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diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt deleted file mode 100644 index a0f4fa922..000000000 --- a/npc/re/quests/eden/eden_quests.txt +++ /dev/null @@ -1,4313 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2016 Hercules Dev Team -//= Copyright (C) Capuche -//= Copyright (C) Euphy -//= Copyright (C) Masao -//= Copyright (C) L0ne_W0lf -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Eden Group Quest - Quests NPCs -//================= Description =========================================== -//= Eden Group Headquarter NPCs. -//================= Current Version ======================================= -//= 2.1 -//========================================================================= - -moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ - mes "[Boya]"; - if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { - 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; - } - if (para_suv01 == 0) { - mes "What's up?"; - mes "If you have any normal missions use the bulletin board."; - next; - switch (select("What is your responsibility?", "Don't you have equipment?", "Ignore.")) { - mes "[Boya]"; - case 1: - 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.")) { - mes "[Boya]"; - case 1: - callsub S_Quest1; - callsub S_Quest2; - callsub S_Quest3; - case 2: - mes "It's all your decision."; - mes "It's not my business but you should probably reconsider."; - close; - } - case 2: - 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!!")) { - mes "[Boya]"; - case 1: - callsub S_Quest1; - callsub S_Quest2; - callsub S_Quest3; - case 2: - mes "You are so rude!"; - specialeffect(EF_HIT1, AREA, playerattached()); - percentheal -50, 0; - next; - mes "-Beats quickly and this shining Rune Knight turns invisible."; - mes "It hurts too much-"; - close; - } - case 3: - mes "Don't bother me."; - close; - } - } - else if (para_suv01 < 5) { - 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?"; - } - else if (para_suv01 == 5) { - 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!"; - para_suv01 = 11; - completequest 7132; - } - else if (para_suv01 < 10) { - 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."; - } - else if (para_suv01 == 10) { - 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!"; - para_suv01 = 11; - completequest 7137; - } - else if (para_suv01 == 11) { - mes "What are you doing?"; - mes "Get the equipment from the storage manager."; - mes "Our uniform is pretty awesome haha."; - } - else if (para_suv01 == 12) { - mes "Um, did you like the supplies?"; - mes "I like the red hat."; - mes "The red ribbon is really cute."; - next; - mes "[Boya]"; - if (BaseLevel > 25) { - 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.")) { - mes "[Boya]"; - case 1: - mes "Really?"; - mes "Actually I don't care but the uniform will be changed as upper class."; - close; - case 2: - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - mes "[Boya]"; - callsub S_Quest2; - callsub S_Quest3; - } - } - else { - 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?"; - } - } - else if (para_suv01 < 16) { - 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."; - } - else if (para_suv01 == 16) { - 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."; - para_suv01 = 22; - completequest 7141; - } - else if (para_suv01 < 21) { - 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."; - } - else if (para_suv01 == 21) { - 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."; - para_suv01 = 22; - completequest 7146; - } - else if (para_suv01 == 22) { - 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."; - } - else if (para_suv01 == 23) { - mes "Hey long time no see."; - mes "So what's up?"; - next; - switch (select("I want to join training.", "Nothing.")) { - mes "[Boya]"; - case 1: - mes "Hmm... really?"; - mes "Let me see... which step is good for you..."; - next; - mes "[Boya]"; - if (BaseLevel < 40) { - 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; - } - callsub S_Quest3; - case 2: - mes "Did you come to see me?"; - mes "Just that? Without anything?"; - mes "At could have least brought some chocolate..."; - next; - mes "[Boya]"; - mes "Banana roll or stripe straw... anything."; - mes "Oh, I don't eat snacks with cinnamon..."; - close; - } - } - else if (para_suv01 < 28) { - 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."; - } - else if (para_suv01 == 28) { - 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."; - para_suv01 = 37; - completequest 7151; - } - else if (para_suv01 < 32) { - 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."; - } - else if (para_suv01 == 32) { - 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."; - para_suv01 = 37; - completequest 7155; - } - else if (para_suv01 < 36) { - 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."; - } - else if (para_suv01 == 36) { - 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."; - para_suv01 = 37; - completequest 7159; - } - else if (para_suv01 == 37) { - mes "[Boya]"; - mes "If you finish all of the steps go and get your supplies."; - mes "We offer equipment to those who complete the training."; - next; - mes "[Boya]"; - mes "We might serve you other things."; - mes "If you have any questions, ask the person in charge of the arsenal."; - next; - mes "[Boya]"; - mes "The arsenal is past the blue gate and at the end of the right side of the passage."; - } - else if (para_suv01 >= 38) { - 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."; - } - else { - 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; -S_Quest1: - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - mes "[Boya]"; - if (BaseLevel < 12) { - 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 < 20) { - 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~!"; - para_suv01 = 1; - setquest 7128; - close; - } - if (BaseLevel < 26) { - 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~!"; - para_suv01 = 6; - setquest 7133; - close; - } - return; -S_Quest2: - if (BaseLevel < 33) { - 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~!"; - para_suv01 = 13; - setquest 7138; - close; - } - if (BaseLevel < 40) { - 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~!!"; - para_suv01 = 17; - setquest 7142; - close; - } - return; -S_Quest3: - if (BaseLevel < 50) { - 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!"; - para_suv01 = 24; - setquest 7147; - } - else if (BaseLevel < 60) { - 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!"; - para_suv01 = 29; - setquest 7152; - } - else { - 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!"; - para_suv01 = 33; - setquest 7156; - } - close; -} - -moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ - 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..."; - 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 (questprogress(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!"; - 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.-"; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 3) { - if (questprogress(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!"; - 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.-"; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 4) { - if (questprogress(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~"; - 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.-"; - npcskill "AL_HEAL",11,99,60; - 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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 4_M_BABYCAT,{ - 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"; - para_suv01 = 7; - changequest 7133,7134; - close; - } - } - if (para_suv01 == 7) { - if (questprogress(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."; - 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."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 8) { - if (questprogress(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~!"; - 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.."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 9) { - if (questprogress(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."; - 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.."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 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 4_M_KHMAN,{ - if (para_suv01 < 13) { - if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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?"; - para_suv01 = 14; - changequest 7138,7139; - close; - } - if (para_suv01 == 14) { - if (questprogress(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; - 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."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 15) { - if (questprogress(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."; - 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."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 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 4_M_HUMAN_02,{ - if (para_suv01 < 17) { - if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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."; - 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 (questprogress(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."; - 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."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 19) { - if (questprogress(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."; - 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."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 20) { - if (questprogress(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."; - 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."; - npcskill "AL_HEAL",11,99,60; - 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 1_F_SIGNZISK,{ - if (para_suv01 < 24) { - if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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."; - para_suv01 = 25; - changequest 7147,7148; - close; - } - if (para_suv01 == 25) { - if (questprogress(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?"; - 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."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 26) { - if (questprogress(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."; - 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."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 27) { - if (questprogress(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."; - 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."; - npcskill "AL_HEAL",11,99,60; - 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."; - para_suv01 = 30; - changequest 7152,7153; - close; - } - if (para_suv01 == 30) { - if (questprogress(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."; - 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."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 31) { - if (questprogress(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; - 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."; - npcskill "AL_HEAL",11,99,60; - 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 4_F_CRU,{ - if (para_suv01 < 33) { - if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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."; - para_suv01 = 34; - changequest 7156,7157; - close; - } - if (para_suv01 == 34) { - if (questprogress(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."; - 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."; - npcskill "AL_HEAL",11,99,60; - percentheal 100, 100; - close; - } - if (para_suv01 == 35) { - if (questprogress(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!"; - 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."; - npcskill "AL_HEAL",11,99,60; - 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 4_M_RUSMAN1,{ - mes "[Michael]"; - mes "Why did you come here?"; - next; - switch (select("To get supplies", "Where is here?", "Upgrade equipment")) { - mes "[Michael]"; - case 1: - if (para_suv01 == 11) { - 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; - if (select("Let me check my inventory", "I have enough room.") == 1) { - mes "[Michael]"; - mes "Make sure you have enough room for the supplies."; - close; - } - 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."; - para_suv01 = 12; - para_suv02 = 1; - getitem Para_Team_Hat,1; - getitem Para_Team_Manteau,1; - getitem Para_Team_Boots1,1; - getitem Para_Team_Uniform1,1; - 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."; - } - else if (para_suv01 == 22) { - 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; - if (select("I will make more space.", "I have got enough space.") == 1) { - mes "[Michael]"; - mes "Make enough space."; - close; - } - mes "[Michael]"; - if (BaseClass == Job_Swordman) { - callsub S_Select,"We have one and Two-handed swords", - P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","", - P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for."; - } else if (BaseClass == Job_Thief || BaseClass == Job_Ninja || BaseClass == Job_Novice) { - callsub S_Select,"", - P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for."; - } else if (BaseClass == Job_Merchant) { - callsub S_Select,"We have a mace and a One-handed sword", - P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.", - P_Mace1,"Eden Mace I","Mace","Attack 142",""; - } else if (BaseClass == Job_Archer) { - callsub S_Select,"", - P_Bow1,"Eden Bow I","Bow","Attack 82",""; - } else if (BaseClass == Job_Acolyte) { - callsub S_Select,"We have a mace and a staff", - P_Mace1,"Eden Mace I","Mace","Attack 142","", - P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; - } else if (BaseClass == Job_Mage) { - callsub S_Select,"", - P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; - } else if (BaseClass == Job_Gunslinger) { - callsub S_Select,"", - P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44",""; - } - mes "Let me see... you will receive.."; - mes "the Eden Group Boots II and Uniform II."; - next; - mes "[Michael]"; - para_suv01 = 23; - getitem P_Dagger1,1; - getitem Para_Team_Boots2,1; - getitem Para_Team_Uniform2,1; - if (para_suv02 == 0) { - 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."; - getitem Para_Team_Hat,1; - getitem Para_Team_Manteau,1; - para_suv02 = 2; - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - para_suv02 = 2; - 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."; - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - } - else if (para_suv01 == 37) { - 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; - if (select("I'll come back.", "I have enough room.") == 1) { - mes "[Michael]"; - mes "Make sure you have enough room."; - close; - } - mes "[Michael]"; - if (BaseClass == Job_Swordman) { - callsub S_Select,"We have one and Two-handed swords", - P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","", - P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185",""; - } else if (BaseClass == Job_Thief || BaseClass == Job_Novice || BaseJob == Job_Soul_Linker || BaseClass == Job_Ninja) { - callsub S_Select,"", - P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158",""; - } else if (BaseClass == Job_Acolyte) { - callsub S_Select,"We have a mace and a staff", - P_Mace2,"Eden Mace II","Mace","Attack 163","", - P_Staff2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60",""; - } else if (BaseClass == Job_Archer) { - callsub S_Select,"", - P_Bow2,"Eden Bow II","Bow","Attack 82",""; - } else if (BaseClass == Job_Mage) { - callsub S_Select,"", - P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60",""; - } else if (BaseClass == Job_Merchant) { - callsub S_Select,"We have a mace and a One-handed sword", - P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","", - P_Mace2,"Eden Mace II","Mace","Attack 163",""; - } else if (BaseClass == Job_Gunslinger) { - callsub S_Select,"", - P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60",""; - } - mes "Let me see... you will receive.."; - mes "the Eden Group Boots III and Uniform III."; - next; - para_suv01 = 38; - getitem Para_Team_Boots3,1; - getitem Para_Team_Uniform3,1; - mes "[Michael]"; - if (para_suv02 == 0) { - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv02 = 3; - getitem Para_Team_Hat,1; - getitem Para_Team_Manteau,1; - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - para_suv02 = 3; - mes "A Uniform and Boots all 2 supplies."; - mes "Please check it again."; - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - } - else { - 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 "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 "You mean upgrading equipment, right?"; - mes "We can only upgrade the Eden Group Hat."; - next; - mes "[Michael]"; - if (para_suv02 == 3) { - if (countitem(Para_Team_Hat) > 0) { - disable_items; - 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: callsub S_Upgrade,"STR",Strength2; - case 2: callsub S_Upgrade,"AGI",Agility2; - case 3: callsub S_Upgrade,"VIT",Vitality2; - case 4: callsub S_Upgrade,"INT",Inteligence2; - case 5: callsub S_Upgrade,"DEX",Dexterity2; - case 6: callsub S_Upgrade,"LUK",Luck2; - 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 "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 "Umm, didn't you upgrade this already?"; - mes "According to the records"; - mes ""+strcharinfo(PC_NAME)+": 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 "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; - } -S_Upgrade: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade "+ getarg(0) +"^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."; - para_suv02 = 4; - delitem Para_Team_Hat,1; - getitem2 5583,1,1,0,0,0,0,0,getarg(1); - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - -S_Select: - .@total_arg = getargcount(); - if (.@total_arg < 7) - mes "We only have 1 weapon for you."; - else { - mes "What kind of weapon do you want?"; - mes getarg(0); - mes "Here are the options."; - } - next; - mes "[Michael]"; - for ( .@i = 1; .@i < .@total_arg; .@i += 5 ) { - .@menu$ = .@menu$ + getarg(.@i+1) + ":"; - mes getarg(.@i+1)+": "+ getarg(.@i+2) +". "+ getarg(.@i+3) +"."; - } - if (.@total_arg < 7) - mes "It is Lv. 2 and the required level is "+ (para_suv01 == 22 ? "26" : "40") +"."; - else - mes "Both of them are Lv. 2 weapons and the required level is "+ (para_suv01 == 22 ? "26" : "40") +"."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - if (.@total_arg < 7) { - .@i = 1; - mes "[Michael]"; - mes "You'll receive the "+ getarg(.@i+1) +"."; - next; - mes "[Michael]"; - } - else { - .@i = (select(.@menu$) -1) *5 +1; - mes "[Michael]"; - mes "You've chosen the "+ getarg(.@i+1) +"."; - } - if (para_suv01 == 22) { - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - getitem Para_Team_Boots2,1; - getitem Para_Team_Uniform2,1; - para_suv01 = 23; - } - else { - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - getitem Para_Team_Boots3,1; - getitem Para_Team_Uniform3,1; - para_suv01 = 38; - } - getitem getarg(.@i),1; - mes "[Michael]"; - if (para_suv02 == 0) { - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - getitem Para_Team_Hat,1; - getitem Para_Team_Manteau,1; - if (para_suv01 == 22) - para_suv02 = 2; - else - para_suv02 = 3; - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - } - else { - if (para_suv01 == 22) - para_suv02 = 2; - else - para_suv02 = 3; - mes "A "+ getarg(.@i+2) +", Uniform and Boots all 3 supplies."; - mes "Please check it again."; - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - mes getarg(.@i+4); - } - close; -} - -moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ - 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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. -"; - Zeny = Zeny - 2700; - percentheal 50, 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. -"; - Zeny = Zeny - 3000; - percentheal 50, 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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. -"; - Zeny = Zeny - 3600; - percentheal 75, 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. -"; - Zeny = Zeny - 4000; - percentheal 75, 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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. -"; - Zeny = Zeny - 4500; - percentheal 100, 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. -"; - Zeny = Zeny - 5000; - percentheal 100, 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{ - mes "[Instructor Ur]"; - if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { - mes "Hey there!"; - mes "I see you're not one of our agents?"; - mes "Are you interested in joining us?"; - next; - mes "[Instructor Ur]"; - mes "There are no fees to join!"; - mes "We are brokers that send help where help is needed. More adventurers like you means more profit."; - next; - mes "[Instructor Ur]"; - mes "If you're interested, talk to Raim."; - mes "Raim's a good guy."; - mes "Hahaha.."; - } - else if (para_2nd01 == 0) { - mes "Hello?"; - mes "Do you need help?"; - mes "This is a general request in order to receive the next board's request."; - next; - if (select( "What are you doing here?", "It's nothing." ) == 2) { - mes "[Instructor Ur]"; - mes "I guess I have no business with you then."; - close; - } - mes "[Instructor Ur]"; - mes "Well, I'm an instructor for Eden Group."; - next; - mes "[Instructor Ur]"; - mes "I'm here to give you missions based on your current base level."; - mes "These missions are not very difficult to do."; - next; - mes "[Instructor Ur]"; - mes "I am the senior instructor here at Eden Group."; - mes "What do you say are you up for the challenge?"; - next; - if (select( "Not today I'm not.", "Okay, I'll try." ) == 1) { - mes "[Instructor Ur]"; - mes "Really?"; - mes "That's so sad."; - mes "When you finish these missions I will even give you a pretty decent reward."; - close; - } - mes "[Instructor Ur]"; - mes "Yeah!"; - mes "Ok, let me check what mission you should get ok?"; - next; - mes "[Instructor Ur]"; - if (BaseLevel < 60) { - mes "Well... I know that you've got the heart but you're just a little too weak to help."; - next; - mes "[Instructor Ur]"; - mes "Sorry, but your basic level should be at least 60 to help with these missions."; - } - else if (BaseLevel < 70) { - mes "Ok, I guess you're the bare minimum level for these missions."; - next; - mes "[Instructor Ur]"; - mes "Based on your level, I think that the Comodo area suits you."; - next; - mes "[Instructor Ur]"; - mes "Do you know where Comodo is?"; - mes "You can get there by going to Morocc and then through Pharos Lighthouse."; - next; - mes "[Instructor Ur]"; - mes "Comodo is a small city on the coast with many caves."; - next; - mes "[Instructor Ur]"; - mes "Look for the cave located to the north. There's someone there named Romeo."; - mes "You know? As in Romeo, Romeo, wherefore art thou Romeo."; - next; - mes "[Instructor Ur]"; - mes "Go there are get the mission from him."; - mes "Well, then come back here alive when you're done!"; - para_2nd01 = 1; - setquest 7214; // Advanced Training at Comodo - } - else if (BaseLevel < 80) { - mes "Let's see..."; - mes "Your level would suggest that Comodo is just too easy for you."; - mes "Yeah, here we go."; - next; - mes "[Instructor Ur]"; - mes "Do you know where Glast Heim is?"; - mes "If there was a tragic accident now, the capital of the Rune-Midgarts Kingdom could revert back to there."; - next; - mes "[Instructor Ur]"; - mes "Well, if it wasn't infested with undead monsters, it would become the new capitol of Rune-Midgarts."; - next; - mes "[Instructor Ur]"; - mes "Please, come back alive."; - para_2nd01 = 7; - setquest 7219; // Advanced Training at Glast Heim - } - else if (BaseLevel < 90) { - mes "Ah, ok so for you..."; - mes "Hmm where do I send you?"; - next; - mes "[Instructor Ur]"; - mes "There an industrial city called Einbroch."; - mes "You know it? It's a city covered in smog."; - mes "It's a pretty gloomy city come to think of it."; - next; - mes "[Instructor Ur]"; - mes "Anyways, go to Einbroch and find the Dispatched Instructor there. He should be in the field south of the main city."; - setquest 7223; // Advanced Training in Einbroch - para_2nd01 = 12; - } - else - callsub S_Quest89100; - } - else if (para_2nd01 == 5) { - mes "Oh, there he is."; - mes "Romeo seems to be back from his field report."; - next; - mes "[Instructor Ur]"; - mes "We have rewards for you."; - mes "I'm sure Romeo gave you some items, but we brought more useful things."; - next; - mes "[Instructor Ur]"; - mes "Do you know where the weapon storage is at?"; - mes "Go out through that large blue door and walk to the end of the hallway."; - mes "Ask the Blacksmith, and he will give you new equipment."; - next; - mes "[Instructor Ur]"; - mes "And the 2nd stage training and missions start at level 70, so come back then."; - mes "Don't forget, I'll be waiting for you."; - para_2nd01 = 6; - para_2nd02 = 1; - erasequest 7218; // Report to Instructor Ur - } - else if (para_2nd01 == 6) { - if (BaseLevel > 69) { - mes "Hey, buddy~"; - mes "What's going on?"; - next; - switch( select( "I want to start training.", "I'm just visiting." ) ) { - mes "[Instructor Ur]"; - case 1: - mes "Hmm... You have a good form!"; - mes "Let me see...."; - mes "Which location would suit you...?"; - next; - mes "[Instructor Ur]"; - if (BaseLevel < 80) { - mes "Ah, this place should be good!"; - mes "Do you know where Glast Heim is?"; - mes "If it wasn't for that terrible accident, Glast Heim would still be"; - mes "the capital of Rune Midgard, not Prontera."; - next; - mes "[Instructor Ur]"; - mes "Anyways, that ancient castle is now full of undead monsters ."; - mes "It's especially bad around the Abbey in the south."; - next; - mes "[Instructor Ur]"; - mes "All of those undead monsters come from the underground graveyard"; - mes "Well... I guess you don't have to go all the way into the graveyard..."; - next; - mes "[Instructor Ur]"; - mes "Once you get to the Abbey you'll see our unit member stationed in front of the entrance."; - mes "Follow his instructions to help clear out that area."; - next; - mes "[Instructor Ur]"; - mes "Please come back alive."; - para_2nd01 = 7; - setquest 7219; // Advanced Training at Glast Heim - } - else if (BaseLevel < 90) - callsub S_Quest7990; - else - callsub S_Quest89100; - close; - case 2: - mes "Really? At your level, I think you can easily complete the top class missions.."; - mes "I'll be here if you change your mind."; - close; - } - } - else { - mes "2nd stage training missions start at level 70."; - mes "I'll see you then."; - mes "Did you pick up the necessary equipment from the storage?"; - mes "Hahaha!"; - } - } - else if (para_2nd01 == 10) { - mes "Oh! You're here!"; - mes "I just got a message from Johan."; - mes "I think he's not telling me something, but I can't figure out what that is."; - next; - mes "[Instructor Ur]"; - mes "Anyways, good job. I'm glad you're not hurt"; - mes "The Blacksmith BK said he'll reinforce your weapon."; - next; - callsub S_Para2; - mes "[Instructor Ur]"; - mes "You know where the Blacksmith is at right??"; - mes "Go out through the blue door, to the end of the hallway."; - mes "BK is a great blacksmith, he'll make your weapon stronger."; - mes "What are you waiting for?"; - para_2nd01 = 11; // Report to Instructor Ur - erasequest 7222; - } - else if (para_2nd01 == 11) { - if (BaseLevel > 79) { - mes "Ah, ever so improving "+ strcharinfo(PC_NAME) +"?"; - mes "To what do I owe this pleasure?"; - next; - switch( select( "I came for more training.", "I'm just visiting." ) ) { - mes "[Instructor Ur]"; - case 1: - mes "Hmm... You have a good form!"; - mes "Let me see...."; - next; - mes "[Instructor Ur]"; - if (BaseLevel < 90) - callsub S_Quest7990; - else - callsub S_Quest89100; - close; - case 2: - mes "Really? At your level, I think you can easily complete the top class missions.."; - mes "I'll be here if you change your mind."; - close; - } - } - else { - mes "3rd stage training starts at level 80."; - mes "I'll see you then."; - mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; - } - } - else if (para_2nd01 == 15) { - mes "Ah, you've come."; - mes "I just received a message from Kiren."; - mes "How was he? He didn't throw a tantrum for waking him up?"; - mes "I wouldn't be surprised if he did"; - next; - mes "[Instructor Ur]"; - mes "Anyways, good job. I'm glad you're not hurt."; - mes "The Blacksmith BK said he'll reinforce your weapon."; - next; - callsub S_Para2; - mes "[Instructor Ur]"; - mes "You know where the Blacksmith is at right??"; - mes "Go out through the blue door, to the end of the hallway."; - mes "BK is a great blacksmith, he'll make your weapon stronger."; - mes "What are you waiting for?"; - erasequest 7228; // Report to Instructor Ur - para_2nd01 = 16; - } - else if (para_2nd01 == 16) { - if (BaseLevel > 89) { - mes "It's nice to see you still strong!"; - mes "What brings you today?"; - next; - if (select( "I want to continue training.", "I'm just visiting." ) == 2) { - mes "[Instructor Ur]"; - mes "Really? At your level, I think you can easily complete the top class missions.."; - mes "I'll be here if you change your mind."; - close; - } - mes "[Instructor Ur]"; - callsub S_Quest89100; - } - else { - mes "4th stage training starts at level 90."; - mes "I'll see you then."; - mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; - } - } - else if (para_2nd01 == 20) { - mes "Congratulations on completing all training stages!"; - mes "That took quite a bit of time huh?"; - mes "The Blacksmith BK said he'll reinforce your weapon."; - next; - callsub S_Para2; - mes "[Instructor Ur]"; - mes "You know where the Blacksmith is at right??"; - mes "Go out through the blue door, to the end of the hallway."; - mes "BK is a great blacksmith, he'll make your weapon stronger."; - next; - mes "[Instructor Ur]"; - mes "Good job!"; - para_2nd01 = 30; - erasequest 7232; //Report to Instructor Ur - } - else if (para_2nd01 == 29) { - mes "Congratulations on completing all training stages!"; - mes "How was the Expedition? From the looks of it, it must've been pretty tough."; - next; - mes "[Instructor Ur]"; - mes "Good job.."; - mes "The Blacksmith BK said he'll reinforce your weapon."; - next; - callsub S_Para2; - mes "[Instructor Ur]"; - mes "You know where the Blacksmith is at right??"; - mes "Go out through the blue door, to the end of the hallway."; - mes "BK is a great blacksmith, he'll make your weapon stronger."; - next; - mes "[Instructor Ur]"; - mes "By the way, it looked like Michael had something to tell you as well"; - mes "Go talk to him, he's at the weapon storage as well."; - mes "Go ahead."; - para_2nd01 = 30; - erasequest 7237; // Report to Instructor Ur - } - else if (para_2nd01 == 30) { - mes "Good job."; - mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; - next; - mes "[Instructor Ur]"; - mes "Also, sometimes Michael needs help, so if you have time try to help him out."; - mes "I'm sure he'll reward you for your time."; - } - else if (para_2nd01 < 5) - callsub S_Direction,"Comodo"; - else if (para_2nd01 < 10) - callsub S_Direction,"Glast Heim Castle"; - else if (para_2nd01 < 15) - callsub S_Direction,"Einbroch"; - else if (para_2nd01 < 20) - callsub S_Direction,"Ice Dungeon"; - else if (para_2nd01 < 29) { - mes "You have to travel very far to get to the ^4d4dffRune Midgard Expedition Camp^000000!"; - mes "If you want to stay there then earn your keep by doing missions. Got it?"; - } - close; -S_Para2: - if (para_2nd02 == 0) { - mes "[Instructor Ur]"; - mes "I just realized... this was your first mission, wasn't it?"; - mes "You must not have gotten the basic equipments yet, right?"; - mes "Pick them up at the weapon storage."; - mes "Ask the Blacksmith Michael and he'll give you the equipment."; - para_2nd02 = 1; - next; - } - return; -S_Direction: - mes "So, have you been in ^4d4dff"+ getarg(0) +"^000000 yet?"; - mes "Didn't I tell you to go there?"; - mes "Go there first and then come back to me. Okay?"; - return; - -S_Quest7990: - mes "Hmm.. Not bad ..."; - mes "You must be getting a hang of this.."; - mes "Let's go with a simple mission this time"; - next; - mes "[Instructor Ur]"; - mes "There is a industrial city called Einbroch."; - mes "You've heard of it? It's a city clouded with pollution."; - mes "You'll appreciate the environment here so much more after visiting that city..."; - mes "We should all be thankful."; - next; - mes "[Instructor Ur]"; - mes "Anyways, go out to the field south of Einbroch and you'll see the Dispatched Instructor."; - mes "I'm sure he'll recognize you first."; - mes "Don't forget to bring the Eden Group badge."; - next; - mes "[Instructor Ur]"; - mes "The city's pollution is unbearable"; - mes "But the surrounding fields are relatively clean..."; - mes "This should be pretty easy for you."; - para_2nd01 = 12; - setquest 7223; // Advanced Training in Einbroch - return; - -S_Quest89100: - if (BaseLevel < 100) { - mes "Uh-huh...."; - mes "Hmm..."; - mes "You seem like a cool-headed person. What do you think about the ice caves?"; - next; - mes "[Instructor Ur]"; - mes "North of the city of Rachel is a cave filled with ice."; - mes "Find the Dispatched Instructor there."; - para_2nd01 = 17; - setquest 7229; // Advanced Training in Ice Dungeon - } - else { - mes "Well, well..."; - mes "I don't even know where to send you now."; - mes "I'm sure you are familiar with most places around here"; - next; - mes "[Instructor Ur]"; - mes "Then, should I send you somewhere farther this time?"; - mes "There is a cat hand agent here."; - mes "Do you see him over there?"; - next; - mes "[Instructor Ur]"; - mes "Through him, you can get to Ash Vacuum pretty easily ."; - mes "Since there is a Expedition Camp there..."; - next; - mes "[Instructor Ur]"; - mes "All you have to do is find the Eden Group agent there."; - mes "Tell him I sent you, and he'll give you instructions."; - mes "You can explore the new world"; - mes "It's like a vacation isn't it?"; - next; - mes "[Instructor Ur]"; - mes "Hahaha!"; - mes ".. Maybe I'll go instead of sending you."; - mes "Anyways, their names are Ma~ something... I don't know."; - next; - mes "[Instructor Ur]"; - mes "So, the mission, once again, is finding our agent at the Midgard Expedition Camp."; - mes "Isn't this the easiest mission you've ever had?"; - mes "Don't forget my present when you come back~!"; - para_2nd01 = 22; - setquest 7233; // Advanced Training at Ash Vacuum - } - return; -} - -//- 60~69 - -comodo,173,354,5 script Dispatched Instructor#02 1_M_JOBTESTER,{ - mes "[Romeo]"; - if (para_2nd01 < 1) { - mes "How are you?"; - mes "Comodo has the best weather in the whole world."; - mes "Even during the winter, Comodo has great weather."; - next; - mes "[Romeo]"; - mes "Do you know why?"; - mes "Comodo is surrounded by the ocean and caves."; - mes "Seasonal changes don't make any difference in the temperature here."; - next; - mes "[Romeo]"; - mes "Take it easy here."; - mes "This area is a place for relaxation."; - } - else if (para_2nd01 == 1) { - mes "How are you?"; - mes "You were sent here by Instructor Ur right?"; - mes "Did you come here for a quest?"; - next; - mes "[Romeo]"; - mes "I don't know if this will fit you well"; - mes "Why don't you just try it."; - next; - mes "[Romeo]"; - mes "The thing about this cave is that, many monsters are created from stones."; - mes "If you stay cautious, they shouldn't be too threatning..."; - next; - mes "[Romeo]"; - mes "But most of them have range attacks.."; - mes "And sometimes a really strong one roams around."; - next; - mes "[Romeo]"; - mes "Well... this is the reason why you train right?"; - mes "Let's try taking on one of the big monsters"; - next; - mes "[Romeo]"; - mes "'They are called 'Stalactic Golem'."; - mes "Try defeating some of them."; - mes "Not too difficult, right?"; - para_2nd01 = 2; - erasequest 7214; - setquest 7215; - } - else if (para_2nd01 == 2) { - if (questprogress(7215,HUNTING) == 2) { - mes "So, how good of an explorer are you now?"; - mes "You've fought these before, so clearing this cave should be possible."; - next; - mes "[Romeo]"; - mes "As I said before, since Komodo is a city inside a cave.."; - mes "Access to the outside world is mostly done through the east entrance, but..."; - next; - mes "[Romeo]"; - mes "Let's try going out through the north."; - mes "There should be things you can hunt out there."; - next; - mes "[Romeo]"; - mes "And instead of just walking out,"; - mes "Let's kill about 10 Stalactic Golems on the way out."; - next; - mes "[Romeo]"; - mes "So that, travelers coming from the north can safely walk through."; - mes "Remember, 10 Stalactic Golems. Then come to the other side of northern part of the cave"; - next; - mes "[Romeo]"; - mes "I'll be waiting outside."; - para_2nd01 = 3; - getexp 10000,10000; - erasequest 7215; // Stalactic Golem Hunt - setquest 7216; // More Golem Hunting - } - else { - mes "As a test of the difficulty of this cave"; - mes "Go defeat 3 Stalactic Golems."; - mes "Watch out for other monsters as well."; - next; - mes "[Romeo]"; - mes "Let me help you recover if you are tired."; - npcskill "AL_HEAL",10,99,60; - percentheal 0, 100; - } - } - else if (para_2nd01 == 3) { - mes "You must go through this cave to the outside."; - mes "Don't forget to defeat the Stalactic Golems you run into on the way."; - } - else { - mes "I always give the same test to the trainees that come here.."; - mes "I've never seen anyone pass it so perfectly like you did."; - } - close; -} - -um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{ - mes "[Romeo]"; - if (para_2nd01 < 2) { - mes "If you were sent from the Eden Group for training, wait for me at the town."; - mes "I'm waiting for a different trainee right now."; - } - else if (para_2nd01 == 2) { - mes "No no.. Not here."; - mes "I'm waiting for a different trainee right now."; - mes "Go back."; - } - else if (para_2nd01 == 3) { - if (questprogress(7216,HUNTING) == 2) { - mes "Ah, I see you didn't get lost."; - mes "Your skills at defeating those Stalactic Golems were better than I expected."; - mes "Just means you've improved that much."; - next; - mes "[Romeo]"; - mes "Now look around here"; - mes "We're in a dense forest now."; - mes "There are Dryads and Wootans here..."; - next; - mes "[Romeo]"; - mes "Next task is to clearing this area of monsters."; - mes "Bring me the following from the monsters."; - next; - mes "[Romeo]"; - mes "5 Wootan Fighter's Shoulderguard"; - mes "7 Dryad's Sharp Leaf"; - next; - mes "[Romeo]"; - mes "This is the last test."; - mes "Good luck."; - para_2nd01 = 4; - erasequest 7216; // More Golem Hunting - setquest 7217; // Field drops - getexp 10000,10000; - } - else { - mes "I see you didn't get lost."; - mes "But you didn't defeat enough Stalactic Golems.."; - mes "Go back and defeat them."; - next; - mes "[Romeo]"; - mes "I'll help you recover if you are tired."; - npcskill "AL_HEAL",10,99,60; - percentheal 0, 100; - } - } - else if (para_2nd01 == 4) { - if (countitem(Shoulder_Protection) > 4 && countitem(Sharp_Leaf) > 6) { - mes "You really got these by defeating the monsters?"; - mes "I believe you. I want to get out of here anyways."; - next; - mes "[Romeo]"; - mes "There are no more training tasks here."; - mes "Go back and report to Ur."; - delitem Shoulder_Protection,5; - delitem Sharp_Leaf,7; - para_2nd01 = 5; - erasequest 7217; // Field drops - setquest 7218; // Report to Instructor Ur - getexp 10000,10000; - } - else { - mes "Didn't I already tell you the last task?"; - mes "Defeat the monsters in this forest, and bring me the items I asked for."; - next; - mes "[Romeo]"; - mes "5 Wootan Fighter's Shoulderguard"; - mes "7 Dryad's Sharp Leaf"; - mes "You must bring me those to pass this test."; - next; - mes "[Romeo]"; - mes "I'll help you recover if you are tired."; - npcskill "AL_HEAL",10,99,60; - percentheal 0, 100; - } - } - else { - mes "Ugh, It's way too hot here."; - mes "You can leave now."; - } - close; -} - -//- 70~79 - -glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{ - mes "[Johan]"; - if (para_2nd01 < 7) { - mes "Ah~ So bored."; - mes "You're not the one Ur sent, are you?"; - mes "Oh~ That's okay."; - next; - mes "[Johan]"; - mes "This is Glast Heim Abbey."; - mes "Be careful, there are a lot of lost souls around here."; - } - else if (para_2nd01 == 7) { - mes "Oh oh!!"; - mes "You're finally here!"; - mes "I asked Ur to send someone to help me here!"; - next; - select("What? I came for training.."); - mes "[Johan]"; - mes "No no, that's the same thing!"; - mes "Your training mission is to help me clear out this Abbey!"; - next; - mes "[Johan]"; - mes "Phew... It's been so tough."; - mes "I can't run in by myself, but then Gargoyles attack me out here.."; - mes "Hahaha..."; - next; - mes "[Johan]"; - mes "This abbey is our responsibilty."; - mes "Just like other monasteries, this one has an underground graveryad as well, but.."; - next; - mes "[Johan]"; - mes "As you well know, this castle... is not at a normal state."; - mes "I think that's causing these souls from being able to rest in peace."; - next; - mes "[Johan]"; - mes "Let's defeat the ones around here first, since going underground may be too much for just us."; - mes "I'll be testing how skilled you are as well..."; - next; - mes "[Johan]"; - mes "First target are the Wraiths."; - mes "You can tell them apart by their strange laugh."; - mes "They look like demons, but we can't tell for sure..."; - next; - mes "[Johan]"; - mes "Defeat 20 Wraiths."; - mes "I'll assist you from here!"; - para_2nd01 = 8; - erasequest 7219; // Advanced Training at Glast Heim - setquest 7220; // Wraith Hunt - } - else if (para_2nd01 == 8) { - if (questprogress(7220,HUNTING) == 2) { - mes "Oh~ You are pretty strong!"; - mes "I'm so glad that someone strong like you came."; - mes "I wouldn't have last long here by myself."; - next; - mes "[Johan]"; - mes "By the way, did you see those other monsters besides the Wraiths?"; - mes "They are the corrupted souls of priests."; - mes "They are called 'Evil Druid' as well."; - next; - mes "[Johan]"; - mes "Let's take care of these Evil Druids this time."; - mes "10 of them."; - mes "You can do it right?"; - mes "I believe in you!"; - para_2nd01 = 9; - erasequest 7220; // Wraith Hunt - setquest 7221; // Evil Druid hunt - getexp 20000,20000; - } - else { - mes "20 Wraiths!"; - mes "I'll watch your back!."; - mes "... Of.. Course.. I'll fight too!"; - npcskill "AL_HEAL",10,99,60; - percentheal 0, 100; - } - } - else if (para_2nd01 == 9) { - if (questprogress(7221,HUNTING) == 2) { - mes "...Oh you're back!"; - mes "(Johan Opens the door and checks)"; - mes "....!"; - mes "Okay!!"; - next; - mes "[Johan]"; - mes "Thank you! I really appreciate it!"; - mes "I think I can enter without any worries now!"; - mes "I hope those evil souls left it alone.."; - next; - mes "[Johan]"; - mes "Hehe, I'll put in a good word to Ur!"; - mes "You're a valient and skilled exorcist!"; - next; - mes "[Johan]"; - mes "You can go back to Eden now"; - mes "I'll stay and clean up the rest, hehe"; - para_2nd01 = 10; - erasequest 7221; // Evil Druid hunt - setquest 7222; // Report to Instructor Ur - getexp 20000,20000; - } - else { - mes "10 Evil Druids!"; - mes "I'll watch your back, like last time."; - mes "... Of... Course... I'll fight them too!"; - npcskill "AL_HEAL",10,99,60; - percentheal 0, 100; - } - } - else if (para_2nd01 == 10) { - mes "Go back and report to Ur."; - mes "That Glast Heim Abbey is clear now."; - mes "I need to stay and look for something... Good bye."; - } - else { - mes "Ugh, I still haven't found the thing I lost."; - mes "Hmm... I may need to wait for the next trainee before I can start looking again... Eep!"; - next; - mes "[Johan]"; - mes "Uh... You didn't hear that did you?"; - mes "Hahahahahahaha!!!"; - mes "Hahahahaha!!"; - } - close; -} - -//- 80~89 - -ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{ - mes "[Kiren]"; - if (para_2nd01 < 12) { - mes "What are you looking at?"; - mes "You want something from me?"; - mes "Mind your own business, go away.."; - } - else if (para_2nd01 == 12) { - mes "What?"; - mes "...."; - mes "Hmm, Ur sent you?"; - mes "Oh, that training mission thing."; - next; - mes "[Kiren]"; - mes "You've came a long way, I won't make you do anything too tough, don't worry."; - mes "The fields outside of Einbroch isn't too bad."; - next; - mes "[Kiren]"; - mes "And monsters here usually leaves me alone, so I can nap all day."; - mes "But there are some that bother me."; - next; - mes "[Kiren]"; - mes "Do you know Porcellios are?"; - mes "Ugly looking insects... They steal too.."; - next; - mes "[Kiren]"; - mes "Let's defeat some of them as a warm up."; - mes "There are plenty of them around here. 30 shouldn't be too hard right?"; - next; - mes "[Kiren]"; - mes "I'm not holding a grudge just because they ate my lunch."; - mes "I'll be resting here until you're done."; - para_2nd01 = 13; - erasequest 7223; // Advanced Training in Einbroch - setquest 7224; // Porcellio hunting - } - else if (para_2nd01 == 13) { - if (questprogress(7224,HUNTING) == 2) { // Porcellio hunting - mes "What, You're done already?"; - mes "I was just about to fall asleep... Oh well.."; - mes "It can't be helped, I guess. Let's go to a different spot.."; - next; - mes "[Kiren]"; - mes "No, what are you talking about?"; - mes "Go... with you?"; - mes "You can by yourself right?"; - next; - mes "[Kiren]"; - mes "Okay, next task!"; - mes "People of Einbroch say that the pollution is really bad in the north."; - mes "They are worried that pollution will drift into the town."; - next; - mes "[Kiren]"; - mes "It's probably all those factories right there..."; - mes "I guess I should still look into it."; - mes "The cause for the pollution... Find it and destroy it."; - next; - mes "[Kiren]"; - mes "30 Venomous and 5 Teddy Bears."; - mes "That should be good enough."; - next; - mes "[Kiren]"; - mes "I'm sure you'll do fine without me watching."; - mes "To show my support, let me give you some EXP and HP recovery."; - next; - mes "[Kiren]"; - mes "The monsters are at the northern fields of Einbroch."; - mes "Okay then, be safe."; - mes "I'm going to take a nap."; - para_2nd01 = 14; - erasequest 7224; // Porcellio hunting - setquest 7226; // Venomous hunting - setquest 7227; // Teddy Bear hunting - getexp 30000,30000; - } - else { - mes "So, have you punished those Porcellio's yet?"; - mes "I don't think you're done yet right?"; - next; - mes "[Kiren]"; - mes "If you're hurt I'll heal you a bit."; - } - npcskill "AL_HEAL",10,99,60; - percentheal 0, 100; - } - else if (para_2nd01 == 14) { - if (questprogress(7226,HUNTING) == 2 && questprogress(7227,HUNTING) == 2) { - mes "Um..."; - mes "I'm getting it done."; - mes "Hmm..."; - mes "I'm still tired to finish..."; - next; - mes "[Kiren]"; - mes "Good. Those monsters have been bothering the Einbroch workers."; - mes "That was great.."; - next; - mes "[Kiren]"; - mes "I have some things to report to Instructor Ur."; - mes "I've been watching you closely and you've done well. Go back to Ur and deliver this report."; - para_2nd01 = 15; - erasequest 7226; // Venomous hunting - erasequest 7227; // Teddy Bear hunting - setquest 7228; // Report to Instructor Ur - getexp 30000,30000; - } - else { - mes "The monsters are at the northern fields of Einbroch."; - mes "Find the Noxious..."; - mes "Don't try to lie to me that you've finished hunting them."; - next; - mes "[Kiren]"; - mes "Yeah, if this is okay?"; - mes "Ugh this is difficult."; - mes "I'll make you feel better though."; - npcskill "AL_HEAL",10,99,60; - percentheal 0, 100; - } - } - else if (para_2nd01 == 15) { - mes "What serious?"; - mes "Have you made your report to Instructor Ur?"; - mes "Einbroch has commissioned work out so that means more training."; - } - else { - mes "I'm not a thief..."; - mes "It's a hard living."; - mes "Nor is there any real ambition."; - next; - mes "[Kiren]"; - mes "Come practitioners?"; - mes "Make things."; - mes "How convenient witchinya."; - mes "Heumnya. I'll sleep in one breath.."; - } - close; -} - -//- 90~99 - -ice_dun01,154,13,5 script Dispatched Instructor#05 4_F_JOB_BLACKSMITH,{ - mes "[Naomi]"; - if (para_2nd01 <= 17) { - mes "It's more than that~"; - mes "Now where did the time go~"; - mes "I thought you said you sent me~!"; - next; - mes "[Naomi]"; - if (para_2nd01 < 17) { - mes "What is it? You'll help me. Is that right?"; - mes "No, you don't have to do that."; - mes "I'm waiting for someone scheduled to help me."; - close; - } - mes "And you are?"; - mes "Oh, you were sent here by Ur?"; - mes "I don't know how long I've been waiting here in the snow."; - next; - mes "[Naomi]"; - mes "This is the ice dungeon of the northern plains."; - mes "Nothing like a cave that's cold the entire year."; - next; - mes "[Naomi]"; - mes "So this is where the people of Rachel go for their ice supply."; - mes "But, this area is crawling with dangerous monsters."; - next; - mes "[Naomi]"; - mes "One of those monsters is known as a Siroma."; - mes "They should be a good challenge for you."; - next; - mes "[Naomi]"; - mes "Okay, then go in the cave and find those Siroma."; - mes "It's cold in there but this job has to be done."; - next; - mes "[Naomi]"; - mes "OH, sometimes"; - mes "You be careful in there."; - mes "Well, good luck~!"; - para_2nd01 = 18; - erasequest 7229; // Advanced Training in Ice Dungeon - setquest 7230; // Siroma hunting - } - else if (para_2nd01 == 18) { - if (questprogress(7230,HUNTING) == 2) { - mes "Ah... It's over..."; - mes "Good!"; - mes "Your skills have been verified."; - next; - mes "[Naomi]"; - mes "Now, what have I happened to do next."; - mes "Those Siromas seem to be growing at a faster rate."; - mes "As before go and hunt 30 more Siromas and bring me some materials."; - next; - mes "[Naomi]"; - mes "And get this... Well..."; - mes "Please listen carefully"; - mes "30 Ice Cubic"; - mes "1 Sweet Sauce"; - mes "1 Milk"; - next; - mes "[Naomi]"; - mes "I'm not just doing this for myself you know."; - mes "I'm doing this for everyone."; - next; - mes "[Naomi]"; - mes "That's the last of it anyways."; - mes "So hunt those Siromas and get the materials."; - mes "We understand each other?"; - next; - select("What about you?"); - mes "[Naomi]"; - mes "Me? Well of course... I'm going to stand guard here."; - mes "I... I'm a busy person!"; - mes "Besides this is training so who are you to ask me what about me?"; - next; - mes "[Naomi]"; - mes "Go now!"; - mes "Those Siromas are going to just get rowdier by the minute."; - para_2nd01 = 19; - erasequest 7230; // Siroma hunting - setquest 7231; // Hunting and Gathering - getexp 40000,40000; - npcskill "AL_HEAL",10,99,60; - percentheal 0, 100; - } - else { - mes "The biggest stumbling block is dealing with the Siromas."; - mes "Have you hunted 30 yet?"; - next; - mes "[Naomi]"; - mes "Oh, you want help recovering your HP/SP huh?"; - mes "You'll get nothing from me~!"; - mes "What challenge would that be if I did that?"; - } - } - else if (para_2nd01 == 19) { - if (questprogress(7231,HUNTING) == 2 && countitem(Ice_Piece) > 29 && countitem(Sweet_Sauce) > 0 && countitem(Milk) > 0) { - mes "Ohh!"; - mes "You've brought everything."; - mes "Okay, so just one last thing...!"; - next; - select("...... Look"); - mes "[Naomi]"; - mes "Yes, yes? Why not?"; - mes "..."; - mes "Oh, that's right! I'm supposed to give you something."; - mes "You've done enough, I know."; - next; - mes "[Naomi]"; - mes "I'll inform Instructor Ur."; - mes "A few more stages left to go so don't worry!"; - next; - mes "[Naomi]"; - mes "Oh and congratulations!"; - mes "This is the last training stage prepared!"; - next; - mes "[Naomi]"; - mes "I guess I should do some of this myself~"; - mes "Muahaha~"; - delitem Ice_Piece,30; - delitem Sweet_Sauce,1; - delitem Milk,1; - para_2nd01 = 20; - erasequest 7231; // Hunting and Gathering - setquest 7232; // Report to Instructor Ur - getexp 40000,40000; - } - else { - mes "Have you finished hunting the 30 Siroma yet?"; - mes "You've already done it once so this shouldn't be difficult..."; - next; - mes "[Naomi]"; - mes "And don't forget the 30 Ice Cubic, 1 Sweet Sauce, and 1 Milk."; - } - } - else if (para_2nd01 == 20) { - mes "Were you there yet?"; - mes "Other people have come and go since you've been here last."; - mes "Now I don't have to get the materials myself."; - next; - mes "[Naomi]"; - mes "Report back to Instructor Ur and report that the job is done."; - mes "Don't procrastinate."; - } - else - mes "Alas, is there anywhere where the buildup of ice caps is more than here?"; - close; -} - -mid_camp,212,229,3 script Dispatched Instructor#06 4_F_HUWOMAN,{ - mes "[Margaret]"; - if (para_2nd01 < 22) { - mes "Oh, sorry."; - mes "I don't know much about the life of an adventurer."; - mes "I'm just a member of Eden Group..."; - } - else if (para_2nd01 == 22) { - mes "The proof that you have there."; - mes "You're here in paradise."; - mes "Instructor Ur sent you?"; - next; - if (select( "Yes.", "No." ) == 2) { - mes "[Margaret]"; - mes "Oh, my mistake."; - close; - } - mes "[Margaret]"; - mes "How do you do?"; - mes "Oh, so you're here for the training from Instructor Ur."; - next; - mes "[Margaret]"; - mes "Ok, I'm in a bit of a situation right now so I asked Instructor Ur to use his missions to help."; - next; - select("A situation?"); - mes "[Margaret]"; - mes "Yes, "; - mes "Find Mine and do what he asks you."; - next; - mes "[Margaret]"; - mes "We dispatched him to do something and he hasn't done it yet so I'm guessing he's either chickened out or failed."; - next; - mes "[Margaret]"; - mes "So can you find him out there in Splendide Field?"; - next; - mes "[Margaret]"; - mes "Find him and figure out what the heck he's up to please."; - para_2nd01 = 23; - erasequest 7233; // Advanced Training at Ash Vacuum - setquest 7234; // Margaret's favor - } - else if (para_2nd01 < 27) { - mes "Can you find those two brothers?"; - mes "Find out what's up with them."; - } - else if (para_2nd01 == 27) { - mes "So what's up?!"; - next; - mes "- You tell her about Meeru and Mine. -"; - next; - mes "[Margaret]"; - mes "Yeah? Oh what?"; - mes "This is not really..."; - mes "Ok I'll go deal with them."; - next; - mes "[Margaret]"; - mes "Well, whatever the Nepenthes and Pinguicula proof has been collected."; - next; - mes "[Margaret]"; - mes "Your training is done so go back and talk to Instructor Ur."; - para_2nd01 = 29; - erasequest 7234; // Margaret's favor - setquest 7237; // Report to Instructor Ur - } - else if (para_2nd01 == 29) { - mes "Well, whatever the Nepenthes and Pinguicula proof has been collected."; - next; - mes "[Margaret]"; - mes "Your training is done so go back and talk to Instructor Ur."; - } - else - mes "........"; - close; -} - -man_fild01,43,234,3 script Dispatched Instructor#07 4_DST_SOLDIER,{ - mes "[Meeru]"; - if (para_2nd01 < 23) { - mes "You think I'll lose!"; - mes "...?"; - mes "All of them... Who're you?!"; - mes "Mine is a stooge?"; - mes "He sent you to watch me!?"; - next; - mes "[Meeru]"; - mes "What? Isn't that it?"; - mes "... ..."; - mes "Mine didn't send you did he?"; - } - else if (para_2nd01 == 23) { - mes "You think I'll lose!"; - mes "...?"; - mes "All of them... Who're you?!"; - mes "Mine is a stooge?"; - mes "He sent you to watch me!?"; - next; - mes "[Meeru]"; - mes "What? Isn't that it?"; - mes "... ..."; - mes "Mine didn't send you did he?"; - mes "So why are you here?"; - next; - select("Margaret sent me"); - mes "[Meeru]"; - mes "Ah, Margaret!"; - mes "Mine and Margaret are always trying to mess with me because of my win-!"; - mes "Gosh..."; - next; - select( "What happened?", "What do you win?" ); - mes "[Meeru]"; - mes "It all started with them bickering."; - mes "Margaret was asked to scout for both of us. It's like what you're doing now."; - next; - mes "[Meeru]"; - mes "Mine said that he was strong enough to defeat any monster."; - mes "So I insisted that he go to either East or West of the camp and show me."; - next; - mes "[Meeru]"; - mes "Mine made an idle threat and huffed and puffed but didn't do anything."; - next; - mes "[Meeru]"; - mes "Basically, Margaret didn't believe him and challenged him to kill 1 Nepenthes."; - next; - mes "[Meeru]"; - mes "So anyways now I'm charged with asking people to go and hunt 1 Nepenthes because of that bickering incident."; - next; - mes "[Meeru]"; - mes "It's really not that difficult to hunt 1 so just go to the field East of here and kill one of them."; - para_2nd01 = 24; - setquest 7235; // Nepenthes Hunt - } - else if (para_2nd01 == 24) { - if (questprogress(7235,HUNTING) == 2) { - mes "Hmm yes I saw."; - mes "I knew I should've asked you to hunt more than 1."; - next; - mes "[Meeru]"; - mes "Anyways you've proven that you're stronger than Mine ever made himself out to be."; - next; - mes "[Meeru]"; - mes "Well anyways here's a small reward."; - next; - mes "[Meeru]"; - mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows."; - para_2nd01 = 25; - erasequest 7235; // Nepenthes Hunt - getexp 50000,50000;; - } - else { - mes "Is hunting the Nepenthes too much for you?"; - mes "You seem a bit flushed."; - mes "Fine I'll heal you!"; - npcskill "AL_HEAL",10,99,60; - percentheal 0, 100; - } - } - else if (para_2nd01 == 25) - mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows."; - else { - mes "Something wrong?"; - mes "Did you have trouble with that Nepenthes..."; - mes ".........hyuk huk."; - } - close; -} - -spl_fild02,377,149,3 script Dispatched Instructor#08 4_M_DST_MASTER,{ - mes "[Mine]"; - if (para_2nd01 < 25) { - mes "Oh cruel world."; - mes "..."; - mes "Way to go passing by."; - mes "What a fiasco this has turned out to be"; - } - else if (para_2nd01 == 25) { - mes "Oh cruel world..."; - mes "..."; - mes "Who are you?"; - next; - if (select( "Margaret sent me.", "Yeah I'm here..." ) == 1) { - mes "[Mine]"; - mes "Eh? Who!"; - mes "I see. Is it that time already?"; - mes "This has been difficult."; - mes "I'm in a crisis here!"; - } - else { - mes "[Mine]"; - mes "Oh so you're not here by your own will eh?"; - mes "So why even bother coming?"; - next; - mes "[Mine]"; - mes "You didn't want to be here right?"; - mes "Margaret sent you instead of someone else I bet."; - mes "Whatever, anyway I'm in a crisis here!"; - } - next; - mes "[Mine]"; - mes "Ok I don't want to admit it but you gotta help me out here."; - next; - mes "[Mine]"; - mes "Ok just because I was complaining doesn't mean they have to send me here!"; - next; - mes "[Mine]"; - mes "I mean they've asked for too much of a simple person like myself."; - next; - mes "[Mine]"; - mes "Ok here's the deal."; - mes "I'm supposed to hunt those Pinguiculas. Just 5 of 'em."; - mes "But you'll do that for me yeah?"; - next; - mes "[Mine]"; - mes "I promise you I'll give you something good."; - mes "Thanks."; - para_2nd01 = 26; - setquest 7236; // Pinguicula Hunt - } - else if (para_2nd01 == 26) { - if (questprogress(7236,HUNTING) == 2) { - mes "Excellent!"; - mes "Now I can go back to the camp and..."; - next; - mes "[Mine]"; - mes "I mean, can you tell Margaret that it's all done?"; - next; - mes "[Mine]"; - mes "Oh don't worry she won't mind. I'll just go back to doing what I was doing. Here's your reward."; - para_2nd01 = 27; - erasequest 7236; // Pinguicula Hunt - getexp 50000,50000;; - } - else { - mes "Come on 5 Pinguicula."; - mes "Really how did you get here then?"; - next; - mes "[Mine]"; - mes "You're not lying about being a real adventurer are you?"; - npcskill "AL_HEAL",10,99,60; - percentheal 0, 100; - } - } - else if (para_2nd01 == 27) { - mes "Margaret gets everything she wants back at the camp."; - mes "Don't you worry, I'm going back soon."; - } - else - mes "........."; - close; -} - -moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{ - if (checkweight(Para_Team_Manteau2,5) == 0) { - mes "- You have too many items in your inventory to continue -"; - close; - } - mes "[Thorn]"; - if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { - mes "Hmm, are you a member of Eden Group?"; - mes "You need to be one of our members to use my services."; - close; - } - mes "What's going on?"; - next; - switch( select( "Strengthen Equipment", "Personal Request", "Give me new equipment." ) ) { - mes "[Thorn]"; - case 1: - if (para_2nd01 < 6) { - mes "Hmm equipment strengthening."; - mes "I don't exactly do that for just anyone."; - mes "The first step is at least a higher degree of training so have you done the Eden Group training yet?"; - next; - mes "[Thorn]"; - mes "You have not awakened yet."; - mes "First do the missions set forth by Instructor Ur and I'll help you strengthen your equipment."; - next; - mes "[Thorn]"; - mes "I won't help you unless you do that first!"; - } - else if (para_2nd04 == 3) { - mes "Strengthen your equipment eh?"; - mes "I'll strengthen the new Eden Group equipment for you by giving it a random stat boost."; - next; - mes "[Thorn]"; - mes "So what equipment do you want to enhance?"; - next; - switch( select( "Eden Group Manteau II", "Eden Group Armor IV", "Eden Group Boots IV" ) ) { - case 1: callsub S_Enchant,Para_Team_Manteau2,"Manteau"; - case 2: callsub S_Enchant,Para_Team_Armor,"Armor"; - case 3: callsub S_Enchant,Para_Team_Boots4,"Boots"; - } - } - else { - mes "I will strengthen your equipment after you've done a personal request of mine."; - next; - mes "[Thorn]"; - mes "I just want to be sure that you're worthy of using my services."; - } - close; - case 2: - if (para_2nd02 < 2) { - mes "Have you started the request of Instructor Ur?"; - mes "I'm lending my services to those who are worthy."; - next; - mes "[Thorn]"; - mes "Besides, you won't have the equipment that I can enhance until you do those missions."; - } - else if (para_2nd04 == 0) { - mes "Glad you're here."; - mes "As a blacksmith I am in need of Iron materials constantly."; - next; - mes "[Thorn]"; - mes "Of course there will be a reward eventually..."; - mes "So..."; - next; - mes "[Thorn]"; - if (BaseLevel < 80) { - mes "Bring me some materials."; - mes "I need 20 Iron Ore, and 10 Iron."; - } - else { - mes "Bring me some materials."; - mes "Bring 20 Used Iron Plate."; - .@add = 1; - } - mes "It shouldn't be hard to get these can you bring them right away?"; - next; - switch( select( "Sure thing.", "I don't want to." ) ) { - mes "[Thorn]"; - case 1: - mes "I appreciate it."; - mes "So take your time and I'll be waiting."; - para_2nd04 = 1 + .@add; - setquest (7238 + .@add); // Errands for Thorn (easy/hard) - close; - case 2: - mes "Eh...?"; - mes "Guess you're too busy to help me."; - close; - } - } - else if (para_2nd04 == 1 || para_2nd04 == 2) { - if (para_2nd04 == 1) { - setarray .@item[0],Iron_Ore,Iron; - setarray .@amount[0],20,10; - setarray .@countitem[0],countitem(Iron_Ore),countitem(Iron); - .@string$ = "I asked you to get 20 Iron Ore, and 10 Iron."; - } - else { - .@item[0] = 7319; - .@amount[0] = 20; - .@countitem[0] = countitem(Old_Steel_Plate); - .@add = 1; - .@string$ = "I asked you to get 20 Used Iron Plate."; - } - if (.@countitem[0] >= .@amount[0] && .@countitem[1] >= .@amount[1]) { - mes "Let me guess..."; - mes "You've brought me the best quality materials."; - mes "Good."; - next; - mes "[Thorn]"; - mes "I can always use more Iron materials."; - mes "Instead of a normal reward I'll give you an advanced equipment."; - next; - mes "[Thorn]"; - mes "If at any time you think you have equipment that you need to strengthen come by me again."; - delitem .@item[0],.@amount[0]; - if (.@countitem[1]) - delitem .@item[1],.@amount[1]; - para_2nd04 = 3; - erasequest (7238 + .@add); - setquest 7240; - } - else { - mes .@string$; - mes "I'm pretty sure that it isn't that difficult to do."; - } - } - else if (para_2nd04 == 3) { - mes "Now, that's it."; - mes "That's enough for today."; - mes "For now, ask me to strengthen your equipment and I'll do it for you."; - next; - mes "[Thorn]"; - mes "If you have one of these bring them to me."; - mes "Eden Group Manteau II, Eden Group Armor IV, Eden Group Boots IV."; - } - else if (para_2nd04 == 4) { - if (questprogress(7241,PLAYTIME) == 1) { - mes "Come back later."; - mes "You have to wait for some time first."; - } - else { - mes "Uh-huh..."; - mes "What are we going to... oh don't worry."; - mes "Come to me later."; - erasequest 7241; // Errands for Thorn timer - para_2nd04 = 0; - } - } - close; - case 3: - if (para_2nd02 < 1) { - mes "I'm not permitted to do this by Instructor Ur."; - mes "Don't mess with me."; - } - else if (para_2nd02 == 1) { - mes "Okay, I'll give you equipment."; - mes "I'll give you good armor and equipment that you'll be proud of."; - next; - mes "[Thorn]"; - mes "So now, ^4d4dffmake sure that you have enough free inventory space.^000000"; - next; - if (select( "Let me organize my inventory.", "I have free space." ) == 1) { - mes "[Thorn]"; - mes "You do that."; - mes "Free up your inventory so that you can get the weapons, boots, and all the other equipment."; - close; - } - mes "[Thorn]"; - if (BaseJob == Job_Knight || BaseJob == Job_Crusader) { - callsub L_Select,"One-handed sword, two-handed sword or spear.", - P_Slayer3,"Eden Group Slayer III","Two-handed Sword, Attack 200", - P_Saber3,"Eden Group Saber III","One-handed Sword, Attack 185", - P_Sphere1,"Eden Group Spear I","One-handed, Attack 165"; - } - else if (BaseJob == Job_Assassin) { - callsub L_Select,"You have your choice of dagger or katar.", - P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", - P_Katar1,"Eden Group Katar I","Katar, ATK 155"; - } - else if (BaseJob == Job_Rogue || BaseClass == Job_Novice) - getitem P_Dagger3,1; - else if (BaseJob == Job_Alchemist || BaseJob == Job_Blacksmith) { - callsub L_Select,"Your options are Mace, Saber and Axe.", - P_Mace3,"Eden Group Mace III","Mace, Attack 172", - P_Saber3,"Eden Group Saber III","Sword, Attack 185", - P_Two_Handed_Axe1,"Eden Group Axe I","Axe, Attack 195"; - } - else if (BaseJob == Job_Wizard) - getitem P_Staff3,1; - else if (BaseJob == Job_Sage) { - callsub L_Select,"", - P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", - P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135"; - } - else if (BaseJob == Job_Priest) { - callsub L_Select,"", - P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", - P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135", - P_Mace3,"Eden Group Mace III","Mace, Attack 172"; - } - else if (BaseJob == Job_Monk) { - callsub L_Select,"", - P_Knuckle1,"Eden Group Knuckles I","Knuckle, Attack 120", - P_Mace3,"Eden Group Mace III","Mace, Attack 172"; - } - else if (BaseJob == Job_Hunter) - getitem P_Bow3,1; - else if (BaseJob == Job_Bard) { - callsub L_Select,"", - P_Bow3,"Eden Group Bow III","Bow, Attack 140", - P_String_Inst1,"Eden Group Guitar I","Guitar, Attack 125"; - } - else if (BaseJob == Job_Dancer) { - callsub L_Select,"", - P_Bow3,"Eden Group Bow III","Bow, Attack 140", - P_Tail1,"Eden Group Whip I","Whip, Attack 125"; - } - else if (BaseClass == Job_Ninja) { - callsub L_Select,"", - P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", - P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170"; - } - else if (BaseJob == Job_Star_Gladiator) - getitem P_Dic1,1; - else if (BaseJob == Job_Soul_Linker) { - callsub L_Select,"", - P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", - P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60"; - } - else if (BaseClass == Job_Gunslinger) - getitem P_Revolver3,1; - else { - mes "Hmm, you are eligible to receive equipment."; - mes "Yeah I understand that."; - next; - mes "[Thorn]"; - mes "Hmm something went wrong though. I'm not sure what..."; - close; - } - para_2nd02 = 2; - getitem Para_Team_Hat2,1; - getitem Para_Team_Manteau2,1; - getitem Para_Team_Boots4,1; - getitem Para_Team_Armor,1; - mes "Here's your equipment."; - mes "I'll also give you the other gear that comes along with this set."; - } - else if (para_2nd02 == 2) { - mes "You can strengthen the equipment that I gave you."; - mes "Weapons Expert BK is at Eden Group Headquarters and he can do that for you."; - next; - mes "[Thorn]"; - mes "So go to him and he can make your equipment stronger."; - } - else { - mes "Have you gotten your gear yet?"; - mes "I can give you the gear but I can't strengthen it for you."; - next; - mes "[Thorn]"; - mes "Your armor can be strengthened by someone else."; - mes "I wish I could but I can't."; - } - } - close; -L_Select: - mes "Choose a weapon."; - mes getarg(0); - mes "Choose from the following."; - for ( .@i = 1; .@i < getargcount(); .@i += 3 ) { - .@menu$ = .@menu$ + getarg(.@i+1) + ":"; - mes getarg(.@i+1)+" : "+ getarg(.@i+2); - } - next; - .@i = (select(.@menu$) -1) *3 +1; - mes "[Toren]"; - getitem getarg(.@i),1; - return; -S_Enchant: - mes "[Thorn]"; - if (countitem(getarg(0)) > 0) { - setarray .@bonus[1], - Luck2, - Mdef4, - Def3, - Strength2, - Mdef6, - Def6, - Agility2, - Mdef8, - Def9, - Dexterity2, - Inteligence2, - Vitality2; - .@1st = .@bonus[ rand(1,12) ]; - .@2nd = .@bonus[ rand(1,12) ]; - mes "Eden Group "+ getarg(1) +"?"; - mes "I understand."; - mes "Remember the stats that are enhanced will be random."; - mes "You sure you want me to enhance this?"; - next; - switch( select( "I changed my mind.", "Yes, enhance it." ) ) { - mes "[Thorn]"; - case 1: - mes "You sure you don't want to enhance it?"; - mes "It's your choice."; - close; - case 2: - mes "I understand."; - mes "Let's begin the enhancement."; - next; - specialeffect EF_REPAIRWEAPON; - progressbar "ffff00",3; - delitem getarg(0),1; - para_2nd04 = 4; - changequest 7240,7241; - getitem2 getarg(0),1,1,0,0,0,0,.@1st,.@2nd; - mes "[Thorn]"; - mes "Ok, seems that the enhancement went well."; - mes "If you don't like the result then you can come back again tomorrow."; - close; - } - } - mes "Hmm... Don't you have the "+ getarg(1) +"?"; - mes "I don't think you have it with you."; - close; -} - -moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{ - setarray .@wplist[0], - P_Slayer3, - P_Saber3, - P_Dagger3, - P_Katar1, - P_Two_Handed_Axe1, - P_Sphere1, - P_Staff3, - P_Mace3, - P_Bow3, - P_Dic1, - P_String_Inst1, - P_Tail1, - P_Revolver3, - P_Knuckle1, - P_Huuma_Shuriken1; - .@wplist_size = getarraysize(.@wplist); - for ( .@i = 0; .@i < .@wplist_size; ++.@i ) { - .@menu$ += getitemname(.@wplist[.@i]) + ":"; - } - mes "[BK]"; - mes "What's happening?"; - mes "No way?!"; - next; - if (select( "Enhancing weapons.", "What?" ) == 2) { - mes "[BK]"; - mes "Yeah?"; - mes "Are you asking me what I know?"; - next; - select("...??"); - mes "[BK]"; - mes ".....????"; - close; - } - mes "[BK]"; - mes "Ah, you're here to enhance your gear."; - mes "Okay, shall we?"; - next; - mes "[BK]"; - if (para_2nd02 < 2) { - mes "You have to have the equipment first in order for me to do anything."; - mes "Didn't you get anything from Thorn yet?"; - } - else if (para_2nd02 == 2) { - if (para_2nd01 < 11) { - mes "Hmm, no."; - mes "I don't have permission from Instructor Ur."; - mes "You have to finish your training."; - next; - mes "[BK]"; - mes "Once you do that I can help you."; - mes "Until then I won't talk to you."; - } - else { - mes "Okay, what weapon do you want to enhance?"; - next; - .@s = select(.@menu$) -1; - mes "[BK]"; - if (countitem(.@wplist[.@s]) > 0) { - mes "Ok for the first reinforcement."; - mes "ATK + 3% or MATK + 3%?"; - mes "I'll give you the option to grant this effect on the selected gear."; - next; - mes "[BK]"; - mes "You can't change your mind after so choose wisely."; - next; - if (select( "ATK +3%","MATK +3%" ) == 1) { - .@string$ = "Ok, you've chosen to raise physical attack."; - .@card = Atk3; - } - else { - .@string$ = "Ok, you've chosen to raise magical attack."; - .@card = Matk3; - .@add = 1; - } - mes "[BK]"; - mes .@string$; - mes "Would you look at that. Your weapon will now be stronger."; - para_2nd03 = 1 + .@add; - next; - specialeffect EF_REPAIRWEAPON; - progressbar "ffff00",3; - para_2nd02 = 3; - delitem .@wplist[.@s],1; - getitem2 .@wplist[.@s],1,1,0,0,0,0,0,.@card; - mes "[BK]"; - mes "Isn't it magnificent?"; - mes "I know, I know, I'm pretty amazing!"; - } - else { - mes "Are you kidding me?"; - mes "You don't seem to have that weapon in your possession."; - } - } - } - else if (para_2nd02 == 3) { - if (para_2nd01 < 16) { - mes "Hmm, I'm not sure you're ready."; - mes "All 3 steps of Instructor Ur's missions have to be completed first."; - next; - mes "[BK]"; - mes "You get what I'm saying?"; - mes "Finish the third mission from Instructor Ur."; - } - else { - mes "Good. So you previously received an addition to Atk or Matk."; - mes "For this option you can choose from Brute, Plant, Fish, Dragon, Increased Heal."; - next; - mes "[BK]"; - mes "Once you've chosen you can't change your mind again."; - mes "But your weapon will increase damage to the type of enhancement you pick."; - next; - mes "[BK]"; - mes "Basically I will add a random monster card with the property type that you choose."; - mes "Good luck!"; - next; - switch( select( "Brute Type", "Plant Type", "Insect Type", "Fish Type", "Dragon Type", "Increased Heal" ) ) { - case 1: - setarray .@arg[0],Goblin_Card,Bradium_Goram_Card,111; - .@type$ = "Brute"; - break; - case 2: - setarray .@arg[0],Scorpion_Card,Nepenthes_Card,121; - .@type$ = "Plant"; - break; - case 3: - setarray .@arg[0],Caramel_Card,Pinguicula_Card,131; - .@type$ = "Insect"; - break; - case 4: - setarray .@arg[0],Flora_Card,Naga_Card,141; - .@type$ = "Fish"; - break; - case 5: - setarray .@arg[0],Petit_Card,Egg_Of_Draco_Card,151; - .@type$ = "Dragon"; - break; - case 6: - setarray .@arg[0],Heal_Amount2,Heal_Amount2,161; - } - mes "[BK]"; - for ( .@i = 0; .@i < 15; .@i++ ) { - if (countitem(.@wplist[.@i]) > 0) { - if (.@arg[0] == Heal_Amount2) - mes "Good. Your weapon will now increase Heal effectiveness."; - else - mes "Good. Your weapon will increase attacks to "+ .@type$ +" type monsters."; - next; - specialeffect EF_REPAIRWEAPON; - progressbar "ffff00",3; - delitem .@wplist[.@i],1; - para_2nd02 = 4; - if (para_2nd03 == 1) { - para_2nd03 = .@arg[2]; - getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[0],Atk3; - } - else { - para_2nd03 = .@arg[2] + 100; - getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[1],Matk3; - } - mes "[BK]"; - mes "Isn't it magnificent?"; - mes "I know, I know, I'm pretty amazing!"; - close; - } - } - mes "Sorry, but it doesn't seem like you have a weapon that can be enhanced."; - mes "How did this happen?"; - close; - } - } - else if (para_2nd02 == 4) { - if (para_2nd01 < 30) { - mes "Instructor Ur has a lot of training missions doesn't he?"; - mes "There's only one more stage."; - mes "Reach the final stage of training."; - } - else { - mes "Okay, this is the last step."; - mes "I will make your weapon even more enhanced."; - next; - mes "[BK]"; - mes "The card added from the previous step will be doubled."; - mes "And if you have a healing weapon it will increase it's healing efficiency."; - mes "You understand?"; - next; - mes "[BK]"; - mes "Ok what weapon did you have now?"; - next; - .@s = select(.@menu$) -1; - mes "[BK]"; - if (countitem(.@wplist[.@s]) > 0) { - mes "Doubling the strength of your bonus stat."; - next; - specialeffect EF_REPAIRWEAPON; - progressbar "ffff00",3; - delitem .@wplist[.@s],1; - para_2nd02 = 5; - if (para_2nd03 == 111) - getitem2 .@wplist[.@s],1,1,0,0,0,Goblin_Card,Goblin_Card,Atk3; - else if (para_2nd03 == 121) - getitem2 .@wplist[.@s],1,1,0,0,0,Scorpion_Card,Scorpion_Card,Atk3; - else if (para_2nd03 == 131) - getitem2 .@wplist[.@s],1,1,0,0,0,Caramel_Card,Caramel_Card,Atk3; - else if (para_2nd03 == 141) - getitem2 .@wplist[.@s],1,1,0,0,0,Flora_Card,Flora_Card,Atk3; - else if (para_2nd03 == 151) - getitem2 .@wplist[.@s],1,1,0,0,0,Petit_Card,Petit_Card,Atk3; - else if (para_2nd03 == 161) - getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Atk3; - else if (para_2nd03 == 211) - getitem2 .@wplist[.@s],1,1,0,0,0,Bradium_Goram_Card,Bradium_Goram_Card,Matk3; - else if (para_2nd03 == 221) - getitem2 .@wplist[.@s],1,1,0,0,0,Nepenthes_Card,Nepenthes_Card,Matk3; - else if (para_2nd03 == 231) - getitem2 .@wplist[.@s],1,1,0,0,0,Pinguicula_Card,Pinguicula_Card,Matk3; - else if (para_2nd03 == 241) - getitem2 .@wplist[.@s],1,1,0,0,0,Naga_Card,Naga_Card,Matk3; - else if (para_2nd03 == 251) - getitem2 .@wplist[.@s],1,1,0,0,0,Egg_Of_Draco_Card,Egg_Of_Draco_Card,Matk3; - else if (para_2nd03 == 261) - getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Matk3; - mes "[BK]"; - mes "Isn't it magnificent?"; - mes "I know, I know, I'm pretty amazing!"; - } - else { - mes "Hey, you think I'm joking?"; - mes "Do you have the weapons or not?"; - } - } - } - else if (para_2nd02 > 4) { - mes "How do you like your enhanced weapon?"; - mes "Hopefully it has helped you."; - next; - mes "[BK]"; - mes "I've given you the peak of your weapon's efficiency."; - mes "Weapons aren't the only things that need strength, though, don't you agree?"; - next; - mes "[BK]"; - mes "Come on admit it."; - mes "Thorn gave inspiration and I intend on providing strong equipment, that's how to live life."; - mes "Hahahaha!"; - } - close; -} - -sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ - callfunc "F_GM_NPC"; - mes "Password"; - next; - if (callfunc("F_GM_NPC",1854,0) == 1) { - mes "Please select the variable you want to modify."; - next; - .@var = select("para_suv01", "para_suv02"); - mes "Enter the modified value"; - next; - input .@input,0,9999; - mes "Value of para_suv0"+.@var+" has been changed to "+.@input+"."; - setd "para_suv0"+.@var,.@input; - close; - } else { - mes "......meow wee."; - close; - } -} |