From 3f4fabd7bc511c76485db153ae9b58468e6a5c00 Mon Sep 17 00:00:00 2001 From: ultramage Date: Tue, 22 May 2007 14:32:48 +0000 Subject: Tweaked some recent npcs (untested) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10608 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/Changelog.txt | 4 + npc/custom/quests/bongunsword.txt | 314 +- npc/jobs/1-1e/ninja.txt | 12 +- npc/merchants/ammo_boxes.txt | 185 +- npc/merchants/kunai_maker.txt | 67 +- npc/merchants/socket_enchant.txt | 455 +- npc/mobs/dungeons/thor.txt | 70 +- npc/quests/Bard_Quest.txt | 8969 +++++++++++++++++++------------------ npc/quests/WIP/airships.txt | 1138 ----- npc/warps/dungeons/rachel_dun.txt | 14 +- 10 files changed, 4969 insertions(+), 6259 deletions(-) delete mode 100644 npc/quests/WIP/airships.txt diff --git a/npc/Changelog.txt b/npc/Changelog.txt index 80af3434b..36c4aab54 100644 --- a/npc/Changelog.txt +++ b/npc/Changelog.txt @@ -1,6 +1,10 @@ Date Added ====== 2007/05/22 + * Tweaked some recent npcs [ultramage] + - I find using close; to exit a switched callsub/callfunc a major wtf, + similarly when using switch witout absolutely no break statements; + please consider using more proper code structuring in the future. * Added Thor Volcano spawns [Playtester] * Updated Socket Enchant NPC to official. [SinSloth] * Moved Munak's Grandma quest to monstertamers.txt, it didn't require another file. [SinSloth] diff --git a/npc/custom/quests/bongunsword.txt b/npc/custom/quests/bongunsword.txt index 4cbc2519c..55f1f2383 100644 --- a/npc/custom/quests/bongunsword.txt +++ b/npc/custom/quests/bongunsword.txt @@ -1,157 +1,157 @@ -//===== eAthena Script ======================================= -//= Munak and Bongun accessory / Taming items Quest -//===== By: ================================================== -//= eAthena Team -//===== Current Version: ===================================== -//= 1.2 -//===== Compatible With: ===================================== -//= eAthena 1.0 -//===== Description: ========================================= -//= Quest itms:Sword o'Chinese Exorcist,No Recipient,Her Heart -//===== Additional Comments: ================================= -//= 1.0. merged 3 sep. files, fixed exploits [Lupus] -//= 1.1 Added missing next;'s [Evera] -//= 1.2 Added another missing next; [Evera] -//============================================================ - - -comodo,135,227,5 script Sherri 93,{ - mes "[Sherri]"; - mes " "; - mes "*sighs*"; - next; - mes "[Sherri]"; - mes "Oh? Whats the matter? ...Well, I have finally managed to encase the soul of a handsome boy ..."; - next; - mes "[Sherri]"; - mes "...so why am I sad?"; - mes " "; - mes "It's because I don't even know how his personality is... say, if you can find me a 'Girl's Diary' about him, I'll give you his diary!"; - next; - mes "[Sherri]"; - mes "Can you please help me?"; - next; - - menu "What do I need again?",-,"Here! I got what you need!",ExCreate,"Sorry, I can't help you.",ExEnd; - - mes "[Sherri]"; - mes "What I desire is..."; - mes " "; - mes "A 'Girl's Diary' about him..."; - close; - -ExCreate: - mes "[Sherri]"; - mes "Really!! You'll help me!"; - next; - - if(countitem(1558)<1) goto L_NoItem;//Items: Girl's_Diary, - delitem 1558,1;//Items: Girl's_Diary, - getitem 659,1;//Items: Her_Heart, - mes "[Sherri]"; - mes "YES! I am forever in your debt!"; - mes " "; - mes "Here is his diary as promised! Again - Thank you!"; - next; - mes "[Sherri]"; - mes "Wait! Here's his sword, I found it next to him. But it's broken... I know of a old man just west of Geffen who can fix such a sword!"; - getitem 7110,1;//Items: Broken_Sword, - close; - -L_NoItem: - mes "[Sherri]"; - mes "Waahhhh, stop playing with my feelings!"; - mes " "; - mes "Go away!"; - close; -ExEnd: - mes "[Sherri]"; - mes "*sighs*"; - close; -} - -izlude_in,115,76,5 script Evan 47,{ - mes "[Evan]"; - mes " "; - mes "*sighs*"; - next; - mes "[Evan]"; - mes "Oh? Whats the matter? ...Well, I have finally managed to encase the soul of a pretty girl ..."; - next; - mes "[Evan]"; - mes "...so why am I sad?"; - mes " "; - mes "It's because I don't even know how she looks like...say, if you can find me and 'Old Portrait' of her, I'll give you her lover's lost letter!"; - next; - mes "[Evan]"; - mes "Whaddaya say? ..pal?"; - next; - - menu "What do I need again?",-,"Here! I got what you need!",ExCreate,"Sorry, I can't help you.",ExEnd; - - mes "[Evan]"; - mes "A picture of her lovely face..."; - mes " "; - mes "An 'Old Portrait' preferrably..."; - close; - -ExCreate: - mes "[Evan]"; - mes "Really!! You'll help me!"; - next; - if(countitem(7014)<1) goto L_NoItem;//Items: Old_Portrait, - delitem 7014,1;//Items: Old_Portrait, - getitem 636,1;//Items: No_Recipient, - mes "[Evan]"; - mes "YES! I am forever in your debt!"; - mes " "; - mes "Here is lover's lost letter as promised! Again - Thank you!"; - close; - -L_NoItem: - mes "[Evan]"; - mes "Waahhhh, stop playing with my feelings!"; - mes " "; - mes "Go away!"; - close; - -ExEnd: - mes "[Evan]"; - mes "*sighs*"; - close; -} - -gef_fild07,183,239,5 script Old Smith 120,{ - mes "[Old Smith]"; - mes "Ah, isn't it peaceful up here - I used to be one of the legendary Blacksmiths of midgard...sadly my skills have faded."; - next; - if(countitem(7110)<1) goto L_NoItemS;//Items: Broken_Sword, - mes "[Old Smith]"; - mes "Hmm, it seems as if you need something. What would that be?"; - next; - menu "Can you fix this broken sword?",-,"Nothing really...",ExEnd; - - mes "[Old Smith]"; - mes "Ahhh, this is a very old sword and yes I can fix it, I'll need an 'Oridecon' to mend the breaks though."; - next; - if(countitem(7110)<1 || countitem(984)<1) goto L_NoItem;//Items: Broken_Sword, Oridecon, - delitem 7110,1;//Items: Broken_Sword, - delitem 984,1;//Items: Oridecon, - getitem 10020,1;//Items: Sword_of_Chinese_Exorcist, - mes "[Old Smith]"; - mes "Ah yes here we go!"; - mes " "; - mes "Haha! Gramps still has that old magic touch, Here you go!"; - close; - -L_NoItem: - mes "[Old Smith]"; - mes "Hmm, you seem to be missing something... probably that 'Oridecon'."; - close; - -L_NoItemS: -ExEnd: - mes "[Old Smith]"; - mes "...ah well, go out and live life young one. Time never stops!"; - close; -} +//===== eAthena Script ======================================= +//= Munak and Bongun accessory / Taming items Quest +//===== By: ================================================== +//= eAthena Team +//===== Current Version: ===================================== +//= 1.2 +//===== Compatible With: ===================================== +//= eAthena 1.0 +//===== Description: ========================================= +//= Quest itms:Sword o'Chinese Exorcist,No Recipient,Her Heart +//===== Additional Comments: ================================= +//= 1.0. merged 3 sep. files, fixed exploits [Lupus] +//= 1.1 Added missing next;'s [Evera] +//= 1.2 Added another missing next; [Evera] +//============================================================ + + +comodo,135,227,5 script Sherri 93,{ + mes "[Sherri]"; + mes " "; + mes "*sighs*"; + next; + mes "[Sherri]"; + mes "Oh? Whats the matter? ...Well, I have finally managed to encase the soul of a handsome boy ..."; + next; + mes "[Sherri]"; + mes "...so why am I sad?"; + mes " "; + mes "It's because I don't even know how his personality is... say, if you can find me a 'Girl's Diary' about him, I'll give you his diary!"; + next; + mes "[Sherri]"; + mes "Can you please help me?"; + next; + + menu "What do I need again?",-,"Here! I got what you need!",ExCreate,"Sorry, I can't help you.",ExEnd; + + mes "[Sherri]"; + mes "What I desire is..."; + mes " "; + mes "A 'Girl's Diary' about him..."; + close; + +ExCreate: + mes "[Sherri]"; + mes "Really!! You'll help me!"; + next; + + if(countitem(1558)<1) goto L_NoItem;//Items: Girl's_Diary, + delitem 1558,1;//Items: Girl's_Diary, + getitem 659,1;//Items: Her_Heart, + mes "[Sherri]"; + mes "YES! I am forever in your debt!"; + mes " "; + mes "Here is his diary as promised! Again - Thank you!"; + next; + mes "[Sherri]"; + mes "Wait! Here's his sword, I found it next to him. But it's broken... I know of a old man just west of Geffen who can fix such a sword!"; + getitem 7110,1;//Items: Broken_Sword, + close; + +L_NoItem: + mes "[Sherri]"; + mes "Waahhhh, stop playing with my feelings!"; + mes " "; + mes "Go away!"; + close; +ExEnd: + mes "[Sherri]"; + mes "*sighs*"; + close; +} + +izlude_in,115,76,5 script Evan 47,{ + mes "[Evan]"; + mes " "; + mes "*sighs*"; + next; + mes "[Evan]"; + mes "Oh? Whats the matter? ...Well, I have finally managed to encase the soul of a pretty girl ..."; + next; + mes "[Evan]"; + mes "...so why am I sad?"; + mes " "; + mes "It's because I don't even know how she looks like...say, if you can find me and 'Old Portrait' of her, I'll give you her lover's lost letter!"; + next; + mes "[Evan]"; + mes "Whaddaya say? ..pal?"; + next; + + menu "What do I need again?",-,"Here! I got what you need!",ExCreate,"Sorry, I can't help you.",ExEnd; + + mes "[Evan]"; + mes "A picture of her lovely face..."; + mes " "; + mes "An 'Old Portrait' preferrably..."; + close; + +ExCreate: + mes "[Evan]"; + mes "Really!! You'll help me!"; + next; + if(countitem(7014)<1) goto L_NoItem;//Items: Old_Portrait, + delitem 7014,1;//Items: Old_Portrait, + getitem 636,1;//Items: No_Recipient, + mes "[Evan]"; + mes "YES! I am forever in your debt!"; + mes " "; + mes "Here is lover's lost letter as promised! Again - Thank you!"; + close; + +L_NoItem: + mes "[Evan]"; + mes "Waahhhh, stop playing with my feelings!"; + mes " "; + mes "Go away!"; + close; + +ExEnd: + mes "[Evan]"; + mes "*sighs*"; + close; +} + +gef_fild07,183,239,5 script Old Smith 120,{ + mes "[Old Smith]"; + mes "Ah, isn't it peaceful up here - I used to be one of the legendary Blacksmiths of midgard...sadly my skills have faded."; + next; + if(countitem(7110)<1) goto L_NoItemS;//Items: Broken_Sword, + mes "[Old Smith]"; + mes "Hmm, it seems as if you need something. What would that be?"; + next; + menu "Can you fix this broken sword?",-,"Nothing really...",ExEnd; + + mes "[Old Smith]"; + mes "Ahhh, this is a very old sword and yes I can fix it, I'll need an 'Oridecon' to mend the breaks though."; + next; + if(countitem(7110)<1 || countitem(984)<1) goto L_NoItem;//Items: Broken_Sword, Oridecon, + delitem 7110,1;//Items: Broken_Sword, + delitem 984,1;//Items: Oridecon, + getitem 10020,1;//Items: Sword_of_Chinese_Exorcist, + mes "[Old Smith]"; + mes "Ah yes here we go!"; + mes " "; + mes "Haha! Gramps still has that old magic touch, Here you go!"; + close; + +L_NoItem: + mes "[Old Smith]"; + mes "Hmm, you seem to be missing something... probably that 'Oridecon'."; + close; + +L_NoItemS: +ExEnd: + mes "[Old Smith]"; + mes "...ah well, go out and live life young one. Time never stops!"; + close; +} diff --git a/npc/jobs/1-1e/ninja.txt b/npc/jobs/1-1e/ninja.txt index b2709d71c..4ce5c4987 100644 --- a/npc/jobs/1-1e/ninja.txt +++ b/npc/jobs/1-1e/ninja.txt @@ -40,15 +40,9 @@ alberta,30,65,3 script Akagi#nq 730,{ mes "Very well, I'll send you over right away."; close2; switch (rand(3)) { - case 1: - warp "amatsu", 170, 229; - break; - case 2: - warp "amatsu", 216, 188; - break; - default: - warp "amatsu", 178, 176; - break; + case 1: warp "amatsu", 170, 229; break; + case 2: warp "amatsu", 216, 188; break; + default: warp "amatsu", 178, 176; break; } end; } diff --git a/npc/merchants/ammo_boxes.txt b/npc/merchants/ammo_boxes.txt index 8ca5554e3..ba136f0e2 100644 --- a/npc/merchants/ammo_boxes.txt +++ b/npc/merchants/ammo_boxes.txt @@ -1,9 +1,9 @@ //===== eAthena Script ======================================== //= Casing Pack Dealer Kenny //===== By: ================================================== -//= SinSloth +//= eAthena dev team //===== Current Version: ===================================== -//= 1.1 +//= 1.2 //===== Compatible With: ===================================== //= eAthena 1.0+ //===== Description: ========================================= @@ -11,71 +11,55 @@ //===== Additional Comments: ================================= //= 1.0 First version. [SinSloth] //= 1.1 Optimized version - Reduced to only one function [SinSloth] +//= 1.2 Optimized^2 [ultramage] //============================================================ que_ng,187,149,3 script Casing Pack Dealer Kenny 83,{ - - if(BaseJob == Job_Gunslinger) + + if(BaseJob != Job_Gunslinger) { mes "[Kenny]"; mes "I am the Casing Dealer, Kenny!"; - mes "If your bullets are getting"; - mes "too heavy, come to me!"; + mes "I'm here to package the Shells"; + mes "and Bullets for Gunslingers."; next; mes "[Kenny]"; - mes "I can make you Casings and Packs,"; - mes "which will let you carry the"; - mes "Spheres at a lower weight!"; - mes "Come on! Take a look!"; - next; - switch( select( "Lightning Sphere Pack","Blind Sphere Pack","Poison Sphere Pack","Freezing Sphere Pack","Flare Sphere Pack","Bullet Casing","Shell of Blood Casing","Silver Bullet Casing","Cancel" )) - { - case 1: - callfunc "Func_Casing",13204,12144; - break; - case 2: - callfunc "Func_Casing",13206,12145; - break; - case 3 : - callfunc "Func_Casing",13205,12146; - break; - case 4 : - callfunc "Func_Casing",13207,12147; - break; - case 5 : - callfunc "Func_Casing",13203,12148; - break; - case 6 : - callfunc "Func_Casing",13200,12149; - break; - case 7 : - callfunc "Func_Casing",13202,12150; - break; - case 8 : - callfunc "Func_Casing",13201,12151; - break; - case 9: - goto L_Cancel; - break; - } + mes "But you don't look like a"; + mes "Gunslinger to me. I'm afraid"; + mes "that I must ask you to leave"; + mes "after you're done looking around."; + close; } + mes "[Kenny]"; mes "I am the Casing Dealer, Kenny!"; - mes "I'm here to package the Shells"; - mes "and Bullets for Gunslingers."; + mes "If your bullets are getting"; + mes "too heavy, come to me!"; next; mes "[Kenny]"; - mes "But you don't look like a"; - mes "Gunslinger to me. I'm afraid"; - mes "that I must ask you to leave"; - mes "after you're done looking around."; - close; - -L_Cancel: - mes "[Kenny]"; - mes "Alright. If there's"; - mes "something else I can help"; - mes "you with, please tell me."; + mes "I can make you Casings and Packs,"; + mes "which will let you carry the"; + mes "Spheres at a lower weight!"; + mes "Come on! Take a look!"; + next; + switch( select( "Lightning Sphere Pack","Blind Sphere Pack","Poison Sphere Pack","Freezing Sphere Pack","Flare Sphere Pack","Bullet Casing","Shell of Blood Casing","Silver Bullet Casing","Cancel" )) + { + case 1: callfunc "Func_Casing",13204,12144; break; + case 2: callfunc "Func_Casing",13206,12145; break; + case 3: callfunc "Func_Casing",13205,12146; break; + case 4: callfunc "Func_Casing",13207,12147; break; + case 5: callfunc "Func_Casing",13203,12148; break; + case 6: callfunc "Func_Casing",13200,12149; break; + case 7: callfunc "Func_Casing",13202,12150; break; + case 8: callfunc "Func_Casing",13201,12151; break; + case 9: + default: + mes "[Kenny]"; + mes "Alright. If there's"; + mes "something else I can help"; + mes "you with, please tell me."; + close; + } close; } @@ -93,62 +77,63 @@ function script Func_Casing { mes "You can trade a maximum of 50."; mes "Input 0 if you want to cancel."; next; - input @caser_amount; - if(@caser_amount < 1) goto L_Cancel; - else if(@caser_amount > 50) + input .@caser_amount; + if(.@caser_amount < 1) + { + mes "[Kenny]"; + mes "Alright. If there's"; + mes "something else I can help"; + mes "you with, please tell me."; + close; + } + if(.@caser_amount > 50) { mes "[Kenny]"; mes "You've exceeded the limit!"; mes "Try again next time?"; close; } - set @caser_bullet,@caser_amount * 500; - -//Weight checking - if(checkweight(getarg(1),@caser_amount) != 1) goto L_Weight; - -//Materials checking - else if(countitem(getarg(0)) < @caser_bullet) goto L_NoBullet; - -//Zeny checking - else if(Zeny < @caser_bullet) goto L_NoMoney; + set .@caser_bullet, .@caser_amount * 500; + + //Weight checking + if(checkweight(getarg(1), .@caser_amount) != 1) + { + mes "[Kenny]"; + mes "You are overweight."; + mes "Please clear your inventory."; + close; + } + + //Materials checking + if(countitem(getarg(0)) < .@caser_bullet) + { + mes "[Kenny]"; + mes "Huh......"; + mes "You don't have enough"; + mes "materials to trade for"; + mes "the number of items you"; + mes "want. Please come with the"; + mes "correct amount of items."; + close; + } + + //Zeny checking + if(Zeny < .@caser_bullet) + { + mes "[Kenny]"; + mes "Erm... You don't have enough money."; + mes "The fee is 500 zeny"; + mes "Check your zeny and come again."; + close; + } + mes "[Kenny]"; mes "Ah very well!"; mes "The number is confirmed!"; if(getarg(1) < 12149) mes "I'll get you the Packs right away."; else mes "I'll get you the Casings right away."; - set Zeny, Zeny - @caser_bullet; - delitem getarg(0),@caser_bullet; - getitem getarg(1),@caser_amount; - close; - -L_Weight: - mes "[Kenny]"; - mes "You are overweight."; - mes "Please clear your inventory."; - close; - -L_NoBullet: - mes "[Kenny]"; - mes "Huh......"; - mes "You don't have enough"; - mes "materials to trade for"; - mes "the number of items you"; - mes "want. Please come with the"; - mes "correct amount of items."; - close; - -L_NoMoney: - mes "[Kenny]"; - mes "Erm... You don't have enough money."; - mes "The fee is 500 zeny"; - mes "Check your zeny and come again."; - close; - -L_Cancel: - mes "[Kenny]"; - mes "Alright. If there's"; - mes "something else I can help"; - mes "you with, please tell me."; + set Zeny, Zeny - .@caser_bullet; + delitem getarg(0), .@caser_bullet; + getitem getarg(1), .@caser_amount; close; } diff --git a/npc/merchants/kunai_maker.txt b/npc/merchants/kunai_maker.txt index 7462b65b8..42be41584 100644 --- a/npc/merchants/kunai_maker.txt +++ b/npc/merchants/kunai_maker.txt @@ -1,9 +1,9 @@ //===== eAthena Script ======================================= //= Kunai "Trader" @ que_ng //===== By: ================================================== -//= erKURITA +//= eAthena dev team //===== Current Version: ===================================== -//= 1.0 +//= 1.2 //===== Compatible With: ===================================== //= eAthena 1.0 //===== Description: ========================================= @@ -14,10 +14,13 @@ //= id of the 2 required items plus the amount. Can trade //= up to 500 units (5,000 kunais) at once. [erKURITA] //= 1.1 Officialized script [Playtester] +//= 1.2 Optimized/cleaned up a bit [ultramage] //============================================================ -que_ng,72,29,3 script Kunai Merchant Kashin 83,{ - if(BaseJob != Job_Ninja){ +que_ng,72,29,3 script Kunai Merchant Kashin 83,{ + + if(BaseJob != Job_Ninja) + { mes "[Kashin]"; mes "I am Kashin of the Wind. I distribute trade items to the shadows."; next; @@ -25,6 +28,7 @@ que_ng,72,29,3 script Kunai Merchant Kashin 83,{ mes "It doesn't seem like you are a Ninja... Just take a good look around and be on your way."; close; } + mes "[Kashin]"; mes "I'm Kashin!"; mes "If you're ever short on Shurikens, come and see me."; @@ -34,32 +38,27 @@ que_ng,72,29,3 script Kunai Merchant Kashin 83,{ mes "Choose what you want."; next; - switch(select("Poison Kunais:Frost Kunais:Wind Kunais:Earth Kunais:Fire Kunais:Cancel")) { - -//Callfunc usage: callfunc "Kunai_Trade",itemreqid1,itemreqct1,itemreqid2,itemreqct2,itemidtrade; - case 1: - callfunc "Kunai_Trade",13250,20,7524,1,13259; - case 2: - callfunc "Kunai_Trade",13251,8,7522,2,13255; - case 3: - callfunc "Kunai_Trade",13252,4,7523,2,13257; - case 4: - callfunc "Kunai_Trade",13253,2,7524,1,13256; - case 5: - callfunc "Kunai_Trade",13254,1,7521,2,13258; + switch(select("Poison Kunais:Frost Kunais:Wind Kunais:Earth Kunais:Fire Kunais:Cancel")) + { + //usage: callfunc "Kunai_Trade",itemreqid1,itemreqct1,itemreqid2,itemreqct2,itemidtrade; + case 1: callfunc "Kunai_Trade",13250,20,7524,1,13259; break; + case 2: callfunc "Kunai_Trade",13251,8,7522,2,13255; break; + case 3: callfunc "Kunai_Trade",13252,4,7523,2,13257; break; + case 4: callfunc "Kunai_Trade",13253,2,7524,1,13256; break; + case 5: callfunc "Kunai_Trade",13254,1,7521,2,13258; break; case 6: - goto L_Bye; + default: + mes "[Kashin]"; + mes "Hmm~ Ok~"; + mes "Come again~"; + mes "I, Kashin of the Wind, will always be at this place."; + close; } -L_Bye: - mes "[Kashin]"; - mes "Hmm~ Ok~"; - mes "Come again~"; - mes "I, Kashin of the Wind, will always be at this place."; close; } function script Kunai_Trade { - + mes "[Kashin]"; mes "If you give me "+getarg(1)+" "+getitemname(getarg(0))+" and "+getarg(3)+" "+getitemname(getarg(2))+", I'll give you a pack of 10 "+getitemname(getarg(4))+"."; next; @@ -68,29 +67,33 @@ function script Kunai_Trade { mes "If you don't want to trade, just enter 0 as the amount."; next; - input @trade; + input .@trade; - if(@trade < 1){ + if(.@trade < 1) + { mes "[Kashin]"; mes "Hmm~ Ok~"; mes "Come again~"; mes "I, Kashin of the Wind, will always be at this place."; close; } - if(@trade > 500){ + if(.@trade > 500) + { mes "[Kashin]"; mes "You've exceeded the input amount!"; mes "Enter a valid number next time~!"; close; } - if(countitem(getarg(0)) < @trade*getarg(1) || countitem(getarg(2)) < @trade*getarg(3)){ + if(countitem(getarg(0)) < .@trade*getarg(1) || countitem(getarg(2)) < .@trade*getarg(3)) + { mes "[Kashin]"; mes "Hmm... this is no good~"; mes "You don't have enough materials to trade in for the amount of Kunai's that you want."; mes "Bring some more if you want this amount."; close; } - if(checkweight(getarg(4),@trade*10) == 0){ + if(checkweight(getarg(4), .@trade*10) == 0) + { mes "[Kashin]"; mes "Your bag is too full to carry the trade items. Come back after you made room for the traded items."; close; @@ -99,8 +102,8 @@ function script Kunai_Trade { mes "Ok~ Very well!"; mes "Amount verified!"; mes "Here are your traded items."; - delitem getarg(0),getarg(1)*@trade; - delitem getarg(2),getarg(3)*@trade; - getitem getarg(4),10*@trade; + delitem getarg(0),getarg(1)*.@trade; + delitem getarg(2),getarg(3)*.@trade; + getitem getarg(4),10*.@trade; close; } diff --git a/npc/merchants/socket_enchant.txt b/npc/merchants/socket_enchant.txt index 4404e6f70..cebe39f30 100644 --- a/npc/merchants/socket_enchant.txt +++ b/npc/merchants/socket_enchant.txt @@ -1,9 +1,9 @@ //===== eAthena Script ======================================= //= Socket Enchant //===== By: ================================================== -//= Sousuke_PL +//= eAthena dev team //===== Current Version: ===================================== -//= 1.1 +//= 1.1b //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -16,6 +16,7 @@ //= 0.3 Fixed Zweihander[+] id [Lupus] //= 1.0 Fixed ingredients check [Lupus] //= 1.1 Updated to official. [SinSloth] +//= 1.1b Optimized/cleaned [ultramage] //============================================================ payon,140,151,5 script Seiyablem 84,{ @@ -46,15 +47,11 @@ payon,140,151,5 script Seiyablem 84,{ next; switch( select( "Trident","Rope","Violin" ) ) { - case 1: - callfunc "Func_Socket",1,1460,1461,40,66,200,1010,10; - - case 2: - callfunc "Func_Socket",1,1950,1951,40,66,200,1010,10; - - case 3: - callfunc "Func_Socket",1,1901,1902,40,66,200,1010,10; + case 1: callfunc "Func_Socket",1,1460,1461,40,66,200,1010,10; break; + case 2: callfunc "Func_Socket",1,1950,1951,40,66,200,1010,10; break; + case 3: callfunc "Func_Socket",1,1901,1902,40,66,200,1010,10; break; } + break; case 2: mes "[Seiyablem]"; @@ -64,33 +61,17 @@ payon,140,151,5 script Seiyablem 84,{ next; switch( select( "Chain","Gladius","Gakkung Bow","Pike","Haedonggum","Lute","Wire","Waghnakh","Arbalest Bow" ) ) { - case 1: - callfunc "Func_Socket",1,1519,1520,40,61,300,1010,10; - - case 2: - callfunc "Func_Socket",2,1219,1220,40,61,300,984,1,999,5; - - case 3: - callfunc "Func_Socket",2,1714,1716,40,61,300,984,2,999,5; - - case 4: - callfunc "Func_Socket",1,1407,1408,40,61,300,1010,10; - - case 5: - callfunc "Func_Socket",2,1123,1128,40,61,300,984,2,999,5; - - case 6: - callfunc "Func_Socket",1,1905,1906,40,61,300,1011,10; - - case 7: - callfunc "Func_Socket",1,1954,1955,40,61,300,1011,10; - - case 8: - callfunc "Func_Socket",1,1801,1802,40,61,300,1010,10; - - case 9: - callfunc "Func_Socket",2,1713,1715,40,61,300,984,2,999,5; + case 1: callfunc "Func_Socket",1,1519,1520,40,61,300,1010,10; break; + case 2: callfunc "Func_Socket",2,1219,1220,40,61,300,984,1,999,5; break; + case 3: callfunc "Func_Socket",2,1714,1716,40,61,300,984,2,999,5; break; + case 4: callfunc "Func_Socket",1,1407,1408,40,61,300,1010,10; break; + case 5: callfunc "Func_Socket",2,1123,1128,40,61,300,984,2,999,5; break; + case 6: callfunc "Func_Socket",1,1905,1906,40,61,300,1011,10; break; + case 7: callfunc "Func_Socket",1,1954,1955,40,61,300,1011,10; break; + case 8: callfunc "Func_Socket",1,1801,1802,40,61,300,1010,10; break; + case 9: callfunc "Func_Socket",2,1713,1715,40,61,300,984,2,999,5; break; } + break; case 3: mes "[Seiyablem]"; @@ -100,33 +81,17 @@ payon,140,151,5 script Seiyablem 84,{ next; switch( select( "Hunter Bow","Survivor's Rod(INT)","Zweihander","Flamberge","Infiltrator","Ballista","Stunner","Berserk","Claymore" ) ) { - case 1: - callfunc "Func_Socket",2,1718,1726,40,61,500,984,2,999,10; - - case 2: - callfunc "Func_Socket",2,1619,1620,40,61,500,984,2,999,10; - - case 3: - callfunc "Func_Socket",2,1168,1171,40,61,800,984,5,999,10; - - case 4: - callfunc "Func_Socket",2,1129,1149,40,61,500,984,2,999,10; - - case 5: - callfunc "Func_Socket",2,1261,1266,40,61,700,984,5,999,10; - - case 6: - callfunc "Func_Socket",2,1722,1727,40,61,500,984,5,999,10; - - case 7: - callfunc "Func_Socket",2,1522,1532,40,61,700,984,2,999,10; - - case 8: - callfunc "Func_Socket",2,1814,1816,40,61,700,984,5,999,10; - - case 9: - callfunc "Func_Socket",2,1163,1172,40,61,700,984,5,999,10; + case 1: callfunc "Func_Socket",2,1718,1726,40,61,500,984,2,999,10; break; + case 2: callfunc "Func_Socket",2,1619,1620,40,61,500,984,2,999,10; break; + case 3: callfunc "Func_Socket",2,1168,1171,40,61,800,984,5,999,10; break; + case 4: callfunc "Func_Socket",2,1129,1149,40,61,500,984,2,999,10; break; + case 5: callfunc "Func_Socket",2,1261,1266,40,61,700,984,5,999,10; break; + case 6: callfunc "Func_Socket",2,1722,1727,40,61,500,984,5,999,10; break; + case 7: callfunc "Func_Socket",2,1522,1532,40,61,700,984,2,999,10; break; + case 8: callfunc "Func_Socket",2,1814,1816,40,61,700,984,5,999,10; break; + case 9: callfunc "Func_Socket",2,1163,1172,40,61,700,984,5,999,10; break; } + break; case 4: mes "[Seiyablem]"; @@ -137,31 +102,18 @@ payon,140,151,5 script Seiyablem 84,{ next; switch( select( "Gungnir","Poison Knife","Ice Pick","Sucsamad","Ginnungagap","Cutlas","Crescent Scythe","Survivor's Rod(DEX)" ) ) { - case 1: - callfunc "Func_Socket",2,1413,1418,40,51,1000,984,5,999,10; - - case 2: - callfunc "Func_Socket",2,1239,13016,40,51,1000,984,5,999,10; - - case 3: - callfunc "Func_Socket",2,1230,13017,40,51,1000,984,5,999,10; - - case 4: - callfunc "Func_Socket",2,1236,13018,40,51,1000,984,5,999,10; - - case 5: - callfunc "Func_Socket",2,13002,13019,40,51,1000,984,5,999,10; - - case 6: - callfunc "Func_Socket",2,1135,13400,40,51,1000,984,5,999,10; - - case 7: - callfunc "Func_Socket",2,1466,1476,40,51,1000,984,5,999,10; - - case 8: - callfunc "Func_Socket",2,1618,1619,40,51,2000,984,5,999,10; + case 1: callfunc "Func_Socket",2,1413,1418,40,51,1000,984,5,999,10; break; + case 2: callfunc "Func_Socket",2,1239,13016,40,51,1000,984,5,999,10; break; + case 3: callfunc "Func_Socket",2,1230,13017,40,51,1000,984,5,999,10; break; + case 4: callfunc "Func_Socket",2,1236,13018,40,51,1000,984,5,999,10; break; + case 5: callfunc "Func_Socket",2,13002,13019,40,51,1000,984,5,999,10; break; + case 6: callfunc "Func_Socket",2,1135,13400,40,51,1000,984,5,999,10; break; + case 7: callfunc "Func_Socket",2,1466,1476,40,51,1000,984,5,999,10; break; + case 8: callfunc "Func_Socket",2,1618,1619,40,51,2000,984,5,999,10; break; } + break; } + break; case 2: mes "[Seiyablem]"; @@ -182,18 +134,12 @@ payon,140,151,5 script Seiyablem 84,{ next; switch( select( "Mantle","Coat","Circlet","Biretta" ) ) { - case 1: - callfunc "Func_Socket",1,2307,2308,40,66,200,999,3; - - case 2: - callfunc "Func_Socket",1,2309,2310,40,66,200,999,3; - - case 3: - callfunc "Func_Socket",1,2232,2233,40,66,200,999,3; - - case 4: - callfunc "Func_Socket",1,2216,2217,40,66,200,999,3; + case 1: callfunc "Func_Socket",1,2307,2308,40,66,200,999,3; break; + case 2: callfunc "Func_Socket",1,2309,2310,40,66,200,999,3; break; + case 3: callfunc "Func_Socket",1,2232,2233,40,66,200,999,3; break; + case 4: callfunc "Func_Socket",1,2216,2217,40,66,200,999,3; break; } + break; case 2: mes "[Seiyablem]"; @@ -202,40 +148,20 @@ payon,140,151,5 script Seiyablem 84,{ next; switch( select( "Mirror Shield","Chain Mail","Saint Robe","Silk Robe","Boots","Shoes","Muffler","Guard","Buckler","Shield","Bongun Hat" ) ) { - case 1: - callfunc "Func_Socket",1,2107,2108,40,61,250,999,5; - - case 2: - callfunc "Func_Socket",1,2314,2315,40,61,250,999,5; - - case 3: - callfunc "Func_Socket",1,2326,2327,40,61,300,999,5; - - case 4: - callfunc "Func_Socket",1,2321,2322,40,61,300,999,5; - - case 5: - callfunc "Func_Socket",1,2405,2406,40,61,300,999,5; - - case 6: - callfunc "Func_Socket",1,2403,2404,40,61,300,999,5; - - case 7: - callfunc "Func_Socket",1,2503,2504,40,61,300,999,5; - - case 8: - callfunc "Func_Socket",1,2101,2102,40,61,300,999,5; - - case 9: - callfunc "Func_Socket",1,2103,2104,40,61,300,999,5; - - case 10: - callfunc "Func_Socket",1,2105,2106,40,61,250,999,5; - - case 11: - callfunc "Func_Socket",1,5046,5168,40,61,250,999,5; + case 1: callfunc "Func_Socket",1,2107,2108,40,61,250,999,5; break; + case 2: callfunc "Func_Socket",1,2314,2315,40,61,250,999,5; break; + case 3: callfunc "Func_Socket",1,2326,2327,40,61,300,999,5; break; + case 4: callfunc "Func_Socket",1,2321,2322,40,61,300,999,5; break; + case 5: callfunc "Func_Socket",1,2405,2406,40,61,300,999,5; break; + case 6: callfunc "Func_Socket",1,2403,2404,40,61,300,999,5; break; + case 7: callfunc "Func_Socket",1,2503,2504,40,61,300,999,5; break; + case 8: callfunc "Func_Socket",1,2101,2102,40,61,300,999,5; break; + case 9: callfunc "Func_Socket",1,2103,2104,40,61,300,999,5; break; + case 10: callfunc "Func_Socket",1,2105,2106,40,61,250,999,5; break; + case 11: callfunc "Func_Socket",1,5046,5168,40,61,250,999,5; break; } - + break; + case 3: mes "[Seiyablem]"; mes "Ooh, A Class."; @@ -244,60 +170,26 @@ payon,140,151,5 script Seiyablem 84,{ next; switch( select( "Gemmed Sallet","Bucket Hat","Memory Book","Tights","Legion Plate Armor","Full Plate","Thief Clothes","Greaves","Coif","Manteau","Helm","Ninja Suit","Orc Helm","Ancient Cape","Monk Hat","Golden Gear","Brooch","Munak Hat" ) ) { - case 1: - callfunc "Func_Socket",1,2230,2231,40,61,400,985,1; - - case 2: - callfunc "Func_Socket",1,5114,5120,40,61,400,985,1; - - case 3: - callfunc "Func_Socket",1,2109,2121,40,61,400,985,1; - - case 4: - callfunc "Func_Socket",1,2330,2331,40,61,400,985,1; - - case 5: - callfunc "Func_Socket",1,2341,2342,40,61,400,985,1; - - case 6: - callfunc "Func_Socket",1,2316,2317,40,61,400,985,1; - - case 7: - callfunc "Func_Socket",1,2335,2336,40,61,400,985,1; - - case 8: - callfunc "Func_Socket",1,2411,2412,40,61,400,985,1; - - case 9: - callfunc "Func_Socket",1,5092,5093,40,61,400,985,1; - - case 10: - callfunc "Func_Socket",1,2505,2506,40,61,400,985,1; - - case 11: - callfunc "Func_Socket",1,2228,2229,40,61,400,985,1; - - case 12: - callfunc "Func_Socket",1,2337,2359,40,61,400,985,1; - - case 13: - callfunc "Func_Socket",1,2299,5157,40,61,400,985,1; - - case 14: - callfunc "Func_Socket",1,2507,2525,40,61,400,985,1; - - case 15: - callfunc "Func_Socket",1,2251,5158,40,61,400,985,1; - - case 16: - callfunc "Func_Socket",1,2246,5159,40,61,400,985,1; - - case 17: - callfunc "Func_Socket",1,2605,2625,40,61,400,985,1; - - case 18: - callfunc "Func_Socket",1,2264,5167,40,61,400,985,1; + case 1: callfunc "Func_Socket",1,2230,2231,40,61,400,985,1; break; + case 2: callfunc "Func_Socket",1,5114,5120,40,61,400,985,1; break; + case 3: callfunc "Func_Socket",1,2109,2121,40,61,400,985,1; break; + case 4: callfunc "Func_Socket",1,2330,2331,40,61,400,985,1; break; + case 5: callfunc "Func_Socket",1,2341,2342,40,61,400,985,1; break; + case 6: callfunc "Func_Socket",1,2316,2317,40,61,400,985,1; break; + case 7: callfunc "Func_Socket",1,2335,2336,40,61,400,985,1; break; + case 8: callfunc "Func_Socket",1,2411,2412,40,61,400,985,1; break; + case 9: callfunc "Func_Socket",1,5092,5093,40,61,400,985,1; break; + case 10: callfunc "Func_Socket",1,2505,2506,40,61,400,985,1; break; + case 11: callfunc "Func_Socket",1,2228,2229,40,61,400,985,1; break; + case 12: callfunc "Func_Socket",1,2337,2359,40,61,400,985,1; break; + case 13: callfunc "Func_Socket",1,2299,5157,40,61,400,985,1; break; + case 14: callfunc "Func_Socket",1,2507,2525,40,61,400,985,1; break; + case 15: callfunc "Func_Socket",1,2251,5158,40,61,400,985,1; break; + case 16: callfunc "Func_Socket",1,2246,5159,40,61,400,985,1; break; + case 17: callfunc "Func_Socket",1,2605,2625,40,61,400,985,1; break; + case 18: callfunc "Func_Socket",1,2264,5167,40,61,400,985,1; break; } + break; case 4: mes "[Seiyablem]"; @@ -307,41 +199,22 @@ payon,140,151,5 script Seiyablem 84,{ next; switch( select( "Majestic Goat","Spiky Band","Bone Helm","Corsair","Crown","Tiara","Sphinx Hat","Robe of Cast","Earring","Ring","Bow Thimble" ) ) { - case 1: - callfunc "Func_Socket",1,2256,5160,40,51,2000,985,2; - - case 2: - callfunc "Func_Socket",1,2258,5161,40,51,2000,985,2; - - case 3: - callfunc "Func_Socket",1,5017,5162,40,51,2000,985,2; - - case 4: - callfunc "Func_Socket",1,5019,5163,40,51,2000,985,2; - - case 5: - callfunc "Func_Socket",1,2235,5165,40,51,2000,985,2; - - case 6: - callfunc "Func_Socket",1,2234,5164,40,51,2000,985,2; - - case 7: - callfunc "Func_Socket",1,5063,5166,40,51,1000,985,2; - - case 8: - callfunc "Func_Socket",1,2343,2360,40,51,1000,985,2; - - case 9: - callfunc "Func_Socket",1,2602,2622,40,51,1000,985,2; - - case 10: - callfunc "Func_Socket",1,2601,2621,40,51,1000,985,2; - - case 11: - callfunc "Func_Socket",1,2619,2671,40,51,1000,985,2; + case 1: callfunc "Func_Socket",1,2256,5160,40,51,2000,985,2; break; + case 2: callfunc "Func_Socket",1,2258,5161,40,51,2000,985,2; break; + case 3: callfunc "Func_Socket",1,5017,5162,40,51,2000,985,2; break; + case 4: callfunc "Func_Socket",1,5019,5163,40,51,2000,985,2; break; + case 5: callfunc "Func_Socket",1,2235,5165,40,51,2000,985,2; break; + case 6: callfunc "Func_Socket",1,2234,5164,40,51,2000,985,2; break; + case 7: callfunc "Func_Socket",1,5063,5166,40,51,1000,985,2; break; + case 8: callfunc "Func_Socket",1,2343,2360,40,51,1000,985,2; break; + case 9: callfunc "Func_Socket",1,2602,2622,40,51,1000,985,2; break; + case 10: callfunc "Func_Socket",1,2601,2621,40,51,1000,985,2; break; + case 11: callfunc "Func_Socket",1,2619,2671,40,51,1000,985,2; break; } + break; } - + break; + case 3: mes "[Seiyablem]"; mes "Well, I haven't really refined the art of Slot Addition."; @@ -377,24 +250,15 @@ payon,140,151,5 script Seiyablem 84,{ function script Func_Socket { - switch(getarg(0)) - { - case 1: - mes "[Seiyablem]"; - mes "You want to add a Slot to a " +getitemname(getarg(1))+ "?"; - mes "Alright, please bring me ^FF0000" +getarg(7)+ " " +getitemname(getarg(6))+ "s^000000, and my^FF0000 " +getarg(5)+",000 zeny^000000 service fee."; - mes "Ah, and don't forget to bring that " +getitemname(getarg(1))+ "!"; - next; - break; - - case 2: - mes "[Seiyablem]"; - mes "You want to add a Slot to a " +getitemname(getarg(1))+ "?"; - mes "Alright, please bring me ^FF0000" +getarg(7)+ " " +getitemname(getarg(6))+ "^000000, ^FF0000" +getarg(9)+ " " +getitemname(getarg(8))+ "^000000 and my^FF0000 " +getarg(5)+",000 zeny^000000 service fee."; - mes "Ah, and don't forget to bring that " +getitemname(getarg(1))+ "!"; - next; - break; - } + mes "[Seiyablem]"; + mes "You want to add a Slot to a " +getitemname(getarg(1))+ "?"; + if (getarg(0) == 1) + mes "Alright, please bring me ^FF0000" +getarg(7)+ " " +getitemname(getarg(6))+ "s^000000, and my^FF0000 " +getarg(5)+",000 zeny^000000 service fee."; + else if (getarg(0) == 2) + mes "Alright, please bring me ^FF0000" +getarg(7)+ " " +getitemname(getarg(6))+ "^000000, ^FF0000" +getarg(9)+ " " +getitemname(getarg(8))+ "^000000 and my^FF0000 " +getarg(5)+",000 zeny^000000 service fee."; + mes "Ah, and don't forget to bring that " +getitemname(getarg(1))+ "!"; + next; + if(@sockettype == 1) { mes "[Seiyablem]"; @@ -418,74 +282,77 @@ function script Func_Socket { mes "Do you still want to try to add a Slot?"; next; } - switch( select( "Attempt Slot Addition","Cancel" ) ) + + if ( select("Attempt Slot Addition","Cancel") == 2 ) { - case 1: - switch(getarg(0)) + mes "[Seiyablem]"; + mes "Need some time to think about it, huh?"; + mes "Alright, I can understand."; + mes "Just remember that life's no fun if you're always playing it safe~"; + close; + } + + switch(getarg(0)) + { + case 1: + if((Zeny < getarg(5)*1000) || (countitem(getarg(6)) < getarg(7)) || (!countitem(getarg(1)))) { - case 1: - if((Zeny < getarg(5)*1000) || (countitem(getarg(6)) < getarg(7)) || (!countitem(getarg(1)))) - { - mes "[Seiyablem]"; - mes "I'd like to go ahead with this Slot Addition attempt, but you're missing a few things."; - mes "You sure that you have the equipment, required materials and the zeny?"; - close; - } - break; - - case 2: - if((Zeny < getarg(5)*1000) || (countitem(getarg(6)) < getarg(7)) || (countitem(getarg(8)) < getarg(9)) || (!countitem(getarg(1)))) - { - mes "[Seiyablem]"; - mes "I'd like to go ahead with this Slot Addition attempt, but you're missing a few things."; - mes "You sure that you have the equipment, required materials and the zeny?"; - close; - } - break; + mes "[Seiyablem]"; + mes "I'd like to go ahead with this Slot Addition attempt, but you're missing a few things."; + mes "You sure that you have the equipment, required materials and the zeny?"; + close; } - mes "[Seiyablem]"; - mes "Alright then, let the work begin!"; - mes "You'd better pray for a successful result."; - next; - set .@socketrand,rand(1,100); - if((.@socketrand > getarg(3)) && (.@socketrand < getarg(4))) + break; + + case 2: + if((Zeny < getarg(5)*1000) || (countitem(getarg(6)) < getarg(7)) || (countitem(getarg(8)) < getarg(9)) || (!countitem(getarg(1)))) { - if(getarg(4) == 51) specialeffect 90; - else specialeffect 83; - mes "[Seiyablem]"; - mes "Great, it seems to be successful."; - mes "It looks pretty well done. Congratulations!"; - delitem getarg(1),1; - delitem getarg(6),getarg(7); - if(getarg(0) == 2) delitem getarg(8),getarg(9); - set Zeny,Zeny - getarg(5)*1000; - getitem getarg(2),1; - next; mes "[Seiyablem]"; - mes "See you again, buddy!"; + mes "I'd like to go ahead with this Slot Addition attempt, but you're missing a few things."; + mes "You sure that you have the equipment, required materials and the zeny?"; close; } - specialeffect 108; - mes "[Seiyablem]"; - mes "Wah! ...I am so sorry, it failed."; - mes "However, I am completely innocent."; - mes "This is your luck, and it is destined by god, okay?"; - mes "Don't be so disappointed, and try next time."; - delitem getarg(1),1; - delitem getarg(6),getarg(7); - if(getarg(0) == 2) delitem getarg(8),getarg(9); - set Zeny,Zeny - getarg(5)*1000; - next; - mes "[Seiyablem]"; - mes "I wish you good luck next time!"; - close; - - case 2: - mes "[Seiyablem]"; - mes "Need some time to think about it, huh?"; - mes "Alright, I can understand."; - mes "Just remember that life's no fun if you're always playing it safe~"; - close; + break; + } + + mes "[Seiyablem]"; + mes "Alright then, let the work begin!"; + mes "You'd better pray for a successful result."; + next; + set .@socketrand,rand(1,100); + if((.@socketrand > getarg(3)) && (.@socketrand < getarg(4))) + { + if(getarg(4) == 51) specialeffect 90; + else specialeffect 83; + mes "[Seiyablem]"; + mes "Great, it seems to be successful."; + mes "It looks pretty well done. Congratulations!"; + delitem getarg(1),1; + delitem getarg(6),getarg(7); + if(getarg(0) == 2) delitem getarg(8),getarg(9); + set Zeny,Zeny - getarg(5)*1000; + getitem getarg(2),1; + next; + mes "[Seiyablem]"; + mes "See you again, buddy!"; + close; + } + else + { + specialeffect 108; + mes "[Seiyablem]"; + mes "Wah! ...I am so sorry, it failed."; + mes "However, I am completely innocent."; + mes "This is your luck, and it is destined by god, okay?"; + mes "Don't be so disappointed, and try next time."; + delitem getarg(1),1; + delitem getarg(6),getarg(7); + if(getarg(0) == 2) delitem getarg(8),getarg(9); + set Zeny,Zeny - getarg(5)*1000; + next; + mes "[Seiyablem]"; + mes "I wish you good luck next time!"; + close; } } diff --git a/npc/mobs/dungeons/thor.txt b/npc/mobs/dungeons/thor.txt index 2e1f83ae8..f807f2848 100644 --- a/npc/mobs/dungeons/thor.txt +++ b/npc/mobs/dungeons/thor.txt @@ -1,35 +1,35 @@ -//===== Athena Script ============================================= -//= Thor Volcano Monster Spawn Script. -//===== By: ======================================================= -//= Playtester -//===== Current Version: ========================================== -//= 1.0 -//===== Compatible With: ========================================== -//= Any Athena Version -//===== Description: ============================================== -//= Official monster spawn in Thor Volcano Dungeon. -//===== Additional Comments: ====================================== -//= 1.0 Spawns according to RO Monthly and Doddler [Playtester] -//================================================================= - -// ================= [Thor Volcano - 01] ========================== -thor_v01,0,0,0,0 monster Kasa 1833,30,0,0,0 -thor_v01,0,0,0,0 monster Fire Imp 1837,20,0,0,0 -thor_v01,0,0,0,0 monster Magmaring 1836,10,0,0,0 -thor_v01,0,0,0,0 monster Salamander 1831,5,0,0,0 -thor_v01,0,0,0,0 monster Sword Master 1829,1,0,0,0 -thor_v01,0,0,0,0 monster Bow Master 1830,1,0,0,0 - -// ================= [Thor Volcano - 02] ========================== -thor_v02,0,0,0,0 monster Knocker 1838,70,0,0,0 -thor_v02,0,0,0,0 monster Fire Imp 1837,10,0,0,0 -thor_v02,0,0,0,0 monster Magmaring 1836,10,0,0,0 -thor_v02,0,0,0,0 monster Salamander 1831,5,0,0,0 -thor_v02,0,0,0,0 monster Sword Master 1829,1,0,0,0 -thor_v02,0,0,0,0 monster Bow Master 1830,1,0,0,0 - -// ================= [Thor Volcano - 03] ========================== -thor_v03,0,0,0,0 monster Salamander 1831,30,0,0,0 -thor_v03,0,0,0,0 monster Kasa 1833,20,0,0,0 -thor_v03,0,0,0,0 monster Sword Master 1829,3,0,0,0 -thor_v03,0,0,0,0 monster Bow Master 1830,3,0,0,0 +//===== Athena Script ============================================= +//= Thor Volcano Monster Spawn Script. +//===== By: ======================================================= +//= Playtester +//===== Current Version: ========================================== +//= 1.0 +//===== Compatible With: ========================================== +//= Any Athena Version +//===== Description: ============================================== +//= Official monster spawn in Thor Volcano Dungeon. +//===== Additional Comments: ====================================== +//= 1.0 Spawns according to RO Monthly and Doddler [Playtester] +//================================================================= + +// ================= [Thor Volcano - 01] ========================== +thor_v01,0,0,0,0 monster Kasa 1833,30,0,0,0 +thor_v01,0,0,0,0 monster Fire Imp 1837,20,0,0,0 +thor_v01,0,0,0,0 monster Magmaring 1836,10,0,0,0 +thor_v01,0,0,0,0 monster Salamander 1831,5,0,0,0 +thor_v01,0,0,0,0 monster Sword Master 1829,1,0,0,0 +thor_v01,0,0,0,0 monster Bow Master 1830,1,0,0,0 + +// ================= [Thor Volcano - 02] ========================== +thor_v02,0,0,0,0 monster Knocker 1838,70,0,0,0 +thor_v02,0,0,0,0 monster Fire Imp 1837,10,0,0,0 +thor_v02,0,0,0,0 monster Magmaring 1836,10,0,0,0 +thor_v02,0,0,0,0 monster Salamander 1831,5,0,0,0 +thor_v02,0,0,0,0 monster Sword Master 1829,1,0,0,0 +thor_v02,0,0,0,0 monster Bow Master 1830,1,0,0,0 + +// ================= [Thor Volcano - 03] ========================== +thor_v03,0,0,0,0 monster Salamander 1831,30,0,0,0 +thor_v03,0,0,0,0 monster Kasa 1833,20,0,0,0 +thor_v03,0,0,0,0 monster Sword Master 1829,3,0,0,0 +thor_v03,0,0,0,0 monster Bow Master 1830,3,0,0,0 diff --git a/npc/quests/Bard_Quest.txt b/npc/quests/Bard_Quest.txt index 32523cbfa..bcf801e19 100644 --- a/npc/quests/Bard_Quest.txt +++ b/npc/quests/Bard_Quest.txt @@ -1,4484 +1,4485 @@ -//===== eAthena Script ======================================= -//= Wandering Misntrel Quest -//===== By: ================================================== -//= Riotblade and L0ne_W0lf -//===== Current Version: ===================================== -//= 1.0 -//===== Compatible With: ===================================== -//= eAthena SVN -//===== Description: ========================================= -//= Help the bard remember how his song goes. -//===== Comments: ============================================ -//= Aegis conversion. Needs optimizing. -//= Reconverted with iRO Dialogs. -//= Possible NPC conflict with "Representative" -//===== Additional Comments: ================================= -//= 1.0 First version, needs testing. [L0ne_W0lf] -//============================================================ -geffen,132,38,3 script Bard#2 51,{ - set @name$,strcharinfo(0); - if (bard_q > 29) { - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Why, hello there~"; - mes "Isn't the weather"; - mes "especially pleasant today?"; - next; - mes "[Errende]"; - mes "Ah~ There are only two things that can make this picturesque moment even more beautiful: story and song. Now then, which would you like to hear?"; - next; - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { - - case 1: - mes "[Errende]"; - mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; - next; - - switch(select("News and rumors~:Cancel.")) { - - case 1: - set @talk,rand(1,3); - if (@talk == 1) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; - next; - mes "[Errende]"; - mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; - next; - mes "[Errende]"; - mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; - next; - mes "[Errende]"; - mes "But I digress."; - mes "Sometimes though,"; - mes "just sometimes mind you,"; - mes "they're not as sexy as usual."; - next; - mes "[Errende]"; - mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "I guess when someone acts even"; - mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; - next; - mes "[Errende]"; - mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; - next; - mes "[Errende]"; - cutin "bard_eland01",2; - mes "Let's see..."; - mes "Look out for this really shady Merchant that hangs out behind"; - mes "the Pub in Geffen."; - next; - mes "[Errende]"; - mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; - next; - mes "[Errende]"; - mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; - next; - mes "[Errende]"; - mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; - next; - mes "[Errende]"; - mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; - next; - mes "[Errende]"; - mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; - goto L_End; - } - - else if (@talk == 2) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; - next; - mes "[Errende]"; - mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; - next; - mes "[Errende]"; - mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; - next; - mes "[Errende]"; - mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; - next; - mes "[Errende]"; - mes "I wonder if that man's friend, Pandger Mayer, ever found"; - mes "his way back home..."; - goto L_End; - } - - else if (@talk == 3) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; - next; - mes "[Errende]"; - mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; - next; - mes "[Errende]"; - mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; - next; - mes "[Errende]"; - mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; - next; - mes "[Errende]"; - mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; - next; - mes "[Errende]"; - mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; - next; - mes "[Errende]"; - mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; - next; - mes "[Errende]"; - mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; - goto L_End; - } - - case 2: - mes "[Errende]"; - mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; - goto L_End; - - } - - case 2: - mes "[Errende]"; - mes "You recognize my talent, so you deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; - next; - - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - - case 1: - if (zeny > 499) { - cutin "bard_eland03",2; - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "ring_of_nibelungen.wav",0; - set zeny,zeny-500; - close2; - } - - else if (@song_random == 2) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "dont_forget_me_not.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "in_to_the_abyss.wav",0; - set zeny,zeny-500; - goto L_End; - } - - } - - else { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Ahahaha~"; - mes "My apologies,"; - mes "But I cannot offer my services for free. Even a Bard needs zeny to live, wouldn't you agree?"; - close2; - break; - } - - case 2: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "An upbeat song...?"; - mes "Hmmm... Let's see."; - mes "An upbeat song,"; - mes "An upbeat song..."; - mes "Okay, here we go~"; - next; - set @song_random2,rand(1,3); - if (@song_random2 == 1) { - mes "^483D8BValhalla dazzles in gold"; - mes "The fifth as we know"; - mes "Is old Glast Heim!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BPalace of the dead"; - mes "With a silver roof~"; - mes "The third as we know..."; - mes "Valaskjalf!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BFive hundred forty doors"; - mes "In the grand halls of Valhalla"; - mes "Fling open to the heart of a hero."; - mes "Eight hundred warriors gather"; - mes "Under the will of God, and"; - mes "Charge as one out through"; - mes "Those doors.^000000"; - next; - mes "^483D8BGodly warriors"; - mes "Step into Yggdrassil"; - mes "Towards their fate."; - mes "With pride and honor,"; - mes "They accept Valyrie's"; - mes "Welcome.^000000"; - next; - mes "^483D8BWarriors fallen in battle"; - mes "In glorious clashes of red"; - mes "Death may have come,"; - mes "But your fame lives on"; - mes "and your spirit will be"; - mes "led to Valhalla.^000000"; - goto L_End; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - mes "[Errende]"; - mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; - next; - mes "[Errende]"; - mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; - mes "may never know"; - mes "with certainty."; - goto L_End; - } - - else if (@song_random2 == 2) { - mes "^483D8BA good Bard sings"; - mes "To please his listener."; - mes "So do not expect a sad song"; - mes "That deepens your anguish.^000000"; - next; - mes "^483D8BA good Dancer dances"; - mes "To please her audience."; - mes "Shall we dance together?"; - mes "Just hold my hands."; - mes "La la la~ La la la~^000000"; - next; - mes "[" + @name$ + "]"; - mes "By the way..."; - mes "Why do you guys play"; - mes "discords sometimes?"; - mes "It sounds weird"; - mes "when you do that."; - next; - mes "[Errende]"; - mes "H-how can you say such a thing, "+ @name$ +"? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; - goto L_End; - } - - else { - mes "^483D8BThe sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "^483D8BHear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us.^000000"; - next; - mes "^483D8BBeat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!^000000"; - next; - mes "^483D8BStun the sky"; - mes "Provoke the earth."; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!^000000"; - next; - mes "[Errende]"; - mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; - goto L_End; - } - - case 3: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "But of course."; - mes "Merriment is best"; - mes "enjoyed when you"; - mes "are in the mood for it."; - mes "Please come again."; - goto L_End; - - } - - case 3: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Hmm~?"; - mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; - - } - - } - - else if (bard_q == 15) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Ah, so how did it go?"; - mes "Wait, you already found it?"; - mes "Yes, this is it! Great!"; - mes "This is so amazing!!"; - mes "Ah, yes, right."; - mes "Right."; - next; - mes "[Errende]"; - mes "I would like to express my gratitute. But, what would be appropriate for an adventurer"; - mes "like yourself?"; - next; - mes "[Errende]"; - mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen to my song."; - next; - cutin "bard_eland03",2; - mes "^483D8BEvery god never grows old"; - mes "Because of beautiful"; - mes "Goddess, Idun."; - mes "Keeper of the apples of youth"; - mes "Goddess of immortality.^000000"; - specialeffect2 18; //EF_STEAL - next; - mes "^483D8BEvery god never grows old."; - mes "Idun, the wife of Bragi,"; - mes "Idun, Odin's daughter in law~"; - mes "The apples she keeps"; - mes "In her basket.^000000"; - next; - mes "^483D8BWithout Idun,"; - mes "Every god would"; - mes "have succumbed to age."; - mes "Even Thor, the strongest of gods,"; - mes "would grow frail, Megingjard would"; - mes "slip from his waist, and Mjolnir"; - mes "would never fly again.^000000"; - next; - mes "^483D8BWithout Idun,"; - mes "Every god would"; - mes "have succumbed to age."; - mes "Loki was careless once,"; - mes "and made her lost to the gods."; - mes "He was forced to get her back.^000000"; - specialeffect2 18; //EF_STEAL - next; - mes "^483D8BMy goddess stands"; - mes "In the field of Asgard"; - mes "She hands me fruit from heaven."; - mes "You will be loved by every god..."; - mes "You will be blessed"; - mes "By every god...^000000"; - next; - specialeffect 58; //EF_BEGINSPELL6 - mes "^483D8BIf you share the"; - mes "Apple of youth with me"; - mes "Even a bite of it with"; - mes "This poor poet."; - mes "You will be loved by every god..."; - mes "You will be blessed"; - mes "By every god...^000000"; - next; - specialeffect2 77; //EF_RESURRECTION - mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000"; - set bard_q,31; - if (BaseLevel < 56) set BaseExp,BaseExp+4500; - else if ((BaseLevel > 55) && (BaseLevel < 61)) set BaseExp,BaseExp+5500; - else if ((BaseLevel > 60) && (BaseLevel < 66)) set BaseExp,BaseExp+9684; - else if ((BaseLevel > 65) && (BaseLevel < 71)) set BaseExp,BaseExp+13411; - else if ((BaseLevel > 70) && (BaseLevel < 76)) set BaseExp,BaseExp+35757; - else if ((BaseLevel > 75) && (BaseLevel < 81)) set BaseExp,BaseExp+60246; - else if ((BaseLevel > 80) && (BaseLevel < 86)) set BaseExp,BaseExp+70340; - else if ((BaseLevel > 85) && (BaseLevel < 91)) set BaseExp,BaseExp+92052; - else if (BaseLevel > 90) set BaseExp,BaseExp+156786; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "So, how do you feel now? I hope my song has refreshed you. I'm afraid it may not be enough to repay you, but please understand that this is the best way for me to express my gratitude."; - next; - mes "[Errende]"; - mes "Besides, I've been thinking of you now as my friend, with whom I may candidly speak without any worry. And I think you have a beautiful smile. Am I wrong~? Hahaha~"; - next; - mes "[Errende]"; - mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power."; - goto L_End; - } - - else if (bard_q == 14) { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Hmmm?"; - mes "Is that the seal of black...? Huh. Kino Kitty removed the one he gave me without a trace, so I surmise that he likes you a lot. Otherwise..."; - next; - mes "^3355FFYou give Errende the letter"; - mes "you have received from Kino Kitty.^000000"; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Er, he knows everything already? From this spot of blood, I think he still has health problems. He should stop torturing himself..."; - next; - mes "[Errende]"; - mes "Thank you, I really appreciate what you've done for me. But, what would be an appropriate way to express my gratitude for an adventurer like yourself?"; - next; - mes "[Errende]"; - mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen"; - mes "to my song."; - next; - cutin "bard_eland03",2; - mes "^483D8BEvery god never grows old"; - mes "Because of beautiful"; - mes "Goddess, Idun."; - mes "Keeper of the apples of youth"; - mes "Goddess of immortality.^000000"; - specialeffect2 18; //EF_STEAL - next; - mes "^483D8BEvery god never grows old."; - mes "Idun, the wife of Bragi,"; - mes "Idun, Odin's daughter in law~"; - mes "The apples she keeps"; - mes "In her basket.^000000"; - next; - mes "^483D8BWithout Idun,"; - mes "Every god would"; - mes "have succumbed to age."; - mes "Even Thor, the strongest of gods,"; - mes "would grow frail, Megingjard would"; - mes "slip from his waist, and Mjolnir"; - mes "would never fly again.^000000"; - next; - mes "^483D8BWithout Idun,"; - mes "Every god would"; - mes "have succumbed to age."; - mes "Loki was careless once,"; - mes "and made her lost to the gods."; - mes "He was forced to get her back.^000000"; - specialeffect2 18; //EF_STEAL - next; - mes "^483D8BMy goddess stands"; - mes "In the field of Asgard"; - mes "She hands me fruit from heaven."; - mes "You will be loved by every god..."; - mes "You will be blessed"; - mes "By every god...^000000"; - next; - specialeffect 58; //EF_BEGINSPELL6 - mes "^483D8BIf you share the"; - mes "Apple of youth with me"; - mes "Even a bite of it with"; - mes "This poor poet."; - mes "You will be loved by every god..."; - mes "You will be blessed"; - mes "By every god...^000000"; - next; - specialeffect2 77; //EF_RESURRECTION - mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000"; - set bard_q,30; - if (BaseLevel < 56) set BaseExp,BaseExp+4500; - else if ((BaseLevel > 55) && (BaseLevel < 61)) set BaseExp,BaseExp+5500; - else if ((BaseLevel > 60) && (BaseLevel < 66)) set BaseExp,BaseExp+9684; - else if ((BaseLevel > 65) && (BaseLevel < 71)) set BaseExp,BaseExp+13411; - else if ((BaseLevel > 70) && (BaseLevel < 76)) set BaseExp,BaseExp+35757; - else if ((BaseLevel > 75) && (BaseLevel < 81)) set BaseExp,BaseExp+60246; - else if ((BaseLevel > 80) && (BaseLevel < 86)) set BaseExp,BaseExp+70340; - else if ((BaseLevel > 85) && (BaseLevel < 91)) set BaseExp,BaseExp+92052; - else if (BaseLevel > 90) set BaseExp,BaseExp+156786; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "So, how do you feel now? I hope my song has refreshed you. I'm afraid it may not be enough to repay you, but please understand that this is the best way for me to express my gratitude."; - next; - mes "[Errende]"; - mes "Besides, I've been thinking of you now as my friend, with whom I may candidly speak without any worry. And I think you have a beautiful smile. Am I wrong~? Hahaha~"; - next; - mes "[Errende]"; - mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power."; - goto L_End; - } - - else if ((bard_q > 11) && (bard_q < 14)) { - cutin "bard_eland02",2; - mes "[Errende]"; - mes "It seems you haven't found it yet. Well, take your time, I can wait as long as you want. It doesn't really bore me, since waiting seems to be a part of my profession."; - goto L_End; - } - - else if (bard_q == 11) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Mr. Skezti has a small book store on the book street at the right side of Mineta in Juno. If you show him the seal, he'll help you out."; - goto L_End; - } - - else if (bard_q == 10) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "So, have you met Mr. Kitty?"; - mes "Ah, in Morroc? He has a chronic disease, but obviously doesn't"; - mes "seem to care about it."; - mes "So what did he say?"; - next; - mes "[Errende]"; - mes "Hm? In Juno?"; - mes "Then that must be it."; - mes "It won't be easy if you want to go visit Mr. Sketzi's book store. Here, let me mark you with"; - mes "^483D8BThe Seal of Friendship^000000."; - next; - cutin "bard_eland03",2; - mes "[Errende]"; - mes "Give me your left hand."; - mes "Now, let me cast a spell..."; - mes "*Mumble mumble...*"; - next; - specialeffect2 71; //EF_CONE - mes "^3355FFOn your left wrist, a crescent shaped mark glowing with a silver light appeared. It's only noticeable when you concentrate on finding it, but it might clearly appear under the moonlight.^000000"; - next; - mes "[Errende]"; - mes "There you go. Now, you may go to Mr. Sketzi. Remember, you must"; - mes "show him the Seal of Friendship."; - mes "Good luck, now~"; - set bard_q,11; - goto L_End; - } - - else if (bard_q == 20) { - cutin "bard_eland03",2; - mes "[Bard]"; - mes "^483D8BWhat day is"; - mes "best for drinking?"; - mes "La la la~"; - mes "It's the day of"; - mes "the earth, the sun"; - mes "And the moon~"; - mes "La la la~^000000"; - next; - mes "^483D8BLa la la~"; - mes "I'll only"; - mes "drink on one day~"; - mes "So if you'll tell me"; - mes "when you'll drink"; - mes "I'll tell you when"; - mes "I'll drink with you~^000000"; - next; - mes "^483D8BLet's get together"; - mes "Yea yea ye-^000000 Hmmmmm...?"; - next; - mes "[Bard]"; - mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?"; - next; - - switch(select("Who are you?:Ignore him.")) { - - case 1: - cutin "bard_eland04",2; - mes "[" + @name$ + "]"; - mes "You seem to be"; - mes "new around here..."; - mes "Who are you?"; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you."; - next; - mes "[Errende]"; - mes "If you will let me, I will tell you of my travels. By your leave,"; - mes "I will play a song that will help you forget your troubles."; - set bard_q,21; - next; - - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { - - case 1: - mes "[Errende]"; - mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; - - next; - switch(select("News and rumors~:Cancel.")) { - - case 1: - set @talk,rand(1,3); - if (@talk == 1) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; - next; - mes "[Errende]"; - mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; - next; - mes "[Errende]"; - mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; - next; - mes "[Errende]"; - mes "But I digress."; - mes "Sometimes though,"; - mes "just sometimes mind you,"; - mes "they're not as sexy as usual."; - next; - mes "[Errende]"; - mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; - next; - mes "[Errende]"; - mes "I guess when someone acts even"; - mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; - next; - mes "[Errende]"; - mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; - next; - mes "[Errende]"; - mes "Let's see..."; - mes "Look out for this really shady Merchant that hangs out behind"; - mes "the Pub in Geffen."; - next; - mes "[Errende]"; - mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; - next; - mes "[Errende]"; - mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; - next; - mes "[Errende]"; - mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; - next; - mes "[Errende]"; - mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; - goto L_End; - } - - else if (@talk == 2) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; - next; - mes "[Errende]"; - mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; - next; - mes "[Errende]"; - mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; - next; - mes "[Errende]"; - mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; - next; - mes "[Errende]"; - mes "I wonder if that man's friend, Pandger Mayer, ever found"; - mes "his way back home..."; - goto L_End; - } - - else if (@talk == 3) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; - next; - mes "[Errende]"; - mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; - next; - mes "[Errende]"; - mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; - next; - mes "[Errende]"; - mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; - next; - mes "[Errende]"; - mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; - next; - mes "[Errende]"; - mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; - next; - mes "[Errende]"; - mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; - next; - mes "[Errende]"; - mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; - goto L_End; - } - - case 2: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; - goto L_End; - - } - - case 2: - mes "[Errende]"; - mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; - next; - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - case 1: - if (zeny > 499) { - cutin "bard_eland03",2; - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "ring_of_nibelungen.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else if (@song_random == 2) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "dont_forget_me_not.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "in_to_the_abyss.wav",0; - set zeny,zeny-500; - goto L_End; - } - - } - - else { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Ahahaha~"; - mes "My apologies,"; - mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; - goto L_End; - } - - case 2: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "An upbeat song...?"; - mes "Hmmm... Let's see."; - mes "An upbeat song,"; - mes "An upbeat song..."; - mes "Okay, here we go~"; - next; - set @song_random2,rand(1,3); - if (@song_random2 == 1) { - mes "^483D8BValhalla dazzles in gold"; - mes "The fifth as we know"; - mes "Is old Glast Heim!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BPalace of the dead"; - mes "With a silver roof~"; - mes "The third as we know..."; - mes "Valaskjalf!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BFive hundred forty doors"; - mes "In the grand halls of Valhalla"; - mes "Fling open to the heart of a hero."; - mes "Eight hundred warriors gather"; - mes "Under the will of God, and"; - mes "Charge as one out through"; - mes "Those doors.^000000"; - next; - mes "^483D8BGodly warriors"; - mes "Step into Yggdrassil"; - mes "Towards their fate."; - mes "With pride and honor,"; - mes "They accept Valyrie's"; - mes "Welcome.^000000"; - next; - mes "^483D8BWarriors fallen in battle"; - mes "In glorious clashes of red"; - mes "Death may have come,"; - mes "But your fame lives on"; - mes "and your spirit will be"; - mes "led to Valhalla.^000000"; - next; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - mes "[Errende]"; - mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; - next; - mes "[Errende]"; - mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; - mes "may never know"; - mes "with certainty."; - goto L_End; - } - - else if (@song_random2 == 2) { - mes "^483D8BA good Bard sings"; - mes "To please his listener."; - mes "So do not expect a sad song"; - mes "That deepens your anguish.^000000"; - next; - mes "^483D8BA good Dancer dances"; - mes "To please her audience."; - mes "Shall we dance together?"; - mes "Just hold my hands."; - mes "La la la~ La la la~^000000"; - next; - mes "[" + @name$ + "]"; - mes "By the way..."; - mes "Why do you guys play"; - mes "discords sometimes?"; - mes "It sounds weird"; - mes "when you do that."; - next; - mes "[Errende]"; - mes "H-how can you say such a thing, " + @name$ + "? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; - goto L_End; - } - - else { - mes "^483D8BThe sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "^483D8BHear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us.^000000"; - next; - mes "^483D8BBeat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!^000000"; - next; - mes "^483D8BStun the sky"; - mes "Provoke the earth."; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!^000000"; - next; - mes "[Errende]"; - mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; - goto L_End; - } - - case 3: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Sure, no problem."; - mes "Please come again."; - goto L_End; - - } - - case 3: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Hmm~?"; - mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; - - } - - case 2: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Waaah, wah~"; - mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?"; - goto L_End; - - } - - } - - else if (bard_q == 27) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "How could I forget the song?"; - mes "I'm worthless as a Bard~!"; - mes "Please... Just..."; - mes "Please just leave"; - mes "me alone."; - next; - - switch(select("No problem~:Is there any way I can help you?")) { - - case 1: - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Waaaah~! You're so mean!"; - mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'"; - next; - mes "[Errende]"; - mes "I mean, we're supposed"; - mes "to know each other better"; - mes "than that. But..."; - mes "Maybe I was wrong!"; - next; - mes "[Errende]"; - mes "*Sob...*"; - mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!"; - goto L_End; - - case 2: - mes "[Errende]"; - mes "Help me?"; - mes "Hmmm..."; - mes "That's it!"; - mes "Gunther!"; - next; - mes "[Errende]"; - mes "Let me ask you a favor."; - mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna."; - next; - mes "[Errende]"; - mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000."; - next; - mes "[Errende]"; - mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; - set bard_q,22; - goto L_End; - - } - - } - - else if (bard_q == 26) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Argh...!"; - mes "Who changed the words of this song anyway? It's really difficult to understand. I wish I could ask the person who changed the words."; - next; - mes "[Errende]"; - mes "This is so frustrating!"; - mes "Now, I've lost the passion"; - mes "to sing or play..."; - next; - mes "[" + @name$ + "]"; - mes "Don't you think..."; - mes "The person would be..."; - input @inputstr$; - mes "" + @inputstr$ + "?"; - next; - if (@inputstr$ == "Kino Kitty") { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Ah! Of course!"; - mes "I think you're right!"; - mes "How could I not think of that?"; - next; - mes "[Errende]"; - mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple..."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Ummm..."; - mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; - next; - - switch(select("No, thanks.:I can, so stop crying.")) { - - case 1: - mes "[Errende]"; - mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; - set bard_q,25; - goto L_End; - - case 2: - mes "[Errende]"; - mes "Are you serious?"; - mes "Oh, thank you so much!"; - mes "You must be an angel!"; - mes "An angel that truly understands the heart of a poet!"; - next; - mes "[Errende]"; - mes "I'll pay you back somehow!"; - mes "Thank you for your trouble"; - mes "in advance~"; - set bard_q,24; - goto L_End; - - } - - } - - else if (@inputstr$ == "Gunther") { - mes "[Errende]"; - mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - goto L_End; - } - - else if (@inputstr$ == "Gunther Doubleharmony") { - mes "[Errende]"; - mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - goto L_End; - } - - else if (@inputstr$ == "Errende") { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Surely you jest!"; - mes "If I did, why would"; - mes "I not know what"; - mes "this song is about?"; - goto L_End; - } - - else { - mes "[Errende]"; - mes "" + @inputstr$ +"...?"; - mes "I don't think I know that person. Maybe you misunderstood"; - mes "something? *Sigh...*"; - next; - mes "[Errende]"; - mes "What was the line...?"; - mes "How could I forget"; - mes "the 8th love?"; - set bard_q,26; - goto L_End; - } - - } - - else if (bard_q == 25) { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Oh...!"; - mes "These tears just won't stop!"; - mes "Wh-why must people always treat Bards like this?"; - next; - mes "^483D8BWho made"; - mes "this poor Bard cry?"; - mes "Who broke his"; - mes "tender heart of glass?"; - mes "Shattering his dreams...^000000"; - next; - mes "^483D8BNo dreams,"; - mes "No heart,"; - mes "No love,"; - mes "No hope"; - mes "No....^000000"; - set @song_random3,rand(1,50); - next; - if ((@song_random3 > 27 ) && (@song_random3 < 37 )) { - mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000"; - next; - - switch(select("Well, I should help him then...:Ignore him anyway.")) { - - case 1: - mes "[" + @name$ + "]"; - mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you."; - next; - mes "[Errende]"; - mes "*Gasp!* Really! Are you sure? Thank you! Thank you so much!"; - mes "You really do care about"; - mes "the sadness of a Bard!"; - next; - mes "[Errende]"; - mes "I promise to pay you back as best as I can! I'll wait for you here until you return!"; - set bard_q,24; - goto L_End; - - case 2: - cutin "bard_eland04",2; - mes "^3355FFYou ignore his"; - mes "heart wrenching song."; - mes "But at what cost to your soul?^000000"; - goto L_End; - - } - - } - - else { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?"; - next; - mes "^483D8BMiiiiserable..."; - mes "Noboooody looooves meee"; - mes "Friends foooooor never..."; - mes "Ooooooooh wah!^000000"; - goto L_End; - } - - } - - else if (bard_q == 24) { - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Umm..."; - mes "I am not sure exactly where Mr. Kitty is. Maybe you might be able to find out at the Monster Museum in Juno? I think he's a member of the Monster Research Organization."; - next; - mes "[Errende]"; - mes "If you're experienced in exploration, you'd know the Monster Research Organization. Recently, many scholars have been wounded as a result of researching monsters."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Because of the dangers of monster research, adventurers are needed to gather the information for the researchers."; - next; - mes "[Errende]"; - mes "For wanderers like myself, it's a great way to earn money. We give them the information they need, and they give us financial support to live the way we please."; - next; - mes "[Errende]"; - mes "Anyway, you should visit the Monster Museum in Juno to find out about Mr. Kitty. It's pretty far from here, but when you get to Juno, the Museum is West of the central plaza."; - next; - mes "[Errende]"; - mes "Once again,"; - mes "thank you so much"; - mes "for your help."; - goto L_End; - } - - else if (bard_q == 22) { - mes "[Errende]"; - mes "*Sigh...*"; - mes "Where can"; - mes "I find the 8th love...?"; - mes "Have you met Gunther?"; - mes "Ah, perhaps not yet."; - next; - cutin "bard_eland04",2; - mes "[Errende]"; - mes "*Sigh* I've lost the heart to sing ever since I've forgotten that line to the song. I just... can't. My spirit is unmoved. There's no inspiration."; - next; - mes "[Errende]"; - mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance."; - goto L_End; - } - - else if (bard_q == 23) { - cutin "bard_eland02",2; - mes "[Errende]"; - mes "So..."; - mes "Have you"; - mes "seen Gunther?"; - next; - mes "^3355FFYou turn around"; - mes "to show him your back.^000000"; - next; - mes "[Errende]"; - mes "Huh...?!"; - mes "Isn't that?!"; - mes "Is that the line of the song written on your back? Wait, don't move! The 8th love is..."; - mes "Now I see!"; - next; - mes "[Errende]"; - mes "At One, I fall in love."; - mes "At Two, you give me your smile."; - mes "At Three, I adore your touch."; - mes "At Four, a tender kiss."; - next; - mes "[Errende]"; - mes "At Five, we change our minds."; - mes "A petal scatters through the air."; - mes "At Six, I fall in love~"; - mes "At Seven, you fall in love~"; - next; - mes "[Errende]"; - mes "At Eight we turn away..."; - mes "At Nine, love is reborn."; - mes "At Ten, my Love is gone."; - mes "At Eleven I find out why."; - if (sex == 0) { - mes "At Twelve I see his new girlfriend?"; - } - else { - mes "At Twelve I see her new boyfriend?"; - } - next; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - cutin "bard_eland04",2; - mes "[Errende]"; - mes "This..."; - mes "This cannot be."; - mes "This song is supposed to be about love, not a romantic travesty!"; - next; - mes "[Errende]"; - mes "The lyrics. They must have been changed. Did Gunther say anything about this?! Hmmm, but who would change the lyrics...?"; - next; - cutin "bard_eland01",2; - input @inputstr$; - if (@inputstr$ == "Kino Kitty") { - mes "[Errende]"; - mes "Ah! Of course!"; - mes "I think you're right!"; - mes "How could I not think of that?"; - next; - mes "[Errende]"; - mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple..."; - next; - mes "[Errende]"; - mes "Ummm..."; - mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; - next; - - switch(select("No, thanks.:I can, so stop crying.")) { - - case 1: - mes "[Errende]"; - mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; - set bard_q,25; - goto L_End; - - case 2: - mes "[Errende]"; - mes "Are you serious?"; - mes "Oh, thank you so much!"; - mes "You must be an angel!"; - mes "An angel that truly understands the heart of a poet!"; - next; - mes "[Errende]"; - mes "I'll pay you back somehow!"; - mes "Thank you for your trouble"; - mes "in advance~"; - set bard_q,24; - goto L_End; - - } - - } - - else if (@inputstr$ == "Gunther") { - mes "[Errende]"; - mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - set bard_q,26; - goto L_End; - } - - else if (@inputstr$ == "Gunther Doubleharmony") { - mes "[Errende]"; - mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - set bard_q,26; - goto L_End; - } - - else if (@inputstr$ == "Errende") { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Surely you jest!"; - mes "If I did, why would"; - mes "I not know what this"; - mes "song is about?"; - set bard_q,26; - goto L_End; - } - - else { - mes "[Errende]"; - mes "" + @inputstr$ +"...?"; - mes "I don't think I know that person. Maybe you misunderstood"; - mes "something? *Sigh...*"; - next; - mes "[Errende]"; - mes "What was the line...?"; - mes "How could I forget"; - mes "the 8th love?"; - set bard_q,26; - goto L_End; - } - - } - - else if (bard_q == 21) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Welcome back,"; - mes "" + @name$ + "~"; - mes "What would you like"; - mes "me to do for you?"; - mes "Would you like to hear"; - mes "a tale or listen to a song?"; - next; - - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { - - case 1: - cutin "bard_eland02",2; - mes "[Errende]"; - mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; - next; - - switch(select("News and rumors~:Cancel.")) { - - case 1: - set @talk,rand(1,3); - if (@talk == 1) { - mes "[Errende]"; - mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; - next; - mes "[Errende]"; - mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; - next; - mes "[Errende]"; - mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; - next; - mes "[Errende]"; - mes "But I digress."; - mes "Sometimes though,"; - mes "just sometimes mind you,"; - mes "they're not as sexy as usual."; - next; - mes "[Errende]"; - mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; - next; - mes "[Errende]"; - mes "I guess when someone acts even"; - mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; - next; - mes "[Errende]"; - mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; - next; - mes "[Errende]"; - mes "Let's see..."; - mes "Look out for this really shady Merchant that hangs out behind"; - mes "the Pub in Geffen."; - next; - mes "[Errende]"; - mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; - next; - mes "[Errende]"; - mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; - next; - mes "[Errende]"; - mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; - next; - mes "[Errende]"; - mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; - next; - mes "[Errende]"; - mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; - goto L_End; - } - - else if (@talk == 2) { - mes "[Errende]"; - mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; - next; - mes "[Errende]"; - mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; - next; - mes "[Errende]"; - mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; - next; - mes "[Errende]"; - mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; - next; - mes "[Errende]"; - mes "I wonder if that man's friend, Pandger Mayer, ever found"; - mes "his way back home..."; - goto L_End; - } - - else if (@talk == 3) { - mes "[Errende]"; - mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; - next; - mes "[Errende]"; - mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; - next; - mes "[Errende]"; - mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; - next; - mes "[Errende]"; - mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; - next; - mes "[Errende]"; - mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; - next; - mes "[Errende]"; - mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; - next; - mes "[Errende]"; - mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; - next; - mes "[Errende]"; - mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; - goto L_End; - } - - case 2: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; - goto L_End; - - } - - case 2: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; - next; - - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - - case 1: - cutin "bard_eland03",2; - if (zeny > 499) { - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "ring_of_nibelungen.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else if (@song_random == 2) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "dont_forget_me_not.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "in_to_the_abyss.wav",0; - set zeny,zeny-500; - goto L_End; - } - } - - else { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Ahahaha~"; - mes "My apologies,"; - mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; - goto L_End; - } - - case 2: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "An upbeat song...?"; - mes "Hmmm... Let's see."; - mes "An upbeat song,"; - mes "An upbeat song..."; - mes "Okay, here we go~"; - next; - set @song_random2,rand(1,3); - if (@song_random2 == 1) { - mes "^483D8BValhalla dazzles in gold"; - mes "The fifth as we know"; - mes "Is old Glast Heim!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BPalace of the dead"; - mes "With a silver roof~"; - mes "The third as we know..."; - mes "Valaskjalf!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BFive hundred forty doors"; - mes "In the grand halls of Valhalla"; - mes "Fling open to the heart of a hero."; - mes "Eight hundred warriors gather"; - mes "Under the will of God, and"; - mes "Charge as one out through"; - mes "Those doors.^000000"; - next; - mes "^483D8BGodly warriors"; - mes "Step into Yggdrassil"; - mes "Towards their fate."; - mes "With pride and honor,"; - mes "They accept Valyrie's"; - mes "Welcome.^000000"; - next; - mes "^483D8BWarriors fallen in battle"; - mes "In glorious clashes of red"; - mes "Death may have come,"; - mes "But your fame lives on"; - mes "and your spirit will be"; - mes "led to Valhalla.^000000"; - goto L_End; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - mes "[Errende]"; - mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; - next; - mes "[Errende]"; - mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; - mes "may never know"; - mes "with certainty."; - goto L_End; - } - - else if ((@song_random2 > 1) && (@song_random2 < 5)) { - mes "[Errende]"; - if (sex == 1) { - mes "Heroic warrior,"; - } - else { - mes "My fair lady,"; - } - mes "Please listen to my song. If you have a flower in hand and are in love, let's count the flower petals as we go along."; - next; - mes "^483D8BAt One, I fall in love."; - mes "At Two, you give me your smile."; - mes "At Three, I adore your touch."; - mes "At Four, a tender kiss."; - mes "At Five, we change our minds."; - mes "A petal scatters through the air.^000000"; - next; - cutin "bard_eland04",2; - mes "^483D8BAt Six, I fall in love~"; - mes "At Seven, you fall in love~"; - mes "At Eight~^000000"; - next; - mes "[Errende]"; - mes "At eight~"; - mes "At... Eight..."; - mes "What was next...?"; - next; - mes "[Errende]"; - mes "Oh my...!"; - mes "What was the next part?!"; - mes "What was the 8th love?!"; - mes "How shameful for a Bard"; - mes "to forget the words"; - mes "to a song!"; - next; - mes "[Errende]"; - mes "I..."; - mes "I can't bear the humiliation!"; - mes "Or the suspense of what"; - mes "happens next...!"; - next; - mes "[Errende]"; - mes "You're an adventurer, aren't you? So you must travel quite a bit? It's embarassing for me to ask,"; - mes "but I have a favor to ask...!"; - next; - - switch(select("Sure, no problem.:I ain't gonna help you.")) { - - case 1: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Thank you, so much!"; - mes "Let's see, who would know?"; - mes "I've got it! Gunther!"; - next; - mes "[Errende]"; - mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna."; - next; - mes "[Errende]"; - mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000."; - next; - mes "[Errende]"; - mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; - set bard_q,22; - goto L_End; - - case 2: - mes "[Errende]"; - mes "*Sigh...*"; - mes "I can't remember the 8th part of this song if my life depended on it. And it does~! *Wahhhh~*"; - set bard_q,27; - goto L_End; - - } - - } - - else { - mes "^483D8BThe sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "^483D8BHear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us.^000000"; - next; - mes "^483D8BBeat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!^000000"; - next; - mes "^483D8BStun the sky"; - mes "Provoke the earth,"; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!^000000"; - next; - mes "[Errende]"; - mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; - goto L_End; - } - - case 3: - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Sure, no problem."; - mes "Please come again."; - goto L_End; - - } - - case 3: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Hmm~?"; - mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; - - } - - } - - else if (bard_q == 7) { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "How could I forget the song?"; - mes "I'm worthless as a Bard~! Please... Just... Please just leave me alone."; - next; - - switch(select("No problem.:Is there any way I can help you?")) { - - case 1: - mes "[Errende]"; - mes "Waaaah~! You're so mean!"; - mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'"; - next; - mes "[Errende]"; - mes "I mean, we're supposed to know each other better than that. But, but maybe I was wrong!"; - next; - mes "[Errende]"; - mes "*Sob...*"; - mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!"; - goto L_End; - - case 2: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Help me?"; - mes "Hmmmmmmm..."; - mes "That's it!"; - mes "Gunther!"; - next; - mes "[Errende]"; - mes "Let me ask you a favor. If perchance you happen to meet ^3355FFGunther Doubleharmony^000000, please inform him of my dilemna."; - next; - mes "[Errende]"; - mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000."; - next; - mes "[Errende]"; - mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; - set bard_q,2; - goto L_End; - - } - - } - - else if (bard_q == 6) { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Who could have changed the lyrics to the song? I can't understand why such a thing would happen. I really wish I could ask the person who changed the words..."; - next; - mes "[Errende]"; - mes "*Sigh* I'm so frustrated I can't even sing. I just... can't. My spirit is unmoved. There's no inspiration."; - next; - mes "[" + @name$ + "]"; - mes "Could it be that"; - mes "the person who"; - mes "changed the song is..."; - input @inputstr$; - mes "" + @inputstr$ + "?"; - next; - if (@inputstr$ == "Kino Kitty") { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Ah! Of course!"; - mes "I think you're right!"; - mes "How could I not think of that?"; - next; - mes "[Errende]"; - mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple..."; - next; - mes "[Errende]"; - mes "Ummm..."; - mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; - next; - - switch(select("No, thanks.:I can, so stop crying.")) { - - case 1: - mes "[Errende]"; - mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; - set bard_q,5; - goto L_End; - - case 2: - mes "[Errende]"; - mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!"; - next; - mes "[Errende]"; - mes "I'll pay you back somehow! Thank you for your trouble in advance~"; - set bard_q,4; - goto L_End; - - } - - } - - else if (@inputstr$ == "Gunther") { - mes "[Errende]"; - mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - goto L_End; - } - - else if (@inputstr$ == "Gunther Doubleharmony") { - mes "[Errende]"; - mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - goto L_End; - } - - else if (@inputstr$ == "Errende") { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Surely you jest! If I did, why would I not know what this song is about?"; - goto L_End; - } - - else { - mes "[Errende]"; - mes "" + @inputstr$ +"...?"; - mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*"; - next; - mes "[Errende]"; - mes "What was the line...?"; - mes "How could I forget"; - mes "the 8th love?"; - set bard_q,6; - goto L_End; - } - - } - - else if (bard_q == 5) { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Oh...!"; - mes "These tears just won't stop!"; - mes "Wh-why must people always treat Bards like this?"; - next; - mes "^483D8BWho made this poor Bard cry?"; - mes "Who broke his tender heart of glass?"; - mes "Shattering his dreams..."; - mes "No dreams, no heart, no love, no hope, no...^000000"; - next; - set @song_random3,rand(1,50); - if ((@song_random3 > 27 ) && (@song_random3 < 37 )) { - mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000"; - next; - - switch(select("Well, I should help him then...:Ignore him anyway.")) { - - case 1: - mes "[" + @name$ + "]"; - mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "*Gasp!* Really! Are you sure? Thank you! Thank you so much! You really do care about the sadness of a Bard!"; - next; - mes "[Errende]"; - mes "I promise to pay you back as best as I can! I'll wait for you here until you return!"; - set bard_q,4; - goto L_End; - - case 2: - mes "^3355FFYou ignore his"; - mes "heart wrenching song."; - mes "But at what cost to your soul?^000000"; - goto L_End; - - } - - } - - else { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?"; - next; - mes "^483D8BMiiiiserable..."; - mes "Noboooody looooves meee"; - mes "Friends foooooor never..."; - mes "Ooooooooooh wah!^000000"; - goto L_End; - } - } - - else if (bard_q == 4) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Umm..."; - mes "I am not sure exactly where Mr. Kitty is. Maybe you might be able to find out at the Monster Museum in Juno? I think he's a member of the Monster Research Organization."; - next; - mes "[Errende]"; - mes "If you're experienced in exploration, you'd know the Monster Research Organization. Recently, many scholars have been wounded as a result of researching monsters."; - next; - mes "[Errende]"; - mes "Because of the dangers of monster research, adventurers are needed to gather the information for the researchers."; - next; - mes "[Errende]"; - mes "For wanderers like myself, it's a great way to earn money. We give them the information they need, and they give us financial support to live the way we please."; - next; - mes "[Errende]"; - mes "Anyway, you should visit the Monster Museum in Juno to find out about Mr. Kitty. It's pretty far from here, but when you get to Juno, the Museum is West of the central plaza."; - next; - mes "[Errende]"; - mes "Once again,"; - mes "thank you so much"; - mes "for your help."; - goto L_End; - } - - else if (bard_q == 2) { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "*Sigh...* Where can I find the 8th love...? Have you met Gunther?"; - mes "Ah, perhaps not yet."; - next; - mes "[Errende]"; - mes "*Sigh* I've lost the heart to sing ever since I forgotten that line to the song. I just... can't. My spirit is unmoved. There's no inspiration."; - next; - mes "[Errende]"; - mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance."; - goto L_End; - } - - else if (bard_q == 3) { - cutin "bard_eland02",2; - mes "[Errende]"; - mes "So..."; - mes "Have you"; - mes "seen Gunther?"; - next; - mes "^3355FFYou turn around"; - mes "to show him your back.^000000"; - next; - cutin "bard_eland03",2; - mes "[Errende]"; - mes "Huh...?!"; - mes "Isn't that?!"; - mes "Is that the line of the song written on your back? Wait, don't move! The 8th love is..."; - mes "Now I see!"; - next; - mes "[Errende]"; - mes "At One, I fall in love."; - mes "At Two, you give me your smile."; - mes "At Three, I adore your touch."; - mes "At Four, a tender kiss."; - next; - mes "[Errende]"; - mes "At Five, we change our minds."; - mes "A petal scatters through the air."; - mes "At Six, I fall in love~"; - mes "At Seven, you fall in love~"; - next; - mes "[Errende]"; - mes "At Eight we turn away..."; - mes "At Nine, love is reborn."; - mes "At Ten, my Love is gone."; - mes "At Eleven I find out why."; - if (sex == 0) { - mes "At Twelve I see his new girlfriend?"; - } - else { - mes "At Twelve I see her new boyfriend?"; - } - next; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - cutin "bard_eland04",2; - mes "[Errende]"; - mes "This..."; - mes "This cannot be."; - mes "This song is supposed to be about love, not a romantic travesty!"; - next; - mes "[Errende]"; - mes "The lyrics. They must have been changed. Did Gunther say anything about this?! Hmmm, but who would change the lyrics...?"; - next; - input @inputstr$; - if (@inputstr$ == "Kino Kitty") { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Ah! Of course!"; - mes "I think you're right!"; - mes "How could I not think of that?"; - next; - mes "[Errende]"; - mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple..."; - next; - mes "[Errende]"; - mes "Ummm..."; - mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; - next; - - switch(select("No, thanks.:I can, so stop crying.")) { - - case 1: - mes "[Errende]"; - mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; - set bard_q,5; - goto L_End; - - case 2: - mes "[Errende]"; - mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!"; - next; - mes "[Errende]"; - mes "I'll pay you back somehow! Thank you for your trouble in advance~"; - set bard_q,4; - goto L_End; - - } - } - - else if (@inputstr$ == "Gunther") { - mes "[Errende]"; - mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - set bard_q,6; - goto L_End; - } - - else if (@inputstr$ == "Gunther Doubleharmony") { - mes "[Errende]"; - mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - set bard_q,6; - goto L_End; - } - - else if (@inputstr$ == "Errende") { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Surely you jest! If I did, why would I not know what this song is about?"; - set bard_q,6; - goto L_End; - } - - else { - mes "[Errende]"; - mes "" + @inputstr$ +"...?"; - mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*"; - next; - mes "[Errende]"; - mes "What was the line...?"; - mes "How could I forget"; - mes "the 8th love?"; - set bard_q,6; - goto L_End; - } - - } - - else if (bard_q == 1) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Welcome back,"; - mes "" + @name$ + "~"; - mes "What would you like"; - mes "me to do for you?"; - mes "Would you like to hear"; - mes "a tale or listen to a song?"; - next; - - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { - - case 1: - mes "[Errende]"; - mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; - next; - - switch(select("News and rumors~:Cancel.")) { - - case 1: - cutin "bard_eland02",2; - set @talk,rand(1,3); - if (@talk == 1) { - mes "[Errende]"; - mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; - next; - mes "[Errende]"; - mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; - next; - mes "[Errende]"; - mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; - next; - mes "[Errende]"; - mes "But I digress."; - mes "Sometimes though,"; - mes "just sometimes mind you,"; - mes "they're not as sexy as usual."; - next; - mes "[Errende]"; - mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; - next; - mes "[Errende]"; - mes "I guess when someone acts even"; - mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; - next; - mes "[Errende]"; - mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; - next; - mes "[Errende]"; - mes "Let's see..."; - mes "Look out for this really shady Merchant that hangs out behind"; - mes "the Pub in Geffen."; - next; - mes "[Errende]"; - mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; - next; - mes "[Errende]"; - mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; - next; - mes "[Errende]"; - mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; - next; - mes "[Errende]"; - mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; - goto L_End; - } - - else if (@talk == 2) { - mes "[Errende]"; - mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; - next; - mes "[Errende]"; - mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; - next; - mes "[Errende]"; - mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; - next; - mes "[Errende]"; - mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; - next; - mes "[Errende]"; - mes "I wonder if that man's friend, Pandger Mayer, ever found"; - mes "his way back home..."; - goto L_End; - } - - else if (@talk == 3) { - mes "[Errende]"; - mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; - next; - mes "[Errende]"; - mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; - next; - mes "[Errende]"; - mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; - next; - mes "[Errende]"; - mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; - next; - mes "[Errende]"; - mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; - next; - mes "[Errende]"; - mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; - next; - cutin "bard_eland03",2; - mes "[Errende]"; - mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; - next; - mes "[Errende]"; - mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; - goto L_End; - } - - case 2: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; - goto L_End; - - } - - case 2: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; - next; - - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - - case 1: - if (zeny > 499) { - cutin "bard_eland03",2; - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "ring_of_nibelungen.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else if (@song_random == 2) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "dont_forget_me_not.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "in_to_the_abyss.wav",0; - set zeny,zeny-500; - goto L_End; - } - - } - - else { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Ahahaha~"; - mes "My apologies,"; - mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; - goto L_End; - } - - case 2: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "An upbeat song...?"; - mes "Hmmm... Let's see."; - mes "An upbeat song,"; - mes "An upbeat song..."; - mes "Okay, here we go~"; - next; - set @song_random2,rand(1,3); - if (@song_random2 == 1) { - mes "^483D8BValhalla dazzles in gold"; - mes "The fifth as we know"; - mes "Is old Glast Heim!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BPalace of the dead"; - mes "With a silver roof~"; - mes "The third as we know..."; - mes "Valaskjalf!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BFive hundred forty doors"; - mes "In the grand halls of Valhalla"; - mes "Fling open to the heart of a hero."; - mes "Eight hundred warriors gather"; - mes "Under the will of God, and"; - mes "Charge as one out through"; - mes "Those doors.^000000"; - next; - mes "^483D8BGodly warriors"; - mes "Step into Yggdrassil"; - mes "Towards their fate."; - mes "With pride and honor,"; - mes "They accept Valyrie's"; - mes "Welcome.^000000"; - next; - mes "^483D8BWarriors fallen in battle"; - mes "In glorious clashes of red"; - mes "Death may have come,"; - mes "But your fame lives on"; - mes "and your spirit will be"; - mes "led to Valhalla.^000000"; - goto L_End; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - mes "[Errende]"; - mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; - next; - mes "[Errende]"; - mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; - mes "may never know"; - mes "with certainty."; - goto L_End; - } - - else if ((@song_random2 > 2) && (@song_random2 < 5)) { - mes "[Errende]"; - if (sex == 1) { - mes "Heroic warrior,"; - } - else { - mes "My fair lady,"; - } - mes "Please listen to my song. If you have a flower in hand and are in love, let's count the flower petals as we go along."; - next; - mes "^483D8BAt One, I fall in love."; - mes "At Two, you give me your smile."; - mes "At Three, I adore your touch."; - mes "At Four, a tender kiss."; - mes "At Five, we change our minds."; - mes "A petal scatters through the air.^000000"; - next; - mes "^483D8BAt Six, I fall in love~"; - mes "At Seven, you fall in love~"; - mes "At Eight~^000000"; - next; - mes "[Errende]"; - mes "At eight~"; - mes "At... Eight..."; - mes "What was next...?"; - next; - mes "[Errende]"; - mes "Oh my...!"; - mes "What was the next part?!"; - mes "What was the 8th love?!"; - mes "How shameful for a Bard"; - mes "to forget the words"; - mes "to a song!"; - next; - mes "[Errende]"; - mes "I..."; - mes "I can't bear the humiliation!"; - mes "Or the suspense of what"; - mes "happens next...!"; - next; - mes "[Errende]"; - mes "You're an adventurer, aren't you? So you must travel quite a bit? It's embarassing for me to ask,"; - mes "but I have a favor to ask...!"; - next; - cutin "bard_eland01",2; - - switch(select("Sure, no problem.:I ain't gonna help you.")) { - - case 1: - mes "[Errende]"; - mes "Thank you, so much!"; - mes "Let's see, who would know?"; - mes "I've got it! Gunther!"; - next; - mes "[Errende]"; - mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna."; - next; - mes "[Errende]"; - mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000."; - next; - mes "[Errende]"; - mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; - set bard_q,2; - goto L_End; - - case 2: - mes "[Errende]"; - mes "*Sigh...*"; - mes "I can't remember the 8th part of this song if my life depended on it. And it does~! *Wahhhh~*"; - set bard_q,7; - goto L_End; - - } - - } - - else { - mes "^483D8BThe sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "^483D8BHear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us.^000000"; - next; - mes "^483D8BBeat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!^000000"; - next; - mes "^483D8BStun the sky"; - mes "Provoke the earth,"; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!^000000"; - next; - mes "[Errende]"; - mes "Ah, this is called 'Drumming in the battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; - goto L_End; - } - - case 3: - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Sure, no problem."; - mes "Please come again."; - goto L_End; - - } - - case 3: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "Hmm~?"; - mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; - - } - - } - - else { - cutin "bard_eland03",2; - mes "^483D8BWhat day is"; - mes "best for drinking?"; - mes "La la la~"; - mes "It's the day of"; - mes "the earth, the sun"; - mes "And the moon~"; - mes "La la la~^000000"; - next; - mes "^483D8BLa la la~"; - mes "I'll only"; - mes "drink on one day~"; - mes "So if you'll tell me"; - mes "when you'll drink"; - mes "I'll tell you when"; - mes "I'll drink with you~^000000"; - next; - mes "^483D8BLet's get together"; - mes "Yea yea ye-^000000 Hmmmmm...?"; - next; - mes "[Bard]"; - mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?"; - next; - - switch(select("Who are you?:Ignore him.")) { - - case 1: - cutin "bard_eland04",2; - mes "[" + @name$ + "]"; - mes "You seem to be"; - mes "new around here..."; - mes "Who are you?"; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you."; - next; - mes "[Errende]"; - mes "If you will let me, I will tell you of my travels. By your leave,"; - mes "I will play a song that will help you forget your troubles."; - set bard_q,1; - next; - - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { - - case 1: - mes "[Errende]"; - mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; - next; - - switch(select("News and rumors~:Cancel.")) { - - case 1: - set @talk,rand(1,3); - if (@talk == 1) { - mes "[Errende]"; - mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; - next; - mes "[Errende]"; - mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; - next; - mes "[Errende]"; - mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; - next; - mes "[Errende]"; - mes "But I digress."; - mes "Sometimes though,"; - mes "just sometimes mind you,"; - mes "they're not as sexy as usual."; - next; - mes "[Errende]"; - mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; - next; - mes "[Errende]"; - mes "I guess when someone acts even"; - mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; - next; - mes "[Errende]"; - mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; - next; - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Let's see..."; - mes "Look out for this really shady Merchant that hangs out behind"; - mes "the Pub in Geffen."; - next; - mes "[Errende]"; - mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; - next; - mes "[Errende]"; - mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; - next; - mes "[Errende]"; - mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; - next; - mes "[Errende]"; - mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; - goto L_End; - } - - else if (@talk == 2) { - mes "[Errende]"; - mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; - next; - mes "[Errende]"; - mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; - next; - mes "[Errende]"; - mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; - next; - mes "[Errende]"; - mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; - next; - mes "[Errende]"; - mes "I wonder if that man's friend, Pandger Mayer, ever found"; - mes "his way back home..."; - goto L_End; - } - - else if (@talk == 3) { - mes "[Errende]"; - mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; - next; - mes "[Errende]"; - mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; - next; - mes "[Errende]"; - mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; - next; - mes "[Errende]"; - mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; - next; - mes "[Errende]"; - mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; - next; - mes "[Errende]"; - mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; - next; - mes "[Errende]"; - mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; - goto L_End; - } - - case 2: - mes "[Errende]"; - mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; - goto L_End; - - } - - case 2: - mes "[Errende]"; - mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; - next; - - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - - case 1: - if (zeny > 499) { - cutin "bard_eland03",2; - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "ring_of_nibelungen.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else if (@song_random == 2) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "dont_forget_me_not.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "in_to_the_abyss.wav",0; - set zeny,zeny-500; - goto L_End; - } - } - - else { - mes "[Errende]"; - mes "Ahahaha~"; - mes "My apologies,"; - mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; - goto L_End; - } - - case 2: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "An upbeat song...?"; - mes "Hmmm... Let's see."; - mes "An upbeat song,"; - mes "An upbeat song..."; - mes "Okay, here we go~"; - next; - set @song_random2,rand(1,3); - if (@song_random2 == 1) { - mes "^483D8BValhalla dazzles in gold"; - mes "The fifth as we know"; - mes "Is old Glast Heim!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BPalace of the dead"; - mes "With a silver roof~"; - mes "The third as we know..."; - mes "Valaskjalf!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BFive hundred forty doors"; - mes "In the grand halls of Valhalla"; - mes "Fling open to the heart of a hero."; - mes "Eight hundred warrior gather"; - mes "Under the will of Odin, and"; - mes "Charge as one out through"; - mes "Those doors.^000000"; - next; - mes "^483D8BGodly warriors"; - mes "Step into Yggdrassil"; - mes "Towards their fate."; - mes "With pride and honor,"; - mes "They accept Valyrie's"; - mes "Welcome.^000000"; - next; - mes "^483D8BWarriors fallen in battle"; - mes "In glorious clashes of red"; - mes "Death may have come,"; - mes "But your fame lives on"; - mes "and your spirit will be"; - mes "led to Valhalla.^000000"; - goto L_End; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - mes "[Errende]"; - mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; - next; - mes "[Errende]"; - mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; - mes "may never know"; - mes "with certainty."; - goto L_End; - } - - else if (@song_random2 == 2) { - mes "^483D8BA good Bard sings"; - mes "To please his listener."; - mes "So do not expect a sad song"; - mes "That deepens your anguish.^000000"; - next; - mes "^483D8BA good Dancer dances"; - mes "To please her audience."; - mes "Shall we dance together?"; - mes "Just hold my hands."; - mes "La la la~ La la la~^000000"; - next; - mes "[" + @name$ + "]"; - mes "By the way..."; - mes "Why do you guys play"; - mes "discords sometimes?"; - mes "It sounds weird"; - mes "when you do that."; - next; - mes "[Errende]"; - mes "H-how can you say such a thing, " + @name$ + "? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; - goto L_End; - } - - else { - mes "^483D8BThe sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "^483D8BHear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us.^000000"; - next; - mes "^483D8BBeat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!^000000"; - next; - mes "^483D8BStun the sky"; - mes "Provoke the earth,"; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!^000000"; - next; - mes "[Errende]"; - mes "Ah, this is called 'Drumming in the battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; - goto L_End; - } - - case 3: - mes "[Errende]"; - mes "Sure, no problem."; - mes "Please come again."; - goto L_End; - - } - - case 3: - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Hmm~?"; - mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; - - } - - case 2: - mes "[Errende]"; - mes "Waaah, wah~"; - mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?"; - - } - - } - -L_End: - close2; - cutin "",255; - end; - -} - - -morocc,134,111,3 script Bard#3 741,{ - set @name$,strcharinfo(0); - if (bard_q == 31) { - mes "[Kino Kitty]"; - mes "Everything will be"; - mes "fine in the end, right?"; - mes "I'll be okay, Jorti will be okay, and she'll be... Oh."; - next; - mes "[Kino Kitty]"; - mes "I'm sorry, I was just"; - mes "muttering to myself."; - mes "Is there anything"; - mes "you want from me?"; - next; - switch(select("Tell me a story...:Your voice is...:No thanks, I appreciate it though.")) { - case 1: - set @story_random,rand(1,3); - if (@story_random == 1) { - mes "[Kino Kitty]"; - mes "Many legends have been passed down as songs. Stories of Gods and tales of brave warriors have all been written as songs."; - next; - mes "[Kino Kitty]"; - mes "Many people love to listen to those songs because they dream of the romantic past. To sing these kinds of songs is the reason people like me exist."; - next; - mes "^3355FFKino Kitty adjusted the strings on his guitar, and began to sing in a low voice.^000000"; - next; - mes "^D43D1ARheingold..."; - mes "Hidden in the Rhein river."; - mes "If made into a ring,"; - mes "Could rule the world~^000000"; - next; - mes "^D43D1AProtected by a spell"; - mes "Cursing its thief"; - mes "To never find love."; - mes "Alberich had known"; - mes "Nonetheless stole it."; - mes "Love was forsaken for power.^000000"; - next; - mes "^D43D1AGiants built beautiful Valhalla"; - mes "Matrimony with Freya"; - mes "Goddess of beauty"; - mes "Their supposed payment."; - mes "In not receiving it"; - mes "They forcefully took her.^000000"; - next; - mes "^D43D1AThe gods would"; - mes "give Alberich's treasure"; - mes "To the Giants for Freya's return."; - mes "Loki tricked Alberich,"; - mes "Stealing his ring or power.^000000"; - next; - mes "^D43D1ABut Alberich cursed his ring"; - mes "Before it was returned to him,"; - mes "Envy and death would"; - mes "befall its wearers.^000000"; - next; - mes "^D43D1AThe ring was given to the giants"; - mes "Freya was returned to the gods"; - mes "The giants killed themselves"; - mes "Fighting over the rheingold,"; - mes "Victims of"; - mes "Alberich's curse~^000000"; - next; - mes "[Kino Kitty]"; - mes "Hmm..."; - mes "^333333*Cough Cough*^000000"; - mes "This old song"; - mes "is about the ring"; - mes "of the Nibelungs."; - next; - mes "[Kino Kitty]"; - mes "^333333*Cough Cough*^000000"; - mes "Hah... I can't sing more than one song nowadays. But did you like it? ^333333*Cough Cough*^000000"; - close; - } - - else if (@story_random == 2) { - mes "[Kino Kitty]"; - mes "Ah..."; - mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000"; - next; - mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000"; - next; - mes "^D43D1ABrave hero Siegfried "; - mes "Vanquished a mighty dragon "; - mes "Its blood coated his skin"; - mes "Making it impenetrable"; - mes "Save for one tender spot"; - mes "Blocked by a single leaf"; - mes "From a linden tree.^000000"; - next; - mes "^D43D1ASiegfried was powerful"; - mes "Clearly invincible, save for"; - mes "those who knew of his secret."; - mes "In the end he was killed, by"; - mes "A spear flung into his back"; - mes "set into motion by the wrath"; - mes "And jealousy of a woman.^000000"; - next; - mes "[Jorti]"; - mes "Bravo, Bravo~!"; - mes "Uncle Kino is the best Bard in the world~! Jorti likes Uncle Kino's singing!"; - next; - mes "[Kino Kitty]"; - mes "Thank you, Jorti."; - mes "Anytime for my"; - mes "little princess."; - next; - mes "[Kino Kitty]"; - mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world."; - close; - } - - else { - mes "[Kino Kitty]"; - mes "You want to"; - mes "listen to a story?"; - mes "Mmm, let me think..."; - next; - mes "[Kino Kitty]"; - mes "When you go venture Southwest from Morroc, you will arrive at Fortress Sandarman. Did you know that the fortress is built on a sand hill, which serves as a natural defense?"; - next; - mes "[Kino Kitty]"; - mes "When you go South of Sandarman, you will see Paros Lighthouse. East from the Lighthouse, you will see Kokomo Beach. North of the beach is Papuchica Forest."; - next; - mes "[Kino Kitty]"; - mes "I'm not boring you, am I? I just wanted to tell you about the village of Umbala, which is above that last place I was telling you about. Have you ever been there?"; - next; - mes "[Kino Kitty]"; - mes "Umbala itself is a pretty interesting place. But I'm really interested in this giant tree in Umbala. I've heard that it leads to Niffheim..."; - next; - mes "[Kino Kitty]"; - mes "I wonder..."; - mes "Could that tree be Yggdrasil? Is it possible that I could meet her in the Niffheim, realm of the dead?"; - close; - } - - case 2: - mes "[Kino Kitty]"; - mes "Oh... Well, I have a chronic disease so I can't speak out loud. I, um, even cough up a little blood. But aside from that, I'm perfectly healthy."; - next; - mes "^3355FFA look of bitterness momentarily flashed across Kino Kitty's face. He then adjusted his guitar strings and began to play, humming a low tune.^000000"; - soundeffect "humming.wav",0; - close; - - case 3: - mes "[Kino Kitty]"; - mes "Hmm...?"; - mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~"; - close; - - } - - } - - else if (bard_q == 30) { - mes "[Kino Kitty]"; - mes "Everything will be"; - mes "fine in the end, right?"; - mes "I'll be okay, Jorti will be okay, and she'll be... Oh."; - next; - mes "[Kino Kitty]"; - mes "I'm sorry, I was just"; - mes "muttering to myself."; - mes "Is there anything"; - mes "you want from me?"; - next; - - switch(select("Tell me a story, or sing something~:Your voice is...:No thanks. I appreciate it, though.")) { - - case 1: - set @story_random,rand(1,3); - if (@story_random == 1) { - mes "[Kino Kitty]"; - mes "Ah..."; - mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000"; - next; - mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000"; - next; - mes "^D43D1ABrave hero Siegfried "; - mes "Vanquished a mighty dragon"; - mes "Its blood coated his skin"; - mes "Making it impenetrable"; - mes "Save for one tender spot"; - mes "Blocked by a single leaf"; - mes "From a linden tree.^000000"; - next; - mes "^D43D1ASiegfried was powerful"; - mes "Clearly invincible, save for"; - mes "those who knew of his secret."; - mes "In the end he was killed, by"; - mes "A spear flung into his back"; - mes "set into motion by the wrath"; - mes "And jealousy of a woman.^000000"; - next; - mes "[Jorti]"; - mes "Bravo, Bravo~!"; - mes "Uncle Kino is the best Bard in the world~! Jorti likes Uncle Kino's singing!"; - next; - mes "[Kino Kitty]"; - mes "Thank you, Jorti."; - mes "Anytime for my"; - mes "little princess."; - next; - mes "[Kino Kitty]"; - mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world."; - close; - } - - else if (@story_random == 2) { - mes "[Kino Kitty]"; - mes "Ah..."; - mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000"; - next; - mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000"; - next; - mes "^D43D1AI still remember feeling"; - mes "Your shoulder's warmth"; - mes "As I leaned on it."; - mes "You held my hands"; - mes "until the final moment.^000000"; - next; - mes "^D43D1ACrying on the inside,"; - mes "I saw you off with a smile."; - mes "Things would never be the same,"; - mes "But I'd remember every single"; - mes "Moment we shared.^000000"; - next; - mes "^D43D1AI still remember the clear chimes"; - mes "Of the Prontera Church Bells"; - mes "The ice cream we shared in Morroc,"; - mes "Being chased by bats"; - mes "In Payon dungeon.^000000"; - next; - mes "^D43D1AGazing together at"; - mes "Comodo's fireworks"; - mes "Snuggles under the"; - mes "Gently falling Lutie"; - mes "Snowflakes...^000000"; - next; - mes "^D43D1AYour beautiful soul"; - mes "Will be with Odin."; - mes "When the day"; - mes "Of the dusk comes,"; - mes "A brand new place"; - mes "Will be before your eyes.^000000"; - next; - mes "^D43D1AI will remember you forever."; - mes "Forget me not, call my name."; - mes "I'll hear you, and look to the skies.^000000"; - next; - mes "[Jorti]"; - mes "Ah, Uncle Kino, isn't this the song my mom always sang? Sing more songs, please! Please~!"; - next; - mes "[Kino Kitty]"; - mes "You're right..."; - mes "She always used to sing this song... ^333333*Cough*^000000 There are always people waiting for their beloved to return..."; - next; - mes "[Kino Kitty]"; - mes "If you have someone who you've left behind, someone that is waiting for you, make sure you come back to that person. You'll regret it if you don't."; - close; - } - - else { - mes "[Kino Kitty]"; - mes "You want to"; - mes "listen to a story?"; - mes "Mmm, let me think..."; - next; - mes "[Kino Kitty]"; - mes "When you go venture Southwest from Morroc, you will arrive at Fortress Sandarman. Did you know that the fortress is built on a sand hill, which serves as a natural defense?"; - next; - mes "[Kino Kitty]"; - mes "When you go South of Sandarman, you will see Paros Lighthouse. East from the Lighthouse, you will see Kokomo Beach. North of the beach is Papuchica Forest."; - next; - mes "[Kino Kitty]"; - mes "I'm not boring you, am I? I just wanted to tell you about the village of Umbala, which is above that last place I was telling you about. Have you ever been there?"; - next; - mes "[Kino Kitty]"; - mes "Umbala itself is a pretty interesting place. But I'm really interested in this giant tree in Umbala. I've heard that it leads to Niffheim..."; - next; - mes "[Kino Kitty]"; - mes "I wonder..."; - mes "Could that tree be Yggdrasil? Is it possible that I could meet her in the Niffheim, realm of the dead?"; - close; - } - - case 2: - mes "[Kino Kitty]"; - mes "Oh... Well, I have a chronic disease so I can't speak out loud. I, um, even cough up a little blood. But aside from that, I'm perfectly healthy."; - next; - mes "^3355FFA look of bitterness momentarily flashed across Kino Kitty's face. He then adjusted his guitar strings and began to play, humming a low tune.^000000"; - soundeffect "humming.wav",0; - close; - - case 3: - mes "[Kino Kitty]"; - mes "Hmm...?"; - mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~"; - close; - - } - - } - - else if ((bard_q > 12) && (bard_q < 16)) { - mes "[Kino Kitty]"; - mes "Errende must be waiting for you. Although others would be in anguish if they were made to wait, and people like Errende and me wouldn't mind, it's still more polite to hurry when you can."; - close; - } - - else if (bard_q == 12) { - mes "[Kino Kitty]"; - mes "I guess you've met Mr. Sketzi."; - mes "By the way, why do you have that look on your face? Didn't find what you were looking for? Haha, would you show me your left hand?"; - next; - - switch(select("Here you go.:Um... No!")) { - - case 1: - mes "[Kino Kitty]"; - mes "Well, while you were gone,"; - mes "I remembered the original lyrics to the song. I guess they really are important."; - next; - mes "[Kino Kitty]"; - mes "Here, let me give you a letter with the lyrics to Errende. I should also give you my seal so that Errende will know it's me. You don't mind, do you?"; - next; - - switch(select("Yes, I mind!:No, I don't mind.")) { - - case 1: - mes "[Kino Kitty]"; - mes "Ah, right."; - mes "You already have a seal marked by Errende. Oh well, if you don't want it, what can I do?"; - set bard_q,13; - close; - - case 2: - mes "[Kino Kitty]"; - mes "Now, let's see..."; - mes "How is it supposed to go?"; - mes "...Lu lu lu..."; - mes "...La la la..."; - next; - mes "^D43D1AAt One, I fall in love."; - mes "At Two, you give me your smile."; - mes "At Three, I adore your touch."; - mes "At Four, a tender kiss."; - mes "At Five, we change our minds."; - mes "A petal scatters through the air.^000000"; - next; - mes "^D43D1AAt Six, I fall in love~"; - mes "At Seven, you fall in love~"; - mes "At Eight, we're both in love."; - mes "At Nine, you know my heart."; - mes "At Ten, I know you've"; - mes "been waiting for me.^000000"; - next; - mes "^D43D1AAt Eleven, a precious"; - mes "Whisper: 'Will you marry me?'"; - mes "At Twelve, our two hearts"; - mes "Are one. 12 petals, our"; - mes "Love finally blossoms.^000000"; - next; - specialeffect2 127; //EF_POISONREACT2 - mes "^3355FFAfter the song, Kino smiles at you. You feel a sharp pain on your wrist. On the spot where the silver crescent was, you see a tiny black cross.^000000"; - next; - mes "[Kino Kitty]"; - mes "So, how do you like it? Well, I'm certain that Errende will love it for sure. Hahahahaha~ ^333333*Cough Cough*^000000"; - next; - mes "[Kino Kitty]"; - mes "I want to apologize."; - mes "I didn't mean to make you wait, but I just remembered the old lyrics to the song. Now, hurry to Errende, I'm sure he's waiting."; - next; - mes "^3355FFKino Kitty hands you a letter that is labeled 'Dear Errende'"; - mes "on the front.^000000"; - set bard_q,14; - close; - - } - - case 2: - mes "[Kino Kitty]"; - mes "Hmmm...?"; - mes "There's no reason to be scared."; - mes "I mean, I won't bite or anything."; - close; - - } - - } - - else if (bard_q == 10) { - mes "[Kino Kitty]"; - mes "Didn't you leave already?"; - mes "I'm sure you can find the lyrics in a bookstore in Juno."; - next; - mes "[Kino Kitty]"; - mes "Well, I'm sure Errende knows more about bookstores, so he can probably tell you where to look in Juno. Why don't you ask Errende?"; - next; - mes "[Kino Kitty]"; - mes "If you don't mind, please come again and listen to this poor Bard's songs. I'll prepare a song just for you."; - next; - mes "[Kino Kitty]"; - mes "Don't worry about my health. I'm a Bard at heart, and I can't help but sing for my audience."; - next; - mes "[Kino Kitty]"; - mes "Also, I'd like to thank you for helping Errende. He may be a little whiny, but he's a good person."; - close; - } - - else if (bard_q == 11) { - mes "[Kino Kitty]"; - mes "A silver seal...?"; - mes "Well, welcome to the wanderer's club. I must say, the silver crescent suits you."; - next; - mes "[Kino Kitty]"; - mes "If you have that seal, Mr. Sketzi will permit you to read his books full of Norse songs."; - close; - } - - else if ((bard_q > 19) && (bard_q < 28)) { - mes "[Kino Kitty]"; - mes "What business"; - mes "do you have with me,"; - mes "my friend?"; - next; - if (bard_q == 24) { - mes "^3355FFYou gave candy to the crying little girl, and relate the problem with the lyrics to Kino Kitty.^000000"; - next; - mes "[Kino Kitty]"; - mes "Hmm..."; - mes "I'm insulted that Errende does not like the words I wrote for 'At One, I Fall in Love.' But, I suppose he is a romantic at heart."; - next; - mes "[" + @name$ + "]"; - mes "So..."; - mes "Do you know the"; - mes "original words"; - mes "for the song?"; - next; - mes "[Kino Kitty]"; - mes "The original lyrics were horrible. There's not enough room in my mind to remember so romantic nonsense. ^333333*Cries*...^000000"; - next; - mes "[Kino Kitty]"; - mes "Romance is for foolish dreamers!"; - mes "I refuse to sing or even remember such vapid lyrics!"; - next; - mes "[Jorti]"; - mes "U-uncle Kino"; - mes "You're scaring me."; - mes "Please don't yell!"; - mes "It makes me want"; - mes "to cry..."; - next; - mes "[Kino Kitty]"; - mes "Oh..."; - mes "I'm sorry, princess."; - mes "It won't happen again."; - mes "Your Unclde Kino will"; - mes "try to be good"; - mes "from now on."; - next; - mes "[Kino Kitty]"; - mes "*Sigh...*"; - mes "Alright, listen."; - next; - mes "[Kino Kitty]"; - mes "You'll need an old book of edda lyrics for the original words to the song. All the new books no longer contain the original version."; - next; - mes "[Kino Kitty]"; - mes "I wonder..."; - mes "How did Errende happen to know the original lyrics? In any case, I'm sorry about all this. I suppose I'm a little jaded."; - next; - mes "[Kino Kitty]"; - mes "You know, maybe you should go to Juno. There's a small book store on the book street, and you can probably find the song in that store."; - next; - mes "[Kino Kitty]"; - mes "^333333^333333*Cough Cough*^000000^000000"; - mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic..."; - set bard_q,10; - close; - } - - else { - - switch(select("Tell me a story.:Sing a song.:Nothing.")) { - - case 1: - mes "[Kino Kitty]"; - mes "A story? Mmmm..."; - mes "My throat hurts,"; - mes "but if you listen,"; - mes "I will do my best"; - mes "to relate a tale."; - next; - mes "[Kino Kitty]"; - mes "Do you know how Baldur, son of Odin, died? There is a story involving his obsessive mother"; - mes "and the wicked god, Loki."; - next; - mes "[Kino Kitty]"; - mes "One night, Baldur had a nightmare where he was cast into the pit of Hell. Upon hearing of this, Baldur's mother Frigg was stricken with panic."; - next; - mes "[Kino Kitty]"; - mes "To prevent tragedy from befalling her son, she made every single object on earth to agree to an oath where they would not harm Baldur."; - next; - mes "[Kino Kitty]"; - mes "^333333*Cough Cough*^000000 And they all got together to ^333333*Wheeeeze*^000000 celebr--^333333^333333*Cough*^000000^000000..."; - next; - mes "[Jorti]"; - mes "Uncle Kino...?"; - mes "Are you okay?....?"; - next; - mes "[Kino Kitty]"; - mes "...Hah..."; - mes "...Hah..."; - mes "I'm sorry, but I don't think I can speak for much longer."; - close; - - case 2: - mes "[Kino Kitty]"; - mes "Sorry, but I don't feel like singing at the moment. I hope you understand. I want to sing the last song of my life for Jorti..."; - close; - - case 3: - mes "[Kino Kitty]"; - mes "You have no"; - mes "business with me?"; - mes "What a shame."; - close; - - } - - } - - } - - else { - mes "^D43D1AEven in the sandy wind,"; - mes "Even in the pouring rain,"; - mes "Even in the falling snow,"; - mes "I know it's you~^000000"; - next; - mes "[Mysterious Bard]"; - mes "..."; - next; - mes "[Mysterious Bard]"; - mes "..."; - mes "......"; - next; - mes "[Mysterious Bard]"; - mes "My apologies,"; - mes "^333333*Cough*^000000 but this is"; - mes "a private performance"; - mes "for my little"; - mes "princess."; - next; - - switch(select("Um, was that a love song?:I'm sorry for interrupting you.")) { - - case 1: - mes "[Mysterious Bard]"; - mes "A..."; - mes "Love song?!"; - next; - mes "[Mysterious Bard]"; - mes "Love songs are for fools who have never known true love, or never had their hearts broken. Happy songs are fine, but I refuse to sing nonsense!"; - next; - mes "[Jorti]"; - mes "Waaaah~!"; - mes "Uncle Kino,"; - mes "I'm scared!"; - mes "I wanna see"; - mes "my mommy...!"; - mes "*Cries*"; - next; - mes "[Mysterious Bard]"; - mes "There, there,"; - mes "princess. Don't cry."; - mes "Everything's okay."; - next; - mes "[Mysterious Bard]"; - if (BaseClass == Job_Swordman) { - mes "There's no reason to be scared. The scary people with swords only use them on monsters, okay?"; - } - else if (BaseClass == Job_Acolyte) { - mes "You don't need to be scared, that person is a servant of God, okay?"; - } - else if ((Class == Job_Thief) || (Class == Job_Rogue)) { - mes "There's no reason to be afraid of this riffraff, your Uncle Kino is here, okay?"; - } - else if (BaseClass == Job_Assassin) { - mes "There's no reason to be afraid. I know that person looks scary, but you're a good girl, so you'll be okay."; - } - else if (BaeClass == Job_Blacksmith) { - mes "There's no reason to be scared, honey. It's just a Blacksmith."; - } - else { - mes "There's no reason to be scared. See...? That person won't hurt you."; - } - next; - mes "[" + @name$ + "]"; - mes "Um..."; - mes "^333333(Wasn't the little girl"; - mes "scared by your outburst...?)^000000"; - close; - - case 2: - if (bard_q == 2) { - mes "[Mysterious Bard]"; - mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine."; - next; - mes "[Mysterious Bard]"; - mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams."; - next; - mes "[Kino Kitty]"; - mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you."; - set bard_q,22; - close; - } - - else if (bard_q == 3) { - mes "[Mysterious Bard]"; - mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine."; - next; - mes "[Mysterious Bard]"; - mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams."; - next; - mes "[Kino Kitty]"; - mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you."; - set bard_q,23; - close; - } - - else if (bard_q == 4) { - mes "[Mysterious Bard]"; - mes "Oh, you're most admirable. You truly do respect Bards, don't you?"; - next; - mes "[Mysterious Bard]"; - mes "Now that I think about it, are you look for anything, or is there a reason you wish to speak to me?"; - next; - - switch(select("I'm looking for Kino Kitty...:Nothing, really.")) { - - case 1: - mes "[Kino Kitty]"; - mes "How do you"; - mes "know my name?"; - mes "Ah, I'm flattered"; - mes "that my reputation"; - mes "precedes me."; - next; - mes "^3355FFYou give some candy to the crying girl and relate your tale regarding the lyrics for the song 'At One, I Fall in Love.'^000000"; - next; - mes "[Kino Kitty]"; - mes "Hmm..."; - mes "I'm insulted that Errende does not like the words I wrote for 'At One, I Fall in Love.' But, I suppose he is a romantic at heart."; - next; - mes "[" + @name$ + "]"; - mes "So..."; - mes "Do you know the"; - mes "original words"; - mes "for the song?"; - next; - mes "[Kino Kitty]"; - mes "The original lyrics were horrible. There's not enough room in my mind to remember so romantic nonsense. ^333333*Cries*...^000000"; - next; - mes "[Kino Kitty]"; - mes "Romance is for foolish dreamers! I refuse to sing or even remember such vapid lyrics!"; - next; - mes "[Jorti]"; - mes "U-uncle Kino"; - mes "You're scaring me."; - mes "Please don't yell!"; - mes "It makes me want"; - mes "to cry..."; - next; - mes "[Kino Kitty]"; - mes "Oh..."; - mes "I'm sorry, princess. It won't happen again. Your Unclde Kino will try to be good from now on."; - next; - mes "[Kino Kitty]"; - mes "*Sigh...*"; - mes "Alright, listen."; - next; - mes "[Kino Kitty]"; - mes "You'll need an old book of edda lyrics for the original words to the song. All the new books no longer contain the original version."; - next; - mes "[Kino Kitty]"; - mes "I wonder..."; - mes "How did Errende happen to know the original lyrics? In any case, I'm sorry about all this. I supposed I'm a little jaded."; - next; - mes "[Kino Kitty]"; - mes "You know, maybe you should go to Juno. There's a small book store on the book street, and you can probably find the song in that store."; - next; - mes "[Kino Kitty]"; - mes "^333333^333333*Cough Cough*^000000^000000"; - mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic..."; - set bard_q,10; - close; - - case 2: - mes "[Mysterious Bard]"; - mes "Really now?"; - mes "That's strange."; - mes "You adventurers are always one some kind of adventure, aren't you? I mean, that's the very definition of the word."; - close; - - } - - } - - else { - if (sex == 1) { - mes "[Kino Kitty]"; - mes "You're such a nice young man. I will remember your name. I would much appreciate it if you would also remember mine."; - next; - mes "[Mysterious Bard]"; - mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams."; - next; - mes "[Kino Kitty]"; - mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you."; - set bard_q,20; - close; - } - - else { - mes "[Mysterious Bard]"; - mes "Ah, it is a privilege to meet a noble woman such as yourself. By your leave, I shall give you my name."; - next; - mes "[Mysterious Bard]"; - mes "My lady, fair as wisteria, whose beauty rivals that of the goddess Freya, let me introduce myself as the poor poet who wanders the earth, Kino Kitty. I hope you remember me."; - set bard_q,20; - close; - } - - } - - } - - } - -} - -morocc,132,111,3 script Little Girl#Jorti 703,{ - if ((bard_q > 9) && (bard_q < 30)) { - mes "[Jorti]"; - mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood."; - next; - mes "[Jorti]"; - mes "I miss my mommy a lot, but I'm worried, it makes Uncle Kino worry a lot too."; - next; - mes "[Jorti]"; - mes "I don't see my mommy and daddy aren't here anymore, and I don't want Uncle Jorti to go away either."; - next; - mes "[Jorti]"; - mes "Um, I don't remember my daddy, but mommy lives far away, somewhere near the sky. That's what Uncle Kino says."; - next; - mes "[Jorti]"; - mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet..."; - close; - } - - else if (bard_q == 30) { - mes "[Jorti]"; - mes "La la la..."; - mes "La la la..."; - mes "Jorti doesn't cry anymore!"; - mes "Jorti is going to enjoy Uncle Kino's songs and stories for as long as she can!"; - next; - mes "[Jorti]"; - mes "The songs Uncle Kino sings are ones that my mommy used to sing. She's not here, but maybe we can visit her someday!"; - next; - mes "[Jorti]"; - mes "Hey... The shiny black cross on your hand means you're a friend of Uncle Kino's. So that means, you're my friend too!"; - close; - } - - else if (bard_q > 30) { - mes "[Jorti]"; - mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood."; - mes "I miss my mommy a lot, but when I'm worried, it makes Uncle Kino worry a lot too."; - next; - mes "[Jorti]"; - mes "My mommy and daddy aren't here anymore, and I don't want Uncle Jorti to go away either."; - next; - mes "[Jorti]"; - mes "Um, I don't remember my daddy, but mommy lives far away, somewhere near the sky. That's what Uncle Kino says."; - next; - mes "[Jorti]"; - mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet..."; - close; - } - - else { - mes "[Mysterious Bard]"; - mes "Even in the sandy wind,"; - mes "Even in the pouring rain,"; - mes "Even in the falling snow,"; - mes "I know it's--"; - mes "........"; - next; - mes "[Jorti]"; - mes "Uncle...?"; - mes "Are you okay?"; - next; - mes "[Mysterious Bard]"; - mes "Hmmm..."; - mes "I'm sorry, but this is a private performance. This song is only intended for my little Jorti."; - close; - } - -} - - -yuno_in01,172,100,3 script Old Man#1 712,{ - if ((bard_q > 11) && (bard_q < 20)) { - mes "[Sketzi Bundin]"; - mes "Well, did you find what you were seeking for? Although all we have are old, dusty books, I hope you come by to visit. And please give my regards to your Bard friends."; - close; - } - - else if (bard_q == 30) { - mes "[Sketzi Bundin]"; - mes "Interesting..."; - mes "You have a black cross seal on your hand. Is Kitty still around? I'm glad to see he's still alive. If you're a friend of his, then you are most welcome here."; - close; - } - - else if (bard_q == 31) { - mes "[Sketzi Bundin]"; - mes "Well, well, well. You're here again. So, what kind of books are you seeking today? Of course, all we have are old, dusty tomes full of eddas. Hahahaha~"; - close; - } - - else if (bard_q == 11) { - mes "[Sketzi Bundin]"; - mes "Welcome."; - mes "You must be looking for something special. Well, we have almost every Norse poem, or 'edda.' This is the only place where you can find those kinds of old songs."; - next; - mes "[Sketzi Bundin]"; - mes "However, I cannot show these fragile books to just anybody. For the sake of preservation, I can only show these works to preferred customers."; - next; - - switch(select("Show him your left hand.:Show him your right hand.")) { - - case 1: - mes "[Sketzi Bundin]"; - mes "Ah~! You must be the friend of a high ranking Bard! I see, I see. You must be a friend of Minty Errende."; - next; - mes "[Sketzi Bundin]"; - mes "So, what is it that you're looking for? Well, I suppose I don't really need to ask that. Hahahaha~"; - next; - mes "[Sketzi Bundin]"; - mes "Please..."; - mes "Take your time."; - mes "I hope you find"; - mes "what you're"; - mes "looking for."; - set bard_q,12; - close; - - case 2: - mes "[Sketzi Bundin]"; - mes "Let's see... Okay."; - mes "Well, your heartbeat is a little faster than normal. You might want to look into that. You know, for the sake of your health?"; - next; - mes "[Sketzi Bundin]"; - mes "You're not looking for any medical or health related books, are you? I'm sorry, but we don't carry any of those."; - close; - - } - - } - - else { - mes "[Sketzi Bundin]"; - mes "Welcome."; - mes "You must be looking for something special and rare. But we only carry one kind of book around here."; - next; - mes "[Sketzi Bundin]"; - mes "If you're looking for monster information, why don't you check the Pronrera Library or the Monster Museum here in Juno?"; - close; - } - -} - -yuno_in01,163,101,0 script Old Book 111,{ - set @name$,strcharinfo(0); - if ((bard_q > 11) && (bard_q < 14)) { - set @read_random,rand(1,5); - if (@read_random == 5) { - mes "^3355FFYou opened the book. There's a crisp brittleness to the pages, and the letters are faded and barely readable. You can't even identify the author's name.^000000"; - next; - mes "[Collection of Eddas]"; - mes "This is a love song. Everyone suffers from unrequited love at least once in their lifetime."; - next; - mes "[Collection of Eddas]"; - mes "At One, I fall in love."; - mes "At Two, you give me your smile."; - mes "At Three, I adore your touch."; - mes "At Four, a tender kiss..."; - next; - mes "[Collection of Eddas]"; - mes "At Five, we change our minds."; - mes "A petal scatters through the air."; - mes "At Six, I fall in love~"; - mes "At Seven, you fall in love..."; - next; - mes "[" + @name$ + "]"; - mes "I think this is it...!"; - mes "I better write it down."; - next; - mes "[Collection of Eddas]"; - mes "At Eight, we're both in love."; - mes "At Nine, you know my heart."; - mes "At Ten, I know you've"; - mes "been waiting for me."; - next; - mes "[Collection of Eddas]"; - mes "At Eleven, a precious"; - mes "Whisper: 'Will you marry me?'"; - mes "At Twelve, our two hearts"; - mes "Are one. 12 petals, our"; - mes "Love finally blossoms."; - next; - mes "^3355FFYou copy down the final lines, and keep them in a note inside your pocket."; - set bard_q,15; - close; - } - - else { - mes "[" + @name$ + "]"; - mes "*Sigh* I can barely read this book. Maybe I should try flipping through another one."; - close; - } - - } - - else { - mes "[Sketzi Bundin]"; - mes "I'm sorry, but that book is too fragile for handling. Only special customers can peruse these books."; - close; - } - -} - - -yuno_in01,173,96,0 script Luke's Songs Vol.1 111,{ - if (bard_q > 11) { - mes "[Preface]"; - mes "I, Luke of Izlude, greatest of Bards in my time, leave the lyrics of my essential songs for posterity."; - mes " "; - mes "Contents"; - next; - - switch(select("Wedding Song:Life is a Water Mill:We")) { - - case 1: - mes "[Wedding Song]"; - mes "Prontera Sanctuary"; - mes "Is where all are heading"; - mes "To celebrate your union"; - mes "At your most happy wedding."; - next; - mes "[Wedding Song]"; - mes "With joy I strum my Lute"; - mes "As that is my trade"; - mes "To bring cheerful song"; - mes "To your wedding parade."; - next; - mes "[Wedding Song]"; - mes "For my songs, pay me"; - mes "Not Zeny or Gold,"; - mes "But the smile of the"; - mes "Bride, if I may"; - mes "be so bold."; - next; - mes "[Wedding Song]"; - mes "The glistening eyes"; - mes "Of a beautiful lass"; - mes "Those lustrous locks"; - mes "And that firm, supple--"; - next; - mes "[Wedding Song]"; - mes "Forgive me, groom!"; - mes "But she's just so beautiful!"; - mes "May your union be blessed!"; - mes "Er, may your wife be dutiful."; - next; - mes "[Luke's Note]"; - mes "This song is about a certain Bard who was invited to a wedding ceremony and could not resist the bride's beauty. He ended up singing a song of seduction."; - next; - mes "[Luke's Note]"; - mes "The lyrics, of course, are fictional, and are in no way anecdotal."; - close; - - case 2: - mes "[Life is a Water Mill]"; - mes "I chased after fame."; - mes "It eluded me."; - mes "I ran after happiness"; - mes "But never caught it."; - next; - mes "[Life is a Water Mill]"; - mes "But tomorrow will still"; - mes "Be there, I'm sure."; - mes "Like the Water Mill"; - mes "In Al De Baran"; - mes "Which turns as"; - mes "Life goes on."; - next; - mes "[Life is a Water Mill]"; - mes "Cheer up! Life goes on."; - mes "As surely as the Water"; - mes "Mill turns, tomorrow"; - mes "Will come."; - next; - mes "[Luke's Note]"; - mes "This song was"; - mes "made to give comfort"; - mes "to people in despair."; - close; - - case 3: - mes "[We]"; - mes "A good Bard sings"; - mes "To please his listener."; - mes "So do not expect a sad song"; - mes "That deepens your anguish."; - next; - mes "[We]"; - mes "A good Dancer dances"; - mes "To please her audience."; - mes "Shall we dance together?"; - mes "Just hold my hands."; - mes "La la la~ La la la~"; - next; - mes "[We]"; - mes "Towner: 'Then why the hell do you guys make discords sometimes?!'"; - mes "Bard: 'Well... Nobody's perfect!"; - next; - mes "[Luke's Note]"; - mes "This song is good to be sung during festivals, as the intentional discord encourages the audience to participate. Aside from that, this song is pretty meaningless."; - close; - - } - } - - else { - mes "[Sketzi Bundin]"; - mes "I'm sorry, but that book is not available for public exhibition."; - close; - } - -} - -yuno_in01,173,94,0 script Battle Songs 111,{ - if (bard_q > 11) { - mes "[Drumming in the battlefield]"; - mes "This song was written to give courage to soldiers on the battlefield."; - next; - mes "[Drumming in the battlefield]"; - mes "The sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - next; - mes "[Drumming in the battlefield]"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "[Drumming in the battlefield]"; - mes "Hear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us."; - next; - mes "[Drumming in the battlefield]"; - mes "Beat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!"; - next; - mes "[Drumming in the battlefield]"; - mes "Stun the sky"; - mes "Provoke the earth,"; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!"; - close; - } - - else { - mes "[Sketzi Bundin]"; - mes "I'm sorry, but that book is not available for public exhibition."; - close; - } - -} - - -yuno_in01,173,92,0 script Apple of Idun 111,{ - if (bard_q > 11) { - mes "[Apple of Idun]"; - mes "This song praises the golden apples of the goddess Idun. These were the source of the God's power, as it prevented them from growing old."; - next; - mes "[Apple of Idun]"; - mes "Every god never grows old"; - mes "Because of beautiful"; - mes "Goddess, Idun."; - mes "Keeper of the apples of youth"; - mes "Goddess of immortality."; - next; - mes "[Apple of Idun]"; - mes "Every god never grows old."; - mes "Idun, the wife of Bragi,"; - mes "Idun, Odin's daughter in law~"; - mes "The apples she keeps"; - mes "In her basket."; - next; - mes "[Apple of Idun]"; - mes "Without Idun,"; - mes "Every god would"; - mes "have succumbed to age."; - next; - mes "[Apple of Idun]"; - mes "Even Thor, the strongest of gods,"; - mes "would grow frail, Megingjard would"; - mes "slip from his waist, and Mjolnir"; - mes "would never fly again."; - next; - mes "[Apple of Idun]"; - mes "Without Idun,"; - mes "Every god would"; - mes "have succumbed to age."; - mes "Loki was careless once,"; - mes "and made her lost to the gods."; - mes "Loki was forced to get her back."; - next; - mes "[Apple of Idun]"; - mes "My goddess stands"; - mes "In the field of Asgard"; - mes "She hands me fruit from heaven."; - mes "You will be loved by every god..."; - mes "You will be blessed"; - mes "By every god..."; - next; - mes "[Apple of Idun]"; - mes "If you share the"; - mes "Apple of youth with me"; - mes "Even a bite of it with"; - mes "This poor poet."; - next; - mes "[Apple of Idun]"; - mes "You will be loved by every god..."; - mes "You will be blessed"; - mes "By every god..."; - close; - } - - else { - mes "[Sketzi Bundin]"; - mes "I'm sorry, but that book is not available for public exhibition."; - close; - } - -} - -payon,181,172,3 script Bard#4 51,{ - set @name$,strcharinfo(0); - if ((bard_q == 2) || (bard_q == 22)) { - mes "[Gunther Doubleharmony]"; - mes "Hahaha~!"; - mes "Listen, listen!"; - next; - mes "[Gunther Doubleharmony]"; - mes "I was told this song from one of my friends about this Merchant who lives in Payon and everyone loves this song, especially because I'm singing it and you know that..."; - next; - mes "[" + @name$ + "]"; - mes "Excuse me."; - mes "Are you..."; - mes "Gunther Doubleharmony?"; - next; - mes "[Gunther Doubleharmony]"; - mes "...the Merchant was so poor he didn't even have--eh? Oh yeah, right. That's me. What's up?"; - next; - mes "^3355FFYou explain that you have come to him, seeking lost song lyrics.^000000"; - next; - mes "[Gunther Doubleharmony]"; - mes "Ahhhhhhh, I see."; - mes "Now, what was the"; - mes "name of the song again?"; - next; - input @inputstr$; - if (@inputstr$ == "At One, I Fall in Love") { - mes "[Gunther Doubleharmony]"; - mes "Ah~ that song...?"; - mes "By the way, who asked you"; - mes "to find out about the song?"; - next; - input @inputstr$; - if (@inputstr$ == "Minty Errende") { - mes "[Gunther Doubleharmony]"; - mes "Yes, that's my friend! Minty Errende! We used to so close to each other, so I'll write every word of the song for my friend Minty Errende, so turn around please!"; - next; - mes "^3355FFGunther furiously scribbled something upon your back.^000000"; - next; - mes "[Gunther Doubleharmony]"; - mes "There you go! Now you can go back to Minty Errende and show him your back and he will see what I wrote and then remember the lyrics!"; - if (bard_q == 2) { - set bard_q,3; - } - else if (bard_q == 22) { - set bard_q,23; - } - close; - } - - else { - mes "[Gunther Doubleharmony]"; - mes "No no no, I don't know anyone with that name, so you better go and check the name of the person asking again, okay?"; - close; - } - - } - - else { - mes "[Gunther Doubleharmony]"; - mes "No no no no, I don't know any song with that title, it might not even exist, so you should go and check the name of the song again and tell me, okay?"; - close; - } - - } - - else if ((bard_q == 6) || (bard_q == 26)) { - mes "[Gunther Doubleharmony]"; - mes "You came back again!"; - mes "Huh, the song I wrote on your back? Hold on, hold on, let me think let me--ah, right, I got it!"; - next; - mes "[Gunther Doubleharmony]"; - mes "The words I wrote down on your back were written by Mr. Kitty, my idol, my hero! That song is the art of ^228B22Kino Kitty^000000!"; - next; - mes "[Gunther Doubleharmony]"; - mes "I wish that someday I could be as great a Bard as him!"; - close; - } - - else { - mes "[Gunther Doubleharmony]"; - mes "Hahaha~!"; - mes "Listen, listen!"; - next; - mes "[Gunther Doubleharmony]"; - mes "I was told this song from one of my friends about this Merchant who lives in Payon and everyone loves this song, especially because I'm singing it and you know that..."; - next; - mes "[Gunther Doubleharmony]"; - mes "Oh, right...!"; - mes "Do you wanna listen"; - mes "to my song or a story?"; - mes "I know you want to!"; - mes "Right, right?"; - next; - - switch(select("Show some interest.:Ignore him.")) { - - case 1: - mes "[Gunther Doubleharmony]"; - mes "Yay~! I knew it!"; - mes "So you wanna hear"; - mes "a song or a story?"; - next; - switch(select("A song:A story:Maybe some other time")) { - case 1: - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Gunther Doubleharmony]"; - mes "Gunther sings!"; - mes "Gunther dances!"; - mes "The tile of this song is~"; - mes "'The Rich Mr. Kim~!'"; - next; - mes "^228B22Merchant of Payon"; - mes "So poooooooor~"; - mes "No money for armor"; - mes "No money to make."; - next; - mes "^228B22Sold the"; - mes "Cotton Shirt"; - mes "Off his back"; - mes "No pity he'll take.^000000"; - next; - mes "^228B22First he only sold Red Pots"; - mes "At first, he only sold red pots."; - mes "Then he moved up to Carrots, whoohoo~"; - mes "He could afford new armor"; - mes "and even wear it,"; - mes "whoohoo~^000000"; - next; - mes "^228B22But one day, he was scammed"; - mes "Scammed by a wicked guild."; - mes "Made poor once again."; - mes "He decided to go to Ant Hell"; - mes "Right there"; - mes "And right then."; - next; - mes "^228B22Bats, Dwarves, Eggs, Ants!"; - mes "He battled them all~"; - mes "Worm Peelings, Jellopy!"; - mes "He gathered loot great and small."; - next; - mes "^228B22Then the glorious day came"; - mes "When he found a valuable card"; - mes "That'd bring great wealth to his naaaame~^000000"; - next; - mes "^228B22But he kept it dear to him"; - mes "To remember his times of"; - mes "working so hard."; - mes "He never sold it, never sold"; - mes "his precious card~^000000"; - next; - mes "[Gunther Doubleharmony]"; - mes "That's a very old story about rich Mr. Kim, and his rise from rags to riches to rags to riches. Is it true or is it fiction? Oh, please don't ask me! I've no clue!"; - close; - } - - else if (@song_random == 2) { - mes "[Gunther Doubleharmony]"; - mes "*Ahem*"; - mes "Gunther sings "; - mes "of Yggdrasil~"; - next; - mes "^228B22Evergreen Yggdrasil~"; - mes "Giant ashen tree"; - mes "reaching for the sky."; - mes "Crystal, morning dew"; - mes "From its leaves"; - mes "Formed Urd's Pond.^000000"; - next; - mes "^228B22Three wise girls."; - mes "Seated beneath its boughs."; - mes "Urd of the past,"; - mes "Belldandy of the present"; - mes "Skuld the future.^000000"; - next; - mes "^228B22Spinning, weaving"; - mes "Threads of destiny."; - mes "Evergreen Yggdrasil~"; - mes "Giant ashen tree"; - mes "reaching for the sky."; - mes "Its roots soaked with tears.^000000"; - next; - mes "^228B22Death in Hvergelmir."; - mes "An evil dragon"; - mes "Burning its roots"; - mes "With eternal flame."; - mes "The evil dragon Nidhogg"; - mes "Living between Yggdrasil"; - mes "and Niffheim.^000000"; - next; - mes "^228B22Evergreen Yggdrasil~"; - mes "Giant ashen tree"; - mes "reaching for the sky."; - mes "Wisdom in its roots"; - mes "Roots reaching"; - mes "Mimir's pond.^000000"; - next; - mes "^228B22Guarded by a wise giant."; - mes "Odin sacrificed one"; - mes "of his eyes for the wisdom."; - mes "Heimdall's horn hidden"; - mes "In Yggdrasil's roots"; - mes "Will sound one last time"; - mes "Signaling Ragnarok.^000000"; - next; - mes "[Gunther Doubleharmony]"; - mes "This is a very old story..."; - mes "Is it truth or fiction? But please don't ask me, I have no idea~!"; - close; - } - - else { - mes "[Gunther Doubleharmony]"; - mes "I will sing one of Luke's songs, you know, Luke, one of the greatest Bards of his time? But I changed the words a little bit."; - next; - mes "^228B22I found it in a drawer."; - mes "Old, worn letters"; - mes "Forming elaborate words."; - mes "Sincere reflection"; - mes "Of a sincere mind.^000000"; - next; - mes "^228B22I found it in a drawer."; - mes "Was I really like that once?"; - mes "Was I really that childish?"; - mes "My memories are tarnished."; - next; - mes "^228B22I found it in a drawer."; - mes "Love I had forgotten."; - mes "She never got this letter."; - mes "But both of us were too shy."; - next; - mes "^228B22I found it in a drawer."; - mes "Love I had forgotten."; - mes "I never gave her this letter."; - mes "But both of us were too proud."; - next; - mes "[Gunther Doubleharmony]"; - mes "Do you have anyone in mind? Do you? If you ever write a love letter, you must send it and express yourself."; - next; - mes "[Gunther Doubleharmony]"; - mes "If you've written love letters that you'll never send, throw them away. Throw your goddamn pride away."; - close; - } - - case 2: - set @story,rand(1,3); - if (story == 1) { - mes "[Gunther Doubleharmony]"; - mes "Um, have you ever"; - mes "tasted Comodo cheese?"; - next; - mes "[Gunther Doubleharmony]"; - mes "You can only taste it in Comodo, but you need to have a good strong stomach to digest it. Oh! And the cheese has a secret!"; - next; - mes "[Gunther Doubleharmony]"; - mes "You ^228B22might^000000 be invulnerable to the power of the doomed swords, which come from the other world, if you eat it!"; - next; - mes "[Gunther Doubleharmony]"; - mes "Why don't you go taste it if you haven't yet? I tried to taste it once. It was kind of yummy, but then I fainted. Hahahaha~!"; - close; - } - - else if (story == 2) { - mes "[Gunther Doubleharmony]"; - mes "I was passing Prontera the other day at the place where it used to be the Swordman training ground."; - next; - mes "[Gunther Doubleharmony]"; - mes "I saw some kid training really really hard and he didn't notice me watching him, so I guess he was really really serious!"; - next; - mes "[Gunther Doubleharmony]"; - mes "He looked like he wanted to be a professional Swordman, but he was also giving his gear away to other Novices."; - next; - mes "[Gunther Doubleharmony]"; - mes "I got bored watching him do the same thing over and over and over again, but I think the Monster Research Organization would like him if I introduced him."; - close; - } - - else { - mes "[Gunther Doubleharmony]"; - mes "Have you ever been in Lutie,"; - mes "land of year round snow?"; - next; - mes "[Gunther Doubleharmony]"; - mes "There is a snowman named"; - mes "SnowySnow and if you met him, you'd know all sorts of things about him like he can talk! It's so strange and mysterious~!"; - next; - mes "[Gunther Doubleharmony]"; - mes "He has a mysterious bag where endless gifts come out, and he's got a mysterious past involving some colder town and something about a nasty witch."; - next; - mes "[Gunther Doubleharmony]"; - mes "But it's okay because he was rescued by some Alchemist and came back to life, but you should go to Lutie if you wanna know more about him, okay?"; - close; - } - - case 3: - mes "[Gunther Doubleharmony]"; - mes "You're gonna leave right now and not even listen to me a little bit? Okay, I'm cool, but promise you'll come back and listen to just one of my songs, okay?"; - close; - - } - - - case 2: - mes "[" + @name$ + "]"; - mes "..."; - next; - mes "[Gunther Doubleharmony]"; - mes "Wow, you're ignoring me, huh? Alright, that's fine by me! Unless you have some kind of problem where you can't talk, then I'm really really sorry."; - close; - - } - - } - -} - -yuno_in04,20,123,7 script Representative 95,{ - //set @check = GetGlobalVar "040708_god2" - //if (check < 101) { - if (god_brising == 3) { - mes "[Marlin Putiur]"; - mes "Welcome to the"; - mes "Monster Research"; - mes "Organization."; - next; - mes "[Marlin Putiur]"; - mes "We are researching monsters based upon information from adventurers in order to efficiently cope with monsters out in the wild."; - next; - mes "[Marlin Putiur]"; - mes "We're accepting any kind of information related to monsters,"; - mes "so if you have any news or info, please don't hesitate to submit it to me."; - next; - mes "[Marlin Putiur]"; - mes "You can use the report documentation form in"; - mes "this room at your convenience."; - next; - mes "[Marlin Putiur]"; - mes "Eh...?"; - mes "Did you just say"; - mes "you're looking for"; - mes "someone? Well..."; - next; - mes "[Marlin Putiur]"; - mes "Well, if he's a registered"; - mes "member of this organization,"; - mes "I can help you."; - next; - mes "[Marlin Putiur]"; - mes "What was the name?"; - mes "Hermite Charles...?"; - next; - mes "[Marlin Putiur]"; - mes "Oh, I found him."; - mes "Errr, but he didn't submit all of the required information when he applied for membership..."; - next; - mes "[Marlin Putiur]"; - mes "Oh. He's a Rogue."; - mes "Well, that explains everything. Anyway, did you want to see all"; - mes "the information we have?"; - next; - mes "^3355FFMarlin shows you"; - mes "the membership"; - mes "application card.^000000"; - next; - mes "[Membership Card]"; - mes "Name: Hermite Charles"; - mes "Job: Rogue"; - mes "Sex: Rogue"; - mes "Address: Yo Mama Street, Prontera"; - next; - mes "[Marlin Putiur]"; - mes "Unfortunately, we don't have any more information. But I hope this will be helpful to you in some way."; - next; - mes "[Marlin Putiur]"; - mes "Still, it may be a good idea to visit the Rogue Guild. Perhaps"; - mes "they can help you."; - close; - } - - //} - - mes "[Marlin Putiur]"; - mes "Welcome to the"; - mes "Monster Research"; - mes "Organization."; - next; - mes "[Marlin Putiur]"; - mes "We are researching monsters based on information from adventurers in order to efficiently cope with monsters out in the wild."; - next; - mes "[Marlin Putiur]"; - mes "We're accepting any kind of information related to monsters, so if you have any news or info, please don't hesitate to submit it to me."; - next; - mes "[Marlin Putiur]"; - mes "You can use the report documentation form in this room at your convenience."; - if ((bard_q == 4) || (bard_q == 24)) { - next; - mes "[Marlin Putiur]"; - mes "Hmmm?"; - mes "Adventurers of this organization? Ah, you say you're looking for a Bard?"; - next; - mes "[Marlin Putuir]"; - mes "Yes, we have a few Bard members who regularly send us information related to monsters."; - next; - mes "[Marlin Putiur]"; - mes "I also hear the Bards have been helping scholars instill bulletin boards in fields which indicate the location for new adventurers. Would you let me know the full name of the person you're looking for?"; - next; - input @inputstr$; - if (@inputstr$ == "Minty Errende") { - mes "[Marlin Putiur]"; - mes "Minty Errende..."; - mes "Oh yes, I remember him. He told me a while ago that he's heading South, and that he's staying in Geffen now."; - next; - mes "[Marlin Putiur]"; - mes "He's a very kind, friendly person. Errende's always doing his best to provide us with the information we need. When you get a chance, would you please give him my regards?"; - close; - } - - else if (@inputstr$ == "Kino Kitty") { - mes "[Marlin Putiur]"; - mes "Kino Kitty, Kino Kitty... Oh, here we are. He sent us a letter that says, 'I will stay in the desert until I find my real self.'"; - next; - mes "[Marlin Putiur]"; - mes "He doesn't seem healthy, but I guess he's still traveling. Trying seeking him out in Morroc, and give my regards to him if you get the chance."; - close; - } - - else if (@inputstr$ == "Gunther Doubleharmony") { - mes "[Marlin Putiur]"; - mes "Ah, are you a friend of Gunther's? Haha, he's a very funny guy, if a little excitable. Let's see, Gunther, Gunther..."; - next; - mes "[Marlin Putiur]"; - mes "Ah, it says here that he wanted to look around Payon and Alberta. So he'll be at one of those places. I'm sorry I can't be more specific."; - close; - } - - else { - mes "[Marlin Putiur]"; - mes " " + @inputstr$ + "...?"; - mes "Ummm hmm..."; - mes "I'm sorry, but we don't have any records for that person."; - close; - } - - } - - else { - next; - mes "[Marlin Putiur]"; - mes "We are endeavoring to research monsters in this world with the intent to aid each and every adventurer on their journeys."; - close; - } - -} - -yuno_in04,33,119,3 script Adventurer#1 828,{ - mes "..."; - next; - mes "..."; - mes "......."; - next; - mes "^3355FF*Scribble Scribble*^000000"; - next; - mes "[Energetic Young Man]"; - mes "Err...?"; - mes "What is it?"; - next; - if (sex == 0) { - Emotion 18; //ET_SMILE - mes "[Energetic Young Man]"; - mes "Oh...!"; - mes "A beautiful,"; - mes "young lady~!"; - next; - mes "[Energetic Young Man]"; - mes "Hello there~"; - mes "My name is Pane."; - mes "May I ask yours?"; - set @name$,strcharinfo(0); - input @inputstr$; - next; - mes "[Energetic Young Man]"; - mes "Oh..."; - mes "" +@inputstr$+ "..."; - if (@name$ == @inputstr$) { - next; - mes "[Energetic Young Man]"; - mes "^FF6699"+@inputstr$+"!"; - mes "Such a wonderful name!"; - next; - mes "[Energetic Young Man]"; - mes "I shall remember your name, my lady. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time."; - Emotion 30; //ET_CHUP - close; - } - - else { - mes "That's your name?"; - next; - mes "[Energetic Young Man]"; - mes "Eh, whatever. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time."; - Emotion 18; //ET_SMILE - close; - } - - } - - else { - mes "[Energetic Young Man]"; - mes "What, man...!"; - mes "Leave me alone."; - mes "Can't you see I'm busy?"; - close; - } - -} - +//===== eAthena Script ======================================= +//= Wandering Misntrel Quest +//===== By: ================================================== +//= Riotblade and L0ne_W0lf +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= Help the bard remember how his song goes. +//===== Comments: ============================================ +//= Aegis conversion. Needs optimizing. +//= Reconverted with iRO Dialogs. +//= Possible NPC conflict with "Representative" +//===== Additional Comments: ================================= +//= 1.0 First version, needs testing. [L0ne_W0lf] +//============================================================ + +geffen,132,38,3 script Bard#2 51,{ + set @name$,strcharinfo(0); + if (bard_q > 29) { + cutin "bard_eland02",2; + mes "[Errende]"; + mes "Why, hello there~"; + mes "Isn't the weather"; + mes "especially pleasant today?"; + next; + mes "[Errende]"; + mes "Ah~ There are only two things that can make this picturesque moment even more beautiful: story and song. Now then, which would you like to hear?"; + next; + switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { + + case 1: + mes "[Errende]"; + mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; + next; + + switch(select("News and rumors~:Cancel.")) { + + case 1: + set @talk,rand(1,3); + if (@talk == 1) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; + next; + mes "[Errende]"; + mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; + next; + mes "[Errende]"; + mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; + next; + mes "[Errende]"; + mes "But I digress."; + mes "Sometimes though,"; + mes "just sometimes mind you,"; + mes "they're not as sexy as usual."; + next; + mes "[Errende]"; + mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "I guess when someone acts even"; + mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; + next; + mes "[Errende]"; + mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; + next; + mes "[Errende]"; + cutin "bard_eland01",2; + mes "Let's see..."; + mes "Look out for this really shady Merchant that hangs out behind"; + mes "the Pub in Geffen."; + next; + mes "[Errende]"; + mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; + next; + mes "[Errende]"; + mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; + next; + mes "[Errende]"; + mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; + next; + mes "[Errende]"; + mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; + next; + mes "[Errende]"; + mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; + goto L_End; + } + + else if (@talk == 2) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; + next; + mes "[Errende]"; + mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; + next; + mes "[Errende]"; + mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; + next; + mes "[Errende]"; + mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; + next; + mes "[Errende]"; + mes "I wonder if that man's friend, Pandger Mayer, ever found"; + mes "his way back home..."; + goto L_End; + } + + else if (@talk == 3) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; + next; + mes "[Errende]"; + mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; + next; + mes "[Errende]"; + mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; + next; + mes "[Errende]"; + mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; + next; + mes "[Errende]"; + mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; + next; + mes "[Errende]"; + mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; + next; + mes "[Errende]"; + mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; + next; + mes "[Errende]"; + mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; + goto L_End; + } + + case 2: + mes "[Errende]"; + mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; + goto L_End; + + } + + case 2: + mes "[Errende]"; + mes "You recognize my talent, so you deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; + next; + + switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { + + case 1: + if (zeny > 499) { + cutin "bard_eland03",2; + set @song_random,rand(1,3); + if (@song_random == 1) { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "ring_of_nibelungen.wav",0; + set zeny,zeny-500; + close2; + } + + else if (@song_random == 2) { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "dont_forget_me_not.wav",0; + set zeny,zeny-500; + goto L_End; + } + + else { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "in_to_the_abyss.wav",0; + set zeny,zeny-500; + goto L_End; + } + + } + + else { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Ahahaha~"; + mes "My apologies,"; + mes "But I cannot offer my services for free. Even a Bard needs zeny to live, wouldn't you agree?"; + close2; + break; + } + + case 2: + cutin "bard_eland03",2; + mes "[Errende]"; + mes "An upbeat song...?"; + mes "Hmmm... Let's see."; + mes "An upbeat song,"; + mes "An upbeat song..."; + mes "Okay, here we go~"; + next; + set @song_random2,rand(1,3); + if (@song_random2 == 1) { + mes "^483D8BValhalla dazzles in gold"; + mes "The fifth as we know"; + mes "Is old Glast Heim!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BPalace of the dead"; + mes "With a silver roof~"; + mes "The third as we know..."; + mes "Valaskjalf!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BFive hundred forty doors"; + mes "In the grand halls of Valhalla"; + mes "Fling open to the heart of a hero."; + mes "Eight hundred warriors gather"; + mes "Under the will of God, and"; + mes "Charge as one out through"; + mes "Those doors.^000000"; + next; + mes "^483D8BGodly warriors"; + mes "Step into Yggdrassil"; + mes "Towards their fate."; + mes "With pride and honor,"; + mes "They accept Valyrie's"; + mes "Welcome.^000000"; + next; + mes "^483D8BWarriors fallen in battle"; + mes "In glorious clashes of red"; + mes "Death may have come,"; + mes "But your fame lives on"; + mes "and your spirit will be"; + mes "led to Valhalla.^000000"; + goto L_End; + mes "[Errende]"; + mes "..."; + next; + mes "[Errende]"; + mes "..."; + mes "......"; + next; + mes "[Errende]"; + mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; + next; + mes "[Errende]"; + mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; + mes "may never know"; + mes "with certainty."; + goto L_End; + } + + else if (@song_random2 == 2) { + mes "^483D8BA good Bard sings"; + mes "To please his listener."; + mes "So do not expect a sad song"; + mes "That deepens your anguish.^000000"; + next; + mes "^483D8BA good Dancer dances"; + mes "To please her audience."; + mes "Shall we dance together?"; + mes "Just hold my hands."; + mes "La la la~ La la la~^000000"; + next; + mes "[" + @name$ + "]"; + mes "By the way..."; + mes "Why do you guys play"; + mes "discords sometimes?"; + mes "It sounds weird"; + mes "when you do that."; + next; + mes "[Errende]"; + mes "H-how can you say such a thing, "+ @name$ +"? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; + goto L_End; + } + + else { + mes "^483D8BThe sounds of galloping"; + mes "Echo in the distance."; + mes "A cloud of hazy dust"; + mes "Fills the setting sun."; + mes "Thousands of eyes open"; + mes "Torches on the castle"; + mes "Flare like thousands of Ifrits."; + next; + mes "^483D8BHear the throbbing of my heart,"; + mes "The blood flowing in my veins."; + mes "Feeling the heaviness of my armor."; + mes "The enemy has appeared before us.^000000"; + next; + mes "^483D8BBeat the drums hard, harder!"; + mes "Courage, soldiers, march forward!"; + mes "Shout loud, soldiers, louder!"; + mes "Today will never come back!^000000"; + next; + mes "^483D8BStun the sky"; + mes "Provoke the earth."; + mes "I feel my heartbeat again."; + mes "Blow the bugle to"; + mes "Sway the fortress."; + mes "Today will never come back!^000000"; + next; + mes "[Errende]"; + mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; + goto L_End; + } + + case 3: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "But of course."; + mes "Merriment is best"; + mes "enjoyed when you"; + mes "are in the mood for it."; + mes "Please come again."; + goto L_End; + + } + + case 3: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Hmm~?"; + mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; + goto L_End; + + } + + } + + else if (bard_q == 15) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Ah, so how did it go?"; + mes "Wait, you already found it?"; + mes "Yes, this is it! Great!"; + mes "This is so amazing!!"; + mes "Ah, yes, right."; + mes "Right."; + next; + mes "[Errende]"; + mes "I would like to express my gratitute. But, what would be appropriate for an adventurer"; + mes "like yourself?"; + next; + mes "[Errende]"; + mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen to my song."; + next; + cutin "bard_eland03",2; + mes "^483D8BEvery god never grows old"; + mes "Because of beautiful"; + mes "Goddess, Idun."; + mes "Keeper of the apples of youth"; + mes "Goddess of immortality.^000000"; + specialeffect2 18; //EF_STEAL + next; + mes "^483D8BEvery god never grows old."; + mes "Idun, the wife of Bragi,"; + mes "Idun, Odin's daughter in law~"; + mes "The apples she keeps"; + mes "In her basket.^000000"; + next; + mes "^483D8BWithout Idun,"; + mes "Every god would"; + mes "have succumbed to age."; + mes "Even Thor, the strongest of gods,"; + mes "would grow frail, Megingjard would"; + mes "slip from his waist, and Mjolnir"; + mes "would never fly again.^000000"; + next; + mes "^483D8BWithout Idun,"; + mes "Every god would"; + mes "have succumbed to age."; + mes "Loki was careless once,"; + mes "and made her lost to the gods."; + mes "He was forced to get her back.^000000"; + specialeffect2 18; //EF_STEAL + next; + mes "^483D8BMy goddess stands"; + mes "In the field of Asgard"; + mes "She hands me fruit from heaven."; + mes "You will be loved by every god..."; + mes "You will be blessed"; + mes "By every god...^000000"; + next; + specialeffect 58; //EF_BEGINSPELL6 + mes "^483D8BIf you share the"; + mes "Apple of youth with me"; + mes "Even a bite of it with"; + mes "This poor poet."; + mes "You will be loved by every god..."; + mes "You will be blessed"; + mes "By every god...^000000"; + next; + specialeffect2 77; //EF_RESURRECTION + mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000"; + set bard_q,31; + if (BaseLevel < 56) set BaseExp,BaseExp+4500; + else if ((BaseLevel > 55) && (BaseLevel < 61)) set BaseExp,BaseExp+5500; + else if ((BaseLevel > 60) && (BaseLevel < 66)) set BaseExp,BaseExp+9684; + else if ((BaseLevel > 65) && (BaseLevel < 71)) set BaseExp,BaseExp+13411; + else if ((BaseLevel > 70) && (BaseLevel < 76)) set BaseExp,BaseExp+35757; + else if ((BaseLevel > 75) && (BaseLevel < 81)) set BaseExp,BaseExp+60246; + else if ((BaseLevel > 80) && (BaseLevel < 86)) set BaseExp,BaseExp+70340; + else if ((BaseLevel > 85) && (BaseLevel < 91)) set BaseExp,BaseExp+92052; + else if (BaseLevel > 90) set BaseExp,BaseExp+156786; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "So, how do you feel now? I hope my song has refreshed you. I'm afraid it may not be enough to repay you, but please understand that this is the best way for me to express my gratitude."; + next; + mes "[Errende]"; + mes "Besides, I've been thinking of you now as my friend, with whom I may candidly speak without any worry. And I think you have a beautiful smile. Am I wrong~? Hahaha~"; + next; + mes "[Errende]"; + mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power."; + goto L_End; + } + + else if (bard_q == 14) { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Hmmm?"; + mes "Is that the seal of black...? Huh. Kino Kitty removed the one he gave me without a trace, so I surmise that he likes you a lot. Otherwise..."; + next; + mes "^3355FFYou give Errende the letter"; + mes "you have received from Kino Kitty.^000000"; + next; + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Er, he knows everything already? From this spot of blood, I think he still has health problems. He should stop torturing himself..."; + next; + mes "[Errende]"; + mes "Thank you, I really appreciate what you've done for me. But, what would be an appropriate way to express my gratitude for an adventurer like yourself?"; + next; + mes "[Errende]"; + mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen"; + mes "to my song."; + next; + cutin "bard_eland03",2; + mes "^483D8BEvery god never grows old"; + mes "Because of beautiful"; + mes "Goddess, Idun."; + mes "Keeper of the apples of youth"; + mes "Goddess of immortality.^000000"; + specialeffect2 18; //EF_STEAL + next; + mes "^483D8BEvery god never grows old."; + mes "Idun, the wife of Bragi,"; + mes "Idun, Odin's daughter in law~"; + mes "The apples she keeps"; + mes "In her basket.^000000"; + next; + mes "^483D8BWithout Idun,"; + mes "Every god would"; + mes "have succumbed to age."; + mes "Even Thor, the strongest of gods,"; + mes "would grow frail, Megingjard would"; + mes "slip from his waist, and Mjolnir"; + mes "would never fly again.^000000"; + next; + mes "^483D8BWithout Idun,"; + mes "Every god would"; + mes "have succumbed to age."; + mes "Loki was careless once,"; + mes "and made her lost to the gods."; + mes "He was forced to get her back.^000000"; + specialeffect2 18; //EF_STEAL + next; + mes "^483D8BMy goddess stands"; + mes "In the field of Asgard"; + mes "She hands me fruit from heaven."; + mes "You will be loved by every god..."; + mes "You will be blessed"; + mes "By every god...^000000"; + next; + specialeffect 58; //EF_BEGINSPELL6 + mes "^483D8BIf you share the"; + mes "Apple of youth with me"; + mes "Even a bite of it with"; + mes "This poor poet."; + mes "You will be loved by every god..."; + mes "You will be blessed"; + mes "By every god...^000000"; + next; + specialeffect2 77; //EF_RESURRECTION + mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000"; + set bard_q,30; + if (BaseLevel < 56) set BaseExp,BaseExp+4500; + else if ((BaseLevel > 55) && (BaseLevel < 61)) set BaseExp,BaseExp+5500; + else if ((BaseLevel > 60) && (BaseLevel < 66)) set BaseExp,BaseExp+9684; + else if ((BaseLevel > 65) && (BaseLevel < 71)) set BaseExp,BaseExp+13411; + else if ((BaseLevel > 70) && (BaseLevel < 76)) set BaseExp,BaseExp+35757; + else if ((BaseLevel > 75) && (BaseLevel < 81)) set BaseExp,BaseExp+60246; + else if ((BaseLevel > 80) && (BaseLevel < 86)) set BaseExp,BaseExp+70340; + else if ((BaseLevel > 85) && (BaseLevel < 91)) set BaseExp,BaseExp+92052; + else if (BaseLevel > 90) set BaseExp,BaseExp+156786; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "So, how do you feel now? I hope my song has refreshed you. I'm afraid it may not be enough to repay you, but please understand that this is the best way for me to express my gratitude."; + next; + mes "[Errende]"; + mes "Besides, I've been thinking of you now as my friend, with whom I may candidly speak without any worry. And I think you have a beautiful smile. Am I wrong~? Hahaha~"; + next; + mes "[Errende]"; + mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power."; + goto L_End; + } + + else if ((bard_q > 11) && (bard_q < 14)) { + cutin "bard_eland02",2; + mes "[Errende]"; + mes "It seems you haven't found it yet. Well, take your time, I can wait as long as you want. It doesn't really bore me, since waiting seems to be a part of my profession."; + goto L_End; + } + + else if (bard_q == 11) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Mr. Skezti has a small book store on the book street at the right side of Mineta in Juno. If you show him the seal, he'll help you out."; + goto L_End; + } + + else if (bard_q == 10) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "So, have you met Mr. Kitty?"; + mes "Ah, in Morroc? He has a chronic disease, but obviously doesn't"; + mes "seem to care about it."; + mes "So what did he say?"; + next; + mes "[Errende]"; + mes "Hm? In Juno?"; + mes "Then that must be it."; + mes "It won't be easy if you want to go visit Mr. Sketzi's book store. Here, let me mark you with"; + mes "^483D8BThe Seal of Friendship^000000."; + next; + cutin "bard_eland03",2; + mes "[Errende]"; + mes "Give me your left hand."; + mes "Now, let me cast a spell..."; + mes "*Mumble mumble...*"; + next; + specialeffect2 71; //EF_CONE + mes "^3355FFOn your left wrist, a crescent shaped mark glowing with a silver light appeared. It's only noticeable when you concentrate on finding it, but it might clearly appear under the moonlight.^000000"; + next; + mes "[Errende]"; + mes "There you go. Now, you may go to Mr. Sketzi. Remember, you must"; + mes "show him the Seal of Friendship."; + mes "Good luck, now~"; + set bard_q,11; + goto L_End; + } + + else if (bard_q == 20) { + cutin "bard_eland03",2; + mes "[Bard]"; + mes "^483D8BWhat day is"; + mes "best for drinking?"; + mes "La la la~"; + mes "It's the day of"; + mes "the earth, the sun"; + mes "And the moon~"; + mes "La la la~^000000"; + next; + mes "^483D8BLa la la~"; + mes "I'll only"; + mes "drink on one day~"; + mes "So if you'll tell me"; + mes "when you'll drink"; + mes "I'll tell you when"; + mes "I'll drink with you~^000000"; + next; + mes "^483D8BLet's get together"; + mes "Yea yea ye-^000000 Hmmmmm...?"; + next; + mes "[Bard]"; + mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?"; + next; + + switch(select("Who are you?:Ignore him.")) { + + case 1: + cutin "bard_eland04",2; + mes "[" + @name$ + "]"; + mes "You seem to be"; + mes "new around here..."; + mes "Who are you?"; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you."; + next; + mes "[Errende]"; + mes "If you will let me, I will tell you of my travels. By your leave,"; + mes "I will play a song that will help you forget your troubles."; + set bard_q,21; + next; + + switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { + + case 1: + mes "[Errende]"; + mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; + + next; + switch(select("News and rumors~:Cancel.")) { + + case 1: + set @talk,rand(1,3); + if (@talk == 1) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; + next; + mes "[Errende]"; + mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; + next; + mes "[Errende]"; + mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; + next; + mes "[Errende]"; + mes "But I digress."; + mes "Sometimes though,"; + mes "just sometimes mind you,"; + mes "they're not as sexy as usual."; + next; + mes "[Errende]"; + mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; + next; + mes "[Errende]"; + mes "I guess when someone acts even"; + mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; + next; + mes "[Errende]"; + mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; + next; + mes "[Errende]"; + mes "Let's see..."; + mes "Look out for this really shady Merchant that hangs out behind"; + mes "the Pub in Geffen."; + next; + mes "[Errende]"; + mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; + next; + mes "[Errende]"; + mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; + next; + mes "[Errende]"; + mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; + next; + mes "[Errende]"; + mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; + goto L_End; + } + + else if (@talk == 2) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; + next; + mes "[Errende]"; + mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; + next; + mes "[Errende]"; + mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; + next; + mes "[Errende]"; + mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; + next; + mes "[Errende]"; + mes "I wonder if that man's friend, Pandger Mayer, ever found"; + mes "his way back home..."; + goto L_End; + } + + else if (@talk == 3) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; + next; + mes "[Errende]"; + mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; + next; + mes "[Errende]"; + mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; + next; + mes "[Errende]"; + mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; + next; + mes "[Errende]"; + mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; + next; + mes "[Errende]"; + mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; + next; + mes "[Errende]"; + mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; + next; + mes "[Errende]"; + mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; + goto L_End; + } + + case 2: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; + goto L_End; + + } + + case 2: + mes "[Errende]"; + mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; + next; + switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { + case 1: + if (zeny > 499) { + cutin "bard_eland03",2; + set @song_random,rand(1,3); + if (@song_random == 1) { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "ring_of_nibelungen.wav",0; + set zeny,zeny-500; + goto L_End; + } + + else if (@song_random == 2) { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "dont_forget_me_not.wav",0; + set zeny,zeny-500; + goto L_End; + } + + else { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "in_to_the_abyss.wav",0; + set zeny,zeny-500; + goto L_End; + } + + } + + else { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Ahahaha~"; + mes "My apologies,"; + mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; + goto L_End; + } + + case 2: + cutin "bard_eland03",2; + mes "[Errende]"; + mes "An upbeat song...?"; + mes "Hmmm... Let's see."; + mes "An upbeat song,"; + mes "An upbeat song..."; + mes "Okay, here we go~"; + next; + set @song_random2,rand(1,3); + if (@song_random2 == 1) { + mes "^483D8BValhalla dazzles in gold"; + mes "The fifth as we know"; + mes "Is old Glast Heim!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BPalace of the dead"; + mes "With a silver roof~"; + mes "The third as we know..."; + mes "Valaskjalf!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BFive hundred forty doors"; + mes "In the grand halls of Valhalla"; + mes "Fling open to the heart of a hero."; + mes "Eight hundred warriors gather"; + mes "Under the will of God, and"; + mes "Charge as one out through"; + mes "Those doors.^000000"; + next; + mes "^483D8BGodly warriors"; + mes "Step into Yggdrassil"; + mes "Towards their fate."; + mes "With pride and honor,"; + mes "They accept Valyrie's"; + mes "Welcome.^000000"; + next; + mes "^483D8BWarriors fallen in battle"; + mes "In glorious clashes of red"; + mes "Death may have come,"; + mes "But your fame lives on"; + mes "and your spirit will be"; + mes "led to Valhalla.^000000"; + next; + mes "[Errende]"; + mes "..."; + next; + mes "[Errende]"; + mes "..."; + mes "......"; + next; + mes "[Errende]"; + mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; + next; + mes "[Errende]"; + mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; + mes "may never know"; + mes "with certainty."; + goto L_End; + } + + else if (@song_random2 == 2) { + mes "^483D8BA good Bard sings"; + mes "To please his listener."; + mes "So do not expect a sad song"; + mes "That deepens your anguish.^000000"; + next; + mes "^483D8BA good Dancer dances"; + mes "To please her audience."; + mes "Shall we dance together?"; + mes "Just hold my hands."; + mes "La la la~ La la la~^000000"; + next; + mes "[" + @name$ + "]"; + mes "By the way..."; + mes "Why do you guys play"; + mes "discords sometimes?"; + mes "It sounds weird"; + mes "when you do that."; + next; + mes "[Errende]"; + mes "H-how can you say such a thing, " + @name$ + "? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; + goto L_End; + } + + else { + mes "^483D8BThe sounds of galloping"; + mes "Echo in the distance."; + mes "A cloud of hazy dust"; + mes "Fills the setting sun."; + mes "Thousands of eyes open"; + mes "Torches on the castle"; + mes "Flare like thousands of Ifrits."; + next; + mes "^483D8BHear the throbbing of my heart,"; + mes "The blood flowing in my veins."; + mes "Feeling the heaviness of my armor."; + mes "The enemy has appeared before us.^000000"; + next; + mes "^483D8BBeat the drums hard, harder!"; + mes "Courage, soldiers, march forward!"; + mes "Shout loud, soldiers, louder!"; + mes "Today will never come back!^000000"; + next; + mes "^483D8BStun the sky"; + mes "Provoke the earth."; + mes "I feel my heartbeat again."; + mes "Blow the bugle to"; + mes "Sway the fortress."; + mes "Today will never come back!^000000"; + next; + mes "[Errende]"; + mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; + goto L_End; + } + + case 3: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Sure, no problem."; + mes "Please come again."; + goto L_End; + + } + + case 3: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Hmm~?"; + mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; + goto L_End; + + } + + case 2: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Waaah, wah~"; + mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?"; + goto L_End; + + } + + } + + else if (bard_q == 27) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "How could I forget the song?"; + mes "I'm worthless as a Bard~!"; + mes "Please... Just..."; + mes "Please just leave"; + mes "me alone."; + next; + + switch(select("No problem~:Is there any way I can help you?")) { + + case 1: + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Waaaah~! You're so mean!"; + mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'"; + next; + mes "[Errende]"; + mes "I mean, we're supposed"; + mes "to know each other better"; + mes "than that. But..."; + mes "Maybe I was wrong!"; + next; + mes "[Errende]"; + mes "*Sob...*"; + mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!"; + goto L_End; + + case 2: + mes "[Errende]"; + mes "Help me?"; + mes "Hmmm..."; + mes "That's it!"; + mes "Gunther!"; + next; + mes "[Errende]"; + mes "Let me ask you a favor."; + mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna."; + next; + mes "[Errende]"; + mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000."; + next; + mes "[Errende]"; + mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; + set bard_q,22; + goto L_End; + + } + + } + + else if (bard_q == 26) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Argh...!"; + mes "Who changed the words of this song anyway? It's really difficult to understand. I wish I could ask the person who changed the words."; + next; + mes "[Errende]"; + mes "This is so frustrating!"; + mes "Now, I've lost the passion"; + mes "to sing or play..."; + next; + mes "[" + @name$ + "]"; + mes "Don't you think..."; + mes "The person would be..."; + input @inputstr$; + mes "" + @inputstr$ + "?"; + next; + if (@inputstr$ == "Kino Kitty") { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Ah! Of course!"; + mes "I think you're right!"; + mes "How could I not think of that?"; + next; + mes "[Errende]"; + mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple..."; + next; + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Ummm..."; + mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; + next; + + switch(select("No, thanks.:I can, so stop crying.")) { + + case 1: + mes "[Errende]"; + mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; + set bard_q,25; + goto L_End; + + case 2: + mes "[Errende]"; + mes "Are you serious?"; + mes "Oh, thank you so much!"; + mes "You must be an angel!"; + mes "An angel that truly understands the heart of a poet!"; + next; + mes "[Errende]"; + mes "I'll pay you back somehow!"; + mes "Thank you for your trouble"; + mes "in advance~"; + set bard_q,24; + goto L_End; + + } + + } + + else if (@inputstr$ == "Gunther") { + mes "[Errende]"; + mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; + goto L_End; + } + + else if (@inputstr$ == "Gunther Doubleharmony") { + mes "[Errende]"; + mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; + goto L_End; + } + + else if (@inputstr$ == "Errende") { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Surely you jest!"; + mes "If I did, why would"; + mes "I not know what"; + mes "this song is about?"; + goto L_End; + } + + else { + mes "[Errende]"; + mes "" + @inputstr$ +"...?"; + mes "I don't think I know that person. Maybe you misunderstood"; + mes "something? *Sigh...*"; + next; + mes "[Errende]"; + mes "What was the line...?"; + mes "How could I forget"; + mes "the 8th love?"; + set bard_q,26; + goto L_End; + } + + } + + else if (bard_q == 25) { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Oh...!"; + mes "These tears just won't stop!"; + mes "Wh-why must people always treat Bards like this?"; + next; + mes "^483D8BWho made"; + mes "this poor Bard cry?"; + mes "Who broke his"; + mes "tender heart of glass?"; + mes "Shattering his dreams...^000000"; + next; + mes "^483D8BNo dreams,"; + mes "No heart,"; + mes "No love,"; + mes "No hope"; + mes "No....^000000"; + set @song_random3,rand(1,50); + next; + if ((@song_random3 > 27 ) && (@song_random3 < 37 )) { + mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000"; + next; + + switch(select("Well, I should help him then...:Ignore him anyway.")) { + + case 1: + mes "[" + @name$ + "]"; + mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you."; + next; + mes "[Errende]"; + mes "*Gasp!* Really! Are you sure? Thank you! Thank you so much!"; + mes "You really do care about"; + mes "the sadness of a Bard!"; + next; + mes "[Errende]"; + mes "I promise to pay you back as best as I can! I'll wait for you here until you return!"; + set bard_q,24; + goto L_End; + + case 2: + cutin "bard_eland04",2; + mes "^3355FFYou ignore his"; + mes "heart wrenching song."; + mes "But at what cost to your soul?^000000"; + goto L_End; + + } + + } + + else { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?"; + next; + mes "^483D8BMiiiiserable..."; + mes "Noboooody looooves meee"; + mes "Friends foooooor never..."; + mes "Ooooooooh wah!^000000"; + goto L_End; + } + + } + + else if (bard_q == 24) { + cutin "bard_eland02",2; + mes "[Errende]"; + mes "Umm..."; + mes "I am not sure exactly where Mr. Kitty is. Maybe you might be able to find out at the Monster Museum in Juno? I think he's a member of the Monster Research Organization."; + next; + mes "[Errende]"; + mes "If you're experienced in exploration, you'd know the Monster Research Organization. Recently, many scholars have been wounded as a result of researching monsters."; + next; + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Because of the dangers of monster research, adventurers are needed to gather the information for the researchers."; + next; + mes "[Errende]"; + mes "For wanderers like myself, it's a great way to earn money. We give them the information they need, and they give us financial support to live the way we please."; + next; + mes "[Errende]"; + mes "Anyway, you should visit the Monster Museum in Juno to find out about Mr. Kitty. It's pretty far from here, but when you get to Juno, the Museum is West of the central plaza."; + next; + mes "[Errende]"; + mes "Once again,"; + mes "thank you so much"; + mes "for your help."; + goto L_End; + } + + else if (bard_q == 22) { + mes "[Errende]"; + mes "*Sigh...*"; + mes "Where can"; + mes "I find the 8th love...?"; + mes "Have you met Gunther?"; + mes "Ah, perhaps not yet."; + next; + cutin "bard_eland04",2; + mes "[Errende]"; + mes "*Sigh* I've lost the heart to sing ever since I've forgotten that line to the song. I just... can't. My spirit is unmoved. There's no inspiration."; + next; + mes "[Errende]"; + mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance."; + goto L_End; + } + + else if (bard_q == 23) { + cutin "bard_eland02",2; + mes "[Errende]"; + mes "So..."; + mes "Have you"; + mes "seen Gunther?"; + next; + mes "^3355FFYou turn around"; + mes "to show him your back.^000000"; + next; + mes "[Errende]"; + mes "Huh...?!"; + mes "Isn't that?!"; + mes "Is that the line of the song written on your back? Wait, don't move! The 8th love is..."; + mes "Now I see!"; + next; + mes "[Errende]"; + mes "At One, I fall in love."; + mes "At Two, you give me your smile."; + mes "At Three, I adore your touch."; + mes "At Four, a tender kiss."; + next; + mes "[Errende]"; + mes "At Five, we change our minds."; + mes "A petal scatters through the air."; + mes "At Six, I fall in love~"; + mes "At Seven, you fall in love~"; + next; + mes "[Errende]"; + mes "At Eight we turn away..."; + mes "At Nine, love is reborn."; + mes "At Ten, my Love is gone."; + mes "At Eleven I find out why."; + if (sex == 0) { + mes "At Twelve I see his new girlfriend?"; + } + else { + mes "At Twelve I see her new boyfriend?"; + } + next; + mes "[Errende]"; + mes "..."; + next; + mes "[Errende]"; + mes "..."; + mes "......"; + next; + cutin "bard_eland04",2; + mes "[Errende]"; + mes "This..."; + mes "This cannot be."; + mes "This song is supposed to be about love, not a romantic travesty!"; + next; + mes "[Errende]"; + mes "The lyrics. They must have been changed. Did Gunther say anything about this?! Hmmm, but who would change the lyrics...?"; + next; + cutin "bard_eland01",2; + input @inputstr$; + if (@inputstr$ == "Kino Kitty") { + mes "[Errende]"; + mes "Ah! Of course!"; + mes "I think you're right!"; + mes "How could I not think of that?"; + next; + mes "[Errende]"; + mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple..."; + next; + mes "[Errende]"; + mes "Ummm..."; + mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; + next; + + switch(select("No, thanks.:I can, so stop crying.")) { + + case 1: + mes "[Errende]"; + mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; + set bard_q,25; + goto L_End; + + case 2: + mes "[Errende]"; + mes "Are you serious?"; + mes "Oh, thank you so much!"; + mes "You must be an angel!"; + mes "An angel that truly understands the heart of a poet!"; + next; + mes "[Errende]"; + mes "I'll pay you back somehow!"; + mes "Thank you for your trouble"; + mes "in advance~"; + set bard_q,24; + goto L_End; + + } + + } + + else if (@inputstr$ == "Gunther") { + mes "[Errende]"; + mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; + set bard_q,26; + goto L_End; + } + + else if (@inputstr$ == "Gunther Doubleharmony") { + mes "[Errende]"; + mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; + set bard_q,26; + goto L_End; + } + + else if (@inputstr$ == "Errende") { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Surely you jest!"; + mes "If I did, why would"; + mes "I not know what this"; + mes "song is about?"; + set bard_q,26; + goto L_End; + } + + else { + mes "[Errende]"; + mes "" + @inputstr$ +"...?"; + mes "I don't think I know that person. Maybe you misunderstood"; + mes "something? *Sigh...*"; + next; + mes "[Errende]"; + mes "What was the line...?"; + mes "How could I forget"; + mes "the 8th love?"; + set bard_q,26; + goto L_End; + } + + } + + else if (bard_q == 21) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Welcome back,"; + mes "" + @name$ + "~"; + mes "What would you like"; + mes "me to do for you?"; + mes "Would you like to hear"; + mes "a tale or listen to a song?"; + next; + + switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { + + case 1: + cutin "bard_eland02",2; + mes "[Errende]"; + mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; + next; + + switch(select("News and rumors~:Cancel.")) { + + case 1: + set @talk,rand(1,3); + if (@talk == 1) { + mes "[Errende]"; + mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; + next; + mes "[Errende]"; + mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; + next; + mes "[Errende]"; + mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; + next; + mes "[Errende]"; + mes "But I digress."; + mes "Sometimes though,"; + mes "just sometimes mind you,"; + mes "they're not as sexy as usual."; + next; + mes "[Errende]"; + mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; + next; + mes "[Errende]"; + mes "I guess when someone acts even"; + mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; + next; + mes "[Errende]"; + mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; + next; + mes "[Errende]"; + mes "Let's see..."; + mes "Look out for this really shady Merchant that hangs out behind"; + mes "the Pub in Geffen."; + next; + mes "[Errende]"; + mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; + next; + mes "[Errende]"; + mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; + next; + mes "[Errende]"; + mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; + next; + mes "[Errende]"; + mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; + next; + mes "[Errende]"; + mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; + goto L_End; + } + + else if (@talk == 2) { + mes "[Errende]"; + mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; + next; + mes "[Errende]"; + mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; + next; + mes "[Errende]"; + mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; + next; + cutin "bard_eland01",2; + mes "[Errende]"; + mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; + next; + mes "[Errende]"; + mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; + next; + mes "[Errende]"; + mes "I wonder if that man's friend, Pandger Mayer, ever found"; + mes "his way back home..."; + goto L_End; + } + + else if (@talk == 3) { + mes "[Errende]"; + mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; + next; + mes "[Errende]"; + mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; + next; + mes "[Errende]"; + mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; + next; + mes "[Errende]"; + mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; + next; + mes "[Errende]"; + mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; + next; + cutin "bard_eland01",2; + mes "[Errende]"; + mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; + next; + mes "[Errende]"; + mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; + next; + mes "[Errende]"; + mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; + next; + mes "[Errende]"; + mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; + goto L_End; + } + + case 2: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; + goto L_End; + + } + + case 2: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; + next; + + switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { + + case 1: + cutin "bard_eland03",2; + if (zeny > 499) { + set @song_random,rand(1,3); + if (@song_random == 1) { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "ring_of_nibelungen.wav",0; + set zeny,zeny-500; + goto L_End; + } + + else if (@song_random == 2) { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "dont_forget_me_not.wav",0; + set zeny,zeny-500; + goto L_End; + } + + else { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "in_to_the_abyss.wav",0; + set zeny,zeny-500; + goto L_End; + } + } + + else { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Ahahaha~"; + mes "My apologies,"; + mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; + goto L_End; + } + + case 2: + cutin "bard_eland03",2; + mes "[Errende]"; + mes "An upbeat song...?"; + mes "Hmmm... Let's see."; + mes "An upbeat song,"; + mes "An upbeat song..."; + mes "Okay, here we go~"; + next; + set @song_random2,rand(1,3); + if (@song_random2 == 1) { + mes "^483D8BValhalla dazzles in gold"; + mes "The fifth as we know"; + mes "Is old Glast Heim!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BPalace of the dead"; + mes "With a silver roof~"; + mes "The third as we know..."; + mes "Valaskjalf!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BFive hundred forty doors"; + mes "In the grand halls of Valhalla"; + mes "Fling open to the heart of a hero."; + mes "Eight hundred warriors gather"; + mes "Under the will of God, and"; + mes "Charge as one out through"; + mes "Those doors.^000000"; + next; + mes "^483D8BGodly warriors"; + mes "Step into Yggdrassil"; + mes "Towards their fate."; + mes "With pride and honor,"; + mes "They accept Valyrie's"; + mes "Welcome.^000000"; + next; + mes "^483D8BWarriors fallen in battle"; + mes "In glorious clashes of red"; + mes "Death may have come,"; + mes "But your fame lives on"; + mes "and your spirit will be"; + mes "led to Valhalla.^000000"; + goto L_End; + mes "[Errende]"; + mes "..."; + next; + mes "[Errende]"; + mes "..."; + mes "......"; + next; + mes "[Errende]"; + mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; + next; + mes "[Errende]"; + mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; + mes "may never know"; + mes "with certainty."; + goto L_End; + } + + else if ((@song_random2 > 1) && (@song_random2 < 5)) { + mes "[Errende]"; + if (sex == 1) { + mes "Heroic warrior,"; + } + else { + mes "My fair lady,"; + } + mes "Please listen to my song. If you have a flower in hand and are in love, let's count the flower petals as we go along."; + next; + mes "^483D8BAt One, I fall in love."; + mes "At Two, you give me your smile."; + mes "At Three, I adore your touch."; + mes "At Four, a tender kiss."; + mes "At Five, we change our minds."; + mes "A petal scatters through the air.^000000"; + next; + cutin "bard_eland04",2; + mes "^483D8BAt Six, I fall in love~"; + mes "At Seven, you fall in love~"; + mes "At Eight~^000000"; + next; + mes "[Errende]"; + mes "At eight~"; + mes "At... Eight..."; + mes "What was next...?"; + next; + mes "[Errende]"; + mes "Oh my...!"; + mes "What was the next part?!"; + mes "What was the 8th love?!"; + mes "How shameful for a Bard"; + mes "to forget the words"; + mes "to a song!"; + next; + mes "[Errende]"; + mes "I..."; + mes "I can't bear the humiliation!"; + mes "Or the suspense of what"; + mes "happens next...!"; + next; + mes "[Errende]"; + mes "You're an adventurer, aren't you? So you must travel quite a bit? It's embarassing for me to ask,"; + mes "but I have a favor to ask...!"; + next; + + switch(select("Sure, no problem.:I ain't gonna help you.")) { + + case 1: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Thank you, so much!"; + mes "Let's see, who would know?"; + mes "I've got it! Gunther!"; + next; + mes "[Errende]"; + mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna."; + next; + mes "[Errende]"; + mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000."; + next; + mes "[Errende]"; + mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; + set bard_q,22; + goto L_End; + + case 2: + mes "[Errende]"; + mes "*Sigh...*"; + mes "I can't remember the 8th part of this song if my life depended on it. And it does~! *Wahhhh~*"; + set bard_q,27; + goto L_End; + + } + + } + + else { + mes "^483D8BThe sounds of galloping"; + mes "Echo in the distance."; + mes "A cloud of hazy dust"; + mes "Fills the setting sun."; + mes "Thousands of eyes open"; + mes "Torches on the castle"; + mes "Flare like thousands of Ifrits."; + next; + mes "^483D8BHear the throbbing of my heart,"; + mes "The blood flowing in my veins."; + mes "Feeling the heaviness of my armor."; + mes "The enemy has appeared before us.^000000"; + next; + mes "^483D8BBeat the drums hard, harder!"; + mes "Courage, soldiers, march forward!"; + mes "Shout loud, soldiers, louder!"; + mes "Today will never come back!^000000"; + next; + mes "^483D8BStun the sky"; + mes "Provoke the earth,"; + mes "I feel my heartbeat again."; + mes "Blow the bugle to"; + mes "Sway the fortress."; + mes "Today will never come back!^000000"; + next; + mes "[Errende]"; + mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; + goto L_End; + } + + case 3: + cutin "bard_eland02",2; + mes "[Errende]"; + mes "Sure, no problem."; + mes "Please come again."; + goto L_End; + + } + + case 3: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Hmm~?"; + mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; + goto L_End; + + } + + } + + else if (bard_q == 7) { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "How could I forget the song?"; + mes "I'm worthless as a Bard~! Please... Just... Please just leave me alone."; + next; + + switch(select("No problem.:Is there any way I can help you?")) { + + case 1: + mes "[Errende]"; + mes "Waaaah~! You're so mean!"; + mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'"; + next; + mes "[Errende]"; + mes "I mean, we're supposed to know each other better than that. But, but maybe I was wrong!"; + next; + mes "[Errende]"; + mes "*Sob...*"; + mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!"; + goto L_End; + + case 2: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Help me?"; + mes "Hmmmmmmm..."; + mes "That's it!"; + mes "Gunther!"; + next; + mes "[Errende]"; + mes "Let me ask you a favor. If perchance you happen to meet ^3355FFGunther Doubleharmony^000000, please inform him of my dilemna."; + next; + mes "[Errende]"; + mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000."; + next; + mes "[Errende]"; + mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; + set bard_q,2; + goto L_End; + + } + + } + + else if (bard_q == 6) { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Who could have changed the lyrics to the song? I can't understand why such a thing would happen. I really wish I could ask the person who changed the words..."; + next; + mes "[Errende]"; + mes "*Sigh* I'm so frustrated I can't even sing. I just... can't. My spirit is unmoved. There's no inspiration."; + next; + mes "[" + @name$ + "]"; + mes "Could it be that"; + mes "the person who"; + mes "changed the song is..."; + input @inputstr$; + mes "" + @inputstr$ + "?"; + next; + if (@inputstr$ == "Kino Kitty") { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Ah! Of course!"; + mes "I think you're right!"; + mes "How could I not think of that?"; + next; + mes "[Errende]"; + mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple..."; + next; + mes "[Errende]"; + mes "Ummm..."; + mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; + next; + + switch(select("No, thanks.:I can, so stop crying.")) { + + case 1: + mes "[Errende]"; + mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; + set bard_q,5; + goto L_End; + + case 2: + mes "[Errende]"; + mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!"; + next; + mes "[Errende]"; + mes "I'll pay you back somehow! Thank you for your trouble in advance~"; + set bard_q,4; + goto L_End; + + } + + } + + else if (@inputstr$ == "Gunther") { + mes "[Errende]"; + mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; + goto L_End; + } + + else if (@inputstr$ == "Gunther Doubleharmony") { + mes "[Errende]"; + mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; + goto L_End; + } + + else if (@inputstr$ == "Errende") { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Surely you jest! If I did, why would I not know what this song is about?"; + goto L_End; + } + + else { + mes "[Errende]"; + mes "" + @inputstr$ +"...?"; + mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*"; + next; + mes "[Errende]"; + mes "What was the line...?"; + mes "How could I forget"; + mes "the 8th love?"; + set bard_q,6; + goto L_End; + } + + } + + else if (bard_q == 5) { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Oh...!"; + mes "These tears just won't stop!"; + mes "Wh-why must people always treat Bards like this?"; + next; + mes "^483D8BWho made this poor Bard cry?"; + mes "Who broke his tender heart of glass?"; + mes "Shattering his dreams..."; + mes "No dreams, no heart, no love, no hope, no...^000000"; + next; + set @song_random3,rand(1,50); + if ((@song_random3 > 27 ) && (@song_random3 < 37 )) { + mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000"; + next; + + switch(select("Well, I should help him then...:Ignore him anyway.")) { + + case 1: + mes "[" + @name$ + "]"; + mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you."; + next; + cutin "bard_eland01",2; + mes "[Errende]"; + mes "*Gasp!* Really! Are you sure? Thank you! Thank you so much! You really do care about the sadness of a Bard!"; + next; + mes "[Errende]"; + mes "I promise to pay you back as best as I can! I'll wait for you here until you return!"; + set bard_q,4; + goto L_End; + + case 2: + mes "^3355FFYou ignore his"; + mes "heart wrenching song."; + mes "But at what cost to your soul?^000000"; + goto L_End; + + } + + } + + else { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?"; + next; + mes "^483D8BMiiiiserable..."; + mes "Noboooody looooves meee"; + mes "Friends foooooor never..."; + mes "Ooooooooooh wah!^000000"; + goto L_End; + } + } + + else if (bard_q == 4) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Umm..."; + mes "I am not sure exactly where Mr. Kitty is. Maybe you might be able to find out at the Monster Museum in Juno? I think he's a member of the Monster Research Organization."; + next; + mes "[Errende]"; + mes "If you're experienced in exploration, you'd know the Monster Research Organization. Recently, many scholars have been wounded as a result of researching monsters."; + next; + mes "[Errende]"; + mes "Because of the dangers of monster research, adventurers are needed to gather the information for the researchers."; + next; + mes "[Errende]"; + mes "For wanderers like myself, it's a great way to earn money. We give them the information they need, and they give us financial support to live the way we please."; + next; + mes "[Errende]"; + mes "Anyway, you should visit the Monster Museum in Juno to find out about Mr. Kitty. It's pretty far from here, but when you get to Juno, the Museum is West of the central plaza."; + next; + mes "[Errende]"; + mes "Once again,"; + mes "thank you so much"; + mes "for your help."; + goto L_End; + } + + else if (bard_q == 2) { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "*Sigh...* Where can I find the 8th love...? Have you met Gunther?"; + mes "Ah, perhaps not yet."; + next; + mes "[Errende]"; + mes "*Sigh* I've lost the heart to sing ever since I forgotten that line to the song. I just... can't. My spirit is unmoved. There's no inspiration."; + next; + mes "[Errende]"; + mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance."; + goto L_End; + } + + else if (bard_q == 3) { + cutin "bard_eland02",2; + mes "[Errende]"; + mes "So..."; + mes "Have you"; + mes "seen Gunther?"; + next; + mes "^3355FFYou turn around"; + mes "to show him your back.^000000"; + next; + cutin "bard_eland03",2; + mes "[Errende]"; + mes "Huh...?!"; + mes "Isn't that?!"; + mes "Is that the line of the song written on your back? Wait, don't move! The 8th love is..."; + mes "Now I see!"; + next; + mes "[Errende]"; + mes "At One, I fall in love."; + mes "At Two, you give me your smile."; + mes "At Three, I adore your touch."; + mes "At Four, a tender kiss."; + next; + mes "[Errende]"; + mes "At Five, we change our minds."; + mes "A petal scatters through the air."; + mes "At Six, I fall in love~"; + mes "At Seven, you fall in love~"; + next; + mes "[Errende]"; + mes "At Eight we turn away..."; + mes "At Nine, love is reborn."; + mes "At Ten, my Love is gone."; + mes "At Eleven I find out why."; + if (sex == 0) { + mes "At Twelve I see his new girlfriend?"; + } + else { + mes "At Twelve I see her new boyfriend?"; + } + next; + mes "[Errende]"; + mes "..."; + next; + mes "[Errende]"; + mes "..."; + mes "......"; + next; + cutin "bard_eland04",2; + mes "[Errende]"; + mes "This..."; + mes "This cannot be."; + mes "This song is supposed to be about love, not a romantic travesty!"; + next; + mes "[Errende]"; + mes "The lyrics. They must have been changed. Did Gunther say anything about this?! Hmmm, but who would change the lyrics...?"; + next; + input @inputstr$; + if (@inputstr$ == "Kino Kitty") { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Ah! Of course!"; + mes "I think you're right!"; + mes "How could I not think of that?"; + next; + mes "[Errende]"; + mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple..."; + next; + mes "[Errende]"; + mes "Ummm..."; + mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; + next; + + switch(select("No, thanks.:I can, so stop crying.")) { + + case 1: + mes "[Errende]"; + mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; + set bard_q,5; + goto L_End; + + case 2: + mes "[Errende]"; + mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!"; + next; + mes "[Errende]"; + mes "I'll pay you back somehow! Thank you for your trouble in advance~"; + set bard_q,4; + goto L_End; + + } + } + + else if (@inputstr$ == "Gunther") { + mes "[Errende]"; + mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; + set bard_q,6; + goto L_End; + } + + else if (@inputstr$ == "Gunther Doubleharmony") { + mes "[Errende]"; + mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; + set bard_q,6; + goto L_End; + } + + else if (@inputstr$ == "Errende") { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Surely you jest! If I did, why would I not know what this song is about?"; + set bard_q,6; + goto L_End; + } + + else { + mes "[Errende]"; + mes "" + @inputstr$ +"...?"; + mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*"; + next; + mes "[Errende]"; + mes "What was the line...?"; + mes "How could I forget"; + mes "the 8th love?"; + set bard_q,6; + goto L_End; + } + + } + + else if (bard_q == 1) { + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Welcome back,"; + mes "" + @name$ + "~"; + mes "What would you like"; + mes "me to do for you?"; + mes "Would you like to hear"; + mes "a tale or listen to a song?"; + next; + + switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { + + case 1: + mes "[Errende]"; + mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; + next; + + switch(select("News and rumors~:Cancel.")) { + + case 1: + cutin "bard_eland02",2; + set @talk,rand(1,3); + if (@talk == 1) { + mes "[Errende]"; + mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; + next; + mes "[Errende]"; + mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; + next; + mes "[Errende]"; + mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; + next; + mes "[Errende]"; + mes "But I digress."; + mes "Sometimes though,"; + mes "just sometimes mind you,"; + mes "they're not as sexy as usual."; + next; + mes "[Errende]"; + mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; + next; + mes "[Errende]"; + mes "I guess when someone acts even"; + mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; + next; + mes "[Errende]"; + mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; + next; + mes "[Errende]"; + mes "Let's see..."; + mes "Look out for this really shady Merchant that hangs out behind"; + mes "the Pub in Geffen."; + next; + mes "[Errende]"; + mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; + next; + mes "[Errende]"; + mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; + next; + mes "[Errende]"; + mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; + next; + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; + next; + mes "[Errende]"; + mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; + goto L_End; + } + + else if (@talk == 2) { + mes "[Errende]"; + mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; + next; + mes "[Errende]"; + mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; + next; + mes "[Errende]"; + mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; + next; + mes "[Errende]"; + mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; + next; + mes "[Errende]"; + mes "I wonder if that man's friend, Pandger Mayer, ever found"; + mes "his way back home..."; + goto L_End; + } + + else if (@talk == 3) { + mes "[Errende]"; + mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; + next; + mes "[Errende]"; + mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; + next; + mes "[Errende]"; + mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; + next; + mes "[Errende]"; + mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; + next; + mes "[Errende]"; + mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; + next; + mes "[Errende]"; + mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; + next; + cutin "bard_eland03",2; + mes "[Errende]"; + mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; + next; + mes "[Errende]"; + mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; + goto L_End; + } + + case 2: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; + goto L_End; + + } + + case 2: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; + next; + + switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { + + case 1: + if (zeny > 499) { + cutin "bard_eland03",2; + set @song_random,rand(1,3); + if (@song_random == 1) { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "ring_of_nibelungen.wav",0; + set zeny,zeny-500; + goto L_End; + } + + else if (@song_random == 2) { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "dont_forget_me_not.wav",0; + set zeny,zeny-500; + goto L_End; + } + + else { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "in_to_the_abyss.wav",0; + set zeny,zeny-500; + goto L_End; + } + + } + + else { + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Ahahaha~"; + mes "My apologies,"; + mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; + goto L_End; + } + + case 2: + cutin "bard_eland03",2; + mes "[Errende]"; + mes "An upbeat song...?"; + mes "Hmmm... Let's see."; + mes "An upbeat song,"; + mes "An upbeat song..."; + mes "Okay, here we go~"; + next; + set @song_random2,rand(1,3); + if (@song_random2 == 1) { + mes "^483D8BValhalla dazzles in gold"; + mes "The fifth as we know"; + mes "Is old Glast Heim!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BPalace of the dead"; + mes "With a silver roof~"; + mes "The third as we know..."; + mes "Valaskjalf!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BFive hundred forty doors"; + mes "In the grand halls of Valhalla"; + mes "Fling open to the heart of a hero."; + mes "Eight hundred warriors gather"; + mes "Under the will of God, and"; + mes "Charge as one out through"; + mes "Those doors.^000000"; + next; + mes "^483D8BGodly warriors"; + mes "Step into Yggdrassil"; + mes "Towards their fate."; + mes "With pride and honor,"; + mes "They accept Valyrie's"; + mes "Welcome.^000000"; + next; + mes "^483D8BWarriors fallen in battle"; + mes "In glorious clashes of red"; + mes "Death may have come,"; + mes "But your fame lives on"; + mes "and your spirit will be"; + mes "led to Valhalla.^000000"; + goto L_End; + mes "[Errende]"; + mes "..."; + next; + mes "[Errende]"; + mes "..."; + mes "......"; + next; + mes "[Errende]"; + mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; + next; + mes "[Errende]"; + mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; + mes "may never know"; + mes "with certainty."; + goto L_End; + } + + else if ((@song_random2 > 2) && (@song_random2 < 5)) { + mes "[Errende]"; + if (sex == 1) { + mes "Heroic warrior,"; + } + else { + mes "My fair lady,"; + } + mes "Please listen to my song. If you have a flower in hand and are in love, let's count the flower petals as we go along."; + next; + mes "^483D8BAt One, I fall in love."; + mes "At Two, you give me your smile."; + mes "At Three, I adore your touch."; + mes "At Four, a tender kiss."; + mes "At Five, we change our minds."; + mes "A petal scatters through the air.^000000"; + next; + mes "^483D8BAt Six, I fall in love~"; + mes "At Seven, you fall in love~"; + mes "At Eight~^000000"; + next; + mes "[Errende]"; + mes "At eight~"; + mes "At... Eight..."; + mes "What was next...?"; + next; + mes "[Errende]"; + mes "Oh my...!"; + mes "What was the next part?!"; + mes "What was the 8th love?!"; + mes "How shameful for a Bard"; + mes "to forget the words"; + mes "to a song!"; + next; + mes "[Errende]"; + mes "I..."; + mes "I can't bear the humiliation!"; + mes "Or the suspense of what"; + mes "happens next...!"; + next; + mes "[Errende]"; + mes "You're an adventurer, aren't you? So you must travel quite a bit? It's embarassing for me to ask,"; + mes "but I have a favor to ask...!"; + next; + cutin "bard_eland01",2; + + switch(select("Sure, no problem.:I ain't gonna help you.")) { + + case 1: + mes "[Errende]"; + mes "Thank you, so much!"; + mes "Let's see, who would know?"; + mes "I've got it! Gunther!"; + next; + mes "[Errende]"; + mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna."; + next; + mes "[Errende]"; + mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000."; + next; + mes "[Errende]"; + mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; + set bard_q,2; + goto L_End; + + case 2: + mes "[Errende]"; + mes "*Sigh...*"; + mes "I can't remember the 8th part of this song if my life depended on it. And it does~! *Wahhhh~*"; + set bard_q,7; + goto L_End; + + } + + } + + else { + mes "^483D8BThe sounds of galloping"; + mes "Echo in the distance."; + mes "A cloud of hazy dust"; + mes "Fills the setting sun."; + mes "Thousands of eyes open"; + mes "Torches on the castle"; + mes "Flare like thousands of Ifrits."; + next; + mes "^483D8BHear the throbbing of my heart,"; + mes "The blood flowing in my veins."; + mes "Feeling the heaviness of my armor."; + mes "The enemy has appeared before us.^000000"; + next; + mes "^483D8BBeat the drums hard, harder!"; + mes "Courage, soldiers, march forward!"; + mes "Shout loud, soldiers, louder!"; + mes "Today will never come back!^000000"; + next; + mes "^483D8BStun the sky"; + mes "Provoke the earth,"; + mes "I feel my heartbeat again."; + mes "Blow the bugle to"; + mes "Sway the fortress."; + mes "Today will never come back!^000000"; + next; + mes "[Errende]"; + mes "Ah, this is called 'Drumming in the battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; + goto L_End; + } + + case 3: + cutin "bard_eland02",2; + mes "[Errende]"; + mes "Sure, no problem."; + mes "Please come again."; + goto L_End; + + } + + case 3: + cutin "bard_eland03",2; + mes "[Errende]"; + mes "Hmm~?"; + mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; + goto L_End; + + } + + } + + else { + cutin "bard_eland03",2; + mes "^483D8BWhat day is"; + mes "best for drinking?"; + mes "La la la~"; + mes "It's the day of"; + mes "the earth, the sun"; + mes "And the moon~"; + mes "La la la~^000000"; + next; + mes "^483D8BLa la la~"; + mes "I'll only"; + mes "drink on one day~"; + mes "So if you'll tell me"; + mes "when you'll drink"; + mes "I'll tell you when"; + mes "I'll drink with you~^000000"; + next; + mes "^483D8BLet's get together"; + mes "Yea yea ye-^000000 Hmmmmm...?"; + next; + mes "[Bard]"; + mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?"; + next; + + switch(select("Who are you?:Ignore him.")) { + + case 1: + cutin "bard_eland04",2; + mes "[" + @name$ + "]"; + mes "You seem to be"; + mes "new around here..."; + mes "Who are you?"; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you."; + next; + mes "[Errende]"; + mes "If you will let me, I will tell you of my travels. By your leave,"; + mes "I will play a song that will help you forget your troubles."; + set bard_q,1; + next; + + switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { + + case 1: + mes "[Errende]"; + mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; + next; + + switch(select("News and rumors~:Cancel.")) { + + case 1: + set @talk,rand(1,3); + if (@talk == 1) { + mes "[Errende]"; + mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; + next; + mes "[Errende]"; + mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; + next; + mes "[Errende]"; + mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; + next; + mes "[Errende]"; + mes "But I digress."; + mes "Sometimes though,"; + mes "just sometimes mind you,"; + mes "they're not as sexy as usual."; + next; + mes "[Errende]"; + mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; + next; + mes "[Errende]"; + mes "I guess when someone acts even"; + mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; + next; + mes "[Errende]"; + mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; + next; + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Let's see..."; + mes "Look out for this really shady Merchant that hangs out behind"; + mes "the Pub in Geffen."; + next; + mes "[Errende]"; + mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; + next; + cutin "bard_eland01",2; + mes "[Errende]"; + mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; + next; + mes "[Errende]"; + mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; + next; + mes "[Errende]"; + mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; + next; + mes "[Errende]"; + mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; + goto L_End; + } + + else if (@talk == 2) { + mes "[Errende]"; + mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; + next; + mes "[Errende]"; + mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; + next; + mes "[Errende]"; + mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; + next; + mes "[Errende]"; + mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; + next; + mes "[Errende]"; + mes "I wonder if that man's friend, Pandger Mayer, ever found"; + mes "his way back home..."; + goto L_End; + } + + else if (@talk == 3) { + mes "[Errende]"; + mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; + next; + mes "[Errende]"; + mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; + next; + mes "[Errende]"; + mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; + next; + mes "[Errende]"; + mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; + next; + mes "[Errende]"; + mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; + next; + mes "[Errende]"; + mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; + next; + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; + next; + mes "[Errende]"; + mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; + goto L_End; + } + + case 2: + mes "[Errende]"; + mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; + goto L_End; + + } + + case 2: + mes "[Errende]"; + mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; + next; + + switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { + + case 1: + if (zeny > 499) { + cutin "bard_eland03",2; + set @song_random,rand(1,3); + if (@song_random == 1) { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "ring_of_nibelungen.wav",0; + set zeny,zeny-500; + goto L_End; + } + + else if (@song_random == 2) { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "dont_forget_me_not.wav",0; + set zeny,zeny-500; + goto L_End; + } + + else { + mes "[Errende]"; + mes "Alright."; + mes "Here we go~"; + soundeffect "in_to_the_abyss.wav",0; + set zeny,zeny-500; + goto L_End; + } + } + + else { + mes "[Errende]"; + mes "Ahahaha~"; + mes "My apologies,"; + mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; + goto L_End; + } + + case 2: + cutin "bard_eland03",2; + mes "[Errende]"; + mes "An upbeat song...?"; + mes "Hmmm... Let's see."; + mes "An upbeat song,"; + mes "An upbeat song..."; + mes "Okay, here we go~"; + next; + set @song_random2,rand(1,3); + if (@song_random2 == 1) { + mes "^483D8BValhalla dazzles in gold"; + mes "The fifth as we know"; + mes "Is old Glast Heim!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BPalace of the dead"; + mes "With a silver roof~"; + mes "The third as we know..."; + mes "Valaskjalf!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BFive hundred forty doors"; + mes "In the grand halls of Valhalla"; + mes "Fling open to the heart of a hero."; + mes "Eight hundred warrior gather"; + mes "Under the will of Odin, and"; + mes "Charge as one out through"; + mes "Those doors.^000000"; + next; + mes "^483D8BGodly warriors"; + mes "Step into Yggdrassil"; + mes "Towards their fate."; + mes "With pride and honor,"; + mes "They accept Valyrie's"; + mes "Welcome.^000000"; + next; + mes "^483D8BWarriors fallen in battle"; + mes "In glorious clashes of red"; + mes "Death may have come,"; + mes "But your fame lives on"; + mes "and your spirit will be"; + mes "led to Valhalla.^000000"; + goto L_End; + mes "[Errende]"; + mes "..."; + next; + mes "[Errende]"; + mes "..."; + mes "......"; + next; + mes "[Errende]"; + mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; + next; + mes "[Errende]"; + mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; + mes "may never know"; + mes "with certainty."; + goto L_End; + } + + else if (@song_random2 == 2) { + mes "^483D8BA good Bard sings"; + mes "To please his listener."; + mes "So do not expect a sad song"; + mes "That deepens your anguish.^000000"; + next; + mes "^483D8BA good Dancer dances"; + mes "To please her audience."; + mes "Shall we dance together?"; + mes "Just hold my hands."; + mes "La la la~ La la la~^000000"; + next; + mes "[" + @name$ + "]"; + mes "By the way..."; + mes "Why do you guys play"; + mes "discords sometimes?"; + mes "It sounds weird"; + mes "when you do that."; + next; + mes "[Errende]"; + mes "H-how can you say such a thing, " + @name$ + "? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; + goto L_End; + } + + else { + mes "^483D8BThe sounds of galloping"; + mes "Echo in the distance."; + mes "A cloud of hazy dust"; + mes "Fills the setting sun."; + mes "Thousands of eyes open"; + mes "Torches on the castle"; + mes "Flare like thousands of Ifrits."; + next; + mes "^483D8BHear the throbbing of my heart,"; + mes "The blood flowing in my veins."; + mes "Feeling the heaviness of my armor."; + mes "The enemy has appeared before us.^000000"; + next; + mes "^483D8BBeat the drums hard, harder!"; + mes "Courage, soldiers, march forward!"; + mes "Shout loud, soldiers, louder!"; + mes "Today will never come back!^000000"; + next; + mes "^483D8BStun the sky"; + mes "Provoke the earth,"; + mes "I feel my heartbeat again."; + mes "Blow the bugle to"; + mes "Sway the fortress."; + mes "Today will never come back!^000000"; + next; + mes "[Errende]"; + mes "Ah, this is called 'Drumming in the battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; + goto L_End; + } + + case 3: + mes "[Errende]"; + mes "Sure, no problem."; + mes "Please come again."; + goto L_End; + + } + + case 3: + cutin "bard_eland04",2; + mes "[Errende]"; + mes "Hmm~?"; + mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; + goto L_End; + + } + + case 2: + mes "[Errende]"; + mes "Waaah, wah~"; + mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?"; + + } + + } + +L_End: + close2; + cutin "",255; + end; + +} + + +morocc,134,111,3 script Bard#3 741,{ + set @name$,strcharinfo(0); + if (bard_q == 31) { + mes "[Kino Kitty]"; + mes "Everything will be"; + mes "fine in the end, right?"; + mes "I'll be okay, Jorti will be okay, and she'll be... Oh."; + next; + mes "[Kino Kitty]"; + mes "I'm sorry, I was just"; + mes "muttering to myself."; + mes "Is there anything"; + mes "you want from me?"; + next; + switch(select("Tell me a story...:Your voice is...:No thanks, I appreciate it though.")) { + case 1: + set @story_random,rand(1,3); + if (@story_random == 1) { + mes "[Kino Kitty]"; + mes "Many legends have been passed down as songs. Stories of Gods and tales of brave warriors have all been written as songs."; + next; + mes "[Kino Kitty]"; + mes "Many people love to listen to those songs because they dream of the romantic past. To sing these kinds of songs is the reason people like me exist."; + next; + mes "^3355FFKino Kitty adjusted the strings on his guitar, and began to sing in a low voice.^000000"; + next; + mes "^D43D1ARheingold..."; + mes "Hidden in the Rhein river."; + mes "If made into a ring,"; + mes "Could rule the world~^000000"; + next; + mes "^D43D1AProtected by a spell"; + mes "Cursing its thief"; + mes "To never find love."; + mes "Alberich had known"; + mes "Nonetheless stole it."; + mes "Love was forsaken for power.^000000"; + next; + mes "^D43D1AGiants built beautiful Valhalla"; + mes "Matrimony with Freya"; + mes "Goddess of beauty"; + mes "Their supposed payment."; + mes "In not receiving it"; + mes "They forcefully took her.^000000"; + next; + mes "^D43D1AThe gods would"; + mes "give Alberich's treasure"; + mes "To the Giants for Freya's return."; + mes "Loki tricked Alberich,"; + mes "Stealing his ring or power.^000000"; + next; + mes "^D43D1ABut Alberich cursed his ring"; + mes "Before it was returned to him,"; + mes "Envy and death would"; + mes "befall its wearers.^000000"; + next; + mes "^D43D1AThe ring was given to the giants"; + mes "Freya was returned to the gods"; + mes "The giants killed themselves"; + mes "Fighting over the rheingold,"; + mes "Victims of"; + mes "Alberich's curse~^000000"; + next; + mes "[Kino Kitty]"; + mes "Hmm..."; + mes "^333333*Cough Cough*^000000"; + mes "This old song"; + mes "is about the ring"; + mes "of the Nibelungs."; + next; + mes "[Kino Kitty]"; + mes "^333333*Cough Cough*^000000"; + mes "Hah... I can't sing more than one song nowadays. But did you like it? ^333333*Cough Cough*^000000"; + close; + } + + else if (@story_random == 2) { + mes "[Kino Kitty]"; + mes "Ah..."; + mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000"; + next; + mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000"; + next; + mes "^D43D1ABrave hero Siegfried "; + mes "Vanquished a mighty dragon "; + mes "Its blood coated his skin"; + mes "Making it impenetrable"; + mes "Save for one tender spot"; + mes "Blocked by a single leaf"; + mes "From a linden tree.^000000"; + next; + mes "^D43D1ASiegfried was powerful"; + mes "Clearly invincible, save for"; + mes "those who knew of his secret."; + mes "In the end he was killed, by"; + mes "A spear flung into his back"; + mes "set into motion by the wrath"; + mes "And jealousy of a woman.^000000"; + next; + mes "[Jorti]"; + mes "Bravo, Bravo~!"; + mes "Uncle Kino is the best Bard in the world~! Jorti likes Uncle Kino's singing!"; + next; + mes "[Kino Kitty]"; + mes "Thank you, Jorti."; + mes "Anytime for my"; + mes "little princess."; + next; + mes "[Kino Kitty]"; + mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world."; + close; + } + + else { + mes "[Kino Kitty]"; + mes "You want to"; + mes "listen to a story?"; + mes "Mmm, let me think..."; + next; + mes "[Kino Kitty]"; + mes "When you go venture Southwest from Morroc, you will arrive at Fortress Sandarman. Did you know that the fortress is built on a sand hill, which serves as a natural defense?"; + next; + mes "[Kino Kitty]"; + mes "When you go South of Sandarman, you will see Paros Lighthouse. East from the Lighthouse, you will see Kokomo Beach. North of the beach is Papuchica Forest."; + next; + mes "[Kino Kitty]"; + mes "I'm not boring you, am I? I just wanted to tell you about the village of Umbala, which is above that last place I was telling you about. Have you ever been there?"; + next; + mes "[Kino Kitty]"; + mes "Umbala itself is a pretty interesting place. But I'm really interested in this giant tree in Umbala. I've heard that it leads to Niffheim..."; + next; + mes "[Kino Kitty]"; + mes "I wonder..."; + mes "Could that tree be Yggdrasil? Is it possible that I could meet her in the Niffheim, realm of the dead?"; + close; + } + + case 2: + mes "[Kino Kitty]"; + mes "Oh... Well, I have a chronic disease so I can't speak out loud. I, um, even cough up a little blood. But aside from that, I'm perfectly healthy."; + next; + mes "^3355FFA look of bitterness momentarily flashed across Kino Kitty's face. He then adjusted his guitar strings and began to play, humming a low tune.^000000"; + soundeffect "humming.wav",0; + close; + + case 3: + mes "[Kino Kitty]"; + mes "Hmm...?"; + mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~"; + close; + + } + + } + + else if (bard_q == 30) { + mes "[Kino Kitty]"; + mes "Everything will be"; + mes "fine in the end, right?"; + mes "I'll be okay, Jorti will be okay, and she'll be... Oh."; + next; + mes "[Kino Kitty]"; + mes "I'm sorry, I was just"; + mes "muttering to myself."; + mes "Is there anything"; + mes "you want from me?"; + next; + + switch(select("Tell me a story, or sing something~:Your voice is...:No thanks. I appreciate it, though.")) { + + case 1: + set @story_random,rand(1,3); + if (@story_random == 1) { + mes "[Kino Kitty]"; + mes "Ah..."; + mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000"; + next; + mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000"; + next; + mes "^D43D1ABrave hero Siegfried "; + mes "Vanquished a mighty dragon"; + mes "Its blood coated his skin"; + mes "Making it impenetrable"; + mes "Save for one tender spot"; + mes "Blocked by a single leaf"; + mes "From a linden tree.^000000"; + next; + mes "^D43D1ASiegfried was powerful"; + mes "Clearly invincible, save for"; + mes "those who knew of his secret."; + mes "In the end he was killed, by"; + mes "A spear flung into his back"; + mes "set into motion by the wrath"; + mes "And jealousy of a woman.^000000"; + next; + mes "[Jorti]"; + mes "Bravo, Bravo~!"; + mes "Uncle Kino is the best Bard in the world~! Jorti likes Uncle Kino's singing!"; + next; + mes "[Kino Kitty]"; + mes "Thank you, Jorti."; + mes "Anytime for my"; + mes "little princess."; + next; + mes "[Kino Kitty]"; + mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world."; + close; + } + + else if (@story_random == 2) { + mes "[Kino Kitty]"; + mes "Ah..."; + mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000"; + next; + mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000"; + next; + mes "^D43D1AI still remember feeling"; + mes "Your shoulder's warmth"; + mes "As I leaned on it."; + mes "You held my hands"; + mes "until the final moment.^000000"; + next; + mes "^D43D1ACrying on the inside,"; + mes "I saw you off with a smile."; + mes "Things would never be the same,"; + mes "But I'd remember every single"; + mes "Moment we shared.^000000"; + next; + mes "^D43D1AI still remember the clear chimes"; + mes "Of the Prontera Church Bells"; + mes "The ice cream we shared in Morroc,"; + mes "Being chased by bats"; + mes "In Payon dungeon.^000000"; + next; + mes "^D43D1AGazing together at"; + mes "Comodo's fireworks"; + mes "Snuggles under the"; + mes "Gently falling Lutie"; + mes "Snowflakes...^000000"; + next; + mes "^D43D1AYour beautiful soul"; + mes "Will be with Odin."; + mes "When the day"; + mes "Of the dusk comes,"; + mes "A brand new place"; + mes "Will be before your eyes.^000000"; + next; + mes "^D43D1AI will remember you forever."; + mes "Forget me not, call my name."; + mes "I'll hear you, and look to the skies.^000000"; + next; + mes "[Jorti]"; + mes "Ah, Uncle Kino, isn't this the song my mom always sang? Sing more songs, please! Please~!"; + next; + mes "[Kino Kitty]"; + mes "You're right..."; + mes "She always used to sing this song... ^333333*Cough*^000000 There are always people waiting for their beloved to return..."; + next; + mes "[Kino Kitty]"; + mes "If you have someone who you've left behind, someone that is waiting for you, make sure you come back to that person. You'll regret it if you don't."; + close; + } + + else { + mes "[Kino Kitty]"; + mes "You want to"; + mes "listen to a story?"; + mes "Mmm, let me think..."; + next; + mes "[Kino Kitty]"; + mes "When you go venture Southwest from Morroc, you will arrive at Fortress Sandarman. Did you know that the fortress is built on a sand hill, which serves as a natural defense?"; + next; + mes "[Kino Kitty]"; + mes "When you go South of Sandarman, you will see Paros Lighthouse. East from the Lighthouse, you will see Kokomo Beach. North of the beach is Papuchica Forest."; + next; + mes "[Kino Kitty]"; + mes "I'm not boring you, am I? I just wanted to tell you about the village of Umbala, which is above that last place I was telling you about. Have you ever been there?"; + next; + mes "[Kino Kitty]"; + mes "Umbala itself is a pretty interesting place. But I'm really interested in this giant tree in Umbala. I've heard that it leads to Niffheim..."; + next; + mes "[Kino Kitty]"; + mes "I wonder..."; + mes "Could that tree be Yggdrasil? Is it possible that I could meet her in the Niffheim, realm of the dead?"; + close; + } + + case 2: + mes "[Kino Kitty]"; + mes "Oh... Well, I have a chronic disease so I can't speak out loud. I, um, even cough up a little blood. But aside from that, I'm perfectly healthy."; + next; + mes "^3355FFA look of bitterness momentarily flashed across Kino Kitty's face. He then adjusted his guitar strings and began to play, humming a low tune.^000000"; + soundeffect "humming.wav",0; + close; + + case 3: + mes "[Kino Kitty]"; + mes "Hmm...?"; + mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~"; + close; + + } + + } + + else if ((bard_q > 12) && (bard_q < 16)) { + mes "[Kino Kitty]"; + mes "Errende must be waiting for you. Although others would be in anguish if they were made to wait, and people like Errende and me wouldn't mind, it's still more polite to hurry when you can."; + close; + } + + else if (bard_q == 12) { + mes "[Kino Kitty]"; + mes "I guess you've met Mr. Sketzi."; + mes "By the way, why do you have that look on your face? Didn't find what you were looking for? Haha, would you show me your left hand?"; + next; + + switch(select("Here you go.:Um... No!")) { + + case 1: + mes "[Kino Kitty]"; + mes "Well, while you were gone,"; + mes "I remembered the original lyrics to the song. I guess they really are important."; + next; + mes "[Kino Kitty]"; + mes "Here, let me give you a letter with the lyrics to Errende. I should also give you my seal so that Errende will know it's me. You don't mind, do you?"; + next; + + switch(select("Yes, I mind!:No, I don't mind.")) { + + case 1: + mes "[Kino Kitty]"; + mes "Ah, right."; + mes "You already have a seal marked by Errende. Oh well, if you don't want it, what can I do?"; + set bard_q,13; + close; + + case 2: + mes "[Kino Kitty]"; + mes "Now, let's see..."; + mes "How is it supposed to go?"; + mes "...Lu lu lu..."; + mes "...La la la..."; + next; + mes "^D43D1AAt One, I fall in love."; + mes "At Two, you give me your smile."; + mes "At Three, I adore your touch."; + mes "At Four, a tender kiss."; + mes "At Five, we change our minds."; + mes "A petal scatters through the air.^000000"; + next; + mes "^D43D1AAt Six, I fall in love~"; + mes "At Seven, you fall in love~"; + mes "At Eight, we're both in love."; + mes "At Nine, you know my heart."; + mes "At Ten, I know you've"; + mes "been waiting for me.^000000"; + next; + mes "^D43D1AAt Eleven, a precious"; + mes "Whisper: 'Will you marry me?'"; + mes "At Twelve, our two hearts"; + mes "Are one. 12 petals, our"; + mes "Love finally blossoms.^000000"; + next; + specialeffect2 127; //EF_POISONREACT2 + mes "^3355FFAfter the song, Kino smiles at you. You feel a sharp pain on your wrist. On the spot where the silver crescent was, you see a tiny black cross.^000000"; + next; + mes "[Kino Kitty]"; + mes "So, how do you like it? Well, I'm certain that Errende will love it for sure. Hahahahaha~ ^333333*Cough Cough*^000000"; + next; + mes "[Kino Kitty]"; + mes "I want to apologize."; + mes "I didn't mean to make you wait, but I just remembered the old lyrics to the song. Now, hurry to Errende, I'm sure he's waiting."; + next; + mes "^3355FFKino Kitty hands you a letter that is labeled 'Dear Errende'"; + mes "on the front.^000000"; + set bard_q,14; + close; + + } + + case 2: + mes "[Kino Kitty]"; + mes "Hmmm...?"; + mes "There's no reason to be scared."; + mes "I mean, I won't bite or anything."; + close; + + } + + } + + else if (bard_q == 10) { + mes "[Kino Kitty]"; + mes "Didn't you leave already?"; + mes "I'm sure you can find the lyrics in a bookstore in Juno."; + next; + mes "[Kino Kitty]"; + mes "Well, I'm sure Errende knows more about bookstores, so he can probably tell you where to look in Juno. Why don't you ask Errende?"; + next; + mes "[Kino Kitty]"; + mes "If you don't mind, please come again and listen to this poor Bard's songs. I'll prepare a song just for you."; + next; + mes "[Kino Kitty]"; + mes "Don't worry about my health. I'm a Bard at heart, and I can't help but sing for my audience."; + next; + mes "[Kino Kitty]"; + mes "Also, I'd like to thank you for helping Errende. He may be a little whiny, but he's a good person."; + close; + } + + else if (bard_q == 11) { + mes "[Kino Kitty]"; + mes "A silver seal...?"; + mes "Well, welcome to the wanderer's club. I must say, the silver crescent suits you."; + next; + mes "[Kino Kitty]"; + mes "If you have that seal, Mr. Sketzi will permit you to read his books full of Norse songs."; + close; + } + + else if ((bard_q > 19) && (bard_q < 28)) { + mes "[Kino Kitty]"; + mes "What business"; + mes "do you have with me,"; + mes "my friend?"; + next; + if (bard_q == 24) { + mes "^3355FFYou gave candy to the crying little girl, and relate the problem with the lyrics to Kino Kitty.^000000"; + next; + mes "[Kino Kitty]"; + mes "Hmm..."; + mes "I'm insulted that Errende does not like the words I wrote for 'At One, I Fall in Love.' But, I suppose he is a romantic at heart."; + next; + mes "[" + @name$ + "]"; + mes "So..."; + mes "Do you know the"; + mes "original words"; + mes "for the song?"; + next; + mes "[Kino Kitty]"; + mes "The original lyrics were horrible. There's not enough room in my mind to remember so romantic nonsense. ^333333*Cries*...^000000"; + next; + mes "[Kino Kitty]"; + mes "Romance is for foolish dreamers!"; + mes "I refuse to sing or even remember such vapid lyrics!"; + next; + mes "[Jorti]"; + mes "U-uncle Kino"; + mes "You're scaring me."; + mes "Please don't yell!"; + mes "It makes me want"; + mes "to cry..."; + next; + mes "[Kino Kitty]"; + mes "Oh..."; + mes "I'm sorry, princess."; + mes "It won't happen again."; + mes "Your Unclde Kino will"; + mes "try to be good"; + mes "from now on."; + next; + mes "[Kino Kitty]"; + mes "*Sigh...*"; + mes "Alright, listen."; + next; + mes "[Kino Kitty]"; + mes "You'll need an old book of edda lyrics for the original words to the song. All the new books no longer contain the original version."; + next; + mes "[Kino Kitty]"; + mes "I wonder..."; + mes "How did Errende happen to know the original lyrics? In any case, I'm sorry about all this. I suppose I'm a little jaded."; + next; + mes "[Kino Kitty]"; + mes "You know, maybe you should go to Juno. There's a small book store on the book street, and you can probably find the song in that store."; + next; + mes "[Kino Kitty]"; + mes "^333333^333333*Cough Cough*^000000^000000"; + mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic..."; + set bard_q,10; + close; + } + + else { + + switch(select("Tell me a story.:Sing a song.:Nothing.")) { + + case 1: + mes "[Kino Kitty]"; + mes "A story? Mmmm..."; + mes "My throat hurts,"; + mes "but if you listen,"; + mes "I will do my best"; + mes "to relate a tale."; + next; + mes "[Kino Kitty]"; + mes "Do you know how Baldur, son of Odin, died? There is a story involving his obsessive mother"; + mes "and the wicked god, Loki."; + next; + mes "[Kino Kitty]"; + mes "One night, Baldur had a nightmare where he was cast into the pit of Hell. Upon hearing of this, Baldur's mother Frigg was stricken with panic."; + next; + mes "[Kino Kitty]"; + mes "To prevent tragedy from befalling her son, she made every single object on earth to agree to an oath where they would not harm Baldur."; + next; + mes "[Kino Kitty]"; + mes "^333333*Cough Cough*^000000 And they all got together to ^333333*Wheeeeze*^000000 celebr--^333333^333333*Cough*^000000^000000..."; + next; + mes "[Jorti]"; + mes "Uncle Kino...?"; + mes "Are you okay?....?"; + next; + mes "[Kino Kitty]"; + mes "...Hah..."; + mes "...Hah..."; + mes "I'm sorry, but I don't think I can speak for much longer."; + close; + + case 2: + mes "[Kino Kitty]"; + mes "Sorry, but I don't feel like singing at the moment. I hope you understand. I want to sing the last song of my life for Jorti..."; + close; + + case 3: + mes "[Kino Kitty]"; + mes "You have no"; + mes "business with me?"; + mes "What a shame."; + close; + + } + + } + + } + + else { + mes "^D43D1AEven in the sandy wind,"; + mes "Even in the pouring rain,"; + mes "Even in the falling snow,"; + mes "I know it's you~^000000"; + next; + mes "[Mysterious Bard]"; + mes "..."; + next; + mes "[Mysterious Bard]"; + mes "..."; + mes "......"; + next; + mes "[Mysterious Bard]"; + mes "My apologies,"; + mes "^333333*Cough*^000000 but this is"; + mes "a private performance"; + mes "for my little"; + mes "princess."; + next; + + switch(select("Um, was that a love song?:I'm sorry for interrupting you.")) { + + case 1: + mes "[Mysterious Bard]"; + mes "A..."; + mes "Love song?!"; + next; + mes "[Mysterious Bard]"; + mes "Love songs are for fools who have never known true love, or never had their hearts broken. Happy songs are fine, but I refuse to sing nonsense!"; + next; + mes "[Jorti]"; + mes "Waaaah~!"; + mes "Uncle Kino,"; + mes "I'm scared!"; + mes "I wanna see"; + mes "my mommy...!"; + mes "*Cries*"; + next; + mes "[Mysterious Bard]"; + mes "There, there,"; + mes "princess. Don't cry."; + mes "Everything's okay."; + next; + mes "[Mysterious Bard]"; + if (BaseClass == Job_Swordman) { + mes "There's no reason to be scared. The scary people with swords only use them on monsters, okay?"; + } + else if (BaseClass == Job_Acolyte) { + mes "You don't need to be scared, that person is a servant of God, okay?"; + } + else if ((Class == Job_Thief) || (Class == Job_Rogue)) { + mes "There's no reason to be afraid of this riffraff, your Uncle Kino is here, okay?"; + } + else if (BaseClass == Job_Assassin) { + mes "There's no reason to be afraid. I know that person looks scary, but you're a good girl, so you'll be okay."; + } + else if (BaeClass == Job_Blacksmith) { + mes "There's no reason to be scared, honey. It's just a Blacksmith."; + } + else { + mes "There's no reason to be scared. See...? That person won't hurt you."; + } + next; + mes "[" + @name$ + "]"; + mes "Um..."; + mes "^333333(Wasn't the little girl"; + mes "scared by your outburst...?)^000000"; + close; + + case 2: + if (bard_q == 2) { + mes "[Mysterious Bard]"; + mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine."; + next; + mes "[Mysterious Bard]"; + mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams."; + next; + mes "[Kino Kitty]"; + mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you."; + set bard_q,22; + close; + } + + else if (bard_q == 3) { + mes "[Mysterious Bard]"; + mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine."; + next; + mes "[Mysterious Bard]"; + mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams."; + next; + mes "[Kino Kitty]"; + mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you."; + set bard_q,23; + close; + } + + else if (bard_q == 4) { + mes "[Mysterious Bard]"; + mes "Oh, you're most admirable. You truly do respect Bards, don't you?"; + next; + mes "[Mysterious Bard]"; + mes "Now that I think about it, are you look for anything, or is there a reason you wish to speak to me?"; + next; + + switch(select("I'm looking for Kino Kitty...:Nothing, really.")) { + + case 1: + mes "[Kino Kitty]"; + mes "How do you"; + mes "know my name?"; + mes "Ah, I'm flattered"; + mes "that my reputation"; + mes "precedes me."; + next; + mes "^3355FFYou give some candy to the crying girl and relate your tale regarding the lyrics for the song 'At One, I Fall in Love.'^000000"; + next; + mes "[Kino Kitty]"; + mes "Hmm..."; + mes "I'm insulted that Errende does not like the words I wrote for 'At One, I Fall in Love.' But, I suppose he is a romantic at heart."; + next; + mes "[" + @name$ + "]"; + mes "So..."; + mes "Do you know the"; + mes "original words"; + mes "for the song?"; + next; + mes "[Kino Kitty]"; + mes "The original lyrics were horrible. There's not enough room in my mind to remember so romantic nonsense. ^333333*Cries*...^000000"; + next; + mes "[Kino Kitty]"; + mes "Romance is for foolish dreamers! I refuse to sing or even remember such vapid lyrics!"; + next; + mes "[Jorti]"; + mes "U-uncle Kino"; + mes "You're scaring me."; + mes "Please don't yell!"; + mes "It makes me want"; + mes "to cry..."; + next; + mes "[Kino Kitty]"; + mes "Oh..."; + mes "I'm sorry, princess. It won't happen again. Your Unclde Kino will try to be good from now on."; + next; + mes "[Kino Kitty]"; + mes "*Sigh...*"; + mes "Alright, listen."; + next; + mes "[Kino Kitty]"; + mes "You'll need an old book of edda lyrics for the original words to the song. All the new books no longer contain the original version."; + next; + mes "[Kino Kitty]"; + mes "I wonder..."; + mes "How did Errende happen to know the original lyrics? In any case, I'm sorry about all this. I supposed I'm a little jaded."; + next; + mes "[Kino Kitty]"; + mes "You know, maybe you should go to Juno. There's a small book store on the book street, and you can probably find the song in that store."; + next; + mes "[Kino Kitty]"; + mes "^333333^333333*Cough Cough*^000000^000000"; + mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic..."; + set bard_q,10; + close; + + case 2: + mes "[Mysterious Bard]"; + mes "Really now?"; + mes "That's strange."; + mes "You adventurers are always one some kind of adventure, aren't you? I mean, that's the very definition of the word."; + close; + + } + + } + + else { + if (sex == 1) { + mes "[Kino Kitty]"; + mes "You're such a nice young man. I will remember your name. I would much appreciate it if you would also remember mine."; + next; + mes "[Mysterious Bard]"; + mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams."; + next; + mes "[Kino Kitty]"; + mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you."; + set bard_q,20; + close; + } + + else { + mes "[Mysterious Bard]"; + mes "Ah, it is a privilege to meet a noble woman such as yourself. By your leave, I shall give you my name."; + next; + mes "[Mysterious Bard]"; + mes "My lady, fair as wisteria, whose beauty rivals that of the goddess Freya, let me introduce myself as the poor poet who wanders the earth, Kino Kitty. I hope you remember me."; + set bard_q,20; + close; + } + + } + + } + + } + +} + +morocc,132,111,3 script Little Girl#Jorti 703,{ + if ((bard_q > 9) && (bard_q < 30)) { + mes "[Jorti]"; + mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood."; + next; + mes "[Jorti]"; + mes "I miss my mommy a lot, but I'm worried, it makes Uncle Kino worry a lot too."; + next; + mes "[Jorti]"; + mes "I don't see my mommy and daddy aren't here anymore, and I don't want Uncle Jorti to go away either."; + next; + mes "[Jorti]"; + mes "Um, I don't remember my daddy, but mommy lives far away, somewhere near the sky. That's what Uncle Kino says."; + next; + mes "[Jorti]"; + mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet..."; + close; + } + + else if (bard_q == 30) { + mes "[Jorti]"; + mes "La la la..."; + mes "La la la..."; + mes "Jorti doesn't cry anymore!"; + mes "Jorti is going to enjoy Uncle Kino's songs and stories for as long as she can!"; + next; + mes "[Jorti]"; + mes "The songs Uncle Kino sings are ones that my mommy used to sing. She's not here, but maybe we can visit her someday!"; + next; + mes "[Jorti]"; + mes "Hey... The shiny black cross on your hand means you're a friend of Uncle Kino's. So that means, you're my friend too!"; + close; + } + + else if (bard_q > 30) { + mes "[Jorti]"; + mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood."; + mes "I miss my mommy a lot, but when I'm worried, it makes Uncle Kino worry a lot too."; + next; + mes "[Jorti]"; + mes "My mommy and daddy aren't here anymore, and I don't want Uncle Jorti to go away either."; + next; + mes "[Jorti]"; + mes "Um, I don't remember my daddy, but mommy lives far away, somewhere near the sky. That's what Uncle Kino says."; + next; + mes "[Jorti]"; + mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet..."; + close; + } + + else { + mes "[Mysterious Bard]"; + mes "Even in the sandy wind,"; + mes "Even in the pouring rain,"; + mes "Even in the falling snow,"; + mes "I know it's--"; + mes "........"; + next; + mes "[Jorti]"; + mes "Uncle...?"; + mes "Are you okay?"; + next; + mes "[Mysterious Bard]"; + mes "Hmmm..."; + mes "I'm sorry, but this is a private performance. This song is only intended for my little Jorti."; + close; + } + +} + + +yuno_in01,172,100,3 script Old Man#1 712,{ + if ((bard_q > 11) && (bard_q < 20)) { + mes "[Sketzi Bundin]"; + mes "Well, did you find what you were seeking for? Although all we have are old, dusty books, I hope you come by to visit. And please give my regards to your Bard friends."; + close; + } + + else if (bard_q == 30) { + mes "[Sketzi Bundin]"; + mes "Interesting..."; + mes "You have a black cross seal on your hand. Is Kitty still around? I'm glad to see he's still alive. If you're a friend of his, then you are most welcome here."; + close; + } + + else if (bard_q == 31) { + mes "[Sketzi Bundin]"; + mes "Well, well, well. You're here again. So, what kind of books are you seeking today? Of course, all we have are old, dusty tomes full of eddas. Hahahaha~"; + close; + } + + else if (bard_q == 11) { + mes "[Sketzi Bundin]"; + mes "Welcome."; + mes "You must be looking for something special. Well, we have almost every Norse poem, or 'edda.' This is the only place where you can find those kinds of old songs."; + next; + mes "[Sketzi Bundin]"; + mes "However, I cannot show these fragile books to just anybody. For the sake of preservation, I can only show these works to preferred customers."; + next; + + switch(select("Show him your left hand.:Show him your right hand.")) { + + case 1: + mes "[Sketzi Bundin]"; + mes "Ah~! You must be the friend of a high ranking Bard! I see, I see. You must be a friend of Minty Errende."; + next; + mes "[Sketzi Bundin]"; + mes "So, what is it that you're looking for? Well, I suppose I don't really need to ask that. Hahahaha~"; + next; + mes "[Sketzi Bundin]"; + mes "Please..."; + mes "Take your time."; + mes "I hope you find"; + mes "what you're"; + mes "looking for."; + set bard_q,12; + close; + + case 2: + mes "[Sketzi Bundin]"; + mes "Let's see... Okay."; + mes "Well, your heartbeat is a little faster than normal. You might want to look into that. You know, for the sake of your health?"; + next; + mes "[Sketzi Bundin]"; + mes "You're not looking for any medical or health related books, are you? I'm sorry, but we don't carry any of those."; + close; + + } + + } + + else { + mes "[Sketzi Bundin]"; + mes "Welcome."; + mes "You must be looking for something special and rare. But we only carry one kind of book around here."; + next; + mes "[Sketzi Bundin]"; + mes "If you're looking for monster information, why don't you check the Pronrera Library or the Monster Museum here in Juno?"; + close; + } + +} + +yuno_in01,163,101,0 script Old Book 111,{ + set @name$,strcharinfo(0); + if ((bard_q > 11) && (bard_q < 14)) { + set @read_random,rand(1,5); + if (@read_random == 5) { + mes "^3355FFYou opened the book. There's a crisp brittleness to the pages, and the letters are faded and barely readable. You can't even identify the author's name.^000000"; + next; + mes "[Collection of Eddas]"; + mes "This is a love song. Everyone suffers from unrequited love at least once in their lifetime."; + next; + mes "[Collection of Eddas]"; + mes "At One, I fall in love."; + mes "At Two, you give me your smile."; + mes "At Three, I adore your touch."; + mes "At Four, a tender kiss..."; + next; + mes "[Collection of Eddas]"; + mes "At Five, we change our minds."; + mes "A petal scatters through the air."; + mes "At Six, I fall in love~"; + mes "At Seven, you fall in love..."; + next; + mes "[" + @name$ + "]"; + mes "I think this is it...!"; + mes "I better write it down."; + next; + mes "[Collection of Eddas]"; + mes "At Eight, we're both in love."; + mes "At Nine, you know my heart."; + mes "At Ten, I know you've"; + mes "been waiting for me."; + next; + mes "[Collection of Eddas]"; + mes "At Eleven, a precious"; + mes "Whisper: 'Will you marry me?'"; + mes "At Twelve, our two hearts"; + mes "Are one. 12 petals, our"; + mes "Love finally blossoms."; + next; + mes "^3355FFYou copy down the final lines, and keep them in a note inside your pocket."; + set bard_q,15; + close; + } + + else { + mes "[" + @name$ + "]"; + mes "*Sigh* I can barely read this book. Maybe I should try flipping through another one."; + close; + } + + } + + else { + mes "[Sketzi Bundin]"; + mes "I'm sorry, but that book is too fragile for handling. Only special customers can peruse these books."; + close; + } + +} + + +yuno_in01,173,96,0 script Luke's Songs Vol.1 111,{ + if (bard_q > 11) { + mes "[Preface]"; + mes "I, Luke of Izlude, greatest of Bards in my time, leave the lyrics of my essential songs for posterity."; + mes " "; + mes "Contents"; + next; + + switch(select("Wedding Song:Life is a Water Mill:We")) { + + case 1: + mes "[Wedding Song]"; + mes "Prontera Sanctuary"; + mes "Is where all are heading"; + mes "To celebrate your union"; + mes "At your most happy wedding."; + next; + mes "[Wedding Song]"; + mes "With joy I strum my Lute"; + mes "As that is my trade"; + mes "To bring cheerful song"; + mes "To your wedding parade."; + next; + mes "[Wedding Song]"; + mes "For my songs, pay me"; + mes "Not Zeny or Gold,"; + mes "But the smile of the"; + mes "Bride, if I may"; + mes "be so bold."; + next; + mes "[Wedding Song]"; + mes "The glistening eyes"; + mes "Of a beautiful lass"; + mes "Those lustrous locks"; + mes "And that firm, supple--"; + next; + mes "[Wedding Song]"; + mes "Forgive me, groom!"; + mes "But she's just so beautiful!"; + mes "May your union be blessed!"; + mes "Er, may your wife be dutiful."; + next; + mes "[Luke's Note]"; + mes "This song is about a certain Bard who was invited to a wedding ceremony and could not resist the bride's beauty. He ended up singing a song of seduction."; + next; + mes "[Luke's Note]"; + mes "The lyrics, of course, are fictional, and are in no way anecdotal."; + close; + + case 2: + mes "[Life is a Water Mill]"; + mes "I chased after fame."; + mes "It eluded me."; + mes "I ran after happiness"; + mes "But never caught it."; + next; + mes "[Life is a Water Mill]"; + mes "But tomorrow will still"; + mes "Be there, I'm sure."; + mes "Like the Water Mill"; + mes "In Al De Baran"; + mes "Which turns as"; + mes "Life goes on."; + next; + mes "[Life is a Water Mill]"; + mes "Cheer up! Life goes on."; + mes "As surely as the Water"; + mes "Mill turns, tomorrow"; + mes "Will come."; + next; + mes "[Luke's Note]"; + mes "This song was"; + mes "made to give comfort"; + mes "to people in despair."; + close; + + case 3: + mes "[We]"; + mes "A good Bard sings"; + mes "To please his listener."; + mes "So do not expect a sad song"; + mes "That deepens your anguish."; + next; + mes "[We]"; + mes "A good Dancer dances"; + mes "To please her audience."; + mes "Shall we dance together?"; + mes "Just hold my hands."; + mes "La la la~ La la la~"; + next; + mes "[We]"; + mes "Towner: 'Then why the hell do you guys make discords sometimes?!'"; + mes "Bard: 'Well... Nobody's perfect!"; + next; + mes "[Luke's Note]"; + mes "This song is good to be sung during festivals, as the intentional discord encourages the audience to participate. Aside from that, this song is pretty meaningless."; + close; + + } + } + + else { + mes "[Sketzi Bundin]"; + mes "I'm sorry, but that book is not available for public exhibition."; + close; + } + +} + +yuno_in01,173,94,0 script Battle Songs 111,{ + if (bard_q > 11) { + mes "[Drumming in the battlefield]"; + mes "This song was written to give courage to soldiers on the battlefield."; + next; + mes "[Drumming in the battlefield]"; + mes "The sounds of galloping"; + mes "Echo in the distance."; + mes "A cloud of hazy dust"; + next; + mes "[Drumming in the battlefield]"; + mes "Fills the setting sun."; + mes "Thousands of eyes open"; + mes "Torches on the castle"; + mes "Flare like thousands of Ifrits."; + next; + mes "[Drumming in the battlefield]"; + mes "Hear the throbbing of my heart,"; + mes "The blood flowing in my veins."; + mes "Feeling the heaviness of my armor."; + mes "The enemy has appeared before us."; + next; + mes "[Drumming in the battlefield]"; + mes "Beat the drums hard, harder!"; + mes "Courage, soldiers, march forward!"; + mes "Shout loud, soldiers, louder!"; + mes "Today will never come back!"; + next; + mes "[Drumming in the battlefield]"; + mes "Stun the sky"; + mes "Provoke the earth,"; + mes "I feel my heartbeat again."; + mes "Blow the bugle to"; + mes "Sway the fortress."; + mes "Today will never come back!"; + close; + } + + else { + mes "[Sketzi Bundin]"; + mes "I'm sorry, but that book is not available for public exhibition."; + close; + } + +} + + +yuno_in01,173,92,0 script Apple of Idun 111,{ + if (bard_q > 11) { + mes "[Apple of Idun]"; + mes "This song praises the golden apples of the goddess Idun. These were the source of the God's power, as it prevented them from growing old."; + next; + mes "[Apple of Idun]"; + mes "Every god never grows old"; + mes "Because of beautiful"; + mes "Goddess, Idun."; + mes "Keeper of the apples of youth"; + mes "Goddess of immortality."; + next; + mes "[Apple of Idun]"; + mes "Every god never grows old."; + mes "Idun, the wife of Bragi,"; + mes "Idun, Odin's daughter in law~"; + mes "The apples she keeps"; + mes "In her basket."; + next; + mes "[Apple of Idun]"; + mes "Without Idun,"; + mes "Every god would"; + mes "have succumbed to age."; + next; + mes "[Apple of Idun]"; + mes "Even Thor, the strongest of gods,"; + mes "would grow frail, Megingjard would"; + mes "slip from his waist, and Mjolnir"; + mes "would never fly again."; + next; + mes "[Apple of Idun]"; + mes "Without Idun,"; + mes "Every god would"; + mes "have succumbed to age."; + mes "Loki was careless once,"; + mes "and made her lost to the gods."; + mes "Loki was forced to get her back."; + next; + mes "[Apple of Idun]"; + mes "My goddess stands"; + mes "In the field of Asgard"; + mes "She hands me fruit from heaven."; + mes "You will be loved by every god..."; + mes "You will be blessed"; + mes "By every god..."; + next; + mes "[Apple of Idun]"; + mes "If you share the"; + mes "Apple of youth with me"; + mes "Even a bite of it with"; + mes "This poor poet."; + next; + mes "[Apple of Idun]"; + mes "You will be loved by every god..."; + mes "You will be blessed"; + mes "By every god..."; + close; + } + + else { + mes "[Sketzi Bundin]"; + mes "I'm sorry, but that book is not available for public exhibition."; + close; + } + +} + +payon,181,172,3 script Bard#4 51,{ + set @name$,strcharinfo(0); + if ((bard_q == 2) || (bard_q == 22)) { + mes "[Gunther Doubleharmony]"; + mes "Hahaha~!"; + mes "Listen, listen!"; + next; + mes "[Gunther Doubleharmony]"; + mes "I was told this song from one of my friends about this Merchant who lives in Payon and everyone loves this song, especially because I'm singing it and you know that..."; + next; + mes "[" + @name$ + "]"; + mes "Excuse me."; + mes "Are you..."; + mes "Gunther Doubleharmony?"; + next; + mes "[Gunther Doubleharmony]"; + mes "...the Merchant was so poor he didn't even have--eh? Oh yeah, right. That's me. What's up?"; + next; + mes "^3355FFYou explain that you have come to him, seeking lost song lyrics.^000000"; + next; + mes "[Gunther Doubleharmony]"; + mes "Ahhhhhhh, I see."; + mes "Now, what was the"; + mes "name of the song again?"; + next; + input @inputstr$; + if (@inputstr$ == "At One, I Fall in Love") { + mes "[Gunther Doubleharmony]"; + mes "Ah~ that song...?"; + mes "By the way, who asked you"; + mes "to find out about the song?"; + next; + input @inputstr$; + if (@inputstr$ == "Minty Errende") { + mes "[Gunther Doubleharmony]"; + mes "Yes, that's my friend! Minty Errende! We used to so close to each other, so I'll write every word of the song for my friend Minty Errende, so turn around please!"; + next; + mes "^3355FFGunther furiously scribbled something upon your back.^000000"; + next; + mes "[Gunther Doubleharmony]"; + mes "There you go! Now you can go back to Minty Errende and show him your back and he will see what I wrote and then remember the lyrics!"; + if (bard_q == 2) { + set bard_q,3; + } + else if (bard_q == 22) { + set bard_q,23; + } + close; + } + + else { + mes "[Gunther Doubleharmony]"; + mes "No no no, I don't know anyone with that name, so you better go and check the name of the person asking again, okay?"; + close; + } + + } + + else { + mes "[Gunther Doubleharmony]"; + mes "No no no no, I don't know any song with that title, it might not even exist, so you should go and check the name of the song again and tell me, okay?"; + close; + } + + } + + else if ((bard_q == 6) || (bard_q == 26)) { + mes "[Gunther Doubleharmony]"; + mes "You came back again!"; + mes "Huh, the song I wrote on your back? Hold on, hold on, let me think let me--ah, right, I got it!"; + next; + mes "[Gunther Doubleharmony]"; + mes "The words I wrote down on your back were written by Mr. Kitty, my idol, my hero! That song is the art of ^228B22Kino Kitty^000000!"; + next; + mes "[Gunther Doubleharmony]"; + mes "I wish that someday I could be as great a Bard as him!"; + close; + } + + else { + mes "[Gunther Doubleharmony]"; + mes "Hahaha~!"; + mes "Listen, listen!"; + next; + mes "[Gunther Doubleharmony]"; + mes "I was told this song from one of my friends about this Merchant who lives in Payon and everyone loves this song, especially because I'm singing it and you know that..."; + next; + mes "[Gunther Doubleharmony]"; + mes "Oh, right...!"; + mes "Do you wanna listen"; + mes "to my song or a story?"; + mes "I know you want to!"; + mes "Right, right?"; + next; + + switch(select("Show some interest.:Ignore him.")) { + + case 1: + mes "[Gunther Doubleharmony]"; + mes "Yay~! I knew it!"; + mes "So you wanna hear"; + mes "a song or a story?"; + next; + switch(select("A song:A story:Maybe some other time")) { + case 1: + set @song_random,rand(1,3); + if (@song_random == 1) { + mes "[Gunther Doubleharmony]"; + mes "Gunther sings!"; + mes "Gunther dances!"; + mes "The tile of this song is~"; + mes "'The Rich Mr. Kim~!'"; + next; + mes "^228B22Merchant of Payon"; + mes "So poooooooor~"; + mes "No money for armor"; + mes "No money to make."; + next; + mes "^228B22Sold the"; + mes "Cotton Shirt"; + mes "Off his back"; + mes "No pity he'll take.^000000"; + next; + mes "^228B22First he only sold Red Pots"; + mes "At first, he only sold red pots."; + mes "Then he moved up to Carrots, whoohoo~"; + mes "He could afford new armor"; + mes "and even wear it,"; + mes "whoohoo~^000000"; + next; + mes "^228B22But one day, he was scammed"; + mes "Scammed by a wicked guild."; + mes "Made poor once again."; + mes "He decided to go to Ant Hell"; + mes "Right there"; + mes "And right then."; + next; + mes "^228B22Bats, Dwarves, Eggs, Ants!"; + mes "He battled them all~"; + mes "Worm Peelings, Jellopy!"; + mes "He gathered loot great and small."; + next; + mes "^228B22Then the glorious day came"; + mes "When he found a valuable card"; + mes "That'd bring great wealth to his naaaame~^000000"; + next; + mes "^228B22But he kept it dear to him"; + mes "To remember his times of"; + mes "working so hard."; + mes "He never sold it, never sold"; + mes "his precious card~^000000"; + next; + mes "[Gunther Doubleharmony]"; + mes "That's a very old story about rich Mr. Kim, and his rise from rags to riches to rags to riches. Is it true or is it fiction? Oh, please don't ask me! I've no clue!"; + close; + } + + else if (@song_random == 2) { + mes "[Gunther Doubleharmony]"; + mes "*Ahem*"; + mes "Gunther sings "; + mes "of Yggdrasil~"; + next; + mes "^228B22Evergreen Yggdrasil~"; + mes "Giant ashen tree"; + mes "reaching for the sky."; + mes "Crystal, morning dew"; + mes "From its leaves"; + mes "Formed Urd's Pond.^000000"; + next; + mes "^228B22Three wise girls."; + mes "Seated beneath its boughs."; + mes "Urd of the past,"; + mes "Belldandy of the present"; + mes "Skuld the future.^000000"; + next; + mes "^228B22Spinning, weaving"; + mes "Threads of destiny."; + mes "Evergreen Yggdrasil~"; + mes "Giant ashen tree"; + mes "reaching for the sky."; + mes "Its roots soaked with tears.^000000"; + next; + mes "^228B22Death in Hvergelmir."; + mes "An evil dragon"; + mes "Burning its roots"; + mes "With eternal flame."; + mes "The evil dragon Nidhogg"; + mes "Living between Yggdrasil"; + mes "and Niffheim.^000000"; + next; + mes "^228B22Evergreen Yggdrasil~"; + mes "Giant ashen tree"; + mes "reaching for the sky."; + mes "Wisdom in its roots"; + mes "Roots reaching"; + mes "Mimir's pond.^000000"; + next; + mes "^228B22Guarded by a wise giant."; + mes "Odin sacrificed one"; + mes "of his eyes for the wisdom."; + mes "Heimdall's horn hidden"; + mes "In Yggdrasil's roots"; + mes "Will sound one last time"; + mes "Signaling Ragnarok.^000000"; + next; + mes "[Gunther Doubleharmony]"; + mes "This is a very old story..."; + mes "Is it truth or fiction? But please don't ask me, I have no idea~!"; + close; + } + + else { + mes "[Gunther Doubleharmony]"; + mes "I will sing one of Luke's songs, you know, Luke, one of the greatest Bards of his time? But I changed the words a little bit."; + next; + mes "^228B22I found it in a drawer."; + mes "Old, worn letters"; + mes "Forming elaborate words."; + mes "Sincere reflection"; + mes "Of a sincere mind.^000000"; + next; + mes "^228B22I found it in a drawer."; + mes "Was I really like that once?"; + mes "Was I really that childish?"; + mes "My memories are tarnished."; + next; + mes "^228B22I found it in a drawer."; + mes "Love I had forgotten."; + mes "She never got this letter."; + mes "But both of us were too shy."; + next; + mes "^228B22I found it in a drawer."; + mes "Love I had forgotten."; + mes "I never gave her this letter."; + mes "But both of us were too proud."; + next; + mes "[Gunther Doubleharmony]"; + mes "Do you have anyone in mind? Do you? If you ever write a love letter, you must send it and express yourself."; + next; + mes "[Gunther Doubleharmony]"; + mes "If you've written love letters that you'll never send, throw them away. Throw your goddamn pride away."; + close; + } + + case 2: + set @story,rand(1,3); + if (story == 1) { + mes "[Gunther Doubleharmony]"; + mes "Um, have you ever"; + mes "tasted Comodo cheese?"; + next; + mes "[Gunther Doubleharmony]"; + mes "You can only taste it in Comodo, but you need to have a good strong stomach to digest it. Oh! And the cheese has a secret!"; + next; + mes "[Gunther Doubleharmony]"; + mes "You ^228B22might^000000 be invulnerable to the power of the doomed swords, which come from the other world, if you eat it!"; + next; + mes "[Gunther Doubleharmony]"; + mes "Why don't you go taste it if you haven't yet? I tried to taste it once. It was kind of yummy, but then I fainted. Hahahaha~!"; + close; + } + + else if (story == 2) { + mes "[Gunther Doubleharmony]"; + mes "I was passing Prontera the other day at the place where it used to be the Swordman training ground."; + next; + mes "[Gunther Doubleharmony]"; + mes "I saw some kid training really really hard and he didn't notice me watching him, so I guess he was really really serious!"; + next; + mes "[Gunther Doubleharmony]"; + mes "He looked like he wanted to be a professional Swordman, but he was also giving his gear away to other Novices."; + next; + mes "[Gunther Doubleharmony]"; + mes "I got bored watching him do the same thing over and over and over again, but I think the Monster Research Organization would like him if I introduced him."; + close; + } + + else { + mes "[Gunther Doubleharmony]"; + mes "Have you ever been in Lutie,"; + mes "land of year round snow?"; + next; + mes "[Gunther Doubleharmony]"; + mes "There is a snowman named"; + mes "SnowySnow and if you met him, you'd know all sorts of things about him like he can talk! It's so strange and mysterious~!"; + next; + mes "[Gunther Doubleharmony]"; + mes "He has a mysterious bag where endless gifts come out, and he's got a mysterious past involving some colder town and something about a nasty witch."; + next; + mes "[Gunther Doubleharmony]"; + mes "But it's okay because he was rescued by some Alchemist and came back to life, but you should go to Lutie if you wanna know more about him, okay?"; + close; + } + + case 3: + mes "[Gunther Doubleharmony]"; + mes "You're gonna leave right now and not even listen to me a little bit? Okay, I'm cool, but promise you'll come back and listen to just one of my songs, okay?"; + close; + + } + + + case 2: + mes "[" + @name$ + "]"; + mes "..."; + next; + mes "[Gunther Doubleharmony]"; + mes "Wow, you're ignoring me, huh? Alright, that's fine by me! Unless you have some kind of problem where you can't talk, then I'm really really sorry."; + close; + + } + + } + +} + +yuno_in04,20,123,7 script Representative 95,{ + //set @check = GetGlobalVar "040708_god2" + //if (check < 101) { + if (god_brising == 3) { + mes "[Marlin Putiur]"; + mes "Welcome to the"; + mes "Monster Research"; + mes "Organization."; + next; + mes "[Marlin Putiur]"; + mes "We are researching monsters based upon information from adventurers in order to efficiently cope with monsters out in the wild."; + next; + mes "[Marlin Putiur]"; + mes "We're accepting any kind of information related to monsters,"; + mes "so if you have any news or info, please don't hesitate to submit it to me."; + next; + mes "[Marlin Putiur]"; + mes "You can use the report documentation form in"; + mes "this room at your convenience."; + next; + mes "[Marlin Putiur]"; + mes "Eh...?"; + mes "Did you just say"; + mes "you're looking for"; + mes "someone? Well..."; + next; + mes "[Marlin Putiur]"; + mes "Well, if he's a registered"; + mes "member of this organization,"; + mes "I can help you."; + next; + mes "[Marlin Putiur]"; + mes "What was the name?"; + mes "Hermite Charles...?"; + next; + mes "[Marlin Putiur]"; + mes "Oh, I found him."; + mes "Errr, but he didn't submit all of the required information when he applied for membership..."; + next; + mes "[Marlin Putiur]"; + mes "Oh. He's a Rogue."; + mes "Well, that explains everything. Anyway, did you want to see all"; + mes "the information we have?"; + next; + mes "^3355FFMarlin shows you"; + mes "the membership"; + mes "application card.^000000"; + next; + mes "[Membership Card]"; + mes "Name: Hermite Charles"; + mes "Job: Rogue"; + mes "Sex: Rogue"; + mes "Address: Yo Mama Street, Prontera"; + next; + mes "[Marlin Putiur]"; + mes "Unfortunately, we don't have any more information. But I hope this will be helpful to you in some way."; + next; + mes "[Marlin Putiur]"; + mes "Still, it may be a good idea to visit the Rogue Guild. Perhaps"; + mes "they can help you."; + close; + } + + //} + + mes "[Marlin Putiur]"; + mes "Welcome to the"; + mes "Monster Research"; + mes "Organization."; + next; + mes "[Marlin Putiur]"; + mes "We are researching monsters based on information from adventurers in order to efficiently cope with monsters out in the wild."; + next; + mes "[Marlin Putiur]"; + mes "We're accepting any kind of information related to monsters, so if you have any news or info, please don't hesitate to submit it to me."; + next; + mes "[Marlin Putiur]"; + mes "You can use the report documentation form in this room at your convenience."; + if ((bard_q == 4) || (bard_q == 24)) { + next; + mes "[Marlin Putiur]"; + mes "Hmmm?"; + mes "Adventurers of this organization? Ah, you say you're looking for a Bard?"; + next; + mes "[Marlin Putuir]"; + mes "Yes, we have a few Bard members who regularly send us information related to monsters."; + next; + mes "[Marlin Putiur]"; + mes "I also hear the Bards have been helping scholars instill bulletin boards in fields which indicate the location for new adventurers. Would you let me know the full name of the person you're looking for?"; + next; + input @inputstr$; + if (@inputstr$ == "Minty Errende") { + mes "[Marlin Putiur]"; + mes "Minty Errende..."; + mes "Oh yes, I remember him. He told me a while ago that he's heading South, and that he's staying in Geffen now."; + next; + mes "[Marlin Putiur]"; + mes "He's a very kind, friendly person. Errende's always doing his best to provide us with the information we need. When you get a chance, would you please give him my regards?"; + close; + } + + else if (@inputstr$ == "Kino Kitty") { + mes "[Marlin Putiur]"; + mes "Kino Kitty, Kino Kitty... Oh, here we are. He sent us a letter that says, 'I will stay in the desert until I find my real self.'"; + next; + mes "[Marlin Putiur]"; + mes "He doesn't seem healthy, but I guess he's still traveling. Trying seeking him out in Morroc, and give my regards to him if you get the chance."; + close; + } + + else if (@inputstr$ == "Gunther Doubleharmony") { + mes "[Marlin Putiur]"; + mes "Ah, are you a friend of Gunther's? Haha, he's a very funny guy, if a little excitable. Let's see, Gunther, Gunther..."; + next; + mes "[Marlin Putiur]"; + mes "Ah, it says here that he wanted to look around Payon and Alberta. So he'll be at one of those places. I'm sorry I can't be more specific."; + close; + } + + else { + mes "[Marlin Putiur]"; + mes " " + @inputstr$ + "...?"; + mes "Ummm hmm..."; + mes "I'm sorry, but we don't have any records for that person."; + close; + } + + } + + else { + next; + mes "[Marlin Putiur]"; + mes "We are endeavoring to research monsters in this world with the intent to aid each and every adventurer on their journeys."; + close; + } + +} + +yuno_in04,33,119,3 script Adventurer#1 828,{ + mes "..."; + next; + mes "..."; + mes "......."; + next; + mes "^3355FF*Scribble Scribble*^000000"; + next; + mes "[Energetic Young Man]"; + mes "Err...?"; + mes "What is it?"; + next; + if (sex == 0) { + Emotion 18; //ET_SMILE + mes "[Energetic Young Man]"; + mes "Oh...!"; + mes "A beautiful,"; + mes "young lady~!"; + next; + mes "[Energetic Young Man]"; + mes "Hello there~"; + mes "My name is Pane."; + mes "May I ask yours?"; + set @name$,strcharinfo(0); + input @inputstr$; + next; + mes "[Energetic Young Man]"; + mes "Oh..."; + mes "" +@inputstr$+ "..."; + if (@name$ == @inputstr$) { + next; + mes "[Energetic Young Man]"; + mes "^FF6699"+@inputstr$+"!"; + mes "Such a wonderful name!"; + next; + mes "[Energetic Young Man]"; + mes "I shall remember your name, my lady. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time."; + Emotion 30; //ET_CHUP + close; + } + + else { + mes "That's your name?"; + next; + mes "[Energetic Young Man]"; + mes "Eh, whatever. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time."; + Emotion 18; //ET_SMILE + close; + } + + } + + else { + mes "[Energetic Young Man]"; + mes "What, man...!"; + mes "Leave me alone."; + mes "Can't you see I'm busy?"; + close; + } + +} + diff --git a/npc/quests/WIP/airships.txt b/npc/quests/WIP/airships.txt deleted file mode 100644 index 9d26cfba2..000000000 --- a/npc/quests/WIP/airships.txt +++ /dev/null @@ -1,1138 +0,0 @@ -//===== eAthena Script ======================================= -//= The Airship System Script -//===== By: ================================================== -//= MasterOfMuppets -//===== Current Version: ===================================== -//= 0.5c -//===== Compatible With: ===================================== -//= eAthena SVN 3422+(Requires jA Script System) -//===== Description: ========================================= -//= The Airship System used in the official servers, however this -//= one is still about 25% custom and is missing some npcs. -//===== Additional Comments: ================================= -//= 0.1 Added first version, it might be a little buggy [MasterOfMuppets] -//= 0.1a Fixed the Airport Staff#Iz which was [MasterOfMuppets] -//= warping you to the same location as Airport Staff#Ein -//= 0.2 Implemented some more airship NPCs, more are to come. -//= 0.3 Implemented some more NPCs [MasterOfMuppets] -//= 0.4 Implemented two mini games scripted by Dj-Yhn [MasterOfMuppets] -//= 0.5 Removed Duplicates [Silent] -//= 0.5aFixed a typo [Evera] 0.5b Fixed appledice bugs [Lupus] -//============================================================ - -//============================================================ -//= The Airship System (Yuno -> Hugel -> Einbroch -> Lighthalzen -> repeat) -//============================================================ - -airplane,243,74,4 script #AirshipWarp-1 45,2,2{ -OnTouch: - if($@airplanelocation == 1)warp "einbroch",90,275; - if($@airplanelocation == 2)warp "yuno",85,265; - if($@airplanelocation == 3)warp "lighthalzen",302,75; - if($@airplanelocation == 4)warp "hugel",182,150; - end; - -OnHide: - misceffect 16; - end; -OnUnhide: - misceffect 215; - end; -} - -airplane,243,29,4 script #AirshipWarp-2 45,2,2{ -OnTouch: - if($@airplanelocation == 1)warp "einbroch",90,275; - if($@airplanelocation == 2)warp "yuno",85,265; - if($@airplanelocation == 3)warp "lighthalzen",302,75; - if($@airplanelocation == 4)warp "hugel",182,150; - end; - -OnHide: - misceffect 16; - end; -OnUnhide: - misceffect 215; - end; -} - -airplane,1,1,0 script EinYuno_Airship -1,{ -OnInit: -while(1) -{ - initnpctimer; - setnpctimer 0; - set $@airplanelocation,0; - donpcevent "#AirshipWarp-1::OnHide"; - donpcevent "#AirshipWarp-2::OnHide"; - disablenpc "#AirshipWarp-1"; - disablenpc "#AirshipWarp-2"; - mapannounce "airplane","The Airship is leaving the ground. Our next destination is Hugel.",1,0xBA55D3; - end; -OnTimer15000: - mapannounce "airplane","We are heading to Hugel.",1,0xBA55D3; - end; -OnTimer30000: - mapannounce "airplane","We will arrive in Hugel shortly.",1,0xBA55D3; - end; -OnTimer45000: - set $@airplanelocation,4; - enablenpc "#AirshipWarp-1"; - enablenpc "#AirshipWarp-2"; - donpcevent "#AirshipWarp-1::OnUnhide"; - donpcevent "#AirshipWarp-2::OnUnhide"; - mapannounce "airplane","Welcome to Hugel. Have a safe trip.",1,0xBA55D3; - end; -OnTimer55000: - mapannounce "airplane","Currently, we are in Hugel. The Airship will leave shortly.",1,0xBA55D3; - end; -OnTimer65000: - set $@airplanelocation,0; - donpcevent "#AirshipWarp-1::OnHide"; - donpcevent "#AirshipWarp-2::OnHide"; - disablenpc "#AirshipWarp-1"; - disablenpc "#AirshipWarp-2"; - mapannounce "airplane","The Airship is leaving the ground. Our next destination is Einbroch.",1,0x00FF00; - end; -OnTimer80000: - mapannounce "airplane","We are heading to Einbroch.",1,0x00FF00; - end; -OnTimer95000: - mapannounce "airplane","We will arrive in Einbroch shortly.",1,0x00FF00; - end; -OnTimer110000: - set $@airplanelocation,1; - enablenpc "#AirshipWarp-1"; - enablenpc "#AirshipWarp-2"; - donpcevent "#AirshipWarp-1::OnUnhide"; - donpcevent "#AirshipWarp-2::OnUnhide"; - mapannounce "airplane","Welcome to Einbroch. Have a safe trip.",1,0x00FF00; - end; -OnTimer120000: - mapannounce "airplane","Currently, we are in Einbroch. The Airship will take off shortly.",1,0x00FF00; - end; -OnTimer130000: - set $@airplanelocation,0; - donpcevent "#AirshipWarp-1::OnHide"; - donpcevent "#AirshipWarp-2::OnHide"; - disablenpc "#AirshipWarp-1"; - disablenpc "#AirshipWarp-2"; - mapannounce "airplane","The Airship is leaving the ground. Our next destination is Lighthalzen.",1,0xFF8600; - end; -OnTimer145000: - mapannounce "airplane","We are heading to Lighthalzen.",1,0xFF8600; - end; -OnTimer160000: - mapannounce "airplane","We will arrive in Lighthalzen shortly.",1,0xFF8600; - end; -OnTimer175000: - set $@airplanelocation,3; - enablenpc "#AirshipWarp-1"; - enablenpc "#AirshipWarp-2"; - donpcevent "#AirshipWarp-1::OnUnhide"; - donpcevent "#AirshipWarp-2::OnUnhide"; - mapannounce "airplane","Welcome to Lighthalzen. Have a safe trip.",1,0xFF8600; - end; -OnTimer185000: - mapannounce "airplane","Currently, we are in Lighthalzen. The Airship will leave shortly.",1,0xFF8600; - end; -OnTimer195000: - set $@airplanelocation,0; - donpcevent "#AirshipWarp-1::OnHide"; - donpcevent "#AirshipWarp-2::OnHide"; - disablenpc "#AirshipWarp-1"; - disablenpc "#AirshipWarp-2"; - mapannounce "airplane","The Airship is now taking off. Our next destination is Yuno.",1,0x70DBDB; - end; -OnTimer210000: - mapannounce "airplane","We are heading to Yuno.",1,0x70DBDB; - end; -OnTimer225000: - mapannounce "airplane","We will arrive in Yuno shortly.",1,0x70DBDB; - end; -OnTimer240000: - set $@airplanelocation,2; - enablenpc "#AirshipWarp-1"; - enablenpc "#AirshipWarp-2"; - donpcevent "#AirshipWarp-1::OnUnhide"; - donpcevent "#AirshipWarp-2::OnUnhide"; - mapannounce "airplane","Welcome to Yuno. Have a safe trip.",1,0x70DBDB; - end; -OnTimer250000: - mapannounce "airplane","Currently, we are in Yuno. The Airship will leave shortly.",1,0x70DBDB; - end; -OnTimer260000: - stoptimer; -} -} - -//C4644E - -//============================================================ -//= Some normal NPCS (airplane) -//============================================================ - -airplane,240,64,5 script Exit#01::Exit2 857,{ - -end; - -} - -airplane,247,64,5 duplicate(Exit2) Exit#02 857 - -airplane,240,39,1 duplicate(Exit2) Exit#03 857 - -airplane,247,39,1 duplicate(Exit2) Exit#04 857 - -airplane,100,69,2 script Airship Crew#01::Airship Crew 852,{ - - mes "[Airship Crew]"; - mes "If we've landed at"; - mes "your destination and"; - mes "you'd like to leave the"; - mes "Airship, please use the"; - mes "stairs up ahead. Thank"; - mes "you for you patronage."; - close; - -} - -airplane,250,59,3 script Airship Staff::AirshipInfo 67,{ - - mes "[Airship Staff]"; - mes "Welcome"; - mes "to the Airship."; - mes "How may I help you?"; - next; - menu "Using the Airship",s_Use,"Captain's Cabin",s_Capt,"Facilities",s_Faci,"Cancel",-; - - mes "[Airship Staff]"; - mes "Well, I hope you like"; - mes "your flight aboard"; - mes "our Airships. Thank"; - mes "you and have a good day."; - close; - -s_Use: - mes "[Airship Staff]"; - mes "When you see a broadcast"; - mes "announcing that we have"; - mes "arrived at your destination,"; - mes "please use one of the exits"; - mes "located at the north and"; - mes "south ends of the Airship"; - next; - mes "[Airship Staff]"; - mes "If you happen to miss"; - mes "your stop, don't worry."; - mes "The airship is constantly"; - mes "on route and you'll get"; - mes "another chance to arrive"; - mes "to your intended destination."; - close; - -s_Capt: - mes "[Airship Staff]"; - mes "The Captain's Cabin"; - mes "is located at the front"; - mes "of the Airship. There, you"; - mes "can meet the captain and"; - mes "the pilot of the Airship."; - close; - -s_Faci: - mes "[Airship Staff]"; - mes "The Airship provides"; - mes "various Mini Games for"; - mes "the entertainment of all"; - mes "our passengers. We invite"; - mes "you to try your luck and skills"; - mes "in the Airship's Mini Games~"; - close; - -} - -airplane,50,66,4 script Meltz::AirshipApples 86,{ - - mes "[Meltz]"; - mes "Welcome to Meltz's"; - mes "Shop where you can"; - mes "purchase Apples or grind"; - mes "them to make Apple Juice."; - next; - menu "Buy Apples",s_Buy,"Make Apple Juice",s_Juice,"Cancel.",-; - -s_Cancel: - mes "[Meltz]"; - mes "Thanks for stopping"; - mes "by my shop. Farewell!"; - mes "Come back anytime when"; - mes "you feel like having an"; - mes "Apple to snack on~"; - close; - -s_Buy: - mes "[Meltz]"; - mes "Please enter the amount"; - mes "of Apples that you wish to"; - mes "buy. Each Apple is 15 zeny"; - mes "and you can buy a maximum"; - mes "of 500 at a time. Please enter"; - mes "\"0\" to cancel your order."; - next; - input @tempapple; - if(!@tempapple)goto s_Cancel; - if(@tempapple > 0 && @tempapple < 501)goto s_AppleBuy; - if(@tempapple < 0)close; - mes "[Meltz]"; - mes "The maximum amount of apples"; - mes "you can buy at the same time"; - mes "is 500. " + @tempapple + " is clearly"; - mes "over 500."; - close; - -s_AppleBuy: - mes "[Meltz]"; - mes "A total of ^FF0000" + @tempapple + "^000000 Apples."; - mes "will cost you ^FF0000" + @tempapple * 15 + "^000000 zeny."; - mes "Would you like to continue?"; - next; - menu "Yes",-,"No",s_Cancel; - - if(zeny < (@tempapple * 15))goto s_NEnoughZeny; - mes "[Meltz]"; - mes "Thanks for stopping by"; - mes "my shop. I hope you enjoy"; - mes "the flavor of these Apples~!"; - getitem 512,@tempapple; - set zeny,zeny - (@tempapple * 15); - close; - -s_NEnoughZeny: - mes "[Meltz]"; - mes "I'm sorry buy you don't"; - mes "seem to have enough zeny."; - mes "Come back anytime when"; - mes "you feel like having an"; - mes "Apple to snack on~"; - close; - -s_Juice: - mes "[Meltz]"; - mes "Okay, I'll need"; - mes "^FF00003 Apples and 1 Empty Bottle^000000"; - mes "to make 1 Apple Juice for you."; - mes "Would you like to proceed?"; - next; - menu "Yes",-,"No",s_Cancel; - - if(countitem(512) < 3 || !countitem(713))goto s_Material; - mes "[Meltz]"; - mes "Thank you,"; - mes "please wait"; - mes "just a moment."; - next; - mes "*Grind grind*"; - mes "*Grind grind*"; - mes "*Clang...!*"; - next; - mes "[Meltz]"; - mes "There you go~"; - mes "I hope you enjoy!"; - mes "Please feel free to"; - mes "stop by for your Apple"; - mes "and Apple Juice needs"; - mes "at anytime, adventurer~"; - delitem 512,3; - delitem 713,1; - getitem 531,1; - close; - -s_Material: - mes "[Meltz]"; - mes "I'm sorry, but you don't"; - mes "have enough materials to"; - mes "create a bottle of Apple Juice."; - mes "Remember, I need 3 Apples"; - mes "and 1 Empty Bottle to do it."; - close; - -} - - -airplane,33,69,4 script Kaci 73,{ -if fragmentauest==1 { -mes "[Kaci]"; -mes "Oh.. Thx my dear"; -close2; -emotion e_kis; -delitem 7148,1; -set fragmentauest,2; -end; -} - callfunc "applegamble","Kaci"; - end; - - OnLose: - emotion e_wah; - end; - - OnWin: - emotion e_no1; - end; -} - -airplane,80,71,4 script Zerta 834,{ - mes "[Zerta]"; - mes "Oh, hello adventurer."; - mes "I am currently on a"; - mes "sacred journey, offering"; - mes "prayer for the sake of the"; - mes "Rune-Midgard continent."; - close; -} - -airplane,65,63,4 script Maelin 714,{ - mes "[Maelin]"; - mes "Um, this Airship is"; - mes "to Lutie, isn't it? I've"; - mes "been waiting so long,"; - mes "but I haven't heard any"; - mes "broadcast about Lutie."; - close; -} - -airplane,32,61,4 script Nils::TypingContest 49,{ - -loopback: - mes "[Nils]"; - mes "Welcome to the"; - mes "^FF0000RO Typing Challenge^000000."; - mes "Would you like to play"; - mes "a quick typing game?"; - next; - menu "Play ^FF0000RO Typing Challenge^000000",s_Play,"Information",s_Info,"View Top Records",s_Record,"Cancel",-; - - mes "[Nils]"; - mes "Feel free to take on the"; - mes "Ro Typing Challenge"; - mes "anytime. I'll be here~"; - close; - -s_Play: - mes "[Nils]"; - mes "Okay, we have"; - mes "a new challenger!"; - mes "Enter the following"; - mes "text as quickly as you"; - mes "can without making any"; - mes "mistakes! Let's start~!"; - next; - //below arrays are for simplified entering of new lines ;P - //first lines array - setarray $textstringsa$[0],"^00FFFFthkelfkskeldmsiejdlsle^0000FFhfndkelsheidl", - "^993366hfjdkeldjsieldjs^663366hfjdjeiskdlefvbd", - "^00FFFFCoboman no chikara-yumei na", - "^993366belief love luck grimace sweat rush", - "^00FFFFcallipygian salacious lascivious", - "^663366uNflAPPaBLe LoVaBLe SeCreTs AnD", - "^00CCFFburrdingdingdilidingdingphoohudaamb", - "^FF33CCbarapaphurarlandreamduranbatuhi^990066wooi", - "^FF33CCLiGhTsPeEd RiGhT SPEed leFT TURn", - "^00CCFFI'm the King of all Weirdos! Now", - "^00CCFFBy the power of^000000", - "^00CCFF...silence. quiet benevolence..."; - //second lines array - setarray $textstringsb$[0],"skemd", - "", - "chikara-dalookii na chikara da ze!", - "folktale rodimus optimus bumblebee", - "licentious prurient concupiscent", - "BoWLiNg aGaINST tHe KarMA of YoUtH", - "andoora^0000FFbambarambambamburanbamding", - "kabamturubamdingding", - "RiGhT BuRn OrIGInAL GaNgSteR SmACk", - "you know of my true power. Obey~!", - "p-po-poi-po-poi-poin-poing", - "soul mate... wonder. enigma..."; - //for the few 3-liners... =X - setarray $textstringsc$[0],"", - "", - "COBO ON!", - "", - "", - "", - "", - "", - "", - "", - "GOD-POING. I NEVER LOSE!", - "cloud."; - //comparisation strings - setarray $compstring$[0],"thkelfkskeldmsiejdlslehfndkelsheidlskemd", - "hfjdkeldjsieldjshfjdjeiskdlefvbd", - "Coboman no chikara-yumei na chikara-dalookii na chikara da ze! COBO ON", - "belief love luck grimace sweat rush folktale rodimus optimus bumblebee", - "callipygian salacious lascivious licentious prurient concupiscent", - "uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH", - "burrdindingdilidingdingphoohudaambandoorabambarambambamburanbamding", - "barapaphurarlandreamduranbatuhiwooikabamturubamdingding", - "LiGhTsPeEd RiGhT SPEed leFT TURn RiGhT BuRn OrIGInAL GaNgSteR SmACk", - "I'm the King of all Weirdos! Now you know of my true power. Obey~!", - "By the power of p-po-poi-po-poi-poin-poing GOD-POING. I NEVER LOSE!", - "...silence. quiet benevolence... soul mate... wonder. enigma... cloud"; - //lengths - setarray $lengths[0],20,32,73,73,65,66,67,55,67,66,67,69; - // initnpctimer; - mes "[Nils]"; - set @index,rand(1,getarraysize($textstringsa$))-1; - set @string1a$,$textstringsa$[@index]; - set @string1b$,$textstringsb$[@index]; - set @string1c$,$textstringsc$[@index]; - set @typingstring1$,$compstring$[@index]; - set @typingkeys,$lengths[@index]; - set @index2,rand(1,getarraysize($textstringsa$))-1; - while (@index2 == @index) { - set @index2,rand(1,getarraysize($textstringsa$))-1; - } - set @string2a$,$textstringsa$[@index2]; - set @string2b$,$textstringsb$[@index2]; - set @string2c$,$textstringsc$[@index2]; - set @typingstring2$,$compstring$[@index2]; - set @typingkeys,@typingkeys+$lengths[@index2]; - set @start,gettime(3)*60*60+gettime(2)*60+gettime(1); - mes @string1a$; - if(@string1b$ != "")mes @string1b$; - if(@string1c$ != "")mes @string1c$; - input @comparisonvar$[1]; - next; - mes "^000000[Nils]"; - mes @string2a$; - if(@string2b$ != "")mes @string2b$; - if(@string2c$ != "")mes @string2c$; - input @comparisonvar$[2]; - if(@comparisonvar$[1] == @typingstring1$ && @comparisonvar$[2] == @typingstring2$)set @typingcorrect,1; - next; - if(!@typingcorrect)goto s_Fail; - set @time,(gettime(3)*60*60+gettime(2)*60+gettime(1))-@start; //seconds taken - set @mypoints,(@typingkeys * 100) / @time; - mes "[Nils]"; - mes "Your typing time"; - mes "was ^FF0000" + @time + " seconds^000000"; - mes "and your score is"; - mes "^0000FF" + @mypoints + "^000000 points"; - next; - if(@mypoints <= $TypingRecord)goto loopback; - mes "[Nils]"; - mes "Congratulations!"; - mes "It's a new record."; - mes "I'll put you on the high-"; - mes "score list immediately."; - set $TypingRecord,@mypoints; - set $TypingRecord$,strcharinfo(0); - close; - -s_Fail: - mes "^000000[Nils]"; - mes "I'm sorry you didn't type"; - mes "all characters correctly."; - mes "But remember, practice makes"; - mes "perfect!"; - close; - -s_Info: - mes "[Nils]"; - mes "The RO Typing Challenge"; - mes "is a game where you enter"; - mes "the given text as quickly as you"; - mes "can. The name of the top player"; - mes "is recorded for posterity. If you"; - mes "want fame, here's your chance!"; - next; - mes "[Nils]"; - mes "I'd just like to let"; - mes "you know that you type"; - mes "all the text that you see"; - mes "in the single input line that"; - mes "you're given. So don't press"; - mes "the enter key, just click 'OK'."; - close; - -s_Record: - mes "[Nils]"; - mes "^0000FF" + $TypingRecord$ + "^000000"; - mes "is the current"; - mes "record holder with"; - mes "a record of ^0000FF" + $TypingRecord + "^000000"; - mes "points. Try to beat"; - mes "that record next time~"; - close; - -} - -//============================================================ -//= The Airship System (Yuno -> Izlude -> Repeat) -//============================================================ - -airplane_01,243,74,4 script #AirshipWarp-3 45,2,2{ -OnTouch: - if($@airplanelocation2 == 1)warp "izlude",202,56; - if($@airplanelocation2 == 2)warp "yuno",20,265; - end; - -OnHide: - misceffect 16; - end; -OnUnhide: - misceffect 215; - end; -} - -airplane_01,243,29,4 script #AirshipWarp-4 45,2,2{ -OnTouch: - if($@airplanelocation2 == 1)warp "izlude",202,56; - if($@airplanelocation2 == 2)warp "yuno",20,265; - -OnHide: - misceffect 16; - end; -OnUnhide: - misceffect 215; - end; -} - -airplane_01,1,1,0 script YunoIzl_Airship -1,{ -OnInit: -while(1) -{ - initnpctimer; - setnpctimer 0; - set $@airplanelocation2,0; - donpcevent "#AirshipWarp-3::OnHide"; - donpcevent "#AirshipWarp-4::OnHide"; - disablenpc "#AirshipWarp-3"; - disablenpc "#AirshipWarp-4"; - mapannounce "airplane_01","The Airship is leaving the ground. Our next destination is Izlude.",1,0x00FF00; - end; -OnTimer15000: - mapannounce "airplane_01","We are heading to Izlude.",1,0x00FF00; - end; -OnTimer30000: - mapannounce "airplane_01","We will arrive in Izlude shortly.",1,0x00FF00; - end; -OnTimer45000: - set $@airplanelocation2,1; - enablenpc "#AirshipWarp-3"; - enablenpc "#AirshipWarp-4"; - donpcevent "#AirshipWarp-3::OnUnhide"; - donpcevent "#AirshipWarp-4::OnUnhide"; - mapannounce "airplane_01","Welcome to Izlude. Have a safe trip.",1,0x00FF00; - end; -OnTimer55000: - mapannounce "airplane_01","Currently, we are in Izlude. The Airship will leave shortly.",1,0x00FF00; - end; -OnTimer65000: - set $@airplanelocation2,0; - donpcevent "#AirshipWarp-3::OnHide"; - donpcevent "#AirshipWarp-4::OnHide"; - disablenpc "#AirshipWarp-3"; - disablenpc "#AirshipWarp-4"; - mapannounce "airplane_01","The Airship is leaving the ground. Our next destination is Yuno.",1,0x70DBDB; - end; -OnTimer80000: - mapannounce "airplane_01","We are heading to Yuno.",1,0x70DBDB; - end; -OnTimer95000: - mapannounce "airplane_01","We will arrive in Yuno shortly.",1,0x70DBDB; - end; -OnTimer110000: - set $@airplanelocation2,2; - enablenpc "#AirshipWarp-3"; - enablenpc "#AirshipWarp-4"; - donpcevent "#AirshipWarp-3::OnUnhide"; - donpcevent "#AirshipWarp-4::OnUnhide"; - mapannounce "airplane_01","Welcome to Yuno. Have a safe trip.",1,0x70DBDB; - end; -OnTimer120000: - mapannounce "airplane_01","Currently, we are in Yuno. The Airship will take off shortly.",1,0x70DBDB; - end; -OnTimer130000: - stoptimer; -} -} - -//============================================================ -//= Some normal NPCS (airplane_01) -//============================================================ - -airplane_01,240,64,5 duplicate(Exit2) Exit#05 857 - -airplane_01,247,64,5 duplicate(Exit2) Exit#06 857 - -airplane_01,240,39,1 duplicate(Exit2) Exit#07 857 - -airplane_01,247,39,1 duplicate(Exit2) Exit#08 857 - -airplane_01,100,69,2 duplicate(Airship Crew) Airship Crew#02 852 - -airplane_01,250,59,3 duplicate(AirshipInfo) Airship Staff#info 67 - -airplane_01,50,66,4 duplicate(AirshipApples) Meltz 86 - -airplane_01,32,61,4 duplicate(TypingContest) Nils 49 - -airplane_01,83,61,2 script Girl#10 72,{ - - mes "[Dianne]"; - mes "It's so weird!"; - mes "I went to visit the"; - mes "Airship Captain and"; - mes "all I saw was this"; - mes "weird reindeer. Oh!"; - mes "Do you think that..."; - close; - -} - -airplane_01,69,63,2 script Old Man#06 55,{ - - mes "[Mendel]"; - mes "As I expected, the"; - mes "in-flight meals are"; - mes "three star quality at best."; - mes "^111111*Harrrumph*^000000 I really should"; - mes "have brought my chef so that"; - mes "I could enjoy a real meal."; - close; - -} - -airplane_01,33,68,4 script Clarice 74,{ - callfunc "applegamble","Clarice"; - end; -} - -//============================================================ -//= The Izlude Airship Staff -//============================================================ - -izlude,201,54,3 script Airship Staff#izl 91,{ - - mes "[Airship Staff]"; - mes "Welcome to the Izlude Airship."; - mes "How may I help you?"; - next; - menu "Board the Airship",-,"Cancel",L_Cancel; - - mes "[Airship Staff]"; - mes "The Airship boarding fee"; - mes "is 1,200 zeny, but if you've"; - mes "got a Free Ticket for Airship,"; - mes "the fee will be waived. Will"; - mes "you board the Airship?"; - next; - menu "Yes",-,"No",L_Cancel; - - if(countitem(7311) > 0) goto L_GotTicket; - if(Zeny < 1200) goto L_NoZeny; - set Zeny, Zeny - 1200; - warp "airplane_01",224,64; - close; - - L_GotTicket: - delitem 7311,1; - warp "airplane_01",224,64; - close; - - L_NoZeny: - mes "[Airship Staff]"; - mes "You don't have enough zeny."; - close; - - L_Cancel: - mes "[Airship Staff]"; - mes "Thank you and"; - mes "have a nice day."; - close; -} - -//============================================================ -//= The Hugel Airship Staff -//============================================================ - -hugel,182,150,3 script Airship Staff#hu 91,{ - - mes "[Airship Staff]"; - mes "Welcome to the Schwarzwald Republic's Airship."; - mes "How may I help you?"; - next; - menu "Board the Airship",-,"Cancel",L_Cancel; - - mes "[Airship Staff]"; - mes "The Airship boarding fee"; - mes "is 1,200 zeny, but if you've"; - mes "got a Free Ticket for Airship,"; - mes "the fee will be waived. Will"; - mes "you board the Airship?"; - next; - menu "Yes",-,"No",L_Cancel; - - if(countitem(7311) > 0) goto L_GotTicket; - if(Zeny < 1200) goto L_NoZeny; - set Zeny, Zeny - 1200; - warp "airplane",224,64; - close; - - L_GotTicket: - delitem 7311,1; - warp "airplane",224,64; - close; - - L_NoZeny: - mes "[Airship Staff]"; - mes "You don't have enough zeny."; - close; - - L_Cancel: - mes "[Airship Staff]"; - mes "Thank you and"; - mes "have a nice day."; - close; -} - -//============================================================ -//= Yuno Airport NPCs -//============================================================ - -y_airport,144,63,4 script Airport Staff#Ein 91,{ - - mes "[Airship Staff]"; - mes "Good day!"; - mes "Would you like to go"; - mes "to ^FF0000Einbroch^000000,^FF0000Hugel^000000 or"; - mes "^FF0000Lighthalzen^000000?"; - next; - menu "Yes.",s_Warp,"No.",-; - - mes "[Airship Staff]"; - mes "Thank you and"; - mes "have a nice day."; - close; - -s_Warp: - mes "[Airship Staff]"; - mes "Thank you and"; - mes "have a nice day."; - close2; - warp "yuno",57,240; - end; - -} - -y_airport,141,63,4 script Airport Staff#Izl 91,{ - - mes "[Airship Staff]"; - mes "Good day!"; - mes "Would you like to go"; - mes "to ^FF0000Izlude^000000?"; - next; - menu "Yes.",s_Warp,"No.",-; - - mes "[Airship Staff]"; - mes "Thank you and"; - mes "have a nice day."; - close; - -s_Warp: - mes "[Airship Staff]"; - mes "Thank you and"; - mes "have a nice day."; - close2; - warp "yuno",50,240; - end; - -} - -//============================================================ -//= Apple Gambling Function -//============================================================ - -function script applegamble { - mes "["+getarg(0)+"]"; - mes "Hi, I'm "+getarg(0)+"~"; - mes "How would you like"; - mes "to wager some Apples"; - mes "in a friendly game of Dice?"; - next; - switch(select("Play Dice Game:Learn Dice Game Rules:Cancel")){ - case 3: - mes "["+getarg(0)+"]"; - mes "I'm up for a game of"; - mes "dice whenever you feel"; - mes "like it. Just talk to me if"; - mes "you ever get hit with the"; - mes "sudden urge to gamle, kay?"; - close; - case 2: - mes "["+getarg(0)+"]"; - mes "The rules for the Dice game"; - mes "are pretty simple. First, you"; - mes "place a bet by wagering Apples."; - mes "You can bet a maximum of 50"; - mes "Apples at a time. To keep things"; - mes "legal, I can only accept Apples."; - next; - mes "["+getarg(0)+"]"; - mes "But hey, if all that zeny"; - mes "is burning a hole in your"; - mes "pocket, head over to Fruitz"; - mes "and you can buy as many"; - mes "Apples as you want, playah~"; - next; - mes "["+getarg(0)+"]"; - mes "Now, we begin with me"; - mes "rolling wto 6-sided dice."; - mes "When it's your turn, you'll"; - mes "roll two 6-sided dice. After"; - mes "that, both of us will have the"; - mes "option of rolling a third die."; - next; - mes "["+getarg(0)+"]"; - mes "Now here's the important"; - mes "thing. If your total is higher"; - mes "than 12, you'll bust, meaning"; - mes "that you lose. Otherwise, the"; - mes "person with the higher total"; - mes "is the winner. Got it?"; - next; - mes "["+getarg(0)+"]"; - mes "Now, you'll be the first"; - mes "to decide whether or not"; - mes "you'll roll the third die. Then,"; - mes "depending on your result, I'll"; - mes "roll my third die... Or maybe not."; - next; - mes "["+getarg(0)+"]"; - mes "When you win, you'll"; - mes "receive twice as many"; - mes "Apples as you wagered."; - mes "But if we happen to tie, you"; - mes "get the Apples that you bet"; - mes "returned to you. Fair, right?"; - close; - case 1: - break; - } - mes "["+getarg(0)+"]"; - mes "Ooh, so you'll play with"; - mes "me? Great! How many"; - mes "Apples would you like to bet?"; - mes "Remember, you can wager"; - mes "up to 50 Apples. If you'd like"; - mes "to cancel, please enter '0'."; - next; -L_Input: - input @amount; - if(@amount == 0) { - mes "["+getarg(0)+"]"; - mes "Changed your mind?"; - mes "I understand. Well then,"; - mes "I hope we can play sometime."; - close; - } - if(@amount > 50) set @amount,50; - mes "["+getarg(0)+"]"; - mes "So you'll be"; - mes "betting ^FF0000"+@amount+"^000000 Apples."; - mes "Is that right?"; - next; - if(select("Yes:No")==2){ - mes "["+getarg(0)+"]"; - mes "Mm, made a mistake?"; - mes "Alright, please enter the"; - mes "number of Apples you"; - mes "wish to place in this bet"; - next; - goto L_Input; - } - if(countitem(512)<@amount){ - //more apples then in inventory - //-Improvised- - mes "["+getarg(0)+"]"; - mes "Ooh..."; - mes "You don't have that"; - mes "much Apples with you,"; - mes "now do you?"; - close; - } - delitem 512,@amount; - mes "["+getarg(0)+"]"; - mes "Good!"; - mes "Now we can start"; - mes "this game! I'll roll first~"; - next; - mes "^0000FF*Rolling and rumbling*"; - set @table1,rand(1,6); - set @table2,rand(1,6); - set @tablesub,@table1+@table2; - next; - mes "I rolled a "+@table1+" and a "+@table2+","; - mes "giving me a total of "+@tablesub+"."; - mes "Now it's your turn,"; - mes strcharinfo(0)+"."; - next; - menu "Roll Dice.",-; - - mes "^0000FF*Rolling and rumbling*"; - set @player1,rand(1,6); - set @player2,rand(1,6); - set @playersub,@player1+@player2; - next; - mes "["+getarg(0)+"]"; - mes strcharinfo(0)+","; - mes "you rolled a "+@player1+" and a "+@player2+","; - mes "giving you a total of ^FF0000"+@playersub+"^000000."; - next; - mes "["+getarg(0)+"]"; - if(@playersub == @tablesub) { - mes "Well, well, well."; - mes "Both of us have a total"; - mes "of "+@playersub+". Well, the ball's in"; - mes "your court. Are you going"; - mes "to roll your third die,"; - mes strcharinfo(0)+"?"; - } else if(@playersub > @tablesub) { - mes "Since my total is only ^0000FF"+@tablesub+"^000000,"; - mes "you have the advantage for"; - mes "now with your total of ^FF0000"+@playersub+"^000000. Do"; - mes "you wanna roll one more die?"; - mes "Remember, you'll bust if all three"; - mes "of your dice total more than 12."; - } else if(@tablesub > @playersub) { - mes "Since my total is ^0000FF"+@tablesub+"^000000,"; - mes "I have the advantage for"; - mes "now with your total of ^FF0000"+@playersub+"^000000. Do"; - mes "you wanna roll one more die?"; - mes "Remember, you'll bust if all three"; - mes "of your dice total more than 12."; - } - next; - if(select("Roll another dice.:Don't Roll.")==2){ - mes "["+getarg(0)+"]"; - mes "Not gonna roll, huh?"; - if(@tablesub == @playersub) { - mes "You better hope I roll"; - mes "too high and bust, or"; - mes "I'll beat you for sure!"; - mes "Okay, here goes nothing..."; - next; - goto L_Table3; - } else if(@tablesub < @playersub) { - next; - mes "["+getarg(0)+"]"; - mes "Alright, I see that you"; - mes "don't want to risk rolling"; - mes "higher than 12 and busting."; - mes "I'll go ahead and roll then."; - next; - goto L_Table3; - } else if(@tablesub > @playersub) { - //you have a lower sub total then table, and do not roll 3th -Improvised- - mes "["+getarg(0)+"]"; - mes "Not gonna roll, huh?"; - mes "Well, then I'm not"; - mes "gonna roll either."; - next; - mes "["+getarg(0)+"]"; - mes "That means that I"; - mes "have a total of ^0000FF"+@tablesub+"^000000"; - mes "wich beats your ^FF0000"+@playersub+"^000000."; - mes "I'm sorry, but you lose"; - mes "this game, "+strcharinfo(0)+". Better"; - mes "luck next time."; - } - close; - } - mes "^0000FF*Rolling and rumbling*"; - set @player3,rand(1,6); - set @playersub,@playersub+@player3; - if(@playersub > 12) { - //player bust --Improvised-- - next; - mes "["+getarg(0)+"]"; - mes "Oh my... You rolled a ^FF000"+@player3+"^000000,"; - mes "making your total ^FF0000"+@playersub+"^000000."; - mes "That's more then 12, meaning you bust."; - mes "Sorry, but you lose this"; - mes "game, "+strcharinfo(0)+"."; - close; - } - next; - mes "["+getarg(0)+"]"; - mes "Oh hey! You rolled"; - if(@playersub >= @tablesub) { - mes "a ^FF0000"+@player3+"^000000, giving you a total"; - mes "of ^FF0000"+@playersub+"^000000. Now, if I don't"; - mes "roll, I'll lose for sure!"; - mes "I'm gonna go for it..."; - next; - goto L_Table3; - } else if(@playersub < @tablesub) { - //player's sub together with 3th die is still too low - //--Improvised-- - mes "a ^FF0000"+@player3+"^000000, giving"; - mes "you a total of ^FF0000"+@playersub+"^000000."; - mes "Wich still isn't enough"; - mes "to beat my ^0000FF"+@tablesub+"^000000."; - mes "Sorry, but you lose this"; - mes "game, "+strcharinfo(0)+". Them's"; - mes "the breaks, I suppose..."; - close; - } -L_Table3: - mes "^0000FF*Rolling and rumbling*"; - set @table3,rand(1,6); - set @tablesub,@tablesub+@table3; - next; - if(@tablesub > 12) { - mes "["+getarg(0)+"]"; - mes "Eh? I rolled a ^0000FF"+@table3+"^000000, making"; - mes "my total ^0000FF"+@tablesub+"^000000. I hate to say"; - mes "it, but I gambled and lost."; - mes "Take your winnings before"; - mes "I cry, "+strcharinfo(0)+"~!"; - close2; - getitem 512,@amount*2; - end; - } - mes "["+getarg(0)+"]"; - if(@tablesub < @playersub) { - mes "I rolled a "+@table3+", which"; - mes "gives me a total of ^0000FF"+@tablesub+"^000000."; - mes "But... It's still not enough"; - mes "to beat your ^FF0000"+@playersub+"^000000. It looks"; - mes "like I can't compete with"; - mes "you, "+strcharinfo(0)+"..."; - close2; - getitem 512,@amount*2; - end; - } else if(@tablesub > @playersub) { - mes "I rolled a ^0000FF"+@table3+"^000000, giving"; - mes "me a total of ^0000FF"+@tablesub+"^000000 which"; - mes "beats your total of ^FF0000"+@playersub+"^000000."; - mes "Sorry, but you lose this"; - mes "game, "+strcharinfo(0)+". Them's"; - mes "the breaks, I suppose..."; - close; - } else if(@tablesub == @playersub) { - //Result = tie, --Improvised-- - mes "I rolled a ^0000FF"+@table3+"^000000, giving"; - mes "me a total of ^0000FF"+@tablesub+"^000000, which"; - mes "is the same as your total."; - mes "Well, this game didn't have a"; - mes "winner or loser, "+strcharinfo(0)+"."; - close2; - getitem 512,@amount; - end; - } -} diff --git a/npc/warps/dungeons/rachel_dun.txt b/npc/warps/dungeons/rachel_dun.txt index abbb101a4..a320f2f10 100644 --- a/npc/warps/dungeons/rachel_dun.txt +++ b/npc/warps/dungeons/rachel_dun.txt @@ -15,16 +15,10 @@ //======================================================== ra_san01,139,13,0 script sanctuary01 45,1,1,{ - switch(rand(3)){ - case 1: - warp "ra_san02",213,275; - break; - case 2: - warp "ra_san03",119,283; - break; - default: - warp "ra_san04",119,110; - break; + switch(rand(3)) { + case 1: warp "ra_san02",213,275; break; + case 2: warp "ra_san03",119,283; break; + default: warp "ra_san04",119,110; break; } } -- cgit v1.2.3-70-g09d2