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Diffstat (limited to 'npc/re/quests/eden/eden_quests.txt')
-rw-r--r-- | npc/re/quests/eden/eden_quests.txt | 6025 |
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diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt new file mode 100644 index 000000000..dc8cacf9c --- /dev/null +++ b/npc/re/quests/eden/eden_quests.txt @@ -0,0 +1,6025 @@ +//===== rAthena Script ======================================= +// Eden Group Quest - Quests NPCs +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Eden Group Headquarter NPC's. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Removed unencoded comments (Korean -> Gibberish) +//= Readded the GM helper NPC, commented out. +//= 1.2 Some little optimization here and there. [Masao] +//= 1.3 Added Instructor Ur and the new Quests which come +//= alongside him. Special thanks to Chilly for the base. [Masao] +//============================================================ + +moc_para01,25,35,4 script Instructor Boya#para01 469,{ + + if (countitem(6219) > 0) { + if (para_suv01 == 0) { + mes "[Boya]"; + mes "What's up?"; + mes "If you have any normal missions use the bulletin board."; + next; + switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) { + case 1: + mes "[Boya]"; + mes "I give training missions to members."; + mes "That's why they participate in it."; + mes "If they don't want to get in trouble, it's essential."; + next; + mes "[Boya]"; + mes "Through battle training they can improve their real experience."; + mes "The members that prove themselves will even get a reward."; + next; + mes "[Boya]"; + mes "We gave them special equipmant that we have made."; + mes "These gifts are for people who are really doing their best."; + next; + mes "[Boya]"; + mes "If you are curious, you can join."; + mes "The training battle course is not very difficult."; + mes "There's nothing to worry about."; + next; + mes "[Boya]"; + mes "If you want to join, don't hesitate."; + next; + switch (select("Participate in the training.:Ignore.")) { + case 1: + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + if (BaseLevel < 12) { + mes "[Boya]"; + mes "Umm. You should raise your level more!"; + mes "You need to be at least level 12!"; + mes "I'm sorry but those are the rules."; + close; + } + if ((BaseLevel > 11) && (BaseLevel < 20)) { + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "The first step is course A."; + mes "Course A is called 'Conquer the Desert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "^4d4dffThere is a desert town called Morroc."; + mes "From there go south and then east. There is small oasis in the center of that field.^000000"; + next; + mes "[Boya]"; + mes "If you go there, you will find a dog around the oasis."; + mes "He is really mysterious and he can speak so don't be suprised."; + next; + mes "[Boya]"; + mes "Tell the dog ^4d4dffBoya is really great.^000000"; + mes "If you have any questions ask that dog."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "I had to come up with a password right?"; + mes "What's wrong with that password?"; + next; + mes "[Boya]"; + mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + set para_suv01,1; + setquest 7128; + close; + } + if ((BaseLevel > 19) && (BaseLevel < 26)) { + mes "[Boya]"; + mes "I'll send you to the first step of course B."; + mes "Course B is called 'Conquer the Culvert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "You need to register to explore the culvert in Prontera at the Knight Guild."; + mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; + next; + mes "[Boya]"; + mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; + next; + mes "[Boya]"; + mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; + mes "He is really mysterious and he can speak so don't be suprised."; + mes "He will give you a battle target when you tell him that."; + mes "If you have any questions ask the cat."; + next; + mes "[Boya]"; + mes "Why are you staring at me like that?"; + mes "It's just a password that I made up."; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + set para_suv01,6; + setquest 7133; + close; + } + if ((BaseLevel > 25) && (BaseLevel < 33)) { + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the western hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway he is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, may Freya bless you~!"; + set para_suv01,13; + setquest 7138; + close; + } + if ((BaseLevel > 32) && (BaseLevel < 40)) { + mes "[Boya]"; + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "He is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, blessing you~!!"; + set para_suv01,17; + setquest 7142; + close; + } + if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer the Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship to to Byalan Island from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, may Freya bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + case 2: + mes "[Boya]"; + mes "It's all your decision."; + mes "It's not my business but you should probably reconsider."; + close; + } + case 2: + mes "[Boya]"; + mes "Huh?"; + mes "You are so honest!"; + mes "Gosh. You wanted to know something about equipment?"; + next; + mes "[Boya]"; + mes "I have a uniform set which is free for our group members."; + mes "But, I can't give it for free."; + next; + mes "[Boya]"; + mes "We give it to great participants who do their best in the training."; + next; + mes "-Boya eyes you from top to bottom."; + mes "Hmm... he seems to think something is wrong.-"; + next; + mes "[Boya]"; + mes "Due to emotion."; + next; + select("What?!"); + mes "[Boya]"; + mes "So, will you join the training or not?"; + mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight."; + mes "Make a decision, hurry."; + next; + switch (select("Participate in the training.:Refuse!!")) { + case 1: + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + if (BaseLevel < 12) { + mes "[Boya]"; + mes "Umm. You should raise your level more!"; + mes "You need to be at least level 12!"; + mes "I'm sorry but those are the rules."; + close; + } + if ((BaseLevel > 11) && (BaseLevel < 20)) { + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "The first step is course A."; + mes "Course A is called 'Conquer the Desert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "^4d4dffThere is a desert town called Morroc."; + mes "From there go south and then east. There is small oasis in the center of that field.^000000"; + next; + mes "[Boya]"; + mes "If you go there, you will find a dog around the oasis."; + mes "He is really mysterious and he can speak so don't be suprised."; + next; + mes "[Boya]"; + mes "Tell the dog ^4d4dffBoya is really great.^000000"; + mes "If you have any questions ask that dog."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "I had to come up with a password right?"; + mes "What's wrong with that password?"; + next; + mes "[Boya]"; + mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + set para_suv01,1; + setquest 7128; + close; + } + if ((BaseLevel > 19) && (BaseLevel < 26)) { + mes "[Boya]"; + mes "I'll send you to the first step of course B."; + mes "Course B is called 'Conquer the Culvert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "You need to register to explore the culvert in Prontera at the Knight Guild."; + mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; + next; + mes "[Boya]"; + mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; + next; + mes "[Boya]"; + mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; + mes "He is really mysterious and he can speak so don't be suprised."; + mes "He will give you a battle target when you tell him that."; + mes "If you have any questions ask the cat."; + next; + mes "[Boya]"; + mes "Why are you staring at me like that?"; + mes "It's just a password that I made up."; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + set para_suv01,6; + setquest 7133; + close; + } + if ((BaseLevel > 25) && (BaseLevel < 33)) { + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the western hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway he is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, may Freya bless you~!"; + set para_suv01,13; + setquest 7138; + close; + } + if ((BaseLevel > 32) && (BaseLevel < 40)) { + mes "[Boya]"; + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "He is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, blessing you~!!"; + set para_suv01,17; + setquest 7142; + close; + } + if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer the Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship to to Byalan Island from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, may Freya bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + case 2: + mes "[Boya]"; + mes "You are so rude!"; + specialeffect2 EF_HIT1; + percentheal -50,0; + next; + mes "-Beats quickly and this shining Rune Knight turns invisible."; + mes "It hurts too much-"; + close; + } + case 3: + mes "[Boya]"; + mes "Don't bother me."; + close; + } + } + if ((para_suv01 > 0) && (para_suv01 < 5)) { + mes "[Boya]"; + mes "Hey, I already talked all about the training areas."; + mes "I will explain again please concentrate."; + next; + mes "[Boya]"; + mes "An oasis souteast of Morroc."; + mes "There is a big dog in the center."; + mes "The detailed story is written in the log, see?"; + close; + } + if (para_suv01 == 5) { + mes "[Boya]"; + mes "Oh you've come back."; + mes "Good job."; + mes "Now you are adapting."; + next; + mes "[Boya]"; + mes "Completed step 1."; + mes "Congratulations."; + mes "We will give you a uniform and some equipment."; + next; + mes "[Boya]"; + mes "Can you see a large blue gate next to the board?"; + mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + next; + mes "[Boya]"; + mes "Inform the manager that I sent you. He will give you some stuff."; + mes "Go go go!"; + set para_suv01,11; + completequest 7132; + close; + } + if ((para_suv01 > 5) && (para_suv01 < 10)) { + mes "[Boya]"; + mes "The training name was 'Conquer the Culvert!."; + mes "Did you explore the culvert fully?"; + next; + mes "[Boya]"; + mes "Come back when you've completed all the courses from the local trainer."; + close; + } + if (para_suv01 == 10) { + mes "[Boya]"; + mes "Oh you're back."; + mes "Good job."; + mes "Now you are adapting."; + next; + mes "[Boya]"; + mes "Completed step 1."; + mes "Congratulations."; + mes "My team will give you a uniform and some equipment."; + next; + mes "[Boya]"; + mes "Can you see a large blue gate next to the board?"; + mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + next; + mes "[Boya]"; + mes "Inform the manager that I sent you. He will give you some stuff."; + mes "Go go go!"; + set para_suv01,11; + completequest 7137; + close; + } + if (para_suv01 == 11) { + mes "[Boya]"; + mes "What are you doing?"; + mes "Get the equipment from the storage manager."; + mes "Our uniform is pretty awesome haha."; + close; + } + if (para_suv01 == 12) { + mes "[Boya]"; + mes "Um, did you like the supplies?"; + mes "I like the red hat."; + mes "The red ribbon is really cute."; + next; + if (BaseLevel > 25) { + mes "[Boya]"; + mes "And you seem to."; + mes "Able to take upper class, now."; + mes "What about it, do you want?"; + next; + switch (select("No, way.:Absolutely, I will.")) { + case 1: + mes "[Boya]"; + mes "Really?"; + mes "Actually I don't care but the uniform will be changed as upper class."; + close; + case 2: + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + if ((BaseLevel > 25) && (BaseLevel < 33)) { + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the western hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway he is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, may Freya bless you~!"; + set para_suv01,13; + setquest 7138; + close; + } + if ((BaseLevel > 32) && (BaseLevel < 40)) { + mes "[Boya]"; + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "He is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, blessing you~!!"; + set para_suv01,17; + setquest 7142; + close; + } + if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer the Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship to to Byalan Island from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, may Freya bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + } + } + mes "[Boya]"; + mes "The battle training is organized into steps."; + mes "When you able to join next step come back again after leveling more."; + next; + mes "[Boya]"; + mes "The next training step is available for those over Level 26."; + mes "When you reach that level, come by again. get it?"; + close; + } + if ((para_suv01 > 12) && (para_suv01 < 16)) { + mes "[Boya]"; + mes "The training area is at the north cave of Payon."; + mes "A staff member is already dispatched there."; + mes "Find him and follow his directions."; + close; + } + if (para_suv01 == 16) { + mes "[Boya]"; + mes "You finished the second step of training."; + mes "Now do you understand how this world is organized?"; + next; + mes "[Boya]"; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with what you need."; + next; + mes "[Boya]"; + mes "Choose an equipment that fits your particular set of skills."; + set para_suv01,22; + completequest 7141; + close; + } + if ((para_suv01 > 16) && (para_suv01 < 21)) { + mes "[Boya]"; + mes "The training area is southwest of Morroc."; + mes "Enter the Saint Darmain Fortress to reach it directly."; + next; + mes "[Boya]"; + mes "There's someone there named... Uh... he is waiting for you to follow his direction."; + close; + } + if (para_suv01 == 21) { + mes "[Boya]"; + mes "You finished the second step of training."; + mes "Now do you understand how this world is organized?"; + next; + mes "[Boya]"; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with what you need."; + next; + mes "[Boya]"; + mes "The person in charge of equipment storage will supply you with what you need."; + set para_suv01,22; + completequest 7146; + close; + } + if (para_suv01 == 22) { + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + close; + } + if (para_suv01 == 23) { + mes "[Boya]"; + mes "Hey long time no see."; + mes "So what's up?"; + next; + switch (select("I want to join training.:Nothing.")) { + case 1: + mes "[Boya]"; + mes "Hmm... really?"; + mes "Let me see... which step is good for you..."; + next; + if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer the Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship to to Byalan Island from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, may Freya bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + mes "[Boya]"; + mes "Sooo sorry but to join this training You need to be at least level 40."; + mes "Concentrate to become higher level then come back."; + close; + case 2: + mes "[Boya]"; + mes "Did you come to see me?"; + mes "Just that? Without anything?"; + mes "At could have least brought some chocolate..."; + next; + mes "[Boya]"; + mes "Banana roll or stripe straw... anything."; + mes "Oh, I don't eat snacks with cinnamon..."; + close; + } + } + if ((para_suv01 > 23) && (para_suv01 < 28)) { + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + close; + } + if (para_suv01 == 28) { + mes "[Boya]"; + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + set para_suv01,37; + completequest 7151; + close; + } + if ((para_suv01 > 28) && (para_suv01 < 32)) { + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + close; + } + if (para_suv01 == 32) { + mes "[Boya]"; + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + set para_suv01,37; + completequest 7155; + close; + } + if ((para_suv01 > 32) && (para_suv01 < 36)) { + mes "[Boya]"; + mes "First take a ship toward to Bayalan from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + close; + } + if (para_suv01 == 36) { + mes "[Boya]"; + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + set para_suv01,37; + completequest 7159; + close; + } + if (para_suv01 == 37) { + mes "[Boya]"; + mes "If you finish all of the steps go and get your supplies."; + mes "We offer equipment to those who complete the training."; + next; + mes "[Boya]"; + mes "We might serve you other things."; + mes "If you have any questions, ask the person in charge of the arsenal."; + next; + mes "[Boya]"; + mes "The arsenal is past the blue gate and at the end of the right side of the passage."; + close; + } + if (para_suv01 >= 38) { + mes "[Boya]"; + mes "My boss created all the courses for the training."; + mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free."; + next; + mes "[Boya]"; + mes "People who show their effort for my team and the world can get some supplies."; + mes "That's why these courses were made."; + next; + mes "[Boya]"; + mes "Basically we are supposed to offer these supplies for beginners"; + mes "but if experts want to participate this training, we accept them."; + next; + mes "[Boya]"; + mes "Although the uniform and equipment might be useless."; + mes "participating in this training means they want to become a member of our group."; + next; + mes "[Boya]"; + mes "Yes that's all."; + mes "That's why when we decided a hat design it was really difficult."; + next; + mes "[Boya]"; + mes "Remember this when you use the equipment."; + mes "But if you decide to sell or trade them off, it is none of our concern."; + close; + } + mes "[Boya]"; + mes "What do you want?"; + mes "I doubt that you need more training."; + next; + mes "[Boya]"; + mes "There is nothing more I can teach a battle master such as yourself."; + close; + } + mes "[Boya]"; + mes "You are not in my group are you?"; + mes "I don't have anything to say to outsiders."; + mes "If you want something register with my group."; + next; + mes "[Boya]"; + mes "To register with the Eden Group ask Laime Evenor next to me."; + close; +} + +moc_fild11,180,253,5 script Talking Dog#para03 972,{ + + if (para_suv01 == 1) { + mes "[Talking Dog]"; + mes "kkkkuuuuahhh."; + mes "rrrrrruuuuhh."; + mes "bowwow.."; + next; + mes "[Talking Dog]"; + mes "What's up?"; + mes "You are!"; + mes "A member of the Eden Group."; + mes "Have you come to give me a meal? I don't like drinks."; + next; + switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) { + case 1: + mes "[Talking Dog]"; + mes "Uhh..."; + mes "What are you saying."; + close; + case 2: + mes "[Talking Dog]"; + mes "Ahh... um..."; + mes "Gosh, did you come here to participate in the training?"; + mes "If Boya sent you then you know that it's battle training."; + mes "Bow wow..."; + next; + mes "[Talking Dog]"; + mes "If so, should I start securing this oasis more clearly?"; + mes "Can you see a Condor flying?"; + next; + mes "[Talking Dog]"; + mes "Can you scare them away for me?"; + mes "So people can use this oasis safer and more comfortably."; + next; + mes "[Talking Dog]"; + mes "We should hunt at least 10 Condors, ok?"; + mes "I will sleep for a while."; + mes "Krrrr woo bow..."; + set para_suv01,2; + changequest 7128,7129; + close; + case 3: + mes "[Talking Dog]"; + mes "Are you ok?"; + mes "Haven't you seen a talking dog before?"; + mes "What are you talking about?"; + close; + } + } + if (para_suv01 == 2) { + if (checkquest(7129,HUNTING) == 2) { + mes "[Talking Dog]"; + mes "Woooohh..."; + mes "Great!"; + mes "I can feel my youth from you."; + next; + mes "[Talking Dog]"; + mes "Nevermind."; + mes "Let's find the next target kk!"; + mes "Ok. Let's drive the Desert Wolves out of here."; + next; + mes "[Talking Dog]"; + mes "If they grow up they will become dangerous."; + mes "......"; + next; + mes "[Talking Dog]"; + mes "Why, why are you looking at me like that?"; + mes "They are wolves and I am a nice dog."; + mes "But I haven't always been a dog my entire life."; + next; + mes "[Talking Dog]"; + mes "I will show you that don't have to pity me at all."; + next; + mes "[Talking Dog]"; + mes "They pee wherever and have no shame."; + mes "Just waving their tails when they grow up and biting people without any care!"; + next; + mes "[Talking Dog]"; + mes "You must hunt at least 10!"; + mes "Exactly 10!"; + mes "Go go go!"; + set para_suv01,3; + changequest 7129,7130; + close; + } + mes "[Talking Dog]"; + mes "First lets follow the bald and noisy bird."; + mes "Yes Condors."; + mes "Kill 10 Condors. It seems to easy, right?"; + mes "Oh, if you are tired I will help you."; + next; + mes "-When the dog barked, your HP and SP recovered.-"; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 3) { + if (checkquest(7130,HUNTING) == 2) { + mes "[Talking Dog]"; + mes "You are so perfect."; + next; + mes "[Talking Dog]"; + mes "Or not. Hehe, anyway thanks for your help."; + mes "The oasis has almost been secured now."; + mes "Ok, it's the last step!"; + next; + mes "[Talking Dog]"; + mes "There's an annoying monster that hides in the sand and poisons people out of nowhere."; + next; + mes "[Talking Dog]"; + mes "All beautiful things have some poison inside but these actually kill."; + mes "Kill Scorpions which are called the poison of the desert!"; + next; + mes "[Talking Dog]"; + mes "It's the last step so let's make it simple"; + mes "Just hunt 5!"; + mes "Bow wow!"; + set para_suv01,4; + changequest 7130,7131; + close; + } + mes "[Talking Dog]"; + mes "I don't want you to show any pity."; + mes "I am dog with a golden heart."; + next; + mes "[Talking Dog]"; + mes "After hunting the 10 Desert Wolves come back again."; + mes "Oh, if you are tired I will help you."; + next; + mes "-When the dog barked, your HP and SP recovered.-"; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 4) { + if (checkquest(7131,HUNTING) == 2) { + mes "[Talking Dog]"; + mes "Um. Excellent."; + mes "You are awesome!"; + next; + mes "[Talking Dog]"; + mes "Thanks to your effort the oasis is secure."; + mes "Don't look around!"; + mes "If I say it's secure!"; + mes "Uhuhuhuh aaaang!"; + next; + mes "[Talking Dog]"; + mes "Here here here."; + mes "If I dig more and more, I can find Scorpions but"; + mes "this oasis will be safer for sure."; + next; + mes "[Talking Dog]"; + mes "You can be proud and confident by yourself and do your best."; + mes "You've helped a lot to make my rest comfortable."; + next; + mes "[Talking Dog]"; + mes "You've helped to conquer the desert,"; + mes "and passed the beginner training steps so I will stamp my feet."; + mes "krrrrreuung. hup."; + next; + mes "[Talking Dog]"; + mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight."; + mes "Let me say again that you are great!"; + mes "Hooooohooo~"; + set para_suv01,5; + changequest 7131,7132; + close; + } + mes "[Talking Dog]"; + mes "Let's hunt only 5 Scorpions."; + mes "So we can make peace in this oasis."; + next; + mes "[Talking Dog]"; + mes "When I take a nap they won't chew my tail any more."; + mes "Due to his mistake my feet won't be hurt at all."; + next; + mes "[Talking Dog]"; + mes "You can fight."; + mes "I can rest more comfortably."; + mes "Other people are going to be safer too."; + next; + mes "[Talking Dog]"; + mes "Everyone will think fondly of the Eden Group."; + mes "Oh, if you are tired I will help you."; + next; + mes "-When the dog barked, your HP and SP recovered.-"; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 5) { + mes "[Talking Dog]"; + mes "kkkkkaaaaauuuunnng."; + mes "oopssss kup."; + next; + mes "[Talking Dog]"; + mes "Why are you still here?"; + mes "You are done here."; + mes "Hooooo bow wow."; + close; + } + if (para_suv01 > 5) { + mes "[Talking Dog]"; + mes "Hey man~ What's going on?"; + mes "What about the Rune Knight?"; + mes "Krrrrr..."; + mes "Hyuk huk..."; + next; + mes "[Talking Dog]"; + mes "The Eden Group is cool."; + mes "They're a really good group."; + mes "They accepted a wandering talking dog."; + mes "Take care and good luck."; + close; + } + mes "Hey look."; + mes "I'm a talking dog."; + mes "Not a wolf."; + mes "I wasn't a dog originally..."; + next; + if (countitem(6219) > 0) { + mes "[Talking Dog]"; + mes "Anyway are you a Eden Group member?"; + mes "Oh good to see you."; + mes "I am also a member of Eden Group."; + mes "Take care and good luck."; + close; + } + mes "[Talking Dog]"; + mes "Why are you looking at me like that?"; + mes "......"; + close; +} + +prt_sewb1,131,262,3 script Timid Cat#para04 422,{ + if (para_suv01 < 6) { + mes "[Timid Cat]"; + mes "Meow..."; + mes "Who are you meow?"; + mes "Why are you here meow?"; + close; + } + if (para_suv01 == 6) { + mes "[Timid Cat]"; + mes "Come on meow..."; + mes "I may be standing here and talking to you like this meow but I am a still a cat meow..."; + next; + mes "[Timid Cat]"; + mes "Dear human you are"; + mes "a member of my group?"; + mes "Re... really...!"; + mes "Dear Boya's help is like a giant and..."; + next; + switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) { + case 1: + mes "[Timid Cat]"; + mes "Big and beautiful Saury..."; + mes "I am shy."; + close; + case 2: + mes "[Timid Cat]"; + mes "I want to eat mackerel."; + mes "Where are the big and fresh mackerel meow?"; + close; + case 3: + mes "[Timid Cat]"; + mes "Do you know the big and beautiful tuna?"; + mes "Dear Boya sent you here for sure."; + mes "How do I explain this...?"; + next; + mes "[Timid Cat]"; + mes "Did something pass under my feet just now meow?"; + mes "Do you want to kill a cat."; + mes "The environment here is terrible."; + next; + mes "[Timid Cat]"; + mes "Anyway I'm doing what I was assigned to do."; + mes "So hi, hello and welcome."; + next; + mes "[Timid Cat]"; + mes "Did you come here to have a battle?"; + mes "Hunt those Thief Bugs, hurry up!"; + mes "Hunt at least 10!"; + mes "Meooow!"; + next; + mes "[Timid Cat]"; + mes "I really don't like those nasty crawlers..."; + mes "Meow~!"; + next; + mes "^4d4dffThe cat was suprised by"; + mes "a thief bug and froze in"; + mes "place. Hunt those"; + mes "Thief Bugs around here.^000000"; + set para_suv01,7; + changequest 7133,7134; + close; + } + } + if (para_suv01 == 7) { + if (checkquest(7134,HUNTING) == 2) { + mes "[Timid Cat]"; + mes "Now do you understand the dirty and humid underground sewers?"; + mes "Eeeh look what's next meow."; + next; + mes "[Timid Cat]"; + mes "It's a symbol of dirt next to those Thief Bugs."; + mes "Hunt some Tarou to make the sewers cleaner."; + next; + mes "[Timid Cat]"; + mes "For our members joining this mission."; + mes "Hunt 10 Tarou."; + mes "Easy, ain't it?"; + next; + mes "[Timid Cat]"; + mes "Why didn't I ask you at once? kkk..??"; + mes "Umm........"; + mes "Because it's just a training mission."; + next; + mes "[Timid Cat]"; + mes "Training missions are hard and anoying."; + mes "So go hurry and hunt 10 Tarou."; + set para_suv01,8; + changequest 7134,7135; + close; + } + mes "[Timid Cat]"; + mes "Clean the sewers. Now the first step is hunting Thief Bugs."; + mes "Isn't that simple, meow?"; + next; + mes "[Timid Cat]"; + mes "Take care to check your map so you don't get lost."; + mes "It's a service meeow."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 0,100; + close; + } + if (para_suv01 == 8) { + if (checkquest(7135,HUNTING) == 2) { + mes "[Timid Cat]"; + mes "Great job~!"; + mes "How'd you get rid of those dirty bugs and Tarou. You are brave."; + next; + mes "[Timid Cat]"; + mes "Now have courage because I'm sending you to a stronger opponent."; + mes "But first in order to test your courage, hunt Familiars."; + next; + mes "[Timid Cat]"; + mes "Familiars will bite you so be careful."; + mes "They are mean."; + mes "They scare me so just hunt 5 and that should be enough."; + next; + mes "[Timid Cat]"; + mes "That will show me that you are brave."; + mes "Meow~!"; + next; + mes "[Timid Cat]"; + mes "I don't have anything..."; + mes "......"; + mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!"; + set para_suv01,9; + changequest 7135,7136; + close; + } + mes "[Timid Cat]"; + mes "If you can't kill the Tarou you might get all kinds of dirty diseases."; + mes "So be proud of yourself and do your best to kill them."; + next; + mes "[Timid Cat]"; + mes "I will help you a little."; + mes "Here, I have recovered your strengh meow.."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 9) { + if (checkquest(7136,HUNTING) == 2) { + mes "[Timid Cat]"; + mes "You are great meow~"; + mes "You killed them so quickly!"; + mes "Meow..."; + next; + mes "[Timid Cat]"; + mes "Now you are not scared of bugs and tarou at all."; + mes "Thanks for participating in the Conquer the Culvert training mission."; + next; + mes "[Timid Cat]"; + mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna..."; + mes "I will be waiting here."; + next; + mes "[Timid Cat]"; + mes "Do you know how to get to the Eden Group Headquarters?"; + mes "Prontera is the closest city from here."; + mes "Go to Prontera and find an Eden Group Teleporter."; + set para_suv01,10; + changequest 7136,7137; + close; + } + mes "[Timid Cat]"; + mes "Familiars are really scary."; + mes "They're always flying."; + next; + mes "[Timid Cat]"; + mes "It's the last course so cheer up."; + mes "I will help you a little."; + mes "Here, I have recovered your strengh meow.."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 0,100; + close; + } + if (para_suv01 >= 10) { + mes "[Timid Cat]"; + mes "You've completed 'Conquer the Culvert'."; + mes "Go back to the Eden Group headquarters to report to Boya."; + next; + mes "[Timid Cat]"; + mes "Boya might eat my tuna while he is waiting for you."; + close; + } + mes "[Timid Cat]"; + mes "How are you meeow?"; + mes "Did you volunteer to conquer the Culvert?"; + mes "You are a member of the Edgen Group for sure."; + mes "You are helping to make the world a better place."; + close; +} + +pay_arche,41,136,3 script Eden Member Karl#para05 904,{ + if (para_suv01 < 13) { + if (countitem(6219) > 0) { + mes "[Karl]"; + mes "Hey, how are you?"; + mes "Good to see you~"; + mes "Are you going inside?"; + close; + } + mes "[Karl]"; + mes "Umm...?"; + mes "You are not the one I am waiting for."; + close; + } + if (para_suv01 == 13) { + mes "[Karl]"; + mes "Hello?"; + mes "Since I got a report, I was waiting for you."; + mes "You came here to join the training mission, right?"; + next; + mes "[Karl]"; + mes "Have you ever entered this cave before?"; + mes "I don't know if you already heard some stories in this village."; + next; + mes "[Karl]"; + mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks."; + mes "It's too bad, isn't it?"; + next; + mes "[Karl]"; + mes "That's why we chose this place as step 2 of the battle training mission."; + mes "This step is called 'Conquer Ghost Cave~'."; + mes "Help people to enjoy their nights comfortably."; + next; + mes "[Karl]"; + mes "There are many dangerous things there. Hmm..."; + mes "To you the 1st floor is enough."; + next; + mes "[Karl]"; + mes "Lets conquer the dangerous ghost cave..."; + mes "Kill the bone Skeletons in there."; + next; + mes "[Karl]"; + mes "The bones are from Skeletons."; + mes "Actually Skeletons or just normal bones are all the same but..."; + next; + mes "[Karl]"; + mes "Skeletons are one of the basic undead classes."; + mes "Undead never ever. Hunt 15 undead Skeletons."; + next; + mes "[Karl]"; + mes "If you feel like you're in danger don't hesitate to just leave."; + mes "You're not worried about getting hurt are you?"; + set para_suv01,14; + changequest 7138,7139; + close; + } + if (para_suv01 == 14) { + if (checkquest(7139,HUNTING) == 2) { + mes "[Karl]"; + mes "Did you get how the undead work?"; + mes "As you know undead never die so, blessing of live person it's same as curse to them."; + next; + mes "[Karl]"; + mes "So... skills which can save people like Heal and Resurrection."; + mes "Those things are really strong attacks to undead class."; + next; + mes "[Karl]"; + mes "Anyway... that's it.."; + mes "Next... I guess you already see while you were killing Skeletons."; + mes "Some green things are picking up all of the stuff dropped by the dead monsters."; + next; + mes "[Karl]"; + mes "Do you know Porings? Maybe they are related to them."; + mes "They look really bad, maybe they have been eating poison or something."; + next; + mes "[Karl]"; + mes "Ok if you're ready go and kill those Poporings."; + mes "You should hunt 10 of them."; + next; + set para_suv01,15; + changequest 7139,7140; + close; + } + mes "[Karl]"; + mes "Skeletons are basic undead."; + mes "Use the Heal or Resurrection skill."; + mes "If you can."; + next; + mes "[Karl]"; + mes "Just in case I will recover all your energy."; + mes "It's the last step so be careful."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 15) { + if (checkquest(7140,HUNTING) == 2) { + mes "[Karl]"; + mes "Did you get back what the Poporing stole?"; + mes "This cave is really deep and there are lots of precious things that they could have picked up."; + next; + mes "[Karl]"; + mes "You did really great job. Excellent."; + mes "The 1st floor is safer now. Thanks for helping."; + next; + mes "[Karl]"; + mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight."; + next; + mes "[Karl]"; + mes "You might get a new uniform."; + mes "Haha. I will keep tabs on your progression."; + set para_suv01,16; + changequest 7140,7141; + close; + } + mes "[Karl]"; + mes "Poporings are stronger than you expect."; + mes "If you treat them the same as a normal Poring it will get you in trouble."; + next; + mes "[Karl]"; + mes "Just in case I will recover all your energy."; + mes "It's the last step so be careful."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 0,100; + close; + } + if (para_suv01 >= 16) { + mes "[Karl]"; + mes "I already informed Boya at the Eden Group headquarters."; + mes "If you go there he will give you a big welcome."; + next; + mes "[Karl]"; + mes "You will get a new uniform, aren't you excited?"; + mes "Hahaha.."; + close; + } + mes "[Karl]"; + mes "Killing undead?"; + mes "Do your best to make the world safer."; + mes "It's one of the goals of the Eden Group."; + close; +} + +anthell01,29,264,5 script Eden Member Cloud#para06 899,{ + + if (para_suv01 < 17) { + if (countitem(6219) > 0) { + mes "[Cloud]"; + mes "Oops."; + mes "You are a member of my group."; + mes "Why did you come here, are you looking for danger?"; + next; + mes "[Cloud]"; + mes "One of the strongest boss monsters is in here."; + mes "Be careful when exploring here."; + close; + } + mes "[Cloud ]"; + mes "What are you looking at?"; + mes "We are not related to each other, are we..."; + close; + } + if (para_suv01 == 17) { + mes "[Cloud]"; + mes "Hello?"; + mes "Why did you come here, looking for danger?"; + next; + switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) { + case 1: + mes "[Cloud]"; + mes "Uh. Conquer Ant Hell? Did you say that?"; + mes "You are a trainee."; + mes "You have come to the right place."; + next; + mes "[Cloud]"; + mes "At first I will explain about Ant Hell."; + mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell."; + next; + mes "[Cloud]"; + mes "Sand flowed into the hole gradually."; + mes "If anyone steps on the hole they will fall into the cave through the hole in the sand.."; + next; + mes "[Cloud]"; + mes "It's hard to survive from there."; + mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people."; + next; + mes "[Cloud]"; + mes "Many kinds of ants have come to live here."; + mes "There is a boss monster named Maya so you should be more cautious."; + next; + mes "[Cloud]"; + mes "Ok let's try to hunt the weakest ant first."; + mes "Pierre is the name of the weakest ant."; + mes "They are just down here."; + next; + mes "[Cloud]"; + mes "In the case of ants, they assist eachother when attacked."; + mes "Be careful and kill 15 Pierre ants."; + set para_suv01,18; + changequest 7142,7143; + close; + case 2: + mes "[Cloud]"; + mes "......"; + mes "Haha... are you joking?"; + mes "You are exhausted from the extremely hot weather in the desert."; + next; + mes "[Cloud]"; + mes "I am a busy man."; + mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous."; + close; + case 3: + mes "[Cloud]"; + mes "Where you are?"; + mes "You are in Anth Hell southwest of Morroc."; + mes "Morroc is the closest city, northeast of here."; + close; + } + } + if (para_suv01 == 18) { + if (checkquest(7143,HUNTING) == 2) { + mes "[Cloud]"; + mes "Hey, what was it?"; + mes "Maybe you saw an Andre when you were hunting Pierre."; + next; + mes "[Cloud]"; + mes "Well, now let's hunt Andre aswel."; + mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?"; + next; + mes "[Cloud]"; + mes "Ain't it more fun this way?"; + mes "Hey, now your next target is 15 Andre!"; + mes "You are strong so it will be fine!"; + next; + mes "[Cloud]"; + mes "If you can't find Andre go deeper into the cave."; + mes "Ah, and be careful of Maya."; + set para_suv01,19; + changequest 7143,7144; + close; + } + mes "[Cloud]"; + mes "What do you think of Ant Hell?"; + mes "Can you stay longer?"; + mes "Ok, I will recover your strengh so, keep going."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 19) { + if (checkquest(7144,HUNTING) == 2) { + mes "[Cloud]"; + mes "Great. You seem to have killed all of the Andre."; + mes "How do you think about fighting ants?"; + mes "Was it good?"; + next; + mes "[Cloud]"; + mes "Hey, cheer up."; + mes "To conquer Ant Hell you have one step left."; + mes "You might have guessed your next target already."; + next; + mes "[Cloud]"; + mes "Vitata!"; + mes "How can I say... He seems like honey."; + mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother."; + next; + mes "[Cloud]"; + mes "They are really kind to kids and women but don't show any pity to ants."; + mes "Hunt the Vitata who takes care of the ant eggs."; + next; + mes "[Cloud]"; + mes "If somebody falls into Ant Hell it might be a bit safer than before."; + mes "Now it's the last step so cheer up and let's kill 10 Vitata."; + next; + mes "[Cloud]"; + mes "If you feel you're in too much danger. Just come back."; + mes "I will heal you."; + set para_suv01,20; + changequest 7144,7145; + close; + } + mes "[Cloud]"; + mes "See, to cheer you up I will heal you until you finish the training."; + mes "Chin up and cheer up."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 20) { + if (checkquest(7145,HUNTING) == 2) { + mes "[Cloud]"; + mes "Oh... it might have been an anoying fight."; + mes "You finished so fast."; + next; + mes "[Cloud]"; + mes "Good job. Go back to the headquarters and report."; + mes "You've completed the training quickly."; + next; + mes "[Cloud]"; + mes "You will get good news."; + mes "You did a really good job even under the hot weather."; + set para_suv01,21; + changequest 7145,7146; + close; + } + mes "[Cloud]"; + mes "See, to cheer up I will heal you until you finish the training."; + mes "Chin up and cheer up."; + next; + mes "[Cloud]"; + mes "Just Vitata, isn't that an easy opponent?"; + mes "If you see Maya just run away."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 >= 21) { + mes "[Cloud]"; + mes "It's enough to say that you've conquered Ant Hell."; + mes "Aren't you getting used to it here?"; + next; + mes "[Cloud]"; + mes "Go back to the headquarters and report that you completed the mission, hurry up"; + mes "you will receive good news."; + mes "You will receive the Eden Group uniform aswel."; + close; + } + mes "[Cloud]"; + mes "I am really proud of the Eden Group."; + mes "Does the uniform look good on me?"; + mes "Haha..."; + close; +} + +in_orcs01,38,175,3 script Eden Member Hooksha 803,{ + if (para_suv01 < 24) { + if (countitem(6219) > 0) { + mes "[Hooksha]"; + mes "Unbelievable why did you come here?"; + mes "Um... You are not on the third step of the training?"; + mes "Yeeee~ I'm excited~"; + next; + mes "[Hooksha]"; + mes "I am a little bored waiting for trainees. Where are they?"; + close; + } + mes "[Hooksha]"; + mes "Hello."; + mes "Why did you come here?"; + mes "Umm... Aaaaa..."; + next; + mes "[Hooksha]"; + mes "Why don't you join my group?"; + mes "If you have interest in joining us,"; + mes "you won't regret your decision."; + close; + } + if (para_suv01 == 24) { + mes "[Hooksha]"; + mes "Hello."; + mes "Are you a trainee?"; + mes "Yeah I can tell."; + mes "So shall we begin?"; + next; + mes "[Hooksha]"; + mes "Actually I don't like this training mission much but anyway let me explain it to you."; + next; + mes "[Hooksha]"; + mes "As you know this is Orc Village."; + mes "Orcs don't like humans."; + mes "They don't try to communicate with us. When they see humans they immediately attack us."; + next; + mes "[Hooksha]"; + mes "Sadly humans don't want to communicate with them either."; + mes "So we decided to take a strong approach towards them."; + mes "Actually we'd like to get rid of them all."; + next; + mes "[Hooksha]"; + mes "We're trying to conquer Orc Village."; + mes "It's the proper place to finish the beginners training mission for an adventurer like you."; + next; + mes "[Hooksha]"; + mes "That's why we've chosen this place for this mission."; + mes "Ok, we don't have a lot of time so let's begin."; + mes "First let's eliminate the weakest one."; + next; + mes "[Hooksha]"; + mes "It's better to kill them before they grow up."; + mes "Hunt 10 Orc Babies."; + mes "Don't pity them because when they grow up they become aggressive Orc Warriors."; + next; + mes "[Hooksha]"; + mes "Good or bad this is how it is going to be."; + mes "Even if they are babies don't hesitate."; + set para_suv01,25; + changequest 7147,7148; + close; + } + if (para_suv01 == 25) { + if (checkquest(7148,HUNTING) == 2) { + mes "[Hooksha]"; + mes "Great. Awesome."; + mes "It's not very pleasant so let's move on."; + next; + mes "[Hooksha]"; + mes "On the next step we will fight with Orc Warriors."; + mes "When Orc Babies grow up they become strong Orc Warriors."; + next; + mes "[Hooksha]"; + mes "They all are powerful warriors."; + mes "When you were fighting Orc Babies, you probably have been attacked by them."; + next; + mes "[Hooksha]"; + mes "Now it's time to hunt 10 Orc Warriors."; + mes "If you are in trouble just come back here to safety."; + mes "Do you understand?"; + set para_suv01,26; + changequest 7148,7149; + close; + } + mes "[Hooksha]"; + mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village."; + mes "They are really aggressive."; + next; + mes "[Hooksha]"; + mes "You look tired I will recover your health."; + mes "If you are in trouble just come back here to safety."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 26) { + if (checkquest(7149,HUNTING) == 2) { + mes "[Hooksha]"; + mes "Now you can move on to the next step."; + next; + mes "[Hooksha]"; + mes "Exactly... now it's time to hunt Orc Ladies."; + mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies."; + next; + mes "[Hooksha]"; + mes "But you don't need to kill all of them."; + mes "Go and hunt 10 Orc Ladies."; + next; + mes "[Hooksha]"; + mes "You can already feel the strong power from outside..."; + mes "Don't hesitate to attack them."; + set para_suv01,27; + changequest 7149,7150; + close; + } + mes "[Hooksha]"; + mes "You should be exhausted by now."; + mes "But you still have more targets, understand."; + next; + mes "[Hooksha]"; + mes "You look tired, I will recover your health."; + mes "If you are in trouble just come back here to safety."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 27) { + if (checkquest(7150,HUNTING) == 2) { + mes "[Hooksha]"; + mes "Great job."; + mes "Now you should understand how the orc tribe works here in Orc Village."; + mes "You've followed the training mission well under hot and humid circumstances."; + mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations."; + next; + mes "[Hooksha]"; + mes "Go back and report to the Eden Group headquarters."; + mes "I'm sure they will have good news for you."; + set para_suv01,28; + changequest 7150,7151; + close; + } + mes "[Hooksha]"; + mes "Orc Lady is the last target."; + mes "Cheer up~!"; + next; + mes "[Hooksha]"; + mes "You look tired, I will recover your health."; + mes "If you are in trouble just come back here to safety."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 28) { + mes "[Hooksha]"; + mes "You have completed the training mission."; + mes "Go back to the Eden Group headquarters and report there."; + close; + } + if (para_suv01 == 29) { + mes "[Hooksha]"; + mes "Have you come here to join in the training?"; + mes "You look like an expert."; + next; + mes "[Hooksha]"; + mes "This isn't a good place to talk so let's hurry."; + mes "This place is linked with the dungeon of Orc Village."; + next; + mes "[Hooksha]"; + mes "Can you see that way."; + mes "There is a cave under the ground, normal orcs don't come here."; + next; + mes "[Hooksha]"; + mes "The safest place is in here."; + mes "There are many undead monsters down there."; + next; + mes "[Hooksha]"; + mes "The undead monsters are dangerous and threatening."; + mes "Don't hesitate when fighting them."; + next; + mes "[Hooksha]"; + mes "Now hunt those undead monsters down there."; + next; + mes "[Hooksha]"; + mes "Try to hunt 20 Orc zombies in the dungeon."; + mes "They are really well organized."; + next; + mes "[Hooksha]"; + mes "They will attack you anywhere without hesitating."; + mes "May Freya bless you."; + set para_suv01,30; + changequest 7152,7153; + close; + } + if (para_suv01 == 30) { + if (checkquest(7153,HUNTING) == 2) { + mes "[Hooksha]"; + mes "It's different from what you saw in Payon, right?"; + mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger.."; + next; + mes "[Hooksha]"; + mes "So don't go deeper into that cave or you will die for sure."; + next; + mes "[Hooksha]"; + mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies."; + mes "Hunt 20 Orc Skeletons."; + next; + mes "[Hooksha]"; + mes "It's the last step of the training mission in the Orc Dungeon."; + mes "It's all up to you."; + next; + mes "[Hooksha]"; + mes "Ok, cheer up and see you again."; + mes "Hunt 20 Orc Skeletons."; + set para_suv01,31; + changequest 7153,7154; + close; + } + mes "[Hooksha]"; + mes "Can you stay longer?"; + mes "You look tired, I will recover your health."; + mes "If you are in trouble just come back here to safety."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 31) { + if (checkquest(7154,HUNTING) == 2) { + mes "[Hooksha]"; + mes "Your training mission has been completed."; + mes "Go back to the Eden Group headquarters and report."; + mes "I would like to say more in detail but I'm getting so tired."; + next; + mes "[Hooksha]"; + mes "Recently trainees have come here more and more so, I can't sleep at all."; + mes "I mean not due to you."; + mes "Anyway I will inform the group so go there and report."; + next; + set para_suv01,32; + changequest 7154,7155; + close; + } + mes "[Hooksha]"; + mes "Can you stay longer?"; + mes "You look tired I will recover your health."; + mes "If you are in trouble just come back here to safety."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 100,100; + close; + } + if (para_suv01 == 32) { + mes "[Hooksha]"; + mes "Don't you have to report back to the Eden Group headquarters?"; + mes "I am so tired leave me alone."; + close; + } + if (para_suv01 > 32) { + mes "[Hooksha]"; + mes "Uh? What Orc? Explore the dungeon?"; + mes "You are having such a hard time."; + next; + mes "[Hooksha]"; + mes "This place is really good to take a rest because Orcs don't come here."; + mes "Ho hum..."; + close; + } +} + +iz_dun04,43,46,3 script Eden Member Callandiva 745,{ + + if (para_suv01 < 33) { + if (countitem(6219) > 0) { + mes "[Callandiva]"; + mes "How did you get so deep in this ocean city?"; + mes "Ah, that symbol is of our group."; + mes "You're a trainee for sure."; + next; + mes "[Callandiva]"; + mes "What? You aren't?"; + mes "I... see... I see..."; + mes "Ok... keep going."; + close; + } + mes "[Callandiva]"; + mes "Mysteriously although we're under the sea you can still breathe here."; + mes "Do you know why?"; + next; + mes "[Callandiva]"; + mes "Let's see due to the moisture my skin is so soft."; + mes "My fingers and toes are not attached to each other amazing."; + next; + mes "[Callandiva]"; + mes "I was really shocked and scared when the Eden Group dispatched me here."; + mes "Now I love this environment so much."; + mes "It's really calm..."; + close; + } + if (para_suv01 == 33) { + mes "[Callandiva]"; + mes "How did you get so deep in this ocean city?"; + mes "Ah, that symbol is of our group."; + mes "You're a trainee for sure."; + next; + mes "[Callandiva]"; + mes "Good to see you!"; + mes "Alright, look down."; + mes "Ancient buildings are sleeping under the water. They were actually built under the sea."; + next; + mes "[Callandiva]"; + mes "As you know we don't have any trouble living here."; + mes "But if you see over there... yes right there."; + next; + mes "[Callandiva]"; + mes "Can you see a humanoid fish with a very threatening spear?"; + mes "He is called a Merman and is a really professional warrior."; + next; + mes "[Callandiva]"; + mes "Okay, go and hunt 15 Merman."; + mes "That will be your 1st training mission here."; + set para_suv01,34; + changequest 7156,7157; + close; + } + if (para_suv01 == 34) { + if (checkquest(7157,HUNTING) == 2) { + mes "[Callandiva]"; + mes "Oh, you came back~!"; + mes "What did you think of those threatening Mermans?"; + mes "Actually, I thought that you would chicken out~"; + next; + mes "[Callandiva]"; + mes "Good your next opponent will be...~"; + mes "Yes, this one..."; + mes "The monster that is holding a trident."; + next; + mes "[Callandiva]"; + mes "His main abilities are magical."; + mes "The monster is called Strouf!"; + mes "Now, it's time to fight with a real magician!"; + next; + mes "[Callandiva]"; + mes "Try avoiding the Mermans and hunt 10 Strouf, kill them."; + set para_suv01,35; + changequest 7157,7158; + close; + } + mes "[Callandiva]"; + mes "Oh are you tired?"; + mes "Mermans are not easy opponents."; + mes "I will help you recover so cheer up."; +// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y> + percentheal 0,100; + close; + } + if (para_suv01 == 35) { + if (checkquest(7158,HUNTING) == 2) { + mes "[Callandiva]"; + mes "Did you kill all the Strouf already?"; + mes "I wasn't counting that you'd make it."; + mes "I have eyes on the top of my head haha."; + next; + mes "[Callandiva]"; + mes "Of course I'm just kidding."; + mes "Don't look at me like that~ it was a joke~!"; + mes "Now you're feeling more at ease about this."; + next; + mes "[Callandiva]"; + mes "Go back to the headquarters and report it.~"; + mes "You will receive the last uniform from the Eden Group headquarters."; + next; + mes "[Callandiva]"; + mes "This training mission is made for beginners."; + mes "So it might be useless to you or not."; + next; + mes "[Callandiva]"; + mes "Anyway you did great job!"; + set para_suv01,36; + changequest 7158,7159; + close; + } + mes "[Callandiva]"; + mes "Oh are you tired?"; + mes "Strouf are not easy opponents."; + mes "I can help you recover so cheer up."; +// UseSkillToPC 28 10 99 60 + percentheal 100,100; + close; + } + if (para_suv01 >= 36) { + mes "[Callandiva]"; + mes "I won't give help to you anymore."; + mes "Go back to our headquarters and report about this training mission."; + close; + } + mes "[Callandiva]"; + mes "Mysteriously although we're under the sea you can still breathe here."; + mes "Do you know why?"; + next; + mes "[Callandiva]"; + mes "Let's see due to the moisture my skin is so soft."; + mes "My fingers and toes are not attached to each other amazing."; + next; + mes "[Callandiva]"; + mes "I was really shocked and scared when the Eden Group dispatched me here."; + mes "Now I love this environment so much."; + mes "It's really calm..."; + close; +} + +moc_para01,112,96,5 script Administrator Michael 967,{ + + mes "[Michael]"; + mes "Why did you come here?"; + next; + switch (select("To get supplies:Where is here?:Upgrade equipment")) { + case 1: + if (para_suv01 == 11) { + mes "[Michael]"; + mes "If you've completed step 1"; + mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots."; + mes "^4d4dffCheck your inventory first.^000000"; + next; + switch (select("Let me check my inventory:I have enough room.")) { + case 1: + mes "[Michael]"; + mes "Make sure you have enough room for the supplies."; + close; + case 2: + mes "[Michael]"; + mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,"; + mes "will only be given out once."; + mes "So treat them with caution and care."; + next; + mes "[Michael]"; + mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades."; + next; + mes "[Michael]"; + mes "One Eden Group Hat."; + mes "One Eden Group Uniform I."; + mes "One pair of Eden Group Boots I."; + mes "One Eden Group Manteau."; + mes "A total of 4 supplies, that's all."; + set para_suv01,12; + set para_suv02,1; + getitem 5583,1; //Para_Team_Hat1 + getitem 2560,1; //Para_Team_Manteau1 + getitem 2456,1; //Para_Team_Boots1 + getitem 15009,1; //Para_Team_Uniform1 + next; + mes "[Michael]"; + mes "Is that correct?"; + mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops."; + next; + mes "[Michael]"; + mes "We made them especially for the Eden Group."; + close; + } + } + if (para_suv01 == 22) { + mes "[Michael]"; + mes "If you've completed step 2, we offer extra weapons including the basic equipment."; + next; + mes "[Michael]"; + mes "We have chosen the proper weapon for each class."; + mes "But we can't support some classes that can't join us."; + next; + mes "[Michael]"; + mes "We can't manufacture all of the weapons in the world, don't you agree?"; + next; + mes "[Michael]"; + mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things."; + mes "Also we supply extra things to consider some members who can't use some of the supplies."; + next; + mes "[Michael]"; + mes "^4d4dffPlease check your inventory to get those items.^000000"; + next; + switch (select("I will make more space.:I have got enough space.")) { + case 1: + mes "[Michael]"; + mes "Make enough space."; + close; + case 2: + if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader){ + mes "[Michael]"; + mes "What kind of weapon do you want?"; + mes "We have one and Two-handed swords."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Slayer I: Two-handed sword. attack 162."; + mes "Eden Saber I: One-handed sword. attack 147."; + mes "Both are Lv. 2 and the required level is 26."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + switch (select("Eden Slayer I:Eden Sabre I")) { + case 1: + mes "[Michael]"; + mes "You've chosen the Eden Slayer I."; + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,23; + set para_suv02,2; + getitem 1192,1; //P_Slayer1 + getitem 18514,1; //Para_Team_Hat2 + getitem 2571,1; //Para_Team_Manteau2 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Two-handed sword, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 1192,1; //P_Slayer1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + case 2: + mes "[Michael]"; + mes "You've chosen the Eden Sabre I."; + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01, 23; + set para_suv02, 2; + getitem 13423,1; //P_Sabre1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A One-handed sword, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 13423,1; //P_Sabre1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + mes "This is what we strive for."; + close; + } + } if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Dagger I: Dagger. MATK+60, attack 124."; + mes "It is Lv. 2 and the required level is 26."; + next; + mes "[Michael]"; + mes "It also can't be traded with other players or be refined."; + next; + mes "[Michael]"; + mes "You'll receive the Eden Dagger I."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,23; + set para_suv02,2; + getitem 13050,1; //P_Dagger1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Dagger, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 13050,1; //P_Dagger1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + mes "This is what we strive for."; + close; + } + if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { + mes "[Michael]"; + mes "What kind of weapon do you want?"; + mes "We have a mace and a One-handed sword."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Saber I: One-handed sword. attack 147."; + mes "Eden Mace I: Mace. attack 142."; + mes "Both are level 2 and the required level is 26."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + switch (select("Eden Sabre I:Eden Mace I")) { + case 1: + mes "[Michael]"; + mes "You've chosen the Eden Sabre I."; + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,23; + set para_suv02,2; + getitem 13423,1; //P_Sabre1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A One-handed Sword, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 13423,1; //P_Sabre1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + mes "This is what we strive for."; + close; + case 2: + mes "[Michael]"; + mes "You've chosen the Eden Mace I."; + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,23; + set para_suv02,2; + getitem 16004,1; //P_Mace1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Mace, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 16004,1; //P_Mace1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Bow I: Bow. attack 82."; + mes "It is Lv. 2 and the required level is 26."; + next; + mes "[Michael]"; + mes "It also can't be traded with other players or be refined."; + next; + mes "[Michael]"; + mes "You'll receive the Eden Bow I."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01, 23; + set para_suv02, 2; + getitem 1747,1; //P_Bow1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Bow, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 1747,1; //P_Bow1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { + mes "[Michael]"; + mes "What kind of weapon do you want?"; + mes "We have a mace and a staff."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Mace I: Mace. attack 142."; + mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60."; + mes "Both are Lv. 2 and the required level is 26."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + switch (select("Eden Staff I:Eden Mace I")) { + case 1: + mes "[Michael]"; + mes "You've chosen the Eden Staff I."; + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,23; + set para_suv02,2; + getitem 1650,1; //P_Staff1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Staff, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 1650,1; //P_Staff1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + case 2: + mes "[Michael]"; + mes "You've chosen the Eden Mace I."; + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,23; + set para_suv02,2; + getitem 16004,1; //P_Mace1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Mace, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 16004,1; //P_Mace1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60."; + mes "It is Lv. 2 and the required level is 26."; + next; + mes "[Michael]"; + mes "It also can't be traded with other players or be refined."; + next; + mes "[Michael]"; + mes "You'll receive the Eden Staff I."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01, 23; + set para_suv02, 2; + getitem 1650,1; //P_Staff1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Staff, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 1650,1; //P_Staff1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + if (Class == Job_Gunslinger) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Revolver I: Revolver. HIT-5, attack 44."; + mes "It is Lv. 2 and the required level is 26."; + next; + mes "[Michael]"; + mes "It also can't be traded with other players or be refined."; + next; + mes "[Michael]"; + mes "You'll receive the Eden Revolver I."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01, 23; + set para_suv02, 2; + getitem 13112,1; //P_Revolver1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Revolver, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 13112,1; //P_Revolver1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + mes "[Michael]"; + mes "Let me see... you will receive.."; + mes "the Eden Group Boots II and Uniform II."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "I don't know what weapon will suit you so, you'll get a Dagger."; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,23; + set para_suv02,2; + getitem 13050,1; //P_Dagger1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Weapon, Uniform and Boots all 3 supplies."; + mes "I don't know what weapon will suit you so, you'll get a Dagger."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 13050,1; //P_Dagger1 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + if (para_suv01 == 37) { + mes "[Michael]"; + mes "You've completed the last training course."; + mes "It's time for you to receive a new weapon."; + next; + mes "[Michael]"; + mes "We have more upgraded weapons, uniforms and boots."; + mes "Ah, in case of the weapon that was made only for 1st jobs."; + mes "So, I can't offer them to higher jobs."; + next; + mes "[Michael]"; + mes "^4d4dffPlease check you inventory to get those supplies.^000000"; + next; + switch (select("I'll come back.:I have enough room.")) { + case 1: + mes "[Michael]"; + mes "Make sure you have enough room."; + close; + case 2: + if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { + mes "[Michael]"; + mes "What kind of weapon do you want?"; + mes "We have one and Two-handed swords."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Saber II: One-handed sword. attack 170."; + mes "Eden Slayer II: Two-handed sword. attack 185."; + mes "Both of them are Lv. 2 weapons and the required level is 40."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + switch (select("Eden Saber II:Eden Slayer II")) { + case 1: + mes "[Michael]"; + mes "You've chosen the Eden Sabre II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01, 38; + set para_suv02, 3; + getitem 13424,1; //P_Sabre2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A One-handed sword, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 13424,1; //P_Sabre2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + case 2: + mes "[Michael]"; + mes "You've chosen the Eden Slayer II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,38; + set para_suv02,3; + getitem 1193,1; //P_Slayer2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Two-handed sword, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 1193,1; //P_Slayer2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Dagger II: Dagger. MATK+70, attack 158."; + mes "It is Lv. 2 and the required level is 40."; + next; + mes "[Michael]"; + mes "It also can't be traded with other players or be refined."; + next; + mes "[Michael]"; + mes "You'll receive the Eden Dagger II."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv02, 3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Dagger, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { + mes "[Michael]"; + mes "What kind of weapon do you want?"; + mes "We have a mace and a staff."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Mace II: Mace. attack 163."; + mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60."; + mes "Both of them are Lv. 2 weapons and the required level is 40."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + switch (select("Eden Staff II:Eden Mace II")) { + case 1: + mes "[Michael]"; + mes "You've chosen the Eden Staff II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Staff, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + case 2: + mes "[Michael]"; + mes "You've chosen the Eden Mace II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,38; + set para_suv02,3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Mace, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Bow II: Bow. attack 82."; + mes "It is Lv. 2 and the required level is 40."; + next; + mes "[Michael]"; + mes "It also can't be traded with other players or be refined."; + next; + mes "[Michael]"; + mes "You'll receive the Eden Bow II."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,38; + set para_suv02,3; + getitem 1748,1; //P_Bow2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Bow, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 1748,1; //P_Bow2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Dagger II: Dagger. MATK+70, attack 158."; + mes "It is Lv. 2 and the required level is 40."; + next; + mes "[Michael]"; + mes "It also can't be traded with other players or be refined."; + next; + mes "[Michael]"; + mes "You'll receive the Eden Dagger II."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,38; + set para_suv02,3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Dagger, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01, 38; + set para_suv02, 3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60."; + mes "It is Lv. 2 and the required level is 40."; + next; + mes "[Michael]"; + mes "It also can't be traded with other players or be refined."; + next; + mes "[Michael]"; + mes "You'll receive the Eden Staff II."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Staff, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { + mes "[Michael]"; + mes "What kind of weapon do you want?"; + mes "We have a mace and a one-handed sword."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Saber II: One-handed sword. attack 170."; + mes "Eden Mace II: Mace. attack 163."; + mes "Both of them are Lv. 2 weapons and the required level is 40."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + switch (select("Eden Saber II:Eden Mace II")) { + case 1: + mes "[Michael]"; + mes "You've chosen the Eden Sabre II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,38; + set para_suv02,3; + getitem 13424,1; //P_Sabre2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A One-handed sword, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 13424,1; //P_Sabre2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + case 2: + mes "[Michael]"; + mes "You've chosen the Eden Mace II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01, 38; + set para_suv02, 3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Mace, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + if (Class == Job_Gunslinger) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Revolver II: Revolver. HIT-5, attack 60."; + mes "It is Lv. 2 and the required level is 40."; + next; + mes "[Michael]"; + mes "It also can't be traded with other players or be refined."; + next; + mes "[Michael]"; + mes "You'll receive the Eden Revolver II."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,38; + set para_suv02,3; + getitem 13113,1; //P_Revolver2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Revolver, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 13113,1; //P_Revolver2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + mes "[Michael]"; + mes "Let me see... you will receive.."; + mes "the Eden Group Boots III and Uniform III."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + set para_suv01,38; + set para_suv02,3; + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + getitem 5583,1; //Para_Team_Hat + getitem 2560,1; //Para_Team_Manteau + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Uniform and Boots all 2 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + mes "[Michael]"; + mes "Wait...I will check the record..."; + mes "..."; + mes "...hummmm."; + next; + mes "[Michael]"; + mes "Sorry, but I can't find any record that you can obtain supplies."; + mes "Are you sure?"; + close; + } + case 2: + mes "[Michael]"; + mes "We store weapons, armor and other goods which were created by the Eden Group here."; + mes "We also have a lot of special stuff."; + next; + mes "[Michael]"; + mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army."; + mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc."; + next; + mes "[Michael]"; + mes "Just take a look around and don't touch anything."; + next; + mes "[Michael]"; + mes "If I make a mistake, Reke will punish me."; + close; + case 3: + mes "[Michael]"; + mes "You mean upgrading equipment, right?"; + mes "We can only upgrade the Eden Group Hat."; + if (para_suv02 == 3) { + if (countitem(5583) > 0) { + mes "[Michael]"; + mes "What status bonus do you want to upgrade?"; + next; + switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) { + case 1: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade STR^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02,4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 2: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade AGI^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02,4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 3: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade VIT^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02,4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 4: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade INT^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02,4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 5: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade DEX^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02, 4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 6: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade LUK^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02, 4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 7: + mes "[Michael]"; + mes "Why? It'll be beter than it is."; + mes "Anyway, we can only offer you one Hat."; + next; + mes "[Michael]"; + mes "What you do with it is up to you."; + close; + } + } + mes "[Michael]"; + mes "First come with a Hat that you want me to upgrade."; + mes "Make sure that it's in your inventory, got it?"; + close; + } + if (para_suv02 == 4) { + mes "[Michael]"; + mes "Umm, didn't you upgrade this already?"; + mes "According to the records"; + mes ""+strcharinfo(0)+": Has already upgraded their Hat."; + next; + mes "[Michael]"; + mes "We can only offer 1 upgrade."; + mes "Sorry but I can't do it twice."; + close; + } + mes "[Michael]"; + mes "You haven't received all the supplies up to step 3."; + mes "Upgrading your Hat is a special service."; + next; + mes "[Michael]"; + mes "Sorry but I can't help you."; + close; + } +} + +moc_para01,179,44,3 script Chef 820,{ + + mes "[Chef]"; + mes "What's up?"; + mes "Do you want a Meal? Or do you have other business?"; + next; + switch (select("Order a meal.:Talk.")) { + case 1: + mes "[Chef]"; + mes "Choose one of the three course meals A, B or C."; + mes "Do you want a explanation?"; + next; + switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) { + case 1: + mes "[Chef]"; + mes "Uh? what do you want to know?"; + next; + switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) { + case 1: + mes "[Chef]"; + mes "Course meal A is for nomal people."; + mes "It has three kinds of dishes and the main is...."; + mes " "; + mes "-Chef is trying to point to a dish in the picture. There is a black roll.-"; + next; + mes "[Chef]"; + mes "It's made of sea grass so, it's dry like paper."; + mes "It's a roll with steamed rice, vegetables and meat inside."; + mes "It seems simple but it is really good and healthy."; + next; + mes "[Chef]"; + mes "The ingredients mix well with the spicy sauce."; + mes "It is also mixed with chopped meat like sausages."; + next; + mes "[Chef]"; + mes "It's simple and cheap so it is really popular with everyone."; + mes "Just 3,000 Zeny."; + mes "You will feel satisfied after eating it."; + close; + case 2: + mes "[Chef]"; + mes "Um course meal B is."; + mes "I make a sauce with aromatic vegetables and meat in a soup."; + next; + mes "[Chef]"; + mes "The meat is boiled so it is fork tender in the soup."; + mes "When the soup is almost done I add noodles for the finishing touch."; + next; + mes "[Chef]"; + mes "It's a good dish to share with your friends."; + mes "It's 4,000 Zeny."; + mes "It's a very fun dish to enjoy."; + close; + case 3: + mes "[Chef]"; + mes "Now for course meal C..."; + mes "It's a masterpiece of meat... Legend of the meat class!"; + next; + mes "[Chef]"; + mes "Beef, bacon,"; + mes "strip loin,"; + mes "rib eye roll"; + mes "..."; + next; + mes "[Chef]"; + mes "Do you need more information?"; + mes "Don't worry."; + mes "I use the besk oak to smoke it."; + mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry."; + close; + case 4: + mes "[Chef]"; + mes "I don't have enough time to chat with you..."; + close; + } + case 2: + mes "[Chef]"; + mes "Course meal A?"; + mes "Ah, Kim-dduck-soon."; + mes "It's the representative meal for normal citizens."; + next; + if (countitem(6219) > 0) { + if (Zeny > 2699) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered some HP and SP. -"; + set Zeny, Zeny - 2700; + percentheal 50,0; + percentheal 0,50; + close; + } + mes "[Chef]"; + mes "This meal costs 3,000 zeny but I will serve it for 2,700."; + mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny."; + close; + } + if (Zeny > 2999) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered some HP and SP. -"; + set Zeny, Zeny - 3000; + percentheal 50,0; + percentheal 0,50; + close; + } + mes "[Chef]"; + mes "This meal costs 3,000 zeny."; + mes "How many times do I have to tell you?"; + close; + case 3: + mes "[Chef]"; + mes "Course meal B?"; + mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature."; + next; + if (countitem(6219) > 0) { + if (Zeny > 3599) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered some HP and SP. -"; + set Zeny, Zeny - 3600; + percentheal 75,0; + percentheal 0,75; + close; + } + mes "[Chef]"; + mes "This meal costs 4,000 zeny but I will serve it for 3,600."; + mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny."; + close; + } + if (Zeny > 3999) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered some HP and SP. -"; + set Zeny, Zeny - 4000; + percentheal 75,0; + percentheal 0,75; + close; + } + mes "[Chef]"; + mes "This meal costs 4,000 zeny."; + mes "How many times do I have to tell you?"; + close; + case 4: + if (countitem(6219) > 0) { + if (Zeny > 4499) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- The Rib Eye Roll is grilled on the oak."; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered your HP and SP. -"; + set Zeny, Zeny - 4500; + percentheal 100,0; + percentheal 0,100; + close; + } + mes "[Chef]"; + mes "This meal costs 5,000 zeny but I will serve it for 4,500."; + mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny."; + close; + } + if (Zeny > 4999) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "Hey, here you are."; + mes "- The Rib Eye Roll is grilled on the oak."; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered your HP and SP. -"; + set Zeny, Zeny - 5000; + percentheal 100,0; + percentheal 0,100; + close; + } + mes "[Chef]"; + mes "This meal costs 5,000 zeny."; + mes "How many times do I have to tell you?"; + close; + case 5: + mes "[Chef]"; + mes "It's up to you."; + close; + } + case 2: + if (countitem(6219) > 0) { + mes "[Chef]"; + mes "Most jobs should be managed by yourself. So it might be difficult, right?"; + mes "Actually it's harmful so they have requested continuously."; + next; + mes "[Chef]"; + mes "Can't we all work together by helping each other out?"; + mes "Anyway, you..."; + next; + if (para_suv01 == 0) { + if (BaseLevel < 41) { + mes "[Chef]"; + mes "How are you?"; + mes "Ah... now you don't look like a beginner."; + mes "Do you want to know some good information?"; + next; + mes "[Chef]"; + mes "The Eden Group... sometimes receives jobs."; + mes "But they also manufacture armor and weapons by themselves."; + next; + mes "[Chef]"; + mes "If you want, you can get a uniform from the Eden Group."; + next; + mes "[Chef]"; + mes "To get it you need to complete their missions."; + mes "If you have any interest, meet Instructor Boya at the desk."; + close; + } + mes "[Chef]"; + mes "You look like an expert..."; + mes "umm emm.. "; + mes "umm emm.. ummm.."; + next; + mes "[Chef]"; + mes "Yes! I found a thing that you are missing!"; + mes "You didn't get eden group uniform?"; + next; + mes "[Chef]"; + mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol."; + next; + mes "[Chef]"; + mes "You can't get it easily but.."; + mes "If you have an interest, ask Instructor Boya at the desk."; + close; + } + mes "[Chef]"; + mes "Sure, the uniform goes well with you."; + mes "Oh, sure."; + mes "The leader makes the designs these days."; + next; + mes "[Chef]"; + mes "Ahah..especially the hat."; + mes "To.. me.. the hat... um."; + mes "It goes well with Laime but with Luke... I don't know.."; + next; + switch (select("What about the hat?:Luke?")) { + case 1: + mes "[Chef]"; + mes "Nothing. It's so cute."; + mes "I am concerned about the ribbon."; + mes "But, it is essential that I wear this hat.."; + next; + mes "[Chef]"; + mes "Hahahah I don't care."; + mes "I don't care at all!"; + mes "Hahaha.. aaaahahahaha... "; + close; + case 2: + mes "[Chef]"; + mes "He is a knife expert."; + mes "One of our guard leaders."; + mes "Who is also in charge of the security in this office."; + next; + mes "[Chef]"; + mes "Almost everyone just hired wonders about him."; + mes "But Laime and Luke are totally different."; + next; + mes "[Chef]"; + mes "The leaders have worked together for a long time."; + mes "But the leader wants to hide his past..."; + next; + mes "[Chef]"; + mes "What I guess is... he might be a son of a rich family."; + mes "Rumor is that Luke was the family guard."; + mes "Laime was a servant? Wasn't she?"; + mes "What do you think about my story?"; + next; + select("....."); + mes "[Chef]"; + mes "............"; + mes "Ahah..hey~ even if I talked useless things don't look at me like that"; + mes "but it's really true that three people established this Eden Group."; + close; + } + } + mes "[Chef]"; + mes "Uh? Missions. Did you find the right place?"; + mes "Also let me se... you are not one of our members. How can I give you work?"; + next; + mes "[Chef]"; + mes "Just eat in the restaurant."; + mes "We serve meals to everyone."; + mes "I am pretty sure they taste great!"; + close; + } +} + +moc_para01,23,35,4 script Instructor Ur 468,{ + if (countitem(6219) > 0) { + if (BaseLevel < 60) { + mes "[Instructor Ur]"; + mes "Umm. You should raise your level more!"; + mes "You need to be at least level 60!"; + mes "I'm sorry but those are the rules."; + close; + } + if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) { + mes "[Instructor Ur]"; + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + switch(select("Yes!:No, thanks.")) { + case 1: + mes "[Instructor Ur]"; + mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; + next; + set para_suv01,39; + setquest 7214; + mes "[Instructor Ur]"; + mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; + close; + case 2: + mes "[Instructor Ur]"; + mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; + close; + } + } + if ((para_suv01 == 39) && (romeo < 4)) { + mes "[Instructor Ur]"; + mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; + close; + } + if ((para_suv01 == 40) && (romeo == 4)) { + mes "[Instructor Ur]"; + mes "Done already? Great work!"; + next; + set para_suv01,41; + completequest 7218; + if (para_suv02 < 5) { + set para_suv02,5; + } + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if (para_suv01 == 41) { + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if ((para_suv01 == 42) && (BaseLevel < 70)) { + mes "[Instructor Ur]"; + mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 70^000000."; + close; + } + if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) { + mes "[Instructor Ur]"; + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + switch(select("Yes!:No, thanks.")) { + case 1: + mes "[Instructor Ur]"; + mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; + next; + set para_suv01,43; + setquest 7219; + mes "[Instructor Ur]"; + mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; + close; + case 2: + mes "[Instructor Ur]"; + mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; + close; + } + } + if ((para_suv01 == 43) && (johan < 3)) { + mes "[Instructor Ur]"; + mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; + close; + } + if ((para_suv01 == 43) && (johan == 3)) { + mes "[Instructor Ur]"; + mes "Done already? Great work!"; + next; + set para_suv01,44; + completequest 7222; + if (para_suv02 < 7) { + set para_suv02,7; + } + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; + close; + } + if (para_suv01 == 44) { + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if ((para_suv01 == 45) && (BaseLevel < 80)) { + mes "[Instructor Ur]"; + mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 80^000000."; + close; + } + if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) { + mes "[Instructor Ur]"; + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + switch(select("Yes!:No, thanks.")) { + case 1: + mes "[Instructor Ur]"; + mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; + next; + set para_suv01,46; + setquest 7223; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; + close; + case 2: + mes "[Instructor Ur]"; + mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; + close; + } + } + if ((para_suv01 == 46) && (kiren < 3)) { + mes "[Instructor Ur]"; + mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; + close; + } + if ((para_suv01 == 46) && (kiren == 3)) { + mes "[Instructor Ur]"; + mes "Done already? Great work!"; + next; + set para_suv01,47; + completequest 7228; + if (para_suv02 < 9) { + set para_suv02,9; + } + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; + close; + } + if (para_suv01 == 47) { + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if ((para_suv01 == 48) && (BaseLevel < 90)) { + mes "[Instructor Ur]"; + mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 90^000000."; + close; + } + if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) { + mes "[Instructor Ur]"; + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + switch(select("Yes!:No, thanks.")) { + case 1: + mes "[Instructor Ur]"; + mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; + next; + set para_suv01,49; + setquest 7229; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon."; + close; + case 2: + mes "[Instructor Ur]"; + mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; + close; + } + } + if ((para_suv01 == 49) && (naomi < 3)) { + mes "[Instructor Ur]"; + mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon."; + close; + } + if ((para_suv01 == 49) && (naomi == 3)) { + mes "[Instructor Ur]"; + mes "Done already? Great work!"; + next; + set para_suv01,50; + completequest 7232; + if (para_suv02 < 11) { + set para_suv02,11; + } + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; + close; + } + if (para_suv01 == 50) { + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) { + mes "[Instructor Ur]"; + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + switch(select("Yes!:No, thanks.")) { + case 1: + mes "[Instructor Ur]"; + mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; + next; + set para_suv01,52; + setquest 7233; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; + close; + case 2: + mes "[Instructor Ur]"; + mes "Thats too bad. I had some nice rewards to give you."; + close; + } + } + if ((para_suv01 == 52) && (margaret < 7)) { + mes "[Instructor Ur]"; + mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; + close; + } + if ((para_suv01 == 52) && (margaret == 7)) { + mes "[Instructor Ur]"; + mes "Done already? Great work!"; + next; + set para_suv01,53; + completequest 7237; + if (para_suv02 < 13) { + set para_suv02,13; + } + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; + close; + } + if (para_suv01 == 53) { + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if (para_suv01 > 53) { + mes "[Instructor Ur]"; + mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain."; + close; + } + } + mes "[Instructor Ur]"; + mes "You are not in my group are you?"; + mes "I don't have anything to say to outsiders."; + mes "If you want something register with my group."; + next; + mes "[Instructor Ur]"; + mes "To register with the Eden Group ask Laime Evenor next to me."; + close; +} + +comodo,173,354,6 script Romeo#01 55,{ + if ((para_suv01 == 39) && (romeo < 1)) { + mes "[Romeo]"; + mes "Ah, there you are."; + next; + mes "[Romeo]"; + mes "Before we begin, I want to test you."; + next; + set romeo,1; + changequest 7214,7215; + mes "[Romeo]"; + mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me."; + close; + } + if (romeo == 1) { + if (checkquest(7215,HUNTING) == 2) { + mes "[Romeo]"; + mes "You did it? Thats all the proof I needed."; + next; + mes "[Romeo]"; + mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; + next; + getexp 10000,10000; + set romeo,2; + changequest 7215,7216; + mes "[Romeo]"; + mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside."; + close; + } + mes "[Romeo]"; + mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000."; + close; + } + if (romeo == 2) { + mes "[Romeo]"; + mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; + next; + mes "[Romeo]"; + mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside."; + close; + } + mes "[Romeo]"; + mes "The person I'm waiting for is late..."; + close; +} + +um_fild01,34,280,6 script Romeo#02 55,{ + if (romeo == 2) { + if (checkquest(7216,HUNTING) == 2) { + mes "[Romeo]"; + mes "Wow, you have arrived sooner than I expected."; + next; + mes "[Romeo]"; + mes "There is only one more thing I need you to do for me."; + next; + getexp 10000,10000; + set romeo,3; + changequest 7216,7217; + mes "[Romeo]"; + mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; + close; + } + mes "[Romeo]"; + mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do."; + close; + } + if (romeo == 3) { + if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) { + mes "[Romeo]"; + mes "Your work here is done my friend."; + next; + delitem 7196,5; // Shoulder Pad + delitem 7100,7; // Sharp Leaf + getexp 10000,10000; + set romeo,4; + set para_suv01,40; + changequest 7217,7218; + mes "[Romeo]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Romeo]"; + mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; + close; + } + if (romeo == 4) { + mes "[Romeo]"; + mes "Thank you again for all your help."; + next; + mes "[Romeo]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Romeo]"; + mes "What is taking so long..."; + close; +} + +glast_01,195,131,6 script Johan 95,{ + if ((para_suv01 == 43) && (johan < 1)) { + mes "[Johan]"; + mes "..."; + next; + mes "[Johan]"; + mes "I don't need to explain anything to you."; + next; + set johan,1; + changequest 7219,7220; + mes "[Johan]"; + mes "Go kill ^0000FF20 Wraiths^000000."; + close; + } + if (johan == 1) { + if (checkquest(7220,HUNTING) == 2) { + mes "[Johan]"; + mes "Good."; + next; + mes "[Johan]"; + mes "Next I want you to kill ^0000FF10 Evil Druids^000000."; + next; + getexp 20000,20000; + set johan,2; + changequest 7220,7221; + mes "[Johan]"; + mes "This time kill them quickly, I don't like to wait."; + close; + } + mes "[Johan]"; + mes "... ^0000FF20 Wraiths^000000 shouldn't take this long."; + close; + } + if (johan == 2) { + if (checkquest(7221,HUNTING) == 2) { + mes "[Johan]"; + mes "Hmmmm, better."; + next; + mes "[Johan]"; + mes "Ok, I'm done with you."; + next; + getexp 20000,20000; + set johan,3; + changequest 7221,7222; + mes "[Johan]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Johan]"; + mes "Hurry up, it is only ^0000FF10 Evil Druids^000000."; + close; + } + if (johan == 3) { + mes "[Johan]"; + mes "Why are you still here?"; + next; + mes "[Johan]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Johan]"; + mes "Go away... I'm busy."; + close; +} + +ein_fild08,172,359,4 script Kiren 989,{ + if ((para_suv01 == 46) && (kiren < 1)) { + mes "[Kiren]"; + mes "Hey there."; + next; + mes "[Kiren]"; + mes "You must be a member of the Paradise Group, come help me for a second."; + next; + set kiren,1; + changequest 7223,7224; + mes "[kiren]"; + mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?"; + close; + } + if (kiren == 1) { + if (checkquest(7224,HUNTING) == 2) { + mes "[Kiren]"; + mes "Wow, most people spend twice as long as you did to kill those Porcellios!"; + next; + mes "[Kiren]"; + mes "I think you need a challenge."; + next; + getexp 30000,30000; + set kiren,2; + changequest 7224,7226; + setquest 7227; + mes "[Kiren]"; + mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; + close; + } + mes "[Kiren]"; + mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000."; + close; + } + if (kiren == 2) { + if ((checkquest(7226,HUNTING) == 2) && (checkquest(7227,HUNTING) == 2)) { + mes "[Kiren]"; + mes "Incredible, you set a new record!"; + next; + mes "[Kiren]"; + mes "I have never seen anyone kill them all so fast, you are good at this."; + next; + getexp 30000,30000; + set kiren,3; + changequest 7226,7228; + completequest 7227; + mes "[Kiren]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Kiren]"; + mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; + close; + } + if (kiren == 3) { + mes "[Kiren]"; + mes "Don't worry, nobody else has beaten your record yet."; + next; + mes "[Kiren]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Kiren]"; + mes "Be careful, there are some fast monsters around here."; + close; +} + +ice_dun01,154,13,6 script Naomi 726,{ + if ((para_suv01 == 49) && (naomi < 1)) { + mes "[Naomi]"; + mes "It is so cold in here."; + next; + mes "[Naomi]"; + mes "I blame those annoying Siromas."; + next; + set naomi,1; + changequest 7229,7230; + mes "[Naomi]"; + mes "Can you kill ^0000FF30 Siromas^000000 for me, please?"; + close; + } + if (naomi == 1) { + if (checkquest(7230,HUNTING) == 2) { + mes "[Naomi]"; + mes "Thank you, but there are still so many Siromas here!"; + next; + mes "[Naomi]"; + mes "I need to make a special drink to stay warm, please help me make it."; + next; + getexp 40000,40000; + set naomi,2; + changequest 7230,7231; + mes "[Naomi]"; + mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; + close; + } + mes "[Naomi]"; + mes "Please kill ^0000FF30 Siromas^000000, I just hate them."; + close; + } + if (naomi == 2) { + if ((checkquest(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) { + mes "[Naomi]"; + mes "Yay, you did it!"; + next; + mes "[Naomi]"; + mes "I will be fine now, don't worry about me."; + next; + delitem 7066,30; // Ice Cubic + delitem 519,1; // Milk + delitem 7453,1; // Sweet Sauce + getexp 40000,40000; + set naomi,3; + changequest 7231,7232; + mes "[Naomi]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Naomi]"; + mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; + close; + } + if (naomi == 3) { + mes "[Naomi]"; + mes "I will be fine now, don't worry about me."; + next; + mes "[Naomi]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Naomi]"; + mes "So... cold..."; + close; +} + +mid_camp,212,229,4 script Margaret 893,{ + if ((para_suv01 == 52) && (margaret < 1)) { + mes "[Margaret]"; + mes "Oh, hello there."; + next; + mes "[Margaret]"; + mes "I have two friends here in the New World which need your help."; + next; + set margaret,1; + changequest 7233,7234; + mes "[Margaret]"; + mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; + close; + } + if (margaret == 1 || margaret == 2) { + mes "[Margaret]"; + mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; + close; + } + if (margaret == 3) { + mes "[Margaret]"; + mes "Ah good, you were able to help him."; + next; + set margaret,4; + mes "[Margaret]"; + mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; + close; + } + if (margaret == 4 || margaret == 5) { + mes "[Margaret]"; + mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; + close; + } + if (margaret == 6) { + mes "[Margaret]"; + mes "Haha, so he still wants a zoom out hack..."; + next; + mes "[Margaret]"; + mes "Thanks for helping them, I knew you could do it."; + next; + set margaret,7; + changequest 7234,7237; + mes "[Margaret]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Margaret]"; + mes "The New World... What a beautiful place!"; + close; +} + +man_fild01,43,234,2 script Paradise Dispatch#01 939,{ + if (margaret == 1) { + mes "[Paradise Dispatch]"; + mes "Hey you, can you help me here?"; + next; + mes "[Paradise Dispatch]"; + mes "The plant monsters in this area have a long ranged attack."; + next; + set margaret,2; + changequest 7234,7235; + mes "[Paradise Dispatch]"; + mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; + close; + } + if (margaret == 2) { + if (checkquest(7235,HUNTING) == 2) { + mes "[Paradise Dispatch]"; + mes "Thanks!"; + next; + mes "[Paradise Dispatch]"; + mes "Ok, I'm out of here."; + next; + getexp 50000,50000; + set margaret,3; + changequest 7235,7234; + mes "[Paradise Dispatch]"; + mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!"; + close; + } + mes "[Paradise Dispatch]"; + mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; + close; + } + if (margaret == 3) { + mes "[Paradise Dispatch]"; + mes "..."; + next; + mes "[Paradise Dispatch]"; + mes "Don't rush me, just head back to ^0000FFMargaret^000000."; + close; + } + mes "[Paradise Dispatch]"; + mes "Those Nepenthes are so scary!"; + close; +} + +spl_fild02,377,149,4 script Paradise Dispatch#02 946,{ + if (margaret == 4) { + mes "[Paradise Dispatch]"; + mes "So Margaret sent you to help me?"; + next; + mes "[Paradise Dispatch]"; + mes "Ok, lets get started!"; + next; + set margaret,5; + changequest 7234,7236; + mes "[Paradise Dispatch]"; + mes "Kill ^0000FF5 Pinguicula^000000 and then return to me."; + close; + } + if (margaret == 5) { + if (checkquest(7236,HUNTING) == 2) { + mes "[Paradise Dispatch]"; + mes "You make it look so easy, but I couldn't even kill 1..."; + next; + mes "[Paradise Dispatch]"; + mes "Now is my chance to run to Splendide!"; + next; + getexp 50000,50000; + set margaret,6; + changequest 7236,7234; + mes "[Paradise Dispatch]"; + mes "Head back to ^0000FFMargaret^000000, I will be ok now."; + close; + } + mes "[Paradise Dispatch]"; + mes "Kill ^0000FF5 Pinguicula^000000 and return to me."; + close; + } + if (margaret == 6) { + mes "[Paradise Dispatch]"; + mes "Now, if only I had a hack for zooming out more..."; + next; + mes "[Paradise Dispatch]"; + mes "Head back to ^0000FFMargaret^000000, I will be ok now."; + close; + } + mes "[Paradise Dispatch]"; + mes "I need a hack to zoom out more so I can see if it is safe..."; + close; +} + +moc_para01,111,83,3 script Toren 813,{ + if (checkweight(1101,5) == 0) { + mes "^3355FFWait a second!"; + mes "Right now, you're carrying"; + mes "to many things with you."; + mes "Please come back after"; + mes "using the Kafra Service"; + mes "to store some of your items.^000000"; + close; + } + mes "[Toren]"; + mes "Hello adventurer, what can I do for you?"; + next; + switch(select("Where is my reward?:I want an enchantment!")) { + case 1: + if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) { + mes "[Toren]"; + mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you."; + next; + mes "[Toren]"; + mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else."; + next; + if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) { + mes "[Toren]"; + mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; + next; + mes "[Toren]"; + mes "Slayer: Two-handed Sword, 200 Atk."; + mes " "; + mes "Saber: One-handed Sword, 185 Atk."; + mes " "; + mes "Spear: One-handed, 165 Atk."; + next; + switch(select("Slayer.:Saber.:Spear.")) { + case 1: + getitem 1197,1; //P.Slayer III + break; + case 2: + getitem 13434,1; //P.Saber III + break; + case 3: + getitem 1434,1; //P.Spear I + break; + } + } + if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) { + mes "[Toren]"; + mes "Merchant Class gets a choice of weapons, would you like to have a axe, dagger or a sword?"; + next; + mes "[Toren]"; + mes "Axe: Two-handed, 195 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Axe.:Dagger.:Sword.")) { + case 1: + getitem 1391,1; //P.Two-Handed Axe I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) { + mes "[Toren]"; + mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; + next; + mes "[Toren]"; + mes "Katar: Two-handed, 155 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Katar.:Dagger.:Sword.")) { + case 1: + getitem 1289,1; //P.Katar I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Rogue || Class == Job_Stalker) { + mes "[Toren]"; + mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; + next; + mes "[Toren]"; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Dagger.:Bow.:Sword")) { + case 1: + getitem 13066,1; //P.Dagger III + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Thief) { + mes "[Toren]"; + mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; + next; + mes "[Toren]"; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Dagger.:Sword.")) { + case 1: + getitem 13066,1; //P.Dagger III + break; + case 2: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Bard || Class == Job_Clown) { + mes "[Toren]"; + mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; + next; + mes "[Toren]"; + mes "Guitar: One-handed, 125 Atk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Guitar.:Bow.:Dagger.")) { + case 1: + getitem 1931,1; //P.Guitar I + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Dancer || Class == Job_Gypsy) { + mes "[Toren]"; + mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; + next; + mes "[Toren]"; + mes "Whip: One-handed, 125 Atk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Whip.:Bow.:Dagger.")) { + case 1: + getitem 1986,1; //P.Tail I + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) { + mes "[Toren]"; + mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; + next; + mes "[Toren]"; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Bow.:Dagger.")) { + case 1: + getitem 18106,1; //P.Bow III + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Priest || Class == Job_High_Priest) { + mes "[Toren]"; + mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; + next; + mes "[Toren]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + mes " "; + mes "Book: One-handed, 135 Atk, Matk 110."; + next; + switch(select("Staff.:Mace.:Book.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 16014,1; //P.Mace III + break; + case 3: + getitem 1583,1; //P.Book I + break; + } + } + if (BaseJob == Job_Monk || Class == Job_Champion) { + mes "[Toren]"; + mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; + next; + mes "[Toren]"; + mes "Knuckle: One-handed, 120 Atk."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + mes " "; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + next; + switch(select("Knuckle.:Mace.:Staff.")) { + case 1: + getitem 1831,1; //P.Knuckle I + break; + case 2: + getitem 16014,1; //P.Mace III + break; + case 3: + getitem 1658,1; //P.Staff III + break; + } + } + if (BaseJob == Job_Acolyte) { + mes "[Toren]"; + mes "Acolyte Class gets a choice of weapons, would you like to ave a staff or a mace?"; + next; + mes "[Toren]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + next; + switch(select("Staff.:Mace.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 16014,1; //P.Mace III + break; + } + } + if (BaseJob == Job_Sage || Class == Job_Professor) { + mes "[Toren]"; + mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; + next; + mes "[Toren]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Book: One-handed, 135 Atk, 110 Matk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Staff.:Book.:Dagger.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 1583,1; //P.Book I + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) { + mes "[Toren]"; + mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; + next; + mes "[Toren]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Staff.:Dagger.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (Class == Job_Ninja) { + mes "[Toren]"; + mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; + next; + mes "[Toren]"; + mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Huuma Suriken.:Dagger.")) { + case 1: + getitem 13310,1; //P.Huuma Suriken I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) { + getitem 1583,1; //P.Book I + } + if (Class == Job_Gunslinger) { + getitem 13114,1; //P.Revolver III + } + if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) { + getitem 13066,1; //P.Dagger III + } + getitem 18514,1; //Paradise Hat II + getitem 2571,1; //Paradise Mantle II + getitem 2473,1; //Paradise Boots IV + getitem 15031,1; //Paradise Uniform IV + if(para_suv02 == 5){ + set para_suv02,6; + } + if(para_suv02 == 7){ + set para_suv02,8; + } + if(para_suv02 == 9){ + set para_suv02,10; + } + if(para_suv02 == 11){ + set para_suv02,12; + } + if(para_suv02 == 13){ + set para_suv02,14; + } + if (Class == Job_Taekwon) { + mes "[Toren]"; + mes "I'm sorry, but Teakwon Class can't wear any of our weapons..."; + next; + } + mes "[Toren]"; + mes "See you later, and good luck on your adventures!"; + close; + } + if ((para_suv02 == 14) && (countitem(18514) < 1)) { + mes "[Toren]"; + mes "Where is the Paradise Hat I gave you?"; + next; + mes "[Toren]"; + mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + if (Zeny >= 250000) { + set Zeny, Zeny - 250000; + getitem 18514,1; //Paradise Hat II + mes "[Toren]"; + mes "These advanced gears are not easy to make, please take better care of this one."; + close; + } + mes "[Toren]"; + mes "You dont have enough zeny."; + close; + case 2: + mes "[Toren]"; + mes "Come back if you change your mind."; + close; + } + } + if ((para_suv02 == 14) && (countitem(2571) < 1)) { + mes "[Toren]"; + mes "Where is the Paradise Mantle I gave you?"; + next; + mes "[Toren]"; + mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + if (Zeny >= 250000) { + set Zeny, Zeny - 250000; + getitem 2571,1; //Paradise Mantle II + mes "[Toren]"; + mes "These advanced gears are not easy to make, please take better care of this one."; + close; + } + mes "[Toren]"; + mes "You dont have enough zeny."; + close; + case 2: + mes "[Toren]"; + mes "Come back if you change your mind."; + close; + } + } + if ((para_suv02 == 14) && (countitem(2473) < 1)) { + mes "[Toren]"; + mes "Where is the Paradise Boots I gave you?"; + next; + mes "[Toren]"; + mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + if (Zeny >= 250000) { + set Zeny, Zeny - 250000; + getitem 2473,1; //Paradise Boots IV + mes "[Toren]"; + mes "These advanced gears are not easy to make, please take better care of this one."; + close; + } + mes "[Toren]"; + mes "You dont have enough zeny."; + close; + case 2: + mes "[Toren]"; + mes "Come back if you change your mind."; + close; + } + } + if ((para_suv02 == 14) && (countitem(15031) < 1)) { + mes "[Toren]"; + mes "Where is the Paradise Uniform I gave you?"; + next; + mes "[Toren]"; + mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + if (Zeny >= 250000) { + set Zeny, Zeny - 250000; + getitem 15031,1; //Paradise Uniform IV + mes "[Toren]"; + mes "These advanced gears are not easy to make, please take better care of this one."; + close; + } + mes "[Toren]"; + mes "You dont have enough zeny."; + close; + case 2: + mes "[Toren]"; + mes "Come back if you change your mind."; + close; + } + } + if (para_suv02 == 14) { + mes "[Toren]"; + mes "I already gave you the most advanced gears we have to offer."; + close; + } + mes "[Toren]"; + mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward."; + close; + case 2: + if (para_suv02 < 14) { + mes "[Toren]"; + mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; + close; + } + if (paragearenchant < 1) { + mes "[Toren]"; + mes "Alright, but I'll need a few items for the enchantment process."; + next; + if (BaseLevel >= 90) { + set paragearenchant,1; + setquest 7239; + mes "[Toren]"; + mes "Just bring me ^0000FF20 Used Iron Plates^000000."; + close; + } + set paragearenchant,2; + setquest 7238; + mes "[Toren]"; + mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; + close; + } + if (paragearenchant == 1) { + if (countitem(7319) >= 20) { + mes "[Toren]"; + mes "Thanks, that's what I needed!"; + next; + delitem 7319,20; // Used Iron Plate + set paragearenchant,3; + changequest 7239,7240; + mes "[Toren]"; + mes "Give me a second to prepare before I enchant your gears."; + close; + } + mes "[Toren]"; + mes "Just bring me ^0000FF20 Used Iron Plates^000000."; + close; + } + if (paragearenchant == 2) { + if ((countitem(1002) >= 20) && (countitem(998) >= 10)) { + mes "[Toren]"; + mes "Thanks, that's what I needed!"; + next; + delitem 1002,20; // Iron Ore + delitem 998,10; // Iron + set paragearenchant,3; + changequest 7238,7240; + mes "[Toren]"; + mes "Give me a second to prepare before I enchant your gears."; + close; + } + mes "[Toren]"; + mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; + close; + } + if (paragearenchant == 3) { + mes "[Toren]"; + mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000."; + next; + mes "[Toren]"; + mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you."; + next; + mes "[Toren]"; + mes "Now pick which gear you would like me to enchant."; + next; + switch(select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")) { + case 1: + if (countitem(2571) < 1) { + mes "[Toren]"; + mes "Bring one and I'll enchant it."; + close; + } + else { + set .@paragearcount,2571; + } + break; + case 2: + if (countitem(2473) < 1) { + mes "[Toren]"; + mes "Bring one and I'll enchant it."; + close; + } + else { + set .@paragearcount,2473; + } + break; + case 3: + if (countitem(15031) < 1) { + mes "[Toren]"; + mes "Bring one and I'll enchant it."; + close; + } + else { + set .@paragearcount,15031; + } + break; + } + mes "[Toren]"; + mes "Here we go!"; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + set .@enc_paragear,rand(1,42); + if (.@enc_paragear == 1) { + set .@addpart,4763; + } + else if (.@enc_paragear == 2) { + set .@addpart,4765; + } + else if (.@enc_paragear == 3) { + set .@addpart,4790; + } + else if (.@enc_paragear == 4) { + set .@addpart,4794; + } + else if ((.@enc_paragear > 4) && (.@enc_paragear < 7)) { + set .@addpart,4762; + } + else if ((.@enc_paragear > 6) && (.@enc_paragear < 9)) { + set .@addpart,4764; + } + else if ((.@enc_paragear > 8) && (.@enc_paragear < 11)) { + set .@addpart,4789; + } + else if ((.@enc_paragear > 10) && (.@enc_paragear < 13)) { + set .@addpart,4793; + } + else if ((.@enc_paragear > 12) && (.@enc_paragear < 15)) { + set .@addpart,4701; + } + else if ((.@enc_paragear > 14) && (.@enc_paragear < 17)) { + set .@addpart,4711; + } + else if ((.@enc_paragear > 16) && (.@enc_paragear < 19)) { + set .@addpart,4721; + } + else if ((.@enc_paragear > 18) && (.@enc_paragear < 21)) { + set .@addpart,4731; + } + else if ((.@enc_paragear > 20) && (.@enc_paragear < 23)) { + set .@addpart,4741; + } + else if ((.@enc_paragear > 22) && (.@enc_paragear < 25)) { + set .@addpart,4751; + } + else if ((.@enc_paragear > 24) && (.@enc_paragear < 28)) { + set .@addpart,4788; + } + else if ((.@enc_paragear > 27) && (.@enc_paragear < 31)) { + set .@addpart,4792; + } + else if ((.@enc_paragear > 30) && (.@enc_paragear < 35)) { + set .@addpart,4787; + } + else if ((.@enc_paragear > 34) && (.@enc_paragear < 39)) { + set .@addpart,4791; + } + else if ((.@enc_paragear > 38) && (.@enc_paragear < 43)) { + set .@addpart,4786; + } + set .@enc_paragear2,rand(1,6); + if (.@enc_paragear2 == 1) { + set .@addpart2,4701; + } + else if (.@enc_paragear2 == 2) { + set .@addpart2,4711; + } + else if (.@enc_paragear2 == 3) { + set .@addpart2,4721; + } + else if (.@enc_paragear2 == 4) { + set .@addpart2,4731; + } + else if (.@enc_paragear2 == 5) { + set .@addpart2,4741; + } + else if (.@enc_paragear2 == 6) { + set .@addpart2,4751; + } + delitem .@paragearcount,1; + getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart; + set paragearenchant,4; + changequest 7240,7241; + mes "[Toren]"; + mes "It is finished! Come back tomorrow if you want to enchant more."; + close; + } + if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) { + mes "[Toren]"; + mes "Please come back tomorrow if you want to enchant more."; + close; + } + if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) { + set paragearenchant,0; + erasequest 7241; + mes "[Toren]"; + mes "Another day, another piece of equipment to enchant!"; + close; + } + } +} + +moc_para01,112,79,3 script Weapons Expert 851,{ + if (checkweight(1101,5) == 0) { + mes "^3355FFWait a second!"; + mes "Right now, you are carrying"; + mes "to many things with you."; + mes "Please come back after"; + mes "using the Kafra Service"; + mes "to store some of your items.^000000"; + close; + } + mes "[Weapons Expert]"; + mes "Hello adventurer, what can I do for you today?"; + next; + switch(select("Where is my reward?","I want an enchantment!")) { + case 1: + if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { + mes "[Weapons Expert]"; + mes "Where is the Paradise Weapon I gave you?"; + next; + mes "[Weapons Expert]"; + mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + if (Zeny >= 250000) { + if (Class == Job_Taekwon) { + mes "[Weapons Expert]"; + mes "Wait... Your Class doesn't have a weapon."; + close; + } + set Zeny, Zeny - 250000; + if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) { + mes "[Weapons Expert]"; + mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; + next; + mes "[Weapons Expert]"; + mes "Slayer: Two-handed Sword, 200 Atk."; + mes " "; + mes "Saber: One-handed Sword, 185 Atk."; + mes " "; + mes "Spear: One-handed, 165 Atk."; + next; + switch(select("Slayer.:Saber.:Spear.")) { + case 1: + getitem 1197,1; //P.Slayer III + break; + case 2: + getitem 13434,1; //P.Saber III + break; + case 3: + getitem 1434,1; //P.Spear I + break; + } + } + if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) { + mes "[Weapons Expert]"; + mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; + next; + mes "[Weapons Expert]"; + mes "Axe: Two-handed, 195 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Axe.:Dagger.:Sword.")) { + case 1: + getitem 1391,1; //P.Two-Handed Axe I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) { + mes "[Weapons Expert]"; + mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; + next; + mes "[Weapons Expert]"; + mes "Katar: Two-handed, 155 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Katar.:Dagger.:Sword.")) { + case 1: + getitem 1289,1; //P.Katar I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Rogue || Class == Job_Stalker) { + mes "[Weapons Expert]"; + mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; + next; + mes "[Weapons Expert]"; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Dagger.:Bow.:Sword")) { + case 1: + getitem 13066,1; //P.Dagger III + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Thief) { + mes "[Weapons Expert]"; + mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; + next; + mes "[Weapons Expert]"; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Dagger.:Sword.")) { + case 1: + getitem 13066,1; //P.Dagger III + break; + case 2: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Bard || Class == Job_Clown) { + mes "[Weapons Expert]"; + mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Guitar: One-handed, 125 Atk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Guitar.:Bow.:Dagger.")) { + case 1: + getitem 1931,1; //P.Guitar I + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Dancer || Class == Job_Gypsy) { + mes "[Weapons Expert]"; + mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Whip: One-handed, 125 Atk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Whip.:Bow.:Dagger.")) { + case 1: + getitem 1986,1; //P.Tail I + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) { + mes "[Weapons Expert]"; + mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Bow.:Dagger.")) { + case 1: + getitem 18106,1; //P.Bow III + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Priest || Class == Job_High_Priest) { + mes "[Weapons Expert]"; + mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; + next; + mes "[Weapons Expert]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + mes " "; + mes "Book: One-handed, 135 Atk, Matk 110."; + next; + switch(select("Staff.:Mace.:Book.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 16014,1; //P.Mace III + break; + case 3: + getitem 1583,1; //P.Book I + break; + } + } + if (BaseJob == Job_Monk || Class == Job_Champion) { + mes "[Weapons Expert]"; + mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; + next; + mes "[Weapons Expert]"; + mes "Knuckle: One-handed, 120 Atk."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + mes " "; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + next; + switch(select("Knuckle.:Mace.:Staff.")) { + case 1: + getitem 1831,1; //P.Knuckle I + break; + case 2: + getitem 16014,1; //P.Mace III + break; + case 3: + getitem 1658,1; //P.Staff III + break; + } + } + if (BaseJob == Job_Acolyte) { + mes "[Weapons Expert]"; + mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; + next; + mes "[Weapons Expert]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + next; + switch(select("Staff.:Mace.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 16014,1; //P.Mace III + break; + } + } + if (BaseJob == Job_Sage || Class == Job_Professor) { + mes "[Weapons Expert]"; + mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Book: One-handed, 135 Atk, 110 Matk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Staff.:Book.:Dagger.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 1583,1; //P.Book I + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) { + mes "[Weapons Expert]"; + mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Staff.:Dagger.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (Class == Job_Ninja) { + mes "[Weapons Expert]"; + mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Huuma Suriken.:Dagger.")) { + case 1: + getitem 13310,1; //P.Huuma Suriken I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) { + getitem 1583,1; //P.Book I + } + if (Class == Job_Gunslinger) { + getitem 13114,1; //P.Revolver III + } + if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) { + getitem 13066,1; //P.Dagger III + } + mes "[Weapons Expert]"; + mes "These weapons aren't easy to make, please take better care of this one."; + close; + } + mes "[Weapons Expert]"; + mes "You dont have enough zeny."; + close; + case 2: + mes "[Weapons Expert]"; + mes "Come back if you change your mind."; + close; + } + } + mes "[Weapons Expert]"; + mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000."; + next; + mes "[Weapons Expert]"; + mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed."; + close; + case 2: + if (para_suv02 < 14) { + mes "[Weapons Expert]"; + mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; + close; + } + if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { + mes "[Weapons Expert]"; + mes "Did you sell your new Paradise Weapon? No enchantments for you."; + close; + } + if (para_suv01 < 44) { + mes "[Weapons Expert]"; + mes "You haven't completed enough quests for an enchantment yet."; + next; + mes "[Weapons Expert]"; + mes "Make sure to pick a weapon from Toren too."; + close; + } + if (para_suv01 == 44) { + mes "[Weapons Expert]"; + mes "It seems you have earned your first weapon enchantment."; + next; + mes "[Weapons Expert]"; + mes "There are only 2 to choose from, which one would you like?"; + next; + switch(select("Atk + 3%","Matk + 3%")) { + case 1: + set paraweaponenchant,4767; + break; + case 2: + set paraweaponenchant,4806; + break; + } + if (countitem(1197) == 1) { + set paraweaponcount,1197; + } + if (countitem(1289) == 1) { + set paraweaponcount,1289; + } + if (countitem(1391) == 1) { + set paraweaponcount,1391; + } + if (countitem(1434) == 1) { + set paraweaponcount,1434; + } + if (countitem(1583) == 1) { + set paraweaponcount,1583; + } + if (countitem(1658) == 1) { + set paraweaponcount,1658; + } + if (countitem(1831) == 1) { + set paraweaponcount,1831; + } + if (countitem(1931) == 1) { + set paraweaponcount,1931; + } + if (countitem(1986) == 1) { + set paraweaponcount,1986; + } + if (countitem(13066) == 1) { + set paraweaponcount,13066; + } + if (countitem(13114) == 1) { + set paraweaponcount,13114; + } + if (countitem(13310) == 1) { + set paraweaponcount,13310; + } + if (countitem(13434) == 1) { + set paraweaponcount,13434; + } + if (countitem(16014) == 1) { + set paraweaponcount,16014; + } + if (countitem(18106) == 1) { + set paraweaponcount,18106; + } + mes "[Weapons Expert]"; + mes "OK, gimmy a sec."; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + delitem paraweaponcount,1; + getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant; + set para_suv01,45; + mes "[Weapons Expert]"; + mes "All done."; + close; + } + if (para_suv01 == 47) { + mes "[Weapons Expert]"; + mes "It seems you have earned your second weapon enchantment."; + next; + if (paraweaponenchant < 1) { + mes "[Weapons Expert]"; + mes "Before I do the second enchantment, you need to pick the first one."; + next; + mes "[Weapons Expert]"; + mes "There are only 2 to choose from, which one would you like?"; + next; + switch(select("Atk + 3%","Matk + 3%")) { + case 1: + set paraweaponenchant,4767; + break; + case 2: + set paraweaponenchant,4806; + break; + } + if (countitem(1197) == 1) { + set paraweaponcount,1197; + } + if (countitem(1289) == 1) { + set paraweaponcount,1289; + } + if (countitem(1391) == 1) { + set paraweaponcount,1391; + } + if (countitem(1434) == 1) { + set paraweaponcount,1434; + } + if (countitem(1583) == 1) { + set paraweaponcount,1583; + } + if (countitem(1658) == 1) { + set paraweaponcount,1658; + } + if (countitem(1831) == 1) { + set paraweaponcount,1831; + } + if (countitem(1931) == 1) { + set paraweaponcount,1931; + } + if (countitem(1986) == 1) { + set paraweaponcount,1986; + } + if (countitem(13066) == 1) { + set paraweaponcount,13066; + } + if (countitem(13114) == 1) { + set paraweaponcount,13114; + } + if (countitem(13310) == 1) { + set paraweaponcount,13310; + } + if (countitem(13434) == 1) { + set paraweaponcount,13434; + } + if (countitem(16014) == 1) { + set paraweaponcount,16014; + } + if (countitem(18106) == 1) { + set paraweaponcount,18106; + } + mes "[Weapons Expert]"; + mes "Gotcha, now for the second enchantment."; + next; + } + mes "[Weapons Expert]"; + mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + next; + mes "[Weapons Expert]"; + mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; + next; + switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + case 1: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4060; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4472; + } + break; + case 2: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4068; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4470; + } + break; + case 3: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4063; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4476; + } + break; + case 4: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4080; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4469; + } + break; + case 5: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4118; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4471; + } + break; + case 6: + set paraweaponenchant2,4805; + break; + } + mes "[Weapons Expert]"; + mes "OK, gimmy a sec."; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + delitem paraweaponcount,1; + getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant; + set para_suv01,48; + mes "[Weapons Expert]"; + mes "All done."; + close; + } + if (para_suv01 == 50 || para_suv01 == 53) { + mes "[Weapons Expert]"; + mes "It seems you have earned your third weapon enchantment."; + next; + if (paraweaponenchant < 1) { + mes "[Weapons Expert]"; + mes "Before I do the other enchantments, you need to pick the first one."; + next; + mes "[Weapons Expert]"; + mes "There are only 2 to choose from, which one would you like?"; + next; + switch(select("Atk + 3%","Matk + 3%")) { + case 1: + set paraweaponenchant,4767; + break; + case 2: + set paraweaponenchant,4806; + break; + } + if (countitem(1197) == 1) { + set paraweaponcount,1197; + } + if (countitem(1289) == 1) { + set paraweaponcount,1289; + } + if (countitem(1391) == 1) { + set paraweaponcount,1391; + } + if (countitem(1434) == 1) { + set paraweaponcount,1434; + } + if (countitem(1583) == 1) { + set paraweaponcount,1583; + } + if (countitem(1658) == 1) { + set paraweaponcount,1658; + } + if (countitem(1831) == 1) { + set paraweaponcount,1831; + } + if (countitem(1931) == 1) { + set paraweaponcount,1931; + } + if (countitem(1986) == 1) { + set paraweaponcount,1986; + } + if (countitem(13066) == 1) { + set paraweaponcount,13066; + } + if (countitem(13114) == 1) { + set paraweaponcount,13114; + } + if (countitem(13310) == 1) { + set paraweaponcount,13310; + } + if (countitem(13434) == 1) { + set paraweaponcount,13434; + } + if (countitem(16014) == 1) { + set paraweaponcount,16014; + } + if (countitem(18106) == 1) { + set paraweaponcount,18106; + } + mes "[Weapons Expert]"; + mes "Gotcha, on to the next one."; + next; + } + if (paraweaponenchant2 < 1) { + mes "[Weapons Expert]"; + mes "Before I do the third enchantment, you need to pick the second one."; + next; + mes "[Weapons Expert]"; + mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + next; + mes "[Weapons Expert]"; + mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; + next; + switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + case 1: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4060; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4472; + } + break; + case 2: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4068; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4470; + } + break; + case 3: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4063; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4476; + } + break; + case 4: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4080; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4469; + } + break; + case 5: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4118; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4471; + } + break; + case 6: + set paraweaponenchant2,4805; + break; + } + mes "[Weapons Expert]"; + mes "Gotcha, now for the third one."; + next; + } + mes "[Weapons Expert]"; + mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + next; + mes "[Weapons Expert]"; + mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; + next; + switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + case 1: + if (paraweaponenchant == 4767) { + set paraweaponenchant3,4060; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant3,4472; + } + break; + case 2: + if (paraweaponenchant == 4767) { + set paraweaponenchant3,4068; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant3,4470; + } + break; + case 3: + if (paraweaponenchant == 4767) { + set paraweaponenchant3,4063; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant3,4476; + } + break; + case 4: + if (paraweaponenchant == 4767) { + set paraweaponenchant3,4080; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant3,4469; + } + break; + case 5: + if (paraweaponenchant == 4767) { + set paraweaponenchant3,4118; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant3,4471; + } + break; + case 6: + set paraweaponenchant3,4805; + break; + } + mes "[Weapons Expert]"; + mes "OK, gimmy a sec."; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + delitem paraweaponcount,1; + getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant; + set para_suv01,54; + mes "[Weapons Expert]"; + mes "All done."; + close; + } + if (para_suv01 > 53) { + mes "[Weapons Expert]"; + mes "That is the maximum number of enchanments I can do, enjoy them."; + close; + } + mes "[Weapons Expert]"; + mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment."; + close; + } +} + +/* sec_in02,25,33,4 script Assistant 422,{ + mes "Password"; + next; + input .@input; + if (.@input == 1854) { + mes "Please select the variable you want to modify."; + next; + switch (select("para_suv01:para_suv02")) { + case 1: + mes "Enter the modified value"; + next; + input .@input; + mes "Value of para_suv01 has been changed to "+.@input+"."; + set para_suv01,.@input; + close; + case 2: + mes "Enter the modified value"; + next; + input .@input; + mes "Value of para_suv02 has been changed to "+.@input+"."; + set para_suv02,.@input; + close; + } + } + mes "......meow wee."; + close; +}*/ |