mes "[Middle-aged Gentleman]";
- mes "You are dragging something. If you're riding something you better dismount it before proceeding.";
- close;
- }
- if (BaseJob != Job_Crusader) {
- mes "[Middle-aged Gentleman]";
- mes "I don't have anything to say to you. Find another person.";
- close;
- }
- if (job_royal == 0) {
- mes "[Middle-aged Gentleman]";
- mes "What was I saying... (mumble) the remaining segment is in Glast Heim around 13.......";
- next;
- mes "[Middle-aged Gentleman]";
- mes "Uhh?";
- mes "Did you need something?";
- next;
- select("I haven't seen you before.");
- mes "[Middle-aged Gentleman]";
- mes "Hehehe, don't worry about me.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "If you don't have business with me, just keep going my friend.";
- next;
- select("You don't look like a Knight...");
- mes "[Middle-aged Gentleman]";
- mes "You're a curious one. Who are you? What do you want?";
- next;
- select("Just looking around!:This is my office!:Who am I? Who are you?");
- mes "[Middle-aged Gentleman]";
- mes "Do you want to argue with me? Do you know who I am?";
- next;
- if(select("Not really, who are you?:Sorry, I won't hurt your feelings.") == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "Sorry. I had to be sure. I didn't know that you are from the royal palace.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "That's enough. Don't make this mistake again.";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "I'm a member here and have the authority to find out what your business is here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You are a stranger and I'm not sure if you belong here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you tell me your identity, I will apologize.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "You are so persistent.";
- mes "If you really want, I will introduce myself.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "I am Heinrich.";
- mes "I'm collecting information about King Schmidtz's trace which has disappeared.";
- next;
- select("Schmidzt's trace? Is it a treasure?");
- mes "[Heinrich]";
- mes "Most archaeologists are eager to get treasure. I'm looking for traces of the ^000099Royal Guard^000000 and their sons who belong to the Schmidtz line.";
- next;
- select("Royal Guard?");
- mes "[Heinrich]";
- mes "Sounds interesting doesn't it? I can't really say but their history and files are under strict security.";
- next;
- select("Can't you tell me?");
- mes "[Heinrich]";
- mes "I can't really talk about the Royal Guard to just anyone who asks about them.";
- next;
- mes "[Heinrich]";
- mes "BUT!! I want to believe you...";
- next;
- switch(select("I want to know more.:Stop talking.")) {
- case 1:
- mes "[Heinrich]";
- mes "You are impetuous.";
- next;
- mes "[Heinrich]";
- mes "It's not a simple story to tell a person like you. Go back.";
- job_royal = 1;
- setquest 12090;
- close;
- case 2:
- mes "[Heinrich]";
- mes "Good idea.";
- next;
- mes "[Heinrich]";
- mes "Just forget it and let your mind do more worthy things.";
- close;
- }
- }
- mes "[Heinrich]";
- if (job_royal == 1) {
- mes "[Heinrich]";
- mes "You are persistent friend.";
- mes "Do you have more things to talk to me about?";
- next;
- select("If you can't trust me, test me pal.");
- mes "[Heinrich]";
- mes "Test?";
- mes "Did you say the test? Huhu!";
- next;
- mes "[Heinrich]";
- mes "Friend, you have shown your interest about my job, are you sure? Or are you kidding me?";
- next;
- select("I'm serious!");
- mes "[Heinrich]";
- mes "Really?";
- mes "Good. You might have the wrong idea about what a Royal Guard is. So, in your opinion, what do you think is the key to being a Royal Guard?";
- next;
- select("Decision and Bravery:Calm Judgment:Sharp wisdom:Benevolent spirit");
- mes "[Heinrich]";
- mes "Good choice.";
- mes "Actually, the other 3 are also needed to have the Royal Guard spirit, friend.";
- next;
- mes "[Heinrich]";
- mes "But according to research documents about the Royal Guard, the best belief is 'asceticism and endurance'.";
- next;
- mes "[Heinrich]";
- mes "Did you get it?";
- mes "Asceticism and Endurance young one. It is a bit different from what you answered.";
- next;
- mes "[Heinrich]";
- mes "You seem to have a large interest about this story but I can't tell you more.";
- next;
- mes "[Heinrich]";
- mes "Only those who have qualification can hear the Royal Guard history.";
- next;
- select("What can I do to hear that story?");
- mes "^000099Heinrich has an agonized look on his face. Then he looked like he fell asleep. Finally he says with reckless abandon.^000000";
- next;
- mes "[Heinrich]";
- mes "You are too stubborn.";
- mes "If so I will test you to see your asceticism and endurance.";
- next;
- mes "[Heinrich]";
- mes "Long ago King Schmidtz gave a title to a brave soldier who come back with 100 Sacred Marks.";
- next;
- mes "[Heinrich]";
- mes "If you want to hear more story, you have to show me your similar attitude.";
- next;
- if(select("That's an unfair demand.:I will try.") == 1) {
- mes "[Heinrich]";
- mes "Good idea, it would better to find something more worthy.";
- close;
- }
- mes "[Heinrich]";
- mes "Ok, let's do it this way. Actually it's too difficult to collect 100 Sacred Marks, just show your ambition by collecting 100 Burning Hearts.";
- next;
- mes "[Heinrich]";
- mes "If you bring them I can tell you more of the story. That means you show your endurance to me.";
- next;
- mes "[Heinrich]";
- mes "Don't forget to bring the 100 Burning Hearts.";
- job_royal = 2;
- changequest 12090,12091;
- close;
- } else if (job_royal == 2) {
- if (countitem(7097) < 100) {
- mes "Don't forget to bring 100 Burning Heart.";
- close;
- }
- mes "Did you get all of them?";
- mes "Most people just ignore me or give up the mission.";
- next;
- mes "[Heinrich]";
- mes "Wait while I arrange the stuff that you brought.";
- delitem 7097,100; //Burning_Heart
- job_royal = 3;
- changequest 12091,12092;
- close;
- } else if (job_royal == 3) {
- mes "...";
- mes "Good. I can feel truth from your heart. Now I can tell you more of the story.";
- next;
- select("Ok tell me more.");
- mes "[Heinrich]";
- mes "The best members of the Crusader and Paladin classes can gain the qualification of the Royal Guard.";
- next;
- mes "[Heinrich]";
- mes "They are agents of the divine order and judge with swift punishment.";
- next;
- mes "[Heinrich]";
- mes "We still have many opinions about how they could have survived. Surely someone had to have believed that their history was not false.";
- next;
- select("Are there still documents?");
- mes "[Heinrich]";
- mes "Hmm, documents you say...";
- next;
- mes "[Heinrich]";
- mes "Unfortunately after King Schmidtz disappeared, traces of the Royal Guard disappeared.";
- next;
- mes "[Heinrich]";
- mes "Their history, belief, vision and fighting skill seemingly disappeared without any of the documents being saved.";
- next;
- mes "[Heinrich]";
- mes "It's like it disappeared with the king.";
- next;
- select("So the reason of finding their traces...");
- mes "[Heinrich]";
- mes "I was worried about past Royal Guards that might not have been able to pass down their history.";
- next;
- mes "[Heinrich]";
- mes "The mysterious power... can't appear anymore in the world. How disappointing is it~!";
- next;
- mes "[Heinrich]";
- mes "That's why I'm concentrating to revive their job.";
- next;
- select("How much progress have you made?");
- mes "[Heinrich]";
- mes "Fortunately, I excavated most of the treasures and interpreted them. I just have one trace left to find.";
- next;
- select("The rest of the traces?");
- mes "[Heinrich]";
- mes "The Royal Guard carved the mark of King Schmidtz on their clothes. The trace of this custom is the last clue.";
- next;
- mes "[Heinrich]";
- mes "According to reports from other cities the last trace possibly exists in a monastery inside of Glass Heim.";
- next;
- mes "[Heinrich]";
- mes "But it is too dangerous for me there so I almost gave up.";
- next;
- mes "[Heinrich]";
- mes "Now I can't tell you why the trace is there.";
- next;
- if(select("Interesting. Can I go there?:Seems really dangerous.") == 2) {
- mes "[Heinrich]";
- mes "Good idea, that's useless work to explore there.";
- close;
- }
- mes "[Heinrich]";
- mes "Are you kidding?";
- mes "You shouldn't treat it like it's just some normal chore.";
- next;
- select("I'm not kidding. I'm serious.");
- mes "[Heinrich]";
- mes "If you say it like that I don't have any more options.";
- next;
- mes "[Heinrich]";
- mes "I don't know if it will be helpful or not. I will write an explanation in detail.";
- next;
- mes "^000099Here's the last trace of the Royal Guard. Open the quest window and check the position.^000000";
- job_royal = 4;
- changequest 12092,12093;
- close;
- } else if (job_royal == 4) {
- if (countitem(6274) == 0) {
- mes "Our staff has already left to find the last trace, so don't work too hard.";
- close;
- }
- mes "No, it's not the correct one that I want.";
- next;
- mes "[Hainrich]";
- mes "You surprised me. How did you get it? So far no one could get it.";
- next;
- mes "[Heinrich]";
- mes "Thank you so much.";
- mes "Thanks to your effort I can find the last clue. How amazing~!";
- next;
- mes "^000099Heinrich hesitated and brought an old shield from the side of the office.^000000";
- next;
- mes "[Heinrich]";
- mes "Our staff excavated it. They assumed that King Schmidtz used it. But it wasn't used by him.";
- next;
- select("Sure it's wasn't used by the King?");
- mes "[Heinrich]";
- mes "I can't be entirely sure.";
- mes "Maybe you are right but, according to when we did the initial identification we can be sure it wasn't used.";
- next;
- mes "[Heinrich]";
- mes "But it's an old treasure so, somehow it will be useful. I might know how to use it.";
- next;
- select("Can I keep it?");
- mes "[Heinrich]";
- mes "Of course.";
- mes "Someday it might be useful to you.";
- next;
- mes "^000099You get the shield from Heinrich. There are some letters carved on the inside of the shield.^000000 ";
- next;
- mes "^000099If you want to see the letters, please check the quest window.^000000";
- next;
- mes "[Heinrich]";
- mes "Ok~~ now.";
- mes "I'll be deciphering the cloth for now so I will be very busy!";
- delitem 6274,1; //Saint_Cloth_Piece
- getitem 6275,1; //King_Shield
- job_royal = 5;
- changequest 12093,12094;
- close;
- } else if (job_royal == 5) {
- if (countitem(6275) == 0) {
- mes "What? Did you lose the shield? What is the one on your back?";
- getitem 6275,1; //King_Shield
- close;
- }
- mes "Thanks to your help I can finish the excavation work. Thanks a lot.";
- close;
- }
-}
-
-glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- Your pack is too heavy. -";
- mes "- Lighten your body first -";
- mes "- and please try again. -";
- close;
- }
- if (hascashmount() || checkmount()) {
- mes " Please unequip your riding pet and try again!";
- close;
- }
- if (BaseJob == Job_Crusader && job_royal == 5) {
- if (countitem(6275) == 0) {
- mes "^000099You seem to have lost the shield. Go back to Heinrich and ask for help^000000.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- mes "Who are you?";
- next;
- select("I brought a relic...");
- mes "[Memory of King Schmidtz]";
- mes "My relic?";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Too bad. Here is one more friend who has been cheated by Heinrich.";
- next;
- select("Do you know Heinrich?");
- mes "[Memory of King Schmidtz]";
- mes "He was my faithful adjutant. And he has continued to be so for hundreds of years.";
- next;
- select("How has he lived for hundreds...");
- mes "[Memory of King Schmidtz]";
- mes "Maybe his body is just a cast. He found a way to move from body to body in order to stay alive.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "He doesn't want to accept my death and wanders the world, continuing to find Royal Guards.";
- next;
- select("What's the meaning of this shield?");
- mes "[Memory of King Schmidtz]";
- mes "The shield from Heinrich is our contract before I died.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Heinrich was charged with finding the proper people to become Royal Guards, the shield was to be the contract.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "To him, this was the last order that I gave to him.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Now he doesn't need to do it anymore, but will remain as a fool whom can't forget his King's final order.";
- next;
- select("So what now? Can I leave?");
- mes "[Memory of King Schmidtz]";
- mes "Sorry but I can't send you now.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "This is a contract with Heinrich so I have to keep it. You look faithful and brave.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Now, it's time to keep the promise with Heinrich. It's up to you.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "I'm planning to accept you as a member of the Royal Guard to continue their lost traditions. Are you ready to do it?";
- next;
- if(select("Sure, of course:Not yet") == 2) {
- mes "[Memory of King Schmidtz]";
- mes "Umm, maybe Heinrich had wrong judgement.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- mes "If so, I will proceed to making you a Royal Guard.";
- next;
- if(select("Great.:Not yet.") == 2) {
- mes "[Memory of King Schmidtz]";
- mes "Perhaps Heinrich had the wrong image of you.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "Look at your body before that!";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Are still sentimentally attached to yourself?";
- mes "You cannot inherit the Royal Guard!";
- close;
- }
- mes "Congratulations! Young Royal Guard.";
- mes "Be a symbol of honor and continue the great tradition of your new name.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "FFFF00",7;
- specialeffect2 EF_LORD;
- delitem 6275,1; //King_Shield
- erasequest 12094;
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem 5757,1; //Schmidt_Helm
- getitem 2795,1; //Green_Apple_Ring
- end;
- }
- end;
-}
-
-gl_church,173,88,0 script Delicate trace#01 CLEAR_NPC,{
- if (job_royal == 4 && countitem(6274) == 0) {
- progressbar "ffff00",5;
- .@roy_ran = rand(1,70);
- if (.@roy_ran < 6)
- getitem 6274,1; //Saint_Cloth_Piece
- else if (.@roy_ran > 5 && .@roy_ran < 66)
- getitem 7049,1; //Stone
- else {
- mes "While investigating, the topography breaks. It would be better to dig other places for a while.";
- disablenpc strnpcinfo(0);
- initnpctimer;
- close;
- }
- }
- mes "There is a trace that someone has already dug here.";
- close;
-OnTimer60000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
-OnTimer1000:
-OnTimer20000:
-OnTimer40000:
- specialeffect EF_MAPPILLAR;
- end;
- specialeffect EF_MAPPILLAR;
- end;
- specialeffect EF_MAPPILLAR;
- end;
-}
-gl_church,158,103,0 duplicate(Delicate trace#01) Delicate trace#02 CLEAR_NPC
-gl_church,139,90,0 duplicate(Delicate trace#01) Delicate trace#03 CLEAR_NPC
-gl_church,126,62,0 duplicate(Delicate trace#01) Delicate trace#04 CLEAR_NPC
-gl_church,148,5,0 duplicate(Delicate trace#01) Delicate trace#05 CLEAR_NPC
-gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#06 CLEAR_NPC
-gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#07 CLEAR_NPC
-gl_church,211,94,0 duplicate(Delicate trace#01) Delicate trace#08 CLEAR_NPC
-gl_church,185,125,0 duplicate(Delicate trace#01) Delicate trace#09 CLEAR_NPC
-gl_church,143,125,0 duplicate(Delicate trace#01) Delicate trace#10 CLEAR_NPC
-gl_church,105,115,0 duplicate(Delicate trace#01) Delicate trace#11 CLEAR_NPC
-
-gl_church,158,100,0 script #Clue of traces HIDDEN_NPC,4,4,{
- end;
-OnTouch:
- if (job_royal == 4 && countitem(6274) == 0) {
- specialeffect2 EF_FREEZE;
- mes "I can feel strong power around here. It would be better to explore around here.";
- viewpoint 1,173,88 ,1, 0xFFFF00;
- viewpoint 1,158,103,2, 0xFFFF00;
- viewpoint 1,139,90 ,3, 0xFFFF00;
- viewpoint 1,126,62 ,4, 0xFFFF00;
- viewpoint 1,148,5 ,5, 0xFFFF00;
- viewpoint 1,185,72 ,6, 0xFFFF00;
- viewpoint 1,211,94 ,7, 0xFFFF00;
- viewpoint 1,185,125,8, 0xFFFF00;
- viewpoint 1,143,125,9, 0xFFFF00;
- viewpoint 1,105,115,10,0xFFFF00;
- close;
- }
- end;
-}
-
-sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{
- callfunc "F_GM_NPC";
- switch(select("Royal Guard:Rune Knight:Sorcerer")) {
- case 1:
- mes "1~5";
- input .@input;
- next;
- if (.@input < 1 || .@input > 5) {
- mes "Set item to adjust the Royal Guard";
- mes "You can only set a number between 1 to 5.";
- } else {
- job_royal = .@input;
- mes "Completed";
- }
- close;
- case 2:
- mes "1~24";
- input .@input;
- next;
- if (.@input < 1 || .@input > 24) {
- mes "Set item to adjust the Rune Knight";
- mes "You can only set a nbumber between 1 to 24.";
- } else {
- job_rune_edq = .@input;
- mes "Completed";
- }
- close;
- case 3:
- mes "1~5";
- input .@input;
- next;
- if (.@input < 1 || .@input > 5) {
- mes "Set item to adjust the Sorcerer";
- mes "You can only set a number between 1 to 5.";
- } else {
- job_soc = .@input;
- mes "Completed";
- }
- close;
- }
-}
diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt
deleted file mode 100644
index e51517446..000000000
--- a/npc/re/jobs/3-2/shadow_chaser.txt
+++ /dev/null
@@ -1,2504 +0,0 @@
-//===== Hercules Script ======================================
-//= Shadow Chaser Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Rogue / Stalker -> Shadow Chaser.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [ultragunner, Oshinoke]
-//= 1.1 Standardized. [Euphy]
-//= 1.2 Updated dialogue. [Joseph]
-//= 1.3 Updated to official script. [Euphy]
-//============================================================
-
-morocc,156,70,3 script Girl#sc00 4_F_04,3,3,{
- mes "[Girl]";
- if (BaseJob == Job_Rogue) {
- if (job_sha == 0) {
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "You're not ready.";
- close;
- }
- mes "Hey? Stop!";
- mes "Aren't you interested in hearing a funny story?";
- next;
- select("What story?");
- mes "[Girl]";
- mes "Have you been to the guild recently?";
- mes "Some interesting things have happened lately.";
- mes "Maybe new guests...";
- next;
- mes "[Girl]";
- mes "I heard it has to do with something called a Shadow Chaser.";
- mes "You should go and check it out.";
- next;
- mes "[Girl]";
- mes "Every time they visit us, they are on new missions.";
- mes "What missions are they doing I wonder?";
- job_sha = 1;
- close;
- } else if (job_sha == 1) {
- mes "If you have any interest... just go!";
- mes "Do you know where the guild is?";
- next;
- mes "[Girl]";
- mes "It is in a fortress under Pharos lighthouse.";
- mes "Sigh....";
- mes "You must visit there!";
- close;
- } else {
- mes "Wow, you look busy.";
- mes "Have you heard that there are visiters?";
- mes "They're on a treasure hunt!";
- next;
- mes "[Girl]";
- mes "It must be fun.";
- mes "I wanna try!";
- close;
- }
- }
- mes "Eh?";
- mes "I don't have anything for you...";
- close;
-OnTouch:
- if (BaseJob == Job_Rogue && BaseLevel > 98 && JobLevel > 49 && job_sha == 0) {
- mes "[Girl]";
- mes "Hey? Stop!";
- mes "Aren't you interested in hearing a funny story?";
- close;
- }
- end;
-}
-
-in_rogue,376,100,5 script Guild Member#sc01 4_M_ROGUE,{
- if (BaseJob == Job_Rogue) {
- if (job_sha < 2) {
- @job_sha = 0;
- OnDialogue:
- mes "[Vin]";
- mes "Ah? What's this?";
- mes "Lotte, you know what this means?";
- next;
- mes "[Lotte]";
- mes "Hmm '3847147298' this is the only thing I've used on...";
- mes "Then, why'd they use numbers to name the villages?";
- next;
- mes "[Lotte]";
- mes "Vin! This is crap!";
- next;
- mes "[Vin]";
- mes "What?";
- next;
- if (BaseLevel == 99) {
- mes "[Scary man]";
- mes "Hey there?";
- next;
- switch(select("Me?:Sorry, I am busy...")) {
- case 1:
- mes "[Scary man]";
- mes "Yes! You there!";
- mes "Let me introduce myself to you.";
- mes "My name is Urupa.";
- mes "If you are interested, could you come over here?";
- if (@job_sha == 1) {
- job_sha = 1;
- @job_sha = 0;
- }
- close;
- case 2:
- mes "[Scary man]";
- mes "What? You're just going to give up like that?";
- mes "So disappointing...";
- close;
- }
- }
- mes "[Scary man]";
- mes "You are supposed to figure this one out!";
- mes "But you are still so... weak.";
- close;
- } else {
- mes "[Vin]";
- mes "Yes...";
- mes "Sooner or later I'll solve it myself if I dare to get the map...!";
- close;
- }
- } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "[Vin]";
- mes "Huh! This is a Shadow Chaser!";
- mes "How unbelievable!";
- mes "But it seems familiar doesn't it?";
- next;
- mes "[Vin]";
- mes "Hmm......";
- mes "..........";
- mes "Oh my! I can't remember...!";
- close;
- }
- mes "[Vin]";
- mes "Ah? Who's there?";
- mes "We are flooded with guests today...";
- close;
-}
-
-in_rogue,379,99,1 script Guild Member#sc02 4_F_ROGUE,{
- if (BaseJob == Job_Rogue) {
- if (job_sha < 2) {
- @job_sha = 1;
- doevent "Guild Member#sc01::OnDialogue";
- end;
- }
- mes "[Lotte]";
- mes "What?";
- mes "Damn...";
- next;
- mes "[Lotte]";
- mes "I just hate numbers!";
- close;
- } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "[Lotte]";
- mes "Wow!";
- mes "You are the one!";
- mes "Just extraordinary smart and emotionally advanced...";
- next;
- mes "[Lotte]";
- mes "SHADOW CHASER!";
- mes "Wow when could I become one.";
- close;
- }
- mes "[Lotte]";
- mes "I don't need anything.";
- close;
-}
-
-in_rogue,379,101,3 script Scary Man#sc03 1_M_SIGNROGUE,{
- if (job_sha == 0) {
- if (BaseJob == Job_Rogue && BaseLevel > 98 && JobLevel > 49) {
- mes "[Scary man]";
- mes "Oh you are so talented?";
- mes "Now I have one interesting quetion! Do you want it solved?";
- next;
- mes "[Urupa]";
- mes "My name is Urupa.";
- mes "If you have anything interesting just challenge it.";
- job_sha = 1;
- close;
- }
- mes "[Scary man]";
- mes "What's your business?";
- mes "I don't have anything to do with you.";
- mes "I don't care for people like you. I just deal with the extraordinary.";
- close;
- } else if (job_sha == 1) {
- mes "[Urupa]";
- mes "We give a quiz and nobody has yet to solve it.";
- mes "You want it to be solved?";
- mes "This is a code.";
- mes "Look at it.";
- next;
- mes "- The message is -";
- mes "- written in a cipher. -";
- mes "The mission seems to be to break the code...";
- next;
- mes "[Urupa]";
- mes "This is the code.";
- mes "It is just numbering a cipher to make the message make sense.";
- mes "For example...";
- next;
- callsub L_Code,1;
- mes "[Urupa]";
- mes "Now here's what needs to be to solved.";
- mes "Decipher the code and go where it tells you...";
- next;
- callsub L_Code,2;
- next;
- mes "[Urupa]";
- mes "So write this down!";
- mes "I expected that you would take this adventure!";
- job_sha = 2;
- setquest 7160;
- close;
- } else if (job_sha == 2) {
- mes "[Urupa]";
- mes "You want one more explanation?";
- mes "Or do you just want the code?";
- next;
- switch(select("More explanation.:Get the code.")) {
- case 1:
- callsub L_Code,1;
- mes "[Urupa]";
- mes "Now it's up to you!";
- mes "So go! Go!";
- close;
- case 2:
- mes "[Urupa]";
- mes "Let me show you the code again...";
- next;
- callsub L_Code,2;
- close;
- }
- } else if (job_sha > 2 && job_sha < 31) {
- mes "[Urupa]";
- mes "Ok, have you solved it yet?";
- mes "Good luck!";
- close;
- } else if (job_sha == 31) {
- mes "[Urupa]";
- mes "You have just become a Shadow Chaser.";
- mes "The quizzes are for collecting the right people...";
- close;
- }
- mes "[Urupa]";
- mes "Nothing special?";
- mes "As you see... I am ok here!";
- close;
-L_Code:
- if (getarg(0) == 1) {
- mes "[Urupa]";
- mes "3511543433";
- mes "This means PAYON.";
- next;
- mes "[Urupa]";
- mes "The numbers have to be paired.";
- mes "3511543433";
- mes "35 11 54 34 33 breaks down into 5 pairs!";
- next;
- mes "[Urupa]";
- mes "So the pairs mean:";
- mes "35 - P, 11 - A,";
- mes "54 - Y, 34 - O, 33 - N.";
- next;
- mes "[Urupa]";
- mes "Here are the numbers all in a row.";
- mes "33, 34, 35!";
- mes "N , O , P ?";
- next;
- } else {
- mes "Here we go!";
- next;
- mes "^4d4dff";
- mes "43231114345243";
- mes "11441531241542";
- mes "2433";
- mes "3542343344154211";
- mes "^000000";
- next;
- mes "[Urupa]";
- mes "Could you do that?";
- mes "If you visit there, you might be surprised...";
- }
- return;
-}
-
-s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{
- if (job_sha == 2) {
- mes "[Manager]";
- mes "Where's Max!?";
- mes "Damn, there're so many strangers around.";
- mes "Hey...";
- next;
- switch(select("Show the deciphered code!:...")) {
- case 1:
- mes "[Manager]";
- mes "Wow, you deciphered it?";
- mes "So, what's the right answer?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "shadows atelier in prontera" || .@inputstr$ == "SHADOWS ATELIER IN PRONTERA") {
- mes "[Manager]";
- mes "Good.";
- mes "You just got it.";
- mes "Then why have you come over here?";
- next;
- select("The code says here's the one...");
- mes "[Manager]";
- mes "So you are the one.";
- mes "Could you wait for a sec'?";
- job_sha = 3;
- close;
- }
- mes "[Manager]";
- mes "Remember to put the code exactly as it should be deciphered.";
- mes "Maybe you should try again...";
- close;
- case 2:
- mes "[Manager]";
- mes "Only allowed for people involved....";
- mes "Could you ask the clerk at the shop?";
- close;
- }
- } else if (job_sha == 3) {
- mes "[Manager]";
- mes "Now let me introduce myself to you!";
- mes "I am Graham, the manager of this shadow gallery...";
- next;
- mes "[Graham]";
- mes "You may have already guessed.";
- mes "This is an additional facility for rogues.";
- mes "We adopt things like art and other historical stuff.";
- next;
- mes "[Graham]";
- mes "These things are illegal.";
- mes "Such things you guys bring us from historical places...";
- mes "Ok.";
- next;
- mes "[Graham]";
- mes "So we've got to know things like...";
- mes "special codes and information where the treasures are.";
- next;
- mes "[Graham]";
- mes "We need you guys...";
- mes "So we've asked assistance from the Rogue guild.";
- next;
- select("Any other places you guys work?");
- mes "[Graham]";
- mes "Ah, yes...";
- mes "We are in Prontera, Juno, Rachel, and Lighthalzen.";
- mes "Ok?";
- next;
- mes "[Graham]";
- mes "Anyway....";
- mes "We all really want to know where the treasures are.";
- mes "So the code is to break into each of those places.";
- next;
- mes "[Graham]";
- mes "You seem like the right one.";
- mes "So I will give you the code.";
- mes "Please find the treasure!";
- next;
- switch(select("No way!:I'll give it a try!")) {
- case 1:
- mes "[Graham]";
- mes "What the hell?";
- mes "If you are not going to help then I'll just find someone else.";
- job_sha = 4;
- close;
- case 2:
- mes "[Graham]";
- mes "You are so powerful!";
- mes "So here...";
- next;
- callsub L_Code,0;
- close;
- }
- } else if (job_sha == 4) {
- mes "[Graham]";
- mes "Are you interested in it now?";
- next;
- switch(select("Not at all.:Hmm, I'll take it.")) {
- case 1:
- mes "[Graham]";
- mes "Damn it.";
- close;
- case 2:
- mes "[Graham]";
- mes "You are just so picky...";
- mes "Here...";
- next;
- callsub L_Code,0;
- close;
- }
- } else if (job_sha == 5) {
- mes "[Graham]";
- mes "Did you find something?";
- next;
- switch(select("I need an explanation.:What's the code again?")) {
- case 1:
- mes "[Graham]";
- mes "You are so powerful!";
- next;
- callsub L_Code,1;
- mes "[Graham]";
- mes "Got it?";
- close;
- case 2:
- mes "[Graham]";
- mes "I've given you the code.";
- mes "So crazy...";
- mes "Don't you have a memo of it?";
- close;
- }
- } else if (job_sha == 6 || job_sha == 7) {
- mes "[Graham]";
- mes "Nothing special...?";
- mes "You've been to places...?";
- mes "There's definetely something.";
- next;
- mes "Graham seems to know something.";
- mes "I'd better go there again.";
- close;
- } else if (job_sha == 8) {
- mes "[Graham]";
- mes "So, any improvements?";
- next;
- select("Show him the key.");
- mes "[Graham]";
- mes "Deception!";
- mes "You are deceiving me!";
- next;
- mes "[Graham]";
- mes "This is all?";
- mes "Only one key.";
- mes "How deceptive!";
- mes "Just as I thought, it's a kind of treasure.";
- next;
- mes "[Graham]";
- mes "You just gave me a shock.";
- mes "Ok...";
- mes "The code is kept in galleries.";
- next;
- mes "[Graham]";
- mes "Ok there's more galleries than this one...";
- mes "Juno and Rachel have the codes...";
- next;
- mes "[Graham]";
- mes "This is just what I was guessing.";
- mes "The codes kept by other galleries aren't treasures at all...";
- next;
- mes "[Graham]";
- mes "Go to Rachel...";
- next;
- mes "[Graham]";
- mes "Find the gallery in Rachel...";
- mes "Tell 'em that you just came from Graham and ask for the code.";
- next;
- mes "[Graham]";
- mes "Ok?";
- mes "Then go there!";
- job_sha = 9;
- changequest 7165,7166;
- close;
- } else if (job_sha == 9) {
- mes "[Graham]";
- mes "There're four galleries...";
- mes "Prontera, Rachel, Juno, and Lighthalzen.";
- next;
- mes "[Graham]";
- mes "One of the codes kept by the galleries is already deciphered.";
- mes "It's just one key....";
- next;
- mes "[Graham]";
- mes "But here's what I am guessing.";
- mes "The codes are linked to each other.";
- mes "And the purpose is different for each one.";
- next;
- mes "[Graham]";
- mes "For example...";
- mes "If one is just a key then the others are things requiring the key.";
- next;
- mes "[Graham]";
- mes "The key must be for opening the box.";
- mes "Can you guess what's inside?";
- next;
- select("Umm, treasure?");
- mes "[Graham]";
- mes "YES.";
- mes "That's why we're here!";
- next;
- mes "[Graham]";
- mes "People think that we are just trading the stuff...";
- mes "But we are here for very special things.";
- next;
- mes "[Graham]";
- mes "Go to ^4d4dffRachel Gallery^000000 and get the code...";
- mes "They will support you if you explain everything.";
- mes "Ok?";
- close;
- } else if (job_sha > 9 && job_sha < 30) {
- mes "[Graham]";
- mes "How about everything?";
- mes "We are dying to know about the key.";
- mes "So you got support from the other galleries.";
- close;
- } else if (job_sha > 29) {
- mes "[Graham]";
- mes "Shadow Chaser!!";
- mes "Ah!";
- next;
- mes "[Graham]";
- mes "It's not intentionally decieving...";
- mes "Hahaha!!";
- next;
- mes "[Graham]";
- mes "Isn't it interesting?";
- mes "It's more than just taking exams.";
- mes "We got to know about you and figured out who you are.";
- next;
- mes "[Graham]";
- mes "How's my acting?";
- mes "It worked?";
- next;
- mes "[Graham]";
- mes "If you need anything just ask them what you want.";
- close;
- }
- mes "[Manager]";
- mes "Only allowed for people involved...";
- mes "Could you ask the clerk at the shop?";
- close;
-L_Code:
- mes "-note.";
- mes "^4d4dff 13 15 18 15 3 3 18 21 9 14^000000";
- mes "key : 0 -";
- next;
- select("These are just numbers...");
- mes "[Graham]";
- mes "The only difference from the one from the Rogue Guild is that you don't need to match them in pairs.";
- next;
- mes "[Graham]";
- mes "Also here's the keyword...";
- mes "This case is key 0.";
- next;
- mes "[Graham]";
- mes "Let's see. For example.";
- mes "13 15 18 15 3 3 18 21 9 14 =";
- mes "M O R O C C R U I N";
- next;
- mes "[Graham]";
- mes "Look at this... C = 3.";
- mes "C is the third letter right?";
- next;
- mes "[Graham]";
- mes "Do you get it?";
- mes "But this won't be given with keyword 0. When I give you the keyword you can figure it out for yourself.";
- next;
- if (getarg(0)) return;
- mes "[Graham]";
- mes "Now let's move on to the mission.";
- mes "Here's the cipher...";
- next;
- .@key01 = rand(3,5);
- .@a = 1 + .@key01;
- .@b = 2 + .@key01;
- .@d = 4 + .@key01;
- .@e = 5 + .@key01;
- .@f = 6 + .@key01;
- .@h = 8 + .@key01;
- .@i = 9 + .@key01;
- .@l = 12 + .@key01;
- .@n = 14 + .@key01;
- .@o = 15 + .@key01;
- .@r = 18 + .@key01;
- .@s = 19 + .@key01;
- .@t = 20 + .@key01;
- .@u = 21 + .@key01;
- mes "^4d4dff" + .@b + " " + .@l + " " + .@u + " " + .@e + " ";
- mes "" + .@f + " " + .@i + " " + .@r + " " + .@e + " ";
- mes "" + .@i + " " + .@n + " ";
- mes "" + .@t + " " + .@u + " " + .@r + " " + .@t + " " + .@l + " " + .@e + " ";
- mes "" + .@i + " " + .@s + " " + .@l + " " + .@a + " " + .@n + " " + .@d + " ";
- mes "" + .@t + " " + .@h + " " + .@i + " " + .@r + " " + .@d + " ";
- mes "" + .@f + " " + .@l + " " + .@o + " " + .@o + " " + .@r + " ";
- mes "key : " + .@key01 + ".";
- job_sha = 5;
- erasequest 7160;
- if (.@key01 == 3) setquest 7161;
- else if (.@key01 == 4) setquest 7162;
- else if (.@key01 == 5) setquest 7163;
- next;
- mes "[Graham]";
- mes "Just take it.";
- mes "I have a bad memory.";
- mes "You have all the information so you are on your own now.";
- next;
- mes "[Graham]";
- mes "Once you get something come over here.";
- next;
- mes "- You take the memo from Graham.";
- mes "Don't forget it! -";
- close;
-}
-
-s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{
- if (job_sha < 10) {
- mes "[Manager]";
- mes "Who are you?";
- mes "This place isn't for you.";
- next;
- if (job_sha < 9) {
- mes "[Manager]";
- mes "What are they doing up there?";
- mes "Bleh...";
- close;
- }
- switch(select("Give me your password!:I was sent by Graham.")) {
- case 1:
- mes "[Manager]";
- mes "You need my password?";
- mes "How much would you pay me?";
- next;
- mes "[Manager]";
- mes "10 million zeny?";
- mes "Ok I'll take that then!";
- next;
- mes "[Manager]";
- mes "Yeah right!";
- mes "Who the hell are you?";
- mes "How dare you just ask for my password?";
- close;
- case 2:
- mes "[Manager]";
- mes "Graham?";
- mes "Why?";
- next;
- if (countitem(6266) == 0) {
- mes "You don't seem to have brought it here.";
- next;
- mes "[Manager]";
- mes "Are you mute?";
- mes "I don't know why Graham sent you here.";
- mes "Just go if you don't have any business here!";
- close;
- }
- mes "[Manager]";
- mes "So this key was sent by him.";
- next;
- select("No, I found it as the clue.");
- mes "[Manager]";
- mes "Ah?";
- mes "So doesn't that mean that one code could be exchanged as a treasure...?";
- next;
- select("Maybe.");
- mes "[Manager]";
- mes "...........";
- mes "Hmm....";
- next;
- mes "[Manager]";
- mes "Hmm...";
- next;
- mes "- The manager seems -";
- mes "- to be thinking about -";
- mes "- something. Then he-";
- mes "- hands over a paper. -";
- next;
- mes "[Manager]";
- mes "No way.";
- mes "Here's the clue.";
- mes "Try to find it.";
- next;
- mes "[Manager]";
- mes "Anyway my name is Paul.";
- mes "...........";
- next;
- mes "[Paul]";
- mes "Naturally...";
- mes "I've already solved the clue.";
- next;
- mes "- Here's the paper that -";
- mes "- Paul handed over. -";
- next;
- mes "R-E-N-N-N-D";
- mes "L-N-N-W-W-N-D";
- next;
- mes "[Paul]";
- mes "Isn't it so simple?";
- mes "What do you think?";
- mes "RENNND / LNNWWND means one thing.";
- next;
- switch(select("I think I got it.:I have no clue.")) {
- case 1:
- callsub L_Code,7166;
- close;
- case 2:
- mes "[Paul]";
- mes "What? You don't know it?";
- mes "Then you'd better think about it more.";
- mes "It's so easy.";
- job_sha = 10;
- changequest 7166,7167;
- close;
- }
- }
- } else if (job_sha == 10) {
- mes "[Paul]";
- mes "So did you get what it means?";
- next;
- switch(select("Yes!:No, I don't think so.")) {
- case 1:
- callsub L_Code,7167;
- close;
- case 2:
- mes "[Paul]";
- mes "Is it that hard?";
- next;
- select("I can't do it...");
- mes "[Paul]";
- mes "No way.";
- mes "Can I give you a hint?";
- mes "Compass!";
- close;
- }
- } else if (job_sha > 10 && job_sha < 14) {
- mes "[Paul]";
- mes "I've already given you all the info you need.";
- next;
- mes "[Paul]";
- mes "I've given you one more clue.";
- mes "Isn't it enough?";
- next;
- mes "[Paul]";
- mes "As you and Graham mentioned.";
- mes "Go and find it out.";
- next;
- mes "[Paul]";
- mes "If you find real things like treasure,";
- mes "come back here.";
- close;
- } else if (job_sha > 13 && job_sha < 17) {
- mes "[Paul]";
- mes "You must find the right place.";
- mes "The word is RENNND";
- mes "It's refering the cave East - North - North - North from this Rachel.";
- next;
- mes "[Paul]";
- mes "L-N-N-W-W-N-D is also same.";
- mes "L is for Lighthalzen.";
- mes "Lighthalzen - North- North - West - West.";
- mes "That's the ice cave.";
- next;
- mes "[Paul]";
- mes "Is there any improvement!?";
- next;
- select("You need to investigate more?");
- mes "[Paul]";
- mes "Really? Ok...";
- mes "No way....";
- mes "We will expect a good result.";
- close;
- } else if (job_sha == 17) {
- mes "[Paul]";
- mes "I am dying to wait for you.";
- mes "So what did you find out?";
- next;
- select("I found the key.:Hmm...");
- mes "- You hand over the 'Illusion Key' that you found in the ice cave. -";
- next;
- mes "[Paul]";
- mes "Illusion! Haha!";
- mes "After deception is illusion!";
- mes "So are you lying to me?";
- next;
- mes "[Paul]";
- mes "I can feel how Graham felt it...";
- mes "We don't dare to get that tiny key...";
- next;
- mes "[Paul]";
- mes "The young guy in Lighthalzen is quite challenging to deal with...";
- mes "So we'd better request assistance from Haled...";
- next;
- mes "[Paul]";
- mes "Hey...";
- mes "If you go to Juno...";
- mes "There's a gallery...";
- next;
- mes "[Paul]";
- mes "So could you ask him to get the password?";
- mes "Hmm...";
- next;
- mes "[Paul]";
- mes "I feel like the red hair guy in the main gallery is teasing me...";
- mes "Anyway...";
- mes "So I really like to know the password and the identity of the key...";
- next;
- mes "[Paul]";
- mes "If Haled isn't supportive...";
- mes "Tell him ^4d4dffI know what you did last summer!^000000";
- mes "You shouldn't be wrong...!?";
- job_sha = 18;
- changequest 7172,7173;
- close;
- } else if (job_sha == 18) {
- mes "[Paul]";
- mes "You could ask him to get the key...";
- mes "He will help you if you tell him something...";
- next;
- mes "[Paul]";
- mes "If Haled isn't supportive...";
- mes "Tell him ^4d4dffI know what you did last summer!^000000";
- close;
- } else if (job_sha > 18 && job_sha < 30) {
- mes "[Paul]";
- mes "So you are still looking for the treasure... right?";
- mes "I would look for it...";
- close;
- } else if (job_sha == 30) {
- mes "[Paul]";
- mes "Now I almost guessed what would happen later...";
- mes "It can't have happened!";
- next;
- mes "[Paul]";
- mes "Are you shocked?";
- mes "Don't think worse.";
- mes "You could get a good person.";
- mes "Hahaha...";
- close;
- }
- mes "[Paul]";
- mes "Do you need a painting tool?";
- mes "Then you can request that to the assistant.";
- mes "We always have it just in case.";
- close;
-L_Code:
- mes "[Paul]";
- mes "Really? Then I don't need to give you the answer.";
- mes "Could you interpret the meaning of each letter.";
- next;
- select("It's kinda the combination of places.");
- mes "[Paul]";
- mes "So?";
- next;
- select("E-N meaning East - North");
- mes "[Paul]";
- mes "Ok that's good enough.";
- mes "Then go and find out.";
- next;
- mes "[Paul]";
- mes "Memorize this.";
- mes "You might need it. It could be a clue for you.";
- next;
- mes "[Paul]";
- switch(rand(3)) {
- case 0:
- mes "[ S E E D ]";
- mes "S E E D?";
- job_sha = 11;
- changequest getarg(0),7168;
- break;
- case 1:
- mes "[ F O O T ]";
- mes "F O O T?";
- job_sha = 12;
- changequest getarg(0),7169;
- break;
- case 2:
- mes "[ C O L D ]";
- mes "C O L D?";
- job_sha = 13;
- changequest getarg(0),7170;
- break;
- }
- mes "I don't know what it really means, but it would be helpful to you to figure it out.";
- close;
-}
-
-s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{
- if (job_sha < 19) {
- mes "[Manager]";
- mes "What?";
- mes "If you've come here for some money, you are wrong.";
- mes "This isn't a pawnshop.";
- if (job_sha < 18) close;
- next;
- select("You are... Haled?");
- mes "[Haled]";
- mes "Hmm? I'm the manager of this workplace in Juno. What's the matter?";
- next;
- mes "[Haled]";
- mes "Hmm. You were sent by Graham and Paul?";
- mes "I thought that you just came here to beg for money with fossil pieces.";
- next;
- mes "[Haled]";
- mes "It's a classic way that poor scholars use.";
- mes "Sometimes I buy good stuff so some people know that this is a pawnshop.";
- next;
- mes "[Haled]";
- mes "Let me hear your story.";
- next;
- mes "- You explain everything so far and show the key of arrogance. -";
- next;
- mes "[Haled]";
- mes "So...";
- mes "I totally understand.";
- mes "It's this key's location that";
- mes "shared the informaton!";
- next;
- mes "[Haled]";
- mes "Anyway. Two are keys and the treasure that I have to open with this key, what can I do?";
- next;
- mes "[Haled]";
- mes "We will investigate Juno's workplace, so give it to me?";
- next;
- mes "- Haled doesn't want to cooperate with you.";
- mes "Remember what Paul said. -";
- next;
- callsub L_Code;
- mes "[Haled]";
- mes "So what?";
- mes "He's a wild-eyed person.";
- mes "Did you just speak to me in a threatening tone?";
- job_sha = 19;
- close;
- } else if (job_sha == 19) {
- mes "[Haled]";
- mes "What?";
- mes "You want to talk with me?";
- mes "How about you just hand over that key to me?";
- next;
- callsub L_Code;
- mes "[Haled]";
- mes "What's wrong with you?";
- mes "Are you ok?";
- mes "Paul? What do you want to say?";
- job_sha = 19;
- close;
- } else if (job_sha == 20) {
- mes "[Haled]";
- mes "Got it.";
- mes "Ok.";
- mes "You need to know where the place with the code is?";
- next;
- mes "[Haled]";
- mes "I don't have a choice.";
- mes "Listen carefully to this poem.";
- next;
- mes "[Haled]";
- mes "^4d4dffThe end of thin root of life-giving water.";
- mes "It's all of tears and signs of living people.";
- mes "They are us but also not us.";
- mes "Residents of forgotten night";
- mes "play the waltz of despair^000000.";
- next;
- mes "[Haled]";
- mes "Do you know where it is?";
- mes "You know where it is right?";
- mes "It's only my opinion, but...";
- mes "It can't be possible...";
- next;
- mes "[Haled]";
- mes "Anyway, if you want to do it, go ahead.";
- mes "If you know what this poem means.";
- next;
- mes "[Haled]";
- mes "Of course, if you find something, you have to come back.";
- mes "Got it?";
- mes "I'm going to write it down so that you won't forget.";
- job_sha = 21;
- changequest 7173,7174;
- close;
- } else if (job_sha == 21) {
- mes "[Haled]";
- mes "I won't be surprised with whatever you find.";
- mes "You have to find the place that the poem speaks of.";
- next;
- mes "[Haled]";
- mes "^4d4dffThe end of thin root of life-giving water.";
- mes "It's all of tears and signs of living people.";
- mes "They are us but also not us.";
- mes "Residents of forgotten night";
- mes "play the waltz of despair^000000.";
- next;
- mes "[Haled]";
- mes "Of course, if you find something, you have to come back.";
- mes "Got it?";
- close;
- } else if (job_sha > 21 && job_sha < 25) {
- mes "[Haled]";
- mes "How's it going?";
- mes "If you find something, you have to come back.";
- mes "Don't go to Graham or Paul.";
- close;
- } else if (job_sha == 25) {
- mes "[Haled]";
- mes "Did you find something?";
- next;
- select("Show the key of pleasure.");
- if (countitem(6268)) {
- mes "[Haled]";
- mes "Ha..........akkk.";
- mes "Another key?";
- mes "Is it the only key?!";
- next;
- mes "[Haled]";
- mes "Then... do I have to ask help from the young man from Lighthalzen?";
- mes "...........";
- mes "Ah...";
- next;
- mes "[Haled]";
- mes "I have no choice.";
- mes "Go to Lighthalzen with the three keys.";
- mes "Meet Vicente who is master of the store in Lighthalzen and tell him everything.";
- next;
- mes "[Haled]";
- mes "I told you that the old man is persistant and he ruins everything.";
- next;
- mes "[Haled]";
- mes "You have to have all your facts straight to send information to the guild.";
- mes "First you have to work together in one accord.";
- next;
- mes "[Haled]";
- mes "The thing you find can belong to the workplace.";
- mes "It can be shared.";
- next;
- mes "[Haled]";
- mes "I thought that it was a very simple thing.";
- mes "We couldn't share that stuff together.";
- next;
- mes "[Haled]";
- mes "All of the information that I got from workplace are key.";
- mes "There must be something to use three key with.";
- next;
- mes "[Haled]";
- mes "Anyway it has to do with deceit and pleasure...";
- mes "Is it teasing me...";
- next;
- mes "[Haled]";
- mes "Ok. Let me finish.";
- mes "Go to Vicente in Lighthalzen.";
- job_sha = 26;
- changequest 7176,7177;
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "I'm sorry.";
- mes "I found one more key but I didn't bring it.";
- mes "I'll bring it soon.";
- close;
- } else if (job_sha == 26) {
- mes "[Haled]";
- mes "Shadow workplace in Lighthalzen.";
- mes "The manager's name is Vicente.";
- mes "Tell him everything and get one last information.";
- close;
- } else if (job_sha > 26 && job_sha < 30) {
- mes "[Haled]";
- mes "Hey, you!";
- mes "Was Vicente helpful to you?";
- mes "You have something important...";
- mes "So you have to find out what is it.";
- next;
- mes "[Haled]";
- mes "Keep trying.";
- close;
- } else if (job_sha == 30) {
- mes "[Haled]";
- mes "Hey, you!";
- mes "What's going on?";
- mes "What? Shadow Chaser?";
- next;
- mes "[Haled]";
- mes "Did I know that fact?";
- mes "Sure. I heard a little bit before";
- mes "I used to do work like this.";
- next;
- mes "[Haled]";
- mes "It's an honor for me to pick a person who belongs to us.";
- mes "Just accept that. You are going to be a good Shadow Chaser.";
- close;
- }
- mes "[Haled]";
- mes "I like your face.";
- mes "We don't have any special thing.";
- mes "An assistant sells some paint and tool.";
- close;
-L_Code:
- mes "["+strcharinfo(0)+"]";
- mes "Paul said...";
- next;
- input .@inputstr$;
- mes "["+strcharinfo(0)+"]";
- mes "Paul said...";
- mes "'"+.@inputstr$+"' .";
- next;
- if (.@inputstr$ == "I know what you did last summer!") {
- mes "[Haled]";
- mes "Ekk... He...";
- mes "Knew everything...";
- mes "Hmm...";
- mes "I can help.";
- mes "I will cooperate.";
- next;
- mes "[Haled]";
- mes "I need some time to collect my thoughts.";
- mes "Wait for me a bit.";
- job_sha = 20;
- close;
- }
- return;
-}
-
-s_atelier,25,75,3 script Manager#sc10_lgt 4_M_HUMAN_02,{
- if (job_sha < 26) {
- mes "[Manager]";
- mes "You are?";
- mes "Sorry, but we don't trade old art goods.";
- mes "If you neeed something, then ask an assistant.";
- close;
- } else if (job_sha == 26) {
- mes "[Vicente]";
- mes "Welcome.";
- mes "I've been waiting for you.";
- next;
- select("For me?");
- mes "[Vicente]";
- mes "I wondered when you would visit.";
- mes "I've been waiting a long time for you.";
- mes "Huhu...";
- next;
- mes "[Vicente]";
- mes "How were Graham,Paul and Haled?";
- mes "They are not easy people to deal with huh?";
- next;
- select("You know everything?");
- mes "[Vicente]";
- mes "Sure.";
- mes "They ignore me because they think that I'm too young.";
- mes "As if they were all perfect. HahahaHah...";
- next;
- mes "[Vicente]";
- mes "Did you bring all of the keys?";
- mes "There should be three.";
- mes "You came here to find out how to use them I assume, right?";
- next;
- select("Yeah, you're right!");
- mes "[Vicente]";
- mes "You don't have to be surprised.";
- mes "I can't find how long it took for those three men to investigate before.";
- mes "I already finished my work.";
- next;
- mes "[Vicente]";
- mes "When I went to the final location I found a stone statue.";
- mes "But it needs to have key.";
- next;
- mes "[Vicente]";
- mes "Even Three.";
- mes " ";
- mes "(Vicente smiles)";
- next;
- mes "[Vicente]";
- mes "At first, the information that was given from the guild means only one thing.";
- mes "Because of the saying that they respect the right of our possessions,";
- mes "we shared our information.";
- next;
- mes "[Vicente]";
- mes "So we had to wait for it.";
- mes "I thought the last man would never give it to me...";
- next;
- mes "[Vicente]";
- mes "They thought I wanted to have the treasure for myself.";
- mes "So that's why I've just been waiting for you.";
- next;
- mes "[Vicente]";
- mes "Then let's make a point!";
- mes "Do you know thanatos tower?";
- next;
- switch(select("Sure.:The tower of death?")) {
- case 1:
- mes "[Vicente]";
- mes "You know that.";
- mes "Then you can understand easily.";
- next;
- break;
- case 2:
- mes "[Vicente]";
- mes "Yes, that tower in northen Juno.";
- mes "There are huge monsters there.";
- next;
- break;
- }
- mes "[Vicente]";
- mes "You told me that you went to the final place with the information?";
- mes "That's the Thanatos Tower.";
- next;
- mes "[Vicente]";
- mes "Fortunately, the location is the 1st floor of that tower.";
- mes "So I'm going to tell what you have to do.";
- next;
- mes "[Vicente]";
- mes "At the 1st floor of thanatos tower, there are members from the Rekenber Corporation.";
- mes "Go north from their desk...";
- next;
- mes "[Vicente]";
- mes "And you can find stairs and a location where light comes out of.";
- mes "That's the location of the information that I have.";
- next;
- mes "[Vicente]";
- mes "Now you know the location you have to go to with the three keys.";
- mes "Find out the secret of the stone statue.";
- next;
- mes "[Vicente]";
- mes "You can't imagine what kind of things you might find.";
- mes "That's the final destination of all of the keys.";
- job_sha = 27;
- changequest 7177,7178;
- next;
- mes "[Vicente]";
- mes "Good luck.";
- close;
- } else if (job_sha == 27) {
- mes "[Vicente]";
- mes "Listen carefully.";
- mes "The location you need to find is";
- mes "north from middle of thanatos 1st floor.";
- mes "You can find stairs and a location where light comes out.";
- next;
- mes "[Vicente]";
- mes "If you find something, come back here.";
- mes "Actually, I want to get the key from you, but...";
- next;
- mes "[Vicente]";
- mes "I just respect your opinion.";
- mes "If you find something, come back here. Got it?";
- close;
- } else if (job_sha == 28) {
- mes "[Vicente]";
- mes "You are back?";
- mes "Find anything?";
- next;
- switch(select("Throw the brush.:Grab him by the collar.:Drop the brush.")) {
- case 1:
- mes "[Vicente]";
- mes "Hey, what are you doing?";
- mes "This brush...";
- mes "Is this the treasure hidden in the Thanatos Tower?";
- next;
- mes "Vicente looks surprised after taking a look at it.";
- next;
- break;
- case 2:
- mes "[Vicente]";
- mes "What's wrong with you?";
- mes "You can tell me more details?";
- next;
- mes "Vincente looks surpised after taking a look at it.";
- next;
- mes "[Vicente]";
- mes "Is this the treasure hidden in the Thanatos Tower?";
- next;
- break;
- case 3:
- mes "[Vicente]";
- mes "What the matter?";
- mes "Are you ok?";
- next;
- mes "Vicente looks at me with a surprised face.";
- next;
- select("Point at the brush.");
- mes "[Vicente]";
- mes "Is this the treasure hidden in the Thanatos Tower?";
- next;
- mes "Vincente looks surpised after taking a look at it.";
- next;
- break;
- }
- mes "[Vicente]";
- mes "Haha!!";
- mes "Ahahahaha!!!!!";
- mes "I got it now!";
- mes "Congratulations.";
- next;
- mes "[Vicente]";
- mes "It's treasure.";
- mes "You found a big treasure!";
- mes "Talk to me for bit, won't you?";
- next;
- mes "[Vicente]";
- mes "There is someone who has been waiting for you.";
- mes "He's been waiting for someone to bring this brush back.";
- mes "Let's go inside.";
- job_sha = 29;
- erasequest 7179;
- close;
- } else if (job_sha == 29 || job_sha == 30) {
- mes "[Vicente]";
- mes "I'm going to listen to your story.";
- close;
- }
- mes "[Vicente]";
- mes "I'm expecting your work from now on.";
- mes "You must be a good Shadow Chaser.";
- mes "I'm sure of it.";
- close;
-}
-
-s_atelier,73,65,3 script Vicente#sc12_lgt 4_M_HUMAN_02,{
- mes "[Vicente]";
- if (job_sha < 29) {
- mes "If you don't have anything special to do here, you'd better leave.";
- mes "No trespassing.";
- close;
- } else if (job_sha == 29) {
- mes "This way.";
- mes "He's been waiting for you a while.";
- mes "Not me, Dumk.";
- close;
- } else if (job_sha == 30) {
- mes "Dumk wants to have you as a Shadow Chaser.";
- mes "Big news right?";
- close;
- } else if (job_sha == 31) {
- mes "I'm expecting your work from now on.";
- mes "You must be a good Shadow Chaser.";
- mes "I'm sure of it.";
- close;
- }
- mes "I don't have any special reason to visit here.";
- mes "An assistant sells tools and paint.";
- close;
-}
-
-s_atelier,70,66,4 script Dumk#sc13_lgh 4_M_SHADOWCHASER,{
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "[Dumk]";
- mes "What is it?";
- mes "Have you been enjoying your new skills?";
- next;
- mes "[Dumk]";
- mes "If you want to improve your skills, you have to seek out new uses for paint.";
- next;
- mes "[Dumk]";
- mes "Don't forget.";
- mes "We are Shadow Chasers.";
- mes "Huhu...";
- mes "HuhuHuhu...";
- close;
- }
- if (checkweight(1201,4) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (hascashmount()) {
- mes "[Dumk]";
- mes "Who is this guy? Why should he sit in front of me so high?";
- mes "Although I do not know why you riding on it, but here is in door,";
- mes "That is no danger to rely on animals to escape, so you please get down!";
- close;
- }
- if (BaseJob == Job_Rogue) {
- if (job_sha < 29) {
- mes "[Dumk]";
- mes "Vicente. No Soliciting.";
- next;
- mes "[Vicente]";
- mes "A solicitor?";
- mes "I don't think so. He's our colleage.";
- next;
- mes "[Dumk]";
- mes "...Ah?";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "[Dumk]";
- mes "You are still green!";
- mes "Did you expect that you can learn the dark arts with your ability?";
- mes "You are wrong!";
- next;
- mes "[Vicente]";
- mes "Haha...";
- mes "Please, understand. Dumk has very bad communication skills.";
- mes "Even doesn't talk to anyone who isn't a high enough level.";
- next;
- mes "[Vicente]";
- mes "And as person who isn't not ready.";
- mes "^4d4dffYou maybe are not ready for him^000000.";
- next;
- mes "[Dumk]";
- mes "You talk too much.";
- mes "Heh.";
- next;
- mes "[Vicente]";
- mes "- He is pleased. -";
- mes "Hey.";
- mes "He could be ashamed.";
- close;
- }
- if (job_sha == 29) {
- mes "[Dumk]";
- mes "It's you? You are the one who found the brush?";
- next;
- select("Show the brush to him.");
- if (countitem(6269)) {
- mes "[Dumk]";
- mes "That's it.";
- mes "Did you find it by yourself?";
- next;
- switch(select("Yes.:With my friends")) {
- case 1:
- mes "[Dumk]";
- mes "Hmm...";
- mes "You have a high ability.";
- mes "Breaking the codes should have been tough.";
- mes "But it wasn't for you.";
- next;
- break;
- case 2:
- mes "[Dumk]";
- mes "Hmm...";
- mes "That's your other skill.";
- mes "People who have no friends must be lonely.";
- next;
- mes "[Dumk]";
- mes "To us, relationships are very important.";
- mes "You get more people, you get more help.";
- next;
- break;
- }
- mes "[Dumk]";
- mes "It's time to introduce myself.";
- mes "I'm Dumk.";
- next;
- select("You are...");
- mes "[Vicente]";
- mes "Chicken! How about the chicken for this supper?";
- next;
- mes "[Dumk]";
- mes "Why chicken?";
- mes "Why are you interrupting?";
- mes "You wanna be fired?";
- next;
- mes "[Vicente]";
- mes "Sorry...";
- mes " ";
- mes "(He turns to you and says it's taboo to talk about chicken.)";
- next;
- mes "[Dumk]";
- mes "Anyway, let's make a point.";
- mes "You.";
- mes "Will you yield to the will of the brush?";
- next;
- select("Yield to? What?");
- mes "[Dumk]";
- mes "This brush was used by the master.";
- mes "Paintings by him have mysterious power.";
- next;
- mes "[Dumk]";
- mes "I can't tell you the root of the power.";
- mes "Someday you will find out.";
- mes "He sublimates power through the medium of his paintings.";
- next;
- select("I don't get it...?");
- mes "[Dumk]";
- mes "We walk in darkness without moonlight.";
- mes "And find out our shining days are over.";
- next;
- mes "[Dumk]";
- mes "We follow to other shadows";
- mes "and we can be real";
- mes "Shadow Chasers!";
- next;
- select("What are you talking about?");
- mes "[Vicente]";
- mes "He suggests that you become a Shadow Chaser.";
- next;
- mes "[Vicente]";
- mes "In our guild, there is a special group that have unique skills.";
- mes "They are Shadow Chasers.";
- mes "They usually hide ther figure and they think they are different from others.";
- next;
- mes "[Dumk]";
- mes "Don't be so sarcastic, Vicente!";
- mes "I told you.";
- mes "You are qualified to be a Shadow Chaser!";
- next;
- mes "[Dumk]";
- mes "Give that brush to me.";
- mes "I need it again.";
- mes "I'm so thirsty.";
- mes "Wait a minute.";
- delitem 6269,1; //Master_Brush
- job_sha = 30;
- close;
- }
- mes "[Dumk]";
- mes "Let me see...";
- mes "Did you bring the brush?";
- next;
- mes "[Dumk]";
- mes "What are you doing?";
- mes "Show me the brush?";
- mes "You didn't bring it?";
- mes "You are not very careful...";
- close;
- } else if (job_sha == 30) {
- mes "[Dumk]";
- mes "So, do you want me to keep talking about Shadow Chasers?";
- next;
- switch(select("What is a Shadow Chaser?:Change me to Shadow Chaser.:I'll come back later.")) {
- case 1:
- mes "[Dumk]";
- mes "Most spells are exclusively for Wizards and their kind.";
- mes "But Knight has since been able to use a kind of magic with things called Runes.";
- next;
- mes "[Dumk]";
- mes "So we tried finding a medium for spells that suit our characteristics.";
- next;
- mes "[Dumk]";
- mes "So finally...";
- mes "We found paint!";
- next;
- mes "[Dumk]";
- mes "Paint gives us lots of feelings.";
- mes "We can feel peaceful and happy or it can give us feelings of sorrow and fear.";
- next;
- mes "[Dumk]";
- mes "We use that to harness the different emotions of people and exploit them when they're most vulnerable.";
- next;
- mes "[Dumk]";
- mes "The effects on our enemies are similar to that of magic spells.";
- next;
- mes "[Dumk]";
- mes "For instance, this power could be used to create blackholes to make your enemies vanish.";
- next;
- mes "[Dumk]";
- mes "So if you want to have that power then you must have artistry.";
- next;
- mes "[Dumk]";
- mes "You have to be a trendsetter when it comes to fashion!";
- mes "The ability to understand art!";
- mes "You should have everything.";
- next;
- select("Then what is the Master Brush?");
- mes "[Dumk]";
- mes "Ah?";
- mes "That was a brush who was a master of dark arts.";
- mes "Now we are looking for someone who can be a Shadow Chaser.";
- next;
- mes "[Dumk]";
- mes "This is a kind of game.";
- mes "If there is someone who wants to become a Shadow Chaser,";
- mes "we just start the process to find this brush.";
- next;
- mes "[Dumk]";
- mes "We put the codes to make sure that you can think outside of the box.";
- mes "Did you have fun?";
- close;
- case 2:
- mes "[Dumk]";
- mes "You decided!";
- mes "As your case, you can master the art of psychological warfare using paint!";
- mes "The art created is beautiful but dangerous.";
- next;
- mes "[Dumk]";
- mes "We use paint as a medium for spells.";
- mes "We use that to harness the different emotions of people and exploit them when they're most vulnerable.";
- next;
- mes "[Dumk]";
- mes "For instance, this power could be used to create black holes to make your enemies vanish.";
- next;
- mes "[Dumk]";
- mes "So if you want to have that power then you must have artistry.";
- next;
- mes "[Dumk]";
- mes "You have to be a trendsetter when it comes to fashion!";
- mes "The ability to understand art!";
- mes "You should have everything.";
- next;
- mes "[Dumk]";
- mes "You performed your duties diligently and found the brush.";
- mes "So you are qualified to be a Shadow Chaser.";
- next;
- mes "[Dumk]";
- mes "Congratulations.";
- mes "Welcome to your new life.";
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem 6121,1; //Makeover_Brush
- getitem 6122,1; //Paint_Brush
- job_sha = 32;
- getitem 2795,1; //Green_Apple_Ring
- getitem 5750,1; //Shadow_Handicraft
- next;
- mes "[Dumk]";
- mes "It's a fashionable uniform.";
- mes "It uses patterns of leopard and feathers";
- mes "The fashion world will be shocked.";
- next;
- mes "[Dumk]";
- mes "This shadow peacock I designed myself.";
- mes "It's too hard to create something that absorbs my art sense.";
- mes "Then about this part...";
- next;
- mes "Dumk keeps talking about fashion, art sense, paint and feeling.";
- mes "He's obviously in his own world.";
- next;
- select("About this brush...");
- mes "[Vicente]";
- mes "Ah, I'll expain.";
- mes "We need tools for painting.";
- next;
- mes "[Vicente]";
- mes "The make-up brush is used for face painting.";
- mes "You can get paint from the workplace.";
- next;
- mes "[Vicente]";
- mes "The paint brush is used for painting big spaces.";
- mes "You can get paint from the workplace too.";
- next;
- mes "[Vicente]";
- mes "Don't you remember the location of the workplace?";
- mes "Juno, Prontera, Rachel and Lighthalzen.";
- next;
- mes "[Vicente]";
- mes "If you need paint, go to an assistant.";
- mes "^4d4dffIf you don't have any tools, you can use skill needed paints.^000000";
- next;
- mes "[Vicente]";
- mes "Congratulations to be our person.";
- close;
- case 3:
- mes "[Dumk]";
- mes "What?";
- mes "Why not?";
- mes "You don't want to be a Shadow Chaser?";
- mes "I can teach you so much about painting.";
- next;
- mes "[Dumk]";
- mes "You really won't understand until you become one.";
- next;
- mes "[Dumk]";
- mes "Don't you want to learn how to harness a power stronger than what you know?";
- mes "....";
- next;
- mes "Dumk seemed to be dissapointed because I didn't answer him.";
- close;
- }
- }
- }
- mes "[Dumk]";
- mes "..........";
- mes "Heh.";
- next;
- mes "[Vicente]";
- mes "I'm sorry.";
- mes "He is not interested in other people.";
- mes "But you can't enter this space.";
- mes "You can get tools at the store.";
- close;
-}
-
-// Flames
-//============================================================
-tur_dun03,38,209,1 script Blue Flame#sc_f01 4_NFWISP,{
- if (job_sha == 5) {
- mes "A blue flame is roaring.";
- mes "The deciphered code means...";
- next;
- input .@inputstr$;
- .@dap01$ = "blue fire in turtle island third floor";
- .@dap02$ = "BLUE FIRE IN TURTLE ISLAND THIRD FLOOR";
- if (.@inputstr$ != .@dap01$ && .@inputstr$ != .@dap02$) {
- mes "["+strcharinfo(0)+"]";
- mes "What was it?";
- mes "I guess I have to make sure I don't use any capital letters.";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "^4d4dff"+.@inputstr$+"^000000";
- mes "It's clearly pointing to this.";
- next;
- mes "You just murmur the sentence when the flame begins growing.";
- next;
- mes "[Unknown voice]";
- mes "Hm? Someone is coming?";
- mes "You are the one who wants to have my treasure?";
- mes "But your limitation is over.";
- next;
- mes "The flame is talking.";
- mes "The voice is snake-like.";
- mes "In the middle of blue flame, there are two marble eyes.";
- next;
- select("Pick it up.");
- mes "[Unknown voice]";
- mes "You are in a hurry.";
- mes "Hahaha, humans usually do things like that.";
- mes "They can't see the truth.";
- next;
- mes "[Unknown voice]";
- mes "How about you?";
- mes "I don't expect that you will do harm to this blue flame.";
- mes "It's the only one with two...";
- next;
- select("Who are you?");
- mes "[Shadow of Deception]";
- mes "Me? I'm a deception.";
- mes "I sneer at people who are stupid.";
- mes "I laugh behind their backs.";
- mes "HahaHaha...";
- next;
- mes "The Blue Flame is growning and rolling.";
- mes "They seem to be related.";
- job_sha = 6;
- setquest 7164;
- if (questprogress(7161)) erasequest 7161;
- if (questprogress(7162)) erasequest 7162;
- if (questprogress(7163)) erasequest 7163;
- close;
- } else if (job_sha == 6) {
- if (questprogress(7164,HUNTING) == 2) {
- mes "It looks like the blue flame is under the limitation.";
- mes "You can't feel that rolling effect of a spell like before.";
- next;
- select("Pick up the marbles.");
- mes "When you pick them up, you can feel that your weight is lightened.";
- job_sha = 7;
- erasequest 7164;
- close2;
- warp "job3_sha01",22,82;
- end;
- }
- mes "The flame is still rolling with a strong spell.";
- mes "You have to cut the relation with it.";
- close;
- } else if (job_sha == 7) {
- mes "It looks like the blue flame is under the limitation.";
- mes "You can't feel that rolling effect of a spell like before.";
- next;
- select("Pick up the marbles.");
- mes "When you pick it up, you can feel that your weight is lightened.";
- close2;
- warp "job3_sha01",22,82;
- end;
- }
- mes "The flame is rolling.";
- close;
-}
-
-ice_dun02,206,223,1 script Red Flame#sc_f02 4_NFWISP,{
- if (job_sha < 11) {
- mes "An unknown red flame is roaring.";
- close;
- } else if (job_sha > 10 && job_sha < 14) {
- mes "The red flame is roaring.";
- mes "It changed to a woman in black.";
- next;
- mes "[Woman in black]";
- mes "Can you hear me?";
- mes "Huhu.";
- mes "Can you see me?";
- next;
- mes "[Woman in black]";
- mes "You are the chosen one?";
- mes "You can know that.";
- mes "There is a soul that is the same as me.";
- next;
- mes "[Woman in black]";
- mes "I'm a shadow.";
- mes "A wandering shadow.";
- mes "Sad soul.";
- mes "A shadow of illusion without truth.";
- next;
- mes "[Shadow of Illusion]";
- mes "What do you want?";
- mes "Do you want treasure?";
- mes "Then pick it up.";
- mes "Tear my soul and";
- mes "show the truth.";
- job_sha += 3;
- setquest 7171;
- close;
- } else if (job_sha == 14 || job_sha == 15 || job_sha == 16) {
- if (questprogress(7171,HUNTING) == 2) {
- mes "You can't feel the soul from the flame.";
- mes "When you go closer, you can't see well because of darkness.";
- close2;
- warp "job3_sha01",22,33;
- end;
- }
- mes "[Shadow of Illusion]";
- mes "Huhu.";
- mes "What's wrong?";
- mes "You couldn't find the half of my soul?";
- mes "Huhu...";
- next;
- mes "[Shadow of Illusion]";
- mes "Ah, hurry and give me rest.";
- mes "I want to die softly.";
- mes "I want to give up the phony life.";
- next;
- mes "[Shadow of Illusion]";
- mes "Huhu...";
- mes "When the false shadow is gone, you can see the truth.";
- mes "Please, tear the false to dazzle who are blind...";
- mes "Without any trace...";
- close;
- }
- mes "The flame is rolling.";
- mes "You can't see well because of the light of ice.";
- close;
-}
-
-niflheim,230,276,1 script Red Flame#sc_f03 4_NFWISP,{
- if (job_sha < 21) {
- mes "That's a mysterious flame.";
- mes "It looks like cursing.";
- mes "Go away form that.";
- close;
- }
- else if (job_sha == 21) {
- mes "["+strcharinfo(0)+"]";
- mes "The poem that Haled told me was pointing to Niflheim.";
- mes "There is a flame that looks like the one from turtle island and ice dungeon.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The end of living tree's roots.";
- mes "Tears of all living people.";
- mes "Sign of all dead people.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "They are us but also not us.";
- next;
- mes "[Someone's voice]";
- mes "They are us but also not us.";
- next;
- mes "[Someone's voice]";
- mes "Residents of the night forgotten...";
- next;
- select("Who is playing that?");
- mes "[Someone's voice]";
- mes "Who is playing the waltz of desperation?";
- mes ".....";
- next;
- mes "[Someone's voice]";
- mes "Ha...";
- mes "You came here to dig the secret of death.";
- mes "Can you play the waltz of death for me?";
- next;
- mes "[Someone's voice]";
- mes "I don't to be subject to restraint";
- mes "and be with sign of dead people.";
- next;
- mes "[Shadow of Pleasure]";
- mes "I'm a shadow.";
- mes "I show that best of the pleasure in this world.";
- mes "Illusions such that you don't want to be awaken from the dream.";
- next;
- mes "[Shadow of Pleasure]";
- mes "The soul got tangled by cold chains";
- mes "I can't see the dream";
- mes "and the shadow lost the pleasure that will be lasting forever.";
- next;
- mes "[Shadow of Pleasure]";
- mes "Please, help me.";
- mes "Give me two hands to";
- mes "escape from here!";
- next;
- mes "[Shadow of Pleasure]";
- mes "Can you stifle me with two hands?";
- mes "The other side of my senses";
- mes "gas for breath.";
- next;
- mes "[Shadow of Pleasure]";
- mes "That's the evidence that I live.";
- mes "That's the evidence that I cross over the line.";
- mes "With start of life";
- mes "the last pleasure.";
- next;
- mes "[Shadow of Pleasure]";
- mes "Show me the";
- mes "sweet death.";
- next;
- mes "The flame is dying.";
- mes "You should handle the shadow of pleasure.";
- job_sha = 22;
- erasequest 7174;
- setquest 7175;
- close;
- } else if (job_sha == 22) {
- if (questprogress(7175,HUNTING) == 2) {
- mes "You can't feel the soul from the flame.";
- mes "When you go closer, you can't see well because of darkness.";
- job_sha = 23;
- erasequest 7175;
- close2;
- warp "job3_sha01",73,87;
- end;
- }
- mes "You can feel a strong soul in the flame.";
- mes "You should handle the shadow of pleasure.";
- close;
- } else if (job_sha == 23 || job_sha == 24) {
- mes "You can't feel the soul from the flame.";
- mes "When you go closer, you can't see well because of darkness.";
- close2;
- warp "job3_sha01",73,87;
- end;
- }
- mes "There is a flame.";
- mes "You can't feel anything from it.";
- close;
-}
-
-// Boxes
-//============================================================
-job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (job_sha == 7) {
- mes "It's a small box made of a hard turtle's shell.";
- mes "The middle of it...";
- next;
- select("Touch the middle.:Push the middle.");
- mes "When you touch it, something comes out!";
- next;
- setarray .@Codes1$[1],"EFDFJWF","FGEGKXG","GHFHLYH","HIGIMZI","IJHJNAJ","JKIKOBK","KLJLPCL","LMKMQDM";
- setarray .@Codes2$[1],"IPOFTUZ","JQPGUVA","KRQHVWB","LSRIWXC","MTSJXYD","NUTKYZE","OVULZAF","PWVMABG";
- .@i = rand(1,8);
- mes " ";
- mes " ";
- mes " DECEIVE";
- next;
- mes " ";
- mes " ";
- mes " "+.@i;
- next;
- mes "";
- mes "";
- mes " "+.@Codes1$[.@i];
- next;
- mes "It shows some letters and numbers.";
- mes " ";
- mes "Deceive.";
- mes "Then "+.@i+".";
- mes "And "+.@Codes1$[.@i]+".";
- next;
- select("What does it mean?");
- mes "["+strcharinfo(0)+"]";
- mes "Is it also code.";
- mes "It must be!";
- mes "Ah, something is showing up again...?";
- next;
- mes "- You can see some letters on the turtle's shell. -";
- next;
- mes " ";
- mes "HONESTY";
- mes " ";
- mes "And also letters. They are blinking as if waiting for a code to be input.";
- next;
- input .@inputstr$;
- if (.@inputstr$ == .@Codes2$[.@i] || .@inputstr$ == strtolower(.@Codes2$[.@i])) {
- mes "When you put the correct answer in there,";
- mes "the box is opened.";
- mes "There is a small and fabulous key.";
- next;
- mes "- You get the Key of Deception. -";
- job_sha = 8;
- getitem 6266,1; //Cheat_Key
- setquest 7165;
- close;
- }
- mes "- You put the answer -";
- mes "- but it doesn't work. -";
- mes "- You have failed. -";
- close;
- }
- mes "You don't have to stay in here.";
- next;
- if(select("Go outside.:Stay here.") == 1)
- warp "tur_dun03",40,201;
- close;
-}
-
-job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- setarray .@Words$[0],"SEED","FOOT","COLD";
- setarray .@numbers[0],24,25,20;
- .@i = job_sha-14;
- if (job_sha > 13 && job_sha < 17) {
- mes "There are lots of boxes.";
- mes "with sort of numbers.";
- next;
- mes " 1 2 3 4 5";
- mes " 6 7 8 9 0";
- mes " ";
- mes " [ ][ ] ";
- next;
- mes "When you touched that number, then it moved.";
- mes "You find the empty space.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I guess I have to put the number in the empty space...";
- mes "I have two empty squares to put two numbers.";
- mes "What will it be good for?";
- next;
- select("I think it's related with the word given by Paul.");
- mes "["+strcharinfo(0)+"]";
- mes "I got "+.@Words$[.@i]+".";
- mes "Now I have to convert it into a number...";
- next;
- switch(select("Input the answer.:I can't get it.")) {
- case 1:
- input .@input;
- if (.@input == .@numbers[.@i]) {
- mes "You put 2 and "+(.@numbers[.@i]-20)+".";
- mes "The box opens and you get one key.";
- next;
- mes "You got the Key of Illusion.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's not a treasure.";
- mes "The Key of Illusion? Is it related with the Shadow of Illusion?";
- mes "I got the Key of Deception after I handled Deception...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Anyway, Paul will be disappointed.";
- mes "Key again...";
- mes "How can I escape from here...?";
- job_sha = 17;
- getitem 6267,1; //Virtual_Key
- erasequest 7171;
- changequest 7168+.@i,7172;
- next;
- mes "When I push the box, it shows the door to go outside.";
- close2;
- warp "ice_dun02",209,219;
- end;
- }
- mes "When you enter the number, it goes back to the first.";
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hmm.";
- mes "I can't get it...";
- mes "Is it the same code as the Prontera workplace...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "According to that method...";
- mes "A means 11 and B means 12.";
- close;
- }
- }
- mes "It's a myterious box.";
- mes "When I push the box, it shows the door to go outside.";
- close2;
- warp "ice_dun02",209,219;
- end;
-}
-
-job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (job_sha == 23 || job_sha == 24) {
- if (job_sha == 23) {
- mes "There is a box that looks like a house.";
- mes "There's a small paper in the chimney.";
- next;
- mes "It says...";
- mes "-----------------";
- mes " 20 21 18 14";
- mes " 1 14 4";
- mes " 19 8 1 11 5";
- mes "-----------------";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I think it's another code.";
- } else {
- mes "["+strcharinfo(0)+"]";
- mes "Let me think again...";
- mes "20 21 18 14";
- mes "1 14 4 ";
- mes "19 8 1 11 5";
- mes "...";
- }
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's the same as before.";
- mes "There's no code, so 1 should be A.";
- mes "And the answer is...";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "turn and shake" || .@inputstr$ == "TURN AND SHAKE") {
- mes "["+strcharinfo(0)+"]";
- mes "Turn... Turn... and";
- mes "Shake? Shake?";
- mes "For what?";
- next;
- while(1) {
- switch(select("Turn the roof.:Turn the house.:Turn the handle.")) {
- case 1:
- mes "You turn the roof.";
- next;
- switch(select("Shake the roof.:Shake the house.")) {
- case 1:
- mes "Even though you shake the roof but";
- mes "nothing happens.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's not it.";
- mes "Hmm...";
- next;
- break;
- case 2:
- mes "You tried to shake the house but";
- mes "it doesn't do anything.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's wrong.";
- mes "Put it back";
- mes "and try it again.";
- next;
- break;
- }
- break;
- case 2:
- mes "You grab the whole house and turn it.";
- next;
- switch(select("Shake up and down.:Shake back and forth.:Turn 'round and 'round and shake.:Roll it upside down.")) {
- case 1:
- case 2:
- mes "Nothing happens.";
- mes "You think there is something inside, but it won't come out.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's not it.";
- mes "Hmm...";
- next;
- break;
- case 3:
- mes "You shake it slowly.";
- mes "You can hear a noise,";
- mes "but nothing's coming out.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's not it.";
- mes "Hmm...";
- next;
- break;
- case 4:
- mes "Rolling it upside down causes something inside to move.";
- next;
- mes "You shake it slowly.";
- mes "You can hear some noise.";
- mes "Something's coming out.";
- next;
- mes "- You got the Key of Pleasure. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What? A key again!";
- mes "Haled will be disappointed.";
- mes "I better go back.";
- job_sha = 25;
- setquest 7176;
- getitem 6268,1; //Mirth_Key
- close;
- }
- break;
- case 3:
- mes "You tried to turn the small handle";
- mes "but it doesn't work.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What should I do now?";
- next;
- break;
- }
- }
- }
- mes "["+strcharinfo(0)+"]";
- mes "..."+.@inputstr$+"...?";
- if (job_sha == 23) {
- mes "What does that mean?";
- job_sha = 24;
- } else
- mes "Again? I don't get it.";
- close;
- }
- mes "You don't have to stay in here.";
- mes "You put the box down and see that there is a door to go outside.";
- close2;
- warp "niflheim",230,270;
- end;
-}
-
-job3_sha01,71,27,0 script ????#keybox04 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (job_sha == 27) {
- mes "There is a stone statue that looks";
- mes "like a small casket with a fabulous pattern around it.";
- next;
- mes "But you can't feel any power from it.";
- mes "You find three holes in there.";
- next;
- mes "Inscribed next to the holes is written";
- mes "deception, illusion and pleasure.";
- next;
- select("Place the key in the holes.");
- if (countitem(6266) && countitem(6267) && countitem(6268)) {
- mes "["+strcharinfo(0)+"]";
- mes "At first, Deception...";
- mes "then Illusion...";
- mes "and Pleasure...";
- mes "Let me see.";
- next;
- mes "When you put the keys in";
- mes "something comes out.";
- next;
- mes "- You got a brush with a fabulous pattern on it. -";
- delitem 6266,1; //Cheat_Key
- delitem 6267,1; //Virtual_Key
- delitem 6268,1; //Mirth_Key
- job_sha = 28;
- getitem 6269,1; //Master_Brush
- changequest 7178,7179;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What???";
- mes "A brush!!!!";
- mes "This isn't treasure!!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahahhah!!!!";
- mes "*sniff*";
- mes "It's not treasure!";
- next;
- select("Now I'm pissed off.");
- mes "["+strcharinfo(0)+"]";
- mes "*Sigh*";
- mes "Guess I should bring this to ^4d4dffVicente^000000!";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "I didn't bring all of the keys.";
- mes "How could I be so stupid?";
- close;
- }
- mes "It's an empty stone statue.";
- close;
-}
-
-// Brush Shops
-//============================================================
-s_atelier,29,119,3 script Max#sc05_prt 4W_M_01,{
- mes "[Max]";
- mes "Welcome~";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "You are a member of the Rogue guild!";
- mes "What can I help you with?";
- next;
- .@i = select("I need a make-up brush.:I need a paint brush.:Nothing.");
- mes "[Max]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "If you need more";
- mes "just visit me!";
- close;
- }
- if (countitem(.@i[1])) {
- mes "Are you kidding me?";
- mes "You already have it?";
- mes "You don't need anything else.";
- next;
- mes "[Max]";
- mes "Visit later and use what you have!";
- close;
- }
- if (countitem(7150) >= .@i[2] && countitem(949) >= .@i[3] && Zeny >= .@i[4]) {
- mes "Oh you brought all the things required.";
- mes "Hold on a bit.";
- next;
- mes "[Max]";
- mes "Here's what you need.";
- next;
- mes "[Max]";
- mes "Take it.";
- mes "Good luck!";
- delitem 7150,.@i[2]; //Bamboo_Cut
- delitem 949,.@i[3]; //Feather
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "Here's what you need to get a make-up brush.";
- mes .@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feather,";
- mes "and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "We sell all art related things here~";
- next;
- switch(select("Paint!?:Where's the manager?")) {
- case 1:
- mes "[Max]";
- mes "You are asking for paint?";
- mes "Could you just ask them to get the paint?~";
- close;
- case 2:
- mes "[Max]";
- mes "There's our manager.";
- mes "Right over there.";
- mes "**points**";
- mes "Are you blind?";
- close;
- }
-}
-
-s_atelier,136,70,3 script Titika#sc09_ra 4_F_CHILD,{
- mes "[Titika]";
- mes "Welcome.";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "You are in a guild.";
- mes "What can I help you with?";
- next;
- .@i = select("Make a new make-up brush.:Make a new paint brush.:Nothing.");
- mes "[Titika]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "Visit me again.";
- close;
- }
- if (countitem(.@i[1])) {
- mes "You already have a paint brush?";
- mes "I think it's enough...";
- close;
- }
- if (countitem(7150) >= .@i[2] && countitem(949) >= .@i[3] && Zeny >= .@i[4]) {
- mes "You brought all the materials.";
- mes "I'll exchange it with the goods that I made.";
- delitem 7150,.@i[2]; //Bamboo_Cut
- delitem 949,.@i[3]; //Feather
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "To make a paint brush,";
- mes "you need "+.@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feathers,";
- mes "and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "This is the Shadow Chaser workplace~";
- next;
- switch(select("Where is the paint?:Where is the manager?")) {
- case 1:
- mes "[Titika]";
- mes "You mean paint?";
- mes "Talk to the assistant and ask about the paint tool.";
- close;
- case 2:
- mes "[Titika]";
- mes "My manager is inside of the workplace.";
- mes "If you visit him without a special reason, he will ignore you.";
- close;
- }
-}
-
-s_atelier,124,128,3 script RimiGX#sc07_yuno 4_F_LGTGIRL,{
- mes "[RimiGX]";
- mes "Welcome.";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "What are you looking for?";
- next;
- .@i = select("Make a new blush for make-up.:Make a new blush for painting.:Nothing.");
- mes "[RimiGX]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "Visit me again.";
- close;
- }
- if (countitem(.@i[1])) {
- mes "I can't offer extra stuff.";
- mes "Visit here when you lost stuff.";
- close;
- }
- if (countitem(7150) >= .@i[2] && countitem(949) >= .@i[3] && Zeny >= .@i[4]) {
- mes "You brought stuff you need.";
- mes "It will be fast when I exchange the stuff made?";
- delitem 7150,.@i[2]; //Bamboo_Cut
- delitem 949,.@i[3]; //Feather
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "For blush to "+((.@i[0] == 1)?"make up":"paint");
- mes "you need "+.@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feather, and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "It's the shadow workplace~";
- next;
- switch(select("Where is the paint?:Where is the manager?")) {
- case 1:
- mes "[RimiGX]";
- mes "Paint?";
- mes "Ask an assistant who works over there.";
- close;
- case 2:
- mes "[RimiGX]";
- mes "Manager? He's in inside of the workplace.";
- mes "But when you visit him, you should have something to tell him....";
- close;
- }
-}
-
-s_atelier,26,68,3 script Vito#sc11_lgt 4_M_KHMAN,{
- mes "[Vito]";
- mes "Welcome.";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "What are you looking for?";
- next;
- .@i = select("Make a new blush for make-up.:Make a new blush for painting.:Nothing.");
- mes "[Vito]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "Whenever you need a blush, visit me.";
- mes "See you!";
- close;
- }
- if (countitem(.@i[1])) {
- mes "We offer only one blush to each person.";
- mes "We can't offer extra blushes.";
- close;
- }
- if (countitem(7150) >= .@i[2] && countitem(949) >= .@i[3] && Zeny >= .@i[4]) {
- mes "You brought all what you need.";
- mes "I'm going to exchange the blush I made before.";
- delitem 7150,.@i[2]; //Bamboo_Cut
- delitem 949,.@i[3]; //Feather
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "For blush to "+((.@i[0] == 1)?"make up":"paint");
- mes "you need "+.@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feather, and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "It's the shadow workplace.";
- next;
- switch(select("Where is the paint?:Where is the manager?")) {
- case 1:
- mes "[Vito]";
- mes "Paint?";
- mes "Ask the assistant standing over there.";
- close;
- case 2:
- mes "[Vito]";
- mes "The man standing in front of the counter is the manager.";
- close;
- }
-}
-
-// Warp Portal
-//============================================================
-tha_t01,149,228,0 script #shadowc02 WARPNPC,2,2,{
- end;
-OnTouch:
- mes "You can feel weird power.";
- if (BaseJob == Job_Rogue && job_sha == 27) {
- mes "You are getting dizzy.";
- close2;
- warp "job3_sha01",71,36;
- end;
- }
- mes "You don't know what it is.";
- close;
-}
-
-// Quest Mob Spawn
-//============================================================
-tur_dun03,0,0,0,0 monster Shadow of Deception 2076,1,1000,0,0
-ice_dun02,0,0,0,0 monster Shadow of Illusion 2077,1,1000,0,0
-niflheim,0,0,0,0 monster Shadow of Pleasure 2078,1,1000,0,0
diff --git a/npc/re/jobs/3-2/sorcerer.txt b/npc/re/jobs/3-2/sorcerer.txt
deleted file mode 100644
index b3ccc3c62..000000000
--- a/npc/re/jobs/3-2/sorcerer.txt
+++ /dev/null
@@ -1,418 +0,0 @@
-//===== Hercules Script ======================================
-//= Sorcerer Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Sage / Professor -> Sorcerer.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Cleaning. [Euphy]
-//= 1.2 Updated script, optimized. [Euphy]
-//============================================================
-
-gef_tower,102,34,5 script Merito 2_M_SAGE_B,{
- mes "[Merito]";
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "You packed so much in your bag. Try again after emptying your bag.";
- close;
- }
- if (Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer) {
- mes "Please get on with the sprits well~ You should~!";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "Wow~ you are a young adventurer. I envy you.";
- close;
- }
- if (BaseJob != Job_Sage) {
- mes "Ahh~ I think you don't need to have a conversation with me.";
- close;
- }
- if (job_soc == 0) {
- mes "Welcome. What can I help you with?";
- next;
- select("Do you know about Sorcerers?");
- mes "[Merito]";
- mes "Wouldn't it be more comfortable to just live as a scholar? Sorcerers are busy communicating with the spirits and don't have much time to read books...";
- next;
- mes "[Merito]";
- mes "What made you want to be a sorcerer?";
- next;
- if(select("The spirit of fire led me here.:The spirit of water led me here.:The spirit of earth led me here:The spirit of meat led me here.") == 4) {
- mes "[Merito]";
- mes "That kind of spirit doesn't exist!";
- close;
- }
- mes "[Merito]";
- mes "Oh, I see.";
- mes "You must be born with the natural ability to see that you already communicated with the spirits, or you must be an excellent liar.";
- next;
- mes "[Merito]";
- mes "Hmm... Then first, can you write down your name on this list?";
- next;
- if(select("Write name.:I won't.") == 2) {
- mes "[Merito]";
- mes "Well, okay. See you again when you get a chance.";
- close;
- }
- mes "[Merito]";
- mes "So, you are [" + strcharinfo(0) + "].";
- next;
- mes "[Merito]";
- mes "Give me a second to register your name.";
- mes "Talk to me again in a second.";
- job_soc = 1;
- close;
- } else if (job_soc == 1) {
- mes "Good, then I'll give you a short explanation about the Sorcerer.";
- next;
- mes "[Merito]";
- mes "[" + strcharinfo(0) + "], can you handle magic skillfully?";
- next;
- if(select("Yes, I can.:No, I'm not really good at it.") == 2) {
- mes "[Merito]";
- mes "What!? You don't know how to use magic?";
- mes "What are you doing here then? Get out of here. Right now!";
- close;
- }
- mes "[Merito]";
- mes "Okay, that should be obvious.";
- mes "Of course, Sorcerers use magic, too. But, do you know the main difference Sorcerers have from other magical jobs?";
- next;
- switch(select("They know how to sing.:They're all old fogies.:They can deal with the spirits.")) {
- case 1:
- mes "[Merito]";
- mes "Well maybe some but that's not the main difference.";
- close;
- case 2:
- mes "[Merito]";
- mes "What! How dare you!?!";
- close;
- case 3:
- break;
- }
- mes "[Merito]";
- mes "That's right. That is the most distinguishing feature that Sorcerers have.";
- next;
- mes "[Merito]";
- mes "When the people who want to be a Sorcerer come, the first thing we do is to check whether they can communicate with spirits or not.";
- next;
- mes "[Merito]";
- mes "So that's the basic introduction, so you just need to decide whether or not you want to take the qualification test.";
- next;
- mes "[Merito]";
- mes "Well, it's all up to you. What are you going to do?";
- next;
- switch(select("I will take the test.:I'll do it later.")) {
- case 1:
- mes "[Merito]";
- mes "Okay. ";
- mes "Then I'll hand it over to Karacas who is on the 4th floor. He will guide you through the process of the test.";
- job_soc = 2;
- setquest 12096;
- close;
- case 2:
- mes "[Merito]";
- mes "What? I was sure that you wanted to become a Sorcerer.";
- close;
- }
- } else {
- mes "How about your test? Well, Karacas is a little lazy, so that might bother you some... kkk";
- close;
- }
-}
-
-gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{
- mes "[Karacas]";
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "Oh, it seems that you're too heavy. Empty your bag and then come again.";
- close;
- }
- if (Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer) {
- mes "You look happy. Have a great journey.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "Is there anything I can do for you?";
- close;
- }
- if (BaseJob != Job_Sage) {
- mes "I belong to the Sorcerer association. I don't think you have any business with me.";
- close;
- }
- if (job_soc < 2) {
- mes "More people are visiting Geffen Tower these days.";
- close;
- } else if (job_soc == 2) {
- mes "....";
- next;
- select("Ah... excuse me~");
- mes "[Karacas]";
- mes "... (Z z z~)";
- next;
- select("Hm hm!!!~");
- mes "[Karacas]";
- mes "Aaaak!! ";
- mes "Oh, my... ";
- next;
- mes "[Karacas]";
- mes "Wh... where are you from?";
- next;
- select("Merito told me to visit you.");
- mes "[Karacas]";
- mes "I see, give me a moment.";
- mes "The list... has already arrived.";
- next;
- mes "[Karacas]";
- mes "So, you are [" + strcharinfo(0) + "]... right?";
- next;
- if(select("Yes, I am.:No, I'm not!") == 2) {
- mes "[Karacas]";
- mes "Oh, there must be some mistake in the list, I think. Will you come again later?";
- close;
- }
- mes "[Karacas]";
- mes "Before you take the Sorcerer test, let me give you the basic information.";
- next;
- mes "[Karacas]";
- mes "The way to get a Sorcerer registration ticket is really simple. You just need to go and find one of each spirit scattered around the world, and then convert their power into the shape of a certain material.";
- next;
- mes "[Karacas]";
- mes "Sounds easy, right?";
- next;
- select("Ahh... sir. Is that really possible?");
- mes "[Karacas]";
- mes "Well, it is impossible to meet every spirit by yourself. You need to train yourself very hard to give a shape to the spirits and see them clearly through your eyes.";
- next;
- mes "[Karacas]";
- mes "So, usually we perform a certain ceremony parade toward the place where we can feel the spirits.";
- next;
- mes "[Karacas]";
- mes "I will tell you how to do that. So listen carefully.";
- next;
- mes "[Karacas]";
- mes "Usually we cannot see the spirits with our eyes but there is a way to realize the part of the spirits through a special medium.";
- next;
- mes "[Karacas]";
- mes "For example, if you visit the place where the spirit of wind stays with a certain amount of Wind of Verdure, the reaction of the spirit is amplified.";
- next;
- mes "[Karacas]";
- mes "Likewise, if you approach the place where the spirit of fire seems to stay while you have a certain amount of Red Blood, the spirit will show the adverse reaction.";
- next;
- mes "[Karacas]";
- mes "Sorcerers use this basic principle, this is the essential knowledge that Sorcerers need to have to reach the spirits.";
- next;
- select("So communicating with spirits...");
- mes "[Karacas]";
- mes "Right~";
- mes "This job is based on the power of spirits.";
- next;
- mes "[Karacas]";
- mes "Hmm, but it might be hard for someone like you who's focused only on reading books...";
- next;
- mes "[Karacas]";
- mes "First, you need to bring the following materials needed for the test.";
- next;
- mes "[Karacas]";
- mes "3 Wind of Verdure.";
- mes "3 Crystal Blue.";
- mes "3 Red Blood.";
- mes "3 Green Live.";
- next;
- mes "[Karacas]";
- mes "When you bring these materials, I'll tell you the next step.";
- job_soc = 3;
- changequest 12096,12097;
- close;
- } else if (job_soc == 3) {
- if (countitem(992) > 2 && countitem(991) > 2 && countitem(990) > 2 && countitem(993) > 2) {
- mes "Oh, you have all the materials.";
- next;
- select("What should I do next?");
- mes "[Karacas]";
- mes "I'll tell you about it now. First, I'll tell you the places for the test. You better write them down.";
- next;
- mes "[Karacas]";
- mes "1. 1st floor of Ice Cave";
- mes "2. 1st floor of Thor Volcano Dungeon";
- mes "3. 3rd floor of Mjolnir Dead Pit";
- mes "4. 2nd floor of Kunlun Dungeon";
- next;
- mes "[Karacas]";
- mes "We have set up the detecting poles in these 4 places so that ordinary people can communicate with the spirits.";
- next;
- mes "[Karacas]";
- mes "Be aware that these detecting poles are activated only when you have more than the certain amount of property stones.";
- next;
- mes "[Karacas]";
- mes "You need to prepare at least 3 small stones for each property. For example, you need Wind of Verdure, not Rough Wind.";
- next;
- select("So I need the property stones...");
- mes "[Karacas]";
- mes "Yes, you have quick wits!";
- next;
- mes "[Karacas]";
- mes "Once you bring the stones to the poles, put them into the property decomposing machine which is attached to the pole. The detecting pole will be activated, and you can communicate with the spirit.";
- next;
- mes "[Karacas]";
- mes "If you succeed, you can extract a part of the spirit as a reagent. If you fail, the property stone will break up.";
- next;
- mes "[Karacas]";
- mes "Of course if you are lucky enough, if you fail, a Wind of Verdure can be changed into a Rough Wind... Well, that's not a common situation so let's leave that out of the discussion for now.";
- next;
- select("What if I run out of stones?");
- mes "[Karacas]";
- mes "Ahahaha... If you run out of property stones, you simply have to get more.";
- next;
- mes "[Karacas]";
- mes "So people who have this test usually start with as many property stones as they can carry. The amount I told you to get is just the bare minimum.";
- next;
- mes "[Karacas]";
- mes "If you are an advanced Sorcerer, you will be able to talk with spirits without going through this process again. But beginners need to use that kind of medium to talk with them.";
- next;
- select("So the reagent is...?");
- mes "[Karacas]";
- mes "We don't know which reagent is going to be made from the spirits. It differs by the state of spirits.";
- next;
- mes "[Karacas]";
- mes "When you succeed in getting 3 different kinds of reagents, you can come back.";
- next;
- mes "[Karacas]";
- mes "A reagent that one spirit makes won't be over 2 kinds so if you're going to make 3 kinds of reagents, I suggest you go around several places.";
- next;
- mes "[Karacas]";
- mes "Have any questions?";
- next;
- if(select("No.:Please explain it again.") == 2) {
- mes "[Karacas]";
- mes "Haha, then can I have a cup of water for a minute? Please come and find me again later.";
- next;
- }
- mes "[Karacas]";
- mes "Then I'll write down the progress that I've summarized shortly. Wait...";
- next;
- mes "^000099You got a paper on which the way of communicating with spirits is written. For more information please open your quest window^000000.";
- job_soc = 4;
- changequest 12097,12098;
- close;
- }
- mes "Before I let you know the progressing way, you'll need to bring some required material.";
- next;
- mes "[Karacas]";
- mes "3 Wind of Verdure.";
- mes "3 Crystal Blue.";
- mes "3 Red Blood.";
- mes "3 Green Live.";
- next;
- mes "[Karacas]";
- mes "When you bring these basic things, I'll guide you to the next step.";
- close;
- } else if (job_soc == 4) {
- if (countitem(6276) && countitem(6278) && countitem(6277)) {
- mes "Wow~ your skill is good.";
- mes "I thought you'd be overwhelmed by the spirits but you've managed to get the effective medicine!";
- next;
- select("Is this all I need to do?");
- mes "[Karacas]";
- mes "Well done. First, I will organize the miraculous medicine so please wait a moment.";
- delitem 6276,1; //Clear_Reagent
- delitem 6278,1; //Black_Reagent
- delitem 6277,1; //Red_Reagent
- job_soc = 5;
- completequest 12098;
- close;
- }
- mes "It's not an easy thing to get the desired effect by communicating with spirits.";
- next;
- mes "[Karacas]";
- mes "Don't give up and keep on trying~";
- close;
- } else if (job_soc == 5) {
- mes "Originally my teacher needs to check the Sorcerer job change but after he went out to find the spirit of fish, I can't see him. So I'll check it myself.";
- next;
- mes "[Karacas]";
- mes "Dear [" + strcharinfo(0) + "],";
- mes "you went around the rough wilds to open the door as a Sorcerer and passed all the requirements that our Academy has given.";
- next;
- mes "[Karacas]";
- mes "Of course it is just a beginning, we don't know which spirit you're going to commune with or what kind of hardships await you.";
- next;
- mes "[Karacas]";
- mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear [" + strcharinfo(0) + "]";
- next;
- mes "[Kalakas]";
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint) {
- mes "Before I appointed you the need job, please check on your own body status. ";
- next;
- mes "[Kalakas]";
- mes "You must have the etiquette of your job now before you accept the new job! ";
- close;
- }
- if (hascashmount()) {
- mes "Good, before we get started...";
- mes "Please unequip your riding pet~";
- close;
- }
- mes "Moreover, I formally acknowledge that you've completed all the job transfer tests of the Sorcerer Academy.";
- next;
- mes "[Karacas]";
- mes "Congratulations, [" + strcharinfo(0) + "]";
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem 5756,1; //Wind_Whisper
- getitem 2795,1; //Green_Apple_Ring
- next;
- mes "[Karacas]";
- mes "I hope that you gain more communion with spirits from now on.";
- close;
- }
-}
-- script Spirit Detecting Staff#0 -1,{
-
- if (strnpcinfo(4) == "thor_v01") setarray .@id[0],990,994,6276,6278;
- else if (strnpcinfo(4) == "ice_dun01") setarray .@id[0],991,995,6278,6276;
- else if (strnpcinfo(4) == "mjo_dun03") setarray .@id[0],993,997,6277,6276;
- else if (strnpcinfo(4) == "gon_dun02") setarray .@id[0],992,996,6277,6278;
-
- if (job_soc == 4 && countitem(.@id[0]) > 2) {
- progressbar "ffff00",5;
- delitem .@id[0],3; //Boody_Red,Crystal_Blue,Yellow_Live,Wind_Of_Verdure
- .@soc_ran = rand(1,70);
- if (.@soc_ran < 10) {
- if (countitem(.@id[2]) == 0) {
- mes "You got a reagent by communicating with an unseen spirit.";
- getitem .@id[2],1; //Clear_Reagent,Black_Reagent,Red_Reagent
- close;
- }
- mes "It doesn't seem like you got anything special from the spirits.";
- close;
- } else if (.@soc_ran > 9 && .@soc_ran < 16) {
- if (countitem(.@id[3]) == 0) {
- mes "You got a reagent by communicating with an unseen spirit.";
- getitem .@id[3],1; //Clear_Reagent,Black_Reagent,Red_Reagent
- close;
- }
- mes "It doesn't seem like you got anything special from the spirits.";
- close;
- } else if (.@soc_ran == 56) {
- mes "The spirit combined the property stones into a huge property stone.";
- getitem .@id[1],1; //Flame_Heart,Mistic_Frozen,Great_Nature,Rough_Wind
- close;
- } else {
- mes "You used the property stones but it looks like you failed to communicate with the spirits.";
- close;
- }
- }
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits.";
- if (job_soc == 4 && countitem(.@id[0]) < 3) {
- next;
- mes "If you have the suitable property stones, you should be able to commune with the spirits.";
- }
- close;
-}
-thor_v01,64,252,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#1 2_BOARD2
-ice_dun01,274,274,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#2 2_BOARD2
-mjo_dun03,200,141,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#3 2_BOARD2
-gon_dun02,195,190,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#4 2_BOARD2
diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt
deleted file mode 100644
index 8c8905a98..000000000
--- a/npc/re/jobs/3-2/sura.txt
+++ /dev/null
@@ -1,865 +0,0 @@
-//===== Hercules Script ======================================
-//= Sura Job Quest
-//===== By: ==================================================
-//= Muad_Dib, Gepard
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Monk / Champion -> Sura.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Removed disablenpc which causes players stucked in waitingroom. [Joseph]
-//= 1.2 Updated script, optimized. [Euphy]
-//= 1.3 Added GM management function. [Euphy]
-//============================================================
-
-ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{
- if (job_shu == 0) {
- mes "[King Crab]";
- mes "Khh ha ha ha ha ha ha.";
- mes "That little rookie was knocked out by my one blow!";
- next;
- mes "[Sludge Worm]";
- mes "Those arrogant fellows deserve a bitter lesson.";
- mes "How dare a little rookie attack you, boss!";
- next;
- if (BaseJob != Job_Monk || BaseLevel < 99 || JobLevel < 50) {
- mes "[King Crab]";
- mes "Khhha ha ha ha ha ha!!!!";
- mes "One more cup of beer, here!!!";
- mes "I will drink today!!!";
- next;
- mes "[Sludge Worm]";
- mes "King Crab!!! I will follow you forever!!";
- close;
- }
- mes "[King Crab]";
- mes "Ha ha ha ha ha ha ha!!!!";
- next;
- mes "[Sludge Worm]";
- mes "Hey! Right here!!! One more cup of beer!!!";
- mes "What are you doing? My boss's cup is already empty! Come quickly!";
- next;
- mes "[Waitress]";
- mes "Yes, I will bring it right away.";
- next;
- mes "[Sludge Worm]";
- mes "Too slow!!! Who do you think my boss is? Huh!?";
- next;
- mes "[Waitress]";
- mes "I... I'm really sorry, sir...";
- next;
- mes "[King Crab]";
- mes "K k k k k. That's enough.";
- mes "That cute girl seems to be scared of you!";
- mes "Hey lady~ We are not scary people~~";
- next;
- mes "[Waitress]";
- mes "Aaaaaaaaaaak! Don't do this!!";
- next;
- mes "- Bang -";
- donpcevent "???#bcmd::OnEnable";
- next;
- mes "[???]";
- mes "Hey, there.";
- mes "I've been watching you, making a ruckus like you own this place.";
- next;
- mes "[???]";
- mes "It's too noisy. So if you want to say that nonsense again, go home.";
- next;
- mes "[Sludge Worm]";
- mes "What?!";
- mes "I don't know who you are but you must've lost your mind!";
- mes "Do you have any idea who my boss is?!!";
- next;
- mes "[Sludge Worm]";
- mes "This is the famous King Crab!!!";
- mes "Who can decimate entire armies with his fist!!!";
- next;
- mes "[???]";
- mes "You do all the dirty things like your dirty face.";
- mes "You're just a thug satisfying your desires.";
- next;
- mes "[King Crab]";
- mes "What?";
- mes "How dare you say those things?";
- mes "Just because you're a girl doesn't mean I'll just let it go.";
- next;
- mes "[Sludge Worm]";
- mes "Huh! The boss is really mad!";
- mes "I can beat you up with one blow...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey! How dare you use violence against a lady!?";
- next;
- mes "[???]";
- mes "Move back, you little thing...";
- next;
- mes "[???]";
- mes "Oh, I'm glad to hear that.";
- mes "I won't attack first because I'm in the middle of training.";
- next;
- mes "[King Crab & Sludge Worm]";
- mes "What?";
- next;
- mes "[King Crab & Sludge Worm]";
- mes "Uhhhh?!";
- next;
- mes "[King Crab & Sludge Worm]";
- mes "Aaaaaahhhhhhhhk!!!!!!!!";
- specialeffect EF_FIRESPLASHHIT,AREA,"King Crab#job_shu";
- specialeffect EF_FIRESPLASHHIT,AREA,"Sludge Worm#job_shu";
- next;
- mes "- What is that amazing power? -";
- mes "- I've never seen this -";
- mes "- kind of skill before... -";
- next;
- mes "[???]";
- mes "Well, the mood is spoiled...";
- next;
- mes "[Waitress]";
- mes "Tha... Thank you so much...";
- mes "How can I repay you?";
- next;
- mes "[???]";
- mes "It's not a big deal. It's okay.";
- next;
- mes "[Waitress]";
- mes "Are you going back to your lodging?";
- mes "If it's okay with you, can I deliver you a meal?";
- next;
- mes "[???]";
- mes "Oh, you don't really need to.";
- mes "Just a slice of bread and warm soup will be enough for me.";
- mes "Then, I've got to say goodbye. Bye.";
- donpcevent "???#bcmd::OnDisable";
- next;
- mes "[Waitress]";
- mes "Bye...";
- mes "...";
- mes ".....";
- mes "........(cheeks glowing)";
- job_shu = 1;
- setquest 11155;
- close;
- } else {
- if (strnpcinfo(0) == "King Crab#job_shu") {
- mes "[King Crab]";
- mes "How come a little rookie knocked me out! Me! The great King Crab...";
- } else {
- mes "[Sludge Worm]";
- mes "Boss... Are we really past our prime now?";
- mes "Sob... sob...";
- }
- close;
- }
-}
-ve_in,241,128,4 duplicate(King Crab#job_shu) Sludge Worm#job_shu 4_M_MINISTER
-
-ve_in,244,126,3 script Waitress#job_shu 1_F_04,{
- mes "[Waitress]";
- if (job_shu == 0) {
- mes "Oh no~";
- mes "I hate those noisy and impolite customers!";
- mes "I hope there is someone who can scold them for me.";
- close;
- } else if (job_shu == 1) {
- if (BaseJob == Job_Monk) {
- mes "Oh dear~";
- mes "I really appreciate you, "+jobname(Class)+", for helping me a while ago.";
- next;
- }
- mes "Ah, the person we saw before?";
- mes "She has been staying in this village for days,";
- mes "Isn't she so great?";
- next;
- mes "[Waitress]";
- mes "Although she is a woman like me, she was so cool!";
- mes "Aaahh~ That beautiful and imposing figure...";
- next;
- mes "[Waitress]";
- mes "Oh my!!";
- mes "I forgot to do something!";
- mes "I should cook right away and then bring the meal to the Inn. Aaahh~";
- next;
- mes "[Waitress]";
- mes "If you still don't know where to stay, please use ^f57d7dthe Inn at the upper side of this building^000000.";
- close;
- }
- mes "Now that the customers have become a little quiet.";
- mes "Ahhhh, I feel better now!!";
- close;
-}
-
-ve_in,240,131,0 script ???#bcmd 4_F_SURA,{
- end;
-OnInit:
- disablenpc "???#bcmd";
- end;
-OnEnable:
- enablenpc "???#bcmd";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "???#bcmd";
- stopnpctimer;
- end;
-OnTimer600000:
- donpcevent "???#bcmd::OnDisable";
- stopnpctimer;
- end;
-}
-
-ve_in,97,149,0 script #Suraryokan HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_shu == 1) {
- .@n$ = "["+strcharinfo(0)+"]";
- mes "[???]";
- mes "Who is it?!";
- next;
- mes .@n$;
- mes "I am the person who was at the pub a while ago.";
- mes "I have something to ask.";
- next;
- mes "[???]";
- mes "Don't bother me, just go away!";
- next;
- mes .@n$;
- mes "Please, I just want to talk.";
- next;
- mes "[???]";
- mes "...";
- next;
- mes .@n$;
- mes "Don't ignore me, just talk to me.";
- next;
- mes .@n$;
- mes "Just for a moment, isn't it okay?";
- next;
- mes .@n$;
- mes "I'm not here to hurt you.";
- next;
- mes .@n$;
- mes "How could you treat someone who came to your door so badly?";
- next;
- mes .@n$;
- mes "You're going too far.";
- next;
- mes .@n$;
- mes "After I saw you fighting...";
- next;
- mes .@n$;
- mes "I thought that you must have practiced martial arts and I came here to meet you.";
- next;
- mes .@n$;
- mes "But seeing that you stood me up outside like this...";
- next;
- mes .@n$;
- mes "You must be advanced in martial arts...";
- next;
- mes "[???]";
- mes "How persistent...";
- next;
- mes "[???]";
- mes "What the hell do you want?";
- job_shu = 2;
- close;
- }
- end;
-}
-
-ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{
- if (job_shu < 2) {
- mes "[Fighter]";
- mes "Ahhhh~ I'm so tired.";
- mes "Training is so tough and I have a long way to go!";
- close;
- } else if (job_shu == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "I want to know about the skill you used a while ago.";
- next;
- mes "[???]";
- mes "...";
- mes "......";
- mes ".........";
- mes "............ A rookie like you doesn't need to know.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Rookie?!";
- mes "I have steadily practiced martial arts.";
- mes "I am confident that I will never lose.";
- next;
- mes "[???]";
- mes "So you can beat me, too?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No...";
- mes "I guess that's too much...";
- mes "Frankly speaking, I was quite amazed by you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I had thought that I was strong enough but after seeing you fight, I realized that I was full of conceit.";
- next;
- mes "[???]";
- mes "Huuuh~ No matter how strong you are,";
- mes "you cannot avoid reaching for your true limit.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You are just the person that I expected.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I think you would know";
- mes "how to overcome this limitation.";
- next;
- mes "[???]";
- mes "Stop it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What? Why?";
- next;
- mes "[???]";
- mes "Are you a human?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What?";
- mes "Of course, I am a human.";
- next;
- mes "[???]";
- mes "To become stronger is too hard for a mere human.";
- mes "If you want to, just buy better equipment.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then, what are you?";
- mes "You mean you're not a human being?";
- next;
- mes "[???]";
- mes "To overstep the limit...";
- mes "is impossible for a human.";
- mes "It's a ghost's way...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ghost?";
- next;
- mes "[???]";
- mes "I gave up being a human after I chose this way.";
- mes "The way to become a Sura abandoning divine protection.";
- next;
- mes "[???]";
- mes "You won't even have time to take a rest if you choose this way.";
- mes "You'll become a puppet for war...";
- next;
- switch(select("But I still want to know more.:Well, I quit then.")) {
- case 1:
- mes "[???]";
- mes "Aren't you an idiot?";
- mes "Why are you so happy about becoming a ghost?";
- next;
- mes "[???]";
- mes "You'll regret it, so just be satisfied with your present life.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, now that I've met you, I won't live my life this way anymore!";
- next;
- mes "[???]";
- mes "Hah... you're really making me tired.";
- next;
- mes "[???]";
- mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
- mes "After that, I'll think about it again.";
- job_shu = 3;
- changequest 11155,11156;
- close;
- case 2:
- mes "[???]";
- mes "Well, good choice.";
- mes "You don't need to look for trouble.";
- close;
- }
- } else if (job_shu == 3) {
- if (questprogress(11156,HUNTING) == 2) {
- mes "[???]";
- mes "Wow~";
- mes "Did you really kill all those wolves?";
- mes "I figured you'd have given up.";
- next;
- mes "[???]";
- mes "A woman's word is her bond!!";
- mes "A promise is a promise.";
- next;
- mes "[???]";
- mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
- mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
- next;
- mes "[Bruno]";
- mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
- job_shu = 4;
- changequest 11156,11157;
- close;
- }
- mes "[???]";
- mes "Hah... you're really making me tired.";
- next;
- mes "[???]";
- mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
- mes "Then I'll think about it again.";
- close;
- } else if (job_shu == 4) {
- mes "[Bruno]";
- mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
- mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
- next;
- mes "[Bruno]";
- mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
- close;
- } else if (job_shu == 100) {
- mes "[Bruno]";
- mes "Hey~ !";
- mes "How are you doing?";
- next;
- mes "[Bruno]";
- mes "Don't you have any presents for your teacher?";
- close;
- }
- mes "[Bruno]";
- mes "I recommend you to reconsider being a Sura.";
- mes "Sura is strong and cool, but that's not all.";
- next;
- mes "[Bruno]";
- mes "Me?";
- mes "If I need to choose a job again, I will definitely choose Sura.";
- close;
-}
-
-yuno_fild07,254,176,7 script Buddy#job_shu 4_M_MONK,{
- if (job_shu < 4) {
- mes "[Buddy]";
- mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
- next;
- mes "[Buddy]";
- mes "I don't know why you're here but please don't stand behind me unless you want to die.";
- close;
- } else if (job_shu == 4) {
- mes "[Buddy]";
- mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
- next;
- mes "[Buddy]";
- mes "I don't know why you're here but please don't stand behind me unless you want to die.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "'Bruno' sent me here.";
- next;
- mes "[Buddy]";
- mes "Ah! My colleague introduced me to you!";
- mes "Anyway, why are you here to see me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I asked Bruno about her strength, and she recommended me to you.";
- next;
- mes "[Buddy]";
- mes "That difficult girl... no, just kidding.";
- mes "You must be a special person for her to send you to me.";
- next;
- mes "[Buddy]";
- mes "Well, I can't answer your question because I'm in the process of self-training, so I will take you to our master.";
- next;
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- mes "[Buddy]";
- mes "This way...";
- job_shu = 5;
- changequest 11157,11158;
- close2;
- warp "sword_1-1",215,244;
- end;
- } else if (job_shu == 100) {
- mes "[Buddy]";
- mes "Ah, long time no see, "+strcharinfo(0)+".";
- mes "Are you here to meet my master?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Buddy]";
- mes "I'll take you right away.";
- close2;
- warp "sword_1-1",216,168;
- end;
- case 2:
- mes "[Buddy]";
- mes "Then, why are you here?";
- mes "You are not here to see me, aren't you?";
- close;
- }
- }
- mes "[Buddy]";
- mes strcharinfo(0)+", didn't you meet the master yet?";
- next;
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- mes "[Buddy]";
- mes "This way...";
- close2;
- warp "sword_1-1",215,244;
- end;
-}
-
-sword_1-1,223,243,4 script Drawing Room 4_M_MONK,{
- end;
-OnInit:
- waitingroom "Drawing Room",20,"Drawing Room::OnStartArena",1;
- enablewaitingroomevent;
- end;
-OnStartArena:
- warpwaitingpc "sword_2-1",223,205;
- donpcevent "Buddy#Sura_Salon::OnEnable";
- disablewaitingroomevent;
- end;
-OnEnable:
- enablewaitingroomevent;
- end;
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-sword_1-1,223,243,4 script Buddy#job_shu_Salong 4_M_MONK,{
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- switch(select("Go to the living room.:Go outside.")) {
- case 1:
- mes "[Buddy]";
- mes "Please wait in the living room at the upper side.";
- close;
- case 2:
- mes "[Buddy]";
- mes "Then, see you again.";
- close2;
- warp "yuno_fild07",255,178;
- end;
- }
-}
-
-sword_2-1,1,1,0 script Buddy#Sura_Salon 1_F_01,{
- end;
-OnInit:
- disablenpc "Buddy#Sura_Salon";
- end;
-OnEnable:
- enablenpc "Buddy#Sura_Salon";
- initnpctimer;
- end;
-OnReset:
- killmonster "sword_2-1","Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnDisable:
- disablenpc "Buddy#Sura_Salon";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("sword_2-1","Buddy#Sura_Salon::OnMyMobDead") < 1) {
- monster "sword_2-1",219,210,"Hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- }
- end;
-OnTimer3000:
- mapannounce "sword_2-1","The master is now in the middle of training, and you need to wait in the living room around 5 minutes.",bc_map;
- end;
-OnTimer4000:
- mapannounce "sword_2-1","Ah! You may have hallucinations in the living room, so please be careful.",bc_map;
- end;
-OnTimer5000:
- mapannounce "sword_2-1","This is the policy of the master, so please don't feel unpleasant.",bc_map;
- end;
-OnTimer33000:
- monster "sword_2-1",219,210,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"It can't be true",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Illusion",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer93000:
- monster "sword_2-1",219,210,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Just Imagination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer153000:
- mapannounce "sword_2-1","If you're bored, may I bring you some magazines?",bc_map;
- monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer213000:
- monster "sword_2-1",219,210,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Never mind",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Can you see me?",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer273000:
- monster "sword_2-1",219,210,"",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer300000:
- mapannounce "sword_2-1","The master has arrived. Soon I'll show you into the master's room.",bc_map;
- end;
-OnTimer303000:
- donpcevent "Buddy#job_shuaneh::OnEnable";
- end;
-OnTimer305000:
- donpcevent "Buddy#Sura_Salon::OnReset";
- end;
-OnTimer315000:
- mapannounce "sword_2-1","Come on here.",bc_map;
- donpcevent "Buddy#job_shuaneh::OnDisable";
- donpcevent "#Sura_garajjom::OnEnable";
- end;
-OnTimer320000:
- mapannounce "sword_2-1","I guess you're not ready to meet the master yet...",bc_map;
- mapwarp "sword_2-1","yuno_fild07",255,178;
- donpcevent "#Sura_garajjom::OnDisable";
- donpcevent "Drawing Room::OnEnable";
- donpcevent "Buddy#Sura_Salon::OnDisable";
- end;
-}
-
-sword_2-1,223,205,7 script Buddy#job_shuaneh 4_M_MONK,{
- if (job_shu > 4) {
- mes "I'll show you the way. This way.";
- close2;
- warp "sword_1-1",216,168;
- donpcevent "Buddy#job_shuaneh::OnDisable";
- end;
- }
- mes "Why are you here?";
- close2;
- warp "yuno_fild07",248,179;
- end;
-OnInit:
-OnDisable:
- disablenpc "Buddy#job_shuaneh";
- end;
-OnEnable:
- enablenpc "Buddy#job_shuaneh";
- end;
-}
-
-sword_2-1,223,205,0 script #Sura_garajjom HIDDEN_WARP_NPC,10,10,{
-OnTouch:
- warp "sword_1-1",216,168;
- end;
-OnInit:
-OnDisable:
- disablenpc "#Sura_garajjom";
- end;
-OnEnable:
- enablenpc "#Sura_garajjom";
- end;
-}
-
-sword_1-1,222,169,5 script Bruno#job_shu 4_F_SURA,{
- if (job_shu > 4) {
- mes "[Bruno]";
- mes "Hey~ "+strcharinfo(0)+", what's up?";
- next;
- switch(select("Let's have conversation.:Go outside.")) {
- case 1:
- if (job_shu == 100) {
- mes "[Bruno]";
- mes "My master?";
- mes "He said he has put the world out of his mind and he is a ghost who gave up being a human but he seems to have a lingering desire for the world.";
- next;
- mes "[Bruno]";
- mes "Well, I am also a Sura but I still enjoy traveling and meeting many people~";
- next;
- mes "[Bruno]";
- mes "In the old days, my master had one close friend but after becoming a Sura,";
- next;
- mes "[Bruno]";
- mes "I heard that he wrote a letter to the friend that he had died.";
- mes "Then he sometimes visits 'the place of memory' secretly.";
- next;
- mes "[Bruno]";
- mes "It would be better not saying that he died and just keep meeting his friend.";
- mes "He's a bit of a stick-in-the-mud.";
- next;
- mes "[Bruno]";
- mes "But he is really cool and awesome.";
- mes "Ho ho.";
- next;
- mes "[Bruno]";
- mes "The reason why I keep traveling is to find 'the precious friend' of my master and not to training myself more.";
- next;
- mes "[Bruno]";
- mes "I feel heavy-hearted when I see my master missing his friend...";
- mes "It's not... not just for my... master!";
- close;
- }
- mes "[Bruno]";
- mes "Wow~ I thought you would be knocked out before seeing my master but you are finally here now?";
- next;
- mes "[Bruno]";
- mes "Anyway you are here now, so I am your immediate superior.";
- next;
- mes "[Bruno]";
- mes "We don't care about your age in our world!";
- close;
- case 2:
- mes "[Bruno]";
- mes "Come again whenever you want to~";
- mes "I will show you the training course of the dead~";
- close2;
- warp "yuno_fild07",255,178;
- end;
- }
- }
- mes "[Bruno]";
- mes "What are you?";
- mes "How did you find this place!";
- mes "Go away!!!";
- close2;
- warp "yuno_fild07",255,178;
- end;
-}
-
-sword_1-1,223,167,2 script Master#job_shu 4_M_SURA,{
- mes "[Master]";
- if (job_shu == 5) {
- mes "You must have bright eyes to see that you finally came to this room.";
- next;
- mes "[Master]";
- if (SkillPoint != 0) {
- mes "You can't become a Sura unless you use all your skill points.";
- close;
- }
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You seem to be heavily burdened. Please remove some of it.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "You don't seem to have reached the limit of a human, you still have far to go in order to become Sura.";
- mes "Please go practice some more.";
- close;
- }
- if (BaseJob != Job_Monk) {
- mes "Hmm?";
- close;
- }
- mes "Of course~";
- mes "I have keen eyes.";
- next;
- mes "[Bruno]";
- mes "Master! This is a wolf fur coat.";
- mes "Put it on when it's cold.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahhk! That is the wolf I... caught... Uhh.";
- next;
- mes "- Whack -";
- next;
- mes "[Bruno]";
- mes "Ho ho ho~";
- mes "Do you have something to say, "+strcharinfo(0)+"?";
- mes "You became a member of our family, let's get along together ~";
- next;
- mes "[Master]";
- mes "Right, I now accept you as my student, too.";
- next;
- mes "[Master]";
- mes "I think you already know it, but to live as a Sura will not be that easy.";
- next;
- mes "[Master]";
- mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars.";
- next;
- mes "[Master]";
- mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies.";
- next;
- if (hascashmount()) {
- mes "[Master]";
- mes "So... please get down from your riding pet!";
- mes "It is a loss of etiquette on this situation.";
- close;
- }
- mes "[Master]";
- mes "You should train yourself steadily until that day.";
- job_shu = 100;
- jobchange roclass(eaclass()|EAJL_THIRD);
- completequest 11158;
- getitem 5754,1; //Blazing_Soul
- getitem 2795,1; //Green_Apple_Ring
- close;
- } else if (job_shu > 5) {
- mes "Once I was also an ordinary young man who traveled a lot and met many friends.";
- next;
- mes "[Master]";
- mes "However, as you might have felt, I finally faced my limitation.";
- next;
- mes "[Master]";
- mes "Sometimes I wondered 'should I have to give up everything to be more powerful...?'";
- next;
- mes "[Master]";
- mes "But what's done is done...";
- close;
- }
- mes "This is not a place where you can stay.";
- mes "Please go back.";
- close2;
- warp "yuno_fild07",255,178;
- end;
-}
-
-sword_2-1,1,2,0 script Button Girl#sura 1_F_01,{
- callfunc "F_GM_NPC";
- switch(select("Turn on arena.:Turn off arena.:Turn on the living room.:Turn on Buddy.:Turn on Gara.:Turn off all.:Close")) {
- case 1:
- mes "Turn on arena.";
- donpcevent "Drawing Room::OnEnable";
- close;
- case 2:
- mes "Turn off arena.";
- donpcevent "Drawing Room::OnDisable";
- close;
- case 3:
- mes "Turn on the living room.";
- donpcevent "Buddy#Sura_Salon::OnEnable";
- close;
- case 4:
- mes "Turn on Buddy.";
- donpcevent "Buddy#job_shuaneh::OnEnable";
- close;
- case 5:
- mes "Turn on Gara.";
- donpcevent "#Sura_garajjom::OnEnable";
- close;
- case 6:
- mes "Turn off all.";
- donpcevent "Drawing Room::OnDisable";
- donpcevent "Buddy#Sura_Salon::OnReset";
- donpcevent "Buddy#Sura_Salon::OnDisable";
- donpcevent "Buddy#job_shuaneh::OnDisable";
- donpcevent "#Sura_garajjom::OnDisable";
- close;
- case 7:
- close;
- }
-}
diff --git a/npc/re/jobs/3-2/wanderer.txt b/npc/re/jobs/3-2/wanderer.txt
deleted file mode 100644
index 07842f0dd..000000000
--- a/npc/re/jobs/3-2/wanderer.txt
+++ /dev/null
@@ -1,1035 +0,0 @@
-//===== Hercules Script ======================================
-//= Wanderer Job Quest
-//===== By: ==================================================
-//= Muad_Dib, Meyraw
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Dancer / Gypsy -> Wanderer.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Updated dialogue to be more official / accurate. Huge thanks to Muad_Dib! [Masao]
-//= 1.2 Fixed an endless loop in dialogue.
-//= 1.3 Fixed a typo and added checkquest. [Joseph]
-//= 1.4 Updated script, optimized. [Euphy]
-//============================================================
-
-xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{
- if (job_wan == 0) {
- mes "[Soy]";
- mes "Mimi, what should I do?";
- mes "My heart is beating so fast. Ahhh~";
- next;
- mes "[Mimi]";
- mes "Why is you face so flushed? Ha ha ha.";
- next;
- mes "[Soy]";
- mes "Don't make fun of me Mimi~";
- mes "I have dreamed of being at Dancer Kim's stage for a very long time!";
- emotion e_shy,0,"Aspiring Wanderer, Soy";
- next;
- mes "[Soy]";
- mes "I might lose my senses if I really see her dancing like a beautiful angel sent from above.";
- next;
- mes "[Mimi]";
- mes "Calm down, Soy.";
- mes "You are going to faint even before the performance starts. Ha ha.";
- next;
- mes "[Mimi]";
- mes "But I understand you.";
- mes "Many people are looking forward to meeting the best Wanderer in the world.";
- if (BaseJob != Job_Dancer || BaseLevel < 99) close;
- next;
- select("Dancer Kim?:Wanderer?");
- emotion e_omg,0,"Aspiring Wanderer, Soy";
- mes "[Soy]";
- mes "What? You don't know the famous Wanderer, Dancer Kim?";
- mes "Oh my, oh my!!!";
- mes "You seem to know the art of dancing but how come you don't know her?";
- mes "Oh, no!";
- next;
- mes "[Mimi]";
- mes "A Wanderer is a free-spirited person who wanders about the world with the wind and the stars.";
- mes "Rhythm and Music accompany them wherever they go.";
- next;
- mes "[Mimi]";
- mes "Dancer Kim is the most famous Wanderer who tours the world with the Maestro Guitar Dong as the team <Nollio>.";
- next;
- mes "[Mimi]";
- mes "Soy and myself are Aspiring Wanderers, and there will be a performance of <Nollio> in this town soon, so we are eagerly looking forward to see it.";
- next;
- mes "[Soy]";
- mes "If you are a true Dancer, you must be struck with her Dance!";
- mes "Will I ever meet a Maestro like Guitar Song someday, Mimi?";
- next;
- emotion e_heh,0,"Aspiring Wanderer, Soy";
- mes "[Mimi]";
- mes "Just hang in there, Soy. Ha ha.";
- next;
- switch(select("Where is the performance?:End the conversation.")) {
- case 1:
- mes "[Soy]";
- mes "Right in front of the Christmas tree!";
- mes "White snow, beautiful melody, and my captivating dance.";
- mes "Don't you think it would be a great performance?";
- job_wan = 1;
- close;
- case 2:
- mes "[Mimi]";
- mes "If you are interested in becoming a Wanderer, just come back to me anytime. Although I'm not perfect, I will try my best to help you.";
- close;
- }
- } else if (job_wan == 1) {
- if (strnpcinfo(0) == "Aspiring Wanderer, Soy") {
- mes "[Soy]";
- mes "The performance will be held in front of the Christmas tree here in Lutie.";
- mes "I can't wait! Ah~ I'm losing my senses, Mimi.";
- } else {
- mes "[Mimi]";
- mes "A Wanderer's dancing charm is higher than that of a dancer or gypsy, everyone will lose their souls when they see their performance.";
- next;
- mes "[Mimi]";
- mes "I want to become a Wanderer, but I'm still a dancer.";
- mes "But I think^3131FF it's better to learn Gypsy's unique skills first, and then become a Wanderer^000000. Soy can't wait to become a Wanderer.";
- }
- close;
- } else if (job_wan == 10) {
- mes "[Soy]";
- mes "<Nollio> is the best!!";
- close;
- } else {
- if (strnpcinfo(0) == "Aspiring Wanderer, Soy") {
- mes "[Soy]";
- mes "I want to become an famous Wanderer too, Mimi.";
- } else {
- mes "[Mimi]";
- mes "Not sure if I'm greedy, but I need to learn all Dancer and Gypsy skills before I can become a Wanderer.";
- }
- close;
- }
-}
-xmas,163,209,3 duplicate(Aspiring Wanderer, Soy) Aspiring Wanderer, Mimi 4_F_06
-
-xmas,132,143,5 script Performance Manager#wnd 4_M_06,{
- mes "[Performance Manager]";
- if (job_wan == 0) {
- mes "Oh, what should I do?";
- close;
- } else if (job_wan == 1) {
- mes "Oh, what should I do?";
- mes "Why did they do this?";
- next;
- emotion e_shy,0,"Aspiring Wanderer, Soy";
- mes "[Performance Manager]";
- mes "Hey, you there!";
- mes "Please listen to my story.";
- mes "Actually, I shouldn't tell anyone.";
- mes "But I'm so overwhelmed that I might go crazy. Ahhhh~~!";
- next;
- while (1) {
- .@loop = 0;
- switch(select("Sorry, I don't care.:What's the matter?:Why are you telling me this?")) {
- case 1:
- mes "[Performance Manager]";
- mes "That's a bit harsh don't you think?";
- close;
- case 2:
- mes "[Performance Manager]";
- mes "The performance is supposed to be soon!";
- next;
- mes "[Performance Manager]";
- mes "Those people don't feel any responsibility..";
- mes "We're all expecting them and I've promoted them a lot.";
- next;
- .@loop = 1;
- break;
- case 3:
- emotion e_ag;
- mes "[Performance Manager]";
- mes "I told you that I'm overwhelmed!";
- mes "You don't understand me!";
- next;
- break;
- }
- if (.@loop) break;
- }
- while (1) {
- .@loop = 0;
- switch(select("Is there a problem?:Who do you mean?:It has nothing to do with me.")) {
- case 1:
- mes "[Performance Manager]";
- mes "How could they do that?";
- mes "People will throw snowballs!";
- mes "Maybe they will even throw a big snowman, no!";
- next;
- emotion e_wah;
- mes "[Performance Manager]";
- mes "People might grab me by the collar!!";
- mes "Swing swing, dangling dangling!!";
- mes "This is awful.";
- next;
- .@loop = 1;
- break;
- case 2:
- mes "[Performance Manager]";
- mes "Who?!";
- mes "It's <Nollio>!";
- mes "You call that a question?";
- mes "They are the worst people in the world.";
- next;
- break;
- case 3:
- mes "[Performance Manager]";
- mes "What a heartless thing to say!";
- close;
- }
- if (.@loop) break;
- }
- while (1) {
- .@loop = 0;
- switch(select("Are you afraid of people?:The performers caused trouble?:Ignore him.")) {
- case 1:
- mes "[Performance Manager]";
- mes "Wouldn't you be afraid of all the eyes of people if you were me?";
- mes "I am in charge of this performance! A lot of people are looking forward to see it and there are many sponsors who are supporting us! I'm so stressed.";
- next;
- break;
- case 2:
- mes "[Performance Manager]";
- mes "Yes!";
- mes "<Nollio> has cancelled their performance!";
- next;
- mes "[Performance Manager]";
- mes "And they didn't give me any reason whatsoever!";
- next;
- mes "[Performance Manager]";
- mes "Besides the money I spent for promoting and setting up the stage..";
- mes "How can I handle all the angry people?";
- next;
- .@loop = 1;
- break;
- case 3:
- mes "[Performance Manager]";
- mes "Hey, where are you going!";
- close;
- }
- if (.@loop) break;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "I see that you are worried that the performance is going down the drain.";
- mes "You wanted to make a successful performance to meet the fan's expectations.";
- next;
- mes "[Performance Manager]";
- mes "I really don't know how I should manage this.";
- mes "Why did they suddenly cancel the performance?";
- mes "Do you know?";
- next;
- mes "[Performance Manager]";
- mes "Why is <Nollio> taking this kind of attitude towards me?";
- mes "Did I make any mistakes? After making a contract with them, I did everything they demanded of me!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It's because...";
- input .@inputstr$;
- mes "^3131FF" + .@inputstr$ + "^000000";
- mes "......";
- next;
- emotion e_ag;
- mes "[Performance Manager]";
- mes "What the hell are you talking about?";
- mes "Are you teasing me because I'm emotionally unstable?";
- next;
- mes "[Performance Manager]";
- mes "Oh, I'm so worried that I'm having heart palpitations and I'm starting to feel dizzy!";
- next;
- mes "[Performance Manager]";
- mes "Hey! Can you please go out and find the Maestro Guitar Song?";
- next;
- switch(select("Ah, okay.:Why should I do that?:I won't!")) {
- case 1:
- break;
- case 2:
- emotion e_an;
- mes "[Performance Manager]";
- mes "You're asking me why!?";
- mes "Ahh, no.....";
- mes "It's because you seem like a similar artist.";
- mes "You also wanted to watch the performance, didn't you?";
- next;
- break;
- case 3:
- mes "[Performance Manager]";
- mes "You are so cold-hearted....";
- close;
- }
- mes "[Performance Manager]";
- mes "I would grab them by their collars if I could!";
- mes "I would tell them Why are you spoiling the performance? but for now, dealing with the angry sponsors is hard enough... Oh, no!";
- next;
- mes "[Performance Manager]";
- mes "I don't know where Guitar Song is, but it is clear that he likes to visit the Comodo Casino!";
- mes "Hu, Hurry up!! Oh, I really feel dizzy! Guitar Song!!!";
- job_wan = 2;
- setquest 2218;
- close;
- } else if (job_wan == 2) {
- mes "I am not sure if Guitar Song is in Comodo, you should go there and find him!";
- close;
- } else if (job_wan == 9) {
- mes "They came back!!";
- close;
- } else if (job_wan == 10) {
- mes "Thanks to you, the performance was successful.";
- mes "You are so competent!";
- mes "In return, I will prepare the stage for you someday.";
- close;
- }
- mes "Ahhh, so distracting!";
- close;
-}
-
-comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{
- if (job_wan < 2) {
- mes "[Cheerless Maestro]";
- mes "You can dance ~";
- mes "You can do your work ~";
- mes "You are the dancing Queen ~";
- mes "I am the tambourine King ~";
- next;
- mes "[Cheerless Maestro]";
- mes "Whew...";
- close;
- } else if (job_wan == 2) {
- mes "[Cheerless Maestro]";
- mes "You can dance ~";
- mes "You can do your work ~";
- mes "You are the dancing Queen ~";
- mes "I am the tambourine King ~";
- next;
- mes "- You found a Maestro -";
- mes "- singing a weird song. -";
- next;
- if(select("That's a weird song.:Ignore it.") == 2) {
- mes "- What a weird person, I better stay away. -";
- close;
- }
- emotion e_omg;
- mes "[Cheerless Maestro]";
- mes "What?!";
- mes "Are you ignoring my immortal masterpiece <Tambourine King>? You are the first person who's ever slapped me in the face.";
- next;
- select("I didn't slap you.");
- emotion e_gasp;
- mes "[Cheerless Maestro]";
- mes "Oh! Lady, looking at your appearance you must be a dancer, right?";
- next;
- mes "[Cheerless Maestro]";
- mes "Do you have a Bard or Minstrel traveling together with you?";
- mes "If you don't, how about making a traveling troupe with me?";
- next;
- mes "[Cheerless Maestro]";
- mes "The name of the team is <Guitar Song's Agony>.";
- mes "This name expresses the excruciating pain it takes to create art works.";
- next;
- mes "[Cheerless Maestro]";
- mes "It has an edgy kind of name So I think that it will be a very popular group.";
- next;
- select("Are you Guitar Song?");
- emotion e_shy;
- mes "[Guitar Song]";
- mes "Huh... I'm a bit disappointed that you finally recognize me now.";
- mes "Yes, I am the handsome Guitar Song in the famous group <Nollio>.";
- mes "Ha ha ha!";
- next;
- mes "[Guitar Song]";
- mes "So how about it? Isn't that a tempting offer to you?";
- mes "I'm a really famous Maestro at the peak of my popularity. People are dying to work with me, but you are indifferent to me lady.";
- next;
- select("Where is Dancer Kim?:Why'd you cancel the performance?");
- mes "[Guitar Song]";
- mes "Why are you asking me that question so suddenly?";
- mes "Come on, let's just talk about a pleasant matter.";
- mes "Dancer Kim and the performance have nothing to do with me.";
- next;
- select("What do you mean?");
- mes "[Guitar Song]";
- mes "Hey, I told you to stop talking about this matter....";
- mes "I don't want to think about it. It just hurts my feelings.";
- next;
- mes "- Guitar Song is adamantly refusing to talk. What should I do to hear the story about <Nollio>? -";
- job_wan = 3;
- close;
- } else if (job_wan == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "(Would it be possible for me to make him tell me what happened with Nollio?)";
- next;
- switch(select("Use Dazzler:Use Lullaby:Use Lucky Luck")) {
- case 1:
- if (getskilllv("DC_UGLYDANCE") == 5 || rand(100) >= 80) {
- mes "- You get closer to Song's ear. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Okay-";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oi-!!!!!";
- specialeffect EF_STUNATTACK;
- next;
- mes "[Guitar Song]";
- mes "Wh...what!! What are you doing?!?";
- mes "You almost damaged my eardrum.";
- emotion e_an;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hey, cheer up!!!";
- next;
- mes "[Guitar Song]";
- mes "What are you talking about?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You should know, people are addicted to your music?";
- mes "So many people are supporting you with anticipation.";
- mes "Would you break your promise and let people down? Not giving people any reason?";
- next;
- } else {
- mes "[" + strcharinfo(0) + "]";
- mes "Okay-";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Aaaaahhh!!!!!";
- next;
- mes "[Guitar Song]";
- mes "What... what are you doing?!! What's wrong with you!";
- mes "Security!!!";
- next;
- mes "[Black-suit Guards]";
- mes "Please stop this.";
- close2;
- warp "comodo",117,98;
- end;
- }
- break;
- case 2:
- if (getskilllv("BD_LULLABY") == 0) {
- mes "- You cannot use this skill without learning it. -";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Looks like I will not get answer even if I force him.";
- close;
- case 3:
- if (getskilllv("DC_FORTUNEKISS") == 0) {
- mes "- You cannot use this skill without learning it. -";
- close;
- }
- emotion e_what,1;
- mes "[" + strcharinfo(0) + "]";
- mes "Ah, ah my Guitar Song~";
- next;
- mes "[Guitar Song]";
- mes "What? I've got goose bumps.";
- next;
- emotion e_what,1;
- mes "[" + strcharinfo(0) + "]";
- mes "I've been watching <Nollio> for years.";
- next;
- mes "[Guitar Song]";
- mes "I know that we are that popular! Ha ha ha!";
- next;
- emotion e_what,1;
- mes "[" + strcharinfo(0) + "]";
- mes "I've seen other Maestro's performances but there was no one better then Guitar Song.";
- next;
- mes "[Guitar Song]";
- mes "He he he! Yes, I know I am super great!";
- next;
- emotion e_no1,1;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh... When I hear Guitar Song's performance for the first time I has a crush on you immediately.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It felt like hearing mommy's lullaby~ It was so beautiful and moving... You are the best artist of our time.";
- next;
- specialeffect EF_STEAL;
- mes "[Guitar Song]";
- mes "Ha ha ha. I know that well, but it feels good to hear a compliment from you!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So I was looking forward to seeing your performance in Lutie this time.";
- mes "But after I heard the performance got cancelled, I felt so sad.";
- next;
- emotion e_sob,1;
- mes "[" + strcharinfo(0) + "]";
- mes "Now I can't hear Guitar Song's melody~~";
- mes "I wanted to dance to your music like a beautiful butterfly.";
- mes "Is there no way for my dream to be true now? Sob sob...";
- next;
- mes "[Guitar Song]";
- mes "Huh huh! No, that is not...";
- next;
- emotion e_sob,1;
- mes "[" + strcharinfo(0) + "]";
- mes "I am really happy to meet you in person, but I hope to see your performance in the beautiful snowy town, Lutie.. Sob sob...";
- next;
- emotion e_sob,1;
- mes "[" + strcharinfo(0) + "]";
- mes "Why in the world don't you show us the performance, Guitar Song?";
- mes "Don't you like me? Sob sob..";
- next;
- emotion e_omg;
- mes "[Guitar Song]";
- mes "No, it's not that kind of reason!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Then please tell me, I really love your music... but now I feel so blue...";
- emotion e_what;
- next;
- break;
- }
- mes "[Guitar Song]";
- mes "Oh, no! You know...";
- mes "I want to have a performance, too!";
- mes "But I cannot do it all by myself!";
- next;
- emotion e_ag;
- mes "[Guitar Song]";
- mes "It's all because of Dancer Kim!";
- mes "One day, she suddenly got mad and told me that she would quit <Nollio>!";
- mes "I was also tired of here unpredictable feelings, too!";
- next;
- mes "[Guitar Song]";
- mes "Pshaw.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Why did she get mad so suddenly?";
- next;
- emotion e_swt;
- mes "[Guitar Song]";
- mes "I don't know! She must be holding a grudge for something.";
- mes "That's what she's like.";
- mes "She suddenly disappeared and sent me a letter telling me that the team would be disbanded.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Where is Dancer Kim now?";
- next;
- mes "[Guitar Song]";
- mes "Well, the letter was sent from Hugel.";
- mes "I guess she might be back at her hometown.";
- mes "That's where I met her for the first time.";
- next;
- emotion e_dots;
- mes "[Guitar Song]";
- mes "Although she loses her temper easily, her dance is so wonderful....";
- mes "I don't know what I am doing wrong.";
- job_wan = 4;
- changequest 2218,2219;
- next;
- mes "[Guitar Song]";
- mes "She smiled so happily that she likes the new song so much..";
- mes "Who can dance to my music so wonderfully as she did?";
- mes "Now my music and my life is history... (muttering).";
- close;
- } else if (job_wan > 3 && job_wan < 8) {
- mes "[Guitar Song]";
- mes "Dancer Kim is probably addicted to the monster races in Hugel again!";
- mes "Back in the day when she was addicted to the monster races, who do you think got her out of it?";
- close;
- } else if (job_wan == 8) {
- emotion e_gasp;
- mes "- You tell him what happened in Hugel and ask him to go back to Lutie. -";
- next;
- mes "[Guitar Song]";
- mes "Oh oh~";
- mes "You are silly Dancer Kim~";
- mes "Without me, who else can take care of such a lady like you~";
- next;
- mes "[Guitar Song]";
- mes "I'll go there right away and scold her.";
- job_wan = 9;
- close;
- } else if (job_wan == 9) {
- mes "[Guitar Song]";
- mes "Okay, I will go to the Christmas tree in Lutie where the performance is supposed to be held.";
- close;
- }
- mes "[Cheerless Maestro]";
- mes "Where is my partner...";
- close;
-}
-
-hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{
- if (job_wan < 4) {
- mes "[Vacant Looking Lady]";
- mes "(blank...)";
- close;
- } else if (job_wan == 4) {
- mes "[Vacant Looking Lady]";
- mes "Sob... sob...";
- next;
- select("Why are you crying?");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "I gave up my dream...";
- mes "*Sob *Sob.";
- next;
- select("What do you mean?");
- mes "[Vacant Looking Lady]";
- mes "I said goodbye to my partner who had been working with me for a long time.";
- next;
- select("Why did you say goodbye?");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "it's because... sob... sob!";
- next;
- select("You can tell me everything.");
- mes "[Vacant Looking Lady]";
- mes "When Wanderers and Maestro's get together, their abilities become stronger.";
- next;
- mes "[Vacant Looking Lady]";
- mes "So when they travel, they often get together and perform duets.";
- mes "They have a good time dancing and playing music.";
- next;
- mes "[Vacant Looking Lady]";
- mes "A few days ago, with my partner Guitar Song. I showed a beautiful dance to his music to many people as we usually do.";
- next;
- mes "[Vacant Looking Lady]";
- mes "I was really proud of being a Wanderer after I drew all of that enthusiastic applause.";
- mes "Guitar Song also praised me.";
- mes "I was so happy that day.";
- next;
- mes "[Vacant Looking Lady]";
- mes "But...";
- next;
- select("What happened next?");
- mes "[Vacant Looking Lady]";
- mes "The following morning, I woke up and washed my fave and was looking for something to eat in my room..";
- next;
- emotion e_omg;
- mes "[Vacant Looking Lady]";
- mes "Then Guitar Song suddenly opened the door of my room for some reason and said ^3131FFHey! What the hell are.. you doing here?^000000 and then he threw me out of my room!";
- next;
- mes "[Vacant Looking Lady]";
- mes "We've been together for a long time but how can he do such a thing to me?";
- mes "At first, I thought he was kidding around with me! But when he kicked me out of my room...";
- next;
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "Why didn't he recognize my face?";
- mes "Do you think he doesn't want to see my face without makeup?";
- mes "Boo hoo hoo!";
- next;
- select("So you disbanded the team?");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "Are you also ignoring my wounded self-respect as a woman?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "No! He is really a caring man!";
- mes "But I don't think you disbanded your precious team just because of that.";
- next;
- mes "[Vacant Looking Lady]";
- mes "You're right.";
- mes "It's not just because of that.";
- mes "The real reason why I disbanded the team is...";
- next;
- mes "[Vacant Looking Lady]";
- mes "After that day, I went to my hometown, Hugel and I just stayed indoors.";
- mes "It was then when Shide comforted me with sweet cakes.";
- next;
- emotion e_shy;
- mes "[Vacant Looking Lady]";
- mes "Shide's cake is so wonderful!";
- mes "It is the most famous cake in Hugel with soft sponge cake and fresh fruits and sweet chocolate cream!";
- next;
- mes "[Vacant Looking Lady]";
- mes "It felt like all the angels of happiness came to comfort me when I tasted that sweet cake.";
- next;
- mes "[Vacant Looking Lady]";
- mes "So I ate it every morning and every night.";
- next;
- select("Oh, you wouldn't...");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "The angel of happiness took back my sadness and gave me a lot of belly fat!";
- mes "Boo hoo hoo hoo!!";
- next;
- mes "[Vacant Looking Lady]";
- mes "Now I can't wear my dancing clothes!";
- mes "I am not a dancer who dances like a beautiful butterfly anymore!";
- next;
- mes "[Vacant Looking Lady]";
- mes "What is worse, it became hard to bend my waist forward!";
- mes "Boo hoo hoo!";
- next;
- mes "[Vacant Looking Lady]";
- mes "The performance day is approaching, but the angel of happiness brought me a big obstacle.";
- mes "Now I've fallen into despair again!";
- mes "I can't let Guitar Song and my fans see me like this!";
- next;
- mes "[Vacant Looking Lady]";
- mes "<Nollio> is over! Boo hoo hoo!";
- job_wan = 5;
- close;
- } else if (job_wan == 5) {
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "Not long ago, I was like a beautiful dove, but now I am just a fat chicken.";
- mes "Sob sob...!";
- mes "I think the life of Wanderer Dancer Kim is over now.";
- mes "Boo hoo hoo hoo!";
- next;
- if(select("Hey, don't give up.:I feel sorry for you.") == 2) {
- mes "[Dancer Kim]";
- mes "My life cannot get out of abyss now......";
- close;
- }
- mes "[Dancer Kim]";
- mes "But I already told Guitar Song that it's all over.";
- mes "Even if it's not over, I cannot do anything right now.";
- next;
- select("If you give up, it will be over.");
- mes "[Dancer Kim]";
- mes "But in this situation...";
- mes "Do I really have a way to change it?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Exercise is the best way!";
- mes "If you work hard, your bossy will be lighter than before!";
- next;
- mes "[Dancer Kim]";
- mes "But I get tired and give up easily.";
- mes "I think I am going to give up.";
- next;
- if(select("Well, there's no other way.:Let's work together.") == 1) {
- mes "[Dancer Kim]";
- mes "No dreams and no hope...";
- close;
- }
- emotion e_omg;
- mes "[Dancer Kim]";
- mes "Will you exercise together with me?";
- mes "Really?";
- next;
- mes "[Dancer Kim]";
- mes "I'm sure that I would try harder if I had someone to workout with.";
- next;
- mes "[Dancer Kim]";
- mes "I feel better now!";
- mes "I think I'm gaining strength again!";
- mes "Let's work together!";
- next;
- select("What should we do first?");
- mes "[Dancer Kim]";
- mes "I have a good idea!";
- next;
- mes "[Dancer Kim]";
- mes "Meet me at Abyss Lake.";
- mes "I'll see you there.";
- mes "Just go one field South and one field West from here in Hugel.";
- mes "I'll meet you there.";
- job_wan = 6;
- changequest 2219,2220;
- close;
- } else if (job_wan == 6 || job_wan == 7) {
- mes "[Dancer Kim]";
- mes "I'll meet you at Abyss Lake.";
- close;
- } else if (job_wan == 8) {
- mes "[Dancer Kim]";
- mes "Please tell Guitar Song to go to Lutie";
- mes "I'll go there after I've packed my luggage!";
- close;
- }
- mes "[Vacant Looking Lady]";
- mes "Where is my partner......";
- close;
-}
-
-hu_fild05,342,130,5 script Dancer Kim#fild 4_F_CAPEGIRL,{
- if (job_wan == 6) {
- mes "[Dancer Kim]";
- mes "Exercising together is good but if we compete for it, I think we'll get a better effect!";
- next;
- mes "[Dancer Kim]";
- mes "From now on, let's compete to see who defeats the Yellow Novus first!";
- next;
- mes "[Dancer Kim]";
- mes "You need to defeat 50 Yellow Novus!";
- mes "Are you ready?";
- next;
- if(select("No.:Yes.") == 1) {
- mes "[Dancer Kim]";
- mes "Hurry up before I lose interest!";
- close;
- }
- mes "[Dancer Kim]";
- mes "Good! Then ready, set~~";
- mes "Go!";
- job_wan = 7;
- changequest 2220,2221;
- close;
- } else if (job_wan == 7) {
- if (questprogress(2221,PLAYTIME) == 1) {
- if (questprogress(2221,HUNTING) == 2) {
- mes "[Dancer Kim]";
- mes "Whew!";
- mes "Looks like I've lost!";
- next;
- mes "[Dancer Kim]";
- mes "This feeling reminds me of the past where I've crossed the borders of many continents.";
- next;
- mes "[Dancer Kim]";
- mes "Ah! Look at this!";
- mes "I'm getting slimmer, can you see it?";
- next;
- mes "[Dancer Kim]";
- mes "I feel that my body is full of power.";
- mes "I suddenly want to see my good partner Guitar Song.";
- mes "I want to start dancing again.";
- next;
- select("How about dancing in Lutie?");
- emotion e_gasp;
- mes "[Dancer Kim]";
- mes "Ah! Christmas Village! Yes! Yes!";
- mes "My dream to dance in Lutie will finally come true.";
- next;
- mes "[Dancer Kim]";
- mes "I want to dance and jump all day to bring people happiness!";
- mes "So I will go to Lutie.";
- next;
- mes "[Dancer Kim]";
- mes "Ah, do me a favor, please.";
- mes "Can you bring Guitar Song to Lutie?";
- mes "Say that his partner is waiting for him.";
- next;
- select("No problem!");
- mes "[Dancer Kim]";
- mes "You're a good person. I'm really happy that I met you.";
- mes "Thank god for sending such a stubborn person to me!";
- job_wan = 8;
- changequest 2221,2222;
- close;
- } else {
- mes "[Dancer Kim]";
- mes "Does it look easy to you?";
- mes "But I'm sure I have a better chance to win.";
- close;
- }
- } else if (questprogress(2221,PLAYTIME) == 2) {
- mes "[Dancer Kim]";
- mes "Oh, you came back to me.";
- mes "I'm so tired. I don't give up halfway. It's a good exercise for me. I will have to give up Nollio to another Wanderer, it's all over....";
- next;
- mes "- Dancer Kim dropped down by grief and fatigue -";
- job_wan = 6;
- changequest 2221,2220;
- close;
- } else {
- mes "[Dancer Kim]";
- mes "Huh...?";
- job_wan = 6;
- close;
- }
- } else if (job_wan == 8) {
- mes "[Dancer Kim]";
- mes "Please tell Song, I will be waiting for him at the Christmas tree.";
- close;
- }
- mes "[Dancer Kim]";
- mes "Hunting Novus is the best exercise, I think.";
- close;
-}
-
-- script #fildshout00::wandererjcq -1,{
-OnTouch:
- if (job_wan == 7) {
- switch(rand(3)) {
- case 0:
- mapannounce "hu_fild05","Dancer Kim: Hey, how did you get so fast? I've only got few myself...",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- break;
- case 1:
- mapannounce "hu_fild05","Dancer Kim: Errrgghh! Hey Novus! I'm gonna get you~",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- break;
- case 2:
- mapannounce "hu_fild05","Dancer Kim: Oh, are you tired already? Is this my victory? Ho ho ho.",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- break;
- }
- }
- end;
-}
-hu_fild05,81,111,0 duplicate(wandererjcq) #fildshout01 HIDDEN_WARP_NPC,20,20
-hu_fild05,193,98,0 duplicate(wandererjcq) #fildshout02 HIDDEN_WARP_NPC,20,20
-hu_fild05,252,74,0 duplicate(wandererjcq) #fildshout03 HIDDEN_WARP_NPC,20,20
-hu_fild05,323,175,0 duplicate(wandererjcq) #fildshout04 HIDDEN_WARP_NPC,20,20
-hu_fild05,334,225,0 duplicate(wandererjcq) #fildshout05 HIDDEN_WARP_NPC,20,20
-hu_fild05,301,287,0 duplicate(wandererjcq) #fildshout06 HIDDEN_WARP_NPC,20,20
-hu_fild05,229,315,0 duplicate(wandererjcq) #fildshout07 HIDDEN_WARP_NPC,20,20
-hu_fild05,146,309,0 duplicate(wandererjcq) #fildshout08 HIDDEN_WARP_NPC,20,20
-hu_fild05,80,239,0 duplicate(wandererjcq) #fildshout09 HIDDEN_WARP_NPC,20,20
-hu_fild05,69,147,0 duplicate(wandererjcq) #fildshout10 HIDDEN_WARP_NPC,20,20
-
-xmas,148,131,0 script #wandergogo HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_wan == 9) {
- enablenpc "Dancer Kim#xmas";
- enablenpc "Guitar Song#xmas";
- enablenpc "Spectator#xmas1";
- enablenpc "Spectator#xmas2";
- enablenpc "Spectator#xmas3";
- enablenpc "Spectator#xmas4";
- enablenpc "Soy#xmas";
- enablenpc "Mimi#xmas";
- }
- end;
-}
-
-xmas,147,135,5 script Dancer Kim#xmas 4_F_WANDERER,{
- if (job_wan == 9) {
- if (BaseJob != Job_Dancer && BaseLevel < 99 && JobLevel < 50) {
- mes "- You can't continue the quest because the condition for the quest is not appropriate. -";
- close;
- }
- if (SkillPoint) {
- mes "- You can't continue the quest because you have remaining skill points. -";
- close;
- }
- if (checkweight(1201,2) == 0) {
- mes "- You need to empty your inventory if you want to continue the quest. -";
- close;
- }
- if (hascashmount()) {
- mes "[Dancer Kim]";
- mes "Please get off of that creature you're riding on.";
- mes "Then talk to me again.";
- close;
- }
- mes "- <Nollio> is performing. -";
- next;
- emotion e_ho,0,"Guitar Song#xmas";
- emotion e_ho;
- mes "[Guitar Song]";
- mes "One! Two! Three!";
- mes "Blue fish dancing~";
- mes "Fan! Fan! Fan! I am your fan~";
- mes "With a strong mind and strong will, I complete fishing~";
- next;
- emotion e_ho,0,"Spectator#xmas1";
- emotion e_ho,0,"Spectator#xmas2";
- emotion e_ho,0,"Spectator#xmas3";
- emotion e_ho,0,"Spectator#xmas4";
- emotion e_ho,0,"Soy#xmas";
- emotion e_ho,0,"Mimi#xmas";
- mes "[Spectators]";
- mes "AAAAhhhhhhhhh - - !!!";
- mes "So cool! Nollio is the best!!!";
- next;
- mes "[Guitar Song]";
- mes "Hello, ladies and gentlemen!";
- next;
- emotion e_lv,0,"Spectator#xmas1";
- emotion e_lv,0,"Spectator#xmas2";
- emotion e_lv,0,"Spectator#xmas3";
- emotion e_lv,0,"Spectator#xmas4";
- emotion e_lv,0,"Soy#xmas";
- emotion e_lv,0,"Mimi#xmas";
- mes "[Spectators]";
- mes "Hello!!!!!";
- next;
- mes "[Guitar Song]";
- mes "We are the romantic Wanderer team <Nollio> who stroll along the world following love and wind!";
- next;
- emotion e_lv,0,"Spectator#xmas1";
- emotion e_lv,0,"Spectator#xmas2";
- emotion e_lv,0,"Spectator#xmas3";
- emotion e_lv,0,"Spectator#xmas4";
- emotion e_lv,0,"Soy#xmas";
- emotion e_lv,0,"Mimi#xmas";
- mes "[Spectators]";
- mes "Wowwwww~!";
- next;
- emotion e_no1;
- mes "[Dancer Kim]";
- mes "It's so fascinating that I can dance in a snowy, beautiful village,";
- mes "I'm so glad that I came here, Lutie.";
- next;
- mes "[Spectators]";
- mes "Yayyyy~";
- next;
- mes "[Dancer Kim]";
- mes "In fact, this wonderfull performance would have been cancelled because of my carelessness.";
- next;
- mes "[Guitar Song]";
- mes "I unintentionally made her upset.";
- mes "Let me take this opportunity to say to her that I'm sorry.";
- next;
- mes "[Dancer Kim]";
- mes "It's okay.";
- mes "I'm sorry for behaving as I did.";
- next;
- mes "[Dancer Kim]";
- mes "In fact there is a friend who cheered me up and helped me get through the hardships I faced when I was depressed in my hometown.";
- next;
- mes "[Dancer Kim]";
- mes "You may love my friend's dance more than mine in the future.";
- mes "She has a great talent.";
- next;
- mes "[Dancer Kim]";
- mes "Introducing!";
- next;
- mes "[Dancer Kim]";
- mapannounce "xmas","Dancer Kim: Introducing the rising Wanderer! " + strcharinfo(0) + "!",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- mes "This rising Wanderer star, " + strcharinfo(0) + "!";
- jobchange roclass(eaclass()|EAJL_THIRD);
- job_wan = 10;
- getitem 2795,1; //Green_Apple_Ring
- getitem 5758,1; //Dying_Swan
- completequest 2222;
- next;
- mes "[Dancer Kim]";
- mes "Ha ha ha, are you surprised?";
- mes "Don't look so puzzled?";
- mes "You led me here, you deserve it.";
- next;
- mes "[Dancer Kim]";
- mes "Oh! You are like a beautiful swan!";
- mes "The goddess must be jealous to see your beauty.";
- next;
- mes "[Dancer Kim]";
- mes "" + strcharinfo(0) + "! I hope to see your beautiful exploits in the future.";
- mes "Also, I hope you to meet your precious Maestro.";
- mes "Let's perform together later, shall we? Ha ha.";
- next;
- mes "[Guitar Song]";
- mes "Thanks to you, I didn't lose my precious partner.";
- mes "Thank you a lot.";
- mes "Soon I will make a song for you, so wait for it.";
- close2;
- disablenpc "Dancer Kim#xmas";
- disablenpc "Guitar Song#xmas";
- disablenpc "Spectator#xmas1";
- disablenpc "Spectator#xmas2";
- disablenpc "Spectator#xmas3";
- disablenpc "Spectator#xmas4";
- disablenpc "Soy#xmas";
- disablenpc "Mimi#xmas";
- end;
- }
-OnInit:
- disablenpc "Dancer Kim#xmas";
- end;
-}
-
-- script #wander_xmas -1,{
- end;
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-}
-xmas,149,135,3 duplicate(#wander_xmas) Guitar Song#xmas 4_M_MINSTREL
-xmas,142,130,7 duplicate(#wander_xmas) Spectator#xmas1 4_F_05
-xmas,145,127,7 duplicate(#wander_xmas) Spectator#xmas2 4_M_05
-xmas,148,127,7 duplicate(#wander_xmas) Soy#xmas 4_F_06
-xmas,149,127,1 duplicate(#wander_xmas) Mimi#xmas 4_F_06
-xmas,151,127,1 duplicate(#wander_xmas) Spectator#xmas3 4_M_KID2
-xmas,154,129,1 duplicate(#wander_xmas) Spectator#xmas4 4_M_NFLOSTMAN
diff --git a/npc/re/jobs/novice/academy.txt b/npc/re/jobs/novice/academy.txt
deleted file mode 100644
index f9449f398..000000000
--- a/npc/re/jobs/novice/academy.txt
+++ /dev/null
@@ -1,14213 +0,0 @@
-//===== Hercules Script ========================================================
-//= Criatura Academy
-//===== By: ====================================================================
-//= Kisuka (1.0)
-//===== Current Version: =======================================================
-//= 1.0.1
-//===== File Encoding ==========================================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//===== Description: ===========================================================
-//= Teaches the player about the basics.
-//= Also contains Novice skill quests for First Aid and Trick Dead.
-//===== Additional Comments: ===================================================
-//= 1.0.0 Initial Release. [Kisuka]
-//= 1.0.1 Converted item constants to IDs and added hair coupon. [Kisuka]
-//==============================================================================
-
-// - Captain Carocc (Ship)
-// -----------------------------------------------------------------------------
-iz_int,100,91,3 script Captain Carocc#iz_int 4_M_REINDEER,{
- if(Class == Job_Novice) {
- cutin "fly_trock", 2;
- if(!questprogress(7471)) {
- mes "[Captain Carocc]";
- mes "Had a good dream?";
- mes "Soon, we will get to ^4d4fffIzlude^000000";
- next;
- mes "[Captain Carocc]";
- mes "And you can talk to other people like you just talked to me.";
- next;
- cutin "tutorial01",3;
- mes "!- Information -!";
- mes "^4d4fffLeft mouse click allows basic game controls.";
- mes "Such as conversation with NPC, movement, and attacks.^000000";
- next;
- cutin "fly_trock",2;
- mes "[Captain Carocc]";
- mes "Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams.";
- mes "Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom.";
- next;
- mes "[Captain Carocc]";
- mes "Izlude always welcomes young adventurers like you who have just started their journey to the World.";
- mes "You are one of them of course.";
- next;
- mes "[Captain Carocc]";
- mes "I would like to tell you more stories, but it's time to get ready for arrival.";
- mes "There is an academy in Izlude for newcomers like yourself.";
- next;
- mes "[Captain Carocc]";
- mes "Let me give you more details later.";
- mes "See you back at the harbor deck.";
- next;
- mes "[Captain Carocc]";
- mes "To get off this ship, you should enter the ^4d4fffShining Portal^000000 over there.";
- mes "All transportation is made through the portals.";
- setquest 7471;
- completequest 7471;
- close2;
- cutin "", 255;
- end;
- }
- mes "[Captain Carocc]";
- mes "Now, we are here in Izlude~";
- mes "Go through that ^4d4fffShining Portal^000000 and exit outside.";
- next;
- mes "[Captain Carocc]";
- mes "Let's talk more when we get off to the deck.";
- mes "There are lots of things I want to teach you.";
- close2;
- cutin "", 255;
- end;
- }
-}
-
-iz_int01,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int01 4_M_REINDEER
-iz_int02,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int02 4_M_REINDEER
-iz_int03,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int03 4_M_REINDEER
-iz_int04,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int04 4_M_REINDEER
-
-// - Lumin (Ship)
-// -----------------------------------------------------------------------------
-iz_int,91,81,3 script Lumin#iz_int 4_M_NOV_RUMIN,{
- if(Class == Job_Novice) {
- if(!questprogress(7471)) {
- mes "[Lumin]";
- mes "............";
- mes "...?";
- next;
- cutin "fly_trock",2;
- mes "[Captain Carocc]";
- mes "Hey, you awake now?";
- mes "That fella without much talk, I rescued him from the ocean.";
- next;
- mes "[Captain Carocc]";
- mes "Think he lost his memory.";
- mes "I gave him a new name 'Lumin'. But, just call him Lu...";
- next;
- mes "[Captain Carocc]";
- mes "And you can talk to other people like you just talked to me.";
- next;
- cutin "tutorial01",3;
- mes "!- Information -!";
- mes "^4d4fffLeft mouse click allows basic game control.";
- mes "Such as conversation with NPC, movement, and attacks.^000000";
- next;
- cutin "fly_trock",2;
- mes "[Captain Carocc]";
- mes "Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams.";
- mes "Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom.";
- next;
- mes "[Captain Carocc]";
- mes "Izlude always welcomes young adventurers like you who have just started their journey to the World.";
- mes "You are one of them of course.";
- next;
- mes "[Captain Carocc]";
- mes "I would like to tell you more stories, but it's time to get ready for arrival.";
- mes "There is an academy in Izlude for newcomers like yourself.";
- next;
- mes "[Captain Carocc]";
- mes "Let me give you more detail later.";
- mes "See you back at the harbor deck.";
- next;
- mes "[Captain Carocc]";
- mes "To get off this ship, you should enter the ^4d4fffShining Portal^000000 over there.";
- mes "All transportation is made through those portals.";
- setquest 7471;
- completequest 7471;
- next;
- cutin "nov_lumin01",0;
- mes "[Lumin]";
- mes "Yes.";
- next;
- cutin "fly_trock",2;
- mes "[Carocc]";
- mes "Oh, boy.";
- mes "What cute reaction.";
- close2;
- cutin "", 255;
- end;
- }
- cutin "nov_lumin01",0;
- mes "[Lumin]";
- mes ".....";
- next;
- select("Should I introduce myself?", "My name is ~!");
- mes "["+strcharinfo(0)+"]";
- mes "I am "+strcharinfo(0)+"!";
- next;
- mes "[Lu]";
- mes ".....";
- next;
- mes "[Lu]";
- mes ".....";
- mes "....So?";
- next;
- mes "- Lu just walked away with a cynical look on his face.";
- next;
- cutin "fly_trock",2;
- mes "[Carocc]";
- mes "He's just shy, you know.";
- mes "You will see him again in Izlude, be good to him please.";
- next;
- mes "[Carocc]";
- mes "From now on, I'll be driving this ship around Izlude.";
- mes "Let's go, shall we?";
- close2;
- cutin "", 255;
- end;
- }
-}
-
-iz_int01,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int01 4_M_NOV_RUMIN
-iz_int02,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int02 4_M_NOV_RUMIN
-iz_int03,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int03 4_M_NOV_RUMIN
-iz_int04,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int04 4_M_NOV_RUMIN
-
-// - Captain Carocc
-// -----------------------------------------------------------------------------
-izlude,198,213,3 script Captain Carocc#iz 4_M_REINDEER,5,5,{
- cutin "fly_trock.bmp", 2;
- if (Class == Job_Novice && BaseLevel < 15) {
- if (questprogress(4269) == 2) {
- if (questprogress(7471) == 2 || questprogress(7472) > 0) {
- mes "[Carocc]";
- mes "Oh, "+strcharinfo(0)+"!";
- mes "Why are you here at the wharf?";
- mes "I guess you are doing well at the academy.";
- next;
- mes "[Carocc]";
- mes "I'm going to be docking and reparing the ship here for a while.";
- mes "I will be taking the same route I tried before.";
- next;
- } else {
- mes "[Carocc]";
- mes "Hmm? You must be a student of the Criatura Academy?";
- mes "Were you on my ship?";
- mes "Hmm I can't remember.";
- next;
- mes "[Carocc]";
- mes "Well, anything is fine.";
- mes "Shall I go easy on you since you said you were a student of the Academy?";
- mes "I am still the captain of the ship, regardless.";
- next;
- }
- mes "[Carocc]";
- mes "I plan on taking off as soon as the repairs are complete.";
- mes "The route will open with ^4d4dffPharos Lighthouse^000000 by then.";
- close;
- } else {
- if (questprogress(7471) == 2) {
- if (!questprogress(7472)) {
- mes "[Carocc]";
- mes "This is Izlude.";
- mes "The best city for you to take wings to your dreams.";
- next;
- mes "[Carocc]";
- mes "Although I don't have any particular feelings for you,";
- mes "I've seen a lot of young people like you, while operating the ship.";
- next;
- mes "[Carocc]";
- mes "There were those among them who succeeded and failed and went back after being unable to adjust.";
- mes "I want you to have a successful start with this place.";
- next;
- mes "[Carocc]";
- mes "Did you know this?";
- mes "Izlude has a new Institute for budding adventurers like you!";
- next;
- select("You mean the Academy?");
- mes "[Carocc]";
- mes "Yes! It's called the ^4d4dffRoyal Criatura Academy^000000.";
- mes "Founded by the Rune Midgard lineage to help out new adventurers.";
- next;
- mes "[Carocc]";
- mes "A friend of mine works there, so I 'll give you the introduction to him.";
- mes "He could make a lot of things easier for you.";
- next;
- mes "[Carocc]";
- mes "He usually talks to new adventurers near the entrance of the academy.";
- mes "Go and meet him there.";
- next;
- if (!questprogress(7473)) {
- mes "[Carocc]";
- mes "His name is ^4d4dffHun^000000";
- mes "I will mark his spot on the map so go to see him.";
- setquest 7472;
- viewpoint 1,122,207,0,0x4d4dff;
- next;
- mes "!- Information -!";
- mes "The ^4d4dffMini map can be seen on the right top of the screen.";
- mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000";
- next;
- cutin "tutorial02.bmp", 4;
- mes "!- Information -!";
- mes "Received a Quest from ^4d4dff Captain Carocc.";
- mes "The quest content can be checked from the quest window.";
- next;
- mes "!- Information -!";
- mes "Quest window can be opened by pressing ^4d4dffAlt + u^000000 keys together.";
- next;
- cutin "", 255;
- mes "[Carocc]";
- mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here";
- mes "Yes, the part that says 'Hun'.";
- next;
- mes "!- Information -!";
- mes "^4d4dffThe icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means a link to navigation directions.";
- cutin "navi01.bmp", 4;
- next;
- mes "!- Information -!";
- mes "If you press info after selecting a task in the objectives^4d4dff,";
- mes "an arrow pointing to the location of the objective will pop up along with the navigation help.";
- cutin "navi02.bmp", 4;
- next;
- cutin "", 255;
- mes "[Carocc]";
- mes "Anyway, my friend will help you register with the academy";
- mes "I hope it can help you for your future.";
- close;
- } else {
- select("I know who you're talking about.");
- mes "[Carocc]";
- mes "Then there's no worry.";
- mes "He'll introduce you to the academy.";
- next;
- mes "[Carocc]";
- mes "OK. I will show you the direction. You try it again.";
- mes "By the way, did I tell you his name? His name is ^4d4dffHun^000000";
- viewpoint 1,122,207,1,0x4d4dff;
- next;
- mes "!- Information -!";
- mes "^4d4dff Mini map can be seen on the right top of the screen.";
- mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000";
- next;
- mes "[Carocc]";
- mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here";
- mes "Yes, the part that says [Hun].";
- next;
- mes "!- Information -!";
- mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means";
- mes "a link to navigation directions.";
- cutin "navi01.bmp", 4;
- next;
- mes "!- Information -!";
- mes "If you press info after selecting a task in the objectives^4d4dff,";
- mes "an arrow pointing to the location of the objective will pop up along with navigation help";
- cutin "navi02.bmp", 4;
- next;
- cutin "", 255;
- mes "[Carocc]";
- mes "Anyway, my friend will help you register with the academy";
- mes "I hope it will help you out in your journey";
- close;
- }
- } else if (questprogress(7472) == 1) {
- mes "[Carocc]";
- mes "If you want, you can step forward to the world right away.";
- mes "However, I recommend you visit the Academy first.";
- next;
- mes "[Carocc]";
- mes "The world is a lonely place to be alone.";
- mes "The Academy has people you can make as lifetime companions.";
- next;
- mes "[Carocc]";
- mes "My friend Hun will be around the academy entrance.";
- mes "If you don't know the way I'll point it out to you again.";
- viewpoint 1,122,207,0,0x4d4dff;
- next;
- mes "[Carocc]";
- mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here";
- mes "Yes, the part that says ''Hun''.";
- next;
- mes "!- Information -!";
- mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means";
- mes "a link to navigation directions.";
- cutin "navi01.bmp", 4;
- next;
- mes "!- Information -!";
- mes "If you press info after selecting a task in the objectives^4d4dff,";
- mes "an arrow pointing to the location of the objective will pop up along with navigation help.";
- cutin "navi02.bmp", 4;
- next;
- cutin "", 255;
- mes "[Carocc]";
- mes "Anyway, my friend will help you register with the academy.";
- mes "I hope it will help you out in your journey.";
- close;
- } else {
- mes "[Carocc]";
- mes "Oh, " + strcharinfo(0) + "!";
- mes "Still being dilligent?";
- mes "I've been busy, also.";
- mes "I was reparing the ship.";
- next;
- mes "[Carocc]";
- mes "I'll be taking off as soon as the repairs are complete.";
- mes "At that time, the sailing route to ^4d4dffPharos lighthouse ^000000 will be opened.";
- mes "Be excited for it.";
- close;
- }
- } else {
- if (!questprogress(7472)) {
- mes "[Carocc]";
- mes "Hello?";
- mes "Is it your first time on Izlude?";
- next;
- switch(select("Hello?", "Let me get on the ship!", "I don't know what to do.")) {
- case 1:
- mes "[Carocc]";
- mes "You look strong and able!";
- mes "I like able people like you!";
- mes "Always be healthy and strong as you are now.";
- close;
- case 2:
- mes "[Carocc]";
- mes "I usually travel to ^4d4dffPharos Lighthouse^000000.";
- mes "But I'm resting up due to some problems.";
- next;
- mes "[Carocc]";
- mes "If it's Alberta or Byalan Island, talk to the next sailor.";
- close;
- case 3:
- mes "[Carocc]";
- mes "Hmm? You said you didn't know what to do.";
- mes "Since you're at Izlude, why don't you visit ^4d4dffCriatura Academy^000000?";
- next;
- mes "[Carocc]";;
- mes "Izlude has the Institute for budding adventurers like you";
- mes "A friend of mine works there, so I'll give you the introduction to him.";
- next;
- mes "[Carocc]";
- mes "He ususally talks to new adventurers near the entrance of an academy.";
- mes "Go and meet him personally.";
- next;
- if (!questprogress(7473)) {
- mes "[Carocc]";
- mes "His name is ^4d4dffHun^000000";
- mes "I will mark his location on the map so go to see him.";
- setquest 7472;
- viewpoint 1,122,207,0,0x4d4dff;
- next;
- mes "!- Information -!";
- mes "^4d4dff Mini map can be seen on the right top of the screen.";
- mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000";
- next;
- mes "!- Information -!";
- mes "Received a Quest from ^4d4dffCaptain Carocc.";
- mes "Contents of your Quest can be monitored on the Quest information window.";
- next;
- mes "!- Information -!";
- mes "Quest window can be opened by pressing the ^4d4dffAlt + u^000000 key.";
- next;
- mes "[Carocc]";
- mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here";
- mes "Yes, the part that says [Hun].";
- next;
- mes "!- Information -!";
- mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means";
- mes "a link to navigation directions.";
- cutin "navi01.bmp", 4;
- next;
- mes "!- Information -!";
- mes "If you press info after selecting a task in the objectives^4d4dff,";
- mes "an arrow pointing to the location of the objective will pop up along with navigation help";
- cutin "navi02.bmp", 4;
- next;
- cutin "", 255;
- mes "[Carocc]";
- mes "Anyway, my friend will help you register with the academy";
- mes "I hope it will help you out in your journey";
- close;
- } else {
- select("I know who you're talking about.");
- mes "[Carocc]";
- mes "Then there's no worry.";
- mes "He'll introduce you to the academy.";
- next;
- mes "[Carocc]";
- mes "OK. I will show you the direction. You try it again.";
- mes "By the way, did I tell you his name? His name is ^4d4dffHun^000000";
- viewpoint 1,122,207,1,0x4d4dff;
- next;
- mes "!- Information -!";
- mes "^4d4dff Mini map can be seen on the right top of the screen.";
- mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000";
- next;
- mes "[Carocc]";
- mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here";
- mes "Yes, the part that says [Hun].";
- next;
- mes "!- Information -!";
- mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means";
- mes "a link to navigation directions.";
- cutin "navi01.bmp", 4;
- next;
- mes "!- Information -!";
- mes "If you press info after selecting a task in the objectives^4d4dff,";
- mes "an arrow pointing to the location of the objective will pop up along with navigation help";
- cutin "navi02.bmp", 4;
- next;
- cutin "", 255;
- mes "[Carocc]";
- mes "Anyway, my friend will help you register with the academy";
- mes "I hope it will help you out in your journey";
- close;
- }
- }
- } else if (questprogress(7472) == 1) {
- mes "[Carocc]";
- mes "Ah, it's you.";
- mes "This guy has also decided to register at Criatura Academy.";
- mes "This might be a good destiny for you. Hope you and him can be good friends.";
- next;
- cutin "nov_lumin01.bmp", 0;
- mes "[Lumin]";
- mes ".........";
- next;
- cutin "", 255;
- mes "[Carocc]";
- mes "If you want, you can step forward to the world right away.";
- mes "However, I recommend you visit the Academy first.";
- next;
- mes "[Carocc]";
- mes "The world is a lonely place to be alone.";
- mes "The Academy has people you could make into lifetime companions.";
- next;
- mes "[Carocc]";
- mes "My friend <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> will be around the academy entrance.";
- mes "If you don't know the way I'll point it out to you again.";
- viewpoint 1,122,207,1,0x4d4dff;
- next;
- mes "[Carocc]";
- mes "then, Good luck!";
- close;
- } else {
- mes "[Carocc]";
- mes "Oh, We meet again.";
- mes "Do you by any chance need a ship?";
- mes "I usually travel to the port in Paros.";
- mes "If you need to go to Paros later, come see me.";
- close;
- }
- }
- }
- } else {
- if (questprogress(7471) == 2 || questprogress(7472) > 0) {
- mes "[Carocc]";
- mes "It's been a while!";
- mes "Looking at your expression, you must be doing well.";
- next;
- switch(select("Take me to Pharos Lighthouse", "To Alberta", "Talk")) {
- case 1:
- mes "[Carocc]";
- mes "Do you want to go to Pharos Lighthouse on the southern coast of Morocc?";
- mes "The fee is 2800 zeny. I have a crew that needs payment so this fee is non-negotiable.";
- next;
- if(select("To Pharos Lighthouse!", "Cancel") == 1) {
- if (Zeny > 2799) {
- mes "[Carocc]";
- mes "Let us travel with the wing in our hair.";
- Zeny -= 2800;
- close2;
- cutin "", 255;
- warp "cmd_fild07", 92, 129;
- end;
- } else {
- mes "[Carocc]";
- mes "Sorry but you are short of the boarding fee.";
- mes "I need 2800z to operate.";
- close;
- }
- }
- mes "[Carocc]";
- mes "OK.";
- mes "Do you know this, by the way?";
- mes "^4d4dffThere's a Rogue hideout at Pharos Lighthouse^000000.";
- mes "You already knew this?";
- close;
- case 2:
- mes "[Carocc]";
- mes "I thought you knew that I only go to Pharos?";
- mes "Ask the sailor over there, he's the one that goes there frequently.";
- next;
- mes "[Carocc]";
- mes "There are plenty of other ships that travel to Alberta and Byalan Islands.";
- close;
- case 3:
- mes "[Carocc]";
- mes "Hmm. I'm content with the well being of you and other adventurers who passed me by.";
- next;
- mes "[Carocc]";
- mes "Lumin must be doing well too.";
- mes "I wonder why you feel like my own child even though we've only met from the sea.";
- close;
- }
- } else {
- mes "[Carocc]";
- mes "I am Carocc, the caption of this ship.";
- mes "Do you need a ship?";
- next;
- if(select("Pharos Lighthouse - 2800z", "Don't need it.") == 1) {
- if (Zeny > 2799) {
- mes "[Carocc]";
- mes "Let us travel with the wind in our hair.";
- Zeny -= 2800;
- close2;
- cutin "", 255;
- warp "cmd_fild07", 92, 129;
- end;
- } else {
- mes "[Carocc]";
- mes "Sorry but you are short of the boarding fee.";
- mes "I need 2800z to operate.";
- close;
- }
- }
- mes "[Carocc]";
- mes "Then use it next time.";
- close;
- }
- }
- cutin "", 255;
- end;
-
- OnInit:
- questinfo 7472, QTYPE_QUEST, 1, Job_Novice;
- //SetQuestLevel 7472 1 14
- //SetQuestQuest 7472 7473 0
- end;
-
- OnTouch:
- if (Class == Job_Novice && BaseLevel < 15 && !questprogress(4269))
- emotion e_gasp;
- else
- emotion e_heh;
- end;
-}
-
-izlude_a,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_a 4_M_REINDEER,5,5
-izlude_b,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_b 4_M_REINDEER,5,5
-izlude_c,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_c 4_M_REINDEER,5,5
-izlude_d,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_d 4_M_REINDEER,5,5
-
-// - Criatura Academy Staff
-// - Teaches the player about the Inventory.
-// -----------------------------------------------------------------------------
-izlude,122,207,3 script Criatura Academy Staff#0 4_M_KHKYEL,3,3,{
- if (!checkweight(1304, 3)) {
- mes "Quest cannot be continued due to the overfilled inventory.";
- mes "Continue the quest after organizing the inventory.";
- close;
- }
- viewpoint 2,122,207,1,0xFFFFFF;
- if (Class == Job_Novice && BaseLevel < 15) {
- if (questprogress(7472) == 1) {
- mes "[Hun]";
- mes "Oh.. you must be the adventurer Carocc was talking about.";
- mes "I don't know where your homeland is but Midgard is a good place to start your life's journey.";
- next;
- mes "[Hun]";
- mes "It's a good sight to see new adventurers start their journey.";
- mes "You must be tired. Need a drink?";
- completequest 7472;
- getexp 200, 0;
- setquest 7473;
- getitem 531, 1; // Apple_Juice
- next;
- mes "[Hun]";
- mes "You can open the Item window by clicking on the 'item' icon on top left portion of the screen.";
- next;
- mes "[Hun]";
- mes "The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use.";
- mes "It will do the automatic sorting per indiviaul useage to";
- next;
- mes "[Hun]";
- mes "Either ^4d4dff double click on the item^000000 you intend to use";
- mes "or drag it onto^4d4dff the equipment window and use it^000000";
- next;
- cutin "tutorial03.bmp", 4;
- mes "!- Information -!";
- mes "^4d4dffItems can be used or equipped with simply double-clicking.";
- mes "Item window can be opened with shortcut key Alt+E";
- next;
- mes "!- Information -!";
- mes "^4d4dff Equipped items can be checked with Alt+ Q";
- mes "Items can also be dragged onto the location where you wish to equip it.";
- next;
- cutin "", 255;
- mes "[Hun]";
- mes "For detailed info on individual items^4d4dff, right click ^000000 on that item.";
- mes "You can check the detailed info on the item.";
- next;
- cutin "tutorial04.bmp", 4;
- mes "!- Information -!";
- mes "^4d4dffRight-clicking on the item icon^4d4dff brings up detailed info on the item.";
- next;
- mes "!- Information -!";
- mes "^4d4dffWhen you select other players, you can trade, party up with them with the community window that pops up.";
- next;
- cutin "", 255;
- mes "[Hun]";
- mes "Ok now ^4d4dffdrink the apple juice that I gave you^000000.";
- close;
- } else {
- if (!questprogress(7473)) {
- mes "[Hun]";
- mes "Hey there.";
- mes "Rest up for a bit.";
- next;
- mes "[Hun]";
- mes "It's joyous to see new adventurers starting out.";
- mes "You want something to drink while you are resting?";
- setquest 7473;
- getitem 531, 1; // Apple_Juice
- next;
- mes "[Hun]";
- mes "Right clicking on the item icon ^4d4dffon the basic item window at the upper left corner brings up the detailed info on the item";
- next;
- mes "[Hun]";
- mes "The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use.";
- mes "It will do the automatic sorting per indiviaul useage to";
- next;
- mes "[Hun]";
- mes "Either ^4d4dffdouble click on the item^000000 you intend to use";
- mes "or drag it onto^4d4dff the equipment window and use it^000000";
- next;
- mes "[Hun]";
- mes "For detailed info on individual items^4d4dff, right-click ^000000 on the item.";
- mes "You can check the detailed info on the item.";
- next;
- cutin "tutorial04.bmp", 3;
- mes "!- Information -!";
- mes "Right clicking on the item icon ^4d4dffbrings up the detailed info on the item";
- next;
- mes "!- Information -!";
- mes "When you select on other players^4d4dff you can trade, party up with them with the community window that pops up.";
- next;
- cutin "", 255;
- mes "[Hun]";
- mes "Ok now ^4d4dffdrink the apple juice that I gave you^000000.";
- close;
- } else if (questprogress(7473) == 1) {
- if (countitem(531) > 0) {
- mes "[Hun]";
- mes "Consume the apple juice that I gave you in your inventory.";
- mes "Then we'll talk.";
- close;
- } else {
- if (questprogress(4269) > 0) {
- mes "[Hun]";
- mes "How's the taste?";
- mes "Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties.";
- next;
- mes "[Hun]";
- mes "I want to give you more but that was the last of it";
- mes "Anyways here's some potions. They'll come in handy when you start fighting.";
- completequest 7473;
- getitem 569, 30; // Novice_Potion
- getexp 200, 0;
- next;
- mes "[Hun]";
- mes "Criatura Academy is a good place to build up experience for the future.";
- mes "And I'm not just saying this because I work here.";
- next;
- mes "[Hun]";
- mes "I'm for real... haha";
- close;
- } else {
- mes "[Hun]";
- mes "How's the taste?";
- mes "Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties.";
- next;
- mes "[Hun]";
- mes "I want to give you more but that was the last of it";
- mes "Anyways here's some potions. They'll come in handy when you start fighting.";
- completequest 7473;
- getitem 569, 30; // Novice_Potion
- getexp 200, 0;
- next;
- mes "[Hun]";
- mes "What do you plan to do from now on?";
- mes "Have you found a place to stay?";
- next;
- switch(select("I need help with that", "Anything will do really.", "Don't worry.")) {
- case 1:
- mes "[Hun]";
- mes "But still, though.";
- mes "It's tough to be out alone in a new place.";
- mes "That's why Criatura Academy is there.";
- next;
- mes "[Hun]";
- mes "Carocc sent you to me probably for the same reason.";
- mes "Even though I'm just a work-hand here, I could show you around.";
- next;
- mes "[Hun]";
- mes "If you follow this road up to north, you can see";
- mes "<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
- mes "Anybody can enroll, so take advantage of it.";
- next;
- emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
- mes "[Information Staff]";
- mes "Sorry to interrupt.";
- mes "But ^4d4dff if you need location info, please ask me.^000000";
- next;
- mes "[Information Staff]";
- mes "Hun's information has limits";
- close;
- case 2:
- mes "[Hun]";
- mes "How optimistic of you.";
- mes "If you need help, feel free to visit Criatura Academy any time.";
- next;
- mes "[Hun]";
- mes "There's no requirement or payment to enroll so it would be a great help to you.";
- mes "When you go through this way to the north, you'll find";
- mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
- next;
- mes "[Hun]";
- mes "If there are more adventurers like you, the future will be brighter.";
- mes "Hahahaha.";
- next;
- emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
- mes "[Information Staff]";
- mes "Sorry to interrupt.";
- mes "But ^4d4dff if you need location info, please ask me.^000000";
- next;
- mes "[Information Staff]";
- mes "Hun's information has limits";
- close;
- case 3:
- mes "[Hun]";
- mes "You already have a plan laid out?";
- mes "Well prepared.";
- mes "But just in case, if you are curious about the Criatura Academy, make a visit.";
- next;
- mes "[Hun]";
- mes "When you go through this way to the north, you'll find";
- mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
- mes "What is well, is well- isn't it?";
- next;
- emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
- mes "[Information Staff]";
- mes "You are correct.";
- mes "Preperation is the key.";
- mes "But ^4d4dff if you need location info, please ask me.^000000";
- next;
- mes "[Information Staff]";
- mes "Hun's information has limits.";
- close;
- }
- }
- }
- } else {
- if (!questprogress(4269)) {
- mes "[Hun]";
- mes "It's you..";
- mes "What do you plan to do from now on?";
- mes "Have you found a place to stay?";
- next;
- switch(select("I need help with that", "Anything will do really.", "Don't worry.")) {
- case 1:
- mes "[Hun]";
- mes "But still, though.";
- mes "It's tough to be out alone in a new place.";
- mes "That's why Criatura Academy is there.";
- next;
- mes "[Hun]";
- mes "Carocc sent you to me probably for the same reason.";
- mes "Even though I'm just a work-hand here, I could show you around.";
- next;
- mes "[Hun]";
- mes "If you follow this road up to north, you can see";
- mes "<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
- mes "Anybody can enroll, so take advantage of it.";
- next;
- emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
- mes "[Information Staff]";
- mes "Sorry to interrupt.";
- mes "But ^4d4dff if you need location info, please ask me.^000000";
- next;
- mes "[Information Staff]";
- mes "Hun's information has limits";
- close;
- case 2:
- mes "[Hun]";
- mes "How optimistic of you.";
- mes "If you need help, feel free to visit Criatura Academy any time.";
- next;
- mes "[Hun]";
- mes "There's no requirement or payment to enroll so it would be a great help to you.";
- mes "When you go through this way to the north, you'll find";
- mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
- next;
- mes "[Hun]";
- mes "If there are more adventurers like you, the future will be brighter.";
- mes "Hahahaha.";
- next;
- emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
- mes "[Information Staff]";
- mes "Sorry to interrupt.";
- mes "But ^4d4dff if you need location info, please ask me.^000000";
- next;
- mes "[Information Staff]";
- mes "Hun's information has limits";
- close;
- case 3:
- mes "[Hun]";
- mes "You already have a plan laid out?";
- mes "Well prepared.";
- mes "But just in case, if you are curious about the Criatura Academy, make a visit.";
- next;
- mes "[Hun]";
- mes "When you go through this way to the north, you'll find";
- mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
- mes "What is well, is well- isn't it?";
- next;
- emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
- mes "[Information Staff]";
- mes "You are correct.";
- mes "Preperation is the key.";
- mes "But ^4d4dff if you need location info, please ask me.^000000";
- next;
- mes "[Information Staff]";
- mes "Hun's information has limits.";
- close;
- }
- } else {
- mes "[Hun]";
- mes "Criatura Academy is a good place to build up experience for the future.";
- mes "I'm not saying this just because I work here.";
- next;
- mes "[Hun]";
- mes "For real... hahahaha";
- close;
- }
- }
- }
- } else {
- mes "[Hun]";
- mes "The Royal Criatura Academy was founded to help budding adventurers on their initial journey.";
- next;
- mes "[Hun]";
- mes "Although I'm but a work-hand here, it makes me happy to see students graduate here and become fine members of society.";
- close;
- }
-
- OnInit:
- questinfo 7473, QTYPE_QUEST, 1, Job_Novice;
- //SetQuestLevel 7473 1 14
- end;
-
- OnTouch:
- if (!questprogress(4269))
- emotion e_gasp;
- else
- emotion e_heh;
- end;
-}
-
-izlude_a,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#a 4_M_KHKYEL,3,3
-izlude_b,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#b 4_M_KHKYEL,3,3
-izlude_c,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#c 4_M_KHKYEL,3,3
-izlude_d,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#d 4_M_KHKYEL,3,3
-
-// - Information Staff
-// - Teaches the player about the Mini-Map through a quick quest.
-// -----------------------------------------------------------------------------
-izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{
- if (!checkweight(1304, 3)) {
- mes "Quest cannot be continued due to the invenory being full.";
- mes "Please try it again after re-organizing your items.";
- close;
- }
-
- if (BaseLevel < 15 && !questprogress(7474)) {
- mes "[Information Staff]";
- mes "Hi, how are you?";
- mes "I am in charge of navigation directions for Izlude's key locations";
- mes "I wish to propose a simple game along with the navigation, would that be ok?";
- next;
- if(select("Sure, let's play!", "I already know them all.") == 1) {
- mes "[Information Staff]";
- mes "First of all, how to check the mini-map.";
- mes "You can check your location through the mini-map at the top right of the screen";
- next;
- mes "[Information Staff]";
- mes "If you receive information on a town or a city, a waypoint ^4d4dff+^000000 can be marked on the map.";
- next;
- mes "[Information Staff]";
- mes "Press ^4d4dff [Ctrl] and [ ~ ] on your keyboard and you can see the world map^000000.";
- next;
- mes "[Information Staff]";
- mes "Through the ^4d4dff world map you can check the location of you, your party members and the level of monsters in the area.^000000";
- next;
- mes "[Information Staff]";
- mes "This is useful info to remember.";
- mes "Now then, should we play a simple game?";
- next;
- mes "[Information Staff]";
- mes "I will ^4d4dff mark three specific locations on the mini-map.^000000";
- mes "Please ^4d4dffvisit those locations ^000000 using the waypoints as reference.";
- next;
- mes "[Information Staff]";
- mes "Think of it as a treasure hunt and go.";
- mes "I've hidden some useful items there.";
- viewpoint 1,179,75,1,0xCCFFFF;
- viewpoint 1,45,94,2,0x00FF00;
- viewpoint 1,207,167,3,0xFFEB46;
- setquest 7474;
- next;
- mes "[Information Staff]";
- mes "Vist me again after going by all three locations.";
- mes "I will check up on it.";
- next;
- mes "[Information Staff]";
- mes "Ah, there' somebody who started out right before you!";
- mes "If you don't hurry that person will take all the items!";
- mes "So, run!";
- npcskill "AL_INCAGI", 10, 10, 10;
- close;
- }
- mes "[Information Staff]";
- mes "Do you need information on all the locations of Izlude?";
- mes "By clicking on the introduced ^B9062F[base camp name]^000000, I will offer you guidance so follow the ^B9062FRed Arrows^000000.";
- next;
- while(1) {
- switch(select("[ Main facilities ]", "[ Guide & Helper ]", "Mini map marking removal", "End Conversation")) {
- case 1:
- while (1) {
- switch(select("[ Criatura Academy ]", "[ Wharf ]", "[ Airship (International) ]", "[ Arena ]", "[ Shop ]", "[ Swordman Guild ]", "[ Enchant Association ]", "[ Blacksmith's Workshop ]", "Go back to the previous menu")) {
- case 1:
- mes "[Information Staff]";
- mes "If you are the first time adventurer,";
- mes "<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>";
- mes "can offer a lot of info and help.";
- mes "Do you need additonal directions?";
- viewpoint 1, 128, 260, 0, 0xFFD269;
- next;
- continue;
- case 2:
- mes "[Information Staff]";
- mes "Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,";
- mes "^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted.";
- mes "you can go.";
- next;
- mes "[Information Staff]";
- mes "Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it.";
- mes "";
- mes "Do you need additional directions?";
- viewpoint 1, 197, 205, 1, 0xFFFF00;
- next;
- continue;
- case 3:
- mes "[Information Staff]";
- mes "To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>";
- mes "will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and";
- mes "The capital of the Arunapeltsdom -^8B4513 Rachel ^000000.";
- mes "Do you need additional directions?";
- viewpoint 1, 210, 73, 2, 0xFF0A82;
- next;
- continue;
- case 4:
- mes "[Information Staff]";
- mes "The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east";
- mes "is for testing your battle ability.";
- mes "It's an excellent place.";
- mes "I will mark the location on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 213, 161, 3, 0xFFFF54;
- next;
- continue;
- case 5:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 108, 179, 4, 0xFFAAFF;
- next;
- continue;
- case 6:
- mes "[Information Staff]";
- mes "<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman.";
- mes "I will mark the location of the swordman guild on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 52, 172, 5, 0xFFDA70;
- next;
- continue;
- case 7:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 97, 125, 6, 0xFFDA70;
- next;
- continue;
- case 8:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 153, 126, 7, 0xFFAAFF;
- next;
- continue;
- case 9:
- break;
- }
- break;
- }
- break;
- case 2:
- while (1) {
- switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ Mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) {
- case 1:
- mes "[Information Staff]";
- mes "For now, I will mark the location of the";
- mes "<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 131, 148, 8, 0xFF0A82;
- next;
- continue;
- case 2:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 128, 148, 9, 0xFFFF54;
- next;
- continue;
- case 3:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 125, 127, 10, 0xFF0064;
- next;
- continue;
- case 4:
- mes "[Information Staff]";
- mes "If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,";
- mes "talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>.";
- mes "Just ask the question about it.";
- mes "Do you need additional directions?";
- viewpoint 1, 180, 224, 11, 0xFFFF00;
- next;
- continue;
- case 5:
- mes "[Information Staff]";
- mes "If you need to know about the Mercenary Guild, go west and speak to the";
- mes "<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>.";
- mes "Do you need additional directions?";
- viewpoint 1, 47, 170, 12, 0xFFDA70;
- next;
- continue;
- case 6:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 118, 163, 13, 0xFF0064;
- next;
- continue;
- case 7:
- break;
- }
- break;
- }
- break;
- case 3:
- mes "[Information Staff]";
- mes "I will erase the marks.";
- mes "Do you need additional directions?";
- viewpoint 2, 197, 205, 1, 0xFF0000;
- viewpoint 2, 210, 73, 2, 0xFF0000;
- viewpoint 2, 213, 161, 3, 0xFF0000;
- viewpoint 2, 108, 179, 4, 0xFF0000;
- viewpoint 2, 52, 172, 5, 0xFF0000;
- viewpoint 2, 97, 125, 6, 0xFF0000;
- viewpoint 2, 153, 126, 7, 0xFF0000;
- viewpoint 2, 131, 148, 8, 0xFF0000;
- viewpoint 2, 128, 148, 9, 0xFF0000;
- viewpoint 2, 125, 127, 10, 0xFF0000;
- viewpoint 2, 180, 224, 11, 0xFF0000;
- viewpoint 2, 47, 170, 12, 0xFF0000;
- viewpoint 2, 118, 163, 13, 0xFF0000;
- next;
- break;
- case 4:
- mes "[Information Staff]";
- mes "Have a wonderful adventure.";
- mes "Good bye~~!";
- close;
- }
- }
- } else if (questprogress(7474) == 1) {
- if ((questprogress(7475) + questprogress(7476) + questprogress(7477)) > 2) {
- mes "[Information Staff]";
- mes "What's with the long face?";
- mes "It looks like you found all the locations I marked.";
- next;
- mes "[Lumin]";
- mes "Turtle...";
- cutin "nov_lumin01.bmp", 2;
- next;
- select("What'd you call me?");
- mes "[Lumin]";
- mes "Because you are too slow.";
- mes "Yes, it is. I have been waiting for you for what seems like forever.";
- next;
- mes "[Lumin]";
- mes ".......Shall I share with you?";
- cutin "nov_lumin03.bmp", 2;
- next;
- if(select("I don't need your sympathy.", "!!!!!") == 1) {
- mes "[Lumin]";
- mes "Is that so?";
- mes "Captain always told me to help the poor people.";
- mes "But you get rid of my chance to help.";
- cutin "nov_lumin02.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Ahhh. Irritating.";
- next;
- } else {
- mes "[Lumin]";
- mes "Well, now we can divide 7 to 3?";
- mes "I am OK with 6 to 4.";
- cutin "nov_lumin02.bmp", 2;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "This guy...";
- next;
- }
- cutin "", 255;
- mes "[Information Staff]";
- mes "Ahhh, you two calm down.";
- mes "Lumin took them all.";
- mes ""+ strcharinfo(0) + " I will give you one set separately.";
- next;
- mes "[Information Staff]";
- mes "Think of the reason, it was my fault to leave one person's but sent both of you.";
- next;
- cutin "nov_lumin03.bmp", 2;
- mes "[Lumin]";
- mes "Simple and fair decision.";
- mes "OK. Now I am going.";
- mes "See you again, my friend.";
- next;
- cutin "", 255;
- mes "[Information Staff]";
- mes "Aren't you two friends?";
- mes "You guys both seemed friendly enough right?";
- next;
- mes "[Information Staff]";
- mes "Well, this is my present for you.";
- mes "Hope it will be useful.";
- completequest 7474;
- erasequest 7475;
- erasequest 7476;
- erasequest 7477;
- getexp 300, 20;
- getitem 12323, 20; // N_Fly_Wing
- getitem 12324, 10; // N_Butterfly_Wing
- getitem 569, 20; // Novice_Potion
- next;
- mes "[Information Staff]";
- mes "Have a wonderful journey.";
- close;
- } else {
- mes "[Information Staff]";
- mes "You have not found the treasure I hid.";
- mes "Here are the locations again.";
- mes "Hurry up!";
- viewpoint 1,179,75,1,0xccffff;
- viewpoint 1,45,94,2,0x00ff00;
- viewpoint 1,207,167,3,0xFFEB46;
- close;
- }
- } else {
- mes "[Information Staff]";
- mes "This is Izlude - the satellite city of Prontera.";
- mes "Do you need directions?";
- next;
- mes "[Information Staff]";
- mes "If you click on the ^B9062F[area name]^000000, I can ^B9062Fnavigate^000000 a path for you to follow.";
- next;
- while(1) {
- switch(select("[ Main facilities ]", "[ Guide & Helper ]", "Mini map marking removal", "End Conversation")) {
- case 1:
- while (1) {
- switch(select("[ Criatura Academy ]:[ Wharf ]:[ Airship (International) ]:[ Arena ]:[ Shop ]:[ Swordman Guild ]:[ Enchant Association ]:[ Blacksmith's Workshop ]:Go back to the previous menu")) {
- case 1:
- mes "[Information Staff]";
- mes "If you are the first time adventurer,";
- mes "<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>";
- mes "can offer a lot of info and help.";
- mes "Do you need additonal directions?";
- viewpoint 1, 128, 260, 0, 0xFFD269;
- next;
- continue;
- case 2:
- mes "[Information Staff]";
- mes "Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,";
- mes "^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted.";
- mes "you can go.";
- next;
- mes "[Information Staff]";
- mes "Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it.";
- mes "";
- mes "Do you need additional directions?";
- viewpoint 1, 197, 205, 1, 0xFFFF00;
- next;
- continue;
- case 3:
- mes "[Information Staff]";
- mes "To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>";
- mes "will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and";
- mes "The capital of the Arunapeltsdom -^8B4513 Rachel ^000000.";
- mes "Do you need additional directions?";
- viewpoint 1, 210, 73, 2, 0xFF0A82;
- next;
- continue;
- case 4:
- mes "[Information Staff]";
- mes "The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east";
- mes "is for testing your battle ability.";
- mes "It's an excellent place.";
- mes "I will mark the location on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 213, 161, 3, 0xFFFF54;
- next;
- continue;
- case 5:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 108, 179, 4, 0xFFAAFF;
- next;
- continue;
- case 6:
- mes "[Information Staff]";
- mes "<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman.";
- mes "I will mark the location of the swordman guild on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 52, 172, 5, 0xFFDA70;
- next;
- continue;
- case 7:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 97, 125, 6, 0xFFDA70;
- next;
- continue;
- case 8:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 153, 126, 7, 0xFFAAFF;
- next;
- continue;
- case 9:
- break;
- }
- break;
- }
- break;
- case 2:
- while (1) {
- switch(select("[ Eden Group Teleporter ]:[ Kafra Employee ]:[ Mesmerizer ]:[ Wedding Secretary ]:[ Mercenary Guild Official ]:[ Taming Merchant ]:Go back to the previous menu")) {
- case 1:
- mes "[Information Staff]";
- mes "For now, I will mark the location of the";
- mes "<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 131, 148, 8, 0xFF0A82;
- next;
- continue;
- case 2:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 128, 148, 9, 0xFFFF54;
- next;
- continue;
- case 3:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 125, 127, 10, 0xFF0064;
- next;
- continue;
- case 4:
- mes "[Information Staff]";
- mes "If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,";
- mes "talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>.";
- mes "Just ask the question about it.";
- mes "Do you need additional directions?";
- viewpoint 1, 180, 224, 11, 0xFFFF00;
- next;
- continue;
- case 5:
- mes "[Information Staff]";
- mes "If you need to know about the Mercenary Guild, go west and speak to the";
- mes "<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>.";
- mes "Do you need additional directions?";
- viewpoint 1, 47, 170, 12, 0xFFDA70;
- next;
- continue;
- case 6:
- mes "[Information Staff]";
- mes "I will mark the location of the";
- mes "<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>";
- mes "on the mini map.";
- mes "Do you need additional directions?";
- viewpoint 1, 118, 163, 13, 0xFF0064;
- next;
- continue;
- case 7:
- break;
- }
- break;
- }
- break;
- case 3:
- mes "[Information Staff]";
- mes "I will erase the marks.";
- mes "Do you need additional directions?";
- viewpoint 2, 197, 205, 1, 0xFF0000;
- viewpoint 2, 210, 73, 2, 0xFF0000;
- viewpoint 2, 213, 161, 3, 0xFF0000;
- viewpoint 2, 108, 179, 4, 0xFF0000;
- viewpoint 2, 52, 172, 5, 0xFF0000;
- viewpoint 2, 97, 125, 6, 0xFF0000;
- viewpoint 2, 153, 126, 7, 0xFF0000;
- viewpoint 2, 131, 148, 8, 0xFF0000;
- viewpoint 2, 128, 148, 9, 0xFF0000;
- viewpoint 2, 125, 127, 10, 0xFF0000;
- viewpoint 2, 180, 224, 11, 0xFF0000;
- viewpoint 2, 47, 170, 12, 0xFF0000;
- viewpoint 2, 118, 163, 13, 0xFF0000;
- next;
- break;
- case 4:
- mes "[Information Staff]";
- mes "Have a wonderful adventure.";
- mes "Good bye~~!";
- close;
- }
- }
- }
-
- OnInit:
- // AddQuestInfo 7474 1 0
- // SetQuestLevel 7474 1 14
- // AddQuestInfo 7495 1 0
- // SetQuestQuest 7495 7475 1
- // SetQuestQuest 7495 7476 1
- // SetQuestQuest 7495 7477 1
- end;
-}
-
-izlude_a,120,207,4 duplicate(Information Staff#0) Information Staff#a 8W_SOLDIER
-izlude_b,120,207,4 duplicate(Information Staff#0) Information Staff#b 8W_SOLDIER
-izlude_c,120,207,4 duplicate(Information Staff#0) Information Staff#c 8W_SOLDIER
-izlude_d,120,207,4 duplicate(Information Staff#0) Information Staff#d 8W_SOLDIER
-
-// - Airship Sign
-// -----------------------------------------------------------------------------
-izlude,179,75,3 script Airship#iz 4_BULLETIN_BOARD2,3,3,{
- .@total = questprogress(7475) + questprogress(7476) + questprogress(7477);
- if (questprogress(7474)) {
- if (!questprogress(7475)) {
- mes "==== Airship Information====";
- mes "";
- mes "Izlude - Juno - Rachel";
- mes "";
- mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here.";
- next;
- if (.@total == 1) {
- mes "Except the signboard of the free airship, nothing can be found.";
- next;
- select("Where's the hidden treasure?");
- mes "[Lumin]";
- mes "Yo.";
- mes "Sorry pal I got here first.";
- mes "Should've used a Fly wing like I did.";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Why do these wings teleport?";
- mes "I guess because they're from Creamy monsters...";
- next;
- mes "[Lumin]";
- mes "As the captain said, seeing is believing. The world is full of mysteries.";
- next;
- cutin "", 255;
- mes "Seems like Lumin beat you again.";
- mes "Better get to the next location before Lumin does.";
- setquest 7475;
- viewpoint 2,179,75,1,0xFF0000;
- close;
- } else if (.@total > 1) {
- mes "[Lumin]";
- mes ".......";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Muahahahaha.";
- cutin "nov_lumin03.bmp", 2;
- next;
- if(select("Are you kidding me?!", "Where's the treasure?") == 1) {
- mes "[Lumin]";
- mes "No...";
- mes "Meeting three times in one day must be destiny.";
- mes "You and I can be friends.";
- cutin "nov_lumin05.bmp", 2;
- next;
- select("Or Frenemies!");
- mes "[Lumin]";
- mes "Frene-what? Oh well I'm done with the mission.";
- mes "Take care.";
- cutin "nov_lumin02.bmp", 2;
- next;
- cutin "", 255;
- mes "[" + strcharinfo(0) + "]";
- mes "Are you even listening to me?!";
- setquest 7475;
- viewpoint 2,179,75,1,0xFF0000;
- next;
- mes "^4d4dff...I have to report the result to the Information Staff...^000000.";
- close;
- }
- mes "[Lumin]";
- mes "Ooo Butterfly Wings.";
- mes "If I hand it over to you, you'll just waste 'em so I'll just keep them.";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Come on this is just friendly competition.";
- cutin "nov_lumin05.bmp", 2;
- next;
- mes "[Lumin]";
- mes "I am doing this for you to make you stronger.";
- mes "Now, so long.";
- cutin "nov_lumin03.bmp", 2;
- next;
- cutin "", 255;
- mes "^4d4dff...I have to report the result to the Information staff...^000000.";
- setquest 7475;
- viewpoint 2,179,75,1,0xFF0000;
- close;
- } else {
- mes "Except for the signboard of the free airship, nothing particular was found.";
- next;
- select("Why is there nothing here?");
- mes "[Lumin]";
- mes "Of course.";
- mes "I already packed it in my bag.";
- mes "There were Butterfly Wings here.";
- cutin "nov_lumin01.bmp", 2;
- next;
- select("So can I have some?");
- mes "[Lumin]";
- mes "That's not fair, I was here first so they're mine.";
- mes "You better get to the next stop faster if you want the prize.";
- cutin "nov_lumin02.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Well, then.....";
- cutin "nov_lumin03.bmp", 2;
- next;
- cutin "", 255;
- mes "Lumin disappeared with his long hair in the air.";
- mes "......";
- setquest 7475;
- viewpoint 2,179,75,1,0xFF0000;
- close;
- }
- } else {
- mes "==== Airship Information ====";
- mes "";
- mes "Izlude - Juno - Rachel";
- mes "";
- mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here.";
- close;
- }
- } else {
- mes "==== Airship Information ====";
- mes "";
- mes "Izlude - Juno - Rachel";
- mes "";
- mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here.";
- close;
- }
-
- OnInit:
- // AddQuestInfo 7475 0 0
- // SetQuestQuest 7475 7474 1
- end;
-
- OnTouch:
- if (questprogress(7474) == 1 && !questprogress(7475))
- emotion e_gasp;
- end;
-}
-
-izlude_a,179,75,3 duplicate(Airship#iz) Airship#iz_a 4_BULLETIN_BOARD2,3,3
-izlude_b,179,75,3 duplicate(Airship#iz) Airship#iz_b 4_BULLETIN_BOARD2,3,3
-izlude_c,179,75,3 duplicate(Airship#iz) Airship#iz_c 4_BULLETIN_BOARD2,3,3
-izlude_d,179,75,3 duplicate(Airship#iz) Airship#iz_d 4_BULLETIN_BOARD2,3,3
-
-// - Arena Sign
-// -----------------------------------------------------------------------------
-izlude,207,167,3 script Arena#iz 4_BULLETIN_BOARD2,3,3,{
- .@total = questprogress(7475) + questprogress(7476) + questprogress(7477);
- if (questprogress(7474) == 1) {
- if (!questprogress(7476)) {
- mes "== Challenge! Arena! ==";
- mes "";
- mes "Breath taking battle with monsters!";
- mes "Where is your limit?";
- mes "PvE party with your comrad!";
- mes "All these at Arena!!";
- next;
- if (.@total == 1) {
- mes "Except for the Arena promtional board, nothing can be found here.";
- next;
- select("Nothing again?");
- mes "[Lumin]";
- mes "Hmmm. Its not nothing....";
- mes "There were potions here...";
- mes "I was tired of waiting for you so I took it too.";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "But why does this potion never make me full?";
- mes "*gulp*";
- mes "Oh well looks like it's all gone.";
- next;
- cutin "", 255;
- mes "Lumin beat you again.";
- mes "Better beat him to the last spot.";
- setquest 7476;
- viewpoint 2,207,167,3,0xFF0000;
- close;
- } else if (.@total > 1) {
- mes "[Lumin]";
- mes ".......";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Muahahaha.";
- cutin "nov_lumin03.bmp", 2;
- next;
- switch(select("Are you kidding me?!", "Where's the treasure?") == 1) {
- mes "[Lumin]";
- mes "No...";
- mes "Meeting three times in one day must be destiny.";
- mes "You and I can be friends.";
- cutin "nov_lumin05.bmp", 2;
- next;
- select("Or Frenemies!");
- mes "[Lumin]";
- mes "Frene-what? Oh well I'm done with the mission.";
- mes "Take care.";
- cutin "nov_lumin02.bmp", 2;
- next;
- cutin "", 255;
- mes "[" + strcharinfo(0) + "]";
- mes "Are you even listening to me?!";
- setquest 7476;
- viewpoint 2,207,167,3,0xFF0000;
- next;
- mes "^4d4dff...I have to report the result to the Information Staff...^000000.";
- close;
- }
- mes "[Lumin]";
- mes "Red potions.";
- mes "If I hand it over to you, you'll just waste 'em so I'll just keep them.";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Come on this is just friendly competition.";
- cutin "nov_lumin05.bmp", 2;
- next;
- mes "[Lumin]";
- mes "I am doing this for you to make you stronger.";
- mes "Now, so long.";
- cutin "nov_lumin03.bmp", 2;
- next;
- cutin "", 255;
- mes "^4d4dff...I have to report of the result to Information staff...^000000.";
- setquest 7476;
- viewpoint 2,207,167,3,0xFF0000;
- close;
- } else {
- mes "Except for the Arena promotion signboard, nothing can be found.";
- next;
- select("Why is there nothing?");
- mes "[Lumin]";
- mes "Of course.";
- mes "I already packed it.";
- mes "There were Red Potion hidden here.";
- cutin "nov_lumin01.bmp", 2;
- next;
- select("So can I have some?");
- mes "[Lumin]";
- mes "That's not fair, I was here first so they're mine.";
- mes "You better get to the next stop faster if you want the prize.";
- cutin "nov_lumin02.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Well, then.....";
- cutin "nov_lumin03.bmp", 2;
- next;
- cutin "", 255;
- mes "Lumin disappeared with his long hair in the air.";
- mes "This guy...";
- setquest 7476;
- viewpoint 2,207,167,3,0xFF0000;
- close;
- }
- } else {
- mes "== Challenge! Arena! ==";
- mes "";
- mes "Breath taking battle with monsters!";
- mes "Where is your limit?";
- mes "PvE party with your comrad!";
- mes "All these at Arena!!";
- close;
- }
- } else {
- mes "== Challenge! Arena! ==";
- mes "";
- mes "Breath taking battle with monsters!";
- mes "Where is your limit?";
- mes "PvE party with your comrad!";
- mes "All these at Arena!!";
- close;
- }
-
- OnInit:
- // AddQuestInfo 7476 0 0
- // SetQuestQuest 7476 7474 1
- end;
-
- OnTouch:
- if (questprogress(7474) == 1 && !questprogress(7476))
- emotion e_gasp;
- end;
-}
-
-izlude_a,207,167,3 duplicate(Arena#iz) Arena#iz_a 4_BULLETIN_BOARD2,3,3
-izlude_b,207,167,3 duplicate(Arena#iz) Arena#iz_b 4_BULLETIN_BOARD2,3,3
-izlude_c,207,167,3 duplicate(Arena#iz) Arena#iz_c 4_BULLETIN_BOARD2,3,3
-izlude_d,207,167,3 duplicate(Arena#iz) Arena#iz_d 4_BULLETIN_BOARD2,3,3
-
-// - Bulletin Board
-// -----------------------------------------------------------------------------
-izlude,45,94,3 script Bulletin Board#iz 4_BULLETIN_BOARD2,3,3,{
- .@total = questprogress(7475) + questprogress(7476) + questprogress(7477);
- if (questprogress(7474) == 1) {
- if (!questprogress(7477)) {
- mes "==== Information ====";
- mes "";
- mes "Prontera Field.";
- mes "The city of Prontera is located to the north.";
- next;
- if (.@total == 1) {
- mes "Except for the simple signboard, nothing can be found here.";
- next;
- select("Where's the treasure?");
- mes "[Lumin]";
- mes "Yo.";
- mes "Sorry but I am quicker than you.";
- mes "There were Fly Wings here..";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "In fact, I don't like Fly's wings.";
- mes "Flies are so dirty.";
- cutin "nov_lumin02.bmp", 2;
- next;
- mes "[Lumin]";
- mes "By the way, why is one of the convenient transportations fly wing shaped?";
- mes "Perhaps you know?";
- next;
- mes "[Lumin]";
- mes "...you don't know.";
- cutin "nov_lumin01.bmp", 2;
- next;
- cutin "", 255;
- mes "Defeated by Lumin again.";
- mes "Keep calm and find the next location.";
- setquest 7477;
- viewpoint 2,45,94,2,0xFF0000;
- close;
- } else if (.@total > 1) {
- mes "[Lumin]";
- mes ".......";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "...Hello";
- cutin "nov_lumin03.bmp", 2;
- next;
- if(select("Are you kidding me?!", "Where's the treasure?") == 1) {
- mes "[Lumin]";
- mes "No...";
- mes "Meeting three times in one day must be destiny.";
- mes "You and I can be friends.";
- cutin "nov_lumin05.bmp", 2;
- next;
- select("Or Frenemies!");
- mes "[Lumin]";
- mes "Frene-what? Oh well I'm done with the mission.";
- mes "Take care.";
- cutin "nov_lumin02.bmp", 2;
- next;
- cutin "", 255;
- mes "[" + strcharinfo(0) + "]";
- mes "Are you even listening to me?!";
- setquest 7477;
- viewpoint 2,45,94,2,0xFF0000;
- next;
- mes "^4d4dff...I have to report the result to the Information Staff...^000000.";
- close;
- }
- mes "[Lumin]";
- mes "Fly Wings.";
- mes "If I hand them over to you, you'll just waste 'em so I think I'll keep them.";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Come on this is just friendly competition.";
- cutin "nov_lumin05.bmp", 2;
- next;
- mes "[Lumin]";
- mes "I am doing this for you to make you stronger.";
- mes "Now, so long.";
- cutin "nov_lumin03.bmp", 2;
- next;
- cutin "", 255;
- mes "^4d4dff...I have to report of the result to Information staff...^000000.";
- setquest 7477;
- viewpoint 2,45,94,2,0xFF0000;
- close;
- } else {
- mes "Except for the simple signboard, nothing can be found.";
- next;
- select("Why is there nothing?");
- mes "[Lumin]";
- mes "Of course.";
- mes "Fly's wings were here so I already packed them in my bag.";
- cutin "nov_lumin01.bmp", 2;
- next;
- select("So can I have some?");
- mes "[Lumin]";
- mes "That's not fair, I was here first so they're mine.";
- mes "You better get to the next stop faster if you want the prize.";
- cutin "nov_lumin03.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Well, then.....";
- next;
- cutin "", 255;
- mes "Lumin disappeared with his long hair in the air.";
- mes "This guy....";
- setquest 7477;
- viewpoint 2,45,94,2,0xFF0000;
- close;
- }
- } else {
- mes "==== Information ====";
- mes "";
- mes "Prontera Field.";
- mes "The city of Prontera is located to the north.";
- close;
- }
- } else {
- mes "==== Information ====";
- mes "";
- mes "Prontera Field.";
- mes "The city of Prontera is located to the north.";
- close;
- }
-
- OnInit:
- // AddQuestInfo 7477 0 0
- // SetQuestQuest 7477 7474 1
- end;
-
- OnTouch:
- if (questprogress(7474) == 1 && !questprogress(7477))
- emotion e_gasp;
- end;
-}
-
-izlude_a,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_a 4_BULLETIN_BOARD2,3,3
-izlude_b,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_b 4_BULLETIN_BOARD2,3,3
-izlude_c,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_c 4_BULLETIN_BOARD2,3,3
-izlude_d,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_d 4_BULLETIN_BOARD2,3,3
-
-// - Therapist (Red Herb Quest + First Aid)
-// - Gives the player a basic quest and teaches them First Aid.
-// -----------------------------------------------------------------------------
-iz_ac01,59,43,3 script Therapist#ac 4_M_6THPRIN1,{
- if (!checkweight(1304, 3)) {
- mes "Quest cannot be continued due to the overfilled inventory.";
- mes "Please try it again after organizing the items.";
- close;
- }
- mes "[Therapist]";
- if(questprogress(4269) == 2) {
- mes "Are you a student?";
- mes "Do you have any problem in your body?";
- next;
- .@menu$ = "Help me!:Teach me the First Aid Skill:^ff0000Red Herb Quest^000000:Save Location";
- } else {
- mes "This is the dispensary of the Royal Criatura Academy.";
- mes "How can I help you?";
- next;
- .@menu$ = "Help me!:First Aid Skill::I want to rest.";
- }
- switch(select(.@menu$)) {
- case 1:
- if (BaseLevel <= 20) {
- mes "[Therapist]";
- mes "Are you injured?";
- mes "Even the emergency treatment didn't work for you?";
- next;
- npcskill "AL_HEAL", 3, 50, 60;
- percentheal 0, 50;
- mes "[Therapist]";
- mes "Is that good enough?";
- mes "Have you recovered?";
- mes "If you are sane, go to bed and rest before you go.";
- close;
- } else {
- mes "[Therapist]";
- mes "I feel sorry for you but...";
- mes "I can only give my free healing service to those under base level 20.";
- mes "You don't look like you're going to die anyways.";
- next;
- mes "[Therapist]";
- mes "Just take a rest here until you've recovered.";
- mes "There are lots of vacant beds!";
- close;
- }
- break;
- case 2:
- if (getskilllv("NV_FIRSTAID")) {
- mes "[Therapist]";
- mes "You already know about First Aid.";
- mes "We both are busy. Don't bother me.";
- close;
- } else {
- mes "[Therapist]";
- mes "You are commendable!";
- mes "First Aid is a skill that transfers SP to HP during emergency situations.";
- next;
- mes "[Therapist]";
- mes "Recovery ratio is very minimal...";
- mes "It can help you avoid dying but won't give you much HP.";
- specialeffect2 EF_BEGINSPELL6;
- specialeffect2 EF_SPELLBREAKER;
- next;
- mes "[Therapist]";
- mes "Press ^4d4dffALT + S^000000 to open your Skill window to see your skills.";
- skill "NV_FIRSTAID", 1, 0;
- skill_nov = 3;
- getexp 1000, 40;
- next;
- mes "[Therapist]";
- mes "If you press ^4d4dffF12^000000...";
- mes "The shortcut window will open up with nine small compartments to register your skills to.";
- next;
- mes "[Therapist]";
- mes "Dragging the right hand corner at the shortcut window, you can open up more skill shortcut pages.";
- next;
- mes "[Therapist]";
- mes "It is a simple use.. ^4d4dff Each slot responds to individual keys from F1 to F9^000000.";
- mes "Needed skills or items can be immediately used after registering on the corresponding slots.";
- next;
- cutin "tutorial05.bmp", 4;
- mes "!- Information -!";
- mes "You can register needed items or skills at ^4d4dff shortcut slots by dragging the icons.";
- next;
- mes "!- Information -!";
- mes "^4d4dff The registered items and equipment at^4d4dff the slots can be immediately used or armed by pressing the reponding F1 - F9 keys.";
- next;
- mes "!- Information -!";
- mes "By setting the ^4d4dffshortcut keys as you want, you can use the responding shortcut key.";
- next;
- mes "!- Information -!";
- mes "^4d4dffyou may register the frequently using items and skills, and use them at your convenience.";
- cutin "", 255;
- next;
- mes "[Therapist]";
- mes "Now open the skill window and register [First Aid] as shortcut key, then use it.";
- mes "You will find it is more covenient to use this way.";
- close;
- }
- case 3:
- if (!questprogress(7478)) {
- mes "[Therapist]";
- mes "Have you investigated the growing plants in the field?";
- mes "^4d4dff Red Plant, Blue Plant, Green Plant, White Plant^000000etc..";
- next;
- mes "[Therapist]";
- mes "You can get different colored herbs from the various plants.";
- mes "Processing herbs turns to be a various useful potions.";
- next;
- mes "[Therapist]";
- mes "Now, shall we collect the Red Herb with your hands?";
- next;
- mes "[Therapist]";
- mes "A ^4d4dffRed Plant is growing near the academy building.^000000.";
- mes "I secretly planted it for today.";
- mes "Go and get ^4d4dff1 Red Herb^000000.";
- setquest 7478;
- close;
- } else if (questprogress(7478) == 1) {
- if (countitem(507) > 0) {
- mes "[Therapist]";
- mes "You got it.";
- mes "^4d4dffYou could eat this herb and get the benefit of it immediately but it will be more efficient if you make it into a potion.^000000.";
- next;
- mes "[Therapist]";
- mes "Herbs vary their virtues according to their color.";
- mes "^4d4dffGreen Herbs^000000 detox you.";
- mes "^4d4dffBlue Herbs^000000 recover your SP.";
- next;
- mes "[Therapist]";
- mes "Any other?";
- mes "Well, HP is recovering like this red herb.";
- mes "This like this... Make a nectar and put it into a bottle....";
- next;
- mes "[Therapist]";
- mes "This becomes the recovering potion possible to take anywhere, anytime.";
- mes "I will give it to you as souvenir.";
- mes "And also give you the recipe to make potions easily.";
- next;
- mes "[Therapist]";
- mes "This is the book for the simple combination of potion use.";
- mes "You can make it easily by ^4d4dffusing the combination kit or cooking tool^000000.";
- completequest 7478;
- getexp 2000, 50;
- getitem 569, 30; // Novice_Potion
- getitem 11058, 1; // Novice_Combi_Book
- getitem 12849, 10; // Combination_Kit
- getitem 507, 1; // Red_Herb
- getitem 512, 1; // Apple
- next;
- mes "[Therapist]";
- mes "Not only potions but also other easily attainable things can be turned to various tools. Please make use of them.";
- next;
- mes "[Therapist]";
- mes "For your trial to make it, I gave you a Red Herb and one Apple,";
- mes "How about making it with the combination kit?";
- next;
- mes "[Therapist]";
- mes "Read the combination kit by ^4d4dffright-clicking^000000, and ^4d4dffclick the book shaped icon^000000 which will open up the explanation window.";
- close;
- } else {
- mes "[Therapist]";
- mes "Why don't you learn about the virtues of herbs?";
- mes "Bring one Red Herb by beating the growing Red Herb near the academy building.";
- next;
- mes "[Therapist]";
- mes "You can find it near the entrance of the academy.";
- close;
- }
- } else {
- mes "[Therapist]";
- mes "I already let you know about the basic medical botany.";
- mes "By the way, there is something called a ^4d4dffShining Plant^000000 here on Rune Midgard.";
- next;
- mes "[Therapist]";
- mes "Nobody knows which herb comes out from this plant.";
- mes "Once I got the fruit of Yggdrasil.";
- next;
- mes "[Therapist]";
- mes "And, in the Alberta merchant guild, there is an old man making potions.";
- mes "You can ask him for help.";
- next;
- mes "[Therapist]";
- mes "^4d4dffAlchemist^000000 or ^4d4dffBiochemist^000000 or the higher class job ^4d4dff Geneticist^000000 are all good at creating potions.";
- next;
- mes "[Therapist]";
- mes "If you want to have a well-made potion, it may be a good idea to ask for a specialist.";
- close;
- }
- case 4:
- mes "[Therapist]";
- mes "I see...";
- mes "For emergency situations, in case you've fainted and want to be brought back here, I will save your current location.";
- savepoint "iz_ac01", 45, 46;
- close;
- }
-
- OnInit:
- // AddQuestInfo 7478 0 0
- // SetQuestQuest 7478 4269 2
- end;
-}
-
-iz_ac01_a,59,43,3 duplicate(Therapist#ac) Therapist#ac_a 4_M_6THPRIN1
-iz_ac01_b,59,43,3 duplicate(Therapist#ac) Therapist#ac_b 4_M_6THPRIN1
-iz_ac01_c,59,43,3 duplicate(Therapist#ac) Therapist#ac_c 4_M_6THPRIN1
-iz_ac01_d,59,43,3 duplicate(Therapist#ac) Therapist#ac_d 4_M_6THPRIN1
-
-// - Cultivated Red Plant (Red Herb Quest)
-// -----------------------------------------------------------------------------
-izlude,141,251,0 script Cultivated Red Plant#0 RED_PLANT,3,3,{
- end;
-
- OnTouch:
- if (questprogress(7478) == 1 && !questprogress(7479))
- donpcevent "Cultivated Red Plant#"+strnpcinfo(2)+"::OnDisable";
- end;
-
- OnDisable:
- specialeffect EF_STEAL;
- disablenpc "Cultivated Red Plant#"+strnpcinfo(2);
- emotion e_gasp, 1;
- emotion e_heh, 0, "Academy Student#"+strnpcinfo(2);
- initnpctimer;
- end;
-
- OnTimer30000:
- enablenpc "Cultivated Red Plant#"+strnpcinfo(2);
- stopnpctimer;
- end;
-}
-
-izlude_a,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#a RED_PLANT,3,3
-izlude_b,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#b RED_PLANT,3,3
-izlude_c,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#c RED_PLANT,3,3
-izlude_d,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#d RED_PLANT,3,3
-
-// - Academy Student (Red Herb Quest)
-// -----------------------------------------------------------------------------
-izlude,140,249,7 script Academy Student#0 4_M_NOV_RUMIN,{
- if (!checkweight(1304, 3)) {
- mes "Your inventory is too full so you can't continue this quest.";
- mes "Please try it again after organizing the items.";
- close;
- }
- if (questprogress(7478) == 1 && !questprogress(7479)) {
- specialeffect EF_STEAL, AREA, "Cultivated Red Plant#"+strnpcinfo(2);
- donpcevent "Cultivated Red Plant#"+strnpcinfo(2)+"::OnDisable";
- emotion e_gasp, 1;
- emotion e_heh;
- mes "[Lumin]";
- mes "Hey there Turtle";
- mes "You are really slow.";
- mes "This Red Plant is no longer useful for you.";
- cutin "nov_lumin01.bmp", 2;
- next;
- if(select("What are you talking about?", "Who're you?") == 1) {
- mes "[Lumin]";
- mes "You heard me.";
- mes "Aren't you here to collect the Red Plant for the Academy Therapist.";
- next;
- mes "[Lumin]";
- mes "But, But something weird just happened.";
- mes "It happened right before my eyes.";
- next;
- } else {
- if (questprogress(7472) > 0 || questprogress(7474) > 1) {
- mes "[Lumin]";
- mes "Did you lose your memory?";
- mes "If the captain hears about it, he'll cry.";
- mes "It is still ok as long as I remember you.";
- cutin "nov_lumin02.bmp", 2;
- next;
- } else {
- mes "[Lumin]";
- mes "Lumin.";
- mes ".......";
- mes "How about being happy?";
- cutin "nov_lumin04.bmp", 2;
- next;
- }
- }
- mes "[Lumin]";
- mes "Anyway, let me explain it to you, I have just cut all the leaves of this Red Plant.";
- mes "You can't collect the Red Plant anymore.";
- cutin "nov_lumin02.bmp", 2;
- next;
- select("Ok so give me a ^ff0000Red Herb^000000");
- mes "[Lumin]";
- mes "OK... then...";
- mes "I don't even need it anyways. I already know all about basic medical botany.";
- cutin "nov_lumin03.bmp", 2;
- next;
- select("Then, why did you do it?");
- mes "[Lumin]";
- mes "I didn't do it!";
- mes "I was just standing here.";
- cutin "nov_lumin05.bmp", 2;
- next;
- mes "[Lumin]";
- mes "Here take this Red Herb.";
- cutin "nov_lumin01.bmp", 2;
- setquest 7479;
- completequest 7479;
- getitem 507, 1; // Red_Herb
- next;
- mes "[Lumin]";
- mes "Ah... see it's growing back.";
- enablenpc "Cultivated Red Plant#"+strnpcinfo(2);
- close2;
- } else {
- if (Class == Job_Novice) {
- if (questprogress(7478) == 1) {
- mes "[Lumin]";
- mes "I guess you should go back to the Therapist.";
- mes "He's probably waiting for you..";
- cutin "nov_lumin01.bmp", 2;
- close2;
- } else {
- mes "He seems to think of something deeply.";
- mes "Disregard it.";
- close;
- }
- } else {
- if (questprogress(7479) == 2) {
- mes "[Criatura Student]";
- mes ".......";
- next;
- mes "This student looks familiar...";
- close;
- } else {
- mes "[Criatura Student]";
- mes ".......";
- close;
- }
- }
- }
- cutin "", 255;
- end;
-
- OnInit:
- //AddQuestInfo 7479 1 0
- //SetQuestQuest 7479 7478 1
- end;
-}
-
-izlude_a,140,249,7 duplicate(Academy Student#0) Academy Student#a 4_M_NOV_RUMIN
-izlude_b,140,249,7 duplicate(Academy Student#0) Academy Student#b 4_M_NOV_RUMIN
-izlude_c,140,249,7 duplicate(Academy Student#0) Academy Student#c 4_M_NOV_RUMIN
-izlude_d,140,249,7 duplicate(Academy Student#0) Academy Student#d 4_M_NOV_RUMIN
-
-// - Instructor Argos (Trick Dead Quest)
-// -----------------------------------------------------------------------------
-izlude,140,260,3 script Instructor Argos#iz 4_M_LIEMAN,{
- if (Class != Job_Novice && getskilllv("NV_TRICKDEAD") != 0) {
- mes "[Instructor Argos]";
- mes "snoring... snoring...";
- close;
- }
- if (questprogress(15001) == 2) {
- mes "[Instructor Argos]";
- mes "snoring... snoring...";
- close;
- }
- if (!questprogress(15001, PLAYTIME)) {
- mes "- ......";
- next;
- mes "- A man is lying here";
- mes "- he's barely breathing.";
- next;
- mes "- Is this maybe...?!";
- next;
- mes "- an accident...";
- mes "- yes, this is a murder!";
- mes "- There's a murderer here!";
- next;
- mes "- I swear on some old person's grave";
- mes "- I will solve this case!";
- next;
- mes "[Instructor Argos]";
- mes "Yawn. Who are you making so much noise next to me...";
- next;
- select("You aren't dead?");
- emotion e_omg, 1;
- mes "[Instructor Argos]";
- mes "Dead?! Who....?";
- mes "me? Pu ha ha ha!!";
- next;
- emotion e_heh;
- mes "[Instructor Argos]";
- mes "Sorry for laughing. Ha ha ha!";
- mes "I was just taking a nap because the weather is good.";
- next;
- select("But you weren't breathing...");
- mes "[Instructor Argos]";
- mes "Ahh...... that?";
- mes "Right it makes sense that you misunderstood.";
- next;
- mes "[Instructor Argos]";
- mes "I used the skill<^ff0000Play Dead^000000> because I didn't want to be disturbed by monsters or someone else.";
- next;
- mes "[Instructor Argos]";
- mes "I never thought someone would think of me as an actual dead body.";
- next;
- mes "[Instructor Argos]";
- mes "Oh, I see... you are a new novice who just has arrived here?";
- next;
- mes "[Instructor Argos]";
- mes "I guess it is unexpected and surprising but do you want to learn <^ff0000Play Dead^000000>?";
- next;
- mes "[Instructor Argos]";
- mes "I am sure that it will help you. How do you think about it?";
- next;
- if(select("I am sorry but I am busy.", "I want to learn it!") == 1) {
- mes "[Instructor Argos]";
- mes "Really ? If you are busy then fine by me.";
- mes "I should keep sleeping.";
- mes "yawning...";
- close;
- }
- mes "[Instructor Argos]";
- mes "You made a right decision!";
- mes "I want to teach you for good.";
- emotion e_no1;
- next;
- mes "[Instructor Argos]";
- mes "A novice does not know the potential power of himself nor how strong the enemy is.";
- next;
- mes "[Instructor Argos]";
- mes "There is a studious type of novice who studies well..but i guess we are not.";
- next;
- mes "[Instructor Argos]";
- mes "Just take prompt action.";
- mes "And sometimes you'll be defeated by stong enemies...";
- next;
- mes "[Instructor Argos]";
- mes "Huh? You're right this is my story.";
- mes "I was getting sick of being defeated.";
- next;
- mes "[Instructor Argos]";
- mes "One day, a good idea came to my mind. If I pretend to be dead when I find a strong enemy...";
- next;
- mes "[Instructor Argos]";
- mes "I was faced with the risk of death, because I was not good at pretending to be dead.";
- mes "Even when I look back at that time. it is still thrilling...";
- emotion e_wah;
- next;
- mes "[Instructor Argos]";
- mes "let's continue to talk";
- mes "So ever since then, Playing Dead started working out for me!";
- next;
- mes "[Instructor Argos]";
- mes "And then...";
- mes "I could not hold a breath for a long time.";
- mes "That was a problem!";
- mes "Clever monsters were checking out my breath!";
- next;
- mes "[Instructor Argos]";
- mes "So I had to train myself to hold my breath for a long time.";
- next;
- mes "[Instructor Argos]";
- mes "Sounds complicated.. but it is quite simple.";
- next;
- mes "[Instructor Argos]";
- mes "If you feel like you can not beat the enemy, when a strong one appears, just fall down on the ground and pretend to be dead.";
- next;
- mes "[Instructor Argos]";
- mes "I will put you on a brief test whether you hold you breathe or not.";
- next;
- mes "[Instructor Argos]";
- mes "Hold a breath for 20 seconds, then talk to me later. I won't admit you if you talk to me before that time is over!";
- next;
- mes "[Instructor Argos]";
- mes "Start!";
- close2;
- setquest 15001;
- end;
- } else if (questprogress(15001, PLAYTIME) == 1) {
- mes "[Instructor Argos]";
- mes "What? You aren't able to hold your breath for even 20 seconds?";
- mes "You can't learn this skill until you are able to hold it!";
- next;
- mes "[Instructor Argos]";
- mes "Hold breath for 20 seconds again!";
- mes "Then talk to me.";
- close2;
- erasequest 15001;
- setquest 15001;
- end;
- } else {
- mes "- Learned the <^ff0000Play Dead^000000>skill.";
- completequest 15001;
- skill "NV_TRICKDEAD", 1, 0;
- skill_nov = 6;
- next;
- mes "[Instructor Argos]";
- mes "Okay, good job.";
- mes "If you have strong patience like that, it will save you. There will be no monsters that can hurt you.";
- next;
- mes "[Instructor Argos]";
- mes "The <^ff0000Play Dead^000000> skill is in your skill list which you can open by pressing <Alt + S>, Please do not forget to use it, it will save you when you are in a danger.";
- next;
- mes "[Instructor Argos]";
- mes "If you grow up and get another job, then you do not need this skill so do not spare it! Wse it when you need to and don't hesitate.";
- next;
- mes "[Instructor Argos]";
- mes "I need to get some sleep, do not wake me up. Yawn.";
- close;
- }
-
- OnInit:
- questinfo 15001, QTYPE_QUEST, 0, Job_Novice;
- end;
-}
-
-izlude_a,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_a 4_M_LIEMAN
-izlude_b,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_b 4_M_LIEMAN
-izlude_c,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_c 4_M_LIEMAN
-izlude_d,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_d 4_M_LIEMAN
-
-// - Academy Receptionist
-// - Gives player some basic equipment and starts Academy quests.
-// -----------------------------------------------------------------------------
-iz_ac01,100,39,5 script Academy Receptionist#1 4_F_01,{
- if (questprogress(7117) == 1) { erasequest 7117; }
- if (questprogress(7118) == 1) { erasequest 7118; }
- if (questprogress(7119) == 1) { erasequest 7119; }
- if (questprogress(7120) == 1) { erasequest 7120; }
- if (questprogress(7121) == 1) { erasequest 7121; }
- if (questprogress(7122) == 1) { erasequest 7122; }
- if (questprogress(7123) == 1) { erasequest 7123; }
- if (questprogress(7124) == 1) { erasequest 7124; }
- if (questprogress(7126) == 1) { erasequest 7126; }
- if (questprogress(7127) == 1) { erasequest 7127; }
-
- if (questprogress(4269) == 2) {
- mes "[Receptionist]";
- mes "Hello, " + strcharinfo(0) +".";
- mes "How are you today?";
- mes "I am in charge guiding you here in the Academy.";
- } else {
- mes "[Receptionist]";
- mes "Welcome to our Academy. I am in charge with the guide and registration for Novice education courses.";
- }
- next;
- while(1) {
- mes "[Receptionist]";
- mes "What can I do for you?";
- next;
- if(questprogress(4269) == 2)
- .@menu$ = ":What's inside and outside the Academy.:Trainer location guide.:End Coversation.";
- else
- .@menu$ = "Register for the Academy:Explanation about the Academy:Location for trainers:Coversation finished";
- switch(select(.@menu$)) {
- case 1:
- if (Class == Job_Novice) {
- if (!checkweight(1301, 10)) {
- mes "- As you are overloaded with too many items, quest can't be continued.-";
- close;
- }
- mes "[Receptionist]";
- mes "Let me see... Your name is... " + strcharinfo(0) + ".";
- mes "I will make a new registration for you.";
- mes "You can choose the course freely and each course has individual features.";
- next;
- mes "[Receptionist]";
- mes "And this is the the basic equipment for the educational course.";
- mes "Please make a good use of it.";
- mes "Be careful with it as it won't be provided again.";
- setquest 4269;
- completequest 4269;
- getitem 2352, 1; // Novice_Plate
- getitem 2510, 1; // Novice_Hood
- getitem 2414, 1; // Novice_Boots
- getitem 5055, 1; // Novice_Egg_Cap
- getitem 1243, 1; // Novice_Knife
- getitem 2112, 1; // Novice_Guard
- getitem 18730, 1; // Criatura_Academy_Hat
- getitem 6593, 1; // Criatura_Hair_Coupon
- getitem 569, 300; // Novice_Potion
- next;
- mes "[Receptionist]";
- mes "It is your first step to be an adventurer that you have made a visit to us.";
- getexp 100,100;
- next;
- mes "[Receptionist]";
- mes "On our next meeting, I anticipate you will grow up a bit more.";
- //ConsumeSpecialItem Inspector_Certificate_
- close;
- } else {
- mes "[Receptionist]";
- mes "One who is not a Novice can't attend the educational course.";
- next;
- mes "[Receptionist]";
- mes "However, a part of the educational course except the character cultivation can be freely attended. So, you may look around the Academy and neighboring places.";
- close;
- }
- case 2:
- switch(select("What's on the 1st floor", "What's on the 2nd floor", "Explanation about towns", "End Conversation")) {
- case 1:
- mes "[Receptionist]";
- mes "The first floor is equipped with instructors that give you lessons on how the world works here in Rune Midgard.";
- next;
- mes "[Receptionist]";
- mes "First of all, at the dispensary, you can learn how to recover your physical strength and learn a skill to heal your HP";
- next;
- mes "[Receptionist]";
- mes "At the armory, you can get simple training about battling monsters in Rune Midgard.";
- next;
- mes "[Receptionist]";
- mes "At the cafeteria, you can practice cooking and and will learn its many benefits.";
- next;
- break;
- case 2:
- mes "[Receptionist]";
- mes "At the 2nd floor, there are trainers that will teach you about the different job classes in the world.";
- next;
- mes "[Receptionist]";
- mes "Listen to the trainers and decide for yourself which job suits your personal style.";
- next;
- break;
- case 3:
- mes "[Receptionist]";
- mes "This town is called 'Izlude' the satellite and port city of the Capital City of the Rune-Midgarts Kingdom Prontera.";
- next;
- mes "[Receptionist]";
- mes "This town was re-organized to suit the education of Novices.";
- next;
- break;
- case 4:
- mes "[Receptionist]";
- mes "Please find me, if you need anything else.";
- //if (Class == Job_Novice)
- //ConsumeSpecialItem Inspector_Certificate_
- close;
- }
- break;
- case 3:
- while(1) {
- switch(select("Game Mechanic Tutorial Instructors", "1st job trainers", "Return to the previous menu", "End Conversation")) {
- case 1:
- mes "[Receptionist]";
- mes "Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them.";
- next;
- mes "<NAVI>[Therapist]<INFO>iz_ac01,59,43</INFO></NAVI>, status recovery trainer";
- mes "<NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>, battle trainer";
- mes "<NAVI>[Mainz]<INFO>iz_ac01,134,47</INFO></NAVI>, abnormal stats trainer";
- mes "<NAVI>[Dakuwazu]<INFO>iz_ac01,147,47</INFO></NAVI>, Cooking Trainer.";
- mes "<NAVI>[Han]<INFO>izlude,153,126</INFO></NAVI>, Refining Trainer.";
- mes "<NAVI>[Mounds]<INFO>izlude,96,125</INFO></NAVI> Enchanting Trainer.";
- mes "<NAVI>[Cream Puff]<INFO>iz_ac02,143,55</INFO></NAVI>, Class Aptitude Test.";
- next;
- mes "[Receptionist]";
- mes "Is that helpful?";
- next;
- if(select("Just a moment.", "I have to leave.") == 1) {
- break;
- } else {
- if (Class == Job_Novice) {
- mes "[Receptionist]";
- mes "I believe you'll become nicer on our next meeting. Try your best~~~";
- //ConsumeSpecialItem Inspector_Certificate_
- close;
- } else {
- mes "[Receptionist]";
- mes "Please find me, if you need anything else.";
- close;
- }
- }
- break;
- case 2:
- mes "[Receptionist]";
- mes "Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them.";
- next;
- mes "Swordman Instructor <NAVI>[Adric]<INFO>iz_ac02,62,51</INFO></NAVI>";
- mes "Acolyte Instructor <NAVI>[Alice]<INFO>iz_ac02,156,169</INFO></NAVI>";
- mes "Archer Instructor <NAVI>[Marlbron]<INFO>iz_ac02,65,109</INFO></NAVI>";
- mes "Mage Instructor <NAVI>[Chuck]<INFO>iz_ac02,148,110</INFO></NAVI> ";
- mes "Thief Instructor <NAVI>[Mayssel]<INFO>iz_ac02,52,136</INFO></NAVI>";
- mes "Merchant Instructor <NAVI>[Salim]<INFO>iz_ac02,50,169</INFO></NAVI>";
- mes "Ninja Instructor <NAVI>[Ninja Guide]<INFO>iz_ac02,140,139</INFO></NAVI>";
- mes "Gunslinger Instructor<NAVI>[Lusa]<INFO>iz_ac02,142,85</INFO></NAVI>";
- mes "Taekwon Instructor <NAVI>[Arang]<INFO>iz_ac02,70,85</INFO></NAVI>";
- next;
- mes "[Receptionist]";
- mes "Is that helpful?";
- next;
- if(select("Just a moment.", "I have to leave.") == 1) {
- break;
- } else {
- if (Class == Job_Novice) {
- mes "[Receptionist]";
- mes "I believe you'll become nicer on our next meeting. Try your best~~~";
- //ConsumeSpecialItem Inspector_Certificate_
- close;
- } else {
- mes "[Receptionist]";
- mes "Please find me, if you need anything else.";
- close;
- }
- }
- break;
- case 3:
- break;
- case 4:
- mes "[Receptionist]";
- mes "Please find me, if you need anything else.";
- if (Class == Job_Novice)
- //ConsumeSpecialItem Inspector_Certificate_
- close;
- }
- }
- break;
- case 4:
- mes "[Receptionist]";
- mes "Please find me, if you need anything else.";
- if (Class == Job_Novice)
- //ConsumeSpecialItem Inspector_Certificate_
- close;
- }
- }
-
- OnInit:
- questinfo 4269, QTYPE_QUEST, 0, Job_Novice;
- end;
-}
-
-iz_ac01_a,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_a 4_F_01
-iz_ac01_b,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_b 4_F_01
-iz_ac01_c,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_c 4_F_01
-iz_ac01_d,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_d 4_F_01
-
-// - Trainer Mainz
-// - Teaches the player about Status Effects (poison, stun, etc).
-// -----------------------------------------------------------------------------
-iz_ac01,134,47,5 script Trainer Mainz#ac 4_M_KY_KNT,4,4,{
- if (!questprogress(4269)) {
- mes "[Mainz]";
- mes "Ha ah....";
- mes "What should I do with this lunchbox?";
- close;
- }
- if (questprogress(15000) == 1) {
- if (!checkweight(1201, 1) || (MaxWeight - Weight) < 40) {
- mes "- Here, just moment!! -";
- mes "- As you are overloaded with too many items in your inventory -";
- mes "- You can't receive the items anymore -";
- mes "- Let yourself enlightened -";
- mes "- and please try again -";
- close;
- }
- mes "[Mainz]";
- mes "Are you ready to learn about abnormal statuses? I promise that I won't trick you anymore. I am a ''trainer'' after all right?";
- next;
- mes "[Mainz]";
- mes "First of all, I'll tell you about <^FF0000Poison^000000>.";
- next;
- mes "[Mainz]";
- mes "As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second.";
- next;
- mes "[Mainz]";
- mes "You can't lose HP forever so you won't die from poison.";
- next;
- mes "[Mainz]";
- mes "Experiencing is believing! I will put you in a poisoned status.";
- next;
- mes "[Mainz]";
- mes "See what happens to you in the poisoned status.";
- next;
- sc_start SC_POISON, 30000, 0;
- mes "You are- <^FF0000Poisoned^000000>.";
- next;
- mes "[Mainz]";
- mes "......";
- next;
- sc_end SC_POISON;
- mes "[Mainz]";
- mes "Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally.";
- next;
- mes "[Mainz]";
- mes "Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.";
- next;
- mes "[Mainz]";
- mes "Next, I'll tell you about<^FF0000 Stun^000000.";
- next;
- mes "[Mainz]";
- mes "While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''.";
- next;
- mes "[Mainz]";
- mes "As you are defenseless, you can't move, use skills, and use items.";
- mes "So, it is impossible to recover from it by yourself.";
- next;
- mes "[Mainz]";
- mes "The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura.";
- next;
- mes "[Mainz]";
- mes "You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>.";
- next;
- mes "[Mainz]";
- mes "Let me show you what will happen in the Stun status!";
- next;
- sc_start SC_STUN, 30000, 0;
- mes "<^FF0000 Stun ^000000>.";
- next;
- mes "[Mainz]";
- mes "......";
- next;
- sc_end SC_STUN;
- mes "[Mainz]";
- mes "How was it?";
- mes "Didn't you feel oppressed since you couldn't move?";
- next;
- mes "[Mainz]";
- mes "Imagine that you are in that status and monsters are rushing to you...";
- mes "Believe me it'll happen.";
- emotion e_wah;
- next;
- mes "[Mainz]";
- mes "This time, I will teach you about <^FF0000Sleep^000000>.";
- next;
- mes "[Mainz]";
- mes "In Sleep status, you fall asleep with a <Zzz> popped up over your head.";
- next;
- mes "[Mainz]";
- mes "Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack.";
- next;
- mes "[Mainz]";
- mes "But in Sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage.";
- next;
- mes "[Mainz]";
- mes "For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest.";
- next;
- mes "[Mainz]";
- mes "Let me show you what will happen in the Sleep status.";
- next;
- sc_start SC_SLEEP, 30000, 0;
- mes "<^FF0000 Sleep ^000000>.";
- next;
- mes "[Mainz]";
- mes "......";
- next;
- sc_end SC_SLEEP;
- mes "[Mainz]";
- mes "How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?";
- next;
- mes "[Mainz]";
- mes "Sleep is good for recovery but not necessarily good while you're in the middle of a battle.";
- emotion e_flash;
- next;
- mes "[Mainz]";
- mes "Lastly, I will teach you about <^FF0000 Silence ^000000>.";
- next;
- mes "[Mainz]";
- mes "In Silence status, you can't use any magic skills and a <...> will appear above your head.";
- next;
- mes "[Mainz]";
- mes "But all attacks are not impossible. Normal attacks can still be done while silenced.";
- next;
- mes "[Mainz]";
- mes "In the silence status, you can merely still physically attack or recover by using potions.";
- next;
- mes "[Mainz]";
- mes "It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.";
- next;
- mes "[Mainz]";
- mes "Let me show you what will happen in Sleep status.";
- next;
- sc_start SC_SILENCE, 30000, 0;
- mes "<^FF0000Silence^000000>";
- next;
- mes "[Mainz]";
- mes "......";
- next;
- sc_end SC_SILENCE;
- mes "[Mainz]";
- mes "It's frustrating to not be able to use your skills right?";
- next;
- mes "[Mainz]";
- mes "Especially, when you are a high class depending upon the skills rather than physical attacks or in Sleep status during the battle, you will be damaged severely.";
- next;
- mes "[Mainz]";
- mes "In addtion, there are other statuses like Darkness, Frozen, Curse, Stone, Confusion etc, but I can let you experience all of them.";
- next;
- mes "[Mainz]";
- mes "I hope this was helpful for you to experience some of the things that you will see out in the world.";
- next;
- mes "[Mainz]";
- mes "Whenever you want to experience an abnormal status, please come to me.";
- next;
- mes "[Mainz]";
- mes "As an apology for the lunchbox matter, I will give you a small gift.";
- next;
- mes "[Mainz]";
- mes "Wish you have good luck in your adventures!";
- completequest 15000;
- getitem 512, 10; // Apple
- getexp 180, 100;
- close;
- } else if (questprogress(4269) && !questprogress(15000)) {
- mes "[Mainz]";
- mes "Hey, you there!";
- mes "By any chance, are you a training beginner?";
- emotion e_flash;
- next;
- mes "[Mainz]";
- mes "I'm Trainer Mainz; and I'm in charge of education at this Academy.";
- next;
- mes "[Mainz]";
- mes "Which course?";
- mes "It is not important so I will let you know later.";
- next;
- mes "[Mainz]";
- mes "You must be very exhausted after having to read and learn so much right?";
- next;
- mes "[Mainz]";
- mes "Of course, you are... Oh, you poor thing.";
- next;
- mes "[Mainz]";
- mes "There's a person who can help you when you need it.";
- mes "Do you know who is it?";
- next;
- mes "[Mainz]";
- mes "That's me!";
- next;
- mes "[Mainz]";
- mes "What does that mean?";
- mes "It means I have prepared a special gift just for your exhausted self!";
- next;
- mes "[Mainz]";
- mes "A lunchbox for you!!! Hahahaha!";
- next;
- mes "[Mainz]";
- mes "Since I'm not the one who made it don't worry.";
- mes "My beloved wife prepared it. So, just be my guest and enjoy!";
- next;
- if(select("Don't take it.", "Take it.") == 1) {
- mes "[Mainz]";
- mes "You don't want to have this lunchbox? I guess it's your loss then.";
- next;
- mes "[Mainz]";
- mes "Should I just take it for myself then?";
- close2;
- emotion e_sigh;
- end;
- }
- mes "[Mainz]";
- mes "Yes... You made a right decision.";
- mes "Please keep in mind that I really wanted to have it but since you look exhausted I offered it to you first!";
- emotion e_no1;
- next;
- mes "- You open the lunchbox and there is some type of food inside ¡©";
- next;
- mes "[Mainz]";
- mes "Wahahahat! Don't hesitate and just take it!";
- mes "It will refresh you from your fatigue!";
- mes "Eat it~~ Eat it~~";
- next;
- mes "- Since you're tired and starved you're obliged to take the box -";
- next;
- mes ".........";
- next;
- sc_start SC_POISON, 60000, 0;
- mes "- You eat the food and suddenly feel a sharp pain in your stomach. Your vision seems to be blurry too -";
- next;
- mes "[Mainz]";
- mes "Oh... what happened to you?";
- mes "You don't look too good!";
- emotion e_what;
- next;
- mes "[Mainz]";
- mes "Oh, man...";
- mes "I think you've been poisoned.";
- next;
- mes "[Mainz]";
- mes "I will give you an antidote. You might get better if you take it.";
- next;
- mes "- You reluctantly take the antidote -";
- sc_end SC_POISON;
- percentheal 100, 0;
- next;
- mes "[Mainz]";
- mes "Well, how the heck were you poisoned?";
- next;
- mes "[Mainz]";
- mes "By the way, I heard that there's a ghost wandering around the Royal Criatura Academy.";
- next;
- mes "[Mainz]";
- mes "I think the ghost must have poisoned you.";
- next;
- mes "- You roll your eyes at Mainz -";
- mes "- Mainz turns his head as if he doesn't notice -";
- emotion e_bzz;
- next;
- mes "[Mainz]";
- mes "Ehem! Anyway, I am sorry.";
- mes "Please understand there is no malice.";
- next;
- mes "[Mainz]";
- mes "All of these are for you...";
- mes "Want to know what I mean?";
- next;
- mes "[Mainz]";
- mes "There are various kinds of monsters on the Rune Midgard continent. And some of them can poison you or put you in abnormal conditions.";
- next;
- mes "[Mainz]";
- mes "Usually, anybody is too embarrassed to admit being poisoned without knowing. I just did it on purpose to let you have the experience in case it happens out in the real world.";
- next;
- mes "[Mainz]";
- mes "Understand that I didn't intend to pass my wife's lunchbox as if it was a present. It was just another lesson from the Criatura Academy.";
- emotion e_otl;
- next;
- mes "[Mainz]";
- mes "As an apology, I would like to inform you of several abnormal statuses you might experience in the Rune Midgard Continent.";
- next;
- mes "[Mainz]";
- mes "Don't decline it! Being ready to learn so speak to me again.";
- setquest 15000;
- close2;
- emotion e_sry;
- end;
- } else {
- mes "[Mainz]";
- mes "Are you here for an explanation about the abnormal statuses? What makes you anxious?";
- next;
- while(1) {
- switch(select("<^FF0000Poison^000000>", "<^FF0000Stun^000000>", "<^FF0000Sleep^000000>", "<^FF0000Silence ^000000>", "I have no questions.")) {
- case 1:
- mes "[Mainz]";
- mes "I'll tell you about <^FF0000Poison^000000>.";
- next;
- mes "[Mainz]";
- mes "As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second.";
- next;
- mes "[Mainz]";
- mes "You can't lose HP forever so you won't die from poison.";
- next;
- mes "[Mainz]";
- mes "Experiencing is believing! I will put you in a poisoned status.";
- next;
- mes "[Mainz]";
- mes "See what happens to you in the poisoned status.";
- next;
- sc_start SC_POISON, 30000, 0;
- mes "You are- <^FF0000Poisoned^000000>.";
- next;
- mes "[Mainz]";
- mes "......";
- next;
- sc_end SC_POISON;
- mes "[Mainz]";
- mes "Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally.";
- next;
- mes "[Mainz]";
- mes "Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.";
- next;
- mes "[Mainz]";
- mes "What else are you anxious about?";
- next;
- break;
- case 2:
- mes "[Mainz]";
- mes "I'll tell you about <^FF0000Stun^000000>.";
- next;
- mes "[Mainz]";
- mes "While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''.";
- next;
- mes "[Mainz]";
- mes "As you are defenseless, you can't move, use skills, and use items.";
- mes "So, it is impossible to recover from it by yourself.";
- next;
- mes "[Mainz]";
- mes "The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura.";
- next;
- mes "[Mainz]";
- mes "You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>.";
- next;
- mes "[Mainz]";
- mes "Let me show you what will happen in the Stun status!";
- next;
- sc_start SC_STUN, 30000, 0;
- mes "<^FF0000 Stun ^000000>.";
- next;
- mes "[Mainz]";
- mes "......";
- next;
- sc_end SC_STUN;
- mes "[Mainz]";
- mes "How was it?";
- mes "Didn't you feel oppressed since you couldn't move?";
- next;
- mes "[Mainz]";
- mes "Imagine that you are in that status and monsters are rushing to you...";
- mes "Believe me it'll happen.";
- emotion e_wah;
- next;
- mes "[Mainz]";
- mes "What else are you anxious about?";
- next;
- break;
- case 3:
- mes "[Mainz]";
- mes "I will teach you about <^FF0000Sleep^000000>.";
- next;
- mes "[Mainz]";
- mes "In Sleep status, you fall asleep with a <Zzz> popped up over your head.";
- next;
- mes "[Mainz]";
- mes "Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack.";
- next;
- mes "[Mainz]";
- mes "But in Sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage.";
- next;
- mes "[Mainz]";
- mes "For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest.";
- next;
- mes "[Mainz]";
- mes "Let me show you what will happen in the Sleep status.";
- next;
- sc_start SC_SLEEP, 30000, 0;
- mes "<^FF0000 Sleep ^000000>.";
- next;
- mes "[Mainz]";
- mes "......";
- next;
- sc_end SC_SLEEP;
- mes "[Mainz]";
- mes "How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?";
- next;
- mes "[Mainz]";
- mes "Sleep is good for recovery but not necessarily good while you're in the middle of a battle.";
- emotion e_flash;
- next;
- mes "[Mainz]";
- mes "What else are you anxious about?";
- next;
- break;
- case 4:
- mes "[Mainz]";
- mes "I will teach you about <^FF0000 Silence ^000000>.";
- next;
- mes "[Mainz]";
- mes "In Silence status, you can't use any magic skills and a <...> will appear above your head.";
- next;
- mes "[Mainz]";
- mes "But all attacks are not impossible. Normal attacks can still be done while silenced.";
- next;
- mes "[Mainz]";
- mes "In the silence status, you can merely still physically attack or recover by using potions.";
- next;
- mes "[Mainz]";
- mes "It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.";
- next;
- mes "[Mainz]";
- mes "Let me show you what will happen in Sleep status.";
- next;
- sc_start SC_SILENCE, 30000, 0;
- mes "<^FF0000Silence^000000>";
- next;
- mes "[Mainz]";
- mes "......";
- next;
- sc_end SC_SILENCE;
- mes "[Mainz]";
- mes "It's frustrating to not be able to use your skills right?";
- next;
- mes "[Mainz]";
- mes "Especially, when you are a high class depending upon the skills rather than physical attacks or in Sleep status during the battle, you will be damaged severely.";
- next;
- mes "[Mainz]";
- mes "Do you have any more questions?";
- next;
- break;
- case 5:
- mes "[Mainz]";
- mes "If you don't have any more questions, would you please have my lunchbox on behalf of me?";
- mes "No?";
- next;
- mes "[Mainz]";
- mes "Haaaaa...";
- mes "What should I do with this lunchbox?";
- close2;
- emotion e_sigh;
- end;
- }
- }
- }
-
- OnTouch:
- emotion e_otl;
- end;
-}
-
-iz_ac01_a,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_a 4_M_KY_KNT,4,4
-iz_ac01_b,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_b 4_M_KY_KNT,4,4
-iz_ac01_c,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_c 4_M_KY_KNT,4,4
-iz_ac01_d,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_d 4_M_KY_KNT,4,4
-
-// - Odd Novice
-// - Introduces the player to the concept of Super Novices.
-// -----------------------------------------------------------------------------
-iz_ac01,36,52,3 script Odd Novice#ac 4_M_SIT_NOVICE,{
- mes "[Odd Novice]";
- mes "Ahaaa~~ sticking at the dispensary.";
- mes "Playing hooky is cool and awesome.";
- if (Class == Job_Novice) {
- mes "while XXXXXX, but what are you?";
- mes "Are you the same kind of XXXXX?";
- next;
- .@choice = rand(1,10);
- if (.@choice < 3) {
- mes "[Odd Novice]";
- mes "Hmmm... you look like you have some talent.";
- mes "Being in a good mood, shall I show you something newfangled?";
- next;
- switch(select("Newfangled?", "Who are you..?", "Why are you here?", "End Conversation")) {
- case 1:
- .@message = 1;
- break;
- case 2:
- .@message = 2;
- break;
- case 3:
- .@message = 3;
- break;
- case 4:
- .@message = 4;
- break;
- }
- } else {
- switch(select("Who are you..?", "Why are you here?", "End Conversation")) {
- case 1:
- .@message = 2;
- break;
- case 2:
- .@message = 3;
- break;
- case 3:
- .@message = 4;
- break;
- }
- }
- switch(.@message)
- {
- case 1:
- mes "[Odd Novice]";
- mes "I may look ordinary to you but I have a newfangled talent.";
- mes "Not my fault, if you are shocked at seeing it.";
- next;
- mes "[Odd Novice]";
- mes "OK. Where should I start?";
- mes "First, Bash!";
- specialeffect2 EF_BASH;
- next;
- mes "[Odd Novice]";
- mes "Hehehe.. Surprised?";
- mes "I'm just pretending...";
- mes "It's not a real punch.";
- next;
- mes "[Odd Novice]";
- mes "Looks like you were surprised!";
- specialeffect2 EF_BLESSING;
- next;
- mes "[Odd Novice]";
- mes "Just keep calm";
- mes "and have a potion";
- mes "But that's not the last of it.";
- specialeffect2 EF_STEAL;
- next;
- mes "[Odd Novice]";
- mes "I have stolen one thread of your hair.";
- mes "I don't believe in Voodooism.";
- mes "Regard it as your luck.";
- next;
- mes "[Odd Novice]";
- mes "The last one is a flame, to say the least!";
- mes "How about it? Newfangled.";
- mes "Idling away too long,";
- mes "All the skills learnt over your shoulder could be used.";
- specialeffect EF_SIGHT, "Odd Novice#nk1";
- next;
- mes "[Odd Novice]";
- mes "Ugh, all my SP is gone...";
- mes "and wasted... I am tired.";
- mes "I am going back to rest.";
- mes "So long, Bye-bye~~ Don't bother me anymore.";
- close;
- case 2:
- if (.@choice == 10) {
- mes "[Odd Novice]";
- mes "What? You, disturbing me.";
- mes "Get away from me kid you're botherin' me.";
- close;
- } else {
- switch(rand(1, 3)) {
- case 1:
- mes "[Odd Novice]";
- mes "Me? I'm Novice.";
- mes "What? Strange? You seein' me for the first time?";
- next;
- mes "[Odd Novice]";
- mes "If I look shabby, you should go find a mirror.";
- mes "You and I are wearing the same thing pal.";
- close;
- case 2:
- mes "[Odd Novice]";
- mes "I'm what you call a Novice of all Novices.";
- mes "A Jack of all trades but a master of none.";
- next;
- mes "[Odd Novice]";
- mes "If you don't graduate from school and hang around and only mimic other's lifesstyles you'll end up like me.";
- next;
- mes "[Odd Novice]";
- mes "Genius and idiot has a paper thin difference.";
- mes "Those of versatility but of no special capability, that is the Super Novice.";
- mes "That's what everyone calls us.";
- close;
- case 3:
- mes "[Odd Novice]";
- mes "A rose by any other name...";
- mes "I am what I am. A Super Novice!";
- close;
- }
- }
- case 3:
- if (.@choice == 10) {
- mes "[Odd Novice]";
- mes "What? You, disturbing me.";
- mes "Get away from me kid you're botherin' me.";
- close;
- } else {
- if (getskilllv(NV_BASIC) > 8) {
- mes "[Odd Novice]";
- mes "You, talking like this, why don't you go and change your job already instead of hanging around here?";
- mes "Hmm, did you want to be like me maybe?";
- next;
- mes "[Odd Novice]";
- mes "Aha~ If you want all the different skills...";
- next;
- mes "[Odd Novice]";
- mes "If you do like I do, then you will be a great Super Novice.";
- close;
- } else {
- switch(rand(1, 3)) {
- case 1:
- mes "[Odd Novice]";
- mes "Hmmm. Dirty mouth!";
- mes "When I was at your age,";
- mes "If I recklessly spoke like you, I was dragged to the backside mountain, and then...";
- next;
- mes "[Odd Novice]";
- mes "OK... that's enough..";
- mes "Now I am in a good mood?";
- mes "When I am using good words,";
- mes "go away silently, yes?";
- close;
- case 2:
- mes "[Odd Novice]";
- mes "Are you idling around at school?";
- mes "I don't need to tell you about it.";
- mes "If you are loafing around here,";
- mes "Once grown up, you will be a man like me.";
- mes "Scary, isn't it?";
- next;
- mes "[Odd Novice]";
- mes "I know, I know, before we are found by a teacher or even worse the principal.";
- mes "Go away, gooooooawaaaaaayyyyyyyyy~";
- close;
- case 3:
- mes "[Odd Novice]";
- mes "Well,";
- mes "What am I doing?";
- mes "I became like this, in the blink of an eye.";
- next;
- mes "[Odd Novice]";
- mes "By nature, I had a great dream...";
- mes "Haaaa~~ Because I dreamt of too many things to do?";
- close;
- }
- }
- }
- case 4:
- mes "[Odd Novice]";
- mes "Yes, yes, take your way...";
- mes "I am the Novice of pride and loneliness.";
- mes "I can enjoy myself.";
- close;
- }
- }
- close;
-}
-
-iz_ac01_a,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_a 4_M_SIT_NOVICE
-iz_ac01_b,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_b 4_M_SIT_NOVICE
-iz_ac01_c,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_c 4_M_SIT_NOVICE
-iz_ac01_d,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_d 4_M_SIT_NOVICE
-
-// - Shop Helper
-// - Teaches the player about Shops and Currency.
-// -----------------------------------------------------------------------------
-izlude,115,181,5 script Shop Helper#iz 4_F_KHELLISIA,{
- if (!checkweight(1301, 3)) {
- mes "- Quest cannot be continued due to your overfilled inventory. -";
- close;
- }
-
- if(Class == Job_Novice) {
- if(!questprogress(1237)) {
- mes "[Shop Helper Leonie]";
- mes "How are you doing with your basic studies?";
- mes "You need to learn about the shop information.";
- next;
- if(select("I'm doing fine myself!", "Ok I'll listen!") == 1) {
- mes "[Shop Helper Leonie]";
- mes "If you listen carefully, I will give you a souvenir.";
- close;
- }
- mes "[Shop Helper Leonie]";
- mes "Wise choise.";
- mes "Rune Midgard has many shops and many variety of currencies.";
- mes "So you need to listen to me well to use them accordingly.";
- setquest 1237;
- close;
- }
- if(!questprogress(1238)) {
- mes "[Shop Helper Leonie]";
- mes "Let's start.";
- } else if(questprogress(1238) == 1) {
- if(countitem(501) > 0) {
- mes "[Shop Helper Leonie]";
- mes "Ok 1 ^0000ffRed Potion^000000.";
- mes "For now on you can use them at a field in a dungeon.";
- mes "As a reward I'll give you a couple of ^ff0000Fly Wing^000000s.";
- completequest 1238;
- setquest 1239;
- getitem 12323, 50; // N_Fly_Wing
- getexp 1300, 100;
- close;
- }
- mes "[Shop Helper Leonie]";
- mes "Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back.";
- mes "You have that much money, right?";
- next;
- mes "[Shop Helper Leonie]";
- mes "If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money.";
- next;
- if(select("I will do it.", "Question about the shop.") == 1) {
- mes "[Shop Helper Leonie]";
- mes "Let's go into the next lesson.";
- mes "Hurry back.";
- close;
- }
- mes "[Shop Helper Leonie]";
- } else {
- if(!questprogress(1240)) {
- mes "[Shop Helper Leonie]";
- mes "We'll do the next lesson.";
- mes "In your future travels.";
- mes "You will acquire many items in your inventory.";
- next;
- mes "[Shop Helper Leonie]";
- mes "Among those items, there will be ones that you can't drop or trade, these are for quests. These are important items but often times you will also find them to be a burden.";
- next;
- mes "[Shop Helper Leonie]";
- mes "In those times, sell what you can to shops in order to decrease your inventory.";
- mes "I'll give you an example.";
- mes "Go to a shop to unload it.";
- next;
- switch(select("I don't want to do it.", "I will do it.", "Question about the shop.")) {
- case 1:
- mes "[Shop Helper Leonie]";
- mes "Stingy person!";
- close;
- case 2:
- mes "[Shop Helper Leonie]";
- mes "About shop variety.";
- mes "You can buy these items everywhere in the world.";
- mes "Go sell one ^ff0000Poor Can^000000 that I gave you to the shop.";
- completequest 1239;
- setquest 1240;
- getitem 6426,1; // Bad_Can
- close;
- case 3:
- mes "[Shop Helper Leonie]";
- break;
- }
- } else if(questprogress(1240) == 1) {
- if(!countitem(6426)) {
- mes "[Shop Helper Leonie]";
- mes "You went and sold the ^ff0000Poor Can^000000.";
- mes "Good work, here's the reward for it.";
- mes "The things I haven't told you, you will learn throughout your travels.";
- completequest 1240;
- getitem 12324,10; // N_Butterfly_Wing
- getexp 1000,50;
- close;
- }
- mes "[Shop Helper Leonie]";
- mes "You are now in trial period.";
- mes "Go sell the Poor Can and come back after selling it.";
- next;
- if(select("I will do it.", "Question about the shop.") == 1) {
- mes "[Shop Helper Leonie]";
- mes "About shop variety.";
- mes "You can buy these items everywhere in the world.";
- mes "Go sell one ^ff0000Poor Can^000000 that I gave you to the shop.";
- close;
- }
- mes "[Shop Helper Leonie]";
- }
- }
- }
- if(Class != Job_Novice || questprogress(1240) == 2) {
- mes "[Shop Helper Leonie]";
- mes "Anything else?";
- next;
- if(select("No", "Yes, there are lot.") == 1) {
- mes "[Shop Helper Leonie]";
- mes "Goodbye.";
- mes "The things I haven't told you, you will learn throughout your travels.";
- close;
- }
- mes "[Shop Helper Leonie]";
- }
- while(1) {
- mes "What would you like to know?";
- next;
- set .@menu$,"Shop types:Currency types:Cash Shop:"+(Class == Job_Novice && !questprogress(1238)?"Experience training.":"No, I know enough.");
- switch(select(.@menu$)) {
- case 1:
- mes "[Shop Helper Leonie]";
- mes "You can buy weapons and armor at various armory merchants in each town.";
- next;
- mes "[Shop Helper Leonie]";
- mes "Healing potions and movement consummables can be found at Tool Shops.";
- next;
- mes "[Shop Helper Leonie]";
- mes "You'll also find merchants selling items for refining.";
- next;
- mes "[Shop Helper Leonie]";
- mes "So when you go into a town, try figuring out what shops there are for your benefit.";
- if(questprogress(1237) == 1)
- completequest 1237;
- next;
- mes "[Shop Helper Leonie]";
- break;
- case 2:
- mes "[Shop Helper Leonie]";
- mes "Kafras and most NPC merchants use ^ff0000Zeny^000000 but Malangdo and some of the Ash Vacuum worlds use different types of currency.";
- next;
- mes "[Shop Helper Leonie]";
- mes "They are ^ff0000Silvervine Fruit^000000, ^ff0000Splendide Coins^000000, they can be bought at Cash Shop or acquired through quests. The fruits and coins that are collected this way.";
- next;
- mes "[Shop Helper Leonie]";
- mes "They can be exchanged with unique equipments or gears.";
- mes "So, if you have plans to venture out to these areas, be sure to collect them.";
- if(questprogress(1237) == 1)
- completequest 1237;
- next;
- mes "[Shop Helper Leonie]";
- break;
- case 3:
- mes "[Shop Helper Leonie]";
- mes "The icon on the right side called Cash Shop, if you click on it, whether you're in a town, dungeon, or field, you can still buy items anywhere you want.";
- next;
- mes "[Shop Helper Leonie]";
- mes "The cash you need to buy the items can be charged on the website.";
- if(questprogress(1237) == 1)
- completequest 1237;
- next;
- mes "[Shop Helper Leonie]";
- break;
- case 4:
- if(Class == Job_Novice && !questprogress(1238)) {
- mes "[Shop Helper Leonie]";
- mes "Let's do a simple tutorial.";
- mes "Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back.";
- mes "You have that much money, right?";
- next;
- mes "[Shop Helper Leonie]";
- mes "If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money.";
- next;
- if(select("That's too tedious.", "I will do it.") == 1) {
- mes "[Shop Helper Leonie]";
- mes "Are you that lazy?";
- mes "I am watching!";
- close;
- }
- mes "[Shop Helper Leonie]";
- mes "Let's go into the next lesson.";
- mes "Hurry back.";
- if(questprogress(1237) == 1)
- completequest 1237;
- setquest 1238;
- close;
- }
- mes "[Shop Helper Leonie]";
- mes "That's a relief that you know enough.";
- mes "If you have more questions, please ask me again.";
- close;
- }
- }
-
- OnInit:
- questinfo 1237, QTYPE_QUEST, 0;
- end;
-}
-
-izlude_a,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_a 4_F_KHELLISIA
-izlude_b,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_b 4_F_KHELLISIA
-izlude_c,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_c 4_F_KHELLISIA
-izlude_d,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_d 4_F_KHELLISIA
-
-// - Attribute Expert
-// - Teaches the player about Attributes.
-// -----------------------------------------------------------------------------
-iz_ac01,53,74,3 script Attribute Expert#ac 1_M_WIZARD,{
- mes "[Attribute Expert]";
- mes "Are you a new student? Ask me anything if you have questions about atttribute. I am an attribute expert.";
- next;
- while(1) {
- switch(select("What are attributes?", "Harmony of attributes", "Experience of attribute", "End Conversation")) {
- case 1:
- mes "[Attribute Expert]";
- mes "All materials in the world have their own attributes.";
- next;
- mes "[Attribute Expert]";
- mes "There are many types of attributes. There are 4 elemental attributes ^0D6EF2Water^000000, ^006600Wind^000000, ^FF0000Fire^000000, ^B97246Earth^000000.";
- next;
- mes "[Attribute Expert]";
- mes "There are more uncommon ones like... Neutral, Poison, Holy, Dark, Angel, Undead.";
- mes "There are more types than you think right?";
- next;
- mes "[Attribute Expert]";
- mes "All right, here's the question which attribute do we belong to?";
- next;
- if(select("Water", "Wind", "Fire", "Earth", "Neutral", "Poison", "Holy", "Dark", "Angel", "Undead") == 5) {
- mes "[Attribute Expert]";
- mes "Correct! You are good. Yes we belong to the Neutral attribute.";
- next;
- break;
- } else {
- mes "[Attribute Expert]";
- mes "Do you think so?";
- mes "We belong to the Neutral.";
- next;
- break;
- }
- next;
- mes "[Attribute Expert]";
- mes "Then, why do we need attributes? Maybe you know the answer... right?";
- next;
- break;
- case 2:
- mes "[Attribute Expert]";
- mes "Everything needs to balance with something srong and something weak. So ^3131FFbalance and harmony^000000 comes along all the time.";
- next;
- mes "[Attribute Expert]";
- mes "Balance and harmony is strongly related to your power as well. So remember well.";
- next;
- while(1) {
- switch(select("Water", "Fire", "Earth", "Wind", "Etc...", "I already know")) {
- case 1:
- mes "[Attribute Expert]";
- mes "^0D6EF2Water^000000 is stronger than ^FF0000Fire^000000, so they give bonus damage to anything with Fire attribute!";
- mes "But it is weak to ^006600Wind^000000.";
- next;
- mes "[Attribute Expert]";
- mes "Examples of monsters with the Water Attribute are Poring and Roda Frog... have you heard of those monsters?";
- next;
- continue;
- case 2:
- mes "[Attribute Expert]";
- mes "^FF0000Fire^000000 is stronger than ^B97246Earth^000000, so they give bonus damage to anything with Earth attribute!";
- mes "Examples of monsters with the Fire Attribute are Drops and Picky.";
- next;
- mes "[Attribute Expert]";
- mes "Examples of monsters with the Fire Attribute are Drops and Picky.";
- next;
- continue;
- case 3:
- mes "[Attribute Expert]";
- mes "^B97246Earth^000000 is stronger than ^006600Wind^000000, so they give bonus damage to anything with Wind attribute!";
- mes "But it is weak to ^FF0000Fire^000000.";
- next;
- mes "[Attribute Expert]";
- mes "Examples of monsters with the Earth Attribute are Pupa and Fabre.";
- next;
- continue;
- case 4:
- mes "[Attribute Expert]";
- mes "^006600Wind^000000 is stronger than ^0D6EF2Water^000000, so they give bonus damage to anything with Water attribute!";
- mes "But it is weak to ^B97246Earth^000000.";
- next;
- mes "[Attribute Expert]";
- mes "Examples of monsters with the Wind Attribute are ChonChon and Hornet.";
- next;
- continue;
- case 5:
- mes "[Attribute Expert]";
- mes "^3131FFPoison^000000 is stronger than Fire, Wind, and Earth, but weak at Undead attribute.";
- next;
- continue;
- case 6:
- mes "[Attribute Expert]";
- mes "It is important.. Isn't it?";
- next;
- break;
- }
- break;
- }
- break;
- case 3:
- if (!questprogress(2299)) {
- mes "[Attribute Expert]";
- mes "Do you want to experience an attribute?";
- next;
- mes "[Attribute Expert]";
- mes "All right, do you see those ^3131FFFire Eggs^000000 over there?";
- mes "Go over there and smack one of them.";
- mes "Don't worry about destroying it either.";
- setquest 2299;
- close;
- } else if (questprogress(2299) == 1) {
- mes "[Attribute Expert]";
- mes "How is it? Have you ever attacked to Fire Eggs?";
- next;
- switch(select("Yes", "No", "I want to quit.")) {
- case 1:
- mes "[Attribute Expert]";
- mes "How much damage did you give?";
- next;
- input .@input, 1, 100000;
- if (.@input < 10) {
- mes "[Attribute Expert]";
- mes "Oh man, "+.@input+"! Are you even trying?";
- mes "You're barely hitting it.";
- next;
- } else if (.@input > 9 && .@input < 100001) {
- mes "[Attribute Expert]";
- mes "You are good I guess...";
- next;
- } else {
- mes "[Attribute Expert]";
- mes "But wait that's impossible.";
- close;
- }
- mes "[Attribute Expert]";
- mes "All right. Class is over.";
- next;
- mes "[Attribute Expert]";
- mes "I am not sure if you remember monsters with ^FF0000Fire^000000 are weak against ^0D6EF2Water^000000.";
- next;
- mes "[Attribute Expert]";
- mes "I will give the ^0D6EF2Water^000000 attribute to you as a present.";
- mes "If you attack the Fire Eggs again you should do more damage now.";
- next;
- mes "[Attribute Expert]";
- mes "There is only one more chance!";
- mes "Hurry up, the attribute magic will be gone if you take more time thanks for joining to my class.";
- completequest 2299;
- // ConsumeSpecialItem 12115
- if (Class == Job_Novice)
- getexp 100, 20;
- close;
- case 2:
- mes "[Attribute Expert]";
- mes "Go and smack those eggs over there.";
- mes "The egg of an ant is strong so don't worry about destroying them too much.";
- close;
- case 3:
- mes "[Attribute Expert]";
- mes "There is nothing I can do. But I will help you anytime if you need.";
- erasequest 2299;
- close;
- }
- } else {
- mes "[Attribute Expert]";
- mes "Magic basically consists of different attribute attacks. There is another way of giving the attribute to your weapon by using skill or item. You will learn more the longer you play. Good luck!";
- close;
- }
- break;
- case 4:
- mes "[Attribute Expert]";
- mes "Are you getting interested in the depth of the different attributes?";
- close;
- }
- }
-
- OnInit:
- questinfo 2299, QTYPE_NONE, 0;
- end;
-}
-
-iz_ac01_a,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_a 1_M_WIZARD
-iz_ac01_b,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_b 1_M_WIZARD
-iz_ac01_c,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_c 1_M_WIZARD
-iz_ac01_d,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_d 1_M_WIZARD
-
-iz_ac01,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01,53,68,0,0 monster Lv 10 2408,1,5000,0,0
-iz_ac01,56,68,0,0 monster Lv 10 2408,1,5000,0,0
-
-iz_ac01_a,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_a,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_a,53,68,0,0 monster Lv 10 2408,1,5000,0,0
-iz_ac01_a,56,68,0,0 monster Lv 10 2408,1,5000,0,0
-
-iz_ac01_b,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_b,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_b,53,68,0,0 monster Lv 10 2408,1,5000,0,0
-iz_ac01_b,56,68,0,0 monster Lv 10 2408,1,5000,0,0
-
-iz_ac01_c,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_c,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_c,53,68,0,0 monster Lv 10 2408,1,5000,0,0
-iz_ac01_c,56,68,0,0 monster Lv 10 2408,1,5000,0,0
-
-iz_ac01_d,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_d,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_d,53,68,0,0 monster Lv 10 2408,1,5000,0,0
-iz_ac01_d,56,68,0,0 monster Lv 10 2408,1,5000,0,0
-
-// - Dacquoise
-// - Teaches the player about Cooking.
-// -----------------------------------------------------------------------------
-iz_ac01,147,50,3 script Dacquoise#ac 4_COOK,{
- if (!checkweight(1304, 3)) {
- mes "Why are you carrying so much stuff?";
- mes "Put them down and come back.";
- close;
- }
- if (Class == Job_Novice || (questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1)) {
- if (!new_cook) {
- mes "[Dacquoise]";
- mes "What an alluring smell!";
- next;
- mes "[Eclaire]";
- mes "Various dishes to stimulate the five senses. Oh, its heaven!";
- next;
- mes "[Mille Feuille]";
- mes "It's not an accident that you came here!";
- next;
- mes "[Dacquoise]";
- mes "What's your name stranger?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes ""+strcharinfo(0)+", hello.";
- next;
- emotion e_no1;
- mes "[Dacquoise]";
- mes "I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000.";
- next;
- emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
- mes "[Eclaire]";
- mes "And we are also club members of Sir Orleans' ^0000cdfan club- Loverleans^000000.";
- next;
- emotion e_lv,"Mille Feuille#"+strnpcinfo(2);
- mes "[Mille Feuille]";
- mes "Orlean belongs to all of us!";
- next;
- emotion e_sob;
- mes "[Dacquoise]";
- mes "Ah, what do all the fools of the land eat?";
- next;
- mes "[Dacquoise]";
- mes "Fruits? Of course you can eat it raw, but isn't it art when you see the red strawberries laying on top of a creampie?";
- next;
- mes "[Eclaire]";
- mes "Bread? Of course you can eat it plain, but can you resist the fantastic harmony of meat and cheese and vegetables in a perfect sandwich?";
- next;
- mes "[Mille Feuille]";
- mes "I like the steamed horse feet of Minourus!";
- next;
- mes "[Dacquoise]";
- mes "If you eat a dedicated meal, you can ^0000cd raise a specific stats^000000 and additionally, ^0000cdrecover your health^000000, so what's the reason not to cook?";
- next;
- mes "[Eclaire]";
- mes "You, do you want to know more about cooking?";
- next;
- emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
- mes "[Mille Feuille]";
- mes "Will you exeprience the various spectrums of cooking?";
- next;
- if(select("I'm not interested, excuse me...", "Wow! I want to know more!") == 1) {
- mes "[Dacquoise]";
- mes "Really? Okay then... come back whenever you change your mind.";
- next;
- mes "[Eclaire]";
- mes "I have a hunch that you will come back again!";
- next;
- mes "[Mille Feuille]";
- mes "Don't forget to pound your chest if you choke on sweet potato!";
- close;
- }
- emotion e_no1;
- mes "[Dacquoise]";
- mes "Ok, we will be kind guides to the journey of cooking!!";
- next;
- emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
- mes "[Eclaire]";
- mes "It's ok with me, asking me everthing you want to know.";
- next;
- emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
- mes "[Mille Feuille]";
- mes "Kindness is our spice~";
- next;
- switch(select("Cooking Benefits", "Cooking Methods", "Actually, I have to go...")) {
- case 1:
- mes "[Dacquoise]";
- mes "Aha! You want to know about the benefits of cooking? Cooked meals have two benefits!";
- next;
- emotion e_gasp;
- mes "[Dacquoise]";
- mes "First, ^0000cdincreased stats!^000000 Baaam!!";
- next;
- mes "[Eclaire]";
- mes "Cooking is divided into 6 catagories. Each will raise up ^0000cdStr, Agi, Vit, Int, Dex, Luk^000000.";
- next;
- mes "[Mille Feuille]";
- mes "The amount of the stat increase changes depending on the level of cooking.";
- next;
- emotion e_gasp;
- mes "[Dacquoise]";
- mes "And the next benefit? Babam!";
- next;
- mes "[Eclaire]";
- mes "^0000cdHP and SP recovery^000000 effect!";
- next;
- mes "[Mille Feuille]";
- mes "This also differs with cooking levels, and some only recover HP.";
- next;
- mes "[Dacquoise]";
- mes "How is it? Sounds yummy right?";
- next;
- mes "[Eclaire]";
- mes "Your level is too low to experience the effects right now. If you level up more you will experience and cry for the effect of cooking.";
- next;
- mes "[Mille Feuille]";
- mes "Prepare lace handkerchief.";
- next;
- select("How can I cook?");
- mes "[Dacquoise]";
- mes "There you go! Now you seem interested!";
- next;
- mes "[Dacquoise]";
- mes "But haste is waste in cooking! Proper cooking requires preparation.";
- next;
- mes "[Eclaire]";
- mes "Only the one who is well prepared can enter the world of cooking!";
- next;
- mes "[Mille Feuille]";
- mes "Preparation, it's not hard!";
- next;
- mes "[Dacquoise]";
- mes "Preparation can also be split into two stages.";
- next;
- emotion e_gasp;
- break;
- case 2:
- mes "[Dacquoise]";
- mes "Right, cooking needs some preparation. This can also be divided into two catagories.";
- next;
- emotion e_gasp,"Dacquoise#"+strnpcinfo(2);
- break;
- case 3:
- emotion e_an;
- mes "[Dacquoise]";
- mes "What is this? What a waste of time!";
- next;
- emotion e_ag, 0, "Eclaire#"+strnpcinfo(2);
- mes "[Eclaire]";
- mes "I thought we were going to get more members!";
- next;
- emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
- mes "[Mille Feuille]";
- mes "Never show up again!!";
- close;
- }
- mes "[Dacquoise]";
- mes "First, you need a ^0000cdCookbook.^000000";
- next;
- mes "[Eclaire]";
- mes "Let's say you have a mountain of ingredients, but you don't know what to do with them?";
- next;
- mes "[Mille Feuille]";
- mes "That's when you open the Cookbook.";
- next;
- mes "[Dacquoise]";
- mes "You need a Cookbook to know how to prepare the ingredients for cooking.";
- next;
- mes "[Eclaire]";
- mes "So how can I get these Cookbooks?";
- next;
- mes "[Mille Feuille]";
- mes "Cookbook can be earned ^0000cdthrough Quest^000000s or can be found by hunting ^0000cdmonster^000000s.";
- next;
- emotion e_gasp;
- mes "[Dacquoise]";
- mes "After getting the Cookbook, next preperation is!";
- mes "The ^0000cdingredients!^000000.";
- next;
- mes "[Eclaire]";
- mes "You can't cook without ingredients! Even a novice knows that!";
- next;
- mes "[Mille Feuille]";
- mes "You can get ingredients by beating or smashing ^0000cdmonster^000000 or you can buy them from a ^0000cdCooking Ingredient Merchant^000000.";
- next;
- mes "[Dacquoise]";
- mes "Cooking requires some preparation but the benefits are well worth it.";
- next;
- mes "[Dacquoise]";
- mes "And one thing to remember, there is ^0000cd a potential to fail in cooking^000000. Be careful as it depends on your cookwares and cooking level.";
- next;
- if(new_cook == 1) {
- select("I want to cook!");
- mes "[Dacquoise]";
- mes "That's the spirit! Let's cook for real!";
- mes "Get prepared and come back!";
- emotion e_no1;
- } else {
- mes "[Eclaire]";
- mes "We are not responsible even if it fails!";
- }
- new_cook = 1;
- close;
- } else if (new_cook >= 1) {
- if(questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1) {
- mes "[Dacquoise]";
- mes "Did you bring them all?";
- next;
- if(select("Yes! I did!", "No, I gave up.") == 2) {
- mes "[Dacquoise]";
- mes "I used my valuable time to introduce the cooking world to you.";
- mes "Then you just give up?";
- emotion e_an;
- next;
- mes "[Eclaire]";
- mes "You have insulted us!";
- emotion e_ag, 0, "Eclaire#"+strnpcinfo(2);
- next;
- mes "[Mille Feuille]";
- mes "Come back again, if you want to learn later~ I guess...";
- emotion e_dots, 0, "Mille Feuille#"+strnpcinfo(2);
- close2;
- if(questprogress(14154) == 1)
- erasequest 14154;
- if(questprogress(14155) == 1)
- erasequest 14155;
- if(questprogress(14156) == 1)
- erasequest 14156;
- if(questprogress(14157) == 1)
- erasequest 14157;
- end;
- }
- mes "[Dacquoise]";
- mes "Can I have a look?";
- next;
- if(questprogress(14154) == 1 && countitem(705) > 0 && countitem(511) > 0 && countitem(507) > 0) {
- mes "[Dacquoise]";
- mes "You brough what I need! Okay, then I will cook for you as I promised.";
- mes "Time to move like greased lightning!!!!";
- emotion e_flash;
- next;
- mes "[Eclaire]";
- mes "Go hunting after eating this. You will feel your power enhanced.";
- emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
- next;
- mes "[Mille Feuille]";
- mes "If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!!";
- mes "Kya... Sir Orleans!!";
- emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
- close2;
- delitem 705, 1; // Clover
- delitem 511, 1; // Green_Herb
- delitem 507, 1; // Red_Herb
- getitem 11551, 1; // Savory_Herb_Salad
- erasequest 14154;
- end;
- }
- if(questprogress(14155) == 1 && countitem(512) > 0 && countitem(515) > 1) {
- mes "[Dacquoise]";
- mes "You brough what I need! Okay, then I will cook for you as I promised.";
- mes "Time to move like greased lightning!!!!";
- emotion e_flash;
- next;
- mes "[Eclaire]";
- mes "Try this. It will make you run like you are a flying bee.";
- emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
- next;
- mes "[Mille Feuille]";
- mes "If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!";
- emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
- close2;
- delitem 512, 1; // Apple
- delitem 515, 2; // Carrot
- getitem 11552, 1; // Apple_Carrot_Salad
- erasequest 14155;
- end;
- }
- if(questprogress(14156) == 1 && countitem(909) > 0 && countitem(914) > 0 && countitem(949) > 0) {
- mes "[Dacquoise]";
- mes "You brough what I need! Okay, then I will cook for you as I promised.";
- mes "Time to move like greased lightning!!!!";
- emotion e_flash;
- next;
- mes "[Eclaire]";
- mes "Can you feel unknown power coursing through your veins? You're eating it!";
- emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
- next;
- mes "[Mille Feuille]";
- mes "If you are really curious about the cooking, go seek Sir. Charles Orleans at the basement of Prontera Castle.";
- emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
- close2;
- delitem 909, 1; // Jellopy
- delitem 914, 1; // Fluff
- delitem 949, 1; // Feather
- getitem 11553, 1; // Casual_Stew
- erasequest 14156;
- end;
- }
- if(questprogress(14157) == 1 && countitem(512) > 0 && countitem(705) > 0) {
- mes "[Dacquoise]";
- mes "You brough what I need! Okay, then I will cook for you as I promised.";
- mes "Time to move like greased lightning!!!!";
- emotion e_flash;
- next;
- mes "[Eclaire]";
- mes "If you eat this. You will never miss your target!";
- mes "In fact, never miss the target for level 1!";
- emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
- next;
- mes "[Mille Feuille]";
- mes "Go and see Sir. Charles Orleans at the basement of Prontera castle!!";
- mes "You can learn real cooking from him!";
- emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
- close2;
- delitem 512, 1; // Apple
- delitem 705, 1; // Clover
- getitem 11554, 1; // Golden_Roasted_Apple
- erasequest 14157;
- end;
- }
- mes "[Dacquoise]";
- mes "What do you want me to do without ingredients? Go and get them myself?";
- close;
- }
- if(new_cook == 2) {
- mes "[Dacquoise]";
- mes "You came back to me again because you want to cook, right?";
- next;
- mes "[Eclaire]";
- mes "So what do you want to cook?";
- next;
- mes "[Mille Feuille]";
- mes "Oh? That kid is back again. "+strcharinfo(0)+" right? So what do you want?";
- next;
- } else {
- mes "[Dacquoise]";
- mes "Are you ready? Then making is believing! Let's cook!";
- next;
- mes "[Eclaire]";
- mes "For this demonstration the duration of the cooking will be shortened.";
- next;
- mes "[Mille Feuille]";
- mes "The cooking we are about to show you requires a recipe and cooking equipment but it is difficult for novices so I will cook for you.";
- next;
- emotion e_bzz;
- mes "[Dacquoise]";
- mes "Why are you saying you will make them?";
- next;
- emotion e_hmm, 0, "Mille Feuille#"+strnpcinfo(2);
- mes "[Mille Feuille]";
- mes "Ah, Why not?";
- next;
- mes "[Dacquoise]";
- mes "I am the leader of this flame cooking trio chefs!";
- next;
- emotion e_omg, 0, "Eclaire#"+strnpcinfo(2);
- mes "[Eclaire]";
- mes "What?!! When was that decided?";
- next;
- emotion e_no;
- mes "[Dacquoise]";
- mes "Is there anyone who is older than me?";
- next;
- emotion e_omg, 0, "Eclaire#"+strnpcinfo(2);
- mes "[Eclaire]";
- mes "Age! There is nothing I can do with it.";
- next;
- emotion e_ok,"Mille Feuille#"+strnpcinfo(2);
- mes "[Mille Feuille]";
- mes "Just because you're one year older, you want to automatically be rejected. Anyone have an objection?";
- next;
- emotion e_an;
- mes "[Dacquoise]";
- mes "Quiet!";
- next;
- mes "[Dacquoise]";
- mes "So what do you want to make? Int and Luk meals would have no benefit to you, so I prepared the other 4 foods.";
- next;
- }
- switch(select("Fragrant Herb Mix", "Crunchy Salad", "Mixed Shabu Shabu", "Golden Apple Roast")) {
- case 1:
- // Fragrant Herb Mix
- mes "[Dacquoise]";
- mes "^0000cdFragrant Herb Mix^000000. It increases ^0000cdStr^000000.";
- next;
- mes "[Equazu]";
- mes "It's usually eaten by people of strength.";
- next;
- mes "[Mille Feuille]";
- mes "Ingredients- ^0000cd 1 Clover, 1 Green Herb, 1 Red Herb^000000.";
- next;
- cutin "·ç³ªÆ½Ä«µå.bmp", 3;
- mes "[Dacquoise]";
- mes "Clover and the Red Herb are dropped by Lunatic or Fabre monsters wandering everywhere on the field outside Izlude.";
- next;
- cutin "Æĺ긣īµå.bmp", 3;
- mes "[Eclaire]";
- mes "Green Herbs are dropped by Fabres.";
- next;
- cutin "", 255;
- mes "[Mille Feuille]";
- mes "We can cook once you bring all the ingredients.";
- close2;
- new_cook = 2;
- setquest 14154;
- end;
- case 2:
- // Crunchy Salad
- mes "[Dacquoise]";
- mes "Crunchy Salad. This I really like. You know your cooking.";
- next;
- mes "[Eclaire]";
- mes "Crunchy Salad increases ^0000cdAgi^000000. Good for fast attacks and avoiding damage from monsters.";
- next;
- mes "[Mille Feuille]";
- mes "Ingredients are ^0000cd 1 Apple & 2 Carrots^000000.";
- next;
- cutin "Æ÷¸µÄ«µå.bmp", 3;
- mes "[Dacquoise]";
- mes "Apples are dropped by Porings bouncing around the field outside of Izlude.";
- next;
- cutin "·ç³ªÆ½Ä«µå.bmp", 3;
- mes "[Eclaire]";
- mes "Carrots are given by Lunatics.";
- next;
- cutin "", 255;
- mes "[Mille Feuille]";
- mes "If you bring all the ingredients we can cook.";
- close2;
- new_cook = 2;
- setquest 14155;
- end;
- case 3:
- // Mixed Shabu Shabu
- mes "[Dacquoise]";
- mes "Scary ^0000cdAnything ShabuShabu!^000000 This raises ^0000cdVit^000000. Even a small portion makes you full.";
- next;
- mes "[Eclaire]";
- mes "If you eat this, you can feel less pain from monsters.";
- next;
- mes "[Mille Feuille]";
- mes "Ingredients are ^0000cd 1 Jellopy, 1 Fluff, 1 Feather^000000.";
- next;
- cutin "Æ÷¸µÄ«µå.bmp", 3;
- mes "[Dacquoise]";
- mes "Jellopy are dropped by Porings bouncing around the field of Izlude.";
- next;
- cutin "Æĺ긣īµå.bmp", 3;
- mes "[Eclaire]";
- mes "Fluff can be received from Fabre or Lunatic.";
- next;
- cutin "·ç³ªÆ½Ä«µå.bmp", 3;
- mes "[Mille Feuille]";
- mes "Feathers are dropped by Lunatics or Fabres.";
- next;
- cutin "", 255;
- mes "[Dacquoise]";
- mes "When you bring all the ingredients I'll make them for you.";
- close2;
- new_cook = 2;
- setquest 14156;
- end;
- case 4:
- // Golden Apple Roast
- mes "[Dacquoise]";
- mes "^0000cdGolden Apple Toast~^000000 shiny golden glaze... It tastes as good as it looks.";
- next;
- mes "[Eclaire]";
- mes "This raises ^0000cdDex^000000. It is mainly enjoyed by Archers who want to increase his attacking power or by people to increase their hit rate.";
- next;
- mes "[Mille Feuille]";
- mes "Ingredients are-^0000cd 1 Apple & 1 Clover^000000.";
- next;
- cutin "Æ÷¸µÄ«µå.bmp", 3;
- mes "[Dacquoise]";
- mes "Apple can be found in Porings in the field outside of Izlude.";
- next;
- cutin "·ç³ªÆ½Ä«µå.bmp", 3;
- mes "[Eclaire]";
- mes "Clovers are dropped by Lunatics or Fabre in the field outside Izlude.";
- next;
- cutin "", 255;
- mes "[Mille Feuille]";
- mes "When you bring all the ingredients I'll make them for you.";
- close2;
- new_cook = 2;
- setquest 14157;
- end;
- }
- } else {
- emotion e_no1;
- mes "[Dacquoise]";
- mes "I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000.";
- next;
- emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
- mes "[Eclaire]";
- mes "Steaks not only increase stats but also recover both your HP and SP.";
- next;
- emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
- mes "[Mille Feuille]";
- mes "If you really want to cook, go and see^0000cd Sir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!";
- close;
- }
- } else {
- mes "[Dacquoise]";
- mes "Looks like you're no longer a beginner. Are you cooking these days?";
- next;
- mes "[Eclaire]";
- mes "If not why don't we start?";
- next;
- mes "[Mille Feuille]";
- mes "Steaks not only increase stats but also recover both your HP and SP.";
- next;
- mes "[Flame Cook Trio Chefs]";
- mes "If you really want to cook, go and meet ^0000cdSir. Charles Olreans at the basement of the Prontera castle^000000! You must be attracted by him.";
- close;
- }
-
- OnInit:
- questinfo 14154, QTYPE_QUEST, 1, Job_Novice;
- questinfo 14155, QTYPE_QUEST, 1, Job_Novice;
- questinfo 14156, QTYPE_QUEST, 1, Job_Novice;
- questinfo 14157, QTYPE_QUEST, 1, Job_Novice;
- end;
-}
-
-iz_ac01_a,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_a 4_COOK
-iz_ac01_b,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_b 4_COOK
-iz_ac01_c,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_c 4_COOK
-iz_ac01_d,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_d 4_COOK
-
-// - General Store Owner
-// - Sells the player the Novice Combination Book and Kit.
-// -----------------------------------------------------------------------------
-iz_ac01,68,49,3 script General Store Owner#ac 4_F_03,{
- if (!checkweight(1304, 3)) {
- mes "Quest cannot be continued due to the overfilled inventory.";
- mes "Please try it again after organizing the items.";
- close;
- }
- mes "[Querrie]";
- mes "Are you interested in the beginner's guild?";
- mes "I am selling Combination books and kits.";
- next;
- mes "[Querrie]";
- mes "To the Criatura students below level 20, a special sale is going on. Hope you to buy a lot!!!";
- next;
- switch(select("Novice Combination Book", "Combination Kit", "Cancel.")) {
- case 1:
- if (questprogress(4269) && questprogress(7478)) {
- mes "[Querrie]";
- mes "Have you been treated by the Therapist?";
- mes "At the medical botany class, you may receive a guild book.";
- next;
- if(select("Ah... is that so?", "I lost it.") == 1) {
- mes "[Querrie]";
- mes "Later, buy a lot of the guild combination kits~~~";
- mes "I am selling them at a jaw dropping price to students below base level 20.";
- close;
- }
- mes "[Querrie]";
- mes "Say what?";
- } else {
- mes "[Querrie]";
- mes "You mean the combination book.";
- }
- mes "A book costs you 1000z.";
- next;
- if(select("Buy", "Don't buy.") == 2) {
- mes "[Querrie]";
- mes "Use it next time.";
- } else {
- if (Zeny >= 1000) {
- mes "[Querrie]";
- mes "Here you are.";
- mes "This book is for the beginners. But it will allow you combine the useful tools together, if you use it correctly.";
- Zeny -= 1000;
- getitem 11058, 1; // Novice_Combi_Book
- } else {
- mes "[Querrie]";
- mes "The book price is 1000 zeny.";
- mes "You seem to be short of zeny.";
- }
- }
- close;
- case 2:
- if(BaseLevel <= 20) {
- mes "[Querrie]";
- mes "Breaking news! Special sale for you only!";
- mes "One combination kit only for 30z!";
- mes "How many do you need?";
- } else {
- mes "[Querrie]";
- mes "No sales today.";
- mes "One combination kit costs you 500z.";
- mes "Tell me how many pieces you need?";
- }
- next;
- input .@input;
- if(!.@input) {
- mes "[Querrie]";
- mes "Well, you don't need to buy it now.";
- mes "Use it next time.";
- close;
- }
- if(.@input > 99) {
- mes "[Querrie]";
- mes "How many pieces do you need?";
- mes "You can buy up to 99 at once.";
- close;
- }
- set .@cost, .@input * (BaseLevel <= 20 ? 30 : 500);
- mes "[Querrie]";
- mes .@input+" combination kits will cost you "+.@cost+".... zeny.";
- if(Zeny < .@cost) {
- mes "You look short of money for that amount.";
- close;
- }
- mes "Thank you. Come back again.";
- Zeny -= .@cost;
- getitem 12849, .@input; // Combination_Kit
- close;
- case 3:
- close;
- }
-}
-
-iz_ac01_a,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_a 4_F_03
-iz_ac01_b,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_b 4_F_03
-iz_ac01_c,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_c 4_F_03
-iz_ac01_d,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_d 4_F_03
-
-// - Battle Instructor
-// - Gives the player monster hunting quests.
-// -----------------------------------------------------------------------------
-iz_ac01,59,83,3 script Battle Instructor#08 4_M_NOV_HUNT,{
- if(!checkweight(1201, 1) || (MaxWeight - Weight) < 2000) {
- mes "- You have too many items.";
- mes "- Clear inventory and try again.";
- close;
- }
- if(Class == Job_Novice) {
- if(questprogress(4269) == 2) {
- if(JobLevel == 10) {
- mes "[Battle Instructor Subino]";
- mes "You shouldn't be like this, you are high enough to change your job.";
- mes "I won't stop you even if you stay still...";
- next;
- mes "[Battle Instructor Subino]";
- mes "Try to talk to ^ff0000each job instructor^000000 on the 2nd floor of the Academy if you aren't sure what job you want still.";
- for(set .@i,0; .@i<6; set .@i,.@i+1) {
- set .@quest_id,11339+.@i;
- setarray .@bexp[0],90,90,135,200,0,120;
- setarray .@jexp[0],50,50,100,175,0,90;
- setarray .@material[0],909,515,914,939,0,915;
- setarray .@count[0],5,1,3,3,0,2;
-
- if(.@quest_id == 11343)
- continue;
- if(questprogress(.@quest_id,HUNTING) == 1)
- erasequest .@quest_id;
- else if(questprogress(.@quest_id,HUNTING) == 2) {
- erasequest .@quest_id;
- if(countitem(.@material[.@i]) >= .@count[i]) {
- delitem .@material[.@i],.@count[.@i];
- getexp .@bexp[.@i],.@jexp[.@i];
- getitem 7059, 1; // Cargo_Free_Ticket
- }
- }
- }
- close;
- }
- mes "[Battle Instructor Subino]";
- mes "Welcome!";
- mes "I am ^ff0000Battle Instructor Subino^000000.";
- mes "I ^ff0000provice a simple request^000000 to help you to grow up as good a soldier as fast as you can, so look around.";
- next;
- switch(select("Check requests", "Warp me to the Field", "End Conversation")) {
- case 1:
- switch(select("The most delicious in the world (1~3):Carrots are delicious (1~3):Fabre rolling clothes (4~6):Barrier!! (4~6):"+(BaseLevel<7?"":"Buzzing~ (7~10)")+":Stop.")) {
- case 1:
- if(!questprogress(11338)) {
- setquest 11338;
- completequest 11338;
- }
- if(questprogress(11339,HUNTING) < 2) {
- mes "[Battle Instructor Subino]";
- mes "^ff0000Poring^000000s are very cute monsters when you see them.";
- next;
- mes "[Battle Instructor Subino]";
- mes "They drop Jellopy which are regarded as a main cooking material in Criatura Academy so we always need to hunt Porings.";
- next;
- }
- callsub L_Quest,11339,90,50,909,5,"Poring","can easily be found","Hunt","Jellopies";
- case 2:
- if(!questprogress(11338)) {
- setquest 11338;
- completequest 11338;
- }
- if(questprogress(11340,HUNTING) < 2) {
- mes "[Battle Instructor Subino]";
- mes "^ff0000Lunatic^000000s are very cute animal that live near Prontera.";
- mes "Tender...Soft...Very cute... It is very cute........";
- next;
- mes "[Battle Instructor Subino]";
- mes "It always bring ^ff0000Carrot^000000s with it, so it is easy to get a delicious carrot by hunting them.";
- next;
- mes "[Battle Instructor Subino]";
- mes "A carrot has lots of fibrous cells and contains vitamin A and carotin so it is good for eyes!";
- next;
- }
- callsub L_Quest,11340,90,50,515,1,"Lunatic","is easily found","Catch","Carrot";
- case 3:
- if(!questprogress(11338)) {
- setquest 11338;
- completequest 11338;
- }
- if(questprogress(11341,HUNTING) < 2) {
- mes "[Battle Instructor Subino]";
- mes "^ff0000Fabre^000000 is the most common bug which is usually seen in Rune Midgard Kingdom..";
- mes "It is a worm but it is very popular because it looks cute.";
- next;
- mes "[Battle Instructor Subino]";
- mes "Most of the clothes provided by Criatura Academy are made from ^ff0000Fluff^000000 from Fabres. It makes very strong and warm fabric.";
- next;
- }
- callsub L_Quest,11341,135,100,914,3,"Fabre","is easily found","Hunt","Fluffs";
- case 4:
- if(!questprogress(11338)) {
- setquest 11338;
- completequest 11338;
- }
- if(questprogress(11344,HUNTING) < 2) {
- mes "[Battle Instructor Subino]";
- mes "^ff0000Pupa^000000 is the intermediate stage of a Fabre before transforming into a Creamy.";
- mes "The process of a larva turning into a buttefly is mysterious.";
- next;
- mes "[Battle Instructor Subino]";
- mes "As a Fabre transforms to a Creamy I hope that all Novices turn to be great adventurers! So ^ff0000Chrysalis^000000.";
- next;
- }
- callsub L_Quest,11344,120,90,915,2,"Pupa","is easily found","Hunt","Chrysalises";
- case 5:
- if(!questprogress(11338)) {
- setquest 11338;
- completequest 11338;
- }
- if(questprogress(11342,HUNTING) < 2) {
- mes "[Battle Instructor Subino]";
- mes "^ff0000Hornet^000000s are a group of bees that live near Prontera under control of the Queen bee Mistress.";
- mes "Not aggressive... They only attack with their stingers when they are in danger.";
- next;
- mes "[Battle Instructor Subino]";
- mes "There is a study about using the poison extracted from their stingers to make an antidote in Criatura Academy.";
- next;
- }
- callsub L_Quest,11342,200,175,939,3,"Hornet","are found","Hunt","Bee Stings";
- case 6:
- mes "[Battle Instructor Subino]";
- mes "You don't seem to be interested.";
- mes "Come back again if you change your mind.";
- close;
- }
- case 2:
- mes "[Battle Instructor Subino]";
- mes "Ok, I'll send you to the West field of Izlude.";
- mes "Be sure you know how to get back.";
- close2;
- warp "prt_fild"+strnpcinfo(2), 344, 213;
- end;
- case 3:
- mes "[Battle Instructor Subino]";
- mes "You don't seem to be interested.";
- mes "Come back again if you change your mind.";
- close;
- }
- }
- mes "[Battle Instructor Subino]";
- mes "You didn't register with the ^ff0000Criatura Academy^000000 yet?";
- mes "It requires a simple procedure so go and register.";
- mes "You can register at the ^ff0000information center of academy^000000.";
- close;
- } else {
- mes "[Battle Instructor Subino]";
- mes "You don't seem to need my help.";
- mes "You'd better look around somewhere else or go to the wider world.";
- next;
- mes "[Battle Instructor Subino]";
- mes "Visit the ^ff0000support of the class guild (Lv. 10~20) or check out the Eden Group (Lv. 15~100)^000000.";
- next;
- mes "[Battle Instructor Subino]";
- mes "^ff0000Ask the staff of each job on the second floor about the location of each class guild^000000 and you will find the ^ff0000Eden Group Headquarters^000000 where you can find easy hunt quests.";
- next;
- mes "[Battle Instructor Subino]";
- mes "It is ^ff0000displayed in the map of right screen^000000, so search for it.";
- mes "If you do not know, then you should get a help from a ^ff0000Town Guide^000000.";
- close;
- }
-
- L_Quest:
- if(!questprogress(getarg(0),HUNTING)) {
- if(select("Take quest.", "Stop.") == 2) {
- mes "[Battle Instructor Subino]";
- mes "You don't seem to be interested.";
- mes "Come back again if you change your mind.";
- close;
- }
- mes "[Battle Instructor Subino]";
- if(getarg(0) == 11342) {
- mes getarg(5)+"s "+getarg(6)+" in ^ff0000West field of Prontera^000000.";
- mes getarg(5)+"s are difficult to catch for a Novice... But if you gather more Novices, you can do it.";
- next;
- mes "[Battle Instructor Subino]";
- } else
- mes getarg(5)+" "+getarg(6)+" at the ^ff0000West field of Izlude^000000.";
- mes getarg(7)+" ^ff0000"+(getarg(0)==11344?"5":"10")+" "+getarg(5)+"s^000000 and bring ^ff0000"+getarg(4)+" "+getarg(8)+"^000000.";
- mes "You can check received quests by pressing ^ff0000Alt + U^000000.";
- setquest getarg(0);
- close;
- } else if(questprogress(getarg(0),HUNTING) == 1) {
- if(select("End Conversation", "Give up on the quest.") == 2) {
- mes "[Battle Instructor Subino]";
- mes "Will you really give up on the quest?";
- next;
- if(select("End Conversation", "Give up for sure.") == 2) {
- mes "[Battle Instructor Subino]";
- mes "You can challenge the quest as long as you need my help so come to me anytime.";
- erasequest getarg(0);
- }
- }
- close;
- } else {
- if(countitem(getarg(3)) < getarg(4)) {
- mes "[Battle Instructor Subino]";
- mes "You don't have enough ^ff0000"+getarg(8)+"^000000.";
- mes "Do better!";
- next;
- if(select("End Conversation", "Give up on the quest.") == 2) {
- mes "[Battle Instructor Subino]";
- mes "Will you really give up on the quest?";
- next;
- if(select("End Conversation", "Yes, give up.") == 2) {
- mes "[Battle Instructor Subino]";
- mes "You can challenge the quest as long as you need my help so come to me anytime.";
- erasequest getarg(0);
- }
- }
- close;
- }
- mes "[Battle Instructor Subino]";
- mes "Wow..!!";
- mes "Well done!!";
- erasequest getarg(0);
- delitem getarg(3), getarg(4);
- getexp getarg(1), getarg(2);
- getitem 7059, 1; // Cargo_Free_Ticket
- close;
- }
-
- OnInit:
- //questinfo QTYPE_QUEST,4269,2,0,0,1,0,EAJ_NOVICE;
- end;
-}
-
-iz_ac01_a,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08a 4_M_NOV_HUNT
-iz_ac01_b,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08b 4_M_NOV_HUNT
-iz_ac01_c,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08c 4_M_NOV_HUNT
-iz_ac01_d,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08d 4_M_NOV_HUNT
-
-// - Adept Adventurer
-// - Teaches the player about Pets.
-// -----------------------------------------------------------------------------
-iz_ac01,45,80,5 script Adept Adventurer#ac 4_M_JOB_BLACKSMITH,{
- if (questprogress(2298) > 1) {
- mes "[Adept Adventurer]";
- mes "Any questions about getting a monster to become a pet?";
- next;
- while(1) {
- switch(select("Taming a monster", "Hatching the egg", "Monitoring pet's status", "Feeding", "Performances", "Removing the accessory", "Transforming back to egg", "End Conversation")) {
- case 1:
- mes "[Adept Adventurer]";
- mes "Only some monsters can become pets and they all have different things to tame them.";
- next;
- mes "[Adept Adventurer]";
- mes "Each monster that can be tamed requires a specific ^3131FFtaming item^000000.";
- next;
- mes "[Adept Adventurer]";
- mes "To begin taming,";
- mes "^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame.";
- cutin "pet_ex_01.bmp", 3;
- next;
- mes "[Adept Adventurer]";
- mes "Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster..";
- cutin "pet_ex_02.bmp", 3;
- next;
- cutin "", 255;
- mes "[Adept Adventurer]";
- mes "If successful, the monster will be tranformed into an egg!";
- next;
- break;
- case 2:
- mes "[Adept Adventurer]";
- mes "Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg.";
- next;
- mes "[Adept Adventurer]";
- mes "Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000.";
- mes "Ask the town guide for the location of the Pet Groomer if you can't find them.";
- next;
- break;
- case 3:
- mes "[Adept Adventurer]";
- mes "^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000.";
- next;
- mes "[Adept Adventurer]";
- mes "This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000.";
- next;
- mes "[Adept Adventurer]";
- mes "There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes Loyal. Most pets start off as shy and time and food changes that.";
- next;
- break;
- case 4:
- mes "[Adept Adventurer]";
- mes "<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry.";
- next;
- mes "[Adept Adventurer]";
- mes "Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!";
- next;
- break;
- case 5:
- mes "[Adept Adventurer]";
- mes "Some pets will show a special performance when they are in a good mood.";
- next;
- break;
- case 6:
- mes "[Adept Adventurer]";
- mes "Some pets can even wear accessory items.";
- mes "^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well.";
- next;
- break;
- case 7:
- mes "[Adept Adventurer]";
- mes "I think it is better off experiencing more together than transforming back to the eggs?";
- next;
- break;
- case 8:
- mes "[Adept Adventurer]";
- mes "Come back again when you have another question.";
- close;
- }
- }
- }
- if (!questprogress(2293)) {
- mes "[Adventurer's Pet]";
- mes "I am hungry~ Feed me first, then let's walk around~";
- next;
- mes "[Adept Adventurer]";
- mes "Calm down now, here you go!";
- next;
- mes "[Adventurer's Pet]";
- mes "Phew, it was good. I'm full.";
- next;
- if(select("A talking monster!", "Ignore it.") == 2) {
- mes "[Adept Adventurer]";
- mes "Pets make the best companions for lonely journeys...";
- close;
- }
- mes "[Adept Adventurer]";
- mes "Once it was a dangerous monster, now it is my closest friend. This is my ^3131FFpet^000000 which is called as Debbie Ruchi.";
- next;
- if(select("What is a pet?", "End Conversation") == 2) {
- mes "[Adventurer's Pet]";
- mes "Yawn~ I am bored to death!";
- close;
- }
- mes "[Adept Adventurer]";
- mes "Well they're loyal ^3131FFmonster^000000s that stand by your side.";
- next;
- select("Does it help you fight?");
- mes "[Adept Adventurer]";
- mes "It doesn't help me battle but it helps by giving me bonus ^3131FFstats^000000 and other bonus effects.";
- next;
- mes "[Adept Adventurer]";
- mes "All these things are possible when ^3131FFIntimacy^000000 with your pet is very high.";
- next;
- mes "[Adept Adventurer]";
- mes "Intimacy requires a time commitment and a lot of food. Food is the way to any being's loyalty right? ha ha";
- next;
- if(select("How do I get a pet?", "End Conversation") == 2) {
- mes "[Adept Adventurer]";
- mes "Pets make the best companions for lonely journeys...";
- close;
- }
- mes "[Adept Adventurer]";
- mes "Do you need a pet?";
- next;
- mes "[Adept Adventurer]";
- mes "Hmm then let's go to the Academy Gardens together!";
- mes "I'll show you how it's done.";
- next;
- mes "[Adept Adventurer]";
- mes "Talk to me when you are ready to go to the garden!";
- setquest 2293;
- close;
- } else {
- mes "[Adept Adventurer]";
- mes "Shall we go to the garden of Criatura Academy?";
- next;
- if(select("Send me now!", "Stay") == 1) {
- mes "[Adept Adventurer]";
- mes "All right, come this way.";
- close2;
- warp "new_1-3", 95, 171;
- end;
- }
- mes "[Adept Adventurer]";
- mes "If you want, I will guide you anytime.";
- close;
- }
-
- OnInit:
- questinfo 2298, QTYPE_QUEST, 0;
- end;
-}
-
-iz_ac01_a,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_a 4_M_JOB_BLACKSMITH
-iz_ac01_b,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_b 4_M_JOB_BLACKSMITH
-iz_ac01_c,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_c 4_M_JOB_BLACKSMITH
-iz_ac01_d,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_d 4_M_JOB_BLACKSMITH
-
-// - Adventurer's Pet
-// -----------------------------------------------------------------------------
-iz_ac01,43,80,7 script Adventurer's Pet#ac 4_DEVIRUCHI,{
- end;
-
- OnTimer60000:
- switch(rand(1, 4)) {
- case 1:
- npctalk "Yawn~ I am so bored!";
- break;
- case 2:
- npctalk "Red Potion.. Is it delicious? Herb does not look delicious.. I bet that is bitter.";
- break;
- case 3:
- npctalk "Ha. You are lucky to have this Devi.";
- break;
- case 4:
- npctalk "Isn't the floor cold? Well.. For me, Undead is more familiar.";
- break;
- }
-
- initnpctimer;
- end;
-
- OnInit:
- initnpctimer;
- end;
-}
-
-iz_ac01_a,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_a 4_DEVIRUCHI
-iz_ac01_b,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_b 4_DEVIRUCHI
-iz_ac01_c,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_c 4_DEVIRUCHI
-iz_ac01_d,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_d 4_DEVIRUCHI
-
-// - Monster Spawn
-// -----------------------------------------------------------------------------
-new_1-3,0,0,0,0 monster Little Poring 2398,30,50000,0,0
-
-// - Adept Adventurer (Cont...)
-// - Teaches the player about Pets.
-// -----------------------------------------------------------------------------
-new_1-3,92,169,5 script Adept Adventurer#new_1-3 4_M_JOB_BLACKSMITH,{
- if (questprogress(2298) == 2) {
- mes "[Adept Adventurer]";
- mes "Any questions about the cute pet?";
- next;
- while(1) {
- switch(select("Taming a monster", "Hatching the egg", "Monitoring pet's status", "Feeding", "Performances", "Removing the accessory", "Transforming back to egg", "End Conversation")) {
- case 1:
- mes "[Adept Adventurer]";
- mes "Only some monsters can become pets and they all have different things to tame them.";
- next;
- mes "[Adept Adventurer]";
- mes "Each monster that can be tamed requires a specific ^3131FFtaming item^000000.";
- next;
- mes "[Adept Adventurer]";
- mes "To begin taming,";
- mes "^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame.";
- cutin "pet_ex_01.bmp", 3;
- next;
- mes "[Adept Adventurer]";
- mes "Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster..";
- cutin "pet_ex_02.bmp", 3;
- next;
- cutin "", 255;
- mes "[Adept Adventurer]";
- mes "If successful, the monster will be tranformed into an egg!";
- next;
- break;
- case 2:
- mes "[Adept Adventurer]";
- mes "Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg.";
- next;
- mes "[Adept Adventurer]";
- mes "Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000.";
- mes "Ask the town guide for the location of the Pet Groomer if you can't find them.";
- next;
- break;
- case 3:
- mes "[Adept Adventurer]";
- mes "^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000.";
- next;
- mes "[Adept Adventurer]";
- mes "This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000.";
- next;
- mes "[Adept Adventurer]";
- mes "There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes Loyal. Most pets start off as shy and time and food changes that.";
- next;
- break;
- case 4:
- mes "[Adept Adventurer]";
- mes "<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry.";
- next;
- mes "[Adept Adventurer]";
- mes "Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!";
- next;
- break;
- case 5:
- mes "[Adept Adventurer]";
- mes "Some pets will show a special performance when they are in a good mood.";
- next;
- break;
- case 6:
- mes "[Adept Adventurer]";
- mes "Some pets can even wear accessory items.";
- mes "^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well.";
- next;
- break;
- case 7:
- mes "[Adept Adventurer]";
- mes "I think it is better off experiencing more together than transforming back to the eggs?";
- next;
- break;
- case 8:
- mes "[Adept Adventurer]";
- mes "Come back again when you have another question.";
- close;
- }
- }
- }
- if (!questprogress(2293)) {
- mes "[Adept Adventurer]";
- mes "You can return to the Academy through the portal to the north.";
- close;
- } else if (questprogress(2293) == 1) {
- mes "[Adept Adventurer]";
- mes "Would you look at that...Porings growing in the garden of the closed Criatura Academy like little Jelly Babies.";
- next;
- mes "[Adept Adventurer]";
- mes "Not all monsters in Rune Midgards are our for your blood, just most of them.";
- next;
- mes "[Adept Adventurer]";
- mes "Take a look at that, looks like that ^3131FFPoring^000000 has something to say to you";
- completequest 2293;
- setquest 2294;
- close;
- } else {
- if (questprogress(2296) == 1) {
- mes "[Adept Adventurer]";
- mes "If you are confused, Please check the quest status by pressing ^3131FF<Alt+U>^000000 anytime.";
- next;
- if(select("How to gain Unripe Apples", "End Conversation") == 1) {
- mes "[Adept Adventurer]";
- mes "You'd want to go to the Dispensary to learn how to make ^3131FFUnripe Apple^000000s.";
- next;
- mes "[Adept Adventurer]";
- mes "One of the staff there should have a ^3131FFItem compounding book^000000 for novices, ^3131FFHow to make Unripe Apples^000000 is one of the subjects.";
- close;
- }
- }
- if (questprogress(2297) == 1) {
- mes "[Adept Adventurer]";
- mes "So you used the taming item on the Little Porings, then they turned into eggs?";
- next;
- mes "[Adept Adventurer]";
- mes "Ha ha ha, don't fret my pet.";
- mes "You just cleared ^3131FFtaming^000000.";
- next;
- select("Taming?");
- mes "[Adept Adventurer]";
- mes "Yep, it means you are ready to be a friend like me and Debbie Ruchi.";
- next;
- mes "[Adept Adventurer]";
- mes "There are lots of different monsters and tames out there.";
- next;
- mes "[Adept Adventurer]";
- mes "If you successfully tame it you end up with a little egg.";
- next;
- mes "[Adept Adventurer]";
- mes "So congratulations again for passing the test, the friendship test!";
- mes "Ask anytime whenever you have a question about cute pets.";
- next;
- mes "[Adept Adventurer]";
- mes "Do you see the shivering poring over there? Go easy on the lil' blighter, okay?";
- completequest 2297;
- setquest 2298;
- close;
- }
- mes "[Adept Adventurer]";
- mes "If you are confused, Please check the quest status by clicking ^3131FF<Alt+U>^000000 anytime.";
- close;
- }
-}
-
-// - Friendly Poring
-// -----------------------------------------------------------------------------
-new_1-3,99,169,3 script Friendly Poring#ac 4_PORING,{
- if (!checkweight(1301, 3)) {
- mes "[Poring]";
- mes "You have too many items to continue the quest.";
- next;
- mes "[Poring]";
- mes "Open inventory with ^3131FFAlt+E^000000 key, if you find unnecessaty items, sell them to ^3131FFmerchant^000000 or put into ^3131FFwarehouse^000000 by using kafra service~.";
- close;
- }
- if (!questprogress(2294)) {
- mes "[Poring]";
- mes "Help me novice...";
- close;
- } else if (questprogress(2294) == 1) {
- mes "[Poring]";
- mes "Dear oh dear...what do we have 'ere?";
- next;
- if(select("What happend?", "Ignore him/it?") == 2) {
- mes "[Poring]";
- mes "Oh dear, oh dear...";
- close;
- }
- mes "[Poring]";
- mes "Wot a sad state of affairs.";
- next;
- mes "[Poring]";
- mes "That geeza' ghostring got defeated out in his dungeon and came here to pick on other monsters like me.";
- next;
- mes "[Poring]";
- mes "I'm too low level to stop 'im, you can hear them cheering now...";
- next;
- mes "[Ghostring]";
- mes "Oi you lot! Tell me wot I want to hear!";
- emotion e_gasp, 0, "Ghostring#cupet";
- next;
- mes "[Unskilled Poring]";
- mes "Ghostring's the strongest in the world!";
- emotion e_paper, 0, "Cowardly Poring#pet_1";
- emotion e_paper, 0, "Unskilled Poring#pet_2";
- emotion e_paper, 0, "Foolish Poring#pet_3";
- next;
- mes "[Ghostring]";
- mes "What kind of monster I am?";
- emotion e_gasp, 0, "Ghostring#cupet";
- next;
- mes "[Unskilled Poring]";
- mes "Ghostring's da Boss!";
- emotion e_paper, 0, "Cowardly Poring#pet_1";
- emotion e_paper, 0, "Unskilled Poring#pet_2";
- emotion e_paper, 0, "Foolish Poring#pet_3";
- next;
- mes "[Ghostring]";
- mes "Bwa ha ha ha~";
- emotion e_heh, 0, "Ghostring#cupet";
- next;
- emotion e_sob, 0, "Friendly Poring#ac";
- mes "[Poring]";
- mes "Bleedin' shame...";
- mes "Little Porings takin' up with a git like that and not bein' cute anymore.";
- next;
- mes "[Poring]";
- mes "The Little Porings aren't bad'uns, they've just not been to the outside world.";
- next;
- mes "[Poring]";
- mes "If this keeps up, all of the Porings in Rune Midgard'll be under the sway of Ghostring.";
- next;
- if(select("Can I help you?", "Too bad.") == 2) {
- mes "[Poring]";
- mes "Oh dear, oh dear.....";
- close;
- }
- mes "[Poring]";
- mes "Now that you mention it sir, I could use some help.";
- next;
- mes "[Unskilled Poring]";
- mes "Wot's Dat? Onna them Poring's talkin' to a huumie.";
- mes "Shall we beat him up?";
- emotion e_paper, 0, "Cowardly Poring#pet_1";
- emotion e_paper, 0, "Unskilled Poring#pet_2";
- emotion e_paper, 0, "Foolish Poring#pet_3";
- next;
- mes "[Poring]";
- mes "Blimey!";
- mes "Help me! Save me!";
- emotion e_omg, 0, "Friendly Poring#ac";
- next;
- select("What can I do to help?");
- mes "[Poring]";
- mes "I do have a good idea!";
- mes "Come over here!";
- completequest 2294;
- setquest 2295;
- close;
- } else if (questprogress(2295) == 1) {
- mes "[Poring]";
- mes "This is ^3131FFunripe apple^000000.";
- mes "The favorite items for Little Poring to eat.";
- next;
- mes "[Poring]";
- mes "Maybe you can use it to tempt them away from listenin' to Ghostring.";
- next;
- mes "[Poring]";
- mes "^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 a ^3131FFLittle Poring^000000 that you fancy.";
- cutin "pet_ex_01.bmp", 3;
- next;
- mes "[Poring]";
- mes "TThe click the centre of the slot machine.";
- cutin "pet_ex_02.bmp", 3;
- next;
- mes "[Poring]";
- mes "That'll lure them from out of Ghostring's influence.";
- cutin "", 255;
- completequest 2295;
- setquest 2296;
- getitem 12846, 5; // Little_Unripe_Apple
- close;
- } else if (questprogress(2296) == 1) {
- if (countitem(9062) > 0) {
- mes "[Poring]";
- mes "Ello' mate. Were you successful? Where are the lil' bleeders?";
- next;
- select("Show eggs");
- mes "[Poring]";
- mes "Steady on now guv'na...";
- mes "What did you do to Unskilled Poring!?!? Novice!!!!!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I used the unripe apples that you gave me, then they turned into eggs.";
- next;
- emotion e_sob, 0, "Friendly Poring#ac";
- mes "[Poring]";
- mes "Oh, guess I didn't expect they'd be turned into pets so easily!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yeah, don't worry, I'll make sure to";
- mes "give them a good home.";
- completequest 2296;
- setquest 2297;
- close;
- } else {
- mes "[Poring]";
- mes "^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 your preferred ^3131FFLittle Poring^000000.";
- cutin "pet_ex_01.bmp", 3;
- next;
- mes "[Poring]";
- mes "The all you have to do is ^3131FF click ^0000 the middle of the slot machine.";
- cutin "pet_ex_02.bmp", 3;
- next;
- mes "[Poring]";
- mes "It may fail, but keep trying to lure way those Little Porings!";
- close;
- }
- } else if (questprogress(2297) == 1) {
- mes "[Poring]";
- mes "Have you ever heard about the changes of a novice from adept adventurer?";
- close;
- } else if (questprogress(2298) == 1) {
- mes "[Poring]";
- mes "Unripe Apples are the item to tame.";
- mes "It will only work on the Little Porings hopping around.";
- next;
- mes "[Poring]";
- mes "If you're going to make them a cute pet...";
- mes "You must take care of your Little Poring!";
- next;
- select("What?");
- mes "[Poring]";
- mes "Even before that Ghostring came here, the Little Porings were kind of cowardly.";
- next;
- mes "[Poring]";
- mes "Since they've never been out in the real world, sort of like human novices.";
- next;
- mes "[Poring]";
- mes "You're just starting out on your adventure, right? You will visit many towns and meet many people and encounter the frightful Boss Monsters.";
- next;
- mes "[Poring]";
- mes "Won't you consider taking one of these chavs with you?";
- next;
- mes "[Poring]";
- mes "They're smeggin' talkative, but they'll be loyal friends!";
- next;
- mes "[Poring]";
- mes "I'd say that the ^31311F Adept adventurer ^000000 knows lots of things about pets, so you can ask him about your new Little Poring Friend.";
- next;
- mes "[Poring]";
- mes "By the way, you should have a ^3131FFportable egg incubator ^000000.";
- mes "It was dropped by a careless ^3131FFPet Groomer^000000 traveling through.";
- next;
- mes "[Poring]";
- mes "I will also give you the Little Poring's favorite ^3131FFapple juice^000000, so make sure that it stays fed all the time!";
- next;
- mes "[Poring]";
- mes "Oi, Little Poring.";
- mes "I look forward to seeing you once you've explored Rune Midgards!";
- mes "Cheers mate.";
- completequest 2298;
- if (Class == Job_Novice)
- getexp 500, 50;
- getitem 531, 3; // Apple_Juice
- getitem 643, 1; // Pet_Incubator
- close;
- } else {
- mes "[Poring]";
- mes "Take good care of your Little Poring. Ask the adept adventurer if you have any questions about cute pets!";
- close;
- }
-}
-
-// - Ghostring
-// -----------------------------------------------------------------------------
-new_1-3,108,165,3 script Ghostring#cupet 4_GHOSTRING,{
- mes "[Ghostring]";
- mes "I am da biggest and da meanest Ghostring!";
- close;
-}
-
-// - Little Porings
-// -----------------------------------------------------------------------------
-new_1-3,105,165,5 script Cowardly Poring#pet_1 LITTLE_PORING,{ end; }
-new_1-3,105,164,5 script Unskillful Poring#pet_2 LITTLE_PORING,{ end; }
-new_1-3,105,163,5 script Foolish Poring#pet_3 LITTLE_PORING,{ end; }
-
-// - Kafra Guide Trainer
-// - Teaches the player about Kafra Services.
-// -----------------------------------------------------------------------------
-iz_ac01,95,46,5 script Kafra Guide Trainer#ac 4_F_KAFRA1,{
- cutin "kafra_01.bmp", 2;
- if (questprogress(4269) == 2) {
- mes "[Kafra Guide Trainer]";
- mes "Welcome, Kafra service is always close to your heart";
- next;
- mes "[Kafra Guide Trainer]";
- mes "For those who are using the Kafra service for the first time.";
- mes "Kafra service offers thorough information rundown~!";
- next;
- while(1) {
- next;
- mes "[Kafra Guide Trainer]";
- mes "Tell us what you would like to know";
- mes "about the Kafra service~!";
- next;
- switch(select("Saving", "Storage Service", "Teleport Service", "Use of Pushcart Service", "Check Other Information", "Cancel")) {
- case 1:
- mes "[Kafra Guide Trainer]";
- mes "Save service is for when you ^8B4513die in battle^000000 or use an item like ^8B4513Butterfly Wings^000000, you will be sent back to your Save Location.";
- next;
- mes "[Kafra Guide Trainer]";
- mes "Easy to understand~?";
- mes "You want to try the Save service~?";
- next;
- if(select("No", "Yes")) {
- mes "[Kafra Guide Trainer]";
- mes "Don't be afraid of it~!";
- mes "Save service doesn't swallow you.";
- mes "If you change your mind, you would better try it definitely~!";
- } else {
- mes "[Kafra Guide Trainer]";
- mes "Well~ then, for now, ^8B4513Izlude Square^000000 where the Criatura Academy is located will be saved as your save point~!.";
- next;
- mes "[Kafra Guide Trainer]";
- mes "Voila~!";
- next;
- mes "[Kafra Guide Trainer]";
- mes "It's already done. Easy huh?";
- savepoint "izlude", 128, 98;
- next;
- mes "[Kafra Guide Trainer]";
- mes "Now, when you use a ^006400Butterfly Wing^000000, it will send you to the last saved location.";
- }
- break;
- case 2:
- mes "[Kafra Guide Trainer]";
- mes "Storage service is a place where you can safely store your items.";
- mes "Your items can be accessed by all characters in your account.";
- next;
- mes "[Kafra Guide Trainer]";
- mes "To use the storage, you need to be over Novice Job Level 6 and higher.";
- next;
- mes "[Kafra Guide Trainer]";
- mes "For a small fee, most Kafra Employees will let you open your storage.";
- mes "You can even buy Kafra Cards from the Item Mall to open storage from anywhere!";
- mes "Do you want to use the storage?";
- next;
- if(select("No", "Yes")) {
- mes "[Kafra Guide Trainer]";
- mes "Storage is necessary for you to survive so use it regularly.";
- } else {
- if (getskilllv("NV_BASIC") < 6) {
- mes "[Kafra Guide Trainer]";
- mes "To use the storage, you need to be raised the beginner level 6 and higher.";
- } else if (countitem(7059) || Zeny >= 500) {
- if (countitem(7059)) {
- delitem 7059, 1; // Cargo_Free_Ticket
- } else {
- Zeny -= 500;
- RESRVPTS += 5;
- }
- mes "[Kafra Guide Trainer]";
- mes "I'll open the storage~.";
- mes "Thanks for using~!";
- close2;
- cutin "", 255;
- openstorage;
- end;
- } else {
- mes "[Kafra Guide Trainer]";
- mes "Dear customer, you don't have enough money~!";
- mes "You need 500 zeny to use the storage~!";
- }
- }
- break;
- case 3:
- mes "[Kafra Guide Trainer]";
- mes "Teleport service is a service that sends you to various locations throughout Rune Midgard.";
- next;
- mes "[Kafra Guide Trainer]";
- mes "Different Kafra Employees have different teleport locations to send you to so you need to talk to them to find out where they're teleporting to.";
- next;
- mes "[Kafra Guide Trainer]";
- mes "Ok, so for educational purposes I'm offering a free teleport service here at the Academy.";
- mes "Why don't you try it out?~!";
- next;
- if(select("No", "Yes")) {
- mes "[Kafra Guide Trainer]";
- mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!";
- mes "This is an essential service~";
- mes "So, you better get used to it ok?";
- break;
- } else {
- switch(select("Academy 1st floor Great Hall", "Academy 2nd floor Principal's Office", "Izlude southern entrance", "Use later")) {
- case 1:
- cutin "", 255;
- warp "iz_ac01", 97, 86;
- end;
- case 2:
- cutin "", 255;
- warp "iz_ac02", 101, 36;
- end;
- case 3:
- mes "[Kafra Guide Trainer]";
- mes "This will take you to the outside of the Criatura Academy, is that ok?";
- mes "If you want to come back to the academy, find the entrance to the north of Izlude.";
- next;
- if(select("No", "Yes")) {
- mes "[Kafra Guide Trainer]";
- mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!";
- break;
- } else {
- cutin "", 255;
- warp "izlude", 128, 98;
- end;
- }
- break;
- case 4:
- mes "[Kafra Guide Trainer]";
- mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!";
- break;
- }
- }
- break;
- case 4:
- mes "[Kafra Guide Trainer]";
- mes "Pushcart service is used for those who have the job ^8B4513Merchant^000000.";
- mes "To rent a Pushcart Merchants pay a small zeny fee and that's it.";
- next;
- mes "[Kafra Guide Trainer]";
- mes "If you aren't a Merchant class or if you haven't learned the Cart Skill then you can't use this Kafra service.";
- break;
- case 5:
- mes "[Kafra Guide Trainer]";
- mes "Among the other services we provide, there is a Customer point service system from Kafra!";
- next;
- mes "[Kafra Guide Trainer]";
- mes "Every time you use a Kafra Service you get Special Reserve Points~";
- mes "You can use these points at the Kafra Headquarters in Aldebaran to trade for certain items.";
- next;
- mes "[Kafra Guide Trainer]";
- mes "Here, I'll show you how many Special Reserve Points you currently have.";
- next;
- if(select("Check Special Reserve Points.", "Cancel") == 2) {
- mes "[Kafra Guide Trainer]";
- mes "Even later~~!!";
- mes "Please check your accumulated customer points~!";
- } else {
- mes "[Kafra Guide Trainer]";
- mes ""+strcharinfo(0)+", your accummulated points are "+RESRVPTS+" points.";
- next;
- mes "[Kafra Guide Trainer]";
- mes "You can exchange your";
- mes "Special Reserve Points for";
- mes "rewards at the Kafra Main Office in Al De Baran. Please use our";
- mes "convenient services to see the benefits of our rewards program.";
- }
- break;
- case 6:
- mes "[Kafra Guide Trainer]";
- mes "Our Kafra service is doing our best to give you the best satisfaction that you deserve as a customer.";
- mes "Thanks for using us.";
- close2;
- cutin "", 255;
- end;
- }
- }
- } else {
- mes "[Kafra Guide Trainer]";
- mes "First, you need to complete your^8B4513 registration^000000 at the Academy's front desk.";
- mes "If you go to the first floor,";
- mes "there'll be someone";
- mes "to take your registration.";
- close2;
- cutin "", 255;
- end;
- }
-}
-
-iz_ac01_a,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_a 4_F_KAFRA1
-iz_ac01_b,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_b 4_F_KAFRA1
-iz_ac01_c,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_c 4_F_KAFRA1
-iz_ac01_d,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_d 4_F_KAFRA1
-
-iz_ac01,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01 4_F_KAFRA1
-iz_ac01_a,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_a 4_F_KAFRA1
-iz_ac01_b,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_b 4_F_KAFRA1
-iz_ac01_c,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_c 4_F_KAFRA1
-iz_ac01_d,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_d 4_F_KAFRA1
-
-iz_ac02,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02 4_F_KAFRA1
-iz_ac02_a,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_a 4_F_KAFRA1
-iz_ac02_b,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_b 4_F_KAFRA1
-iz_ac02_c,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_c 4_F_KAFRA1
-iz_ac02_d,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_d 4_F_KAFRA1
-
-// =============================================================================
-// = Miscellaneous NPCS
-// =============================================================================
-
-// - Wedding Secretary
-// - Teaches the player about in-game Marriage & Adoption mechanics.
-// -----------------------------------------------------------------------------
-izlude,102,150,5 script Wedding Secretary#iz 1_F_LIBRARYGIRL,{
- if (Class == Job_Novice) {
- mes "[Wedding Secretary]";
- mes "You are the just a beginner.";
- next;
- mes "[Wedding Secretary]";
- mes "Everything looks new and unfamiliar, doesn't it? Isn't it all exiciting?";
- next;
- mes "[Wedding Secretary]";
- mes "What can be a more exciting start than a marriage in your life?";
- next;
- } else {
- mes "[Wedding Secretary]";
- mes "Are you in love?";
- next;
- }
- mes "[Wedding Secretary]";
- mes "I am the Wedding Secretary sent here for those people wanting to join their lives to another.";
- next;
- while(1) {
- mes "[Wedding Secretary]";
- mes "Please ask anything you are concerned with about marriage!";
- next;
- switch(select("How to get married.", "Benefits of marriage", "Adoption", "Shut up!")) {
- case 1:
- mes "[Wedding Secretary]";
- mes "Concluding the ceremony between two lovers is really the most beautiful and special event in one's life.";
- next;
- mes "[Wedding Secretary]";
- mes "However, being together requires several procedures.";
- next;
- mes "[Wedding Secretary]";
- mes "First, the two of you wishing to get married have to be at least base level ^0000cd45^000000 or higher, meaning you should be at the level responsible for your life and your finances.";
- next;
- mes "[Wedding Secretary]";
- mes "Next, you need to prepare some tokens of appreciation. Men need a ^0000cdTuxedo^000000 Ladies need a ^0000cdWedding Dress^000000 and both need to have ^0000cdDiamond Ring^000000s as the symbol of everlasting love.";
- next;
- mes "[Wedding Secretary]";
- mes "You will also need to provide a fee of ^0000cd1 million Zeny^000000.";
- next;
- mes "[Wedding Secretary]";
- mes "Having prepared all of these things, you must create a party with just the two of you and go to the ^0000cdProntera Cathedral^000000.";
- next;
- mes "[Wedding Secretary]";
- mes "There, another ^0000cdWedding Secretary^000000 like me is wating for you. When you speak to her, she will give more details of what to do.";
- next;
- mes "[Wedding Secretary]";
- mes "I hope that you will meet a great fiance and enjoy a happy marriage!";
- next;
- break;
- case 2:
- mes "[Wedding Secretary]";
- mes "To say the least, the benefit of marriage is being together forever!";
- next;
- mes "[Wedding Secretary]";
- mes "After the wedding ceremony, you can enjoy a sweet honeymoon at the ^0000cdJawaii^000000 resort only for you.";
- next;
- mes "[Wedding Secretary]";
- mes "And, upon marriage you will both get a ^0000cd special skill^000000.";
- next;
- mes "[Wedding Secretary]";
- mes "Two of these skills are called ^0000cdLoving Touch^000000 and ^0000cdUndying Love^000000 which are used to sacrifice HP or SP and send it to your partner.";
- next;
- mes "[Wedding Secretary]";
- mes "But among them, the skill called ^0000cdRomantic Rendezvous^000000 is the most romantic one, enabling you to summon your partner to you from anywhere in the world.";
- next;
- mes "[Wedding Secretary]";
- mes "Aren't these skill great? Don't you want to get married right now?";
- next;
- break;
- case 3:
- mes "[Wedding Secretary]";
- mes "Being together is wonderful but people without experience of it in the past couldn't understand the full Euphoria of being a parent.";
- next;
- mes "[Wedding Secretary]";
- mes "Married couple can adopt other characters as their children.";
- next;
- mes "[Wedding Secretary]";
- mes "^0000cdKids of extended jobs such as Taekwon boy/girl, Gunslinger or Ninja can't be adopted^000000.";
- next;
- mes "[Wedding Secretary]";
- mes "And any prospecting parents need to be at least base level ^0000cd70^000000, meaning you should be at the level responsible enough to be parents.";
- next;
- mes "[Wedding Secretary]";
- mes "Having made a family, ^0000cdaSkill to be used among the family^000000 will be earned.";
- next;
- mes "[Wedding Secretary]";
- mes "There is another skill enables you to concrete your bond such as being able to summon your child when you miss them or not losing your earned level if you die during battle.";
- next;
- mes "[Wedding Secretary]";
- mes "Cute charms coming from your kid is a bonus~";
- next;
- break;
- case 4:
- emotion e_omg;
- mes "[Wedding Secretary]";
- mes "Your mother didn't teach you right?";
- mes "Mercy on you. You are ignorant of the beauty of love!!!";
- close;
- }
- }
-}
-
-izlude_a,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_a 1_F_LIBRARYGIRL
-izlude_b,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_b 1_F_LIBRARYGIRL
-izlude_c,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_c 1_F_LIBRARYGIRL
-izlude_d,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_d 1_F_LIBRARYGIRL
-
-// - Mom
-// -----------------------------------------------------------------------------
-izlude,95,146,5 script Mom#iz 4_F_CAVE1,{
- mes "[Mom]";
- mes "Honey~~~";
- next;
- mes "[Dad]";
- mes "Yep~~";
- next;
- mes "[Mom]";
- mes "Did you see Etinifni playing at the backyard?";
- next;
- mes "[Dad]";
- mes "Nope~~";
- next;
- emotion e_an;
- mes "[Mom]";
- mes "He's out again? Never stays in the house!! Shall I use it?";
- next;
- mes "[Dad]";
- mes "Leave him alone~ He may be playing somewhere.";
- next;
- emotion e_an;
- mes "[Mom]";
- mes "You spoil him too much!";
- next;
- mes "[Mom]";
- mes "^0000cd[Come to me, honey~]^000000";
- next;
- enablenpc "Etinifni#"+strnpcinfo(2);
- specialeffect EF_PORTAL, AREA, "Etinifni#"+strnpcinfo(2);
- mes "[Etinifni]";
- mes "What's up? Where am I?";
- next;
- mes "[Mom]";
- mes "Here!";
- next;
- emotion e_ag, 0, "Etinifni#"+strnpcinfo(2);
- mes "[Etinifni]";
- mes "Ah... Again!! I have been out hunting Orcs.";
- next;
- mes "[Mom]";
- mes "I told you stop hunting! Go and buy us milk!";
- next;
- mes "[Etinifni]";
- mes "Why am I just your errand boy? Go, get me a brother!";
- next;
- mes "[Mom]";
- mes "What? This moron?!";
- next;
- emotion e_sigh, 0, "Etinifni#"+strnpcinfo(2);
- mes "[Etinifni]";
- mes "OK. I will do it.";
- next;
- disablenpc "Etinifni#"+strnpcinfo(2);
- emotion e_sob, 0, "Dad#"+strnpcinfo(2);
- mes "[Dad]";
- mes "I am sorry... Dad has no power over your mom.";
- close;
-}
-
-izlude_a,95,146,5 duplicate(Mom#iz) Mom#iz_a 4_F_CAVE1
-izlude_b,95,146,5 duplicate(Mom#iz) Mom#iz_b 4_F_CAVE1
-izlude_c,95,146,5 duplicate(Mom#iz) Mom#iz_c 4_F_CAVE1
-izlude_d,95,146,5 duplicate(Mom#iz) Mom#iz_d 4_F_CAVE1
-
-// - Dad
-// -----------------------------------------------------------------------------
-izlude,97,147,3 script Dad#iz 1_M_JOBGUIDER,{
- mes "[Dad]";
- mes "Got this boy ten years ago after years of childlessness.";
- next;
- mes "[Dad]";
- mes "He is the apple of my eyes to me, but my wife is too strict on him.";
- next;
- mes "[Dad]";
- mes "So, I am always worrying if the only son might be spoiled.";
- next;
- mes "[Dad]";
- mes "Maybe all parents worry?";
- close;
-}
-
-izlude_a,97,147,3 duplicate(Dad#iz) Dad#iz_a 1_M_JOBGUIDER
-izlude_b,97,147,3 duplicate(Dad#iz) Dad#iz_b 1_M_JOBGUIDER
-izlude_c,97,147,3 duplicate(Dad#iz) Dad#iz_c 1_M_JOBGUIDER
-izlude_d,97,147,3 duplicate(Dad#iz) Dad#iz_d 1_M_JOBGUIDER
-
-// - Etinifni
-// -----------------------------------------------------------------------------
-izlude,97,144,1 script Etinifni#iz 4_M_DEWBOY,{
- mes "[Etinifni]";
- mes "Once you have time, come to Orc Dungeon!";
- close;
-
- OnInit:
- disablenpc "Etinifni#"+strnpcinfo(2);
- end;
-}
-
-izlude_a,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_a 4_M_DEWBOY
-izlude_b,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_b 4_M_DEWBOY
-izlude_c,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_c 4_M_DEWBOY
-izlude_d,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_d 4_M_DEWBOY
-
-// - Romantic Male
-// -----------------------------------------------------------------------------
-izlude,99,138,3 script Romantic Male#iz 4_M_SITDOWN,{
- emotion e_ho;
- mes "[Romantic Male]";
- mes "Let's go~~ together hand in hand~~ Put everything aside ~~ in the dark blue night of Jawaii~~ under the stars~~";
- next;
- mes "[Romantic Male]";
- mes "We are leaving for Jawaii-the place of our honeymoon to celebrate our 10th wedding anniversary!";
- next;
- emotion e_lv;
- mes "[Romantic Male]";
- mes "Are you lifting up our good old memories renting my wedding dress and your tuxedo!! It will strenghthen our relationship, won't it?";
- next;
- specialeffect EF_HEARTCASTING, AREA, "Romantic Female#"+strnpcinfo(2);
- emotion e_kis, 0, "Romantic Female#"+strnpcinfo(2);
- mes "[Romantic Male]";
- mes "Honey~~ I love you!! Sweetheart~";
- next;
- emotion e_kis2;
- mes "[Romantic Male]";
- mes "No!! I love you more than you do!!";
- close;
-}
-
-izlude_a,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_a 4_M_SITDOWN
-izlude_b,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_b 4_M_SITDOWN
-izlude_c,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_c 4_M_SITDOWN
-izlude_d,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_d 4_M_SITDOWN
-
-// - Romantic Female
-// -----------------------------------------------------------------------------
-izlude,97,138,5 script Romantic Female#iz 4_F_SITDOWN,{
- mes "[Romantic Female]";
- mes "Shout like this when I miss you, honey!!";
- next;
- emotion e_lv, 0, "Romantic Female#"+strnpcinfo(2);
- mes "[Romantic Female]";
- mes "^0000cd[I miss you.]^000000";
- next;
- mes "[Romantic Female]";
- mes "Then, you run towards me leaving everything behind,~ don't you?";
- next;
- mes "[Romantic Female]";
- mes "I will definitely do as you call me!!";
- next;
- mes "[Romantic Female]";
- mes "You are tired of sitting, aren't you?";
- next;
- specialeffect EF_HEARTCASTING, AREA, "Romantic Female#"+strnpcinfo(2);
- emotion e_kis, 0, "Romantic Female#"+strnpcinfo(2);
- mes "[Romantic Female]";
- mes "My sweetheart!!! I love you!!!";
- next;
- mes "[Romantic Male]";
- mes "Yes, thank you for sharing your SP! You are also tired, aren't you?";
- next;
- specialeffect EF_HEARTCASTING, AREA, "Romantic Male#"+strnpcinfo(2);
- emotion e_kis2, 0, "Romantic Male#"+strnpcinfo(2);
- mes "[Romantic Male]";
- mes "My sweetheart!! I love you!!!";
- next;
- emotion e_lv, 0, "Romantic Female#"+strnpcinfo(2);
- mes "[Romantic Female]";
- mes "Kia~ You are Coolest!!!";
- close;
-}
-
-izlude_a,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_a 4_F_SITDOWN
-izlude_b,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_b 4_F_SITDOWN
-izlude_c,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_c 4_F_SITDOWN
-izlude_d,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_d 4_F_SITDOWN
-
-// - Manufacturing Maniac
-// -----------------------------------------------------------------------------
-izlude,93,143,3 script Manufacturing Maniac#0 -1,{
- mes "[Manufacturing Maniac]";
- mes "Hi~! I am an Alchemist.";
- mes "It's one of the second jobs after Merchant.";
- next;
- mes "[Manufacturing Maniac]";
- mes "I am making a potion.";
- mes "I came to izlude to make potions at a quiet place.";
- mes "I feel that quiet places help to increase the rate of success.";
- mes "I am feeling good!";
- close;
-
- OnTimer30000:
- .@npc_potion = rand(1,2);
- if (.@npc_potion == 1) {
- emotion e_no1;
- specialeffect EF_PHARMACY_OK;
- } else {
- emotion e_omg;
- specialeffect EF_PHARMACY_FAIL;
- }
- end;
-
- OnTimer35000:
- stopnpctimer;
-
- OnInit:
- initnpctimer;
- end;
-}
-
-izlude_a,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#a 2_M_ALCHE
-izlude_b,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#b 2_M_ALCHE
-izlude_c,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#c 2_M_ALCHE
-izlude_d,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#d 2_M_ALCHE
-
-// - Repairing Blacksmith
-// -----------------------------------------------------------------------------
-izlude,147,131,5 script Repairing Blacksmith#0 4_F_JOB_BLACKSMITH,5,7,{
- mes "[Working Blacksmith]";
- mes "The guy sitting over there has been staring at Wagzak. I was told that only one knife is left after losing all weapons?";
- next;
- mes "[Working Blacksmith]";
- mes "He can use safe refining... I don't understand why he takes such risks.";
- close;
-
- OnTouch:
- specialeffect EF_REPAIRWEAPON;
- end;
-}
-
-izlude_a,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#a 4_F_JOB_BLACKSMITH,5,7
-izlude_b,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#b 4_F_JOB_BLACKSMITH,5,7
-izlude_c,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#c 4_F_JOB_BLACKSMITH,5,7
-izlude_d,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#d 4_F_JOB_BLACKSMITH,5,7
-
-// - Refining Maniac
-// -----------------------------------------------------------------------------
-izlude,148,122,5 script Refining Maniac#iz 4_M_SITDOWN,{
- mes "[Refining Maniac]";
- mes "Shh...! Be quiet.";
- mes "I am focusing on ^3131FFrefining^000000.";
- next;
- if(select("What is refining?", "Good luck.") == 2) {
- mes "[Refining Maniac]";
- mes "Come on.. Co..me on...!!";
- close;
- }
- mes "[Refining Maniac]";
- mes "Some equipment except some specific ones can be enhanced by ^3131FFrefining^000000.";
- next;
- mes "[Refining Maniac]";
- mes "Weapons get increased ^3131FFAttack Power^000000, so the more you refine them the stronger they become.";
- next;
- mes "[Refining Maniac]";
- mes "Each weapon level has a different refining safe point. So it's important to pay attention when refining.";
- mes "If you break it you lose it.";
- next;
- mes "[Refining Maniac]";
- mes "I'm trying to get to +10 right now... All my training is for this!";
- next;
- mes "[Refining Maniac]";
- mes "Please ask to the owner of refining, I have a important mission +10!";
- close;
-}
-
-izlude_a,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_a 4_M_SITDOWN
-izlude_b,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_b 4_M_SITDOWN
-izlude_c,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_c 4_M_SITDOWN
-izlude_d,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_d 4_M_SITDOWN
-
-// - Otter Samssoon
-// - Allows the player to change their hair style and color once.
-// -----------------------------------------------------------------------------
-iz_ac01,69,36,3 script Otter Samssoon#ac 4W_SAILOR,{
- mes "[Otter Samssoon]";
- mes "Welcome~";
- mes "I am Samssoon~! I am a royal hair designer otter sent to academy.";
- next;
- mes "[Otter Samssoon]";
- mes "If you take ^ff0000Criatura Hair Coupon^000000, they change your hairstyle for free! So do not miss this ^ff0000once in a lifetime^000000 chance~";
- next;
- switch(select("Read style book.", "Change hair style.", "How to get a coupon", "Stop.")) {
- case 1:
- mes "[Otter Samssoon]";
- mes "Oh my~ I am sure any hair style will suit you! You really have a good style~";
- mes "There are many styles so pick ^ff0000from page 1 to 19^000000.";
- mes "If you want to stop, say 0.";
- next;
- input .@style;
- if(.@style > 19) {
- mes "[Otter Samssoon]";
- mes "Oh my!!? Honey~ You can use a coupon for the hair style in here~";
- close;
- } else if(!.@style) {
- mes "[Otter Samssoon]";
- mes "Did you decide? Which style??";
- mes "I want to touch your hair with my hands~ Honey~";
- close;
- } else {
- callsub L_cutin, .@style;
- mes "[Otter Samssoon]";
- switch(.@style) {
- case 1:
- if(Sex) {
- mes "Oh my!!? 'Play Dead' cut?";
- mes "This looks neat and relaxed.. So popular style.";
- } else {
- mes "Oh my!!? 'First Aid' cut?";
- mes "This is and adorable style.";
- mes "I guess it looks good on you too!!";
- }
- break;
- case 2:
- if(Sex) {
- mes "Oh my!!? 'Two Handed Sword Mastery' cut?";
- mes "You... You know the famous D..? He has exactly the same style!";
- } else {
- mes "Oh my!!? 'Bash' cut?";
- mes "This style gives strong curls on both side hair.";
- }
- break;
- case 3:
- if(Sex) {
- mes "Oh my!!? 'Napalm Beat' cut?";
- mes "It has well arranges hair line that makes feel charisma.";
- } else {
- mes "Oh my!!? 'Frost Diver' cut?";
- mes "It is mysterious style that gives cold and warm feeling at the same time.";
- }
- break;
- case 4:
- if(Sex) {
- mes "Oh my!!? 'Double Strafe' cut?";
- mes "Natural hair is shaking by wind.. Clean and good feeling.";
- } else {
- mes "Oh my!!? 'Arrow Shower' cut?";
- mes "Cool and nice shaggy cut makes good style.";
- }
- break;
- case 5:
- if(Sex) {
- mes "Oh my!!? 'Angelus' cut?";
- mes "Calm and piety feeling.. Not boring style.";
- } else {
- mes "Oh my!!? 'Heal' cut?";
- mes "Feminine style give healing feeling.";
- }
- break;
- case 6:
- if(Sex) {
- mes "Oh my!!? 'Push Cart' cut?";
- mes "Big Kar is motivated for this style with a romance of a man.";
- } else {
- mes "Oh my!!? 'Vending' cut?";
- mes "Royal ladies like this style. Make good money style.";
- }
- break;
- case 7:
- if(Sex) {
- mes "Oh my!!? 'Envenom' cut?";
- mes "Tough style makes addicted.";
- } else {
- mes "Oh my!!? 'Double Attack' cut?";
- mes "Whoever will dash twice for this style.";
- mes "Ponytail is important.";
- }
- break;
- case 8:
- if(Sex) {
- mes "Oh my!!? 'Bowling Bash' cut?";
- mes "This style makes a nice guy to challenge.";
- mes "Just a giving a glance can steal the heart.";
- } else {
- mes "Oh my!!? 'Gloria' cut?";
- mes "This style is ultimately gorgeous and graceful.";
- }
- break;
- case 9:
- if(Sex) {
- mes "Oh my!!? 'Venom Dust' cut?";
- mes "This style has special ending line that looks fatal.";
- } else {
- mes "Oh my!!? 'SP Recovery' cut?";
- mes "This style has neat cutting that inspires.";
- }
- break;
- case 10:
- if(Sex) {
- mes "Oh my!!? 'Turn Undead' cut?";
- mes "This style is like a cold city man who is strong enough to kill a monster.";
- } else {
- mes "Oh my!!? 'Prepare Potion' cut?";
- mes "This style has a liquid medicine motive so it makes feel cure.";
- }
- break;
- case 11:
- if(Sex) {
- mes "Oh my!!? 'Dragonology' cut?";
- mes "This style is intelligent style of mysterious dragon.";
- } else {
- mes "Oh my!!? 'Grand Cross' cut?";
- mes "Well trimmed hair cut line gives trust.";
- }
- break;
- case 12:
- if(Sex) {
- mes "Oh my!!? 'Mace Mastery' cut?";
- mes "Look fresh and look neat with wax treatment.";
- } else {
- mes "Oh my!!? 'Intimidate' cut?";
- mes "This style is very familiar.";
- }
- break;
- case 13:
- if(Sex) {
- mes "Oh my!!? 'Thunder Storm' cut?";
- mes "This style has natural attractive perm which is like hitting by thunder storm.";
- } else {
- mes "Oh my!!? 'Spiritual Sphere";
- mes "Calm and a little bit looks like a boy cut draw attention.";
- }
- break;
- case 14:
- if(Sex) {
- mes "Oh my!!? 'Encore' cut?";
- mes "Rocker's favorite style.. Even the name itself..";
- } else {
- mes "Oh my!!? 'Gypsy's Kiss' cut?";
- mes "The hair.. Kind to everyone.. Neat and round hair line is very soft and charming.";
- }
- break;
- case 15:
- if(Sex) {
- mes "Oh my!!? 'Grimtooth' cut?";
- mes "The style with edge.";
- } else {
- mes "Oh my!!? 'Counter Attack' cut?";
- mes "It is the style that looks cold and arrogant. Hard to talk to..";
- mes "But might be nice to boyfriend..?";
- }
- break;
- case 16:
- if(Sex) {
- mes "Oh my!!? 'Blitz Beat' cut?";
- mes "It is the style my senior invented after he broke up with his girlfriends 5 times.";
- } else {
- mes "Oh my!!? 'Anke Snare' cut?";
- mes "It is killing style.. No one can take eyes off!";
- }
- break;
- case 17:
- if(Sex) {
- mes "Oh my!!? 'Find Ore' cut?";
- mes "This style seems to bring encounter or find unexpected things while walking on the street.";
- } else {
- mes "Oh my!!? 'Hammer Fall' cut?";
- mes "Stunning hair with attraction.";
- }
- break;
- case 18:
- if(Sex) {
- mes "Oh my!!? 'Fire Pillar' cut?";
- mes "Everyone used to have this hair style.. Which means that was a trend of an era.";
- } else {
- mes "Oh my!!? 'Jupitel Thunder'";
- mes "Fresh style by giving light waves on both side hairs.";
- }
- break;
- case 19:
- if(Sex) {
- mes "Oh my!!? 'Guillotine Fist'";
- mes "It is like one-shot style.. Like a real man. Right?";
- } else {
- mes "Oh my!!? 'Whirlwind' cut?";
- mes "It is cool style which flows with wind. Lah, lah, lah, lah ~";
- }
- break;
- }
- close2;
- cutin "", 255;
- end;
- }
- close;
- case 2:
- if(!countitem(6593)) {
- mes "[Otter Samssoon]";
- mes "Come on.. Honey~";
- mes "You should bring ^ff0000'Criatura Hair Coupon'^000000 for changing hair...";
- close;
- }
- mes "[Otter Samssoon]";
- mes "Honey~ What style do you want?";
- mes "You are totally my style. So I am very excited~~";
- mes "Pick the style from page 1 to 19.";
- next;
- input .@style;
- if(.@style > 19) {
- mes "[Otter Samssoon]";
- mes "Come on.. Honey~ You can use a coupon for the hair style in here~";
- close;
- } else if(!.@style) {
- mes "[Otter Samssoon]";
- mes "Oh my!!? You do not want to?";
- close;
- } else if(getlook(1) == .@style) {
- mes "[Otter Samssoon]";
- mes "Come on.. Honey~ That is the same style you have.";
- mes "Do you want to try something new?";
- close;
- }
- callsub L_cutin, .@style;
- mes "[Otter Samssoon]";
- mes "Style ("+.@style+")?";
- mes "It feels like this.. How is it?";
- next;
- if(select("Good.", "No.") == 1) {
- if(!getlook(6)) {
- mes "[Otter Samssoon]";
- mes "Right!";
- mes "Honey! What about dying hair as well?";
- mes "Dying hair also included in this service.";
- next;
- switch(select("Passionate Red:Sweet Yellow:Fatal Purple:Glamourous Orange:Comfortable Green:Clear Blue:Transparent White:Dark Black:Stop.")) {
- case 1:
- .@pallete = 8;
- break;
- case 2:
- .@pallete = 1;
- break;
- case 3:
- .@pallete = 2;
- break;
- case 4:
- .@pallete = 3;
- break;
- case 5:
- .@pallete = 4;
- break;
- case 6:
- .@pallete = 5;
- break;
- case 7:
- .@pallete = 6;
- break;
- case 8:
- .@pallete = 7;
- break;
- case 9:
- mes "[Otter Samssoon]";
- mes "No?";
- mes "Do you need more time? If you want to keep the same color, then select the same one.";
- close2;
- cutin "", 255;
- end;
- }
- }
- nude;
- mes "[Otter Samssoon]";
- mes "Relax, it is almost done~";
- next;
- mes "[Otter Samssoon]";
- mes "- Sha sha shak shak shak -";
- mes "- Chikak, crack, crack.. -";
- mes "- Snap, snap, snap.. Crack -";
- next;
- delitem 6593, 1; // Criatura_Hair_Coupon
- cutin "", 255;
- mes "[Otter Samssoon]";
- mes "Oh my! Oh my! Oh my!";
- mes "This hair style no.("+.@style+") suits to you looks good~";
- mes "What do you think?";
- setlook 1, .@style;
- setlook 6, .@pallete;
- next;
- mes "[Otter Samssoon]";
- mes "I want to take care of your style..";
- mes "But I have no choice to select customers because I belong to here.";
- next;
- mes "[Otter Samssoon]";
- mes "For changing to new style, ^ff0000Alberta or Lighthalzen^000000.";
- mes "For dying hair, ^ff0000Prontera or Lighthalzen^000000.";
- close;
- }
- mes "[Otter Samssoon]";
- mes "Honey~ You don't like it?";
- mes "Ahem.. Do you want to read style book again?";
- mes "Take your time and tell me when you decide~ Okay?~";
- close;
- case 3:
- mes "[Otter Samssoon]";
- mes "You can receive ^ff0000criatura hair coupon^000000 from ^ff0000academy receptionist for novice at academy front desk or eden group^000000";
- next;
- mes "[Otter Samssoon]";
- mes "They don't give you for free.. Well..";
- mes "The equipment you had received when you arrived at academy?";
- mes "They change ^ff0000egg shell for novice^000000 to coupon?";
- next;
- mes "[Otter Samssoon]";
- mes "This service has started since I came here. So.. No free service if you have no coupon~";
- close;
- case 4:
- mes "[Otter Samssoon]";
- mes "Oh my!!? Honey, you are not going to change hair?";
- mes "You look nice now rough style.";
- close;
- }
-
- L_cutin:
- if(Sex) {
- if(getarg(0) < 10)
- cutin "hair_m_0"+getarg(0),4;
- else
- cutin "hair_m_"+getarg(0),4;
- } else {
- if(getarg(0) < 10)
- cutin "hair_f_0"+getarg(0),4;
- else
- cutin "hair_f_"+getarg(0),4;
- }
- return;
-}
-
-iz_ac01_a,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_a 4W_SAILOR
-iz_ac01_b,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_b 4W_SAILOR
-iz_ac01_c,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_c 4W_SAILOR
-iz_ac01_d,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_d 4W_SAILOR
-
-// - Lady
-// -----------------------------------------------------------------------------
-iz_ac01,138,69,3 script Lady#ac 1_F_ORIENT_02,{
- mes "[Lady]";
- mes "^3377FF Is the east window enlightened? Pecopeco is singing.^000000";
- next;
- mes "[Lady]";
- mes "^3377FF Haven't the kids feeding Picky awaken yet?^000000";
- next;
- mes "[Lady]";
- mes "^3377FF When are you going to Morocc over the dessert?^000000";
- next;
- mes "[Lady]";
- mes "... Anonymous...";
- next;
- mes "[Lady]";
- mes "You have a pretty name... Anonymous... I am attacted by your work.";
- emotion e_lv;
- close;
-}
-
-iz_ac01_a,138,69,3 duplicate(Lady#ac) Lady#ac_a 1_F_ORIENT_02
-iz_ac01_b,138,69,3 duplicate(Lady#ac) Lady#ac_b 1_F_ORIENT_02
-iz_ac01_c,138,69,3 duplicate(Lady#ac) Lady#ac_c 1_F_ORIENT_02
-iz_ac01_d,138,69,3 duplicate(Lady#ac) Lady#ac_d 1_F_ORIENT_02
-
-// - Eclaire
-// -----------------------------------------------------------------------------
-iz_ac01,149,46,3 script Eclaire#ac 4_F_KAFRA7,{
- mes "[Eclaire]";
- mes "Cooking is caring!";
- close;
-}
-
-iz_ac01_a,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_a 4_F_KAFRA7
-iz_ac01_b,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_b 4_F_KAFRA7
-iz_ac01_c,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_c 4_F_KAFRA7
-iz_ac01_d,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_d 4_F_KAFRA7
-
-// - Mille Feuille
-// -----------------------------------------------------------------------------
-iz_ac01,150,50,3 script Mille Feuille#ac 4_F_KAFRA8,{
- emotion e_lv;
- mes "[Mille Feuille]";
- mes "Ahh. Hey is Sir. Orleons doing well?";
- close;
-}
-
-iz_ac01_a,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_a 4_F_KAFRA8
-iz_ac01_b,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_b 4_F_KAFRA8
-iz_ac01_c,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_c 4_F_KAFRA8
-iz_ac01_d,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_d 4_F_KAFRA8
-
-// - Chef
-// -----------------------------------------------------------------------------
-iz_ac01,160,50,3 script Chef#ac 4_F_GODEMOM,{
- mes "[Chef]";
- mes "Are you the new Criatura trainee?";
- mes "Then go look for Dacquoise.";
- next;
- mes "[Chef]";
- mes "I also learned from Sir. Charles Orleans.";
- mes "Everyone became happy from eating my meals.";
- next;
- mes "[Chef]";
- mes "Now it is my pleasure to feed the newbies of the Academy....";
- close;
-}
-
-iz_ac01_a,160,50,3 duplicate(Chef#ac) Chef#ac_a 4_F_GODEMOM
-iz_ac01_b,160,50,3 duplicate(Chef#ac) Chef#ac_b 4_F_GODEMOM
-iz_ac01_c,160,50,3 duplicate(Chef#ac) Chef#ac_c 4_F_GODEMOM
-iz_ac01_d,160,50,3 duplicate(Chef#ac) Chef#ac_d 4_F_GODEMOM
-
-// - Hungry Trainee
-// -----------------------------------------------------------------------------
-iz_ac01,159,32,3 script Hungry Trainee#ac 4_M_SIT_NOVICE,{
- mes "[Hungry Trainee]";
- mes "Wonder when my order will get taken... it's already been an hour...";
- mes "Look at the helpers lingering on the side...";
- next;
- emotion e_an, 0, "Scholarship Trainee#"+strnpcinfo(2);
- mes "[Scholarship Trainee]";
- mes "Ugh... this guy...";
- mes "I already told you eight hundred times! It's buffet style! Ah!";
- next;
- mes "[Hungry Trainee]";
- mes "Buffet? What's that? Can you eat it?";
- mes "You look down on me because I'm from the country, don't you?";
- next;
- emotion e_ag;
- mes "[Hungry Trainee]";
- mes "Don't tell me it's not difficult to understand! Explain it to me!";
- close;
-}
-
-iz_ac01_a,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_a 4_M_SIT_NOVICE
-iz_ac01_b,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_b 4_M_SIT_NOVICE
-iz_ac01_c,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_c 4_M_SIT_NOVICE
-iz_ac01_d,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_d 4_M_SIT_NOVICE
-
-// - Scholarship Trainee
-// -----------------------------------------------------------------------------
-iz_ac01,164,36,3 script Scholarship Trainee#ac 1_F_PUBGIRL,{
- mes "[Scholarship Trainee]";
- mes "I've worked at many different places, but this place is the strangest.";
- close;
-}
-
-iz_ac01_a,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_a 1_F_PUBGIRL
-iz_ac01_b,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_b 1_F_PUBGIRL
-iz_ac01_c,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_c 1_F_PUBGIRL
-iz_ac01_d,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_d 1_F_PUBGIRL
-
-// - Broke Trainee
-// -----------------------------------------------------------------------------
-iz_ac01,133,34,5 script Broke Trainee#ac 4_M_SITDOWN,{
- mes "[Broke Trainee]";
- mes "Since the prices have risen I try to get my belly full at every chance I get.";
- next;
- mes "[Broke Trainee]";
- mes "It's been 21 hours since I've been here.";
- mes "It's a buffet so you can eat without time limit.";
- next;
- mes "[Broke Trainee]";
- mes "Eat and digest, eat and digest, heh.";
- mes "Do you want to join?";
- close;
-}
-
-iz_ac01_a,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_a 4_M_SITDOWN
-iz_ac01_b,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_b 4_M_SITDOWN
-iz_ac01_c,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_c 4_M_SITDOWN
-iz_ac01_d,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_d 4_M_SITDOWN
-
-// - Noisy Trainee
-//-----------------------------------------------------------------------------
-iz_ac02,152,79,3 script Noisy Trainee#ac 4_M_HUBOY,{
- if (Class == Job_Novice) {
- mes "[Noisy Trainee]";
- mes "Hey, do you know about the gunslinger's own weapon?";
- next;
- if(select("Don't know", "Know") == 2) {
- mes "[Noisy Trainee]";
- mes "Cha, yeah right!";
- close;
- }
- mes "[Noisy Trainee]";
- mes "I guessed you were.";
- next;
- mes "[Noisy Trainee]";
- mes "Gunslinger handles 5 kinds of guns and each gun has its own character.";
- next;
- select("What character?");
- mes "[Noisy Trainee]";
- mes "Hahahaha~ I am also taking the lesson, but I don't know the details as I haven't become a gunslinger.";
- next;
- mes "[Noisy Trainee]";
- mes "I heard that as it was a dangerous weapon they don't let us use them yet!";
- close;
- } else if (Class == Job_Gunslinger) {
- mes "[Noisy Trainee]";
- mes "Oh Mr. gunslinger!! Nice.";
- close;
- } else {
- mes "[Noisy Trainee]";
- mes "What? Why did you take the other job rather than being a nice gunslinger?";
- close;
- }
-}
-
-iz_ac02_a,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_a 4_M_HUBOY
-iz_ac02_b,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_b 4_M_HUBOY
-iz_ac02_c,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_c 4_M_HUBOY
-iz_ac02_d,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_d 4_M_HUBOY
-
-// - Quiet Trainee
-// -----------------------------------------------------------------------------
-iz_ac02,143,77,3 script Quite Trainee#ac 4_F_KID2,{
- if (Class == Job_Novice) {
- mes "[Quiet Trainee]";
- switch(rand(1, 5)) {
- case 1:
- mes "Are you coming to take the lesson for gunslinger?";
- break;
- case 2:
- mes "Ms. Lusa really looks pretty.";
- break;
- case 3:
- mes "I wish to be a gunslinger, like her.";
- break;
- case 4:
- mes "I hope I finish my lessons soon!";
- break;
- case 5:
- mes "Learning is too difficult...";
- break;
- }
- close;
- } else if (Class == Job_Gunslinger) {
- mes "[Quiet Trainee]";
- mes "You are a gunslinger? You look great! I want to become a gunslinger......";
- close;
- } else {
- mes "[Quiet Trainee]";
- mes "Desperado is the bullet... Blable... Ranged attack... Physics....";
- next;
- mes "You can't hear her clearly because of her small voice.";
- close;
- }
-}
-
-iz_ac02_a,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_a 4_F_KID2
-iz_ac02_b,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_b 4_F_KID2
-iz_ac02_c,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_c 4_F_KID2
-iz_ac02_d,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_d 4_F_KID2
-
-// - Frightened Trainee
-// -----------------------------------------------------------------------------
-iz_ac02,159,79,7 script Frightened Trainee#ac 4_F_HUGIRL,{
- mes "[Frightened Trainee]";
- mes "That man looks too scary.";
- close;
-}
-
-iz_ac02_a,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_a 4_F_HUGIRL
-iz_ac02_b,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_b 4_F_HUGIRL
-iz_ac02_c,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_c 4_F_HUGIRL
-iz_ac02_d,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_d 4_F_HUGIRL
-
-// - Ragie
-// - Teaches the player about Transcendent and Third classes.
-// -----------------------------------------------------------------------------
-iz_ac02,149,43,3 script Ragie#ac 1_M_BARD,{
- mes "[Ragie]";
- mes "A sudden poetic inspiration hit me!";
- next;
- mes "[Ragie]";
- mes "^3377FFIn the night of the Byalan Island under the moonlight, sitting alone in Izlude^000000";
- next;
- mes "[Ragie]";
- mes "^3377FFWearing Tzurugie on my belly, in the deep anxiety,^000000";
- next;
- mes "[Ragie]";
- mes "^3377FFHearing I made a fortune from somewhere, killing me softly.^000000";
- next;
- mes "[Ragie]";
- mes "........";
- next;
- mes "[Ragie]";
- mes "How about it? It is excellent, isn't it?";
- next;
- mes "[Ragie]";
- mes "I will ^FF0000transcend ^000000 and ^FF00003rd job change^000000. Become a nice Minstrel, I can play with a famous Wanderer like Mr. Igoo.";
- next;
- while (1) {
- switch(select("What is transcending?", "What is the 3rd job change?", "Who is Igoo?", "End Conversation")) {
- case 1:
- if (ADVJOB != 0) {
- mes "[Ragie]";
- mes "You seem to already know what it is!";
- next;
- } else {
- mes "[Ragie]";
- mes "Transcending is great. Very great.";
- next;
- mes "[Ragie]";
- mes "Basically the 2nd job adventurer gains the base level 99 and job level 50, on then can that person transcend.";
- next;
- mes "[Ragie]";
- mes "Once you transcend, you can go back to the base level Novice.";
- next;
- mes "[Ragie]";
- mes "It is very hard to start your adventure again. However, there is a merit to the hardship.";
- next;
- mes "[Ragie]";
- mes "The most important merit is to learn new skills at a new upgraded level. In my case, I could transfer to not an ordinary Bard but a Minstrel.";
- next;
- mes "[Ragie]";
- mes "Indeed, be careful as you can only follow the way of the job you chose before transcending.";
- next;
- mes "[Ragie]";
- mes "If you are interested in transcending, recommend you visit the Sage castle in ^FF0000Juno^000000. I may be far behind for it.";
- next;
- }
- break;
- case 2:
- if (BaseLevel > 99) {
- mes "[Ragie]";
- mes "Oh, you know very well, don't you?";
- next;
- } else {
- mes "[Ragie]";
- mes "The 3rd job change is obviously a new job.";
- next;
- mes "[Ragie]";
- mes "Adventurers with the 2nd job or can be transferred to the 3rd job class once gaining the base level 99 and the job level more than 50.";
- next;
- mes "[Ragie]";
- mes "For example, a Bard like me was an Archer in the beginning. Now I became a Bard. As I am diligently adventuring, I may be able to change jobs to a third job.";
- next;
- mes "[Ragie]";
- mes "Ah, of course, though I don't make transfer, I could be Minstrel as my final target. However, I won't compromise with the reality. Someday I will be the best Minstrel.";
- next;
- mes "[Ragie]";
- mes "So, if you transfer, you could first be Novice and be a Bard. But someday I could be Minstrel, couldn't I?";
- next;
- mes "[Ragie]";
- mes "Choice is always on you. Be ambitious, adventurer. Someday I will sing an encouraging song for you.";
- next;
- }
- break;
- case 3:
- mes "[Ragie]";
- mes "No! You don't know the most beautiful girl Wanderer Igoo in this era?";
- next;
- mes "[Ragie]";
- mes "Haven't you heard about [Volume 1 - Lost Poring] or [Volume 2 : Poring my love]?";
- next;
- mes "[Ragie]";
- mes "Then, have you never heard the songs like [It's a Good day for an OCA] or [Baphomet I hardly knew you]";
- next;
- mes "[Ragie]";
- mes "A beautiful Wanderer from Comodo at the age of 20. Not only Midgard but also wherever her wandering troupe goes, a fan club follows.";
- next;
- mes "[Ragie]";
- mes "I am ^FF0000Ragie^000000 in charge with the Rune Midgard branch head of Igoo's informal fan club! As Igoo has gone to the 2nd world, I am taking a rest for a while. But she will be back soon.";
- next;
- mes "[Ragie]";
- mes "As I am still a low level of adventurer, I haven't followed her to the 2nd world... See! I will make great efforts and follow her everywhere.";
- next;
- mes "[Ragie]";
- mes "Ahaa. No sweat no sweat. It is useless to tell such a story to those ignorant.";
- next;
- break;
- case 4:
- mes "[Ragie]";
- mes "Ah! I happened to come up with another great poetic inspiration.. Take a memo.. Memo..";
- close;
- }
- }
-}
-
-iz_ac02_a,149,43,3 duplicate(Ragie#ac) Ragie#ac_a 1_M_BARD
-iz_ac02_b,149,43,3 duplicate(Ragie#ac) Ragie#ac_b 1_M_BARD
-iz_ac02_c,149,43,3 duplicate(Ragie#ac) Ragie#ac_c 1_M_BARD
-iz_ac02_d,149,43,3 duplicate(Ragie#ac) Ragie#ac_d 1_M_BARD
-
-// - Lady Harvesting Herbs
-// -----------------------------------------------------------------------------
-pay_fild08,153,83,1 script Lady Harvesting Herbs#2 1_F_ORIENT_02,{
- mes "[Lady]";
- mes "There is a town called Payon to the east. Taking a long way to the south, you can even reach Alberta.";
- next;
- mes "[Lady]";
- mes "Payon is the wonderful city. There you can be transferred to an Archer or to a Taekwon. And a nice Dungeon there. If you have time, please make a visit.";
- emotion e_heh;
- close;
-}
-
-// - Signs
-// -----------------------------------------------------------------------------
-- script ::ac_board -1,{
- end;
-}
-
-iz_ac01,93,76,5 duplicate(ac_board) [Armory]#ac 2_BULLETIN_BOARD
-iz_ac01_a,93,76,5 duplicate(ac_board) [Armory]#ac_a 2_BULLETIN_BOARD
-iz_ac01_b,93,76,5 duplicate(ac_board) [Armory]#ac_b 2_BULLETIN_BOARD
-iz_ac01_c,93,76,5 duplicate(ac_board) [Armory]#ac_c 2_BULLETIN_BOARD
-iz_ac01_d,93,76,5 duplicate(ac_board) [Armory]#ac_d 2_BULLETIN_BOARD
-
-iz_ac01,106,76,3 duplicate(ac_board) [Library]#ac 2_BULLETIN_BOARD
-iz_ac01_a,106,76,3 duplicate(ac_board) [Library]#ac_a 2_BULLETIN_BOARD
-iz_ac01_b,106,76,3 duplicate(ac_board) [Library]#ac_b 2_BULLETIN_BOARD
-iz_ac01_c,106,76,3 duplicate(ac_board) [Library]#ac_c 2_BULLETIN_BOARD
-iz_ac01_d,106,76,3 duplicate(ac_board) [Library]#ac_d 2_BULLETIN_BOARD
-
-iz_ac01,106,44,3 duplicate(ac_board) [Cafeteria]#ac 2_BULLETIN_BOARD
-iz_ac01_a,106,44,3 duplicate(ac_board) [Cafeteria]#ac_a 2_BULLETIN_BOARD
-iz_ac01_b,106,44,3 duplicate(ac_board) [Cafeteria]#ac_b 2_BULLETIN_BOARD
-iz_ac01_c,106,44,3 duplicate(ac_board) [Cafeteria]#ac_c 2_BULLETIN_BOARD
-iz_ac01_d,106,44,3 duplicate(ac_board) [Cafeteria]#ac_d 2_BULLETIN_BOARD
-
-iz_ac01,93,44,5 duplicate(ac_board) [Dispensary]#ac 2_BULLETIN_BOARD
-iz_ac01_a,93,44,5 duplicate(ac_board) [Dispensary]#ac_a 2_BULLETIN_BOARD
-iz_ac01_b,93,44,5 duplicate(ac_board) [Dispensary]#ac_b 2_BULLETIN_BOARD
-iz_ac01_c,93,44,5 duplicate(ac_board) [Dispensary]#ac_c 2_BULLETIN_BOARD
-iz_ac01_d,93,44,5 duplicate(ac_board) [Dispensary]#ac_d 2_BULLETIN_BOARD
-
-iz_ac01,103,89,3 duplicate(ac_board) [Great Hall]#ac 2_BULLETIN_BOARD
-iz_ac01_a,103,89,3 duplicate(ac_board) [Great Hall]#ac_a 2_BULLETIN_BOARD
-iz_ac01_b,103,89,3 duplicate(ac_board) [Great Hall]#ac_b 2_BULLETIN_BOARD
-iz_ac01_c,103,89,3 duplicate(ac_board) [Great Hall]#ac_c 2_BULLETIN_BOARD
-iz_ac01_d,103,89,3 duplicate(ac_board) [Great Hall]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,98,170,5 duplicate(ac_board) [Merchant Classroom]#2 2_BULLETIN_BOARD
-iz_ac02_a,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_a 2_BULLETIN_BOARD
-iz_ac02_b,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_b 2_BULLETIN_BOARD
-iz_ac02_c,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_c 2_BULLETIN_BOARD
-iz_ac02_d,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_d 2_BULLETIN_BOARD
-
-iz_ac02,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2 2_BULLETIN_BOARD
-iz_ac02_a,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_a 2_BULLETIN_BOARD
-iz_ac02_b,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_b 2_BULLETIN_BOARD
-iz_ac02_c,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_c 2_BULLETIN_BOARD
-iz_ac02_d,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_d 2_BULLETIN_BOARD
-
-iz_ac02,98,140,5 duplicate(ac_board) [Thief Classroom]#ac 2_BULLETIN_BOARD
-iz_ac02_a,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_a 2_BULLETIN_BOARD
-iz_ac02_b,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_b 2_BULLETIN_BOARD
-iz_ac02_c,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_c 2_BULLETIN_BOARD
-iz_ac02_d,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac 2_BULLETIN_BOARD
-iz_ac02_a,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_a 2_BULLETIN_BOARD
-iz_ac02_b,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_b 2_BULLETIN_BOARD
-iz_ac02_c,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_c 2_BULLETIN_BOARD
-iz_ac02_d,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,98,110,5 duplicate(ac_board) [Archer Classroom]#ac 2_BULLETIN_BOARD
-iz_ac02_a,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_a 2_BULLETIN_BOARD
-iz_ac02_b,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_b 2_BULLETIN_BOARD
-iz_ac02_c,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_c 2_BULLETIN_BOARD
-iz_ac02_d,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,109,110,3 duplicate(ac_board) [Mage Classroom]#ac 2_BULLETIN_BOARD
-iz_ac02_a,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_a 2_BULLETIN_BOARD
-iz_ac02_b,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_b 2_BULLETIN_BOARD
-iz_ac02_c,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_c 2_BULLETIN_BOARD
-iz_ac02_d,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2 2_BULLETIN_BOARD
-iz_ac02_a,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_a 2_BULLETIN_BOARD
-iz_ac02_b,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_b 2_BULLETIN_BOARD
-iz_ac02_c,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_c 2_BULLETIN_BOARD
-iz_ac02_d,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_d 2_BULLETIN_BOARD
-
-iz_ac02,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#0 2_BULLETIN_BOARD
-iz_ac02_a,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#a 2_BULLETIN_BOARD
-iz_ac02_b,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#b 2_BULLETIN_BOARD
-iz_ac02_c,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#c 2_BULLETIN_BOARD
-iz_ac02_d,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#d 2_BULLETIN_BOARD
-
-iz_ac02,98,50,5 duplicate(ac_board) [Swordman Classroom]#2 2_BULLETIN_BOARD
-iz_ac02_a,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_a 2_BULLETIN_BOARD
-iz_ac02_b,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_b 2_BULLETIN_BOARD
-iz_ac02_c,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_c 2_BULLETIN_BOARD
-iz_ac02_d,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_d 2_BULLETIN_BOARD
-
-iz_ac02,109,50,3 duplicate(ac_board) [Lounge]#ac 2_BULLETIN_BOARD
-iz_ac02_a,109,50,3 duplicate(ac_board) [Lounge]#ac_a 2_BULLETIN_BOARD
-iz_ac02_b,109,50,3 duplicate(ac_board) [Lounge]#ac_b 2_BULLETIN_BOARD
-iz_ac02_c,109,50,3 duplicate(ac_board) [Lounge]#ac_c 2_BULLETIN_BOARD
-iz_ac02_d,109,50,3 duplicate(ac_board) [Lounge]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,107,180,3 duplicate(ac_board) [Principal's Office]#a 2_BULLETIN_BOARD
-iz_ac02_a,107,180,3 duplicate(ac_board) [Principal's Office]#aa 2_BULLETIN_BOARD
-iz_ac02_b,107,180,3 duplicate(ac_board) [Principal's Office]#ab 2_BULLETIN_BOARD
-iz_ac02_c,107,180,3 duplicate(ac_board) [Principal's Office]#ac 2_BULLETIN_BOARD
-iz_ac02_d,107,180,3 duplicate(ac_board) [Principal's Office]#ad 2_BULLETIN_BOARD
-
-
-// =============================================================================
-// = Job NPCs
-// =============================================================================
-
-//= Cream Puff
-//= Gives the player a personality test to determine the class they should be.
-//==============================================================================
-iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{
- cutin "choucream_n.bmp", 2;
- if (Class == Job_Novice) {
- emotion e_what;
- mes "[Cream Puff]";
- mes "You are a novice? right?";
- next;
- } else {
- emotion e_sigh;
- mes "[Cream Puff]";
- mes "Class aptitude test is nonsense for those who already have a job.";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Cream Puff]";
- mes "You haven't decided your job yet?";
- next;
- if(select("No... how did you know?", "I decided.") == 2) {
- cutin "choucream_d.bmp",2;
- emotion e_sigh;
- mes "[Cream Puff]";
- mes "Have you already decided? Ok then.";
- next;
- mes "[Cream Puff]";
- mes "I wanted you to take the Class aptitude test for fun...";
- close2;
- cutin "", 255;
- end;
- }
- cutin "choucream_e.bmp",2;
- emotion e_flash;
- mes "[Cream Puff]";
- mes "Oh, that is good.";
- mes "What is the ^0000FFClass aptitude test^000000.";
- mes "I have one book left. Do you want to try? I won't say it will be help for sure but it will be fun.";
- next;
- while(1) {
- switch(select("Class aptitude test?", "Take the Class aptitude test.", "stop.")) {
- case 1:
- cutin "choucream_n.bmp",2;
- mes "[Cream Puff]";
- mes "The Class aptitude test is a test for recommending jobs by reviewing your personality and capability with the answers.";
- next;
- mes "[Cream Puff]";
- mes "It has 3 types of test and each one give 30 minutes to finish.";
- next;
- emotion e_what;
- mes "[Cream Puff]";
- mes "If you have free time and have not decided your job... how about taking this test?";
- next;
- continue;
- case 2:
- break;
- case 3:
- cutin "choucream_d.bmp",2;
- emotion e_pif;
- mes "[Cream Puff]";
- mes "All right. Good bye.";
- close2;
- cutin "", 255;
- end;
- }
- break;
- }
- cutin "choucream_e.bmp",2;
- mes "[Cream Puff]";
- mes "Shall we start?";
- next;
- mes "[Cream Puff]";
- mes "The first type of question is about taking an action for a given situation.";
- next;
- mes "In the middle of the dark, you're walking on the street of Prontera when suddenly you hear someone scream.";
- next;
- mes "'Aaaahh!! Don't hurt me ~'";
- next;
- mes "You run to the place and see someone surrounded by punks. Because of your sudden appearace, the punks are surprised.";
- next;
- mes "What would be your reaction to this situation?";
- next;
- switch(select("Fight against the punks", "Cast Magic.", "Call for Guards.", "Throw rocks at them.")) {
- case 1:
- .@question_01$ = "You subdue them easily.";
- .@swordman_p = .@swordman_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- .@ninja_p = .@ninja_p + 1;
- break;
- case 2:
- .@question_01$ = "You cast a spell on them.";
- .@magician_p = .@magician_p + 1;
- break;
- case 3:
- .@question_01$ = "You call for help and Guards come to your aid.";
- .@acolyte_p = .@acolyte_p + 1;
- break;
- case 4:
- .@question_01$ = "You skillfully throw rocks at the punks.";
- .@archer_p = .@archer_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- break;
- }
- mes ""+.@question_01$+"";
- next;
- mes "After clear up the mess, you approach the person who was being attacked.";
- mes "Do you think the person who was surrounded by punks is a man or a woman?";
- next;
- if(select("Man", "Woman") == 1) {
- .@question_02_01$ = "he";
- .@question_02_02$ = "son";
- } else {
- .@question_02_01$ = "she";
- .@question_02_02$ = "daughter";
- }
- mes "The situation of encountering the gangs were like this";
- next;
- mes "You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family";
- next;
- mes "What kind of errand was he doing?";
- next;
- switch(select("Delivering an important object", "Deliver a small souvenir", "Deliver a message")) {
- case 1:
- .@swordman_p = .@swordman_p + 1;
- .@archer_p = .@archer_p + 1;
- .@magician_p = .@magician_p + 1;
- break;
- case 2:
- .@thief_p = thief_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- break;
- case 3:
- .@acolyte_p = .@acolyte_p + 1;
- break;
- }
- mes "For your bravery, "+.@question_02_01+" becomes your friend and decides to go on a trip.";
- mes "Where is "+.@question_02_01+" going?";
- next;
- switch(select("Capital city, Prontera", "Mountain city, Payon", "Port city, Alberta", "Magic city, Geffen", "Satelite city, Izlude", "Desert city, Morocc", "Industrial city, Einbroch", "World of natural life, Amatsu", "Garden city, Hugel")) {
- case 1:
- .@acolyte_p = .@acolyte_p + 1;
- break;
- case 2:
- .@taekwon_p = .@taekwon_p + 1;
- break;
- case 3:
- .@merchant_p = .@merchant_p + 1;
- break;
- case 4:
- .@magician_p = .@magician_p + 1;
- break;
- case 5:
- .@swordman_p = .@swordman_p + 1;
- break;
- case 6:
- .@thief_p = .@thief_p + 1;
- break;
- case 7:
- .@gunslinger_p = .@gunslinger_p + 1;
- break;
- case 8:
- .@ninja_p = .@ninja_p + 1;
- break;
- case 9:
- .@archer_p = .@archer_p + 1;
- break;
- }
- mes "You're having a great time. Do you feel like something will be happening or not?";
- next;
- if(select("Happening:Not happening.") == 1) {
- .@thief_p = .@thief_p + 1;
- .@swordman_p = .@swordman_p + 1;
- .@ninja_p = .@ninja_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- .@magician_p = .@magician_p + 1;
- .@thief_p = .@thief_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@merchant_p = .@merchant_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- mes "[Cream Puff]";
- mes "Now for the second test. Choose the best answer in your own opinion.";
- next;
- mes "[Cream Puff]";
- mes "2nd type of question is to select a word or sentence which is closest to yourself.";
- next;
- switch(select("Study", "Exercise", "Service", "Violence")) {
- case 1:
- .@magician_p = .@magician_p + 1;
- break;
- case 2:
- .@thief_p = .@thief_p + 1;
- .@swordman_p = .@swordman_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- break;
- case 3:
- .@acolyte_p = .@acolyte_p + 1;
- break;
- case 4:
- .@thief_p = .@thief_p + 1;
- .@ninja_p = .@ninja_p + 1;
- break;
- }
- if(select("Change", "Preservation") == 1) {
- .@magician_p = .@magician_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- }
- switch(select("Consumer", "Seller", "Producer")) {
- case 1:
- .@swordman_p = .@swordman_p + 1;
- .@thief_p = .@thief_p + 1;
- .@acolyte_p = .@acolyte_p + 1;
- .@archer_p = .@archer_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- break;
- case 2:
- .@merchant_p = .@merchant_p + 1;
- break;
- case 3:
- .@magician_p = .@magician_p + 1;
- break;
- }
- if(select("Speedy", "Cautious") == 1) {
- .@thief_p = .@thief_p + 1;
- .@ninja_p = .@ninja_p + 1;
- } else {
- .@archer_p = .@archer_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- if(select("Theory", "Experience") == 1) {
- .@magician_p = .@magician_p + 1;
- } else {
- .@swordman_p = .@swordman_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- }
- mes "[Cream Puff]";
- mes "2nd type of question is done. It was simple. Right ? Let's move to next.";
- next;
- mes "[Cream Puff]";
- mes "Now for the third test. Please choose (Yes) or (No) to each question.";
- next;
- mes "Do you always pick up money that you find on the ground?";
- next;
- if(select("Yes", "No") == 1) {
- .@merchant_p = .@merchant_p + 1;
- .@ninja_p = .@ninja_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- }
- mes "If you had the same name as someone of the opposite sex, would that make you less attracted to them?";
- next;
- if(select("Yes", "No") == 1) {
- .@ninja_p = .@ninja_p + 1;
- .@archer_p = .@archer_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- mes "Do you like to be able to carry a lot of items at once?";
- next;
- if(select("Yes", "No") == 1) {
- .@swordman_p = .@swordman_p + 1;
- .@merchant_p = .@merchant_p + 1;
- } else {
- .@magician_p = .@magician_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- }
- mes "Do you like to read books?";
- next;
- if(select("Yes", "No") == 1) {
- .@taekwon_p = .@taekwon_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }else {
- .@ninja_p = ninja_p + 1;
- .@merchant_p = .@merchant_p + 1;
- }
- mes "You read everything in a magazine?";
- next;
- if(select("Yes", "No") == 1) {
- .@magician_p = .@magician_p + 1;
- } else {
- .@archer_p = archer_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- mes "Do you take the time to worry about what you are wearing?";
- next;
- if(select("Yes", "No") == 1) {
- .@merchant_p = .@merchant_p + 1;
- .@ninja_p = .@ninja_p + 1;
- } else {
- .@swordman_p = .@swordman_p + 1;
- .@thief_p = .@thief_p + 1;
- }
- mes "Do you tell others what kind of fancy foods you've eaten recently?";
- next;
- if(select("Yes", "No") == 1) {
- .@thief_p = .@thief_p + 1;
- .@swordman_p = .@swordman_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- }
- mes "Do you write things down in a notebook often?";
- next;
- if(select("Yes", "No") == 1) {
- .@magician_p = .@magician_p + 1;
- .@merchant_p = .@merchant_p + 1;
- } else {
- .@thief_p = .@thief_p + 1;
- .@archer_p = .@archer_p + 1;
- }
- mes "Do you consider yourself attractive?";
- next;
- if(select("Yes", "No") == 1) {
- .@ninja_p = .@ninja_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@swordman_p = .@swordman_p + 1;
- }
- mes "Do you like to be in areas where a lot of people gather?";
- next;
- if(select("Yes", "No") == 1) {
- .@acolyte_p = .@acolyte_p + 1;
- .@swordman_p = .@swordman_p + 1;
- } else {
- .@archer_p = .@archer_p + 1;
- .@ninja_p = .@ninja_p + 1;
- }
- mes "Do you like the idea of living a single life?";
- next;
- if(select("Yes", "No") == 1) {
- .@thief_p = .@thief_p + 1;
- .@ninja_p = .@ninja_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- }
- mes "Do you like to keep your distance from others?";
- next;
- if(select("Yes", "No") == 1) {
- .@gunslinger_p = .@gunslinger_p + 1;
- .@archer_p = .@archer_p + 1;
- } else {
- .@taekwon_p = .@taekwon_p + 1;
- }
- mes "Do you think that having a good hiding space is important in battle?";
- next;
- if(select("Yes", "No") == 1) {
- .@magician_p = .@magician_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- .@archer_p = .@archer_p + 1;
- } else {
- .@taekwon_p = .@taekwon_p + 1;
- .@magician_p = .@magician_p + 1;
- }
- mes "Would you defend your friend even if you knew they were wrong?";
- next;
- if(select("Yes", "No") == 1) {
- .@swordman_p = .@swordman_p + 1;
- } else {
- .@thief_p = .@thief_p + 1;
- .@ninja_p = .@ninja_p + 1;
- }
- mes "Would you try to convince an enemy not to fight you with logic?";
- next;
- if(select("Yes", "No") == 1) {
- .@archer_p = .@archer_p + 1;
- .@merchant_p = .@merchant_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@archer_p = .@archer_p + 1;
- }
- mes "Can you sit still in the same place for a long time?";
- next;
- if(select("Yes", "No") == 1) {
- .@taekwon_p = .@taekwon_p + 1;
- .@thief_p = .@thief_p + 1;
- } else {
- .@archer_p = .@archer_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- mes "Do you think that you can take a punch straight to the gut from an Orc?";
- next;
- if(select("Yes", "No") == 1) {
- .@swordman_p = .@swordman_p + 1;
- .@merchant_p = .@merchant_p + 1;
- } else {
- .@magician_p = .@magician_p + 1;
- .@thief_p = .@thief_p + 1;
- }
- mes "Do you make up nicknames for your friends?";
- next;
- if(select("Yes", "No") == 1) {
- .@gunslinger_p = .@gunslinger_p + 1;
- .@archer_p = .@archer_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- mes "Do you always have a plan B for various situations?";
- next;
- if(select("Yes", "No") == 1) {
- .@thief_p = .@thief_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- } else {
- .@gunslinger_p = .@gunslinger_p + 1;
- .@merchant_p = .@merchant_p + 1;
- }
- mes "I think about something else while talking to others.";
- next;
- if(select("Yes", "No") == 1) {
- .@magician_p = .@agician_p + 1;
- } else {
- .@ninja_p = .@ninja_p + 1;
- .@archer_p = .@archer_p + 1;
- }
- mes "[Cream Puff]";
- mes "Class aptitude test is finished with 1,2 and 3rd test. Please wait for a moment.";
- next;
- cutin "choucream_d.bmp",2;
- mes "[Cream Puff]";
- mes "It requires to manually calculate as you know.";
- next;
- setarray .@points[0],.@swordman_p,.@magician_p,.@archer_p,.@merchant_p,.@thief_p,.@acolyte_p,.@taekwon_p,.@gunslinger_p,.@ninja_p;
- .@max = .@points[0];
- for(.@i = 1; .@i < 9; .@i = .@i+1) {
- if(.@points[.@i] >= .@max) {
- .@max = .@points[.@i];
- .@ele = .@i;
- }
- }
- set .@who_job, .@ele + 1;
- mes "[Cream Puff]";
- mes "All right!!!! It's done!!!!!!!!";
- next;
- cutin "choucream_e.bmp", 2;
- mes "[Cream Puff]";
- mes "Finished calculating. Math is always difficult.";
- next;
- mes "[Cream Puff]";
- mes "According to the Class aptitude test!";
- next;
- mes "[Cream Puff]";
- if (.@who_job == 1) {
- .@job_name$ = "Swordman";
- mes "The one who wants to be a hero with stong belief and wants to influence on the world.";
- next;
- mes "[Cream Puff]";
- mes "The one who wants to protect the weak.";
- } else if (.@who_job == 2) {
- .@job_name$ = "Mage";
- mes "The one who is curious about knowing everything and independently work alone.";
- next;
- mes "[Cream Puff]";
- mes "the one who has good judgement, not out-going, analyzing and insightful and likes to observe...";
- } else if (.@who_job == 3) {
- .@job_name$ = "Archer";
- mes "The one who is romantic and understands the feeling of others and tries to be understood by others as well.";
- next;
- mes "[Cream Puff]";
- mes "The one who wants to spend time finding out who they are.";
- } else if (.@who_job == 4) {
- .@job_name$ = "Merchant";
- mes "the one who is good at reading the mind of others and is decisive.";
- next;
- mes "[Cream Puff]";
- mes "the one who is strongly interested in achieving and target-driving and responsible.";
- } else if (.@who_job == 5) {
- .@job_name$ = "Thief";
- mes "The one who wants to have fun is optimistic who loves adventure.";
- next;
- mes "[Cream Puff]";
- mes "The one who wants to find out something exciting and wants to donate to the world in his own way.";
- } else if (.@who_job == 6) {
- .@job_name$ = "Acolyte";
- mes "The one who has a great heart to help others and understand.";
- next;
- mes "[Cream Puff]";
- mes "The one who wants to be loved and wants to care for others.";
- } else if (.@who_job == 7) {
- .@job_name$ = "Taekwon boy/girl";
- mes "the one who has sound mind from right training.";
- next;
- mes "[Cream Puff]";
- mes "The one who tries hard everyday with certain belief and tries to make people understand.";
- } else if (.@who_job == 8) {
- .@job_name$ = "Gunslinger";
- mes "The one who is called as a justice giver but also gives chaos and fear.";
- next;
- mes "[Cream Puff]";
- mes "The one who tries to balance between justice and chaos.";
- } else if (.@who_job == 9) {
- .@job_name$ = "Ninja";
- mes "The one who does not want to get attention.";
- next;
- mes "[Cream Puff]";
- mes "and who is persistant without giving up until reaching the target.";
- } else {
- mes "An error occurred.";
- close2;
- cutin "", 255;
- end;
- }
- next;
- emotion e_no1;
- mes "[Cream Puff]";
- mes "^8014EB"+.@job_name$+"^000000 is a good matching job for you.";
- next;
- cutin "choucream_n.bmp", 2;
- mes "[Cream Puff]";
- mes "Hmm, it says.";
- next;
- mes "[Cream Puff]";
- mes "You do not have to choose the job from Class aptitude test. That is only just for fun.";
- next;
- emotion e_what;
- mes "[Cream Puff]";
- mes "If you want, I will send it to the class that was recommended by the aptitude result.";
- next;
- if(select("Send me now.", "It's okay, I'm still deciding.") == 2) {
- mes "[Cream Puff]";
- mes "Ok, you know what you want I guess.";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Cream Puff]";
- mes "Your recommended job is "+.@job_name$+". I will send you to where you can talk to that job professional.";
- close2;
- switch(.@who_job) {
- case 1:
- warp "iz_ac02",84,49;
- break;
- case 2:
- warp "iz_ac02",123,109;
- break;
- case 3:
- warp "iz_ac02",84,109;
- break;
- case 4:
- warp "iz_ac02",84,169;
- break;
- case 5:
- warp "iz_ac02",84,139;
- break;
- case 6:
- warp "iz_ac02",122,169;
- break;
- case 7:
- warp "iz_ac02",84,79;
- break;
- case 8:
- warp "iz_ac02",123,79;
- break;
- case 9:
- warp "iz_ac02",123,139;
- break;
- default:
- warp "iz_ac02",123,49;
- break;
- }
- cutin "", 255;
- end;
-}
-
-iz_ac02_a,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_a 4_M_KID1
-iz_ac02_b,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_b 4_M_KID1
-iz_ac02_c,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_c 4_M_KID1
-iz_ac02_d,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_d 4_M_KID1
-
-// =============================================================================
-// = Gunslinger
-// =============================================================================
-
-// - Lusa
-// - Teaches the player about Gunslinger class.
-// -----------------------------------------------------------------------------
-iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{
- if (!checkweight(1301, 1)) {
- mes "- Quest can't be continued as your overloaded items. -";
- close;
- }
- cutin "aca_gung_01.bmp", 2;
- if (Class == Job_Novice) {
- if (questprogress(4269) != 2) {
- mes "[Lusa]";
- mes "Oh! I am sorry but in order to take the class, y'all have to register first. Ya come back here after registration at that there counter on the 1st floor, ya hear?";
- close2;
- // ConsumeSpecialItem Inspector_Certificate_
- cutin "", 255;
- end;
- }
- .@has_manual = 0;
- setarray .@manuals[0],2819,2820,2821,2822,2823,2824,2942,2941,2940;
- for (.@i = 0; .@i < 9; .@i++) {
- if (isequippedcnt(.@manuals[.@i]))
- .@has_manual = 1;
- }
- for (.@i = 0; .@i < 9; .@i++) {
- if (countitem(.@manuals[.@i]))
- .@has_manual = 1;
- }
- emotion e_awsm;
- mes "[Lusa]";
- mes "Gosh Darnit! You are cuter then a piglet! Are ya trying ta learn to be a ^ff0000Gunslinger^000000?";
- next;
- if (.@has_manual == 1) {
- .@menu$ = "What is a Gunslinger?:Can I try out the skills?:Becoming a Gunslinger?:How can I try out the skills?:Cancel";
- } else {
- .@menu$ = "What is a Gunslinger?:Can I try out the skills?:Becoming a Gunslinger?::Cancel";
- }
- switch(select(.@menu$)) {
- case 1:
- emotion e_lv;
- mes "[Lusa]";
- mes "You're so cute! A ^ff0000Gunslinger^000000 who has true grit wield his weapons bringing justice in these wild times.";
- next;
- mes "[Lusa]";
- if (Sex == 1)
- mes "Ya, know you remind me of my little brother, that varmint couldn't shoot the broadside of a barn.. at least not until I taught him.";
- else
- mes "Ya, know you remind me of my little sister, that scamp couldn't shoot the broadside of barn.. At least not until I taught her.";
- next;
- mes "[Lusa]";
- mes "Now y'all need to understand, guns aren't some little thing that you just swing at an animal, you don't wiggle those there fingers and shock them to death.";
- next;
- mes "[Lusa]";
- mes "No! You shoot things, which means ya need to aim straight. This takes alot of ^ff0000dexterity^000000 on the part of the gunslinger.";
- next;
- mes "[Lusa]";
- mes "Now before ya go running off shooting dem guns in the air, all high fallootin and dancing around. Ya need to understand that this isn't an easy job!";
- next;
- mes "[Lusa]";
- mes "Bullets cost zeny so you need to be sure that everything you shoot is worth the price! We attack at range so that nasty cur with the pig sticker doesn't rustle your jimmies!";
- next;
- mes "[Lusa]";
- mes "Y'all understand?";
- next;
- while(1) {
- switch(select("Ranged attack?", "Why is ammo expensive?", "Job Change Test?", "Yes~!!")) {
- case 1:
- mes "[Lusa]";
- mes "Those low tech barbarians need both Strength and Dexterity in order to fight properly. This isn't true for gunslingers.";
- next;
- mes "[Lusa]";
- mes "Why our dexterity influences both attack power and accuracy! Remember, Talk slowly but think quickly!";
- next;
- break;
- case 2:
- cutin "aca_gung_02.bmp", 2;
- mes "[Lusa]";
- mes "Do y'all see lots of factories around here? Mines? Alchemical labs? All these things take zeny to run and thats how they fund it!";
- next;
- break;
- case 3:
- mes "[Lusa]";
- mes "Some other jobs may think it is safe enough to hand any yonkle the strength to seriously hurt someone.";
- next;
- mes "[Lusa]";
- mes "But we have to see that you have grit! Remember, fast is good but accurate is better.";
- next;
- break;
- case 4:
- break;
- }
- cutin "aca_gung_01.bmp", 2;
- break;
- }
- mes "[Lusa]";
- mes "Y'all can come back now if you gets any more questions.";
- close2;
- //ConsumeSpecialItem Inspector_Certificate_
- cutin "", 255;
- end;
- case 2:
- mes "[Lusa]";
- mes "They tell me Criatura Academy is for the novices not yet decided what job to take.";
- next;
- mes "[Lusa]";
- mes "They hired me, gun and all, to show you how to be a gunslinger!";
- next;
- mes "[Lusa]";
- mes "Would you like me to show you how?";
- next;
- if(select("Yes mam!", "No, thanks.") == 2) {
- mes "[Lusa]";
- mes "Hrmm, you didn't look like you had the grit any how.";
- close2;
- //ConsumeSpecialItem Inspector_Certificate_
- cutin "", 255;
- end;
- }
- mes "[Lusa]";
- if (.@has_manual == 1) {
- mes "Hey! What kind of con is this?! You already had a manual!";
- } else {
- getitem 2941, 1; // Gunslinger_Manual
- mes "Here take this manual, I ain't too good at that there book learnin' but I can answer your questions.";
- }
- next;
- mes "[Lusa]";
- mes "If you need the battle training, visit <NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>.";
- close2;
- //ConsumeSpecialItem Inspector_Certificate_
- cutin "", 255;
- end;
- case 3:
- if (Upper == 2) {
- emotion e_slur;
- mes "[Lusa]";
- mes "Oh, sorry! Children cannot become Gunslingers!";
- next;
- mes "[Lusa]";
- mes "Perhaps you should talk to your parents about other professions.";
- close2;
- // ConsumeSpecialItem Inspector_Certificate_
- cutin "", 255;
- end;
- }
- mes "[Lusa]";
- mes "Are you going to learn to shoot as a gunslinger?";
- next;
- if (JobLevel < 10) {
- mes "[Lusa]";
- mes "Wooo doggy! You aren't ready for the big city yet!";
- next;
- mes "[Lusa]";
- mes "Get to ^ff0000Job Level: ^0000ff10^000000 and come back here and I will help ya!";
- close2;
- //ConsumeSpecialItem Inspector_Certificate_
- cutin "", 255;
- end;
- } else {
- mes "[Lusa]";
- mes "Y'all ready to take the test to become a gunslinger?";
- next;
- }
- if(select("Wait a moment.", "Send me.") == 1) {
- cutin "aca_gung_02.bmp", 2;
- mes "[Lusa]";
- mes "When ya are ready, come to me!";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Lusa]";
- mes "Okay then, you should find a^ff0000 Mr. Master Miller^000000 and ask him about the test.";
- next;
- mes "[Lusa]";
- mes "Remember, if you find yourself in a hole, the first thing to do is stop digging!";
- close2;
- warp "que_ng", 150, 167;
- end;
- case 4:
- mes "[Lusa]";
- mes "Y'all need help with that book?";
- next;
- while(1) {
- switch(select("How do I use this book?", "I can't find the skill.", "I don't have a gun....", "No more questions now.")) {
- case 1:
- mes "[Lusa]";
- mes "Oh.. I think I know what the problem is,";
- next;
- mes "[Lusa]";
- mes "Ta use the guide, first ya need to equip it. ^ff0000 To open the equipment window the Shortcut key is Alt + E.^000000";
- next;
- mes "[Lusa]";
- mes "Sometimes I forget ta do that too! ^ff0000Drag the item from your inventory to the appropriate slot in the equipment window. Alternatively you can double click the item in inventory.^000000";
- next;
- break;
- case 2:
- mes "[Lusa]";
- mes "Y'all need ta learn how to use the skill?";
- next;
- mes "[Lusa]";
- mes "^ff0000To open the skill window use the short cut Alt + S. The skill will be located in the ETC tab.^000000";
- next;
- mes "[Lusa]";
- mes "^ff0000You can then drag the skill to your hot bar for easy use!.^000000";
- next;
- mes "[Lusa]";
- mes "... and thats how I learned that When in doubt, let your peco do the thinkin'.";
- next;
- break;
- case 3:
- mes "[Lusa]";
- mes "Well, I don't think that you are quite ready to get a shootin iron. So the training book only shows ya skills that don't need guns.";
- next;
- break;
- case 4:
- break;
- }
- mes "[Lusa]";
- mes "Do ya have any other questions?";
- next;
- }
- mes "[Lusa]";
- mes "If ya need more questions you can always come back ta me.";
- close2;
- cutin "", 255;
- end;
- case 5:
- close2;
- cutin "", 255;
- end;
- }
- } else if (Class == Job_Gunslinger) {
- if (!nov_3_guns && BaseLevel < 21) {
- mes "[Lusa]";
- mes "Oh! Are you just darling, a newly minted gunslinger!";
- next;
- mes "[Lusa]";
- mes "Why your shootin iron looks shinier then a silver zeny! Do ya need anything?";
- next;
- if(select("Can you help me get to Einbroch?", "No, thanks.") == 1) {
- mes "[Lusa]";
- mes "Sure, why not? Make sure to spend some time trainin!";
- next;
- mes "[Lusa]";
- mes "Get over there ya scamp!";
- close2;
- warp "que_ng", 150, 167;
- end;
- }
- mes "[Lusa]";
- mes "Oh, I am glad to hear that you are so strong!";
- close2;
- cutin "", 255;
- end;
- } else if (nov_3_guns > 0 && nov_3_guns < 7) {
- mes "[Lusa]";
- mes "Ah, still in basic training eh? You're not carelessly using Butterfly Wings, right?";
- next;
- mes "[Lusa]";
- mes "Are you going to Einbroch to complete basic training?";
- next;
- if(select("Can you help me get to Einbroch?", "No, I have other things to do.") == 1) {
- mes "[Lusa]";
- mes "Sure, why not? Make sure to spend some time trainin!";
- next;
- mes "[Lusa]";
- mes "Get over there ya scamp!";
- close2;
- warp "que_ng", 150, 167;
- end;
- }
- mes "[Lusa]";
- mes "Oh, is that so? If you wish to go to Einbroch but not take the Airship, come speak to me.";
- mes "Because you're still training, I will send you there for free.";
- close2;
- cutin "", 255;
- end;
- } else if (nov_3_guns == 7) {
- emotion e_ok;
- mes "[Lusa]";
- mes "Ah you're back, and now wearing lovely Gunslinger clothing! It suits you well, congratulations!";
- next;
- mes "[Lusa]";
- mes "I just received the news from my brother regarding your achievement of completing basic training.";
- next;
- select("Brother?");
- cutin "aca_gung_02.bmp", 2;
- mes "[Lusa]";
- mes "Huh? My brother did not tell you? My brother is the one in charge of Basic Training.";
- next;
- mes "[Lusa]";
- mes "Louie and Lusa are very similar names, right?";
- next;
- select("I guess so...");
- cutin "aca_gung_01.bmp", 2;
- mes "[Lusa]";
- mes "Ha ha~ Well, our relationship is not really that important.";
- next;
- mes "[Lusa]";
- mes "I have been assigned to conduct Combat Training for the Gunslinger guild.";
- next;
- select("Why you?");
- mes "[Lusa]";
- mes "Gunslingers are very fond of freedom, so the Guild had limited choices to choose from.";
- next;
- cutin "aca_gung_02.bmp", 2;
- mes "[Lusa]";
- mes "They suddenly called me to do this. Frankly I think it's a bit absurd.";
- next;
- mes "[Lusa]";
- mes "But on the basis of there being no previous Combat Training before, I have agreed to help.";
- next;
- mes "[Lusa]";
- mes "So it was decided that we would use this opporunity to help get rid of some of the monsters near Prontera and Izlude.";
- next;
- mes "[Lusa]";
- mes "It should help the people of those areas that are plagued by the same monsters every day.";
- next;
- mes "[Lusa]";
- mes "In accordance with the principles of guilds, the Combat Training is not mandatory.";
- next;
- mes "[Lusa]";
- mes "Once you complete a task, talk to me again to complete to process.";
- next;
- nov_3_guns = 8;
- erasequest 5148;
- mes "[Lusa]";
- mes "Well that's all! If a task proves to be too difficult you can cancel at any time, so please don't worry.";
- close2;
- cutin "", 255;
- end;
- } else if (nov_3_guns == 8 && BaseLevel < 21) {
- .@gun_quest_01 = questprogress(5149, HUNTING);
- .@gun_quest_02 = questprogress(5150, HUNTING);
- .@gun_quest_03 = questprogress(5151, HUNTING);
- .@gun_quest_04 = questprogress(5152, HUNTING);
-
- if (!.@gun_quest_01 && !.@gun_quest_02 && !.@gun_quest_03 && !.@gun_quest_04) {
- mes "[Lusa]";
- mes "Haven't started your basic combat training yet have you? What do you want to know about training?";
- next;
- switch(select("How long can I train for?", "Where do I receive tasks for training?", "Why do combat training?", "Cancel")) {
- case 1:
- mes "[Lusa]";
- mes "Basic combat training can be performed until Base Level 20.";
- next;
- mes "[Lusa]";
- mes "You must've thought that the training would be pretty low because this is still the beginning.";
- close2;
- cutin "", 255;
- end;
- case 2:
- mes "[Lusa]";
- mes "Sorry! Did I not mention this?";
- next;
- mes "[Lusa]";
- mes "You can choose any task you wish from the requests on my desk near the entrance.";
- close2;
- cutin "", 255;
- end;
- case 3:
- cutin "aca_gung_02.bmp", 2;
- mes "[Lusa]";
- mes "Right, ah, why? Well, The Gunslinger guild didn't have any combat training in the beginning.";
- next;
- mes "[Lusa]";
- mes "So they suddenly asked me to perform combat training for new recruits.";
- next;
- mes "[Lusa]";
- mes "This training is not mandatory if you do not want to do it.";
- close2;
- cutin "", 255;
- end;
- case 4:
- close2;
- cutin "", 255;
- end;
- }
- }
- .@gun_tok = 0;
- if (.@gun_quest_01 == 2 || .@gun_quest_02 == 2 || .@gun_quest_03 == 2 || .@gun_quest_04 == 2) {
- if (.@gun_quest_01 == 2) {
- mes "[Lusa]";
- mes "You finished <Assignment A>?";
- next;
- mes "[Lusa]";
- mes "Wow! You did perfectly! I have confirmed the 10 Hornets. Kids will be happy.";
- next;
- erasequest 5149;
- getexp 700, 450;
- getitem 7059, 1; // Cargo_Free_Ticket
- mes "After looking over the report, you receive experience and a Kafra Storage Coupon.";
- next;
- .@gun_tok = 1;
- }
- if (.@gun_quest_02 == 2) {
- mes "[Lusa]";
- if (.@gun_tok == 0)
- mes "You finished <Assignment B>?";
- else
- mes "You finished <Assignment B> too?";
- next;
- mes "[Lusa]";
- mes "Wow! You did perfect! I have confirmed the 10 Roda Frogs. Tonight I should get a good sleep.";
- next;
- erasequest 5150;
- getexp 950, 590;
- getitem 7059, 1; // Cargo_Free_Ticket
- mes "After looking over the report, you receive experience and a Kafra Storage Coupon.";
- next;
- .@gun_tok = 1;
- }
- if (.@gun_quest_03 == 2) {
- mes "[Lusa]";
- if (.@gun_tok == 0)
- mes "You finished <Assignment C>?";
- else
- mes "You finished <Assignment C> too?";
- next;
- mes "[Lusa]";
- mes "Wow! You did perfect! I have confirm the 10 Savage Babes. Students who want to develop specialist pets must be very happy.";
- next;
- erasequest 5151;
- getexp 850, 540;
- getitem 7059, 1; // Cargo_Free_Ticket
- mes "After looking over the report, you receive experience and a Kafra Storage Coupon.";
- next;
- .@gun_tok = 1;
- }
- if (.@gun_quest_04 == 2) {
- mes "[Lusa]";
- if (.@gun_tok == 0)
- mes "You finished <Assignment D>?";
- else
- mes "You finished <Assignment D> too?";
- next;
- mes "[Lusa]";
- mes "Wow! You did perfect! I have confirmed the 10 Rockers. Were they hard to catch?";
- next;
- erasequest 5152;
- getexp 690, 470;
- getitem 7059, 1; // Cargo_Free_Ticket
- mes "After looking over the report, you receive experience and a Kafra Storage Coupon.";
- next;
- }
- mes "[Lusa]";
- mes "I have finished processing your completed tasks. Would you like to cancel any existing tasks?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Lusa]";
- mes "Okay, good luck continuing your training!";
- close2;
- cutin "", 255;
- end;
- }
- .@gun_quest_01 = questprogress(5149, HUNTING);
- .@gun_quest_02 = questprogress(5150, HUNTING);
- .@gun_quest_03 = questprogress(5151, HUNTING);
- .@gun_quest_04 = questprogress(5152, HUNTING);
- if (!.@gun_quest_01 || !.@gun_quest_02 || !.@gun_quest_03 || !.@gun_quest_04) {
- mes "[Lusa]";
- mes "Huh? You do not have any assignments to cancel. Are you sure you have them?";
- close2;
- cutin "", 255;
- end;
- }
- }
- if (.@gun_quest_01 == 1 || .@gun_quest_02 == 1 || .@gun_quest_03 == 1 || .@gun_quest_04 == 1) {
- mes "[Lusa]";
- mes "You still have some assignments, are they too difficult? Do you want to cancel them?";
- next;
- if(select("Cancel Assignment", "Nevermind") == 2) {
- mes "[Lusa]";
- mes "Well then, continue to impress!";
- close;
- cutin "", 255;
- end;
- }
- .@gun_tok = 0;
- if (.@gun_quest_01 == 1) {
- mes "[Lusa]";
- mes "You are currently doing <Assignment A>.";
- next;
- mes "[Lusa]";
- mes "Hornets are not easy to deal with, huh? Do you want to cancel the assignment?";
- next;
- mes "[Lusa]";
- mes "If you do cancel the assignment, you will be unable to receive the reward you know?";
- next;
- if(select("Cancel Assignment", "Nevermind") == 1) {
- erasequest 5149;
- mes "[Lusa]";
- mes "Oh... Hornets are too tough?";
- next;
- mes "[Lusa]";
- mes "I have cancelled <Assignment A>. Now you don't have to worry about it.";
- next;
- }
- .@gun_tok = 1;
- }
- if (.@gun_quest_02 == 1) {
- mes "[Lusa]";
- if (.@gun_tok == 0)
- mes "You are currently doing <Assignment B>.";
- else
- mes "You are also currently doing <Assignment B>.";
- next;
- mes "[Lusa]";
- mes "Roda Frogs are not easy to deal with, huh? Do you want to cancel the assignment?";
- next;
- mes "[Lusa]";
- mes "If you do cancel the assignment, you will be unable to receive the reward you know?";
- next;
- if(select("Cancel Assignment", "Nevermind") == 1) {
- erasequest 5150;
- mes "[Lusa]";
- mes "Oh... Roda Frogs are too tough?";
- next;
- mes "[Lusa]";
- mes "I have cancelled <Assignment B>. Now you don't have to worry about it.";
- next;
- }
- .@gun_tok = 1;
- }
- if (.@gun_quest_03 == 1) {
- mes "[Lusa]";
- if (.@gun_tok == 0)
- mes "You are currently doing <Assignment C>.";
- else
- mes "You are also currently doing <Assignment C>.";
- next;
- mes "[Lusa]";
- mes "Savage Babe are not easy to deal with, huh? Do you want to cancel the assignment?";
- next;
- mes "[Lusa]";
- mes "If you do cancel the assignment, you will be unable to receive the reward you know?";
- next;
- if(select("Cancel Assignment", "Nevermind") == 1) {
- erasequest 5151;
- mes "[Lusa]";
- mes "Oh... Savage Babe are too tough?";
- next;
- mes "[Lusa]";
- mes "I have cancelled <Assignment C>. Now you don't have to worry about it.";
- next;
- }
- .@gun_tok = 1;
- }
- if (.@gun_quest_04 == 1) {
- mes "[Lusa]";
- if (.@gun_tok == 0)
- mes "You are currently doing <Assignment D>.";
- else
- mes "You are also currently doing <Assignment D>.";
- mes "[Lusa]";
- mes "Rockers are not easy to deal with, huh? Do you want to cancel the assignment?";
- next;
- mes "[Lusa]";
- mes "If you do cancel the assignment, you will be unable to receive the reward you know?";
- next;
- if(select("Cancel Assignment", "Nevermind") == 1) {
- erasequest 5152;
- mes "[Lusa]";
- mes "Oh... Rockers are too tough?";
- next;
- mes "[Lusa]";
- mes "I have cancelled <Assignment D>. Now you don't have to worry about it.";
- next;
- }
- }
- mes "[Lusa]";
- mes "I have cancelled all the assignments you wished to cancel. If you have a hard time with any others, please come see me.";
- close2;
- cutin "", 255;
- end;
- }
- } else if (nov_3_guns == 8 && BaseLevel > 20) {
- .@gun_quest_01 = questprogress(5149, HUNTING);
- .@gun_quest_02 = questprogress(5150, HUNTING);
- .@gun_quest_03 = questprogress(5151, HUNTING);
- .@gun_quest_04 = questprogress(5152, HUNTING);
- .@gun_quest_all = .@gun_quest_01 + .@gun_quest_02 + .@gun_quest_03 + .@gun_quest_04;
- mes "[Lusa]";
- mes "Times flies, your basic training is coming to an end!";
- next;
- mes "[Lusa]";
- mes "You have worked hard during this period! You have become a good marksman.";
- next;
- if (.@gun_quest_all > 0) {
- mes "[Lusa]";
- mes "However, you have still not completed your tasks.";
- next;
- mes "[Lusa]";
- mes "You cannot receive any rewards if you do not complete the tasks assigned to you.";
- next;
- if(select("What?! I'll go complete them!", "I'm done with training!") == 1) {
- mes "[Lusa]";
- mes "Take care!";
- close2;
- cutin "", 255;
- end;
- }
- if (.@gun_quest_01 == 2)
- getexp 700, 450;
- if (.@gun_quest_02 == 2)
- getexp 950, 590;
- if (.@gun_quest_03 == 2)
- getexp 850, 540;
- if (.@gun_quest_04 == 2)
- getexp 690, 470;
-
- if (questprogress(5149))
- erasequest 5149;
- if (questprogress(5150))
- erasequest 5150;
- if (questprogress(5151))
- erasequest 5151;
- if (questprogress(5152))
- erasequest 5152;
- if (.@gun_quest_01 == 2 || .@gun_quest_02 == 2 || .@gun_quest_03 == 2 || .@gun_quest_04 == 2) {
- getitem 7059, 1; // Cargo_Free_Ticket
- mes "After looking over the report, you receive experience and a Kafra Storage Coupon.";
- }
- next;
- }
- nov_3_guns = 9;
- mes "[Lusa]";
- mes "Your Gunslinger basic training is now over.";
- close2;
- cutin "", 255;
- end;
- } else if (nov_3_guns == 9) {
- mes "[Lusa]";
- mes "Oh my god! It's you again!";
- next;
- select("How are you?");
- mes "[Lusa]";
- mes "Same old, same old. Every day teaching newbies about Gunslingers. But I love it.";
- next;
- mes "[Lusa]";
- mes "Oh yeah! My brother said he hasn't seen you for a long time. Be sure to take some time to visit him.";
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Lusa]";
- mes "Howdy! It's nice to see you again.";
- close2;
- cutin "", 255;
- end;
- }
- } else {
- mes "[Lusa]";
- mes "Howdy!";
- mes "Huh! You seem to have transferred into a different class, why have you come here?";
- next;
- if(select("To become a Gunslinger", "Leave") == 2) {
- cutin "aca_gung_02.bmp", 2;
- mes "[Lusa]";
- mes "Huh? Huh? Where are you going?";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Lusa]";
- mes "You cannot have more than one job. But you seem really serious to learn.";
- next;
- mes "[Lusa]";
- mes "Since this is my job, and because it's no trouble, I will give you a simple explaination!";
- next;
- mes "[Lusa]";
- mes "Gunslingers is a class with long-range attacks. However, unlike arrows, bullets are expensive. This tends to give beginners some reason for concern.";
- next;
- mes "[Lusa]";
- mes "Is that enough?";
- next;
- select("Isn't that a little too simple?");
- mes "[Lusa]";
- mes "Huh, is it? What else do you want to know?";
- next;
- while(1) {
- switch(select("Stats", "Skills", "Weapons", "Nevermind.")) {
- case 1:
- mes "[Lusa]";
- mes "Gunslingers is a long-range attack class, so hand agility (DEX) will be very important.";
- next;
- mes "[Lusa]";
- mes "If you want to increase your attack power, then you must strengthen your hands.";
- next;
- break;
- case 2:
- mes "[Lusa]";
- mes "Gunslinger skills are not like other classes. Each weapon type has skills that can be specifically used with them.";
- next;
- mes "[Lusa]";
- mes "Like with other classes, there is no standard toward which skills you should learn.";
- next;
- break;
- case 3:
- mes "[Lusa]";
- mes "Gunslingers have five different kinds of guns.";
- next;
- mes "[Lusa]";
- mes "Revolvers have low hit rates, but the attack speed is fast.";
- next;
- mes "[Lusa]";
- mes "Rifles are average in their performance, and is typically the weapon of choice for new Gunslingers.";
- next;
- mes "[Lusa]";
- mes "Shotguns have strong attack power, but pretty low attack speeds.";
- next;
- mes "[Lusa]";
- mes "Gatling guns have quite a fast attack speed, but the attack power is low.";
- next;
- mes "[Lusa]";
- mes "Gernade Launchers can be used for strong ground attacks, but the bullets will be consumed quickly.";
- next;
- break;
- case 4:
- mes "[Lusa]";
- mes "Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes.";
- next;
- mes "[Lusa]";
- mes "Take care!";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Lusa]";
- mes "Do you have any other questions?";
- next;
- }
- mes "[Lusa]";
- mes "Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes.";
- next;
- mes "[Lusa]";
- mes "Take care!";
- close2;
- cutin "", 255;
- end;
- }
- cutin "", 255;
- end;
-}
-
-iz_ac02_a,142,85,6 duplicate(Lusa#ac) Lusa#ac_a 4_F_GUNSLINGER
-iz_ac02_b,142,85,6 duplicate(Lusa#ac) Lusa#ac_b 4_F_GUNSLINGER
-iz_ac02_c,142,85,6 duplicate(Lusa#ac) Lusa#ac_c 4_F_GUNSLINGER
-iz_ac02_d,142,85,6 duplicate(Lusa#ac) Lusa#ac_d 4_F_GUNSLINGER
-
-// - Lusa's desk
-// -----------------------------------------------------------------------------
-iz_ac02,131,82,4 script Lusa's Desk#ac CLEAR_NPC,{
- if (nov_3_guns == 8) {
- mes "[Lusa's Desk]";
- mes "There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents.";
- next;
- } else {
- mes "[Lusa's Desk]";
- mes "There is a stack of papers on the desk.";
- close;
- }
- while(1) {
- .@gun_quest_01 = questprogress(5149, HUNTING);
- .@gun_quest_02 = questprogress(5150, HUNTING);
- .@gun_quest_03 = questprogress(5151, HUNTING);
- .@gun_quest_04 = questprogress(5152, HUNTING);
-
- if (!.@gun_quest_01)
- .@gque_01$ = "^000000Available^000000";
- else if (.@gun_quest_01 == 1)
- .@gque_01$ = "^0000FFIn Progress^000000";
- else if (.@gun_quest_01 == 2)
- .@gque_01$ = "^FF0000Not Available^000000";
- else
- .@gque_01$ = "^FF0000Error^000000";
-
- if (!.@gun_quest_02)
- .@gque_02$ = "^000000Available^000000";
- else if (.@gun_quest_02 == 1)
- .@gque_02$ = "^0000FFIn Progress^000000";
- else if (.@gun_quest_02 == 2)
- .@gque_02$ = "^FF0000Not Available^000000";
- else
- .@gque_02$ = "^FF0000Error^000000";
-
- if (!.@gun_quest_03)
- .@gque_03$ = "^000000Available^000000";
- else if (.@gun_quest_03 == 1)
- .@gque_03$ = "^0000FFIn Progress^000000";
- else if (.@gun_quest_03 == 2)
- .@gque_03$ = "^FF0000Not Available^000000";
- else
- .@gque_03$ = "^FF0000Error^000000";
-
- if (!.@gun_quest_04)
- .@gque_04$ = "^000000Available^000000";
- else if (.@gun_quest_04 == 1)
- .@gque_04$ = "^0000FFIn Progress^000000";
- else if (.@gun_quest_04 == 2)
- .@gque_04$ = "^FF0000Not Available^000000";
- else
- .@gque_04$ = "^FF0000Error^000000";
-
- switch(select("Assignment A ("+.@gque_01$+")", "Assignment B ("+.@gque_02$+")", "Assignment C ("+.@gque_03$+")", "Assignment D ("+.@gque_04$+")", "Cancel")) {
- case 1:
- if (!.@gun_quest_01) {
- mes "This is the <Assignment A> information.";
- mes "Client: Children";
- mes "On the outskirts of the village is a very bad Hornet, because of this, the children cannot play outside. Please get rid of 10 Hornets.";
- next;
- if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
- setquest 5149;
- mes "You have received ^A2563E<Assignment A>^000000 details. Please press ALT + U to check them.";
- next;
- }
- } else if (.@gun_quest_01 == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.";
- next;
- } else if (.@gun_quest_01 == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "I have already completed this assignment. I should talk to Lusa for my reward.";
- next;
- }
- break;
- case 2:
- if (!.@gun_quest_02) {
- mes "This is the <Assignment B> information.";
- mes "Client: Resident H";
- mes "Recently, Roda Frogs have been keeping me awake at night. Get rid of 10 Roda Frogs so I can get a good nights rest.";
- next;
- if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
- setquest 5150;
- mes "You have received ^A2563E<Assignment B>^000000 details. Please press ALT + U to check them.";
- next;
- }
- } else if (.@gun_quest_02 == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.";
- next;
- } else if (.@gun_quest_02 == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "I have already completed this assignment. I should talk to Lusa for my reward.";
- next;
- }
- break;
- case 3:
- if (!.@gun_quest_03) {
- mes "This is the <Assignment C> information.";
- mes "Client: Cute Pet Research Student";
- mes "I want a cute pet of my own to walk around with. Can you help me catch 10 Savage Babes?";
- next;
- if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
- setquest 5151;
- mes "You have received ^A2563E<Assignment C>^000000 details. Please press ALT + U to check them.";
- next;
- }
- } else if (.@gun_quest_03 == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.";
- next;
- } else if (.@gun_quest_03 == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "I have already completed this assignment. I should talk to Lusa for my reward.";
- next;
- }
- break;
- case 4:
- if (!.@gun_quest_04) {
- mes "This is the <Assignment D> information.";
- mes "Client: Volunteer Bards";
- mes "I heard some Rockers were having a singing contest, but I got lost, can you help me catch 10 Rockers? One day Rockers will disappear from the world!";
- next;
- if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
- setquest 5152;
- mes "You have received ^A2563E<Assignment D>^000000 details. Please press ALT + U to check them.";
- next;
- }
- } else if (.@gun_quest_04 == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.";
- next;
- } else if (.@gun_quest_04 == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "I have already completed this assignment. I should talk to Lusa for my reward.";
- next;
- }
- break;
- case 5:
- break;
- }
- mes "[Lusa's desk]";
- mes "There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents.";
- next;
- }
-}
-
-iz_ac02_a,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_a CLEAR_NPC
-iz_ac02_b,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_b CLEAR_NPC
-iz_ac02_c,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_c CLEAR_NPC
-iz_ac02_d,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_d CLEAR_NPC
-
-// - Staff sent by guild
-// -----------------------------------------------------------------------------
-iz_ac02,162,86,4 script Guild Staff#ac 4W_M_02,{
- if (!checkweight(1301, 1)) {
- mes "- You are carrying too many items. -";
- close;
- }
- if (nov_3_guns < 8) {
- mes "[Sharp Snake's Fang]";
- mes "Yesssssss? I wass sssent by the academy.";
- close;
- } else if (nov_3_guns > 7) {
- disable_items;
- }
- mes "[Sharp Snake's Fang]";
- mes "I am ^A2563ESharp Snake's Fang^000000 from the Gunslinger Guild. What do you need?";
- next;
- if(select("Exchange Guns", "Just Saying Hello") == 2) {
- mes "[Sharp Snake's Fang]";
- mes "You seem to be that guy our brother mentioned.";
- next;
- mes "[Sharp Snake's Fang]";
- mes "You don't need to worry, he said you're doing great!";
- close2;
- enable_items;;
- end;
- }
- mes "[Sharp Snake's Fang]";
- mes "Do you wish to exchange your guild issued weapon?";
- next;
- mes "[Sharp Snake's Fang]";
- mes "Let's first check your gun's condition.";
- next;
- if (getequipname(EQI_HAND_R) == "") {
- mes "[Sharp Snake's Fang]";
- mes "If you want to proceed, you need to have your weapon equipped.";
- close2;
- enable_items;
- end;
- } else {
- .@gun = getequipid(EQI_HAND_R);
- }
- mes "[Sharp Snake's Fang]";
- mes "Let's see...";
- next;
- if (.@gun == Novice_Revolver) {
- .@gun_code$ = "RV";
- .@now_gun$ = "Revolver";
- mes "[Sharp Snake's Fang]";
- mes "You want to exchange your Guild issued Revolver?";
- next;
- } else if (.@gun == Novice_Rifle) {
- .@gun_code$ = "RF";
- .@now_gun$ = "Rifle";
- mes "[Sharp Snake's Fang]";
- mes "You want to exchange your Guild issued Rifle?";
- next;
- } else if (.@gun == Novice_Shotgun) {
- .@gun_code$ = "SG";
- .@now_gun$ = "Shotgun";
- mes "[Sharp Snake's Fang]";
- mes "You want to exchange your Guild issued Shotgun?";
- next;
- } else if (.@gun == Novice_Gatling) {
- .@gun_code$ = "GT";
- .@now_gun$ = "Gatling";
- mes "[Sharp Snake's Fang]";
- mes "You want to exchange your Guild issued Gatling Gun?";
- next;
- } else if (.@gun == Novice_Grenade_Launcher) {
- .@gun_code$ = "GL";
- .@now_gun$ = "Grenade Launcher";
- mes "[Sharp Snake's Fang]";
- mes "You want to exchange your Guild issued Grenade Launcher?";
- next;
- } else {
- mes "[Sharp Snake's Fang]";
- mes "The gun you are using is was not provided by the guild.";
- close;
- }
- mes "[Sharp Snake's Fang]";
- mes "The gun looks to be in good condition.";
- next;
- mes "[Sharp Snake's Fang]";
- mes "Please select the novice weapon you wish to exchange for your "+.@now_gun$+"!";
- next;
- switch(select("Exchange for Revolver", "Exchange for Rifle", "Exchange for Shotgun", "Exchange for Gatling Gun", "Exchange for Grenade Launcher", "Cancel")) {
- case 1:
- if (.@gun == 13116) {
- mes "[Sharp Snake's Fang]";
- mes "You already have that gun, just use it!";
- close2;
- enable_items;
- end;
- } else {
- delequip EQI_HAND_R;
- getitem 13116, 1; // Novice_Revolver
- }
- break;
- case 2:
- if (.@gun == 13180) {
- mes "[Sharp Snake's Fang]";
- mes "You already have that gun, just use it!";
- close2;
- enable_items;
- end;
- } else {
- delequip EQI_HAND_R;
- getitem 13180, 1; // Novice_Rifle
- }
- break;
- case 3:
- if (.@gun == 13181) {
- mes "[Sharp Snake's Fang]";
- mes "You already have that gun, just use it!";
- close2;
- enable_items;
- end;
- } else {
- delequip EQI_HAND_R;
- getitem 13181, 1; // Novice_Shotgun
- }
- break;
- case 4:
- if (.@gun == 13182) {
- mes "[Sharp Snake's Fang]";
- mes "You already have that gun, just use it!";
- close2;
- enable_items;
- end;
- } else {
- delequip EQI_HAND_R;
- getitem 13182, 1; // Novice_Gatling
- }
- break;
- case 5:
- if (.@gun == 13183) {
- mes "[Sharp Snake's Fang]";
- mes "You already have that gun, just use it!";
- close2;
- enable_items;
- end;
- } else {
- delequip EQI_HAND_R;
- getitem 13183, 1; // Novice_Grenade_Launcher
- }
- break;
- case 6:
- break;
- }
- mes "[Sharp Snake's Fang]";
- mes "Gun control management number ^FF0000"+.@gun_code$+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+"^000000.";
- next;
- mes "[Sharp Snake's Fang]";
- mes "Are there any issues?";
- next;
- select("No issues.");
- mes "[Sharp Snake's Fang]";
- mes "Cherish your gun!";
- close2;
- enable_items;
- end;
-}
-
-iz_ac02_a,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_a 4W_M_02
-iz_ac02_b,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_b 4W_M_02
-iz_ac02_c,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_c 4W_M_02
-iz_ac02_d,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_d 4W_M_02
-
-// =============================================================================
-// = Taekwon
-// =============================================================================
-
-// - Arang
-// -----------------------------------------------------------------------------
-iz_ac02,70,85,5 script Arang#ac 4_F_TAEKWON,{
- mes "[Arang]";
- mes "Hi, Good morning!";
- emotion e_ho;
- cutin "arang03.bmp", 0;
- next;
- if (Class == Job_Novice) {
- if (questprogress(4269) == 2) {
- if (nov_3_taekwon == 1) {
- if (JobLevel >= 10) {
- cutin "arang01.bmp", 0;
- mes "[Arang]";
- mes "It's time to choose your job? How about Taekwon "+(Sex ? "boy" : "girl")+"? You may be a nice adult like me.";
- next;
- }
- while (1) {
- switch(select("People following the Taekwon way", "I want to follow the Taekwon way!!!", "Good morning! Now it is...", "End Conversation")) {
- case 1:
- mes "[Arang]";
- mes "Do you want to know about taekwon boy/girl? You want to be a cool guy like me right?";
- next;
- mes "[Arang]";
- mes "Make the world wonderful by making a strong body with the right spirit. That's the Taekwondo motto!";
- next;
- mes "[Arang]";
- mes "Later if you are trained to be a stronger body, you can change your job to ^FF0000Taekwon Master^000000 or a ^FF0000 Soul Linker ^000000.";
- next;
- mes "[Arang]";
- mes "It is not an easy way. So I don't like to recommend it to you if you aren't fully prepared. But it is definitely a nice and great way to follow!!";
- next;
- if (isequipped(2942) > 0 || countitem(2942) > 0) {
- mes "[Arang]";
- mes "Introduction to the class may let you know about what Taekwon in more detail.";
- next;
- } else {
- mes "[Arang]";
- mes "If you are really anxious about Taekown, I would like to recommend you a brief introduction. Will you use it?";
- next;
- if(select("After I look around more.", "Yes, let's do this!") == 1) {
- mes "[Arang]";
- mes "Every adventurer may have their own job! Hope you can find what you want!";
- next;
- } else {
- getitem 2942, 1; // Taekwon_Manual
- mes "[Arang]";
- mes "Go to the [Misc] tab on Skill Window after equipping the Manual and there you will see some skills.";
- next;
- mes "[Arang]";
- mes "^FF0000Flying Kick^000000 is the skill to approach rapidly and attack the enemy! It fully contains the typical feature of Taekwon!";
- next;
- mes "[Arang]";
- mes "^FF0000Warm Wind^000000 is the skill to change the feature of attacks. This is the essential skill for ^FF0000Taekwon unable to use weapons^000000.";
- next;
- mes "[Arang]";
- mes "While taking the Quest, experience the skills of a Taekwon! You could meet an adept trainer on the 1st floor.";
- next;
- }
- }
- break;
- case 2:
- mes "[Arang]";
- mes "Want to follow the Taekwon way? Let me see....";
- next;
- if (JobLevel >= 10) {
- mes "[Arang]";
- mes "Taekwon is the tough way training himself rather than learning from somebody. However, if you want to follow, I will recommend you to a trainer.";
- next;
- mes "[Arang]";
- mes "Training is on you, but he will give you the direction for training. I can take you about there. Want to go now?";
- next;
- if(select("Let me think a little more.", "Let's go!!") == 1) {
- mes "[Arang]";
- mes "Choose it with discretion. It is a matter of your future adventure.";
- next;
- } else {
- mes "[Arang]";
- mes "You can find a boy with the same appearance as me, when you get in the town through ^FF0000 the west entrance^000000, and continue follow the way ^FF0000to the north^000000 after passing the pub house but just before the archer town.";
- next;
- setquest 13101;
- cutin "", 255;
- warp "pay_fild08", 148, 76;
- end;
- }
- } else {
- mes "[Arang]";
- mes "To follow the Taekwon way, you have to get to job level 10. To be a Taekwon, train yourself until you get to job level 10!";
- next;
- mes "[Arang]";
- mes "If you feel difficult in training alone, make a visit to the trainer on the 1st floor.";
- next;
- }
- break;
- case 3:
- mes "[Arang]";
- mes "Ahahaha.. It is already time? While I am inside... Don't worry.";
- next;
- break;
- case 4:
- mes "[Arang]";
- mes "Have a good day!";
- close2;
- cutin "", 255;
- end;
- }
- }
- } else {
- cutin "arang01.bmp", 0;
- mes "[Arang]";
- mes "If you are interested in being a Taekwon making a healthy body with strong sprit, you can learn a lot here.";
- next;
- mes "[Arang]";
- mes "What do you think? Are you interested in being a Taekwon? I don't push you to do! But if you do, I may become your trainer.. So..";
- cutin "arang02.bmp", 0;
- next;
- if(select("I have interest!", "I have interest in you!") == 1) {
- mes "[Arang]";
- mes "Is that so!? You are!? Yaho! Now I am a teacher! Now, ask me whatever!";
- nov_3_taekwon = 1;
- emotion e_heh;
- close2;
- cutin "", 255;
- end;
- }
- mes "[Arang]";
- mes "Hahaha.. You are interested in me?";
- emotion e_an;
- cutin "arang03.bmp", 0;
- next;
- mes "Suddenly, you see Arang's foot flying towards you.";
- specialeffect2 EF_TRIPLEATTACK;
- emotion e_wah, 1;
- next;
- cutin "", 255;
- mes "All you see are stars...";
- sc_start SC_BLIND,10000,0;
- sc_start SC_STUN,10000,0;
- percentheal -90, 0;
- setquest 13102;
- close2;
- warp "iz_ac01", 53, 49;
- end;
- }
- } else {
- mes "[Arang]";
- mes "You look like a naive beginner? If you want to get in the class, come after registering on the 1st floor.";
- close2;
- cutin "", 255;
- end;
- }
- } else {
- if (nov_3_taekwon > 0) {
- if (Class == Job_Taekwon) {
- mes "[Arang]";
- mes "Are you diligently training? Once you are trained well, you could become a Taekwon Master or a Soul Linker.";
- close2;
- } else if (Class == Job_Star_Gladiator) {
- mes "[Arang]";
- mes "You became a nice Taekwon Master!? Please keep in mind power is followed by responsibility.";
- close2;
- } else if (Class == Job_Soul_Linker) {
- mes "[Arang]";
- mes "Handling spirits is a very delicate job to do, I heard. Excellent! The adventurer led by me has grown up like this.";
- close2;
- } else {
- mes "[Arang]";
- mes "Ehra! I thought you followed the Taekwon way~~ it is regretful but everyone has their own life, hehe.";
- close2;
- }
- } else {
- mes "[Arang]";
- mes "I am propagating the way of Taekwons!";
- close2;
- }
- }
- cutin "", 255;
- end;
-}
-
-iz_ac02_a,70,85,5 duplicate(Arang#ac) Arang#ac_a 4_F_TAEKWON
-iz_ac02_b,70,85,5 duplicate(Arang#ac) Arang#ac_b 4_F_TAEKWON
-iz_ac02_c,70,85,5 duplicate(Arang#ac) Arang#ac_c 4_F_TAEKWON
-iz_ac02_d,70,85,5 duplicate(Arang#ac) Arang#ac_d 4_F_TAEKWON
-
-iz_ac01,53,49,0 script #acKick HIDDEN_NPC,5,5,{
- end;
-
- OnTouch:
- if (questprogress(13102) == 1) {
- mes "As I can't recall, I feel the shock that something hit me on my head.";
- mes "^FF0000I should look for somebody to heal me nearby.^000000.";
- erasequest 13102;
- close;
- } else if (questprogress(13102) == 2) {
- erasequest 13102;
- end;
- }
-}
-
-iz_ac01_a,53,49,0 duplicate(#acKick) #acKick_a HIDDEN_NPC,5,5
-iz_ac01_b,53,49,0 duplicate(#acKick) #acKick_b HIDDEN_NPC,5,5
-iz_ac01_c,53,49,0 duplicate(#acKick) #acKick_c HIDDEN_NPC,5,5
-iz_ac01_d,53,49,0 duplicate(#acKick) #acKick_d HIDDEN_NPC,5,5
-
-// =============================================================================
-// = Archer
-// =============================================================================
-
-// - Archer Teacher (Marlbron)
-// -----------------------------------------------------------------------------
-iz_ac02,65,109,5 script Archer Teacher#ac 4_M_ARCHER,{
- if (!checkweight(1304, 3)) {
- mes "Why are you carrying so much with you? Unload it somewhere and come back.";
- close;
- }
- if (Class == Job_Archer) {
- if (nov_3_archer == 0) {
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Emmm. This is?";
- next;
- mes "[Marlbron]";
- mes "You were never trained by me.";
- mes "Then, I have no interest in you.";
- close2;
- cutin "", 255;
- end;
- } else if (nov_3_archer > 0 && nov_3_archer < 9) {
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "I see you received a complete education in Payon.";
- next;
- mes "[Marlbron]";
- mes "Then again... you may want to learn more.";
- next;
- mes "[Marlbron]";
- mes "Either way, there is nothing I can teach you.";
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "gsmi.bmp", 2;
- mes "[Marlbron]";
- mes "Ah~ You've become a skilled Archer.";
- next;
- mes "[Marlbron]";
- mes "The difference is great now compared to when you were a novice!";
- next;
- mes "[Marlbron]";
- mes "Because of my teachings, you have grown very fast!";
- close2;
- cutin "", 255;
- end;
- }
- } else if (Class == Job_Novice) {
- if (questprogress(4269) == 2) {
- if (nov_3_archer == 0) {
- cutin "gsmi.bmp", 2;
- mes "[Marlbron]";
- mes "Sniff sniff! It is the smell of a novice!";
- mes "Nice to meet you!!!";
- mes "What brought you here?";
- next;
- mes "[Marlbron]";
- mes "I can guess most, but hehehehe~~";
- mes "Please feel comfortable and tell me everything you want!";
- next;
- cutin "", 255;
- if(select("I get bored! Play with me!", "Tell me about Archers.") == 1) {
- cutin "gbad.bmp", 2;
- mes "[Marlbron]";
- mes "What? Bored? Play with you?";
- mes "You think this is just some kids playground?";
- next;
- mes "[Marlbron]";
- mes "If you are bored, walk around and punch a monster in the face and see what happens.";
- close2;
- cutin "", 255;
- end;
- }
- cutin "gsmi.bmp", 2;
- mes "[Marlbron]";
- mes "Oh dear~ another sheep here to get a free lesson from me.";
- next;
- mes "[Marlbron]";
- mes "The main point of Archers is to use bows to attack enemies quickly from a long distance.";
- next;
- mes "[Marlbron]";
- mes "Only problem is they are physically weak.";
- mes "But, it doesn't matter if they are trained correctly.";
- next;
- while(1) {
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "What do you want to know about an Archer? I will tell you everything~";
- mes "With my full explanation~, you can be an excellent one.";
- next;
- switch(select("Archer's stats", "Archer's skills", "I want to become an Archer.", "Nevermind")) {
- case 1:
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Are you curious about the Archer's stats?";
- mes "Do you know the most necessary stats for Archers?";
- next;
- mes "[Marlbron]";
- mes "That is ^0000cdDex^000000.";
- next;
- mes "[Marlbron]";
- mes "To raise up the attacking power in other jobs, Str should be raised but Archers vary in accordance with their Dex figures.";
- next;
- mes "[Marlbron]";
- mes "Here is a simple question! What is the name of the stat determining the Archer's attacking power?";
- next;
- select("Dex!");
- cutin "gsmi.bmp", 2;
- mes "[Marlbron]";
- mes "You are correct~~";
- next;
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "If you want to know more about the role of other stats, ^0000cdopen the status window by pressing ALT+Q.^000000";
- next;
- mes "[Marlbron]";
- mes "If you are curious about stats except Dex, you can check it out.";
- mes "If you have a job later, you can reset the stats anyway.";
- next;
- mes "[Marlbron]";
- mes "Hey, just click this and that!";
- next;
- cutin "", 255;
- break;
- case 2:
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Hmm. You are interested in skills? Then, let's study ^0000cd skill^000000s.";
- next;
- mes "[Marlbron]";
- mes "I thought you would better experience the skill than talking, so I prepared the experience of the archer's skill in a manual.";
- next;
- mes "[Marlbron]";
- mes "Archer have a lot of very useful skills.";
- mes "But regretfully as most of them are skills useful only with arrows and bows, you can't experience them.";
- next;
- mes "[Marlbron]";
- mes "There is a useful skill without a bow... Called ^0000cdImprove Concentration^000000";
- next;
- mes "[Marlbron]";
- mes "At the same time, it will reveal hidden enemies nearby.";
- next;
- mes "[Marlbron]";
- mes "If you want to know more anout skill, then open the skill window by pressing the key ^0000cdALT+S^000000";
- next;
- mes "[Marlbron]";
- mes "When you scoll the mouse on the skill icon, there pops up the details about the skill. Please read it.";
- next;
- mes "[Marlbron]";
- mes "To use skills, click the skill icon on the skill window. Then drag and register it on the ^0000cdshortcut window^000000 to use conveniently.";
- next;
- mes "[Marlbron]";
- mes "Will you go and find a hunting teacher on the 1st floor? if you do not want, then no need.";
- next;
- mes "[Marlbron]";
- mes "But he may train you with a lot of useful hunting skills for you.";
- mes "<NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>";
- mes "You may visit him.";
- next;
- if (questprogress(14158) != 2) {
- setquest 14158;
- completequest 14158;
- getitem 2822, 1; // Archer_Manual
- }
- cutin "", 255;
- end;
- case 3:
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Do you want to become an^0000cd Archer^000000?";
- mes "It hasn't been a long time since we met together. But I am sad about saying good bye to you.";
- next;
- mes "[Marlbron]";
- mes "Let me check a little while, before you change your job you have to be at job level 10.";
- next;
- if (JobLevel == 10) {
- mes "[Marlbron]";
- mes "Change conditions satisfied!!";
- next;
- mes "[Marlbron]";
- mes "Do you really want to become an Archer?";
- next;
- if(select("Yes, change me to an Archer.", "Let me think of it a little while.") == 1) {
- mes "[Marlbron]";
- mes "First, let me explain some things to you about the Job Change.";
- next;
- mes "[Marlbron]";
- mes "An Archer's hometown is ^0000cdPayon^000000; Which has a very long history.";
- next;
- mes "[Marlbron]";
- mes "When you are feeling fatigued, you can go there.";
- mes "You will be given a warm hometown welcome.";
- next;
- mes "[Marlbron]";
- mes "The Archers Guild is located to the ^0000cdNorth of Payon Archer Village^000000.";
- next;
- mes "[Marlbron]";
- mes "I will take you to the gates of Payon.";
- mes "I would love to accompany you the rest of the way, but you must do this alone.";
- mes "I'll give you the directions which you must remember.";
- next;
- cutin "paymap1.bmp", 3;
- mes "[Marlbron]";
- mes "Here is where I will send you to.";
- mes "Once you arrive, you will see the area marked by this ^0000cdRed Circle^000000. Go through there, then...";
- next;
- cutin "paymap2.bmp", 3;
- mes "[Marlbron]";
- mes "You will reach the village of Payon.";
- mes "Follow the direction of the ^0000cdRed Arrow^000000, you will enter ^0000cdArcher Village^000000.";
- next;
- cutin "paymap3.bmp", 3;
- mes "[Marlbron]";
- mes "Once you get there, make your way to the ^0000cdCircled Area^000000. Here you will find the ^0000cdArcher Job Change Guild^000000.";
- mes "Got it? Easy to find, right?";
- next;
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Due to satellite navigation, you shouldn't worry about getting lost.";
- mes "However, if you are still worried, you can ask the local ^0000cdGuide^000000 where to go.";
- next;
- mes "[Marlbron]";
- mes "You can find me after your visit to the guild.";
- next;
- mes "[Marlbron]";
- mes "Now then, I wish you success in becoming an Archer. Until next time!";
- close2;
- cutin "", 255;
- nov_3_archer = 1;
- setquest 14142;
- warp "pay_fild01", 339, 346;
- end;
- }
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Yes, come back and see me after reconsideration.";
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Hmmm. You are a little bit short of Job Level.";
- mes "Are you coming back after more training?";
- next;
- mes "[Marlbron]";
- mes "Visit <NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>";
- mes "at Armory on the 1st floor.";
- close2;
- cutin "", 255;
- end;
- }
- case 4:
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Really? Then, don't be lazy but get some training.";
- close2;
- cutin "", 255;
- end;
- }
- }
- } else if (nov_3_archer == 1) {
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Why are you still here? Are you not going to become an Archer?";
- mes "Are you going to pursue a different job?";
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Well? How is it being an Archer?";
- mes "The student has surpassed the teacher, as the saying goes.";
- close2;
- cutin "", 255;
- end;
- }
- } else if (questprogress(4269) == 1) {
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "You don't seem to be fully registered at the Academy yet.";
- mes "Hurry and complete your registration.";
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "gnor.bmp", 2;
- mes "[Marlbron]";
- mes "Did you directly come here without the entrance application for Critura Academy yet?";
- mes "You are too in a hurry. Rush to go to the 1st floor for application, and come back to me.";
- close2;
- cutin "", 255;
- end;
- }
- } else {
- cutin "gbad.bmp", 2;
- mes "[Marlbron]";
- mes "Why are you of a different job snooping around here?";
- next;
- mes "[Marlbron]";
- mes "Don't snoop around and get out of here!!";
- close2;
- cutin "", 255;
- end;
- }
-}
-
-iz_ac02_a,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_a 4_M_ARCHER
-iz_ac02_b,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_b 4_M_ARCHER
-iz_ac02_c,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_c 4_M_ARCHER
-iz_ac02_d,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_d 4_M_ARCHER
-
-// =============================================================================
-// = Swordsman
-// =============================================================================
-
-// - Swordman Trainer (Adric)
-// - Teaches the player about the Swordman class.
-// -----------------------------------------------------------------------------
-iz_ac02,60,51,5 script Swordman Trainer#ac 4_M_SWORDMAN,{
- if (!checkweight(1301, 3)) {
- mes "- Quest cannot be continued due to your overfilled inventory. -";
- close;
- }
- cutin "aca_sword.bmp", 2;
- if (questprogress(4269) != 2) {
- mes "[Trainer Adric]";
- mes "You want to learn about Swordsman?";
- mes "If you want to take the class you must register.";
- next;
- mes "[Trainer Adric]";
- mes "Go and register at the counter on the 1st floor!";
- cutin "", 255;
- close;
- }
- if (Class == Job_Novice) {
- if (!nov_3_swordman) {
- mes "[Trainer Adric]";
- mes "You want to become a swordsman?";
- mes "Great decision.";
- next;
- mes "[Trainer Adric]";
- mes "Fight on the frontline with large swords,";
- mes "Bringing victory and with a high defense to protect your comrades.";
- mes "Simply put, we're the best.";
- next;
- mes "[Trainer Adric]";
- mes "What do you think?";
- mes "You want to become a Swordsman here?";
- next;
- switch(select("No thanks", "I want to test Swordsman Skills!", "Change me right now!")) {
- case 1:
- mes "[Trainer Adric]";
- mes "Since you're not intersted in this opportunity,";
- next;
- mes "[Trainer Adric]";
- mes "Go hunt Porings and stay";
- mes "as a novice forever!";
- cutin "", 255;
- close;
- case 2:
- mes "[Trainer Adric]";
- mes "Calm down, lets's start over.";
- mes "First, I'll give you a ^FF0000Swordman Manual^000000";
- mes "Read it carefuly before asking any questions.";
- getitem 2819, 1; // Swordman_Manual
- nov_3_swordman = 1;
- setquest 1229;
- cutin "", 255;
- close;
- case 3:
- if (JobLevel < 10) {
- mes "[Trainer Adric]";
- mes "If you want to become a Swordman,";
- mes "You should reach over ^006400Base level 10^000000,";
- mes "And become more than ^006400beginner's skill level 9^000000.";
- next;
- mes "[Trainer Adric]";
- mes "Get taught here and follow the steps.";
- cutin "", 255;
- close;
- } else {
- mes "[Trainer Adric]";
- mes "It seems you have learned enough.";
- mes "Head over to the Swordsman Guild";
- mes "to continue your change into a Swordsman!";
- next;
- mes "[Trainer Adric]";
- mes "The Swordsman Guild is located";
- mes "to the west of the Izlude Plaza Center.";
- mes "It should be very easy to find.";
- cutin "", 255;
- nov_3_swordman = 4;
- erasequest 1230;
- close;
- }
- }
- } else if (nov_3_swordman == 1) {
- mes "[Trainer Adric]";
- mes "If you are equipped with a ^FF0000Swordman Manual^000000";
- mes "You'll be able to experience the basic skills of the swordsman.";
- mes "Now let's study the basics of Swordsman skills.";
- next;
- while(1) {
- switch(select("Swordman key points", "Heightened Attack and defense.", "Related stats", "Additional Swordman classes?", "I learned enough already.")) {
- case 1:
- mes "[Trainer Adric]";
- mes "Swordsman uses strong constitution; shrugs off damage easily from foes and when in a party, is a leader and the protector of others.";
- next;
- continue;
- case 2:
- mes "[Trainer Adric]";
- mes "Swordsman prefer to use spears, two-handed swords or combination sword and shield.";
- next;
- mes "[Trainer Adric]";
- mes "Also the swordsman's vitality is normally high making them able to carry massive amounts of weight.";
- next;
- continue;
- case 3:
- mes "[Trainer Adric]";
- mes "Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000";
- mes "Of course this is all up to you";
- next;
- mes "[Trainer Adric]";
- mes "^0000FFVit^000000 affects^FF0000HP recovery rate^000000.";
- mes "^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000.";
- mes "^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000,";
- next;
- mes "[Trainer Adric]";
- mes "^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000,";
- mes "^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000.";
- next;
- continue;
- case 4:
- mes "[Trainer Adric]";
- mes "After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000.";
- next;
- mes "[Trainer Adric]";
- mes "Go raise your strength while figuring out if you're offensive or defensive.";
- mes "This is something you should do.";
- next;
- continue;
- case 5:
- break;
- }
- break;
- }
- mes "[Trainer Adric]";
- mes "The study material can be retaught by Neals the assitant trainer.";
- mes "Remember this.";
- nov_3_swordman = 2;
- if (questprogress(1229))
- erasequest 1229;
- setquest 1230;
- cutin "", 255;
- close;
- } else if (nov_3_swordman == 2) {
- if (JobLevel < 10) {
- mes "[Trainer Adric]";
- mes "Using the Swordman Manual I gave you train by hunting monsters.";
- mes "Go to the Battle Instructor Subino on the first floor Armory room.";
- next;
- mes "[Trainer Adric]";
- mes "Raise your level to ^006400job level 10^000000 and get to ^006400 beginner's skill level 9^000000, come back here again.";
- nov_3_swordman = 3;
- if (questprogress(1230))
- erasequest 1230;
- cutin "", 255;
- close;
- } else {
- mes "[Trainer Adric]";
- mes "Since you have enough job levels,";
- mes "you don't need any more lecturing.";
- next;
- switch(select("Then I will stop.", "But I want to listen more.", "I want to be a Swordsman right away!")) {
- case 1:
- mes "[Trainer Adric]";
- mes "You surpassed the study material to raise your level.";
- next;
- mes "[Trainer Adric]";
- mes "Impressive.";
- cutin "", 255;
- close;
- case 2:
- mes "[Trainer Adric]";
- mes "There's nothing else special to teach you.";
- mes "Everything I taught you if you remember them well, that's all you need.";
- next;
- mes "[Trainer Adric]";
- mes "If you need additional training,";
- mes "Go to the Battle Instructor Subino";
- mes "on the first floor Armory room.";
- next;
- switch(select("This is very tedious.", "I need more training.", "I want to be a Swordsman right away!")) {
- case 1:
- mes "[Trainer Adric]";
- mes "A simple No would've sufficed.";
- cutin "", 255;
- close;
- case 2:
- mes "[Trainer Adric]";
- mes "Go to the Battle Instructor Subino on the first floor Armory room.";
- mes "If you think you're ready, come back here.";
- mes "You need to change to a Swordsman job soon!";
- nov_3_swordman = 3;
- if (questprogress(1230))
- erasequest 1230;
- cutin "", 255;
- close;
- case 3:
- mes "[Trainer Adric]";
- mes "It seems you have learned enough.";
- mes "Head over to the Swordsman Guild";
- mes "to continue your transfer to a Swordsman!";
- next;
- mes "[Trainer Adric]";
- mes "The Swordsman Guild is located";
- mes "to the west of the Izlude Plaza Center.";
- mes "It should be very easy to find.";
- cutin "", 255;
- nov_3_swordman = 4;
- erasequest 1230;
- close;
- }
- case 3:
- mes "[Trainer Adric]";
- mes "It seems you have learned enough.";
- mes "Head over to the Swordsman Guild";
- mes "to continue your change into a Swordsman!";
- next;
- mes "[Trainer Adric]";
- mes "The Swordsman Guild is located";
- mes "to the west of the Izlude Plaza Center.";
- mes "It should be very easy to find.";
- cutin "", 255;
- nov_3_swordman = 4;
- if (questprogress(1230))
- erasequest 1230;
- close;
- }
- }
- } else if (nov_3_swordman == 3) {
- if (JobLevel < 10) {
- mes "[Trainer Adric]";
- mes "You still don't have enough to become a Swordman.";
- next;
- mes "[Trainer Adric]";
- mes "If you need some battle training find Subino on the first floor Armory of the Academy.";
- cutin "", 255;
- close;
- } else {
- mes "[Trainer Adric]";
- mes "It seems you have learned enough.";
- mes "Head over to the Swordsman Guild";
- mes "to continue your change into a Swordsman!";
- next;
- mes "[Trainer Adric]";
- mes "The Swordsman Guild is located";
- mes "to the west of the Izlude Plaza Center.";
- mes "It should be very easy to find.";
- cutin "", 255;
- nov_3_swordman = 4;
- if (questprogress(1230))
- erasequest 1230;
- close;
- }
- } else if (nov_3_swordman == 4) {
- mes "[Trainer Adric]";
- mes "During this period, you must train really hard.";
- next;
- mes "[Trainer Adric]";
- mes "Continue to improve your abilities to change to an amazing job!";
- cutin "", 255;
- close;
- }
- } else if (Class == Job_Swordman) {
- mes "[Trainer Adric]";
- mes "You're already a Swordsman!";
- next;
- mes "[Trainer Adric]";
- mes "There's nothing else special to teach you.";
- cutin "", 255;
- close;
- } else {
- mes "[Trainer Adric]";
- mes "Hey! You already have a job!";
- next;
- mes "[Trainer Adric]";
- mes "Go away!";
- cutin "", 255;
- close;
- }
-}
-
-iz_ac02_a,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_a 4_M_SWORDMAN
-iz_ac02_b,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_b 4_M_SWORDMAN
-iz_ac02_c,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_c 4_M_SWORDMAN
-iz_ac02_d,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_d 4_M_SWORDMAN
-
-// - Swordman Assistant (Neals)
-// -----------------------------------------------------------------------------
-iz_ac02,53,48,5 script Swordman Assistant#ac 4_M_KY_KNT,{
- if (questprogress(4269) != 2) {
- mes "[Assitant Trainer Neals]";
- mes "You want to learn about Swordsman?";
- mes "If you want to take the class you must register and come back here.";
- close;
- }
- if (Class == Job_Novice && JobLevel >= 10) {
- mes "[Assitant Trainer Neals]";
- mes "As you are at the enough job level, you don't need any more lecturing.";
- next;
- if(select("Then I will stop.", "Become a swordsman right away!") == 1) {
- mes "[Assitant Trainer Neals]";
- mes "Before the training starts, you already raised your level.";
- mes "Impressive.";
- close;
- }
- mes "[Assitant Trainer Neals]";
- mes "It seems that you have fully grown.";
- mes "Head to the Swordsman Guild to become a swordsman!";
- next;
- mes "[Assitant Trainer Neals]";
- mes "The Swordsman Guild is located in Izlude square";
- mes "From the center, go west.";
- mes "It should be easy to find.";
- cutin "", 255;
- if (questprogress(1230))
- erasequest 1230;
- close;
- } else {
- if (Class == Job_Swordman) {
- mes "[Assitant Trainer Neals]";
- mes "You are now a swordsman!";
- mes "There's nothing else special to teach you.";
- close;
- } else if (Class != Job_Novice) {
- mes "[Assitant Trainer Neals]";
- mes "You already have another job!";
- mes "Go away!";
- close;
- } else {
- if (questprogress(1229) == 2) {
- mes "[Assitant Trainer Neals]";
- mes "Let's repeat the prerequisite of Swordsmanhood, this is a review study!";
- next;
- while(1) {
- switch(select("Swordman key points", "Heightened Attack and defense.", "Related stats","Additional Swordman classes?", "I learned enough already.")) {
- case 1:
- mes "[Assitant Trainer Neals]";
- mes "Swordsman uses strong constitution; shrugs off damage easily from foes and when in a party, is a leader and the protector of others.";
- next;
- break;
- case 2:
- mes "[Assitant Trainer Neals]";
- mes "Swordsman prefer to use spears, two-handed swords or combination sword and shield.";
- next;
- mes "[Assitant Trainer Neals]";
- mes "Also the swordsman's vitality is normally high making them able to carry massive amounts of weight.";
- next;
- break;
- case 3:
- mes "[Assitant Trainer Neals]";
- mes "Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000 Of course this is all up to you";
- next;
- mes "[Assitant Trainer Neals]";
- mes "^0000FFVit^000000 affects^FF0000HP recovery rate^000000.";
- mes "^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000.";
- mes "^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000.";
- next;
- mes "[Trainer Adric]";
- mes "^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000.";
- mes "^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000.";
- next;
- break;
- case 4:
- mes "[Assitant Trainer Neals]";
- mes "After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000.";
- next;
- mes "[Assitant Trainer Neals]";
- mes "Go raise your strength while figuring out if you're offensive or defensive.";
- mes "This is something you should do.";
- break;
- case 5:
- mes "[Assitant Trainer Neals]";
- mes "Ask again anytime.";
- mes "I'll answer everything!";
- close;
- }
- mes "[Assitant Trainer Neals]";
- mes "Let's repeat the prequisite of swordsmanhood,";
- mes "this is a review study!";
- next;
- }
- } else {
- mes "[Assitant Trainer Neals]";
- mes "Feeble people like you can become a gallant Swordsman soon.";
- mes "Yes, you can. Be ambitious.";
- close;
- }
- }
- }
-}
-
-iz_ac02_a,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_a 4_M_KY_KNT
-iz_ac02_b,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_b 4_M_KY_KNT
-iz_ac02_c,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_c 4_M_KY_KNT
-iz_ac02_d,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_d 4_M_KY_KNT
-
-// =============================================================================
-// = Magician
-// =============================================================================
-
-// - Mage Chuck
-// -----------------------------------------------------------------------------
-iz_ac02,148,110,3 script Mage Chuck#ac 4_M_JOB_WIZARD,{
- cutin "nov_magicsoul01.bmp", 2;
- if (Class == Job_Novice) {
- if (questprogress(4269) == 2) {
- mes "[Mage Chuck]";
- mes "I am the one in charge of magic studies in Criatura Academy";
- mes "^0000FFA genius Mage^000000~!";
- mes "^0000FFMage Chuck^000000.";
- next;
- mes "[Mage Chuck]";
- mes "Someone like you who has magic talent but doesn't know how to become a Mage.";
- mes "For a ^FF0000Novice^000000 like you I'm offering my training.";
- next;
- mes "[Mage Chuck]";
- mes "How about it?";
- mes "Do you wanna try out my priceless lessons?";
- next;
- if(select("I will learn.", "No thanks!") == 2) {
- mes "[Mage Chuck]";
- mes "If you don't listen to me, you'll regret of it.";
- next;
- mes "[Mage Chuck]";
- mes "When you change your mind, come back to me.";
- } else {
- mes "[Mage Chuck]";
- mes "Good! If that's your decision, I will do my best.";
- mes "How much you learn depends on your own effort.";
- next;
- mes "[Mage Chuck]";
- mes "To become a Mage, you need to be very studious.";
- mes "Ask me what you want to learn!";
- while(1) {
- next;
- switch(select("What is a Mage's primary role?", "What ^8B4513stats^000000 are good for Mage?", "What are Mage's ^8B4513skill^000000s?", "Can I try some skills?!", "I want to ^8B451Cchange job^000000 to Mage!", "I'll get back to you later")) {
- case 1:
- mes "[Mage Chuck]";
- mes "A Mage's primary role is to use magic to inflict powerful attacks.";
- next;
- mes "[Mage Chuck]";
- mes "We have low defense but have various attack ^006400skills^000000.";
- mes "Be careful about the damage you take as a Mage.";
- next;
- mes "[Mage Chuck]";
- mes "If you remember these little things you can become a great Mage.";
- mes "Walk with pride as you grow in magic power~";
- next;
- mes "[Mage Chuck]";
- mes "Anything else you want to know about Mages?";
- break;
- case 2:
- mes "[Mage Chuck]";
- mes "Doesn't a Mage remind you something solid?";
- next;
- mes "[Mage Chuck]";
- mes "Sheer physical force is for brutes who increase their ^006400STR^000000.";
- mes "For a ^0000FFgenius Mage^000000 like myself that's a waste.";
- next;
- mes "[Mage Chuck]";
- mes "Become wise and clever with your^006400 mind power^000000.";
- mes "This is Mage's primary attribute- ^006400INT^000000, it's what's most important!";
- next;
- mes "[Mage Chuck]";
- mes "If you remember these little things you can become a great Mage.";
- mes "Walk with pride as you grow in magic power~";
- next;
- mes "[Mage Chuck]";
- mes "Anything else you want to know about Mages?";
- break;
- case 3:
- mes "[Mage Chuck]";
- mes "Mages have powerful magical skills.";
- mes "The basis of these skills are the attributes ^006400<Water, Wind, Earth, Fire>^000000.";
- next;
- mes "[Mage Chuck]";
- mes "As each element has its own^006400 range attack magic^000000, these are useful when dealing with many enemies~!!";
- next;
- mes "[Mage Chuck]";
- mes "Ok enough talk.";
- mes "I will show you my power by offering a demonstration.";
- mes "You should be honored to be witnessing this!";
- next;
- mes "[Mage Chuck]";
- switch(rand(1, 7)) {
- case 1:
- mes "Detecting hidden enemies";
- mes "^006400Sight^000000 !!!!";
- specialeffect EF_SIGHT;
- break;
- case 2:
- mes "Deflect all physical attacks";
- mes "^006400Safety Wall^000000!!!!";
- specialeffect EF_GLASSWALL;
- break;
- case 3:
- mes "Fire damage premier ~!!!";
- mes "^006400Fire Ball^000000!!!!";
- specialeffect EF_FIREBALL;
- break;
- case 4:
- mes "Wall of Fire~!!";
- mes "^006400Fire Wall^000000!!!!";
- specialeffect EF_FIREWALL;
- break;
- case 5:
- mes "Want a taste of thunder?";
- mes "^006400Lightening Bolt^000000!!!!";
- specialeffect EF_LIGHTBOLT;
- break;
- case 6:
- mes "Get lost in the storm!";
- mes "^006400Thunder Storm^000000!!!!";
- specialeffect EF_THUNDERSTORM;
- break;
- case 7:
- mes "What killed the dinosaurs?";
- mes "The Ice Age!";
- mes "^006400Frost Diver^000000!!!!";
- specialeffect EF_FROSTDIVER2;
- break;
- }
- next;
- mes "[Mage Chuck]";
- mes "Doesn't it shake your heart to see my skills?";
- mes "You won't get hurt so don't worry~!";
- next;
- mes "[Mage Chuck]";
- mes "Anything else you want to know about Mages?";
- break;
- case 4:
- if (isequippedcnt(2824) > 0 || countitem(2824) > 0) {
- mes "[Mage Chuck]";
- mes "I think you already received a ^FF0000Mage Manual^000000~!";
- mes "I can't offer you two of them.";
- mes "One is good enough~!";
- next;
- mes "[Mage Chuck]";
- mes "Try out the skills after equipping the^006400 Mage Manual^000000.";
- mes "Then hunt with the skills given to you in your skill window.";
- next;
- mes "[Mage Chuck]";
- mes "Anything else you want to know about Mages?";
- } else {
- if (checkweight(607, 1)) {
- mes "[Mage Chuck]";
- mes "Right, you must be set with your heart firm on becoming a Mage.";
- next;
- mes "[Mage Chuck]";
- mes "OK! Then I'll give you a chance to taste what it is to become a Mage.";
- mes "Take this ^006400Mage Manual^000000.";
- mes "I'll let you borrow it!";
- next;
- mes "[Mage Chuck]";
- mes "Try out the skills after equipping the^006400 Mage Manual^000000.";
- mes "Then hunt with the skills given to you in your skill window.";
- next;
- mes "[Mage Chuck]";
- mes "It's a valuable item so don't lose it.";
- mes "If you want to become a genius ^0000FFMage^000000 like me, follow in my path.";
- getitem 2824, 1; // Mage_Manual
- break;
- } else {
- mes "[Mage Chuck]";
- mes "If you want to become a Mage lighten up your inventory load.";
- next;
- mes "[Mage Chuck]";
- mes "Anything else you want to know about Mages?";
- }
- }
- break;
- case 5:
- if (questprogress(9264) == 2) {
- mes "[Mage Chuck]";
- mes "Ah~ you want to change to a magician?";
- next;
- mes "[Mage Chuck]";
- mes "I seem to have used a great deal of magic sending you before...";
- mes "Because of too many students like you, I cannot send you again!";
- next;
- mes "[Mage Chuck]";
- mes "If you really want to go, then please go speak to the Kafra Staff and use their Teleport Service.";
- } else {
- mes "[Mage Chuck]";
- mes "Ah~ you want to change to a magician?";
- next;
- mes "[Mage Chuck]";
- mes "To change your job to a magician, you must visit the Magician's Guild.";
- mes "I can send you close to there, but...";
- next;
- mes "[Mage Chuck]";
- mes "You must first reach ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000.";
- next;
- if(getskilllv("NV_BASIC") < 9) {
- mes "[Mage Chuck]";
- mes "You don't seem ready!";
- mes "If you want to change your job, you must first be ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000.";
- mes "Then come back and see me!";
- next;
- mes "[Mage Chuck]";
- mes "What else do you want to know about magicians?";
- } else {
- mes "[Mage Chuck]";
- mes "Ah, it seems that you already have those requirements!";
- mes "Do you want to change your job immediately?";
- next;
- if(select("No", "Yes") == 1) {
- mes "[Mage Chuck]";
- mes "Okay, when you have decided please come back!";
- next;
- mes "[Mage Chuck]";
- mes "What else do you want to know about magicians?";
- } else {
- mes "[Mage Chuck]";
- mes "In that case, I'll use magic to send you near ^8B4513Geffen^000000, where the Magician's Guild is.";
- mes "It is there that you will be able to become a magician.";
- next;
- mes "[Mage Chuck]";
- mes "Once I send you, you will speak to the ^0000FFMage's Guild Guide^000000.";
- mes "They will be able to assist you further.";
- mes "Let's go! I'm ready to send you there!";
- next;
- mes "[Mage Chuck]";
- mes "Whoosh Whoosh";
- mes "Ooo... Ooo... Hum... Hmm!";
- mes "Teleport!";
- cutin "", 255;
- next;
- setquest 9264;
- savepoint "geffen", 120, 38;
- warp "gef_fild07", 88, 205;
- end;
- }
- }
- }
- break;
- case 6:
- mes "[Mage Chuck]";
- mes "Yes~ Go meet other teachers then come back.";
- mes "Of course, Mages are most alluring of them all.~";
- next;
- mes "[Mage Chuck]";
- mes "You'll choose Mage again I have no doubt about it~~!!";
- mes "Haha see you later~";
- break;
- }
- break;
- }
- }
- } else {
- mes "[Mage Chuck]";
- mes "First you'll have to complete your ^8B4513registration^000000 at the Academy front desk.";
- mes "If you go to the 1st floor of the academy someone will help you register.";
- }
- } else {
- mes "[Mage Chuck]";
- mes "You're no longer the innocent ^8b4513Novice^000000 who doesn't know anything~?";
- mes "I don't have anything to teach you~!";
- }
- close2;
- cutin "", 255;
- end;
-}
-
-iz_ac02_a,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_a 4_M_JOB_WIZARD
-iz_ac02_b,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_b 4_M_JOB_WIZARD
-iz_ac02_c,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_c 4_M_JOB_WIZARD
-iz_ac02_d,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_d 4_M_JOB_WIZARD
-
-// - Magician's Guild Guide
-// -----------------------------------------------------------------------------
-gef_fild07,90,208,6 script #acmageguide HIDDEN_NPC,7,7,{
- end;
-
- OnTouch:
- if (questprogress(9264) == 1) {
- mes "[Magician's Guild Guide]";
- mes "It seems that you've come from Criatura Academy.";
- next;
- mes "[Magician's Guild Guide]";
- mes "You look a little exhausted...";
- mes "Though.. to become a magician is exhausting in a way...";
- next;
- mes "[Magician's Guild Guide]";
- mes "First off, my task is to guide you to the Mage's guild!";
- mes "Go straight to the right!";
- mes "After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!";
- next;
- mes "[Magician's Guild Guide]";
- mes "Once there,";
- mes "You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>.";
- mes "Speak to him, he will continue to guide you to the Magician's Guild!";
- nov_3_magician = 2;
- completequest 9264;
- erasequest 9264;
- setquest 9265;
- close;
- }
-}
-
-// - Magician's Guild Guide
-// -----------------------------------------------------------------------------
-gef_fild07,89,208,6 script Magician's Guild Guide#1 2_F_MAGICMASTER,{
- if (questprogress(9265) == 1) {
- mes "[Magician's Guild Guide]";
- mes "First off, my task is to guide you to the Mage's guild!";
- mes "Go straight to the right!";
- mes "After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!";
- next;
- mes "[Magician's Guild Guide]";
- mes "Once there,";
- mes "You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>.";
- mes "Speak to him, he will continue to guide you to the Magician's Guild!";
- } else {
- mes "[Magician's Guild Guide]";
- mes "I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild.";
- mes "These days the academy has a lot of new students so I'm happy to be working.";
- }
- close;
-
- OnInit:
- //AddQuestInfo 9265 1 0
- //SetQuestQuest 9265 9264 1
- end;
-}
-
-// - Magician's Guild Guide
-// -----------------------------------------------------------------------------
-geffen,43,123,6 script Magician's Guild Guide#2 2_F_MAGICMASTER,{
- if (questprogress(9265) == 1) {
- mes "[Magician's Guild Guide]";
- mes "Ah, you made it all the way here. Very good for an academy student!";
- next;
- mes "[Magician's Guild Guide]";
- mes "Before this step-by-step guide, they would get lost and frustrated.";
- next;
- mes "[Magician's Guild Guide]";
- mes "Anyways, let's keep this short.";
- mes "I will now tell you the route to the Mage's Guild!";
- mes "The way to go is quite simple...";
- mes "From here, go toward 11 o'clock, you will see the Mage's Guild.";
- next;
- mes "[Magician's Guild Guide]";
- mes "Just go inside, and upstairs a little to find the";
- mes "<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>";
- mes "From there, he will assist you in becoming a Mage.";
- completequest 9265;
- erasequest 9265;
- setquest 9266;
- } else if (questprogress(9266) == 1) {
- mes "[Magician's Guild Guide]";
- mes "The way to go is quite simple...";
- mes "From here, go toward 11 o'clock, you will see the Mage's Guild.";
- next;
- mes "[Magician's Guild Guide]";
- mes "Just go inside, and upstairs a little to find the";
- mes "<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>";
- mes "From there, he will assist you in becoming a Mage.";
- } else {
- mes "[Magician's Guild Guide]";
- mes "I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild.";
- mes "These days the academy has a lot of new students so I'm happy to be working.";
- }
- close;
-
- OnInit:
- //AddQuestInfo 9266 1 0
- //SetQuestQuest 9266 9265 1
- end;
-}
-
-// =============================================================================
-// = Merchant
-// =============================================================================
-
-// - Salim Hamid
-// -----------------------------------------------------------------------------
-iz_ac02,50,169,3 script Salim Hamid#ac 1_M_MERCHANT,{
- disable_items;
- if (!checkweight(714, 3) || (MaxWeight - Weight) < 10000) {
- mes "- As you are overloaded with so many items, quest can't be proceeded. -";
- close;
- }
- if (BaseLevel > 15 || Class != Job_Novice) {
- cutin "aca_salim01",2;
- mes "[Salim Hamid]";
- mes "Ehm?";
- mes "This class only for Novices just starting their adventure.";
- next;
- mes "[Salim Hamid]";
- mes "Looking at you, you seem like you need some help. How about going to another place?";
- close2;
- cutin "", 255;
- end;
- }
- if (questprogress(4269) < 1) {
- cutin "aca_salim01",2;
- mes "[Salim Hamid]";
- mes "Oh~";
- mes "At a glance, hey, you like the lost baby sheep.. Here the non registered passengers are prohibited.";
- next;
- mes "[Salim Hamid]";
- mes "If you want to look around this area without physical prohibiton, you would better register first at the info desk at the Academy entrance.";
- close2;
- cutin "", 255;
- end;
- }
- if (JobLevel >= 10) {
- cutin "aca_salim01.bmp", 2;
- mes "[Salim Hamid]";
- mes "Ho Oh~";
- mes "You look like you're ready to change to a first job.";
- next;
- cutin "aca_salim02",2;
- mes "[Salim Hamid]";
- mes "How about it? Are you interested in the way of the Merchant? If so, I may be helpful for you.";
- next;
- if(select("Not interest.", "Interested.") == 1) {
- mes "[Salim Hamid]";
- mes "Oh.. No...";
- mes "Well, there is no way. Our Criatura Academy put the priority to the adventurer's choice.";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Salim Hamid]";
- mes "Good~ Then, I will send you to the town of Alberta. There you can become a merchant.";
- next;
- mes "[Salim Hamid]";
- mes "Do not go elsewhere, immediately enter the town.";
- mes "Find the <NAVI>[Forge]<INFO>alberta_in,75 48</INFO></NAVI>.";
- next;
- if(select("Not yet ready.", "I'm Ready!") == 1) {
- mes "[Salim Hamid]";
- mes "Yes, I understand. When you are ready, let me see you again.";
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Salim Hamid]";
- mes "Good~ Please go to the Forge and find me.";
- close2;
- setquest 12307;
- cutin "", 255;
- warp "pay_fild03", 388, 68;
- end;
- }
- } else {
- cutin "aca_salim02",2;
- mes "[Salim Hamid]";
- mes "Hahaha. "+strcharinfo(0)+" you have completed the Merchant theory course at the Criatura Academy.";
- next;
- mes "[Salim Hamid]";
- mes "When you want to test the other battle skills in the Merchant's Manual,";
- mes "visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> on the 1st floor.";
- next;
- mes "[Salim Hamid]";
- mes "You can fully experience the battle related practice through him.";
- next;
- mes "[Salim Hamid]";
- mes "The guide for the next course "+strcharinfo(0)+" will be serviced when you reach job level 10. Good luck.";
- close2;
- cutin "", 255;
- end;
- }
- if (questprogress(12302) < 1) {
- cutin "aca_salim02.bmp", 2;
- mes "[Salim Hamid]";
- mes "Oh~";
- mes "Hey, you like a lost sheep. Do you know why you've come here?";
- next;
- if(select("Don't Know", "Know.") == 1) {
- mes "[Salim Hamid]";
- mes "Oh... you don't?";
- next;
- } else {
- mes "[Salim Hamid]";
- mes "Oh~ you seem like a quick learner.";
- next;
- }
- mes "[Salim Hamid]";
- mes "Well, I should at least give a briefing.";
- next;
- cutin "aca_salim01.bmp", 2;
- mes "[Salim Hamid]";
- mes "I am ^0000ffSalim Hamid^000000 in charge with training the merchant course here at the Criatura Academy.";
- next;
- mes "[Salim Hamid]";
- mes "This classroom is for Merchant applicants. In fact, this room is mainly for doing the finacial management of the Criatura Academy.";
- next;
- cutin "aca_salim02.bmp", 2;
- mes "[Salim Hamid]";
- mes "Next time, if you want to observe the merchant course, you can visit me, Salim Hamid and register.";
- setquest 12302;
- completequest 12302;
- close2;
- cutin "", 255;
- end;
- }
- if (questprogress(12303) < 1) {
- cutin "aca_salim01.bmp", 2;
- mes "[Salim Hamid]";
- mes "Oh~ You came back. Do you want to experience the Merchant training course? It is a little bit difficult to the average beginner.";
- next;
- if(select("No thanks!", "Sign me up!.") == 1) {
- mes "[Salim Hamid]";
- mes "Oh~ though it is a bit hard, it is worth learning. Sadly, there's no other way.";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Salim Hamid]";
- mes "Oh, yes... Then, first will you register your name in this student list?";
- next;
- if(select("Refuse.", "Put your name on the list.") == 1) {
- cutin "aca_salim03.bmp", 2;
- mes "[Salim Hamid]";
- mes "Resistance from the beginning? This isn't the way to start training.";
- close2;
- cutin "", 255;
- end;
- }
- cutin "aca_salim01.bmp", 2;
- mes "[Salim Hamid]";
- mes "Ummm~ Your name is...";
- mes "^0000ff"+ strcharinfo(0) +"^000000...... right?";
- next;
- mes "[Salim Hamid]";
- mes "First to observe the Merchant course, you need to have the Merchant mindset. A trader with less than 100 zeny could not be called a Merchant.";
- next;
- cutin "aca_salim02.bmp", 2;
- mes "[Salim Hamid]";
- mes ""+ strcharinfo(0) +"^000000 come back to me with 100 Zeny in hand before the next class.";
- next;
- mes "[Salim Hamid]";
- mes "Of course, that money won't be taken. It is only A test to see your basic mindset to being a Merchant. Good luck.";
- setquest 12303;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(12303) == 1) {
- if (Zeny >= 100) {
- cutin "aca_salim02.bmp", 2;
- mes "[Salim Hamid]";
- mes "Wow, you really came back with 100 zeny in hand. I feel your desire to learn clearly.";
- next;
- mes "[Salim Hamid]";
- mes "Now. I will give you a Merchant's manual. Equipped with it. Press Alt + S key and look at the skill window.";
- next;
- mes "[Salim Hamid]";
- mes "Clicking the [MISC] tab on the skill window, you can see the Merchant manual skills.";
- next;
- mes "[Salim Hamid]";
- mes "Now~ as we should go to the next course, equip the guide and see the skill, then speak to me again.";
- getitem 2823, 1; // Merchant_Manual
- completequest 12303;
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "aca_salim02.bmp", 2;
- mes "[Salim Hamid]";
- mes "Hohohong.. Test is not easy? Will you give it up now?";
- next;
- if(select("Can't do it.", "Give it up.") == 1) {
- mes "[Salim Hamid]";
- mes "Will you? 100 zeny isn't hard to get pal.";
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Salim Hamid]";
- mes "Yes, come back to me when you change your mind.";
- erasequest 12303;
- close2;
- cutin "", 255;
- end;
- }
- }
- }
- if (questprogress(12304) < 1) {
- cutin "aca_salim01",2;
- mes "[Salim Hamid]";
- mes "Now, how about attending the class concerning various basic skills which merchants should have for making money.";
- next;
- mes "[Salim Hamid]";
- mes "This might be better for you to learn from the steward working on the field next door. Go to him for the Merchant theory course, then return to me.";
- setquest 12304;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(12304) == 1) {
- cutin "aca_salim01",2;
- mes "[Salim Hamid]";
- mes "Haven't you gone to him for the class? Go to the steward next to me and return after completing the Merchant skill theory.";
- close2;
- cutin "", 255;
- end;
- }
- if (questprogress(12305) < 1) {
- mes "[Salim Hamid]";
- mes "Have you come after a good lesson from the steward concerning what a Merchant can do?";
- next;
- cutin "aca_salim02",2;
- mes "[Salim Hamid]";
- mes "By any chance, "+strcharinfo(0)+" do you have mind to learn more about Merchants here?";
- next;
- if(select("I will look around at more jobs.", "Let me do it a little more.") == 1) {
- mes "[Salim Hamid]";
- mes "Yes, your open mind is good for you. As this academy has many other lecturers besides Merchants.";
- next;
- mes "[Salim Hamid]";
- mes "Whenever you feel like learning again, come back to me "+strcharinfo(0)+".";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Salim Hamid]";
- mes "Is that so? OK, now how about learning the major effects of Merchant's stats? If you are ready, speak to me.";
- setquest 12305;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(12305) == 1) {
- cutin "aca_salim01.bmp", 2;
- mes "[Salim Hamid]";
- mes "Trader's stats are classified as two major series. One is for manufacturing, the other is for battle.";
- next;
- cutin "aca_salim02",2;
- mes "[Salim Hamid]";
- mes "Of course, these are for farther down in the future. At this moment, you are even short of stats to invest DEX enabling you to hunt a monster.";
- next;
- cutin "aca_salim01",2;
- mes "[Salim Hamid]";
- mes "But, there is a big difference between your knowledge of the basic rules and being ignorant of it.";
- mes "Let's learn about it one by one.";
- next;
- mes "[Salim Hamid]";
- mes "Now, what series do we start with?";
- next;
- while(1) {
- switch(select("Already know it.", "Battle Stats.", "Crafting Stats.")) {
- case 1:
- mes "[Salim Hamid]";
- mes "It will be OK as it is, won't it?";
- next;
- if(select("I already know all of them.", "Please make another explanation.") == 1) {
- mes "[Salim Hamid]";
- mes "Yes, you are "+strcharinfo(0)+" I am pleased to meet a quick-to-learn student like you. It also saves my time.";
- next;
- } else {
- mes "[Salim Hamid]";
- mes "Aha~ I think I got you wrong. Let's start the lecture again.";
- next;
- }
- break;
- case 2:
- mes "[Salim Hamid]";
- mes "Being in a trader role, the stats affecting the figure of battle power are two ^4d4fffSTR & DEX^000000.";
- next;
- mes "[Salim Hamid]";
- mes "STR is related to the basic attacking power, DEX is to hit ratio and recovery from damage.";
- next;
- mes "[Salim Hamid]";
- mes "In you future, according to the 2nd and 3rd jobs you choose, you can learn additional attacking stats such ^4d4fffINT or AGI^000000.";
- next;
- mes "[Salim Hamid]";
- mes "To back up your shortage, you can increase LUK a little.";
- next;
- mes "[Salim Hamid]";
- mes "Rather than worry yourself, it may be a good idea to learn from other Merchants. You know ask others for advice.";
- next;
- mes "[Salim Hamid]";
- mes "Any other questions?";
- next;
- break;
- case 3:
- mes "[Salim Hamid]";
- mes "The stats concerning crafting is simpler than that concerning battle. Only difficulty is how to cultivate it.";
- next;
- mes "[Salim Hamid]";
- mes "It is common that you increase ^4d4fffDEX & LUK^000000 as the base and, if you have surplus, you invest the rest in ^4d4fffINT^000000.";
- next;
- mes "[Salim Hamid]";
- mes "Of course, the allocation of the portion should be properly adjusted in accordance with your equipments and the status you are in.";
- next;
- mes "[Salim Hamid]";
- mes "One thing you should keep in mind is it may be a very boring and ascetic way to grow alone as Merchant specializing in crafting.";
- next;
- mes "[Salim Hamid]";
- mes "If possible, make use of your friends and their items if you can.";
- mes "This is my personal opinion only.";
- mes "It is absolutely not the official standpoint of the Criatura Academy.";
- next;
- mes "[Salim Hamid]";
- mes "Any other questions?";
- next;
- break;
- }
- }
- mes "[Salim Hamid]";
- mes "Then, it is the end of this class.";
- mes "If you have more questions about Merchants, please make other visits.";
- completequest 12305;
- close2;
- cutin "", 255;
- end;
- }
- if (questprogress(12306) < 1) {
- mes "[Salim Hamid]";
- mes "You came back again. "+strcharinfo(0)+" this time, shall we have a practical training by doing a simple errand?";
- next;
- mes "[Salim Hamid]";
- mes "Can you see the noisy vending machine at the corner of this classroom? It was originally a soft drink vending machine but swallows coin very much...";
- next;
- cutin "aca_salim02",2;
- mes "[Salim Hamid]";
- mes "Anyway, due to this reason, it is now being used for the trainees' practice of skills. Please check the prices for Garlet and Zargon.";
- next;
- mes "[Salim Hamid]";
- mes "But! You should come back wit the information about ^4d4fffthe discounted prices equipped with the merchant's manual and applied with the discount rate^000000.";
- next;
- cutin "aca_salim01",2;
- mes "[Salim Hamid]";
- mes "Don't buy them. Just come back with the checked prices only. Can you do it?";
- next;
- if(select("I will do it next time.", "I will do it.") == 1) {
- mes "[Salim Hamid]";
- mes "OK. Then you challenge it next time.";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Salim Hamid]";
- mes "Good~ I will see you later.";
- setquest 12306;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(12306) == 1) {
- cutin "aca_salim02",2;
- mes "[Salim Hamid]";
- mes "Yes. Let's see the prices you checked.";
- next;
- switch(select("I will come back after rechecking them.:Garlet 39z Zargon 450z:Garlet 37z Zargon 448z:Garlet 37z Zargon 446z:Garlet 37z Zargon 444z")) {
- case 1:
- mes "[Salim Hamid]";
- mes "OK. You come back after rechecking them in detail.";
- close2;
- cutin "", 255;
- end;
- case 4:
- mes "[Salim Hamid]";
- mes "OK~ You correctly checked the prices equipped with Merchant's Manual.";
- next;
- cutin "aca_salim01",2;
- mes "[Salim Hamid]";
- mes "Perhaps, if you become a Merchant and use the high level of discount skill, you can buy what you want at much cheaper prices.";
- next;
- mes "[Salim Hamid]";
- mes "The practice of overcharge will be the same.";
- next;
- cutin "aca_salim02",2;
- mes "[Salim Hamid]";
- mes "You don't need to practice the overcharge as well. You experience it while selling items earned during the other courses.";
- next;
- mes "[Salim Hamid]";
- mes "Now the Merchant training at the Academy is finished.";
- completequest 12306;
- close2;
- cutin "", 255;
- end;
- default:
- cutin "aca_salim03",2;
- mes "[Salim Hamid]";
- mes "Did you correctly check them?";
- close2;
- cutin "", 255;
- end;
- }
- }
-}
-
-iz_ac02_a,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_a 1_M_MERCHANT
-iz_ac02_b,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_b 1_M_MERCHANT
-iz_ac02_c,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_c 1_M_MERCHANT
-iz_ac02_d,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_d 1_M_MERCHANT
-
-// - Steward Aydin
-// -----------------------------------------------------------------------------
-iz_ac02,53,171,3 script Steward Aydin#ac 4_M_MANAGER,{
- disable_items;
- if (!checkweight(714, 3) || (MaxWeight - Weight) < 10000) {
- mes "- As you are overloaded with so many items, quest can't be proceeded.";
- close;
- }
- if(questprogress(12304) == 1) {
- mes "[Steward Aydin]";
- mes "Mr. Hamid sent you here. Nice to meet you. Being busy in organizing the account book, I will make time for you.";
- next;
- mes "[Steward Aydin]";
- mes "There are many ways to make margin on trading.. A threat, a concillation, black-market dealings, etc.";
- next;
- mes "[Steward Aydin]";
- mes "If necessary, even various violent and bloody shortcuts (wow this guy is serious!)";
- next;
- mes "[Steward Aydin]";
- mes "OH wait, what did I tell you?";
- mes "These are legally prohibited behaviors. So, Merchants will be given two skills. Those are ^4d4fffOvercharge and Discount^000000..";
- next;
- mes "[Steward Aydin]";
- mes "Besides, there are some other helpful skills such as ^4d4fffPush Cart Vending, Item Appraisal^000000 etc.. Which are not related directly to them though.";
- next;
- mes "[Steward Aydin]";
- mes "Any questions among them?";
- next;
- while(1) {
- switch(select("I already know all of them.", "Overcharge & Discount", "Other skills", "Item Appraisal")) {
- case 1:
- mes "[Steward Aydin]";
- mes "Really are you OK with it?";
- next;
- if(select("Wait I know it all.", "No, please explain them again.") == 1) {
- mes "[Steward Aydin]";
- mes "Ho O~ You don't have any questions?";
- mes "OK. You are a person of practice rather than of theory.";
- next;
- mes "[Steward Aydin]";
- mes "The additional lecture will be provided by Mr. Salim Hamid. Ah. I have something to give you.";
- next;
- mes "[Steward Aydin]";
- mes "This is a box containing the defective equipments leaving from the inventory organization here.";
- mes "Please practice the Item Appraisal skill in the Merchant Manual with it.";
- next;
- mes "[Steward Aydin]";
- mes "I anticipate to see you next time in a good shape.";
- completequest 12304;
- getitem 12847, 1; // Old_Equipment_Box
- close;
- }
- mes "[Steward Aydin]";
- mes "Ho O~ Sorry but I got you wrong.";
- mes "Let's start the class.";
- next;
- break;
- case 2:
- mes "[Steward Aydin]";
- mes "It is simple to use Overcharge and Discount.";
- next;
- mes "[Steward Aydin]";
- mes "These two skills are passive skills. If you become familiar with these, "+strcharinfo(0)+" these will automatically perform in trading with merchant NPC without your operation.";
- next;
- mes "[Steward Aydin]";
- mes "Once you've learned Overcharge, when selling commodities to a merchant NPC, you can gain the sales money composed of the regular sales price plus additional money as per the Overcharge skill level.";
- next;
- mes "[Steward Aydin]";
- mes "Oppositely, Discount is the skill, on your buying commodities from a merchant NPC, you can purchase it at the price discounted on the regular selling price as per the skill level.";
- next;
- mes "[Steward Aydin]";
- mes "Be carefult that these two skills are to be used only in trading with usual merchant's NPC, not with other manufacturing NPC or among adventurers.";
- next;
- mes "[Steward Aydin]";
- mes "Do you have more questions?";
- next;
- break;
- case 3:
- mes "[Steward Aydin]";
- mes "Enlarge Weight Limit, Push Cart, Vending. These three skills have close relationships.";
- next;
- mes "[Steward Aydin]";
- mes "First talking about ^4d4fffEnlarge Weight Limit^000000 skill, is the skill to increase th character's basic earned points. It is an automatic operational passive skill when you learn it.";
- next;
- mes "[Steward Aydin]";
- mes "This earned point skill reaching a certain level, you can use the skill called ^4d4fffPush Cart^000000";
- next;
- mes "[Steward Aydin]";
- mes "But this Push Cart skill has the disadvantage of the slowdown of moving speed, though the advantage of high loading capacity.";
- next;
- mes "[Steward Aydin]";
- mes "When this Push Cart skill reaches at a certain level, you can use the skill called ^4d4fffVending^000000. This is used to sell your own items to other players.";
- next;
- mes "[Steward Aydin]";
- mes "Besides these, is there any more questions?";
- next;
- break;
- case 4:
- mes "[Steward Aydin]";
- mes "Item Appraisal skill is a supplementary skill rather than the essential one.";
- next;
- mes "[Steward Aydin]";
- mes "If you learn this skill you can identify items without having to use a Magnifying Glass Item.";
- next;
- mes "[Steward Aydin]";
- mes "Besides these, is there any more questions?";
- next;
- break;
- }
- }
- } else {
- mes "[Steward Aydin]";
- mes "I am very busy clearing an account book, so how about talking next time?";
- close;
- }
-}
-
-iz_ac02_a,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_a 4_M_MANAGER
-iz_ac02_b,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_b 4_M_MANAGER
-iz_ac02_c,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_c 4_M_MANAGER
-iz_ac02_d,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_d 4_M_MANAGER
-
-// =============================================================================
-// = Thief
-// =============================================================================
-
-// - Guest Lecturer Mayssel
-// - Teaches the player about the Thief class.
-// -----------------------------------------------------------------------------
-iz_ac02,52,136,3 script Guest Lecturer Mayssel#0 4_F_MAYSEL,{
- if (!checkweight(1301, 3)) {
- mes "Quest cannot be continued due to the overfilled inventory.";
- mes "Please try it again after organizing the items.";
- close;
- }
-
- if (questprogress(4269) > 0 && Class == Job_Novice) {
- if (!questprogress(7480)) {
- mes "[Lumin]";
- mes ".......... Then";
- cutin "nov_lumin01.bmp", 2;
- next;
- cutin "gc_mayssel05.bmp", 1;
- mes "[Mayssel]";
- mes "I see, Lu make it as you want.";
- next;
- select("Uh, hi...");
- cutin "gc_mayssel01.bmp", 1;
- mes "[Mayssel]";
- mes "I am sorry...";
- mes "Are you a student of Criatura Academy?";
- mes "I didn't intend to ignore you.";
- mes "He is also one of the students in this class.";
- next;
- mes "[Mayssel]";
- mes "Hello " + strcharinfo(0) + "";
- mes "I am Mayssel the section chief of the Veins section of the Assassin Guild.";
- mes "I came here to give you some information about the Thief class.";
- next;
- mes "[Mayssel]";
- mes "Do you want to know about the Thief class?";
- next;
- if(select("Yes, please.", "No, I won't be a Thief.") == 2) {
- mes "[Mayssel]";
- mes "If you want it....";
- cutin "gc_mayssel05.bmp", 1;
- close2;
- cutin "", 255;
- end;
- }
- mes "[Mayssel]";
- mes "Well a thief is commonly thought of as a criminal.";
- mes "But our guild is not about taking from those that are in need of it.";
- next;
- mes "[Mayssel]";
- mes "First, we should make it clear.";
- mes "We don't steal other's belongings.";
- next;
- mes "[Lumin]";
- mes "How about monsters?";
- cutin "nov_lumin01.bmp", 2;
- next;
- cutin "", 255;
- mes "[Mayssel]";
- mes "Now monsters...";
- cutin "gc_mayssel03.bmp", 1;
- next;
- mes "[Verkhasel]";
- mes "Hey, take it easy.";
- mes "You said it was a mission for something important. But only a place like this...";
- cutin "gc_verkhasel01.bmp", 2;
- next;
- cutin "gc_mayssel01.bmp", 1;
- mes "[Mayssel]";
- mes "I was upset...";
- mes "Let me continue.";
- mes "A Thief uses techniques that common thieves use to be fast and nimble.";
- next;
- mes "[Mayssel]";
- mes "We use stealth to blend into our surroundings and strike our foes.";
- next;
- mes "[Mayssel]";
- mes "Our primary weapon is a dagger and we compensate their attack strength by adding poison property to our attacks.";
- next;
- mes "[Mayssel]";
- mes "The higher class jobs in Thief class are Assassin and Rogue.";
- mes "Verkhasel is a Guillotine Cross which is the third class of the Assassin Job.";
- mes "and......";
- next;
- mes "[Mayssel]";
- mes "Mr. Vicente... I called Dumk..";
- cutin "gc_mayssel02.bmp", 1;
- next;
- mes "[Vicente]";
- mes "Ah, that is... Mayssel..";
- mes "As you know well about Master.";
- mes "I can explain about Rogues to you.";
- next;
- mes "[Mayssel]";
- mes "I see...";
- mes "" + strcharinfo(0) + " Sorry but you can learn about the Shadow Chaser class from them.";
- cutin "gc_mayssel03.bmp", 1;
- next;
- cutin "gc_mayssel01.bmp", 1;
- mes "[Mayssel]";
- mes "Anyway, these two gentlemen will help you.";
- mes "^4d4dffCome back to me after speaking to Verkhasel and Vicente.^000000";
- setquest 7480;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(7480) == 1) {
- if (questprogress(7481) > 0 && questprogress(7482) > 0) {
- mes "[Mayssel]";
- mes "Have you learned something about Thief, Assassin and Rogue?";
- mes "You don't need to understand everything right now.";
- cutin "gc_mayssel01.bmp", 1;
- next;
- if (BaseLevel > 12) {
- mes "[Mayssel]";
- mes "I only play the role to inform you of there is this one that one...";
- mes "The next course is how to use the experience guide... Let's skim it over.";
- next;
- mes "[Mayssel]";
- mes "The guide for skill experience provided by the academy can be used up to level 12.";
- mes "Regretfully, only the explanation is available for you.";
- next;
- mes "[Mayssel]";
- mes "If you want to be a Thief, you just come back here.";
- mes "I can help you with the 1st step of the job change.";
- next;
- mes "[Mayssel]";
- mes "Thank you for your hard work.";
- cutin "gc_mayssel02.bmp", 1;
- completequest 7480;
- erasequest 7481;
- erasequest 7482;
- setquest 7483;
- completequest 7483;
- getexp 800, 50;
- getitem 569, 30; // Novice_Potion
- getitem 12325, 20; // N_Magnifier
- } else {
- mes "[Mayssel]";
- mes "I only play the role to inform you of there is this one that one...";
- mes "Then, let's talk about the Thief's skills.";
- next;
- mes "[Mayssel]";
- mes "I will give you the guide to borrow the thief's skill temporarily.";
- mes "Organize the guide items, you can see the useful skills on the 'ETC' skill window.";
- next;
- mes "[Mayssel]";
- mes "By making use of the guide, you may take the missions being asked by Verkhasel and Vicente.";
- completequest 7480;
- erasequest 7481;
- erasequest 7482;
- setquest 7483;
- getitem 2820, 1; // Thief_Manual
- }
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Mayssel]";
- mes "Verkhasel and Vicente will give you various information related to the higher class jobs.";
- mes "So, come back to me after listening to them.";
- cutin "gc_mayssel01.bmp", 1;
- next;
- mes "[Mayssel]";
- mes "Preparation for real battle is next.";
- next;
- if(select("I see...", "I won't do it.") == 1) {
- mes "[Mayssel]";
- mes "I will compensate for you when your mission is completed.";
- mes "Come back to me after speaking to Verkhasel and Vicente.";
- } else {
- mes "[Mayssel]";
- mes "I see..";
- mes "This course is now cancelled.";
- erasequest 7480;
- }
- close2;
- cutin "", 255;
- end;
- }
- } else {
- if (!questprogress(7483)) {
- mes "[Mayssel]";
- mes "Have you learned something about Thief, Assassin and Rogue?";
- mes "You don't need to understand everything right now.";
- cutin "gc_mayssel01.bmp", 1;
- next;
- if (BaseLevel > 12) {
- mes "[Mayssel]";
- mes "I only play the role to inform you of there is this one that one...?";
- mes "The next course is how to use the experience guide... Let's skim it over.";
- next;
- mes "[Mayssel]";
- mes "The guide for skill experience provided by the academy can be used up to level 12.";
- mes "Regretfully, only the explanation is available for you.";
- next;
- mes "[Mayssel]";
- mes "If you want to be a Thief, you just come back here.";
- mes "I can help you with the 1st step of the job change.";
- next;
- mes "[Mayssel]";
- mes "You've worked hard.";
- cutin "gc_mayssel02.bmp", 1;
- completequest 7480;
- erasequest 7481;
- erasequest 7482;
- setquest 7483;
- completequest 7483;
- getexp 800, 50;
- getitem 569, 30; // Novice_Potion
- getitem 12325, 20; // N_Magnifier
- } else {
- mes "[Mayssel]";
- mes "I only play the role to inform you of there is this one that one...";
- mes "Then, let's talk about the Thief's skills.";
- next;
- mes "[Mayssel]";
- mes "I will give you the guide to borrow the thief's skill temporarily.";
- mes "Organize the guide items, you can see the useful skills on the 'ETC' skill window.";
- next;
- mes "[Mayssel]";
- mes "By making use of the guide, you may take the missions being asked by Verkhasel and Vicente.";
- completequest 7480;
- erasequest 7481;
- erasequest 7482;
- setquest 7483;
- getitem 2820, 1; // Thief_Manual
- }
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(7483) == 1) {
- if (questprogress(7484) > 1 && questprogress(7485) > 1) {
- cutin "gc_mayssel01.bmp", 1;
- mes "[Mayssel]";
- mes "Have you got a sense what it is to be a Thief?";
- mes "If you want to use the skill like double attack, visit ^4d4dffMr. Subino on the 1st floor^000000.";
- next;
- mes "[Mayssel]";
- mes "<NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> will give you several battle missions.";
- next;
- mes "[Mayssel]";
- mes "I hope you experience other skills with battle Quests.";
- mes "Double attack is somewhat an exciting skill.";
- next;
- mes "[Mayssel]";
- mes "Make a decision after you've at least experienced it.";
- mes "You still have a long way and enough time before you make a decision... Think of it deeply.";
- next;
- mes "[Mayssel]";
- mes "If you want to be a Thief, you just come back here.";
- mes "I can help you with the 1st step of the job change.";
- next;
- mes "[Mayssel]";
- mes "Thank you for you hard work.";
- completequest 7483;
- getexp 800, 50;
- getitem 569, 30; // Novice_Potion
- getitem 12325, 20; // N_Magnifier
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "gc_mayssel01.bmp", 1;
- mes "[Mayssel]";
- mes "In the battle training, the actual fighting is more important than theory.";
- mes "To use the skill once is better than all this talking.";
- next;
- mes "[Mayssel]";
- mes "If you carry out the mission asked by Verkhasel and Vicente, I will go to the next class.";
- next;
- if(select("I see.", "I won't do it.") == 1) {
- mes "[Mayssel]";
- mes "I will compensate for you when your mission is complete.";
- mes "Come back to me after listening to Verkhasel and Vicente.";
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Mayssel]";
- mes "I see.";
- mes "This course is now cancelled.";
- mes "The ongoing lower courses are cancelled.";
- next;
- if(select("No.", "Yes, cancel the course.") == 1) {
- mes "[Mayssel]";
- mes "Fortunately...";
- mes "Good to see you have patience.";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Mayssel]";
- mes "All the ongoing courses are cancelled.";
- mes "These are not your aptitude.";
- nude;
- if (countitem(2820) > 0)
- delitem 2820, countitem(2820); // Thief_Manual
- erasequest 7483;
- erasequest 7484;
- erasequest 7485;
- close2;
- cutin "", 255;
- end;
- }
- }
- } else {
- cutin "gc_mayssel01.bmp", 1;
- mes "[Mayssel]";
- mes "What are you curious about?";
- mes "If you want to know about battle, visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01_c,59,83</INFO></NAVI>.";
- next;
- switch(select("Change job to Thief.", "Thief Stat Explanation", "Thief Skill Explanation", "Not curious about it.")) {
- case 1:
- if (JobLevel > 9) {
- mes "[Mayssel]";
- mes "You made up your mind.";
- mes "Welcome to the world of shadows.";
- cutin "gc_mayssel02.bmp", 1;
- next;
- cutin "gc_mayssel01.bmp", 1;
- mes "[Mayssel]";
- mes "If you are ready, I will send you to the deserts of Morroc to embrace the shadows.";
- mes "The journey will be both strange and challenging.";
- next;
- if(select("At once please.", "I need more time.") == 2) {
- mes "[Mayssel]";
- mes "Yes, after a sufficient survey of other jobs, you may make a decision.";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Mayssel]";
- mes "^4d4dffFind the Pyramid^000000 in the ^4d4dffNorthwest^000000 of Morroc.";
- close2;
- cutin "", 255;
- warp "morocc", 30, 290;
- end;
- } else {
- mes "[Mayssel]";
- mes "I'm sorry but you are short of job levels to change your job.";
- next;
- mes "[Mayssel]";
- mes "Level composes of Base level and Job level.";
- mes "Job level is what determines your current job.";
- next;
- mes "[Mayssel]";
- mes "^4d4dffThe 1st job condition condition is job level 10.^000000";
- mes "You need more experience so fight more and level up first.";
- close2;
- cutin "", 255;
- end;
- }
- case 2:
- mes "[Mayssel]";
- mes "You want to know more about stats?";
- mes "As Vicente already told you, stats don't have a fixed answer.";
- cutin "gc_mayssel01.bmp", 1;
- next;
- mes "[Mayssel]";
- mes "If I choose one among them,";
- mes "^4d4dffAGI is related to flee ability^000000,";
- mes "^4d4dffDex is related with hit ratio";
- mes "STR raises physical attacking power^000000";
- next;
- mes "[Mayssel]";
- mes "Vit, Luk, Int are valued according your target chosen.";
- mes "For your reference, Verkhasel has high level of Luk.";
- mes "A weapon called Katar is good for Critical.";
- next;
- mes "[Mayssel]";
- mes "But thief's primary weapon is a dagger.";
- mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy.";
- next;
- mes "[Mayssel]";
- mes "If your attack doesn't hit the enemy, you come to think of the hit ratio.";
- mes "Hope you find the right stats that are suitable to your fighting style.";
- close2;
- cutin "", 255;
- end;
- case 3:
- mes "[Mayssel]";
- mes "Which skill are you curious about?";
- cutin "gc_mayssel01.bmp", 1;
- next;
- while(1) {
- switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) {
- case 1:
- mes "[Mayssel]";
- mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000";
- mes "You want to avoid taking damage from enemy attack, don't you?";
- next;
- break;
- case 2:
- mes "[Mayssel]";
- mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000";
- mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks.";
- next;
- break;
- case 3:
- mes "[Mayssel]";
- mes "^4d4dffHiding means exactly that... to hide.^000000";
- next;
- mes "[Mayssel]";
- mes "^4d4dffSteal is the skill of stealing enemy's items^000000.";
- mes "You can steal one item from one enemy.";
- next;
- break;
- case 4:
- mes "[Mayssel]";
- mes "^4d4dffEnvenom is used to poison your enemy.^000000";
- mes "If poisoned, it can make a physical attacks slowly eat away at your foe.";
- next;
- mes "[Mayssel]";
- mes "Oppositely, the name implies, Detoxify removes poison status.";
- next;
- break;
- case 5:
- mes "[Mayssel]";
- mes "It is good you have enough knowledge.";
- mes "Supplementary the field experiences will make you perfect.";
- close2;
- cutin "", 255;
- end;
- }
- }
- case 4:
- mes "[Mayssel]";
- mes "Is that so?";
- mes "Like other job guilds, there is a limit learned through theory.";
- mes "I would like to recommend you to experience battle first-hand.";
- cutin "gc_mayssel01.bmp", 1;
- close2;
- cutin "", 255;
- end;
- }
- }
- }
- } else {
- if (!questprogress(4269)) {
- mes "[Mayssel]";
- mes "You are a stranger.";
- mes "Excuse me but I was invited to explain about the jobs for the students,";
- mes "I have no words to tell you.";
- cutin "gc_mayssel01.bmp", 1;
- next;
- mes "[Mayssel]";
- mes "It is almost miracle to meet you and me living far away from the light of ground.";
- mes "We should abide by the regulations.";
- next;
- mes "[Mayssel]";
- mes "Attending the class, first you may be a student of Criatura Academy.";
- next;
- mes "[Mayssel]";
- mes "However, if you want the information about the thief job itself, I will let you know.";
- next;
- switch(select("About the useful stats for a Thief", "About Thief's primary skills", "Not curious about it.")) {
- case 1:
- mes "[Mayssel]";
- mes "You want to know more about stats?";
- mes "As Vicente already told you, stats don't have a fixed answer.";
- next;
- mes "[Mayssel]";
- mes "If I choose one among them,";
- mes "^4d4dffAGI is related to flee ability^000000,";
- mes "^4d4dffDex is related with hit ratio";
- mes "STR raises physical attacking power^000000";
- next;
- mes "[Mayssel]";
- mes "Vit, Luk, Int are valued according your target chosen.";
- mes "For your reference, Verkhasel has high level of Luk.";
- mes "A weapon called Katar is good for Critical.";
- next;
- mes "[Mayssel]";
- mes "But thief's primary weapon is a dagger.";
- mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy.";
- next;
- mes "[Mayssel]";
- mes "If your attack doesn't hit the enemy, you come to think of the hit ratio.";
- mes "Hope you find the right stats that are suitable to your fighting style.";
- close2;
- cutin "", 255;
- end;
- case 2:
- mes "[Mayssel]";
- mes "Which skill are you curious about?";
- next;
- while(1) {
- switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) {
- case 1:
- mes "[Mayssel]";
- mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000";
- mes "You want to avoid taking damage from enemy attack, don't you?";
- next;
- break;
- case 2:
- mes "[Mayssel]";
- mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000";
- mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks.";
- next;
- break;
- case 3:
- mes "[Mayssel]";
- mes "^4d4dffHiding means exactly that... to hide.^000000";
- next;
- mes "[Mayssel]";
- mes "^4d4dffSteal is the skill of stealing enemy's items^000000.";
- mes "You can steal one item from one enemy.";
- next;
- break;
- case 4:
- mes "[Mayssel]";
- mes "^4d4dffEnvenom is used to poison your enemy.^000000";
- mes "If poisoned, it can make a physical attacks slowly eat away at your foe.";
- next;
- mes "[Mayssel]";
- mes "Oppositely, the name implies, Detoxify removes poison status.";
- next;
- break;
- case 5:
- mes "[Mayssel]";
- mes "It is good you have enough knowledge.";
- mes "Supplementary the field experiences will make you perfect.";
- cutin "gc_mayssel05.bmp", 1;
- close2;
- cutin "", 255;
- end;
- }
- }
- case 3:
- mes "[Mayssel]";
- mes "After you register as a student, you can take lessons and gain more experience.";
- cutin "gc_mayssel01.bmp", 1;
- close2;
- cutin "", 255;
- end;
- }
- } else {
- if (Class == Job_Thief) {
- mes "[Mayssel]";
- mes "You are on the way of thief.";
- mes "Thief is the 1st job.";
- cutin "gc_mayssel01.bmp", 1;
- next;
- mes "[Mayssel]";
- mes "Someday, you would transfer to the 2nd job.";
- mes "It would be better to think of whether becoming a Log or an Assassin now.";
- cutin "gc_mayssel02.bmp", 1;
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Mayssel]";
- mes "You don't look familiar.";
- mes "In order to attend this class, you must first become a student of Criatura Academy.";
- cutin "gc_mayssel01.bmp", 1;
- next;
- mes "[Mayssel]";
- mes "What information would you like to know about the Thief job?";
- next;
- switch(select("About the useful stats for a Thief", "About Thief's primary skills", "Not curious about it.")) {
- case 1:
- mes "[Mayssel]";
- mes "You want to know more about stats?";
- mes "There are no perfect answers for useful stats.";
- next;
- mes "[Mayssel]";
- mes "If I choose one among them,";
- mes "^4d4dffAGI is related to flee ability^000000,";
- mes "^4d4dffDex is related with hit ratio";
- mes "STR raises physical attacking power^000000";
- next;
- mes "[Mayssel]";
- mes "Vit, Luk, Int are valued according your target chosen.";
- mes "For your reference, Verkhasel has high level of Luk.";
- mes "A weapon called Katar is good for Critical.";
- next;
- mes "[Mayssel]";
- mes "But thief's primary weapon is a dagger.";
- mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy.";
- next;
- mes "[Mayssel]";
- mes "If your attack doesn't hit the enemy, you come to think of the hit ratio.";
- mes "Hope you find the right stats that are suitable to your fighting style.";
- close2;
- cutin "", 255;
- end;
- case 2:
- mes "[Mayssel]";
- mes "Which skill are you curious about?";
- next;
- while(1) {
- switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) {
- case 1:
- mes "[Mayssel]";
- mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000";
- mes "You want to avoid taking damage from enemy attack, don't you?";
- next;
- break;
- case 2:
- mes "[Mayssel]";
- mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000";
- mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks.";
- next;
- break;
- case 3:
- mes "[Mayssel]";
- mes "^4d4dffHiding means exactly that... to hide.^000000";
- next;
- mes "[Mayssel]";
- mes "^4d4dffSteal is the skill of stealing enemy's items^000000.";
- mes "You can steal one item from one enemy.";
- next;
- break;
- case 4:
- mes "[Mayssel]";
- mes "^4d4dffEnvenom is used to poison your enemy.^000000";
- mes "If poisoned, it can make a physical attacks slowly eat away at your foe.";
- next;
- mes "[Mayssel]";
- mes "Oppositely, the name implies, Detoxify removes poison status.";
- next;
- break;
- case 5:
- mes "[Mayssel]";
- mes "It is good you have enough knwledge.";
- mes "Supplementary the field experiences will make you perfect.";
- close2;
- cutin "", 255;
- end;
- }
- }
- break;
- case 3:
- mes "[Mayssel]";
- mes "After you register as a student, you can take lessons and gain more experience.";
- cutin "gc_mayssel01.bmp", 1;
- close2;
- cutin "", 255;
- end;
- }
- }
- }
- }
-
- OnInit:
- //AddQuestInfo 7480 0 0
- //SetQuestQuest 7480 4269 2
- //SetQuestJob 7480 NOVICE
- //AddQuestInfo 7483 0 0
- //SetQuestQuest 7483 7481 1
- //SetQuestQuest 7483 7482 1
- //AddQuestInfo 7495 0 0
- //SetQuestQuest 7495 7484 2
- //SetQuestQuest 7495 7485 3
- end;
-}
-
-iz_ac02_a,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#a 4_F_MAYSEL
-iz_ac02_b,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#b 4_F_MAYSEL
-iz_ac02_c,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#c 4_F_MAYSEL
-iz_ac02_d,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#d 4_F_MAYSEL
-
-// - Vicente
-// - Teaches the player about the Thief class.
-// -----------------------------------------------------------------------------
-iz_ac02,49,134,5 script Vicente#ac 4_M_HUMAN_02,{
- if (questprogress(4269) > 0 && Class == Job_Novice) {
- if (!questprogress(7480)) {
- mes "[Vicente]";
- mes "Are you curious about the thief job?";
- mes "Mayssel will give you the details about it.";
- mes "But, you must be a student of Criatura Academy.";
- cutin "sc_vicente01.bmp", 2;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(7480) == 1) {
- if (!questprogress(7481)) {
- mes "[Vicente]";
- mes "Hmmm. Thief.... Then, I need to explain to you about stats, too.";
- cutin "sc_vicente01.bmp", 2;
- next;
- mes "[Vicente]";
- mes "First, ^4d4dffStr power, Agi agility, Dex hit,^000000 these theree elements are all good for a Thief.";
- mes "Supplementary elements are Int intelligence, Vit vitality, Luk luck.";
- next;
- mes "[Vicente]";
- mes "As ^4d4dffStr raises the physical attacking power, it will be your tool to raises your attacking power against a Thief and Rogue who primarily use daggers^000000.";
- mes "And, I will raise your limit of carrying items, which means you can load more items.";
- next;
- mes "[Vicente]";
- mes "^4d4dffAgi is to raise your evasion ratio and Aspd attacking speed.^000000 Simply speaking, you become nimble.";
- next;
- mes "[Vicente]";
- mes "Agi is one of the very important figures as you- a thief wearing a light armor have to evade the enemy's attack rather than facing it head on.";
- next;
- mes "[Vicente]";
- mes "And ^4d4dffDex to hit your attack^000000 is unforgettable.";
- mes "You can do anything once your attack succeeds.";
- next;
- mes "[Vicente]";
- mes "In addition, there are those who are fighting in the War of Emperium with ^4d4dffthe raised VIT energy level to increase their HP vitality^000000.";
- next;
- mes "[Vicente]";
- mes "Among the Rogue skills, there is a skill called 'Intimidate' with which you can learn and use other's skills,";
- mes "there are some who^4d4dffinvest to Intelligence to use the learned magic from this spell^000000.";
- next;
- mes "[Vicente]";
- mes "We I can tell which one is the right choice.";
- mes "According to the individual tastes and purposes, you have to split your ability.";
- mes "But...";
- next;
- mes "[Vicente]";
- mes "Rogues are for ^4d4dffdisarming the enemy's armor^000000 or ^4d4dffstealing better than a thief^000000.";
- mes "or ^4d4dff fall back after suddenly being attacked^000000";
- next;
- mes "[Vicente]";
- mes "Hmmhmmm. It may look cowardish but it is upgraded from a thief.";
- mes "As it can have a better eyesight and do the art.";
- cutin "sc_vicente03.bmp", 2;
- next;
- select("Haaaaam...", "Is that so?");
- mes "[Vicente]";
- mes ".........you were boring.";
- mes "Among the thief's skills, there is an item called 'Improve Dodge'.";
- mes "The stats related to evasion ratio is..";
- cutin "sc_vicente02.bmp", 2;
- next;
- if(select("Dex !!", "Agi !!") == 1) {
- mes "[Lumin]";
- mes "Don't mess around with me too much.";
- mes "It's Agi.";
- cutin "nov_lumin02.bmp", 0;
- next;
- select("Ah, yes...");
- mes "[Lumin]";
- mes "Compensation is?";
- cutin "nov_lumin01.bmp", 0;
- next;
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Ahhh, yes...";
- mes "I will give a gift for Lumin.";
- next;
- cutin "sc_vicente03.bmp", 2;
- mes "[Vicente]";
- mes "Now I will finish my class.";
- mes "Important thing is not theory like what we are talking about.";
- mes "Actual fighting!! Actual fighting is key!!";
- setquest 7481;
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Vicente]";
- mes "Oh, fortunately you have been in the class.";
- mes "I didn't feel easy as your face look very boring.";
- mes "Now, shall we keep going on?";
- cutin "sc_vicente03.bmp", 2;
- next;
- mes "[Lumin]";
- mes "...... Compensation is?";
- cutin "nov_lumin02.bmp", 0;
- next;
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Ah,,, thank you for your pointout.";
- mes "Be successful!";
- next;
- cutin "sc_vicente03.bmp", 2;
- mes "[Vicente]";
- mes "Important thing is not theory but actual fighting.";
- mes "Do you agree?";
- setquest 7481;
- getitem 569, 30; // Novice_Potion
- close2;
- cutin "", 255;
- end;
- }
- } else {
- if (!questprogress(7486)) {
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Talking about Rogue,";
- mes "It is not a cowardish job as the others complain.";
- next;
- mes "[Lumin]";
- mes ".....Don't you have a strange hobby?";
- mes "Taking off other's clothings.";
- cutin "nov_lumin01.bmp", 2;
- next;
- cutin "sc_vicente02.bmp", 2;
- mes "[Vicente]";
- mes "What.. What a thing to say!";
- mes "Lu, you shouldn't say such things!";
- mes "Rogue is the upper level to a thief.";
- next;
- cutin "nov_lumin01.bmp", 2;
- mes "[Lumin]";
- mes "Eummm. I won't be a Log.";
- mes "How about you?";
- next;
- if(select("Eh? Me? I don't want to be.", "Me.. I like... Rogue...") == 1) {
- mes "[Lumin]";
- mes "Ok. Then you take the bloody way with me.";
- mes "Becoming a shadow in the dark....";
- cutin "nov_lumin03.bmp", 2;
- next;
- select("I don't want to be a thief.", ".... I'm scared!");
- mes "[Lumin]";
- mes "... a headache.";
- cutin "nov_lumin02.bmp", 2;
- next;
- cutin "sc_vicente04.bmp", 2;
- mes "[Vicente]";
- mes "Hahahaha. Stop talking about the scary story.";
- next;
- cutin "nov_lumin01.bmp", 2;
- mes "[Lumin]";
- mes ".. Hng..";
- setquest 7486;
- completequest 7486;
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Lumin]";
- mes "Is that so?";
- mes "It is an astonishing fighting skill to make the enemy disarmed and disabled.";
- mes "I thumb up the skill.";
- cutin "nov_lumin01.bmp", 2;
- next;
- cutin "sc_vicente02.bmp", 2;
- mes "[Vicente]";
- mes "Will you say a different story from what you told before?";
- mes "Haha.. To me, Master is good enough, doing the same thing to me.";
- setquest 7486;
- completequest 7486;
- close2;
- cutin "", 255;
- end;
- }
- } else {
- mes "[Vicente]";
- mes "Keung....";
- mes "I am losing my excitement.";
- cutin "sc_vicente04.bmp", 2;
- close2;
- cutin "", 255;
- end;
- }
- }
- } else {
- if (!questprogress(7483)) {
- mes "[Vicente]";
- mes "If you wish to continue along the path of the Thief, speak to Mayssel.";
- mes "Her information should be helpful.";
- cutin "sc_vicente01.bmp", 2;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(7483) == 1) {
- if (BaseLevel > 12) {
- if (!questprogress(7484)) {
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Hmmm. It is about the thief's skill using the manual.";
- mes "By the way, this manual is only available for experience up to level 12.";
- next;
- mes "[Vicente]";
- mes "The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but";
- mes "you may need to know what it is... No need to do the actual exercise.";
- next;
- mes "[Vicente]";
- mes "I will regard my course as completed.";
- mes "By the way, what is stealing all about?";
- next;
- switch(select("Stealing other's items!", "Stealing monster's items!", "Stealing other's enemy!", "Don't know.")) {
- case 1:
- mes "[Vicente]";
- mes "Wrong! That would be a terrible thing to do.";
- mes "You can't go around stealing people's things.";
- cutin "sc_vicente02.bmp", 2;
- next;
- break;
- case 2:
- mes "[Vicente]";
- mes "Correct!";
- mes "You have a good memory£¡";
- cutin "sc_vicente03.bmp", 2;
- next;
- break;
- case 3:
- mes "[Vicente]";
- mes "You like doing that?";
- mes "That is a terrible thing to do.";
- next;
- break;
- case 4:
- break;
- }
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Yes, we steal monster items.";
- mes "the higher your skill level and the higher your hit ratio is, the success ratio also becomes higher.";
- next;
- mes "[Vicente]";
- mes "Anyway, here I will finish my class.";
- mes "If you want to continue, there is no way as your level is too high.";
- setquest 7484;
- completequest 7484;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(7484) == 1) {
- if (countitem(7049) > 0) {
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Oh, excellent!";
- mes "Keep the stone as a souvenir.";
- completequest 7484;
- getexp 800, 0;
- next;
- mes "[Vicente]";
- mes "Anyway, you seem to be skilled enough to continue.";
- mes "Go speak to Mayssel.";
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Hmmm. It is about the thief's skill using the manual.";
- mes "By the way, this manual is only available for experience up to level 12.";
- next;
- mes "[Vicente]";
- mes "The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but";
- mes "you may need to know what it is... No need to do the actual exercise.";
- next;
- mes "[Vicente]";
- mes "I will regard my course as completed.";
- mes "By the way, what is stealing all about?";
- next;
- switch(select("Stealing other's items!", "Stealing monster's items!", "Stealing other's enemy!", "Don't know.")) {
- case 1:
- mes "[Vicente]";
- mes "Wrong! That would be a terrible thing to do.";
- mes "You can't go around stealing people's things.";
- cutin "sc_vicente02.bmp", 2;
- next;
- break;
- case 2:
- mes "[Vicente]";
- mes "Correct!";
- mes "You have a good memory£¡";
- cutin "sc_vicente03.bmp", 2;
- next;
- break;
- case 3:
- mes "[Vicente]";
- mes "You like doing that?";
- mes "That is a terrible thing to do.";
- next;
- break;
- case 4:
- break;
- }
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Yes, we steal monster items.";
- mes "the higher your skill level and the higher your hit ratio is, the success ratio also becomes higher.";
- next;
- mes "[Vicente]";
- mes "Anyway, here I will finish my class.";
- mes "If you want to continue, there is no way as your level is too high.";
- setquest 7484;
- completequest 7484;
- close2;
- cutin "", 255;
- end;
- }
- }
- }
- if (!questprogress(7484)) {
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Hmmm. What?";
- mes "You are talking about the use of thief skills by using the manual?";
- mes "First, equip the Thief Manual.";
- next;
- mes "[Vicente]";
- mes "You can either double click ^4d4dff the items to be equipped^000000 or drag it to the equipment window.";
- next;
- mes "[Vicente]";
- mes "Then, open the skill window, you can find the added skills in the 'Misc' tab.";
- mes "You can even set the skills in the shortcut bar.";
- next;
- mes "[Vicente]";
- mes "Now, out of them, there is a skill called ^4d4dff Steal^000000.";
- next;
- mes "[Vicente]";
- mes "Here is an assignment.";
- mes "Can you see the ornamental Poring cage?";
- mes "Steal ^4d4dff one Stone from Poring by using the Steal skill.^000000";
- next;
- mes "[Vicente]";
- mes "Steal has a possibility to fail so don't quit.";
- mes "Good luck.";
- setquest 7484;
- npcskill "AL_BLESSING", 10, 60, 60;
- percentheal 0, 100;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(7484) == 1) {
- if (countitem(7049) > 0) {
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Oh, excellent!";
- mes "Keep the stone as a souvenir.";
- completequest 7484;
- getexp 800, 0;
- next;
- mes "[Vicente]";
- mes "Anyway, it is good enough for your skill experience purpose, let's finish the class here.";
- mes "If you haven't finished Mr. Verkhasel's assignment, keep going with it.";
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Steal one Stone from a Poring.";
- mes "Wasn't it fun?";
- next;
- if(select("It didn't give me a stone.", "I won't do it.") == 1) {
- mes "[Vicente]";
- mes "Hmmm? All porings were stolen of their stones?";
- mes "I will summon Porings again, and you, try it once again.";
- donpcevent "#nbacStone01::OnReset";
- donpcevent "#nbacStone02::OnReset";
- donpcevent "#nbacStone03::OnReset";
- npcskill "AL_BLESSING", 10, 60, 60;
- percentheal 0, 100;
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Vicente]";
- mes "Hmmm. Is that so?";
- mes "This is not your aptitude.";
- mes "I see. This mission is now cancelled.";
- erasequest 7484;
- close2;
- cutin "", 255;
- end;
- }
- }
- } else {
- cutin "sc_vicente01.bmp", 1;
- mes "[Vicente]";
- mes "Ahhh. Boring, Boring...";
- mes "Now I can understand why Master ran away.";
- mes "I want to go home.";
- next;
- cutin "gc_verkhasel01.bmp", 2;
- mes "[Verkhasel]";
- mes "So do I.";
- mes "Mayssel... what did she think of...";
- next;
- mes "[Lumin]";
- mes "Hmmm. Did she go AWOL?";
- cutin "nov_lumin01.bmp", 0;
- next;
- cutin "gc_verkhasel01.bmp", 2;
- mes "[Verkhasel]";
- mes "Are you kidding me?!";
- mes "Would you rather be carrying out a fatal mission!?!";
- next;
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "Ah... I don't like it.";
- mes "I would rather evaluate jewelry sitting at the workshop as usual...";
- next;
- cutin "gc_mayssel03.bmp", 1;
- mes "[Mayssel]";
- mes ".... .. ..";
- mes "I will accept Verkhassel's wish.";
- mes "Don't worry hohoho...";
- next;
- cutin "", 255;
- mes "The mood is becoming gloomy.";
- mes "Should I get out of here?";
- close;
- }
- } else {
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "You are doing well.";
- mes "I hope to see you again someday.";
- next;
- mes "[Vicente]";
- mes "Ah, for your reference, I am operating a small workshop in Lighthalzen.";
- mes "Visit me there someday.";
- next;
- mes "[Vicente]";
- mes "Perhaps, I won't forget you...";
- mes "Haha...";
- close2;
- cutin "", 255;
- end;
- }
- }
- } else {
- if (!questprogress(4269)) {
- cutin "sc_vicente01.bmp", 2;
- mes "[Vicente]";
- mes "You are not a student of Criatura Academy.";
- mes "If you want more explanation about this job, you better register as a student of the Academy.";
- next;
- mes "[Vicente]";
- mes "Though only novices can register...";
- close2;
- cutin "", 255;
- end;
- } else {
- if (Class == Job_Thief) {
- cutin "sc_vicente03.bmp", 2;
- mes "[Vicente]";
- mes "Oh, you became a good thief.";
- mes "Don't you want to be a shadow chaser in your future?";
- next;
- mes "[Vicente]";
- mes "This is the higher class applied by the elite Rogues of good artistry.";
- next;
- mes "[Vicente]";
- mes "Above job level 40, any Thief can be transferred to a Rogue anytime.";
- mes "Fortunately, the sailing service from Izlude wharf to Pharos lighthouse is available!!";
- next;
- cutin "gc_verkhasel02.bmp", 0;
- mes "[Verkhasel]";
- mes "First, is it courteous to ask whether you can be a Rogue or not?";
- mes "If it is an application for an Assassin, what happens to you?";
- next;
- cutin "sc_vicente03.bmp", 2;
- mes "[Vicente]";
- mes "Haha. You like a bloody job?";
- next;
- cutin "sc_vicente04.bmp", 2;
- mes "[Vicente]";
- mes "Haha... Calm down...";
- mes "Don't respond to every tiny matter..";
- next;
- cutin "", 255;
- mes "The atmosphere became very tense.";
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "sc_vicente03.bmp", 2;
- mes "[Vicente]";
- mes "Welcome to the Criatura Academy.";
- mes "Here, I am teaching the basics to the people wishing to be a Thief.";
- next;
- mes "[Vicente]";
- mes "So, in other words, I am handling the Novices wanting to be thieves.";
- mes "Haha...";
- close2;
- cutin "", 255;
- end;
- }
- }
- }
-
- OnInit:
- //AddQuestInfo 7481 0 0
- //SetQuestQuest 7481 7480 1
- //AddQuestInfo 7484 0 0
- //SetQuestQuest 7484 7483 1
- end;
-}
-
-iz_ac02_a,49,134,5 duplicate(Vicente#ac) Vicente#ac_a 4_M_HUMAN_02
-iz_ac02_b,49,134,5 duplicate(Vicente#ac) Vicente#ac_b 4_M_HUMAN_02
-iz_ac02_c,49,134,5 duplicate(Vicente#ac) Vicente#ac_c 4_M_HUMAN_02
-iz_ac02_d,49,134,5 duplicate(Vicente#ac) Vicente#ac_d 4_M_HUMAN_02
-
-// - Verkhasel
-// - Teaches the player about the Thief class.
-// -----------------------------------------------------------------------------
-iz_ac02,55,134,3 script Verkhasel#ac 4_M_GUILLOTINE,{
- if (questprogress(4269) > 0 && Class == Job_Novice) {
- if (!questprogress(7480)) {
- mes "[Verkhasel]";
- mes "What? It interrupts me.";
- cutin "gc_verkhasel01.bmp", 0;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(7480) == 1) {
- if (!questprogress(7482)) {
- mes "[Verkhasel]";
- mes "Eheee, Eheee, It can't be a joke.";
- mes "Mayssel's class...";
- mes "Did you call upon me for this kind of nasty thing?";
- cutin "gc_verkhasel01.bmp", 0;
- next;
- select("...Let's keep working?");
- mes "[Lumin]";
- mes "It's a pity. That man is scary.";
- mes "But as long as I am with you, don't be afraid of him.";
- cutin "nov_lumin02.bmp", 2;
- next;
- mes "[Verkhasel]";
- mes "What are you talking about this time?";
- mes "In the beginning, Lue.. You should not be here...";
- cutin "gc_verkhasel01.bmp", 0;
- next;
- cutin "nov_lumin01.bmp", 2;
- mes "[Lumin]";
- mes ".........Who am I?";
- mes "Assistant.... Trainer?";
- next;
- cutin "gc_verkhasel02.bmp", 0;
- mes "[Verkhasel]";
- mes "Zt...";
- mes "Well, which one are you curious about?";
- next;
- cutin "gc_verkhasel01.bmp", 0;
- .@ok_chk = 0;
- while(1) {
- switch(select("Double Attack", "Envenom", "Improve Dodge and Hide", "About you", "That's enough.")) {
- case 1:
- mes "[Verkhasel]";
- mes "You may already know the primary weapon of a Thief is a dagger.";
- mes "A Thief's specialty is the ^4d4dffDouble Attack^000000 by a dagger.";
- next;
- mes "[Verkhasel]";
- mes "If you are short of attacking power, it can be covered at a certain degree.";
- mes "Any other questions?";
- .@ok_chk = .@ok_chk + 1;
- next;
- continue;
- case 2:
- mes "[Verkhasel]";
- mes "There is a skill called ^4d4dffEnvenom^000000 to intoxicate your enemy with poison and";
- mes "the other skill called ^4d4dffDetoxify^000000 to remove the poisoned status.";
- next;
- mes "[Verkhasel]";
- mes "You can tell the poisoned status by its very pretty purple color.";
- next;
- mes "[Verkhasel]";
- mes "In case, you are poisoned, venom will decrease your vitality rapidly,";
- mes "you either detoxify right away or take the antidote potion.";
- next;
- mes "[Verkhasel]";
- mes "If you have more interest in poison, you may be an assassin.";
- mes "They officially use poison.";
- mes "Then next!";
- .@ok_chk = .@ok_chk + 1;
- next;
- continue;
- case 3:
- mes "[Verkhasel]";
- mes "Thiefs train the skill called ^4d4dffImprove Dodge^000000.";
- mes "This makes the enemy powerless by evading its attack.";
- next;
- mes "[Verkhasel]";
- mes "Rather than being patient after being hit, it is more suitable for a less defensive thief to avoid from it fast.";
- mes "Being this reason, agility [AGI] can't be neglected.";
- next;
- mes "[Verkhasel]";
- mes "^4d4dffHiding^000000 is the skill for refuge.";
- mes "If successful, others can't see you.";
- next;
- mes "[Verkhasel]";
- mes "Ah, as it is said you can't cheat a ghost.... You would be found by evil.";
- mes "Also sensitive insects recognize it...";
- next;
- mes "[Verkhasel]";
- mes "Other than these, it will be useful for avoiding emergency situations.";
- mes "When you become higher jobs like Rogue or Assassin, you can learn more useful skills like Refuge.";
- .@ok_chk = .@ok_chk + 1;
- next;
- continue;
- case 4:
- mes "[Verkhasel]";
- mes "Me? I am a chief of the Guillotine Cross.";
- mes "......";
- next;
- cutin "nov_lumin01.bmp", 2;
- mes "[Lumin]";
- mes "As one of the assassins, I am in charge of punishing the law violators, as the member of the execution group.";
- mes "For your reference, the primary weapon of Verkhasel is Katar.";
- next;
- select("How do you know that?");
- mes "[Lumin]";
- mes "That's my hope.";
- cutin "nov_lumin03.bmp", 2;
- next;
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "Oh.. Smart funk~~";
- mes "That's enough, Lu.";
- mes "Any more questions?";
- next;
- continue;
- case 5:
- if (.@ok_chk == 0) {
- mes "[Verkhasel]";
- mes "You can steal one item from one enemy.";
- mes "I feel mortified at stopping here, but it's worse to be neglected...";
- next;
- } else {
- mes "[Verkhasel]";
- mes "OK.";
- mes "Considering your favor not to ignore me, let's finish it now.";
- next;
- }
- break;
- }
- break;
- }
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "Honestly, I don't think you need to know the details about the thief's skills.";
- mes "Then, just be aware there is something like that..";
- next;
- mes "[Verkhasel]";
- mes "I mean it is good enough now.";
- setquest 7482;
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "Anything else you're curious about?";
- mes "I will give you an answer after you finish Mayssel's class.";
- next;
- mes "[Verkhasel]";
- mes "I mean that she knows it.";
- mes "Mayssel will do it for you.";
- next;
- cutin "nov_lumin01.bmp", 2;
- mes "[Lumin]";
- mes "Lazy boy.";
- mes "Tell me the truth... You are annoying..";
- next;
- cutin "gc_verkhasel02.bmp", 0;
- mes "[Verkhasel]";
- mes ".......You........";
- mes "Zt.. I don't know the enemy..";
- close2;
- cutin "", 255;
- end;
- }
- } else {
- if (questprogress(7483) == 1) {
- if (BaseLevel > 12) {
- if (!questprogress(7485)) {
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "Actual experience assignments about the skill?";
- mes "To do it, your level is too high.";
- mes "I can't use the guide.";
- next;
- mes "[Verkhasel]";
- mes "Originally, I will let you hunt porings with envenom.";
- mes "No way, if I can't use the skill....";
- next;
- mes "[Verkhasel]";
- mes "Envenom is the skill to poison.";
- mes "If not poison him, you can damage to him due to the characteristic of venom.";
- next;
- mes "[Verkhasel]";
- mes "Keep in mind of these. That might be good enough for you.";
- mes "As it is the class to let you know what you can do.";
- mes "Let's finish the skill experience.";
- mes "Check with Mayssel.";
- setquest 7485;
- completequest 7485;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(7485) == 1) {
- if (questprogress(7485, HUNTING) == 2) {
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "You are doing well.";
- mes "Envenom has the poison effect and can damage from venom itself.";
- next;
- mes "[Verkhasel]";
- mes "The skill experience is now enough.";
- mes "Check it with Mayssel.";
- completequest 7485;
- getexp 800, 0;
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "You can't equip the Thief Manual?";
- mes "Your level is too high.";
- mes "There is no other way.";
- next;
- mes "[Verkhasel]";
- mes "Envenom is the skill to poison.";
- mes "If not poison him, you can damage to him due to the characteristic of venom.";
- next;
- mes "[Verkhasel]";
- mes "Keep in mind of these. That might be good enough for you.";
- mes "As it is the class to let you know what you can do.";
- mes "Let's finish the skill experience.";
- mes "Check with Mayssel.";
- completequest 7485;
- close2;
- cutin "", 255;
- end;
- }
- }
- }
-
- if (!questprogress(7485)) {
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "This is about the use of skill.";
- mes "Now if you were an assassin, shall I let you test the skills related to venom which you may continue to use?";
- next;
- mes "[Verkhasel]";
- mes "Load the thief guide receved by Mayssel and open the skill window by pressing Alt+S key,";
- mes "Register Envenom regisstered on the ETC compartment, by pressing shortcut key^000000";
- next;
- mes "[Verkhasel]";
- mes "Then, approach the Poring's cage in the center of this room and";
- mes "Aim at Poring, and ^4d4dff' hunt one poring by using";
- next;
- mes "[Verkhasel]";
- mes "That's my assignment to you.";
- mes "You definitely use envenom to Poring in this room.";
- mes "don't go out faraway to find Porings.";
- setquest 7485;
- next;
- cutin "nov_lumin02.bmp", 2;
- mes "[Lumin]";
- mes "Eummm.";
- mes "It's sad..";
- mes "Please accept my condolence in advance, as you can't experience envenom... hehehe...";
- next;
- select("What are you talking about?");
- mes "[Lumin]";
- mes "From now, I am going to hunt Poring..";
- mes "...Don't misunderstand me for challenging you, as such I want to make a bet with you.";
- cutin "nov_lumin03.bmp", 2;
- next;
- cutin "", 255;
- mes "Lumin is betting win or loose.";
- close;
- } else if (questprogress(7485) == 1) {
- if (questprogress(7485, HUNTING) == 2) {
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "You are doing well.";
- mes "Envenom has the poison effect and can damage from venom itself.";
- next;
- mes "[Verkhasel]";
- mes "The skill experience is now enough.";
- mes "Check it with Mayssel.";
- completequest 7485;
- getexp 800, 0;
- close2;
- cutin "", 255;
- end;
- } else {
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "Come close to a poring cage and use envenom to poring.";
- mes "You must do it only to porings in this room.";
- next;
- if(select("I see..", "I won't do it.") == 1) {
- mes "[Verkhasel]";
- mes "OK. Until you kill all the porings in the cage, attack them with venom.";
- percentheal 0, 100;
- close2;
- cutin "", 255;
- end;
- }
- mes "[Verkhasel]";
- mes "These are not your aptitude.";
- mes "I will cancel my assignment, and the other assignments from Mayssel to be cancelled by her.";
- next;
- if(select("Cancel.", "I will continue..") == 1) {
- mes "[Verkhasel]";
- mes "Cancel the mission to hunt poring with envenom.";
- erasequest 7485;
- close2;
- cutin "", 255;
- end;
- }
- mes "[Verkhasel]";
- mes "Have you changed your mind?";
- mes "Then, until you kill all the poring in the cage, keep attacking them with envenom.";
- percentheal 0, 100;
- close2;
- cutin "", 255;
- end;
- }
- } else {
- mes "[Verkhasel]";
- mes "Now you fully understand what skill venom is..";
- mes "As you completed my assignment, go and check it with Mayssel.";
- cutin "gc_verkhasel01.bmp", 0;
- close2;
- cutin "", 255;
- end;
- }
- } else {
- mes "[Verkhasel]";
- mes "You are the bung finished Mayssel's class complete.";
- mes "Any more questions, ask Mayssel.";
- mes "It is the end of my class.";
- cutin "gc_verkhasel01.bmp", 0;
- next;
- mes "[Verkhasel]";
- mes "If you become a thief, we may meet together in far future..";
- mes "If you become an assassin.";
- close2;
- cutin "", 255;
- end;
- }
- }
- } else {
- if (!questprogress(4269)) {
- mes "[Verkhasel]";
- mes "There is no words to tell you guy not belonging to our academy.";
- mes "In fact, I pulled out here unwillingly, I don't have mind to be kind of you...";
- cutin "gc_verkhasel01.bmp", 0;
- next;
- mes "[Mayssel]";
- mes "Wait, Verkhasel.....";
- mes "Don't get even with other innocent....";
- mes "How about helping my class for me?";
- cutin "gc_mayssel03.bmp", 1;
- next;
- cutin "", 255;
- mes "... everyone seems tense..";
- close;
- } else {
- if (Class == Job_Thief) {
- mes "[Verkhasel]";
- mes "Yo~ You...";
- mes "What do you want to be?";
- cutin "gc_verkhasel01.bmp", 0;
- next;
- if(select("An Assassin!", "A Rogue!") == 1) {
- mes "[Lumin]";
- mes "Welcome to your joining in the way of bloody darness.";
- mes "My comrad.";
- cutin "nov_lumin03.bmp", 2;
- next;
- cutin "gc_verkhasel02.bmp", 0;
- mes "[Verkhasel]";
- mes "..............";
- mes "(Verkhasel glancing at sky)";
- mes "...";
- mes "... Ha...!";
- next;
- cutin "", 255;
- mes "The mood is becoming strange.";
- close;
- } else {
- mes "[Verkhasel]";
- mes "Go over there.";
- cutin "gc_verkhasel01.bmp", 0;
- next;
- cutin "sc_vicente04.bmp", 2;
- mes "[Vicente]";
- mes "Oh... Mr. Verkhasel...";
- mes "Don't play like this among a family.";
- mes "Why are you dividing us into teams?";
- next;
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "I've never been in your family.";
- mes "Originally, you are not a Rogue.";
- mes "You were only a merchant.";
- next;
- cutin "sc_vicente02.bmp", 2;
- mes "[Vicente]";
- mes "Oh.. No.. What a dirty word.";
- mes "Have I asked you for buying something from me?";
- next;
- cutin "gc_mayssel03.bmp", 1;
- mes "[Mayssel]";
- mes "..........You look friendly.. Two of you...";
- next;
- cutin "", 255;
- mes "The mood has become tense.";
- close;
- }
- } else {
- cutin "gc_verkhasel01.bmp", 0;
- mes "[Verkhasel]";
- mes "You are the guy knows everything you need.";
- mes "Are you coming to watch only? Emmm?";
- mes "Why don't you help the juniors without watch only?";
- close2;
- cutin "", 255;
- end;
- }
- }
- }
-
- OnInit:
- //AddQuestInfo 7482 0 0
- //SetQuestQuest 7482 7480 1
- //AddQuestInfo 7485 0 0
- //SetQuestQuest 7485 7483 1
- end;
-}
-
-iz_ac02_a,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_a 4_M_GUILLOTINE
-iz_ac02_b,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_b 4_M_GUILLOTINE
-iz_ac02_c,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_c 4_M_GUILLOTINE
-iz_ac02_d,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_d 4_M_GUILLOTINE
-
-// - Lumin
-// -----------------------------------------------------------------------------
-iz_ac02,62,139,3 script Lumin#ac 4_M_NOV_RUMIN,{
- if (!checkweight(1301, 3)) {
- mes "Quest cannot be continued due to the overfilled inventory.";
- mes "Please try it again after organizing the items.";
- close;
- }
- if (!questprogress(7487, HUNTING)) {
- if (questprogress(7485) == 2) {
- mes "[Lumin]";
- mes "Your eagerness and efforst to complete mission moved me to offer something.";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "^4d4dff It is to hunt all 4 Porings here within 30 seconds^000000.";
- mes "If you do, I will yield to you all the earned item in my hand.";
- next;
- select("If I fail?");
- mes "[Lumin]";
- mes "It is our bet. You have to give up yours as you lost.";
- mes "Emmm. As I am generous, I will receive ^4d4dff10 beginner's red potions^000000.";
- next;
- if(select("Give Up.", "I Accept.") == 1) {
- mes "[Lumin]";
- mes ".... Eh...";
- mes "Coward!";
- cutin "nov_lumin02.bmp", 2;
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Lumin]";
- mes ".... Good!";
- mes "Now, ^4d4dff speak to me once you finish hunting 4 porings in 30 seconds.^000000";
- setquest 7487;
- close2;
- cutin "", 255;
- end;
- }
- } else {
- mes "[Lumin]";
- mes "The intoxicated enemies won't die only from poisoning.";
- mes "They only come close to death.";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes ".. Why do Porings turn their back?";
- close2;
- cutin "", 255;
- end;
- }
- } else if (questprogress(7487, HUNTING) == 1) {
- if (questprogress(7487, PLAYTIME) == 2) {
- mes "[Lumin]";
- mes "... 30 seconds have passed and you have not yet hunted 4 porings.";
- mes "Then, it is not interesting.";
- cutin "nov_lumin01.bmp", 2;
- next;
- mes "[Lumin]";
- mes "If you don't like do it... no way.";
- mes "As I am generous, I disregard the bet this time.";
- erasequest 7487;
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Lumin]";
- mes "You may be too busy in^4d4dff hunting 4 porings in 30 seconds.^000000";
- mes "Hey, time passes now...";
- cutin "nov_lumin01.bmp", 2;
- close2;
- cutin "", 255;
- end;
- }
- } else if (questprogress(7487, HUNTING) == 2) {
- if (questprogress(7487, PLAYTIME) == 1) {
- mes "[Lumin]";
- mes "Oh... You are very powerful!";
- mes "Now then, as agreed I will give you everything I have.";
- cutin "nov_lumin03.bmp", 2;
- next;
- mes "[Lumin]";
- mes "I've had a lot of fun because of you!";
- cutin "nov_lumin05.bmp", 2;
- completequest 7487;
- getexp 800, 50;
- getitem 512, 3; // Apple
- getitem 511, 2; // Green_Herb
- getitem 569, 22; // Novice_Potion
- getitem 622, 1; // Rainbow_Carrot
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Lumin]";
- mes "Regretfully, 30 seconds has passed.";
- cutin "nov_lumin02.bmp", 2;
- mes ".....";
- next;
- mes "[Lumin]";
- mes "I will give them to you anyways.";
- mes "Come on, take it.";
- cutin "nov_lumin03.bmp", 2;
- completequest 7487;
- getexp 800, 50;
- getitem 512, 22; // Apple
- next;
- select("Why are you treating me like this?", "Didn't I loose?");
- mes "[Lumin]";
- mes "You spent time with me.";
- mes "Get it free. I stole them from Porings.";
- cutin "nov_lumin05.bmp", 2;
- close2;
- cutin "", 255;
- end;
- }
- } else {
- if (Class == Job_Novice) {
- mes "[Lumin]";
- mes "We may meet again.";
- mes "Becoming familiar with others is pleasrue and sad.";
- cutin "nov_lumin02.bmp", 2;
- next;
- mes "[Lumin]";
- mes "... It may be in trouble if it dies upfront...";
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Lumin]";
- mes "At last, the day comes.";
- cutin "nov_lumin01.bmp", 2;
- next;
- cutin "", 255;
- mes "Lumin changing clothes piece by piece.";
- specialeffect2 EF_SPHERE;
- specialeffect2 EF_SPHERE;
- classchange "Lumin#"+strnpcinfo(2), 4_M_THIEF_RUMIN;
- next;
- cutin "thf_lumin01.bmp", 2;
- mes "[Lumin]";
- mes "I was carrying out my mission.";
- next;
- select("No need to make an excuse....");
- mes "[Lumin]";
- mes "At least to you, I don't want to be a stranger.";
- mes "Forget what you saw today, as I have to introduce to the way of Thief Guild as many people as possible.";
- cutin "thf_lumin05.bmp", 2;
- close2;
- specialeffect2 EF_SPHERE;
- specialeffect2 EF_SPHERE;
- classchange "Lumin#"+strnpcinfo(2), 4_M_NOV_RUMIN;
- cutin "", 255;
- end;
- }
- }
-
- OnInit:
- //AddQuestInfo 7487 0 0
- //SetQuestQuest 7487 7485 1
- end;
-}
-
-iz_ac02_a,62,139,3 duplicate(Lumin#ac) Lumin#ac_a 4_M_NOV_RUMIN
-iz_ac02_b,62,139,3 duplicate(Lumin#ac) Lumin#ac_b 4_M_NOV_RUMIN
-iz_ac02_c,62,139,3 duplicate(Lumin#ac) Lumin#ac_c 4_M_NOV_RUMIN
-iz_ac02_d,62,139,3 duplicate(Lumin#ac) Lumin#ac_d 4_M_NOV_RUMIN
-
-// - Porings
-// -----------------------------------------------------------------------------
-iz_ac02,1,1,0 script #nbacStone01 CLEAR_NPC,{
- end;
-
- OnInit:
- donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
- end;
-
- OnReset:
- killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead";
- donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
- end;
-
- OnMyMobDead:
- .@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead");
- if (.@dead_num < 1)
- donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
- end;
-
- OnSpawn:
- monster strnpcinfo(4),59,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- monster strnpcinfo(4),60,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- monster strnpcinfo(4),61,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- monster strnpcinfo(4),62,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- end;
-}
-
-iz_ac02_a,1,1,0 duplicate(#nbacStone01) #nbacStone01_a CLEAR_NPC
-iz_ac02_b,1,1,0 duplicate(#nbacStone01) #nbacStone01_b CLEAR_NPC
-iz_ac02_c,1,1,0 duplicate(#nbacStone01) #nbacStone01_c CLEAR_NPC
-iz_ac02_d,1,1,0 duplicate(#nbacStone01) #nbacStone01_d CLEAR_NPC
-
-// --
-iz_ac02,1,1,0 script #nbacStone02 CLEAR_NPC,{
- end;
-
- OnInit:
- donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
- end;
-
- OnReset:
- killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead";
- donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
- end;
-
- OnMyMobDead:
- .@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead");
- if (.@dead_num < 1)
- donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
- end;
-
- OnSpawn:
- monster strnpcinfo(4),59,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- monster strnpcinfo(4),60,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- monster strnpcinfo(4),61,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- monster strnpcinfo(4),62,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- end;
-}
-
-iz_ac02_a,1,1,0 duplicate(#nbacStone02) #nbacStone02_a CLEAR_NPC
-iz_ac02_b,1,1,0 duplicate(#nbacStone02) #nbacStone02_b CLEAR_NPC
-iz_ac02_c,1,1,0 duplicate(#nbacStone02) #nbacStone02_c CLEAR_NPC
-iz_ac02_d,1,1,0 duplicate(#nbacStone02) #nbacStone02_d CLEAR_NPC
-
-// --
-iz_ac02,1,1,0 script #nbacStone03 CLEAR_NPC,{
- end;
-
- OnInit:
- donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
- end;
-
- OnReset:
- killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead";
- donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
- end;
-
- OnMyMobDead:
- .@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead");
- if (.@dead_num < 1)
- donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
- end;
-
- OnSpawn:
- monster strnpcinfo(4),59,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- monster strnpcinfo(4),60,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- monster strnpcinfo(4),61,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- monster strnpcinfo(4),62,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
- end;
-}
-
-iz_ac02_a,1,1,0 duplicate(#nbacStone03) #nbacStone03_a CLEAR_NPC
-iz_ac02_b,1,1,0 duplicate(#nbacStone03) #nbacStone03_b CLEAR_NPC
-iz_ac02_c,1,1,0 duplicate(#nbacStone03) #nbacStone03_c CLEAR_NPC
-iz_ac02_d,1,1,0 duplicate(#nbacStone03) #nbacStone03_d CLEAR_NPC
-
-// =============================================================================
-// = Acolyte
-// =============================================================================
-
-// - Acolyte Leader Alice
-// -----------------------------------------------------------------------------
-iz_ac02,156,169,5 script Acolyte Leader Alice#2 4_F_ACOLYTE,{
- if (questprogress(4269) < 1) {
- mes "[Alice Yisha]";
- mes "Did you ^ff0000register with the Criatura Academy^000000?";
- mes "You can register at ^ff0000information center of Criatura Academy^000000.";
- cutin "acact_03.bmp", 2;
- next;
- mes "[Alice Yisha]";
- mes "It is annoying... but you need to register so you can receive ^ff0000lots of education and service of Criatura Academy^000000.";
- cutin "acact_01.bmp", 2;
- close2;
- cutin "", 255;
- end;
- } else {
- if (questprogress(11343) == 0) {
- mes "[Alice Yisha]";
- mes "oh Odin!";
- mes "Nice to meet you.";
- mes "I am Alice Yisha ^ff0000in charge of Acolytes^000000.";
- cutin "acact_01.bmp", 2;
- setquest 11343;
- completequest 11343;
- next;
- } else {
- mes "[Alice Yisha]";
- mes "Welcome~";
- mes "Glad to meet you again.";
- cutin "acact_01.bmp", 2;
- if (questprogress(11343) == 1)
- completequest 11343;
- next;
- }
- if (Class == Job_Novice) {
- mes "[Alice Yisha]";
- mes "If you did not select Acolyte as a job, why don't you study more about it?";
- cutin "acact_01.bmp", 2;
- next;
- .@menu$ = "What is an Acolyte?:Battle Acolyte:Support Acolyte:Change job class to Acolyte.:End Conversation";
- } else {
- mes "[Alice Yisha]";
- mes "I guess you do not need my help any more.";
- mes "Do you have any questions about Acolytes?";
- cutin "acact_03.bmp", 2;
- next;
- .@menu$ = "What is an Acolyte?:Battle Acolyte:Support Acolyte::End Conversation";
- }
- switch(select(.@menu$)) {
- case 1:
- mes "[Alice Yisha]";
- mes "An acolyte serves ^ff0000Odin^000000 so it can use ^ff0000Holy skills^000000 according to the will of Odin.";
- cutin "acact_02.bmp", 2;
- next;
- mes "[Alice Yisha]";
- mes "Most skills are based on ^ff0000the purpose of treatment or aid^000000 so it is a very important job for ^ff0000party hunting^000000.";
- cutin "acact_03.bmp", 2;
- next;
- mes "[Alice Yisha]";
- mes "It is a ^ff0000hybrid job^000000 which can change ^ff0000attack type^000000 depends on increased status, but the range of weapon is narrow because they don't use fatal killing weapons for religious reason.";
- close2;
- cutin "", 255;
- end;
- case 2:
- mes "[Alice Yisha]";
- mes "An acolyte is categorized as ^ff0000support type^000000 and ^ff0000physical attack type^000000.";
- next;
- switch(select("Support type", "Attack type", "Stop.")) {
- case 1:
- mes "[Alice Yisha]";
- mes "^ff0000INT^000000 is important status for ^ff0000support type Acolytes^000000.";
- mes "^ff0000INT^000000 enhances ^ff0000treatment function^000000 and increases ^ff0000SP^000000 which is necessary for using skills.";
- mes "It also helps ^ff0000SP recovery^000000.";
- cutin "acact_02.bmp", 2;
- next;
- mes "[Alice Yisha]";
- mes "But aid type acolyte has a weakness point such as ^ff0000It is difficult to hunt alone^000000.";
- mes "So it goes huning with ^ff0000party^000000 or use ^ff0000heal^000000 skill to monsters with ^ff0000fire-attribute^000000.";
- next;
- mes "[Alice Yisha]";
- mes "It is like ^ff0000heal skill with holly power is fatal to undead with fire-attribute^000000.";
- cutin "acact_01.bmp", 2;
- close2;
- cutin "", 255;
- end;
- case 2:
- mes "[Alice Yisha]";
- mes "The important status FOR ^ff0000physical attack type^000000 acolyte is ^ff0000STR, VIT, AGI, DEX^000000.";
- mes "The status seem to be complicated compare to support type but it is simple indeed.";
- cutin "acact_02.bmp", 2;
- next;
- mes "[Alice Yisha]";
- mes "^ff0000STR is the power, increases attack power, VIT is physical power, AGI is attack , speed and dodge, DEX increases hitting rate and skill casting speed.";
- cutin "acact_01.bmp", 2;
- next;
- mes "[Alice Yisha]";
- mes "For the character of ^ff0000Attack type^000000, ^ff0000DEX^000000 will be most important status...no?";
- mes "If the attack does not hit the enemy, the attack is meaningless.";
- mes "You may increase STR, VIT, AGI according to your style.";
- next;
- mes "[Alice Yisha]";
- mes "You might think an Acolyte is not strong enough because it has no attack type skill, it enables use of sub essential skills which enhance the powers as much as you want. It helps your stable hunting.";
- close2;
- cutin "", 255;
- end;
- case 3:
- mes "[Alice Yisha]";
- mes "Ask me anything if you have more questions.";
- close2;
- cutin "", 255;
- end;
- }
- case 3:
- mes "[Alice Yisha]";
- mes "An acolyte has lots of skills.";
- mes "All those skills are useful.";
- next;
- mes "[Alice Yisha]";
- mes "^ff0000Heal^000000 is for the wounds, It is also used to attack undead with opposite attribute.";
- mes "Increase the power related to ^ff0000speed^000000 and ^ff0000[Increase Agi]^000000 to increase ^ff0000movement speed^000000";
- mes "^ff0000[Blessing]^000000 can ^ff0000enhance^000000 ^ff0000STR, INT, DEX^000000 at the same time.";
- next;
- mes "[Alice Yisha]";
- mes "^ff0000[Teleport]^000000 is to ^ff0000move^000000 to other places.";
- mes "^ff0000[Warp Portal]^000000 can open a gate to the ^ff0000Places saved in memory^000000.";
- mes "There are still more skills as well.";
- next;
- mes "[Alice Yisha]";
- mes "Ask ^ff0000if you want to experience skills of an Acolyte, ask the sister next to you^000000.";
- mes "Now I am reading an introductory skill.";
- emotion e_omg, 0, "A Nun#"+strnpcinfo(2);
- close2;
- cutin "", 255;
- end;
- case 4:
- mes "[Alice Yisha]";
- mes "oh my!";
- mes "So.. you decided to be an Acolyte?";
- mes "Odin welcomes you.";
- cutin "acact_02.bmp", 2;
- next;
- mes "[Alice Yisha]";
- mes "Do you truly wish to become a servant of God?";
- mes "Let's see whether you are ready for it or not... Hmm...";
- next;
- if (BaseLevel > 14) {
- mes "[Alice Yisha]";
- mes "Please visit ^ff0000Father Mareusis^000000 at the church in the ^ff0000northeast corner^000000 of ^ff0000Prontera.^000000";
- mes "At ^ff0000Job Level 10^000000 you can join the ministry.";
- cutin "acact_01.bmp", 2;
- close2;
- cutin "", 255;
- end;
- } else if (JobLevel < 10) {
- mes "[Alice Yisha]";
- mes "Oh my?! You haven't accomplished the basic practice yet?! You have long way to go! Come again after increasing your job level!";
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Alice Yisha]";
- mes "Wonderful! I'll transfer you to the local ministry at Prontera.";
- mes "^ff0000Please visit Father Mareusis at the church in the northeast corner of Prontera.^000000";
- mes "At ^ff0000Job Level 10^000000 you can join the ministry.";
- cutin "acact_01.bmp", 2;
- next;
- if(select("Go to the field south of Prontera", "End Conversation") == 2) {
- mes "[Alice Yisha]";
- mes "Ask me anything if you have more questions.";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Alice Yisha]";
- mes "Good, I wish you luck~";
- mes "Let's go~";
- close2;
- cutin "", 255;
- warp "prt_fild08", 170, 369;
- end;
- }
- case 5:
- mes "[Alice Yisha]";
- mes "Ask me anything if you have more questions.";
- close2;
- cutin "", 255;
- end;
- }
- }
-}
-
-iz_ac02_a,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_a 4_F_ACOLYTE
-iz_ac02_b,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_b 4_F_ACOLYTE
-iz_ac02_c,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_c 4_F_ACOLYTE
-iz_ac02_d,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_d 4_F_ACOLYTE
-
-// - A nun
-// -----------------------------------------------------------------------------
-iz_ac02,152,165,5 script A Nun#2 4_F_SISTER,{
- if (JobLevel > 10 || Class != Job_Novice) {
- mes "[A nun]";
- mes "Wow... this academy is amazing?";
- mes "It was not like this when I used to train in the past.";
- close;
- } else {
- if (!checkweight(1119, 3)) {
- mes "- You have too many items. Clear inventory and try again. -";
- close;
- }
- if (!questprogress(4269)) {
- mes "[A nun]";
- mes "Wow... this academy is amazing?";
- mes "It was not like this when I used to train in the past.";
- next;
- mes "[A nun]";
- mes "You can ^ff0000register^000000 at the ^ff0000information center of the Criatura Academy^000000, it will be a great help.";
- close;
- } else {
- mes "[A nun]";
- mes "Ahem..~";
- mes "Who are you?";
- mes "Are you interested in this ^ff0000introductory course^000000?";
- next;
- mes "[A nun]";
- mes "This introductory manual is mysterious! It enables the ^ff0000use a couple of an Acolyte's skill^000000.";
- mes "Will you borrow it?";
- next;
- if(select("Take the Acolyte Course.", "Stop.") == 2) {
- mes "[A nun]";
- mes "Well.. if you are not interested.. fine.";
- mes "murmuring";
- close;
- }
- if (isequippedcnt(2821) > 0 || countitem(2821) > 0) {
- mes "[A nun]";
- mes "You already have one.";
- mes "We do not give two.";
- close;
- } else {
- mes "[A nun]";
- mes "Then, use it for good.";
- mes "^ff0000Equip (double click or drag to equipment window)^000000 and open the ^ff0000skill window(Alt+S)^000000 to see the skills in manual.";
- getitem 2821, 1; // Acolyte_Manual
- close;
- }
- }
- }
-}
-
-iz_ac02_a,152,165,5 duplicate(A Nun#2) A Nun#2_a 4_F_SISTER
-iz_ac02_b,152,165,5 duplicate(A Nun#2) A Nun#2_b 4_F_SISTER
-iz_ac02_c,152,165,5 duplicate(A Nun#2) A Nun#2_c 4_F_SISTER
-iz_ac02_d,152,165,5 duplicate(A Nun#2) A Nun#2_d 4_F_SISTER
-
-// =============================================================================
-// = Ninja
-// =============================================================================
-
-// - Ninja Guide (Ko Ori)
-// - Teaches the player about the Ninja class.
-// -----------------------------------------------------------------------------
-iz_ac02,140,139,5 script Ninja Guide#ac 4_M_NINJA_BLUE,{
- cutin "aca_ninja_k.bmp", 2;
- if (Class != Job_Novice) {
- if (Upper != 0) {
- mes "[Ninja Guide]";
- mes "I do not wish to speak to you. Leave now...";
- close2;
- cutin "", 255;
- end;
- } else {
- if (Class == Job_Ninja) {
- if (!questprogress(4268)) {
- mes "[Ninja Guide]";
- mes "If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded.";
- setquest 4268;
- close2;
- cutin "", 255;
- end;
- } else if (questprogress(4268) == 1) {
- mes "[Ko Ori]";
- mes "If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded.";
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Ko Ori]";
- mes "How was it?";
- mes "Although he is very blunt, he does care very deeply about newcomers.";
- close2;
- cutin "", 255;
- end;
- }
- } else {
- mes "[Ninja Guide]";
- mes "I am the guide to the way of the Ninja for newcomers.";
- next;
- mes "[Ninja Guide]";
- mes "I am not interested in the people who are already on their path.";
- mes "Take your leave now...";
- close2;
- cutin "", 255;
- end;
- }
- }
- } else {
- if(Upper == 2) {
- mes "[Ninja Guide]";
- mes "A child cannot accept the life of the Ninja.";
- mes "It is not easy to qualify for such a life, so do not feel sorry...";
- close2;
- cutin "", 255;
- end;
- }
- if(questprogress(4269) != 2) {
- mes "[Ninja Guide]";
- mes "First of all, you must enroll in the Academy and visit me again.";
- mes "Everything has to follow the correct procedures and being clumsy is no excuse.";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Ninja Guide]";
- mes "Hmmm. So a new beginner has come eh?";
- mes "Why are you here?";
- next;
- switch(select("Explanation about the Ninja.", "I decided to be a Ninja.", "I don't have any business here.")) {
- case 1:
- while(1) {
- mes "[Ninja Guide]";
- mes "A beginner wishing to be a Ninja....";
- mes "Ask me what you are curious about.";
- next;
- switch(select("What can I do if I become a Ninja?", "What is required to become a Ninja?", "I want to experience Ninja skills.", "I don't have any worries about Ninjas.")) {
- case 1:
- mes "[Ninja Guide]";
- mes "Ninja is a profession that allows you to attack while sneaking for maximum damage.";
- mes "As Ninja has various kinds of deception skills, which is good for soloing.";
- next;
- mes "[Ninja Guide]";
- mes "Not only can you learn Ninja technique similarly as magic, you can also make direct attacks, deal critical damage or throw knives at enemies.";
- next;
- mes "[Ninja Guide]";
- mes "But you can't do all of these things perfectly without sufficient equipment.";
- mes "You will take more damage than others if you are hit.";
- next;
- mes "[Ninja Guide]";
- mes "Therefore, if the person who is not completely weary of this world chooses this job, with no discretion, they will not fail.";
- next;
- break;
- case 2:
- mes "[Ninja Guide]";
- mes "Ninja can be trained in a variety of courses.";
- mes "Everything has both one merit and one demerit.";
- mes "You would better make your own decision after profound consideration.";
- next;
- mes "[Ninja Guide]";
- mes "There are two major status which affect the degree of damages.";
- mes "One is ^ff0000Power^000000, the other is ^ff0000Intelligence^000000,";
- mes "Power affects the damages by^8E2323 physical attacks^000000 and^8E2323 throwing attacks^000000.";
- mes "Intelligence affects the damage by ^8E2323 Ninja's skill ^000000";
- next;
- mes "[Ninja Guide]";
- mes "In addition to these, you can learn";
- mes "other statuses not from the professional trainers like us";
- mes "but from the trainers teaching the basic skills for battle.";
- next;
- mes "[Ninja Guide]";
- mes "For example, to raise up the hit rate,";
- mes "What should you do?";
- mes "To raise the defense, what do you wear? Etc...";
- next;
- break;
- case 3:
- if (countitem(2940) > 0) {
- mes "[Ninja Guide]";
- mes "You can equip this manual to experience some skills.";
- mes "Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB.";
- next;
- mes "[Ninja Guide]";
- mes "The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills.";
- next;
- mes "[Ninja Guide]";
- mes "He will give you some quests to complete. Use the Manual to help you in battle.";
- if (countitem(13295) < 10)
- getitem 13295, 10; // Light_Shuriken
- next;
- } else {
- mes "[Ninja Guide]";
- mes "Make every useful moment count.";
- mes "You can equip this manual to experience some skills.";
- mes "Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB.";
- getitem 2940, 1; // Ninja_Manual
- getitem 13295, 10; // Light_Shuriken
- next;
- mes "[Ninja Guide]";
- mes "The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills.";
- next;
- mes "[Ninja Guide]";
- mes "He will give you some quests to complete. Use the Manual to help you in battle.";
- next;
- }
- break;
- case 4:
- mes "[Ninja Guide]";
- mes "Do you understand everything I told you?";
- mes "That's all... You don't have any questions?";
- close2;
- cutin "", 255;
- end;
- }
- }
- break;
- case 2:
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Ninja Guide]";
- mes "I appreicate your braveness but, first of all, you have to be familiar with the current profession.";
- next;
- mes "[Ninja Guide]";
- mes "Before you decide to become a Ninja,";
- mes "you need to come back after reaching the novice's job level 9. Then, I will accept you.";
- close2;
- cutin "", 255;
- end;
- } else {
- mes "[Ninja Guide]";
- mes "This may be your last warning.";
- mes "Becoming a Ninja means leading a difficult life.";
- next;
- mes "[Ninja Guide]";
- mes "As Ninja don't belong to a guild, it is easily obtainable to Novices.";
- mes "Make sure your decision is final!";
- next;
- if(select("I will reconsider.", "I already made up my mind.") == 1) {
- mes "[Ninja Guide]";
- mes "Well thought actions can often bring good results.";
- close2;
- cutin "", 255;
- end;
- }
- mes "[Ninja Guide]";
- mes "If you're so assertive, I have no choice but to guide you there.";
- next;
- mes "[Ninja Guide]";
- mes "I will send you close to where you can change your job.";
- next;
- mes "[Ninja Guide]";
- mes "I will give you a special hint.";
- mes "Amatsu town is where you are going to arrive. Find the hidden tunnel in a vacant house.";
- next;
- mes "[Ninja Guide]";
- mes "There you will meet a person who will guide you to becoming a Ninja.";
- next;
- mes "[Ninja Guide]";
- mes "If you get lost in the town, well there is no way... Being ninja requires a level of observation power.";
- next;
- mes "-Select ^ff0000Confirm^000000 to go to Amatsu.";
- cutin "", 255;
- next;
- if(select("Confirm", "Cancel") == 1)
- warp "amatsu", 112, 141;
- mes "[Ninja Guide]";
- mes "............";
- close2;
- cutin "", 255;
- end;
- }
- case 3:
- mes "[Ninja Guide]";
- mes "......";
- next;
- mes "[Ninja Guide]";
- mes "I have no words to say, if you don't have any business with me.";
- close2;
- cutin "", 255;
- end;
- }
- }
- cutin "", 255;
- end;
-}
-
-iz_ac02_a,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_a 4_M_NINJA_BLUE
-iz_ac02_b,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_b 4_M_NINJA_BLUE
-iz_ac02_c,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_c 4_M_NINJA_BLUE
-iz_ac02_d,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_d 4_M_NINJA_BLUE
-
-
-// =============================================================================
-// = Enchanting / Upgrading NPCs
-// =============================================================================
-
-// - Refinery Owner Han
-// -----------------------------------------------------------------------------
-izlude,153,126,1 script Refinery Owner Han#iz 4_M_02,{
- if (!checkweight(1301, 1)) {
- mes "- Cannot progress with the dialogue because you have too many items. -";
- close;
- }
- .@jerun_tutorial = questprogress(5153) + questprogress(5154) + questprogress(5155) + questprogress(5156);
- if (.@jerun_tutorial == 0) {
- mes "[Refinery Owner Han]";
- mes "Hello? My name is Han to lead the next generation of refining culture in Rune Midguard.";
- next;
- mes "[Refinery Owner Han]";
- mes "Entering this market lately, if I don't have old customers, it is not easy to operate. So, I do the advertising by myself.";
- next;
- mes "[Refinery Owner Han]";
- mes "Are you interested in ^3E86C3refining^000000 to make your items strong?";
- next;
- if(select("I have no interest.", "refining? Is it edible?") == 1) {
- emotion e_sry;
- mes "[Refinery Owner Han]";
- mes "Ah, I am sorry. I caught a busy man.";
- close;
- }
- mes "[Refinery Owner Han]";
- mes "Refining means to strenghthen your equipments with ^3E86C3rare metal^000000 obtainable from monsters and so on.";
- next;
- mes "[Refinery Owner Han]";
- mes "If weapons are refined, their attacking power increases. If shields are refined, their defensive power increasesand helps to reduce pain against monster's hits on you.";
- next;
- mes "[Refinery Owner Han]";
- mes "So you kind of get the jist of it right?";
- next;
- select("Oh... refining...");
- mes "[Refinery Owner Han]";
- mes "Yes, that's it. Refining is good but it can get addicting.";
- next;
- mes "[Refinery Owner Han]";
- mes "I don't usually do it, but will give you a special chance to experience refining.";
- next;
- mes "[Refinery Owner Han]";
- mes "Whatever 1st level weapon level can be used it doesn't matter! If you use the ^3E86C3refining machine Wagjak^000000 over there!!";
- next;
- mes "[Refinery Owner Han]";
- mes "^I will give you ^FD4F02just! one refining service free of charge.^000000.";
- next;
- select("Only once?");
- setquest 5153;
- mes "[Refinery Owner Han]";
- mes "Hey I need to make a living you know! Don't go telling everyone I'm doing this for free ok?";
- close;
- } else if (.@jerun_tutorial == 1) {
- mes "[Refinery Owner Han]";
- mes "You haven't used the refining machine Wagjak.";
- next;
- switch(select("Refining Machine Wagjak", "Why is it called Wagjak?", "Anything else I should know?", "Cancel")) {
- case 1:
- mes "[Refinery Owner Han]";
- mes "The refining machine Wagjak is a machine I made after 8 years of research.";
- next;
- mes "[Refinery Owner Han]";
- mes "I made it for more precious refining. It is my personal refining machine. Well, thanks to it, I have made several contracts.";
- close;
- case 2:
- mes "[Refinery Owner Han]";
- mes "The name doesn't mean anything it's just a name. Wagjak! What a weird name right?";
- close;
- case 3:
- mes "[Refinery Owner Han]";
- mes "Absolutely!";
- next;
- mes "[Refinery Owner Han]";
- mes "But I subscribe to the idea that seeing is believing... You know what I mean? Try it out yourself instead of asking questions.";
- close;
- case 4:
- break;
- }
- } else if (.@jerun_tutorial == 2) {
- mes "[Refinery Owner Han]";
- mes "Ohoh... as you don't have a service coupon.. You may have already used Wagjak...";
- next;
- mes "[Refinery Owner Han]";
- mes "I hope you have a brief understanding of refining.";
- next;
- select("Anything else I should know?");
- mes "[Refinery Owner Han]";
- mes "Yes, yes, we have... Safety refining indications and refining price... such small things...";
- next;
- mes "[Refinery Owner Han]";
- mes "For an explanation ^3E86C3weapon levels^000000 & ^3E86C3safety refining^000000...";
- next;
- setquest 5154;
- mes "[Refinery Owner Han]";
- mes "You can learn from ^3E86C3Mr. Taddae^000000 selling Phracon and Emveteracon";
- close;
- } else if (.@jerun_tutorial == 3) {
- mes "[Refinery Owner Han]";
- mes "I recommend you visit and listen to Mr. Tadde about weapon levels and safe refining.";
- close;
- } else if (.@jerun_tutorial == 4) {
- mes "[Refinery Owner Han]";
- mes "Did you get a good lesson? Did he explain it well enough?";
- next;
- mes "[Refinery Owner Han]";
- mes "Just between us, there is a rumor that lots of employees complain about me.";
- next;
- mes "[Refinery Owner Han]";
- mes "I sent you there to monitor the situation.";
- next;
- select("So?");
- mes "[Refinery Owner Han]";
- mes "I will adopt it in the performance rating. By the way, how was Mr. Tadde's lesson?";
- next;
- switch(select("It was excellent.", "It was just OK.", "It was so-so.")) {
- case 1:
- mes "[Refinery Owner Han]";
- mes "He did a good job...";
- next;
- break;
- case 2:
- mes "[Refinery Owner Han]";
- mes "Hmm. Is that so? I see... I'll have to jot this down...";
- next;
- break;
- case 3:
- mes "[Refinery Owner Han]";
- mes "Hmm.. It was like that... I see.";
- next;
- break;
- }
- mes "[Refinery Owner Han]";
- mes "Now! I'm done organizing..";
- next;
- mes "[Refinery Owner Han]";
- mes "Next is the explanation about ^3E86C3refining effect^000000 and ^3E86C3refining price^000000.";
- next;
- mes "[Refinery Owner Han]";
- mes "^3E86C3Mr. Locas^000000 is in charge with refinement with Oridecon gemstones.";
- next;
- mes "[Refinery Owner Han]";
- mes "Go speak with Mr. Locas's about the refining effect and refining price.";
- next;
- setquest 5155;
- mes "[Refinery Owner Han]";
- mes "Ah!! I ask for your favor this time, either.";
- close;
- } else if (.@jerun_tutorial == 5) {
- mes "[Refinery Owner Han]";
- mes "Go and see ^3E86C3Mr. Locas^000000 in charge with refining Oridecon stone for the refining effect and refining price.";
- close;
- } else if (.@jerun_tutorial == 6) {
- mes "[Refinery Owner Han]";
- mes "Did you get a good lesson? Did he explain it well enough?";
- next;
- switch(select("He was good great.", "It was just OK.", "So-so..")) {
- case 1:
- mes "[Refinery Owner Han]";
- mes "Mr. Locas explained it to you well.";
- next;
- break;
- case 2:
- mes "[Refinery Owner Han]";
- mes "Just OK? Hmmm.";
- next;
- break;
- case 3:
- mes "[Refinery Owner Han]";
- mes "Oh no.. You were not satisfied with his explanations...";
- next;
- break;
- }
- mes "[Refinery Owner Han]";
- mes "I see. I will jot that down.";
- next;
- mes "[Refinery Owner Han]";
- mes "By the way, I have finished all the explanations about refining. Any further questions?";
- next;
- if(select("No questions at all.", "I have some questions...") == 1) {
- mes "[Refinery Owner Han]";
- mes "I see.. But just in case...";
- next;
- } else {
- mes "[Refinery Owner Han]";
- mes "Ah, is that so? Don't worry.";
- next;
- }
- mes "[Refinery Owner Han]";
- mes "If you have any further questions, come and see me. I will give you full explanations again.";
- next;
- mes "[Refinery Owner Han]";
- mes "And this is a compensation for your lesson. I hope to see you frequently in the future.";
- next;
- setquest 5156;
- completequest 5156;
- if (Class == Job_Novice)
- getexp 1200, 500;
- mes "Got a lesson about the refining and Kafra storage free coupon.";
- getitem 7059, 1; // Cargo_Free_Ticket
- close;
- } else if (.@jerun_tutorial == 8) {
- mes "[Refinery Owner Han]";
- mes "How are you doing?";
- next;
- switch(select("Hi!!", "How is the morale of the employees?", "Question is....", "Cancel")) {
- case 1:
- mes "[Refinery Owner Han]";
- mes "How are you? Haven't seen you long time.. Please pay more frequent visits and do refining.";
- close;
- case 2:
- mes "[Refinery Owner Han]";
- mes "Just as before, labor-management consensus have achieved.";
- next;
- mes "[Refinery Owner Han]";
- mes "We understand the employees' complaints and prepared the resolutions.";
- next;
- mes "[Refinery Owner Han]";
- mes "Perhaps from that reason, I can hear any other complaints from them.";
- close;
- case 3:
- mes "[Refinery Owner Han]";
- mes "You have a question..";
- next;
- mes "[Refinery Owner Han]";
- mes "But I haven't told you anything in the beginning.";
- next;
- mes "[Refinery Owner Han]";
- mes "It might be better for you to ask questions of the staff you met before.";
- next;
- mes "[Refinery Owner Han]";
- mes "You can ask the explanations concerning ^FD4F02 weapon levels^000000 and ^FD4F02saftey refining ^000000, to ^142CEBMr. Tadde^000000, concerning ^FD4F02 refining price^000000 and ^FD4F02 refining effect^000000, ^142CEB to Mr. Locas^000000.";
- next;
- mes "[Refinery Owner Han]";
- mes "He will give you kind answers.";
- next;
- close;
- case 4:
- break;
- }
- close;
- } else {
- mes "[Refinery Owner Han]";
- mes "Something strange must've happened. If this continues, please contact customer service.";
- close;
- }
-
- OnInit:
- //AddQuestInfo 5153 1 0
- //SetQuestLevel 5153 1 20
- end;
-}
-
-izlude_a,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_a 4_M_02
-izlude_b,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_b 4_M_02
-izlude_c,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_c 4_M_02
-izlude_d,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_d 4_M_02
-
-// - Refining Machine Wagjak
-// -----------------------------------------------------------------------------
-- script ::izludeWagjak -1,{
- disable_items;
- mes "[Refining Machine Wagjak]";
- mes "-Ddarritt!-";
- mes "Wagjak Starting... completed..";
- mes "Checking the user.. Completed.";
- mes "Select the refining equipment.";
- next;
- setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(set .@i,1; .@i<=10; set .@i,.@i+1)
- .@menu$ = .@menu$+(getequipisequiped(.@i)?getequipname(.@i):.@position$[.@i]+" - [Unarmed]")+":";
- .@part = select(.@menu$);
- if(!getequipisequiped(.@part)) {
- mes "[Refining Machine Wagjak]";
- mes "^ff0000- Error number 000"+.@part+" -^000000";
- mes "Item is not equipped.";
- close2;
- enable_items;
- end;
- }
- mes "[Refining Machine Wagjak]";
- mes "Searching for the equipment information - completed.";
- next;
- if (!getequipisenableref(.@part)) {
- mes "[Refining Machine Wagjak]";
- mes "^FF0000- error number 4444 -^000000";
- mes "This item cannot be refined.";
- close2;
- enable_items;
- end;
- }
- if (!getequipisidentify(.@part)) {
- mes "[Refining Machine Wagjak]";
- mes "^FF0000- error number 5555 -^000000";
- mes "This item has not yet been identified.";
- close2;
- enable_items;
- end;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes "[Refining Machine Wagjak]";
- mes "^FF0000- error number 1010 -^000000";
- mes "At the current version, you can do refining up to level 10.";
- close2;
- enable_items;
- end;
- }
- if (questprogress(5153) == 1) {
- if (getequipweaponlv(.@part) == 1) {
- mes "[Refining Machine Wagjak]";
- mes "Type : 1 level weapon";
- mes "Charge : Phracon, 1000 zeny";
- mes "Service usage coupon sensed. No charge to be requested. Will you refine?";
- next;
- if(select("Refine.", "Don't Refine.") == 2) {
- mes "[Refining Machine Wagjak]";
- mes "Cancel the refining.";
- close2;
- enable_items;
- end;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Refining Machine Wagjak]";
- mes "-Ddarritt!-";
- mes "The user's confirmation required.";
- mes "You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?";
- next;
- if(select("Refine.", "Don't Refine.") == 2) {
- mes "[Refining Machine Wagjak]";
- mes "Refining has been cancelled as per the user's request.";
- close2;
- enable_items;
- end;
- }
- }
- if (getequippercentrefinery(.@part) <= rand(100)) {
- failedrefitem .@part;
- mes "[Refining Machine Wagjak]";
- mes "Result : Fail";
- mes "refining failed. The equipment was destroyed.";
- close2;
- enable_items;
- end;
- } else {
- successrefitem .@part;
- mes "[Refining Machine Wagjak]";
- mes "Result : Success";
- mes "Congratulations!! You succeeded in refining.";
- completequest 5153;
- next;
- mes "[Refining Machine Wagjak]";
- mes "Service usage coupon was used.";
- close2;
- enable_items;
- end;
- }
- }
- }
- switch(getequipweaponlv(.@part)) {
- case 0:
- .@type$ = "Armor";
- .@material = Elunium;
- .@price = 20000;
- break;
- case 1:
- .@type$ = "Level 1 weapon";
- .@material = Phracon;
- .@price = 1000;
- break;
- case 2:
- .@type$ = "Level 2 weapon";
- .@material = Emveretarcon;
- .@price = 2000;
- break;
- case 3:
- .@type$ = "Level 3 weapon";
- .@material = Oridecon;
- .@price = 10000;
- break;
- case 4:
- .@type$ = "Level 4 weapon";
- .@material = Oridecon;
- .@price = 20000;
- break;
- }
- mes "[Refining Machine Wagjak]";
- mes "Type : "+ .@type$ +"";
- mes "Charge : "+ getitemname(.@material) +", "+ .@price +" zeny";
- mes "Above money will be charged. Will you refine?";
- next;
- if(select("Refine.", "Don't Refine.") == 2) {
- mes "[Refining Machine Wagjak]";
- mes "Refining has been cancelled as per the user's request.";
- close2;
- enable_items;
- end;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Refining Machine Wagjak]";
- mes "-Ddarritt!-";
- mes "The user's confirmation required.";
- mes "You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?";
- next;
- if(select("Refine.", "Don't Refine.") == 2) {
- mes "[Refining Machine Wagjak]";
- mes "Refining has been cancelled as per the user's request.";
- close2;
- enable_items;
- end;
- }
- }
- if (countitem(.@material) > 0 && Zeny >= .@price) {
- delitem .@material, 1;
- Zeny -= .@material;
- } else {
- mes "[Refining Machine Wagjak]";
- mes "^FF0000- error number 8282 -^000000";
- mes "You are short of refining price.";
- close2;
- enable_items;
- end;
- }
- if (getequippercentrefinery(.@part) <= rand(100)) {
- failedrefitem .@part;
- mes "[Refining Machine Wagjak]";
- mes "Result : Fail";
- mes "refining failed. The equipment was destroyed.";
- } else {
- successrefitem .@part;
- mes "[Refining Machine Wagjak]";
- mes "Result : Success";
- mes "Congratulations!! You succeeded in refining.";
- }
- close2;
- enable_items;
- end;
-}
-
-izlude,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz 2_MONEMUS
-izlude_a,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_a 2_MONEMUS
-izlude_b,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_b 2_MONEMUS
-izlude_c,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_c 2_MONEMUS
-izlude_d,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_d 2_MONEMUS
-
-// - Tadde
-// -----------------------------------------------------------------------------
-izlude,145,122,7 script Tadde#iz 4_M_04,{
- if (!checkweight(1301, 1)) {
- mes "- As you have too many items in your inventory, Quest can't be continued -";
- close;
- }
- if (questprogress(5154) == 1) {
- mes "[Tadde]";
- mes "Welcome. The owner told me to explain to you about ^3E86C3the weapon levels^000000 and ^3E86C3safety refining.^000000.";
- next;
- mes "[Tadde]";
- mes "In fact, it is better to get to know while questing yourself. But anyway if you have any questions, please ask to me.";
- next;
- while(1) {
- switch(select("Weapon level", "Safety refining.", "Finish the question.")) {
- case 1:
- mes "[Tadde]";
- mes "Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is.";
- next;
- mes "[Tadde]";
- mes "That means ^A20B09the upscaled weapons are more difficult to obtain.^000000.";
- next;
- mes "[Tadde]";
- mes "Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons.";
- next;
- continue;
- case 2:
- mes "[Tadde]";
- mes "Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000";
- next;
- while(1) {
- switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question finished")) {
- case 1:
- mes "[Tadde]";
- mes "Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible.";
- next;
- mes "[Tadde]";
- mes "Of course, it has stronger effect than level 1 weapon.";
- next;
- continue;
- case 2:
- mes "[Tadde]";
- mes "Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon.";
- next;
- mes "[Tadde]";
- mes "Of course, it has stronger effect than level 1 weapon.";
- next;
- continue;
- case 3:
- mes "[Tadde]";
- mes "Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level.";
- next;
- mes "[Tadde]";
- mes "The higher the weapon is, the increasing effect of +1 becomes higher as well.";
- next;
- continue;
- case 4:
- mes "[Tadde]";
- mes "Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here.";
- next;
- mes "[Tadde]";
- mes "As it is one of the most luxurious weapons, the effect of refining is the strongest.";
- next;
- continue;
- case 5:
- mes "[Tadde]";
- mes "Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon.";
- next;
- mes "[Tadde]";
- mes "As most refiners are used to making weapons it's hard for them to safely upgrade armors.";
- next;
- continue;
- case 6:
- mes "[Tadde]";
- mes "You look like you've had enough explanations about the safety refining.";
- next;
- break;
- }
- break;
- }
- continue;
- case 3:
- break;
- }
- break;
- }
- completequest 5154;
- mes "[Tadde]";
- mes "Your questions end. If you have more questions later, come to me any time.";
- close;
- }
- mes "[Tadde]";
- mes "We sell metals for refining iron or steel weapons here!";
- mes "We have ^007777Phracons^000000 for level 1 weapons, and ^007777Emveretarcons^000000 for level 2 weapons.";
- next;
- switch(select("Phracon - 200 zeny.", "Emveretarcon - 1000 zeny.", "Ask for other metals.")) {
- case 1:
- mes "[Tadde]";
- mes "How many would you like? Enter '0' if you want to end.";
- next;
- while(1) {
- input .@amount, 0, 501;
- if (.@amount == 0) {
- mes "[Tadde]";
- mes "Trade ended.";
- close;
- } else if (.@amount > 500) {
- mes "[Tadde]";
- mes "Please reduce your quantity to 500 or less.";
- next;
- } else {
- break;
- }
- }
- .@sell = .@amount * 200;
- .@item_weight = .@amount * 200;
- if (Zeny < .@sell) {
- mes "[Tadde]";
- mes "Oh dear...my apologies, but you don't have enough money.";
- mes "I'm sorry we can't give it to you cheaper...we're only a small business.";
- close;
- }
- if ((MaxWeight - Weight) < .@item_weight) {
- mes "[Tadde]";
- mes "Er...please sorts your inventory before you take these...";
- close;
- }
- Zeny -= .@sell;
- getitem 1010, .@amount; // Phracon
- mes "[Tadde]";
- mes "This is what you wanted. Thank you very much!";
- close;
- case 2:
- mes "[Tadde]";
- mes "How many would you like? Enter '0' if you want to end.";
- next;
- while(1) {
- input .@amount, 0, 501;
- if (.@amount == 0) {
- mes "[Tadde]";
- mes "Trade ended.";
- close;
- } else if (.@amount > 500) {
- mes "[Tadde]";
- mes "Please reduce your quantity to 500 or less.";
- next;
- } else {
- break;
- }
- }
- .@sell = .@amount * 1000;
- .@item_weight = .@amount * 200;
- if (Zeny < .@sell) {
- mes "[Tadde]";
- mes "Oh dear...my apologies, but you don't have enough money.";
- mes "I'm sorry we can't give it to you cheaper...we're only a small business.";
- close;
- }
- if ((MaxWeight - Weight) < .@item_weight) {
- mes "[Tadde]";
- mes "Er...please sorts your inventory before you take these...";
- close;
- }
- getitem 1011, .@amount; // Emveretarcon
- Zeny -= .@sell;
- mes "[Tadde]";
- mes "This is what you wanted. Thank you very much!";
- close;
- case 3:
- mes "[Tadde]";
- mes "Any questions about the weapon level and safety refining?";
- next;
- while(1) {
- switch(select("Weapon level", "Safety refining.", "Finish the question.")) {
- case 1:
- mes "[Tadde]";
- mes "Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is.";
- next;
- mes "[Tadde]";
- mes "That means ^A20B09the upscaled weapons are more difficult to obtain.^000000.";
- next;
- mes "[Tadde]";
- mes "Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons.";
- next;
- break;
- case 2:
- mes "[Tadde]";
- mes "Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000";
- next;
- while(1) {
- switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question finished")) {
- case 1:
- mes "[Tadde]";
- mes "Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible.";
- next;
- mes "[Tadde]";
- mes "Of course, it has stronger effect than level 1 weapon.";
- next;
- break;
- case 2:
- mes "[Tadde]";
- mes "Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon.";
- next;
- mes "[Tadde]";
- mes "Of course, it has stronger effect than level 1 weapon.";
- next;
- break;
- case 3:
- mes "[Tadde]";
- mes "Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level.";
- next;
- mes "[Tadde]";
- mes "The higher the weapon is, the increasing effect of +1 becomes higher as well.";
- next;
- break;
- case 4:
- mes "[Tadde]";
- mes "Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here.";
- next;
- mes "[Tadde]";
- mes "As it is one of the most luxurious weapons, the effect of refining is the strongest.";
- next;
- break;
- case 5:
- mes "[Tadde]";
- mes "Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon.";
- next;
- mes "[Tadde]";
- mes "As most refiners are used to making weapons it's hard for them to safely upgrade armors.";
- next;
- break;
- case 6:
- mes "[Tadde]";
- mes "You look like you've had enough explanations about the safety refining.";
- next;
- break;
- }
- }
- break;
- case 3:
- break;
- }
- }
- mes "[Tadde]";
- mes "This is all I can explain to you.";
- next;
- mes "[Tadde]";
- mes "The explanations about the charge and effect of the safe refining will be covered by Mr. Locas.";
- close;
- }
-}
-
-izlude_a,145,122,7 duplicate(Tadde#iz) Tadde#iz_a 4_M_04
-izlude_b,145,122,7 duplicate(Tadde#iz) Tadde#iz_b 4_M_04
-izlude_c,145,122,7 duplicate(Tadde#iz) Tadde#iz_c 4_M_04
-izlude_d,145,122,7 duplicate(Tadde#iz) Tadde#iz_d 4_M_04
-
-// - Locas
-// -----------------------------------------------------------------------------
-izlude,155,132,3 script Locas#iz 4_M_02,{
- if (!checkweight(1301, 1)) {
- mes "- As you have too many items in your inventory, Quest can't be continued. -";
- close;
- }
- if (questprogress(5155) == 1) {
- mes "[Locas]";
- mes "You are the one sent by the owner. What did he order me to do?";
- next;
- select("You have a lot of complaints, don't you?");
- mes "[Locas]";
- mes "Yes, I do. Absolutely, the owner will threaten me with his stupid performance ratings.";
- next;
- mes "[Locas]";
- mes "He isn't the man he used to be.";
- next;
- mes "[Locas]";
- mes "He thinks if somebody leaves, a replacement will show up immediately.";
- next;
- mes "[Locas]";
- mes "Anyway, the employee should do what the owner wants him to do... Ask me your questions.";
- next;
- while(1) {
- switch(select("Refining Price", "Fefining Effect", "End the Conversation.")) {
- case 1:
- mes "[Locas]";
- mes "Perhaps the most important thing my owner thinks is this...";
- next;
- mes "[Locas]";
- mes "From the word itself, refining price is ^3E86C3 the charge to refine once^000000.";
- next;
- mes "[Locas]";
- mes "But, there are ^3E86C3differences in the essential material according the zeny and weapon level.^000000.";
- next;
- while(1) {
- switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "level 4 Weapon", "Armor", "Questions Finished")) {
- case 1:
- mes "[Locas]";
- mes "Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000.";
- next;
- mes "[Locas]";
- mes "As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny.";
- next;
- continue;
- case 2:
- mes "[Locas]";
- mes "Refining level 2 weapons requires ^3E86C3Emveretarcon and 2,000 zeny^000000.";
- next;
- mes "[Locas]";
- mes "Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny.";
- next;
- continue;
- case 3:
- mes "[Locas]";
- mes "Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000.";
- next;
- mes "[Locas]";
- mes "Oridecon is such a rare metal that I don't sell it... But,";
- next;
- mes "[Locas]";
- mes "If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon.";
- next;
- continue;
- case 4:
- mes "[Locas]";
- mes "Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000.";
- next;
- mes "[Locas]";
- mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.";
- next;
- continue;
- case 5:
- mes "[Locas]";
- mes "Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000.";
- next;
- mes "[Locas]";
- mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.";
- next;
- continue;
- case 6:
- mes "[Locas]";
- mes "You look like you've had enough explanations about the refining prices.";
- next;
- break;
- }
- break;
- }
- continue;
- case 2:
- mes "[Locas]";
- mes "I think you are now knowledgeable enough about refining.";
- next;
- mes "[Locas]";
- mes "Now I will explain to you about ^3E86C3the effect of refining^000000.";
- next;
- mes "[Locas]";
- mes "This time I won't give you explanations about individual items. It is better you do the physical experiences by yourself instead of verbal explanations.";
- next;
- mes "[Locas]";
- mes "Anyway, here are the explanations. From level 1 weapon,";
- next;
- mes "[Locas]";
- mes "1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?";
- next;
- select("Well???");
- mes "[Locas]";
- mes "I thought my explanations to you were easy, but it wasn't...";
- next;
- mes "[Locas]";
- mes "So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this.";
- next;
- mes "[Locas]";
- mes "In fact, there is no need to talk too much here. You just experience it later.";
- next;
- mes "[Locas]";
- mes "Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level.";
- next;
- mes "[Locas]";
- mes "Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level.";
- next;
- mes "[Locas]";
- mes "Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level.";
- next;
- mes "[Locas]";
- mes "Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level.";
- next;
- mes "[Locas]";
- mes "Well, by now the explanations were only for the effect of the safe refining....";
- next;
- mes "[Locas]";
- mes "You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk.";
- next;
- mes "[Locas]";
- mes "If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it.";
- next;
- mes "[Locas]";
- mes "One thing to be clear is you should be careful about destroying your equipment if you get over-eager.";
- next;
- continue;
- case 3:
- break;
- }
- break;
- }
- mes "[Locas]";
- mes "Seems like, you don't have any further questions. Thank you for listening to a long story.";
- next;
- completequest 5155;
- mes "[Locas]";
- mes "You can say anything to my owner. The performance rating doesn't mean much to our technicians.";
- close;
- } else {
- mes "[Locas]";
- mes "If you bring me 5 Rough Oridecon or Elunium, I will immediately make them to Oridecon or Elunium.";
- next;
- }
- switch(select("Refining Oridecon", "Refining Elunium", "Other questions.")) {
- case 1:
- mes "[Locas]";
- mes "Will you refine 5 Rough Oridecon to one Oridecon?";
- next;
- if(select("Exchange 5 for 1", "Exchange all.") == 1) {
- if (countitem(756) > 4) {
- delitem 756, 5; // Oridecon_Stone
- getitem 984, 1; // Oridecon
- mes "[Locas]";
- mes "Refined Rough Oridecon to Oridecon.";
- close;
- } else {
- mes "[Locas]";
- mes "Are you kidding me?";
- mes "You should bring me 5 Rough Oridecon to refine for one Oridecon.";
- close;
- }
- } else {
- if (countitem(756) > 4) {
- .@ston_max = countitem(756) / 5;
- .@ston_full = .@ston_max * 5;
- delitem 756, .@ston_full; // Oridecon_Stone
- getitem 984, .@ston_max; // Oridecon
- mes "[Locas]";
- mes "Refined "+.@ston_full+" Rough Oridecon into "+.@ston_max+" Oridecon. Thank you for your business.";
- close;
- } else {
- mes "[Locas]";
- mes "Are you kidding me?";
- mes "You should bring me 5 Rough Oridecon to refine for one Oridecon.";
- close;
- }
- }
- case 2:
- mes "[Locas]";
- mes "Will you refine 5 Rough Elunium to one Elunium?";
- next;
- if(select("Exchange 5 for 1", "Exchange all.") == 1) {
- if (countitem(757) > 4) {
- delitem 757, 5; // Elunium_Stone
- getitem 985, 1; // Elunium
- mes "[Locas]";
- mes "Refined Rough Elunium to Elunium.";
- close;
- } else {
- mes "[Locas]";
- mes "Are you kidding me?";
- mes "You should bring me 5 Rough Elunium to refine for one Elunium.";
- close;
- }
- } else {
- if (countitem(757) > 4) {
- .@ston_max = countitem(757) / 5;
- .@ston_full = .@ston_max * 5;
- delitem 757, .@ston_full; // Elunium_Stone
- getitem 985, .@ston_max; // Elunium
- mes "[Locas]";
- mes "Refined "+.@ston_full+" Rough Elunium into "+.@ston_max+" Elunium. Thank you for your business.";
- close;
- } else {
- mes "[Locas]";
- mes "Are you kidding me?";
- mes "You should bring me 5 Rough Elunium to refine for one Elunium.";
- close;
- }
- }
- case 3:
- mes "[Locas]";
- mes "Do you have any questions about refining?";
- next;
- mes "[Locas]";
- mes "Though I can't explain a lot.... What's your question?";
- next;
- while(1) {
- switch(select("refining price", "refining effect", "Finish the explanation.")) {
- case 1:
- mes "[Locas]";
- mes "©öFrom the word itself, refining price is ^3E86C3 the price for refining once^000000.";
- next;
- mes "[Locas]";
- mes "But, there are differences in the essential material according the (zeny) and weapon level.";
- next;
- while(1) {
- switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question Finished")) {
- case 1:
- mes "[Locas]";
- mes "Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000.";
- next;
- mes "[Locas]";
- mes "As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny.";
- next;
- continue;
- case 2:
- mes "[Locas]";
- mes "Refining level 2 weapons requires ^3E86C3Emveretarcon and 20,000 zeny^000000.";
- next;
- mes "[Locas]";
- mes "Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny.";
- next;
- continue;
- case 3:
- mes "[Locas]";
- mes "Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000.";
- next;
- mes "[Locas]";
- mes "Oridecon is such a rare metal that I don't sell it... But,";
- next;
- mes "[Locas]";
- mes "If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon.";
- next;
- continue;
- case 4:
- mes "[Locas]";
- mes "Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000.";
- next;
- mes "[Locas]";
- mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.";
- next;
- continue;
- case 5:
- mes "[Locas]";
- mes "Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000.";
- next;
- mes "[Locas]";
- mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.";
- next;
- continue;
- case 6:
- mes "[Locas]";
- mes "You look like you've had enough explanations about the refining prices.";
- next;
- break;
- }
- break;
- }
- continue;
- case 2:
- mes "[Locas]";
- mes "As I think it would be better for you to experience the effect of refining rather than explantion, I really give you a brief explanation about it.";
- next;
- mes "[Locas]";
- mes "Let's start from level 1 weapon.";
- next;
- mes "[Locas]";
- mes "1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?";
- next;
- select("Well???");
- mes "[Locas]";
- mes "I thought my explanations to you were easy, but it wasn't...";
- next;
- mes "[Locas]";
- mes "So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this.";
- next;
- mes "[Locas]";
- mes "In fact, there is no need to talk too much here. You just experience it later.";
- next;
- mes "[Locas]";
- mes "Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level.";
- next;
- mes "[Locas]";
- mes "Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level.";
- next;
- mes "[Locas]";
- mes "Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level.";
- next;
- mes "[Locas]";
- mes "Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level.";
- next;
- mes "[Locas]";
- mes "Well, by now the explanations were only for the effect of the safe refining....";
- next;
- mes "[Locas]";
- mes "You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk.";
- next;
- mes "[Locas]";
- mes "If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it.";
- next;
- mes "[Locas]";
- mes "One thing to be clear is you should be careful about destroying your equipment if you get over-eager.";
- next;
- continue;
- case 3:
- break;
- }
- break;
- }
- mes "[Locas]";
- mes "Thank you for your listening to a long story. This is all I can explain you.";
- next;
- mes "[Locas]";
- mes "Regarding the levels of weapons and safety refining, consult with Mr. Tadde. He will kindly answer to you.";
- close;
- }
-}
-
-izlude_a,155,132,3 duplicate(Locas#iz) Locas#iz_a 4_M_02
-izlude_b,155,132,3 duplicate(Locas#iz) Locas#iz_b 4_M_02
-izlude_c,155,132,3 duplicate(Locas#iz) Locas#iz_c 4_M_02
-izlude_d,155,132,3 duplicate(Locas#iz) Locas#iz_d 4_M_02
-
-// - Enchanter Mounds
-// - Teaches the player about enchanting.
-// -----------------------------------------------------------------------------
-izlude,96,125,7 script Enchanter Mounds#iz 4_CAT_SAILOR2,{
- if (!checkweight(1301, 1)) {
- mes "- As you have too many items in your inventory, Quest can't be continued -";
- close;
- }
- disable_items;
- .@in_tutorial = questprogress(5157) + questprogress(5158) + questprogress(5159);
- if (.@in_tutorial == 0) {
- mes "[Mounds]";
- mes "Welcome. Welcome to the enchant association. I am ^142CEB Mounds^000000- head of Izlude branch of the Enchant association.";
- next;
- select("Oh... a cat can speak???");
- mes "[Mounds]";
- mes "Have you never seen a talking cat?";
- next;
- mes "[Mounds]";
- mes "There is an island called ^FD4F02 Malangdo^000000 where only cats live and I am from there.";
- next;
- mes "[Mounds]";
- mes "There are cats like me who can speak the human language very well, but some cats speaking human and cat language are a mess.";
- next;
- mes "[Mounds]";
- mes "Well, that can be checked in Malangdo later are you interested in ^FD4F02Enchantments^000000?";
- next;
- select("Enchant Association?");
- mes "[Mounds]";
- mes "The Enchant Association is the group made by those of us who can enchant.";
- next;
- mes "[Mounds]";
- mes "This association is composed of two divisions of ^FD4F02the socket enchant division^000000 and ^FD4F02 the hidden enchant division^000000.";
- next;
- mes "[Mounds]";
- mes "Maybe, are you curious about each division?";
- next;
- while(1) {
- switch(select("Socket Enchant?", "Hidden Enchant", "Question finished")) {
- case 1:
- mes "[Mounds]";
- mes "You are curious about the socket enchant.. Here is the explantion.";
- next;
- mes "[Mounds]";
- mes "From unknown reason, There has been existing ^FD4F02card slots^000000 on the equipments obtainable from monsters.";
- next;
- mes "[Mounds]";
- mes "People started to question, 'Can we make a device to insert cards to these?'";
- next;
- mes "[Mounds]";
- mes "At last, one day a man called ^142CEBSeyablem^000000 showed up with the technology of socket enchant.";
- next;
- mes "[Mounds]";
- mes "Nobody knew how he got the technology....";
- next;
- mes "[Mounds]";
- mes "Someday later, a younger brother of Seyablem called ^142CEBLeyablem^000000 introduced a different device from his brother to socket enchant other equipments.";
- next;
- mes "[Mounds]";
- mes "Many people using the brothers' socket enchanting services, they stole the technology";
- next;
- select("Ok seems simple enough...");
- mes "[Mounds]";
- mes "The brothers happened to join the enchant association. And from time to time, they teach the technology to us in Malangdo.";
- next;
- mes "[Mounds]";
- mes "Learning the technology diligently, some day will come when others can do socket enchants.";
- next;
- mes "[Mounds]";
- mes "Ah, my story went off topic.";
- next;
- mes "[Mounds]";
- mes "Well, conclusion is this, socket enchant means to add a card socket to the common equipment being sold at any shops.";
- next;
- mes "[Mounds]";
- mes "It is called socket enchant. Are you curious about the other division?";
- next;
- break;
- case 2:
- mes "[Mounds]";
- mes "Ah ! Are you curious about the hidden enchant?";
- next;
- mes "[Mounds]";
- mes "OK. First, I have to let you know how the hidden enchnat skill was born.";
- next;
- mes "[Mounds]";
- mes "The original inventor was looking for a way to unlock the 4th slot of a 3 slotted weapon.";
- next;
- mes "[Mounds]";
- mes "So he studied the technology to make use of the remaining slot.";
- next;
- mes "[Mounds]";
- mes "When the study was finally successful he taught it to his apprentices and was never heard from again.";
- next;
- mes "[Mounds]";
- mes "His technology reinforced the equipment with a gem that had special properties similar to monster cards.";
- next;
- mes "[Mounds]";
- mes "That technology has been developed and improved to make the current ^FD4F02 Enchant association ^000000";
- next;
- mes "[Mounds]";
- mes "Briefly speaking, to make a stronger equipment with a special enchantment is the hidden enchant.";
- next;
- mes "[Mounds]";
- mes "Are you curious about the other division?";
- next;
- break;
- case 3:
- break;
- }
- break;
- }
- mes "[Mounds]";
- mes "You don't have any further questions.";
- next;
- mes "[Mounds]";
- mes "Later, if you want to experience the hidden enchant or socket enchant, I will give you a hand.";
- next;
- setquest 5157;
- mes "[Mounds]";
- mes "Come to me anytime.";
- close;
- } else if (.@in_tutorial == 1) {
- mes "[Mounds]";
- mes "Welcome.. Ah, we've met before right?";
- next;
- mes "[Mounds]";
- mes "Are you coming to experience the hidden enchant or the socket enchant?";
- next;
- if(select("I am just passing by.", "Came to experience it.") == 1) {
- mes "[Mounds]";
- mes "You may be on the way to Prontera. Be careful and come back.";
- close;
- }
- mes "[Mounds]";
- mes "You want an experience.";
- next;
- mes "[Mounds]";
- mes "The experience course starts from the experience of the simple socket enchant.";
- next;
- mes "[Mounds]";
- mes "For this, you need material. Will you buy a cotton shirt at Izlude Armor shop?";
- next;
- setquest 5158;
- mes "[Mounds]";
- mes "When you bring the cotton shirt, we will immediately start ^FD4F02the socket enchnat experience^000000 course.";
- close;
- } else if (.@in_tutorial == 2) {
- mes "[Mounds]";
- if (countitem(2302) > 0) {
- mes "Oh this is a socketed shirt already!";
- next;
- mes "[Mounds]";
- mes "Bring us the normal shirt without holes.";
- close;
- } else if (countitem(2301) > 0) {
- mes "It must be a plain cotton shirt.";
- next;
- } else {
- mes "When you bring the plain cotton shirt from the Armor shop, we will start the socket enchant experience.";
- close;
- }
- mes "[Mounds]";
- mes "Not like all other enchants, the socket enchant is being worked without items installed.";
- next;
- mes "[Mounds]";
- mes "Then, let's start the socket enchant.";
- next;
- mes "[Mounds]";
- mes "One!";
- next;
- mes "[Mounds]";
- mes "One! Two!";
- next;
- mes "[Mounds]";
- mes "One! Two! Three!";
- next;
- specialeffect2 EF_SANCTUARY;
- completequest 5158;
- delitem 2301, 1; // Cotton_Shirt
- getitem 2302, 1; // Cotton_Shirt_
- mes "[Mounds]";
- mes "You have suceeded in socket enchant.";
- close;
- } else if (.@in_tutorial == 3) {
- mes "[Mounds]";
- mes "Have you checked the equipment? It now has an empty slot in it.";
- next;
- mes "[Mounds]";
- mes "But, like this time the success rate is not always ^FD4F02100%^000000 as you are still in the studying phase.";
- next;
- mes "[Mounds]";
- mes "Please keep in mind that there always risks of failure and if failed, the equipment will be broken.";
- next;
- mes "[Mounds]";
- mes "If you want to know more about the socket enchant, go and consult with Leyablem or Seyablem who are working at Prontera or Payon.";
- next;
- select("I see.");
- mes "[Mounds]";
- mes "Now it's time for your experiencing the hidden enchant.";
- next;
- mes "[Mounds]";
- mes "Equipped with the just socket enchanted cotton shirt, get the hidden enchant from";
- next;
- setquest 5159;
- mes "[Mounds]";
- mes "Almond J, the cat in charge with the hidden enchant over there.";
- close;
- } else if (.@in_tutorial == 4) {
- mes "[Mounds]";
- mes "Get the hidden enchant from Almond J with wearing the cotton shirt socket enchanted.";
- close;
- } else if (.@in_tutorial == 5) {
- mes "[Mounds]";
- mes "Eh? You came earlier than expected? I though it might take time after listening to all the explanations.";
- next;
- select("Explain about the situation.");
- mes "[Mounds]";
- mes "Keuh~~ It happened....";
- next;
- mes "[Mounds]";
- mes "I should beware of you, when you were making a big noise to do the hidden enchant.";
- next;
- mes "[Mounds]";
- mes "Anyway, I am sorry.. Though it is short, I will make the explanation for you.";
- next;
- mes "[Mounds]";
- mes "Have you checked the hidden enchant?";
- next;
- if(select("Yes, I have.", "No. I haven't.") == 1) {
- mes "[Mounds]";
- mes "As you have checked it already, my explanation became easy.";
- next;
- } else {
- mes "[Mounds]";
- mes "Hmmm. Recommend you examine the condition of your cotton shirt, opening item window.";
- next;
- }
- mes "[Mounds]";
- mes "As you have checked it already, my explanation became easy.";
- next;
- mes "[Mounds]";
- mes "As I explained you just before, the hidden enchant is the work to insert to weapoon or Armor a gem with a special option into the equipment.";
- next;
- mes "[Mounds]";
- mes "As you know it, if you checked, you may notice something new was at the no. 3 and 4 slots at the bottom of item information window.";
- next;
- mes "[Mounds]";
- mes "Hidden enchant is being proceeded with the similar equipment worn as Almond J's.";
- next;
- mes "[Mounds]";
- mes "Of course, there are some other places to do the hidden enchants.";
- next;
- if(select("Satisfied.", "A little short.") == 1) {
- mes "[Mounds]";
- mes "It is fortunate. Do you have any experience to be added? If so, please write it to me.";
- next;
- } else {
- mes "[Mounds]";
- mes "Experience seems not be satisfactory with you. Can you write me what was it?";
- next;
- mes "[Mounds]";
- mes "I will refer it for planning the next experience.";
- next;
- }
- input .@advice$;
- mes "[Mounds]";
- mes "Thank you for your valuable advice.";
- next;
- mes "[Mounds]";
- mes "Thank you for your patience listening to my boring explanation.";
- next;
- mes "[Mounds]";
- mes "This is a small gift hoping your continuous support for our enchant association.";
- next;
- completequest 5157;
- if (Class == Job_Novice) {
- getexp 1200, 500;
- mes "Received the explanation about the enchants, some experience and Kafra storage free coupon.";
- } else {
- mes "Received the explanation and Kafra free storage coupon.";
- }
- getitem 7059, 1; // Cargo_Free_Ticket
- next;
- mes "[Mounds]";
- mes "Then, I will see you later.";
- close;
- } else if (.@in_tutorial == 6) {
- mes "[Mounds]";
- mes "Welcome to the enchant association. I am Mounds - head of Izlude branch of Enchant association.";
- next;
- mes "[Mounds]";
- mes "Eh? Your appreance is familiar. Have we met before?";
- next;
- mes "[Mounds]";
- mes "As I can't remember all the people I met as they are too many, strangely you have a face not to forget.";
- next;
- mes "[Mounds]";
- mes "Perhaps, are you here to learn about enchanting? I will kindly explain you about it.";
- next;
- while(1) {
- switch(select("Socket enchant", "Hidden enchant", "Give regards", "No questions at all.")) {
- case 1:
- mes "[Mounds]";
- mes "Socket enchant is the skill to make card slots appear in Weapon or Armor.";
- next;
- mes "[Mounds]";
- mes "When you meet the Seyablem and Leyablem brothers around the towns of Rune Midgard they can help you with this service.";
- next;
- mes "[Mounds]";
- mes "If they fail to put a new slot in your item say farewell to it...";
- next;
- mes "[Mounds]";
- mes "It's usually a good idea to have more than 1 item to add a slot to because it can fail a lot sometimes.";
- next;
- break;
- case 2:
- mes "[Mounds]";
- mes "Hidden enchant means to put enchanted gems into the hidden slots of an item.";
- next;
- mes "[Mounds]";
- mes "You have to be wearing the item that is being enchanted as it uses the wearers fortune as the success rate.";
- next;
- mes "[Mounds]";
- mes "Many places are providing the various hidden enchant service in different ways, if you have time, please visit one of them.";
- next;
- break;
- case 3:
- mes "[Mounds]";
- mes "News? Enchant association doesn't have a big issue going on.";
- next;
- mes "[Mounds]";
- mes "Ah!! I remember that Almond J sent with me from Izlude branch wanted to do advertising...";
- next;
- mes "[Mounds]";
- mes "He drafted the initiative for the free service of hidden enchant to the beginner's weapons. I approved it as it looked a good idea.";
- next;
- mes "[Mounds]";
- mes "What? If you have a beginners weapon, it may not hurt to try it.";
- next;
- break;
- case 4:
- mes "[Mounds]";
- mes "Come to me whenever you have a question about the enchant association.";
- close;
- }
- mes "[Mounds]";
- mes "Any other questions?";
- next;
- }
- } else {
- mes "[Mounds]";
- mes "Something strange must've happened. If this continues, please contact customer service.";
- close;
- }
-
- OnInit:
- //AddQuestInfo 5157 1 0
- //SetQuestLevel 5157 1 20
- end;
-}
-
-izlude_a,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_a 4_CAT_SAILOR2
-izlude_b,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_b 4_CAT_SAILOR2
-izlude_c,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_c 4_CAT_SAILOR2
-izlude_d,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_d 4_CAT_SAILOR2
-
-// - Enchanter Almond J
-// - Teaches the player about enchanting.
-// -----------------------------------------------------------------------------
-izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{
- if (!checkweight(1301, 1)) {
- mes "- As you have too many items in your inventory, Quest can't be continued -";
- close;
- }
- disable_items;
- .@in_tutorial = (questprogress(5157) + questprogress(5158) + questprogress(5159));
- if (.@in_tutorial < 4) {
- mes "[Almond J]";
- mes "Hello, I am Almon J of the enchant association.~";
- next;
- mes "[Almond J]";
- mes "If you have anything to do with the enchant association, please consult with Mounds inside.";
- close2;
- enable_items;
- end;
- } else if (.@in_tutorial == 4) {
- .@equip = getequipid(EQI_ARMOR);
- .@part = EQI_ARMOR;
- mes "[Almond J]";
- mes "Welcome.. I have been waiting for you. Are you coming for the hidden enchant service on your cotton shirt?";
- next;
- if(select("Ench? Whatis?", "Yes.") == 1) {
- mes "[Almond J]";
- mes "Eummm?";
- next;
- mes "[Almond J]";
- mes "What happened?";
- close;
- }
- mes "[Almond J]";
- mes "Oh... finally you came...";
- next;
- mes "[Almond J]";
- mes "Has your ^142cebCotton Shirt[1]^000000 been equipped? Shall we start now? Ready?";
- next;
- select("You look excited.");
- mes "[Almond J]";
- mes "Heh... is that so? Frankly, it is my first time... I am really excited.";
- next;
- mes "[Almond J]";
- mes "Are you ready? Yes? Do it now. Now!!";
- next;
- if(select("Hidden enchant start!!", "Wait for a while.") == 2) {
- mes "[Almond J]";
- mes "Heh? Eh? Hik?! Come here quick.";
- close2;
- enable_items;
- end;
- }
- if (!.@equip) {
- mes "[Almond J]";
- mes "Please come back after you have equipped the Cotton Shirt.";
- close2;
- enable_items;
- end;
- }
- if (getequipid(EQI_ARMOR) == Cotton_Shirt_) {
- .@refineCount = getequiprefinerycnt(EQI_ARMOR);
- } else {
- mes "[Almond J]";
- mes "Hing, it is not a normal Cotton Shirt.";
- close2;
- enable_items;
- end;
- }
- mes "[Almond J]";
- mes "Now!! Start the first hidden enchant!! Start!!!!!";
- next;
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00", 2;
- completequest 5159;
- delequip .@part;
- setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
- getitem2 2302,1,1,.@refineCount,0,.@equip_card[0],.@equip_card[1],SP50,HP100; // Cotton_Shirt_
- mes "[Almond J]";
- mes "Zzazanzn!! Completed!!";
- next;
- select("Wow, that was quick.");
- mes "[Almond J]";
- mes "How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?";
- next;
- mes "[Almond J]";
- mes "It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again.";
- next;
- mes "Gradually you are getting into your own world. You better go back to Mounds.";
- close2;
- enable_items;
- end;
- } else if (.@in_tutorial == 5) {
- mes "[Almond J]";
- mes "How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?";
- next;
- mes "[Almond J]";
- mes "It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again.";
- next;
- mes "Gradually you are getting into your own world. You better go back to Mounds.";
- close2;
- enable_items;
- end;
- } else if (.@in_tutorial == 6) {
- mes "[Almond J]";
- mes "Heh heh... how are you? I am doing a ^142CEB service of free hidden enchant for the beginner's weapon to advertise the enchant association.^000000.";
- next;
- } else {
- mes "[Almond J]";
- mes "Something strange must've happened. If this continues, please contact customer service.";
- close2;
- enable_items;
- end;
- }
- mes "[Almond J]";
- mes "As you are still a beginner, you don't have a very, very, very functional jewelry, but soon you will have.";
- next;
- mes "[Almond J]";
- mes "How about it? Will you try the hidden enchant for the beginner's weapon free of charge?";
- next;
- switch(select("Hidden enchant start!!", "What weapons are you enchanting?", "Just passing by.")) {
- case 1:
- break;
- case 2:
- mes "[Almond J]";
- mes "Ah!! Weapons? Hehehe.. I didn't explain it to you enough.";
- next;
- mes "[Almond J]";
- mes "The weapon to be serviced with the free hidden enchant has the ^FD4F02Novice^000000 name in front of the weapon.";
- next;
- mes "[Almond J]";
- mes "^FD4F02For Novices-";
- mes "Cutter, Mace, Rod, Axe, Etc.";
- close2;
- enable_items;
- end;
- case 3:
- mes "[Almond J]";
- mes "Ye?!?!?!?!?!";
- mes "Where are you going? You should do the hidden enchant before going.";
- close2;
- enable_items;
- end;
- }
-
- .@part = EQI_HAND_R;
- .@equip = getequipid(.@part);
- .@equip_refine = getequiprefinerycnt(.@part);
- setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
-
- if (!.@equip) {
- mes "[Almond J]";
- mes "Hehehe... hidden enchant makes me excited. But you should come back with your weapon armed.";
- close2;
- enable_items;
- end;
- }
- mes "[Almond J]";
- switch(.@equip) {
- case 1243: // Novice_Knife
- mes "It is!! ^142ceb the Novice Knife^000000.";
- next;
- mes "[Almond J]";
- mes "But this weapon might be strange to add a hidden enchant? Sorry.";
- close2;
- enable_items;
- end;
- case 1381: // N_Battle_Axe
- case 1545: // N_Mace
- case 1639: // N_Rod
- case 1742: // N_Composite_Bow
- case 13040: // N_Cutter
- case 13041: // N_Main_Gauche
- case 13116: // Novice_Revolver
- case 13180: // Novice_Rifle
- case 13181: // Novice_Shotgun
- case 13182: // Novice_Gatling
- case 13183: // Novice_Grenade_Launcher
- case 13415: // N_Falchion
- mes "It is!! The ^142ceb"+ getequipname(EQI_HAND_R) +"^000000.";
- next;
- break;
- default:
- mes "Ehee.. It is not a Novice Weapon. Leaving this expensive weapon to us and if broken... I'm not taking that chance.";
- close2;
- enable_items;
- end;
- }
- setarray .@enchantments[1],4700,4701,4702,4730,4731,4732,4740,4741,4742,4710,4711,4712,4720,4721,4722,4750,4751,4752,4760,4766,4764,4786,4791,4795,4800,4811,4832,4818,4815;
- .@enchant1 = rand(1, 35);
- .@enchant2 = rand(1, 35);
-
- if (.@enchant1 > 29)
- .@enchant1 = 0;
- else
- .@enchant1 = .@enchantments[.@enchant1];
-
- if (.@enchant2 > 29)
- .@enchant2 = 0;
- else
- .@enchant2 = .@enchantments[.@enchant2];
-
- mes "[Almond J]";
- mes "It is a good weapon Then!! Let's start the hidden enchant!!";
- next;
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00", 3;
- delequip .@part;
- getitem2 .@equip,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@enchant1,.@enchant2;
- mes "[Almond J]";
- mes "Zzazanzn!! Completed!!";
- mes "As I'm too excited, I can't check the options. Please check it yourself.";
- close2;
- enable_items;
- end;
-}
-
-izlude_a,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_a 4_CAT_SAILOR3
-izlude_b,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_b 4_CAT_SAILOR3
-izlude_c,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_c 4_CAT_SAILOR3
-izlude_d,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_d 4_CAT_SAILOR3
-
-// = Repair Man
-// =============================================================================
-izlude,158,130,4 script Repair Man#iz 4_M_04,{
- mes "[Repair Man]";
- mes "Repairing broken equipment!! If you have broken equipment, bring it to me anytime.";
- next;
- switch(select("Repair it.", "Nothing to be repaired now.", "What is repairing?")) {
- case 1:
- .@broken = getbrokencount();
- if (!.@broken) {
- mes "[Repair Man]";
- mes "You must treat your equipment carefully... as you don't have anything to be repaired.";
- close;
- }
- .@cost = 5000 * .@broken;
- mes "[Repair Man]";
- mes "Hmmm... let's see... oh.. hmm...";
- next;
- mes "[Repair Man]";
- mes "------------------------";
- mes "Damaged Equipment Estimate";
- mes "Damaged Equipment: ^FF0000"+ .@broken +"?000000";
- mes "Fee: ^0000FF"+ .@cost +" Zeny^000000";
- mes "------------------------";
- mes "Would you like to proceed with the repair?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Repair Man]";
- mes "Well, I don't care. After all, it's not my equipment. However, leaving equipment unchecked is not a wise choice.";
- close;
- }
- if (Zeny < .@cost) {
- mes "[Repair Man]";
- mes "The repair cost is 5000 Zeny per damaged equipment. You do not have enough money.";
- close;
- }
- Zeny -= .@cost;
- repairall;
- mes "[Repair Man]";
- mes "The repair has been completed. Be sure to take good care of your equipment.";
- close;
- case 2:
- mes "[Repair Man]";
- mes "If you don't have any equipment to be repaired, you may not have something to talk with me about.";
- close;
- case 3:
- mes "[Repair Man]";
- mes "A specific skill or boss monster could break your equipment frequently.";
- next;
- mes "[Repair Man]";
- mes "This doesn't mean that your equipment is gone forever like what happens during refining.";
- next;
- mes "[Repair Man]";
- mes "When your item breaks this way, they won't perform normally...";
- next;
- mes "[Repair Man]";
- mes "In this case, bring it to me, and I will repair it back to new at the cost of 5000 zeny for each equipment.";
- close;
- }
-}
-
-izlude_a,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_a 4_M_04
-izlude_b,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_b 4_M_04
-izlude_c,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_c 4_M_04
-izlude_d,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_d 4_M_04
-
-// =============================================================================
-// = Old Novice Training Grounds
-// = These NPCs will teleport any stuck player to the new starting area.
-// =============================================================================
-new_1-1,53,114,3 script Training Instructor#1a 4_F_03,{
- mes "[Training Instructor]";
- mes "The training grounds have been revised.";
- mes "I will send you to Izlude.";
- close2;
- erasequest 7117, 7127;
- if (strnpcinfo(4) == "new_1-1" || strnpcinfo(4) == "new_1-2" || strnpcinfo(4) == "new_1-3" || strnpcinfo(4) == "new_1-4") {
- .@warp$ = "iz_int";
- } else if (strnpcinfo(4) == "new_2-1" || strnpcinfo(4) == "new_2-2" || strnpcinfo(4) == "new_2-3" || strnpcinfo(4) == "new_2-4") {
- .@warp$ = "iz_int01";
- } else if (strnpcinfo(4) == "new_3-1" || strnpcinfo(4) == "new_3-2" || strnpcinfo(4) == "new_3-3" || strnpcinfo(4) == "new_3-4") {
- .@warp$ = "iz_int02";
- } else if (strnpcinfo(4) == "new_4-1" || strnpcinfo(4) == "new_4-2" || strnpcinfo(4) == "new_4-3" || strnpcinfo(4) == "new_4-4") {
- .@warp$ = "iz_int03";
- } else if (strnpcinfo(4) == "new_5-1" || strnpcinfo(4) == "new_5-2" || strnpcinfo(4) == "new_5-3" || strnpcinfo(4) == "new_5-4") {
- .@warp$ = "iz_int04";
- }
- savepoint .@warp$, 98, 88;
- warp .@warp$, 98, 88;
- end;
-}
-
-new_1-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#1b 4_F_03
-new_1-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#1c 4_F_03
-new_1-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#1d 4_F_03
-new_1-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#1e 4_F_03
-new_1-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#1f 4_F_03
-new_2-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#2a 4_F_03
-new_2-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#2b 4_F_03
-new_2-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#2c 4_F_03
-new_2-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#2d 4_F_03
-new_2-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#2e 4_F_03
-new_2-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#2f 4_F_03
-new_2-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#2g 4_F_03
-new_3-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#3a 4_F_03
-new_3-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#3b 4_F_03
-new_3-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#3c 4_F_03
-new_3-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#3d 4_F_03
-new_3-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#3e 4_F_03
-new_3-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#3f 4_F_03
-new_3-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#3g 4_F_03
-new_4-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#4a 4_F_03
-new_4-2,53,114,3 duplicate(Training Instructor#1a) Training Instructor#4b 4_F_03
-new_4-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#4c 4_F_03
-new_4-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#4d 4_F_03
-new_4-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#4e 4_F_03
-new_4-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#4f 4_F_03
-new_4-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#4g 4_F_03
-new_5-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#5a 4_F_03
-new_5-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#5b 4_F_03
-new_5-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#5c 4_F_03
-new_5-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#5d 4_F_03
-new_5-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#5e 4_F_03
-new_5-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#5f 4_F_03
-new_5-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#5g 4_F_03
diff --git a/npc/re/jobs/novice/novice.txt b/npc/re/jobs/novice/novice.txt
deleted file mode 100644
index bc7bf572c..000000000
--- a/npc/re/jobs/novice/novice.txt
+++ /dev/null
@@ -1,3414 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Novice Training Grounds
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= [Official Conversion]
-//= A tutorial for new players starting at new_1-1 (53,111).
-//=
-//= This script was replaced by the Izlude Academy in 2012.
-//===== Additional Comments: =================================
-//= 1.0 First version, hand scripted from iRO. [Kisuka]
-//= 1.1 Updated warps, savepoints, NPC locations. [Kisuka]
-//= 1.2 Cleaning. [Euphy]
-//= 1.3 Fixed Eden Group Officer's level requirement. [Joseph]
-//= 1.4 Fixed checkquest to check quest accordingly. [Joseph]
-//= 1.4a Added 'npcskill' command. [Euphy]
-//= 1.5 Replaced with the official kRO scripts. [Euphy]
-//============================================================
-
-// Main NPCs
-//============================================================
-- script Sprakki#newbe01::NvSprakkiA -1,{
- if (job_novice_q == 0) {
- mes "[Sprakki]";
- mes "Hello there! Welcome to the World of Ragnarok Online. My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] to continue.";
- next;
- mes "[Sprakki]";
- mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4d4dffmoves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
- next;
- cutin "tutorial01",3;
- mes "-! Info !-";
- mes "Click on the ground to move the character.";
- mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "First off, try moving around.";
- mes "Do you see that wooden bridge to the right?";
- next;
- mes "[Sprakki]";
- mes "Walk over that bridge and there's a castle used as the Training Center.";
- mes "I will be waiting for you inside of that Castle. Please come to the castle by yourself.";
- job_novice_q = 1;
- setquest 7117;
- next;
- cutin "tutorial02",3;
- mes "-! Info !-";
- mes "You've received a quest from Sprakki.";
- mes "You can check the contents of the quest in the Quest Info Window.";
- next;
- mes "[Sprakki]";
- mes "I will wait inside the Training Center across the bridge.";
- next;
- mes "-! Info !-";
- mes "You can open the Quest Info Window by pressing the ^4d4dffAlt + U^000000 keys at the same time.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "Have you checked the Quest Info Window?";
- mes "I'll be waiting in the castle across the bridge.";
- close2;
- cutin "",255;
- end;
- } else if (job_novice_q == 1) {
- mes "[Sprakki]";
- mes "I will be waiting for you across the Bridge to the east.";
- close;
- } else {
- mes "[Sprakki]";
- mes "Are you lost?";
- mes "Have you gone beyond the bridge to the east?";
- mes "I will guide you further after we meet in the Training Center.";
- close;
- }
-}
-new_1-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv1a 4_F_01
-new_2-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv2a 4_F_01
-new_3-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv3a 4_F_01
-new_4-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv4a 4_F_01
-new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01
-
-- script Sprakki#newbe05::NvSprakkiB -1,{
- if (job_novice_q == 0) {
- mes "[Sprakki]";
- mes "Hello there! Welcome to the World of Ragnarok Online.";
- mes "My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] key to continue.";
- next;
- mes "[Sprakki]";
- mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4d4dffmoves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
- next;
- cutin "tutorial01",3;
- mes "-! Info !-";
- mes "Click on the ground to move the character.";
- mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "Well then, I will give you a quest to talk to me.";
- mes "After the conversation is over, talk to me again by left-clicking on me.";
- job_novice_q = 1;
- setquest 7117;
- next;
- cutin "tutorial02",3;
- mes "-! Info !-";
- mes "You've received a quest from Sprakki.";
- mes "You can check the contents of the quest in the Quest Info Window by pressing the ^4d4dffAlt + U^000000 keys at the same time.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "Have you checked the Quest Info Window?";
- mes "Well, talk to me again.";
- close;
- } else if (job_novice_q < 3) {
- if (job_novice_q == 1) {
- mes "[Sprakki]";
- mes "Great!";
- mes "Now you know how to move and talk to others, right?";
- job_novice_q = 2;
- getexp 600,5;
- completequest 7117;
- next;
- }
- mes "[Sprakki]";
- mes "The Training Center is prepared for novices just like you.";
- mes "You are going to be trained to get used to the basics of the Game.";
- next;
- mes "[Sprakki]";
- mes "Of course, this Training Process is optional, if you want to go straight to town, that's also fine.";
- mes "But, you will miss all the advantages you can get in the Training Center.";
- next;
- switch(select("Begin Training.:Start the game right away.")) {
- case 1:
- mes "[Sprakki]";
- mes "I will guide you to the Novice Training Center.";
- mes "Inside, Instructor 'Brade' will be waiting to speak to you.";
- next;
- mes "[Sprakki]";
- mes "Instructor 'Brade' will help you afterwards.";
- mes "Please, Go see him.";
- setquest 7118;
- next;
- mes "^4d4dff- You received a quest 'Novice Training Ground -1' from Sprakki.";
- mes "Please check the Quest Info Window. -^000000";
- close2;
- savepoint strnpcinfo(4),100,100;
- warp strnpcinfo(4),100,100;
- end;
- case 2:
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- mes "[Sprakki]";
- mes "Ok, You want to start right away.";
- mes "Which Town do you want to start at?";
- next;
- .@select = select("Prontera:Morroc:Geffen:Payon:Alberta:Izlude");
- mes "[Sprakki]";
- mes "I see.";
- mes "Go ahead and grow stronger! Look toward a brighter future ahead of you.";
- callfunc "F_NvErase";
- close2;
- switch(.@select) {
- case 1:
- savepoint "prontera",273,354;
- warp "prontera",273,354;
- break;
- case 2:
- savepoint "morocc",160,94;
- warp "morocc",160,94;
- break;
- case 3:
- savepoint "geffen",120,100;
- warp "geffen",120,100;
- break;
- case 4:
- savepoint "payon",70,100;
- warp "payon",70,100;
- break;
- case 5:
- savepoint "alberta",116,57;
- warp "alberta",116,57;
- break;
- case 6: // Old coordinates: (94,103)
- savepoint "izlude",128,98;
- warp "izlude",128,98;
- break;
- }
- end;
- }
- } else {
- mes "[Sprakki]";
- mes "These are the Novice Training Grounds.";
- mes "I will guide you to the Novice Training Center.";
- close2;
- savepoint strnpcinfo(4),100,100;
- warp strnpcinfo(4),100,100;
- end;
- }
-}
-new_1-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv1b 4_F_01
-new_2-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv2b 4_F_01
-new_3-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv3b 4_F_01
-new_4-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv4b 4_F_01
-new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01
-
-- script Brade#newbe02::NvBradeA -1,{
- if (job_novice_q < 2) {
- mes "[Instructor Brade]";
- mes "Hello there! Welcome to the World of Ragnarok Online.";
- mes "You have participated on the previous Training Grounds.";
- mes "The Training Grounds have now come under new management.";
- next;
- mes "[Instructor Brade]";
- mes "I guess we will just have to start your training all over again.";
- next;
- mes "[Instructor Brade]";
- mes "My name is Instructor Brade and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] to continue.";
- next;
- mes "[Instructor Brade]";
- mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4d4dff moves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
- next;
- cutin "tutorial01",3;
- mes "-! Info !-";
- mes "Click on the ground to move the character.";
- mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
- next;
- cutin "",255;
- next;
- mes "[Instructor Brade]";
- mes "First off, try moving around.";
- mes "After moving around, talk to me again.";
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- treasure_alb = 0;
- job_novice_q = 2;
- setquest 7118;
- next;
- cutin "tutorial02",3;
- mes "-! Info !-";
- mes "You've received a quest from Instructor Brade.";
- mes "You can check the contents of the quest in the Quest Info Window.";
- next;
- mes "-! Info !-";
- mes "You can open the Quest Info Window by pressing the ^4d4dffAlt + U^000000keys at the same time.";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "Have you checked the Quest Info Window?";
- mes "Well, talk to me again.";
- close;
- } else if (job_novice_q < 4) {
- if (job_novice_q == 2) {
- mes "[Instructor Brade]";
- mes "Great.";
- mes "You've completed the given quest successfully, so I will reward you with experience points.";
- job_novice_q = 3;
- getexp 900,10;
- completequest 7118;
- next;
- mes "[Instructor Brade]";
- mes "Experience Points you've earned from hunting or finishing quests can be checked by tracking the EXP Bar, located at upper-left side of the display.";
- next;
- mes "[Instructor Brade]";
- mes "Sigh... I will just talk roughly.";
- mes "...I just can't get used to 'politeness' you know.";
- mes "Don't look at me like that!";
- next;
- mes "[Instructor Brade]";
- mes "Ok look alive you maggot.";
- mes "Next up is items and equipment.";
- next;
- mes "[Instructor Brade]";
- mes "First, take these.";
- mes "These are very basic equipments and recovery potions.";
- } else {
- mes "[Instructor Brade]";
- mes "Uh... Where were we? Oh right, let's continue.";
- mes "It's about items and equipments.";
- next;
- mes "[Instructor Brade]";
- mes "Take these.";
- mes "Basic equipments and recovery potions.";
- }
- job_novice_q = 4;
- getitem 2352,1; //Novice_Plate
- getitem 2510,1; //Novice_Hood
- getitem 2414,1; //Novice_Boots
- getitem 5055,1; //Novice_Egg_Cap
- getitem 1243,1; //Novice_Knife
- getitem 2112,1; //Novice_Guard
- getitem 569,300; //Novice_Potion
- setquest 7119;
- next;
- mes "[Instructor Brade]";
- mes "In the upper left Basic Info. Window, press the 'Item' icon to open the Item Window.";
- mes "The item window is divided into...";
- next;
- mes "[Instructor Brade]";
- mes "3 sections: consumable items, equipment and other items.";
- mes "If you want to use or equip items, just double-click on the item or drag them into the Equipment Window.";
- next;
- mes "[Instructor Brade]";
- mes "You can see detailed info. of each item by right-clicking on the item.";
- mes "Detailed information of the item will pop up.";
- next;
- cutin "tutorial04",3;
- mes "!- Info -!";
- mes "Right-click on an item to see detailed information about it.";
- next;
- mes "!- Info -!";
- mes "Right-click on other players to show the Community Menu and you can join a party, or request trade with a player etc.";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "Why don't you equip the items I gave you earlier?";
- mes "^4d4dffDouble-Click^000000 on the item you want to equip. Let us continue after you are done gearing up.";
- next;
- cutin "tutorial03",3;
- mes "!- Info -!";
- mes "Items can be easily equipped or used by simply double-clicking on them.";
- mes "The Hot Key to open the Inventory Window is ALT + E.";
- next;
- mes "!- Info -!";
- mes "To check on the items that are currently equipped, use the Hot Key ALT + Q.";
- mes "Or, drag the item on to the item slot you want the item to be equipped.";
- next;
- mes "!- Info -!";
- mes "Equip all of the equipment given by Instructor Brade.";
- close2;
- cutin "",255;
- end;
- } else if (job_novice_q == 4) {
- if (isequipped(2414) + isequipped(2352) + isequipped(2510) + isequipped(2112) + isequipped(1243) < 4) {
- mes "[Instructor Brade]";
- mes "Try to put on at least 4 of the equipments I gave you.";
- mes "Put those shoes on, wear those clothes, and arm yourself with that weapon you maggot.";
- close;
- }
- mes "[Instructor Brade]";
- mes "You are all set.";
- mes "You are coming along just fine.";
- job_novice_q = 5;
- getexp 1200,15;
- getitem 12323,50; //N_Fly_Wing
- getitem 12324,20; //N_Butterfly_Wing
- completequest 7119;
- next;
- mes "[Instructor Brade]";
- mes "Here's some Fly Wings and Butterfly Wings as a reward.";
- mes "You don't need these in the Training Ground, but they will come in handy later.";
- next;
- mes "[Instructor Brade]";
- mes "Next, are Hot Keys.";
- mes "Press the ^4d4dffF12 key^000000 on your keyboard.";
- mes "A box with 9 slots will pop up.";
- next;
- mes "[Instructor Brade]";
- mes "Drag on the right corner of the Hot Key Window and you will be able to see the other pages of the Hot Key.";
- next;
- mes "[Instructor Brade]";
- mes "The F1 to F9 keys are the designated hotkeys.";
- mes "Just drag a skill or an item onto the Hot Key Window and press a corresponding key to use them right away.";
- next;
- cutin "tutorial05",3;
- mes "!- Info -!";
- mes "You can register a skill or an item to the Hot Key Window by just dragging them onto the Hot Key Slot.";
- next;
- mes "!- Info -!";
- mes "Registered Skills or Items can be used/equipped by just pressing the corresponding key.";
- next;
- mes "!- Info -!";
- mes "You can customize the Hot Key to use any keys you please as the Hot Key by changing the Shortcut configuration in the options menu.";
- next;
- mes "!- Info -!";
- mes "Register skills and items that you use often so that you can use them easily.";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "The last part is how to use Skills.";
- mes "But before that, you need to learn something first.";
- next;
- mes "[Instructor Brade]";
- mes "Somewhere in this room, there's someone named ^4d4dffJinha^000000.";
- mes "Find Jinha and learn the ^4d4dff[First Aid]^000000 skill from him.";
- setquest 7120;
- next;
- mes "[Instructor Brade]";
- mes "Your lesson is after that.";
- mes "Go find Jinha and learn the [First Aid] Skill. Then come back to me.";
- close;
- } else if (job_novice_q == 5) {
- mes "[Instructor Brade]";
- mes "Somewhere in this room, there's someone named ^4d4dffJinha^000000.";
- mes "Find Jinha and learn the ^4d4dff[First Aid]^000000 skill from him.";
- close;
- } else if (job_novice_q == 6) {
- mes "[Instructor Brade]";
- mes "Now you've learned the [First Aid] Skill.";
- mes "Just as I told you before, by registering the First Aid Skill onto the Hot Key Window, you can use the skill fast and easy.";
- next;
- mes "[Instructor Brade]";
- mes "And that's it, that's all I can teach you.";
- mes "You see that exit to the west?";
- mes "Move on to the next room and there will be another instructor waiting for you.";
- next;
- mes "[Instructor Brade]";
- mes "We will be seeing each other soon enough.";
- mes "But for now, go to the room to the west and get more information.";
- next;
- mes "[Instructor Brade]";
- mes "You've come along fine this far.";
- mes "This is not much, but take this as a reward.";
- job_novice_q = 7;
- getitem 2393,1; //N_Adventurer's_Suit
- completequest 7120;
- close;
- } else if (job_novice_q == 7) {
- mes "[Instructor Brade]";
- mes "Next step of the Training is done in the room west of here.";
- mes "If you are lost, I can send you there.";
- next;
- switch(select("I can get there by myself.:Please, send me to the next room.")) {
- case 1:
- mes "[Instructor Brade]";
- mes "Good. That's the attitude you must have.";
- mes "You can't just lean on others to help you.";
- mes "Now, go ahead.";
- close;
- case 2:
- mes "[Instructor Brade]";
- mes "Oh well.";
- mes "I think it's better than seeing you lost and wandering about.";
- mes "Hahahaha...";
- close2;
- warp strnpcinfo(4),41,172;
- end;
- }
- } else {
- mes "[Instructor Brade]";
- mes "Aren't you done with the courses here?";
- mes "Or are you just lost?";
- next;
- switch(select("Send me to the Combat Training Ground.:I want to go to town.")) {
- case 1:
- mes "[Instructor Brade]";
- mes "Sure.";
- mes "Be careful not to be lost again.";
- close2;
- warp "new_"+charat(strnpcinfo(4),4)+"-3",96,21;
- end;
- case 2:
- mes "[Instructor Brade]";
- mes "Town... Eh?";
- mes "In that case, I will send you to where the Kafra Employee is at.";
- mes "Use ^4d4dffKafra's Warp Service^000000 to go to town.";
- close2;
- warp strnpcinfo(4),41,172;
- end;
- }
- }
-}
-new_1-2,100,105,3 duplicate(NvBradeA) Brade#nv1a 4_M_JOB_KNIGHT1
-new_2-2,100,105,3 duplicate(NvBradeA) Brade#nv2a 4_M_JOB_KNIGHT1
-new_3-2,100,105,3 duplicate(NvBradeA) Brade#nv3a 4_M_JOB_KNIGHT1
-new_4-2,100,105,3 duplicate(NvBradeA) Brade#nv4a 4_M_JOB_KNIGHT1
-new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1
-
-- script Jinha#newbe03::NvJinha -1,{
- if (job_novice_q < 5) {
- mes "[Jinha]";
- mes "What can I help you with?";
- mes "Hmm? You haven't followed the curriculum correctly.";
- next;
- mes "[Jinha]";
- mes "You have to see Instructor Brade first before me. I will send you to Instructor Brade.";
- close2;
- warp strnpcinfo(4),100,100;
- end;
- } else if (job_novice_q == 5) {
- if (getskilllv("NV_FIRSTAID") > 0) {
- mes "[Jinha]";
- mes "Hello!";
- mes "I am responsible for teaching you the [First Aid] skill.";
- mes "Instructor Brade asked you to learn it right?.";
- next;
- mes "[Jinha]";
- mes "Wow... ...it's amazing!";
- mes "You already know the First Aid Skill.";
- mes "There doesn't seem to be anything for me to teach you.";
- next;
- mes "[Jinha]";
- mes "Great. Was your instructor from the previous management Cecil?";
- mes "Well, you have learned First Aid, I can confirm that.";
- next;
- mes "[Jinha]";
- mes "Well, you can directly go to the next step of the course.";
- mes "Go back to Instructor Brade.";
- job_novice_q = 6;
- close;
- } else {
- mes "[Jinha]";
- mes "Hello!";
- mes "How can I help you?";
- next;
- select("I want to learn to use the [First Aid] Skill.");
- mes "[Jinha]";
- mes "That's right.";
- mes "First Aid is the skill used to convert SP into HP when you are in danger.";
- next;
- mes "[Jinha]";
- mes "It's recovery amount is small.";
- mes "Still, it will help you not to faint from a critical hit.";
- specialeffect2 EF_BEGINSPELL6;
- specialeffect2 EF_SPELLBREAKER;
- next;
- mes "[Jinha]";
- mes "You can open the Skill Window by pressing the ^4d4dffskill^000000 button in the Basic Window.";
- mes "Hot Key is ^4d4dffALT + S^000000.";
- mes "Why don't you try the skill?";
- skill "NV_FIRSTAID",1,0;
- skill_nov = 3; // Has future uses - do not remove! [Euphy]
- job_novice_q = 6;
- next;
- mes "[Jinha]";
- mes "Good, now you know how to use the First Aid Skill, you have to move on to the next step.";
- mes "Go back to Instructor Brade and show him what you've learned here.";
- close;
- }
- } else if (job_novice_q == 6) {
- mes "[Jinha]";
- mes "Didn't you learn the First Aid Skill already?";
- mes "Have it checked by Instructor Brade.";
- mes "If you don't know how to get to him, I will send you to him.";
- next;
- switch(select("I'm good by myself.:Please, send me to him.")) {
- case 1:
- mes "[Jinha]";
- mes "Very Good!";
- mes "That's the right attitude!";
- mes "You will be a great adventurer in the future.";
- close;
- case 2:
- mes "[Jinha]";
- mes "I will send you to Instructor Brade.";
- close2;
- warp strnpcinfo(4),100,100;
- end;
- }
- } else {
- mes "[Jinha]";
- mes "What can I do for you?";
- mes "Next course will be continued in the West Room.";
- mes "Go on into the west room.";
- close;
- }
-}
-new_1-2,115,120,3 duplicate(NvJinha) Jinha#nv1 1_M_ORIENT01
-new_2-2,115,120,3 duplicate(NvJinha) Jinha#nv2 1_M_ORIENT01
-new_3-2,115,120,3 duplicate(NvJinha) Jinha#nv3 1_M_ORIENT01
-new_4-2,115,120,3 duplicate(NvJinha) Jinha#nv4 1_M_ORIENT01
-new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01
-
-// People/Services in Ragnarok
-//============================================================
-- script Chocolat#newbe06::NvChocolat -1,{
- if (job_novice_q < 7) {
- mes "[Chocolat]";
- mes "Hmm? Strange.";
- mes "Let me see that Trainee ID for a sec.";
- next;
- if (job_novice_q < 2) {
- mes "[Chocolat]";
- mes "Oh, really...";
- mes "You have participated on the previous Training Grounds.";
- mes "The Training Grounds have now come under new management.";
- next;
- mes "[Chocolat]";
- mes "If you want to do the basic course,";
- mes "you should go back to Instructor Brade.";
- next;
- mes "[Chocolat]";
- mes "Or you can go ahead and start with theory training.";
- mes "What would you like to do?";
- next;
- switch(select("Send me to Basic Training.:Start Theory Training.")) {
- case 1:
- mes "[Chocolat]";
- mes "Sure.";
- mes "I will send you to Instructor Brade.";
- mes "Instructor Brade will start your basic training.";
- close2;
- warp strnpcinfo(4),100,100;
- end;
- case 2:
- mes "[Chocolat]";
- mes "I will tell you about the people you will be seeing in Town.";
- mes "There are many kinds of people in town and some of them will be helpful to know.";
- next;
- mes "[Chocolat]";
- mes "There are a lot of people in town, but among them, these people are the most important to know.";
- next;
- mes "[Chocolat]";
- mes "They are [Kafra] Employee's standing right behind me and their rival company the [Cool Event Corp].";
- mes "When you visit a town for the first time, you should talk to the Information [Guide]";
- next;
- mes "[Chocolat]";
- mes "Well then, let's hear from each of them.";
- mes "Start by talking to the [Kafra] Employee.";
- job_novice_q = 8;
- setquest 7121;
- next;
- mes "^4d4dff- You've received a quest from Chocolat.";
- mes "Please check the quest information window. -^000000";
- close;
- }
- } else {
- mes "[Chocolat]";
- mes "You were still on the basic course.";
- mes "You should go back to Instructor Brade or Jinha.";
- next;
- mes "[Chocolat]";
- mes "If you don't know how to find them, I can send you to Instructor Brade, How about it?";
- next;
- switch(select("I will go myself.:Will you do that for me?")) {
- case 1:
- mes "[Chocolat]";
- mes "Sure. Go out to the door to the right.";
- close;
- case 2:
- mes "[Chocolat]";
- mes "Sure.";
- mes "I will see you later.";
- close2;
- warp strnpcinfo(4),100,100;
- end;
- }
- }
- } else if (job_novice_q == 7) {
- mes "[Chocolat]";
- mes "I will tell you about the people you will be seeing in Town.";
- mes "There are many kinds of people in town and some of them will be helpful to know.";
- next;
- mes "[Chocolat]";
- mes "There are a lot of people in town, but among them, these people are the most important to know.";
- next;
- mes "[Chocolat]";
- mes "They are [Kafra] Employee's standing right behind me and their rival company the [Cool Event Corp].";
- mes "When you visit a town for the first time, you should talk to Information [Guide]";
- next;
- mes "[Chocolat]";
- mes "Well then, let's hear from each of them.";
- mes "Start by talking to the [Kafra] Employee.";
- job_novice_q = 8;
- setquest 7121;
- close;
- } else if (job_novice_q == 8) {
- mes "[Chocolat]";
- mes "Here, talk to these guys standing behind me.";
- mes "Start with the [Kafra] Employee behind me.";
- close;
- } else if (job_novice_q == 9) {
- mes "[Chocolat]";
- mes "You've learned a lot about Kafra service huh?";
- mes "From now on, you can use the Kafra Service.";
- next;
- mes "[Chocolat]";
- mes "During the Training Process, if you want to go straight to the town, you can use the Kafra Service to go there.";
- mes "But, once you leave the Training Center, you can never come back here.";
- next;
- mes "[Chocolat]";
- mes "Next is the Kafra's rival, [Cool Event Corp.] Staff!";
- mes "[Cool Event Corp.] Staff specialize in events.";
- mes "Well, why don't you talk to him yourself?";
- close;
- } else if (job_novice_q == 10) {
- mes "[Chocolat]";
- mes "After [Kafra] and [Cool Event Corp.], are the Information [Guide]'s.";
- mes "They can seem insignificant but they can help you greatly when the time comes.";
- next;
- mes "[Chocolat]";
- mes "I've brought the Information Guide from the City of Prontera.";
- mes "Ask him what he actually does in town.";
- close;
- } else if (job_novice_q == 11) {
- mes "[Chocolat]";
- mes "How was the explanation of the Information [Guide]?";
- mes "Last is about using [Inn]s.";
- mes "There's an Inn located in each town.";
- next;
- mes "[Chocolat]";
- mes "You can rest at Inns or Hotels for a small fee.";
- mes "Your HP and SP will be recovered completely by resting there.";
- mes "Can't hurt to use one, eh?";
- next;
- mes "[Chocolat]";
- mes "Besides these guys, there's many merchants selling various kind of items, so go check them out.";
- job_novice_q = 12;
- completequest 7121;
- getexp 1800,20;
- getitem 7059,20; //Cargo_Free_Ticket
- getitem 7060,30; //Warp_Free_Ticket
- next;
- mes "[Chocolat]";
- mes "You've completed all the quests I gave you.";
- mes "As the reward, I will give you Free Tickets for Kafra Storage and Teleport Service.";
- mes "They will come in handy.";
- next;
- mes "[Chocolat]";
- mes "That's all for me.";
- mes "Now, it's time for real combat!";
- next;
- mes "[Chocolat]";
- mes "Real Combat Training will be given by Instructor Brade. You met him earlier.";
- mes "I will send you to the Real Combat Training Field.";
- close2;
- .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3";
- savepoint .@map$,96,21;
- warp .@map$,96,21;
- end;
- } else {
- mes "[Chocolat]";
- mes "Are you lost?";
- next;
- switch(select("No, just looking around:Yes, send me to the Combat Training Field")) {
- case 1:
- mes "[Chocolat]";
- mes "Okay, come back to me if";
- mes "you need me to redirect you.";
- close;
- case 2:
- mes "[Chocolat]";
- mes "I will send you to the Real Combat Training Field.";
- close2;
- .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3";
- savepoint .@map$,96,21;
- warp .@map$,96,21;
- end;
- }
- }
-}
-new_1-2,33,172,4 duplicate(NvChocolat) Chocolat#nv1 4W_KID
-new_2-2,33,172,4 duplicate(NvChocolat) Chocolat#nv2 4W_KID
-new_3-2,33,172,4 duplicate(NvChocolat) Chocolat#nv3 4W_KID
-new_4-2,33,172,4 duplicate(NvChocolat) Chocolat#nv4 4W_KID
-new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID
-
-- script Kafra Employee#newbe07::NvKafra -1,{
- if (job_novice_q < 8) {
- mes "[Kafra Employee]";
- mes "Hello.";
- mes "I don't think it's my turn yet.";
- mes "Please talk to 'Chocolat' first.";
- close;
- } else if (job_novice_q == 8) {
- mes "[Kafra Employee]";
- mes "Hello.";
- mes "I've been dispatched by the Kafra Head Office to help trainees.";
- mes "The Kafra Corporation is the world's largest company with a long and distinguished history on the Rune-Midgard continent.";
- mes "It's important for you adventurers to be close with us.";
- next;
- mes "[Kafra Employee]";
- mes "I will inform you about the Kafra Services which you will be using most frequently, [Save], [Storage] and [Teleport] Services.";
- next;
- mes "[Kafra Employee]";
- mes "When you talk to a Kafra Employee and ask for the Save Service,";
- mes "the location of where you will revive, after being defeated in battle, will be changed.";
- next;
- mes "[Kafra Employee]";
- mes "Your Respawn Point is always the last place where you have saved. Using a Butterfly Wing will return you to the place where you last saved.";
- mes "This service is free to use, so feel free to use the Save Service anytime you like.";
- next;
- callsub L_Services,2; //Storage
- next;
- callsub L_Services,3; //Teleport
- job_novice_q = 9;
- next;
- mes "[Kafra Employee]";
- mes "Do you want to hear another explanation?";
- next;
- while(1) {
- .@select = select("About Save:About Storage:About Teleport:About Cart:No More.");
- if (.@select == 5) {
- mes "[Kafra Employee]";
- mes "I hope you are satisfied with my explanation";
- mes "about the Kafra Service.";
- close;
- }
- callsub L_Services, .@select;
- next;
- }
- } else {
- mes "[Kafra Employee]";
- mes "Kafra Service at your service.";
- mes "What can I do for you?";
- next;
- mes "[Kafra Employee]";
- mes "Let me inform you before you use the Teleport Service.";
- mes "If you teleport to the village,";
- mes "^4d4dffyou can NEVER come back to the Novice Training Field.^000000";
- mes "So keep that in mind.";
- next;
- switch(select("Teleport Service:About Kafra Service")) {
- case 1:
- mes "[Kafra Employee]";
- mes "So, you are going straight to town.";
- mes "Let me give you a brief introduction.";
- mes "^4d4dffProntera is the Capital City of the Rune-Midgarts Kingdom, and right next to it is Izlude^000000.";
- next;
- mes "[Kafra Employee]";
- mes "^4d4dffMorroc is the Desert City, you can change your job to Thief and Assassin^000000 here.";
- mes "^4d4dffPayon is the Village in the Mountains, and it is close to the Archer Village^000000.";
- mes "^4d4dffGeffen is the City of Magic. Go there if you want to become a Mage.^000000";
- next;
- mes "[Kafra Employee]";
- mes "^4d4dffAlberta is the Port City and there you can find the Merchant Guild^000000.";
- mes "Also, if you are trying to take a boat to go somewhere, you have to go through Alberta first.";
- mes "Select the town you want to teleport to.";
- next;
- switch(select("Prontera:Morroc:Payon:Alberta:Geffen")) {
- case 1:
- mes "[Kafra Employee]";
- mes "Rune-Midgarts' Capital, Prontera.";
- mes "I will send you to Prontera.";
- mes "May Freya bless you upon your journey.";
- callfunc "F_NvErase";
- close2;
- savepoint "prontera",117,72;
- warp "prontera",150,50;
- end;
- case 2:
- mes "[Kafra Employee]";
- mes "The Desert City, Morroc...";
- mes "It has lost it's former glory...";
- mes "Do not lose the dream in your heart right now.";
- callfunc "F_NvErase";
- close2;
- savepoint "morocc",150,99;
- warp "morocc",155,110;
- end;
- case 3:
- mes "[Kafra Employee]";
- mes "Hmm, you want to be an Archer?.";
- mes "Let's go to Payon.";
- mes "Let Freya bless you.";
- callfunc "F_NvErase";
- close2;
- savepoint "payon",70,100;
- warp "payon",166,67;
- end;
- case 4:
- mes "[Kafra Employee]";
- mes "The Port City, Alberta.";
- mes "Main city for all trades on the Rune-Midgard continent.";
- mes "If you want to experience other civilizations, you have to visit Alberta first.";
- callfunc "F_NvErase";
- close2;
- savepoint "alberta",30,232;
- warp "alberta",114,58;
- end;
- case 5:
- mes "[Kafra Employee]";
- mes "The City of Magic!";
- mes "Geffen Tower is looking nice standing in the middle of Geffen City.";
- mes "I will send you close to the Geffen fountain.";
- mes "May Goddess Freya bless you!.";
- callfunc "F_NvErase";
- close2;
- savepoint "geffen",119,37;
- warp "geffen",122,65;
- end;
- }
- case 2:
- mes "[Kafra Employee]";
- mes "I will explain about the Kafra Service.";
- mes "Which Service do you want to be";
- mes "informed about?";
- next;
- while(1) {
- .@select = select("About Save:About Storage:About Teleport:About Cart:No More.");
- if (.@select == 5) {
- mes "[Kafra Employee]";
- mes "I hope you are satisfied with my explanation";
- mes "about the Kafra Service.";
- close;
- }
- callsub L_Services, .@select;
- next;
- }
- }
- }
- end;
-
-L_Services:
- switch(getarg(0)) {
- case 1:
- mes "[Kafra Employee]";
- mes "When you are killed in a battle,";
- mes "you can revive in the location you saved with this service.";
- mes "If you save at a Kafra in each village";
- mes "You can revive in the village you saved.";
- next;
- mes "[Kafra Employee]";
- mes "Saved location is always where";
- mes "you saved last, and by using a Butterfly Wing,";
- mes "you can teleport directly to your saved point.";
- mes "So feel free to use this service.";
- break;
- case 2:
- mes "[Kafra Employee]";
- mes "Next is about using the Storage Service.";
- mes "You can store and retrieve your items in any town at your convenience.";
- next;
- mes "[Kafra Employee]";
- mes "It's unreasonable to carry all of your items with you when you don't need them right away.";
- mes "Please use our Storage and keep your items safe and secure.";
- next;
- mes "[Kafra Employee]";
- mes "Our convenient Storage Service";
- mes "is provided to our customers for a small fee which is different from town to town.";
- mes "However, you must be";
- mes "at least ^3355FFBasic Skill Level 6^000000";
- mes "to use the Storage.";
- next;
- mes "[Kafra Employee]";
- //mes "There are 3 different item sections of the Storage into which items are organized: Consumable, Equipment and Etc.";
- mes "There are 7 different item sections of the Storage into which items are organized: Consumable, Kafra (Item Mall), Armor, Weapons, Ammo, Cards, and Etc items.";
- next;
-
- // VIP System messages.
- mes "[Kafra Employee]";
- mes "There are a maximum of 600 Inventory Slots in Kafra Storage, meaning you can have up to 600 different kinds of items in Storage.";
- next;
-/*
- mes "[Kafra Employee]";
- mes "There are a maximum of 300 Inventory Slots in Kafra Storage, meaning you can have up to 300 different kinds of items in Storage.";
- next;
- mes "[Kafra Employee]";
- mes "If you have a Premium Subscription, the maximum Inventory Slots in Kafra Storage is 600!";
- mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot.";
- mes "The maximum number of items that can be placed in Kafra Storage is 30,000.";
- next;
-*/
-
- mes "[Kafra Employee]";
- mes "This Storage is shared by every character on one account.";
- mes "Storage Fees can be vary for each Town.";
- mes "So please keep that in mind when you are using our storage service.";
- break;
- case 3:
- mes "[Kafra Employee]";
- mes "We also provide you with a Teleport Service to make your trips easier when you are trying to move a long distance.";
- next;
- mes "[Kafra Employee]";
- mes "With our veteran teleporter's skill,";
- mes "your trip will be safer and more comfortable.";
- mes "Oh and remember that the places you can teleport to vary from town to town.";
- next;
- mes "[Kafra Employee]";
- mes "This is all for your never ending";
- mes "support. We are working hard to";
- mes "repay our dept to our customers.";
- break;
- case 4:
- mes "[Kafra Employee]";
- mes "The Kafra corporation provides Cart rental services";
- mes "to customers engaged in commercial business.";
- mes "Originally this cart rental service had been only provided";
- mes "by the merchant guild in Alberta";
- next;
- mes "[Kafra Employee]";
- mes "However, since we took over this service";
- mes "our merchant customers have been able to rent carts from almost anywhere.";
- mes "The cart rental service is available only for job classes engaged in commercial business";
- mes "such as ^4d4dffMerchants, Blacksmiths, Alchemists, and Super Novices^000000.";
- next;
- mes "[Kafra Employee]";
- mes "Of course you should learn the 'Pushcart' skill beforehand,";
- mes "otherwise you will not be able to rent a cart from us.";
- mes "The rental fee varies by town,";
- mes "please keep that in mind.";
- break;
- }
- return;
-}
-new_1-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv1 4_F_KAFRA1
-new_2-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv2 4_F_KAFRA1
-new_3-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv3 4_F_KAFRA1
-new_4-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv4 4_F_KAFRA1
-new_5-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv5 4_F_KAFRA1
-
-- script Cool Event Corp. Staff::NvCool -1,{
- if (job_novice_q < 9) {
- mes "[Cool Event Corp. Staff]";
- mes "This is not my turn.";
- mes "have you finished talking to the Kafra Employee yet?";
- close;
- } else if (job_novice_q == 9) {
- mes "[Cool Event Corp. Staff]";
- mes "Hello.";
- mes "We are working hard to provide events on Rune-Midgard similar to the Kafra services.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "Our staff is here to support you with [storage], [save] and [teleport service].";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "If there's no Kafra around you, we're around to help you.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "We are working hard on a network of Events to make your life better.";
- mes "I hope that you can meet our staff in Alberta.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "Who knows, we might meet outside of this academy.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "Mostly all of us wear red coats in the places that the Kafra Employee's don't work in.";
- job_novice_q = 10;
- close;
- } else {
- mes "[Cool Event Corp. Staff]";
- mes "Most of our services are similar to those of the Kafra Corporation.";
- close;
- }
-}
-new_1-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool1 4_M_ZONDAMAN
-new_2-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool2 4_M_ZONDAMAN
-new_3-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool3 4_M_ZONDAMAN
-new_4-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool4 4_M_ZONDAMAN
-new_5-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool5 4_M_ZONDAMAN
-
-- script Guide::NvGuide -1,{
- if (job_novice_q < 10) {
- mes "[Guide]";
- mes "It ain't my turn yet.";
- mes "Listen to Chocolat.";
- close;
- } else if (job_novice_q == 10) {
- mes "[Guide]";
- mes "Guides are in each town to guide you to useful places.";
- mes "Ask us where you want to go and we'll mark your mini maps with a ^4d4dff+^000000.";
- mes "Don't hesitate to ask us questions.";
- next;
- mes "[Guide]";
- mes "We all don't look the same in every town but our roles are the same.";
- mes "Take note of this whenever you go to a new town.";
- next;
- mes "[Guide]";
- mes "If you want to go to your first town, you can ask the Kafra Employee to the left.";
- mes "You can move there with the Teleport Service.";
- job_novice_q = 11;
- close;
- } else {
- mes "[Guide]";
- mes "What can I help you with?";
- mes "Need me to explain what I do again?";
- next;
- switch(select("Yes, I need an explanation.:Nope.")) {
- case 1:
- mes "[Guide]";
- mes "Guides are in each town to guide you to useful places in each town.";
- mes "Ask us where you want to go and we'll mark your mini maps with a ^4d4dff+^000000.";
- mes "Don't hesitate to ask us questions.";
- next;
- mes "[Guide]";
- mes "We all don't look the same in every town but our roles are the same.";
- mes "Take note of this whenever you go to a new town.";
- next;
- mes "[Guide]";
- mes "If you want to go to your first town, you can ask the Kafra Employee to the left.";
- mes "You can move there with the Teleport Service.";
- close;
- case 2:
- mes "[Guide]";
- mes "Ok well talk to Chocolat if you're done talking with us.";
- close;
- }
- }
-}
-new_1-2,36,176,4 duplicate(NvGuide) Guide#nv1 8W_SOLDIER
-new_2-2,36,176,4 duplicate(NvGuide) Guide#nv2 8W_SOLDIER
-new_3-2,36,176,4 duplicate(NvGuide) Guide#nv3 8W_SOLDIER
-new_4-2,36,176,4 duplicate(NvGuide) Guide#nv4 8W_SOLDIER
-new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER
-
-// Real Combat Training
-//============================================================
-- script Brade#newbe04::NvBradeB -1,{
- if (job_novice_q < 12) {
- if (job_novice_q < 2) {
- mes "[Brade]";
- mes "You have participated on the previous Training Grounds.";
- mes "The Training Grounds have now come under new management.";
- next;
- mes "[Brade]";
- mes "Do you want to do the basic course,";
- mes "or do you just want to go through from here?";
- next;
- switch(select("Send me to Basic Training.:I'll start from here.")) {
- case 1:
- mes "[Brade]";
- mes "Ok. I'll send you to the basic course.";
- close2;
- warp "new_"+charat(strnpcinfo(4),4)+"-2",100,100;
- end;
- case 2:
- mes "[Brade]";
- mes "Then we will start your training.";
- mes "I'll write down the registration form.";
- job_novice_q = 12;
- close;
- }
- } else {
- mes "[Brade]";
- mes "I think you came back from theory training course,";
- mes "can I send you back to there or do you just want to go through from here?";
- next;
- switch(select("Send me back to Chocolat.:I'll start from here.")) {
- case 1:
- mes "[Brade]";
- mes "Ok. I'll send you to Chocolat.";
- close2;
- warp "new_"+charat(strnpcinfo(4),4)+"-2",41,172;
- end;
- case 2:
- mes "[Brade]";
- mes "Then we will start your training.";
- mes "I'll write down the registration form.";
- job_novice_q = 12;
- close;
- }
- }
- } else if (job_novice_q == 12) {
- mes "[Brade]";
- mes "Welcome.";
- mes "Now this is real practice.";
- mes "We can practice real battle here.";
- next;
- mes "[Brade]";
- mes "As I explained the first time, we can click on the monsters.";
- mes "One attack per click.";
- next;
- mes "[Brade]";
- mes "For convenience,";
- mes "^4d4dffIf you hold down the Ctrl key,^000000 while attacking, you will automatically attack.";
- next;
- mes "[Brade]";
- mes "You can also set this mode before battle by typing ^4d4dff[ /nc ]^000000.";
- next;
- mes "[Brade]";
- mes "Then, let's go Poring hunting.";
- mes "Please hunt 'Poring's on Level 1 of the training grounds.";
- job_novice_q = 13;
- setquest 7122;
- getitem 569,100; //Novice_Potion
- savepoint strnpcinfo(4),96,21;
- next;
- mes "^4d4dff- You've received a quest from Instructor Brade.";
- mes "Please check the quest information window. -^000000";
- close2;
- } else if (job_novice_q < 15) {
- if (job_novice_q == 13) {
- if (questprogress(7122,HUNTING) == 2) {
- mes "[Brade]";
- mes "You can see it is not so hard, huh?";
- mes "Nice job.";
- job_novice_q = 14;
- getitem 13040,1; //N_Cutter
- getexp 3000,30;
- completequest 7122;
- next;
- } else {
- mes "[Brade]";
- mes "Kill enough Porings.";
- mes "Porings are easy to deal with, so cheer up.";
- mes "Try again.";
- npcskill "AL_HEAL",11,99,60;
- close;
- }
- }
- mes "[Brade]";
- mes "Now all of the courses are almost done.";
- mes "You are a Novice, and you can't get any jobs yet.";
- next;
- mes "[Brade]";
- mes "If you acquire all of basic skills with JOB Level 10, you can change your job.";
- next;
- mes "[Brade]";
- mes "The first Job classes are defined into 6 classes.";
- next;
- mes "[Brade]";
- mes "The 6 basic jobs are";
- mes "Swordman, Thief,";
- mes "Acolyte, Mage,";
- mes "Archer and Merchant.";
- next;
- mes "[Brade]";
- mes "Let's experience the basic 6 jobs, Swordman, Thief, Acolyte, Mage, Archer and Merchant and see what those jobs can do.";
- next;
- mes "[Brade]";
- mes "Behind me, there are people dispatched from each of the basic Job Guilds.";
- mes "These people will give you instruction manuals that allow you to experience some limited skills of each job.";
- next;
- mes "[Brade]";
- mes "Equip a manual of the job which you want to experience, and you will be able to use some basic skills of that corresponding job.";
- mes "Try those skills and decide which job to choose.";
- job_novice_q = 15;
- close;
- } else {
- mes "[Brade]";
- mes "Have you tried the skills in the Manuals?";
- mes "If you want to hear information about each job, talk to the people dispatched by the Job Guilds.";
- next;
- mes "[Brade]";
- mes "I think you've learned enough, do you want to quit and go to your first town?";
- next;
- switch(select("I will stay little longer.:I want to quit and go to the town.")) {
- case 1:
- mes "[Brade]";
- mes "It's ok to stay here and practice until you think you are ready.";
- next;
- mes "[Brade]";
- mes "Try using the job manuals to find out the characteristics of each job's skills.";
- mes "I will restore your HP and SP... Keep it up.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 0,100;
- close;
- case 2:
- mes "[Brade]";
- mes "Looks like you are ready.";
- mes "I guess you have made up your mind, huh?";
- mes "Well, where do you want to go?";
- next;
- switch(select("Prontera:Morroc:Payon:Alberta:Geffen:Cancel")) {
- case 1:
- mes "[Brade]";
- mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
- mes "Take care and god bless you on your journey.";
- callfunc "F_NvErase";
- close2;
- savepoint "prontera",117,72;
- warp "prontera",150,50;
- end;
- case 2:
- mes "[Brade]";
- mes "The Desert Town, Morroc...";
- mes "There's lots of hidden stories within that town.";
- mes "Take care.";
- callfunc "F_NvErase";
- close2;
- savepoint "morocc",150,99;
- warp "morocc",155,110;
- end;
- case 3:
- mes "[Brade]";
- mes "You've selected Payon.";
- mes "God bless you.";
- callfunc "F_NvErase";
- close2;
- savepoint "payon",70,100;
- warp "payon",166,67;
- end;
- case 4:
- mes "[Brade]";
- mes "Alberta, the Port City.";
- mes "It's the main hub of all trades.";
- mes "If you want to meet with other civilizations, you have to go to Alberta first.";
- mes "Well then, god bless you on your soul.";
- callfunc "F_NvErase";
- close2;
- savepoint "alberta",30,232;
- warp "alberta",114,58;
- end;
- case 5:
- mes "[Brade]";
- mes "Geffen, the City of Magic.";
- mes "Geffen Tower in the middle of the city is nice.";
- mes "I will send you near the Geffen fountain.";
- mes "May Goddess Freya bless you.";
- callfunc "F_NvErase";
- close2;
- savepoint "geffen",119,37;
- warp "geffen",122,65;
- end;
- case 6:
- mes "[Brade]";
- mes "Yeah... Think with prudence.";
- mes "...Meet up with the people from each guild.";
- close;
- }
- }
- }
-}
-new_1-3,96,30,4 duplicate(NvBradeB) Brade#nv1b 4_M_JOB_KNIGHT1
-new_2-3,96,30,4 duplicate(NvBradeB) Brade#nv2b 4_M_JOB_KNIGHT1
-new_3-3,96,30,4 duplicate(NvBradeB) Brade#nv3b 4_M_JOB_KNIGHT1
-new_4-3,96,30,4 duplicate(NvBradeB) Brade#nv4b 4_M_JOB_KNIGHT1
-new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1
-
-- script Swordman Guide#newbe10::NvSwordman -1,{
- if (job_novice_q < 15) {
- mes "[Swordman Guildsman]";
- mes "I won't help you until you finish Brade's instructions.";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Can I help you?";
- next;
- switch(select("About Swordman Class.:Job change to Swordman.:Got any quests?:Cancel.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Literally, Swordman means one, who";
- mes "is specialized in wielding swords.";
- mes "But they can also choose to use spears if they so choose.";
- next;
- mes "[Swordman Guildsman]";
- mes "We possesses strong physical strength.";
- mes "So naturally we can equip heavy armors and weapons.";
- mes "Most weapon classes, except for bows and rods,";
- mes "are equippable by our class.";
- next;
- mes "[Swordman Guildsman]";
- mes "The only weakness of the Swordman class is that they cannot use magic spells.";
- mes "But we've compensated for that by using elemental weapons.";
- next;
- mes "[Swordman Guildsman]";
- mes "The merits of being a Swordman is the enormous amount of HP we have.";
- mes "Most of us can bear the grunt of our enemies' attacks with relative ease.";
- next;
- mes "[Swordman Guildsman]";
- mes "And we are unrivaled when it comes to one-on-one melee combat.";
- next;
- mes "[Swordman Guildsman]";
- mes "Anyone who chooses to be a Swordman will likely play the role of the tank. It is our duty to protect the weak.";
- next;
- mes "[Swordman Guildsman]";
- mes "As a Swordman you can advance to a ^8E2323Knight^000000 or ^8E2323Crusader^000000 class as your 2nd class profession.";
- mes "And just recently third professions have been discovered.";
- next;
- if (isequipped(2819) || countitem(2819)) {
- mes "[Swordman Guildsman]";
- mes "Try the Swordman skills listed in the manual.";
- mes "Open your skill menu by pressing Alt + S";
- mes "Make sure it is in list mode by clicking the minimize button on the top right corner of the Skill Menu.";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "If you're interested in being a Swordman, I'll offer you this manual.";
- mes "Do you want to try the skills of a Swordman?";
- next;
- switch(select("I'll try the Swordman skills.:No thanks.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Here is the Swordman manual.";
- mes "I'll just take any manuals from any other classes you have.";
- next;
- callfunc "F_NvErase";
- getitem 2819,1; //Swordman_Manual
- next;
- mes "[Swordman Guildsman]";
- mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
- mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
- close;
- case 2:
- mes "[Swordman Guildsman]";
- mes "Hum. Do you think so?";
- mes "Ok, I agree with you. Choosing a job is very important in our lives.";
- mes "Just talk to me whenever you want to experience Swordman skills.";
- close;
- }
- case 2:
- mes "[Swordman Guildsman]";
- mes "Do you really want to change your job to Swordman?";
- mes "If you want to be a Swordman, I'll send you to the Swordman Association immediately.";
- next;
- mes "[Swordman Guildsman]";
- mes "I think you have enough job levels, of course, right?";
- mes "Do you want to stop your training now and go to the Swordman Association?";
- next;
- switch(select("I'll consider it again.:I'll go to the Swordman Association.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Please try enough instruction manuals from each job class and consider it carefully.";
- mes "Of course, you're always welcomed.";
- close;
- case 2:
- mes "[Swordman Guildsman]";
- mes "I see.";
- mes "Then I'll end your training process and send you to the Swordman Guild.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude_in",74,167;
- end;
- }
- case 3:
- .@quest = questprogress(7123);
- if (!.@quest) {
- mes "[Swordman Guildsman]";
- mes "You want me to give you a quest?";
- mes "Umm. Let me see.";
- mes "Ok! Hunt a couple of Picky monsters around here?";
- next;
- mes "^4d4dffYou received a hunting request from a staff of the Swordman Guild.";
- mes "You can check the contents of the quest from the quest information window.^000000";
- setquest 7123;
- next;
- mes "[Swordman Guildsman]";
- mes "Use the 'Bash' skill in the Swordman manual.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available Swordman skills.";
- next;
- mes "[Swordman Guildsman]";
- mes "Talk to Trainer Brutus if you want to fight stronger monsters.";
- mes "I'll wait for you here.";
- mes "Wish you a good luck.";
- close;
- } else if (.@quest == 1) {
- if (questprogress(7123,HUNTING) == 2) {
- mes "[Swordman Guildsman]";
- mes "Great.";
- mes "I think that you're good enough to be a Swordman.";
- mes "I'll give you some potions as a reward.";
- completequest 7123;
- getitem 569,200; //Novice_Potion
- getexp 5000,100;
- close;
- } else {
- mes "[Swordman Guildsman]";
- mes "Hunt two Picky monsters.";
- mes "You can find them in the more difficult training grounds by talking to Trainer Brutus.";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Swordman Guildsman]";
- mes "I think you finished that quest already, right?";
- mes "You'll experience more of these quests as you grow as an adventurer in the world.";
- next;
- mes "[Swordman Guildsman]";
- mes "Your training is now complete.";
- mes "If you choose to become a Swordman I wish you good luck.";
- close;
- } else {
- mes "[Swordman Guildsman]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Swordman Guildsman]";
- mes "If you have any questions about the Swordman class, please ask me.";
- mes "The Swordman Guild is waiting for novices like you.";
- close;
- }
-}
-new_1-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv1 4_F_JOB_KNIGHT
-new_2-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv2 4_F_JOB_KNIGHT
-new_3-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv3 4_F_JOB_KNIGHT
-new_4-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv4 4_F_JOB_KNIGHT
-new_5-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv5 4_F_JOB_KNIGHT
-
-- script Acolyte Guide#newbe10::NvAcolyte -1,{
- if (job_novice_q < 15) {
- mes "[Prontera Acolyte]";
- mes "You look like you are not done with Instructor Brade's lessons.";
- close;
- }
- mes "[Prontera Acolyte]";
- mes "What can I do for you?";
- next;
- switch(select("What is an Acolyte?:Job change to Acolyte.:Cancel")) {
- case 1:
- mes "[Prontera Acolyte]";
- mes "An Acolyte is someone who worships the goddess Freya sacrificing themselves to help others.";
- next;
- mes "[Prontera Acolyte]";
- mes "Acolytes use supportive skills to make combat easier.";
- mes "It is essential to have an Acolyte in any successful party.";
- next;
- mes "[Prontera Acolyte]";
- mes "^8E2323As an Acolyte, you can upgrade your future job to Priest or Monk^8E2323.";
- next;
- if (isequipped(2821) || countitem(2821)) {
- mes "[Prontera Acolyte]";
- mes "Try the Acolyte Skills with the manual you have. It will help you understand the job easier.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- }
- mes "[Prontera Acolyte]";
- mes "If you want, I can give you a skill manual to experience what it is like to be an Acolyte.";
- mes "Would you like to experience the skills of an Acolyte?";
- next;
- switch(select("Yes, please.:No, I'm not interested.")) {
- case 1:
- mes "[Prontera Acolyte]";
- mes "Here you go, the instruction manual of an Acolyte.";
- mes "I will take away those other job's manuals while you study this one.";
- next;
- callfunc "F_NvErase";
- getitem 2821,1; //Acolyte_Manual
- next;
- mes "[Prontera Acolyte]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Prontera Acolyte]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to know about Acolytes.";
- close;
- }
- case 2:
- mes "[Prontera Acolyte]";
- mes "Do you really want to become an Acolyte?";
- mes "If you do, I will send you to Prontera's Sanctuary.";
- next;
- mes "[Prontera Acolyte]";
- mes "Of course, I assume you have enough job levels to become an Acolyte right?";
- mes "Would you like to quit the Training Process and go to the Prontera's Sanctuary?";
- next;
- switch(select("Let me reconsider.:I will go to the Sanctuary.")) {
- case 1:
- mes "[Prontera Acolyte]";
- mes "You should try out each job's manuals.";
- mes "Go through them thoroughly and decide carefully.";
- mes "Of course, I will welcome you anytime.";
- close;
- case 2:
- mes "[Prontera Acolyte]";
- mes "That's great.";
- mes "Then I will completely end the Training Process and send you to Prontera's Sanctuary.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- end;
- }
- case 3:
- mes "[Prontera Acolyte]";
- mes "If you have any questions about Acolytes, please ask me anytime.";
- mes "Our God, Odin awaits adventurers like you.";
- close;
- }
-}
-new_1-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv1 4_F_SISTER
-new_2-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv2 4_F_SISTER
-new_3-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv3 4_F_SISTER
-new_4-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv4 4_F_SISTER
-new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER
-
-- script Thief Guide#newbe10::NvThief -1,{
- if (job_novice_q < 15) {
- mes "[Thief Guild Member]";
- mes "You look like you are not done with Instructor Brade's lessons.";
- close;
- }
- mes "[Thief Guild Member]";
- mes "How can I help you?";
- next;
- switch(select("About the Thief Class.:I want to be a Thief.:Got any Quests?:Cancel.")) {
- case 1:
- mes "[Thief Guild Member]";
- mes "Thieves are experts at using Dagger class weapons.";
- mes "They strike quickly and easily evade attacks from their enemies.";
- next;
- mes "[Thief Guild Member]";
- mes "Thieves can learn skills that allow them to hide from their enemies or steal items from monsters.";
- mes "They are also feared for their use of poison, which slowly weakens their enemies.";
- next;
- mes "[Thief Guild Member]";
- mes "In jeopardy, or in the case that thieves do not want to reveal themselves,";
- mes "they can even use their skill to hide themselves easily.";
- next;
- mes "[Thief Guild Member]";
- mes "Thieves can change their jobs to ^8E2323Assassins^000000 or ^8E2323Rogues^000000.";
- next;
- if (isequipped(2820) || countitem(2820)) {
- mes "[Thief Guild Member]";
- mes "The class manual can help you understand what it is to be a Thief by using the skills that are essential to all Thieves.";
- close;
- }
- mes "[Thief Guild Member]";
- mes "If you want, I'll give you a Thief skill manual.";
- mes "Would you like to experience the skills of a Thief?";
- next;
- switch(select("Yes, I would.:No, I don't.")) {
- case 1:
- mes "[Thief Guild Member]";
- mes "Here, please take the Thief manual.";
- mes "I'll just take the other class manuals while I'm at it.";
- next;
- callfunc "F_NvErase";
- getitem 2820,1; //Thief_Manual
- next;
- mes "[Thief Guild Member]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Thief Guild Member]";
- mes "Oh, are you sure?";
- mes "Class selection is very important so please consider it carefully.";
- mes "If you want to ask about Thieves, please talk to me any time.";
- close;
- }
- case 2:
- mes "[Thief Guild Member]";
- mes "Do you really want to be a Thief?";
- mes "If so, I will send you to the Thief Guild immediately.";
- next;
- mes "[Thief Guild Member]";
- mes "You already reached the required job level, didn't you?";
- mes "Do you want to finish the Novice training and go to the Thief Guild?";
- next;
- switch(select("Let me consider it again.:Yes, I do.")) {
- case 1:
- mes "[Thief Guild Member]";
- mes "Have you tried all of the class manuals yet?";
- mes "If you're undecided what job to take on I suggest you try talking to all the Guides first.";
- close;
- case 2:
- mes "[Thief Guild Member]";
- mes "Ok, I see.";
- mes "Welcome. Then your Novice training is totally complete and you will be sent to the Thief Guild immediately.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "morocc",150,99;
- warp "moc_prydb1",99,185;
- end;
- }
- case 3:
- .@quest = questprogress(7127);
- if (!.@quest) {
- mes "[Thief Guild Member]";
- mes "Quests?";
- mes "Hmm, what will be good for you?";
- mes "How about hunting some Willows.";
- next;
- mes "[Thief Guild Member]";
- mes "You can't cheat this so make sure to kill 5 Willows. When you're done come and talk to me again.";
- mes "If you talk to Trainer Brutus, he can send you to a more difficult training ground where there are Willows to hunt.";
- setquest 7127;
- next;
- mes "[Thief Guild Member]";
- mes "If you equip the Thief manual, you can have the effect of the skill, Double Attack.";
- mes "Double Attack and Hide are the main skills of the Thief.";
- close;
- } else if (.@quest == 1) {
- if (questprogress(7127,HUNTING) == 2) {
- mes "[Thief Guild Member]";
- mes "You are very strong.";
- mes "These are not many but let me give you a reward for your effort.";
- completequest 7127;
- getitem 12323,50; //N_Fly_Wing
- getexp 5000,100;
- close;
- } else {
- mes "[Thief Guild Member]";
- mes "Hunt 5 Willows and then come talk to me to finish your quest.";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Thief Guild Member]";
- mes "I think you finished that quest already, right?";
- mes "You'll experience more of these quests as you grow as an adventurer in the world.";
- next;
- mes "[Thief Guild Member]";
- mes "Your training is now complete.";
- mes "If you choose to become a Thief I wish you good luck.";
- close;
- } else {
- mes "[Thief Guild Member]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Thief Guild Member]";
- mes "If you have something to ask about the Thief job, feel free to ask me.";
- close;
- }
-}
-new_1-3,105,41,3 duplicate(NvThief) Thief Guide#nv1 2_M_THIEFMASTER
-new_2-3,105,41,3 duplicate(NvThief) Thief Guide#nv2 2_M_THIEFMASTER
-new_3-3,105,41,3 duplicate(NvThief) Thief Guide#nv3 2_M_THIEFMASTER
-new_4-3,105,41,3 duplicate(NvThief) Thief Guide#nv4 2_M_THIEFMASTER
-new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER
-
-- script Merchant Guide#newbe10::NvMerchant -1,{
- if (job_novice_q < 15) {
- mes "[Merchant Guildsman]";
- mes "You are still in the process of training with sir Brad.";
- close;
- }
- mes "[Merchant Guildsman]";
- mes "What can I help you with?";
- next;
- switch(select("Tell me about Merchants:I want to be a Merchant.:Give me a Quest.:Cancel")) {
- case 1:
- mes "[Merchant Guildsman]";
- mes "Merchant? Simply put, he sells goods and makes money.";
- mes "That's the main focus for any Merchant.";
- next;
- mes "[Merchant Guildsman]";
- mes "We have special skills for making money.";
- mes "We can buy goods at a lower price";
- mes "and sell them at a higher price.";
- next;
- mes "[Merchant Guildsman]";
- mes "Also Merchants can have Carts";
- mes "that we can store lots of items in.";
- next;
- mes "[Merchant Guildsman]";
- mes "^8E2323Merchants can transform to a Blacksmith";
- mes "^8E2323or an Alchemist^000000 as their second job.";
- next;
- if (isequipped(2823) || countitem(2823)) {
- mes "[Merchant Guildsman]";
- mes "I think you should test Merchant skills before you decide what to do.";
- close;
- }
- mes "[Merchant Guildsman]";
- mes "Do you want to see what it's like to be a Merchant?";
- next;
- switch(select("I want to test Merchant skills.:I don't want to test it.")) {
- case 1:
- mes "[Merchant Guildsman]";
- mes "Here is the Merchant skill manual.";
- mes "I will take other job manuals from you while I'm at it.";
- next;
- callfunc "F_NvErase";
- getitem 2823,1; //Merchant_Manual
- next;
- mes "[Merchant Guildsman]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Merchant Guildsman]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing job is very important in our life.";
- mes "Just talk to me whenever you want to experience Merchant skills.";
- close;
- }
- case 2:
- mes "[Merchant Guildsman]";
- mes "You want to be a Merchant?";
- mes "Ok, then, I will send you to the Merchant Guild's union right away.";
- next;
- mes "[Merchant Guildsman]";
- mes "Wait, have you checked your Job level?";
- mes "Do you want to complete your Novice training and go straight to the Merchant Guild's union?";
- next;
- switch(select("I will think about it again.:Yes, I want to go to the Merchant Guild's union")) {
- case 1:
- mes "[Merchant Guildsman]";
- mes "Ok, I hope you consider being a Merchant.";
- mes "We are always welcome to have you!";
- close;
- case 2:
- mes "[Merchant Guildsman]";
- mes "That's great.";
- mes "Then I will end the Training Process and send you to the Merchant Guild's union immediately.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- end;
- }
- case 3:
- .@quest = questprogress(7126);
- if (!.@quest) {
- mes "[Merchant Guildsman]";
- mes "Huh? Quest??";
- mes "Humm... What would be suited for you...?";
- mes "Ok, then bring me ^5d5dff300 zeny^000000 by selling some of your items to the Potato Merchant.";
- next;
- mes "[Merchant Guildsman]";
- mes "If you equipped the Merchant manual you have the ability to use the 'Overcharge' and 'Discount' skills.";
- setquest 7126;
- next;
- mes "[Merchant Guildsman]";
- mes "I will wait for you here.";
- mes "Good luck!";
- close;
- } else if (.@quest == 1) {
- if (Zeny >= 300) {
- mes "[Merchant Guildsman]";
- mes "Excellent!";
- mes "Zeny is the currency of Rune-Midgard.";
- mes "You can make zeny by selling loot as well as through making smart business decisions.";
- next;
- mes "[Merchant Guildsman]";
- mes "We can use extremely powerful skills with zeny!";
- mes "Mammonite! That is our ultimate attack skill!!";
- mes "We basically paste money on the weapon and then strike the enemy. Death by Zeny! Nyahahahaha!";
- next;
- mes "[Merchant Guildsman]";
- mes "By the way, you have done an excellent job. So, I should give you something... What would be good?";
- mes "Alright! What about Phracon?";
- mes "Phracon is a metallic element which you can use for refining weapons.";
- completequest 7126;
- getitem 1010,7; //Phracon
- getexp 5000,100;
- close;
- } else {
- mes "[Merchant Guildsman]";
- mes "Zeny is the currency of Rune-Midgard.";
- mes "You can make zeny by selling loot as well as through making smart business decisions.";
- next;
- mes "[Merchant Guildsman]";
- mes "You can get loot by killing monsters. After hunting monsters, you can sell those loot to make a profit!";
- mes "What a valuable job it is! Isn't it?";
- next;
- mes "[Merchant Guildsman]";
- mes "Why don't you try to be a Merchant? Making money is not easy but it will be a great experience!";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Merchant Guildsman]";
- mes "You have already completed the quest.";
- mes "Once you enter the main world, you can get various exciting quests there!";
- next;
- mes "[Merchant Guildsman]";
- mes "I think you're strong enough now to change your job right? Hahahaha don't waste too much time here Novice.";
- close;
- } else {
- mes "[Merchant Guildsman]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Merchant Guildsman]";
- mes "If you have any questions about Merchants, feel free to ask me.";
- mes "I think you could be a rich Merchant. AhHahaha.";
- close;
- }
-}
-new_1-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv1 4W_M_01
-new_2-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv2 4W_M_01
-new_3-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv3 4W_M_01
-new_4-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv4 4W_M_01
-new_5-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv5 4W_M_01
-
-- script Archer Guide#newbe10::NvArcher -1,{
- if (job_novice_q < 15) {
- mes "[Archer Guildsman]";
- mes "You are still in the process of training with sir Brade.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "What can I help you with?";
- next;
- switch(select("Tell me about Archers:I want to be an Archer:Cancel")) {
- case 1:
- mes "[Archer Guildsman]";
- mes "Archers have specialized skills by using a Bow and have a variety of powerful skills.";
- mes "Archers are good at staying back and picking off their targets.";
- next;
- mes "[Archer Guildsman]";
- mes "Archers don't have great";
- mes "vitality so they have to keep";
- mes "their distance from enemies.";
- next;
- mes "[Archer Guildsman]";
- mes "On the other hand, Archers are attentive and have incredibly accurate eyes.";
- mes "So once they are ready to attack, they can kill enemies before they're even aware of their presence.";
- next;
- mes "[Archer Guildsman]";
- mes "^8E2323Archers can transform to many second jobs like a Hunter.";
- mes "Besides Hunters, Archers can transform to a Bard, if they are male.";
- mes "They can transform to a Dancer, if they are female^000000.";
- next;
- if (isequipped(2822) || countitem(2822)) {
- mes "[Archer Guildsman]";
- mes "I think you should test Archer skills before you decide what to do.";
- mes "I can provide you our test skill manual.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Do you want to register to test skill experience?";
- mes "Would like to test Archer skills?";
- next;
- switch(select("I want to test Archer skills.:I don't want to test it.")) {
- case 1:
- mes "[Archer Guildsman]";
- mes "Here is the Archer manual.";
- mes "I will take the other job manuals from you while you test the Archer manual out.";
- next;
- callfunc "F_NvErase";
- getitem 2822,1; //Archer_Manual
- next;
- mes "[Archer Guildsman]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Archer Guildsman]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to experience Archer skills.";
- close;
- }
- case 2:
- mes "[Archer Guildsman]";
- mes "You want to be an Archer?";
- mes "Ok, then, I will send you to the Archer Guild right away.";
- next;
- mes "[Archer Guildsman]";
- mes "Wait, have you checked your Job level?";
- mes "Do you want to complete the Novice training arena and go to the Archer Guild right now?";
- next;
- switch(select("I will think about it again.:Yes, I want to go to the Archer Guilds union")) {
- case 1:
- mes "[Archer Guildsman]";
- mes "Test out all the jobs if you have to but choose Archer because we're the best.";
- mes "We are always welcome to have you!";
- close;
- case 2:
- mes "[Archer Guildsman]";
- mes "That's great.";
- mes "Then I will completely end the Training Process and send you to the Archer Guild.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "payon",256,242;
- warp "payon_in02",64,65;
- end;
- }
- case 3:
- mes "[Archer Guildsman]";
- mes "If you have any questions about Archers, feel free to ask me.";
- mes "I think you could be a strong Archer young Novice.";
- close;
- }
-}
-new_1-3,113,41,3 duplicate(NvArcher) Archer Guide#nv1 4_F_JOB_HUNTER
-new_2-3,113,41,3 duplicate(NvArcher) Archer Guide#nv2 4_F_JOB_HUNTER
-new_3-3,113,41,3 duplicate(NvArcher) Archer Guide#nv3 4_F_JOB_HUNTER
-new_4-3,113,41,3 duplicate(NvArcher) Archer Guide#nv4 4_F_JOB_HUNTER
-new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER
-
-- script Mage Guide#newbe10::NvMage -1,{
- if (job_novice_q < 15) {
- mes "[Mage Guild Member]";
- mes "You are still in the process of training with Instructor Brade.";
- close;
- }
- mes "[Mage Guild Member]";
- mes "What can I help you with?";
- next;
- switch(select("Tell me about Mages:I want to be a Mage:Give me a Quest:Cancel")) {
- case 1:
- mes "[Mage Guild Member]";
- mes "Mages are those who can use magic when they need to protect their friends.";
- mes "Mages can curse enemies using the elements of fire, water, earth and thunder magic.";
- next;
- mes "[Mage Guild Member]";
- mes "However they cannot equip other weapons but staffs and books.";
- mes "Because they are too delicate";
- mes "to carry heavy weapons.";
- next;
- mes "[Mage Guild Member]";
- mes "But they can cover this weakness";
- mes "by their remarkable magic skills.";
- mes "That is why many people want";
- mes "to become a Mage!";
- next;
- mes "[Mage Guild Member]";
- mes "Mages have to be in their guild for guild's power and honor.";
- mes "This is one of reasons why Mages are popular in any parties and guilds.";
- mes "Why don't you become a Mage?";
- next;
- mes "[Mage Guild Member]";
- mes "^8E2323Mages can transform to Wizards";
- mes "^8E2323or Sages as their second job^000000.";
- next;
- if (isequipped(2824) || countitem(2824)) {
- mes "[Mage Guild Member]";
- mes "I think you should test Mage skills before you decide what to do.";
- mes "I can provide you with our test skill registration form.";
- close;
- }
- mes "[Mage Guild Member]";
- mes "Do you want to register to experience how it is to be a Mage?";
- mes "Would you like to test Mage skills?";
- next;
- switch(select("I want to test Mage skills.:I don't want to test it.")) {
- case 1:
- mes "[Mage Guild Member]";
- mes "Here is the Mage Manual.";
- mes "I will take the other job registration forms and manuals from you.";
- next;
- callfunc "F_NvErase";
- getitem 2824,1; //Mage_Manual
- next;
- mes "[Mage Guild Member]";
- mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
- mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
- close;
- case 2:
- mes "[Mage Guild Member]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to experience Mage skills.";
- close;
- }
- case 2:
- mes "[Mage Guild Member]";
- mes "You want to be a Mage?";
- mes "Ok, then, I will send you to the Mage Guild union in Geffen right away.";
- next;
- mes "[Mage Guild Member]";
- mes "Wait, have you checked your Job level?";
- mes "Do you want to complete your Novice training and go straight to the Mage Guild's union?";
- next;
- switch(select("I will think about it again.:Yes, complete my training.")) {
- case 1:
- mes "[Mage Guild Member]";
- mes "Please test what Mage skills are all about before you decide.";
- mes "We are always welcome to have you!";
- close;
- case 2:
- mes "[Mage Guild Member]";
- mes "That's great.";
- mes "Then I will end the Training Process and send you to the Mage Guild union in Geffen right away.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- end;
- }
- case 3:
- .@quest = questprogress(7124);
- if (!.@quest) {
- mes "[Mage Guild Member]";
- mes "Huh? Quest?";
- mes "Hmm... What would be suited for you...?";
- mes "Would you like to hunt Lunatics by using Bolt skills?";
- next;
- mes "^4d4dffYou have received a Hunting quest from the Mage Guide.";
- mes "You can get more information about the quest from the quest window.^000000";
- setquest 7124;
- next;
- mes "[Mage Guild Member]";
- mes "You are able to use 'Fire Bolt' skill that is shown on the Mage manual.";
- mes "I will wait for you here.";
- mes "Good luck!";
- close;
- } else if (.@quest == 1) {
- if (questprogress(7124,HUNTING) == 2) {
- mes "[Mage Guild Member]";
- mes "You have done an excellent job.";
- mes "So, did you find any interests about Mages?";
- mes "Alright. I will give something...";
- mes "Here are Novice Butterfly Wings, please take them.";
- completequest 7124;
- getitem 12324,30; //N_Butterfly_Wing
- getexp 5000,100;
- close;
- } else {
- mes "[Mage Guild Member]";
- mes "The quest is that you have to";
- mes "hunt Lunatics and bring 5 clovers.";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Mage Guild Member]";
- mes "You have already completed the quest.";
- mes "Once you enter the main world, you can get various exciting quests there!";
- next;
- mes "[Mage Guild Member]";
- mes "This should be enough for your training.";
- close;
- } else {
- mes "[Mage Guild Member]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Mage Guild Member]";
- mes "If you have any questions about Mages, feel free to ask me.";
- mes "I think you could be a intelligent Mage...";
- close;
- }
-}
-new_1-3,117,41,3 duplicate(NvMage) Mage Guide#nv1 2_F_MAGICMASTER
-new_2-3,117,41,3 duplicate(NvMage) Mage Guide#nv2 2_F_MAGICMASTER
-new_3-3,117,41,3 duplicate(NvMage) Mage Guide#nv3 2_F_MAGICMASTER
-new_4-3,117,41,3 duplicate(NvMage) Mage Guide#nv4 2_F_MAGICMASTER
-new_5-3,117,41,3 duplicate(NvMage) Mage Guide#nv5 2_F_MAGICMASTER
-
-- script Bruce#nv::NvBruce -1,{
- mes "[Bruce]";
- mes "Hello?";
- mes "I'm here to guide you about extra jobs and special classes.";
- next;
- mes "[Bruce]";
- mes "For special classes, there are Taekwon Boy, Taekwon Girl, Ninja, Supernovice, Gunslinger.";
- mes "Which job description do you want to hear?";
- next;
- while(1) {
- switch(select("Taekwon:Ninja:Super Novice:Gunslinger:End the conversation.")) {
- case 1:
- mes "[Bruce]";
- mes "It's a job that usually uses a lot of kicking skills.";
- mes "It belongs to special class and later you can change your job into Taekwon Master which has much stronger attack skills.";
- next;
- mes "[Bruce]";
- mes "There is a secondary class to choose from called Soul Linker which also has strong attacks.";
- mes "You can decide that later when you get stronger.";
- next;
- break;
- case 2:
- mes "[Bruce]";
- mes "Ninja's specialty is rapid movement.";
- mes "They specialize in using throwing weapons.";
- next;
- mes "[Bruce]";
- mes "Ninjas are kind of a hybrid class that can use various dodge skills with the capability of both physical and magical attacks depending on their preference.";
- next;
- break;
- case 3:
- mes "[Bruce]";
- mes "The biggest attraction of the stronger Novice, called Super Novice, is their pull to mediocrity.";
- mes "They are the proverbial Jack-of-all-Trades but Master of none.";
- next;
- mes "[Bruce]";
- mes "Super Novices can learn most of the 1st job class skills.";
- mes "If you become a Super Novice, you cannot change your job, which is too bad, but you can grow as a very individual character.";
- next;
- break;
- case 4:
- mes "[Bruce]";
- mes "You can job change directly from Novice to a special class which is optimized for a long-distance attack with guns.";
- next;
- mes "[Bruce]";
- mes "Gunslingers use all kinds of guns made in 'Einbroch', the city of steel.";
- mes "I recommend this for those who want to become powerful sharpshooters.";
- next;
- break;
- case 5:
- mes "[Bruce]";
- mes "If you need more information,";
- mes "you can always go to ^2F4F4F'www.ragnarok.co.kr'^000000";
- close;
- }
- }
-}
-new_1-3,121,41,3 duplicate(NvBruce) Bruce#nv1 1_M_LIBRARYMASTER
-new_2-3,121,41,3 duplicate(NvBruce) Bruce#nv2 1_M_LIBRARYMASTER
-new_3-3,121,41,3 duplicate(NvBruce) Bruce#nv3 1_M_LIBRARYMASTER
-new_4-3,121,41,3 duplicate(NvBruce) Bruce#nv4 1_M_LIBRARYMASTER
-new_5-3,121,41,3 duplicate(NvBruce) Bruce#nv5 1_M_LIBRARYMASTER
-
-// Eden Group Officer (iRO only)
-//============================================================
-/*
-- script Eden Group Officer::NvEden -1,{
- if (BaseLevel < 10) {
- mes "[Eden Group Officer]";
- mes "Hello, I am a representative of the Eden Group.";
- mes "We are here to assist adventurers in Rune Midgard.";
- next;
- mes "[Eden Group Officer]";
- mes "We have agents all over the world waiting to send you to our secret headquarters where you can get some useful quests.";
- next;
- mes "[Eden Group Officer]";
- mes "If you take our quests we even give you weapons and equipment so be sure to visit us once you are done with your training.";
- next;
- mes "[Eden Group Officer]";
- mes "Speak to me again once you have reached Base Level 10 and I will send you out of the training grounds.";
- mes "Have you taken the quests from all of the Guides yet?";
- close;
- }
- mes "[Eden Group Officer]";
- mes "Great! You are ready to take on the challenges of the world.";
- mes "What would you like to do?";
- next;
- switch(select("I want to leave the training grounds:Tell me about the towns.:Cancel")) {
- case 1:
- mes "[Eden Group Officer]";
- mes "Looks like you are ready.";
- mes "I guess you have made up your mind, huh?";
- next;
- mes "[Eden Group Officer]";
- mes "If you know what job you want to change to, you should ask the ^4A4AFFJob Guides^000000 to send you out of the training grounds.";
- mes "What town would you like to go to?";
- next;
- switch(select("Prontera:Morocc:Payon:Alberta:Geffen:Cancel")) {
- case 1:
- mes "[Eden Group Officer]";
- mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
- mes "Take care and may Freya bless you on your journey.";
- callsub S_Warp,"prontera",121,77,121,76;
- case 2:
- mes "[Eden Group Officer]";
- mes "The desert city of Morocc was recently destroyed.";
- mes "I will send you to the camp where the survivors are.";
- callsub S_Warp,"moc_ruins",71,157,70,158;
- case 3:
- mes "[Eden Group Officer]";
- mes "Just north of Payon you'll find the Archer Village.";
- mes "Good luck on your journeys.";
- callsub S_Warp,"payon",167,68,172,111;
- case 4:
- mes "[Eden Group Officer]";
- mes "Alberta, the Port City.";
- mes "It's the main hub of all trades.";
- mes "If you want to travel to other civilizations, Alberta is the only outlet.";
- callsub S_Warp,"alberta",115,57,116,58;
- case 5:
- mes "[Eden Group Officer]";
- mes "Geffen, is known as the Magical City of Rune Midgard.";
- mes "I will send you near the Fountains.";
- mes "Goddess Freya bless you.";
- callsub S_Warp,"geffen",118,36,128,66;
- case 6:
- mes "[Eden Group Officer]";
- mes "If you're still not sure what job you want, talk to the Job Guides for more help.";
- close;
- }
- case 2:
- mes "[Eden Group Officer]";
- mes "Prontera is the main capital of the Rune-Midgard Kingdom. Here you will find Merchants selling their items and is a favorite gathering point of adventurers.";
- next;
- mes "[Eden Group Officer]";
- mes "The Acolyte Guild is here at the Prontera Church located to the northwest. The Swordman Guild can be found at Izlude, a town just southeast of Prontera.";
- next;
- mes "[Eden Group Officer]";
- mes "Morocc is a city located in the desert that was recently destroyed due to an evil monster named Satan Morroc. The Thief Guild has been working to restore it to it's former glory.";
- next;
- mes "[Eden Group Officer]";
- mes "Payon is where the Archer Guild has made it's home. You can also find the Kafra Shop Employees selling their Item Mall items near the center of this city.";
- next;
- mes "[Eden Group Officer]";
- mes "Alberta is the trading hub of Rune Midgard. The Merchant Guild is located here and the docks have ships that will take you to different island cities.";
- next;
- mes "[Eden Group Officer]";
- mes "Geffen is known as the magical city of Rune Midgard. The Mage Guild is located here and research for new magic is always being conducted at their headquarters.";
- next;
- mes "[Eden Group Officer]";
- mes "If you wish to be sent directly to the Job Guilds, then speak to the Job Guides and tell them that you want to change your job.";
- close;
- case 3:
- close;
- }
-
-S_Warp:
- close2;
- callfunc "F_NvErase",1;
- savepoint getarg(0),getarg(1),getarg(2);
- warp getarg(0),getarg(3),getarg(4);
- end;
-
-OnTouch:
- emotion e_gasp;
- end;
-}
-new_1-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv1 4_F_NOVICE,5,5
-new_2-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv2 4_F_NOVICE,5,5
-new_3-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv3 4_F_NOVICE,5,5
-new_4-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv4 4_F_NOVICE,5,5
-new_5-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv5 4_F_NOVICE,5,5
-*/
-
-// Trainer
-//============================================================
-- script ::NvBrutus -1,{
- mes "[Trainer Brutus]";
- mes "These monsters are all weak and easy to kill. But be careful, a lot of them are aggressive and out for blood!";
- next;
- mes "[Trainer Brutus]";
- mes "If you think monsters here are too weak for you, I can send you to another training ground where the monsters are stronger than the ones over here.";
- next;
- mes "[Trainer Brutus]";
- mes "So would you like to try?";
- next;
- switch(select("Send me to another Level:What monsters are there?:Cancel")) {
- case 1:
- mes "[Trainer Brutus]";
- mes "I see, then let me guide you to another level. Which level do you want to go to?";
- next;
- for(.@i = 1; .@i<6; ++.@i) {
- if (!compare(strnpcinfo(2),"nv"+.@i))
- .@menu$ += "Send me to Level "+.@i;
- .@menu$ += ":";
- }
- .@i = select(.@menu$+"Cancel");
- if (.@i < 7)
- warp "new_"+.@i+"-3",96,21;
- close;
- case 2:
- mes "[Trainer Brutus]";
- mes "You seem eager to fight.";
- mes "The monster levels increase with each level of the training grounds.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 1 has the weakest monsters.";
- mes "There you'll find Porings, Drops, and Lunatics.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 2 is more challenging.";
- mes "There you'll find Porings, Lunatics, Willows, and Chonchons.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 3 is the same as Level 2.";
- mes "There you'll find Porings, Lunatics, Willows, and Chonchons.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 4 has stronger monsters.";
- mes "There you'll find Willows, Hornets, Pickys, and Fabres.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 5 is the same as Level 4.";
- mes "There you'll find Willows, Hornets, Pickys, and Fabres.";
- close;
- case 3:
- mes "[Trainer Brutus]";
- mes "Hmm...?";
- mes "Are you worried about going to more challenging places? That's understandable, since you're still a new adventurer. Good luck~";
- close;
- }
-}
-new_1-3,103,50,4 duplicate(NvBrutus) Level 1 Trainer#nv1 4_M_02
-new_2-3,103,50,4 duplicate(NvBrutus) Level 2 Trainer#nv2 4_M_02
-new_3-3,103,50,4 duplicate(NvBrutus) Level 3 Trainer#nv3 4_M_02
-new_4-3,103,50,4 duplicate(NvBrutus) Level 4 Trainer#nv4 4_M_02
-new_5-3,103,50,4 duplicate(NvBrutus) Level 5 Trainer#nv5 4_M_02
-
-// Monster Spawns
-//============================================================
-new_1-3,0,0,0,0 monster Poring 1002,20,0,0,0
-new_1-3,0,0,0,0 monster Drops 1113,10,0,0,0
-new_1-3,0,0,0,0 monster Lunatic 1063,20,0,0,0
-
-new_2-3,0,0,0,0 monster Chonchon 1011,10,0,0,0
-new_2-3,0,0,0,0 monster Lunatic 1063,15,0,0,0
-new_2-3,0,0,0,0 monster Willow 1010,10,0,0,0
-new_2-3,0,0,0,0 monster Poring 1002,15,0,0,0
-
-new_3-3,0,0,0,0 monster Chonchon 1011,10,0,0,0
-new_3-3,0,0,0,0 monster Lunatic 1063,15,0,0,0
-new_3-3,0,0,0,0 monster Willow 1010,10,0,0,0
-new_3-3,0,0,0,0 monster Poring 1002,5,0,0,0
-
-new_4-3,0,0,0,0 monster Hornet 1004,5,0,0,0
-new_4-3,0,0,0,0 monster Willow 1010,15,0,0,0
-new_4-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_4-3,0,0,0,0 monster Picky 1049,15,0,0,0
-
-new_5-3,0,0,0,0 monster Hornet 1004,5,0,0,0
-new_5-3,0,0,0,0 monster Willow 1010,15,0,0,0
-new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_5-3,0,0,0,0 monster Picky 1049,15,0,0,0
-
-// Potato Merchant
-//============================================================
-- shop Potato Merchant#newbe09::NvPotato 4_F_04,516:-1
-
-new_1-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv1 4_F_04
-new_2-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv2 4_F_04
-new_3-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv3 4_F_04
-new_4-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv4 4_F_04
-new_5-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv5 4_F_04
-
-// Random Stuff
-//============================================================
-- script Bulletin Board::NvBulletin -1,{
- mes "^FF0000=================================";
- mes " ^E40CAA[Welcome] ^CC0000to^FF9000Novice^7FFF00 Training^00FF00 Grounds^E40CAA [Welcome] ";
- mes "^FF0000=================================^000000";
- close;
-}
-new_1-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv1 HIDDEN_NPC
-new_2-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv2 HIDDEN_NPC
-new_3-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv3 HIDDEN_NPC
-new_4-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv4 HIDDEN_NPC
-new_5-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv5 HIDDEN_NPC
-
-- script Guard::NvGuardA -1,{
- mes "[Training Grounds Guard]";
- mes "Welcome to the Training Grounds.";
- mes "You are now in the outer court yard. Please go inside the castle to begin your training.";
- close;
-}
-new_1-1,144,116,2 duplicate(NvGuardA) Guard#nv1a 8W_SOLDIER
-new_2-1,144,116,2 duplicate(NvGuardA) Guard#nv2a 8W_SOLDIER
-new_3-1,144,116,2 duplicate(NvGuardA) Guard#nv3a 8W_SOLDIER
-new_4-1,144,116,2 duplicate(NvGuardA) Guard#nv4a 8W_SOLDIER
-new_5-1,144,116,2 duplicate(NvGuardA) Guard#nv5a 8W_SOLDIER
-
-- script Guard::NvGuardB -1,{
- mes "[Training Grounds Guard]";
- if (rand(2)) {
- mes "Come in! I would like to welcome you to the Training Grounds!";
- mes "In here, you can prepare yourself for your future adventures throughout the Ragnarok world!";
- } else {
- mes "Go, Novice, go!";
- mes "Fight, and grow stronger! Look towards a brighter tomorrow!";
- }
- close;
-}
-new_1-1,144,107,2 duplicate(NvGuardB) Guard#nv1b 8W_SOLDIER
-new_2-1,144,107,2 duplicate(NvGuardB) Guard#nv2b 8W_SOLDIER
-new_3-1,144,107,2 duplicate(NvGuardB) Guard#nv3b 8W_SOLDIER
-new_4-1,144,107,2 duplicate(NvGuardB) Guard#nv4b 8W_SOLDIER
-new_5-1,144,107,2 duplicate(NvGuardB) Guard#nv5b 8W_SOLDIER
-
-- script Instructor#Edwin::NvEdwin -1,{
- mes "[Edwin]";
- mes "Eh? Why are you still here?";
- mes "There are no more courses that you need to take.";
- next;
- mes "[Edwin]";
- mes "Well, I will let you out of here.";
- mes "Go find the instructor, Brade.";
- close2;
- savepoint strnpcinfo(4),100,100;
- warp strnpcinfo(4),100,100;
- end;
-}
-new_1-2,161,182,5 duplicate(NvEdwin) Instructor#nv1 4_F_03
-new_2-2,161,182,5 duplicate(NvEdwin) Instructor#nv2 4_F_03
-new_3-2,161,182,5 duplicate(NvEdwin) Instructor#nv3 4_F_03
-new_4-2,161,182,5 duplicate(NvEdwin) Instructor#nv4 4_F_03
-new_5-2,161,182,5 duplicate(NvEdwin) Instructor#nv5 4_F_03
-
-function script F_NvErase {
- if (getarg(0,0)) {
- if (questprogress(7123)) erasequest 7123;
- if (questprogress(7124)) erasequest 7124;
- if (questprogress(7126)) erasequest 7126;
- if (questprogress(7127)) erasequest 7127;
- }
- nude;
- setarray .@manuals[0],countitem(2819),countitem(2820),countitem(2821),countitem(2822),countitem(2823),countitem(2824);
- if (.@manuals[0]) delitem 2819,.@manuals[0]; //Swordman_Manual
- if (.@manuals[1]) delitem 2820,.@manuals[1]; //Thief_Manual
- if (.@manuals[2]) delitem 2821,.@manuals[2]; //Acolyte_Manual
- if (.@manuals[3]) delitem 2822,.@manuals[3]; //Archer_Manual
- if (.@manuals[4]) delitem 2823,.@manuals[4]; //Merchant_Manual
- if (.@manuals[5]) delitem 2824,.@manuals[5]; //Mage_Manual
- return;
-}
-
-// Pre-Renewal Backwards Compatibility
-//============================================================
-- script Final Tester::NvHanson -1,{
- if (nov_3_swordman < 40) {
- mes "[Hanson]";
- mes "Eh? Weird?";
- next;
- mes "[Hanson]";
- mes "The Training Grounds have come under new management...";
- mes "You seem to have come from the previous management.";
- next;
- mes "[Hanson]";
- mes "You may continue, you should have enough experience if you made it here.";
- next;
- mes "[Hanson]";
- mes "I will send you to any town that you'd like to go to.";
- mes "Or do you have a favourite profession?";
- next;
- switch(select("Choose Profession.:Go to Towns.")) {
- case 1:
- mes "[Hanson]";
- mes "What profession would you like to perform?";
- next;
- switch(select("Swordman:Acolyte:Thief:Merchant:Archer:Mage")) {
- case 1:
- mes "[Hanson]";
- mes "That's a great choice!";
- mes "After you receive all the supplies, I will teleport you to the Swordman Association.";
- next;
- mes "[Hanson]";
- mes "The town you will be sent to is called Izlude which is a satellite of Prontera. The Swordman Association is located in the West of town. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude_in",74,167;
- end;
- case 2:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become an Acolyte.";
- mes "You will be sent to";
- mes "the town of Prontera.";
- next;
- mes "[Hanson]";
- mes "The Prontera Sanctuary is located to the North-East in Prontera. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- end;
- case 3:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become a Thief.";
- mes "You will be sent to";
- mes "the town of Morroc.";
- next;
- mes "[Hanson]";
- mes "The Thief guild is in the underground 1st floor of a pyramid which is North-West of town. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "morocc",150,99;
- warp "moc_ruins",155,44;
- end;
- case 4:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become a Merchant.";
- mes "You will be sent to";
- mes "the town of Alberta.";
- next;
- callsub L_Supplies;
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- end;
- case 5:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become an Archer.";
- mes "You will be sent to";
- mes "the town of Payon.";
- next;
- mes "[Hanson]";
- mes "The Archer Guild is located to the North-West in Payon. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "payon",256,242;
- warp "payon_in02",64,65;
- end;
- case 6:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become a Mage.";
- mes "You will be sent to";
- mes "the town of Geffen.";
- next;
- mes "[Hanson]";
- mes "The Mage Academy is located in the North-West in town. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- end;
- }
- case 2:
- mes "[Hanson]";
- mes "To what town do you want to go?";
- next;
- callsub L_Warp, select("Prontera:Geffen:Morroc:Payon:Alberta:Never mind");
- end;
- }
- } else {
- mes "[Hanson]";
- mes "You have received all the supplies.";
- mes "To what town do you want to go?";
- next;
- callsub L_Warp, select("Prontera:Geffen:Morroc:Payon:Alberta");
- end;
- }
- end;
-
-L_Supplies:
- mes "[Hanson]";
- mes "Let me give you";
- mes "some supplies. Then";
- mes "you will transported";
- mes "to the chosen town.";
- next;
- mes "^660000List of Supplies^000000";
- mes "^00003320 Free Tickets for Kafra Storage^000000";
- mes "^00003330 Free Tickets for Kafra Transportation^000000";
- mes "^0000331 Novice Cutter^000000";
- mes "^0000331 Novice Adventurer's Suit^000000";
- next;
- mes "[Hanson]";
- mes "Please check your inventory";
- mes "to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
- next;
- mes "[Hanson]";
- mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- nov_3_swordman = 40;
- getitem 7059,20; //Cargo_Free_Ticket
- getitem 7060,30; //Warp_Free_Ticket
- getitem 2393,1; //N_Adventurer's_Suit
- getitem 13040,1; //N_Cutter
- next;
- mes "[Hanson]";
- mes "You will now";
- mes "be teleported.";
- mes "Good luck,";
- mes "^A62A2A"+strcharinfo(0)+"^000000";
- mes "and farewell.";
- close2;
- return;
-
-L_Warp:
- mes "[Hanson]";
- switch(getarg(0)) {
- case 1:
- mes "I will send you to Prontera, the Capital City.";
- close2;
- savepoint "prontera",117,72;
- warp "prontera",150,50;
- end;
- case 2:
- mes "I will send you to Geffen, the City of Magic.";
- close2;
- savepoint "geffen",119,37;
- warp "geffen",122,65;
- end;
- case 3:
- mes "I will send you to Morroc, the Desert Town.";
- close2;
- savepoint "morocc",150,99;
- warp "morocc",155,110;
- end;
- case 4:
- mes "I will send you to Payon, the Mountain Village.";
- close2;
- savepoint "payon",70,100;
- warp "payon",166,67;
- end;
- case 5:
- mes "I will send you to Alberta, the Port City.";
- close2;
- savepoint "alberta",30,232;
- warp "alberta",114,58;
- end;
- case 6:
- mes "[Hanson]";
- mes "Come back when you've made up your mind.";
- close;
- }
-}
-new_1-4,100,29,1 duplicate(NvHanson) Final Tester#nv1 1_ETC_01
-new_2-4,100,29,1 duplicate(NvHanson) Final Tester#nv2 1_ETC_01
-new_3-4,100,29,1 duplicate(NvHanson) Final Tester#nv3 1_ETC_01
-new_4-4,100,29,1 duplicate(NvHanson) Final Tester#nv4 1_ETC_01
-new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
-
-// Job Test
-//============================================================
-- script Job Guide Lark::NvLark -1,{
- mes "[Lark]";
- mes "Have you decided what job you're going to choose?";
- next;
- mes "[Lark]";
- mes "I've prepared a test to see what's the best job for you, according to your answers.";
- next;
- mes "[Lark]";
- mes "How about it?";
- mes "Would you like to take the test?";
- next;
- .@loop = 1;
- while(.@loop) {
- switch(select("Take the test.:What's the test for?:No, thank you.")) {
- case 1:
- mes "[Lark]";
- mes "Great!";
- mes "Let's start the test~";
- next;
- .@loop = 0;
- break;
- case 2:
- mes "[Lark]";
- mes "I will ask you a few simple questions.";
- mes "Through this test, we will check "+strcharinfo(0)+"'s personality and propensity so that we can find the most appropriate job for you.";
- next;
- mes "[Lark]";
- mes "There are 3 different types of tests and a total of 30 questions.";
- next;
- mes "[Lark]";
- mes "What do you think? Will you take the test?";
- next;
- break;
- case 3:
- mes "[Lark]";
- mes "If you haven't decided what job you want yet,";
- mes "I suggest that you take the test.";
- close;
- }
- }
- mes "[Lark]";
- mes "Let's start the first test.";
- mes "Choose the answer that you like the most.";
- mes "^FF0000There are 5 questions.^000000";
- next;
- mes "[Lark]";
- mes "In the middle of the dark, you're walking on the streets of Prontera when you suddenly hear someone scream.";
- next;
- mes "'Aaaahh!! Don't hurt me ~'";
- next;
- mes "You run to the place and see someone surrounded by punks. Because of your sudden appearance, the punks are surprised.";
- mes "What would be your reaction in this situation?";
- next;
- switch(select("Fight against the punks:Cast Magic.:Call for Guards.:Throw rocks at them.")) {
- case 1:
- .@question_01$ = "You subdue them easily.";
- ++.@swordman_p;
- ++.@taekwon_p;
- ++.@ninja_p;
- break;
- case 2:
- .@question_01$ = "You cast a spell on them.";
- ++.@magician_p;
- break;
- case 3:
- .@question_01$ = "You call for help and Guards come to your aid.";
- ++.@acolyte_p;
- break;
- case 4:
- .@question_01$ = "You skillfully throw rocks at the punks.";
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes .@question_01$+" You have destroyed the street punks.";
- mes "After clearing up the mess, you approach the person who was being attacked.";
- mes "Do you think the person who was surrounded by punks is a man or a woman?";
- next;
- switch(select("Man:Woman")) {
- case 1:
- .@question_02_01$ = "he";
- .@question_02_02$ = "son";
- break;
- case 2:
- .@question_02_01$ = "she";
- .@question_02_02$ = "daughter";
- break;
- }
- mes "[Lark]";
- mes "You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of a very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family.";
- mes "What kind of errand was "+.@question_02_01$+" doing?";
- next;
- switch(select("Delivering an important object:Delivering a small souvenir:Delivering a message")) {
- case 1:
- ++.@swordman_p;
- ++.@archer_p;
- ++.@magician_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@taekwon_p;
- break;
- case 3:
- ++.@acolyte_p;
- break;
- }
- mes "[Lark]";
- mes "Thanks to your bravery, "+.@question_02_01$+" becomes your friend and decides to go on a trip.";
- mes "Where are you going?";
- next;
- switch(select("Capital city, Prontera:Mountain city, Payon:Port city, Alberta:Magic city, Geffen:Satelite city, Izlude:Desert city, Morocc:Industrial city, Einbroch:World of natural life, Amatsu:Garden city, Hugel")) {
- case 1:
- ++.@acolyte_p;
- break;
- case 2:
- ++.@taekwon_p;
- break;
- case 3:
- ++.@merchant_p;
- break;
- case 4:
- ++.@magician_p;
- break;
- case 5:
- ++.@swordman_p;
- break;
- case 6:
- ++.@thief_p;
- break;
- case 7:
- ++.@gunslinger_p;
- break;
- case 8:
- ++.@ninja_p;
- break;
- case 9:
- ++.@archer_p;
- break;
- }
- mes "[Lark]";
- mes "You're having a great time. Do you feel like something will be happening or not?";
- next;
- switch(select("Happening:Not happening.")) {
- case 1:
- ++.@thief_p;
- ++.@swordman_p;
- ++.@ninja_p;
- ++.@taekwon_p;
- ++.@magician_p;
- ++.@thief_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@merchant_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Let's go now for the second test. Choose the best answer in your own opinion.";
- mes "^FF0000There are 5 questions.^000000";
- next;
- switch(select("Study:Exercise:Service:Violence")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@swordman_p;
- ++.@taekwon_p;
- break;
- case 3:
- ++.@acolyte_p;
- break;
- case 4:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- }
- switch(select("Change:Preservation")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- switch(select("Consumer:Seller:Producer")) {
- case 1:
- ++.@swordman_p;
- ++.@thief_p;
- ++.@acolyte_p;
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@merchant_p;
- break;
- case 3:
- ++.@magician_p;
- break;
- }
- switch(select("Speed:Caution")) {
- case 1:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- switch(select("Theory:Experience")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@swordman_p;
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Let's go now for the third test. Please answer (Yes) or (No) to each question.";
- mes "^FF0000There are 20 questions.^000000";
- next;
- mes "[Lark]";
- mes "Do you always pick up the money that you find on the ground?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@merchant_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- mes "[Lark]";
- mes "If you had the same name as someone of the opposite sex, would that make you less attracted to them?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@ninja_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like being able to carry a lot of items at once?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@swordman_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@magician_p;
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like reading books?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@taekwon_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@ninja_p;
- ++.@merchant_p;
- break;
- }
- mes "[Lark]";
- mes "Do you read everything in a magazine?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you take the time to worry about what you are wearing?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@merchant_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@swordman_p;
- ++.@thief_p;
- break;
- }
- mes "[Lark]";
- mes "Do you tell others what kind of fancy foods you've eaten recently?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@thief_p;
- ++.@swordman_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Do you write things down in a notebook often?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@magician_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@archer_p;
- break;
- }
- mes "[Lark]";
- mes "Do you consider yourself attractive?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@ninja_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@swordman_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like being in areas where a lot of people gather?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@acolyte_p;
- ++.@swordman_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@ninja_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like the idea of living a single life?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like keeping your distance from others?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@gunslinger_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Do you think that having a good hiding space is important in battle?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@magician_p;
- ++.@gunslinger_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@taekwon_p;
- ++.@magician_p;
- break;
- }
- mes "[Lark]";
- mes "Would you defend your friends even if you knew they were wrong?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@swordman_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- }
- mes "[Lark]";
- mes "Would you try to convince an enemy not to fight you with logic?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@archer_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@archer_p;
- break;
- }
- mes "[Lark]";
- mes "Can you sit still in the same place for a long time?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@taekwon_p;
- ++.@thief_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you think that you can take a punch straight to the gut from an Orc?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@swordman_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@magician_p;
- ++.@thief_p;
- break;
- }
- mes "[Lark]";
- mes "Do you make up nicknames for your friends?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@gunslinger_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you always have a plan B for various situations?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@thief_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@gunslinger_p;
- ++.@merchant_p;
- break;
- }
- mes "[Lark]";
- mes "When talking with other people, do you take time so that the others have time to think?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@ninja_p;
- ++.@archer_p;
- break;
- }
-
- // Calculate player's job.
- // In the official script, higher .@who_job value always wins in a tie.
- setarray .@points[0],
- .@swordman_p, .@magician_p, .@archer_p, .@merchant_p, .@thief_p, .@acolyte_p, .@taekwon_p, .@gunslinger_p, .@ninja_p;
- .@max = .@points[0];
- for(.@i = 1; .@i<9; ++.@i) {
- if (.@points[.@i] >= .@max) {
- .@max = .@points[.@i];
- .@ele = .@i;
- }
- }
- .@who_job = .@ele+1; // To match the official script's numbering.
-
- mes "[Lark]";
- mes "Thank you, have a long life.";
- mes "The vocational aptitude assessment is finished.";
- next;
- mes "[Lark]";
- mes "... ... the result is an aggregate. ... ...";
- next;
- mes "[Lark]";
- mes "Tabulation is complete.";
- mes "'^0000FFSo^000000', if you press this button";
- mes "you can see the results.";
- next;
- switch(.@who_job) {
- case 1:
- .@job$ = "Swordman";
- mes "[Lark]";
- mes "...simple and straightforward...";
- mes "...strong beliefs can affect the world...";
- mes "...stands for hope that the people...";
- mes "...to protect loyalty.";
- mes "...thrusting you ...";
- next;
- break;
- case 2:
- .@job$ = "Wizard";
- mes "[Lark]";
- mes "...to understand all these things alone deulmyeo...";
- mes "...hard work and independent thinking...";
- mes "...type. Excellent judgement, naehyangjeok...";
- mes "...and analytical, with insight...";
- mes "...type : he observes everything...";
- next;
- break;
- case 3:
- .@job$ = "Archer";
- mes "[Lark]";
- mes "...immeasurable, have many emotions...";
- mes "...to people who are trying to understand...";
- mes "...trying to understand the type to receive. Also,...";
- mes "...rejects mediocrity, and his true...";
- mes "...type of life to live. Impressionable...";
- mes "...rich and romantic ...";
- next;
- break;
- case 4:
- .@job$ = "Merchant";
- mes "[Lark]";
- mes "...to identify people's sense of hearing...";
- mes "...outstanding determination and goals...";
- mes "...oriented and a strong type of responsibility...";
- mes "...seongchwiyok strong...";
- next;
- break;
- case 5:
- .@job$ = "Thief";
- mes "[Lark]";
- mes "...always makes life fun and who wants...";
- mes "...always trying to find a new job...";
- mes "...contribution to the world,...";
- mes "...that type. Adventurer,...";
- mes "...optimistic.";
- next;
- break;
- case 6:
- .@job$ = "Acolyte";
- mes "[Lark]";
- mes "...mentality makes him warm and considerate for others...";
- mes "I know I have loved anyone,...";
- mes "...be of help to others and for others...";
- mes "...type of well-caring.";
- mes "...always wants to help others.";
- next;
- break;
- case 7:
- .@job$ = "Taekwon Boy/Girl";
- mes "[Lark]";
- mes "...to believe with a stubborn conviction...";
- mes "...heart and spirit of the grassland is consistent: it...";
- mes "...make steps to move forward.";
- mes "...type of comments or want to understand the beliefs...";
- mes "...that type of effort to correct through training,...";
- mes "...to have a sound mind...";
- next;
- break;
- case 8:
- .@job$ = "Gunslinger";
- mes "[Lark]";
- mes "People often praised Justice.";
- mes "Sometimes fear and confusion may exist...";
- mes "...that time, the definition of confusion...";
- mes "...to maintain the balance, you're carrying the burden...";
- mes "...for you ...";
- next;
- break;
- case 9:
- .@job$ = "Ninja";
- mes "[Lark]";
- mes "...to avoid the type of self-aspiring...";
- mes "...married to a prominent goal and quietly avoiding...";
- mes "...step and their goals...";
- mes "...type of reaching your goal until they're complete...";
- mes "...I do not regret it as ...";
- next;
- break;
- default:
- mes "[Lark]";
- mes "An error has occurred.";
- close;
- }
- mes "[Lark]";
- mes "^8014EB"+.@job$+" is the job that suits you.^000000";
- next;
- mes "[Lark]";
- mes "Well, "+.@job$+", you can choose among various career pathways.";
- mes "Do you want to determine the job that suits you?";
- mes "Do you want to select a job?";
- next;
- switch(select(.@job$+".:Any other profession.")) {
- case 1:
- mes "[Lark]";
- mes "The Novice Training Center course is now shut down, "+.@job$+". Would you like to make this occupation your profession?";
- next;
- if(select("I will think about it again.:I'll choose the former.") == 1) {
- mes "[Lark]";
- mes "You will receive a book corresponding to each job type.";
- mes "Please have enough experience to determine carefully the job that suits you.";
- close;
- }
- break;
- case 2:
- mes "[Lark]";
- mes "Quit now the Training Center Course. Would you like to make an occupation your career choice?";
- next;
- if(select("I will think about it again.:I still want to change my job.") == 1) {
- mes "[Lark]";
- mes "Primer of each class would have received.";
- mes "Have enough experience to determine looked carefully, please.";
- close;
- }
- mes "[Lark]";
- mes "Yes, sir. Please select your desired job.";
- next;
- .@who_job = select("Swordman:Wizard:Archer:Merchant:Thief:Acolyte:Taekwon Boy/Girl:Gunslinger:Ninja:I'll think again.");
- if (.@who_job == 10) {
- mes "[Lark]";
- mes "The Novice Training Center has a lot of sea experience, please pay attention along the way.";
- close;
- }
- break;
- }
- callfunc "F_NvErase",1;
- .@str$ = "^A62A2A'"+strcharinfo(0)+"^000000'! Take care and may Freya bless you on your journey.";
- switch(.@who_job) {
- case 1:
- mes "[Lark]";
- mes "We will send you";
- mes "to the swordman guild in Izlude, the Satelite city.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude_in",74,167;
- end;
- case 2:
- mes "[Lark]";
- mes "We will send you";
- mes "to the magician guild in Geffen, the Magical City.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- end;
- case 3:
- mes "[Lark]";
- mes "We will send you";
- mes "to the Archer Guild in Payon, the city of mountains.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "payon",256,242;
- warp "payon_in02",64,65;
- end;
- case 4:
- mes "[Lark]";
- mes "We will send you";
- mes "to the merchant guild in Alberta, the Port City.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- end;
- case 5:
- mes "[Lark]";
- mes "We will send you";
- mes "to the thief guild in Morocc, the desert city.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "morocc",150,99;
- warp "moc_prydb1",99,185;
- end;
- case 6:
- mes "[Lark]";
- mes "We will send you";
- mes "to the Prontera, the capital city of the Rune-Midgarts Kingdom.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- end;
- case 7:
- mes "[Lark]";
- mes "We will send you";
- mes "to the Phoenix in Payon, the city of mountains.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "payon",164,58;
- warp "payon",163,141;
- end;
- case 8:
- mes "[Lark]";
- mes "You will be sent to the flyship";
- mes "in Izlude, the Satelite city.";
- mes "You can get on the flyship to go to Einbroch, the city of industries.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude",128,67;
- end;
- case 9:
- mes "[Lark]";
- mes "We will send you";
- mes "to the captain of the smuggling ship.";
- mes "You can move to Amatsu";
- mes "with the captain's help.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "alberta",117,56;
- warp "alberta",171,132;
- end;
- default:
- mes "[Lark]";
- mes "An error has occurred. If you keep having the same problem, please contact the local GM team.";
- close;
- }
-}
-new_1-3,106,50,4 duplicate(NvLark) Job Guide Lark#01 4_M_KID1
-new_2-3,106,50,4 duplicate(NvLark) Job Guide Lark#02 4_M_KID1
-new_3-3,106,50,4 duplicate(NvLark) Job Guide Lark#03 4_M_KID1
-new_4-3,106,50,4 duplicate(NvLark) Job Guide Lark#04 4_M_KID1
-new_5-3,106,50,4 duplicate(NvLark) Job Guide Lark#05 4_M_KID1
diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt
deleted file mode 100644
index 5578d7700..000000000
--- a/npc/re/jobs/novice/supernovice_ex.txt
+++ /dev/null
@@ -1,689 +0,0 @@
-//===== Hercules Script ======================================
-//= Expanded Super Novice Job Quest
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1a
-//===== Description: =========================================
-//= Job Change quest for Expanded Super Novice class.
-//===== Additional Comments: =================================
-//= 1.0 All dialogue is custom, contains some incorrect behaviors.
-//= 1.1 Switched to a translated copy of the official script
-//= by Gennosuke Kouga, but vastly edited its content. [Euphy]
-//= 1.1a Replaced effect numerics with constants. [Euphy]
-//============================================================
-
-function script Esseray_Ex {
- if (BaseLevel > 98 && JobLevel > 98) {
- if (EXSUPNOV_Q > 0 && EXSUPNOV_Q < 6) {
- mes "[Esseray]";
- mes "A legend in the Novice world has disappeared to do something in Comodo.";
- mes "You should find him.";
- next;
- mes "[Esseray]";
- mes "He can guide you along";
- mes "the correct path...";
- close;
- }
- mes "[Esseray]";
- mes "Oh? Are you one of our Novice Society?";
- mes "You're looking good.";
- next;
- mes "[Esseray]";
- mes "You look full of energy...";
- mes "You seem strong enough to endure the test.";
- next;
- mes "[Esseray]";
- mes "I know a way to become stronger. Are you willing you try it?";
- next;
- if(select("No, I'm okay now.:I want to be stronger!") == 1) {
- mes "[Esseray]";
- mes "If you are satisfied with mediocrity, I can't help you.";
- mes "Live a normal life then.";
- close;
- }
- mes "[Esseray]";
- mes "Good!";
- mes "A legend in the Novice world has disappeared to do something in Comodo.";
- mes "You should find him.";
- next;
- setquest 5092;
- EXSUPNOV_Q = 1;
- mes "[Esseray]";
- mes "He can guide you along";
- mes "the correct path...";
- close;
- }
- else return;
-}
-
-beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{
- if (questprogress(5092)) {
- mes "[Fishing Novice]";
- mes "Sh --------- !!";
- mes "Be quiet please.";
- mes "You'll scare the fish.";
- next;
- select("Hmm... 'scuse me...");
- mes "[Fishing Novice]";
- mes "Aaaaaaak!!";
- mes "What are you doing?";
- mes "I told you be quiet!";
- mes "They're swimmin' away bacause of the noise~";
- next;
- mes "[Fishing Novice]";
- mes "(-- sh--aking --)";
- mes "Who... are you?";
- mes "Why are you disrupting my fishing?";
- next;
- select("I have a delivery from Esseray...");
- emotion e_hmm;
- mes "[Fishing Novice]";
- mes "What? Esseray? Esseray?";
- mes "Hmm! I know him...";
- mes "Esseray... Esseray... hmm.";
- next;
- emotion e_dots,1;
- emotion e_dots;
- mes "..................";
- next;
- emotion e_gasp;
- mes "[Fishing Novice]";
- mes "Ahhhh --- !! ----- Ahhhh ---!!";
- mes "Got it! --- Got it!";
- mes "^0000FFA member of Novice Society in Aldebaran.^000000";
- mes "Esseray, right? Wrong?";
- next;
- if(select("No he isn't:Yes, right") == 2) {
- mes "[Fishing Novice]";
- mes "Hu hu~ my sense is still alive...";
- next;
- mes "[Fishing Novice]";
- mes "So what do you want from me?";
- }
- else {
- mes "[Fishing Novice]";
- mes "What?! He isn't?";
- mes "Then where is Esseray from?";
- next;
- emotion e_dots,1;
- emotion e_dots;
- mes ".... .... .... ....";
- next;
- mes "[Fishing Novice]";
- mes "What -------- !!";
- mes "That isn't important, right?";
- next;
- mes "[Fishing Novice]";
- mes "Then -------- !!";
- mes "Why did you come here?";
- }
- next;
- mes "- You explain why you're here. -";
- next;
- emotion e_hmm;
- mes "[Fishing Novice]";
- mes "Hmm... it is an easy and hard question at the same time.";
- next;
- mes "- You hear a voice complaining about something. -";
- next;
- emotion e_an;
- mes "[Fishing Novice]";
- mes "Esseray! Such a son of a %@&$# spoiling my vacation...";
- next;
- mes "[Fishing Novice]";
- mes "Haaaaa~";
- mes "My poor life~";
- mes "Ahhh~ so many problems.";
- next;
- emotion e_what;
- mes "[Fishing Novice]";
- mes "Too ~ hard. Hey, little kid!";
- mes "What's your name?";
- next;
- select(strcharinfo(0)+", how about you?");
- mes "[Nodor]";
- mes "My name is Nodor! Nodor.";
- next;
- mes "[Nodor]";
- mes ".... .... .....";
- next;
- mes "[Nodor]";
- mes "Hey! I can see what you are thinking about in your face~";
- next;
- mes "[Nodor]";
- mes "Since my name is Nodor I've been made fun of my whole life.";
- mes "Condor and Odor...";
- mes "Don't try to fool me.";
- next;
- changequest 5092,5093;
- mes "[Nodor]";
- mes "Whatever the reason is... you are here!";
- mes "Let's get together to go further.";
- mes "Come again after a while~";
- next;
- mes "- Talk to him again. -";
- close;
- }
- else if (questprogress(5093)) {
- mes "[Nodor]";
- mes "Emmhmm ----- !!";
- next;
- mes "- Nodor gives you a suspicious look. -";
- next;
- mes "[Nodor]";
- mes "Didn't you know that the ^0000FFSuper Novice^000000 was excellent?";
- next;
- mes "- Nodor asks with confidence. -";
- next;
- mes "[Nodor]";
- mes "Hey! Super Novice~";
- mes "Do you know who I am?";
- next;
- select("What are you talking about?!");
- mes "[Nodor]";
- mes "Heh...";
- mes "You've got a lot of nerve, don't you?";
- next;
- select("... ..... ...");
- mes "- This guy is a weirdo. -";
- next;
- mes "[Nodor]";
- mes "Hey! Super Novice ~";
- mes "I will make you stronger!";
- mes "So will you believe what I tell you?";
- next;
- if(select("I won't follow you.:Why not? kehehe~") == 1) {
- mes "[Nodor]";
- mes "Refusing? Don't you want to be strong?";
- mes "I'd love to do nothing too.";
- mes "Just let me fish if you want to go.";
- close;
- }
- mes "[Nodor]";
- mes "Emmhmm~ Do I sound harsh?";
- mes "Hmm, I can't help using such words.";
- next;
- mes "[Nodor]";
- mes "Don't sweat it.";
- mes "It's no problem for me to teach you to be stronger.";
- next;
- mes "[Nodor]";
- mes "Great~!";
- mes "What is your issue?";
- mes "You don't know how to be stronger. Right?";
- next;
- select("Yes, I can't get stronger.");
- emotion e_hmm;
- mes "[Nodor]";
- mes "Hhhmmm ~!";
- mes "There's a way to do it...";
- mes "It is dangerous, but I can";
- mes "tell you how.";
- next;
- mes "[Nodor]";
- mes "I'll only do this on one condition. You do not ask anything and you do everything I tell you!";
- mes "How about it?";
- mes "Are you willing to do this?";
- next;
- if(select("No, I will not!:Let's do this!") == 1) {
- mes "[Nodor]";
- mes "To be strong is the only way to live!";
- mes "Do you want to be a weakling forever?";
- next;
- mes "[Nodor]";
- mes "I will give you a tip.";
- mes "You can't always be right.";
- mes "Sometimes you need to check your ego and listen to others.";
- emotion e_an;
- close;
- }
- mes "[Nodor]";
- mes "All right --------- !!";
- mes "Your passion will make you stronger.";
- mes "You calm?";
- next;
- mes "[Nodor]";
- mes "What I want you to do is...";
- mes "Hunt 1,000 monsters.";
- next;
- mes "[Nodor]";
- mes "Do you know what this is for?";
- next;
- setarray .@Monsters$[0],"Poring","Lunatic","Fabre","Picky";
- .@i = rand(4);
- changequest 5093,5094+.@i;
- mes "[Nodor]";
- mes "You know what a ^FF0000"+.@Monsters$[.@i]+"^000000 monster is, right?";
- next;
- mes "[Nodor]";
- mes "Hunt 1,000!";
- mes "Do not say you can't do this!";
- mes "I know that's a lot of monsters, but they're so weak!";
- next;
- select("Are you kidding me?");
- mes "[Nodor]";
- mes "Huh huh~!";
- mes "Rembember, no questions!";
- mes "Don't come back until you've hunted 1,000.";
- close;
- }
- else if (questprogress(5094) || questprogress(5095) || questprogress(5096) || questprogress(5097)) {
- mes "["+strcharinfo(0)+"]";
- mes "Hey, Nodor!";
- next;
- emotion e_omg;
- mes "[Nodor]";
- mes "Oh my god!";
- mes "So frightened... let me see?";
- next;
- if (questprogress(5094,HUNTING) != 2 && questprogress(5095,HUNTING) != 2 && questprogress(5096,HUNTING) != 2 && questprogress(5097,HUNTING) != 2) {
- mes "[Nodor]";
- mes "Hey! Super Novice!";
- mes "Didn't I say to hunt 1,000?";
- mes "Don't come back until you have.";
- close;
- }
- mes "[Nodor]";
- mes "Have you hunted all 1,000 already?";
- next;
- mes "[Nodor]";
- mes "You are better than I thought.";
- mes "Anyway, what was the monster that I told you to hunt?";
- next;
- .@i = select("Poring:Lunatic:Fabre:Picky:Baphomet")-1;
- if (.@i == 4) {
- mes "[Nodor]";
- mes "Heheh? Can you seriously hunt Baphomet alone?";
- mes "Don't tell a lie!! I will hit you!!";
- close;
- }
- if (questprogress(5094+.@i,HUNTING) != 2) {
- mes "[Nodor]";
- mes "Don't tell a lie!";
- mes "I didn't tell you to hunt this!";
- close;
- }
- changequest 5094+.@i,5098;
- emotion e_heh;
- mes "[Nodor]";
- mes "keheheheheheh~";
- next;
- mes "[Nodor]";
- mes "You annoyed me so I made you do this task...";
- next;
- mes "[Nodor]";
- mes "Wow! You actually hunted all 1,000?";
- mes "I guess I can't question your passion to be stronger.";
- next;
- mes "[Nodor]";
- mes "Okay! So far so good.";
- mes "I will let you know how to overcome your strength deficiencies.";
- close;
- }
- else if (questprogress(5098)) {
- if (rand(10) != 1) {
- mes "[Nodor]";
- mes "Oh! You already came here?";
- mes "Didn't you say you have something to handle?";
- mes "You have enough passion but...";
- mes "you need to learn patience.";
- close;
- }
- emotion e_gg;
- mes "[Nodor]";
- mes "Hhhhhhhhhh~";
- next;
- mes "[Nodor]";
- mes "Oh sorry! Sorry!";
- mes "I got a letter from my brother a long time ago, will you read my letter for your information?";
- next;
- if(select("Yes, I will:No, I won't") == 2) {
- mes "[Nodor]";
- mes "You should read more!";
- next;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Tsk*... Ok...";
- next;
- }
- mes "- He throws a bundled letter at you. -";
- next;
- mes "Dear Bro. Nodor,";
- mes " ";
- mes "Hey Bro, it's your brother Nudor. How have you been? The reason I'm writing this letter is...";
- mes "I need money for food. You've got so much money, so help me out.";
- next;
- mes "If you don't... Remember last time you %$&*@*&%$...";
- mes "- The letter is crumpled, so you can't read more. -";
- mes "I'm still in the Schwaltzvalt Republic.";
- mes "~ Nudor";
- next;
- mes "- You get an uneasy feeling from reading this letter. -";
- next;
- mes "[Nodor]";
- mes "Hu~u~";
- mes "Hmm, I only have one brother and he's always asking for money.";
- mes "It's got to be my fame... T_T";
- next;
- mes "- Now you really have an uneasy feeling. -";
- next;
- changequest 5098,5099;
- mes "[Nodor]";
- mes "Hey- Super Novice "+strcharinfo(0)+"!";
- next;
- mes "[Nodor]";
- mes "You can give some to my bro. He's up in the airship.";
- close;
- }
- else if (questprogress(5099)) {
- mes "[Nodor]";
- mes "Have you visited already?";
- next;
- select("How much money should I give?");
- mes "[Nodor]";
- mes "Oh, you didn't go there yet?";
- mes "Give him a little, ya~";
- next;
- mes "[Nodor]";
- mes "100,000 zeny is okay~";
- mes "1,000,000 zeny is okay~";
- mes "10,000,000 zeny is okay~";
- close;
- }
- else if (questprogress(5100)) {
- if (EXSUPNOV_Q_ == 3) .@str$ = "300,000";
- else if (EXSUPNOV_Q_ == 4) .@str$ = "1,000,000";
- else .@str$ = "100,000";
- mes "[Nodor]";
- mes "Hey, have you gone there?";
- mes "I got another message from my bro.";
- next;
- mes "Bro, someone gave me...";
- mes .@str$+" Zeny.";
- mes "You do care about me...";
- mes "~ Nudor";
- next;
- select("He seemed so hungry...");
- mes "[Nodor]";
- mes "By the way...";
- mes .@str$+" Zeny is so little considering my celebrity status, don't you think?";
- next;
- select("Eh.....");
- mes "[Nodor]";
- mes "Anyway~";
- mes .@str$+" Zeny...";
- mes "Don't you think you gave him too little? My reputation is gonna take a hit now.";
- next;
- select("Hey...");
- mes "[Nodor]";
- mes "Wow, you've got my point already?";
- next;
- mes "[Nodor]";
- mes "I think you are right.";
- mes "This test is about your ability to open someone else's sympathy.";
- next;
- mes "[Nodor]";
- mes "I mean your consuming habit and your gut...";
- mes "Hahahaha!";
- next;
- select("Hey, that's not my...");
- mes "[Nodor]";
- mes "Hmm? Ah...";
- mes "I almost forgot to tell";
- mes "you how to exceed your limit,";
- mes "didn't I?";
- next;
- mes "[Nodor]";
- mes "Eh-hem! I was not just killing time after I sent you!!";
- next;
- emotion e_omg;
- mes "[Nodor]";
- mes "What the? --- ah? --- !!";
- next;
- select("??????");
- emotion e_swt;
- mes "[Nodor]";
- mes "Watch out!! A bunch of Golems are running after us!";
- mes "We... have to run...!!!";
- next;
- emotion e_omg,1;
- if(select("What?!:Um?") == 2) {
- mes "- You look around, and -";
- mes "- there is nothing behind you. -";
- mes "- When you are about to doubt... -";
- }
- else {
- mes "- You ask Nodor once -";
- mes "- again in your fright... -";
- }
- next;
- if (SkillPoint) {
- mes "[Nodor]";
- mes "You've still got some skill points that aren't used up.";
- mes "I can't make you stronger until you use those points.";
- close;
- }
- specialeffect2 EF_LORD;
- specialeffect2 EF_SIGHTRASHER;
- specialeffect2 EF_STORMGUST;
- erasequest 5100;
- mes "[Nodor]";
- mes "Haha ------------- !!";
- mes "----- uhhahaha----- !!";
- mes "------------ yay -- !!";
- next;
- nude;
- callfunc "F_ClearJobVar"; // -- Clears all job variables for the current player
- jobchange roclass(eaclass()|EAJL_THIRD);
- EXSUPNOV_Q = 5;
- emotion e_heh;
- mes "[Nodor]";
- mes "Puhahahahahahahahahahah!!";
- mes "Good! You scared yet?";
- next;
- select("... ... ...");
- emotion e_dots,1;
- emotion e_sry;
- mes "[Nodor]";
- mes "Sorry for scaring you!";
- mes "I think our duty and mission as Novices is to make days joyful.";
- next;
- mes "[Nodor]";
- mes "Well then, don't you feel something just changed?";
- mes "Feel your body lighter than before...?";
- mes "Or more powerful?";
- next;
- select("...? ...? ...?");
- emotion e_what,1;
- mes "[Nodor]";
- mes "Oh--- My--- (tut,tut,tut)!!";
- next;
- emotion e_hmm;
- mes "[Nodor]";
- mes "Mr. Sieu Ngu --";
- mes "Not to be mean, but";
- mes "you are a little dull...";
- mes "Don't you feel different now?";
- next;
- if(select("What are you talking about?:I got it!") == 1) {
- mes "[Nodor]";
- mes "Eh--- right, you are dull, aren't you?";
- mes "You already exceeded your limit.";
- next;
- mes "[Nodor]";
- mes "You can be stronger than before.";
- mes "Wasn't it your dream?";
- next;
- }
- mes "[Nodor]";
- mes "Ok~!";
- mes "Now march to the world and live as a Novice and enjoy your free, happy life!";
- mes "That's it!";
- close;
- }
- else if (EXSUPNOV_Q == 5) {
- mes "[Nodor]";
- mes "(Pouting) ------------- !!";
- mes "So you're finally back.";
- next;
- mes "[Nodor]";
- mes "To celebrate this new Novice comrade, I've prepared some equipment to give you --";
- next;
- mes "[Nodor]";
- mes "Don't forget to make sure that you have enough ^FF0000inventory^000000 to take these items from me.";
- mes "And don't say I didn't warn you either.";
- next;
- if(select("Yes, let me check my inventory.:I'm good, show me.") == 1) {
- mes "[Nodor]";
- mes "Well, well!";
- mes "You know! Have no regrets.";
- close;
- }
- mes "[Nodor]";
- mes "There are what I used to wear when I was younger,";
- mes "but they are still good.";
- if (EXSUPNOV_Q_ == 3) getitem 2522,1; // Undershirt
- else if (EXSUPNOV_Q_ == 4) {
- getitem 2628,1; // Novice Armlet [1]
- getitem 2113,1; // Novice Shield [1]
- getitem 2416,1; // Novice Shoes [1]
- getitem 5119,1; // Super Novice Hat [1]
- getitem 2512,1; // Novice Manteau [1]
- getitem 2340,1; // Novice Breastplate [1]
- }
- else getitem 2340,1; // Novice Breastplate [1]
- next;
- select("Second-hand stuff, huh?");
- mes "[Nodor]";
- mes "Give them back to me.";
- mes "How can you react like that when I offer you my possessions?";
- next;
- mes "[Nodor]";
- mes "I...";
- mes "I can't take back what I already gave away.";
- next;
- mes "[Nodor]";
- mes "Now I am going to say greetings again.";
- next;
- specialeffect2 EF_RECOVERY;
- mes "[Nodor]";
- mes "Let Super Novice "+strcharinfo(0)+" be blessed with the Super Novice Guardian!";
- EXSUPNOV_Q = 6;
- close;
- }
- else if (EXSUPNOV_Q > 5) {
- mes "[Nodor]";
- mes "Don't forget that you are a Novice.";
- mes "Be a Novice always!";
- mes "The aim of life is to have a nice and normal time!";
- close;
- }
- mes "[Fishing Novice]";
- mes "Hush!";
- mes "Please be quiet because you'll";
- mes "scare all the fish away.";
- close;
-}
-
-airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{
- if (questprogress(5099)) {
- mes "[Nudor]";
- mes "Ahhh~ I have no money to buy any food.";
- mes "I'm hungry, but I have no idea when Brother is coming...";
- next;
- select("Hey, are you... Mr. Nudor?");
- mes "[Nudor]";
- mes "Eeeeeh?! Who wants to know?";
- mes "Do I know you?";
- next;
- mes "- You explain to Nudor why you have come to see him. -";
- next;
- mes "[Nudor]";
- mes "Aha! You've come to give me some pocket money in place of my bro~";
- next;
- mes "[Nudor]";
- mes "Wowowow~~ How much did he give you?";
- next;
- mes "- Nudor stares with twinkling -";
- mes "- eyes, holding out his hands. -";
- mes "- How much do you want to give? -";
- next;
- .@i = select("I have no money:Give 100,000 Zeny:Give 300,000 Zeny:Give 1,000,000 Zeny:Give all the money you have");
- mes "[Nudor]";
- if (.@i == 1) {
- mes "- crying -";
- mes "I hate Nodor --- !";
- mes "I hate you too --- !";
- close2;
- warp "airplane",70,93;
- end;
- }
- else if (.@i < 5) {
- switch(.@i) {
- case 2: .@str$ = "100,000"; .@n = 100000; break;
- case 3: .@str$ = "300,000"; .@n = 300000; break;
- case 4: .@str$ = "1,000,000"; .@n = 1000000; break;
- }
- mes "Lovely~~ Did he give you "+.@str$+" Zeny? That's pretty much!";
- next;
- if (Zeny < .@n) {
- mes "[Nudor]";
- mes "What? But where is "+.@str$+" Zeny?";
- close;
- }
- }
- else {
- mes "Oh... oh my gosh, are you really giving me all the Zeny you have? Really?";
- next;
- if(select("No, not really...:Give it all") == 1) {
- mes "[Nudor]";
- mes "Pshaw! How disappointing!";
- close;
- }
- if (!Zeny) {
- mes "[Nudor]";
- mes "Eh? But you don't have any money. You're so poor, huh?";
- close;
- }
- .@n = Zeny;
- }
- mes "[Nudor]";
- mes "Woa~!! "+.@n+" Zeny! This helped me so much~ Tehee~";
- mes "I can't believe it...";
- changequest 5099,5100;
- Zeny -= .@n;
- if (.@i < 5) EXSUPNOV_Q_ = .@i;
- else {
- if (.@n > 1000000) EXSUPNOV_Q_ = 4;
- else if (.@n > 300000) EX_SUPNOV_Q_ = 3;
- else EXSUPNOV_Q_ = 2;
- }
- next;
- mes "[Nudor]";
- if (Sex) mes "Did you know? You're really handsome~";
- else mes "I need to tell you, you are really... really~ beautiful.";
- next;
- mes "[Nudor]";
- mes "- You feel like you're being -";
- mes "- tricked, so go back to Nodor. -";
- close;
- }
- else if (questprogress(5100)) {
- mes "[Nudor]";
- mes "I cannot believe that my bro sent me money... I love it~";
- next;
- mes "[Nudor]";
- mes "Ooooops!";
- mes strcharinfo(0)+", hush --- !!";
- next;
- mes "[Nudor]";
- mes "Don't tell Nodor about this~~";
- close;
- }
- mes "[Nudor]";
- mes "Ahhh~ I have no money to buy any food.";
- mes "I'm hungry, but I have no idea when Brother is coming...";
- close;
-}
diff --git a/npc/re/jobs/repair.txt b/npc/re/jobs/repair.txt
deleted file mode 100644
index fd3c51d7a..000000000
--- a/npc/re/jobs/repair.txt
+++ /dev/null
@@ -1,271 +0,0 @@
-//===== Hercules Script ======================================
-//= Job Repairs
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Removes potentially conflicting job data.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Added GM management function. [Euphy]
-//= 1.2 Removed pointless comment. [Kisuka]
-//============================================================
-
-prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{
- if (checkweight(1201,1) == 0) {
- mes "I think you have too many items. Let's try it again after you take some out.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You're overweight with items so I don't think we can proceed any further. Challenge me after you've taken some items off.";
- close;
- }
- mes "[Valerie]";
- mes "I am Valerie; I help those with abnormalities. I am friends with Valkyrie.";
- next;
- mes "[Valerie]";
- mes "If both abnormalities disappear then we must start the test over from scratch. What would you like to do?";
- next;
- switch(select("I don't have any abnormalities:I think my body has some abnormalities")) {
- case 1:
- mes "[Valerie]";
- mes "That's a relief. Then please take care.";
- close;
- case 2:
- mes "[Valerie]";
- mes "Are you sure you want to intialize it and start over?";
- next;
- if(select("Nope:Yes, I want to start completely over") == 1) {
- mes "[Valerie]";
- mes "I understand. I'll see you next time";
- close;
- }
- mes "[Valerie]";
- mes "All items related to the existing conditions will disappear. Are you okay with this?";
- next;
- if(select("Nope:Yes, I want to start completely over.") == 1) {
- mes "[Valerie]";
- mes "I understand. I'll see you next time.";
- close;
- }
- mes "[Valerie]";
- mes "It seems that there are a sea of people who seemed to be cursed of not being able to get a significant other after going through with this. Are you still okay with this? ";
- next;
- if(select("Nope:I still want to intialize.") == 1) {
- mes "[Valerie]";
- mes "I understand. I will see you next time.";
- close;
- }
- mes "[Valerie]";
- mes "In extreme cases, some become crippled and can get ulcers. Do you still want to intilize former processes?";
- next;
- if(select("Nope:Please intilize the former processes") == 1) {
- mes "[Valerie]";
- mes "I understand. I will see you next time";
- close;
- }
- specialeffect2 EF_INVENOM;
- progressbar "0xffff00",3;
-
- // Warlock - quest items
- if (isequipped(2796) || isequipped(2797)) {
- mes "[Valerie]";
- mes "Please unequip the Magical Stone or Magical Stone Ring and try again.";
- close;
- }
- if (countitem(2796) || countitem(2797)) {
- if (isequipped(2796) || isequipped(2797)) {
- mes "[Valerie]";
- mes "Please talk to me after your replace all Magical Stones.";
- close;
- }
- setarray .@items[0], 2796, 2797, 6152, 6151; //Magical_Stone,Magical_Stone_,Glittering_Crystal,Peice_Of_Great_Bradium
- for(.@i = 0; .@i<4; ++.@i) {
- if (countitem(.@items[.@i]))
- delitem .@items[.@i], countitem(.@items[.@i]);
- }
- mes "[Valerie]";
- mes "You're carrying something that is unnecessary. I will sort it out for you.";
- close;
- }
-
- // Baby and third job characters meet no further conditions.
- if (eaclass()&(EAJL_BABY|EAJL_THIRD)) {
- mes "[Valerie]";
- mes "I don't think you should have any further business with me.";
- close;
- }
-
- // Rebirth - variable
- if ((Class >= Job_Swordman && Class <= Job_Crusader2) && ADVJOB != 0) {
- ADVJOB = 0;
- mes "[Valerie]";
- mes "You're carrying big karma- You should erase it.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- }
-
- // Second job - variable and quests
- // callsub L_Second, "<variable>", <quest>;
- if (Class == Job_Swordman) {
- callsub L_Second, "KNIGHT_Q", 9012;
- callsub L_Second, "CRUS_Q", 3015;
- } else if (Class == Job_Archer) {
- callsub L_Second, "HNTR_Q", 4013;
- callsub L_Second, "BARD_Q", 3004;
- callsub L_Second, "DANC_Q", 7006;
- } else if (Class == Job_Mage) {
- callsub L_Second, "WIZ_Q", 9018;
- callsub L_Second, "SAGE_Q", 2052;
- } else if (Class == Job_Merchant) {
- callsub L_Second, "BSMITH_Q", 2016;
- callsub L_Second, "ALCH_Q", 2040;
- } else if (Class == Job_Thief) {
- callsub L_Second, "ASSIN_Q", 8008;
- callsub L_Second, "ROGUE_Q", 2027;
- } else if (Class == Job_Acolyte) {
- callsub L_Second, "PRIEST_Q", 8016;
- callsub L_Second, "MONK_Q", 3032;
- }
-
- // Third job - variable and quests
- // callsub L_Third, "<variable>", <main quest>, <first quest>, <last quest>{, <additional quest>};
- if (BaseJob == Job_Assassin)
- callsub L_Third, "job_3rd_gc", 7100, 7091, 7116;
- else if (BaseJob == Job_Blacksmith)
- callsub L_Third, "job__mechanic", 10101, 10090, 10101;
- else if (BaseJob == Job_Hunter)
- callsub L_Third, "job_ranger01", 8262, 8254, 8262;
- else if (BaseJob == Job_Knight)
- callsub L_Third, "job_rune_edq", 3219, 3200, 3220;
- else if (BaseJob == Job_Priest)
- callsub L_Third, "job_arch", 2191, 2187, 2191;
- else if (BaseJob == Job_Wizard)
- callsub L_Third, "job_wl", 11112, 11106, 11112;
- else if (BaseJob == Job_Alchemist)
- callsub L_Third, "job_gen", 2223, 2209, 2217, 2223;
- else if (BaseJob == Job_Bard)
- callsub L_Third, "job_min", 11154, 11135, 11154;
- else if (BaseJob == Job_Crusader)
- callsub L_Third, "job_royal", 0, 12090, 12094;
- else if (BaseJob == Job_Dancer)
- callsub L_Third, "job_wan", 2222, 2218, 2222;
- else if (BaseJob == Job_Monk)
- callsub L_Third, "job_shu", 11158, 11155, 11158;
- else if (BaseJob == Job_Rogue)
- callsub L_Third, "job_sha", 7180, 7160, 7180;
- else if (BaseJob == Job_Sage)
- callsub L_Third, "job_soc", 12098, 12096, 12098;
-
- mes "[Valerie]";
- mes "I don't think you should have any further business with me.";
- close;
- }
-
-L_Second:
- if (getd(getarg(0)) != 0) {
- setd getarg(0),0;
- if (questprogress(getarg(1)) == 2)
- erasequest getarg(1);
- mes "[Valerie]";
- mes "I will help clear your problems for you that came from your former attempts.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- } else
- return;
-
-L_Third:
- if (getd(getarg(0)) != 0) {
- setd getarg(0),0;
- if (getarg(1)) {
- if (questprogress(getarg(1)) == 2)
- erasequest getarg(1);
- }
- for(.@i = getarg(2); .@i<=getarg(3); ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- if (getarg(4,0)) {
- if (questprogress(getarg(4)))
- erasequest getarg(4);
- }
- mes "[Valerie]";
- mes "I will help clear your problems for you that came from your former attempts.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- } else
- return;
-}
-
-- script Valerie#sign -1,{
- mes "^ff00ffI couldn't pay the office rent so I am temporarily relocating to the building across from the Prontera Refinery.^000000";
- mes " ";
- mes "^ff00ffValerie^000000";
- close;
-}
-in_moc_16,17,33,4 duplicate(Valerie#sign) Valerie#asn 2_BULLETIN_BOARD
-ein_in01,13,28,4 duplicate(Valerie#sign) Valerie#bls 2_BULLETIN_BOARD
-hu_in01,386,377,4 duplicate(Valerie#sign) Valerie#hnt 2_BULLETIN_BOARD
-prt_in,88,108,4 duplicate(Valerie#sign) Valerie#knt 2_BULLETIN_BOARD
-prt_church,19,36,4 duplicate(Valerie#sign) Valerie#prst 2_BULLETIN_BOARD
-gef_tower,110,30,4 duplicate(Valerie#sign) Valerie#wiz 2_BULLETIN_BOARD
-comodo,215,155,4 duplicate(Valerie#sign) Valerie#danc 2_BULLETIN_BOARD
-prt_castle,45,167,4 duplicate(Valerie#sign) Valerie#cru 2_BULLETIN_BOARD
-prt_monk,59,253,4 duplicate(Valerie#sign) Valerie#mnk 2_BULLETIN_BOARD
-moc_ruins,90,104,4 duplicate(Valerie#sign) Valerie#rg 2_BULLETIN_BOARD
-yuno_in02,43,62,4 duplicate(Valerie#sign) Valerie#sag 2_BULLETIN_BOARD
-prt_church,103,86,4 duplicate(Valerie#sign) Valerie#arch 2_BULLETIN_BOARD
-que_job01,75,92,4 duplicate(Valerie#sign) Valerie#gc 2_BULLETIN_BOARD
-yuno,129,150,4 duplicate(Valerie#sign) Valerie#mech 2_BULLETIN_BOARD
-tur_dun01,159,40,4 duplicate(Valerie#sign) Valerie#ran 2_BULLETIN_BOARD
-prt_in,167,24,4 duplicate(Valerie#sign) Valerie#rk 2_BULLETIN_BOARD
-spl_in02,81,102,4 duplicate(Valerie#sign) Valerie#wl 2_BULLETIN_BOARD
-alde_alche,38,181,4 duplicate(Valerie#sign) Valerie#alche 2_BULLETIN_BOARD
-alberta,198,129,4 duplicate(Valerie#sign) Valerie#min 2_BULLETIN_BOARD
-in_rogue,376,104,4 duplicate(Valerie#sign) Valerie#sc 2_BULLETIN_BOARD
-ve_in,244,122,4 duplicate(Valerie#sign) Valerie#shu 2_BULLETIN_BOARD
-xmas,166,209,4 duplicate(Valerie#sign) Valerie#wan 2_BULLETIN_BOARD
-
-sec_in02,12,40,5 script Job Repair 1_M_LIBRARYMASTER,1,1,{
- callfunc "F_GM_NPC";
- mes "Please input your password.";
- next;
- if (callfunc("F_GM_NPC","1854",1) == 1) {
- job_arch = 100;
- job_3rd_gc = 100;
- job__mechanic = 100;
- job_ranger01 = 100;
- job_rune_edq = 100;
- job_wl = 100;
- job_gen = 100;
- job_min = 100;
- job_royal = 100;
- job_sha = 100;
- job_soc = 100;
- job_shu = 100;
- job_wan = 100;
- KNIGHT_Q = 100;
- PRIEST_Q = 100;
- WIZ_Q = 100;
- BSMITH_Q = 100;
- ASSIN_Q = 100;
- HNTR_Q = 100;
- CRUS_Q = 100;
- MONK_Q = 100;
- SAGE_Q = 100;
- ALCH_Q = 100;
- ROGUE_Q = 100;
- BARD_Q = 100;
- DANC_Q = 100;
- ADVJOB = 15;
- }
- close;
-}