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-rw-r--r--npc/re/quests/eden/100-110.txt1252
-rw-r--r--npc/re/quests/eden/11-25.txt152
-rw-r--r--npc/re/quests/eden/111-120.txt1171
-rw-r--r--npc/re/quests/eden/121-130.txt805
-rw-r--r--npc/re/quests/eden/131-140.txt599
-rw-r--r--npc/re/quests/eden/26-40.txt670
-rw-r--r--npc/re/quests/eden/41-55.txt90
-rw-r--r--npc/re/quests/eden/56-70.txt359
-rw-r--r--npc/re/quests/eden/71-85.txt225
-rw-r--r--npc/re/quests/eden/86-90.txt198
-rw-r--r--npc/re/quests/eden/91-99.txt215
-rw-r--r--npc/re/quests/eden/eden_common.txt406
-rw-r--r--npc/re/quests/eden/eden_iro.txt834
-rw-r--r--npc/re/quests/eden/eden_quests.txt4330
-rw-r--r--npc/re/quests/eden/eden_service.txt62
-rw-r--r--npc/re/quests/eden/eden_tutorial.txt1560
16 files changed, 0 insertions, 12928 deletions
diff --git a/npc/re/quests/eden/100-110.txt b/npc/re/quests/eden/100-110.txt
deleted file mode 100644
index 486a4b6e6..000000000
--- a/npc/re/quests/eden/100-110.txt
+++ /dev/null
@@ -1,1252 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [100-110]
-//===== By: ==================================================
-//= Capuche
-//===== Current Version: =====================================
-//= 1.1
-//===== File Encoding ========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= [Official Conversion]
-//= Repeatable quests for players between BaseLevel 100 - 110.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Some CleanUps. [Dastgir]
-//============================================================
-
-moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{
- cutin "gelca01",2;
- if (!checkweight(Knife,1) || (MaxWeight - Weight) < 5500) {
- mes "^FF0000- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -^000000";
- close2;
- cutin "",255;
- end;
- }
- mes "[Gelkah]";
- if (!countitem(Para_Team_Mark)) {
- mes "- You need to have an -";
- mes "- ^4d4dff'Eden Group Mark'^000000 -";
- mes "- to receive these missions. -";
- close2;
- }
- else if (BaseLevel < 100) {
- mes "You're not a mature enough adventurer. You should be at least base level 100. So basically at least a third class.";
- next;
- mes "[Gelkah]";
- mes "The request is from ^FF0000somewhere else^000000 other than Rune Midgard.";
- }
- else if (BaseLevel < 111) {
- if (para_100lv01 == 0) {
- mes "Adventurers!";
- emotion e_heh;
- next;
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "I've recently received several requests from clients that need the help of Adventurers just like yourself.";
- next;
- if (select( "I like requests!", "A boring quest... No thanks!" ) == 2) {
- mes "[Gelkah]";
- mes "You know that harder requests yield better rewards right?";
- next;
- }
- mes "[Gelkah]";
- mes "Actually, I can't just accept just any schmo off the street. My Master hates indecisive people.";
- next;
- if (select( "Who's your master?", "I am not indecisive!" ) == 1) {
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "That person standing next to me is my master... He came back after long journey of practice.";
- next;
- mes "[Gelkah]";
- mes "I understand you might wonder why a Sura wants an Archbishop as a teacher...";
- }
- else {
- cutin "gelca03",2;
- mes "[Gelkah]";
- if (BaseLevel < 110)
- mes "You think you're a veteran just because you've become a third class...";
- else
- mes "I know you're not exactly a novice but my Master thinks you're no different from one. In my opinion, You are a great adventurer!";
- }
- next;
- mes "[Gelkah]";
- mes "We need adventurers that are willing to help. Will you help us?";
- next;
- cutin "gelca01",2;
- if (select( "Ok, I'll help.", "I have no interest in helping you." ) == 2) {
- mes "[Gelkah]";
- mes "How do you know without doing it.";
- }
- else {
- mes "[Gelkah]";
- mes "That is what an Adventurer does!";
- next;
- mes "[Gelkah]";
- mes "I would like to know if you are capable of doing a request. Let me see...";
- next;
- mes "[Gelkah]";
- mes "Collect 50 ^ff0000Brigan.^000000 It is a simple and complicated test.";
- next;
- mes "[Gelkah]";
- mes "It is easy to find from monsters at Turtle Island or at Glastheim.";
- next;
- mes "[Gelkah]";
- mes "Lets do the real request after clearing the simple one.";
- setquest 13002;// Brigan collecting
- para_100lv01 = 1;
- para_100lv02 += 1;
- }
- }
- else if (para_100lv01 == 1) {
- if (countitem(Brigan) > 49) {// Brigan
- mes "Did you bring all the Brigans I asked for?";
- next;
- mes "[Gelkah]";
- mes "I do not need to count one by one. This request is for selecting the best adventurer.";
- next;
- mes "[Gelkah]";
- mes "Don't be upset because Master is ultimately responsible if an Adventurer gets injured during a request.";
- next;
- mes "[Gelkah]";
- mes "Master decided that adventurer's safety is important because lots of new requests are dangerous.";
- next;
- cutin "rote01",2;
- mes "[Rohtert]";
- mes "Hmm...";
- emotion e_pif,0,"Rohtert#12";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "I hope you didn't peek. The Assessment for your capability of standard requests is almost done.";
- next;
- mes "[Gelkah]";
- mes "No time to make ^ff0000The badge of advanced Eden Group.^000000";
- next;
- mes "[Gelkah]";
- mes "^ff0000Time is money novice!^000000";
- mes "I think that's what a true master would sound like right?";
- next;
- mes "[Gelkah]";
- mes strcharinfo(0) +" will make a request list for you so go talk to my Master now and show your respects.";
- delitem Brigan,50;// Brigan
- completequest 13002;// Brigan collecting
- para_100lv01 = 2;
- getitem Courtesy_Ticket,1;// Courtesy_Ticket
- }
- else {
- cutin "gelca02",2;
- mes "Haven't found 50 Brigan yet? Master says that it's such a simple task...";
- next;
- mes "[Gelkah]";
- mes "Please hurry up! We need a real adventurer to perform the request.";
- }
- }
- else if (para_100lv01 == 2)
- mes "Wait a minute. I am making a request list. I just do not know which one I have to give to you. I am a good man.";
- else if (para_100lv01 > 2) {
- mes "The request list is ready. Do you want to start?";
- next;
- switch( select( "Hunting Quests", "Inquire regards", "Show Courtesy Ticket" ) ) {
- case 1:
- mes "[Gelkah]";
- mes "You don't need to take all requests at once. Choose a request area that suits your particular skills. One that enables you to perform the request and enjoy the trip at the same time.";
- next;
- switch( select( "Glastheim related request", "Ash Vacuum related request", "Ice Dungeon related request", "Magma Dungeon related request", "Other requests" ) ) {
- case 1:
- mes "[Gelkah]";
- mes "Here are the requests from the Glastheim area.";
- next;
- switch( select( "Carat Hunting", "Arclouse Hunting", "Anolian Hunting", "Sting Hunting", "Majoruros Hunting" ) ) {
- case 1:
- mes "[Gelkah]";
- if (questprogress(13004,PLAYTIME) == 1)
- mes "You just finished a request. It is important that you rest for a while. There will always be a requests waiting for you.";
- else if (questprogress(13003,HUNTING) == 1) {
- cutin "ij·µÄ«µå",3; //carat_card
- mes "This request is to clear ^0000FF30^000000 ^FF0000Carat^000000 inside of Glastheim castle's first floor.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've completed the request.";
- }
- else if (questprogress(13003,HUNTING) == 2) {
- mes "Visiting to scary old castle must be tough. I am sure it would be a good experience for me someday.";
- callsub S_Quest,13003,13004,106000,148000;
- }
- else {
- cutin "ij·µÄ«µå",3; //carat_card
- mes "This request is from a merchant from Morroc who is somehow losing business from these monsters in Glastheim.";
- next;
- mes "[Gelkah]";
- mes "Eden Group is aware that this is not a great reason but a request is a request. So please clear ^FF000030 Carat^000000 monsters inside of Glastheim castle.";
- callsub S_Quest,13004,13003;
- }
- break;
- case 2:
- mes "[Gelkah]";
- if (questprogress(13006,PLAYTIME) == 1)
- mes "You just finished a request. Please take a rest. There will always be a request for you.";
- else if (questprogress(13005,HUNTING) == 1) {
- cutin "¾ÆÅ©¶ó¿ì½ºÄ«µå",3; //arclouse_card
- mes "Please clear ^FF000022 Arclouse^000000.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13005,HUNTING) == 2) {
- mes "You did a great job.";
- emotion e_no1;
- callsub S_Quest,13005,13006,106000,148000;
- }
- else {
- cutin "¾ÆÅ©¶ó¿ì½ºÄ«µå",3; //arclouse_card
- mes "Do you know there are beans used as food here in Rune Midgard? When an Arclouse rolls, it resembles a bean.";
- next;
- mes "[Gelkah]";
- mes "Eden Group Headquarters wants to investigate the Arclouse as a possible mascot.";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000022 Arclouse^000000.";
- if (callsub( S_Quest,13006,13005 ) == 0) {
- mes "[Gelkah]";
- mes "That is too bad. It was an interesting request.";
- }
- }
- break;
- case 3:
- mes "[Gelkah]";
- if (questprogress(13008,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too. There will always be a request waiting for.";
- else if (questprogress(13007,HUNTING) == 1) {
- cutin "¾Æ³î¸®¾ÈÄ«µå",3; //anolian_card
- mes "A monk is on a pilgrimage and seeks protection against some alligator-like creatures.";
- next;
- mes "[Gelkah]";
- mes "Anyways, this request is to clear out Anolians in underground waterway to make way for a safe pilgrimage.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13007,HUNTING) == 2) {
- mes "You fared well with this request.";
- callsub S_Quest,13007,13008,112000,186500;
- }
- else {
- cutin "¾Æ³î¸®¾ÈÄ«µå",3; //anolian_card
- mes "Glastheim seems to be a good sacred place not only to adventurers but also to monks. I have no idea what really attracts them there.";
- next;
- mes "[Gelkah]";
- mes "A Pilgrimage from the monastery to the underground waterway is a journey. The request is to clear ^FF000030 Anolian^000000 in the Glastheim sewer for a safe pilgrimage.";
- callsub S_Quest,13008,13007;
- }
- break;
- case 4:
- mes "[Gelkah]";
- if (questprogress(13010,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too. There will always be a request waiting for.";
- else if (questprogress(13009,HUNTING) == 1) {
- cutin "½ºÆÃÄ«µå",3; //sting_card
- mes "There are many Sting monsters in the underground waterway and underground cave so it will be easy to clear.";
- next;
- mes "[Gelkah]";
- mes "The request is to clear ^FF000030 Sting^000000 in underground waterway and underground cave for a safe pilgrimage.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13009,HUNTING) == 2) {
- mes "Visiting to filthy and smelly underground must be tough. It would be a good experience for you.";
- callsub S_Quest,13009,13010,112000,186500;
- }
- else {
- cutin "½ºÆÃÄ«µå",3; //sting_card
- mes "Have you heard about a monk's pilgrimage? There are so many Stings in the underground waterway and cave so they disturb the peaceful monks.";
- next;
- mes "[Gelkah]";
- mes "Master accepted this request because he respects those monks. The request is to clear ^FF000030 Sting^000000 monsters in underground waterway for a safe pilgrimage.";
- callsub S_Quest,13010,13009;
- }
- break;
- case 5:
- mes "[Gelkah]";
- if (questprogress(13012,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too. Pilgrimage will be continued so there will be another request again.";
- else if (questprogress(13011,HUNTING) == 1) {
- cutin "¸ÞÀÌÀú¿ì·Î½ºÄ«µå",3; //majoruros_card
- mes "I wonder what the reason is behind these monk pilgrimages and why they keep doing it... There must be a hidden reason.";
- next;
- mes "[Gelkah]";
- mes "I used to take care of the request but I am worried. The request is to clear ^FF000030 Majoruros^000000 from the 2nd floor of the underground cave.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13011,HUNTING) == 2) {
- mes "Visiting for a long pilgrimage must be tiring.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13011,13012,112000,252000;
- }
- else {
- cutin "¸ÞÀÌÀú¿ì·Î½ºÄ«µå",3; //majoruros_card
- mes "The monk's pilgrimage destination is on the 2nd floor of the Glastheim castle underground cave. It is not an easy journey but will be a good experience.";
- next;
- mes "[Gelkah]";
- mes "Majoururos is not easy to hunt so be careful. The request is to clear ^FF000030 Majoruros^000000 in the underground cave second floor.";
- callsub S_Quest,13012,13011;
- }
- }
- break;
- case 2:
- mes "[Gelkah]";
- mes "There are many requests coming through from the Rune Midgards Expedition.";
- next;
- if (select( "Hunting Quests","Trauma" ) == 1) {
- mes "[Gelkah]";
- if (questprogress(13014,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too. Please take a rest. There will always be a request for you.";
- else if (questprogress(13013,HUNTING) == 1) {
- cutin "ÇɱÍŧ¶óÄ«µå",3; //pinguicula_card
- mes "Outbound space is mysterious.. Monsters are unique.";
- next;
- mes "[Gelkah]";
- mes "This is an unusual request. Please clear ^FF000030 Pinguicula^000000.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13013,HUNTING) == 2) {
- mes "Visiting the Ash Vacuum must be tough.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13013,13014,106000,148000;
- }
- else {
- cutin "ÇɱÍŧ¶óÄ«µå",3; //pinguicula_card
- mes "Pinguicula is one of the first monsters that adventurers encounter when they step into the Ash Vacuum. They expect us to reduce monsters around the Expedition Camp.";
- next;
- mes "[Gelkah]";
- mes "It is natural to have more accidents with new monsters. It is a common request. Please clear ^FF000030 Pinguicula^000000.";
- callsub S_Quest,13014,13013;
- }
- }
- else {
- mes "[Gelkah]";
- if (questprogress(13016,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too. Please take a rest. This request is not worth working so hard.";
- else if (questprogress(13015,HUNTING) == 1) {
- cutin "·ç½Ã¿Ã¶óº£½ºÆÄÄ«µå",3; //luciola_vespa_card
- mes "This is a strange request and a strange reason but we should accept it anyway.";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000030 Luciola Vespa^000000.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13015,HUNTING) == 2) {
- mes "It must be very tough to do such a strange request.";
- callsub S_Quest,13015,13016,112000,186500;
- }
- else {
- cutin "·ç½Ã¿Ã¶óº£½ºÆÄÄ«µå",3; //luciola_vespa_card
- mes "This is a very personal request. It is unusual but this request is from an adventurer who is friendly with Rohtert.. It is requested by Pretty Boy. Why did he write this?";
- next;
- mes "[Gelkah]";
- mes "It is too personal that he got stung by a bee when he was young. It traumatized him so he can't travel to Ash Vacuum.";
- next;
- mes "Gelkah is staring at Rohtert.";
- next;
- mes "[Gelkah]";
- mes "This seems to be a request for increased travelers to the new world. Please clear ^FF000030 Luciola Vespa^000000.";
- callsub S_Quest,13016,13015;
- }
- }
- break;
- case 3:
- mes "[Gelkah]";
- mes "There are many request near or in the Ice Dungeon in Rachel.";
- next;
- switch( select( "Desert Wolf Hunting", "Snowier Hunting", "Ice Titans..." ) ) {
- case 1:
- mes "[Gelkah]";
- if (questprogress(13018,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too.";
- else if (questprogress(13017,HUNTING) == 1) {
- cutin "µ¥ÀúÆ®¿ïÇÁÄ«µå",3; //desert_wolf_card
- mes "Have you read old books? That is about an adventurer who was fighting with big wolves and it ended up with a friendship. It's called Samba's with Wolves.";
- next;
- mes "[Gelkah]";
- mes "A novel is a novel. Please clear ^FF000030 Desert Wolf^000000 near the entrance to the Ice dungeon in Rachel.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13017,HUNTING) == 2) {
- mes "Wasn't that cute?";
- mes "It would be a good experience for you.";
- callsub S_Quest,13017,13018,106000,148000;
- }
- else {
- cutin "µ¥ÀúÆ®¿ïÇÁÄ«µå",3; //desert_wolf_card
- mes "The Ice cave is directly north of Rachel. The problem is that the Wolves frighten tourists when they are heading to see the Ice cave.";
- next;
- mes "[Gelkah]";
- mes "It would be fun if we can talk and samba with wolves! Please clear ^FF000030 Desert Wolf^000000 near Ice dungeon.";
- callsub S_Quest,13018,13017;
- }
- break;
- case 2:
- mes "[Gelkah]";
- if (questprogress(13020,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too.";
- else if (questprogress(13019,HUNTING) == 1) {
- cutin "½º³ëÀ̾îÄ«µå",3; //snowier_card
- mes "Rough breath, insecure eyes, freezing cold.. It is not easy request so get yourself warm.";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000030 Snowier^000000 on the second floor of Ice dungeon.";
- cutin "gelca01",2;
- next;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13019,HUNTING) == 2) {
- mes "Visiting the freezing ice dungeon must be tough.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13019,13020,106000,148000;
- }
- else {
- cutin "½º³ëÀ̾îÄ«µå",3; //snowier_card
- mes "People who have been to ice dungeon say there are noisy monsters disturbing their visits. Please clear them if you can put up with it.";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000030 Snowier^000000 on the second floor of Ice dungeon.";
- callsub S_Quest,13020,13019;
- }
- break;
- case 3:
- mes "[Gelkah]";
- if (questprogress(13022,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too.";
- else if (questprogress(13021,HUNTING) == 1) {
- cutin "¾ÆÀ̽ºÆ¼ÅºÄ«µå",3; //ice_titan_card
- mes "Please clear ^FF000030 Ice Titan^000000 at the Ice cave.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13021,HUNTING) == 2) {
- mes "Visiting that cold dark cave must be tough.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13021,13022,112000,186500;
- }
- else {
- cutin "¾ÆÀ̽ºÆ¼ÅºÄ«µå",3; //ice_titan_card
- mes "Have you been to Ice cave north of Rachel? There are monsters called as Ice Titans deep in the dungeon. Scholars want to determine if they are golems or not.";
- next;
- mes "[Gelkah]";
- mes "The request is to reduce the number of them for the scholar's safety. Please clear ^FF000030 Ice Titan^000000 at the Ice cave.";
- callsub S_Quest,13022,13021;
- }
- }
- break;
- case 4:
- mes "[Gelkah]";
- mes "There is a request for monster hunts in Magma Dungeon. ^DA26DAPretty girl wanderer^000000 is requesting this from Comodo.";
- next;
- if (select( "Nightmare Terror Hunting","Deleter Hunting" ) == 1) {
- mes "[Gelkah]";
- if (questprogress(13024,PLAYTIME) == 1)
- mes "You just finished a request. Thanks for keeping memory.. but You should take a rest.";
- else if (questprogress(13023,HUNTING) == 1) {
- cutin "³ªÀÌÆ®¸Þ¾îÅ×·¯Ä«µå",3; //nightmare_terror_card
- mes "The memory of a girl is important ! Please clear ^FF000030 Nightmare Terror^000000.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13023,HUNTING) == 2) {
- mes "Consider the memory of others. There is stil abeauty in the world. It would be a good experience for you.";
- callsub S_Quest,13023,13024,106000,148000;
- }
- else {
- cutin "³ªÀÌÆ®¸Þ¾îÅ×·¯Ä«µå",3; //nightmare_terror_card
- mes "This request is from a client that is sad because the magma dungeon is full of monsters when she came back to return after breaking up with her lover. Apparently, she spent a lot of time with him there and wants some peace.";
- next;
- mes "[Gelkah]";
- mes "The memory of a girl is important! Please clear ^FF000030 Nightmare Terror^000000.";
- callsub S_Quest,13024,13023;
- }
- }
- else {
- mes "[Gelkah]";
- if (questprogress(13026,PLAYTIME) == 1)
- mes "You just finished a request. Did you take enough time to cool down? Take enough rest.";
- else if (questprogress(13025,HUNTING) == 1) {
- cutin "°øÁßµô¸®ÅÍÄ«µå",3; //flying_deleter_card
- mes "A client showed a wonderful dance to a lover. One day, they were attacked from a Deleter while they are dancing in the magma dungeon.";
- next;
- mes "[Gelkah]";
- mes "The attack ruined their dance and eventually their relationship because the guy blamed the girl for being attacked.";
- next;
- mes "[Gelkah]";
- mes "Now she blames the Deleters so she has made this request. Please clear ^FF000030 Flying Deleter^000000.";
- next;
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13025,HUNTING) == 2) {
- cutin "gelca03",2;
- mes "Eden Group protects love, justice and Midgard! hurrah!";
- mes "It would be a good memory.";
- callsub S_Quest,13025,13026,106000,148000;
- }
- else {
- cutin "°øÁßµô¸®ÅÍÄ«µå",3; //flying_deleter_card
- mes "A client showed a wonderful dance to a lover. One day, they were attacked from a Deleter while they are dancing in the magma dungeon.";
- next;
- mes "[Gelkah]";
- mes "The attack ruined their dance and eventually their relationship because the guy blamed the girl for being attacked.";
- next;
- mes "[Gelkah]";
- mes "Now she blames the Deleters so she has made this request. Please clear ^FF000030 Flying Deleter^000000.";
- callsub S_Quest,13026,13025;
- }
- }
- break;
- case 5:
- mes "[Gelkah]";
- mes "Here is a list of other requests from all over Rune Midgard.";
- next;
- switch( select( "Loli Ruri Hunting - Nifflheim", "Medusa Hunting - Comodo", "Anubis Hunting - Sphinx" ) ) {
- case 1:
- mes "[Gelkah]";
- if (questprogress(13041,PLAYTIME) == 1)
- mes "I think you should rest a bit. Even adventurers need their rest right?";
- else if (questprogress(13040,HUNTING) == 1) {
- cutin "·Î¸®·ç¸®Ä«µå",3; //loli_ruri_card
- mes "Eden Group is planning to send a notice that unmature adventurers are not sent to night time requests because it is too dangerous.";
- next;
- mes "[Gelkah]";
- mes "I wonder why they are scheming this kind of ^FF0000nonsense^000000... makes me wonder if they even know anything about adventuring.";
- next;
- mes "[Gelkah]";
- mes "We should accept this simple request before we start getting even more nonsense ones. Please clear ^FF000030 Loli Ruri^000000 in Nifflheim.";
- next;
- cutin "gelca02",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13040,HUNTING) == 2) {
- mes "Are you mentally wounded? I am happy that you're back safely.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13040,13041,112000,186500;
- }
- else {
- cutin "·Î¸®·ç¸®Ä«µå",3; //loli_ruri_card
- mes "A secret society requested the protection of the Eden Group from the Loli Ruris because they believe that they have mental powers.";
- next;
- mes "[Gelkah]";
- mes "They said that they would heal Eden Group adventurers who are exhausted in exchange for the request but we're not sure they'll follow through.";
- next;
- mes "[Gelkah]";
- mes "We should accept the simple request anyways. Please clear ^FF000030 Loli Ruri^000000 in Nifflheim.";
- callsub S_Quest,13041,13040;
- }
- break;
- case 2:
- mes "[Gelkah]";
- if (questprogress(13043,PLAYTIME) == 1)
- mes "Adventure is important but taking a rest is important too.";
- else if (questprogress(13042,HUNTING) == 1) {
- cutin "¸ÞµÎ»çÄ«µå",3; //medusa_card
- mes "I do not know why master likes this kind of request. He also used to say any request is a good request for an adventurer...";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000030 Medusa^000000 in the western cave of Comodo.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13042,HUNTING) == 2) {
- mes "How is Comodo beach? Take a look around instead of paying too much attention to the request.";
- mes "It will be a good experience for sure.";
- callsub S_Quest,13042,13043,106000,148000;
- }
- else {
- cutin "¸ÞµÎ»çÄ«µå",3; //medusa_card
- mes "This is a request from a hair designer in Alberta. He wants to know if the snakes on the Medusa's head are really snakes or fancy hair...";
- next;
- mes "[Gelkah]";
- mes "Obviously they're snakes but who are we to stamp on this crazy guy's dreams right?";
- next;
- mes "[Gelkah]";
- mes "My master accepted this request simply because it was insane. Please clear ^FF000030 Medusa^000000 monster in the west cave of Comodo.";
- callsub S_Quest,13043,13042;
- }
- break;
- case 3:
- mes "[Gelkah]";
- if (questprogress(13045,PLAYTIME) == 1)
- mes "The request from Sphinx is done. Please take a rest.";
- else if (questprogress(13044,HUNTING) == 1) {
- cutin "¾Æ´©ºñ½ºÄ«µå",3; //anubis_card
- mes "I shoud investigate about the client by myself but for now please clear ^FF000020 Anubis^000000 on the 4th floor of Sphinx dungeon.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13044,HUNTING) == 2) {
- cutin "gelca02",2;
- mes "Sphinx dungeon is such a maze.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13044,13045,112000,186500;
- }
- else {
- cutin "¾Æ´©ºñ½ºÄ«µå",3; //anubis_card
- mes "An anonymous client sent a request to help clear monsters in Sphinx dungeon because adventurers hardly visit Morocc anymore. The monsters seem to be running rampant there.";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000020 Anubis^000000 on the 4th floor of Sphinx dungeon.";
- callsub S_Quest,13045,13044;
- }
- }
- }
- break;
- case 2:
- mes "[Gelkah]";
- if (para_100lv02 < 20) {
- .@ran = rand(1,3);
- if (.@ran == 1)
- mes "We are so busy taking requests that need to be taken care of. It is my first time handling so much pressure.";
- else if (.@ran == 2)
- mes "I thought Eden Group was busy but I could not imagine it is this much. I should do more as an adventurer!";
- else {
- cutin "gelca02",2;
- mes "I wish I could have a glass of fresh fruit juice...";
- }
- }
- else if (para_100lv02 < 40) {
- .@ran = rand(1,3);
- if (.@ran == 1) {
- cutin "gelca03",2;
- mes "Adventurers sometimes bring special things or trophies from where they visited for a request. It is very good!";
- }
- else if (.@ran == 2)
- mes "If there is something good "+ strcharinfo(0) +" I will try to give you a couple things. I am not sure if there will be enough to give because of so many adventurers.";
- else
- mes "Handling documents must be difficult. It's so much easier to just be out in the field.";
- }
- else if (para_100lv02 < 60) {
- if (para_100lv01 > 3) {
- .@ran = rand(1,3);
- if (.@ran == 1)
- mes "I will let you know if there is something good.";
- else if (.@ran == 2)
- mes "Are you get used to the requests? It is weird that I am guiding adventurers instead of taking requests myself.";
- else
- mes "It will be good if you clear one at a time after receiving all the requests from Glastheim.";
- }
- else {
- cutin "gelca03",2;
- mes "I am busy but clearing a lot of requests "+ strcharinfo(0) +" I appreciate it. Lets see. I got some good food from an adventurer that he received during a request.";
- next;
- mes "[Gelkah]";
- mes "Oops I ate all? Okay just one left. Please drop by later!";
- para_100lv01 = 4;
- getitem Seed_Of_Yggdrasil,1;// Seed_Of_Yggdrasil
- }
- }
- else if (para_100lv02 < 80) {
- cutin "gelca03",2;
- if (para_100lv01 > 4)
- mes "Cheer up! "+ strcharinfo(0) +" I'm not sure if he thinks of you as his pupil. He is just out of control.";
- else {
- mes "There are a lot of presents coming in whenever the requests are done efficiently. Here, take this as a prize.";
- para_100lv01 = 5;
- getitem Yggdrasilberry,1;// Yggdrasilberry
- }
- }
- else if (para_100lv02 > 100) {
- mes "It is tough work but also fun to with master right "+ strcharinfo(0) +"?";
- next;
- switch( select( "I hate that hot-tempered fool.", "I want you to be the master.", "I would follow you to any battle." ) ) {
- mes "[Gelkah]";
- case 1:
- mes "I understand you. I got into a fight when I first met master in Mora village.";
- next;
- mes "[Gelkah]";
- mes "He was almost crying when I first met him. It was difficult to pretend to lose to him. Please keep it a secret.";
- emotion e_heh;
- break;
- case 2:
- if (Sex == 1)
- mes "I'm not sure if I'm cut out for that job. Besides...";
- else
- mes "I am sorry to say this but I am the only pupil of master now and forever... He said ^FF0000I don't need an ugly female pupil^000000 but I still stick to him.";
- break;
- case 3:
- cutin "gelca04",2;
- mes "Oh no... Please don't do that. I am sorry please keep it as a secret to a master. I was careless.";
- emotion e_shy;
- break;
- }
- next;
- cutin "gelca03",2;
- mes "[Gelkah]";
- if (para_100lv01 > 5)
- mes "Good luck on the remained requests.";
- else {
- mes "Good luck on the remained request. ^FF0000Master says he has something to say to you.^000000";
- para_100lv01 = 6;
- }
- }
- else
- mes "I am sorry but I am a little bit busy. Can we talk later?";
- break;
- case 3:
- mes "[Gelkah]";
- cutin "gelca03",2;
- mes "Did you bring the Courtesy Ticket?";
- next;
- if (countitem(Courtesy_Ticket)) {// Courtesy_Ticket
- if (select( "The ^FF0000Courtesy Ticket^000000?", "Exchange ticket for prizes." ) == 1) {
- mes "[Gelkah]";
- mes "I know it sounds childish. Right? The shape is just like the card we used to play when we were kids.";
- next;
- if (select( "A card? What is it?", "Uh, yeah those were fun..." ) == 1) {
- cutin "gelca02",2;
- mes "[Gelkah]";
- mes "I am sorry... It must be popular only in our village. Throw, heat and let it fly it.";
- emotion e_sry;
- next;
- }
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "As you see, master made it himself and put his picture on it. He used to travel aroung for looking for the paper material to make the card.";
- next;
- cutin "gelca02",2;
- mes "[Gelkah]";
- mes "If they were not filed properly, the request of looking for a paper will be included to the request list.";
- next;
- mes "[Gelkah]";
- mes "He is very kind even though he doesn't look like it. Master used it to give something to adventurers for their devotion.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Give the story about adventure or trophy by using 1,10,20 and 30 cards.";
- next;
- mes "[Gelkah]";
- mes "It will be agood experience if you listen to the story of adventurer. There are so much adventure that we heard from a master.";
- next;
- mes "[Gelkah]";
- mes "If you are matured enough not to need a request Make sure that you are not allowed to use a ticket.";
- }
- else {
- mes "[Gelkah]";
- mes "How do you want to use this ticket?";
- next;
- if (select( "Exchange for prizes", "Listen to a story and get EXP" ) == 1) {
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "You can pick a trophy in this bag. Please do not be disappointed even if you picked up something you do not want. How many do you want to exchange?";
- next;
- .@amount = (select( "Exchange ^FF00001^000000 Courtesy Ticket", "Exchange ^FF000010^000000 Courtesy Tickets" ) == 1) ? 1 : 10;
- mes "[Gelkah]";
- mes "Please give me a ticket and put your hand in a bag to pick.";
- next;
- if (countitem(Courtesy_Ticket) < .@amount) {// Courtesy_Ticket
- mes "[Gelkah]";
- mes "^FF0000Courtesy Ticket^000000 is insufficient.";
- }
- else {
- mes "browsing";
- next;
- .@ran = rand(1,1000);
- if (.@amount == 1) {
- if (.@ran <= 100)
- setarray .@item[0],Blue_Potion,2;
- else if (.@ran <= 200)
- setarray .@item[0],White_Slim_Potion,10;
- else if (.@ran == 333)
- setarray .@item[0],Old_Blue_Box,1;
- else if (.@ran == 777)
- setarray .@item[0],Old_Violet_Box,1;
- else
- setarray .@item[0],White_Slim_Potion,5;
- }
- else {
- if (.@ran <= 100)
- setarray .@item[0],Seed_Of_Yggdrasil,1;
- else if (.@ran <= 200)
- setarray .@item[0],White_Slim_Potion,100;
- else if (.@ran >= 300 && .@ran <= 399)
- setarray .@item[0],Old_Blue_Box,1;
- else if (.@ran >= 600 && .@ran <= 650)
- setarray .@item[0],Old_Card_Album,1;
- else if (.@ran >= 700 && .@ran <= 800)
- setarray .@item[0],Old_Violet_Box,1;
- else
- setarray .@item[0],White_Slim_Potion,60;
- }
- delitem Courtesy_Ticket,.@amount;
- getitem .@item[0], .@item[1];
- mes "You reach into the bag and grab ^0000FF"+ .@item[1] +" "+ getitemname(.@item[0]) +"^000000.";
- next;
- if (.@amount == 10)
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "Make good use of it.";
- }
- }
- else {
- mes "[Gelkah]";
- mes "Ok, I've got a story for you in exchange for the Courtesy Ticket.";
- next;
- switch( select( "Give ^FF000010^000000 Courtesy Ticket", "Give ^FF000020^000000 Courtesy Ticket", "Give ^FF000030^000000 Courtesy Ticket" ) ) {;
- case 1:
- mes "[Gelkah]";
- if (countitem(Courtesy_Ticket) < 10)// Courtesy_Ticket
- mes "You don't have enough Courtesy Tickets.";
- else {
- .@story = rand(1,3);
- if (.@story == 1) {
- cutin "gelca02",2;
- mes "Have you seen the sunken ship near Alberta?";
- next;
- mes "Master Rohter and I traveled deep into the ship and battled a monster known as ^FF0000Drake^000000. That day I was determined that I would be the best adventurer.";
- .@exp = 200000;
- .@jexp = 148000;
- }
- else if (.@story == 2) {
- cutin "gelca03",2;
- mes "One time, master and I went to the cave west of Comodo and when we saw the Medusa monster...";
- next;
- mes "Oh boy the look on his face was priceless!";
- emotion e_lv2;
- emotion e_dots,1;
- .@exp = 180000;
- .@jexp = 168000;
- }
- else {
- mes "I once got lost in a maze north of Prontera. I thought I was going in circles forever until I finally made it out.";
- next;
- mes "Rumor has it that if you get lost in that maze you'll turn into one of the monsters there.";
- .@exp = 220000;
- .@jexp = 128000;
- }
- if (JobLevel < 6)
- .@jexp = 106000;
- getexp .@exp,.@jexp;
- delitem Courtesy_Ticket,10;
- para_100lv02 += 1;
- }
- break;
- case 2:
- mes "[Gelkah]";
- if (countitem(Courtesy_Ticket) < 20)// Courtesy_Ticket
- mes "You don't have enough Courtesy Tickets.";
- else {
- .@story = rand(1,3);
- if (.@story == 1) {
- cutin "gelca04",2;
- mes "Once I found a secret route to get to Jawaii... It's only for couples but some of us know how to get there still.";
- next;
- mes "Kind of useless to be there without a partner but oh well.";
- emotion e_lv;
- .@exp = 550000;
- .@jexp = 340000;
- }
- else if (.@story == 2) {
- cutin "gelca03",2;
- mes "So one time, master was part of a guild called wing something... Chicken wing...?";
- next;
- mes "It was a fun guild because no one took things seriously but master got tired of their laziness so he left.";
- .@exp = 400000;
- .@jexp = 240000;
- }
- else {
- mes "Have you been up to ^FF0000endless tower^000000? Master and I went there but only got to the 20th floor because his knee gave out while climbing...";
- next;
- mes "^FF0000Endless tower^000000 is somewhere in the sea. You have to find a guy named Jansor or Jans-something in Alberta and he'll sail you there.";
- .@exp = 550000;
- .@jexp = 290000;
- }
- if (JobLevel < 6)
- .@jexp = 206000;
- getexp .@exp, .@jexp;
- delitem Courtesy_Ticket,20;
- para_100lv02 += 1;
- }
- break;
- case 3:
- mes "[Gelkah]";
- if (countitem(Courtesy_Ticket) < 30)// Courtesy_Ticket
- mes "You don't have enough Courtesy Tickets.";
- else {
- .@story = rand(1,2);
- if (.@story == 1) {
- cutin "gelca04",2;
- mes "Master's guild was dismissed at the Ash Vacuum because their guild master went missing after a battle with some Cornus monsters.";
- next;
- mes "[Gelkah]";
- mes "Ever since then he started being mean to weaker adventurers...";
- next;
- mes "[Gelkah]";
- mes "I don't think he ever saw that guild master again after that day.";
- getexp 650000,488000;
- }
- else {
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "Master started out as a popular support Monk at the Prontera monastery.";
- next;
- mes "[Gelkah]";
- mes "But he was also regarded as a troublemaker because of his competitive nature so he left.";
- getexp 700000,430000;
- }
- delitem Courtesy_Ticket,30;
- para_100lv02 += 1;
- }
- break;
- }
- }
- }
- }
- else {
- mes "[Gelkah]";
- mes "Please come back to me if you are received more Courtesy Tickets!";
- }
- }
- }
- }
- else {
- cutin "gelca03",2;
- if (para_100lv02 > 100)
- mes strcharinfo(0) +"! You did a good job! There are more requests but reserve them for the other adventurers.";
- if (para_100lv02 < 101)
- mes "I do not think you are suitable to the request I can give. Please find other adventures.";
- callsub S_Hunting,13003,106000,148000,"Carat";// <quest id>, <job exp if joblevel < 6>, <job exp>, <quest name>
- callsub S_Hunting,13005,106000,148000,"Arclouse";
- callsub S_Hunting,13007,112000,186500,"Anolian";
- callsub S_Hunting,13009,112000,186500,"Sting";
- callsub S_Hunting,13011,112000,252000,"Majoruros";
- callsub S_Hunting,13013,106000,148000,"Pinguicula";
- callsub S_Hunting,13015,112000,186500,"Luciola Vespa";
- callsub S_Hunting,13017,106000,148000,"Desert Wolf";
- callsub S_Hunting,13019,106000,148000,"Snowier";
- callsub S_Hunting,13021,112000,186500,"Ice Titan";
- callsub S_Hunting,13023,106000,148000,"Nightmare Terror";
- callsub S_Hunting,13025,106000,148000,"Flying Deleter";
- callsub S_Hunting,13040,112000,186500,"Loli Ruri";
- callsub S_Hunting,13042,106000,148000,"Medusa";
- callsub S_Hunting,13044,112000,186500,"Anubis";
- setarray .@quest_id[0],13004,13006,13008,130010,13012,13014,13016,13018,13020,13022,13024,13026,13041,13043,13045;
- for ( .@i = 0; .@i < 15; .@i++ ) {
- if (questprogress(.@quest_id[.@i],PLAYTIME) == 2)
- erasequest .@quest_id[.@i];
- }
- }
- close2;
- cutin "",255;
- end;
-S_Quest:
- if (getarg(2,0)) {
- getitem Courtesy_Ticket,1;// Courtesy_Ticket
- para_100lv02 += 1;
- if (JobLevel < 6)
- getexp 550000,getarg(1);
- else
- getexp 550000,getarg(2);
- }
- else {
- next;
- cutin "gelca01",2;
- if (select( "Accept the request.","Decline." ) == 2)
- return 0;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared the request.";
- if (getarg(0) == 13012) {
- next;
- mes "[Gelkah]";
- mes "The journey to the lowest floor of Glastheim is a long trip but it can be fun if you go with a party.";
- }
- }
- if (questprogress(getarg(0)))
- erasequest getarg(0);
- setquest getarg(1);
- return 1;
-
-S_Hunting:
- switch( questprogress(getarg(0),HUNTING) ) {
- case 0:
- return;
- case 1:
- next;
- mes "[Gelkah]";
- mes "^FF0000"+ getarg(3) +" ^000000 - Quest is Under Progress.";
- mes "Quest has been handed over to other adventurer.";
- mes "Please Look for new Adventure";
- break;
- case 2:
- next;
- mes "[Gelkah]";
- mes "You completed the request";
- mes "^FF0000"+ getarg(3) +" Hunting^000000.";
- mes "I will mark you down as having completed this request.";
- para_100lv02 += 1;
- if (JobLevel < 6)
- getexp 550000,getarg(1);
- else
- getexp 550000,getarg(2);
- break;
- }
- erasequest getarg(0);
- return;
-}
-
-moc_para01,41,95,5 script Rohtert#12 4_M_ROTERT,{
- mes "[Rohtert]";
- if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
- cutin "rote01",2;
- mes "You are not even a member of Eden Group. What are you doing here?";
- mes "I'm only dealing with base level ^FF0000100 - 110^000000 adventurers.";
- }
- else {
- cutin "rote03",2;
- mes "......";
- next;
- mes "[Rohtert]";
- if (BaseLevel < 100)
- mes "Such a novice... go and train yourself more. What? Don't like the way I talk? Then get stronger.";
- else if (BaseLevel > 110) {
- mes "You are a little bit too mature of an adventurer. You have no business with me. Just leave. My business is with new third class adventurers up to level 110.";
- if (questprogress(13047,PLAYTIME) == 2)
- erasequest 13047;
- if (questprogress(13049,PLAYTIME) == 2)
- erasequest 13049;
- if (questprogress(13048,HUNTING))
- erasequest 13048;
- if (questprogress(13046,HUNTING))
- erasequest 13046;
- }
- else if (para_100lv01 < 2) {
- mes "Yeah waddya want from me kid? You think I'm just gonna say ok I'll be your master and teach you everything I know?";
- next;
- mes "[Rohtert]";
- mes "I'm not a charity so get lost.";
- }
- else if (para_100lv01 == 2) {
- mes "You a new adventurer?";
- next;
- mes "[Rohtert]";
- mes "There are so much things to do and you're wasting your time with me. Talk to Gelkah she's more chatty than I'll ever be to you.";
- next;
- mes "[Rohtert]";
- mes "You seem brave enough to be a good adventurer but you're nothing but a Novice in my eyes.";
- para_100lv01 = 3;
- }
- else if (para_100lv01 == 3) {
- mes "I used to an adventurer for the Eden Group just like you but of course I was the best.";
- next;
- mes "[Rohtert]";
- mes "I guess I'm retired now because my adventuring skills are just too good to compete with all you kids.";
- }
- else if (para_100lv01 == 4) {
- mes "Anyway, I'm doing this a favor to the Eden Group.";
- next;
- mes "[Rohtert]";
- mes "I am looking for someone who regards friendship or loyalty like a Spoon Stub.";
- next;
- if (select( "A Spoon what?", "You're a bad person." ) == 1) {
- cutin "rote03",2;
- mes "[Rohtert]";
- mes "You know? A Spoon Stub. Zombie Prisoners drop them and they seem like they're usefull but really they're kinda worthless.";
- next;
- mes "[Rohtert]";
- mes "Anyway, I guess you seem like the loyal type... sort of...";
- }
- else {
- mes "[Rohtert]";
- mes "That makes me feel weird. That is not bad but I guess I'm bad and I don't care.";
- }
- next;
- cutin "rote04",2;
- mes "[Rohtert]";
- mes "Remember to stay brave you silly adventurer.";
- }
- else if (para_100lv01 == 5) {
- cutin "rote03",2;
- mes "Okay ! You are doing the best that you can do.";
- next;
- mes "[Rohtert]";
- mes "I am afraid if you are becoming like Gelkah. She's like a lost puppy. Don't be like her. Okay?";
- }
- else if (para_100lv01 == 6) {
- cutin "rote03",2;
- mes "You busy looking all around.";
- next;
- mes "[Rohtert]";
- if (questprogress(13046) == 2) {
- if (questprogress(13047,PLAYTIME) == 1) {
- mes "I am done with my business.";
- mes "I am responsible for clearing documents. I hate doing this stuff.";
- next;
- mes "[Rohtert]";
- mes "I guess I should talk to him one more time... Come back tomorrow!";
- }
- else if (questprogress(13047,PLAYTIME) == 2) {
- mes "Oh, how long has it been?";
- erasequest 13047;// Tendrilion Request Timer
- }
- else if (questprogress(13049,PLAYTIME) == 1)
- mes "White is a paper and black is a letters. I hate public documents. But, I have to do this so I am busy for a while.";
- else if (questprogress(13048,HUNTING) == 1)
- mes "I know that hunting the Tens Drillion can't be too difficult for you.";
- else if (questprogress(13048,HUNTING) == 2) {
- cutin "rote02",2;
- mes "Good ! You are becoming a good adventurer! Do your best!";
- erasequest 13048;// Tendrilion Request
- setquest 13049;// Tendrilion Request Timer
- getexp 352000,253000;
- }
- else {
- cutin "rote02",2;
- mes "Tens Drillion I think we should teach it more lessons to show it who's boss!";
- next;
- if (select( "Lets give a good lesson for sure.", "I think once is enough." ) == 2) {
- mes "[Rohtert]";
- mes "It is fine there are still many adventurers that can do this.";
- }
- else {
- cutin "rote04",2;
- mes "[Rohtert]";
- mes "It is not because I am coward.";
- next;
- mes "[Rohtert]";
- mes "Good luck. Make sure you finish it off this time. Hah hah!";
- if (questprogress(13049,PLAYTIME) == 2)
- erasequest 13049;
- setquest 13048;// Tendrilion Request
- }
- }
- }
- else if (questprogress(13046,HUNTING) == 1)
- mes "You still there novice? If you can't handle this by yourself then ask your friends because this is not the easiest thing to do.";
- else if (questprogress(13046,HUNTING) == 2) {
- mes "Oh you're back safely!";
- mes "I guess you're not a scrub like I thought you were.";
- completequest 13046;// Tendrilion Request
- setquest 13047;// Tendrilion Request Timer
- getexp 352000,253000;
- }
- else {
- cutin "rote04",2;
- mes "Do you mind doing a simple errand?";
- next;
- if (select( "No I don't mind!", "Simple errands are for simpletons." ) == 2) {
- mes "[Rohtert]";
- mes "You are a strange adventurer...";
- }
- else {
- mes "[Rohtert]";
- mes "One fine windy day, I was collecting flowers in west south of the Rune Midgard Allied Forces Post to fulfill an Eden Group request.";
- next;
- mes "[Rohtert]";
- mes "Then that one suddenly showed up.";
- next;
- select("One what?");
- cutin "rote02",2;
- mes "[Rohtert]";
- mes "It was a ^FF0000Tens Drillion.^000000";
- next;
- cutin "gelca03",2;
- mes "[^FF0000Gelkah^000000]";
- mes "Oops! Its actually ^FF0000Tendrilion^000000!! Master!";
- next;
- cutin "rote04",2;
- mes "[Rohtert]";
- mes "Yeah yeah potato po-tah-toh!";
- emotion e_pif;
- next;
- cutin "gelca02",2;
- mes "[^FF0000Gelkah^000000]";
- mes "......";
- next;
- cutin "rote04",2;
- mes "[Rohtert]";
- mes "We realized when we faced the eyes of the beast that it looked like a lion but it isn't any normal animal.";
- emotion e_pif;
- next;
- mes "[Rohtert]";
- mes "^8008F8I knew that it was kill or be killed.^000000";
- next;
- mes "[Rohtert]";
- mes "Of course I beat that beast easily! It was easier than taking candy from a Poring.";
- next;
- mes "[Rohtert]";
- mes "But to my surprise, the beast got back up. I was forced to beat it down 12 more times before it stayed down. This was not a normal Tens Drillion.";
- next;
- mes "[Rohtert]";
- mes "I heard it is still wandering place to palce but I am kind of busy now.";
- next;
- mes "[Rohtert]";
- mes "I want you to take care of it. For me it was fine to be there alone. But for you.. I recommend you to bring more adventurers.";
- next;
- select("You sure you did this yourself?");
- mes "[Rohtert]";
- mes "The fact that I am strong is more important than the number. Just go there and take the beast out.";
- next;
- mes "[Rohtert]";
- mes "You'll find it west of the Rune Midgard Allied Forces Post at the Ash Vacuum.";
- next;
- select("I guess I have no choice.");
- cutin "rote03",2;
- mes "[Rohtert]";
- mes "You still there novice? If you can not handle by yourself then ask to your friends because it is not easy one.";
- next;
- cutin "gelca02",2;
- mes "[^FF0000Gelkah^000000]";
- mes "......."+ strcharinfo(0) +" wait...";
- next;
- cutin "gelca01",2;
- mes "[^FF0000Gelkah^000000]";
- mes "If you find it don't be scared. Master did not have to fight the Tendrilion 12 times.";
- next;
- cutin "gelca03",2;
- mes "[^FF0000Gelkah^000000]";
- mes "In fact, master was so drunk he barely remembers the thing.";
- next;
- cutin "gelca04",2;
- mes "[^FF0000Gelkah^000000]";
- mes "I just left it alone because it was a little bit cute that a master was fighting with one Tendrilion. Now its becoming a problem.";
- next;
- cutin "gelca01",2;
- mes "[^FF0000Gelkah^000000]";
- mes "Please come back after clearing one Tendrilion. Oh and please keep this a secret from master.";
- setquest 13046;// Tendrilion Request
- }
- }
- }
- }
- close2;
- cutin "",255;
- end;
-}
diff --git a/npc/re/quests/eden/11-25.txt b/npc/re/quests/eden/11-25.txt
deleted file mode 100644
index b9c9f85ce..000000000
--- a/npc/re/quests/eden/11-25.txt
+++ /dev/null
@@ -1,152 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [11 - 25]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 11 - 25.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//============================================================
-
-moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "- You need to have an -";
- mes "- ^4d4dff'Eden Group Mark'^000000 -";
- mes "- to receive these missions. -";
- close;
- }
- for(.@i = 11124; .@i<11134; ++.@i)
- if (questprogress(.@i,PLAYTIME) == 2) erasequest .@i;
- for(.@i = 11114; .@i<11123; ++.@i) {
- .@state = questprogress(.@i,HUNTING);
- if (.@state == 2) {
- mes " - You must collect your - ";
- mes " - reward before starting - ";
- mes " - a new mission. - ";
- mes " ";
- mes " - Manager : Spike - ";
- close;
- }
- else if (.@state) {
- mes " - You can only request - ";
- mes " - one mission at a time. - ";
- mes " ";
- mes " - Manager : Spike - ";
- close;
- }
- }
- if (BaseLevel < 11) {
- mes " - There are no tasks - ";
- mes " - open for you right now. - ";
- close;
- }
- if (BaseLevel > 25) {
- mes " - These missions are too - ";
- mes " - easy for your caliber - ";
- mes " - search for a more level - ";
- mes " - appropriate mission. - ";
- close;
- }
- mes " - Mission bulletin board -";
- mes " - for beginners. -";
- mes " ";
- mes " - Manager : Spike -";
- next;
- switch(select("Hornet Hunting:Condor Hunting:Grasshopper's Leg:Worm Tail Hunting:Spore Hunting:Pest Control:Muka Hunting:Familiar Hunting:Collect Feathers:Collect Poison Spores:Cancel")) {
- case 1: callsub L_Quest,11114,"Hornet Hunting"," - Hunt 10 ^4d4dff'Hornets'^000000 - "," - northwest of Prontera. - ";
- case 2: callsub L_Quest,11115,"Condor Hunting"," - Hunt 20 ^4d4dff'Condors'^000000 - "," - south of Morroc. - ";
- case 3: callsub L_Quest,11116,"Grasshopper's Leg"," - Hunt 10 ^4d4dff'Rockers'^000000 - "," - southwest of Prontera and - "," - bring 10 ^4d4dffGrasshopper's Legs^000000. - ";
- case 4: callsub L_Quest,11117,"Worm Tail Hunting"," - Hunt 20 ^4d4dff'Worm Tails'^000000 - "," - southeast of Payon.- ";
- case 5: callsub L_Quest,11118,"Spore Hunting"," - Hunt 30 ^4d4dff'Spores'^000000 - "," - around Payon. - ";
- case 6: callsub L_Quest,11119,"Pest Control"," - Hunt 20 ^4d4dffThief Bug Eggs^000000 - "," - in the Prontera Culvert - "," - and bring 10 ^4d4dffChrysalis^000000. - ";
- case 7: callsub L_Quest,11120,"Muka Hunting"," - Hunt 20 ^4d4dff'Muka'^000000 - "," - south of Prontera. - ";
- case 8: callsub L_Quest,11121,"Familiar Hunting"," - Hunt 20 ^4d4dffFamiliar^000000 - "," - in the Culvert Sewers - "," - west of Prontera. - ";
- case 9: callsub L_Quest,11122,"Collect Feathers"," - Hunt 30 ^4d4dff'Peco Pecos'^000000 - "," - south of Prontera. - ";
- case 10: callsub L_Quest,11123,"Collect Poison Spores"," - Hunt 30 ^4d4dffPoison Spores^000000 - "," - inside the Geffen Tower and - "," - bring 5 ^4d4dffPoison Spores^000000. - ";
- case 11: mes " - Stop reading the bulletin board. - "; close;
- }
- end;
-L_Quest:
- if (questprogress(getarg(0),PLAYTIME) == 1) {
- mes " - Mission ^4d4dff"+getarg(1)+"^000000 - ";
- mes " - is already finished for today. - ";
- mes " ";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission '"+getarg(1)+"' - ";
- for(.@i = 2; .@i<getargcount(); ++.@i)
- mes getarg(.@i);
- mes " ";
- mes " - Manager : Spike - ";
- next;
- if(select("I will do this mission.:Look for other missions.") == 2) {
- mes " - Let's search for -";
- mes " - other missions. - ";
- close;
- }
- for(.@i = 2; .@i<getargcount(); ++.@i)
- mes getarg(.@i);
- if (getarg(0) == 11123 && questprogress(11123,PLAYTIME) == 2)
- erasequest 11133; // Special case for "Collect Poison Spores"
- setquest getarg(0);
- close;
-}
-
-moc_para01,32,30,6 script Spike 4_F_CHILD,{
- for(.@i = 11114; .@i<11124; ++.@i) {
- .@state = questprogress(.@i,HUNTING);
- if (.@state == 2) switch(.@i) {
- case 11114: callsub L_Quest,.@i,"Hornet Hunting",900;
- case 11115: callsub L_Quest,.@i,"Condor Hunting",1800;
- case 11116: callsub L_Quest,.@i,"Grasshopper's Leg",1400,940,10;
- case 11117: callsub L_Quest,.@i,"Worm Tail Hunting",2600;
- case 11118: callsub L_Quest,.@i,"Spore Hunting",3900;
- case 11119: callsub L_Quest,.@i,"Extirpate Insects",2900,915,10;
- case 11120: callsub L_Quest,.@i,"Muka Hunting",3200;
- case 11121: callsub L_Quest,.@i,"Familiar Hunting",3200;
- case 11122: callsub L_Quest,.@i,"Collect Feathers",5400;
- case 11123: callsub L_Quest,.@i,"Collect Poison Spores",6000,7033,5;
- }
- else if (.@state) {
- mes "[Spike]";
- mes "You haven't finished your mission yet.";
- mes "Keep up the good work. You are almost done.";
- close;
- }
- }
- mes "[Spike]";
- mes "Are you looking for a job?";
- mes "We always have lots of work to do.";
- next;
- mes "[Spike]";
- mes "Why don't you look around and find some interesting tasks?";
- close;
-L_Quest:
- if (questprogress(getarg(0),HUNTING) == 2) {
- if (getarg(3,0))
- if (countitem(getarg(3)) < getarg(4)) {
- mes "[Spike]";
- mes "You don't have enough "+getitemname(getarg(3))+".";
- mes "You need to bring "+getarg(4)+" "+getitemname(getarg(3))+".";
- close;
- }
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the '"+getarg(1)+"' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- if (getarg(3,0)) delitem getarg(3),getarg(4);
- erasequest getarg(0);
- setquest getarg(0)+10;
- getexp getarg(2),0;
- close;
- }
-}
diff --git a/npc/re/quests/eden/111-120.txt b/npc/re/quests/eden/111-120.txt
deleted file mode 100644
index b8bd667f1..000000000
--- a/npc/re/quests/eden/111-120.txt
+++ /dev/null
@@ -1,1171 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [111-120]
-//===== By: ==================================================
-//= Capuche
-//===== Current Version: =====================================
-//= 1.1
-//===== File Encoding ========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= [Official Conversion]
-//= Repeatable quests for players between BaseLevel 111 - 120.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Some CleanUps. [Dastgir]
-//============================================================
-
-moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{
- mes "[Mingmin]";
- if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
- cutin "min02",0;
- mes "A stranger. This place is supposed to be for Eden Group Members only.";
- mes "I'm in need base level ^FF0000111 - 120^000000 adventurers to help my research.";
- }
- else if (!para_110lv01) {
- cutin "min02",0;
- mes "......";
- emotion e_dot;
- next;
- mes "[Mingmin]";
- mes "(Wow...)";
- next;
- mes "The Geneticist is muttering to herself.";
- next;
- mes "[Mingmin]";
- mes "...";
- next;
- mes "[Mingmin]";
- mes "......";
- next;
- mes "[Mingmin]";
- mes "^0000ffA question: Art thou my servant?^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "(What's this lady talking about?)";
- emotion e_dot,1;
- next;
- mes "[Mingmin]";
- mes "Answer me!";
- mes "Art thou my servant?";
- emotion e_dot;
- next;
- select( "I am not.", "You be trippin'?" );
- mes "[Mingmin]";
- mes "Thou art not? Splendid...because I deigned that any servant of mine would have more dignity.";
- emotion e_sigh;
- next;
- mes "[Mingmin]";
- mes "Well, non-servant...What are you looking for here?";
- next;
- if (select( "Nothing in particular.", "Quests! Who are you?" ) == 1) {
- mes "[Mingmin]";
- mes "That is acceptable, I hope ye find what ye seek.";
- emotion e_ok;
- }
- else {
- mes "[Mingmin]";
- mes "Oh me? I am ^E51BD8Busaner Mingmin^000000 and I'm researching monsters by request of the Eden Group.";
- next;
- mes "[Mingmin]";
- mes "I used to collect fungus and mold alone at my mountain lab. Since then, I joined a group looking for new monsters...";
- next;
- mes "[Mingmin]";
- mes "With all my experience, they actually made me a professor here at the Eden Group.";
- next;
- mes "[Mingmin]";
- mes "Anyways, there is a pressing task I must complete, please excuse me for a moment.";
- para_110lv01 = 1;
- }
- }
- else if (para_110lv01 == 1) {
- cutin "min02",0;
- mes "^0C0CF2Pop quiz hot shot: Art thou my servant?^000000";
- next;
- select("No~ I'm "+ strcharinfo(0) +" remember?");
- mes "[Mingmin]";
- mes "Oh I have met you before, living in a house full of fungus seems to cause memory loss.";
- emotion e_gasp;
- next;
- mes "[Mingmin]";
- mes "Who were you again?";
- emotion e_what;
- next;
- select("Eden Group requests and research");
- mes "[Mingmin]";
- mes "Ah, that I do remember.";
- next;
- mes "[Mingmin]";
- mes "I am collecting information on the flora and fauna of Rune Midgard for the Eden Group.";
- next;
- mes "[Mingmin]";
- mes "The intention is to scientifically catalog and itemize the dangers of the world. I do not like this idea personally.";
- next;
- mes "[Mingmin]";
- mes "Theory will only take you so far in this world.";
- next;
- mes "[Mingmin]";
- mes "Morever, an adventurer who travelled outside of Rune-Midgarts should be experienced enough to know themselves.";
- next;
- mes "[Mingmin]";
- mes "This is ^ff0000my opinion^000000 only so do not concern thyself.";
- next;
- mes "[Mingmin]";
- mes "Well, after all this talking I need to take a rest. My feet are rather tired.";
- emotion e_yawn;
- para_110lv01 = 2;
- }
- else if (para_110lv01 == 2) {
- cutin "min02",0;
- mes "Oh, "+ strcharinfo(0) +" its you... it is good you have ed, I was bored.";
- next;
- mes "[Mingmin]";
- mes "Where was I? I just finished talking about the Eden Group's duty to protect others from danger.";
- next;
- mes "[Mingmin]";
- mes "To protect more people, I think they need adventurers who have experienced things first-hand.";
- next;
- mes "[Mingmin]";
- mes "So we need those brave or foolhardy enough to venture out to gather info in the field.";
- next;
- select("Sounds dangerous... when can I start?");
- mes "[Mingmin]";
- mes "Talk to me in a second and we'll get going.";
- emotion e_yawn;
- para_110lv01 = 3;
- }
- else if (para_110lv01 == 3) {
- cutin "min02",0;
- mes "Question "+ strcharinfo(0) +"! I was practising because new servant is coming soon.";
- next;
- select("Waddya mean new servant?");
- mes "[Mingmin]";
- mes "Oh...sorry, I meant squire...";
- mes "I mean adventurer...";
- emotion e_gasp;
- next;
- mes "[Mingmin]";
- mes "Sorry, the fungus in my home has been getting quite rampant.";
- next;
- mes "[Mingmin]";
- mes "I found Rohtert is working here when I arrived with a request from Eden Group.";
- next;
- if (para_100lv02 > 100) {
- mes "[Mingmin]";
- mes "Thou has met him prior to now? I do have a history with him.";
- }
- else {
- mes "[Mingmin]";
- mes "The guy with white hair by the entrance. You should drop by if you are interested, he is managing level 100-110 adventurers.";
- }
- next;
- mes "[Mingmin]";
- mes "Anyways, he had been working here so he knows better than me. I just came by to get advice.";
- next;
- mes "[Mingmin]";
- mes "That was not that difficult so..";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "Silly adventurers are going to come and ask me, ^ff0000'My queen, treat me like a naughty servant!'^000000";
- next;
- select("......Uh......");
- cutin "min02",0;
- mes "[Mingmin]";
- mes " For some reason there aren't many people lining up to assist me yet.";
- emotion e_dot,1;
- next;
- mes "[Mingmin]";
- mes "I think it requires ^ff0000bravery^000000 to take a new request.";
- next;
- mes "[Mingmin]";
- mes "Enough dilly-dallying, I want to make a contract with someone who really craves adventure.";
- next;
- mes "[Mingmin]";
- mes "Maybe "+ strcharinfo(0) +" I'll let you be my servant if you are interested in doing this Eden Group request for my research.";
- para_110lv01 = 4;
- }
- else if (para_110lv01 > 3) {
- cutin "min01",0;
- if (para_110lv01 == 5)
- mes "Welcome! "+ strcharinfo(0) +"...";
- else
- mes "Hello "+ strcharinfo(0) +".";
- next;
- switch( select( "Request to research monsters", "Make small-talk" ) ) {
- case 1:
- mes "[Mingmin]";
- if (BaseLevel < 111) {
- cutin "min02",0;
- mes "I think I already told you that I am looking for an adventurer with more experience for my monster research. ";
- next;
- mes "[Mingmin]";
- mes "It is because this mission has very dangerous requests.";
- next;
- mes "[Mingmin]";
- mes "Lets see. If you can handle all requests from rohtert standing there, then I will reconsider.";
- next;
- mes "[Mingmin]";
- mes "I will reconsider if you turn to base level 111.";
- }
- else if (BaseLevel < 121) {
- if (para_110lv01 == 4) {
- cutin "min02",0;
- mes "Oh, you want to help me with my research?";
- next;
- mes "She seems to be waiting for a ^FF0000special signal.^000000 What do you want to do?";
- next;
- while(select( "Make a heart with two hands.", "Dance around like a crazy person", "Wink at her", "Whistle at her." ) != 2) {
- mes "[Mingmin]";
- mes "What's that for?";
- emotion e_hmm;
- next;
- mes "Hmm, she didn't go for that.";
- next;
- }
- mes "[Mingmin]";
- mes "This signal!?";
- emotion e_flash;
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "^FF0000..................now?^000000";
- emotion e_flash;
- next;
- select("Say nothing and nod...");
- mes "[Mingmin]";
- mes "......";
- next;
- mes "[Mingmin]";
- mes "Question...! Art thou my servant?";
- next;
- select("Yes, my leige...");
- cutin "min02",0;
- mes "[Mingmin]";
- mes "............";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "Well, that's all settled then! Thou shalt signeth this form.";
- next;
- mes "[Contract]";
- mes "A - adventurer shall not talk back to Busaner Mingmin and will not complain under any circumstance.";
- next;
- mes "[Contract]";
- mes "B - adventurer shall proceed to complete the request for Busaner Mingmin as quick as humanly possible.";
- next;
- mes "[Contract]";
- mes "C -This contract is terminated on the day that a request of the adventurer is completed.";
- next;
- cutin "min02",0;
- mes "[Contract]";
- mes "D - this contract shall be confidential except between the adventurer and Mingmin under ^FF0000penalty of death.^000000";
- next;
- mes "[Mingmin]";
- mes "Don't worry too much. The Unions require it you know. Just sign on the line that is dotted.";
- next;
- if (select( "Sign the contract.", "Take time to think." ) == 2) {
- mes "[Mingmin]";
- mes "You can take your time....";
- }
- else {
- cutin "min01",0;
- mes "[Mingmin]";
- mes "Did you sign it?";
- next;
- mes "[Mingmin]";
- mes "............";
- next;
- cutin "min03",0;
- mes "[Mingmin]";
- mes "Haha! I feel much better now.";
- emotion e_loud;
- next;
- mes "[Mingmin]";
- mes "Thank you for accepting the strange contract. Looking forward to working with thee.";
- next;
- mes "[Mingmin]";
- mes "I was careful for public requests because I have to be polite to adventurers.";
- next;
- mes "[Mingmin]";
- mes "I tried to be poilte . But it just doesn't suit my personality.";
- next;
- cutin "min02",0;
- mes "[Mingmin]";
- mes "Thou shouldst be more careful...Did you notice something about the pen you signed with? There were ^FF0000orange shiitake mushroom spores^000000 on it.";
- next;
- mes "[Mingmin]";
- mes "If the spores get in your bloodstream, you might grow mushrooms inside of your own body.";
- next;
- mes "[Mingmin]";
- mes "It takes quite a long time so do thine best. I might give you the antidote if you do well.";
- next;
- cutin "min03",0;
- mes "[Mingmin]";
- mes "All right we became quite familiar now. So. Shall we get start to work?";
- para_110lv01 = 5;
- }
- }
- else if (para_110lv01 > 4) {
- cutin "min01",0;
- mes "We need some more information on the following monsters. Choose.";
- next;
- switch( select( "Glastheim related requests", "Thanatos tower related requests", "Ash Vacuum related requests", "Mingmin's personal request" ) ) {
- case 1:
- mes "[Mingmin]";
- mes "I heard something is going on in Glastheim. Monsters are afoot.";
- next;
- switch( select( "Raydric Research", "Khalitzberg Research", "Wanderer Research" ) ) {
- case 1:
- mes "[Mingmin]";
- if (questprogress(13068,PLAYTIME) == 1)
- mes "Raydric's research is going well. It is better off having more samples to research.!";
- else if (questprogress(13067,HUNTING) == 1) {
- cutin "·¹À̵帯īµå",3; //daydric_card
- mes "You can find Raydric in the west entrance or on the 2nd floor of Glastheim.";
- next;
- mes "[Mingmin]";
- mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Raydric^000000's.";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "The experience you learn by fighting with monsters will be a good record for the research!";
- }
- else if (questprogress(13067,HUNTING) == 2) {
- cutin "min03",0;
- mes "How do you feel dealing with tough monsters? Good documents and good experience to you as well.";
- callsub S_Quest,13067,13068,700000,200000;
- }
- else {
- cutin "·¹À̵帯īµå",3; //daydric_card
- mes "Something is happening in Glastheim. And that clue is in Raydrics that is information I have.";
- next;
- mes "[Mingmin]";
- mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Raydric^000000's.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please come back to me after dealing with the monsters. I need all your stories for documentation.";
- callsub S_Quest,13068,13067;
- }
- }
- break;
- case 2:
- mes "[Mingmin]";
- if (questprogress(13070,PLAYTIME) == 1)
- mes "Khalitzburg's research is going well. It is better off having more samples to research!";
- else if (questprogress(13069,HUNTING) == 1) {
- cutin "½ºÄ̳ªÀÌƮīµå",3; //skullknight_card
- mes "Khalitzburg will be found in west entrance of Glastheim.";
- next;
- mes "[Mingmin]";
- mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Khalitzburg's^000000";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "The experience you learn by fighting with monsters will be a good record for the research!";
- }
- else if (questprogress(13069,HUNTING) == 2) {
- cutin "min03",0;
- mes "How do you feel of dealing with tough monsters? Good documents and good experience to you as well.";
- callsub S_Quest,13069,13070,700000,200000;
- }
- else {
- cutin "½ºÄ̳ªÀÌƮīµå",3; //skullknight_card
- mes "Maybe Khalitzburg is linked to what is happening in glastheim so lets research it.";
- next;
- mes "[Mingmin]";
- mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Khalitzburg's^000000";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please tell me the story after dealing with them one by one. They will be important documents...";
- callsub S_Quest,13070,13069;
- }
- }
- break;
- case 3:
- mes "[Mingmin]";
- if (questprogress(13072,PLAYTIME) == 1)
- mes "Wanderer's research is going well. It is better off having more samples to research!";
- else if (questprogress(13071,HUNTING) == 1) {
- cutin "¹èȸÇÏ´ÂÀÚÄ«µå",3; //wander_man_card
- mes "Wanderer will be found if you enter from the north entrance and go to big entrance in the middle of the road in Glastheim.";
- next;
- mes "[Mingmin]";
- mes "I need information and documents no matter what happens. How about dealing with ^FF000030 Wanderers^000000.";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "The experience you learn by fighting with monsters will be a good record for the research!";
- }
- else if (questprogress(13071,HUNTING) == 2) {
- cutin "min03",0;
- mes "How do you feel of dealing with tough monsters? Good documents and good experience to you as well.";
- callsub S_Quest,13071,13072,700000,200000;
- }
- else {
- cutin "¹èȸÇÏ´ÂÀÚÄ«µå",3; //wander_man_card
- mes "Wanderer is the representative of Glastheim. It is dangerous but cool!";
- next;
- mes "[Mingmin]";
- mes "It will be a good research. Come back after dealing with ^FF000030 Wanderers^000000.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please tell me the story after dealing with them one by one. They will be important documents...";
- emotion e_no1;
- callsub S_Quest,13072,13071;
- }
- }
- }
- break;
- case 2:
- mes "[Mingmin]";
- mes "We need to research monsters in Thanatos tower.";
- next;
- switch( select( "Ancient Mimic research", "Deathword research", "Owl Baron research", "Bloody Page research" ) ) {
- case 1:
- mes "[Mingmin]";
- if (questprogress(13074,PLAYTIME) == 1)
- mes "Ancient mimic research is going well. It is better off having more samples for the research!";
- else if (questprogress(13073,HUNTING) == 1) {
- cutin "¿¡ÀμÇÆ®¹Ì¹Í",3; //ancient_mimic_card
- mes "It is not far if you move from Juno or Hugel to Thanatos or Abyss lake.";
- next;
- mes "[Mingmin]";
- mes "Do not complain! It will be a good experience for you!";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "The experience you learn by fighting with monsters will be a good record to research!";
- }
- else if (questprogress(13073,HUNTING) == 2) {
- cutin "min02",0;
- mes "You did good work today!";
- callsub S_Quest,13073,13074,700000,300000;
- }
- else {
- cutin "¿¡ÀμÇÆ®¹Ì¹Í",3; //ancient_mimic_card
- mes "You will see them often at thanatos tower or abyss lake. They are not generous with their drops but that is not important to finishing this request.";
- next;
- mes "[Mingmin]";
- mes "I can not find any connection in two areas but they keep coming up so it is worth researching. Come back after taking care of ^FF000030 ancient mimic^000000.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "If you possibly get a good drop from them, you know right? Do not forget about me!";
- emotion e_flash;
- callsub S_Quest,13074,13073;
- }
- }
- break;
- case 2:
- mes "[Mingmin]";
- if (questprogress(13076,PLAYTIME) == 1)
- mes "Deathword's research is going well. It is better off having more samples for the research!";
- else if (questprogress(13075,HUNTING) == 1) {
- mes "Thanatos tower will be more dangerous than you thought. You might want to organize a party before going there.";
- next;
- mes "[Mingmin]";
- mes "I want to research this so take this request please!";
- next;
- mes "[Mingmin]";
- mes "I will give you a reward...";
- }
- else if (questprogress(13075,HUNTING) == 2) {
- cutin "min03",0;
- mes "Thank you so much. This will be great research.";
- callsub S_Quest,13075,13076,700000,300000;
- }
- else {
- mes "That is the reason why I chose Thanatos tower to research. Do not be surprised. This one is an old book that became a monster!";
- next;
- mes "[Mingmin]";
- mes "I want to research the background of those creatures. Please check ^FF000030 Deathwords^000000.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please take care of them one by one. Those books contain precious history of Rune Midgard so I want to research them.";
- callsub S_Quest,13076,13075;
- }
- }
- break;
- case 3:
- mes "[Mingmin]";
- if (questprogress(13078,PLAYTIME) == 1)
- mes "Owl Baron's research is going well. It is better off having more samples for the research!";
- else if (questprogress(13077,HUNTING) == 1) {
- cutin "¾Æ¿ï¹Ù·ÐÄ«µå",3; //owl_baron_card
- mes "You can meet it if you climb the tower according to the rumors. For me, well I've never been up there.";
- next;
- mes "[Mingmin]";
- mes "The guy with blue hat went to the top but I didn't bother to follow.";
- next;
- mes "[Mingmin]";
- mes "Anyways, There will be enough reward for sure.";
- cutin "min01",0;
- }
- else if (questprogress(13077,HUNTING) == 2) {
- cutin "min03",0;
- mes "Safely back!? Eden Group will be happy.";
- callsub S_Quest,13077,13078,700000,300000;
- }
- else {
- cutin "¾Æ¿ï¹Ù·ÐÄ«µå",3; //owl_baron_card
- mes "Personally I have no interest in this monster but it was requested from the Eden Group.";
- next;
- mes "[Mingmin]";
- mes "Please take care of ^FF000020 Owl Barons^000000. It will help other adventurers to explore Thanatos tower.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "It does not mean I am not going to research them. The more documents the better research.";
- callsub S_Quest,13078,13077;
- }
- }
- break;
- case 4:
- mes "[Mingmin]";
- if (questprogress(13080,PLAYTIME) == 1) {
- cutin "min03",0;
- mes "I like old books! Okay I need to analyze this. Bloody Pages! Please bring more tomorrow or the day after tomorrow. Anytime!";
- }
- else if (questprogress(13079) == 1) {
- if (countitem(Bloody_Page) > 19) {// Bloody_Page
- cutin "min03",0;
- mes "Wow. It is so curious. It is exciting!";
- delitem Bloody_Page,20;
- callsub S_Quest,13079,13080,700000,300000;
- }
- else {
- cutin "µ¥½º¿öµå",3; //deathword_card
- mes "3rd floor of thanatos has Deathword monsers that drop these bloody pages.";
- next;
- mes "[Mingmin]";
- mes "I think if thou shalt collect 20 of these it should be enough for my research. It's barbaric, but it is a job!";
- next;
- mes "[Mingmin]";
- mes "There will be enough reward for sure.";
- cutin "min01",0;
- }
- }
- else {
- cutin "µ¥½º¿öµå",3; //deathword_card
- mes "The fact that I decided to travel to Thanatos has the reason. Haha, I heard that I can get Bloody Pages from Deathword monsters.";
- next;
- mes "[Mingmin]";
- mes "I know they're gross and bloody but just imagine the centuries of stories preserved in those pages...";
- next;
- mes "[Mingmin]";
- mes "Can you please get me 20 ^FF0000Bloody Pages^000000? I will be happy if there is one useful bookshelf we can use when you bring them back.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please, I really want to research this.";
- callsub S_Quest,13080,13079;
- }
- }
- }
- break;
- case 3:
- mes "[Mingmin]";
- mes "The research for Ash Vacuum is just beginning. So there are still many thing to study!";
- next;
- switch( select( "Dark Pinguicula research", "Nepenthes research", "Naga research", "Centipede Larva research", "Cornus research", "We know the magic power of the horn we saw that day." ) ) {
- case 1:
- mes "[Mingmin]";
- if (questprogress(13082,PLAYTIME) == 1)
- mes "Pinguicula dark's research is ongoing. Please come back to me next time.!";
- else if (questprogress(13081,HUNTING) == 1) {
- cutin "ÇɱÍŧ¶ó´ÙÅ©Ä«µå",3; //pinguicula_dark_card
- mes "I think this research is easy. They are not too dangerous from the initial reports I've received.";
- next;
- mes "[Mingmin]";
- mes "It is north west from the Allied Forces Camp. It is not that far so hurry up.";
- cutin "min01",0;
- }
- else if (questprogress(13081,HUNTING) == 2) {
- cutin "min03",0;
- mes "Good job! keep helping my research. I still have so much to do.";
- callsub S_Quest,13081,13082,700000,180000;
- }
- else {
- cutin "ÇɱÍŧ¶ó´ÙÅ©Ä«µå",3; //pinguicula_dark_card
- mes "It is the monster living northwest of the Allied Forces Camp. I am not interested in going myself but the request was already paid for and I may as well research them.";
- next;
- mes "[Mingmin]";
- mes "Hunt ^FF000030 Dark Pinguicula^000000. Battling it will provide some good research materials.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Be careful and safe.";
- callsub S_Quest,13082,13081;
- }
- }
- break;
- case 2:
- mes "[Mingmin]";
- if (questprogress(13084,PLAYTIME) == 1)
- mes "Nepenthes's research is still ongoing. Please come back to me next time!";
- else if (questprogress(13083,HUNTING) == 1) {
- cutin "³×Ææµ¥½ºÄ«µå",3; //nepenthes_card
- mes "It could be a simple request or tough request. Try to find friends if you are in trouble. That is adventure too!";
- next;
- mes "[Mingmin]";
- mes "It is east of the Allied Forces Camp. It is not that far so hurry up.";
- cutin "min01",0;
- }
- else if (questprogress(13083,HUNTING) == 2) {
- cutin "min03",0;
- mes "Good job! Keep assisting with my research. I still have so much to do.";
- callsub S_Quest,13083,13084,700000,180000;
- }
- else {
- cutin "³×Ææµ¥½ºÄ«µå",3; //nepenthes_card
- mes "Do you know the monster name as mandragora? There is similar monster to the east of the expedition station. I am sure it will be related for researching monsters.";
- next;
- mes "[Mingmin]";
- mes "Why don't you hunt 30 ^FF0000Nepenthes^000000? Their vines crawl up everywhere so be careful.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "The request like this satisfies me and the Eden Group. Be careful though.";
- callsub S_Quest,13084,13083;
- }
- }
- break;
- case 3:
- mes "[Mingmin]";
- if (questprogress(13086,PLAYTIME) == 1)
- mes "Naga's research is still ongoing. Please come back to me next time.";
- else if (questprogress(13085,HUNTING) == 1) {
- cutin "³ª°¡Ä«µå",3; //naga_card
- mes "You take care of those addicted to magic powers, I have no interest.";
- next;
- mes "[Mingmin]";
- mes "Please take care of 30 Naga monsters northwest of the expedition station.";
- cutin "min01",0;
- }
- else if (questprogress(13085,HUNTING) == 2) {
- cutin "min03",0;
- mes "Good. Keep helping my research. I have too many to check out.";
- callsub S_Quest,13085,13086,700000,180000;
- }
- else {
- cutin "³ª°¡Ä«µå",3; //naga_card
- mes "Please take care of 30 ^FF0000Naga^000000 monsters northwest of the expedition station.";
- next;
- mes "[Mingmin]";
- mes "I have no interest in it but it bothers my time to research the other monsters that I actually want to study. So I want the number of them to be reduced.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please do your best. This request is also important to unlock additional research.";
- callsub S_Quest,13086,13085;
- }
- }
- break;
- case 4:
- mes "[Mingmin]";
- if (questprogress(13088,PLAYTIME) == 1)
- mes "I'm still researching the Centipede Larva. Please come and help me next time.";
- else if (questprogress(13087,HUNTING) == 1) {
- cutin "¼¾Æ¼Æäµ¥À¯ÃæÄ«µå",3; //centipede_larva_card
- mes "Oh... No Lets take a deep breath. For me, I want to exterminate more than 20 for research.";
- next;
- emotion e_sob;
- mes "[Mingmin]";
- mes "Be careful. And they're east of the expedition station.";
- cutin "min02",0;
- }
- else if (questprogress(13087,HUNTING) == 2) {
- cutin "min02",0;
- mes "Oh. Okay. You do not need to explain.";
- emotion e_otl;
- callsub S_Quest,13087,13088,700000,180000;
- }
- else {
- cutin "¼¾Æ¼Æäµ¥À¯ÃæÄ«µå",3; //centipede_larva_card
- mes "Yuck! It is very disgusting. Look at me. It is so creepy I wanted to survey it because I was interested in Nepenthes. But I hate bugs with lots of legs...";
- next;
- mes "[Mingmin]";
- mes "Come back after 20 ^FF0000Centipede Larva^000000 are exterminated. Can you imagine how big they became? Just the thought makes my skin crawl.";
- next;
- cutin "min02",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "I'm sorry that I didn't do it myself. I'm not ashamed to admit that it's too disgusting for me.";
- callsub S_Quest,13088,13087;
- }
- }
- break;
- case 5:
- mes "[Mingmin]";
- if (questprogress(13090,PLAYTIME) == 1)
- mes "Cornus's research is still ongoing. Please research for other adventurers.";
- else if (questprogress(13089,HUNTING) == 1) {
- cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
- mes "I need to research those flying horse creatures so please help me out.";
- next;
- mes "[Mingmin]";
- mes "Of course, It will help your adventurers too in some way I suppose.";
- cutin "min01",0;
- }
- else if (questprogress(13089,HUNTING) == 2) {
- cutin "min03",0;
- mes "How was it ? Is that monster easy for adventurers to get?";
- callsub S_Quest,13089,13090,700000,180000;
- }
- else {
- cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
- mes "I found the monster that satisfies my research needs and helps adventurers to gain experience from the Eden Group. It is not weak or fierce monster either.";
- next;
- mes "[Mingmin]";
- mes "I believe that Adventurers will handle Cornus in the future, so go out and deal with ^FF000030 Cornus^000000 so I can research that viability.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "This could be a revolution for Eden Group Adventurers. Be positive with this request please.";
- callsub S_Quest,13090,13089;
- }
- }
- break;
- case 6:
- mes "[Mingmin]";
- if (questprogress(13092,PLAYTIME) == 1)
- mes "I'm still researching the Mystic Horns you brought. Quite interesting. I can beat blue hat soon.";
- else if (questprogress(13091) == 1) {
- if (countitem(Mystic_Horn) > 19) {// Mystic_Horn
- cutin "min03",0;
- mes "Yes this one! It is worth doing. Thank you for taking this request.";
- emotion e_thx;
- delitem Mystic_Horn,20;
- callsub S_Quest,13091,13092,700000,180000;
- }
- else {
- cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
- mes "I am still researching but I hope to extract magic power from magical touched things.";
- next;
- mes "[Mingmin]";
- mes "It will be useful for me and adventurers, right?";
- cutin "min01",0;
- }
- }
- else {
- cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
- mes "This is why I accepted the request for this from Eden Group. Find 20 ^FF0000Mystic Horn^000000 from the Cornus monsters.";
- next;
- mes "[Mingmin]";
- mes "I think I can use this horn for good things. It is easy to get. I will let you know later.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Ye gain experience and I get research material. Good deal right? Excellent!";
- callsub S_Quest,13092,13091;
- }
- }
- }
- break;
- case 4:
- mes "[Mingmin]";
- mes "This request is for my personal research. I research for Eden Group and they support me to hire people assisting my research.";
- next;
- switch( select( "Ancient Mummy research", "Geffenia survey", "Juperos survey", "Fragment and Rusty Screw collecting." ) ) {
- case 1:
- mes "[Mingmin]";
- if (questprogress(13094,PLAYTIME) == 1)
- mes "Ancient Mummy's research is still ongoing.";
- else if (questprogress(13093,HUNTING) == 1) {
- cutin "¿¡ÀμÇÆ®¹ÌÀ̶óÄ«µå",3; //ancient_mummy_card
- mes "If I finish researching, the first thing I'm going to do is eat a 10 year aged strawberry pudding...";
- next;
- mes "[Mingmin]";
- mes "To finish my research I need you to hunt some Ancient Mummy.";
- cutin "min01",0;
- }
- else if (questprogress(13093,HUNTING) == 2) {
- cutin "min03",0;
- mes "Did a good job. Fantastic strawberry pudding is not easy to make. Trust me. I will let thee taste it someday soon.";
- callsub S_Quest,13093,13094,700000,200000;
- }
- else {
- cutin "¿¡ÀμÇÆ®¹ÌÀ̶óÄ«µå",3; //ancient_mummy_card
- mes "Things are supposed to go bad. Most of them but people want to keep and preserve food for a long time. ";
- next;
- mes "[Mingmin]";
- mes "Have you even seen the bandage that Ancient Mummy are wound up in? They last even for centuries at a time.";
- next;
- mes "[Mingmin]";
- mes "I guess it is rotten but we can make big money if this research goes well. Preservatives can make a strawberry pudding that does not go bad with time.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "This research is necessary so that I can make my strawberry pudding.";
- callsub S_Quest,13094,13093;
- }
- }
- break;
- case 2:
- mes "[Mingmin]";
- if (questprogress(13096,PLAYTIME) == 1)
- mes "Geffenia's research has just started. It is beginning so go slowly. Lets research.";
- else if (questprogress(13095,HUNTING) == 1) {
- cutin "¼­Å¥¹ö½ºÄ«µå",3; //succubus_card
- mes "I do not expect a lot because it is very dangerous and not easy to access.";
- next;
- mes "[Mingmin]";
- mes "This request is attempting to an adventurer who used to enjoy it. Simple! Fun! Worthy experience!";
- cutin "min01",0;
- }
- else if (questprogress(13095,HUNTING) == 2) {
- cutin "min03",0;
- mes "You are more talented than I thought. If you found a tact, I will request to you for next time as well. This research is up to you.";
- callsub S_Quest,13095,13096,700000,200000;
- }
- else {
- cutin "ÀÎÅ¥¹ö½ºÄ«µå",3; //incubus_card
- mes "This is pre-survey for precious research because Geffenia is easy to access.";
- next;
- mes "[Mingmin]";
- mes "The request starts from how to find a way in. Please take a look what kind of monsters are in there. first of all, start by hunting ^FF000010^000000 Incubus, Succubus and Violy. Then lets research the details later.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Try to start from Geffen fountain, if you want more information.";
- callsub S_Quest,13096,13095;
- }
- }
- break;
- case 3:
- mes "[Mingmin]";
- if (questprogress(13098,PLAYTIME) == 1)
- mes "They all look the same for me. I should research harder.";
- else if (questprogress(13097,HUNTING) == 1) {
- cutin "º£³ªÅõ",3; //venatu_card
- mes "There is one more reason why many adventurers are sent to Juperos and that is my real request.";
- next;
- mes "[Mingmin]";
- mes "If you go to Juperos? I wish you to take a request about ^FF0000Venatus^000000.";
- cutin "min01",0;
- }
- else if (questprogress(13097,HUNTING) == 2) {
- cutin "min03",0;
- mes "You are not confused? I still do not know yet. What is the difference? Anyway good job.";
- emotion e_loud;
- callsub S_Quest,13097,13098,700000,300000;
- }
- else {
- cutin "º£³ªÅõ",3; //venatu_card
- mes "The remains of ancient, Juperos is mysterious. There are lots of ^FF0000secrets^000000. But this is yet again a simple monster research survey.";
- next;
- mes "[Mingmin]";
- mes "The monster ^FF0000Venatu^000000 in juperos has 4 types of colors. Which means there are four types of monsters.";
- next;
- mes "[Mingmin]";
- mes "I thought they are the same because they look the same. Is it only me? I can not distinguish. Hunt 30 of each Green, Orange and Blue ones just to be sure.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "It wil not be easy to be alone. But looking for a fellow for adventure is what an adventurer does.";
- callsub S_Quest,13098,13097;
- }
- }
- break;
- case 4:
- mes "[Mingmin]";
- if (questprogress(13100,PLAYTIME) == 1)
- mes "I will make anything better than you imagine.";
- else if (questprogress(13099) == 1) {
- if (countitem(Mystery_Piece) > 9 && countitem(Screw) > 19) {
- cutin "min03",0;
- mes "Thank you. You will appreciate me if my research is completed.";
- emotion e_loud;
- delitem Mystery_Piece,10;// Mystery_Piece
- delitem Screw,20;// Screw
- callsub S_Quest,13099,13100,700000,200000;
- }
- else {
- cutin "º£³ªÅõ",3; //venatu_card
- mes "You can find ^FF0000Fragment and Rusty Screw^000000 in juperos everywhere. Most of the monsters have it.";
- next;
- mes "[Mingmin]";
- mes "I know it is not easy but I wish thee to take this request. Please.";
- cutin "min01",0;
- }
- }
- else {
- cutin "º£³ªÅõ",3; //venatu_card
- mes "Juperos is intense and mysterious. When he showed up, It seems like it is not Midgard.";
- next;
- mes "[Mingmin]";
- mes "It is core research. I need to know who he is. That will be amazing. Can you bring me 10 ^FF0000Fragment^000000 and 20 ^FF0000Rusty Screw^000000?";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "I do not know how many drops you can carry but I want as many as you can. May I ask you to bring 10 ^FF0000Fragment^000000 and 20 ^FF0000Rusty Screw^000000?";
- callsub S_Quest,13100,13099;
- }
- }
- }
- }
- }
- }
- else if (para_110lv01 < 5) {
- mes "The request for researching monsters seem to easy for you.";
- next;
- mes "[Mingmin]";
- mes "There is nothing I can do because these are the rules of the Eden Group.";
- next;
- mes "[Mingmin]";
- mes "There is someone who strongly wishes you to solve your request.";
- }
- else {
- cutin "min01",0;
- mes "Contract is terminated. "+ strcharinfo(0) +" reward for completed research. ^FF0000I will delete incompleted research from your quest list.^000000";
- para_110lv01 = 6;
- next;
- callsub S_Hunting,
- 13067,200000,"Raydric",
- 13069,200000,"Khalitzburg",
- 13071,200000,"Wanderer",
- 13073,300000,"Ancient Mimic",
- 13075,300000,"Deathword",
- 13077,300000,"Owl Baron";
- callsub S_Gathering,13079,300000,"Bloody Page",7449,20;
- callsub S_Hunting,
- 13081,180000,"Dark Pinguicula",
- 13083,180000,"Nepenthes",
- 13085,180000,"Naga",
- 13087,180000,"Centipede Larva",
- 13089,180000,"Cornus";
- callsub S_Gathering,13091,180000,"Mystic Horn",6023,20;
- callsub S_Hunting,
- 13093,200000,"Ancient Mummy",
- 13095,200000,"Geffenia expedition",
- 13097,300000,"Juperos";
- callsub S_Gathering,13099,200000,"Fragments and Rusty Screws",7094,10,7317,20;
- mes "[Mingmin]";
- mes "It is a little bit inconvenient. I will read to you politely ^FF0000again^000000 in public.";
- next;
- mes "[Mingmin]";
- mes "Anyway "+ strcharinfo(0) +" thank you for helping me start my research.";
- next;
- cutin "min03",0;
- mes "[Mingmin]";
- mes "Do not worry, I will treat you like a slave if we meet outside of Eden Group or if you tell anyone I was nice to you.";
- emotion e_loud;
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "Just because I'm being nice now doesn't mean we're automatically friends though.";
- }
- break;
- case 2:
- if (para_110lv01 == 5)
- mes "Do you want to know something? I am busy researching.";
- else
- mes "It is fine day for researching. It is always fun to talk to someone of sufficient intelligence.";
- while(1) {
- next;
- switch( select( "^0000ffFriends^000000 story", "Something to research", "Orange beard gluey mushroom...", "Finish conversation" ) ) {
- case 1:
- mes "[Mingmin]";
- if (para_110lv01 < 5) {
- cutin "min02",0;
- mes "I found a familiar face since I arrived to Eden Group with this request. ^ff0000Rohtert^000000 is the one.";
- next;
- mes "[Mingmin]";
- mes "I used to join clubs that researched rare monsters. I heard it became a guild and anyway I met him there.";
- next;
- mes "[Mingmin]";
- mes "I look younger but I am like his sister. There was so many things that happened in that club. However, I shouldn't go on and on about it. I might tell you later when we have time.";
- }
- else if (para_110lv01 == 5) {
- cutin "min03",0;
- mes "I found a familiar face since I arrived to Eden Group with this request. Do you see the guy ^FF0000Rohtert^000000 with white hair near the entrance?";
- next;
- mes "[Mingmin]";
- mes "Now that he's grown up... well he used to follow me calling me his sister. By the way where is the blue hat guy who used to stick to him like glue. Did they have a fight?";
- next;
- mes "[Mingmin]";
- mes "That blue hat guy... He used to annoy me even at the club. If I see him again I just might smack him...";
- }
- else {
- cutin "min02",0;
- mes "I used to talk to Rohtert from time to time while researching. There was a lot of things to talk about ever since I left the guild.";
- next;
- mes "[Mingmin]";
- mes "I think the guild is still around since there were so many members even when I was there.";
- next;
- mes "[Mingmin]";
- mes "I even heard that blue hat guy made himself a guild master. Imagine that fool being a master oh ho ho ho.";
- }
- continue;
- case 2:
- mes "[Mingmin]";
- if (para_110lv01 < 5) {
- cutin "min01",0;
- mes "I research monsters. Especially their features, personality, spleens, locations and relationship with other monsters. Etc.";
- }
- else if (para_110lv01 == 5) {
- cutin "min03",0;
- mes "Researching these magic items there is more to it than just having them in your possession.";
- next;
- mes "[Mingmin]";
- mes "My plan so far is like this. Extracted magic from the Mystic Horn is compressed by the Fragments and Screws. Then I will input the ancient information which was written in the Bloody Pages.";
- next;
- mes "[Mingmin]";
- mes "I'm hoping to create some type of small hand-held storage device.";
- next;
- mes "[Mingmin]";
- mes "I wil be rich if I complete this research! I am sure.";
- }
- else {
- cutin "min01",0;
- mes "Well do you remember my personal research I mentioned before? It is not easy even I tried to develop...";
- next;
- mes "[Mingmin]";
- mes "I tried to make a magic device that you can hold in your hand.";
- next;
- mes "[Mingmin]";
- mes "No. I can not give up for this. I will make it.";
- }
- continue;
- case 3:
- mes "[Mingmin]";
- if (para_110lv01 < 5) {
- cutin "min02",0;
- mes "Orange mushroom? I do not know.";
- }
- else if (para_110lv01 == 5) {
- cutin "min01",0;
- mes "Do not worry. Ok, maybe worry because mushrooms could be growing in your body. I will get rid of it if you help me to research. It will be dangerous if it takes longer time.";
- }
- else {
- cutin "min02",0;
- mes "... orange shiitake gluey mushroom?";
- next;
- mes "[Mingmin]";
- mes "Let me see. It might be dangerous.";
- next;
- mes "[Mingmin]";
- mes "You helped me to research so let me help you! I will get rid of your mushroom spore infection.";
- next;
- mes "[Mingmin]";
- mes "......";
- next;
- cutin "min03",0;
- mes "[Mingmin]";
- mes "...hee hee...";
- emotion e_heh;
- next;
- mes "[Mingmin]";
- mes "Hmmph, You are so naive. Did you believe it? Sticky.. some kind of mushroom is growing in your body? Hahaha";
- next;
- mes "[Mingmin]";
- mes "It was just a joke. A little joke between friends.";
- next;
- mes "[Mingmin]";
- mes "I am sorry if you are upset. You made it too easy...";
- next;
- emotion e_heh;
- mes "[Mingmin]";
- mes "You are funnier than I thought. Do not worry. That mushroom does not exist.";
- }
- continue;
- case 4:
- mes "[Mingmin]";
- if (para_110lv01 == 5) {
- cutin "min01",0;
- mes "Please help me there are so many things to research.";
- }
- else {
- cutin "min02",0;
- mes "I hope you have a good time";
- }
- }
- break;
- }
- }
- }
- close2;
- cutin "",255;
- end;
-
-S_Quest:
- if (questprogress(getarg(0)))
- erasequest getarg(0);
- setquest getarg(1);
- if (getarg(2,0))
- getexp getarg(2),getarg(3);
- return;
-S_Hunting:
- .@total = getargcount();
- for ( .@i = 0; .@i < .@total; .@i += 3 ) {
- .@quest_id = getarg(.@i);
- switch( questprogress(.@quest_id,HUNTING) ) {
- case 0:
- if (questprogress(.@quest_id+1))
- erasequest (.@quest_id+1);
- continue;
- case 1:
- mes "[Mingmin]";
- mes "I will delete "+ getarg(.@i+2) +" research from request list.";
- break;
- case 2:
- mes "[Mingmin]";
- mes "You finished researching about "+ getarg(.@i+2) +". Thank you.";
- getexp 700000,getarg(.@i+1);
- break;
-
- }
- erasequest .@quest_id;
- next;
- }
- return;
-S_Gathering:
- if (questprogress(getarg(0))) {
- if (getarg(5,0))
- .@count_item2 = countitem(getarg(5));
- mes "[Mingmin]";
- if (countitem(getarg(3)) >= getarg(4) && .@count_item2 >= getarg(6,0)) {
- if (.@count_item2)
- mes "You finished researching about "+ getitemname(getarg(3)) +" and "+ getitemname(getarg(5)) +". Thank you.";
- else
- mes "You finished researching about "+ getitemname(getarg(3)) +". Thank you.";
- delitem getarg(3),getarg(4);
- if (getarg(5,0))
- delitem getarg(5),getarg(6);
- getexp 700000,getarg(1);
- }
- else {
- if (getarg(5,0))
- mes "I will delete "+ getitemname(getarg(3)) +" and "+ getitemname(getarg(5)) +" research from request list.";
- else
- mes "I will delete "+ getitemname(getarg(3)) +" research from request list.";
- }
- erasequest getarg(0);
- next;
- }
- else if (questprogress(getarg(0)+1) > 0)
- erasequest (getarg(0)+1);
- return;
-}
diff --git a/npc/re/quests/eden/121-130.txt b/npc/re/quests/eden/121-130.txt
deleted file mode 100644
index b57cb6ad9..000000000
--- a/npc/re/quests/eden/121-130.txt
+++ /dev/null
@@ -1,805 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [121-130]
-//===== By: ==================================================
-//= Capuche
-//===== Current Version: =====================================
-//= 1.1
-//===== File Encoding ========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= [Official Conversion]
-//= Repeatable quests for players between BaseLevel 121 - 130.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Some CleanUps. [Dastgir]
-//============================================================
-
-moc_para01,44,81,3 script Melody-Jack#1 4_M_MELODY,8,8,{
- mes "[Melody-Jack]";
- if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
- mes "Who the hell are you? Get out of here!";
- mes "I'm only talking to base level ^FF0000121-130^000000 adventurers.";
- }
- else if (!para_120lv01)
- mes "What? do not bother me. I am busy now.";
- else if (para_120lv01 == 1) {
- mes "You got a request from that little girl? The small, talktive and half-naked one over there?";
- next;
- select("Say yes.", "Avoid answering.");
- mes "[Melody-Jack]";
- mes "No. I do not care It will be fine if you stepped into this room not because you are lost. I need anyone except that kind of fool.";
- next;
- mes "[Melody-Jack]";
- mes "Please listen to me, I will offer you an attractive suggestion.";
- next;
- mes "[Melody-Jack]";
- mes "I am ^ff0000Melody - Jack!^000000 The best man with best dagger skills.";
- next;
- mes "Melody-Jack swipes a dagger in your direction.";
- next;
- mes "[Melody-Jack]";
- mes "I am qualified to take secret missions. And right now you're in luck.";
- next;
- mes "[Melody-Jack]";
- mes "It seems that I have to lose one mission, deal and promise, I can not take it right now.";
- next;
- mes "[Melody-Jack]";
- mes "Take my mission and solve the request of Aigu. I will compensate you.";
- next;
- mes "[Melody-Jack]";
- mes "Our deal will be kept as a secret to Aigu. If you do not have 9 lives. Lets start.";
- para_120lv01 = 2;
- }
- else if (para_120lv01 > 1) {
- mes "......";
- next;
- if (select( "Show me the requests!", "Make small-talk." ) == 2) {
- mes "[Melody-Jack]";
- mes "What? Are you interested in me?";
- next;
- switch( select( "I am interested.", "About requests", "About a deal", "What is a promise?" ) ) {
- case 1:
- mes "[Melody-Jack]";
- mes "Well go away. I have no interest in you.";
- close;
- case 2:
- mes "[Melody-Jack]";
- mes "I cannot stop it because of my bad credit. It drives me crazy.";
- next;
- mes "[Melody-Jack]";
- mes "I am lucky to make a double contract with an adventurer like you. They are not included in our contract.";
- close;
- case 3:
- mes "[Melody-Jack]";
- mes "To be honest I don't think there is anyone worthy of trust. Trust or promises are both silly.";
- next;
- mes "[Melody-Jack]";
- mes "I trust only me and my deal. Trust or promises are empty if they ar broken but if a deal is broken there is compensation or revenge.";
- close;
- case 4:
- mes "[Melody-Jack]";
- mes "Who're all of these kids?";
- next;
- mes "[Melody-Jack]";
- mes "I came out for nothing but I am supposed to fulfill my duty. I don't owe anyone a thing.";
- close;
- }
- }
- mes "[Melody-Jack]";
- if (BaseLevel < 121)
- mes "Oh, I made a mistake. You are not the level of adventurer I am looking for. I'm looking for base level 121 to 130 adventurers.";
- else if (BaseLevel < 131) {
- mes "I do not like it but a deal is a deal. Please come back after clearing monsters in the places where Aigu asked to search.";
- next;
- switch( select( "Thanatos Tower related ", "Rachel Shrine related ", "Nameless Island related ", "Abyss Lake related " ) ) {
- case 1:
- mes "[Melody-Jack]";
- mes "Thanatos tower is the most annoying place. Do not worry about your compensation. I keep my word.";
- next;
- switch( select( "Baroness of Retribution", "Lady Solace", "Mistress of Shelter", "Dame of Sentinel" ) ) {
- case 1:
- mes "[Melody-Jack]";
- if (questprogress(13120,PLAYTIME) == 1)
- mes "I think I finished today's performance. I cannot relax what if monsters show up suddenly.";
- else if (questprogress(13119,HUNTING) == 1) {
- cutin "½Å¹úÀÇ´ëÇàÀÚÄ«µå",3; //retribution_card
- mes "I do not like that creature not because Aigu doesn't like them... How dare you? Who is punishing whom?";
- next;
- mes "[Melody-Jack]";
- mes "These are some of the most dangerous creatures in the world. These creatures deserve no justice.";
- next;
- mes "[Melody-Jack]";
- mes "Of course you can trust me. Because I believe in real deals. Lets sweep the creatures away.";
- }
- else if (questprogress(13119,HUNTING) == 2) {
- mes "Did you clear them? So that does not bother that little boy for a day. Good job.";
- callsub S_Quest,13119,13120,1;
- }
- else {
- cutin "½Å¹úÀÇ´ëÇàÀÚÄ«µå",3; //retribution_card
- mes "As you know, Thanatos Tower is where Aigu cares the most. It is the most dangerous place in some ways.";
- next;
- mes "[Melody-Jack]";
- mes "Please clear monsters to help Aigu. Amateurs will make things messy.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "There must be a lot of them. Do not forget to keep this a secret. ";
- callsub S_Quest,13120,13119;
- }
- }
- break;
- case 2:
- mes "[Melody-Jack]";
- if (questprogress(13122,PLAYTIME) == 1)
- mes "I think I finished today's performance. I can not relax... What if monsters show up suddenly?";
- else if (questprogress(13121,HUNTING) == 1) {
- cutin "À§·ÎÇÏ´ÂÀÚ",3; //solace_card
- mes "The building does not seem to be designed by human beings and a strange melody is always playing there.";
- next;
- mes "[Melody-Jack]";
- mes "Do not fall into the mood of the melody because that can be your last song you hear.";
- next;
- mes "[Melody-Jack]";
- mes "Remember, there is strange music as sharp as knife to kill people in the world.";
- }
- else if (questprogress(13121,HUNTING) == 2) {
- mes "Have you ever heard the melody they are playing? You will have a chance if that little boy begins to play the performance again.";
- callsub S_Quest,13121,13122,1;
- }
- else {
- cutin "À§·ÎÇÏ´ÂÀÚ",3; //solace_card
- mes "Beautiful melody. Maybe it sounds beautiful because creatures are playing.";
- next;
- mes "[Melody-Jack]";
- mes "However that is another obstacle. A deal is prior to personal interest anytime. So clear Lady Solace.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "We are just keeping our end of the deal. Clear those creatures now.";
- callsub S_Quest,13122,13121;
- }
- }
- break;
- case 3:
- mes "[Melody-Jack]";
- if (questprogress(13124,PLAYTIME) == 1)
- mes "I think I finished today's performance. I can not relax... What if monsters show up suddenly?";
- else if (questprogress(13123,HUNTING) == 1) {
- cutin "¾È½ÄÀ»ÁÖ´ÂÀÚÄ«µå",3; //shelter_card
- mes "Do you know an angel that turned into a monster? I do not know if it was an angel or not. But its appearance was an angel.";
- next;
- mes "[Melody-Jack]";
- mes "Do not panic due to beautiful appearances regardless if it is an angel or a creature. You should do your job.";
- next;
- mes "[Melody-Jack]";
- mes "Everything has its time. Maybe you requested this because that time has come.";
- }
- else if (questprogress(13123,HUNTING) == 2) {
- mes "Good. Let me know if someone is looking for me. If so, I might need to change the details of the deal.";
- callsub S_Quest,13123,13124,1;
- }
- else {
- cutin "¾È½ÄÀ»ÁÖ´ÂÀÚÄ«µå",3; //shelter_card
- mes "Do you know an angel that turned into a monster? I do not know if it was an angel or not. But its appearance was an angel.";
- next;
- mes "[Melody-Jack]";
- mes "I don't care if it is a real angel or just a creature. Clear Mistress of Shelter.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "Dying flowers fall down by rain and wind. That is what you have to do.";
- emotion e_no1;
- callsub S_Quest,13124,13123;
- }
- }
- break;
- case 4:
- mes "[Melody-Jack]";
- if (questprogress(13126,PLAYTIME) == 1)
- mes "I finished my performance for today. I can not relax what if monsters show up suddenly.";
- else if (questprogress(13125,HUNTING) == 1) {
- cutin "°¨½ÃÇÏ´ÂÀÚÄ«µå",3; //observation_card
- mes "You may have felt they are watching once you stepped into the upper area of Thanatos Tower.";
- next;
- mes "[Melody-Jack]";
- mes "Dame of Sentinel is not easy to handle so be sure to be ready to fight.";
- next;
- mes "[Melody-Jack]";
- mes "It is a fine day to die. It will be you or them so do your best.";
- }
- else if (questprogress(13125,HUNTING) == 2) {
- mes "You look fine. Maybe you are better than I thought? I did not check with my eyes though.";
- callsub S_Quest,13125,13126,1;
- }
- else {
- cutin "°¨½ÃÇÏ´ÂÀÚÄ«µå",3; //observation_card
- mes "You will meet them if Aigu requests. The Dame of Sentinels.";
- next;
- mes "[Melody-Jack]";
- mes "I wish they are cleared as well for her to request this adventure easily.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "A request for a request... Whatever.";
- callsub S_Quest,13126,13125;
- }
- }
- break;
- }
- break;
- case 2:
- mes "[Melody-Jack]";
- mes "Aigu's adventure leads to Rachel Shrine. Okay... It is not strange if ^FF0000that human^000000 Aigu looking for is found anywhere.";
- next;
- switch( select( "Vanberk and Isilla", "Hodremlin", "Agav and Echio" ) ) {
- case 1:
- mes "[Melody-Jack]";
- if (questprogress(13128,PLAYTIME) == 1)
- mes "You may take a rest for a day. You cleared enough but fanatic is increased.";
- else if (questprogress(13127,HUNTING) == 1) {
- cutin "À̽ǶóÄ«µå",3; //isilla_card
- mes "Someone who believes they are right are the most dangerous. This world is full of fools.";
- next;
- mes "[Melody-Jack]";
- mes "Finally force others to believe what they believe. Lets clear Vanberk and Isilla.";
- next;
- mes "[Melody-Jack]";
- mes "It is not my business. But this time is different. A little boy might be in a danger so lets hurry to clear these monsters.";
- }
- else if (questprogress(13127,HUNTING) == 2) {
- mes "Just a day. Will be fine.";
- callsub S_Quest,13127,13128,1;
- }
- else {
- cutin "ÆǺ£¸£Å©Ä«µå",3; //vanberk_card
- mes "Sanctuary in Rachel is prohibited to normal people from entering. You gotta know that.";
- next;
- mes "[Melody-Jack]";
- mes "They think they can find a clue there but it is not a safe place. You should clear Vanberk and Isilla in advance.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "Clear all as quickly as you can.";
- emotion e_flash;
- callsub S_Quest,13128,13127;
- }
- }
- break;
- case 2:
- mes "[Melody-Jack]";
- if (questprogress(13130,PLAYTIME) == 1)
- mes "Unknown mosters are dangerous so clear them first. I will inform you if something happens.";
- else if (questprogress(13129,HUNTING) == 1) {
- cutin "È£µå·½¸°Ä«µå",3; //hodremlin_card
- mes "Cold teeth might be approaching. Its teeth are faster than your hands.";
- next;
- mes "[Melody-Jack]";
- mes "Rachel sanctuary will be approaching from everywhere. You should be careful of this one.";
- next;
- mes "[Melody-Jack]";
- mes "Just think of the job at hand. That will be enough.";
- }
- else if (questprogress(13129,HUNTING) == 2) {
- mes "I am not that worried but are you safe? Not bitten?";
- callsub S_Quest,13129,13130,1;
- }
- else {
- cutin "È£µå·½¸°Ä«µå",3; //hodremlin_card
- mes "Fanatics are a problem. A more serious problem is that they show up suddenly.";
- next;
- mes "[Melody-Jack]";
- mes "Get rid of ^FF0000Hodremlin^000000 without any hesitation. Because they are very dangerous.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "They need faster hands than a head. I do not worry but you should be careful.";
- callsub S_Quest,13130,13129;
- }
- }
- break;
- case 3:
- mes "[Melody-Jack]";
- if (questprogress(13132,PLAYTIME) == 1)
- mes "If you can talk. There are no requests right now. Take a rest for the day.";
- else if (questprogress(13131,HUNTING) == 1) {
- cutin "¿¡Å°¿ÀÄ«µå",3; //echio_card
- mes "Full of madness here. I just feel disgusting.";
- next;
- mes "[Melody-Jack]";
- mes "It is my feeling but you might like it. I am sure ^FF0000Agav^000000 and ^FF0000Echio^000000 will not like you.";
- next;
- mes "[Melody-Jack]";
- mes "They will run into you. Do not hesitate and keep focused on the job.";
- }
- else if (questprogress(13131,HUNTING) == 2) {
- mes "Found anyone? I wouldn't worry. A promise ia a promise and a deal is a deal.";
- callsub S_Quest,13131,13132,1;
- }
- else {
- cutin "¾Æ°¡ºêÄ«µå",3; //agav_card
- mes "It is true that it is getting more dangerous inside of Rachel sanctuary, but Aigu will not care for things we are not sure.";
- next;
- mes "[Melody-Jack]";
- mes "That was not that bad. But someone needs to help? Lets clear ^FF0000Agav^000000 and ^FF0000Echio^000000 inside of Rachel Shrine.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "I cannot leave so farewell.";
- callsub S_Quest,13132,13131;
- }
- }
- break;
- }
- break;
- case 3:
- mes "[Melody-Jack]";
- mes "Nameless Island is not known to usual adventurers. Aigu is also interested in there.";
- next;
- switch( select( "Ragged Zombie Hunting", "Zombie Slaughter Hunting", "Banshee Hunting" ) ) {
- case 1:
- mes "[Melody-Jack]";
- if (questprogress(13134,PLAYTIME) == 1)
- mes "Ragged Zombie is reduced. It is a good time to proceed Aigu's request for a minute.";
- else if (questprogress(13133,HUNTING) == 1) {
- cutin "´©´õ±âÁ»ºñÄ«µå",3; //ragged_zombie_card
- mes "It is easy to meet everything on Nameless Island. So boring.";
- next;
- mes "[Melody-Jack]";
- mes "Get rid of it and help Aigu and the other adventurers.";
- }
- else if (questprogress(13133,HUNTING) == 2) {
- mes "Did you take a bath? It smells in here. But I am sure that you had a hard time with the smell.";
- callsub S_Quest,13133,13134,1;
- }
- else {
- cutin "´©´õ±âÁ»ºñÄ«µå",3; //ragged_zombie_card
- mes "The dead come back at night. Comes back sounds strange. Lets cut the crap.";
- next;
- mes "[Melody-Jack]";
- mes "Wish to clear ^FF0000Ragged Zombie^000000. It is easy because they show up everywhere.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "Take a ^FF0000bath^000000 and you won't smell anymore.";
- callsub S_Quest,13134,13133;
- }
- }
- break;
- case 2:
- mes "[Melody-Jack]";
- if (questprogress(13136,PLAYTIME) == 1)
- mes "I know the request to Nameless Island is not easy but I will be happy if you join again.";
- else if (questprogress(13135,HUNTING) == 1) {
- cutin "Á»ºñ½½·¯ÅÍÄ«µå",3; //zombie_slaughter_card
- mes "It was not easy for me either to step into Nameless Island. I am not that patient.";
- next;
- mes "[Melody-Jack]";
- mes "But adventurers should challenge once. ^FF0000Zombie Slaughter^000000 is worth clearing.";
- }
- else if (questprogress(13135,HUNTING) == 2) {
- mes "You are quite good! You cleared them. It will take time to return.";
- callsub S_Quest,13135,13136,1;
- }
- else {
- cutin "Á»ºñ½½·¯ÅÍÄ«µå",3; //zombie_slaughter_card
- mes "They are dangerous unlike Ragged Zombie because they swing something sharp.";
- next;
- mes "[Melody-Jack]";
- mes "Please clear ^FF0000Zombie Slaughter^000000. Be careful to avoid their blades.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "You've got many things to take care of so I will hold my words. Clear them.";
- callsub S_Quest,13136,13135;
- }
- }
- break;
- case 3:
- mes "[Melody-Jack]";
- if (questprogress(13138,PLAYTIME) == 1)
- mes "Banshee is cleared. Request is solved anyway but it is not the end. It will be required again sooner or later.";
- else if (questprogress(13137,HUNTING) == 1) {
- cutin "¹ê½ÃÄ«µå",3; //banshee_card
- mes "You will see there are unwelcoming things while adventuring sometimes regardless of monsters and companions.";
- next;
- mes "[Melody-Jack]";
- mes "This request is like that for me. I just do not like creatures or the reason of giving this request.";
- }
- else if (questprogress(13137,HUNTING) == 2) {
- mes "You must be tired. You went to that tough place beyond your capability. Do not be angry. I will reward you for that.";
- callsub S_Quest,13137,13138,1;
- }
- else {
- cutin "¹ê½ÃÄ«µå",3; //banshee_card
- mes "Please clear ^FF0000Banshee^000000 inside of Nameless Island. Do not say no. You know it is for Aigu as well.";
- next;
- mes "[Melody-Jack]";
- mes "Both Banshee and Aigu are annoying. I would not do this request but you will be different. Right?";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "See? Someone needs this request. Clear ^FF0000Banshees^000000 at Nameless Island.";
- callsub S_Quest,13138,13137;
- }
- }
- break;
- }
- break;
- case 4:
- mes "[Melody-Jack]";
- mes "Abyss Lake has requests from a little girl. Very dilligent.";
- next;
- if (select( "Ferus and Bewler are cleared.", "Gold and Blue Acidus are cleared." ) == 1) {
- mes "[Melody-Jack]";
- if (questprogress(13140,PLAYTIME) == 1)
- mes "Green dragons and Red dragons remind me of watermelons.";
- else if (questprogress(13139,HUNTING) == 1) {
- cutin "·¹µåÆä·¯½ºÄ«µå",3; //ferus_card
- mes "Abyss Lake... Do you possibly know how to get in there? You are not an adventurer with that information?";
- next;
- mes "[Melody-Jack]";
- mes "Just in case I will give you a clue that a key and an entrance are going to be found around there.";
- }
- else if (questprogress(13139,HUNTING) == 2) {
- mes "Did you clear all of the dragons? Take a rest for a day.";
- callsub S_Quest,13139,13140,1;
- }
- else {
- cutin "±×¸°Æä·¯½ºÄ«µå",3; //ferus__card
- mes "Abyss Lake is full of dragons in and out. Dragons are not that special but there are so many.";
- next;
- mes "[Melody-Jack]";
- mes "Which one is more dangerous between Ferus and Bewler? I do not know. Clear both of them.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "Neither green nor red are disturbing. But regardless, come back after clearing all.";
- callsub S_Quest,13140,13139;
- }
- }
- }
- else {
- mes "[Melody-Jack]";
- if (questprogress(13142,PLAYTIME) == 1)
- mes "Take a rest. We should go and subdue Acidus dragons again.";
- else if (questprogress(13141,HUNTING) == 1) {
- cutin "ºí·ç¾î½Ã´õ½ºÄ«µå",3; //acidus__card
- mes "Abyss Lake is not close. But it is worth visiting.";
- next;
- mes "[Melody-Jack]";
- mes "This is technically a training exercise but just pretend you are helping someone. There will be a reward.";
- }
- else if (questprogress(13141,HUNTING) == 2) {
- mes "You are more of a talented adventurer than I thought. If you found a tactic, take care of it next time. This study is up to you.";
- callsub S_Quest,13141,13142,1;
- }
- else {
- cutin "°ñµå¾î½Ã´õ½º",3; //acidus_card
- mes "There is a cave where dragons are living inside of Abyss Lake. There are so many but flying things are annoying.";
- next;
- mes "[Melody-Jack]";
- mes "Subdue them as best as you can. Do not mind their colors because they are all to be cleared.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "Subdue the Gold and Blue Acidus monsters at the last level of Abyss Lake.";
- callsub S_Quest,13142,13141;
- }
- }
- }
- break;
- }
- close2;
- cutin "",255;
- end;
- }
- else {
- mes "You finished helping Aigu or did you quit? Anyways I have no more business for you. ";
- next;
- callsub S_Erasequest,
- 13119,"Baroness of Retribution",
- 13121,"Lady Solace",
- 13123,"Mistress of Shelter",
- 13125,"Dame of Sentinel",
- 13127,"Vanberk and Isilla",
- 13129,"Hodremlin",
- 13131,"Agav and Echio",
- 13133,"Ragged Zombie",
- 13135,"Zombie Slaughter",
- 13137,"Banshee",
- 13139,"Ferus ",
- 13141,"Acidus";
- mes "[Melody-Jack]";
- mes "I am not sure if you found what you are looking for... I cannot be involved anymore. Thanks.";
- }
- }
- close;
-S_Quest:
- if (questprogress(getarg(0)))
- erasequest getarg(0);
- setquest getarg(1);
- if (getarg(2,0))
- getexp 900000,200000;
- return;
-S_Erasequest:
- .@total = getargcount();
- for ( .@i = 0; .@i < .@total; .@i += 2 ) {
- .@quest_id = getarg(.@i);
- switch( questprogress(.@quest_id,HUNTING) ) {
- case 0:
- if (questprogress(.@quest_id+1))
- erasequest (.@quest_id+1);
- continue;
- case 1:
- mes "[Melody-Jack]";
- mes getarg(.@i+1) +" is cleared. No need to have more requests.";
- break;
- case 2:
- mes "[Melody-Jack]";
- mes getarg(.@i+1) +" is cleared. A deal is a deal. I need to get paid.";
- getexp 900000,200000;
- break;
- }
- erasequest .@quest_id;
- next;
- }
- return;
-OnTouch:
- if (para_120lv01 == 1) {
- emotion e_gasp;
- mes "[Melody-Jack]";
- mes "Hey there! ... Wait.?";
- close;
- }
- end;
-}
-
-moc_para01,17,77,5 script Aigu#1 4_F_IU,{
- mes "[Aigu]";
- if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
- mes "Oh, why aren't you a part of Eden Group?";
- mes "I'm only talking to base level ^FF0000121-130^000000 adventurers.";
- }
- else if (!para_120lv01) {
- cutin "igu01",2;
- mes "Hi? A fine day like today. Can I ask for a favor? I heard that adventurers in Eden Group are nice.";
- next;
- if (select( "I'm not the nice kind.", "Sure, I'll help." ) == 1) {
- cutin "igu05",2;
- mes "[Aigu]";
- mes "yek.. I hate.";
- }
- else {
- cutin "igu03",2;
- mes "[Aigu]";
- mes "Really? I will introduce myself! I am the head of the ^ff0000Dandelion band Aigu.^000000";
- next;
- mes "[Aigu]";
- mes "I just came back from a local performance. There is someone I wanted to meet but is missing now so I came to Eden Group for a request.";
- next;
- mes "[Aigu]";
- mes "I just decided to make a request by myself because no one is in charge and everyone is busy. Thanks for the help.";
- para_120lv01 = 1;
- }
- }
- else {
- cutin "igu01",2;
- mes "It is nice to come back to Midgard! Very exciting as the first day.";
- next;
- if (select( "What is your request?", "Talk about something else." ) == 2) {
- cutin "igu01",2;
- mes "[Aigu]";
- mes "Dandelion band travels all around the world and conveys healing music to people";
- next;
- cutin "igu02",2;
- mes "[Aigu]";
- mes "Actually our songs have no magic but I am sure it helps people because I am singing.";
- }
- else if (BaseLevel < 121) {
- cutin "igu04",2;
- mes "[Aigu]";
- mes "I think it is difficult for you to get my request? For now, I think it will make more people lost. How about widening your sight by travelling?";
- }
- else if (BaseLevel < 131) {
- mes "[Aigu]";
- mes "I made a shelter for someone I am looking for and lost adventurers. I want to know which adventurer has been there.";
- next;
- switch( select( "Thanatos Tower search", "Rachel Sanctuary search", "Nameless Island search", "Abyss Lake search" ) ) {
- mes "[Aigu]";
- case 1:
- if (questprogress(13115,PLAYTIME) == 1)
- mes "I will ask to search again after for a while because there is hope since a trace of someone was found.";
- else if (questprogress(13111) == 1) {
- cutin "igu04",2;
- mes "You know someone went there but you do not know who that is? Thank you. But let me ask you to search again tomorrow since we do not know who it is.";
- callsub S_Quest,13111,13115,1250000,300000;
- }
- else if (questprogress(13107) == 1)
- mes "You may find shelter on top of the tower. Even that shelter only has water and a bonfire.";
- else {
- mes "Adventurers are easily lost because of dangerous monsters and the height of thanatos tower. But it isn't impossible for some adventurers so please check for me.";
- next;
- if (select( "Begin to search.", "Cancel." ) == 1) {
- mes "[Aigu]";
- mes "Thanatos tower is north of the Schwartzvalt Republic! It is not far from Juno or Hugel.";
- callsub S_Quest,13115,13107;// Thanatos Tower Search
- }
- }
- break;
- case 2:
- if (questprogress(13116,PLAYTIME) == 1)
- mes "Searching Rachel was enough. I will ask you again after a while.";
- else if (questprogress(13112) == 1) {
- mes "How was your trip? No special news. But it is not done yet so I will ask you to search again.";
- callsub S_Quest,13112,13116,1000000,300000;
- }
- else if (questprogress(13108) == 1)
- mes "Not able to enter the sanctuary in a usual way. It is not easy but we can find a clue at Rachel.";
- else {
- cutin "igu03",2;
- mes "There is a sanctuary inside of Rachel Shrine. It is possible to get stuck there once you're inside.";
- next;
- mes "[Aigu]";
- mes "Please take a look if there are any traces of lost adventurers at the southeast part of the 2nd floor in the middle zone.";
- next;
- if (select( "Begin the search.", "Stop." ) == 1) {
- cutin "igu05",2;
- mes "[Aigu]";
- mes "I wish you safety in your search.";
- callsub S_Quest,13116,13108;// Rachel holy ground Search
- }
- }
- break;
- case 3:
- if (questprogress(13117,PLAYTIME) == 1)
- mes "Searching Nameless Island will continue at another time. How about taking a rest for a while?";
- else if (questprogress(13113) == 1) {
- mes "Thank you! There are wandering adventurers also helping! We should continue to search anyway. Please help me next time again.";
- callsub S_Quest,13113,13117,900000,300000;
- }
- else if (questprogress(13109) == 1) {
- cutin "igu04",2;
- mes "Maybe... hanging out and drinking with the dead. But please talk with me.";
- }
- else {
- cutin "igu03",2;
- mes "Yes, Maybe they're not able to come because they've been captured by the dead! Nameless Island will be fine! Please search Nameless Island.";
- next;
- if (select( "Begin the search.", "Stop." ) == 1) {
- cutin "igu01",2;
- mes "[Aigu]";
- mes "I wil ask you to search the 1st underground of the monastery on Nameless Island. I cannot make you take that risk unless you volunteer.";
- callsub S_Quest,13117,13109;// Unknown island Search
- }
- }
- break;
- case 4:
- if (questprogress(13118,PLAYTIME) == 1)
- mes "I will try to search Abyss Lake again after a while.";
- else if (questprogress(13114) == 1) {
- cutin "igu05",2;
- mes "You came back safely but I guess there was no good result for your face. I will search more so do not disappoint! Thank you.";
- callsub S_Quest,13114,13118,900000,200000;
- }
- else if (questprogress(13110) == 1) {
- cutin "igu05",2;
- mes "Maybe, disappointed and fallen down because a monster was not found on the ground of the lake.";
- }
- else {
- mes "I suggest to search Abyss Lake precisely the cave at the middle of the lake.";
- next;
- mes "[Aigu]";
- mes "Yes! The end of a good adventure needs a dragon! I've heard there is a monster on the ground of a lake.";
- next;
- if (select( "Begin the search.", "Stop." ) == 1) {
- mes "[Aigu]";
- mes "Abyss Lake is the fastest way to get to Hugel. Please visit 3rd floor of underground cave.!";
- callsub S_Quest,13118,13110;// Abyss Lake Search
- }
- }
- }
- }
- else {
- cutin "igu04",2;
- mes "[Aigu]";
- mes "I can't give you any more search tasks right now! You need harder challenges suitable for your level.";
- callsub S_Erasequest,
- 13107,"Thanatos Tower",
- 13108,"Rachel Shrine",
- 13109,"Nameless Island",
- 13110,"Abyss Lake";
- callsub S_Erasequest2,
- 13111,"Thanatos Tower",1250000,300000,
- 13112,"Rachel Shrine",1000000,300000,
- 13113,"Nameless Island",900000,300000,
- 13114,"Abyss Lake",900000,200000;
- for ( .@i = 13115; .@i <= 13118; .@i++ )
- if (questprogress(.@i)) erasequest .@i;
- }
- }
- close2;
- cutin "",255;
- end;
-S_Quest:
- if (questprogress(getarg(0)))
- erasequest getarg(0);
- setquest getarg(1);
- if (getarg(2,0))
- getexp getarg(2),getarg(3);
- return;
-S_Erasequest:
- .@total = getargcount();
- for ( .@i = 0; .@i < .@total; .@i += 2 ) {
- if (questprogress(getarg(.@i))) {
- next;
- mes "[Aigu]";
- mes "Oh, you've been working on "+ getarg(.@i+1) +" Adventure task. Let me clear your record, so you can work on better tasks.";
- erasequest getarg(.@i);
- }
- }
- return;
-S_Erasequest2:
- .@total = getargcount();
- for ( .@i = 0; .@i < .@total; .@i += 4 ) {
- if (questprogress(getarg(.@i))) {
- next;
- mes "[Aigu]";
- mes "Oh, you've already finished "+ getarg(.@i+1) +" Adventure. Thank you for helping me out with this task!.";
- erasequest getarg(.@i);
- getexp getarg(.@i+2),getarg(.@i+3);
- }
- }
- return;
-}
-
-- script Trace of an adventurer -1,{
- .@quest = 13106 + atoi(strnpcinfo(2));
- .@delay = 13110 + atoi(strnpcinfo(2));
- if (questprogress(.@quest) == 1) {
- mes "I found traces of someone who was here but I cannot find a clue. Lets go back and report to Aigu.";
- erasequest .@quest;
- setquest .@delay;
- }
- else
- mes "There are traces of someone being here.";
- close;
-}
-thana_step,167,292,5 duplicate(Trace of an adventurer) Trace of an adventurer#1 4_TRACE
-ra_san05,265,69,5 duplicate(Trace of an adventurer) Trace of an adventurer#2 4_TRACE
-abbey02,155,290,5 duplicate(Trace of an adventurer) Trace of an adventurer#3 4_TRACE
-abyss_03,102,140,5 duplicate(Trace of an adventurer) Trace of an adventurer#4 4_TRACE
-
-tha_t06,126,128,3 script Suspicious Monster#1 4_DEVIRUCHI,{
- mes "[Disguised Adventurer]";
- mes "I am just working at this dangerous place for 5000 zeny... Are you the adventurer who got a request from Eden Group?";
- next;
- switch( select( "Yes","No" ) ) {
- case 1:
- mes "[Disguised Adventurer]";
- if (BaseLevel < 121 || BaseLevel > 130) {
- mes "I could see that is not you at first glance!";
- close;
- }
- mes "The adventurers proceeding the request for Aigu are warped to the upper level on behalf of Aigu.";
- next;
- if (select( "Go up.", "Do not go up." ) == 1) {
- mes "[Disguised Adventurer]";
- if (questprogress(13107) != 1)
- mes "It seems that you're currently not doing the Thanatos Tower adventure request. I'm sorry but I'm doing this for Aigu and not you.";
- else {
- mes "Be careful! You can not come down once you go up. For Aigu!";
- close2;
- warp "thana_step",69,369;
- end;
- }
- }
- close;
- case 2:
- mes "[Disguised Adventurer]";
- mes "Or please pretend not to know me! I will be in a danger if you blow my cover!";
- close;
- }
-}
diff --git a/npc/re/quests/eden/131-140.txt b/npc/re/quests/eden/131-140.txt
deleted file mode 100644
index b40c4167f..000000000
--- a/npc/re/quests/eden/131-140.txt
+++ /dev/null
@@ -1,599 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [131-140]
-//===== By: ==================================================
-//= Capuche
-//===== Current Version: =====================================
-//= 1.1
-//===== File Encoding ========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= [Official Conversion]
-//= Repeatable quests for players between BaseLevel 131 - 140.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Some CleanUps. [Dastgir]
-//============================================================
-
-moc_para01,41,76,3 script Ragi#1 4_M_RAGI,{
- cutin "ragi01",0;
- mes "[Ragi]";
- if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
- mes "Only adventurers from Eden Group are welcome here.";
- mes "I'm giving requests to base level ^FF0000130-140^000000 adventurers only.";
- }
- else if (!para_130lv01) {
- mes "Hi. I'm the new member of the Dandelion band Ragi. I am making songs on behalf of Aigu. Are you interested in a story?";
- next;
- mes "[Ragi]";
- mes "Haha. I am sorry to request to adventurers even though I am a new.";
- next;
- mes "[Ragi]";
- mes "Just take a look at the list. Can you help me if it is okay with you?";
- para_130lv01 = 1;
- }
- else {
- mes "I am collecting stories to make a song on behalf of Aigu.";
- next;
- if (select( "Request to collect stories", "Conversation" ) == 1) {
- mes "[Ragi]";
- if (BaseLevel < 131) {
- cutin "ragi02",0;
- mes "This is the request of Aigu but it is dangerous. You should grow up more.";
- }
- else if (BaseLevel < 141) {
- mes "This song and story is about monsters. ^FF0000Tell me the story about how you felt while you were fighting with them.^000000";
- next;
- switch( select( "The story of the lost", "Story of devil", "Story from far away distance" ) ) {
- case 1:
- mes "[Ragi]";
- mes "Lighthalzen has many stories that I'm sure are sad and lost. Their stories should not be forgotten so please tell me what you can.";
- next;
- switch( select( "Egnigem Cenia (Swordman Monster)",
- "Armeyer Dinze (Merchant Monster)",
- "Wickebine Tres (Thief Monster)",
- "Kavach Icarus (Archer Monster)",
- "Errende Ebecee (Acolyte Monster)",
- "Laurell Weinder (Mage Monster)" ) ) {
- case 1:
- mes "[Ragi]";
- if (questprogress(13144,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13143,HUNTING) == 1) {
- cutin "À̱״ÏÁª¼¼´Ï¾ÆÄ«µå",3; //ygnizem_card
- mes "She is a sad swordman in such a far away place. What brought here there do you think?";
- next;
- mes "[Ragi]";
- mes "These are very important stories to someone. I want to make a song with these stories. Please help me.";
- cutin "ragi01",0;
- }
- else if (questprogress(13143,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13143,13144,1100000,300000;
- }
- else {
- cutin "À̱״ÏÁª¼¼´Ï¾ÆÄ«µå",3; //ygnizem_card
- mes "A sword woman who is stronger than any swordmen. Egnigem Cenia. That is her name. I am not sure if that is her or someone else.";
- next;
- mes "[Ragi]";
- mes "I can not lose her story. I really wish you to stop by.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "It will be more dangerous than you think. But story must be conveyed for everyone.";
- callsub S_Quest,13144,13143;
- }
- }
- break;
- case 2:
- mes "[Ragi]";
- if (questprogress(13146,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13145,HUNTING) == 1) {
- cutin "¾Æ¸£¸¶À̾îµòÁ¦Ä«µå",3; //armaia_card
- mes "How far could she have continued her journey? I guess she could not do it alone.";
- next;
- mes "[Ragi]";
- mes "You do not wonder why that journey should have stopped?";
- next;
- mes "[Ragi]";
- mes "I want to make a song with these stories. Please help me.";
- cutin "ragi01",0;
- }
- else if (questprogress(13145,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13145,13146,1100000,300000;
- }
- else {
- cutin "¾Æ¸£¸¶À̾îµòÁ¦Ä«µå",3; //armaia_card
- mes "A daughter of a merchant. Armeyer Dinze, she looks like a rich woman. But she looks insecure.";
- next;
- mes "[Ragi]";
- mes "What made her disappear? Or for what? Please listen to her story.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "It will be more dangerous than you think. But the story must be conveyed.";
- callsub S_Quest,13146,13145;
- }
- }
- break;
- case 3:
- mes "[Ragi]";
- if (questprogress(13148,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13147,HUNTING) == 1) {
- cutin "ÈÖÄɹÙÀÎÆ®¸®½ºÄ«µå",3; //whikebain_card
- mes "What might have moved her mind? She only cared about money.";
- next;
- mes "[Ragi]";
- mes "I wonder how far her heart has been reached? Please listen to her story. Please tell me.";
- next;
- mes "[Ragi]";
- mes "Please make a song for us.";
- cutin "ragi01",0;
- }
- else if (questprogress(13147,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13147,13148,1100000,300000;
- }
- else {
- cutin "ÈÖÄɹÙÀÎÆ®¸®½ºÄ«µå",3; //whikebain_card
- mes "Nobody knows how it has started. Wickebine Tres is the name who could have found a true companion.";
- next;
- mes "[Ragi]";
- mes "She was the one who only cared for money. How far has her journey continued? Please listen to her story in Lighthalzen.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "It will be more dangerous than you think. But the story must be conveyed.";
- emotion e_no1;
- callsub S_Quest,13148,13147;
- }
- }
- break;
- case 4:
- mes "[Ragi]";
- if (questprogress(13150,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13149,HUNTING) == 1) {
- cutin "Ä«¹ÙÅ©ÀÌÄ«·ç½ºÄ«µå",3; //kavac_card
- mes "Yes. It seems that I have heard the same name from Payon. I am not sure it means the same.";
- next;
- mes "[Ragi]";
- mes "Please try to find him or a bow at Lighthalzen.";
- next;
- mes "[Ragi]";
- mes "Please do not forget to tell me any story you hear.";
- cutin "ragi01",0;
- }
- else if (questprogress(13149,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13149,13150,1100000,300000;
- }
- else {
- cutin "Ä«¹ÙÅ©ÀÌÄ«·ç½ºÄ«µå",3; //kavac_card
- mes "Kavach Icarus is the name whose hands are faster than eyes and shoots arrows swiftly.";
- next;
- mes "[Ragi]";
- mes "I heard his shadow and his arrow are wandering somewhere. Please go to Lighthalzen and tell me his story.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Please be careful of his arrows. You may have laid down on the cold floor before this story is finished.";
- callsub S_Quest,13150,13149;
- }
- }
- break;
- case 5:
- mes "[Ragi]";
- if (questprogress(13152,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13151,HUNTING) == 1) {
- cutin "ÀÌ·»µå¿¡º£½ÃÄ«µå",3; //erend_card
- mes "No matter if it was for friendship or a mission. If that journey was for someone, It would not be easy to stop the journey.";
- next;
- mes "[Ragi]";
- mes "What made stopped their journey? What kind of story is in it?";
- next;
- mes "[Ragi]";
- mes "Please check that story in Lighthalzen.";
- cutin "ragi01",0;
- }
- else if (questprogress(13151,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13151,13152,1100000,300000;
- }
- else {
- cutin "ÀÌ·»µå¿¡º£½ÃÄ«µå",3; //erend_card
- mes "Errende Ebecee is the one who started a journey to look for someone.";
- next;
- mes "[Ragi]";
- mes "But I guess... His journey also might have stopped somewhere in Lighthalzen. Please listen to his story.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Please be careful not get lost like these ^FF0000poor souls^000000.";
- callsub S_Quest,13152,13151;
- }
- }
- break;
- case 6:
- mes "[Ragi]";
- if (questprogress(13154,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13153,HUNTING) == 1) {
- cutin "¶ó¿ì·¼ºá´õÄ«µå",3; //rawrel_card
- mes "By the way. I have read a book called ^FF0000How to be a wizard^000000...";
- next;
- mes "[Ragi]";
- mes "According to that book, some magic by 25 years olds can be stronger than older wizards.";
- next;
- mes "[Ragi]";
- mes "What are you listening to seriously? Let's finish the request about Laurell Weinders story!";
- cutin "ragi01",0;
- }
- else if (questprogress(13153,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13153,13154,1100000,300000;
- }
- else {
- cutin "¶ó¿ì·¼ºá´õÄ«µå",3; //rawrel_card
- mes "Laurell Weinder, who decided to have a difficult journey to repay gratitude for some wizards deed.";
- next;
- mes "[Ragi]";
- mes "But... These talented wizards could not return? Who made them? Find a clue in Lighthalzen.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "I like this story but be careful if you do not want to end up a story yourself.";
- callsub S_Quest,13154,13153;
- }
- }
- }
- break;
- case 2:
- mes "[Ragi]";
- mes "Do you know the story about Satan Morroc? I want to sing a song of their story even when time passes by.";
- next;
- switch( select( "Angel Incarnation", "Black Nightmare Incarnation", "Ghost Incarnation" ) ) {
- mes "[Ragi]";
- case 1:
- if (questprogress(13156,PLAYTIME) == 1) {
- mes "A monster from Morroc has wings like an angel. Maybe, Satan Morocc wants to be an angel?";
- next;
- mes "[Ragi]";
- mes "Haha please do not mind. It is just joke of a story teller. Please give me another story next time.";
- }
- else if (questprogress(13155,HUNTING) == 1) {
- mes "Appearance looks fine but inside.. I am sure they are flesh and blood!";
- next;
- mes "[Ragi]";
- mes "Of course, I did not check by myself. But I am just a story teller as you see.";
- next;
- mes "[Ragi]";
- mes "But it is not safe.. So be careful! Please give me more stories! Maybe I can meet Satan Morocc somewhere around here?";
- }
- else if (questprogress(13155,HUNTING) == 2) {
- mes "Wow. There are so many stories coming to me! Thanks to you!";
- callsub S_Quest,13155,13156,1100000,200000;
- }
- else {
- mes "Well... This song is not about the prince of darkness, but it is taken from people who claim to have seen him.";
- next;
- mes "[Ragi]";
- mes "Please help me to make a story by searching the flying Incarnations of Morocc.";
- next;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Be sure to get at least 30 Angel looking Incarnations of Morocc.";
- emotion e_wah;
- callsub S_Quest,13156,13155;
- }
- }
- break;
- case 2:
- mes "[Ragi]";
- if (questprogress(13158,PLAYTIME) == 1) {
- mes "Story is not made yet, so I will ask next time !";
- cutin "ragi02",0;
- }
- else if (questprogress(13157,HUNTING) == 1) {
- mes "The shape is not completed but it has a very sharp tooth.";
- next;
- mes "[Ragi]";
- mes "Do not you think that is going to be a very funny story?";
- }
- else if (questprogress(13157,HUNTING) == 2) {
- mes "Wow. There are so many stories coming to me! Thanks to you!";
- callsub S_Quest,13157,13158,1100000,200000;
- }
- else {
- mes "I do not know if everything came out from Satan Morocc himself but things like this look horrible.";
- next;
- mes "[Ragi]";
- mes "But I think there also will be a story in it. That is why those creature are made. Please look for something black and tar-like.";
- next;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Find and get rid of 30 Dark Incarnation of Morocc.";
- callsub S_Quest,13158,13157;
- }
- }
- break;
- case 3:
- mes "[Ragi]";
- if (questprogress(13160,PLAYTIME) == 1)
- mes "The creature without clothing has very weird shape. Haha do not take it seriously. I am just a story teller.";
- else if (questprogress(13159,HUNTING) == 1) {
- mes "This story should be spread out for weak adventurers like me! Because not everyone can be adventurer.";
- next;
- mes "[Ragi]";
- mes "Maybe, adventurers have a good merit to know this kind of story. So can you please look for these creatures near Morroc?";
- }
- else if (questprogress(13159,HUNTING) == 2) {
- mes "Wow. There are so many stories coming to me! Thanks to you!";
- callsub S_Quest,13159,13160,1100000,200000;
- }
- else {
- mes "This one is weird.. But he is also is an Incarnation of Morocc.";
- next;
- mes "[Ragi]";
- mes "But I am curious because it looks like a ghost and attacks does not work.";
- next;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Please make a story after hunting at least 30 Ghost Incarnation of Morocc!";
- callsub S_Quest,13160,13159;
- }
- }
- }
- break;
- case 3:
- mes "[Ragi]";
- mes "I never been to Ash Vacuum but I heard there are many interesting creatures there in the Scaraba Hall.";
- next;
- switch( select( "Uni-Horn Scaraba Story", "Horn Scaraba Story", "Antler Scaraba Story", "Rake Horn Scaraba Story" ) ) {
- case 1:
- mes "[Ragi]";
- if (questprogress(13162,PLAYTIME) == 1)
- mes "I am making a story about Uni-Horn Scaraba. One means less than two!~ I started but it is difficult to finish. Can you help me?";
- else if (questprogress(13161,HUNTING) == 1) {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "They also have some stories right? First, I wonder about the shape of the one with one horn.";
- next;
- cutin "ragi01",0;
- }
- else if (questprogress(13161,HUNTING) == 2) {
- mes "I wonder what Uni-Horn Scarabas think? I want to make a song. Thanks for your help!";
- callsub S_Quest,13161,13162,1100000,200000;
- }
- else {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "New world is full of amazing monsters. They will become a dream for children who want to be adventurers.";
- next;
- mes "[Ragi]";
- mes "I want to make a song about the ^FF0000Uni-Horn Scaraba^000000!? Children will really like it.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "You can find them near somewhere in the east at Scaraba Hall.";
- callsub S_Quest,13162,13161;
- }
- }
- break;
- case 2:
- mes "[Ragi]";
- if (questprogress(13164,PLAYTIME) == 1)
- mes "I am making a story... Two means less than three~ I started to make a story but I can not finish. Will you help me?";
- else if (questprogress(13163,HUNTING) == 1) {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "That horn thing bothers me a little bit. What is the difference between one and two horns? Just appearance?";
- next;
- mes "[Ragi]";
- mes "Maybe it is unnecessary. But curiosity is important for story tellers. Hahaha.";
- cutin "ragi01",0;
- }
- else if (questprogress(13163,HUNTING) == 2) {
- mes "You came back safely! How is it? Horn Scaraba seemed to be a fun story. You really did a good job.";
- callsub S_Quest,13163,13164,1100000,200000;
- }
- else {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "We talk about Horn Scaraba? There is one more we should mention.. That is Horn Scaraba!";
- next;
- mes "[Ragi]";
- mes "I do no know why. I just heard from people. I need to make a song so please take a look at their world!";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "You can find them near somewhere in the east at Scaraba Hall.";
- callsub S_Quest,13164,13163;
- }
- }
- break;
- case 3:
- mes "[Ragi]";
- if (questprogress(13166,PLAYTIME) == 1)
- mes "There seem to be more story about Antler Scaraba! Please help me if you have time.";
- else if (questprogress(13165,HUNTING) == 1) {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "There seemed to be more special Scarabas according to rumors. Stronger and more scary ones.";
- next;
- mes "[Ragi]";
- mes "Do you think Antler Scaraba might be one of them?";
- cutin "ragi01",0;
- }
- else if (questprogress(13165,HUNTING) == 2) {
- mes "It must be tiring traveling long distance! Please tell me if there are more interesting stories!";
- callsub S_Quest,13165,13166,1100000,200000;
- }
- else {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "This one is very unique! Horns look like the one of a deer so it is called an Antler Scaraba.";
- next;
- mes "[Ragi]";
- mes "Aren't you curious why it has that horn? I think it has an interesting story that people would like. Shall I ask you adventurer?";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Can you please find a story about Antler Scaraba? Experience yourself is the best I guess!";
- callsub S_Quest,13166,13165;
- }
- }
- break;
- case 4:
- mes "[Ragi]";
- if (questprogress(13168,PLAYTIME) == 1)
- mes "I feel like Rake Horn Scaraba has more story. Please help me if you have time.";
- else if (questprogress(13167,HUNTING) == 1) {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "Here my plan is. I am making 4 passages for each Scaraba.";
- next;
- mes "[Ragi]";
- mes "Whoever listen or sing will be confused to sing a troll. It sounds fun, right?";
- cutin "ragi01",0;
- }
- else if (questprogress(13167,HUNTING) == 2) {
- mes "Thank you ! I am sure that I can make a great song.";
- callsub S_Quest,13167,13168,1100000,200000;
- }
- else {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "I'm starting to get confused. I am going to make a song of the Rake Horn Scarabas story.";
- next;
- mes "[Ragi]";
- mes "A song begins with Uni-horn Scaraba then sing along with Rake Horn Scaraba. Will you help me?";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Please find a story about Rake Horn Scaraba from Scaraba Hall. Battle or experienced stories are fine.";
- callsub S_Quest,13168,13167;
- }
- }
- break;
- }
- }
- }
- else {
- mes "Music and Stories continues to be collected. Finding Adventure is not bad been an Adventurer.";
- next;
- callsub S_Erasequest,
- 13143,1,"Egnigem Cenia",
- 13145,1,"Armeyer Dinze",
- 13147,1,"Wickebine Tres",
- 13149,1,"Kavach Icarus",
- 13151,1,"Errende Ebecee",
- 13153,1,"Laurell Weinder",
- 13155,2,"",
- 13157,2,"",
- 13159,2,"",
- 13161,3,"",
- 13163,3,"",
- 13165,3,"",
- 13167,3,"";
- mes "[Ragi]";
- mes "[Smiling.]Goodbye... I hope, one day we will meet elsewhere.";
- }
- }
- else {
- mes "[Ragi]";
- mes "Well, I am kind of busy doing an errand for Sir Aigu. Do you have any questions?";
- next;
- switch( select( "Where did you get your hair-do?", "Please sing a song for me.", "Do you have a girl friend?", "About Aigu" ) ) {
- mes "[Ragi]";
- case 1:
- mes "There is a fine hair artist in Alberta. He butchered my hair with a some cooking scissors. Looks illegal.";
- next;
- mes "[Ragi]";
- mes "Sometimes, hair-dos or color are strange... but I was lucky I didn't die.";
- break;
- case 2:
- mes "I did not make a song as a member of band yet. Someday, I will make a great song for you!";
- break;
- case 3:
- cutin "ragi03",0;
- mes "......";
- next;
- cutin "ragi02",0;
- mes "[Ragi]";
- mes "Aigu is only on my mind. I can not think of anything else. I am fine even if it is just a one-sided love...";
- break;
- case 4:
- mes "I will never forget the first day I met her. She stared at me out of all the people in Izlude port. Now I help her by doing small errands.";
- next;
- mes "[Ragi]";
- mes "But alas, I think Aigu likes someone else. ^FF0000We've never met... But I hate him.^000000";
- next;
- mes "[Ragi]";
- mes "But I hate myself more because I want to stay around her even if she will never see me. Haha was I too serious?";
- next;
- mes "[Ragi]";
- mes "I am just a storyteller.. Any story can be made up. Most of the times it contains the truth.";
- }
- }
- }
- close2;
- cutin "",255;
- end;
-S_Quest:
- if (questprogress(getarg(0)))
- erasequest getarg(0);
- setquest getarg(1);
- if (getarg(2,0))
- getexp getarg(2),getarg(3);
- return;
-S_Erasequest:
- .@total = getargcount();
- for ( .@i = 0; .@i < .@total; .@i += 3 ) {
- .@quest_id = getarg(.@i);
- switch( questprogress(.@quest_id,HUNTING) ) {
- case 0:
- if (questprogress(.@quest_id+1))
- erasequest (.@quest_id+1);
- continue;
- case 1:
- mes "[Ragi]";
- switch( getarg(.@i+1) ) {
- case 1:
- mes "Okay, I'll ask Someone else to finish portion of "+ getarg(.@i+2) +".";
- break;
- case 2:
- mes "I'll ask someone else to take care of the rest of the Satan Morroc Incarnations, then!";
- break;
- case 3:
- mes "I'll need to ask another adventurer to help with the Scaraba!";
- }
- break;
- case 2:
- mes "[Ragi]";
- switch( getarg(.@i+1) ) {
- case 1:
- mes "So you've heard the story of "+ getarg(.@i+2) +", then? Thanks so much. I'll definitely write a good song.";
- getexp 1100000,300000;
- break;
- case 2:
- mes "Was the story of Satan Morroc worth putting to song? Great work!";
- getexp 1100000,200000;
- break;
- case 3:
- mes "Did you enjoy your long adventure? Tell me about it someday.";
- getexp 1100000,200000;
- }
- }
- erasequest .@quest_id;
- next;
- }
- return;
-}
diff --git a/npc/re/quests/eden/26-40.txt b/npc/re/quests/eden/26-40.txt
deleted file mode 100644
index 3ff9f5213..000000000
--- a/npc/re/quests/eden/26-40.txt
+++ /dev/null
@@ -1,670 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [26 - 40]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 26 - 40.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//============================================================
-
-moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "You are not a qualified member. You can not use the bulletin board.";
- close;
- }
- mes "[26 ~ 40 Lv. Mission Board]";
- mes "- Many missions are -";
- mes "- on the bulletin board. -";
- next;
- if ((BaseLevel < 26) || (BaseLevel > 40)) {
- mes "Your level is not qualified. You can not use the bulletin board.";
- close;
- }
- switch(select("Hunting Mission:Delivery Mission:Gathering Mission:Escort Mission")) {
- case 1:
- mes "[Hunting Mission Board]";
- mes "- Hunting Mission details -";
- mes "- are on the board. -";
- next;
- switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow(Above Lv.30):Hunting Coco(Above Lv.35):Hunting Thara Frog(Above Lv.38)")) {
- case 1: callsub L_Quest,8266,0,"Hunting Poison Spore","Sponiac","Geffen","Hunt 10 Poison Spores";
- case 2: callsub L_Quest,8267,0,"Hunting Smokie","Sponiac","Geffen","Hunt 10 Smokies";
- case 3: callsub L_Quest,8268,30,"Hunting Elder Willow","Sponiac","Geffen","Hunt 10 Elder Willows";
- case 4: callsub L_Quest,8269,35,"Hunting Coco","Sponiac","Geffen","Hunt 10 Cocos";
- case 5: callsub L_Quest,8270,38,"Hunting Thara Frog","Sponiac","Geffen","Hunt 10 Thara Frogs";
- }
- case 2:
- mes "[Delivery Mission Board]";
- mes "- Delivery Mission details -";
- mes "- are on the board. -";
- next;
- switch(select("Deliver an Insecticide:Deliver Honey:Deliver Blanket(Above Lv.35)")) {
- case 1: callsub L_Quest,8271,0,"Deliver an Insecticide","Dieshin Man","Morroc Ruins","Get an 'Insecticide' from Dieshin Man and deliver it south east of Payon";
- case 2: callsub L_Quest,8272,0,"Deliver Honey","Dieshin Man","Morroc Ruins","Get 'Honey' from Dieshin Man and deliver it west of St. Capitolina Abbey";
- case 3: callsub L_Quest,8273,35,"Deliver Blanket","Dieshin Man","Morroc Ruins","Get Blankets from Dieshin Man and deliver to the field south of Lutie";
- }
- case 3:
- mes "[Gathering Mission Board]";
- mes "- Gathering Mission details -";
- mes "- are on the board. -";
- next;
- switch(select("Gather Bones:Gather Animal Skins:Gather Peelings(Above Lv.30):Gather Tails(Above Lv.32):Gather Cookies(Above Lv.35):Gather Mustaches(Above Lv.35)")) {
- case 1: callsub L_Quest,8274,0,"Gather Bones","Dashia","Payon","Gather '10 Skel-Bones' and give them to Dashia";
- case 2: callsub L_Quest,8275,0,"Gather Animal Skins","Dashia","Payon","Gather '10 Bear's Footskins' and '5 Animal Skins' and give them to Dashia";
- case 3: callsub L_Quest,8276,30,"Gather Peelings","Dashia","Payon","Gather '20 Worm Peelings' and '20 Garlets' and give them to Dashia";
- case 4: callsub L_Quest,8277,32,"Gather Tails","Dashia","Payon","Gather '10 Yoyo Tails', '10 Acorns' and '10 Raccon Leafs' and give them to Dashia";
- case 5: callsub L_Quest,8278,35,"Gather Cookies","Dashia","Payon","Gather '5 Well-baked Cookies' and '1 Piece of Cake' and give them to Dashia";
- case 6: callsub L_Quest,8279,35,"Gather Mustaches","Dashia","Payon","Gather '5 Mole Whiskers' and '3 Mole Claws' and give them to Dashia";
- }
- case 4:
- mes "[Escort Mission Board]";
- mes "There are currently no Escort Missions registered on the board.";
- close;
- }
- end;
-L_Quest:
- //QuestID,ReqLvl,Quest,Client,Loc,Desc
- if (BaseLevel < getarg(1,26)) {
- mes "Your level doesn't meet the requirements. You can't take the '"+getarg(2)+"' mission.";
- close;
- }
- mes "["+getarg(2)+" !!]";
- mes "Client : "+getarg(3);
- mes "Client Location : "+getarg(4);
- mes "Requested Mission : "+getarg(5);
- mes " ";
- mes "Will you accept this mission?";
- next;
- if(select("No, I won't accept it.:Yes, I will accept it.") == 1) {
- mes "You have declined the "+getarg(2)+" mission.";
- close;
- }
- if (questprogress(getarg(0))) mes "You are already doing this mission.";
- else {
- setquest getarg(0);
- mes "You have accepted the "+getarg(2)+" mission.";
- }
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
-}
-
-geffen,103,42,5 script Sponiac 4W_M_03,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Sponiac]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Sponiac]";
- mes "Lu~lu~lu~lu~";
- mes "Lu~ Huh?";
- next;
- mes "[Sponiac]";
- mes "Wow, you must be a beginner, right?";
- mes "What an innocent face! Ha~ hahaha.";
- emotion e_gg;
- next;
- mes "[Sponiac]";
- mes "Why don't you do some hunting outside instead of walking around and wasting your time?";
- next;
- if(select("I am about to leave now.:I've got a Hunting Mission.") == 1) {
- mes "[Sponiac]";
- mes "Oh, well. Then, go figure.";
- mes "Bye~ bye.";
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow:Hunting Coco:Hunting Thara Frog")) {
- case 1: callsub L_Quest,8266,"Hunting Poison Spore",1000,0,100,"You can find Poison Spores on the Geffen Dungeon 1F or northeast of Prontera. There are other spots but I'll leave it up to you to find out.";
- case 2: callsub L_Quest,8267,"Hunting Smokie",1000,0,100,"You can find Smokies northeast and northwest of Geffen. Oh, also the field east of Ayotaya is good spot to find them.";
- case 3: callsub L_Quest,8268,"Hunting Elder Willow",1000,100,110,"You can find Elder Willows northeast of Geffen, east of payon and southwest of Prontera.";
- case 4: callsub L_Quest,8269,"Hunting Coco",1000,200,150,"You can find Cocos around the east of Payon, southwest of Prontera and the field east of Ayotaya.";
- case 5: callsub L_Quest,8270,"Hunting Thara Frog",1500,300,200,"You can find Thara Frogs in the Cave east of Comodo or on Turtle Island.";
- }
- end;
-L_Quest:
- //QuestID,Quest,BExp,JExp,PotionAmt,Desc
- if (questprogress(getarg(0)) == 1) {
- if (questprogress(getarg(0),HUNTING) == 2) {
- mes "[Sponiac]";
- mes getarg(1)+"!";
- mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
- next;
- mes "[Sponiac]";
- mes "Well, I requested the mission and you did an excellent job.";
- mes "I will give you a reward as I promised.";
- next;
- mes "[Sponiac]";
- mes "Here it is. Thank you very much. God bless you!";
- getitem 569,getarg(4); //Novice_Potion
- getexp getarg(2),getarg(3);
- erasequest getarg(0);
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are right.";
- next;
- mes "[Sponiac]";
- mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
- mes "I will give you a reward if you complete the mission. Ok? Are we good?";
- next;
- mes "[Sponiac]";
- mes getarg(5);
- mes "You can check the world map by pressing 'ctrl + ~' key.";
- next;
- mes "[Sponiac]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- }
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
-}
-
-moc_ruins,173,55,3 script Dieshin Man 4_M_ORIENT02,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Dieshin Man]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Dieshin Man]";
- mes "Hu hu~~ we are delivery men~";
- mes "We are faster than any flight~!";
- next;
- mes "[Dieshin Man]";
- mes "Welcome~ welcome!";
- mes "We are the fastest delivery company, Dieshin Corperation.";
- next;
- mes "[Dieshin Man]";
- mes "How can I help you?";
- next;
- if(select("I don't need help.:I've got a Delivery Mission.") == 1) {
- mes "[Dieshin Man]";
- mes "Oh, well. Then, go figure. Bye~!";
- close;
- }
- mes "[Dieshin Man]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch(select("Deliver an Insecticide.:Deliver Honey.:Deliver Blankets.")) {
- case 1: callsub L_Quest,8271;
- case 2: callsub L_Quest,8272;
- case 3: callsub L_Quest,8273;
- }
- end;
-L_Quest:
- if (questprogress(getarg(0)) != 1) {
- mes "[Dieshin Man]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dieshin Man]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Dieshin Man]";
- mes "Wait, but you already have a delivery box.";
- next;
- mes "[Dieshin Man]";
- mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'.";
- close;
- }
- switch(getarg(0)) {
- case 8271:
- mes "[Dieshin Man]";
- mes "Ah ha! I got it!";
- mes "The insecticide? It must be the Zoologist on the southeast of Payon who ordered the Insecticide.";
- break;
- case 8272:
- mes "[Dieshin Man]";
- mes "Ah ha! I got it!";
- mes "Honey? It must be the Entomologist at the west of St. Capitolina Abbey, wich is northeast of Prontera who ordered the Honey.";
- break;
- case 8273:
- mes "[Dieshin Man]";
- mes "Oh, Right!";
- mes "The blankets! It must be the biologist in the south of Lutie field who ordered the blankets.";
- next;
- mes "[Dieshin Man]";
- mes "You can can go to Lutie by asking Mr. Claus in the northeastern part of Al De Baran.";
- break;
- }
- next;
- mes "[Dieshin Man]";
- mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'.";
- getitem 6218,1; //Disin_Delivery_Box
- close;
-}
-
-pay_fild07,83,89,7 script Zoologist 4_M_ORIENT02,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Zoologist]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Zoologist]";
- mes "Have you heard of a monster named Bigfoot?";
- mes "It looks like a bear with red fur and has a 'X' shape scar on his shoulder.";
- next;
- mes "[Zoologist]";
- mes "According to the recent research, flies and Bigfoot monsters have a symbiotic relationship.";
- next;
- mes "[Zoologist]";
- mes "I am currently studying about it and try to prove the theory. So I plan to kill the flies around Bigfoot and observe his reaction.";
- next;
- if(select("...I am not interested.:Here is the Insecticide.") == 1) {
- mes "[Zoologist]";
- mes "Oh, I need an Insecticide to continue the study.";
- close;
- }
- if (questprogress(8271) != 1) {
- mes "[Zoologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Zoologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Zoologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Zoologist]";
- mes "That is the Insecticide that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Zoologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Zoologist]";
- mes "It arrived much faster than I thought. I want to test it right away!";
- next;
- mes "[Zoologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem 6218,1; //Disin_Delivery_Box
- erasequest 8271;
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- close;
- }
- mes "[Zoologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Zoologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Zoologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
-}
-
-prt_fild03,30,254,3 script Entomologist 4_M_01,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Entomologist]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Entomologist]";
- mes "Have you heard about the Horn monster?";
- mes "It's shaped like an insect with black sleek skin and it has a giant horn it's head.";
- next;
- mes "[Entomologist]";
- mes "Recent research came out and showed that this monster can be tamed and trained by Honey.";
- next;
- mes "[Entomologist]";
- mes "I am currently studying about it and trying to prove the theory. So I plan to set a Honey trap on the places he usually passes and observe his reaction.";
- next;
- if(select("...I am not interested.:Here is the Honey.") == 1) {
- mes "[Entomologist]";
- mes "Oh, I need Honey to continue the study.";
- close;
- }
- if (questprogress(8272) != 1) {
- mes "[Entomologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Entomologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Entomologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Entomologist]";
- mes "That is the Honey that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Entomologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Entomologist]";
- mes "It arrived much faster than I thought. I want to test it right away!";
- next;
- mes "[Entomologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem 6218,1; //Disin_Delivery_Box
- erasequest 8272;
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- close;
- }
- mes "[Entomologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Entomologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Entomologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
-}
-
-xmas_fild01,92,57,3 script Biologist 4W_M_01,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Biologist]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Biologist]";
- mes "Have you heard about the Marin monster?";
- mes "It does look like the usual poring, but it has unique characteristic.";
- next;
- mes "[Biologist]";
- mes "Porings steal items if they see them on the ground. However, Marin has no interest in dropped items. So I was wondering, how come Marin doesn't pay attention to gathering items even though they are the same kind of monster as Porings.";
- next;
- mes "[Biologist]";
- mes "But, this place is freaking cold.";
- next;
- if(select("...I am not interested.:Here are the blankets.") == 1) {
- mes "[Biologist]";
- mes "Huh, whatever. But be careful! It's very slippery here.";
- close;
- }
- if (questprogress(8273) != 1) {
- mes "[Biologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Biologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Biologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Biologist]";
- mes "Those are the Blankets that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Biologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Biologist]";
- mes "It arrived much faster than I thought. I want to test them right away!";
- next;
- mes "[Biologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem 6218,1; //Disin_Delivery_Box
- erasequest 8273;
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- close;
- }
- mes "[Biologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Biologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Biologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
-}
-
-payon,179,66,3 script Dashia 4_M_RACHMAN1,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Dashia]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Dashia]";
- mes "Here is some hair~ a broken clock~!";
- next;
- mes "[Dashia]";
- mes "Broken clock..? Hu hu..";
- next;
- mes "[Dashia]";
- mes "Hey~! Dude! You look like a very rich adventurer.";
- next;
- if(select("I am a poor adventurer.:I have a gathering mission.") == 1) {
- mes "[Dashia]";
- mes "Really? Hmm, oh right. You don't look sophisticated.";
- next;
- mes "[Dashia]";
- mes "You are a poor adventurer~! Good luck!";
- close;
- }
- mes "[Dashia]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch(select("Gather Bones:Gather Animal Skin:Gather Peelings:Gather Tails:Gather Cookies:Gather Mustaches")) {
- case 1:
- callsub L_Quest,8274;
- if (countitem(932) > 9) {
- callsub L_Reward;
- delitem 932,10; //Skel_Bone
- getitem 569,100; //Novice_Potion
- getexp 1000,100;
- erasequest 8274;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Skel-Bones?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- next;
- mes "[Dashia]";
- mes "You don't have enough 'Skel-Bones'... You can find it when you hunt Skeletons.";
- next;
- mes "[Dashia]";
- mes "To find Skeletons, you better check Payon Dungeon 1F, which is located in Archer Village, north of Payon.";
- break;
- case 2:
- callsub L_Quest,8275;
- if ((countitem(948) > 9) && (countitem(919) > 4)) {
- callsub L_Reward;
- getitem 569,100; //Novice_Potion
- delitem 948,10; //Bear's_Foot
- delitem 919,5; //Animal's_Skin
- getexp 1000,100;
- erasequest 8275;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where is the Bear's Footskins and Animal Skins?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- next;
- mes "[Dashia]";
- mes "You have to bring 10 Bear's Footskins' and '5 Animal Skins!";
- mes "You can find Bear's Footskin from Bigfoot and Animal Skin from Animals.";
- next;
- mes "[Dashia]";
- mes "Bigfoot is around the north of Geffen field or the southeast of Payon field.";
- break;
- case 3:
- callsub L_Quest,8276;
- if ((countitem(955) > 19) && (countitem(910) > 19)) {
- callsub L_Reward;
- delitem 955,20; //Worm_Peelings
- delitem 910,20; //Garlet
- getitem 569,100; //Novice_Potion
- getexp 1000,100;
- erasequest 8276;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Worm Peelings and Garlets?";
- next;
- mes "[Dashia]";
- mes "You have to bring '20 Worm Peelings' and '20 Garlets' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get those items from 'Piere', 'Andre', 'Deniro', 'Vitata', 'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug'.";
- next;
- mes "[Dashia]";
- mes "'Piere', 'Andre', 'Deniro' and 'Vitata' are in Ant Hell which is located near the Saint Darmain Fortress soutwest of Morroc.";
- next;
- mes "[Dashia]";
- mes "'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug' are int he Prontere Culvert. To get there, you need to be a volunteer of the Prontera Culvert's punitive force.";
- break;
- case 4:
- callsub L_Quest,8277;
- if ((countitem(942) > 9) && (countitem(1026) > 9) && (countitem(945) > 9)) {
- callsub L_Reward;
- delitem 942,10; //Yoyo_Tail
- delitem 1026,10; //Acorn
- delitem 945,10; //Raccoon_Leaf
- getitem 569,150; //Novice_Potion
- getexp 1000,200;
- erasequest 8277;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Yoyo Tails, Acorns and Raccoon Leafs?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '10 Yoyo Tails,' '10 Acorns' and '10 Raccoon Leafs' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get Yoyo Tails from 'Yoyo's', Acorn from 'Coco's' and Raccoon Leaf from 'Smokies'.";
- next;
- mes "[Dashia]";
- mes "You can find them easily around fields, but the field east of Ayothya is the best spot for hunting all 3 monsters.";
- next;
- mes "[Dashia]";
- mes "To get to Ayotaya, you better go to 'Aibakthing' in Alberta and pay his fare.";
- break;
- case 5:
- callsub L_Quest,8278;
- if ((countitem(538) > 4) && (countitem(539) > 0)) {
- callsub L_Reward;
- delitem 538,5; //Well_Baked_Cookie
- delitem 539,1; //Piece_Of_Cake
- getitem 569,150; //Novice_Potion
- getexp 1000,200;
- erasequest 8278;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Well-baked Cookies and the Piece of Cake?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '5 Well-baked Cookies' and '1 Piece of Cake' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get Well-baked Cookie from 'Cookies' who wears red or green shirts.";
- mes "For getting Piece of Cake, you should look for 'Mystcases'.";
- next;
- mes "[Dashia]";
- mes "Both monsters canbe found in the Toy Factory Warehouse or Toy Monitoring Room. To get there, ask Mr. Claus in the northeastern part of Al De Baran.";
- break;
- case 6:
- callsub L_Quest,8279;
- if ((countitem(1017) > 4) && (countitem(1018) > 2)) {
- callsub L_Reward;
- delitem 1017,5; //Moustache_Of_Mole
- delitem 1018,3; //Nail_Of_Mole
- getitem 569,150; //Novice_Potion
- getexp 1000,200;
- erasequest 8279;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Mole Whiskerss and Mole Claws??";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '5 Mole Whiskers' and '3 Mole Claws' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get those items from 'Martins'.";
- mes "Martins can be found in the Mjolnir Dead Pit, but the second floor is dangerous, so be careful!";
- next;
- mes "[Dashia]";
- mes "To get there, ask a Kafra Employee in Geffen, they can warp you there.";
- break;
- }
- next;
- mes "[Dashia]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
-L_Quest:
- if (questprogress(getarg(0)) != 1) {
- mes "[Dashia]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dashia]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- return;
-L_Reward:
- mes "[Dashia]";
- mes "Wow~ you did an excellent job!";
- next;
- mes "[Dashia]";
- mes "Thank you very much. God bless you!";
- emotion e_heh;
- next;
- mes "[Dashia]";
- mes "Ha~! Ha~!";
- mes "I will give you a reward as promised.";
- return;
-}
diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt
deleted file mode 100644
index f67497c47..000000000
--- a/npc/re/quests/eden/41-55.txt
+++ /dev/null
@@ -1,90 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [41 - 55]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 41 - 55.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//============================================================
-
-moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "You are not an Eden group member. You are not qualified to access the bulletin board.";
- close;
- }
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "^008800Wait a sec!!";
- mes "You cannot receive any more items because you're carrying too many items. Please try again after you lighten up.^000000";
- close;
- }
- if (!questprogress(12088)) {
- if (BaseLevel < 41 || BaseLevel > 55) {
- mes "Mission bulletin board for Lv41~55 adventurers.";
- close;
- }
- mes "[Mission Board]";
- mes "Mission bulletin board.";
- next;
- if(select("Check the Missions.:Cancel.") == 2) {
- mes "^000077Ok. Let's check the missions next time.^000000.";
- close;
- }
- switch(select("Thara Frog Hunting:Cruiser Hunting:Kukre Hunting:Orc Baby Hunting:Orc Warrior Hunting:Vadon Hunting:Megalodon Hunting:Marse Hunting:Cornutus Hunting:Myst Hunting:Shellfish Hunting:Marine Sphere Hunting")) {
- case 1: callsub L_Quest,12072,"Have you seen a red frog? It is called Thara Frog and it's very rare. We are trying to verify where it inhabits. So please hunt 20 Thara Frogs.";
- case 2: callsub L_Quest,12073,"I heard of some toys attacking people. It is ridiculous! Let's show them our power! We have to hunt 15 Cruisers!";
- case 3: callsub L_Quest,12074,"Someone got robbed near the beach! The possible suspect is a criminal monster called Kukre. Please hunt 30 Kukre.";
- case 4: callsub L_Quest,12075,"Orc Babies are getting more violent these days. Please hunt 15 Orc Babies.";
- case 5: callsub L_Quest,12076,"Orc Warriors are increasing their aggression. Please hunt 20 Orc Warriors.";
- case 6: callsub L_Quest,12077,"Have you seen crabs with thick shells? They are Vadons. Please hunt 15 Vadons.";
- case 7: callsub L_Quest,12078,"Dead fish are all around the beach and it is getting worse. Please hunt 30 Megalodon.";
- case 8: callsub L_Quest,12079,"Can you hunt Marse? I need 15 Marse for my study. Please help me.";
- case 9: callsub L_Quest,12080,"An idiot Cornutus bit the Mayor's foot. The Mayor is upset so we need to hunt 20 Cornutus to make him happy!";
- case 10: callsub L_Quest,12081,"People are freaking out because of Myst. It looks like a ghost so, it scares people. Please hunt 15 Myst.";
- case 11: callsub L_Quest,12082,"Don't ask why, but please hunt 30 Shellfish. It is a secret mission!";
- case 12: callsub L_Quest,12083,"Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so.";
- case 13: callsub L_Quest,12084,"The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!";
- case 14: callsub L_Quest,12085,"Dead Orc monsters got back to our town and they've revived as Orc Skeletons. We are in chaos! Please hunt 15 Orc Skeleton.";
- case 15: callsub L_Quest,12086,"Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc.";
- case 16: callsub L_Quest,12087,"Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!";
- }
- end;
- }
- setarray .@exp[0],9600,7200,15750,7875,11100,8550,17100,9000,12300,9900,20250,10350,13800,11025,22500,11250;
- for(.@i = 0; .@i<16; ++.@i)
- if (questprogress(12072+.@i,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12088;
- erasequest 12072+.@i;
- specialeffect2 EF_STEAL;
- getexp .@exp[.@i],0;
- close;
- }
- if (!questprogress(12072,HUNTING) && !questprogress(12073,HUNTING) && !questprogress(12074,HUNTING) && !questprogress(12075,HUNTING)
- && !questprogress(12076,HUNTING) && !questprogress(12077,HUNTING) && !questprogress(12078,HUNTING) && !questprogress(12079,HUNTING)
- && !questprogress(12080,HUNTING) && !questprogress(12081,HUNTING) && !questprogress(12082,HUNTING) && !questprogress(12083,HUNTING)
- && !questprogress(12084,HUNTING) && !questprogress(12085,HUNTING) && !questprogress(12086,HUNTING) && !questprogress(12087,HUNTING)) {
- mes "You may now view the bulletin board.";
- erasequest 12088;
- close;
- }
- mes "There is nothing special to do.";
- close;
-L_Quest:
- mes "[Mission Board Memo]";
- mes getarg(1);
- next;
- if(select("Accept the mission.:Cancel.") == 1) {
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest getarg(0);
- }
- close;
-}
diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt
deleted file mode 100644
index 0178a56ce..000000000
--- a/npc/re/quests/eden/56-70.txt
+++ /dev/null
@@ -1,359 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [56 - 70]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 56 - 70.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//= 1.2 Added checkquest confirmation for -1. [Euphy]
-//= 1.3 Fixed Puppet Master's Agony Quest (12217 -> 3259). [Joseph]
-//= 1.4 Fixed invalid check (Magic Wand Quest). [Joseph]
-//= 1.5 Optimized, based on code by Zopokx. [Euphy]
-//============================================================
-
-moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member.";
- close;
- }
- mes "Here is the list of various adventures for level 56~70 adventurers.";
- next;
- mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People.";
- next;
- switch(select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) {
- case 1:
- switch(select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) {
- case 1: callsub L_HuntingQuest,3250,15000,5000,930,30;
- case 2: callsub L_HuntingQuest,3251,16000,6000;
- case 3: callsub L_HuntingQuest,3252,17000,8000;
- case 4: callsub L_Quest,3254,18000,8000,7043,10,1056,30;
- }
- case 2:
- switch(select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) {
- case 1: callsub L_HuntingQuest,3255,16000,7000;
- case 2: callsub L_Quest,3256,15000,5000,918,30;
- case 3: callsub L_HuntingQuest,3257,17000,8000;
- case 4: callsub L_Quest,3258,16000,7000,7198,40;
- case 5: callsub L_HuntingQuest,3259,17000,7000,1060,30;
- }
- case 3:
- switch(select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) {
- case 1: callsub L_HuntingQuest,3260,16000,6000;
- case 2: callsub L_HuntingQuest,3261,16000,7000;
- case 3: callsub L_Quest,3262,17000,7000,1032,40;
- case 4: callsub L_Quest,3263,18000,8000,1021,30,7150,30;
- }
- }
- end;
-
-L_Quest:
- if (!questprogress(getarg(0))) {
- callsub L_Details, getarg(0);
- next;
- mes "Would you like to accept this mission?";
- next;
- if(select("Accept the mission.:Do not accept the mission.") == 1) {
- if (BaseLevel < 55 || BaseLevel > 70) {
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- }
- setquest getarg(0);
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- }
- close;
- }
- if (getargcount() > 5) {
- if (countitem(getarg(5)) < getarg(6))
- .@items = 1; //incomplete
- else
- .@items = 2; //complete
- }
- if (questprogress(getarg(0)) != 2 && (countitem(getarg(3)) < getarg(4) || .@items == 1)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- if(select("Check the details.:Cancel.") == 1)
- callsub L_Details, getarg(0);
- close;
- } else {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- if(select("Report the mission.:Do not report it yet.") == 1) {
- delitem getarg(3),getarg(4);
- if (.@items)
- delitem getarg(5),getarg(6);
- getexp getarg(1),getarg(2);
- erasequest getarg(0);
- mes "You have completed the mission. Get rewards.";
- }
- close;
- }
- end;
-
-L_HuntingQuest:
- if (!questprogress(getarg(0))) {
- callsub L_Details, getarg(0);
- next;
- mes "Would you like to accept this mission?";
- next;
- if(select("Accept the mission.:Do not accept the mission.") == 1) {
- if (BaseLevel < 55 || BaseLevel > 70) {
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- }
- setquest getarg(0);
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- }
- close;
- }
- if (getargcount() > 3) {
- if (countitem(getarg(3)) < getarg(4))
- .@items = 1; //incomplete
- else
- .@items = 2; //complete
- }
- if (questprogress(getarg(0),HUNTING) != 2 || .@items == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- if(select("Check the details.:Cancel.") == 1)
- callsub L_Details, getarg(0);
- close;
- } else if (questprogress(getarg(0),HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- if(select("Report the mission.:Do not report it yet.") == 1) {
- if (.@items)
- delitem getarg(3),getarg(4);
- getexp getarg(1),getarg(2);
- erasequest getarg(0);
- mes "You have completed the mission. Get rewards.";
- }
- close;
- }
- end;
-
-L_Details:
- switch(getarg(0)) {
- case 3250:
- mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
- next;
- mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
- next;
- mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
- next;
- mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Rekenber corporation chief director 'Julie E Delph' -";
- break;
- case 3251:
- mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
- next;
- mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
- next;
- mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
- next;
- mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- break;
- case 3252:
- mes "This mission is assigned by an unknown client from Izlude.";
- next;
- mes "I have admired the beach of Izlude, ever since I was born.";
- next;
- mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before...";
- next;
- mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
- next;
- mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
- next;
- mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
- next;
- mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Izlude 'The Lost dream mermaid' --";
- break;
- case 3254:
- mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
- next;
- mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
- next;
- mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
- next;
- mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
- next;
- mes "You can get those materials from Sand Man, I wish you good luck!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
- break;
- case 3255:
- mes "This mission is assigned by the Payon town hall.";
- next;
- mes "Wild animals are always annoyances to farmers.";
- next;
- mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
- next;
- mes "So, we would like to ask for the help from brave adventurers.";
- next;
- mes "Please, hunt 30 Savages to save our crops!";
- next;
- mes "You can easily find those monsters around our town and field.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon town hall members --";
- break;
- case 3256:
- mes "This mission is assigned by the Morroc blacksmith Aragham.";
- next;
- mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
- next;
- mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
- next;
- mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
- next;
- mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
- next;
- mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
- next;
- mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
- next;
- mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
- break;
- case 3257:
- mes "This mission is assigned by an inventor Dorian from Izlude.";
- next;
- mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
- next;
- mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
- next;
- mes "Women can bring strange phenomenons with them!";
- next;
- mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
- next;
- mes "So I need to make women upset! Haha, I know what a mean idea, right?";
- next;
- mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
- next;
- mes "So I can keep observing the case.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Elegance inventor Dorian --";
- break;
- case 3258:
- mes "This mission is assigned by Wallah from Payon.";
- next;
- mes "Hello, adventurer. How are you? How is your health?";
- next;
- mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
- next;
- mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
- next;
- mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
- next;
- mes "Please bring it as soon as possible, people need my medicine.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Wallah --";
- break;
- case 3259:
- mes "This mission is assigned by puppet master Woonute from Geffen.";
- next;
- mes "You know being a puppet master is kind of a hard job to satisfy people.";
- next;
- mes "People can search and see so many different things on their own thesedays.";
- next;
- mes "Their expectations are getting high, I can't satisfy them anymore.";
- next;
- mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
- next;
- mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Puppet Master Woonute --";
- break;
- case 3260:
- mes "This mission is assigned by an exterminator from Prontera.";
- next;
- mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
- next;
- mes "People in Prontera cannot sleep because of all the bugs in their house.";
- next;
- mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- The Prontera exterminator --";
- break;
- case 3261:
- mes "This mission is assigned by Cheese Dongja from Payon.";
- next;
- mes "Have you heard about Munak?";
- next;
- mes "The ugly monster Munak is threatening people in Payon.";
- next;
- mes "So we need brave adventurers like you!";
- next;
- mes "Please hunt 30 Munaks then Payon will be in peace.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Payon Cheese Dongja -";
- break;
- case 3262:
- mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
- next;
- mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
- next;
- mes "Planting flowers can make the world green and it will be so pretty everywhere.";
- next;
- mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
- next;
- mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
- next;
- mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Morroc Ibraham --";
- break;
- case 3263:
- mes "This mission is assigned by the Payon blacksmith Antonio.";
- next;
- mes "Magic wand! Have you heard about it? It is an incredible wand!";
- next;
- mes "If you say the magic words and swing the wand, it will make your wishes come true.";
- next;
- mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
- next;
- mes "To make the wand, I need some special materials.";
- next;
- mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon blacksmith Antonio --";
- break;
- }
- return;
-}
diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt
deleted file mode 100644
index e88e388cb..000000000
--- a/npc/re/quests/eden/71-85.txt
+++ /dev/null
@@ -1,225 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [71 - 85]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 71 - 85.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//= 1.3 Updated to match the official scripts. [Euphy]
-//============================================================
-
-moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "- Only members of the -";
- mes "- Eden Group can read -";
- mes "- this bulletin board. -";
- close;
- }
-
- // Clear the original quest data (no longer used).
- if (slv_quest) slv_quest = 0;
- if (questprogress(10102) || questprogress(10103) || questprogress(10104) || questprogress(10105) || questprogress(10106)) {
- for(.@quest = 10102; .@quest<=10106; ++.@quest) {
- if (questprogress(.@quest))
- erasequest .@quest;
- }
- mes "- Since the client has moved -";
- mes "- to another place, -";
- mes "- the application form has been removed. -";
- next;
- }
-
- if (BaseLevel < 71) {
- mes "- Only members of the -";
- mes "- right level can read -";
- mes "- this bulletin board. -";
- mes "- Try to find a board -";
- mes "- that suits your level. -";
- close;
- } else if (BaseLevel > 85) {
- // Quest IDs: 10107-10123, 5055-5057
- setarray .@quests[0],
- 10107,10108,10109,
- 10110,10111,10112,10113,
- 10114,10115,10116,10117,
- 10118,10119,10120,
- 10121,10122,10123,5055,5056;
- for(.@i = 0; .@i<getarraysize(.@quests); ++.@i) {
- if (questprogress(.@quests[.@i],HUNTING) == 2)
- .@complete[getarraysize(.@complete)] = .@quests[.@i];
- }
- if (questprogress(5057) && countitem(7187) >= 30)
- .@complete[getarraysize(.@complete)] = 5057;
- if (getarraysize(.@complete)) {
- mes "You have quests in progress.";
- mes "Do you want to turn them in?";
- next;
- if(select("Of course.:No.") == 2)
- close;
- for(.@i = 0; .@i<getarraysize(.@complete); ++.@i)
- callsub L_Quest,.@complete[.@i];
- close;
- }
- mes "- Only members of the -";
- mes "- right level can read -";
- mes "- this bulletin board. -";
- mes "- Try to find a board -";
- mes "- that suits your level. -";
- close;
- }
- mes "- Choose where you -";
- mes "- would like to hunt. -";
- next;
- switch(select("Sphinx Dungeon:Glast Heim:Juno Area:Clock Tower:Localized Islands")) {
- case 1:
- mes "- There are several requests -";
- mes "- related to the Sphinx Dungeon -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. ";
- .@str2$ = "- Meidi from Morroc -";
- switch(select("Hunt Requiem:Hunt Marduk:Hunt Pasana")) {
- case 1: callsub L_Quest,10107,.@str1$+"Hunt 10 Requiems.",.@str2$;
- case 2: callsub L_Quest,10108,.@str1$+"Hunt 10 Marduks.",.@str2$;
- case 3: callsub L_Quest,10109,.@str1$+"Hunt 10 Pasanas.",.@str2$;
- }
- case 2:
- mes "- There are several requests -";
- mes "- related to Glast Heim -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "I am very afraid that the monsters from Glast Heim will attack us. ";
- .@str2$ = "- Ancellia from Geffen -";
- switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) {
- case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$;
- case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$;
- case 3: callsub L_Quest,10112,.@str1$+"Hunt 10 Wraiths.",.@str2$;
- case 4: callsub L_Quest,10113,.@str1$+"Hunt 10 Raydric Archers.",.@str2$;
- }
- case 3:
- mes "- There are several requests -";
- mes "- related to the area -";
- mes "- around Juno. -";
- next;
- .@str1$ = "Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. ";
- .@str2$ = "- Jeanbai, traveler -";
- switch(select("Hunt Grand Peco:Hunt Sleeper:Hunt Goat:Hunt Harpy")) {
- case 1: callsub L_Quest,10114,.@str1$+"Hunt 20 Grand Pecos.",.@str2$;
- case 2: callsub L_Quest,10115,.@str1$+"Hunt 20 Sleepers.",.@str2$;
- case 3: callsub L_Quest,10116,.@str1$+"Hunt 20 Goats.",.@str2$;
- case 4: callsub L_Quest,10117,.@str1$+"Hunt 20 Harpies.",.@str2$;
- }
- case 4:
- mes "- There are several requests -";
- mes "- related to the Clock Tower -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. ";
- .@str2$ = "- Rizingsetter, President of the Love Clock community -";
- switch(select("Hunt Clock:Hunt Punk:Hunt Rideword")) {
- case 1: callsub L_Quest,10118,.@str1$+"Hunt 15 Clocks before it breaks.",.@str2$;
- case 2: callsub L_Quest,10119,.@str1$+"Hunt 15 Punks before it breaks.",.@str2$;
- case 3: callsub L_Quest,10120,.@str1$+"Hunt 15 Ridewords before it breaks.",.@str2$;
- }
- case 5:
- mes "- There are several requests -";
- mes "- related to the Localized Islands -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! ";
- .@str2$ = "- Funfy, who wants to go on an adventure -";
- switch(select("Hunt Kikimora:Hunt Miyabi Doll:Hunt Mi Gao:Hunt Headless Mule:Hunt Tamruan:Gather Festival Masks for the Festival")) {
- case 1: callsub L_Quest,10121,.@str1$+"Hunt 15 Kikimoras in Moscovia!",.@str2$;
- case 2: callsub L_Quest,10122,.@str1$+"Hunt 15 Miyabi Dolls in Amatsu!",.@str2$;
- case 3: callsub L_Quest,10123,.@str1$+"Hunt 15 Mi Gaos in Louyang!",.@str2$;
- case 4: callsub L_Quest,5055,"I know there are many terrifying monsters outside the city, but what terrifies me are these Headless Mules lurking around. I hope they will never venture into town. Hunt 15 Headless Mules!","- Mariana from Brasilis -";
- case 5: callsub L_Quest,5056,"Tamruans make a lot of noise. I don't mind in the morning but they keep me from falling asleep at night. I want to sleep. Hunt 15 Tamruans!","- Shaman Pumo from Ayotaya -";
- case 6: callsub L_Quest,5057,"The Dumpling Childs stole all the masks that I had prepared for the festival. Try to get a hold of 30 masks! I'll owe you~","- SaYumMoon Chief of Kunlun -";
- }
- }
- end;
-
-//callsub L_Quest,<quest ID>{,"<description1>","<description2>"};
-L_Quest:
- .@quest = getarg(0);
- switch(.@quest) {
- case 10107: .@name$ = "Hunt Requiem"; .@exp = 15000; break;
- case 10108: .@name$ = "Hunt Marduk"; .@exp = 15000; break;
- case 10109: .@name$ = "Hunt Pasana"; .@exp = 15000; break;
- case 10110: .@name$ = "Hunt Dark Frame"; .@exp = 20000; break;
- case 10111: .@name$ = "Hunt Evil Druid"; .@exp = 20000; break;
- case 10112: .@name$ = "Hunt Wraith"; .@exp = 20000; break;
- case 10113: .@name$ = "Hunt Raydric Archer"; .@exp = 20000; break;
- case 10114: .@name$ = "Hunt Grand Peco"; .@exp = 30000; break;
- case 10115: .@name$ = "Hunt Sleeper"; .@exp = 30000; break;
- case 10116: .@name$ = "Hunt Goat"; .@exp = 30000; break;
- case 10117: .@name$ = "Hunt Harpy"; .@exp = 30000; break;
- case 10118: .@name$ = "Hunt Clock"; .@exp = 25000; break;
- case 10119: .@name$ = "Hunt Punk"; .@exp = 25000; break;
- case 10120: .@name$ = "Hunt Rideword"; .@exp = 25000; break;
- case 10121: .@name$ = "Hunt Kikimora"; .@exp = 30000; break;
- case 10122: .@name$ = "Hunt Miyabi Doll"; .@exp = 30000; break;
- case 10123: .@name$ = "Hunt Mi Gao"; .@exp = 30000; break;
- case 5055: .@name$ = "Hunt Headless Mule"; .@exp = 30000; break;
- case 5056: .@name$ = "Hunt Tamruan"; .@exp = 30000; break;
- case 5057: .@name$ = "Gather Festival Masks for the Festival"; .@exp = 30000; break;
- }
- if (getargcount() == 1) {
- mes "'"+.@name$+"' completed. Do you want to turn it in and receive your reward?";
- next;
- if(select("Turn in quest.:Cancel.") == 1) {
- if (.@quest == 5057) delitem 7187,30; //Festival_Mask
- erasequest .@quest;
- getexp .@exp,0;
- mes "You've received EXP for finishing the quest.";
- next;
- return;
- }
- close;
- } else {
- if (.@quest == 5057) {
- // Quest 5057 is the only collection quest, so separate conditions are unnecessary.
- if (!questprogress(5057))
- .@hunting = 0;
- else if (countitem(7187) >= 30)
- .@hunting = 2;
- } else {
- .@hunting = questprogress(.@quest,HUNTING);
- }
- if (.@hunting == 1) {
- mes getarg(1);
- mes getarg(2);
- next;
- mes "Return here when you've finished the quest.";
- } else if (.@hunting == 2) {
- mes "You have completed the quest.";
- next;
- if(select("Turn in quest.:Cancel.") == 1) {
- if (.@quest == 5057) delitem 7187,30; //Festival_Mask
- erasequest .@quest;
- getexp .@exp,0;
- mes "You've received EXP for finishing the quest.";
- }
- }/* else if (.@hunting == 3) {
-// recall_completequest .@quest
- erasequest .@quest;
- mes "You have re-accepted the quest '"+.@name$+"'.";
- }*/ else {
- mes getarg(1);
- mes getarg(2);
- next;
- mes "Do you want to accept the quest?";
- next;
- if(select("Yes.:No.") == 1) {
- mes "You've received the quest '"+.@name$+"'. View your quest info for more details.";
- setquest .@quest;
- }
- }
- close;
- }
-}
diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt
deleted file mode 100644
index de6d7f122..000000000
--- a/npc/re/quests/eden/86-90.txt
+++ /dev/null
@@ -1,198 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [86 - 90]
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.3
-//===== File Encoding ========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 86 - 90.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Chilly]
-//= 1.1 Some little improvements here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//= 1.3 Updated to match the official script. [Euphy]
-//============================================================
-
-moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "Wait a minute!";
- mes "-You need to have an-";
- mes "-^4d4dff'Eden Group Mark'^000000-";
- mes "-to receive these missions.-";
- next;
- switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) {
- case 1:
- close;
- case 2:
- mes "::The Eden Group Missions";
- mes "::are basically missions";
- mes "::requested by";
- mes "::people from all around the kingdom.";
- mes "::We just categorize them.";
- next;
- mes "::In the Eden Group,";
- mes "::we sorted out the missions";
- mes "::according to the level of difficulty.";
- mes "::According to this level,";
- mes "::you can find";
- mes "::missions that";
- mes "::suit you.";
- next;
- mes "::When you are done,";
- mes "::you can come back";
- mes "::to the mission board.";
- next;
- mes "::Then you will be";
- mes "::rewarded!!";
- mes "::Simple, isn't it!!";
- mes "::No commission required!!";
- close;
- case 3:
- mes "::You can become a member";
- mes "::of the Eden Group";
- mes "::to ^0000FFLaime Evenor^000000,";
- mes "::who is waiting on the 1st floor.";
- next;
- mes "::If you become a member,";
- mes "::you will get an";
- mes "::\"^006400Eden Group Mark^000000\".";
- mes "::Then you will be able";
- mes "::to see the mission board.";
- close;
- }
- }
- if (BaseLevel < 86 || BaseLevel > 90) {
- // Quest IDs: 4167-4180
- // Quest cooldown IDs: 4198-4211
- setarray .@names$[0],
- "Dragon Tail","Spring Rabbit","Pest",
- "Bathory","Alarm",
- "Baba Yaga","Yao Jun","Firelock Soldier","Zipper Bear",
- "Ground Petite","Rafflesia","Venomous","Pitman","Yellow Novus";
- setarray .@exp[0],
- 76000,82000,82000,
- 72000,76000,
- 72000,78000,82000,80000,
- 72000,72000,72000,86000,80000;
- mes "You must be within level 86-90 to accept these missions.";
- for(.@quest = 4167; .@quest<=4180; ++.@quest) {
- .@hunting = questprogress(.@quest,HUNTING);
- if (.@hunting == 1) {
- next;
- mes ":: You cannot proceed in";
- mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000.";
- mes ":: The registration to the mission";
- mes ":: is cancelled.";
- erasequest .@quest;
- close;
- } else if (.@hunting == 2) {
- next;
- mes ":: You added information";
- mes ":: about the mission";
- mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000";
- mes ":: on the mission board.";
- mes ":: You've got a";
- mes ":: salutary experience.";
- erasequest .@quest;
- getexp .@exp[.@quest-4167],0;
- close;
- }
- }
- close;
- }
- mes "[86-90 Mission Board]";
- mes "There are several requests on this board.";
- next;
- switch(select("^8B4513Turtle Island^000000:^8B4513Clock Tower Dungeon^000000:^8B4513Expansion Towns^000000:^8B4513Other Regions^000000")) {
- case 1:
- mes "^8B4513Turtle Island^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFDragon Tail^000000:^0000FFSpring Rabbit^000000:^0000FFPest^000000")) {
- case 1: callsub L_Quest,4167,"Dragon Tail",76000,"µå·¡°ïÅ×ÀÏÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
- case 2: callsub L_Quest,4168,"Spring Rabbit",82000,"½ºÇÁ¸µ·¡ºøÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
- case 3: callsub L_Quest,4169,"Pest",82000,"Æ佺Ʈīµå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
- }
- case 2:
- mes "^8B4513Clock Tower Dungeon^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFBathory^000000:^0000FFAlarm^000000")) {
- case 1: callsub L_Quest,4170,"Bathory",72000,"¹Ù¼Ò¸®Ä«µå","The Clock Tower Dungeon is full of dangerous monsters.";
- case 2: callsub L_Quest,4171,"Alarm",76000,"¾Ë¶÷Ä«µå","The Clock Tower Dungeon is full of dangerous monsters.";
- }
- case 3:
- mes "^8B4513Expansion Cities^000000";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFBaba Yaga^000000:^0000FFYao Jun^000000:^0000FFFirelock Soldier^000000:^0000FFZipper Bear^000000")) {
- case 1: callsub L_Quest,4172,"Baba Yaga",72000,"","The witch Baba Yaga can be found in the outskirts of Moscovia.";
- case 2: callsub L_Quest,4173,"Yao Jun",117000,"Çý±ºÄ«µå","There are human-like monsters that roam around the dungeon in Louyang.";
- case 3: callsub L_Quest,4174,"Firelock Soldier",82000,"±¸½ÄÁ¶ÃѺ´Ä«µå","There are human-like monsters that roam around the dungeon in Amatsu.","s";
- case 4: callsub L_Quest,4175,"Zipper Bear",120000,"ÁöÆÛº£¾îÄ«µå","There are bear monsters swarming in the Kunlun dungeon.";
- }
- case 4:
- mes "[86-90 Mission Board]";
- mes "Here is a list of random requests to hunt monsters in other regions of Rune Midgard.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFGround Petite^000000:^0000FFRafflesia^000000:^0000FFVenomous^000000:^0000FFPitman^000000:^0000FFYellow Novus^000000")) {
- case 1: callsub L_Quest,4176,"Ground Petite",72000,"Áö»ó»Ú¶ìÄ«µå","There are dragon type monsters swarming the western region of Geffen.";
- case 2: callsub L_Quest,4177,"Rafflesia",72000,"¶óÇ÷¹½Ã¾ÆÄ«µå","There are plant type monsters infesting the fields of Lighthalzen.";
- case 3: callsub L_Quest,4178,"Venomous",72000,"º£³ë¸Ó½º","There are formless monsters floating around the fields of Einbroch.";
- case 4: callsub L_Quest,4179,"Pitman",86000,"Ç͸Ç","There are undead monsters pushing a cart around the fields and dungeons of Einbroch.";
- case 5: callsub L_Quest,4180,"Yellow Novus",80000,"¿»·Î¿ì³ë¹ö½º","There are yellow dragon type monsters terrorizing the fields of Hugel.";
- }
- }
- end;
-
-//callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"};
-L_Quest:
- .@quest1 = getarg(0);
- .@quest2 = .@quest1+31;
- .@playtime = questprogress(.@quest2,PLAYTIME);
- if (.@playtime == 1) {
- mes "[86-90 Mission Board]";
- mes "You need to wait 3 hours before you can take this mission again.";
- close;
- }
- .@hunting = questprogress(.@quest1,HUNTING);
- if (.@hunting == 1) {
- mes "[86-90 Mission Board]";
- mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?";
- close;
- } else if (.@hunting == 2) {
- mes "[86-90 Mission Board]";
- mes "You have completed the hunting.";
- mes "Please accept this reward as a compensation.";
- erasequest .@quest1;
- if (.@playtime) erasequest .@quest2;
- setquest .@quest2;
- getexp getarg(2),0;
- close;
- }/* else if (.@hunting == 3) {
-// recall_completequest .@quest1
- erasequest .@quest1;
- mes "[86-90 Mission Board]";
- mes "You have re-accepted the "+getarg(1)+" Hunting mission.";
- close;
- }*/ else {
- mes "[86-90 Mission Board]";
- mes getarg(4);
- next;
- if (getarg(3) != "") cutin getarg(3),3;
- mes "[86-90 Mission Board]";
- mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board.";
- next;
- if (getarg(3) != "") cutin getarg(3),255;
- if(select("I'll hunt them.:No thanks.") == 1) {
- mes "[86-90 Mission Board]";
- mes "When you have completed the mission, post it on this board and collect your reward.";
- if (.@playtime) erasequest .@quest2;
- setquest .@quest1;
- }
- close;
- }
-}
diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt
deleted file mode 100644
index ba3e8c479..000000000
--- a/npc/re/quests/eden/91-99.txt
+++ /dev/null
@@ -1,215 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [91 - 99]
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.3
-//===== File Encoding ========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 91 - 99.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Chilly]
-//= 1.1 Some little improvements here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//= 1.3 Updated to match the official script. [Euphy]
-//============================================================
-
-moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "Wait a minute!";
- mes "-You need to have an-";
- mes "-^4d4dff'Eden Group Mark'^000000-";
- mes "-to receive these missions.-";
- next;
- switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) {
- case 1:
- close;
- case 2:
- mes "::The Eden Group Missions";
- mes "::are basically missions";
- mes "::requested by";
- mes "::people from all around the kingdom.";
- mes "::We just categorize them.";
- next;
- mes "::In the Eden Group,";
- mes "::we sorted out the missions";
- mes "::according to the level of difficulty.";
- mes "::According to this level,";
- mes "::you can find";
- mes "::missions that";
- mes "::suit you.";
- next;
- mes "::When you are done,";
- mes "::you can come back";
- mes "::to the mission board.";
- next;
- mes "::Then you will be";
- mes "::rewarded!!";
- mes "::Simple, isn't it!!";
- mes "::No commission required!!";
- close;
- case 3:
- mes "::You can become a member";
- mes "::of the Eden Group";
- mes "::to ^0000FFLaime Evenor^000000,";
- mes "::who is waiting on the 1st floor.";
- next;
- mes "::If you become a member,";
- mes "::you will get an";
- mes "::\"^006400Eden Group Mark^000000\".";
- mes "::Then you will be able";
- mes "::to see the mission board.";
- close;
- }
- }
- if (BaseLevel < 91 || BaseLevel > 99) {
- // Quest IDs: 4181-4196
- // Quest cooldown IDs: 4212-4227
- setarray .@names$[0],
- "Solider","Freezer","Heater",
- "Injustice","Rybio","Dark Priest",
- "Stapo","Roween","Siroma",
- "Shinobi","Evil Nymph",
- "Deviruchi","Mineral","Kaho","Neraid","Disguise";
- setarray .@exp[0],
- 90000,94000,114000,
- 96000,96000,146000,
- 96000,102000,110000,
- 102000,108000,
- 110000,138000,118000,96000,134000;
- mes "You must be within level 91-99 to accept these missions.";
- for(.@quest = 4181; .@quest<=4196; ++.@quest) {
- .@hunting = questprogress(.@quest,HUNTING);
- if (.@hunting == 1) {
- next;
- mes ":: You cannot proceed in";
- mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000.";
- mes ":: The registration to the mission";
- mes ":: is cancelled.";
- erasequest .@quest;
- close;
- } else if (.@hunting == 2) {
- next;
- mes ":: You added information";
- mes ":: about the mission";
- mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000";
- mes ":: on the mission board.";
- mes ":: You've got a";
- mes ":: salutary experience.";
- erasequest .@quest;
- getexp .@exp[.@quest-4181],0;
- close;
- }
- }
- close;
- }
- mes "[91-99 Mission Board]";
- mes "There are several requests on this board.";
- next;
- switch(select("^8B4513Turtle Island^000000:^8B4513Glast Heim^000000:^8B4513Rachel / Veins^000000:^8B4513Expansion Cities^000000:^8B4513Other regions^000000")) {
- case 1:
- mes "^8B4513Turtle Island^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFSolider^000000:^0000FFFreezer^000000:^0000FFHeater^000000")) {
- case 1: callsub L_Quest,4181,"Solider",90000,"¼Ö¸®´õÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
- case 2: callsub L_Quest,4182,"Freezer",94000,"ÇÁ¸®ÀúÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
- case 3: callsub L_Quest,4183,"Heater",114000,"È÷ÅÍÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
- }
- case 2:
- mes "^8B4513Glast Heim^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFInjustice^000000:^0000FFRybio^000000:^0000FFDark Priest^000000")) {
- case 1: callsub L_Quest,4184,"Injustice",96000,"ÀÎÀú½ºÆ¼½ºÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
- case 2: callsub L_Quest,4185,"Rybio",96000,"¸®ºñ¿ÀÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
- case 3: callsub L_Quest,4186,"Dark Priest",146000,"´ÙÅ©ÇÁ¸®½ºÆ®Ä«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
- }
- case 3:
- mes "^8B4513Rachel / Veins^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFStapo^000000:^0000FFRoween^000000:^0000FFSiroma^000000")) {
- case 1: callsub L_Quest,4187,"Stapo",96000,"½ºÅÂÆ÷Ä«µå","There is a monster only found in ^8B4513Veins^000000.";
- case 2: callsub L_Quest,4188,"Roween",102000,"·Î¿ìÀ©Ä«µå","There is a monster only found in ^8B4513Rachel^000000.";
- case 3: callsub L_Quest,4189,"Siroma",110000,"½Ã·Î¸¶Ä«µå","There is a monster only found in ^8B4513Ice Dungeon^000000.";
- }
- case 4:
- mes "^8B4513Expansion Cities^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFShinobi^000000:^0000FFEvil Nymph^000000")) {
- case 1: callsub L_Quest,4190,"Shinobi",102000,"½Ã³ëºñÄ«µå","There is a monster only found in ^8B4513Amatsu Dungeon^000000.";
- case 2: callsub L_Quest,4191,"Evil Nymph",108000,"¿ä¼±³àÄ«µå","There is a monster only found in ^8B4513Kunlun Dungeon^000000.";
- }
- case 5:
- mes "Other Regions.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFDeviruchi^000000:^0000FFMineral^000000:^0000FFKaho^000000:^0000FFNeraid^000000:^0000FFDisguise^000000")) {
- case 1: callsub L_Quest,4192,"Deviruchi",110000,"µ¥ºñ·çÄ¡Ä«µå","There is a monster only found in ^8B4513Geffen Dungeon^000000.";
- case 2: callsub L_Quest,4193,"Mineral",138000,"¹Ì³×¶ö","There is a monster only found in ^8B4513Einbech Dungeon^000000.";
- case 3: callsub L_Quest,4194,"Kaho",118000,"īȣīµå","There is a monster found in ^8B4513Nogg Road Magma 1^000000.";
- case 4: callsub L_Quest,4195,"Neraid",96000,"³×·¹À̵åÄ«µå","There is a monster only found in ^8B4513Comodo Dungeon^000000.";
- case 5: callsub L_Quest,4196,"Disguise",134000,"µð½º°¡ÀÌÁîÄ«µå","There is a monster only found in ^8B4513Nifflheim^000000.";
- }
- }
- end;
-
-//callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"};
-L_Quest:
- .@quest1 = getarg(0);
- .@quest2 = .@quest1+31;
- .@playtime = questprogress(.@quest2,PLAYTIME);
- if (.@playtime == 1) {
- mes "[91-99 Mission Board]";
- mes "You need to wait 3 hours before you can take this mission again.";
- close;
- }
- .@hunting = questprogress(.@quest1,HUNTING);
- if (.@hunting == 1) {
- mes "[91-99 Mission Board]";
- mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?";
- close;
- } else if (.@hunting == 2) {
- mes "[91-99 Mission Board]";
- mes "You have completed the hunting.";
- mes "Please accept this reward as a compensation.";
- erasequest .@quest1;
- if (.@playtime) erasequest .@quest2;
- setquest .@quest2;
-
- // Job Experience calculation.
- if (JobLevel > 50 && JobLevel < 56) .@jexp = 67000;
- else if (JobLevel > 55 && JobLevel < 61) .@jexp = 94000;
- else if (JobLevel > 60 && JobLevel < 66) .@jexp = 141000;
- else if (JobLevel > 65 && JobLevel < 69) .@jexp = 212000;
- else if (JobLevel == 69) .@jexp = 311000;
-
- getexp getarg(2),.@jexp;
- close;
- }/* else if (.@hunting == 3) {
-// recall_completequest .@quest1
- erasequest .@quest1;
- mes "[91-99 Mission Board]";
- mes "You have re-accepted the "+getarg(1)+" Hunting mission.";
- close;
- }*/ else {
- mes "[91-99 Mission Board]";
- mes getarg(4);
- next;
- if (getarg(3) != "") cutin getarg(3),3;
- mes "[91-99 Mission Board]";
- mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board.";
- next;
- if (getarg(3) != "") cutin getarg(3),255;
- if(select("I'll hunt them.:No thanks.") == 1) {
- mes "[91-99 Mission Board]";
- mes "When you have completed the mission, post it on this board and collect your reward.";
- if (.@playtime) erasequest .@quest2;
- setquest .@quest1;
- }
- close;
- }
-}
diff --git a/npc/re/quests/eden/eden_common.txt b/npc/re/quests/eden/eden_common.txt
deleted file mode 100644
index b814c7ba1..000000000
--- a/npc/re/quests/eden/eden_common.txt
+++ /dev/null
@@ -1,406 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Common NPCs
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.8
-//===== Description: =========================================
-//= Eden Group Headquarter NPC's.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Removed showevent use, and use of duplicates.
-//= Commented out warps that should not be active.
-//= 1.2 Reduced 300+ copy-paste lines to 1 duplicated NPC. [Brian]
-//= 1.3 Some little optimization here and there. [Masao]
-//= 1.4 Updated to match the new Izlude Map. [Masao]
-//= 1.5 Added some missing Eden Group Teleport Officers. [Masao]
-//= 1.6 Added Izlude RE coordinates. [Euphy]
-//= 1.7 Added Malaya teleporter. [Euphy]
-//= 1.8 Updated to match the latest official script. [Euphy]
-//============================================================
-
-moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- mes "[Lime Evenor]";
- mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere.";
- mes "Hello. Can I help you?";
- next;
- while (1) {
- switch (select("What is Eden group?:Join the Eden Group.:Register new mission.:Search for missions.:Cancel.")) {
- case 1:
- mes "[Lime Evenor]";
- mes "Eden Group is a group that helps people who are suffering from distresses in Rune-Midgard.";
- next;
- mes "[Lime Evenor]";
- mes "If people need help, we put up the case on the bulletin board and introduce it to our members who are eager to help those in need.";
- next;
- mes "[Lime Evenor]";
- mes "Eden members will review the missions and help those who post them up.";
- mes "Members do these missions for rewards.";
- next;
- mes "[Lime Evenor]";
- mes "If you are not too familiar with Rune-Midgard, this is a great way to explore the world.";
- mes "Or, if you are mature enough, you can travel the world and make new friends while doing missions. Your honorable name will be spread out among lands.";
- next;
- break;
- case 2:
- if (countitem(6219) < 1) {
- mes "[Lime Evenor]";
- mes "You can be a Eden's member by simply registering with me.";
- mes "Would you like to join Eden Group?";
- next;
- switch (select("Yes, I want to join.:No, I don't want to join.")) {
- case 1:
- mes "[Lime Evenor]";
- mes "Aright. Excellent! Please write down your name here.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Are you done?";
- mes "Let me see.";
- next;
- mes "[Lime Evenor]";
- mes "Your name is ^3131FFBo"+.@input$+"Ba^000000...? Is that right?";
- mes "Huh? Isn't it??";
- next;
- emotion e_swt;
- mes "[Lime Evenor]";
- mes "Hmm, that isn't what you wrote?";
- mes "Ok, hmm, it seems a bit hard to read.";
- next;
- mes "[Lime Evenor]";
- mes "Would you please write your name again? Please write it ^3131FFClearly^000000.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Ah~ ha. You are ^3131FF"+strcharinfo(0)+"^000000.";
- mes "I got it right this time.";
- next;
- emotion e_no1;
- mes "[Lime Evenor]";
- mes "We already put your name on the list.";
- mes "Welcome to Eden's group new member!";
- next;
- mes "[Lime Evenor]";
- mes "Hopefully you can do great work as an Eden's member.";
- getitem 6219,1; //Para_Team_Mark
- next;
- break;
- case 2:
- mes "[Lime Evenor]";
- mes "Do you still have questions about Eden Group?";
- next;
- break;
- }
- } else {
- mes "[Lime Evenor]";
- mes "You are already a member of Eden Group.";
- next;
- }
- break;
- case 3:
- mes "[Lime Evenor]";
- mes "Do you want to register some missions that you want us to do?";
- next;
- if(select("Yes, I want to register.:No, I don't.") == 1) {
- mes "[Lime Evenor]";
- mes "Alrigh. Please write down your name on it.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "^3131FF"+strcharinfo(0)+"^000000.. Is that your name?";
- mes "Hmm, your handwriting is not clear. I can't read. it";
- next;
- mes "[Lime Evenor]";
- mes "^3131FF"+strcharinfo(0)+"^000000, tell me what you want to register. for";
- mes "Which map should we go to?";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "^3131FFMission Map: "+.@inputstr$+"^000000";
- mes "hum, I will note that.";
- next;
- mes "[Lime Evenor]";
- mes "Please let me know what kind of missions your are lookng for.";
- mes "It should be briefly like 'Hunt 10 Porings.'";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Are you done?";
- mes "Let me check.";
- next;
- mes "[Lime Evenor]";
- mes "Huh...........";
- next;
- mes "[Lime Evenor]";
- mes "Hum.. huh??..................";
- next;
- emotion e_dots;
- mes "[Lime Evenor]";
- mes "I think you should complete one of our missions first before you take up a new mission.";
- next;
- emotion e_pif;
- mes "[Lime Evenor]";
- mes "^3131FFClient: Lime Evenor^000000";
- mes "^3131FFMission: Practice your handwriting for one month.^000000";
- mes "You've got really bad penmanship!";
- next;
- mes "[Lime Evenor]";
- mes "^3131FFMission:"+.@input$+"^000000";
- mes "Anyway, you are done registering for a new mission.";
- next;
- mes "[Lime Evenor]";
- mes "Missions are fully booked. You have to wait for an spot to clear up.";
- mes "Please kindly wait until your turn.";
- next;
- }
- break;
- case 4:
- if (countitem(6219) > 0) {
- mes "[Lime Evenor]";
- mes "Would like to try some missions as an Eden member?";
- next;
- mes "[Lime Evenor]";
- mes "Check the right side of the bulletin board, there are various kinds of missions waiting for you.";
- mes "Please carefully read the mission list and the qualifications and choose one of them.";
- next;
- }
- else {
- mes "[Lime Evenor]";
- mes "You need to join Eden Group first if you want to do some missions.";
- close;
- }
- break;
- case 5:
- mes "[Lime Evenor]";
- mes "If you have any questions please come back again.";
- close;
- }
- }
- close;
-}
-
-- script Eden Teleport Officer#0::eto -1,{
- mes "[Eden Teleport Officer]";
- mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!";
- mes "Eden group is here to help you and will show you the great future.";
- next;
- mes "[Eden Teleport Officer]";
- mes "You have nothing to do but waste your time?";
- mes "You are eager to do something good but no one offers you work?";
- mes "Would you like to be a problem solver?";
- mes "Eden group is here to solve your problem.";
- next;
- switch (select("Move to Eden Group.:Don't want to talk anymore.")) {
- case 1:
- mes "[Eden Teleport Officer]";
- mes "Let's go to our secret base!";
- nak_warp = strnpcinfo(2);
- close2;
- warp "moc_para01",31,14;
- end;
- case 2:
- mes "[Eden Teleport Officer]";
- mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?";
- close;
- }
-}
-prontera,124,76,3 duplicate(eto) Eden Teleport Officer#1 4_F_NOVICE
-moc_ruins,68,164,3 duplicate(eto) Eden Teleport Officer#2 4_F_NOVICE
-geffen,132,66,3 duplicate(eto) Eden Teleport Officer#3 4_F_NOVICE
-alberta,124,67,3 duplicate(eto) Eden Teleport Officer#4 4_F_NOVICE
-aldebaran,133,119,5 duplicate(eto) Eden Teleport Officer#5 4_F_NOVICE
-izlude_in,68,162,1 duplicate(eto) Eden Teleport Officer#6 4_F_NOVICE
-prt_church,103,78,3 duplicate(eto) Eden Teleport Officer#7 4_F_NOVICE
-geffen_in,160,104,5 duplicate(eto) Eden Teleport Officer#8 4_F_NOVICE
-moc_prydb1,53,126,3 duplicate(eto) Eden Teleport Officer#9 4_F_NOVICE
-alberta_in,75,39,3 duplicate(eto) Eden Teleport Officer#10 4_F_NOVICE
-payon_in02,58,58,1 duplicate(eto) Eden Teleport Officer#11 4_F_NOVICE
-payon,177,111,3 duplicate(eto) Eden Teleport Officer#12 4_F_NOVICE
-que_ng,33,73,3 duplicate(eto) Eden Teleport Officer#13 4_F_NOVICE
-que_ng,144,161,5 duplicate(eto) Eden Teleport Officer#14 4_F_NOVICE
-yuno,144,189,5 duplicate(eto) Eden Teleport Officer#15 4_F_NOVICE
-rachel,125,144,3 duplicate(eto) Eden Teleport Officer#16 4_F_NOVICE
-comodo,202,151,4 duplicate(eto) Eden Teleport Officer#17 4_F_NOVICE
-hugel,93,153,4 duplicate(eto) Eden Teleport Officer#18 4_F_NOVICE
-veins,220,109,4 duplicate(eto) Eden Teleport Officer#19 4_F_NOVICE
-einbroch,250,211,4 duplicate(eto) Eden Teleport Officer#20 4_F_NOVICE
-lighthalzen,164,86,4 duplicate(eto) Eden Teleport Officer#21 4_F_NOVICE
-amatsu,100,145,5 duplicate(eto) Eden Teleport Officer#22 4_F_NOVICE
-ayothaya,221,191,3 duplicate(eto) Eden Teleport Officer#23 4_F_NOVICE
-louyang,224,107,3 duplicate(eto) Eden Teleport Officer#24 4_F_NOVICE
-gonryun,162,122,5 duplicate(eto) Eden Teleport Officer#25 4_F_NOVICE
-moscovia,209,197,5 duplicate(eto) Eden Teleport Officer#26 4_F_NOVICE
-brasilis,191,224,3 duplicate(eto) Eden Teleport Officer#27 4_F_NOVICE
-dewata,192,193,5 duplicate(eto) Eden Teleport Officer#28 4_F_NOVICE
-morocc,161,97,5 duplicate(eto) Eden Teleport Officer#29 4_F_NOVICE
-izlude,131,148,4 duplicate(eto) Eden Teleport Officer#30 4_F_NOVICE
-izlude_a,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_a 4_F_NOVICE
-izlude_b,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_b 4_F_NOVICE
-izlude_c,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_c 4_F_NOVICE
-izlude_d,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_d 4_F_NOVICE
-umbala,105,158,3 duplicate(eto) Eden Teleport Officer#31 4_F_NOVICE
-malaya,238,206,6 duplicate(eto) Eden Teleport Officer#32 4_F_NOVICE
-
-moc_para01,30,10,0 script #eden_out WARPNPC,1,1,{
-OnTouch:
- switch (nak_warp) {
- case 1: warp "prontera",116,72; end;
- case 2: warp "moc_ruins",64,161; end;
- case 3: warp "geffen",120,39; end;
- case 4: warp "alberta",117,56; end;
- case 5: warp "aldebaran",168,112; end;
- case 6: warp "izlude_in",73,165; end;
- case 7: warp "prt_church",99,78; end;
- case 8: warp "geffen_in",162,99; end;
- case 9: warp "moc_prydb1",51,118; end;
- case 10: warp "alberta_in",73,43; end;
- case 11: warp "payon_in02",64,60; end;
- case 12: warp "payon",161,58; end;
- case 13: warp "que_ng",33,63; end;
- case 14: warp "que_ng",144,166; end;
- case 15: warp "yuno",158,125; end;
- case 16: warp "rachel",115,125; end;
- case 17: warp "comodo",192,145; end;
- case 18: warp "hugel",88,148; end;
- case 19: warp "veins",216,104; end;
- case 20: warp "einbroch",246,204; end;
- case 21: warp "lighthalzen",159,95; end;
- case 22: warp "amatsu",110,150; end;
- case 23: warp "ayothaya",217,178; end;
- case 24: warp "louyang",217,103; end;
- case 25: warp "gonryun",155,120; end;
- case 26: warp "moscovia",218,198; end;
- case 27: warp "brasilis",190,220; end;
- case 28: warp "dewata",192,182; end;
- case 29: warp "morocc",161,97; end;
- case 30: warp "izlude",134,118; end; // Old coordinates: (127,142)
- case 31: warp "umbala",94,154; end;
- case 32: warp "malaya",234,199; end;
- default: warp "prontera",116,72; end;
- }
- end;
-}
-
-moc_para01,47,39,3 script #warp_2_pass HIDDEN_NPC,{
- if (countitem(6219) > 0) {
- mes "[Lime Evenor]";
- mes "Oh, it is an exclusive place only for Eden's members.";
- mes "If you are a member, you can come whenever you want!";
- next;
- switch (select("Enter.:Don't Enter.")) {
- case 1:
- mes "This door is beautifully decorated but seems a little bit too heavy.";
- close2;
- warp "moc_para01",106,14;
- end;
- case 2:
- mes "[Lime Evenor]";
- mes "Well, if you are not interested.";
- close;
- }
- }
- mes "[Lime Evenor]";
- mes "Oh, this is an exclusive place for Eden's members only.";
- mes "If you want to go inside, you have to join the Eden Group.";
- close;
-}
-
-moc_para01,16,22,7 script Old Adventurer#eden 4_M_HUMERCHANT,{
- mes "[Old Adventurer]";
- mes "Harsh, I am strong enough even if I look old! What is his name? Lime Evenor? He just ignores me like I am a some kind of old senile bastard.";
- next;
- mes "[Old Adventurer]";
- mes "I came here to join the Eden group! I don't deserve this!";
- mes "Do you also think I look like I'm senile?";
- close;
-}
-
-moc_para01,182,48,3 script Eden's Chief#eden 4_COOK,{
- .@eggf = rand(1,118);
- .@eggf_1 = .@eggf + 1;
- .@eggf_2 = .@eggf + 2;
- .@eggf_6 = .@eggf + 6;
- mes "[Eden's Chief]";
- mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "Oh, Shoot! How many eggs have I done?";
- mes "Aww!!! I totally forgot! I have to count again!";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "Why have you asked me to do this? What kind of mission is that?";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "What are you going to with all of those fried eggs? I am sure you can't eat all of them. You just want to bother me, right?";
- close;
-}
-
-moc_para01,172,28,5 script Eden's Intern#eden 4_M_ALCHE_D,{
- mes "[Eden's Intern]";
- mes "Actually, I realized that.";
- next;
- mes "[Eden's Intern]";
- mes "We have to work really hard unless you want to fail.";
- next;
- mes "[Eden's Intern]";
- mes "But, I have never learned about pharmaceuticals yet.";
- next;
- mes "[Eden's Intern]";
- mes "I'm going to fail. I can't do this.";
- close;
-}
-
-moc_para01,20,35,5 script Office Assistant Neede 4_F_CHNDOCTOR,{
- mes "[Neede]";
- mes "I became a Eden's member several years ago, but it feels like it was yesterday.";
- mes "I have been doing lots of work, so I didn't even notice how many years I spent here.";
- next;
- mes "[Neede]";
- mes "It reminds me that it was like a war everyday.";
- next;
- mes "[Neede]";
- mes "The chief of ^3131FFthe restaurant on the right side^000000";
- mes "uses too much seasoning every time he cooks, the smell is all over the lobby. We have to open the window regularly because we can't stand the smell!";
- next;
- mes "[Neede]";
- mes "And, do you see the ^3131FFgymnasium^000000 on the cross of ^3131FFthe north side of the lobby^000000? They always shout when they exercise, I can even hear them from here!";
- next;
- emotion e_ag;
- mes "[Neede]";
- mes "Besides, the weird girl from ^3131FFthe second floor^000000 is crying all the time. Her cries drive me crazy.";
- next;
- mes "[Neede]";
- mes "Ah, that weird girl is actually our boss...";
- next;
- mes "[Neede]";
- mes "I don't know what she has been up to. But she cries and shouts all the time. Oh, sometimes I hear 'Bang!', loud booming sounds... I don't know where it came from.";
- next;
- emotion e_omg;
- mes "[Neede]";
- mes "Wait!";
- mes "Shh! It is a secret, you can't tell anybody!";
- next;
- mes "[Neede]";
- emotion e_sigh;
- mes "I don't trust Evenor. She never shows her feelings... she's going to snitch on me to my boss.";
- next;
- emotion e_pif,0,"Secretary Lime Evenor";
- mes "[Lime Evenor]";
- mes "I am not that kind of guy.";
- next;
- emotion e_wah;
- mes "[Neede]";
- mes "Huh? Did you hear that? Gosh~!";
- close;
-}
diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt
deleted file mode 100644
index 3236313f3..000000000
--- a/npc/re/quests/eden/eden_iro.txt
+++ /dev/null
@@ -1,834 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden iRO NPCs
-//===== By: ==================================================
-//= -SkittleNugget-
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Eden scripts custom to iRO (disabled by default).
-//= You may need iRO's data.grf to view some of the items.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Edited and added more NPCs, lots of placeholders. [Euphy]
-//= 1.2 Added Mail Annex Station scripts, commented out. [Euphy]
-//============================================================
-
-// Acolyte Warper (part of other/acolyte_warp.txt)
-//============================================================
-moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{
- mes "[Aperture]";
- mes "Hello there, adventurer.";
- mes "I've been studying magic from all over Rune-Midgard to upgrade what I believe to be one of the greatest skills available to the acolyte class.";
- next;
- mes "[Aperture]";
- mes "I am the one and only Acolyte that has attained the Level 10 Warp Portal skill!";
- emotion e_dots,1;
- next;
- mes "[Aperture]";
- mes "That's right! And...";
- mes "I promise you that I don't forget locations that I have already memorized.";
- mes "One day I will level up my skills to warp to wherever I please~";
- next;
- mes "[Aperture]";
- mes "I am willing to warp you to the many locations that I have memorized for a small fee.";
- mes "Would you like to use this service?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Aperture]";
- mes "Where would you like to go to?";
- mes "I wish you goodluck on your journey.";
- next;
-
- setarray .@towns$[0], "Prontera", "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al De Baran", "Comodo", "Umbala", "Juno", "Einbroch", "Lighthalzen", "Hugel", "Rachel";
- setarray .@cost[0], 600, 600, 1200, 1200, 1200, 1800, 2200, 2200, 2200, 1800, 2200, 2200, 2200, 2200;
-
- .@size = getarraysize(.@towns$);
- for(.@i = 0; .@i<.@size; ++.@i)
- .@menu$ += .@towns$[.@i]+" -> "+.@cost[.@i]+"z:";
- .@i = select(.@menu$+"Cancel")-1;
- if (.@i == .@size) {
- mes "[Aperture]";
- mes "Come back when you need a warp.";
- close;
- }
- if (Zeny < .@cost[.@i]) {
- mes "[Aperture]";
- mes "I'm sorry, but you don't have";
- mes "enough zeny for the Teleport";
- mes "Service. The fee to teleport";
- mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny.";
- close;
- }
- specialeffect2 EF_READYPORTAL;
- specialeffect2 EF_TELEPORTATION;
- specialeffect2 EF_PORTAL;
- next;
- Zeny -= .@cost[.@i];
- switch(.@i) {
- case 0: warp "prontera",116,72; break;
- case 1: warp "izlude",128,98; break;
- case 2: warp "geffen",120,39; break;
- case 3: warp "payon",161,58; break;
- case 4: warp "morocc",156,46; break;
- case 5: warp "alberta",117,56; break;
- case 6: warp "aldebaran",168,112; break;
- case 7: warp "comodo",209,143; break;
- case 8: warp "umbala",100,154; break;
- case 9: warp "yuno",158,125; break;
- case 10: warp "einbroch",67,195; break;
- case 11: warp "lighthalzen",159,90; break;
- case 12: warp "hugel",98,150; break;
- case 13: warp "rachel",119,135; break;
- }
- close;
- case 2:
- mes "[Aperture]";
- mes "Come back when you need a warp.";
- close;
- }
-}
-
-// Carrot & Red Potion Traders
-//============================================================
-moc_para01,166,51,3 script Phelix#edco 4_M_03,{
- mes "[Phelix]";
- mes "Oh... I see from that look that you want me to work and give you Meat and Carrots...";
- mes "Well my friend Izaac here has some Red Potions with him, but I only have some Carrots.";
- mes "So I can trade you ^0000CC1 Carrot for 3 Jellopy^000000.";
- next;
- mes "[Phelix]";
- mes "If you're interested in my offer, get me the Jellopies I mentioned.";
- next;
- select("Carrots please.");
- mes "[Phelix]";
- mes "Alright, let's see what ya got...";
- next;
- if (countitem(909) < 3) {
- mes "[Phelix]";
- mes "Hmm, look dude, I said 3 Jellopies for 1 Carrot... got it?";
- close;
- }
- mes "[Phelix]";
- mes "Not too bad...";
- mes "How many do you want?";
- next;
- switch(select("As many as I can get, please.:I want to choose.:Never mind, I like my Jellopy.")) {
- case 1:
- .@amount = countitem(909) / 3;
- break;
- case 2:
- .@available = countitem(909) / 3;
- mes "[Phelix]";
- mes "How many do you want?";
- mes "^ff0000You have enough for up to " + .@available + " Carrots.^000000";
- input .@input;
- next;
- if (.@input < 1 || .@input > 10000) {
- mes "[Phelix]";
- mes "Don't want to deal? Fair enough...";
- close;
- }
- if (.@input > .@available) {
- mes "[Phelix]";
- mes "Dude, I said for every 3 Jellopy I'll give you 1 Carrot.";
- close;
- }
- .@amount = .@input;
- break;
- case 3:
- mes "[Phelix]";
- mes "Don't bother me if you don't want to trade.";
- close;
- }
- if (checkweight(515,.@amount) == 0) {
- mes "[Phelix]";
- mes "You are overweight.";
- close;
- }
- mes "[Phelix]";
- mes "There you go~! As I promised.";
- mes "Try not to stuff yer face.";
- delitem 909,.@amount*3; //Jellopy
- getitem 515,.@amount; //Carrot
- end;
-}
-
-moc_para01,163,51,7 script Izaac#edco 4_M_04,{
- mes "[Izaac]";
- mes "Good day!";
- mes "Have you collected any weird stuff from monsters?";
- mes "I want things like Jellopy, Fluff, Shell, Feather of Birds, Tree Root, Worm Peelings, and Chrysalis.";
- mes "I need those for something.";
- next;
- mes "[Izaac]";
- mes "Of course, I won't ask you to give me that stuff for free. What if I traded the following for ^CC00001 Red Potion^000000:";
- mes "^00CC005 Shell^000000";
- mes "^0000CC10 Fluff^000000";
- mes "^00CC0010 Jellopy^000000";
- mes "^0000CC6 Tree Root^000000";
- mes "^00CC001 Worm Peeling^000000";
- mes "^0000CC7 Feather of Birds^000000";
- mes "^00CC006 Chrysalis^000000";
- next;
- switch(select("Sure!:I think it's a rip-off!:No, thanks.")) {
- case 1:
- mes "[Izaac]";
- mes "So which items do";
- mes "you want to bring me?";
- next;
-
- setarray .@items[0], 935, 914, 909, 902, 955, 916, 915;
- setarray .@count[0], 5, 10, 10, 6, 1, 7, 6;
-
- .@size = getarraysize(.@items);
- for(.@i = 0; .@i<.@size; ++.@i)
- .@menu$ += getitemname(.@items[.@i])+":";
- .@select = select(.@menu$+"Cancel")-1;
- if (.@select == .@size) {
- mes "[Izaac]";
- mes "Sure~";
- mes "No problem.";
- close;
- }
- .@item = .@items[.@select];
- .@item$ = getitemname(.@item);
- .@price = .@count[.@select];
-
- if (countitem(.@item) < .@price) {
- mes "[Izaac]";
- mes "Hey, where's all";
- mes "that "+.@item$+" that";
- mes "you promised me?";
- mes "Give me "+.@item$+"!";
- close;
- }
- mes "[Izaac]";
- mes "Okay, let me check";
- mes "how much "+.@item$;
- mes "you have on you.";
- mes "Hmm...";
- next;
- .@amount = countitem(.@item) / .@price;
- .@trade_amount = .@amount * .@price;
- mes "[Izaac]";
- mes "You have";
- mes "a total of "+countitem(.@item)+" "+.@item$+"...";
- mes "For all those, I can give you";
- mes "a total of "+.@amount+" Red Potion(s).";
- next;
- mes "[Izaac]";
- mes "What do you say?";
- mes "Do we have a deal?";
- next;
- if(select("Deal.:No deal.") == 2) {
- mes "[Izaac]";
- mes "Huh~";
- mes "Alright.";
- mes "Though are";
- mes .@item$ + " more useful";
- mes "to an adventurer like you?";
- close;
- }
- if (checkweight(501,.@amount) == 0) { //custom check
- mes "[Izaac]";
- mes "You are overweight.";
- close;
- }
- delitem .@item,.@trade_amount;
- getitem 501,.@amount; //Red_Potion
- mes "[Izaac]";
- mes "There you go!";
- mes "Check how many "+.@item$;
- mes "I've given you, it should be good.";
- mes "Thanks, that was a good deal~";
- close;
- case 2:
- mes "[Izaac]";
- mes "A rip-off...?";
- mes "If you check the market value";
- mes "of the items being traded, I'm actually the one getting";
- mes "ripped off here.";
- close;
- case 3:
- mes "[Izaac]";
- mes "Alright, No problem.";
- mes "But come back to me if you change your mind.";
- close;
- }
-}
-
-// Safe to 7 Certificate Exchanger
-//============================================================
-moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{
- mes "[Eve Natalia]";
- mes "So I'm in town for a while to see if I can strike up some commerce with MVP hunters!";
- mes "I'm willing to take some MVP gear and give you these upgrade Certificates I have in exchange;";
- mes "if things go well enough I'll open up further business opportunities!";
- next;
- mes "[Eve Natalia]";
- mes "So do you have any of the gears I'm looking for to get some random Safe to 7 Certificates?";
- next;
- switch(select("What gear?:Yes I am!:Never mind.")) {
- case 1:
- mes "[Eve Natalia]";
- mes "Nidhoggur's Shadow Garb 4 Random Safe to 7 Certificates";
- mes "Valkyrja's Shield 4 Random Safe to 7 Certificates";
- mes "Valkyrian Armor 5 Random Safe to 7 Certificates";
- mes "Diabolus Robe 5 Random Safe to 7 Certificates";
- mes "Diabolus Armor 2 Random Safe to 7 Certificates";
- mes "Diabolus Boots 2 Random Safe to 7 Certificates";
- mes "Diabolus Manteau 4 Random Safe to 7 Certificates";
- mes "Twin Edge of Naght Sieger Blue 2 Random Safe to 7 Certificates";
- mes "Twin Edge of Naght Sieger Red 2 Random Safe to 7 Certificates";
- close;
- case 2:
- mes "[Eve Natalia]";
- mes "I'm going to ask you which piece of gear you want to trade in, please verify that the 1st one in your inventory is one you want to give up.";
- mes "^CC0000So if it is carded, upgraded, enchanted etc, you should put it in storage before we continue.^000000";
- next;
- .@i = select("Wait a minute:Nidhoggur's Shadow Garb 4:Valkyrja's Shield 4:Valkyrian Armor 5:Diabolus Robe 5:Diabolus Armor 2:Diabolus Boots 2:Diabolus Manteau 4:Twin Edge of Naght Sieger Blue 2:Twin Edge of Naght Sieger Red 2")-2;
- if (.@i == -1)
- break;
-
- setarray .@items[0], 2554, 2115, 2357, 2374, 2375, 2433, 2537, 13412, 13413;
- setarray .@tickets[0], 4, 4, 5, 5, 2, 2, 4, 2, 2;
-
- .@item = .@items[.@i];
- .@amount = .@tickets[.@i];
-
- mes "[Eve Natalia]";
- mes "I see you have "+countitem(.@item)+" "+getitemname(.@item)+".";
- mes "So do you want to trade the 1st one in your inventory for ^00CC00"+.@amount+" Random Safe to 7 Certificates^000000?";
- mes "Tell me '1' if you do, or '0' to cancel.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 1) {
- mes "[Eve Natalia]";
- mes "It is a 0 or 1, it can't be that difficult.";
- close;
- } else if (.@input == 0) {
- mes "[Eve Natalia]";
- mes "It's best to be sure before trading, have a good day.";
- close;
- }
- if (countitem(.@item) == 0) {
- mes "[Eve Natalia]";
- mes "You don't even have 1... stop wasting my time.";
- close;
- }
- mes "[Eve Natalia]";
- mes "Oh perfect, you get ^CC0000" + .@amount + "^000000 Safe to 7 Certificates!";
- delitem .@item,1;
- for(.@i = 0; .@i<.@amount; ++.@i) {
- // Note: iRO lists item 6235 as "Safe to 7 Headgear Certificate", but it's Guarantee_Armor_6Up in our database.
- if (rand(2))
- getitem 6230,1; //Guarantee_Weapon_7Up
- else
- getitem 6234,1; //Guarantee_Armor_7Up
- }
- close;
- case 3:
- break;
- }
- mes "[Eve Natalia]";
- mes "Fair enough, if you have business with me in the future don't be shy!";
- close;
-}
-
-// Bubble Gum & Battle Manual Exchanger
-//============================================================
-moc_para01,48,184,2 script Gum & Manual Exchanger 2_DROP_MACHINE,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "You're carrying too many items right now.";
- close;
- }
- mes "[Trader Machine]";
- mes "Insert Bubble Gums and/or Battle Manuals to trade for higher efficiency Gums and Manuals.";
- next;
- mes "[Trader Machine]";
- mes "Exchange rate:";
- mes "2 Bubble Gum -> 1 HE Bubble Gum";
- mes "2 Battle Manual -> 1 HE Battle Manual";
- mes "4 HE Battle Manual -> 1 Battle Manual X3";
- mes "3 Thick Battle Manual -> 2 Battle Manual X3";
- mes "What would you like to exchange for?";
- next;
- switch(select("HE Bubble Gum:HE Battle Manual:1 Battle Manual X3:2 Battle Manual X3:1 Costume Corsair:Nothing")) {
- case 1:
- callsub L_Exchange,12210,2,12412,1;
- break;
- case 2:
- callsub L_Exchange,12208,2,12411,1;
- break;
- case 3:
- callsub L_Exchange,12411,4,14545,1;
- break;
- case 4:
- callsub L_Exchange,12312,3,14545,2;
- break;
- case 5:
- mes "[Trader Machine]";
- mes "I can give you 1 Battle Manual X3 for 1 Costume Corsair.";
- next;
- if (countitem(19619) == 0) {
- mes "[Trader Machine]";
- mes "You don't have a Costume Corsair hat to make that trade.";
- close;
- }
- next;
- if(select("Yes, give it to me!:No, wait not yet.") == 2)
- close;
- // Unofficial dialogue.
- mes "[Trader Machine]";
- mes "You place the required items into the machine...";
- next;
- mes "[Trader Machine]";
- mes "The Machine has given you an item in return!";
- delitem 19619,1; //C_Corsair
- getitem 14545,1; //Battle_Manual_X3
- close;
- case 6:
- close;
- }
-
-//callsub L_Exchange,<Insert Item>,<Amount>,<Return Item>,<Amount>
-L_Exchange:
- mes "[Trader Machine]";
- mes "How many "+getitemname(getarg(2))+" do you want?";
- mes "I can give you up to 60.";
- mes "Type 0 to cancel.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Trader Machine]";
- mes "Cancelled.";
- close;
- } else if (.@amount < 0 || .@amount > 60) {
- mes "[Trader Machine]";
- mes "I said only 60 max.";
- close;
- }
- mes "[Trader Machine]";
- mes "That's a total of " + .@amount + " " + getitemname(getarg(2)) + ".";
- mes "Is this correct?";
- next;
- if(select("Yes, give them to me!:No, wait not yet.") == 2)
- close;
- .@cost = getarg(1) * .@amount;
- .@total_amount = getarg(3) * .@amount;
- if (countitem(getarg(0)) < .@cost) {
- mes "[Trader Machine]";
- mes "You don't have enough "+getitemname(getarg(0))+" to make that trade.";
- close;
- }
- delitem getarg(0),.@cost;
- getitem getarg(2),.@total_amount;
- close;
-}
-
-// Merry Badger
-//============================================================
-moc_para01,13,22,4 script Merry Badger#xch 882,{
- mes "[Merry Badger]";
- mes "Hello there! I'm Merry Badger and I was hired to exchange the ^00CC00Eden Merit Badges^000000!";
- next;
- mes "[Merry Badger]";
- mes "I can take your Merit Badges and give you some useful stuff, or I can take some of your stuff and give you some Eden Merit Badges.";
- mes "As I get more authorization I can offer more things to trade with you, so definitely keep me in mind when visiting the Eden Group.";
- next;
- switch (select("Redeem Badges:Trade in FOR badges:Exchange Rates:15 Job Manuals - 1 JM Box")) {
- case 1:
- while (true) {
- mes "[Merry Badger]";
- mes "Sure thing, I have several options currently for your badges!";
- next;
- switch(select("This week's Special:2 EMB for 10 KVM Badge:2 EMB for 10 Bravery Medals:2 EMB for 10 Valor Medals:5 EMB for 5 Medium Life Potion:5 EMB for 5 Life Insurance:5 EMB for 5 Token of Siegfried:7 EMB for 1 Job Battle Manual:8 EMB for 1 Reset Stone:Nothing Now")){
- case 1:
- if (countitem(Para_Logro_Badge) < 3) {
- mes "[Merry Badger]";
- mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
- next;
- continue;
- }
- mes "[Merry Badger]";
- mes "Ok, I have a special for 3 Merit Badges. This week I'll give you ^00CC0040 Light Granule^000000, ^0066CC40 Gun Powder^000000, ^00CC003 Izidor^000000, ^0066CC10 Prickly Fruit^000000, ^00CC001 Mandragora Flowerpot^000000, and ^0066CC3 Elder Branch^000000.";
- next;
- if (select("Yes:No") != 1) {
- mes "[Merry Badger]";
- mes "I understand, let's see if you'd like something different!";
- next;
- continue;
- }
- if (countitem(Para_Logro_Badge) < 3) {
- mes "[Merry Badger]";
- mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
- next;
- continue;
- }
- delitem Para_Logro_Badge,3; //Para_Logro_Badge
- getitem Light_Granule,40; //Light_Granule
- getitem Gun_Power,40; //Gun_Power
- getitem Izidor,3; //Izidor
- getitem Prickly_Fruit,10; //Prickly_Fruit
- getitem Mandragora_Flowerpot,1; //Mandragora_Flowerpot
- getitem Elder_Branch,3; //Elder_Branch
- mes "[Merry Badger]";
- mes "There you go! What else would you like?";
- break;
- case 2:
- callsub L_Exchange,2,KVM_Badge,10; //KVM_Badge
- break;
- case 3:
- callsub L_Exchange,2,BF_Badge1,10; //BF_Badge1
- break;
- case 4:
- callsub L_Exchange,2,BF_Badge2,10; //BF_Badge2
- break;
- case 5:
- callsub L_Exchange,5,Med_Life_Potion,5; //Med_Life_Potion
- break;
- case 6:
- callsub L_Exchange,5,Insurance,5; //Insurance
- break;
- case 7:
- callsub L_Exchange,5,Token_Of_Siegfried,5; //Token_Of_Siegfried
- break;
- case 8:
- callsub L_Exchange,7,Job_Manual50,1; //Job_Manual50
- break;
- case 9:
- callsub L_Exchange,8,Premium_Reset_Stone,1; //Premium_Reset_Stone
- break;
- case 10:
- mes "[Merry Badger]";
- mes "Wonderful!";
- mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
- close;
- }
- next;
- }
- end;
- case 2:
- mes "[Merry Badger]";
- mes "I have a limited selection as of right now, but here is what I can offer to get 1 Eden Merit Badge!";
- next;
- if (select("Etc Items:Cancel") != 1) {
- mes "[Merry Badger]";
- mes "Well that is OK, if you want to see what I offer just ask!";
- close;
- }
- while (true) {
- if (select("5x Old Purple Box:Nothing") != 1) {
- mes "[Merry Badger]";
- mes "Wonderful!";
- mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
- close;
- }
- mes "[Merry Badger]";
- if (countitem(Old_Violet_Box) < 5) {
- mes "You don't have enough of that to get 1 Eden Merit Badge. Lets start over!";
- } else {
- mes "Wonderful, what else do you want?"; //custom dialogue
- delitem Old_Violet_Box,5; //Old_Violet_Box
- getitem Para_Logro_Badge,1; //Para_Logro_Badge
- }
- next;
- }
- end;
- case 3:
- mes "[Merry Badger]";
- mes "This is what I'll give you for your ^00CC00Eden Merit Badges^000000!";
- mes "Ok, I have a special for 3 Merit Badges. This week I'll give you ^00CC0040 Light Granule^000000, ^0066CC40 Gun Powder^000000, ^00CC003 Izidor^000000, ^0066CC10 Prickly Fruit^000000, ^00CC001 Mandragora Flowerpot^000000, and ^0066CC3 Elder Branch^000000.";
- mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x KVM Badge^000000";
- mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x Bravery Medals^000000";
- mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x Valor Medals^000000";
- mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Medium Life Potion^000000";
- mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Life Insurance^000000";
- mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Token Of Siegfried^000000";
- mes "^00CC007 Eden Merit Badges^000000 = ^0066CC1x Job Battle Manual^000000";
- mes "^00CC008 Eden Merit Badges^000000 = ^0066CC1x Reset Stone^000000";
- next;
- mes "[Merry Badger]";
- mes "This is what you can give me to get ^00CC001 Eden Merit Badge^000000!";
- mes "^0066CC5x Old Purple Box^000000";
- close;
- case 4:
- mes "[Merry Badger]";
- mes "I was strong armed into giving this, but you are worth it!";
- mes "Do you want to exchange 15 Job Manuals to get 1 Tradable box of 10 Job Manuals?";
- mes "I know 15 does not equal 10, but boxes are expensive you know.";
- next;
-
- //custom dialogue below
- if (select("Yes:No") != 1) {
- mes "[Merry Badger]";
- mes "Wonderful!";
- mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
- close;
- }
- if (countitem(Job_Manual50) < 15) {
- mes "[Merry Badger]";
- mes "You don't have 15 or more Job Manuals to get 1 Box!";
- close;
- }
- mes "[Merry Badger]";
- mes "Wonderful, what else do you want?";
- delitem Job_Manual50,15; //Job_Manual50
- getitem Job_Manual50_Box,1; //Job_Manual50_Box
- close;
- }
- end;
-
-//callsub L_Exchange,<badge cost>,<item id>,<amount>;
-L_Exchange:
- mes "[Merry Badger]";
- mes "Ok, I can give you ^ff0000"+getitemname(getarg(1))+"^000000 for ^0066CC"+getarg(0)+" of your Eden Merit Badge(s)^000000.";
- mes "Do you want to?";
- next;
- if (select("Yes:No") != 1) {
- mes "[Merry Badger]";
- mes "I understand, let's see if you'd like something different!";
- return;
- }
- if (countitem(Para_Logro_Badge) < getarg(0)) {
- mes "[Merry Badger]";
- mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
- return;
- }
- mes "[Merry Badger]";
- mes "There you go! What else would you like?";
- delitem Para_Logro_Badge, getarg(0); //Para_Logro_Badge
- getitem getarg(1),getarg(2);
- return;
-}
-
-
-// Kafra Stacker
-//============================================================
-moc_para01,41,169,2 script Kafra Stacker#eden 4_M_ALCHE_B,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too much weight in items. -";
- mes "- Please come back later -";
- mes "- after you put some into Kafra storage. -";
- close;
- }
- mes "[Toma]";
- mes "I can take your non-stacking Kafra Consumables";
- mes "and make them fit neatly into stacks!";
- next;
- mes "[Toma]";
- mes "Please understand that I can";
- mes "only stack 10 groups at a time";
- mes "so keep talking to me until";
- mes "you have 1 stack of each!";
- next;
- while(1) {
- if(select("Do it!:Never mind.") == 2)
- break;
- // Something strange goes on here, haven't quite figured it out...
- mes "[Toma]";
- mes "Ten stack down!";
- mes "Want to do another?";
- next;
- }
- mes "[Toma]";
- mes "Ok then, laterz.";
- close;
-}
-
-// Code Redeemer
-//============================================================
-moc_para01,38,162,2 script Code the Redeemer#Give1 4_M_YOUNGKNIGHT,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "^0000ffHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.^000000";
- close;
- }
- mes "[Code the Redeemer]";
- mes "Welcome, "+strcharinfo(0)+"!";
- mes "I've been expecting you.";
- next;
- mes "[Code the Redeemer]";
- mes "I am a distributor of all the";
- mes "items that adventurers like";
- mes "yourself purchase on websites";
- mes "or receive as promotions.";
- next;
- mes "[Code the Redeemer]";
- mes "^0000FFIf the list is empty,";
- mes "that means that you have";
- mes "not purchased, or inputted";
- mes "your serial code from the purchasing website.^000000";
- next;
-
- // If you have a code redemption system, write your SQL queries here.
- select("");
-
- close;
-}
-
-// Cash Shops
-//============================================================
-/* Due to the irregularity of iRO's databases, some of these sprites may not display properly. */
-
-moc_para01,32,171,6 cashshop Kafra Headgears#eden1 4_F_KAFRA3,14024:500,14098:150,17081:300,14097:500,14094:1000,14017:400,14099:300
-moc_para01,35,174,2 cashshop Kafra Dye Shop#dyes2 4_F_KAFRA4,6287:150
-moc_para01,37,170,2 cashshop Kafra Consumables#eden3 4_F_KAFRA6,13810:5,14167:400,16556:100,14111:75,14075:25,16419:30,14107:70,14104:50,14112:25,14082:30,14091:60,14088:30,14085:60,14169:40,14170:40,14172:40,14173:40,14171:40,14174:40,14159:100,14160:100,14161:100,14162:100,14163:100:14164:100,16420:1500
-moc_para01,32,174,2 cashshop Kafra Rental Items#eden 4_F_KAFRA7,16683:150,16682:50,14126:250,14125:250,16430:250,14137:250,14127:250,14118:250,14119:250,14132:250,16425:250,14124:250,14133:250,14130:250,16424:250,14136:250,14122:250,16426:250,14135:250,14134:250,14138:250,16428:250,16431:250,14139:250,14131:250,16429:250,16427:250
-moc_para01,37,172,2 cashshop Kafra Costume#eden5 4_F_KAFRA8,16974:300,16972:600,16973:150,16975:150,16977:150,17014:150,17015:150
-moc_para01,35,168,1 cashshop Kafra Utility Shop#eden 4_F_KAFRA5,16677:25,13990:400,16396:100,16394:100,17106:500,6241:10,6240:10,6225:15,6226:15,14002:5,6294:500,7776:50,7619:30,7620:30,12208:40,14156:400,12210:40,14158:400,14042:50,14044:50,14046:50,14048:50,14114:50,14166:40,16418:500,16381:400,14165:100,14157:100,14178:100
-
-// Duplicate NPCs
-//============================================================
-/* Technically these NPC names are different, but it's not worth editing the original scripts. */
-
-// Weapon/Armor Refiner "Normalson" (merchants/refine.txt)
-moc_para01,14,185,4 script Normalson#ed 4_M_DWARF,{
- callfunc "refinemain","Normalson",0;
- end;
-}
-
-// Advanced Refiner "Suhnmi" (merchants/advanced_refiner.txt)
-moc_para01,26,185,4 duplicate(Suhnbi#cash) Suhnmi#eden 4_M_03
-
-// HD Refiner "Blacksmith Mighty Hammer" (re/merchants/hd_refiner.txt)
-// A combination of the +7~9 and +10 and up refiner, currently a placeholder.
-moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 4_M_DWARF
-
-// Refiner Effect
-- script #eden_refine_effect -1,{
-OnInit:
- initnpctimer;
- end;
-OnTimer5000:
- specialeffect EF_REFINEOK,AREA,"Suhnmi#eden";
- specialeffect EF_REFINEOK,AREA,"Mighty Hammer#ed";
- initnpctimer;
- end;
-}
-
-// Gym Pass Trainer "Ripped Cabus" (other/gympass)
-moc_para01,33,162,6 duplicate(Ripped Cabus#GymPass) Ripped Callus#ed 4_M_HUMAN_02
-
-// RWC 2012 Enchanter "Goldenthiefberg" (events/RWC_2012.txt)
-// A combination of the slotter and enchanter, currently a placeholder.
-moc_para01,27,179,4 script RWC Enchanter#new10 4_M_BARBER,{ end; }
-
-// Cash Headgear Dyer "Alora" (merchants/cashheadgear_dye.txt)
-// Also converts some +8 and up headgears into costumes, currently a placeholder.
-moc_para01,21,185,4 duplicate(Alora) Alora#headgear_dye2 4_F_LGTGIRL
-
-// Stylist "Dinorah Lacostt" (?)
-// Dyes clothing for an Omni Clothing Dye, currently a placeholder.
-moc_para01,33,185,4 script Dinorah Lacostt#ed 4_F_LGTGIRL,{ end; }
-
-// Commonly Updated NPCs
-//============================================================
-/* These scripts change on a regular basis, so they're mostly just placeholders for now. */
-
-moc_para01,29,35,4 script Gramps#huntquests 4_M_LGTGRAND,{
- mes "[Gramps]";
- mes "When you get to being my";
- mes "age, you become bitter.";
- mes "Too long I've done nothing about the monsters that roam around";
- mes "Rune Midgard.";
- next;
- mes "[Gramps]";
- mes "That's why I'm asking you wippersnappers to help";
- mes "me hunt some monsters.";
- mes "Will you help me, young adventurer?";
- close;
- //next;
- //switch(select("Yes, I'll help.:Reward Me!:^ff0000I want to quit hunting^000000:^0000ffCan you warp me?^000000:Can you erase the timer?:What missions are you giving?:Give me Limited 3 day VIP:Tell me more about the VIP Access:No thanks, pops.")) {
-}
-
-moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{
- mes "[Bathory]";
- mes "Eheeheeheehee! The spotlight is on Glast Heim this week, so I'm ferrying people there for a mere 1,000z!";
- next;
- mes "[Bathory]";
- mes "How about it? Want to take a ride on a beautiful Bathory's broom?";
- next;
- switch(select("Prepare for Takeoff!:No thanks.")) {
- case 1:
- if (Zeny < 1000) {
- mes "[Bathory]";
- mes "Come on dearie...";
- mes "You don't even have 1,000 zeny?";
- close;
- }
- mes "[Bathory]";
- mes "Alright, hold on tight!";
- close2;
- Zeny -= 1000;
- warp "niflheim",194,185;
- end;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "No thanks, maybe later.";
- close;
- }
-}
-
-moc_para01,26,174,4 script Grandma Boxter#boxx 4_F_THAISHAMAN,{ end; }
-
-// Mail Annex Station
-//============================================================
-/* Map "auction_03" is a duplicate of "auction_02".
-
-moc_para01,30,187,4 script Mail Annex Station 2_POSTBOX,{
- mes "[Mail Annex Station]";
- mes "Would you like to go to the Kafra Mail Annex Station?";
- next;
- if (select("Yes, send me now!:No thanks.") != 1) {
- mes "[Mail Annex Station]";
- mes "Ok then!";
- close;
- }
- mes "[Mail Annex Station]";
- mes "Sending you to the Mail Annex Room.";
- close2;
- warp "auction_03",151,23;
- end;
-}
-
-auction_03,152,16,0 warp #mail_annex_warp 1,1,moc_para01,30,184
-
-auction_03,152,42,4 script Kafra Employee#annex 4_F_KAFRA1,{
- mes "[Kafra Employee]";
- mes "Welcome to the Kafra's Mail Annex Station. This is now the only place to send and retrieve mail.";
- next;
- mes "[Kafra Employee]";
- mes "What would you like to do?";
- next;
- switch(select("Access Mail:Storage:Cancel")) {
- case 1:
- if (Zeny < 130) {
- mes "[Kafra Employee]";
- mes "I am sorry, but you do not have enough money.";
- mes "To use the mailbox service,";
- mes "you are required to pay 130 zeny.";
- close;
- }
- mes "[Kafra Employee]";
- mes "Thank you for using the Kafra Service.";
- Zeny -= 130;
- close2;
- openmail;
- end;
- case 2:
- callfunc "F_KafStor",0,1200,0;
- end;
- case 3:
- mes "[Kafra Employee]";
- mes "Thank you for using the Kafra Service.";
- close;
- }
-}
-
-auction_03,145,47,2 shop Tool Dealer#annex 4_M_01,611:-1,501:-1,502:-1,503:-1,506:-1,504:-1,645:-1,656:-1,657:-1,601:-1,602:-1,1065:-1,911:-1,910:-1,717:-1,1092:-1,1093:-1,713:400
-
-*/
diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt
deleted file mode 100644
index f9030964c..000000000
--- a/npc/re/quests/eden/eden_quests.txt
+++ /dev/null
@@ -1,4330 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quest - Quests NPCs
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 2.1
-//===== Description: =========================================
-//= Eden Group Headquarter NPCs.
-//===== Changelogs: ==========================================
-//= 1.0 First Version. [L0ne_W0lf]
-//= 1.1 Removed unencoded comments (Korean -> Gibberish)
-//= Readded the GM helper NPC, commented out.
-//= 1.2 Some little optimization here and there. [Masao]
-//= 1.3 Added Instructor Ur and the new Quests which come
-//= alongside him. Special thanks to Chilly for the base. [Masao]
-//= 1.4 Partial cleaning and bug fixing. [Euphy]
-//= 1.4a Added 'npcskill' command. [Euphy]
-//= 1.4b Added 'disable_items' command. [Euphy]
-//= 1.5 Added GM management function. [Euphy]
-//= 1.6 Kagerou/Oboro support (Class -> BaseClass) [Euphy]
-//= 2.0 Updated Instructor Ur's quests. [Capuche]
-//= 2.1 Updated Blacksmith Thorn and Weapons Expert NPC. [Capuche]
-//============================================================
-
-moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{
- mes "[Boya]";
- if (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!";
- specialeffect2 EF_HIT1;
- percentheal -50,0;
- next;
- mes "-Beats quickly and this shining Rune Knight turns invisible.";
- mes "It hurts too much-";
- close;
- }
- case 3:
- mes "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) {
- 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) {
- 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) {
- 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) {
- 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) {
- 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; //Para_Team_Hat1
- getitem Para_Team_Manteau,1; //Para_Team_Manteau1
- getitem Para_Team_Boots1,1; //Para_Team_Boots1
- getitem Para_Team_Uniform1,1; //Para_Team_Uniform1
- next;
- mes "[Michael]";
- mes "Is that correct?";
- mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
- next;
- mes "[Michael]";
- mes "We made them especially for the Eden Group.";
- }
- 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 (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
- callsub S_Select,"We have one and Two-handed swords",
- P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","",//P_Slayer1
- P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.";//P_Sabre1
- }
- if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
- callsub S_Select,"",
- P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for.";//P_Dagger1
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- 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_Sabre1
- P_Mace1,"Eden Mace I","Mace","Attack 142","";// P_Mace1
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- callsub S_Select,"",
- P_Bow1,"Eden Bow I","Bow","Attack 82","";//P_Bow1
- }
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- callsub S_Select,"We have a mace and a staff",
- P_Mace1,"Eden Mace I","Mace","Attack 142","", //P_Mace1
- P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; //P_Staff1
- }
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- callsub S_Select,"",
- P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60","";//P_Staff1
- }
- if (Class == Job_Gunslinger) {
- callsub S_Select,"",
- P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44","";//P_Revolver1
- }
-
- 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; //P_Dagger1
- getitem Para_Team_Boots2,1; //Para_Team_Boots2
- getitem Para_Team_Uniform2,1; //Para_Team_Uniform2
- 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; //Para_Team_Hat
- getitem Para_Team_Manteau,1; //Para_Team_Manteau
- 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 (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
- callsub S_Select,"We have one and Two-handed swords",
- P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",///P_Sabre2
- P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185","";//P_Slayer2
- }
- if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
- callsub S_Select,"",
- P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158","";//P_Dagger2
- }
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- callsub S_Select,"We have a mace and a staff",
- P_Mace2,"Eden Mace II","Mace","Attack 163","", //P_Mace2
- P_Staff2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60",""; //P_Staff2
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- callsub S_Select,"",
- P_Bow2,"Eden Bow II","Bow","Attack 82","";//P_Bow2
- }
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- callsub S_Select,"",
- P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60","";//P_Staff2
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- callsub S_Select,"We have a mace and a One-handed sword",
- P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",//P_Sabre2
- P_Mace2,"Eden Mace II","Mace","Attack 163","";// P_Mace2
- }
- if (Class == Job_Gunslinger) {
- callsub S_Select,"",
- P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60","";//P_Revolver2
- }
- 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; //Para_Team_Boots3
- getitem Para_Team_Uniform3,1; //Para_Team_Uniform3
- 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; //Para_Team_Hat
- getitem Para_Team_Manteau,1; //Para_Team_Manteau
- 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",4701;
- case 2: callsub S_Upgrade,"AGI",4731;
- case 3: callsub S_Upgrade,"VIT",4741;
- case 4: callsub S_Upgrade,"INT",4711;
- case 5: callsub S_Upgrade,"DEX",4721;
- case 6: callsub S_Upgrade,"LUK",4751;
- 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(0)+": Has already upgraded their Hat.";
- next;
- mes "[Michael]";
- mes "We can only offer 1 upgrade.";
- mes "Sorry but I can't do it twice.";
- close;
- }
- mes "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; // Para_Team_Boots2
- getitem Para_Team_Uniform2,1;// Para_Team_Uniform2
- para_suv01 = 23;
- }
- else {
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- getitem Para_Team_Boots3,1;// Para_Team_Boots3
- getitem Para_Team_Uniform3,1;// Para_Team_Uniform3
- 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_Hat2,1;// Para_Team_Hat2
- getitem Para_Team_Manteau2,1; // Para_Team_Manteau2
- 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 820,{
- mes "[Chef]";
- mes "What's up?";
- mes "Do you want a Meal? Or do you have other business?";
- next;
- switch (select("Order a meal.:Talk.")) {
- case 1:
- mes "[Chef]";
- mes "Choose one of the three course meals A, B or C.";
- mes "Do you want a explanation?";
- next;
- switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) {
- case 1:
- mes "[Chef]";
- mes "Uh? what do you want to know?";
- next;
- switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) {
- case 1:
- mes "[Chef]";
- mes "Course meal A is for nomal people.";
- mes "It has three kinds of dishes and the main is....";
- mes " ";
- mes "-Chef is trying to point to a dish in the picture. There is a black roll.-";
- next;
- mes "[Chef]";
- mes "It's made of sea grass so, it's dry like paper.";
- mes "It's a roll with steamed rice, vegetables and meat inside.";
- mes "It seems simple but it is really good and healthy.";
- next;
- mes "[Chef]";
- mes "The ingredients mix well with the spicy sauce.";
- mes "It is also mixed with chopped meat like sausages.";
- next;
- mes "[Chef]";
- mes "It's simple and cheap so it is really popular with everyone.";
- mes "Just 3,000 Zeny.";
- mes "You will feel satisfied after eating it.";
- close;
- case 2:
- mes "[Chef]";
- mes "Um course meal B is.";
- mes "I make a sauce with aromatic vegetables and meat in a soup.";
- next;
- mes "[Chef]";
- mes "The meat is boiled so it is fork tender in the soup.";
- mes "When the soup is almost done I add noodles for the finishing touch.";
- next;
- mes "[Chef]";
- mes "It's a good dish to share with your friends.";
- mes "It's 4,000 Zeny.";
- mes "It's a very fun dish to enjoy.";
- close;
- case 3:
- mes "[Chef]";
- mes "Now for course meal C...";
- mes "It's a masterpiece of meat... Legend of the meat class!";
- next;
- mes "[Chef]";
- mes "Beef, bacon,";
- mes "strip loin,";
- mes "rib eye roll";
- mes "...";
- next;
- mes "[Chef]";
- mes "Do you need more information?";
- mes "Don't worry.";
- mes "I use the besk oak to smoke it.";
- mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry.";
- close;
- case 4:
- mes "[Chef]";
- mes "I don't have enough time to chat with you...";
- close;
- }
- case 2:
- mes "[Chef]";
- mes "Course meal A?";
- mes "Ah, Kim-dduck-soon.";
- mes "It's the representative meal for normal citizens.";
- next;
- if (countitem(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 50,0;
- percentheal 0,50;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 3,000 zeny but I will serve it for 2,700.";
- mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny.";
- close;
- }
- if (Zeny > 2999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- Zeny = Zeny - 3000;
- percentheal 50,0;
- percentheal 0,50;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 3,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 3:
- mes "[Chef]";
- mes "Course meal B?";
- mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature.";
- next;
- if (countitem(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 75,0;
- percentheal 0,75;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 4,000 zeny but I will serve it for 3,600.";
- mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny.";
- close;
- }
- if (Zeny > 3999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- Zeny = Zeny - 4000;
- percentheal 75,0;
- percentheal 0,75;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 4,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 4:
- if (countitem(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 100,0;
- percentheal 0,100;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 5,000 zeny but I will serve it for 4,500.";
- mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny.";
- close;
- }
- if (Zeny > 4999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "Hey, here you are.";
- mes "- The Rib Eye Roll is grilled on the oak.";
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered your HP and SP. -";
- Zeny = Zeny - 5000;
- percentheal 100,0;
- percentheal 0,100;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 5,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 5:
- mes "[Chef]";
- mes "It's up to you.";
- close;
- }
- case 2:
- if (countitem(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) {// Para_Team_Mark
- 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(0) +"?";
- 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) {// Shoulder_Protection, Sharp_Leaf
- 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) {// Ice_Piece, Sweet_Sauce, Milk
- 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) {// Para_Team_Mark
- 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";// Para_Team_Manteau2
- case 2: callsub S_Enchant,Para_Team_Armor,"Armor";// Para_Team_Armor
- case 3: callsub S_Enchant,Para_Team_Boots4,"Boots";// Para_Team_Boots4
- }
- }
- 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;// 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;// P.Dagger III
- 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_Mace3
- P_Saber3,"Eden Group Saber III","Sword, Attack 185",//P.Saber III
- P_Two_Handed_Axe1,"Eden Group Axe I","Axe, Attack 195"; //P.Two-Handed Axe I
- }
- else if (BaseJob == Job_Wizard)
- getitem P_Staff3,1;// P.Staff III
- else if (BaseJob == Job_Sage) {
- callsub L_Select,"",
- P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III
- P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135"; //P.Book I
- }
- else if (BaseJob == Job_Priest) {
- callsub L_Select,"",
- P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III
- P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135", //P.Book I
- P_Mace3,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III
- }
- else if (BaseJob == Job_Monk) {
- callsub L_Select,"",
- P_Knuckle1,"Eden Group Knuckles I","Knuckle, Attack 120", //P.Knuckle I
- P_Mace3,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III
- }
- else if (BaseJob == Job_Hunter)
- getitem P_Bow3,1;// P.Bow III
- else if (BaseJob == Job_Bard) {
- callsub L_Select,"",
- P_Bow3,"Eden Group Bow III","Bow, Attack 140", //P.Bow III
- P_String_Inst1,"Eden Group Guitar I","Guitar, Attack 125"; //P.Guitar I
- }
- else if (BaseJob == Job_Dancer) {
- callsub L_Select,"",
- P_Bow3,"Eden Group Bow III","Bow, Attack 140", //P.Bow III
- P_Tail1,"Eden Group Whip I","Whip, Attack 125"; //P.Tail I
- }
- else if (Class == Job_Ninja) {
- callsub L_Select,"",
- P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III
- P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170"; //P.Huuma Suriken I
- }
- else if (Class == Job_Star_Gladiator)
- getitem P_Dic1,1; //P.Book I
- else if (Class == Job_Soul_Linker) {
- callsub L_Select,"",
- P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III
- P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60"; //P.Staff III
- }
- else if (Class == Job_Gunslinger)
- getitem P_Revolver3,1; //P.Revolver III
- 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;// Paradise Hat II
- getitem Para_Team_Manteau2,1;// Paradise Mantle II
- getitem Para_Team_Boots4,1;// Paradise Boots IV
- getitem Para_Team_Armor,1;// Paradise Uniform IV
- 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$) -1) *3 +1;
- mes "[Toren]";
- getitem getarg(.@i),1;
- return;
-S_Enchant:
- mes "[Thorn]";
- if (countitem(getarg(0)) > 0) {
- setarray .@bonus[1],
- Luck2,// Luck2
- Mdef4,// Mdef4
- Def3,// Def3
- Strength2,// Strength2
- Mdef6,// Mdef6
- Def6,// Def6
- Agility2,// Agility2
- Mdef8,// Mdef8
- Def9,// Def9
- Dexterity2,// Dexterity2
- Inteligence2,// Inteligence2
- Vitality2;// Vitality2
- .@1st = .@bonus[ rand(1,12) ];
- .@2nd = .@bonus[ rand(1,12) ];
- mes "Eden Group "+ getarg(1) +"?";
- mes "I understand.";
- mes "Remember the stats that are enhanced will be random.";
- mes "You sure you want me to enhance this?";
- next;
- switch( select( "I changed my mind.", "Yes, enhance it." ) ) {
- mes "[Thorn]";
- case 1:
- mes "You sure you don't want to enhance it?";
- mes "It's your choice.";
- close;
- case 2:
- mes "I understand.";
- mes "Let's begin the enhancement.";
- next;
- specialeffect EF_REPAIRWEAPON;
- progressbar "ffff00",3;
- delitem getarg(0),1;
- para_2nd04 = 4;
- changequest 7240,7241;
- getitem2 getarg(0),1,1,0,0,0,0,.@1st,.@2nd;
- mes "[Thorn]";
- mes "Ok, seems that the enhancement went well.";
- mes "If you don't like the result then you can come back again tomorrow.";
- close;
- }
- }
- mes "Hmm... Don't you have the "+ getarg(1) +"?";
- mes "I don't think you have it with you.";
- close;
-}
-
-moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{
- setarray .@wplist[0],
- P_Slayer3, // P_Slayer3
- P_Saber3, // P_Saber3
- P_Dagger3, // P_Dagger3
- P_Katar1, // P_Katar1
- P_Two_Handed_Axe1, // P_Two_Handed_Axe1
- P_Sphere1, // P_Spear I
- P_Staff3, // P_Staff3
- P_Mace3, // P_Mace3
- P_Bow3, // P_Bow3
- P_Dic1, // P.Book I
- P_String_Inst1, // P_Guitar I
- P_Tail1, // P_Tail1
- P_Revolver3, // P_Revolver3
- P_Knuckle1, // P_Knuckle1
- P_Huuma_Shuriken1; // P_Huuma_Shuriken1
- .@menu$ = "Eden Group Slayer III:" +
- "Eden Group Saber III:" +
- "Eden Group Dagger III:" +
- "Eden Group Katar I:" +
- "Eden Group Axe I:" +
- "Eden Group Spear I:" +
- "Eden Group Staff III:" +
- "Eden Group Mace III:" +
- "Eden Group Bow III:" +
- "Eden Group Dictionary I:" +
- "Eden Group Guitar I:" +
- "Eden Group Whip I:" +
- "Eden Group Revolver III:" +
- "Eden Group Knuckles I:" +
- "Eden Group Huuma Shuriken 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$;
- mes "Would you look at that. Your weapon will now be stronger.";
- para_2nd03 = 1 + .@add;
- next;
- specialeffect EF_REPAIRWEAPON;
- progressbar "ffff00",3;
- para_2nd02 = 3;
- delitem .@wplist[.@s],1;
- getitem2 .@wplist[.@s],1,1,0,0,0,0,0,.@card;
- mes "[BK]";
- mes "Isn't it magnificent?";
- mes "I know, I know, I'm pretty amazing!";
- }
- else {
- mes "Are you kidding me?";
- mes "You don't seem to have that weapon in your possession.";
- }
- }
- }
- else if (para_2nd02 == 3) {
- if (para_2nd01 < 16) {
- mes "Hmm, I'm not sure you're ready.";
- mes "All 3 steps of Instructor Ur's missions have to be completed first.";
- next;
- mes "[BK]";
- mes "You get what I'm saying?";
- mes "Finish the third mission from Instructor Ur.";
- }
- else {
- mes "Good. So you previously received an addition to Atk or Matk.";
- mes "For this option you can choose from Brute, Plant, Fish, Dragon, Increased Heal.";
- next;
- mes "[BK]";
- mes "Once you've chosen you can't change your mind again.";
- mes "But your weapon will increase damage to the type of enhancement you pick.";
- next;
- mes "[BK]";
- mes "Basically I will add a random monster card with the property type that you choose.";
- mes "Good luck!";
- next;
- switch( select( "Brute Type", "Plant Type", "Insect Type", "Fish Type", "Dragon Type", "Increased Heal" ) ) {
- case 1:
- setarray .@arg[0],Goblin_Card,Bradium_Goram_Card,111;// Goblin_Card, Bradium_Goram_Card
- .@type$ = "Brute";
- break;
- case 2:
- setarray .@arg[0],Scorpion_Card,Nepenthes_Card,121;// Scorpion_Card, Nepenthes_Card
- .@type$ = "Plant";
- break;
- case 3:
- setarray .@arg[0],Caramel_Card,Pinguicula_Card,131;// Caramel_Card, Pinguicula_Card
- .@type$ = "Insect";
- break;
- case 4:
- setarray .@arg[0],Flora_Card,Naga_Card,141;// Flora_Card, Naga_Card
- .@type$ = "Fish";
- break;
- case 5:
- setarray .@arg[0],Petit_Card,Egg_Of_Draco_Card,151;// Petit_Card, Egg_Of_Draco_Card
- .@type$ = "Dragon";
- break;
- case 6:
- setarray .@arg[0],Heal_Amount2,Heal_Amount2,161;// Heal_Amount2
- }
- 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;// Goblin_Card, Goblin_Card, Atk3
- else if (para_2nd03 == 121)
- getitem2 .@wplist[.@s],1,1,0,0,0,Scorpion_Card,Scorpion_Card,Atk3;// Scorpion_Card, Scorpion_Card, Atk3
- else if (para_2nd03 == 131)
- getitem2 .@wplist[.@s],1,1,0,0,0,Caramel_Card,Caramel_Card,Atk3;// Caramel_Card, Caramel_Card, Atk3
- else if (para_2nd03 == 141)
- getitem2 .@wplist[.@s],1,1,0,0,0,Flora_Card,Flora_Card,Atk3;// Flora_Card, Flora_Card, Atk3
- else if (para_2nd03 == 151)
- getitem2 .@wplist[.@s],1,1,0,0,0,Petit_Card,Petit_Card,Atk3;// Petit_Card, Petit_Card, Atk3
- else if (para_2nd03 == 161)
- getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Atk3;// 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;// 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;// Nepenthes_Card, Nepenthes_Card, Matk3
- else if (para_2nd03 == 231)
- getitem2 .@wplist[.@s],1,1,0,0,0,Pinguicula_Card,Pinguicula_Card,Matk3;// Pinguicula_Card, Pinguicula_Card, Matk3
- else if (para_2nd03 == 241)
- getitem2 .@wplist[.@s],1,1,0,0,0,Naga_Card,Naga_Card,Matk3;// 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;// 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;// 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;
- }
-}
diff --git a/npc/re/quests/eden/eden_service.txt b/npc/re/quests/eden/eden_service.txt
deleted file mode 100644
index 544c7b11a..000000000
--- a/npc/re/quests/eden/eden_service.txt
+++ /dev/null
@@ -1,62 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Service NPCs
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Paradise Group storage access.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Replaced 2nd NPC with duplicate function. [Masao]
-//============================================================
-
-- script Goods Cabinet#00::pggc -1,{
- mes "It is a Goods Storage Cabinet.";
- mes "A message is written on a piece of paper.";
- next;
- mes "+ Cabinet is exclusively +";
- mes "+ for the Eden group +";
- mes "If you want to use this";
- mes "cabinet please check";
- mes "the following:";
- next;
- mes "1.Are you a member";
- mes " of Eden group?";
- mes "2.Have you learned";
- mes " enough basic skills?";
- mes "3.Cabinet fee is";
- mes " ^4d4dff500 zeny^000000!";
- next;
- if (countitem(6219) > 0) {
- mes "You need to insert zeny to use the cabinet.";
- mes "Cost : 500 Zeny ";
- mes "Would you like to use it?";
- next;
- switch(select("Use the Cabinet.:Cancel.")) {
- case 1:
- if (Zeny > 499) {
- if (getskilllv("NV_BASIC") < 6) {
- mes "The cabinet is not working for me.";
- mes "Maybe I am not yet qualified to use Cabinet.";
- close;
- }
- Zeny -= 500;
- close2;
- openstorage;
- end;
- }
- mes "I don't have enough zeny.";
- mes "I need at least 500 zeny to use the Cabinet.";
- close;
- case 2:
- mes "I will use it next time.";
- close;
- }
- }
- mes "I need an Eden Group Mark to use this Cabinet.";
- close;
-}
-
-moc_para01,173,120,0 duplicate(pggc) Goods Cabinet#01 HIDDEN_NPC
-moc_para01,170,120,0 duplicate(pggc) Goods Cabinet#02 HIDDEN_NPC
diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt
deleted file mode 100644
index c8277cbe2..000000000
--- a/npc/re/quests/eden/eden_tutorial.txt
+++ /dev/null
@@ -1,1560 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Tutorial
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= A series of quests introducing the major features of
-//= Ragnarok Online.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Euphy]
-//============================================================
-
-moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{
- if (Class == Job_Novice) {
- // Fall through
- } else if (!questprogress(9167)) {
- OnStartQuest:
- if (@tutorial_restart) {
- .@tutorial_restart = 1;
- @tutorial_restart = 0;
- }
- mes "[Tutorial Instructor]";
- mes "Lately, it has been said that";
- mes "they are developing ways to add options";
- mes "to put in sockets or add statuses";
- mes "on equipment that normally don't have it.";
- mes "They call that ^006400Enchant^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "After seeing that being developed,";
- mes "I was so inspired by it";
- mes "that I worked hard to discover";
- mes "a way to do it and I finally";
- mes "made my own way to ^006400Enchant^000000!";
- next;
- mes "[Tutorial Instructor]";
- mes "But in order do to this";
- mes "I need some special materials.";
- mes "If you're okay with it...";
- mes "Do you think you can";
- mes "help me out by gathering them?";
- next;
- switch(select("Sure, I can help out!:I'm a little busy right now...")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "However, looking at you";
- mes "in your current state makes me";
- mes "doubt your ability to gather";
- mes "the items I need...";
- next;
- mes "[Tutorial Instructor]";
- mes "Well, I guess if you employ";
- mes "a ^006400Mercenary^000000 for this";
- mes "then I think I can entrust you";
- mes "with my requests... right?";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to employ a Mercenary,";
- mes "go find the ^006400Mercenary Guild^000000";
- mes "which is by the front door of ^8B4513Prontera^000000.";
- mes "Go to the ^006400Information Agent^000000";
- mes "and ask them where the ^006400Mercenary Guild Official^000000";
- mes "is located and they will let you know.";
- next;
- if (.@tutorial_restart) {
- erasequest 9167;
- erasequest 9168;
- erasequest 9169;
- erasequest 9170;
- erasequest 9171;
- erasequest 9172;
- completequest 9173;
- erasequest 9173;
- }
- mes "[Tutorial Instructor]";
- mes "Now... Hurry and employ";
- mes "a ^006400Mercenary^000000 and come back to me!";
- setquest 9167;
- close;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Well since you said you're busy";
- mes "I can't be helped...";
- mes "When you're not so busy, come find me again.";
- close;
- }
- } else if (questprogress(9167) == 1) {
- if (!getmercinfo(1)) {
- mes "[Tutorial Instructor]";
- mes "You haven't gotten a mercenary yet.";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to employ a Mercenary,";
- mes "go find the ^006400Mercenary Guild^000000";
- mes "which is by the front door of ^8B4513Prontera^000000.";
- mes "Go to the ^006400Information Agent^000000";
- mes "and ask them where the ^006400Mercenary Guild Official^000000";
- mes "is located and they will let you know.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now... Hurry and employ";
- mes "a ^006400Mercenary^000000 and come back to me!";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "Seeing you with a ^006400Mercenary^000000 definitely makes me trust you more.";
- next;
- mes "[Tutorial Instructor]";
- mes "If a 006400Mercenary^000000 gives you direct effect";
- mes "by fighting for you";
- mes "then a ^006400Pet^000000 helps you indirectly with their";
- mes "abilities and varied appearances,";
- mes "and it captures your heart.";
- mes "Try raising a ^006400Pet^000000 in the future as well.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, let's see... In order to";
- mes "get this ^006400Enchant^000000 to succeed";
- mes "you have to go gather some materials for me...";
- mes "What I need is...";
- mes "..............";
- next;
- select("I don't think I heard you clearly...");
- mes "[Tutorial Instructor]";
- mes "I really don't like to repeat myself..";
- mes "If you ask me again like that";
- mes "does it just make your mouth tired?";
- mes "In these situations, open your ^006400Quest Window^000000";
- mes "and you can see what is requested of you";
- mes "and the details of my request.";
- next;
- mes "[Tutorial Instructor]";
- mes "If you look at the top left";
- mes "in the area with the information,";
- mes "it says ^006400QUEST^000000";
- mes "and if you click that";
- mes "it'll show all information";
- mes "that pertains to the request.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you verify what materials";
- mes "you need go gather from";
- mes "the ^006400Quest Window^000000,";
- mes "come find and talk to me again.";
- completequest 9167;
- setquest 9168;
- close;
- } else if (questprogress(9168) == 1) {
- if (checkweight(607,1) == 0) {
- if (MaxWeight - Weight < getiteminfo(607,6)) {
- mes "[Tutorial Instructor]";
- mes "You seemed to be sluggish with a lot of items";
- mes "in your inventory making you heavy...";
- mes "It'll be hard to do my request";
- mes "when you're heavy with all that junk!";
- mes "Go empty out your inventory and come back to me.";
- close;
- } else {
- mes "[Tutorial Instructor]";
- mes "It seems that you have";
- mes "one too many items on you...";
- mes "If you want to help me out";
- mes "then you're gonna have to put some";
- mes "stuff away then come back.";
- close;
- }
- }
- mes "[Tutorial Instructor]";
- mes "Did you open your ^006400Quest Window^000000";
- mes "to verify the materials?";
- next;
- switch(select("Yup!:No...:Where is the Quest Window...")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "Oh yeah? Then shall I test you to see";
- mes "if you really checked it?";
- mes "Write down what material I asked you to get.";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "10 Jellopy") {
- mes "[Tutorial Instructor]";
- mes "Good, you know.";
- mes "Now, are you feeling pretty familiar";
- mes "about the ^006400Quest Window^000000?";
- mes "But there is an issue...";
- mes "You know what material to collect,";
- mes "but gathering that won't be easy.";
- next;
- mes "[Tutorial Instructor]";
- mes "Also, there is one thing";
- mes "I absolutely think you need to try.";
- mes "And that is...";
- mes "the ^006400Universal Silver Catalog^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "The ^006400Universal Silver Catalog^000000";
- mes "can be obtained from";
- mes "the ^0000FFCatalogue Wizard^000000";
- mes "that is located in South Prontera.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, go and obtain";
- mes "a ^006400Universal Silver Catalog^000000";
- mes "then come back and talk to me.";
- completequest 9168;
- setquest 9169;
- close;
- }
- mes "[Tutorial Instructor]";
- mes "You... still don't seem";
- mes "to know much about the";
- mes "^006400Quest Window^000000.";
- mes "I will inform you again.";
- next;
- break;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Hurry and check to see";
- mes "what materials are required in";
- mes "your ^006400Quest Window^000000.";
- close;
- case 3:
- break;
- }
- mes "[Tutorial Instructor]";
- mes "If you look at the top left";
- mes "in the area with the information,";
- mes "it says ^006400QUEST^000000";
- mes "and if you click that";
- mes "it'll show all information";
- mes "that pertains to the request.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you verify what materials";
- mes "you need go gather from";
- mes "the ^006400Quest Window^000000,";
- mes "come find and talk to me again.";
- close;
- } else if (questprogress(9169) == 1) {
- if (countitem(12580) == 0) {
- mes "[Tutorial Instructor]";
- mes "Hmm? So I noticed that";
- mes "you haven't gone and picked up a";
- mes "^006400Universal Silver Catalog^000000 yet!";
- next;
- mes "[Tutorial Instructor]";
- mes "You can get the";
- mes "^006400Universal Silver Catalog^000000";
- mes "from the ^0000FFCatalogue Wizard^000000";
- mes "who is located in Prontera.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, go and get the";
- mes "^006400Universal Silver Catalog^000000";
- mes "then come back to me.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "Oh! You managed to get a";
- mes "^006400Universal Silver Catalog^000000!";
- next;
- mes "[Tutorial Instructor]";
- mes "This lets you browse and search";
- mes "through all the various stores";
- mes "that are on the same map and";
- mes "are open for vending.";
- next;
- mes "[Tutorial Instructor]";
- mes "It only costs 200 zeny for one";
- mes "of these and with it you can";
- mes "search up to 10 times.";
- mes "You can say that it's a necessity.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, go to the area you want";
- mes "and try out the ^006400Universal Silver Catalog^000000";
- mes "then come and find me";
- mes "after you've done this.";
- completequest 9169;
- setquest 9170;
- close;
- } else if (questprogress(9170) == 1) {
- if (countitem(12580)) {
- mes "[Tutorial Instructor]";
- mes "Hmm... It seems that you still have";
- mes "the ^006400Universal Silver Catalog^000000 in your inventory.";
- mes "Since you're saying you forgot how to use it";
- mes "I'll explain it to you again.";
- next;
- mes "[Tutorial Instructor]";
- mes "You see... the ^006400Universal Silver Catalog^000000";
- mes "lets you browse and search";
- mes "through all the various stores";
- mes "that are on the same map and";
- mes "are open for vending.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, go to the area you want";
- mes "and try out the ^006400Universal Silver Catalog^000000";
- mes "them come and find me";
- mes "after you've done this.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "How do you feel after trying out";
- mes "the ^006400Universal Silver Catalog^000000?";
- mes "It feels a lot easier than";
- mes "going through each individual";
- mes "vendor and finding the item";
- mes "you need, right?";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, go out and gather";
- mes "the materials I need and";
- mes "I will make sure to give you";
- mes "a fantastic ^006400enchant^000000!";
- mes "I'll be waiting!";
- completequest 9170;
- setquest 9171;
- close;
- } else if (questprogress(9171) == 1) {
- if (countitem(909) < 10) {
- mes "[Tutorial Instructor]";
- mes "It seems you didn't bring";
- mes "enough materials. Did you forget";
- mes "what you needed to gather?";
- next;
- switch(select("Yeah...:Nope!")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "I've been told that if you click the";
- mes "thing on the top left that says";
- mes "^006400QUEST^000000, it'll show you all";
- mes "the information that you need";
- mes "that pertains to your requests.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you gather all the materials";
- mes "that are listed in your ^006400Quest Window^000000";
- mes "come and talk to me.";
- close;
- case 2:
- mes "[Tutorial Instructor]";
- mes "When you gather the items";
- mes "come to me and I will show you";
- mes "an awesome ^006400ENCHANT^000000.";
- mes "I'll be waiting!";
- close;
- }
- }
- if (checkweight(607,6) == 0) {
- if (MaxWeight - Weight < getiteminfo(607,6)) {
- mes "[Tutorial Instructor]";
- mes "Your inventory seems to be really full";
- mes "with various stuff... Do you think";
- mes "you can get anything done when you're so";
- mes "weighed down? Go put some stuff away";
- mes "then come back to me.";
- close;
- } else {
- mes "[Tutorial Instructor]";
- mes "You seem to have too much stuff";
- mes "in your inventory... Go put some";
- mes "stuff away then come back to me";
- mes "when you have less suff on you.";
- close;
- }
- }
- mes "[Tutorial Instructor]";
- mes "You got everything I asked for!";
- mes "So~ Shall we start on the awesome";
- mes "Enchant that I found and developed?";
- next;
- specialeffect EF_BASH3D2;
- mes "[Tutorial Instructor]";
- mes "Okay! Now for the first skill!!";
- mes "To add a new ability to your armor...";
- mes "^006400HIDDEN SOCKET ENCHANT^000000!!";
- next;
- specialeffect EF_BASH3D2;
- mes "[Tutorial Instructor]";
- mes "And for the second skill!!";
- mes "To add a new socket into your";
- mes "weapon and shield...";
- mes "^006400SOCKET ENCHANT^000000!!";
- next;
- mes "[Tutorial Instructor]";
- mes "There. The Enchant is done. You can't understand the the process by just watching me, so I'll let you look at the items themselves.";
- delitem 909,10; //Jellopy
- completequest 9171;
- setquest 9172;
- getitem2 15033,1,1,0,0,0,0,0,4702; //Tutorial_Mattle[Strength3]
- getitem 15033,1; //Tutorial_Mattle
- getitem 15034,1; //Tutorial_Mattle_
- next;
- mes "[Tutorial Instructor]";
- mes "Those items cannot be";
- mes "worn or traded so don't even";
- mes "think about running away with them.";
- mes "When you're done looking at them,";
- mes "give them back to me.";
- close;
- } else if (questprogress(9172) == 1) {
- if (countitem(15033) == 0 || countitem(15034) == 0) {
- mes "[Tutorial Instructor]";
- mes "What did you do with the Enchanted";
- mes "items I lent to you to look at?";
- mes "Until you bring back the fruits of";
- mes "my labor, I don't want to talk to you,";
- mes "let alone see your face.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "Are you done looking over";
- mes "the items I Enchanted?";
- next;
- switch(select("Yes, thank you.:I haven't looked at them yet.")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "So what did you think after inspecting it? Now that you've looked at an actual Enchanted item, do you understand it?";
- // Item deletions moved below to prevent errors.
- next;
- mes "[Tutorial Instructor]";
- mes "Thanks to you I was able to see great results of my research and study.";
- next;
- mes "[Tutorial Instructor]";
- mes "If you have any questions about anything that I discussed with you, I will tell you everything! Thanks for your hard work!";
- delitem 15033,2;
- delitem 15034,1;
- completequest 9172;
- setquest 9173;
- getexp 5000,2500;
- close;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Take your time to look them over";
- mes "then bring them back to me.";
- close;
- }
- } else if (questprogress(9173) == 1) {
- mes "[Tutorial Instructor]";
- mes "Do you have any questions?";
- next;
- switch(select("Can I do the same quest again?:About the Quest Window...:About ENCHANT...:About Searching Vends...:About Mercenary and Pets...:End Conversation.")) {
- case 1:
- if (questprogress(9173,PLAYTIME) == 1) {
- mes "[Tutorial Instructor]";
- mes "The one method to do the same quests repeatdedly is to do the ^006400Daily Quests^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you complete a ^006400Daily Quest^000000 and turn it in, wait about a day then come back to get the request and do it all over again!";
- mes "[Tutorial Instructor]";
- mes "If you received a daily quest, look at bottom right of the ^006400Quest Window^000000. There is a section that is called ^006400LIMITED^000000. In that section, it'll tell you how much time needs to pass before you can pick up another daily quest.";
- next;
- mes "[Tutorial Instructor]";
- mes "It seems you still have some time left to wait out after finishing my quest. Wait it out a bit more, then come find me and you can get the same quest again.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "It seems that about a day has passed since you've finished my quest. Alright, so like the ^006400Daily Quests^000000, you can get a quest from me. Did you want to proceed?";
- next;
- switch(select("Yes:No")) {
- case 1:
- @tutorial_restart = 1;
- goto OnStartQuest;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Okay. But if you change your mind and want to receive a quest, come find me.";
- close;
- }
- case 2:
- mes "[Tutorial Instructor]";
- mes "They say that the ^006400Quest Window^000000 details out everything you need to know about your quests.";
- next;
- mes "[Tutorial Instructor]";
- mes "If you look at the top left";
- mes "in the area with the information,";
- mes "it says ^006400QUEST^000000";
- mes "and if you click that";
- mes "it'll show all information";
- mes "that pertains to the request.";
- next;
- mes "[Tutorial Instructor]";
- mes "Using the ^006400Quest Window^000000 will make your life easier. It'll tell you where to go, what items to get or who to find and etc.";
- close;
- case 3:
- mes "[Tutorial Instructor]";
- mes "006400ENCHANT^000000, in general, is divided into two parts: ^006400SOCKET ENCHANT^000000 and ^006400HIDDEN SOCKET ENCHANT^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "^006400SOCKET ENCHANT^000000 is used to add a SOCKET into equipments and ^006400HIDDEN SOCKET ENCHANT^000000 is used to put in stats into a socket of an armor.";
- next;
- mes "[Tutorial Instructor]";
- mes "Of course, in order to do this we are in need of some materials and there is a chance that it may fail, but that's the risk you're taking.";
- next;
- mes "[Tutorial Instructor]";
- mes "The people who do the ^006400SOCKET ENCHANT^000000 can be found in ^8B4513Prontera, Morroc, Payon,^000000. ^8B4513Rhitalzen^000000 is in the Refinery and ^0000FFSeiyablem^000000 and ^0000FFReiablem^000000 can be found near the entrance.";
- next;
- mes "[Tutorial Instructor]";
- mes "The one who does ^006400HIDDEN SOCKET ENCHANT^000000 is found at the 6 o'clock location of ^8B4513Prontera^000000. Look for the ^0000FFCraftman Apprentice^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "Do you think you understand a little bit more about ^006400ENCHANT^000000?";
- close;
- case 4:
- mes "[Tutorial Instructor]";
- mes "^006400Vend Search^000000 can be utilized by the ^006400Universal Silver Catalog^000000 item. Since you search through as vends on that map, it'll make it easier for you to find the item that you're looking for.";
- next;
- mes "[Tutorial Instructor]";
- mes "The ^006400Universal Silver Catalog^000000";
- mes "can be obtained from ";
- mes "the ^0000FFCatalogue Wizard^000000";
- mes "that is located in South Prontera;";
- next;
- mes "[Tutorial Instructor]";
- mes "It only costs 200 zeny for one";
- mes "of these and with it you can";
- mes "search up to 10 times.";
- mes "You can say that it's a necessity.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, are you getting familiar with ^006400Vend Search^000000? Don't just stand there and listen to me. Go ahead and try it for yourself!";
- close;
- case 5:
- mes "[Tutorial Instructor]";
- mes "Depending on what you need, ^006400Mercenary^000000 and ^006400Pet^000000 can be used in various ways.";
- next;
- mes "[Tutorial Instructor]";
- mes "If a 006400Mercenary^000000 gives you direct effect";
- mes "by fighting for you";
- mes "then a ^006400Pet^000000 helps you indirectly with their";
- mes "abilities and varied appearances,";
- mes "and it captures your heart.";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to employ a Mercenary";
- mes "Go find the ^006400Mercenary Guild^000000";
- mes "which is by the front door of ^8B4513Prontera^000000.";
- mes "Go to the ^006400Information Agent^000000";
- mes "and ask them where the ^006400Mercenary Guild Official^000000";
- mes "is located and they will let you know.";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to get a ^006400Pet^000000, while hunting you will obtain taming items. Use the tame on the monster it's for and you can get a pet.";
- next;
- mes "[Tutorial Instructor]";
- mes "Because there is a chance for failure, please use the taming item with great care.";
- next;
- mes "[Tutorial Instructor]";
- mes "That aside... you can get a ^006400Mercenary^000000 from the Mercenary Guild and you can get a ^006400Pet^000000 by trading or buying it from another player.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, do you understand a bit more about using a ^006400Mercenary^000000 and a ^006400Pet^000000? I hope you get a chance to use them in the future.";
- close;
- case 6:
- mes "[Tutorial Instructor]";
- mes "If you have any questions, come find me again.";
- close;
- }
- }
- mes "[Tutorial Instructor]";
- mes "Lately, it has been said that";
- mes "they are developing ways to add options";
- mes "to put in sockets or add statuses";
- mes "on equipment that normally don't have it.";
- close;
-}
-
-moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{
- if (checkweight(608,7) == 0) {
- if (MaxWeight - Weight < getiteminfo(608,7)) {
- mes "[Tutorial Goal]";
- mes "You seem to be overweight with items. Go put some stuff away then come back.";
- close;
- } else {
- mes "[Tutorial Goal]";
- mes "You have too many items on you. Go put some stuff away then come back.";
- close;
- }
- }
- if (questprogress(4161) == 1) {
- mes "[Tutorial Goal]";
- mes "Well~ We gotta go challenge the experts right?";
- mes "Let's start off by finding the ^006400Siege Expert^000000!";
- close;
- } else if (questprogress(4162) == 1) {
- mes "[Tutorial Goal]";
- mes "You've passed the ^006400Siege Expert^000000's test! Congrats!";
- mes "Now, go find the ^006400Party Recruiting Expert^000000!";
- close;
- } else if (questprogress(4163) == 1) {
- mes "[Tutorial Goal]";
- mes "Oh! You've passed the ^006400Party Recruiting Expert^000000's test! Congrats!";
- mes "Now, go find the ^006400Battleground Expert^000000!";
- close;
- } else if (questprogress(4164) == 1) {
- mes "[Tutorial Goal]";
- mes "Yay! You passed the test from the ^006400Battleground Expert^000000! Congrats!";
- mes "Next, go and find the ^006400Memorial Dungeon Expert^000000!";
- close;
- } else if (questprogress(4165) == 1) {
- mes "[Tutorial Goal]";
- mes "You passed the test from ^006400Memorial Dungeon Expert^000000! That's great!";
- mes "Try finding the ^006400Map Expert^000000!";
- close;
- } else if (questprogress(4166) == 1) {
- mes "[Tutorial Goal]";
- mes "You passed ^006400Map Expert^000000's test! Congrats!";
- mes "I'm so glad that you were to pass all the Experts' tests! You're better than I expected!!";
- next;
- mes "[Tutorial Goal]";
- mes "Now, even you are an ^006400Expert^000000!! Such a fitting nick name for you!";
- mes "Thank you so much for your hard work. As promised, here is a small little reward for you.";
- next;
- mes "[Tutorial Goal]";
- mes "I think it'll be useful to you during your adventures. I wish you luck on your future adventures~";
- completequest 4166;
- getitem 510,5; //Blue_Herb
- getitem 511,5; //Green_Herb
- getitem 504,5; //White_Potion
- getitem 608,1; //Seed_Of_Yggdrasil
- close;
- } else if (questprogress(4166) == 2) {
- mes "[Tutorial Goal]";
- mes "Now, even you are an ^006400Expert^000000!! Such a fitting nick name for you!";
- mes "Thank you so much for your hard work.";
- mes "I hope that your future adventures are filled with good luck.";
- close;
- }
- if (Class == Job_Novice) {
- mes "[Tutorial Goal]";
- mes "Hmm, I wonder if there is any adventurer that is smart enough to challenge our Experts...";
- close;
- }
- mes "[Tutorial Goal]";
- mes "Hey you! You look like an adventurer... Though you look a little dull...";
- next;
- if(select("What'd you say? I'm smart!:Yeah... I'm dull.") == 1) {
- mes "[Tutorial Goal]";
- mes "Serious? Though I don't know if I can believe that. Look at the expert who is in front of me! He took up only one area of study for 16 years and now he is as dignified as can be!";
- next;
- mes "[Tutorial Goal]";
- mes "Well, if you manage to pass all their tests then I will believe in your abilities.";
- next;
- mes "[Tutorial Goal]";
- mes "And I will apologize for calling you dull. How about it, Dull Expert?! Do you want to challenge them?";
- next;
- if(select("Ch... Challenge!!:Um... I think I'll just give up now...") == 1) {
- mes "[Tutorial Goal]";
- mes "You're braver than you look. You can't go back now that you've decided to challenge!";
- next;
- mes "[Tutorial Goal]";
- mes "Okay~ Start by talking to the ^006400Siege Expert^000000 who's right there in front.";
- setquest 4161;
- close;
- }
- }
- mes "[Tutorial Goal]";
- mes "Well, don't get discouraged... If you change your mind and want to do the challenge, come find me.";
- close;
-}
-
-moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{
- .@checkquest = questprogress(4161);
- if (.@checkquest == 2) {
- mes "[Siege Expert]";
- mes "Since you've come again, I assume you're curious about ^006400Siege^000000?";
- next;
- switch(select("Listen about Siege.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Siege Expert]";
- mes "Now that you've gone through all of this with an expert, isn't it easy to understand? If you want to go over anything, just come talk to me.";
- close;
- case 2:
- mes "[Siege Expert]";
- mes "If you want to go over anything, just come talk to me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Siege Expert]";
- mes "I am someone who has studied War of Emperium for 16 years! So that makes me an expert! Since you came to find me, I assume you want to learn more about ^006400Siege^000000.";
- next;
- mes "[Siege Expert]";
- mes "You have great desire and enthusiasm. As the Expert of ^006400Siege^000000, you have motivated me! All the other Experts are waiting for you! Go get'em!";
- next;
- mes "[Siege Expert]";
- mes "If I told you that there was a great prize for being able to pass all the Experts' tests~ would you go for the challenge?";
- next;
- mes "[Siege Expert]";
- mes "As the first Expert, I can teach you about ^006400Siege^000000. How about it? Did you wanna learn about ^006400Siege^000000s?";
- next;
- switch(select("Listen about Siege.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Siege Expert]";
- mes "Now that you've gone through all of this with an expert, isn't it easy to understand?";
- mes "Now I'll give you 3 questions~ get those right and you've passed! Do you want a challenge?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("Challenge me!:Listen Again:Quit")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Siege Expert]";
- mes "A Siege is done in order to take over a [].";
- mes "It's a war that happens between a [] and another [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Castle, User, Guild:Castle, Guild, Guild:Town, Guild, Guild:Town, User, User") == 2)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "What is the wrong Siege time?";
- next;
- if(select("WoE 1 Tues 9-11:WoE 1 Sat 4-6:WoE 1 Thurs 8-10") == 3)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "When you get a castle, you must raise [] in order to get better benefits.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Commerce Development:Industrial Development:Guild Development:Town Development") == 1)
- .@correct += 10;
- break;
- case 2:
- mes "[Siege Expert]";
- mes "There are 2 types of Siege.";
- mes "There is the normal War of Emperium";
- mes "and then there is [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("War of Emperium MO:War of Emperium NE:War of Emperium SK:War of Emperium SE") == 4)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "As the guild that owns a castle, you must protect the [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Emperial:Emperium:Emperiom:Imperial") == 2)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "What benefits does the guild get for winning the Siege?";
- next;
- if(select("30% off all items when purchasing:Increase experience gained by 20%:Access to Guild Dungeon:Getting Weapons everyday at midnight.") == 3)
- .@correct += 10;
- break;
- case 3:
- mes "[Siege Expert]";
- mes "What benefits does the guild get for winning the Siege?";
- next;
- if(select("Increase experience gained by 20%:30% off all items when purchasing:Access to Guild Field:Treasure Box daily at midnight") == 4)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "How many hours does a siege last?";
- next;
- if(select("1 Hour:2 Hours:3 Hours:4 Hours") == 2)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "When you get a castle, you must raise [] in order to get better benefits.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Town Development:Industry Development:Guild Development:Commerce Development") == 4)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Siege Expert]";
- mes "Wow! You got all 3 questions correct! So, you feel pretty good about ^006400Siege^000000s? Right?";
- next;
- mes "[Siege Expert]";
- mes "If you ever want to learn about ^006400Siege^000000, come find me.";
- next;
- mes "[Siege Expert]";
- mes "Now, go and find the ^0000FFParty Recruiting Expert^000000. He's waiting for you.";
- completequest 4161;
- setquest 4162;
- getexp 2000,1000;
- close;
- }
- mes "[Siege Expert]";
- mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests.";
- next;
- mes "[Siege Expert]";
- mes "But when I look at you I know you have potential. Did you want to try to tackle it again?";
- break;
- case 2:
- callsub L_Info;
- mes "[Siege Expert]";
- mes "Now that you've gone through all of this with an expert, isn't it easy to understand?";
- mes "Now I'll give you 3 questions~ get those right and you've passed! Do you want a challenge?";
- break;
- case 3:
- mes "[Siege Expert]";
- mes "Bah! You're no fun... you give up too easy! If you change your mind, come find me.";
- close;
- }
- }
- close;
- case 2:
- mes "[Siege Expert]";
- mes "Are you giving up? If you change your mind, come find me.";
- close;
- }
- }
- mes "[Siege Expert]";
- mes "If you want to learn something from me, go meet ^006400Tutorial Goal^000000 first.";
- close;
-
-L_Info:
- mes "[Siege Expert]";
- mes "A ^006400Siege^000000 is a ^0000FFGuild vs. Guild^000000 war in hope to occupy a castle!";
- next;
- mes "[Siege Expert]";
- mes "There are 2 different types of ^006400Siege^000000.";
- mes "There is the standard ^006400War of Emperium^000000 and one that is slightly different which is known as ^006400War of Emperium 2^000000.";
- next;
- mes "[Siege Expert]";
- mes "So during this time, there are two sides of the war.";
- mes "The ^0000FFGuild That Owns a Castle^000000 tries to protect the ^006400Emperium^000000 and the ^0000FFGuild That Attacks a Castle^000000 tries to break the ^006400Emperium^000000.";
- next;
- mes "[Siege Expert]";
- mes "You can find ^006400Siege^000000 times on our website.";
- mes "And guilds that win also get a special something-something.";
- next;
- mes "[Siege Expert]";
- mes "Guilds that win during the Siege";
- mes "get access to a ^006400Guild Dungeon^000000";
- mes "and the Guild Master gets to open ^006400Treasure Box^000000es at ^0000FFMidnight each day^000000.";
- mes "Isn't that a great benefit?";
- next;
- mes "[Siege Expert]";
- mes "Another thing you have to do when you win a castle is called ^006400Commerce Development^000000. The more you do it, the better the benefits.";
- next;
- return;
-}
-
-moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{
- .@checkquest = questprogress(4162);
- if (.@checkquest == 2) {
- mes "[Party Recruiting Expert]";
- mes "Since you've come and found me, it seems you're curious about ^006400Party Recruiting^000000?";
- next;
- switch(select("Listen about Party Recruiting.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Party Recruiting Expert]";
- mes "This expert's explanation was pretty great, huh? If you need a refresher, come find me again.";
- close;
- case 2:
- mes "[Party Recruiting Expert]";
- mes "Well, if you have any questions, come find me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Party Recruiting Expert]";
- mes "I am the ^006400Party Recruiting^000000 expert because I did research about Party Recruting for 16 years! It seems that the ^006400Siege Expert^000000 sent you my way since you passed his tests, hmm?";
- next;
- mes "[Party Recruiting Expert]";
- mes "You may have already heard but if you pass all the Experts' quizzes, you'll get an awesome prize!";
- next;
- mes "[Party Recruiting Expert]";
- mes "As the 2nd expert, I'll tell you all about ^006400Party Recruiting^000000! How about it?";
- next;
- switch(select("Listen about Party Recruiting.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Party Recruiting Expert]";
- mes "Now~ my explanations were smoother than a smooth criminal, right? Now I'm gonna give you a quiz with 3 questions. Get them all right and you've passed. Wanna take the challenge?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!:Explain again please?:Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Party Recruiting Expert]";
- mes "Party Recruiting is used to help";
- mes "users that are looking for []";
- mes "and those looking for a [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guild, Guildmate:Club, Club Members:Paris, Party Members:Party, Party Members") == 4)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "The window that is used to help users look and search for a party is called a [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Party List:Party Wanted List:Party Recruiting List:Costume Party List") == 3)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "Which of the choices are not listed as a choice to pick when making a party recruit notice?";
- next;
- if(select("LEVEL:SKILL:JOB:MAP") == 2)
- .@correct += 10;
- break;
- case 2:
- mes "[Party Recruiting Expert]";
- mes "There are 2 types of Party Recruiting.";
- mes "Registering Party Recruiting is one";
- mes "and the 2nd one is [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Search for Parties that are Recruiting:Parties that are starting to hunt:Party Recruit and Item Distribution:Party Stuff") == 1)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "In order to start Party Recruiting, you have to click the [] button which is located in the info section of the upper left hand side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("party:guild:booking:skill") == 3)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "If you want to know more about commands for Party Recruiting, you have to press the [] button on the Party Recruting List window.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Basic Information:Help:Party:Confirm") == 2)
- .@correct += 10;
- break;
- case 3:
- mes "[Party Recruiting Expert]";
- mes "For Party Recruiting, in order to make the";
- mes "Party Recruiting Window pop up,";
- mes "You type in this command [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("/Party Collection Window:/Party Collection:/Party Recruitment Window:/Party Recruitment") == 4)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "When recruiting for a party, you can set 3 parameters. Those 3 are";
- mes "LEVEL, JOB, and [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("SKILL:GUILD:MAP:OPTION") == 3)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "Party Recruiting is used to help";
- mes "users that are looking for []";
- mes "and those looking for a [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Parry, Party Members:Club, Club Members:Party, Party Members:Guild, Guild Members") == 3)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Party Recruiting Expert]";
- mes "Nice! You got all 3 correct! Now do you feel more confident about ^006400Party Recruiting^000000?";
- next;
- mes "[Party Recruiting Expert]";
- mes "If you ever want to hear more about ^006400Party Recruiting^000000, come find me anytime.";
- next;
- mes "[Party Recruiting Expert]";
- mes "Well, off you go to the ^0000FFBattleground Expert^000000! He is probably waiting for you.";
- completequest 4162;
- setquest 4163;
- getexp 2000,1000;
- close;
- }
- mes "[Party Recruiting Expert]";
- mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests.";
- next;
- mes "[Party Recruiting Expert]";
- mes "But if you want to retake the quiz! Go for it! I think you have potential! Wanna take the quiz again?";
- break;
- case 2:
- callsub L_Info;
- mes "[Party Recruiting Expert]";
- mes "Now~ my explanations were smoother than a smooth criminal, right? Now I'm gonna give you a quiz with 3 questions. Get them all right and you've passed. Wanna take the challenge?";
- break;
- case 3:
- mes "[Party Recruiting Expert]";
- mes "Don't give up! You can do it! If you change your mind, come talk to me again!";
- close;
- }
- }
- close;
- case 2:
- mes "[Party Recruiting Expert]";
- mes "You're gonna give up without even listening to me? If you change your mind, come talk to me again!";
- close;
- }
- }
- mes "[Party Recruiting Expert]";
- mes "If you want to learn something from me, talk to the ^006400Siege Master^000000 first.";
- close;
-
-L_Info:
- mes "[Party Recruiting Expert]";
- mes "^006400Party Recruiting^000000 is pretty self explanatory. It helps people find party members and it helps people find parties.";
- next;
- mes "[Party Recruiting Expert]";
- mes "There are 2 parts to Party Recruiting.";
- mes "1st step is ^0000FFRegistering Party Recruiting^000000,";
- mes "and the 2nd step is ^0000FFParty Search^000000.";
- next;
- mes "[Party Recruiting Expert]";
- mes "In order to look up Party Recruiting, in the info window on the upper left, click the button that says ^006400booking^000000. Then the ^006400Party Recruiting List^000000 will come up.";
- next;
- mes "[Party Recruiting Expert]";
- mes "^006400Party Recruiting List^000000 window shows you the parties that are looking for members that was listed by other users. You can search through it.";
- next;
- mes "[Party Recruiting Expert]";
- mes "In the case that you don't want to join a party, but you want to recruit for one, type in the ^0000FF/Party Recruit^000000 command then in the ^006400Party Recruiting^000000 window, you can do some recruiting!";
- next;
- mes "[Party Recruiting Expert]";
- mes "Once you register your party recruit notice in the ^006400Party Recruiting^000000 window, the users can search out your ^006400Party Recruiting List^000000";
- next;
- mes "[Party Recruiting Expert]";
- mes "In the ^006400Party Recruiting List^000000 and";
- mes "^006400Party Recruiting^000000 you can put in basic information of what you're going to be doing, or what you're looking for like ";
- mes "^006400LEVEL^000000, ^006400MAP^000000, ^006400JOB^000000.";
- mes "Then the users can search using those parameters and utilizing the ^006400Party Recruitment^000000 system.";
- next;
- mes "[Party Recruiting Expert]";
- mes "If you want to learn more commands about ^006400Party Recruiting^000000, click on the ^006400Help^000000 button on the bottom right of the ^006400Party Recruiting list^000000.";
- next;
- return;
-}
-
-moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{
- .@checkquest = questprogress(4163);
- if (.@checkquest == 2) {
- mes "[Battleground Expert]";
- mes "Seeing that you sought me out, I guess you want to learn about ^006400Battleground^000000s, eh?";
- next;
- switch(select("Learn about Battlegrounds.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Battleground Expert]";
- mes "There's nothing better than hearing it straight from the expert! If you want to go over it again, just talk to me.";
- close;
- case 2:
- mes "[Battleground Expert]";
- mes "If you want to go over anything, let me know.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Battleground Expert]";
- mes "For 16 years, I experienced the intense heat of battle on the ^006400Battleground^000000s... I am the ^006400Battleground^000000 Expert!";
- mes "It seems that the ^006400Party Recruiting Expert^000000 sent you to me since you passed his quiz.";
- next;
- mes "[Battleground Expert]";
- mes "You may already know but if you get pass all the quizzes from the Experts, you'll get a prize!";
- next;
- mes "[Battleground Expert]";
- mes "I will tell you about the ^006400Battleground^000000s! I will tell you everything I know! How about it? Wanna hear about it?";
- next;
- switch(select("Learn about Battlegrounds.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Battleground Expert]";
- mes "There's nothing better than hearing it straight from the expert! Now, do you wanna take my 3-question quiz? You have to answer all 3 correctly to pass!";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!:Explain again please?:Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Battleground Expert]";
- mes "For starters, you have to pick either the side of [] Camp or [] Camp in order to to participate in Battleground.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guillaume, Tierra:Rachel, KVM:Guillaume, Croix:Maroll, KVM") == 3)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "[] can do either 10vs10 and you have to attack the crystals of the opposing team while protecting yours.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Tierra:Flavius:KVM:Maroll") == 2)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "When you complete a battle, you may get a reward! From a KVM battle, you get [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 1)
- .@correct += 10;
- break;
- case 2:
- mes "[Battleground Expert]";
- mes "For [], it's 10vs10. You also need to attack the enemies supply depot while protecting your own.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Maroll:KVM:Flavius:Tierra") == 4)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "In order to get into the battlegrounds, which one is not the recruiter you need to find?";
- next;
- if(select("Maroll Mercenary Recruiter:KVM Mercenary Recruiter:Tierra Mercenary Recruiter:Flavius Mercenary Recruiter") == 1)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "You can get [] from participating in the Battlegrounds of Tierra.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 2)
- .@correct += 10;
- break;
- case 3:
- mes "[Battleground Expert]";
- mes "In every major city, you can find [] to enter the Battlegrounds.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Maroll Battleground Recruiter:Tierra Battleground Recruiter:Flavius Battleground Recruiter:KVM Battleground Recruiter") == 1)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "For [], you go in 5vs5 with the intention of trying to reduce the number of enemies on the opposite side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Maroll:Flavius:KVM:Tierra") == 3)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "When you complete a battle, you get a prize. The prize from Flavius is called [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 3)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Battleground Expert]";
- mes "You got all 3 correct! I think you got a pretty good head on your shoulders. You know a thing or two about ^006400Battleground^000000s.";
- next;
- mes "[Battleground Expert]";
- mes "If you ever want to go over anything about ^006400Battleground^000000s, feel free to come talk to me!";
- next;
- mes "[Battleground Expert]";
- mes "Go on and find and talk to the 0000FFMemorial Dungeon Expert^000000!";
- completequest 4163;
- setquest 4164;
- getexp 2000,1000;
- close;
- }
- mes "[Battleground Expert]";
- mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests.";
- next;
- mes "[Battleground Expert]";
- mes "But if you want to take it on again, you should.";
- break;
- case 2:
- callsub L_Info;
- mes "[Battleground Expert]";
- mes "There's nothing better than hearing it straight from the expert! Now, do you wanna take my 3-question quiz? You have to answer all 3 correctly to pass!";
- break;
- case 3:
- mes "[Battleground Expert]";
- mes "Don't disappoint me by giving up. If you change your mind, come find me again.";
- close;
- }
- }
- close;
- case 2:
- mes "[Battleground Expert]";
- mes "You're a coward if you give up even before starting. If you change your mind, come find me again.";
- close;
- }
- close;
- }
- mes "[Battleground Expert]";
- mes "If you want to learn something from me, go get acknowledged by the ^006400Party Recruiting Expert^000000 first.";
- close;
-
-L_Info:
- mes "[Battleground Expert]";
- mes "To explain ^006400Battleground^000000 easily...";
- mes "You pick either Camp ^006400Guillaume^000000 or Camp ^006400Croix^000000 then you fight each other.";
- next;
- mes "[Battleground Expert]";
- mes "There are 3 types of ^006400Battleground^000000s.";
- mes "First is ^006400KVM^000000. It is a 5vs5 battle with the goal of reducing the number of people on either side.";
- next;
- mes "[Battleground Expert]";
- mes "The second one is 10vs10. You attack the supply depots of your opponents and in turn, you protect your supply depots. This is called ^006400Tierra^000000.";
- next;
- mes "[Battleground Expert]";
- mes "The third and final one is called ^006400Flavius^000000. This one is also 10vs10. For this one, you attack the crystals of your opponents while trying to protect your own.";
- next;
- mes "[Battleground Expert]";
- mes "To get to ^006400Battleground^000000s, find ^006400Maroll, the Recruiter^000000 who can be found in all major towns.";
- next;
- mes "[Battleground Expert]";
- mes "After you enter, pick if you want to side with Guillaume or Croix, then on their side, pick either...";
- mes "^006400KVM Mercenary Recruiter^000000,";
- mes "^006400Tierra Mercenary Recruiter^000000, or";
- mes "^006400Flavius Mercenary Recruiter^000000,";
- mes "then you can join the ^006400Battleground^000000s.";
- next;
- mes "[Battleground Expert]";
- mes "Depending on the outcome of the ^006400Battleground^000000 you can get a prize too.";
- mes "You get KVM Badges from ^006400KVM^000000,";
- mes "from ^006400Tierra^000000 you obtain Bravery Badges and";
- mes "you receive Valor Badges ^006400Flavius^000000.";
- next;
- mes "[Battleground Expert]";
- mes "With the rewards from ^006400Battleground^000000s, you can get items that you can't normally get elsewhere.";
- mes "Each ^006400Battleground^000000 reward you can obtain is different so you'll have to check on it.";
- next;
- return;
-}
-
-moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{
- .@checkquest = questprogress(4164);
- if (.@checkquest == 2) {
- mes "[Memorial Dungeon Expert]";
- mes "Since you've come here, it seems you want to learn about the ^006400Memorial Dungeon^000000.";
- next;
- switch(select("Listen about Memorial Dungeon.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Memorial Dungeon Expert]";
- mes "Now that you've listend to an expert, it's easy to understand, right? If you want to hear about it again, come find me.";
- close;
- case 2:
- mes "[Memorial Dungeon Expert]";
- mes " If you want to hear about it again, come find me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Memorial Dungeon Expert]";
- mes "I am the ^006400Memorial Dungeon^000000 Expert! I studied the ^006400Memorial Dungeon^000000 for 16 years!";
- mes "Since you've sought me out, I assume that you've passed the ^006400Battleground Expert^000000's quiz.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "As you already know, if you pass all the Experts' quiz you'll get a prize.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "As the 4th Expert, I will explain everything to you about ^006400Memorial Dungeon^000000.";
- mes "Want to hear about ^006400Memorial Dungeon^000000?";
- next;
- switch(select("Listen about Memorial Dungeon.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Memorial Dungeon Expert]";
- mes "Now that you've listend to an expert, it's easy to understand, right? If you want to hear about it again, come find me.";
- mes "Okay, now I'm gonna give you a quiz. You have to get all the questions right to pass. Ready?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!:Explain again please?:Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Memorial Dungeon Expert]";
- mes "^006400Memorial Dungeon^000000 isn't a dungeon that is open to all users. It's only available to you and your [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Party Members:Guildmates:Friends:Family") == 1)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "If you go to [] and find [], he will give you information about Endless Tower- which is a huge and tall dungeon.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Prontera, Seiyablem:Alberta, Leyablem:Alberta, Captain Jansen:Prontera, Captin Jansen") == 3)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "In order to enter Memorial Dungeon the [] must apply and then be on stand-by to enter. You will enter in the order the application was put in.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guild Member:Guild Leader:Party Leader:Party Member") == 3)
- .@correct += 10;
- break;
- case 2:
- mes "[Memorial Dungeon Expert]";
- mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Buff:Ritual:Exploration:Inspection") == 3)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "If you go to the Orc Map where all the orcs live, you will be able to find []. He will probably be able to give you information about the Orc's Memory dungeon.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Insane Scientist:Crazy Scientist:Insane Alchemist:Crazy Alchemist") == 1)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "In order to enter Memorial Dungeon, the [] must apply- then you'll be able to enter in order of when your application was turned in.";
- mes "You have to be on stand-by for this.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guild Leader:Guildmate:Party Member:Party Leader") == 4)
- .@correct += 10;
- break;
- case 3:
- mes "[Memorial Dungeon Expert]";
- mes "If you go to the place where you can become a monk, the Capitolina Monastery, you can meet []. He will tell you about the dungeon with the Sealed Baphomet.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Agent Patrick:Patrolman Patrick:Drunken Patrick:Detective Patrick") == 4)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Exploration:Inspection:Buff:Ritual") == 1)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "^006400Memorial Dungeon^000000 is not just open to all users. It is open available for you and your [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Friends:Family:Party Members:Guildmates") == 3)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Memorial Dungeon Expert]";
- mes "You're pretty bright~ seeing that you got all 3 correct. Now do you understand about ^006400Memorial Dungeon^000000?";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "If you ever want to go over things about ^006400Memorial Dungeon^000000, come talk to me any time.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Now, off you go to the the ^0000FFMap Expert^000000!";
- completequest 4164;
- setquest 4165;
- getexp 2000,1000;
- close;
- }
- mes "[Memorial Dungeon Expert]";
- mes "The quiz wasn't that hard...";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "You look like you have potential... you should try again.";
- break;
- case 2:
- callsub L_Info;
- mes "[Memorial Dungeon Expert]";
- mes "It's easy to understand since it's coming from an expert like me. Now it's quiz time. You have to get all the answers correct to pass. Are you ready?";
- break;
- case 3:
- mes "[Memorial Dungeon Expert]";
- mes "Giving up is lame. If you change your mind, come talk to me.";
- close;
- }
- }
- close;
- case 2:
- mes "[Memorial Dungeon Expert]";
- mes "Giving up without even trying is lame. If you change your mind, come talk to me.";
- close;
- }
- close;
- }
- mes "[Memorial Dungeon Expert]";
- mes "If you want to learn anything from me, talk to the ^006400Battleground Master^000000 first and get acknowledged by him.";
- close;
-
-L_Info:
- mes "[Memorial Dungeon Expert]";
- mes "The ^006400Memorial Dungeon^000000is not a dungeon that is open to everyone. It only opens to ^0000FFYou and your Party Members^000000.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Therefore, in order to enter ^006400Memorial Dungeon^000000, the Party Leader must apply to enter. Since you enter in the order you apply, you must be on stand-by to enter.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Also, after you explore Memorial Dungeon, you cannot re-enter the same ^006400Memorial Dungeon^000000 for a certain period of time.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Many ^006400Memorial Dungeon^000000s exist, but we will give you hints to help you find Memorial Dungeon in the world of Rune Midgard.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "First, go to ^8B4513Alberta^000000 and find ^006400Captain Jansen^000000.";
- mes "He will give you information about the really huge and tall dungeon known as ^006400Endless Tower^000000.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Second, go to the ^8B4513Orc Map^000000 where all the orcs live and find the ^006400Insane Scientist^000000.";
- mes "You might be able to get some information about a dungeon that has to do with ^006400Orc's Memory^000000.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Third and last, seek out the place where you can become a monk, which is the ^8B4513Capitolina Monastery^000000 and seek out ^006400Detective Patrick^000000.";
- mes "He will be able to give you information about the dungeon with the ^006400Sealed Baphomet^000000+.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Of course there are other locations for Memorial Dungeon but it's best to start where you can find it easily.";
- mes "As you continue to go on your adventures you will be able to find them more easily.";
- next;
- return;
-}
-
-moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{
- .@checkquest = questprogress(4165);
- if (.@checkquest == 2) {
- mes "[Map Expert]";
- mes "Seeing that you came to me, I assume you have some questions about ^006400MAP^000000s?";
- next;
- switch(select("List about the Map.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Map Expert]";
- mes "If you end up in those areas while you're adventuring, be sure to tell me all about it!";
- mes "And now, since you've passed all the Expert's quizzes, go on and talk to ^006400Tutorial Goal^000000.";
- close;
- case 2:
- mes "[Map Expert]";
- mes "If you have any more questions, come find me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Map Expert]";
- mes "I have been researching and studying ^006400MAP^000000s for 16 years and so now I am the ^006400MAP^000000 Expert!";
- mes "Since you've sought me out, it seems you've passed ^006400Memorial Dungeon Expert^000000's quiz.";
- next;
- mes "[Map Expert]";
- mes "As you already know, if you pass all the Experts' quiz you'll get a prize.";
- next;
- mes "[Map Expert]";
- mes "As the last Expert, I will try to explain everything about ^006400MAP^000000s to make it easy on you. Ready to start?";
- next;
- switch(select("Listen about Maps.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Map Expert]";
- mes "How was my explanation? Now I am gonna give you a quick quiz! You have to get all the answers correct in order to pass. Ready?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!:Explain again please?:Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Map Expert]";
- mes "You can view the map by clicking on the [] button that is located in the upper left hand side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("SKILL:GUILD:MAP:BOOKING") == 3)
- .@correct += 10;
- mes "[Map Expert]";
- mes "When looking at the map, each area offers the [] and [] information about the monsters. That will take all the guess work out of where you should hunt.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Name, Age:Attributes, Level:Attributes, Tribe:Name, Level") == 4)
- .@correct += 10;
- mes "[Map Expert]";
- mes "If you want to stop looking at the map, simple press the shortcut key of [] or ESC and it will close the map for you.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("ALT + F4:CTRL + %:CTRL + M:ALT + ESC") == 2)
- .@correct += 10;
- break;
- case 2:
- mes "[Map Expert]";
- mes "After you open your map and you";
- mes "hover your mouse over specific areas";
- mes "you can see the [] and [] of the region.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Name, Area Details:Name, Monster Attributes:Specialties, Area Details:Specialties, Name") == 1)
- .@correct += 10;
- mes "[Map Expert]";
- mes "If you look to the bottom right of the map, you will see a drawing of []. Click on that or press the TAB shortcut key and you can find out various information.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Desert Wolf:Mimic:Siroma:Poring") == 4)
- .@correct += 10;
- mes "[Map Expert]";
- mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations.";
- mes "You can also find the [] of the monsters in that area.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Name:Level:Attribute:Size") == 2)
- .@correct += 10;
- break;
- case 3:
- mes "[Map Expert]";
- mes "If you want to stop looking at the map, all you need to do is press the [] to go back to your normal screen.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("O:X:EXIT:ALT") == 2)
- .@correct += 10;
- mes "[Map Expert]";
- mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations.";
- mes "You can also find the [] of the monsters in that area.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Level:Name:Size:Attribute") == 1)
- .@correct += 10;
- mes "[Map Expert]";
- mes "You can view the map by clicking on the [] button that is located in the upper left hand side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("GUILD:SKILL:BOOKING:MAP") == 4)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Map Expert]";
- mes "Bingo! You got all 3 answers correct! Now, do you feel like you understand stuff about ^006400MAP^000000s more?";
- next;
- mes "[Map Expert]";
- mes "If you ever feel like you want to learn more about ^006400MAP^000000s, come talk to me anytime.";
- next;
- mes "[Map Expert]";
- mes "Congrats on passing all the Experts' quizzes! Now, go find and talk to the ^006400Tutorial Goal^000000!";
- completequest 4165;
- setquest 4166;
- getexp 2000,1000;
- close;
- }
- mes "[Map Expert]";
- mes "The 3 questions shouldn't have been that hard...";
- next;
- mes "[Map Expert]";
- mes "Well, you seem to be pretty smart so why not try the quiz again?";
- break;
- case 2:
- callsub L_Info;
- mes "[Map Expert]";
- mes "How is this Expert's explanations? Now I am gonna give you a quick quiz. You have to get all the answers correct to pass. Want to try it?";
- break;
- case 3:
- mes "[Map Expert]";
- mes "I'm the last Expert! Dont' give up! Come find me again when you're ready!";
- close;
- }
- }
- close;
- case 2:
- mes "[Map Expert]";
- mes "You're gonna give up without even trying? But I'm the last Expert! Dont' give up! Come find me again when you're ready!";
- close;
- }
- close;
- }
- mes "[Map Expert]";
- mes "If you want to learn from me, go get acknowledged by the ^006400Memorial Dungeon^000000 first.";
- close;
-
-L_Info:
- mes "[Map Expert]";
- mes "A ^006400MAP^000000 shows you things that is much needed for travelling around the world; such as the lay of the land, major towns and fields and such. It's a very important tool!";
- next;
- mes "[Map Expert]";
- mes "Because of this, it's more important than everything else that you know about ^006400MAP^000000s.";
- next;
- mes "[Map Expert]";
- mes "The map can be accessed by clicking on the button that says ^006400MAP^000000 on the upper left side of your screen.";
- next;
- mes "[Map Expert]";
- mes "When you click on the ^006400MAP^000000 button, a full sized map of Rune Midgards will take up your screen.";
- mes "When you ^0000FFHover your mouse over specific areas^000000, you can find out more things such as ^006400NAME^000000 and Area Details.";
- next;
- mes "[Map Expert]";
- mes "If you look to the lower right side of your map, there is a ^006400Poring drawing^000000.";
- mes "If you click on it or press the ^006400TAB^000000 shortcut key, you will be able to various information.";
- next;
- mes "[Map Expert]";
- mes "Firstly, you can find out the ^006400NAME^000000 and ^006400LEVEL^000000 of the monsters in each area. That will take a lot of the guess work out of where you want to go hunt.";
- next;
- mes "[Map Expert]";
- mes "Secondly, You can locate various ^006400DUNGEON^000000s and their";
- mes "^006400Entrance Location^000000. Plus, it'll also tell you monsters that reside in that area";
- mes "along with their ^006400LEVEL^000000. It's displayed in red so it's easy to find.";
- next;
- mes "[Map Expert]";
- mes "If you want to stop looking at the map, there are 2 ways to do this.";
- mes "You can press the shortcut keys which are ^006400CTRL + %^000000 or ^006400ESC^000000";
- mes "Or at the top right of the map, there is a ^006400X^000000 button. Click that and you will return to your normal game screen.";
- next;
- mes "[Map Expert]";
- mes "Currently, we cannot see places that are beyond Rune Midgards but it has been said that there are a lot of unknown worlds that exist in the beyond.";
- next;
- return;
-}