From 1e8223a21236bce8f13074d943f8c2055eaaa726 Mon Sep 17 00:00:00 2001 From: Haru Date: Sat, 14 Mar 2015 04:02:57 +0100 Subject: Fixed a script function related memory leak on mapserver shutdown - If a script function was running when the server is shut down, the memory allocated by its local variables would not get freed. - Special thanks to Ind. Signed-off-by: Haru --- src/map/script.c | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/src/map/script.c b/src/map/script.c index 235b7b8d5..39f8a7b63 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -3387,15 +3387,13 @@ void script_free_code(struct script_code* code) { nullpo_retv(code); - if( code->instances ) + if (code->instances) script->stop_instances(code); - else { - script->free_vars(code->local.vars); - if( code->local.arrays ) - code->local.arrays->destroy(code->local.arrays,script->array_free_db); - } - aFree( code->script_buf ); - aFree( code ); + script->free_vars(code->local.vars); + if (code->local.arrays) + code->local.arrays->destroy(code->local.arrays,script->array_free_db); + aFree(code->script_buf); + aFree(code); } /// Creates a new script state. -- cgit v1.2.3-70-g09d2 From 40038df7efafa5856de20312e419377b1fec6d17 Mon Sep 17 00:00:00 2001 From: Haru Date: Sat, 14 Mar 2015 04:14:28 +0100 Subject: Fixed HPMHooking release build in MSVC 10-12 - Fixes bugreport:8571 - thanks to Ind, Khonsu http://hercules.ws/board/tracker/issue-8571-hpm-hooking-defines-missing-in-release-builds-for-msvc/ Signed-off-by: Haru --- vcproj-10/plugin-HPMHooking_char.vcxproj | 2 +- vcproj-10/plugin-HPMHooking_login.vcxproj | 2 +- vcproj-10/plugin-HPMHooking_map.vcxproj | 2 +- vcproj-11/plugin-HPMHooking_char.vcxproj | 2 +- vcproj-11/plugin-HPMHooking_login.vcxproj | 2 +- vcproj-11/plugin-HPMHooking_map.vcxproj | 2 +- vcproj-12/plugin-HPMHooking_char.vcxproj | 2 +- vcproj-12/plugin-HPMHooking_login.vcxproj | 2 +- vcproj-12/plugin-HPMHooking_map.vcxproj | 2 +- 9 files changed, 9 insertions(+), 9 deletions(-) diff --git a/vcproj-10/plugin-HPMHooking_char.vcxproj b/vcproj-10/plugin-HPMHooking_char.vcxproj index 9b4610371..367eb68f4 100644 --- a/vcproj-10/plugin-HPMHooking_char.vcxproj +++ b/vcproj-10/plugin-HPMHooking_char.vcxproj @@ -86,7 +86,7 @@ /MP %(AdditionalOptions) MaxSpeed ..\src\common;..\3rdparty\msinttypes\include;%(AdditionalIncludeDirectories) - NDEBUG;WIN32;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + NDEBUG;WIN32;_WINDOWS;_USRDLL;HPMHOOKING_CHAR;%(PreprocessorDefinitions) MultiThreaded Level3 ProgramDatabase diff --git a/vcproj-10/plugin-HPMHooking_login.vcxproj b/vcproj-10/plugin-HPMHooking_login.vcxproj index 0ce039de4..7e412bfcd 100644 --- a/vcproj-10/plugin-HPMHooking_login.vcxproj +++ b/vcproj-10/plugin-HPMHooking_login.vcxproj @@ -86,7 +86,7 @@ /MP %(AdditionalOptions) MaxSpeed ..\src\common;..\3rdparty\msinttypes\include;%(AdditionalIncludeDirectories) - NDEBUG;WIN32;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + NDEBUG;WIN32;_WINDOWS;_USRDLL;HPMHOOKING_LOGIN;%(PreprocessorDefinitions) MultiThreaded Level3 ProgramDatabase diff --git a/vcproj-10/plugin-HPMHooking_map.vcxproj b/vcproj-10/plugin-HPMHooking_map.vcxproj index cce245c50..1aad17da1 100644 --- a/vcproj-10/plugin-HPMHooking_map.vcxproj +++ b/vcproj-10/plugin-HPMHooking_map.vcxproj @@ -86,7 +86,7 @@ /MP %(AdditionalOptions) MaxSpeed ..\src\common;..\3rdparty\msinttypes\include;%(AdditionalIncludeDirectories) - NDEBUG;WIN32;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + NDEBUG;WIN32;_WINDOWS;_USRDLL;HPMHOOKING_MAP;%(PreprocessorDefinitions) MultiThreaded Level3 ProgramDatabase diff --git a/vcproj-11/plugin-HPMHooking_char.vcxproj b/vcproj-11/plugin-HPMHooking_char.vcxproj index fced03de1..4ca3fb90e 100644 --- a/vcproj-11/plugin-HPMHooking_char.vcxproj +++ b/vcproj-11/plugin-HPMHooking_char.vcxproj @@ -88,7 +88,7 @@ /MP %(AdditionalOptions) MaxSpeed ..\src\common;..\3rdparty\msinttypes\include;%(AdditionalIncludeDirectories) - NDEBUG;WIN32;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + NDEBUG;WIN32;_WINDOWS;_USRDLL;HPMHOOKING_CHAR;%(PreprocessorDefinitions) MultiThreaded Level3 ProgramDatabase diff --git a/vcproj-11/plugin-HPMHooking_login.vcxproj b/vcproj-11/plugin-HPMHooking_login.vcxproj index 046d61acf..2b3f5a776 100644 --- a/vcproj-11/plugin-HPMHooking_login.vcxproj +++ b/vcproj-11/plugin-HPMHooking_login.vcxproj @@ -88,7 +88,7 @@ /MP %(AdditionalOptions) MaxSpeed ..\src\common;..\3rdparty\msinttypes\include;%(AdditionalIncludeDirectories) - NDEBUG;WIN32;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + NDEBUG;WIN32;_WINDOWS;_USRDLL;HPMHOOKING_LOGIN;%(PreprocessorDefinitions) MultiThreaded Level3 ProgramDatabase diff --git a/vcproj-11/plugin-HPMHooking_map.vcxproj b/vcproj-11/plugin-HPMHooking_map.vcxproj index 5b8a5cfb0..20e3acebd 100644 --- a/vcproj-11/plugin-HPMHooking_map.vcxproj +++ b/vcproj-11/plugin-HPMHooking_map.vcxproj @@ -88,7 +88,7 @@ /MP %(AdditionalOptions) MaxSpeed ..\src\common;..\3rdparty\msinttypes\include;%(AdditionalIncludeDirectories) - NDEBUG;WIN32;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + NDEBUG;WIN32;_WINDOWS;_USRDLL;HPMHOOKING_MAP;%(PreprocessorDefinitions) MultiThreaded Level3 ProgramDatabase diff --git a/vcproj-12/plugin-HPMHooking_char.vcxproj b/vcproj-12/plugin-HPMHooking_char.vcxproj index f1b13d6c4..7399a54c5 100644 --- a/vcproj-12/plugin-HPMHooking_char.vcxproj +++ b/vcproj-12/plugin-HPMHooking_char.vcxproj @@ -88,7 +88,7 @@ /MP %(AdditionalOptions) MaxSpeed ..\src\common;..\3rdparty\msinttypes\include;%(AdditionalIncludeDirectories) - NDEBUG;WIN32;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + NDEBUG;WIN32;_WINDOWS;_USRDLL;HPMHOOKING_CHAR;%(PreprocessorDefinitions) MultiThreaded Level3 ProgramDatabase diff --git a/vcproj-12/plugin-HPMHooking_login.vcxproj b/vcproj-12/plugin-HPMHooking_login.vcxproj index 62e723a3a..ea4af7242 100644 --- a/vcproj-12/plugin-HPMHooking_login.vcxproj +++ b/vcproj-12/plugin-HPMHooking_login.vcxproj @@ -88,7 +88,7 @@ /MP %(AdditionalOptions) MaxSpeed ..\src\common;..\3rdparty\msinttypes\include;%(AdditionalIncludeDirectories) - NDEBUG;WIN32;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + NDEBUG;WIN32;_WINDOWS;_USRDLL;HPMHOOKING_LOGIN;%(PreprocessorDefinitions) MultiThreaded Level3 ProgramDatabase diff --git a/vcproj-12/plugin-HPMHooking_map.vcxproj b/vcproj-12/plugin-HPMHooking_map.vcxproj index afa5ac197..a723ed9ed 100644 --- a/vcproj-12/plugin-HPMHooking_map.vcxproj +++ b/vcproj-12/plugin-HPMHooking_map.vcxproj @@ -88,7 +88,7 @@ /MP %(AdditionalOptions) MaxSpeed ..\src\common;..\3rdparty\msinttypes\include;%(AdditionalIncludeDirectories) - NDEBUG;WIN32;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + NDEBUG;WIN32;_WINDOWS;_USRDLL;HPMHOOKING_MAP;%(PreprocessorDefinitions) MultiThreaded Level3 ProgramDatabase -- cgit v1.2.3-70-g09d2 From 8e1884e7e61272e1fa7077cf5903f8451c9c5644 Mon Sep 17 00:00:00 2001 From: Dastgir Date: Sat, 14 Mar 2015 19:40:02 +0530 Subject: Eden Quests Update - Credits rAthena - 001e6967d417d0c7c6dce1069ddef9acd1b87d57 --- npc/re/quests/eden/eden_quests.txt | 5621 +++++++++++++++--------------------- 1 file changed, 2405 insertions(+), 3216 deletions(-) diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt index 7ad15eca6..e75191c56 100644 --- a/npc/re/quests/eden/eden_quests.txt +++ b/npc/re/quests/eden/eden_quests.txt @@ -3,11 +3,11 @@ //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== -//= 1.5 +//= 2.1 //===== Description: ========================================= //= Eden Group Headquarter NPCs. -//===== Additional Comments: ================================= -//= 1.0 First Version. +//===== Changelogs: ========================================== +//= 1.0 First Version. [L0ne_W0lf] //= 1.1 Removed unencoded comments (Korean -> Gibberish) //= Readded the GM helper NPC, commented out. //= 1.2 Some little optimization here and there. [Masao] @@ -17,1075 +17,592 @@ //= 1.4a Added 'npcskill' command. [Euphy] //= 1.4b Added 'disable_items' command. [Euphy] //= 1.5 Added GM management function. [Euphy] +//= 1.6 Kagerou/Oboro support (Class -> BaseClass) [Euphy] +//= 2.0 Updated Instructor Ur's quests. [Capuche] +//= 2.1 Updated Blacksmith Thorn and Weapons Expert NPC. [Capuche] //============================================================ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ - if (countitem(6219) > 0) { - if (para_suv01 == 0) { - mes "[Boya]"; - mes "What's up?"; - mes "If you have any normal missions use the bulletin board."; - next; - switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) { - case 1: - mes "[Boya]"; - mes "I give training missions to members."; - mes "That's why they participate in it."; - mes "If they don't want to get in trouble, it's essential."; - next; - mes "[Boya]"; - mes "Through battle training they can improve their real experience."; - mes "The members that prove themselves will even get a reward."; - next; - mes "[Boya]"; - mes "We gave them special equipmant that we have made."; - mes "These gifts are for people who are really doing their best."; - next; - mes "[Boya]"; - mes "If you are curious, you can join."; - mes "The training battle course is not very difficult."; - mes "There's nothing to worry about."; - next; - mes "[Boya]"; - mes "If you want to join, don't hesitate."; - next; - switch (select("Participate in the training.:Ignore.")) { - case 1: - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - if (BaseLevel < 12) { - mes "[Boya]"; - mes "Umm. You should raise your level more!"; - mes "You need to be at least level 12!"; - mes "I'm sorry but those are the rules."; - close; - } - if ((BaseLevel > 11) && (BaseLevel < 20)) { - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "The first step is course A."; - mes "Course A is called 'Conquer the Desert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "^4d4dffThere is a desert town called Morroc."; - mes "From there go south and then east. There is small oasis in the center of that field.^000000"; - next; - mes "[Boya]"; - mes "If you go there, you will find a dog around the oasis."; - mes "He is really mysterious and he can speak so don't be suprised."; - next; - mes "[Boya]"; - mes "Tell the dog ^4d4dffBoya is really great.^000000"; - mes "If you have any questions ask that dog."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "I had to come up with a password right?"; - mes "What's wrong with that password?"; - next; - mes "[Boya]"; - mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 1; - setquest 7128; - close; - } - if ((BaseLevel > 19) && (BaseLevel < 26)) { - mes "[Boya]"; - mes "I'll send you to the first step of course B."; - mes "Course B is called 'Conquer the Culvert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "You need to register to explore the culvert in Prontera at the Knight Guild."; - mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; - next; - mes "[Boya]"; - mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; - next; - mes "[Boya]"; - mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; - mes "He is really mysterious and he can speak so don't be suprised."; - mes "He will give you a battle target when you tell him that."; - mes "If you have any questions ask the cat."; - next; - mes "[Boya]"; - mes "Why are you staring at me like that?"; - mes "It's just a password that I made up."; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 6; - setquest 7133; - close; - } - if ((BaseLevel > 25) && (BaseLevel < 33)) { - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - mes "[Boya]"; - mes "I'll send you to the second step of course A."; - mes "This course is called 'Conquer the Ghost Cave!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "There is a small archer village north of Payon."; - mes "There is a cave on the western hill of the archer village."; - next; - mes "[Boya]"; - mes "We have dispatched someone in front of the cave."; - mes "His name is... um..."; - mes "..."; - next; - mes "[Boya]"; - mes "Anyway he is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 13; - setquest 7138; - close; - } - if ((BaseLevel > 32) && (BaseLevel < 40)) { - mes "[Boya]"; - mes "I'll send you to the 2nd step of course B."; - mes "This course is called 'Conquer Anthell!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Travel just southwest of Morroc City."; - mes "There you will find a hole in the ground to a cave called Anthell."; - next; - mes "[Boya]"; - mes "There are lots of ants in there. kk?"; - mes "It is also covered in sand so be careful in there ok."; - next; - mes "[Boya]"; - mes "That's why it's called ant hell."; - mes "One of our members will be waiting there."; - mes "His name is... K? M? Hmm? Anyway I can't remember."; - next; - mes "[Boya]"; - mes "He is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have any questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, blessing you~!!"; - para_suv01 = 17; - setquest 7142; - close; - } - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - case 2: - mes "[Boya]"; - mes "It's all your decision."; - mes "It's not my business but you should probably reconsider."; - close; - } - case 2: - mes "[Boya]"; - mes "Huh?"; - mes "You are so honest!"; - mes "Gosh. You wanted to know something about equipment?"; - next; - mes "[Boya]"; - mes "I have a uniform set which is free for our group members."; - mes "But, I can't give it for free."; - next; - mes "[Boya]"; - mes "We give it to great participants who do their best in the training."; - next; - mes "-Boya eyes you from top to bottom."; - mes "Hmm... he seems to think something is wrong.-"; - next; - mes "[Boya]"; - mes "Due to emotion."; - next; - select("What?!"); - mes "[Boya]"; - mes "So, will you join the training or not?"; - mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight."; - mes "Make a decision, hurry."; - next; - switch (select("Participate in the training.:Refuse!!")) { - case 1: - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - if (BaseLevel < 12) { - mes "[Boya]"; - mes "Umm. You should raise your level more!"; - mes "You need to be at least level 12!"; - mes "I'm sorry but those are the rules."; - close; - } - if ((BaseLevel > 11) && (BaseLevel < 20)) { - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "The first step is course A."; - mes "Course A is called 'Conquer the Desert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "^4d4dffThere is a desert town called Morroc."; - mes "From there go south and then east. There is small oasis in the center of that field.^000000"; - next; - mes "[Boya]"; - mes "If you go there, you will find a dog around the oasis."; - mes "He is really mysterious and he can speak so don't be suprised."; - next; - mes "[Boya]"; - mes "Tell the dog ^4d4dffBoya is really great.^000000"; - mes "If you have any questions ask that dog."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "I had to come up with a password right?"; - mes "What's wrong with that password?"; - next; - mes "[Boya]"; - mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 1; - setquest 7128; - close; - } - if ((BaseLevel > 19) && (BaseLevel < 26)) { - mes "[Boya]"; - mes "I'll send you to the first step of course B."; - mes "Course B is called 'Conquer the Culvert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "You need to register to explore the culvert in Prontera at the Knight Guild."; - mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; - next; - mes "[Boya]"; - mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; - next; - mes "[Boya]"; - mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; - mes "He is really mysterious and he can speak so don't be suprised."; - mes "He will give you a battle target when you tell him that."; - mes "If you have any questions ask the cat."; - next; - mes "[Boya]"; - mes "Why are you staring at me like that?"; - mes "It's just a password that I made up."; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 6; - setquest 7133; - close; - } - if ((BaseLevel > 25) && (BaseLevel < 33)) { - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - mes "[Boya]"; - mes "I'll send you to the second step of course A."; - mes "This course is called 'Conquer the Ghost Cave!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "There is a small archer village north of Payon."; - mes "There is a cave on the western hill of the archer village."; - next; - mes "[Boya]"; - mes "We have dispatched someone in front of the cave."; - mes "His name is... um..."; - mes "..."; - next; - mes "[Boya]"; - mes "Anyway he is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 13; - setquest 7138; - close; - } - if ((BaseLevel > 32) && (BaseLevel < 40)) { - mes "[Boya]"; - mes "I'll send you to the 2nd step of course B."; - mes "This course is called 'Conquer Anthell!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Travel just southwest of Morroc City."; - mes "There you will find a hole in the ground to a cave called Anthell."; - next; - mes "[Boya]"; - mes "There are lots of ants in there. kk?"; - mes "It is also covered in sand so be careful in there ok."; - next; - mes "[Boya]"; - mes "That's why it's called ant hell."; - mes "One of our members will be waiting there."; - mes "His name is... K? M? Hmm? Anyway I can't remember."; - next; - mes "[Boya]"; - mes "He is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have any questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, blessing you~!!"; - para_suv01 = 17; - setquest 7142; - close; - } - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - case 2: - mes "[Boya]"; - mes "You are so rude!"; - specialeffect2 EF_HIT1; - percentheal -50,0; - next; - mes "-Beats quickly and this shining Rune Knight turns invisible."; - mes "It hurts too much-"; - close; - } - case 3: - mes "[Boya]"; - mes "Don't bother me."; - close; - } - } - if ((para_suv01 > 0) && (para_suv01 < 5)) { - mes "[Boya]"; - mes "Hey, I already talked all about the training areas."; - mes "I will explain again please concentrate."; - next; - mes "[Boya]"; - mes "An oasis souteast of Morroc."; - mes "There is a big dog in the center."; - mes "The detailed story is written in the log, see?"; - close; - } - if (para_suv01 == 5) { - mes "[Boya]"; - mes "Oh you've come back."; - mes "Good job."; - mes "Now you are adapting."; - next; - mes "[Boya]"; - mes "Completed step 1."; - mes "Congratulations."; - mes "We will give you a uniform and some equipment."; - next; - mes "[Boya]"; - mes "Can you see a large blue gate next to the board?"; - mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; - next; - mes "[Boya]"; - mes "Inform the manager that I sent you. He will give you some stuff."; - mes "Go go go!"; - para_suv01 = 11; - completequest 7132; - close; - } - if ((para_suv01 > 5) && (para_suv01 < 10)) { + mes "[Boya]"; + if (countitem(Para_Team_Mark) < 1) { + mes "You are not in my group are you?"; + mes "I don't have anything to say to outsiders."; + mes "If you want something register with my group."; + next; + mes "[Boya]"; + mes "To register with the Eden Group ask Laime Evenor next to me."; + close; + } + if (para_suv01 == 0) { + mes "What's up?"; + mes "If you have any normal missions use the bulletin board."; + next; + switch (select("What is your responsibility?:Don't you have equipment?:Ignore.")) { mes "[Boya]"; - mes "The training name was 'Conquer the Culvert!."; - mes "Did you explore the culvert fully?"; + case 1: + mes "I give training missions to members."; + mes "That's why they participate in it."; + mes "If they don't want to get in trouble, it's essential."; next; mes "[Boya]"; - mes "Come back when you've completed all the courses from the local trainer."; - close; - } - if (para_suv01 == 10) { - mes "[Boya]"; - mes "Oh you're back."; - mes "Good job."; - mes "Now you are adapting."; + mes "Through battle training they can improve their real experience."; + mes "The members that prove themselves will even get a reward."; next; mes "[Boya]"; - mes "Completed step 1."; - mes "Congratulations."; - mes "My team will give you a uniform and some equipment."; + mes "We gave them special equipmant that we have made."; + mes "These gifts are for people who are really doing their best."; next; mes "[Boya]"; - mes "Can you see a large blue gate next to the board?"; - mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + mes "If you are curious, you can join."; + mes "The training battle course is not very difficult."; + mes "There's nothing to worry about."; next; mes "[Boya]"; - mes "Inform the manager that I sent you. He will give you some stuff."; - mes "Go go go!"; - para_suv01 = 11; - completequest 7137; - close; - } - if (para_suv01 == 11) { - mes "[Boya]"; - mes "What are you doing?"; - mes "Get the equipment from the storage manager."; - mes "Our uniform is pretty awesome haha."; - close; - } - if (para_suv01 == 12) { - mes "[Boya]"; - mes "Um, did you like the supplies?"; - mes "I like the red hat."; - mes "The red ribbon is really cute."; + mes "If you want to join, don't hesitate."; next; - if (BaseLevel > 25) { + switch (select("Participate in the training.:Ignore.")) { mes "[Boya]"; - mes "And you seem to."; - mes "Able to take upper class, now."; - mes "What about it, do you want?"; - next; - switch (select("No, way.:Absolutely, I will.")) { - case 1: - mes "[Boya]"; - mes "Really?"; - mes "Actually I don't care but the uniform will be changed as upper class."; - close; - case 2: - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - if ((BaseLevel > 25) && (BaseLevel < 33)) { - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - mes "[Boya]"; - mes "I'll send you to the second step of course A."; - mes "This course is called 'Conquer the Ghost Cave!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "There is a small archer village north of Payon."; - mes "There is a cave on the western hill of the archer village."; - next; - mes "[Boya]"; - mes "We have dispatched someone in front of the cave."; - mes "His name is... um..."; - mes "..."; - next; - mes "[Boya]"; - mes "Anyway he is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 13; - setquest 7138; - close; - } - if ((BaseLevel > 32) && (BaseLevel < 40)) { - mes "[Boya]"; - mes "I'll send you to the 2nd step of course B."; - mes "This course is called 'Conquer Anthell!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Travel just southwest of Morroc City."; - mes "There you will find a hole in the ground to a cave called Anthell."; - next; - mes "[Boya]"; - mes "There are lots of ants in there. kk?"; - mes "It is also covered in sand so be careful in there ok."; - next; - mes "[Boya]"; - mes "That's why it's called ant hell."; - mes "One of our members will be waiting there."; - mes "His name is... K? M? Hmm? Anyway I can't remember."; - next; - mes "[Boya]"; - mes "He is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have any questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, blessing you~!!"; - para_suv01 = 17; - setquest 7142; - close; - } - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - } + case 1: + callsub S_Quest1; + callsub S_Quest2; + callsub S_Quest3; + case 2: + mes "It's all your decision."; + mes "It's not my business but you should probably reconsider."; + close; } - mes "[Boya]"; - mes "The battle training is organized into steps."; - mes "When you able to join next step come back again after leveling more."; - next; - mes "[Boya]"; - mes "The next training step is available for those over Level 26."; - mes "When you reach that level, come by again. get it?"; - close; - } - if ((para_suv01 > 12) && (para_suv01 < 16)) { - mes "[Boya]"; - mes "The training area is at the north cave of Payon."; - mes "A staff member is already dispatched there."; - mes "Find him and follow his directions."; - close; - } - if (para_suv01 == 16) { - mes "[Boya]"; - mes "You finished the second step of training."; - mes "Now do you understand how this world is organized?"; + case 2: + mes "Huh?"; + mes "You are so honest!"; + mes "Gosh. You wanted to know something about equipment?"; next; mes "[Boya]"; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with what you need."; + mes "I have a uniform set which is free for our group members."; + mes "But, I can't give it for free."; next; mes "[Boya]"; - mes "Choose an equipment that fits your particular set of skills."; - para_suv01 = 22; - completequest 7141; - close; - } - if ((para_suv01 > 16) && (para_suv01 < 21)) { - mes "[Boya]"; - mes "The training area is southwest of Morroc."; - mes "Enter the Saint Darmain Fortress to reach it directly."; + mes "We give it to great participants who do their best in the training."; next; - mes "[Boya]"; - mes "There's someone there named... Uh... he is waiting for you to follow his direction."; - close; - } - if (para_suv01 == 21) { - mes "[Boya]"; - mes "You finished the second step of training."; - mes "Now do you understand how this world is organized?"; + mes "-Boya eyes you from top to bottom."; + mes "Hmm... he seems to think something is wrong.-"; next; mes "[Boya]"; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with what you need."; + mes "Due to emotion."; next; + select("What?!"); mes "[Boya]"; - mes "The person in charge of equipment storage will supply you with what you need."; - para_suv01 = 22; - completequest 7146; - close; - } - if (para_suv01 == 22) { - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; + mes "So, will you join the training or not?"; + mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight."; + mes "Make a decision, hurry."; next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + switch (select("Participate in the training.:Refuse!!")) { + mes "[Boya]"; + case 1: + callsub S_Quest1; + callsub S_Quest2; + callsub S_Quest3; + case 2: + mes "You are so rude!"; + specialeffect2 EF_HIT1; + percentheal -50,0; + next; + mes "-Beats quickly and this shining Rune Knight turns invisible."; + mes "It hurts too much-"; + close; + } + case 3: + mes "Don't bother me."; close; } - if (para_suv01 == 23) { - mes "[Boya]"; - mes "Hey long time no see."; - mes "So what's up?"; + } + else if (para_suv01 < 5) { + mes "Hey, I already talked all about the training areas."; + mes "I will explain again please concentrate."; + next; + mes "[Boya]"; + mes "An oasis souteast of Morroc."; + mes "There is a big dog in the center."; + mes "The detailed story is written in the log, see?"; + } + else if (para_suv01 == 5) { + mes "Oh you've come back."; + mes "Good job."; + mes "Now you are adapting."; + next; + mes "[Boya]"; + mes "Completed step 1."; + mes "Congratulations."; + mes "We will give you a uniform and some equipment."; + next; + mes "[Boya]"; + mes "Can you see a large blue gate next to the board?"; + mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + next; + mes "[Boya]"; + mes "Inform the manager that I sent you. He will give you some stuff."; + mes "Go go go!"; + para_suv01 = 11; + completequest 7132; + } + else if (para_suv01 < 10) { + mes "The training name was 'Conquer the Culvert!."; + mes "Did you explore the culvert fully?"; + next; + mes "[Boya]"; + mes "Come back when you've completed all the courses from the local trainer."; + } + else if (para_suv01 == 10) { + mes "Oh you're back."; + mes "Good job."; + mes "Now you are adapting."; + next; + mes "[Boya]"; + mes "Completed step 1."; + mes "Congratulations."; + mes "My team will give you a uniform and some equipment."; + next; + mes "[Boya]"; + mes "Can you see a large blue gate next to the board?"; + mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + next; + mes "[Boya]"; + mes "Inform the manager that I sent you. He will give you some stuff."; + mes "Go go go!"; + para_suv01 = 11; + completequest 7137; + } + else if (para_suv01 == 11) { + mes "What are you doing?"; + mes "Get the equipment from the storage manager."; + mes "Our uniform is pretty awesome haha."; + } + else if (para_suv01 == 12) { + mes "Um, did you like the supplies?"; + mes "I like the red hat."; + mes "The red ribbon is really cute."; + next; + mes "[Boya]"; + if (BaseLevel > 25) { + mes "And you seem to."; + mes "Able to take upper class, now."; + mes "What about it, do you want?"; next; - switch (select("I want to join training.:Nothing.")) { - case 1: - mes "[Boya]"; - mes "Hmm... really?"; - mes "Let me see... which step is good for you..."; - next; - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } + switch (select("No, way.:Absolutely, I will.")) { mes "[Boya]"; - mes "Sooo sorry but to join this training You need to be at least level 40."; - mes "Concentrate to become higher level then come back."; + case 1: + mes "Really?"; + mes "Actually I don't care but the uniform will be changed as upper class."; close; case 2: - mes "[Boya]"; - mes "Did you come to see me?"; - mes "Just that? Without anything?"; - mes "At could have least brought some chocolate..."; + mes "Cool."; + mes "Let me choose a proper place for you."; next; mes "[Boya]"; - mes "Banana roll or stripe straw... anything."; - mes "Oh, I don't eat snacks with cinnamon..."; - close; + callsub S_Quest2; + callsub S_Quest3; } } - if ((para_suv01 > 23) && (para_suv01 < 28)) { - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - close; - } - if (para_suv01 == 28) { - mes "[Boya]"; - mes "Cool! You passed the third step of training."; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with some equipment."; - next; - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; - next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - para_suv01 = 37; - completequest 7151; - close; - } - if ((para_suv01 > 28) && (para_suv01 < 32)) { - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - close; - } - if (para_suv01 == 32) { - mes "[Boya]"; - mes "Cool! You passed the third step of training."; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with some equipment."; - next; - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; - next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - para_suv01 = 37; - completequest 7155; - close; - } - if ((para_suv01 > 32) && (para_suv01 < 36)) { - mes "[Boya]"; - mes "First take a ship toward to Bayalan from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - close; - } - if (para_suv01 == 36) { - mes "[Boya]"; - mes "Cool! You passed the third step of training."; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with some equipment."; - next; - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; - next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - para_suv01 = 37; - completequest 7159; - close; - } - if (para_suv01 == 37) { - mes "[Boya]"; - mes "If you finish all of the steps go and get your supplies."; - mes "We offer equipment to those who complete the training."; - next; - mes "[Boya]"; - mes "We might serve you other things."; - mes "If you have any questions, ask the person in charge of the arsenal."; + else { + mes "The battle training is organized into steps."; + mes "When you able to join next step come back again after leveling more."; next; mes "[Boya]"; - mes "The arsenal is past the blue gate and at the end of the right side of the passage."; - close; + mes "The next training step is available for those over Level 26."; + mes "When you reach that level, come by again. get it?"; } - if (para_suv01 >= 38) { - mes "[Boya]"; - mes "My boss created all the courses for the training."; - mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free."; - next; - mes "[Boya]"; - mes "People who show their effort for my team and the world can get some supplies."; - mes "That's why these courses were made."; - next; - mes "[Boya]"; - mes "Basically we are supposed to offer these supplies for beginners"; - mes "but if experts want to participate this training, we accept them."; - next; + } + else if (para_suv01 < 16) { + mes "The training area is at the north cave of Payon."; + mes "A staff member is already dispatched there."; + mes "Find him and follow his directions."; + } + else if (para_suv01 == 16) { + mes "You finished the second step of training."; + mes "Now do you understand how this world is organized?"; + next; + mes "[Boya]"; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with what you need."; + next; + mes "[Boya]"; + mes "Choose an equipment that fits your particular set of skills."; + para_suv01 = 22; + completequest 7141; + } + else if (para_suv01 < 21) { + mes "The training area is southwest of Morroc."; + mes "Enter the Saint Darmain Fortress to reach it directly."; + next; + mes "[Boya]"; + mes "There's someone there named... Uh... he is waiting for you to follow his direction."; + } + else if (para_suv01 == 21) { + mes "You finished the second step of training."; + mes "Now do you understand how this world is organized?"; + next; + mes "[Boya]"; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with what you need."; + next; + mes "[Boya]"; + mes "The person in charge of equipment storage will supply you with what you need."; + para_suv01 = 22; + completequest 7146; + } + else if (para_suv01 == 22) { + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + } + else if (para_suv01 == 23) { + mes "Hey long time no see."; + mes "So what's up?"; + next; + switch (select("I want to join training.:Nothing.")) { mes "[Boya]"; - mes "Although the uniform and equipment might be useless."; - mes "participating in this training means they want to become a member of our group."; + case 1: + mes "Hmm... really?"; + mes "Let me see... which step is good for you..."; next; mes "[Boya]"; - mes "Yes that's all."; - mes "That's why when we decided a hat design it was really difficult."; + if (BaseLevel < 40) { + mes "Sooo sorry but to join this training You need to be at least level 40."; + mes "Concentrate to become higher level then come back."; + close; + } + callsub S_Quest3; + case 2: + mes "Did you come to see me?"; + mes "Just that? Without anything?"; + mes "At could have least brought some chocolate..."; next; mes "[Boya]"; - mes "Remember this when you use the equipment."; - mes "But if you decide to sell or trade them off, it is none of our concern."; + mes "Banana roll or stripe straw... anything."; + mes "Oh, I don't eat snacks with cinnamon..."; close; } + } + else if (para_suv01 < 28) { + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + } + else if (para_suv01 == 28) { + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + para_suv01 = 37; + completequest 7151; + } + else if (para_suv01 < 32) { + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + } + else if (para_suv01 == 32) { + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + para_suv01 = 37; + completequest 7155; + } + else if (para_suv01 < 36) { + mes "First take a ship toward to Bayalan from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + } + else if (para_suv01 == 36) { + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + para_suv01 = 37; + completequest 7159; + } + else if (para_suv01 == 37) { + mes "[Boya]"; + mes "If you finish all of the steps go and get your supplies."; + mes "We offer equipment to those who complete the training."; + next; + mes "[Boya]"; + mes "We might serve you other things."; + mes "If you have any questions, ask the person in charge of the arsenal."; + next; + mes "[Boya]"; + mes "The arsenal is past the blue gate and at the end of the right side of the passage."; + } + else if (para_suv01 >= 38) { + mes "My boss created all the courses for the training."; + mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free."; + next; + mes "[Boya]"; + mes "People who show their effort for my team and the world can get some supplies."; + mes "That's why these courses were made."; + next; + mes "[Boya]"; + mes "Basically we are supposed to offer these supplies for beginners"; + mes "but if experts want to participate this training, we accept them."; + next; + mes "[Boya]"; + mes "Although the uniform and equipment might be useless."; + mes "participating in this training means they want to become a member of our group."; + next; mes "[Boya]"; + mes "Yes that's all."; + mes "That's why when we decided a hat design it was really difficult."; + next; + mes "[Boya]"; + mes "Remember this when you use the equipment."; + mes "But if you decide to sell or trade them off, it is none of our concern."; + } + else { mes "What do you want?"; mes "I doubt that you need more training."; next; mes "[Boya]"; mes "There is nothing more I can teach a battle master such as yourself."; - close; } - mes "[Boya]"; - mes "You are not in my group are you?"; - mes "I don't have anything to say to outsiders."; - mes "If you want something register with my group."; + close; +S_Quest1: + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; next; mes "[Boya]"; - mes "To register with the Eden Group ask Laime Evenor next to me."; + if (BaseLevel < 12) { + mes "Umm. You should raise your level more!"; + mes "You need to be at least level 12!"; + mes "I'm sorry but those are the rules."; + close; + } + if (BaseLevel < 20) { + mes "The first step is course A."; + mes "Course A is called 'Conquer the Desert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "^4d4dffThere is a desert town called Morroc."; + mes "From there go south and then east. There is small oasis in the center of that field.^000000"; + next; + mes "[Boya]"; + mes "If you go there, you will find a dog around the oasis."; + mes "He is really mysterious and he can speak so don't be suprised."; + next; + mes "[Boya]"; + mes "Tell the dog ^4d4dffBoya is really great.^000000"; + mes "If you have any questions ask that dog."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "I had to come up with a password right?"; + mes "What's wrong with that password?"; + next; + mes "[Boya]"; + mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + para_suv01 = 1; + setquest 7128; + close; + } + if (BaseLevel < 26) { + mes "I'll send you to the first step of course B."; + mes "Course B is called 'Conquer the Culvert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "You need to register to explore the culvert in Prontera at the Knight Guild."; + mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; + next; + mes "[Boya]"; + mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; + next; + mes "[Boya]"; + mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; + mes "He is really mysterious and he can speak so don't be suprised."; + mes "He will give you a battle target when you tell him that."; + mes "If you have any questions ask the cat."; + next; + mes "[Boya]"; + mes "Why are you staring at me like that?"; + mes "It's just a password that I made up."; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + para_suv01 = 6; + setquest 7133; + close; + } + return; +S_Quest2: + if (BaseLevel < 33) { + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the western hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway he is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, may Freya bless you~!"; + para_suv01 = 13; + setquest 7138; + close; + } + if (BaseLevel < 40) { + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "He is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, blessing you~!!"; + para_suv01 = 17; + setquest 7142; + close; + } + return; +S_Quest3: + if (BaseLevel < 50) { + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + para_suv01 = 24; + setquest 7147; + } + else if (BaseLevel < 60) { + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + para_suv01 = 29; + setquest 7152; + } + else { + mes "You are on the last step."; + mes "This course is called 'Conquer the Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship to to Byalan Island from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, may Freya bless you!"; + para_suv01 = 33; + setquest 7156; + } close; } @@ -1309,7 +826,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "Not a wolf."; mes "I wasn't a dog originally..."; next; - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Talking Dog]"; mes "Anyway are you a Eden Group member?"; mes "Oh good to see you."; @@ -1517,7 +1034,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ if (para_suv01 < 13) { - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Karl]"; mes "Hey, how are you?"; mes "Good to see you~"; @@ -1660,7 +1177,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ if (para_suv01 < 17) { - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Cloud]"; mes "Oops."; mes "You are a member of my group."; @@ -1850,7 +1367,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ if (para_suv01 < 24) { - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Hooksha]"; mes "Unbelievable why did you come here?"; mes "Um... You are not on the third step of the training?"; @@ -2119,7 +1636,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ if (para_suv01 < 33) { - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Callandiva]"; mes "How did you get so deep in this ocean city?"; mes "Ah, that symbol is of our group."; @@ -2262,547 +1779,130 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "Why did you come here?"; next; switch (select("To get supplies:Where is here?:Upgrade equipment")) { + mes "[Michael]"; case 1: if (para_suv01 == 11) { - mes "[Michael]"; mes "If you've completed step 1"; mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots."; mes "^4d4dffCheck your inventory first.^000000"; next; - switch (select("Let me check my inventory:I have enough room.")) { - case 1: + if (select("Let me check my inventory:I have enough room.") == 1) { mes "[Michael]"; mes "Make sure you have enough room for the supplies."; close; - case 2: - mes "[Michael]"; - mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,"; - mes "will only be given out once."; - mes "So treat them with caution and care."; - next; - mes "[Michael]"; - mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades."; - next; - mes "[Michael]"; - mes "One Eden Group Hat."; - mes "One Eden Group Uniform I."; - mes "One pair of Eden Group Boots I."; - mes "One Eden Group Manteau."; - mes "A total of 4 supplies, that's all."; - para_suv01 = 12; - para_suv02 = 1; - getitem 5583,1; //Para_Team_Hat1 - getitem 2560,1; //Para_Team_Manteau1 - getitem 2456,1; //Para_Team_Boots1 - getitem 15009,1; //Para_Team_Uniform1 - next; - mes "[Michael]"; - mes "Is that correct?"; - mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops."; - next; - mes "[Michael]"; - mes "We made them especially for the Eden Group."; - close; } - } - if (para_suv01 == 22) { mes "[Michael]"; - mes "If you've completed step 2, we offer extra weapons including the basic equipment."; + mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,"; + mes "will only be given out once."; + mes "So treat them with caution and care."; next; mes "[Michael]"; - mes "We have chosen the proper weapon for each class."; - mes "But we can't support some classes that can't join us."; + mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades."; next; mes "[Michael]"; - mes "We can't manufacture all of the weapons in the world, don't you agree?"; + mes "One Eden Group Hat."; + mes "One Eden Group Uniform I."; + mes "One pair of Eden Group Boots I."; + mes "One Eden Group Manteau."; + mes "A total of 4 supplies, that's all."; + para_suv01 = 12; + para_suv02 = 1; + getitem Para_Team_Hat,1; //Para_Team_Hat1 + getitem Para_Team_Manteau,1; //Para_Team_Manteau1 + getitem Para_Team_Boots1,1; //Para_Team_Boots1 + getitem Para_Team_Uniform1,1; //Para_Team_Uniform1 next; mes "[Michael]"; - mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things."; - mes "Also we supply extra things to consider some members who can't use some of the supplies."; + mes "Is that correct?"; + mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops."; next; mes "[Michael]"; - mes "^4d4dffPlease check your inventory to get those items.^000000"; - next; - switch (select("I will make more space.:I have got enough space.")) { - case 1: - mes "[Michael]"; - mes "Make enough space."; - close; - case 2: - if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have one and Two-handed swords."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Slayer I: Two-handed sword. attack 162."; - mes "Eden Saber I: One-handed sword. attack 147."; - mes "Both are Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Slayer I:Eden Sabre I")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Slayer I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1192,1; //P_Slayer1 - getitem 18514,1; //Para_Team_Hat2 - getitem 2571,1; //Para_Team_Manteau2 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Two-handed sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1192,1; //P_Slayer1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Sabre I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - mes "This is what we strive for."; - close; - } - } - if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Dagger I: Dagger. MATK+60, attack 124."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Dagger I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Dagger, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - mes "This is what we strive for."; - close; - } - if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a One-handed sword."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Saber I: One-handed sword. attack 147."; - mes "Eden Mace I: Mace. attack 142."; - mes "Both are level 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Sabre I:Eden Mace I")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Sabre I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed Sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - mes "This is what we strive for."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Bow I: Bow. attack 82."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Bow I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1747,1; //P_Bow1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Bow, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1747,1; //P_Bow1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a staff."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Mace I: Mace. attack 142."; - mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60."; - mes "Both are Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Staff I:Eden Mace I")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Staff I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Staff I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Gunslinger) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Revolver I: Revolver. HIT-5, attack 44."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Revolver I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13112,1; //P_Revolver1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Revolver, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13112,1; //P_Revolver1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - mes "[Michael]"; - mes "Let me see... you will receive.."; - mes "the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "I don't know what weapon will suit you so, you'll get a Dagger."; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } + mes "We made them especially for the Eden Group."; + } + else if (para_suv01 == 22) { + mes "If you've completed step 2, we offer extra weapons including the basic equipment."; + next; + mes "[Michael]"; + mes "We have chosen the proper weapon for each class."; + mes "But we can't support some classes that can't join us."; + next; + mes "[Michael]"; + mes "We can't manufacture all of the weapons in the world, don't you agree?"; + next; + mes "[Michael]"; + mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things."; + mes "Also we supply extra things to consider some members who can't use some of the supplies."; + next; + mes "[Michael]"; + mes "^4d4dffPlease check your inventory to get those items.^000000"; + next; + if (select("I will make more space.:I have got enough space.") == 1) { mes "[Michael]"; - mes "A Weapon, Uniform and Boots all 3 supplies."; + mes "Make enough space."; + close; + } + mes "[Michael]"; + if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { + callsub S_Select,"We have one and Two-handed swords", + P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","",//P_Slayer1 + P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.";//P_Sabre1 + } + if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) { + callsub S_Select,"", + P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for.";//P_Dagger1 + } + if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { + callsub S_Select,"We have a mace and a One-handed sword", + P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.",// P_Sabre1 + P_Mace1,"Eden Mace I","Mace","Attack 142","";// P_Mace1 + } + if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { + callsub S_Select,"", + P_Bow1,"Eden Bow I","Bow","Attack 82","";//P_Bow1 + } + if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { + callsub S_Select,"We have a mace and a staff", + P_Staff1,"Eden Mace I","Mace","Attack 142","", //P_Staff1 + P_Mace1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; //P_Mace1 + } + if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { + callsub S_Select,"", + P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60","";//P_Staff1 + } + if (Class == Job_Gunslinger) { + callsub S_Select,"", + P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44","";//P_Revolver1 + } + + mes "Let me see... you will receive.."; + mes "the Eden Group Boots II and Uniform II."; + next; + mes "[Michael]"; + para_suv01 = 23; + getitem P_Dagger1,1; //P_Dagger1 + getitem Para_Team_Boots2,1; //Para_Team_Boots2 + getitem Para_Team_Uniform2,1; //Para_Team_Uniform2 + if (para_suv02 == 0) { mes "I don't know what weapon will suit you so, you'll get a Dagger."; - mes "Please check it again."; - para_suv01 = 23; + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + getitem Para_Team_Hat,1; //Para_Team_Hat + getitem Para_Team_Manteau,1; //Para_Team_Manteau para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; - mes "I hope they're useful to you."; + mes "Check your supplies again and look after it."; close; } - } - if (para_suv01 == 37) { + para_suv02 = 2; + mes "A Weapon, Uniform and Boots all 3 supplies."; + mes "I don't know what weapon will suit you so, you'll get a Dagger."; + mes "Please check it again."; + next; mes "[Michael]"; + mes "I hope they're useful to you."; + } + else if (para_suv01 == 37) { mes "You've completed the last training course."; mes "It's time for you to receive a new weapon."; next; @@ -2814,522 +1914,69 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "^4d4dffPlease check you inventory to get those supplies.^000000"; next; - switch (select("I'll come back.:I have enough room.")) { - case 1: + if (select("I'll come back.:I have enough room.") == 1) { mes "[Michael]"; mes "Make sure you have enough room."; close; - case 2: - if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have one and Two-handed swords."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Saber II: One-handed sword. attack 170."; - mes "Eden Slayer II: Two-handed sword. attack 185."; - mes "Both of them are Lv. 2 weapons and the required level is 40."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Saber II:Eden Slayer II")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Sabre II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed sword, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Slayer II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1193,1; //P_Slayer2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Two-handed sword, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1193,1; //P_Slayer2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Dagger II: Dagger. MATK+70, attack 158."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Dagger II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Dagger, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a staff."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Mace II: Mace. attack 163."; - mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60."; - mes "Both of them are Lv. 2 weapons and the required level is 40."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Staff II:Eden Mace II")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Staff II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Bow II: Bow. attack 82."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Bow II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1748,1; //P_Bow2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Bow, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1748,1; //P_Bow2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Dagger II: Dagger. MATK+70, attack 158."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Dagger II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Dagger, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Staff II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a one-handed sword."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Saber II: One-handed sword. attack 170."; - mes "Eden Mace II: Mace. attack 163."; - mes "Both of them are Lv. 2 weapons and the required level is 40."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Saber II:Eden Mace II")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Sabre II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Gunslinger) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Revolver II: Revolver. HIT-5, attack 60."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Revolver II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13113,1; //P_Revolver2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Revolver, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13113,1; //P_Revolver2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - mes "[Michael]"; - mes "Let me see... you will receive.."; - mes "the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Uniform and Boots all 2 supplies."; - mes "Please check it again."; - para_suv01 = 38; + } + mes "[Michael]"; + if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { + callsub S_Select,"We have one and Two-handed swords", + P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",///P_Sabre2 + P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185","";//P_Slayer2 + } + if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) { + callsub S_Select,"", + P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158","";//P_Dagger2 + } + if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { + callsub S_Select,"We have a mace and a staff", + P_Staff2,"Eden Mace II","Mace","Attack 163","", //P_Staff2 + P_Mace2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60",""; //P_Mace2 + } + if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { + callsub S_Select,"", + P_Bow2,"Eden Bow II","Bow","Attack 82","";//P_Bow2 + } + if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { + callsub S_Select,"", + P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60","";//P_Staff2 + } + if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { + callsub S_Select,"We have a mace and a One-handed sword", + P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",//P_Sabre2 + P_Mace2,"Eden Mace II","Mace","Attack 163","";// P_Mace2 + } + if (Class == Job_Gunslinger) { + callsub S_Select,"", + P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60","";//P_Revolver2 + } + mes "Let me see... you will receive.."; + mes "the Eden Group Boots III and Uniform III."; + next; + para_suv01 = 38; + getitem Para_Team_Boots3,1; //Para_Team_Boots3 + getitem Para_Team_Uniform3,1; //Para_Team_Uniform3 + mes "[Michael]"; + if (para_suv02 == 0) { + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; para_suv02 = 3; - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 + getitem Para_Team_Hat,1; //Para_Team_Hat + getitem Para_Team_Manteau,1; //Para_Team_Manteau next; mes "[Michael]"; - mes "I hope they're useful to you."; + mes "Check your supplies again and look after it."; close; } + para_suv02 = 3; + mes "A Uniform and Boots all 2 supplies."; + mes "Please check it again."; + next; mes "[Michael]"; + mes "I hope they're useful to you."; + } + else { mes "Wait...I will check the record..."; mes "..."; mes "...hummmm."; @@ -3337,10 +1984,9 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "Sorry, but I can't find any record that you can obtain supplies."; mes "Are you sure?"; - close; } + close; case 2: - mes "[Michael]"; mes "We store weapons, armor and other goods which were created by the Eden Group here."; mes "We also have a lot of special stuff."; next; @@ -3355,149 +2001,22 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "If I make a mistake, Reke will punish me."; close; case 3: - mes "[Michael]"; mes "You mean upgrading equipment, right?"; mes "We can only upgrade the Eden Group Hat."; next; + mes "[Michael]"; if (para_suv02 == 3) { - if (countitem(5583) > 0) { + if (countitem(Para_Team_Hat) > 0) { disable_items; - mes "[Michael]"; mes "What status bonus do you want to upgrade?"; next; switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) { - case 1: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade STR^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 2: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade AGI^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 3: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade VIT^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 4: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade INT^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 5: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade DEX^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 6: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade LUK^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } + case 1: callsub S_Upgrade,"STR",4701; + case 2: callsub S_Upgrade,"AGI",4731; + case 3: callsub S_Upgrade,"VIT",4741; + case 4: callsub S_Upgrade,"INT",4711; + case 5: callsub S_Upgrade,"DEX",4721; + case 6: callsub S_Upgrade,"LUK",4751; case 7: mes "[Michael]"; mes "Why? It'll be beter than it is."; @@ -3508,13 +2027,11 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ close; } } - mes "[Michael]"; mes "First come with a Hat that you want me to upgrade."; mes "Make sure that it's in your inventory, got it?"; close; } if (para_suv02 == 4) { - mes "[Michael]"; mes "Umm, didn't you upgrade this already?"; mes "According to the records"; mes ""+strcharinfo(0)+": Has already upgraded their Hat."; @@ -3524,7 +2041,6 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "Sorry but I can't do it twice."; close; } - mes "[Michael]"; mes "You haven't received all the supplies up to step 3."; mes "Upgrading your Hat is a special service."; next; @@ -3532,9 +2048,109 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "Sorry but I can't help you."; close; } +S_Upgrade: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade "+ getarg(0) +"^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + para_suv02 = 4; + delitem Para_Team_Hat,1; + getitem2 5583,1,1,0,0,0,0,0,getarg(1); + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + +S_Select: + .@total_arg = getargcount(); + if (.@total_arg < 7) + mes "We only have 1 weapon for you."; + else { + mes "What kind of weapon do you want?"; + mes getarg(0); + mes "Here are the options."; + } + next; + mes "[Michael]"; + for ( .@i = 1; .@i < .@total_arg; .@i += 5 ) { + .@menu$ = .@menu$ + getarg(.@i+1) + ":"; + mes getarg(.@i+1)+": "+ getarg(.@i+2) +". "+ getarg(.@i+3) +"."; + } + if (.@total_arg < 7) + mes "It is Lv. 2 and the required level is "+ (para_suv01 == 22 ? "26" : "40") +"."; + else + mes "Both of them are Lv. 2 weapons and the required level is "+ (para_suv01 == 22 ? "26" : "40") +"."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + if (.@total_arg < 7) { + .@i = 1; + mes "[Michael]"; + mes "You'll receive the "+ getarg(.@i+1) +"."; + next; + mes "[Michael]"; + } + else { + .@i = (select(.@menu$) -1) *5 +1; + mes "[Michael]"; + mes "You've chosen the "+ getarg(.@i+1) +"."; + } + if (para_suv01 == 22) { + mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; + next; + getitem Para_Team_Boots2,1; // Para_Team_Boots2 + getitem Para_Team_Uniform2,1;// Para_Team_Uniform2 + para_suv01 = 23; + } + else { + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + next; + getitem Para_Team_Boots3,1;// Para_Team_Boots3 + getitem Para_Team_Uniform3,1;// Para_Team_Uniform3 + para_suv01 = 38; + } + getitem getarg(.@i),1; + mes "[Michael]"; + if (para_suv02 == 0) { + mes "You don't have a record of receiving any supplies"; + mes "so, you'll receive the Eden Group Hat and Manteau aswell."; + getitem Para_Team_Hat2,1;// Para_Team_Hat2 + getitem Para_Team_Manteau2,1; // Para_Team_Manteau2 + if (para_suv01 == 22) + para_suv02 = 2; + else + para_suv02 = 3; + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + } + else { + if (para_suv01 == 22) + para_suv02 = 2; + else + para_suv02 = 3; + mes "A "+ getarg(.@i+2) +", Uniform and Boots all 3 supplies."; + mes "Please check it again."; + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + mes getarg(.@i+4); + } + close; } -moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ +moc_para01,179,44,3 script Chef 820,{ mes "[Chef]"; mes "What's up?"; mes "Do you want a Meal? Or do you have other business?"; @@ -3614,7 +2230,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "Ah, Kim-dduck-soon."; mes "It's the representative meal for normal citizens."; next; - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { if (Zeny > 2699) { mes "[Chef]"; mes "Hey, here you are."; @@ -3622,7 +2238,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; - Zeny -= 2700; + Zeny = Zeny - 2700; percentheal 50,0; percentheal 0,50; close; @@ -3639,7 +2255,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; - Zeny -= 3000; + Zeny = Zeny - 3000; percentheal 50,0; percentheal 0,50; close; @@ -3653,7 +2269,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "Course meal B?"; mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature."; next; - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { if (Zeny > 3599) { mes "[Chef]"; mes "Hey, here you are."; @@ -3661,7 +2277,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; - Zeny -= 3600; + Zeny = Zeny - 3600; percentheal 75,0; percentheal 0,75; close; @@ -3678,7 +2294,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; - Zeny -= 4000; + Zeny = Zeny - 4000; percentheal 75,0; percentheal 0,75; close; @@ -3688,7 +2304,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "How many times do I have to tell you?"; close; case 4: - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { if (Zeny > 4499) { mes "[Chef]"; mes "Hey, here you are."; @@ -3697,7 +2313,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- The Rib Eye Roll is grilled on the oak."; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered your HP and SP. -"; - Zeny -= 4500; + Zeny = Zeny - 4500; percentheal 100,0; percentheal 0,100; close; @@ -3716,7 +2332,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- The Rib Eye Roll is grilled on the oak."; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered your HP and SP. -"; - Zeny -= 5000; + Zeny = Zeny - 5000; percentheal 100,0; percentheal 0,100; close; @@ -3731,7 +2347,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ close; } case 2: - if (countitem(6219) > 0) { + if (countitem(Para_Team_Mark) > 0) { mes "[Chef]"; mes "Most jobs should be managed by yourself. So it might be difficult, right?"; mes "Actually it's harmful so they have requested continuously."; @@ -3838,1286 +2454,1859 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ } } -moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ +moc_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{ mes "[Instructor Ur]"; - if (countitem(6219) > 0) { - if (BaseLevel < 60) { - mes "Umm. You should raise your level more!"; - mes "You need to be at least level 60!"; - mes "I'm sorry but those are the rules."; + if (countitem(Para_Team_Mark) < 1) {// Para_Team_Mark + mes "Hey there!"; + mes "I see you're not one of our agents?"; + mes "Are you interested in joining us?"; + next; + mes "[Instructor Ur]"; + mes "There are no fees to join!"; + mes "We are brokers that send help where help is needed. More adventurers like you means more profit."; + next; + mes "[Instructor Ur]"; + mes "If you're interested, talk to Raim."; + mes "Raim's a good guy."; + mes "Hahaha.."; + } + else if (para_2nd01 == 0) { + mes "Hello?"; + mes "Do you need help?"; + mes "This is a general request in order to receive the next board's request."; + next; + if (select( "What are you doing here?", "It's nothing." ) == 2) { + mes "[Instructor Ur]"; + mes "I guess I have no business with you then."; + close; + } + mes "[Instructor Ur]"; + mes "Well, I'm an instructor for Eden Group."; + next; + mes "[Instructor Ur]"; + mes "I'm here to give you missions based on your current base level."; + mes "These missions are not very difficult to do."; + next; + mes "[Instructor Ur]"; + mes "I am the senior instructor here at Eden Group."; + mes "What do you say are you up for the challenge?"; + next; + if (select( "Not today I'm not.", "Okay, I'll try." ) == 1) { + mes "[Instructor Ur]"; + mes "Really?"; + mes "That's so sad."; + mes "When you finish these missions I will even give you a pretty decent reward."; close; } - if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; + mes "[Instructor Ur]"; + mes "Yeah!"; + mes "Ok, let me check what mission you should get ok?"; + next; + mes "[Instructor Ur]"; + if (BaseLevel < 60) { + mes "Well... I know that you've got the heart but you're just a little too weak to help."; + next; + mes "[Instructor Ur]"; + mes "Sorry, but your basic level should be at least 60 to help with these missions."; + } + else if (BaseLevel < 70) { + mes "Ok, I guess you're the bare minimum level for these missions."; + next; + mes "[Instructor Ur]"; + mes "Based on your level, I think that the Comodo area suits you."; + next; + mes "[Instructor Ur]"; + mes "Do you know where Comodo is?"; + mes "You can get there by going to Morocc and then through Pharos Lighthouse."; + next; + mes "[Instructor Ur]"; + mes "Comodo is a small city on the coast with many caves."; next; - para_suv01 = 39; - setquest 7214; mes "[Instructor Ur]"; - mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; - close; - } - if ((para_suv01 == 39) && (romeo < 4)) { - mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000."; + mes "Look for the cave located to the north. There's someone there named Romeo."; + mes "You know? As in Romeo, Romeo, wherefore art thou Romeo."; next; mes "[Instructor Ur]"; - mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; - close; + mes "Go there are get the mission from him."; + mes "Well, then come back here alive when you're done!"; + para_2nd01 = 1; + setquest 7214;// Advanced Training at Comodo } - if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5; - if (para_suv01 == 41) callsub L_Toren; - if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70; - if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; - next; - para_suv01 = 43; - setquest 7219; + else if (BaseLevel < 80) { + mes "Let's see..."; + mes "Your level would suggest that Comodo is just too easy for you."; + mes "Yeah, here we go."; + next; mes "[Instructor Ur]"; - mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; - close; - } - if ((para_suv01 == 43) && (johan < 3)) { - mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000."; + mes "Do you know where Glast Heim is?"; + mes "If there was a tragic accident now, the capital of the Rune-Midgarts Kingdom could revert back to there."; next; mes "[Instructor Ur]"; - mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; - close; - } - if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7; - if (para_suv01 == 44) callsub L_Toren; - if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80; - if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; - next; - para_suv01 = 46; - setquest 7223; + mes "Well, if it wasn't infested with undead monsters, it would become the new capitol of Rune-Midgarts."; + next; mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; - close; + mes "Please, come back alive."; + para_2nd01 = 7; + setquest 7219;// Advanced Training at Glast Heim } - if ((para_suv01 == 46) && (kiren < 3)) { - mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000."; + else if (BaseLevel < 90) { + mes "Ah, ok so for you..."; + mes "Hmm where do I send you?"; next; mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; - close; - } - if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9; - if (para_suv01 == 47) callsub L_Toren; - if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90; - if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; - next; - para_suv01 = 49; - setquest 7229; + mes "There an industrial city called Einbroch."; + mes "You know it? It's a city covered in smog."; + mes "It's a pretty gloomy city come to think of it."; + next; mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; - close; + mes "Anyways, go to Einbroch and find the Dispatched Instructor there. He should be in the field south of the main city."; + setquest 7223;// Advanced Training in Einbroch + para_2nd01 = 12; } - if ((para_suv01 == 49) && (naomi < 3)) { - mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000."; + else + callsub S_Quest89100; + } + else if (para_2nd01 == 5) { + mes "Oh, there he is."; + mes "Romeo seems to be back from his field report."; + next; + mes "[Instructor Ur]"; + mes "We have rewards for you."; + mes "I'm sure Romeo gave you some items, but we brought more useful things."; + next; + mes "[Instructor Ur]"; + mes "Do you know where the weapon storage is at?"; + mes "Go out through that large blue door and walk to the end of the hallway."; + mes "Ask the Blacksmith, and he will give you new equipment."; + next; + mes "[Instructor Ur]"; + mes "And the 2nd stage training and missions start at level 70, so come back then."; + mes "Don't forget, I'll be waiting for you."; + para_2nd01 = 6; + para_2nd02 = 1; + erasequest 7218;// Report to Instructor Ur + } + else if (para_2nd01 == 6) { + if (BaseLevel > 69) { + mes "Hey, buddy~"; + mes "What's going on?"; next; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; - close; + switch( select( "I want to start training.", "I'm just visiting." ) ) { + mes "[Instructor Ur]"; + case 1: + mes "Hmm... You have a good form!"; + mes "Let me see...."; + mes "Which location would suit you...?"; + next; + mes "[Instructor Ur]"; + if (BaseLevel < 80) { + mes "Ah, this place should be good!"; + mes "Do you know where Glast Heim is?"; + mes "If it wasn't for that terrible accident, Glast Heim would still be"; + mes "the capital of Rune Midgard, not Prontera."; + next; + mes "[Instructor Ur]"; + mes "Anyways, that ancient castle is now full of undead monsters ."; + mes "It's especially bad around the Abbey in the south."; + next; + mes "[Instructor Ur]"; + mes "All of those undead monsters come from the underground graveyard"; + mes "Well... I guess you don't have to go all the way into the graveyard..."; + next; + mes "[Instructor Ur]"; + mes "Once you get to the Abbey you'll see our unit member stationed in front of the entrance."; + mes "Follow his instructions to help clear out that area."; + next; + mes "[Instructor Ur]"; + mes "Please come back alive."; + para_2nd01 = 7; + setquest 7219;// Advanced Training at Glast Heim + } + else if (BaseLevel < 90) + callsub S_Quest7990; + else + callsub S_Quest89100; + close; + case 2: + mes "Really? At your level, I think you can easily complete the top class missions.."; + mes "I'll be here if you change your mind."; + close; + } } - if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11; - if (para_suv01 == 50) callsub L_Toren; - if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100; - if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; - next; - para_suv01 = 52; - setquest 7233; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; - close; + else { + mes "2nd stage training missions start at level 70."; + mes "I'll see you then."; + mes "Did you pick up the necessary equipment from the storage?"; + mes "Hahaha!"; } - if ((para_suv01 == 52) && (margaret < 7)) { - mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000."; + } + else if (para_2nd01 == 10) { + mes "Oh! You're here!"; + mes "I just got a message from Johan."; + mes "I think he's not telling me something, but I can't figure out what that is."; + next; + mes "[Instructor Ur]"; + mes "Anyways, good job. I'm glad you're not hurt"; + mes "The Blacksmith BK said he'll reinforce your weapon."; + next; + callsub S_Para2; + mes "[Instructor Ur]"; + mes "You know where the Blacksmith is at right??"; + mes "Go out through the blue door, to the end of the hallway."; + mes "BK is a great blacksmith, he'll make your weapon stronger."; + mes "What are you waiting for?"; + para_2nd01 = 11;// Report to Instructor Ur + erasequest 7222; + } + else if (para_2nd01 == 11) { + if (BaseLevel > 79) { + mes "Ah, ever so improving "+ strcharinfo(0) +"?"; + mes "To what do I owe this pleasure?"; next; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; - close; + switch( select( "I came for more training.", "I'm just visiting." ) ) { + mes "[Instructor Ur]"; + case 1: + mes "Hmm... You have a good form!"; + mes "Let me see...."; + next; + mes "[Instructor Ur]"; + if (BaseLevel < 90) + callsub S_Quest7990; + else + callsub S_Quest89100; + close; + case 2: + mes "Really? At your level, I think you can easily complete the top class missions.."; + mes "I'll be here if you change your mind."; + close; + } + } + else { + mes "3rd stage training starts at level 80."; + mes "I'll see you then."; + mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; } - if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13; - if (para_suv01 == 53) callsub L_Toren; - if (para_suv01 > 53) { + } + else if (para_2nd01 == 15) { + mes "Ah, you've come."; + mes "I just received a message from Kiren."; + mes "How was he? He didn't throw a tantrum for waking him up?"; + mes "I wouldn't be surprised if he did"; + next; + mes "[Instructor Ur]"; + mes "Anyways, good job. I'm glad you're not hurt."; + mes "The Blacksmith BK said he'll reinforce your weapon."; + next; + callsub S_Para2; + mes "[Instructor Ur]"; + mes "You know where the Blacksmith is at right??"; + mes "Go out through the blue door, to the end of the hallway."; + mes "BK is a great blacksmith, he'll make your weapon stronger."; + mes "What are you waiting for?"; + erasequest 7228;// Report to Instructor Ur + para_2nd01 = 16; + } + else if (para_2nd01 == 16) { + if (BaseLevel > 89) { + mes "It's nice to see you still strong!"; + mes "What brings you today?"; + next; + if (select( "I want to continue training.", "I'm just visiting." ) == 2) { + mes "[Instructor Ur]"; + mes "Really? At your level, I think you can easily complete the top class missions.."; + mes "I'll be here if you change your mind."; + close; + } mes "[Instructor Ur]"; - mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain."; - close; + callsub S_Quest89100; + } + else { + mes "4th stage training starts at level 90."; + mes "I'll see you then."; + mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; } } - mes "You are not in my group are you?"; - mes "I don't have anything to say to outsiders."; - mes "If you want something register with my group."; - next; - mes "[Instructor Ur]"; - mes "To register with the Eden Group ask Laime Evenor next to me."; + else if (para_2nd01 == 20) { + mes "Congratulations on completing all training stages!"; + mes "That took quite a bit of time huh?"; + mes "The Blacksmith BK said he'll reinforce your weapon."; + next; + callsub S_Para2; + mes "[Instructor Ur]"; + mes "You know where the Blacksmith is at right??"; + mes "Go out through the blue door, to the end of the hallway."; + mes "BK is a great blacksmith, he'll make your weapon stronger."; + next; + mes "[Instructor Ur]"; + mes "Good job!"; + para_2nd01 = 30; + erasequest 7232;//Report to Instructor Ur + } + else if (para_2nd01 == 29) { + mes "Congratulations on completing all training stages!"; + mes "How was the Expedition? From the looks of it, it must've been pretty tough."; + next; + mes "[Instructor Ur]"; + mes "Good job.."; + mes "The Blacksmith BK said he'll reinforce your weapon."; + next; + callsub S_Para2; + mes "[Instructor Ur]"; + mes "You know where the Blacksmith is at right??"; + mes "Go out through the blue door, to the end of the hallway."; + mes "BK is a great blacksmith, he'll make your weapon stronger."; + next; + mes "[Instructor Ur]"; + mes "By the way, it looked like Michael had something to tell you as well"; + mes "Go talk to him, he's at the weapon storage as well."; + mes "Go ahead."; + para_2nd01 = 30; + erasequest 7237;// Report to Instructor Ur + } + else if (para_2nd01 == 30) { + mes "Good job."; + mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; + next; + mes "[Instructor Ur]"; + mes "Also, sometimes Michael needs help, so if you have time try to help him out."; + mes "I'm sure he'll reward you for your time."; + } + else if (para_2nd01 < 5) + callsub S_Direction,"Comodo"; + else if (para_2nd01 < 10) + callsub S_Direction,"Glast Heim Castle"; + else if (para_2nd01 < 15) + callsub S_Direction,"Einbroch"; + else if (para_2nd01 < 20) + callsub S_Direction,"Ice Dungeon"; + else if (para_2nd01 < 29) { + mes "You have to travel very far to get to the ^4d4dffRune Midgard Expedition Camp^000000!"; + mes "If you want to stay there then earn your keep by doing missions. Got it?"; + } close; - -L_GiveQuest: - mes "You are just in time! I have a new quest for you, would you like to start it now?"; - next; - if(select("Yes!:No, thanks.") == 2) { +S_Para2: + if (para_2nd02 == 0) { mes "[Instructor Ur]"; - mes "Thats too bad. I had some nice rewards I could have given to you for helping me."; - close; + mes "I just realized... this was your first mission, wasn't it?"; + mes "You must not have gotten the basic equipments yet, right?"; + mes "Pick them up at the weapon storage."; + mes "Ask the Blacksmith Michael and he'll give you the equipment."; + para_2nd02 = 1; + next; } - mes "[Instructor Ur]"; return; -L_CompleteQuest: - mes "Done already? Great work!"; +S_Direction: + mes "So, have you been in ^4d4dff"+ getarg(0) +"^000000 yet?"; + mes "Didn't I tell you to go there?"; + mes "Go there first and then come back to me. Okay?"; + return; + +S_Quest7990: + mes "Hmm.. Not bad ..."; + mes "You must be getting a hang of this.."; + mes "Let's go with a simple mission this time"; next; - para_suv01 = getarg(1); - completequest getarg(0); - if (para_suv02 < getarg(2)) para_suv02 = getarg(2); mes "[Instructor Ur]"; -L_Toren: - mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; - close; -L_Level: - mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000."; - close; + mes "There is a industrial city called Einbroch."; + mes "You've heard of it? It's a city clouded with pollution."; + mes "You'll appreciate the environment here so much more after visiting that city..."; + mes "We should all be thankful."; + next; + mes "[Instructor Ur]"; + mes "Anyways, go out to the field south of Einbroch and you'll see the Dispatched Instructor."; + mes "I'm sure he'll recognize you first."; + mes "Don't forget to bring the Eden Group badge."; + next; + mes "[Instructor Ur]"; + mes "The city's pollution is unbearable"; + mes "But the surrounding fields are relatively clean..."; + mes "This should be pretty easy for you."; + para_2nd01 = 12; + setquest 7223;// Advanced Training in Einbroch + return; + +S_Quest89100: + if (BaseLevel < 100) { + mes "Uh-huh...."; + mes "Hmm..."; + mes "You seem like a cool-headed person. What do you think about the ice caves?"; + next; + mes "[Instructor Ur]"; + mes "North of the city of Rachel is a cave filled with ice."; + mes "Find the Dispatched Instructor there."; + para_2nd01 = 17; + setquest 7229;// Advanced Training in Ice Dungeon + } + else { + mes "Well, well..."; + mes "I don't even know where to send you now."; + mes "I'm sure you are familiar with most places around here"; + next; + mes "[Instructor Ur]"; + mes "Then, should I send you somewhere farther this time?"; + mes "There is a cat hand agent here."; + mes "Do you see him over there?"; + next; + mes "[Instructor Ur]"; + mes "Through him, you can get to Ash Vacuum pretty easily ."; + mes "Since there is a Expedition Camp there..."; + next; + mes "[Instructor Ur]"; + mes "All you have to do is find the Eden Group agent there."; + mes "Tell him I sent you, and he'll give you instructions."; + mes "You can explore the new world"; + mes "It's like a vacation isn't it?"; + next; + mes "[Instructor Ur]"; + mes "Hahaha!"; + mes ".. Maybe I'll go instead of sending you."; + mes "Anyways, their names are Ma~ something... I don't know."; + next; + mes "[Instructor Ur]"; + mes "So, the mission, once again, is finding our agent at the Midgard Expedition Camp."; + mes "Isn't this the easiest mission you've ever had?"; + mes "Don't forget my present when you come back~!"; + para_2nd01 = 22; + setquest 7233;// Advanced Training at Ash Vacuum + } + return; } -comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{ - if ((para_suv01 == 39) && (romeo < 1)) { +//--60~69 +comodo,173,354,5 script Dispatched Instructor#02 1_M_JOBTESTER,{ + mes "[Romeo]"; + if (para_2nd01 < 1) { + mes "How are you?"; + mes "Comodo has the best weather in the whole world."; + mes "Even during the winter, Comodo has great weather."; + next; mes "[Romeo]"; - mes "Ah, there you are."; + mes "Do you know why?"; + mes "Comodo is surrounded by the ocean and caves."; + mes "Seasonal changes don't make any difference in the temperature here."; next; mes "[Romeo]"; - mes "Before we begin, I want to test you."; + mes "Take it easy here."; + mes "This area is a place for relaxation."; + } + else if (para_2nd01 == 1) { + mes "How are you?"; + mes "You were sent here by Instructor Ur right?"; + mes "Did you come here for a quest?"; next; - romeo = 1; - changequest 7214,7215; mes "[Romeo]"; - mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me."; - close; + mes "I don't know if this will fit you well"; + mes "Why don't you just try it."; + next; + mes "[Romeo]"; + mes "The thing about this cave is that, many monsters are created from stones."; + mes "If you stay cautious, they shouldn't be too threatning..."; + next; + mes "[Romeo]"; + mes "But most of them have range attacks.."; + mes "And sometimes a really strong one roams around."; + next; + mes "[Romeo]"; + mes "Well... this is the reason why you train right?"; + mes "Let's try taking on one of the big monsters"; + next; + mes "[Romeo]"; + mes "'They are called 'Stalactic Golem'."; + mes "Try defeating some of them."; + mes "Not too difficult, right?"; + para_2nd01 = 2; + erasequest 7214; + setquest 7215; } - if (romeo == 1) { + else if (para_2nd01 == 2) { if (questprogress(7215,HUNTING) == 2) { + mes "So, how good of an explorer are you now?"; + mes "You've fought these before, so clearing this cave should be possible."; + next; + mes "[Romeo]"; + mes "As I said before, since Komodo is a city inside a cave.."; + mes "Access to the outside world is mostly done through the east entrance, but..."; + next; + mes "[Romeo]"; + mes "Let's try going out through the north."; + mes "There should be things you can hunt out there."; + next; mes "[Romeo]"; - mes "You did it? Thats all the proof I needed."; + mes "And instead of just walking out,"; + mes "Let's kill about 10 Stalactic Golems on the way out."; next; mes "[Romeo]"; - mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; + mes "So that, travelers coming from the north can safely walk through."; + mes "Remember, 10 Stalactic Golems. Then come to the other side of northern part of the cave"; next; + mes "[Romeo]"; + mes "I'll be waiting outside."; + para_2nd01 = 3; getexp 10000,10000; - romeo = 2; - changequest 7215,7216; + erasequest 7215;// Stalactic Golem Hunt + setquest 7216;// More Golem Hunting + } + else { + mes "As a test of the difficulty of this cave"; + mes "Go defeat 3 Stalactic Golems."; + mes "Watch out for other monsters as well."; + next; mes "[Romeo]"; - mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside."; - close; + mes "Let me help you recover if you are tired."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Romeo]"; - mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000."; - close; } - if (romeo == 2) { - mes "[Romeo]"; - mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; - next; - mes "[Romeo]"; - mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside."; - close; + else if (para_2nd01 == 3) { + mes "You must go through this cave to the outside."; + mes "Don't forget to defeat the Stalactic Golems you run into on the way."; + } + else { + mes "I always give the same test to the trainees that come here.."; + mes "I've never seen anyone pass it so perfectly like you did."; } - mes "[Romeo]"; - mes "The person I'm waiting for is late..."; close; } -um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{ - if (romeo == 2) { +um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{ + mes "[Romeo]"; + if (para_2nd01 < 2) { + mes "If you were sent from the Eden Group for training, wait for me at the town."; + mes "I'm waiting for a different trainee right now."; + } + else if (para_2nd01 == 2) { + mes "No no.. Not here."; + mes "I'm waiting for a different trainee right now."; + mes "Go back."; + } + else if (para_2nd01 == 3) { if (questprogress(7216,HUNTING) == 2) { + mes "Ah, I see you didn't get lost."; + mes "Your skills at defeating those Stalactic Golems were better than I expected."; + mes "Just means you've improved that much."; + next; mes "[Romeo]"; - mes "Wow, you have arrived sooner than I expected."; + mes "Now look around here"; + mes "We're in a dense forest now."; + mes "There are Dryads and Wootans here..."; next; mes "[Romeo]"; - mes "There is only one more thing I need you to do for me."; + mes "Next task is to clearing this area of monsters."; + mes "Bring me the following from the monsters."; next; + mes "[Romeo]"; + mes "5 Wootan Fighter's Shoulderguard"; + mes "7 Dryad's Sharp Leaf"; + next; + mes "[Romeo]"; + mes "This is the last test."; + mes "Good luck."; + para_2nd01 = 4; + erasequest 7216;// More Golem Hunting + setquest 7217;// Field drops getexp 10000,10000; - romeo = 3; - changequest 7216,7217; + } + else { + mes "I see you didn't get lost."; + mes "But you didn't defeat enough Stalactic Golems.."; + mes "Go back and defeat them."; + next; mes "[Romeo]"; - mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; - close; + mes "I'll help you recover if you are tired."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Romeo]"; - mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do."; - close; } - if (romeo == 3) { - if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) { - mes "[Romeo]"; - mes "Your work here is done my friend."; + else if (para_2nd01 == 4) { + if (countitem(Shoulder_Protection) > 4 && countitem(Sharp_Leaf) > 6) {// Shoulder_Protection, Sharp_Leaf + mes "You really got these by defeating the monsters?"; + mes "I believe you. I want to get out of here anyways."; next; - delitem 7196,5; // Shoulder Pad - delitem 7100,7; // Sharp Leaf + mes "[Romeo]"; + mes "There are no more training tasks here."; + mes "Go back and report to Ur."; + delitem Shoulder_Protection,5; + delitem Sharp_Leaf,7; + para_2nd01 = 5; + erasequest 7217;// Field drops + setquest 7218;// Report to Instructor Ur getexp 10000,10000; - romeo = 4; - para_suv01 = 40; - changequest 7217,7218; + } + else { + mes "Didn't I already tell you the last task?"; + mes "Defeat the monsters in this forest, and bring me the items I asked for."; + next; mes "[Romeo]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "5 Wootan Fighter's Shoulderguard"; + mes "7 Dryad's Sharp Leaf"; + mes "You must bring me those to pass this test."; + next; + mes "[Romeo]"; + mes "I'll help you recover if you are tired."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Romeo]"; - mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; - close; } - if (romeo == 4) { - mes "[Romeo]"; - mes "Thank you again for all your help."; - next; - mes "[Romeo]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + else { + mes "Ugh, It's way too hot here."; + mes "You can leave now."; } - mes "[Romeo]"; - mes "What is taking so long..."; close; } -glast_01,195,131,6 script Johan 4_F_SISTER,{ - if ((para_suv01 == 43) && (johan < 1)) { +//--70~79 +glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{ + mes "[Johan]"; + if (para_2nd01 < 7) { + mes "Ah~ So bored."; + mes "You're not the one Ur sent, are you?"; + mes "Oh~ That's okay."; + next; mes "[Johan]"; - mes "..."; + mes "This is Glast Heim Abbey."; + mes "Be careful, there are a lot of lost souls around here."; + } + else if (para_2nd01 == 7) { + mes "Oh oh!!"; + mes "You're finally here!"; + mes "I asked Ur to send someone to help me here!"; next; + select("What? I came for training.."); mes "[Johan]"; - mes "I don't need to explain anything to you."; + mes "No no, that's the same thing!"; + mes "Your training mission is to help me clear out this Abbey!"; next; - johan = 1; - changequest 7219,7220; mes "[Johan]"; - mes "Go kill ^0000FF20 Wraiths^000000."; - close; + mes "Phew... It's been so tough."; + mes "I can't run in by myself, but then Gargoyles attack me out here.."; + mes "Hahaha..."; + next; + mes "[Johan]"; + mes "This abbey is our responsibilty."; + mes "Just like other monasteries, this one has an underground graveryad as well, but.."; + next; + mes "[Johan]"; + mes "As you well know, this castle... is not at a normal state."; + mes "I think that's causing these souls from being able to rest in peace."; + next; + mes "[Johan]"; + mes "Let's defeat the ones around here first, since going underground may be too much for just us."; + mes "I'll be testing how skilled you are as well..."; + next; + mes "[Johan]"; + mes "First target are the Wraiths."; + mes "You can tell them apart by their strange laugh."; + mes "They look like demons, but we can't tell for sure..."; + next; + mes "[Johan]"; + mes "Defeat 20 Wraiths."; + mes "I'll assist you from here!"; + para_2nd01 = 8; + erasequest 7219;// Advanced Training at Glast Heim + setquest 7220;// Wraith Hunt } - if (johan == 1) { + else if (para_2nd01 == 8) { if (questprogress(7220,HUNTING) == 2) { - mes "[Johan]"; - mes "Good."; + mes "Oh~ You are pretty strong!"; + mes "I'm so glad that someone strong like you came."; + mes "I wouldn't have last long here by myself."; next; mes "[Johan]"; - mes "Next I want you to kill ^0000FF10 Evil Druids^000000."; + mes "By the way, did you see those other monsters besides the Wraiths?"; + mes "They are the corrupted souls of priests."; + mes "They are called 'Evil Druid' as well."; next; - getexp 20000,20000; - johan = 2; - changequest 7220,7221; mes "[Johan]"; - mes "This time kill them quickly, I don't like to wait."; - close; + mes "Let's take care of these Evil Druids this time."; + mes "10 of them."; + mes "You can do it right?"; + mes "I believe in you!"; + para_2nd01 = 9; + erasequest 7220;// Wraith Hunt + setquest 7221;// Evil Druid hunt + getexp 20000,20000; + } + else { + mes "20 Wraiths!"; + mes "I'll watch your back!."; + mes "... Of.. Course.. I'll fight too!"; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Johan]"; - mes "... ^0000FF20 Wraiths^000000 shouldn't take this long."; - close; } - if (johan == 2) { + else if (para_2nd01 == 9) { if (questprogress(7221,HUNTING) == 2) { + mes "...Oh you're back!"; + mes "(Johan Opens the door and checks)"; + mes "....!"; + mes "Okay!!"; + next; mes "[Johan]"; - mes "Hmmmm, better."; + mes "Thank you! I really appreciate it!"; + mes "I think I can enter without any worries now!"; + mes "I hope those evil souls left it alone.."; next; mes "[Johan]"; - mes "Ok, I'm done with you."; + mes "Hehe, I'll put in a good word to Ur!"; + mes "You're a valient and skilled exorcist!"; next; - getexp 20000,20000; - johan = 3; - changequest 7221,7222; mes "[Johan]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "You can go back to Eden now"; + mes "I'll stay and clean up the rest, hehe"; + para_2nd01 = 10; + erasequest 7221;// Evil Druid hunt + setquest 7222;// Report to Instructor Ur + getexp 20000,20000; + } + else { + mes "10 Evil Druids!"; + mes "I'll watch your back, like last time."; + mes "... Of... Course... I'll fight them too!"; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Johan]"; - mes "Hurry up, it is only ^0000FF10 Evil Druids^000000."; - close; } - if (johan == 3) { - mes "[Johan]"; - mes "Why are you still here?"; + else if (para_2nd01 == 10) { + mes "Go back and report to Ur."; + mes "That Glast Heim Abbey is clear now."; + mes "I need to stay and look for something... Good bye."; + } + else { + mes "Ugh, I still haven't found the thing I lost."; + mes "Hmm... I may need to wait for the next trainee before I can start looking again... Eep!"; next; mes "[Johan]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "Uh... You didn't hear that did you?"; + mes "Hahahahahahaha!!!"; + mes "Hahahahaha!!"; } - mes "[Johan]"; - mes "Go away... I'm busy."; close; } -ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{ - if ((para_suv01 == 46) && (kiren < 1)) { +//--80~89 +ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{ + mes "[Kiren]"; + if (para_2nd01 < 12) { + mes "What are you looking at?"; + mes "You want something from me?"; + mes "Mind your own business, go away.."; + } + else if (para_2nd01 == 12) { + mes "What?"; + mes "...."; + mes "Hmm, Ur sent you?"; + mes "Oh, that training mission thing."; + next; mes "[Kiren]"; - mes "Hey there."; + mes "You've came a long way, I won't make you do anything too tough, don't worry."; + mes "The fields outside of Einbroch isn't too bad."; next; mes "[Kiren]"; - mes "You must be a member of the Paradise Group, come help me for a second."; + mes "And monsters here usually leaves me alone, so I can nap all day."; + mes "But there are some that bother me."; next; - kiren = 1; - changequest 7223,7224; - mes "[kiren]"; - mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?"; - close; + mes "[Kiren]"; + mes "Do you know Porcellios are?"; + mes "Ugly looking insects... They steal too.."; + next; + mes "[Kiren]"; + mes "Let's defeat some of them as a warm up."; + mes "There are plenty of them around here. 30 shouldn't be too hard right?"; + next; + mes "[Kiren]"; + mes "I'm not holding a grudge just because they ate my lunch."; + mes "I'll be resting here until you're done."; + para_2nd01 = 13; + erasequest 7223;// Advanced Training in Einbroch + setquest 7224;// Porcellio hunting } - if (kiren == 1) { - if (questprogress(7224,HUNTING) == 2) { + else if (para_2nd01 == 13) { + if (questprogress(7224,HUNTING) == 2) {// Porcellio hunting + mes "What, You're done already?"; + mes "I was just about to fall asleep... Oh well.."; + mes "It can't be helped, I guess. Let's go to a different spot.."; + next; + mes "[Kiren]"; + mes "No, what are you talking about?"; + mes "Go... with you?"; + mes "You can by yourself right?"; + next; + mes "[Kiren]"; + mes "Okay, next task!"; + mes "People of Einbroch say that the pollution is really bad in the north."; + mes "They are worried that pollution will drift into the town."; + next; + mes "[Kiren]"; + mes "It's probably all those factories right there..."; + mes "I guess I should still look into it."; + mes "The cause for the pollution... Find it and destroy it."; + next; mes "[Kiren]"; - mes "Wow, most people spend twice as long as you did to kill those Porcellios!"; + mes "30 Venomous and 5 Teddy Bears."; + mes "That should be good enough."; next; mes "[Kiren]"; - mes "I think you need a challenge."; + mes "I'm sure you'll do fine without me watching."; + mes "To show my support, let me give you some EXP and HP recovery."; next; + mes "[Kiren]"; + mes "The monsters are at the northern fields of Einbroch."; + mes "Okay then, be safe."; + mes "I'm going to take a nap."; + para_2nd01 = 14; + erasequest 7224;// Porcellio hunting + setquest 7226;// Venomous hunting + setquest 7227;// Teddy Bear hunting getexp 30000,30000; - kiren = 2; - changequest 7224,7226; - setquest 7227; + } + else { + mes "So, have you punished those Porcellio's yet?"; + mes "I don't think you're done yet right?"; + next; mes "[Kiren]"; - mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; - close; + mes "If you're hurt I'll heal you a bit."; } - mes "[Kiren]"; - mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000."; - close; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - if (kiren == 2) { - if ((questprogress(7226,HUNTING) == 2) && (questprogress(7227,HUNTING) == 2)) { - mes "[Kiren]"; - mes "Incredible, you set a new record!"; + else if (para_2nd01 == 14) { + if (questprogress(7226,HUNTING) == 2 && questprogress(7227,HUNTING) == 2) { + mes "Um..."; + mes "I'm getting it done."; + mes "Hmm..."; + mes "I'm still tired to finish..."; next; mes "[Kiren]"; - mes "I have never seen anyone kill them all so fast, you are good at this."; + mes "Good. Those monsters have been bothering the Einbroch workers."; + mes "That was great.."; next; + mes "[Kiren]"; + mes "I have some things to report to Instructor Ur."; + mes "I've been watching you closely and you've done well. Go back to Ur and deliver this report."; + para_2nd01 = 15; + erasequest 7226;// Venomous hunting + erasequest 7227;// Teddy Bear hunting + setquest 7228;// Report to Instructor Ur getexp 30000,30000; - kiren = 3; - changequest 7226,7228; - completequest 7227; + } + else { + mes "The monsters are at the northern fields of Einbroch."; + mes "Find the Noxious..."; + mes "Don't try to lie to me that you've finished hunting them."; + next; mes "[Kiren]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "Yeah, if this is okay?"; + mes "Ugh this is difficult."; + mes "I'll make you feel better though."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Kiren]"; - mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; - close; } - if (kiren == 3) { - mes "[Kiren]"; - mes "Don't worry, nobody else has beaten your record yet."; + else if (para_2nd01 == 15) { + mes "What serious?"; + mes "Have you made your report to Instructor Ur?"; + mes "Einbroch has commissioned work out so that means more training."; + } + else { + mes "I'm not a thief..."; + mes "It's a hard living."; + mes "Nor is there any real ambition."; next; mes "[Kiren]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "Come practitioners?"; + mes "Make things."; + mes "How convenient witchinya."; + mes "Heumnya. I'll sleep in one breath.."; } - mes "[Kiren]"; - mes "Be careful, there are some fast monsters around here."; close; } -ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{ - if ((para_suv01 == 49) && (naomi < 1)) { +//--90~99 +ice_dun01,154,13,5 script Dispatched Instructor#05 4_F_JOB_BLACKSMITH,{ + mes "[Naomi]"; + if (para_2nd01 <= 17) { + mes "It's more than that~"; + mes "Now where did the time go~"; + mes "I thought you said you sent me~!"; + next; mes "[Naomi]"; - mes "It is so cold in here."; + if (para_2nd01 < 17) { + mes "What is it? You'll help me. Is that right?"; + mes "No, you don't have to do that."; + mes "I'm waiting for someone scheduled to help me."; + close; + } + mes "And you are?"; + mes "Oh, you were sent here by Ur?"; + mes "I don't know how long I've been waiting here in the snow."; next; mes "[Naomi]"; - mes "I blame those annoying Siromas."; + mes "This is the ice dungeon of the northern plains."; + mes "Nothing like a cave that's cold the entire year."; next; - naomi = 1; - changequest 7229,7230; mes "[Naomi]"; - mes "Can you kill ^0000FF30 Siromas^000000 for me, please?"; - close; + mes "So this is where the people of Rachel go for their ice supply."; + mes "But, this area is crawling with dangerous monsters."; + next; + mes "[Naomi]"; + mes "One of those monsters is known as a Siroma."; + mes "They should be a good challenge for you."; + next; + mes "[Naomi]"; + mes "Okay, then go in the cave and find those Siroma."; + mes "It's cold in there but this job has to be done."; + next; + mes "[Naomi]"; + mes "OH, sometimes"; + mes "You be careful in there."; + mes "Well, good luck~!"; + para_2nd01 = 18; + erasequest 7229;// Advanced Training in Ice Dungeon + setquest 7230;// Siroma hunting } - if (naomi == 1) { + else if (para_2nd01 == 18) { if (questprogress(7230,HUNTING) == 2) { + mes "Ah... It's over..."; + mes "Good!"; + mes "Your skills have been verified."; + next; + mes "[Naomi]"; + mes "Now, what have I happened to do next."; + mes "Those Siromas seem to be growing at a faster rate."; + mes "As before go and hunt 30 more Siromas and bring me some materials."; + next; mes "[Naomi]"; - mes "Thank you, but there are still so many Siromas here!"; + mes "And get this... Well..."; + mes "Please listen carefully"; + mes "30 Ice Cubic"; + mes "1 Sweet Sauce"; + mes "1 Milk"; next; mes "[Naomi]"; - mes "I need to make a special drink to stay warm, please help me make it."; + mes "I'm not just doing this for myself you know."; + mes "I'm doing this for everyone."; next; + mes "[Naomi]"; + mes "That's the last of it anyways."; + mes "So hunt those Siromas and get the materials."; + mes "We understand each other?"; + next; + select("What about you?"); + mes "[Naomi]"; + mes "Me? Well of course... I'm going to stand guard here."; + mes "I... I'm a busy person!"; + mes "Besides this is training so who are you to ask me what about me?"; + next; + mes "[Naomi]"; + mes "Go now!"; + mes "Those Siromas are going to just get rowdier by the minute."; + para_2nd01 = 19; + erasequest 7230;// Siroma hunting + setquest 7231;// Hunting and Gathering getexp 40000,40000; - naomi = 2; - changequest 7230,7231; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; + } + else { + mes "The biggest stumbling block is dealing with the Siromas."; + mes "Have you hunted 30 yet?"; + next; mes "[Naomi]"; - mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; - close; + mes "Oh, you want help recovering your HP/SP huh?"; + mes "You'll get nothing from me~!"; + mes "What challenge would that be if I did that?"; } - mes "[Naomi]"; - mes "Please kill ^0000FF30 Siromas^000000, I just hate them."; - close; } - if (naomi == 2) { - if ((questprogress(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) { + else if (para_2nd01 == 19) { + if (questprogress(7231,HUNTING) == 2 && countitem(Ice_Piece) > 29 && countitem(Sweet_Sauce) > 0 && countitem(Milk) > 0) {// Ice_Piece, Sweet_Sauce, Milk + mes "Ohh!"; + mes "You've brought everything."; + mes "Okay, so just one last thing...!"; + next; + select("...... Look"); + mes "[Naomi]"; + mes "Yes, yes? Why not?"; + mes "..."; + mes "Oh, that's right! I'm supposed to give you something."; + mes "You've done enough, I know."; + next; mes "[Naomi]"; - mes "Yay, you did it!"; + mes "I'll inform Instructor Ur."; + mes "A few more stages left to go so don't worry!"; next; mes "[Naomi]"; - mes "I will be fine now, don't worry about me."; + mes "Oh and congratulations!"; + mes "This is the last training stage prepared!"; next; - delitem 7066,30; // Ice Cubic - delitem 519,1; // Milk - delitem 7453,1; // Sweet Sauce + mes "[Naomi]"; + mes "I guess I should do some of this myself~"; + mes "Muahaha~"; + delitem Ice_Piece,30; + delitem Sweet_Sauce,1; + delitem Milk,1; + para_2nd01 = 20; + erasequest 7231;// Hunting and Gathering + setquest 7232;// Report to Instructor Ur getexp 40000,40000; - naomi = 3; - changequest 7231,7232; + } + else { + mes "Have you finished hunting the 30 Siroma yet?"; + mes "You've already done it once so this shouldn't be difficult..."; + next; mes "[Naomi]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "And don't forget the 30 Ice Cubic, 1 Sweet Sauce, and 1 Milk."; } - mes "[Naomi]"; - mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; - close; } - if (naomi == 3) { - mes "[Naomi]"; - mes "I will be fine now, don't worry about me."; + else if (para_2nd01 == 20) { + mes "Were you there yet?"; + mes "Other people have come and go since you've been here last."; + mes "Now I don't have to get the materials myself."; next; mes "[Naomi]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "Report back to Instructor Ur and report that the job is done."; + mes "Don't procrastinate."; } - mes "[Naomi]"; - mes "So... cold..."; + else + mes "Alas, is there anywhere where the buildup of ice caps is more than here?"; close; } -mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{ - if ((para_suv01 == 52) && (margaret < 1)) { +mid_camp,212,229,3 script Dispatched Instructor#06 4_F_HUWOMAN,{ + mes "[Margaret]"; + if (para_2nd01 < 22) { + mes "Oh, sorry."; + mes "I don't know much about the life of an adventurer."; + mes "I'm just a member of Eden Group..."; + } + else if (para_2nd01 == 22) { + mes "The proof that you have there."; + mes "You're here in paradise."; + mes "Instructor Ur sent you?"; + next; + if (select( "Yes.", "No." ) == 2) { + mes "[Margaret]"; + mes "Oh, my mistake."; + close; + } mes "[Margaret]"; - mes "Oh, hello there."; + mes "How do you do?"; + mes "Oh, so you're here for the training from Instructor Ur."; next; mes "[Margaret]"; - mes "I have two friends here in the New World which need your help."; + mes "Ok, I'm in a bit of a situation right now so I asked Instructor Ur to use his missions to help."; next; - margaret = 1; - changequest 7233,7234; + select("A situation?"); mes "[Margaret]"; - mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; - close; - } - if (margaret == 1 || margaret == 2) { + mes "Yes, "; + mes "Find Mine and do what he asks you."; + next; mes "[Margaret]"; - mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; - close; - } - if (margaret == 3) { + mes "We dispatched him to do something and he hasn't done it yet so I'm guessing he's either chickened out or failed."; + next; mes "[Margaret]"; - mes "Ah good, you were able to help him."; + mes "So can you find him out there in Splendide Field?"; next; - margaret = 4; mes "[Margaret]"; - mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; - close; + mes "Find him and figure out what the heck he's up to please."; + para_2nd01 = 23; + erasequest 7233;// Advanced Training at Ash Vacuum + setquest 7234;// Margaret's favor } - if (margaret == 4 || margaret == 5) { - mes "[Margaret]"; - mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; - close; + else if (para_2nd01 < 27) { + mes "Can you find those two brothers?"; + mes "Find out what's up with them."; } - if (margaret == 6) { + else if (para_2nd01 == 27) { + mes "So what's up?!"; + next; + mes "- You tell her about Meeru and Mine. -"; + next; mes "[Margaret]"; - mes "Haha, so he still wants a zoom out hack..."; + mes "Yeah? Oh what?"; + mes "This is not really..."; + mes "Ok I'll go deal with them."; next; mes "[Margaret]"; - mes "Thanks for helping them, I knew you could do it."; + mes "Well, whatever the Nepenthes and Pinguicula proof has been collected."; next; - margaret = 7; - changequest 7234,7237; mes "[Margaret]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; + mes "Your training is done so go back and talk to Instructor Ur."; + para_2nd01 = 29; + erasequest 7234;// Margaret's favor + setquest 7237;// Report to Instructor Ur } - mes "[Margaret]"; - mes "The New World... What a beautiful place!"; + else if (para_2nd01 == 29) { + mes "Well, whatever the Nepenthes and Pinguicula proof has been collected."; + next; + mes "[Margaret]"; + mes "Your training is done so go back and talk to Instructor Ur."; + } + else + mes "........"; close; } -man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{ - if (margaret == 1) { - mes "[Paradise Dispatch]"; - mes "Hey you, can you help me here?"; - next; - mes "[Paradise Dispatch]"; - mes "The plant monsters in this area have a long ranged attack."; - next; - margaret = 2; - changequest 7234,7235; - mes "[Paradise Dispatch]"; - mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; - close; +man_fild01,43,234,3 script Dispatched Instructor#07 4_DST_SOLDIER,{ + mes "[Meeru]"; + if (para_2nd01 < 23) { + mes "You think I'll lose!"; + mes "...?"; + mes "All of them... Who're you?!"; + mes "Mine is a stooge?"; + mes "He sent you to watch me!?"; + next; + mes "[Meeru]"; + mes "What? Isn't that it?"; + mes "... ..."; + mes "Mine didn't send you did he?"; + } + else if (para_2nd01 == 23) { + mes "You think I'll lose!"; + mes "...?"; + mes "All of them... Who're you?!"; + mes "Mine is a stooge?"; + mes "He sent you to watch me!?"; + next; + mes "[Meeru]"; + mes "What? Isn't that it?"; + mes "... ..."; + mes "Mine didn't send you did he?"; + mes "So why are you here?"; + next; + select("Margaret sent me"); + mes "[Meeru]"; + mes "Ah, Margaret!"; + mes "Mine and Margaret are always trying to mess with me because of my win-!"; + mes "Gosh..."; + next; + select( "What happened?", "What do you win?" ); + mes "[Meeru]"; + mes "It all started with them bickering."; + mes "Margaret was asked to scout for both of us. It's like what you're doing now."; + next; + mes "[Meeru]"; + mes "Mine said that he was strong enough to defeat any monster."; + mes "So I insisted that he go to either East or West of the camp and show me."; + next; + mes "[Meeru]"; + mes "Mine made an idle threat and huffed and puffed but didn't do anything."; + next; + mes "[Meeru]"; + mes "Basically, Margaret didn't believe him and challenged him to kill 1 Nepenthes."; + next; + mes "[Meeru]"; + mes "So anyways now I'm charged with asking people to go and hunt 1 Nepenthes because of that bickering incident."; + next; + mes "[Meeru]"; + mes "It's really not that difficult to hunt 1 so just go to the field East of here and kill one of them."; + para_2nd01 = 24; + setquest 7235;// Nepenthes Hunt } - if (margaret == 2) { + else if (para_2nd01 == 24) { if (questprogress(7235,HUNTING) == 2) { - mes "[Paradise Dispatch]"; - mes "Thanks!"; + mes "Hmm yes I saw."; + mes "I knew I should've asked you to hunt more than 1."; next; - mes "[Paradise Dispatch]"; - mes "Ok, I'm out of here."; + mes "[Meeru]"; + mes "Anyways you've proven that you're stronger than Mine ever made himself out to be."; next; - getexp 50000,50000; - margaret = 3; - changequest 7235,7234; - mes "[Paradise Dispatch]"; - mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!"; - close; + mes "[Meeru]"; + mes "Well anyways here's a small reward."; + next; + mes "[Meeru]"; + mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows."; + para_2nd01 = 25; + erasequest 7235;// Nepenthes Hunt + getexp 50000,50000;; + } + else { + mes "Is hunting the Nepenthes too much for you?"; + mes "You seem a bit flushed."; + mes "Fine I'll heal you!"; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Paradise Dispatch]"; - mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; - close; } - if (margaret == 3) { - mes "[Paradise Dispatch]"; - mes "..."; - next; - mes "[Paradise Dispatch]"; - mes "Don't rush me, just head back to ^0000FFMargaret^000000."; - close; + else if (para_2nd01 == 25) + mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows."; + else { + mes "Something wrong?"; + mes "Did you have trouble with that Nepenthes..."; + mes ".........hyuk huk."; } - mes "[Paradise Dispatch]"; - mes "Those Nepenthes are so scary!"; close; } -spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{ - if (margaret == 4) { - mes "[Paradise Dispatch]"; - mes "So Margaret sent you to help me?"; - next; - mes "[Paradise Dispatch]"; - mes "Ok, lets get started!"; - next; - margaret = 5; - changequest 7234,7236; - mes "[Paradise Dispatch]"; - mes "Kill ^0000FF5 Pinguicula^000000 and then return to me."; - close; +spl_fild02,377,149,3 script Dispatched Instructor#08 4_M_DST_MASTER,{ + mes "[Mine]"; + if (para_2nd01 < 25) { + mes "Oh cruel world."; + mes "..."; + mes "Way to go passing by."; + mes "What a fiasco this has turned out to be"; + } + else if (para_2nd01 == 25) { + mes "Oh cruel world..."; + mes "..."; + mes "Who are you?"; + next; + if (select( "Margaret sent me.", "Yeah I'm here..." ) == 1) { + mes "[Mine]"; + mes "Eh? Who!"; + mes "I see. Is it that time already?"; + mes "This has been difficult."; + mes "I'm in a crisis here!"; + } + else { + mes "[Mine]"; + mes "Oh so you're not here by your own will eh?"; + mes "So why even bother coming?"; + next; + mes "[Mine]"; + mes "You didn't want to be here right?"; + mes "Margaret sent you instead of someone else I bet."; + mes "Whatever, anyway I'm in a crisis here!"; + } + next; + mes "[Mine]"; + mes "Ok I don't want to admit it but you gotta help me out here."; + next; + mes "[Mine]"; + mes "Ok just because I was complaining doesn't mean they have to send me here!"; + next; + mes "[Mine]"; + mes "I mean they've asked for too much of a simple person like myself."; + next; + mes "[Mine]"; + mes "Ok here's the deal."; + mes "I'm supposed to hunt those Pinguiculas. Just 5 of 'em."; + mes "But you'll do that for me yeah?"; + next; + mes "[Mine]"; + mes "I promise you I'll give you something good."; + mes "Thanks."; + para_2nd01 = 26; + setquest 7236;// Pinguicula Hunt } - if (margaret == 5) { + else if (para_2nd01 == 26) { if (questprogress(7236,HUNTING) == 2) { - mes "[Paradise Dispatch]"; - mes "You make it look so easy, but I couldn't even kill 1..."; + mes "Excellent!"; + mes "Now I can go back to the camp and..."; next; - mes "[Paradise Dispatch]"; - mes "Now is my chance to run to Splendide!"; + mes "[Mine]"; + mes "I mean, can you tell Margaret that it's all done?"; next; - getexp 50000,50000; - margaret = 6; - changequest 7236,7234; - mes "[Paradise Dispatch]"; - mes "Head back to ^0000FFMargaret^000000, I will be ok now."; - close; + mes "[Mine]"; + mes "Oh don't worry she won't mind. I'll just go back to doing what I was doing. Here's your reward."; + para_2nd01 = 27; + erasequest 7236;// Pinguicula Hunt + getexp 50000,50000;; + } + else { + mes "Come on 5 Pinguicula."; + mes "Really how did you get here then?"; + next; + mes "[Mine]"; + mes "You're not lying about being a real adventurer are you?"; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; } - mes "[Paradise Dispatch]"; - mes "Kill ^0000FF5 Pinguicula^000000 and return to me."; - close; } - if (margaret == 6) { - mes "[Paradise Dispatch]"; - mes "Now, if only I had a hack for zooming out more..."; - next; - mes "[Paradise Dispatch]"; - mes "Head back to ^0000FFMargaret^000000, I will be ok now."; - close; + else if (para_2nd01 == 27) { + mes "Margaret gets everything she wants back at the camp."; + mes "Don't you worry, I'm going back soon."; } - mes "[Paradise Dispatch]"; - mes "I need a hack to zoom out more so I can see if it is safe..."; + else + mes "........."; close; } -moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ - if (checkweight(1101,5) == 0) { - mes "^3355FFWait a second!"; - mes "Right now, you're carrying"; - mes "to many things with you."; - mes "Please come back after"; - mes "using the Kafra Service"; - mes "to store some of your items.^000000"; +moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{ + if (checkweight(Para_Team_Manteau2,5) == 0) { + mes "- You have too many items in your inventory to continue -"; close; } - mes "[Toren]"; - mes "Hello adventurer, what can I do for you?"; + mes "[Thorn]"; + if (countitem(Para_Team_Mark) < 1) {// Para_Team_Mark + mes "Hmm, are you a member of Eden Group?"; + mes "You need to be one of our members to use my services."; + close; + } + mes "What's going on?"; next; - switch(select("Where is my reward?:I want an enchantment!")) { + switch( select( "Strengthen Equipment", "Personal Request", "Give me new equipment." ) ) { + mes "[Thorn]"; case 1: - if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) { - mes "[Toren]"; - mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you."; - next; - mes "[Toren]"; - mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else."; - next; - mes "[Toren]"; - if (BaseClass == Job_Swordman) { - mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; - callsub L_Select, - 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III - 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III - 1434,"Spear","One-handed, 165 Atk"; //P.Spear I + if (para_2nd01 < 6) { + mes "Hmm equipment strengthening."; + mes "I don't exactly do that for just anyone."; + mes "The first step is at least a higher degree of training so have you done the Eden Group training yet?"; + next; + mes "[Thorn]"; + mes "You have not awakened yet."; + mes "First do the missions set forth by Instructor Ur and I'll help you strengthen your equipment."; + next; + mes "[Thorn]"; + mes "I won't help you unless you do that first!"; + } + else if (para_2nd04 == 3) { + mes "Strengthen your equipment eh?"; + mes "I'll strengthen the new Eden Group equipment for you by giving it a random stat boost."; + next; + mes "[Thorn]"; + mes "So what equipment do you want to enhance?"; + next; + switch( select( "Eden Group Manteau II", "Eden Group Armor IV", "Eden Group Boots IV" ) ) { + case 1: callsub S_Enchant,Para_Team_Manteau2,"Manteau";// Para_Team_Manteau2 + case 2: callsub S_Enchant,Para_Team_Armor,"Armor";// Para_Team_Armor + case 3: callsub S_Enchant,Para_Team_Boots4,"Boots";// Para_Team_Boots4 } - else if (BaseClass == Job_Merchant) { - mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; - callsub L_Select, - 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else { + mes "I will strengthen your equipment after you've done a personal request of mine."; + next; + mes "[Thorn]"; + mes "I just want to be sure that you're worthy of using my services."; + } + close; + case 2: + if (para_2nd02 < 2) { + mes "Have you started the request of Instructor Ur?"; + mes "I'm lending my services to those who are worthy."; + next; + mes "[Thorn]"; + mes "Besides, you won't have the equipment that I can enhance until you do those missions."; + } + else if (para_2nd04 == 0) { + mes "Glad you're here."; + mes "As a blacksmith I am in need of Iron materials constantly."; + next; + mes "[Thorn]"; + mes "Of course there will be a reward eventually..."; + mes "So..."; + next; + mes "[Thorn]"; + if (BaseLevel < 80) { + mes "Bring me some materials."; + mes "I need 20 Iron Ore, and 10 Iron."; } - else if (BaseJob == Job_Assassin) { - mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; - callsub L_Select, - 1289,"Katar","Two-handed, 155 Atk", //P.Katar I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + else { + mes "Bring me some materials."; + mes "Bring 20 Used Iron Plate."; + .@add = 1; } - else if (BaseJob == Job_Rogue) { - mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + mes "It shouldn't be hard to get these can you bring them right away?"; + next; + switch( select( "Sure thing.", "I don't want to." ) ) { + mes "[Thorn]"; + case 1: + mes "I appreciate it."; + mes "So take your time and I'll be waiting."; + para_2nd04 = 1 + .@add; + setquest (7238 + .@add);// Errands for Thorn (easy/hard) + close; + case 2: + mes "Eh...?"; + mes "Guess you're too busy to help me."; + close; } - else if (BaseJob == Job_Thief) { - mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (para_2nd04 == 1 || para_2nd04 == 2) { + if (para_2nd04 == 1) { + setarray .@item[0],Iron_Ore,Iron;// Iron_Ore, Iron + setarray .@amount[0],20,10; + setarray .@countitem[0],countitem(Iron_Ore),countitem(Iron); + .@string$ = "I asked you to get 20 Iron Ore, and 10 Iron."; } - else if (BaseJob == Job_Bard) { - mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; - callsub L_Select, - 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + else { + .@item[0] = 7319; + .@amount[0] = 20; + .@countitem[0] = countitem(Old_Steel_Plate); + .@add = 1; + .@string$ = "I asked you to get 20 Used Iron Plate."; } - else if (BaseJob == Job_Dancer) { - mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; - callsub L_Select, - 1986,"Whip","One-handed, 125 Atk", //P.Tail I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + if (.@countitem[0] >= .@amount[0] && .@countitem[1] >= .@amount[1]) { + mes "Let me guess..."; + mes "You've brought me the best quality materials."; + mes "Good."; + next; + mes "[Thorn]"; + mes "I can always use more Iron materials."; + mes "Instead of a normal reward I'll give you an advanced equipment."; + next; + mes "[Thorn]"; + mes "If at any time you think you have equipment that you need to strengthen come by me again."; + delitem .@item[0],.@amount[0]; + if (.@countitem[1]) + delitem .@item[1],.@amount[1]; + para_2nd04 = 3; + erasequest (7238 + .@add); + setquest 7240; } - else if (BaseClass == Job_Archer) { - mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; - callsub L_Select, - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + else { + mes .@string$; + mes "I'm pretty sure that it isn't that difficult to do."; } - else if (BaseJob == Job_Priest) { - mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I + } + else if (para_2nd04 == 3) { + mes "Now, that's it."; + mes "That's enough for today."; + mes "For now, ask me to strengthen your equipment and I'll do it for you."; + next; + mes "[Thorn]"; + mes "If you have one of these bring them to me."; + mes "Eden Group Manteau II, Eden Group Armor IV, Eden Group Boots IV."; + } + else if (para_2nd04 == 4) { + if (questprogress(7241,PLAYTIME) == 1) { + mes "Come back later."; + mes "You have to wait for some time first."; } - else if (BaseJob == Job_Monk) { - mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; - callsub L_Select, - 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III + else { + mes "Uh-huh..."; + mes "What are we going to... oh don't worry."; + mes "Come to me later."; + erasequest 7241;// Errands for Thorn timer + para_2nd04 = 0; + } + } + close; + case 3: + if (para_2nd02 < 1) { + mes "I'm not permitted to do this by Instructor Ur."; + mes "Don't mess with me."; + } + else if (para_2nd02 == 1) { + mes "Okay, I'll give you equipment."; + mes "I'll give you good armor and equipment that you'll be proud of."; + next; + mes "[Thorn]"; + mes "So now, ^4d4dffmake sure that you have enough free inventory space.^000000"; + next; + if (select( "Let me organize my inventory.", "I have free space." ) == 1) { + mes "[Thorn]"; + mes "You do that."; + mes "Free up your inventory so that you can get the weapons, boots, and all the other equipment."; + close; + } + mes "[Thorn]"; + if (BaseJob == Job_Knight || BaseJob == Job_Crusader) { + callsub L_Select,"One-handed sword, two-handed sword or spear.", + P_Slayer3,"Eden Group Slayer III","Two-handed Sword, Attack 200", + P_Saber3,"Eden Group Saber III","One-handed Sword, Attack 185", + P_Sphere1,"Eden Group Spear I","One-handed, Attack 165"; + } + else if (BaseJob == Job_Assassin) { + callsub L_Select,"You have your choice of dagger or katar.", + P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", + P_Katar1,"Eden Group Katar I","Katar, ATK 155"; } - else if (BaseJob == Job_Acolyte) { - mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk"; //P.Mace III + else if (BaseJob == Job_Rogue || BaseClass == Job_Novice) + getitem P_Dagger3,1;// P.Dagger III + else if (BaseJob == Job_Alchemist || BaseJob == Job_Blacksmith) { + callsub L_Select,"Your options are Mace, Saber and Axe.", + P_Mace3,"Eden Group Mace III","Mace, Attack 172",// P_Mace3 + P_Saber3,"Eden Group Saber III","Sword, Attack 185",//P.Saber III + P_Two_Handed_Axe1,"Eden Group Axe I","Axe, Attack 195"; //P.Two-Handed Axe I } + else if (BaseJob == Job_Wizard) + getitem P_Staff3,1;// P.Staff III else if (BaseJob == Job_Sage) { - mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + callsub L_Select,"", + P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III + P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135"; //P.Book I } - else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { - mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + else if (BaseJob == Job_Priest) { + callsub L_Select,"", + P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III + P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135", //P.Book I + P_Mace3,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III } - else if (Class == Job_Ninja) { - mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; - callsub L_Select, - 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + else if (BaseJob == Job_Monk) { + callsub L_Select,"", + P_Knuckle1,"Eden Group Knuckles I","Knuckle, Attack 120", //P.Knuckle I + P_Mace3,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III } - else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I - else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III - else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III - getitem 18514,1; //Paradise Hat II - getitem 2571,1; //Paradise Mantle II - getitem 2473,1; //Paradise Boots IV - getitem 15031,1; //Paradise Uniform IV - para_suv02 = 14; - if (para_suv01 > 40) - para_suv01 += 1; - if (Class == Job_Taekwon) { - mes "I'm sorry, but Teakwon Class can't wear any of our weapons..."; - next; + else if (BaseJob == Job_Hunter) + getitem P_Bow3,1;// P.Bow III + else if (BaseJob == Job_Bard) { + callsub L_Select,"", + P_Bow3,"Eden Group Bow III","Bow, Attack 140", //P.Bow III + P_String_Inst1,"Eden Group Guitar I","Guitar, Attack 125"; //P.Guitar I } - mes "See you later, and good luck on your adventures!"; - close; - } - if (para_suv02 == 14) { - setarray .@check[0],18514,2571,2473,15031; - setarray .@item$[0],"Hat","Mantle","Boots","Uniform"; - for(.@i = 0; .@i<4; ++.@i) - if (countitem(.@check[.@i]) < 1) { - mes "[Toren]"; - mes "Where is the Paradise "+.@item$[.@i]+" I gave you?"; - next; - mes "[Toren]"; - mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; - next; - if(select("Ok.:No, thanks.") == 2) { - mes "[Toren]"; - mes "Come back if you change your mind."; - close; - } - if (Zeny < 250000) { - mes "[Toren]"; - mes "You dont have enough zeny."; - close; - } - Zeny -= 250000; - getitem .@check[.@i],1; - mes "[Toren]"; - mes "These advanced gears are not easy to make, please take better care of this one."; - close; - } - mes "[Toren]"; - mes "I already gave you the most advanced gears we have to offer."; - close; - } - mes "[Toren]"; - mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward."; - close; - case 2: - if (para_suv02 < 14) { - mes "[Toren]"; - mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; - close; - } - if (paragearenchant < 1) { - mes "[Toren]"; - mes "Alright, but I'll need a few items for the enchantment process."; - next; - if (BaseLevel >= 90) { - paragearenchant = 1; - setquest 7239; - mes "[Toren]"; - mes "Just bring me ^0000FF20 Used Iron Plates^000000."; - close; + else if (BaseJob == Job_Dancer) { + callsub L_Select,"", + P_Bow3,"Eden Group Bow III","Bow, Attack 140", //P.Bow III + P_Tail1,"Eden Group Whip I","Whip, Attack 125"; //P.Tail I } - paragearenchant = 2; - setquest 7238; - mes "[Toren]"; - mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; - close; - } - if (paragearenchant == 1) { - if (countitem(7319) >= 20) { - mes "[Toren]"; - mes "Thanks, that's what I needed!"; - next; - delitem 7319,20; // Used Iron Plate - paragearenchant = 3; - changequest 7239,7240; - mes "[Toren]"; - mes "Give me a second to prepare before I enchant your gears."; - close; + else if (Class == Job_Ninja) { + callsub L_Select,"", + P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III + P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170"; //P.Huuma Suriken I } - mes "[Toren]"; - mes "Just bring me ^0000FF20 Used Iron Plates^000000."; - close; - } - if (paragearenchant == 2) { - if ((countitem(1002) >= 20) && (countitem(998) >= 10)) { - mes "[Toren]"; - mes "Thanks, that's what I needed!"; + else if (Class == Job_Star_Gladiator) + getitem P_Dic1,1; //P.Book I + else if (Class == Job_Soul_Linker) { + callsub L_Select,"", + P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III + P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60"; //P.Staff III + } + else if (Class == Job_Gunslinger) + getitem P_Revolver3,1; //P.Revolver III + else { + mes "Hmm, you are eligible to receive equipment."; + mes "Yeah I understand that."; next; - delitem 1002,20; // Iron Ore - delitem 998,10; // Iron - paragearenchant = 3; - changequest 7238,7240; - mes "[Toren]"; - mes "Give me a second to prepare before I enchant your gears."; + mes "[Thorn]"; + mes "Hmm something went wrong though. I'm not sure what..."; close; } - mes "[Toren]"; - mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; - close; + para_2nd02 = 2; + getitem Para_Team_Hat2,1;// Paradise Hat II + getitem Para_Team_Manteau2,1;// Paradise Mantle II + getitem Para_Team_Boots4,1;// Paradise Boots IV + getitem Para_Team_Armor,1;// Paradise Uniform IV + mes "Here's your equipment."; + mes "I'll also give you the other gear that comes along with this set."; } - if (paragearenchant == 3) { - mes "[Toren]"; - mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000."; - next; - mes "[Toren]"; - mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you."; - next; - mes "[Toren]"; - mes "Now pick which gear you would like me to enchant."; + else if (para_2nd02 == 2) { + mes "You can strengthen the equipment that I gave you."; + mes "Weapons Expert BK is at Eden Group Headquarters and he can do that for you."; next; - setarray .@item[0],2571,2473,15031; - .@i = select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1; - if (countitem(.@item[.@i]) < 1) { - mes "[Toren]"; - mes "Bring one and I'll enchant it."; - close; - } - .@paragearcount = .@item[.@i]; - mes "[Toren]"; - mes "Here we go!"; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - .@enc_paragear = rand(1,42); - if (.@enc_paragear == 1) .@addpart = 4763; - else if (.@enc_paragear == 2) .@addpart = 4765; - else if (.@enc_paragear == 3) .@addpart = 4790; - else if (.@enc_paragear == 4) .@addpart = 4794; - else if (.@enc_paragear < 7) .@addpart = 4762; - else if (.@enc_paragear < 9) .@addpart = 4764; - else if (.@enc_paragear < 11) .@addpart = 4789; - else if (.@enc_paragear < 13) .@addpart = 4793; - else if (.@enc_paragear < 15) .@addpart = 4701; - else if (.@enc_paragear < 17) .@addpart = 4711; - else if (.@enc_paragear < 19) .@addpart = 4721; - else if (.@enc_paragear < 21) .@addpart = 4731; - else if (.@enc_paragear < 23) .@addpart = 4741; - else if (.@enc_paragear < 25) .@addpart = 4751; - else if (.@enc_paragear < 28) .@addpart = 4788; - else if (.@enc_paragear < 31) .@addpart = 4792; - else if (.@enc_paragear < 35) .@addpart = 4787; - else if (.@enc_paragear < 39) .@addpart = 4791; - else if (.@enc_paragear < 43) .@addpart = 4786; - .@addpart2 = 4701+(10*rand(6)); - delitem .@paragearcount,1; - getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart; - paragearenchant = 4; - changequest 7240,7241; - mes "[Toren]"; - mes "It is finished! Come back tomorrow if you want to enchant more."; - close; + mes "[Thorn]"; + mes "So go to him and he can make your equipment stronger."; } - if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) != 2)) { - mes "[Toren]"; - mes "Please come back tomorrow if you want to enchant more."; - close; - } - if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) == 2)) { - paragearenchant = 0; - erasequest 7241; - mes "[Toren]"; - mes "Another day, another piece of equipment to enchant!"; - close; + else { + mes "Have you gotten your gear yet?"; + mes "I can give you the gear but I can't strengthen it for you."; + next; + mes "[Thorn]"; + mes "Your armor can be strengthened by someone else."; + mes "I wish I could but I can't."; } } - end; + close; L_Select: - next; - mes "[Toren]"; - .@menu$ = ""; - for(.@i = 0; .@i 0) { + setarray .@bonus[1], + Luck2,// Luck2 + Mdef4,// Mdef4 + Def3,// Def3 + Strength2,// Strength2 + Mdef6,// Mdef6 + Def6,// Def6 + Agility2,// Agility2 + Mdef8,// Mdef8 + Def9,// Def9 + Dexterity2,// Dexterity2 + Inteligence2,// Inteligence2 + Vitality2;// Vitality2 + .@1st = .@bonus[ rand(1,12) ]; + .@2nd = .@bonus[ rand(1,12) ]; + mes "Eden Group "+ getarg(1) +"?"; + mes "I understand."; + mes "Remember the stats that are enhanced will be random."; + mes "You sure you want me to enhance this?"; + next; + switch( select( "I changed my mind.", "Yes, enhance it." ) ) { + mes "[Thorn]"; + case 1: + mes "You sure you don't want to enhance it?"; + mes "It's your choice."; + close; + case 2: + mes "I understand."; + mes "Let's begin the enhancement."; + next; + specialeffect EF_REPAIRWEAPON; + progressbar "ffff00",3; + delitem getarg(0),1; + para_2nd04 = 4; + changequest 7240,7241; + getitem2 getarg(0),1,1,0,0,0,0,.@1st,.@2nd; + mes "[Thorn]"; + mes "Ok, seems that the enhancement went well."; + mes "If you don't like the result then you can come back again tomorrow."; + close; + } + } + mes "Hmm... Don't you have the "+ getarg(1) +"?"; + mes "I don't think you have it with you."; + close; } -moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ - if (checkweight(1101,5) == 0) { - mes "^3355FFWait a second!"; - mes "Right now, you are carrying"; - mes "to many things with you."; - mes "Please come back after"; - mes "using the Kafra Service"; - mes "to store some of your items.^000000"; +moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{ + setarray .@wplist[0], + P_Slayer3, // P_Slayer3 + P_Saber3, // P_Saber3 + P_Dagger3, // P_Dagger3 + P_Katar1, // P_Katar1 + P_Two_Handed_Axe1, // P_Two_Handed_Axe1 + P_Sphere1, // P_Spear I + P_Staff3, // P_Staff3 + P_Mace3, // P_Mace3 + P_Bow3, // P_Bow3 + P_Dic1, // P.Book I + P_String_Inst1, // P_Guitar I + P_Tail1, // P_Tail1 + P_Revolver3, // P_Revolver3 + P_Knuckle1, // P_Knuckle1 + P_Huuma_Shuriken1; // P_Huuma_Shuriken1 + .@menu$ = "Eden Group Slayer III:" + + "Eden Group Saber III:" + + "Eden Group Dagger III:" + + "Eden Group Katar I:" + + "Eden Group Axe I:" + + "Eden Group Spear I:" + + "Eden Group Staff III:" + + "Eden Group Mace III:" + + "Eden Group Bow III:" + + "Eden Group Dictionary I:" + + "Eden Group Guitar I:" + + "Eden Group Whip I:" + + "Eden Group Revolver III:" + + "Eden Group Knuckles I:" + + "Eden Group Huuma Shuriken I"; + mes "[BK]"; + mes "What's happening?"; + mes "No way?!"; + next; + if (select( "Enhancing weapons.", "What?" ) == 2) { + mes "[BK]"; + mes "Yeah?"; + mes "Are you asking me what I know?"; + next; + select("...??"); + mes "[BK]"; + mes ".....????"; close; } - mes "[Weapons Expert]"; - mes "Hello adventurer, what can I do for you today?"; + mes "[BK]"; + mes "Ah, you're here to enhance your gear."; + mes "Okay, shall we?"; next; - switch(select("Where is my reward?","I want an enchantment!")) { - case 1: - if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { - mes "[Weapons Expert]"; - mes "Where is the Paradise Weapon I gave you?"; - next; - mes "[Weapons Expert]"; - mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; - next; - switch(select("Ok.","No, thanks.")) { - case 1: - mes "[Weapons Expert]"; - if (Zeny < 250000) { - mes "You dont have enough zeny."; - close; - } - if (Class == Job_Taekwon) { - mes "Wait... Your Class doesn't have a weapon."; - close; - } - Zeny -= 250000; - if (BaseClass == Job_Swordman) { - mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; - callsub L_Select, - 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III - 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III - 1434,"Spear","One-handed, 165 Atk"; //P.Spear I - } - else if (BaseClass == Job_Merchant) { - mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; - callsub L_Select, - 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Assassin) { - mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; - callsub L_Select, - 1289,"Katar","Two-handed, 155 Atk", //P.Katar I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Rogue) { - mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Thief) { - mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Bard) { - mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; - callsub L_Select, - 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseJob == Job_Dancer) { - mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; - callsub L_Select, - 1986,"Whip","One-handed, 125 Atk", //P.Tail I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseClass == Job_Archer) { - mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; - callsub L_Select, - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseJob == Job_Priest) { - mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I - } - else if (BaseJob == Job_Monk) { - mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; - callsub L_Select, - 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III - } - else if (BaseJob == Job_Acolyte) { - mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk"; //P.Mace III - } - else if (BaseJob == Job_Sage) { - mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { - mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + mes "[BK]"; + if (para_2nd02 < 2) { + mes "You have to have the equipment first in order for me to do anything."; + mes "Didn't you get anything from Thorn yet?"; + } + else if (para_2nd02 == 2) { + if (para_2nd01 < 11) { + mes "Hmm, no."; + mes "I don't have permission from Instructor Ur."; + mes "You have to finish your training."; + next; + mes "[BK]"; + mes "Once you do that I can help you."; + mes "Until then I won't talk to you."; + } + else { + mes "Okay, what weapon do you want to enhance?"; + next; + .@s = select(.@menu$) -1; + mes "[BK]"; + if (countitem(.@wplist[.@s]) > 0) { + mes "Ok for the first reinforcement."; + mes "ATK + 3% or MATK + 3%?"; + mes "I'll give you the option to grant this effect on the selected gear."; + next; + mes "[BK]"; + mes "You can't change your mind after so choose wisely."; + next; + if (select( "ATK +3%","MATK +3%" ) == 1) { + .@string$ = "Ok, you've chosen to raise physical attack."; + .@card = Atk3; } - else if (Class == Job_Ninja) { - mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; - callsub L_Select, - 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + else { + .@string$ = "Ok, you've chosen to raise magical attack."; + .@card = Matk3; + .@add = 1; } - else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I - else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III - else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III - mes "These weapons aren't easy to make, please take better care of this one."; - close; - case 2: - mes "[Weapons Expert]"; - mes "Come back if you change your mind."; - close; + mes "[BK]"; + mes .@string$; + mes "Would you look at that. Your weapon will now be stronger."; + para_2nd03 = 1 + .@add; + next; + specialeffect EF_REPAIRWEAPON; + progressbar "ffff00",3; + para_2nd02 = 3; + delitem .@wplist[.@s],1; + getitem2 .@wplist[.@s],1,1,0,0,0,0,0,.@card; + mes "[BK]"; + mes "Isn't it magnificent?"; + mes "I know, I know, I'm pretty amazing!"; + } + else { + mes "Are you kidding me?"; + mes "You don't seem to have that weapon in your possession."; } } - mes "[Weapons Expert]"; - mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000."; - next; - mes "[Weapons Expert]"; - mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed."; - close; - case 2: - if (para_suv02 < 14) { - mes "[Weapons Expert]"; - mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; - close; - } - if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { - mes "[Weapons Expert]"; - mes "Did you sell your new Paradise Weapon? No enchantments for you."; - close; - } - if (para_suv01 < 44) { - mes "[Weapons Expert]"; - mes "You haven't completed enough quests for an enchantment yet."; - next; - mes "[Weapons Expert]"; - mes "Make sure to pick a weapon from Toren too."; - close; - } - if (para_suv01 == 44) { - mes "[Weapons Expert]"; - mes "It seems you have earned your first weapon enchantment."; - next; - mes "[Weapons Expert]"; - mes "There are only 2 to choose from, which one would you like?"; - next; - if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; - else paraweaponenchant = 4806; - callsub L_GetWeapon; - mes "[Weapons Expert]"; - mes "OK, gimmy a sec."; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - delitem paraweaponcount,1; - getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant; - para_suv01 = 45; - mes "[Weapons Expert]"; - mes "All done."; - close; + } + else if (para_2nd02 == 3) { + if (para_2nd01 < 16) { + mes "Hmm, I'm not sure you're ready."; + mes "All 3 steps of Instructor Ur's missions have to be completed first."; + next; + mes "[BK]"; + mes "You get what I'm saying?"; + mes "Finish the third mission from Instructor Ur."; } - if (para_suv01 == 47) { - mes "[Weapons Expert]"; - mes "It seems you have earned your second weapon enchantment."; + else { + mes "Good. So you previously received an addition to Atk or Matk."; + mes "For this option you can choose from Brute, Plant, Fish, Dragon, Increased Heal."; next; - if (paraweaponenchant < 1) { - mes "[Weapons Expert]"; - mes "Before I do the second enchantment, you need to pick the first one."; - next; - mes "[Weapons Expert]"; - mes "There are only 2 to choose from, which one would you like?"; - next; - if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; - else paraweaponenchant = 4806; - callsub L_GetWeapon; - mes "[Weapons Expert]"; - mes "Gotcha, now for the second enchantment."; - next; - } - mes "[Weapons Expert]"; - mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + mes "[BK]"; + mes "Once you've chosen you can't change your mind again."; + mes "But your weapon will increase damage to the type of enhancement you pick."; next; - mes "[Weapons Expert]"; - mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; + mes "[BK]"; + mes "Basically I will add a random monster card with the property type that you choose."; + mes "Good luck!"; next; - switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + switch( select( "Brute Type", "Plant Type", "Insect Type", "Fish Type", "Dragon Type", "Increased Heal" ) ) { case 1: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4060; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4472; + setarray .@arg[0],Goblin_Card,Bradium_Goram_Card,111;// Goblin_Card, Bradium_Goram_Card + .@type$ = "Brute"; break; case 2: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4068; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4470; + setarray .@arg[0],Scorpion_Card,Nepenthes_Card,121;// Scorpion_Card, Nepenthes_Card + .@type$ = "Plant"; break; case 3: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4063; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4476; + setarray .@arg[0],Caramel_Card,Pinguicula_Card,131;// Caramel_Card, Pinguicula_Card + .@type$ = "Insect"; break; case 4: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4080; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4469; + setarray .@arg[0],Flora_Card,Naga_Card,141;// Flora_Card, Naga_Card + .@type$ = "Fish"; break; case 5: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4118; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4471; + setarray .@arg[0],Petit_Card,Egg_Of_Draco_Card,151;// Petit_Card, Egg_Of_Draco_Card + .@type$ = "Dragon"; break; case 6: - paraweaponenchant2 = 4805; - break; + setarray .@arg[0],Heal_Amount2,Heal_Amount2,161;// Heal_Amount2 + } + mes "[BK]"; + for ( .@i = 0; .@i < 15; .@i++ ) { + if (countitem(.@wplist[.@i]) > 0) { + if (.@arg[0] == Heal_Amount2) + mes "Good. Your weapon will now increase Heal effectiveness."; + else + mes "Good. Your weapon will increase attacks to "+ .@type$ +" type monsters."; + next; + specialeffect EF_REPAIRWEAPON; + progressbar "ffff00",3; + delitem .@wplist[.@i],1; + para_2nd02 = 4; + if (para_2nd03 == 1) { + para_2nd03 = .@arg[2]; + getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[0],Atk3; + } + else { + para_2nd03 = .@arg[2] + 100; + getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[1],Matk3; + } + mes "[BK]"; + mes "Isn't it magnificent?"; + mes "I know, I know, I'm pretty amazing!"; + close; + } } - mes "[Weapons Expert]"; - mes "OK, gimmy a sec."; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - delitem paraweaponcount,1; - getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant; - para_suv01 = 48; - mes "[Weapons Expert]"; - mes "All done."; + mes "Sorry, but it doesn't seem like you have a weapon that can be enhanced."; + mes "How did this happen?"; close; } - if (para_suv01 == 50 || para_suv01 == 53) { - mes "[Weapons Expert]"; - mes "It seems you have earned your third weapon enchantment."; - next; - if (paraweaponenchant < 1) { - mes "[Weapons Expert]"; - mes "Before I do the other enchantments, you need to pick the first one."; - next; - mes "[Weapons Expert]"; - mes "There are only 2 to choose from, which one would you like?"; - next; - if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; - else paraweaponenchant = 4806; - callsub L_GetWeapon; - mes "[Weapons Expert]"; - mes "Gotcha, on to the next one."; - next; - } - if (paraweaponenchant2 < 1) { - mes "[Weapons Expert]"; - mes "Before I do the third enchantment, you need to pick the second one."; - next; - mes "[Weapons Expert]"; - mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; - next; - mes "[Weapons Expert]"; - mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; - next; - switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { - case 1: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4060; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4472; - break; - case 2: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4068; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4470; - break; - case 3: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4063; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4476; - break; - case 4: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4080; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4469; - break; - case 5: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4118; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4471; - break; - case 6: - paraweaponenchant2 = 4805; - break; - } - mes "[Weapons Expert]"; - mes "Gotcha, now for the third one."; + } + else if (para_2nd02 == 4) { + if (para_2nd01 < 30) { + mes "Instructor Ur has a lot of training missions doesn't he?"; + mes "There's only one more stage."; + mes "Reach the final stage of training."; + } + else { + mes "Okay, this is the last step."; + mes "I will make your weapon even more enhanced."; + next; + mes "[BK]"; + mes "The card added from the previous step will be doubled."; + mes "And if you have a healing weapon it will increase it's healing efficiency."; + mes "You understand?"; + next; + mes "[BK]"; + mes "Ok what weapon did you have now?"; + next; + .@s = select(.@menu$) -1; + mes "[BK]"; + if (countitem(.@wplist[.@s]) > 0) { + mes "Doubling the strength of your bonus stat."; next; + specialeffect EF_REPAIRWEAPON; + progressbar "ffff00",3; + delitem .@wplist[.@s],1; + para_2nd02 = 5; + if (para_2nd03 == 111) + getitem2 .@wplist[.@s],1,1,0,0,0,Goblin_Card,Goblin_Card,Atk3;// Goblin_Card, Goblin_Card, Atk3 + else if (para_2nd03 == 121) + getitem2 .@wplist[.@s],1,1,0,0,0,Scorpion_Card,Scorpion_Card,Atk3;// Scorpion_Card, Scorpion_Card, Atk3 + else if (para_2nd03 == 131) + getitem2 .@wplist[.@s],1,1,0,0,0,Caramel_Card,Caramel_Card,Atk3;// Caramel_Card, Caramel_Card, Atk3 + else if (para_2nd03 == 141) + getitem2 .@wplist[.@s],1,1,0,0,0,Flora_Card,Flora_Card,Atk3;// Flora_Card, Flora_Card, Atk3 + else if (para_2nd03 == 151) + getitem2 .@wplist[.@s],1,1,0,0,0,Petit_Card,Petit_Card,Atk3;// Petit_Card, Petit_Card, Atk3 + else if (para_2nd03 == 161) + getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Atk3;// Heal_Amount2, Heal_Amount2, Atk3 + else if (para_2nd03 == 211) + getitem2 .@wplist[.@s],1,1,0,0,0,Bradium_Goram_Card,Bradium_Goram_Card,Matk3;// Bradium_Goram_Card, Bradium_Goram_Card, Matk3 + else if (para_2nd03 == 221) + getitem2 .@wplist[.@s],1,1,0,0,0,Nepenthes_Card,Nepenthes_Card,Matk3;// Nepenthes_Card, Nepenthes_Card, Matk3 + else if (para_2nd03 == 231) + getitem2 .@wplist[.@s],1,1,0,0,0,Pinguicula_Card,Pinguicula_Card,Matk3;// Pinguicula_Card, Pinguicula_Card, Matk3 + else if (para_2nd03 == 241) + getitem2 .@wplist[.@s],1,1,0,0,0,Naga_Card,Naga_Card,Matk3;// Naga_Card, Naga_Card, Matk3 + else if (para_2nd03 == 251) + getitem2 .@wplist[.@s],1,1,0,0,0,Egg_Of_Draco_Card,Egg_Of_Draco_Card,Matk3;// Egg_Of_Draco_Card, Egg_Of_Draco_Card, Matk3 + else if (para_2nd03 == 261) + getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Matk3;// Heal_Amount2, Heal_Amount2, Matk3 + mes "[BK]"; + mes "Isn't it magnificent?"; + mes "I know, I know, I'm pretty amazing!"; } - mes "[Weapons Expert]"; - mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; - next; - mes "[Weapons Expert]"; - mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; - next; - switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { - case 1: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4060; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4472; - break; - case 2: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4068; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4470; - break; - case 3: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4063; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4476; - break; - case 4: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4080; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4469; - break; - case 5: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4118; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4471; - break; - case 6: - paraweaponenchant3 = 4805; - break; + else { + mes "Hey, you think I'm joking?"; + mes "Do you have the weapons or not?"; } - mes "[Weapons Expert]"; - mes "OK, gimmy a sec."; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - delitem paraweaponcount,1; - getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant; - para_suv01 = 54; - mes "[Weapons Expert]"; - mes "All done."; - close; - } - if (para_suv01 > 53) { - mes "[Weapons Expert]"; - mes "That is the maximum number of enchanments I can do, enjoy them."; - close; } - mes "[Weapons Expert]"; - mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment."; - close; } - end; -L_Select: - next; - mes "[Weapons Expert]"; - .@menu$ = ""; - for(.@i = 0; .@i 4) { + mes "How do you like your enhanced weapon?"; + mes "Hopefully it has helped you."; + next; + mes "[BK]"; + mes "I've given you the peak of your weapon's efficiency."; + mes "Weapons aren't the only things that need strength, though, don't you agree?"; + next; + mes "[BK]"; + mes "Come on admit it."; + mes "Thorn gave inspiration and I intend on providing strong equipment, that's how to live life."; + mes "Hahahaha!"; } - next; - .@i = select(.@menu$)-1; - getitem getarg(.@i*3),1; - mes "[Weapons Expert]"; - return; -L_GetWeapon: - if (countitem(1197)) paraweaponcount = 1197; - else if (countitem(1289)) paraweaponcount = 1289; - else if (countitem(1391)) paraweaponcount = 1391; - else if (countitem(1434)) paraweaponcount = 1434; - else if (countitem(1583)) paraweaponcount = 1583; - else if (countitem(1658)) paraweaponcount = 1658; - else if (countitem(1831)) paraweaponcount = 1831; - else if (countitem(1931)) paraweaponcount = 1931; - else if (countitem(1986)) paraweaponcount = 1986; - else if (countitem(13066)) paraweaponcount = 13066; - else if (countitem(13114)) paraweaponcount = 13114; - else if (countitem(13310)) paraweaponcount = 13310; - else if (countitem(13434)) paraweaponcount = 13434; - else if (countitem(16014)) paraweaponcount = 16014; - else if (countitem(18106)) paraweaponcount = 18106; - return; + close; } sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ @@ -5127,7 +4316,7 @@ sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ if (callfunc("F_GM_NPC",1854,0) == 1) { mes "Please select the variable you want to modify."; next; - .@var = select("para_suv01:para_suv02"); + .@var = select("para_suv01:para_suv02"); mes "Enter the modified value"; next; input .@input,0,9999; -- cgit v1.2.3-70-g09d2 From e99f874d414ca88a256dad8deea4f014aeb3c5d7 Mon Sep 17 00:00:00 2001 From: Dastgir Date: Sat, 14 Mar 2015 17:46:50 +0530 Subject: Eden Scripts: 100-140 Implemented --- npc/re/quests/eden/100-110.txt | 1249 ++++++++++++++++++++++++++++++++++++++++ npc/re/quests/eden/111-120.txt | 1169 +++++++++++++++++++++++++++++++++++++ npc/re/quests/eden/121-130.txt | 803 ++++++++++++++++++++++++++ npc/re/quests/eden/131-140.txt | 597 +++++++++++++++++++ npc/re/scripts.conf | 4 + 5 files changed, 3822 insertions(+) create mode 100644 npc/re/quests/eden/100-110.txt create mode 100644 npc/re/quests/eden/111-120.txt create mode 100644 npc/re/quests/eden/121-130.txt create mode 100644 npc/re/quests/eden/131-140.txt diff --git a/npc/re/quests/eden/100-110.txt b/npc/re/quests/eden/100-110.txt new file mode 100644 index 000000000..68b4429f6 --- /dev/null +++ b/npc/re/quests/eden/100-110.txt @@ -0,0 +1,1249 @@ +//===== Hercules Script ====================================== +//= Eden Group Quests - Mission [100-110] +//===== By: ================================================== +//= Capuche +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= Hercules +//===== Description: ========================================= +//= [Official Conversion] +//= Repeatable quests for players between BaseLevel 100 - 110. +//===== Additional Comments: ================================= +//= 1.0 First version. +//= 1.1 Some CleanUps. [Dastgir] +//============================================================ + +moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ + cutin "gelca01",2; + if (!checkweight(Knife,1) || (MaxWeight - Weight) < 5500) { + mes "^FF0000- Stop Here!! -"; + mes "- You have too many items. -"; + mes "- You cannot carry any more items. -"; + mes "- Lighten your load and -"; + mes "- try again. -^000000"; + close2; + cutin "",255; + end; + } + mes "[Gelkah]"; + if (!countitem(Para_Team_Mark)) { + mes "- You need to have an -"; + mes "- ^4d4dff'Eden Group Mark'^000000 -"; + mes "- to receive these missions. -"; + close; + } + else if (BaseLevel < 100) { + mes "You're not a mature enough adventurer. You should be at least base level 100. So basically at least a third class."; + next; + mes "[Gelkah]"; + mes "The request is from ^FF0000somewhere else^000000 other than Rune Midgard."; + } + else if (BaseLevel < 111) { + if (para_100lv01 == 0) { + mes "Adventurers!"; + emotion e_heh; + next; + cutin "gelca03",2; + mes "[Gelkah]"; + mes "I've recently received several requests from clients that need the help of Adventurers just like yourself."; + next; + if (select( "I like requests!", "A boring quest... No thanks!" ) == 2) { + mes "[Gelkah]"; + mes "You know that harder requests yield better rewards right?"; + next; + } + mes "[Gelkah]"; + mes "Actually, I can't just accept just any schmo off the street. My Master hates indecisive people."; + next; + if (select( "Who's your master?", "I am not indecisive!" ) == 1) { + cutin "gelca03",2; + mes "[Gelkah]"; + mes "That person standing next to me is my master... He came back after long journey of practice."; + next; + mes "[Gelkah]"; + mes "I understand you might wonder why a Sura wants an Archbishop as a teacher..."; + } + else { + cutin "gelca03",2; + mes "[Gelkah]"; + if (BaseLevel < 110) + mes "You think you're a veteran just because you've become a third class..."; + else + mes "I know you're not exactly a novice but my Master thinks you're no different from one. In my opinion, You are a great adventurer!"; + } + next; + mes "[Gelkah]"; + mes "We need adventurers that are willing to help. Will you help us?"; + next; + cutin "gelca01",2; + if (select( "Ok, I'll help.", "I have no interest in helping you." ) == 2) { + mes "[Gelkah]"; + mes "How do you know without doing it."; + } + else { + mes "[Gelkah]"; + mes "That is what an Adventurer does!"; + next; + mes "[Gelkah]"; + mes "I would like to know if you are capable of doing a request. Let me see..."; + next; + mes "[Gelkah]"; + mes "Collect 50 ^ff0000Brigan.^000000 It is a simple and complicated test."; + next; + mes "[Gelkah]"; + mes "It is easy to find from monsters at Turtle Island or at Glastheim."; + next; + mes "[Gelkah]"; + mes "Lets do the real request after clearing the simple one."; + setquest 13002;// Brigan collecting + para_100lv01 = 1; + para_100lv02 += 1; + } + } + else if (para_100lv01 == 1) { + if (countitem(Brigan) > 49) {// Brigan + mes "Did you bring all the Brigans I asked for?"; + next; + mes "[Gelkah]"; + mes "I do not need to count one by one. This request is for selecting the best adventurer."; + next; + mes "[Gelkah]"; + mes "Don't be upset because Master is ultimately responsible if an Adventurer gets injured during a request."; + next; + mes "[Gelkah]"; + mes "Master decided that adventurer's safety is important because lots of new requests are dangerous."; + next; + cutin "rote01",2; + mes "[Rohtert]"; + mes "Hmm..."; + emotion e_pif,0,"Rohtert#12"; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "I hope you didn't peek. The Assessment for your capability of standard requests is almost done."; + next; + mes "[Gelkah]"; + mes "No time to make ^ff0000The badge of advanced Eden Group.^000000"; + next; + mes "[Gelkah]"; + mes "^ff0000Time is money novice!^000000"; + mes "I think that's what a true master would sound like right?"; + next; + mes "[Gelkah]"; + mes strcharinfo(0) +" will make a request list for you so go talk to my Master now and show your respects."; + delitem Brigan,50;// Brigan + completequest 13002;// Brigan collecting + para_100lv01 = 2; + getitem Courtesy_Ticket,1;// Courtesy_Ticket + } + else { + cutin "gelca02",2; + mes "Haven't found 50 Brigan yet? Master says that it's such a simple task..."; + next; + mes "[Gelkah]"; + mes "Please hurry up! We need a real adventurer to perform the request."; + } + } + else if (para_100lv01 == 2) + mes "Wait a minute. I am making a request list. I just do not know which one I have to give to you. I am a good man."; + else if (para_100lv01 > 2) { + mes "The request list is ready. Do you want to start?"; + next; + switch( select( "Hunting Quests", "Inquire regards", "Show kindness pass" ) ) { + case 1: + mes "[Gelkah]"; + mes "You don't need to take all requests at once. Choose a request area that suits your particular skills. One that enables you to perform the request and enjoy the trip at the same time."; + next; + switch( select( "Glastheim related request", "Ash Vacuum related request", "Ice Dungeon related request", "Magma Dungeon related request", "Other requests" ) ) { + case 1: + mes "[Gelkah]"; + mes "Here are the requests from the Glastheim area."; + next; + switch( select( "Carat Hunting", "Arclouse Hunting", "Anolian Hunting", "Sting Hunting", "Majoruros Hunting" ) ) { + case 1: + mes "[Gelkah]"; + if (questprogress(13004,PLAYTIME) == 1) + mes "You just finished a request. It is important that you rest for a while. There will always be a requests waiting for you."; + else if (questprogress(13003,HUNTING) == 1) { + cutin "ij��ī��",3; //carat_card + mes "This request is to clear ^0000FF30^000000 ^FF0000Carat^000000 inside of Glastheim castle's first floor."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've completed the request."; + } + else if (questprogress(13003,HUNTING) == 2) { + mes "Visiting to scary old castle must be tough. I am sure it would be a good experience for me someday."; + callsub S_Quest,13003,13004,106000,148000; + } + else { + cutin "ij��ī��",3; //carat_card + mes "This request is from a merchant from Morroc who is somehow losing business from these monsters in Glastheim."; + next; + mes "[Gelkah]"; + mes "Eden Group is aware that this is not a great reason but a request is a request. So please clear ^FF000030 Carat^000000 monsters inside of Glastheim castle."; + callsub S_Quest,13004,13003; + } + break; + case 2: + mes "[Gelkah]"; + if (questprogress(13006,PLAYTIME) == 1) + mes "You just finished a request. Please take a rest. There will always be a request for you."; + else if (questprogress(13005,HUNTING) == 1) { + cutin "��ũ���콺ī��",3; //arclouse_card + mes "Please clear ^FF000022 Arclouse^000000."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13005,HUNTING) == 2) { + mes "You did a great job."; + emotion e_no1; + callsub S_Quest,13005,13006,106000,148000; + } + else { + cutin "��ũ���콺ī��",3; //arclouse_card + mes "Do you know there are beans used as food here in Rune Midgard? When an Arclouse rolls, it resembles a bean."; + next; + mes "[Gelkah]"; + mes "Eden Group Headquarters wants to investigate the Arclouse as a possible mascot."; + next; + mes "[Gelkah]"; + mes "Please clear ^FF000022 Arclouse^000000."; + if (callsub( S_Quest,13006,13005 ) == 0) { + mes "[Gelkah]"; + mes "That is too bad. It was an interesting request."; + } + } + break; + case 3: + mes "[Gelkah]"; + if (questprogress(13008,PLAYTIME) == 1) + mes "You just finished a request. Adventure is important but taking a rest is important too. There will always be a request waiting for."; + else if (questprogress(13007,HUNTING) == 1) { + cutin "�Ƴ��ī��",3; //anolian_card + mes "A monk is on a pilgrimage and seeks protection against some alligator-like creatures."; + next; + mes "[Gelkah]"; + mes "Anyways, this request is to clear out Anolians in underground waterway to make way for a safe pilgrimage."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13007,HUNTING) == 2) { + mes "You fared well with this request."; + callsub S_Quest,13007,13008,112000,186500; + } + else { + cutin "�Ƴ��ī��",3; //anolian_card + mes "Glastheim seems to be a good sacred place not only to adventurers but also to monks. I have no idea what really attracts them there."; + next; + mes "[Gelkah]"; + mes "A Pilgrimage from the monastery to the underground waterway is a journey. The request is to clear ^FF000030 Anolian^000000 in the Glastheim sewer for a safe pilgrimage."; + callsub S_Quest,13008,13007; + } + break; + case 4: + mes "[Gelkah]"; + if (questprogress(13010,PLAYTIME) == 1) + mes "You just finished a request. Adventure is important but taking a rest is important too. There will always be a request waiting for."; + else if (questprogress(13009,HUNTING) == 1) { + cutin "����ī��",3; //sting_card + mes "There are many Sting monsters in the underground waterway and underground cave so it will be easy to clear."; + next; + mes "[Gelkah]"; + mes "The request is to clear ^FF000030 Sting^000000 in underground waterway and underground cave for a safe pilgrimage."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13009,HUNTING) == 2) { + mes "Visiting to filthy and smelly underground must be tough. It would be a good experience for you."; + callsub S_Quest,13009,13010,112000,186500; + } + else { + cutin "����ī��",3; //sting_card + mes "Have you heard about a monk's pilgrimage? There are so many Stings in the underground waterway and cave so they disturb the peaceful monks."; + next; + mes "[Gelkah]"; + mes "Master accepted this request because he respects those monks. The request is to clear ^FF000030 Sting^000000 monsters in underground waterway for a safe pilgrimage."; + callsub S_Quest,13010,13009; + } + break; + case 5: + mes "[Gelkah]"; + if (questprogress(13012,PLAYTIME) == 1) + mes "You just finished a request. Adventure is important but taking a rest is important too. Pilgrimage will be continued so there will be another request again."; + else if (questprogress(13011,HUNTING) == 1) { + cutin "���������ν�ī��",3; //majoruros_card + mes "I wonder what the reason is behind these monk pilgrimages and why they keep doing it... There must be a hidden reason."; + next; + mes "[Gelkah]"; + mes "I used to take care of the request but I am worried. The request is to clear ^FF000030 Majoruros^000000 from the 2nd floor of the underground cave."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13011,HUNTING) == 2) { + mes "Visiting for a long pilgrimage must be tiring."; + mes "It would be a good experience for you."; + callsub S_Quest,13011,13012,112000,252000; + } + else { + cutin "���������ν�ī��",3; //majoruros_card + mes "The monk's pilgrimage destination is on the 2nd floor of the Glastheim castle underground cave. It is not an easy journey but will be a good experience."; + next; + mes "[Gelkah]"; + mes "Majoururos is not easy to hunt so be careful. The request is to clear ^FF000030 Majoruros^000000 in the underground cave second floor."; + callsub S_Quest,13012,13011; + } + } + break; + case 2: + mes "[Gelkah]"; + mes "There are many requests coming through from the Rune Midgards Expedition."; + next; + if (select( "Hunting Quests","Trauma" ) == 1) { + mes "[Gelkah]"; + if (questprogress(13014,PLAYTIME) == 1) + mes "You just finished a request. Adventure is important but taking a rest is important too. Please take a rest. There will always be a request for you."; + else if (questprogress(13013,HUNTING) == 1) { + cutin "�ɱ�ŧ��ī��",3; //pinguicula_card + mes "Outbound space is mysterious.. Monsters are unique."; + next; + mes "[Gelkah]"; + mes "This is an unusual request. Please clear ^FF000030 Pinguicula^000000."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13013,HUNTING) == 2) { + mes "Visiting the Ash Vacuum must be tough."; + mes "It would be a good experience for you."; + callsub S_Quest,13013,13014,106000,148000; + } + else { + cutin "�ɱ�ŧ��ī��",3; //pinguicula_card + mes "Pinguicula is one of the first monsters that adventurers encounter when they step into the Ash Vacuum. They expect us to reduce monsters around the Expedition Camp."; + next; + mes "[Gelkah]"; + mes "It is natural to have more accidents with new monsters. It is a common request. Please clear ^FF000030 Pinguicula^000000."; + callsub S_Quest,13014,13013; + } + } + else { + mes "[Gelkah]"; + if (questprogress(13016,PLAYTIME) == 1) + mes "You just finished a request. Adventure is important but taking a rest is important too. Please take a rest. This request is not worth working so hard."; + else if (questprogress(13015,HUNTING) == 1) { + cutin "���ÿö󺣽���ī��",3; //luciola_vespa_card + mes "This is a strange request and a strange reason but we should accept it anyway."; + next; + mes "[Gelkah]"; + mes "Please clear ^FF000030 Luciola Vespa^000000."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13015,HUNTING) == 2) { + mes "It must be very tough to do such a strange request."; + callsub S_Quest,13015,13016,112000,186500; + } + else { + cutin "���ÿö󺣽���ī��",3; //luciola_vespa_card + mes "This is a very personal request. It is unusual but this request is from an adventurer who is friendly with Rohtert.. It is requested by Pretty Boy. Why did he write this?"; + next; + mes "[Gelkah]"; + mes "It is too personal that he got stung by a bee when he was young. It traumatized him so he can't travel to Ash Vacuum."; + next; + mes "Gelkah is staring at Rohtert."; + next; + mes "[Gelkah]"; + mes "This seems to be a request for increased travelers to the new world. Please clear ^FF000030 Luciola Vespa^000000."; + callsub S_Quest,13016,13015; + } + } + break; + case 3: + mes "[Gelkah]"; + mes "There are many request near or in the Ice Dungeon in Rachel."; + next; + switch( select( "Desert Wolf Hunting", "Snowier Hunting", "Ice Titans..." ) ) { + case 1: + mes "[Gelkah]"; + if (questprogress(13018,PLAYTIME) == 1) + mes "You just finished a request. Adventure is important but taking a rest is important too."; + else if (questprogress(13017,HUNTING) == 1) { + cutin "����Ʈ����ī��",3; //desert_wolf_card + mes "Have you read old books? That is about an adventurer who was fighting with big wolves and it ended up with a friendship. It's called Samba's with Wolves."; + next; + mes "[Gelkah]"; + mes "A novel is a novel. Please clear ^FF000030 Desert Wolf^000000 near the entrance to the Ice dungeon in Rachel."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13017,HUNTING) == 2) { + mes "Wasn't that cute?"; + mes "It would be a good experience for you."; + callsub S_Quest,13017,13018,106000,148000; + } + else { + cutin "����Ʈ����ī��",3; //desert_wolf_card + mes "The Ice cave is directly north of Rachel. The problem is that the Wolves frighten tourists when they are heading to see the Ice cave."; + next; + mes "[Gelkah]"; + mes "It would be fun if we can talk and samba with wolves! Please clear ^FF000030 Desert Wolf^000000 near Ice dungeon."; + callsub S_Quest,13018,13017; + } + break; + case 2: + mes "[Gelkah]"; + if (questprogress(13020,PLAYTIME) == 1) + mes "You just finished a request. Adventure is important but taking a rest is important too."; + else if (questprogress(13019,HUNTING) == 1) { + cutin "�����̾�ī��",3; //snowier_card + mes "Rough breath, insecure eyes, freezing cold.. It is not easy request so get yourself warm."; + next; + mes "[Gelkah]"; + mes "Please clear ^FF000030 Snowier^000000 on the second floor of Ice dungeon."; + cutin "gelca01",2; + next; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13019,HUNTING) == 2) { + mes "Visiting the freezing ice dungeon must be tough."; + mes "It would be a good experience for you."; + callsub S_Quest,13019,13020,106000,148000; + } + else { + cutin "�����̾�ī��",3; //snowier_card + mes "People who have been to ice dungeon say there are noisy monsters disturbing their visits. Please clear them if you can put up with it."; + next; + mes "[Gelkah]"; + mes "Please clear ^FF000030 Snowier^000000 on the second floor of Ice dungeon."; + callsub S_Quest,13020,13019; + } + break; + case 3: + mes "[Gelkah]"; + if (questprogress(13022,PLAYTIME) == 1) + mes "You just finished a request. Adventure is important but taking a rest is important too."; + else if (questprogress(13021,HUNTING) == 1) { + cutin "���̽�Ƽźī��",3; //ice_titan_card + mes "Please clear ^FF000030 Ice Titan^000000 at the Ice cave."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13021,HUNTING) == 2) { + mes "Visiting that cold dark cave must be tough."; + mes "It would be a good experience for you."; + callsub S_Quest,13021,13022,112000,186500; + } + else { + cutin "���̽�Ƽźī��",3; //ice_titan_card + mes "Have you been to Ice cave north of Rachel? There are monsters called as Ice Titans deep in the dungeon. Scholars want to determine if they are golems or not."; + next; + mes "[Gelkah]"; + mes "The request is to reduce the number of them for the scholar's safety. Please clear ^FF000030 Ice Titan^000000 at the Ice cave."; + callsub S_Quest,13022,13021; + } + } + break; + case 4: + mes "[Gelkah]"; + mes "There is a request for monster hunts in Magma Dungeon. ^DA26DAPretty girl wanderer^000000 is requesting this from Comodo."; + next; + if (select( "Nightmare Terror Hunting","Deleter Hunting" ) == 1) { + mes "[Gelkah]"; + if (questprogress(13024,PLAYTIME) == 1) + mes "You just finished a request. Thanks for keeping memory.. but You should take a rest."; + else if (questprogress(13023,HUNTING) == 1) { + cutin "����Ʈ�޾��׷�ī��",3; //nightmare_terror_card + mes "The memory of a girl is important ! Please clear ^FF000030 Nightmare Terror^000000."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13023,HUNTING) == 2) { + mes "Consider the memory of others. There is stil abeauty in the world. It would be a good experience for you."; + callsub S_Quest,13023,13024,106000,148000; + } + else { + cutin "����Ʈ�޾��׷�ī��",3; //nightmare_terror_card + mes "This request is from a client that is sad because the magma dungeon is full of monsters when she came back to return after breaking up with her lover. Apparently, she spent a lot of time with him there and wants some peace."; + next; + mes "[Gelkah]"; + mes "The memory of a girl is important! Please clear ^FF000030 Nightmare Terror^000000."; + callsub S_Quest,13024,13023; + } + } + else { + mes "[Gelkah]"; + if (questprogress(13026,PLAYTIME) == 1) + mes "You just finished a request. Did you take enough time to cool down? Take enough rest."; + else if (questprogress(13025,HUNTING) == 1) { + cutin "���ߵ�����ī��",3; //flying_deleter_card + mes "A client showed a wonderful dance to a lover. One day, they were attacked from a Deleter while they are dancing in the magma dungeon."; + next; + mes "[Gelkah]"; + mes "The attack ruined their dance and eventually their relationship because the guy blamed the girl for being attacked."; + next; + mes "[Gelkah]"; + mes "Now she blames the Deleters so she has made this request. Please clear ^FF000030 Flying Deleter^000000."; + next; + cutin "gelca03",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13025,HUNTING) == 2) { + cutin "gelca03",2; + mes "Eden Group protects love, justice and Midgard! hurrah!"; + mes "It would be a good memory."; + callsub S_Quest,13025,13026,106000,148000; + } + else { + cutin "���ߵ�����ī��",3; //flying_deleter_card + mes "A client showed a wonderful dance to a lover. One day, they were attacked from a Deleter while they are dancing in the magma dungeon."; + next; + mes "[Gelkah]"; + mes "The attack ruined their dance and eventually their relationship because the guy blamed the girl for being attacked."; + next; + mes "[Gelkah]"; + mes "Now she blames the Deleters so she has made this request. Please clear ^FF000030 Flying Deleter^000000."; + callsub S_Quest,13026,13025; + } + } + break; + case 5: + mes "[Gelkah]"; + mes "Here is a list of other requests from all over Rune Midgard."; + next; + switch( select( "Loli Ruri Hunting - Nifflheim", "Medusa Hunting - Comodo", "Anubis Hunting - Sphinx" ) ) { + case 1: + mes "[Gelkah]"; + if (questprogress(13041,PLAYTIME) == 1) + mes "I think you should rest a bit. Even adventurers need their rest right?"; + else if (questprogress(13040,HUNTING) == 1) { + cutin "�θ��縮ī��",3; //loli_ruri_card + mes "Eden Group is planning to send a notice that unmature adventurers are not sent to night time requests because it is too dangerous."; + next; + mes "[Gelkah]"; + mes "I wonder why they are scheming this kind of ^FF0000nonsense^000000... makes me wonder if they even know anything about adventuring."; + next; + mes "[Gelkah]"; + mes "We should accept this simple request before we start getting even more nonsense ones. Please clear ^FF000030 Loli Ruri^000000 in Nifflheim."; + next; + cutin "gelca02",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13040,HUNTING) == 2) { + mes "Are you mentally wounded? I am happy that you're back safely."; + mes "It would be a good experience for you."; + callsub S_Quest,13040,13041,112000,186500; + } + else { + cutin "�θ��縮ī��",3; //loli_ruri_card + mes "A secret society requested the protection of the Eden Group from the Loli Ruris because they believe that they have mental powers."; + next; + mes "[Gelkah]"; + mes "They said that they would heal Eden Group adventurers who are exhausted in exchange for the request but we're not sure they'll follow through."; + next; + mes "[Gelkah]"; + mes "We should accept the simple request anyways. Please clear ^FF000030 Loli Ruri^000000 in Nifflheim."; + callsub S_Quest,13041,13040; + } + break; + case 2: + mes "[Gelkah]"; + if (questprogress(13043,PLAYTIME) == 1) + mes "Adventure is important but taking a rest is important too."; + else if (questprogress(13042,HUNTING) == 1) { + cutin "�޵λ�ī��",3; //medusa_card + mes "I do not know why master likes this kind of request. He also used to say any request is a good request for an adventurer..."; + next; + mes "[Gelkah]"; + mes "Please clear ^FF000030 Medusa^000000 in the western cave of Comodo."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13042,HUNTING) == 2) { + mes "How is Comodo beach? Take a look around instead of paying too much attention to the request."; + mes "It will be a good experience for sure."; + callsub S_Quest,13042,13043,106000,148000; + } + else { + cutin "�޵λ�ī��",3; //medusa_card + mes "This is a request from a hair designer in Alberta. He wants to know if the snakes on the Medusa's head are really snakes or fancy hair..."; + next; + mes "[Gelkah]"; + mes "Obviously they're snakes but who are we to stamp on this crazy guy's dreams right?"; + next; + mes "[Gelkah]"; + mes "My master accepted this request simply because it was insane. Please clear ^FF000030 Medusa^000000 monster in the west cave of Comodo."; + callsub S_Quest,13043,13042; + } + break; + case 3: + mes "[Gelkah]"; + if (questprogress(13045,PLAYTIME) == 1) + mes "The request from Sphinx is done. Please take a rest."; + else if (questprogress(13044,HUNTING) == 1) { + cutin "�ƴ�����ī��",3; //anubis_card + mes "I shoud investigate about the client by myself but for now please clear ^FF000020 Anubis^000000 on the 4th floor of Sphinx dungeon."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Please inform me when you've cleared this request."; + } + else if (questprogress(13044,HUNTING) == 2) { + cutin "gelca02",2; + mes "Sphinx dungeon is such a maze."; + mes "It would be a good experience for you."; + callsub S_Quest,13044,13045,112000,186500; + } + else { + cutin "�ƴ�����ī��",3; //anubis_card + mes "An anonymous client sent a request to help clear monsters in Sphinx dungeon because adventurers hardly visit Morocc anymore. The monsters seem to be running rampant there."; + next; + mes "[Gelkah]"; + mes "Please clear ^FF000020 Anubis^000000 on the 4th floor of Sphinx dungeon."; + callsub S_Quest,13045,13044; + } + } + } + break; + case 2: + mes "[Gelkah]"; + if (para_100lv02 < 20) { + .@ran = rand(1,3); + if (.@ran == 1) + mes "We are so busy taking requests that need to be taken care of. It is my first time handling so much pressure."; + else if (.@ran == 2) + mes "I thought Eden Group was busy but I could not imagine it is this much. I should do more as an adventurer!"; + else { + cutin "gelca02",2; + mes "I wish I could have a glass of fresh fruit juice..."; + } + } + else if (para_100lv02 < 40) { + .@ran = rand(1,3); + if (.@ran == 1) { + cutin "gelca03",2; + mes "Adventurers sometimes bring special things or trophies from where they visited for a request. It is very good!"; + } + else if (.@ran == 2) + mes "If there is something good "+ strcharinfo(0) +" I will try to give you a couple things. I am not sure if there will be enough to give because of so many adventurers."; + else + mes "Handling documents must be difficult. It's so much easier to just be out in the field."; + } + else if (para_100lv02 < 60) { + if (para_100lv01 > 3) { + .@ran = rand(1,3); + if (.@ran == 1) + mes "I will let you know if there is something good."; + else if (.@ran == 2) + mes "Are you get used to the requests? It is weird that I am guiding adventurers instead of taking requests myself."; + else + mes "It will be good if you clear one at a time after receiving all the requests from Glastheim."; + } + else { + cutin "gelca03",2; + mes "I am busy but clearing a lot of requests "+ strcharinfo(0) +" I appreciate it. Lets see. I got some good food from an adventurer that he received during a request."; + next; + mes "[Gelkah]"; + mes "Oops I ate all? Okay just one left. Please drop by later!"; + para_100lv01 = 4; + getitem Seed_Of_Yggdrasil,1;// Seed_Of_Yggdrasil + } + } + else if (para_100lv02 < 80) { + cutin "gelca03",2; + if (para_100lv01 > 4) + mes "Cheer up! "+ strcharinfo(0) +" I'm not sure if he thinks of you as his pupil. He is just out of control."; + else { + mes "There are a lot of presents coming in whenever the requests are done efficiently. Here, take this as a prize."; + para_100lv01 = 5; + getitem Yggdrasilberry,1;// Yggdrasilberry + } + } + else if (para_100lv02 > 100) { + mes "It is tough work but also fun to with master right "+ strcharinfo(0) +"?"; + next; + switch( select( "I hate that hot-tempered fool.", "I want you to be the master.", "I would follow you to any battle." ) ) { + mes "[Gelkah]"; + case 1: + mes "I understand you. I got into a fight when I first met master in Mora village."; + next; + mes "[Gelkah]"; + mes "He was almost crying when I first met him. It was difficult to pretend to lose to him. Please keep it a secret."; + emotion e_heh; + break; + case 2: + if (Sex == 1) + mes "I'm not sure if I'm cut out for that job. Besides..."; + else + mes "I am sorry to say this but I am the only pupil of master now and forever... He said ^FF0000I don't need an ugly female pupil^000000 but I still stick to him."; + break; + case 3: + cutin "gelca04",2; + mes "Oh no... Please don't do that. I am sorry please keep it as a secret to a master. I was careless."; + emotion e_shy; + break; + } + next; + cutin "gelca03",2; + mes "[Gelkah]"; + if (para_100lv01 > 5) + mes "Good luck on the remained requests."; + else { + mes "Good luck on the remained request. ^FF0000Master says he has something to say to you.^000000"; + para_100lv01 = 6; + } + } + else + mes "I am sorry but I am a little bit busy. Can we talk later?"; + break; + case 3: + mes "[Gelkah]"; + cutin "gelca03",2; + mes "Did you bring the kindness pass?"; + next; + if (countitem(Courtesy_Ticket) > 0) {// Courtesy_Ticket + if (select( "The ^FF0000kindness pass^000000?", "Exchange pass for prizes." ) == 1) { + mes "[Gelkah]"; + mes "I know it sounds childish. Right? The shape is just like the card we used to play when we were kids."; + next; + if (select( "A card? What is it?", "Uh, yeah those were fun..." ) == 1) { + cutin "gelca02",2; + mes "[Gelkah]"; + mes "I am sorry... It must be popular only in our village. Throw, heat and let it fly it."; + emotion e_sry; + next; + } + cutin "gelca01",2; + mes "[Gelkah]"; + mes "As you see, master made it himself and put his picture on it. He used to travel aroung for looking for the paper material to make the card."; + next; + cutin "gelca02",2; + mes "[Gelkah]"; + mes "If they were not filed properly, the request of looking for a paper will be included to the request list."; + next; + mes "[Gelkah]"; + mes "He is very kind even though he doesn't look like it. Master used it to give something to adventurers for their devotion."; + next; + cutin "gelca01",2; + mes "[Gelkah]"; + mes "Give the story about adventure or trophy by using 1,10,20 and 30 cards."; + next; + mes "[Gelkah]"; + mes "It will be agood experience if you listen to the story of adventurer. There are so much adventure that we heard from a master."; + next; + mes "[Gelkah]"; + mes "If you are matured enough not to need a request Make sure that you are not allowed to use a pass."; + } + else { + mes "[Gelkah]"; + mes "How do you want to use this pass?"; + next; + if (select( "Exchange for prizes", "Listen to a story and get EXP" ) == 1) { + cutin "gelca03",2; + mes "[Gelkah]"; + mes "You can pick a trophy in this bag. Please do not be disappointed even if you picked up something you do not want. How many do you want to exchange?"; + next; + .@amount = select( "Exchange kindness ^FF00001^000000 pass", "Exchange kindness ^FF000010^000000 pass" ) == 1 ? 1 : 10; + mes "[Gelkah]"; + mes "Please give me a pass and put your hand in a bag to pick."; + next; + if (countitem(Courtesy_Ticket) < .@amount) {// Courtesy_Ticket + mes "[Gelkah]"; + mes "^FF0000Kindness pass^000000 is insufficient."; + } + else { + mes "browsing"; + next; + .@ran = rand(1,1000); + if (.@amount == 1) { + if (.@ran <= 100) + setarray .@item[0],Blue_Potion,2; + else if (.@ran <= 200) + setarray .@item[0],White_Slim_Potion,10; + else if (.@ran == 333) + setarray .@item[0],Old_Blue_Box,1; + else if (.@ran == 777) + setarray .@item[0],Old_Violet_Box,1; + else + setarray .@item[0],White_Slim_Potion,5; + } + else { + if (.@ran <= 100) + setarray .@item[0],Seed_Of_Yggdrasil,1; + else if (.@ran <= 200) + setarray .@item[0],White_Slim_Potion,100; + else if (.@ran >= 300 && .@ran <= 399) + setarray .@item[0],Old_Blue_Box,1; + else if (.@ran >= 600 && .@ran <= 650) + setarray .@item[0],Old_Card_Album,1; + else if (.@ran >= 700 && .@ran <= 800) + setarray .@item[0],Old_Violet_Box,1; + else + setarray .@item[0],White_Slim_Potion,60; + } + delitem Courtesy_Ticket,.@amount; + getitem .@item[0], .@item[1]; + mes "You reach into the bag and grab ^0000FF"+ .@item[1] +" "+ getitemname(.@item[0]) +"^000000."; + next; + if (.@amount == 10) + cutin "gelca03",2; + mes "[Gelkah]"; + mes "Make good use of it."; + } + } + else { + mes "[Gelkah]"; + mes "Ok, I've got a story for you in exchange for the kindness pass."; + next; + switch( select( "Give ^FF000010^000000 kindness pass", "Give ^FF000020^000000 kindness pass", "Give ^FF000030^000000 kindness pass" ) ) {; + case 1: + mes "[Gelkah]"; + if (countitem(Courtesy_Ticket) < 10)// Courtesy_Ticket + mes "You don't have enough kindness passes."; + else { + .@story = rand(1,3); + if (.@story == 1) { + cutin "gelca02",2; + mes "Have you seen the sunken ship near Alberta?"; + next; + mes "Master Rohter and I traveled deep into the ship and battled a monster known as ^FF0000Drake^000000. That day I was determined that I would be the best adventurer."; + .@exp = 200000; + .@jexp = 148000; + } + else if (.@story == 2) { + cutin "gelca03",2; + mes "One time, master and I went to the cave west of Comodo and when we saw the Medusa monster..."; + next; + mes "Oh boy the look on his face was priceless!"; + emotion e_lv2; + emotion e_dots,1; + .@exp = 180000; + .@jexp = 168000; + } + else { + mes "I once got lost in a maze north of Prontera. I thought I was going in circles forever until I finally made it out."; + next; + mes "Rumor has it that if you get lost in that maze you'll turn into one of the monsters there."; + .@exp = 220000; + .@jexp = 128000; + } + if (JobLevel < 6) + .@jexp = 106000; + getexp .@exp,.@jexp; + delitem Courtesy_Ticket,10; + para_100lv02 += 1; + } + break; + case 2: + mes "[Gelkah]"; + if (countitem(Courtesy_Ticket) < 20)// Courtesy_Ticket + mes "You don't have enough kindness passes."; + else { + .@story = rand(1,3); + if (.@story == 1) { + cutin "gelca04",2; + mes "Once I found a secret route to get to Jawaii... It's only for couples but some of us know how to get there still."; + next; + mes "Kind of useless to be there without a partner but oh well."; + emotion e_lv; + .@exp = 550000; + .@jexp = 340000; + } + else if (.@story == 2) { + cutin "gelca03",2; + mes "So one time, master was part of a guild called wing something... Chicken wing...?"; + next; + mes "It was a fun guild because no one took things seriously but master got tired of their laziness so he left."; + .@exp = 400000; + .@jexp = 240000; + } + else { + mes "Have you been up to ^FF0000endless tower^000000? Master and I went there but only got to the 20th floor because his knee gave out while climbing..."; + next; + mes "^FF0000Endless tower^000000 is somewhere in the sea. You have to find a guy named Jansor or Jans-something in Alberta and he'll sail you there."; + .@exp = 550000; + .@jexp = 290000; + } + if (JobLevel < 6) + .@jexp = 206000; + getexp .@exp, .@jexp; + delitem Courtesy_Ticket,20; + para_100lv02 += 1; + } + break; + case 3: + mes "[Gelkah]"; + if (countitem(Courtesy_Ticket) < 30)// Courtesy_Ticket + mes "You don't have enough kindness passes."; + else { + .@story = rand(1,2); + if (.@story == 1) { + cutin "gelca04",2; + mes "Master's guild was dismissed at the Ash Vacuum because their guild master went missing after a battle with some Cornus monsters."; + next; + mes "[Gelkah]"; + mes "Ever since then he started being mean to weaker adventurers..."; + next; + mes "[Gelkah]"; + mes "I don't think he ever saw that guild master again after that day."; + getexp 650000,488000; + } + else { + cutin "gelca03",2; + mes "[Gelkah]"; + mes "Master started out as a popular support Monk at the Prontera monastery."; + next; + mes "[Gelkah]"; + mes "But he was also regarded as a troublemaker because of his competitive nature so he left."; + getexp 700000,430000; + } + delitem Courtesy_Ticket,30; + para_100lv02 += 1; + } + break; + } + } + } + } + else { + mes "[Gelkah]"; + mes "Please come back to me if you are received more kindness passes!"; + } + } + } + } + else { + cutin "gelca03",2; + if (para_100lv02 > 100) + mes strcharinfo(0) +"! You did a good job! There are more requests but reserve them for the other adventurers."; + if (para_100lv02 < 101) + mes "I do not think you are suitable to the request I can give. Please find other adventures."; + callsub S_Hunting,13003,106000,148000,"Carat";// , , , + callsub S_Hunting,13005,106000,148000,"Arclouse"; + callsub S_Hunting,13007,112000,186500,"Anolian"; + callsub S_Hunting,13009,112000,186500,"Sting"; + callsub S_Hunting,13011,112000,252000,"Majoruros"; + callsub S_Hunting,13013,106000,148000,"Pinguicula"; + callsub S_Hunting,13015,112000,186500,"Luciola Vespa"; + callsub S_Hunting,13017,106000,148000,"Desert Wolf"; + callsub S_Hunting,13019,106000,148000,"Snowier"; + callsub S_Hunting,13021,112000,186500,"Ice Titan"; + callsub S_Hunting,13023,106000,148000,"Nightmare Terror"; + callsub S_Hunting,13025,106000,148000,"Flying Deleter"; + callsub S_Hunting,13040,112000,186500,"Loli Ruri"; + callsub S_Hunting,13042,106000,148000,"Medusa"; + callsub S_Hunting,13044,112000,186500,"Anubis"; + setarray .@quest_id[0],13004,13006,13008,130010,13012,13014,13016,13018,13020,13022,13024,13026,13041,13043,13045; + for ( .@i = 0; .@i < 15; .@i++ ) { + if (questprogress(.@quest_id[.@i],PLAYTIME) == 2) + erasequest .@quest_id[.@i]; + } + } + close2; + cutin "",255; + end; +S_Quest: + if (getarg(2,0)) { + getitem Courtesy_Ticket,1;// Courtesy_Ticket + para_100lv02 += 1; + if (JobLevel < 6) + getexp 550000,getarg(1); + else + getexp 550000,getarg(2); + } + else { + next; + cutin "gelca01",2; + if (select( "Accept the request.","Decline." ) == 2) + return 0; + mes "[Gelkah]"; + mes "Please inform me when you've cleared the request."; + if (getarg(0) == 13012) { + next; + mes "[Gelkah]"; + mes "The journey to the lowest floor of Glastheim is a long trip but it can be fun if you go with a party."; + } + } + if (questprogress(getarg(0))) + erasequest getarg(0); + setquest getarg(1); + return 1; + +S_Hunting: + switch( questprogress(getarg(0),HUNTING) ) { + case 0: + return; + case 1: + next; + mes "[Gelkah]"; + mes "^FF0000"+ getarg(3) +" ^000000 - Quest is Under Progress."; + mes "Quest has been handed over to other adventurer."; + mes "Please Look for new Adventure"; + break; + case 2: + next; + mes "[Gelkah]"; + mes "You completed the request"; + mes "^FF0000"+ getarg(3) +" Hunting^000000."; + mes "I will mark you down as having completed this request."; + para_100lv02 += 1; + if (JobLevel < 6) + getexp 550000,getarg(1); + else + getexp 550000,getarg(2); + break; + } + erasequest getarg(0); +} + +moc_para01,41,95,5 script Rohtert#12 4_M_ROTERT,{ + mes "[Rohtert]"; + if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + cutin "rote01",2; + mes "You are not even a member of Eden Group. What are you doing here?"; + mes "I'm only dealing with base level ^FF0000100 - 110^000000 adventurers."; + } + else { + cutin "rote03",2; + mes "......"; + next; + mes "[Rohtert]"; + if (BaseLevel < 100) + mes "Such a novice... go and train yourself more. What? Don't like the way I talk? Then get stronger."; + else if (BaseLevel > 110) { + mes "You are a little bit too mature of an adventurer. You have no business with me. Just leave. My business is with new third class adventurers up to level 110."; + if (questprogress(13047,PLAYTIME) == 2) + erasequest 13047; + if (questprogress(13049,PLAYTIME) == 2) + erasequest 13049; + if (questprogress(13048,HUNTING)) + erasequest 13048; + if (questprogress(13046,HUNTING)) + erasequest 13046; + } + else if (para_100lv01 < 2) { + mes "Yeah waddya want from me kid? You think I'm just gonna say ok I'll be your master and teach you everything I know?"; + next; + mes "[Rohtert]"; + mes "I'm not a charity so get lost."; + } + else if (para_100lv01 == 2) { + mes "You a new adventurer?"; + next; + mes "[Rohtert]"; + mes "There are so much things to do and you're wasting your time with me. Talk to Gelkah she's more chatty than I'll ever be to you."; + next; + mes "[Rohtert]"; + mes "You seem brave enough to be a good adventurer but you're nothing but a Novice in my eyes."; + para_100lv01 = 3; + } + else if (para_100lv01 == 3) { + mes "I used to an adventurer for the Eden Group just like you but of course I was the best."; + next; + mes "[Rohtert]"; + mes "I guess I'm retired now because my adventuring skills are just too good to compete with all you kids."; + } + else if (para_100lv01 == 4) { + mes "Anyway, I'm doing this a favor to the Eden Group."; + next; + mes "[Rohtert]"; + mes "I am looking for someone who regards friendship or loyalty like a Spoon Stub."; + next; + if (select( "A Spoon what?", "You're a bad person." ) == 1) { + cutin "rote03",2; + mes "[Rohtert]"; + mes "You know? A Spoon Stub. Zombie Prisoners drop them and they seem like they're usefull but really they're kinda worthless."; + next; + mes "[Rohtert]"; + mes "Anyway, I guess you seem like the loyal type... sort of..."; + } + else { + mes "[Rohtert]"; + mes "That makes me feel weird. That is not bad but I guess I'm bad and I don't care."; + } + next; + cutin "rote04",2; + mes "[Rohtert]"; + mes "Remember to stay brave you silly adventurer."; + } + else if (para_100lv01 == 5) { + cutin "rote03",2; + mes "Okay ! You are doing the best that you can do."; + next; + mes "[Rohtert]"; + mes "I am afraid if you are becoming like Gelkah. She's like a lost puppy. Don't be like her. Okay?"; + } + else if (para_100lv01 == 6) { + cutin "rote03",2; + mes "You busy looking all around."; + next; + mes "[Rohtert]"; + if (questprogress(13046) == 2) { + if (questprogress(13047,PLAYTIME) == 1) { + mes "I am done with my business."; + mes "I am responsible for clearing documents. I hate doing this stuff."; + next; + mes "[Rohtert]"; + mes "I guess I should talk to him one more time... Come back tomorrow!"; + } + else if (questprogress(13047,PLAYTIME) == 2) { + mes "Oh, how long has it been?"; + erasequest 13047;// Tendrilion Request Timer + } + else if (questprogress(13049,PLAYTIME) == 1) + mes "White is a paper and black is a letters. I hate public documents. But, I have to do this so I am busy for a while."; + else if (questprogress(13048,HUNTING) == 1) + mes "I know that hunting the Tens Drillion can't be too difficult for you."; + else if (questprogress(13048,HUNTING) == 2) { + cutin "rote02",2; + mes "Good ! You are becoming a good adventurer! Do your best!"; + erasequest 13048;// Tendrilion Request + setquest 13049;// Tendrilion Request Timer + getexp 352000,253000; + } + else { + cutin "rote02",2; + mes "Tens Drillion I think we should teach it more lessons to show it who's boss!"; + next; + if (select( "Lets give a good lesson for sure.", "I think once is enough." ) == 2) { + mes "[Rohtert]"; + mes "It is fine there are still many adventurers that can do this."; + } + else { + cutin "rote04",2; + mes "[Rohtert]"; + mes "It is not because I am coward."; + next; + mes "[Rohtert]"; + mes "Good luck. Make sure you finish it off this time. Hah hah!"; + if (questprogress(13049,PLAYTIME) == 2) + erasequest 13049; + setquest 13048;// Tendrilion Request + } + } + } + else if (questprogress(13046,HUNTING) == 1) + mes "You still there novice? If you can't handle this by yourself then ask your friends because this is not the easiest thing to do."; + else if (questprogress(13046,HUNTING) == 2) { + mes "Oh you're back safely!"; + mes "I guess you're not a scrub like I thought you were."; + completequest 13046;// Tendrilion Request + setquest 13047;// Tendrilion Request Timer + getexp 352000,253000; + } + else { + cutin "rote04",2; + mes "Do you mind doing a simple errand?"; + next; + if (select( "No I don't mind!", "Simple errands are for simpletons." ) == 2) { + mes "[Rohtert]"; + mes "You are a strange adventurer..."; + } + else { + mes "[Rohtert]"; + mes "One fine windy day, I was collecting flowers in west south of the Rune Midgard Allied Forces Post to fulfill an Eden Group request."; + next; + mes "[Rohtert]"; + mes "Then that one suddenly showed up."; + next; + select("One what?"); + cutin "rote02",2; + mes "[Rohtert]"; + mes "It was a ^FF0000Tens Drillion.^000000"; + next; + cutin "gelca03",2; + mes "[^FF0000Gelkah^000000]"; + mes "Oops! Its actually ^FF0000Tendrilion^000000!! Master!"; + next; + cutin "rote04",2; + mes "[Rohtert]"; + mes "Yeah yeah potato po-tah-toh!"; + emotion e_pif; + next; + cutin "gelca02",2; + mes "[^FF0000Gelkah^000000]"; + mes "......"; + next; + cutin "rote04",2; + mes "[Rohtert]"; + mes "We realized when we faced the eyes of the beast that it looked like a lion but it isn't any normal animal."; + emotion e_pif; + next; + mes "[Rohtert]"; + mes "^8008F8I knew that it was kill or be killed.^000000"; + next; + mes "[Rohtert]"; + mes "Of course I beat that beast easily! It was easier than taking candy from a Poring."; + next; + mes "[Rohtert]"; + mes "But to my surprise, the beast got back up. I was forced to beat it down 12 more times before it stayed down. This was not a normal Tens Drillion."; + next; + mes "[Rohtert]"; + mes "I heard it is still wandering place to palce but I am kind of busy now."; + next; + mes "[Rohtert]"; + mes "I want you to take care of it. For me it was fine to be there alone. But for you.. I recommend you to bring more adventurers."; + next; + select("You sure you did this yourself?"); + mes "[Rohtert]"; + mes "The fact that I am strong is more important than the number. Just go there and take the beast out."; + next; + mes "[Rohtert]"; + mes "You'll find it west of the Rune Midgard Allied Forces Post at the Ash Vacuum."; + next; + select("I guess I have no choice."); + cutin "rote03",2; + mes "[Rohtert]"; + mes "You still there novice? If you can not handle by yourself then ask to your friends because it is not easy one."; + next; + cutin "gelca02",2; + mes "[^FF0000Gelkah^000000]"; + mes "......."+ strcharinfo(0) +" wait..."; + next; + cutin "gelca01",2; + mes "[^FF0000Gelkah^000000]"; + mes "If you find it don't be scared. Master did not have to fight the Tendrilion 12 times."; + next; + cutin "gelca03",2; + mes "[^FF0000Gelkah^000000]"; + mes "In fact, master was so drunk he barely remembers the thing."; + next; + cutin "gelca04",2; + mes "[^FF0000Gelkah^000000]"; + mes "I just left it alone because it was a little bit cute that a master was fighting with one Tendrilion. Now its becoming a problem."; + next; + cutin "gelca01",2; + mes "[^FF0000Gelkah^000000]"; + mes "Please come back after clearing one Tendrilion. Oh and please keep this a secret from master."; + setquest 13046;// Tendrilion Request + } + } + } + } + close2; + cutin "",255; + end; +} diff --git a/npc/re/quests/eden/111-120.txt b/npc/re/quests/eden/111-120.txt new file mode 100644 index 000000000..888ba0413 --- /dev/null +++ b/npc/re/quests/eden/111-120.txt @@ -0,0 +1,1169 @@ +//===== Hercules Script ====================================== +//= Eden Group Quests - Mission [111-120] +//===== By: ================================================== +//= Capuche +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= Hercules +//===== Description: ========================================= +//= [Official Conversion] +//= Repeatable quests for players between BaseLevel 111 - 120. +//===== Additional Comments: ================================= +//= 1.0 First version. +//= 1.1 Some CleanUps. [Dastgir] +//============================================================ + +moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ + mes "[Mingmin]"; + if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + cutin "min02",0; + mes "A stranger. This place is supposed to be for Eden Group Members only."; + mes "I'm in need base level ^FF0000111 - 120^000000 adventurers to help my research."; + } + else if (!para_110lv01) { + cutin "min02",0; + mes "......"; + emotion e_dot; + next; + mes "[Mingmin]"; + mes "(Wow...)"; + next; + mes "The Geneticist is muttering to herself."; + next; + mes "[Mingmin]"; + mes "..."; + next; + mes "[Mingmin]"; + mes "......"; + next; + mes "[Mingmin]"; + mes "^0000ffA question: Art thou my servant?^000000"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "(What's this lady talking about?)"; + emotion e_dot,1; + next; + mes "[Mingmin]"; + mes "Answer me!"; + mes "Art thou my servant?"; + emotion e_dot; + next; + select( "I am not.", "You be trippin'?" ); + mes "[Mingmin]"; + mes "Thou art not? Splendid...because I deigned that any servant of mine would have more dignity."; + emotion e_sigh; + next; + mes "[Mingmin]"; + mes "Well, non-servant...What are you looking for here?"; + next; + if (select( "Nothing in particular.", "Quests! Who are you?" ) == 1) { + mes "[Mingmin]"; + mes "That is acceptable, I hope ye find what ye seek."; + emotion e_ok; + } + else { + mes "[Mingmin]"; + mes "Oh me? I am ^E51BD8Busaner Mingmin^000000 and I'm researching monsters by request of the Eden Group."; + next; + mes "[Mingmin]"; + mes "I used to collect fungus and mold alone at my mountain lab. Since then, I joined a group looking for new monsters..."; + next; + mes "[Mingmin]"; + mes "With all my experience, they actually made me a professor here at the Eden Group."; + next; + mes "[Mingmin]"; + mes "Anyways, there is a pressing task I must complete, please excuse me for a moment."; + para_110lv01 = 1; + } + } + else if (para_110lv01 == 1) { + cutin "min02",0; + mes "^0C0CF2Pop quiz hot shot: Art thou my servant?^000000"; + next; + select("No~ I'm "+ strcharinfo(0) +" remember?"); + mes "[Mingmin]"; + mes "Oh I have met you before, living in a house full of fungus seems to cause memory loss."; + emotion e_gasp; + next; + mes "[Mingmin]"; + mes "Who were you again?"; + emotion e_what; + next; + select("Eden Group requests and research"); + mes "[Mingmin]"; + mes "Ah, that I do remember."; + next; + mes "[Mingmin]"; + mes "I am collecting information on the flora and fauna of Rune Midgard for the Eden Group."; + next; + mes "[Mingmin]"; + mes "The intention is to scientifically catalog and itemize the dangers of the world. I do not like this idea personally."; + next; + mes "[Mingmin]"; + mes "Theory will only take you so far in this world."; + next; + mes "[Mingmin]"; + mes "Morever, an adventurer who travelled outside of Rune-Midgarts should be experienced enough to know themselves."; + next; + mes "[Mingmin]"; + mes "This is ^ff0000my opinion^000000 only so do not concern thyself."; + next; + mes "[Mingmin]"; + mes "Well, after all this talking I need to take a rest. My feet are rather tired."; + emotion e_yawn; + para_110lv01 = 2; + } + else if (para_110lv01 == 2) { + cutin "min02",0; + mes "Oh, "+ strcharinfo(0) +" its you... it is good you have ed, I was bored."; + next; + mes "[Mingmin]"; + mes "Where was I? I just finished talking about the Eden Group's duty to protect others from danger."; + next; + mes "[Mingmin]"; + mes "To protect more people, I think they need adventurers who have experienced things first-hand."; + next; + mes "[Mingmin]"; + mes "So we need those brave or foolhardy enough to venture out to gather info in the field."; + next; + select("Sounds dangerous... when can I start?"); + mes "[Mingmin]"; + mes "Talk to me in a second and we'll get going."; + emotion e_yawn; + para_110lv01 = 3; + } + else if (para_110lv01 == 3) { + cutin "min02",0; + mes "Question "+ strcharinfo(0) +"! I was practising because new servant is coming soon."; + next; + select("Waddya mean new servant?"); + mes "[Mingmin]"; + mes "Oh...sorry, I meant squire..."; + mes "I mean adventurer..."; + emotion e_gasp; + next; + mes "[Mingmin]"; + mes "Sorry, the fungus in my home has been getting quite rampant."; + next; + mes "[Mingmin]"; + mes "I found Rohtert is working here when I arrived with a request from Eden Group."; + next; + if (para_100lv02 > 100) { + mes "[Mingmin]"; + mes "Thou has met him prior to now? I do have a history with him."; + } + else { + mes "[Mingmin]"; + mes "The guy with white hair by the entrance. You should drop by if you are interested, he is managing level 100-110 adventurers."; + } + next; + mes "[Mingmin]"; + mes "Anyways, he had been working here so he knows better than me. I just came by to get advice."; + next; + mes "[Mingmin]"; + mes "That was not that difficult so.."; + next; + cutin "min01",0; + mes "[Mingmin]"; + mes "Silly adventurers are going to come and ask me, ^ff0000'My queen, treat me like a naughty servant!'^000000"; + next; + select("......Uh......"); + cutin "min02",0; + mes "[Mingmin]"; + mes " For some reason there aren't many people lining up to assist me yet."; + emotion e_dot,1; + next; + mes "[Mingmin]"; + mes "I think it requires ^ff0000bravery^000000 to take a new request."; + next; + mes "[Mingmin]"; + mes "Enough dilly-dallying, I want to make a contract with someone who really craves adventure."; + next; + mes "[Mingmin]"; + mes "Maybe "+ strcharinfo(0) +" I'll let you be my servant if you are interested in doing this Eden Group request for my research."; + para_110lv01 = 4; + } + else if (para_110lv01 > 3) { + cutin "min01",0; + if (para_110lv01 == 5) + mes "Welcome! "+ strcharinfo(0) +"..."; + else + mes "Hello "+ strcharinfo(0) +"."; + next; + switch( select( "Request to research monsters", "Make small-talk" ) ) { + case 1: + mes "[Mingmin]"; + if (BaseLevel < 111) { + cutin "min02",0; + mes "I think I already told you that I am looking for an adventurer with more experience for my monster research. "; + next; + mes "[Mingmin]"; + mes "It is because this mission has very dangerous requests."; + next; + mes "[Mingmin]"; + mes "Lets see. If you can handle all requests from rohtert standing there, then I will reconsider."; + next; + mes "[Mingmin]"; + mes "I will reconsider if you turn to base level 111."; + } + else if (BaseLevel < 121) { + if (para_110lv01 == 4) { + cutin "min02",0; + mes "Oh, you want to help me with my research?"; + next; + mes "She seems to be waiting for a ^FF0000special signal.^000000 What do you want to do?"; + next; + while(select( "Make a heart with two hands.", "Dance around like a crazy person", "Wink at her", "Whistle at her." ) != 2) { + mes "[Mingmin]"; + mes "What's that for?"; + emotion e_hmm; + next; + mes "Hmm, she didn't go for that."; + next; + } + mes "[Mingmin]"; + mes "This signal!?"; + emotion e_flash; + next; + cutin "min01",0; + mes "[Mingmin]"; + mes "^FF0000..................now?^000000"; + emotion e_flash; + next; + select("Say nothing and nod..."); + mes "[Mingmin]"; + mes "......"; + next; + mes "[Mingmin]"; + mes "Question...! Art thou my servant?"; + next; + select("Yes, my leige..."); + cutin "min02",0; + mes "[Mingmin]"; + mes "............"; + next; + cutin "min01",0; + mes "[Mingmin]"; + mes "Well, that's all settled then! Thou shalt signeth this form."; + next; + mes "[Contract]"; + mes "A - adventurer shall not talk back to Busaner Mingmin and will not complain under any circumstance."; + next; + mes "[Contract]"; + mes "B - adventurer shall proceed to complete the request for Busaner Mingmin as quick as humanly possible."; + next; + mes "[Contract]"; + mes "C -This contract is terminated on the day that a request of the adventurer is completed."; + next; + cutin "min02",0; + mes "[Contract]"; + mes "D - this contract shall be confidential except between the adventurer and Mingmin under ^FF0000penalty of death.^000000"; + next; + mes "[Mingmin]"; + mes "Don't worry too much. The Unions require it you know. Just sign on the line that is dotted."; + next; + if (select( "Sign the contract.", "Take time to think." ) == 2) { + mes "[Mingmin]"; + mes "You can take your time...."; + } + else { + cutin "min01",0; + mes "[Mingmin]"; + mes "Did you sign it?"; + next; + mes "[Mingmin]"; + mes "............"; + next; + cutin "min03",0; + mes "[Mingmin]"; + mes "Haha! I feel much better now."; + emotion e_loud; + next; + mes "[Mingmin]"; + mes "Thank you for accepting the strange contract. Looking forward to working with thee."; + next; + mes "[Mingmin]"; + mes "I was careful for public requests because I have to be polite to adventurers."; + next; + mes "[Mingmin]"; + mes "I tried to be poilte . But it just doesn't suit my personality."; + next; + cutin "min02",0; + mes "[Mingmin]"; + mes "Thou shouldst be more careful...Did you notice something about the pen you signed with? There were ^FF0000orange shiitake mushroom spores^000000 on it."; + next; + mes "[Mingmin]"; + mes "If the spores get in your bloodstream, you might grow mushrooms inside of your own body."; + next; + mes "[Mingmin]"; + mes "It takes quite a long time so do thine best. I might give you the antidote if you do well."; + next; + cutin "min03",0; + mes "[Mingmin]"; + mes "All right we became quite familiar now. So. Shall we get start to work?"; + para_110lv01 = 5; + } + } + else if (para_110lv01 > 4) { + cutin "min01",0; + mes "We need some more information on the following monsters. Choose."; + next; + switch( select( "Glastheim related requests", "Thanatos tower related requests", "Ash Vacuum related requests", "Mingmin's personal request" ) ) { + case 1: + mes "[Mingmin]"; + mes "I heard something is going on in Glastheim. Monsters are afoot."; + next; + switch( select( "Raydric Research", "Khalitzberg Research", "Wanderer Research" ) ) { + case 1: + mes "[Mingmin]"; + if (questprogress(13068,PLAYTIME) == 1) + mes "Raydric's research is going well. It is better off having more samples to research.!"; + else if (questprogress(13067,HUNTING) == 1) { + cutin "·¹À̵帯īµå",3; //daydric_card + mes "You can find Raydric in the west entrance or on the 2nd floor of Glastheim."; + next; + mes "[Mingmin]"; + mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Raydric^000000's."; + next; + cutin "min01",0; + mes "[Mingmin]"; + mes "The experience you learn by fighting with monsters will be a good record for the research!"; + } + else if (questprogress(13067,HUNTING) == 2) { + cutin "min03",0; + mes "How do you feel dealing with tough monsters? Good documents and good experience to you as well."; + callsub S_Quest,13067,13068,700000,200000; + } + else { + cutin "·¹À̵帯īµå",3; //daydric_card + mes "Something is happening in Glastheim. And that clue is in Raydrics that is information I have."; + next; + mes "[Mingmin]"; + mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Raydric^000000's."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "Please come back to me after dealing with the monsters. I need all your stories for documentation."; + callsub S_Quest,13068,13067; + } + } + break; + case 2: + mes "[Mingmin]"; + if (questprogress(13070,PLAYTIME) == 1) + mes "Khalitzburg's research is going well. It is better off having more samples to research!"; + else if (questprogress(13069,HUNTING) == 1) { + cutin "½ºÄ̳ªÀÌƮīµå",3; //skullknight_card + mes "Khalitzburg will be found in west entrance of Glastheim."; + next; + mes "[Mingmin]"; + mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Khalitzburg's^000000"; + next; + cutin "min01",0; + mes "[Mingmin]"; + mes "The experience you learn by fighting with monsters will be a good record for the research!"; + } + else if (questprogress(13069,HUNTING) == 2) { + cutin "min03",0; + mes "How do you feel of dealing with tough monsters? Good documents and good experience to you as well."; + callsub S_Quest,13069,13070,700000,200000; + } + else { + cutin "½ºÄ̳ªÀÌƮīµå",3; //skullknight_card + mes "Maybe Khalitzburg is linked to what is happening in glastheim so lets research it."; + next; + mes "[Mingmin]"; + mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Khalitzburg's^000000"; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "Please tell me the story after dealing with them one by one. They will be important documents..."; + callsub S_Quest,13070,13069; + } + } + break; + case 3: + mes "[Mingmin]"; + if (questprogress(13072,PLAYTIME) == 1) + mes "Wanderer's research is going well. It is better off having more samples to research!"; + else if (questprogress(13071,HUNTING) == 1) { + cutin "¹èȸÇÏ´ÂÀÚÄ«µå",3; //wander_man_card + mes "Wanderer will be found if you enter from the north entrance and go to big entrance in the middle of the road in Glastheim."; + next; + mes "[Mingmin]"; + mes "I need information and documents no matter what happens. How about dealing with ^FF000030 Wanderers^000000."; + next; + cutin "min01",0; + mes "[Mingmin]"; + mes "The experience you learn by fighting with monsters will be a good record for the research!"; + } + else if (questprogress(13071,HUNTING) == 2) { + cutin "min03",0; + mes "How do you feel of dealing with tough monsters? Good documents and good experience to you as well."; + callsub S_Quest,13071,13072,700000,200000; + } + else { + cutin "¹èȸÇÏ´ÂÀÚÄ«µå",3; //wander_man_card + mes "Wanderer is the representative of Glastheim. It is dangerous but cool!"; + next; + mes "[Mingmin]"; + mes "It will be a good research. Come back after dealing with ^FF000030 Wanderers^000000."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "Please tell me the story after dealing with them one by one. They will be important documents..."; + emotion e_no1; + callsub S_Quest,13072,13071; + } + } + } + break; + case 2: + mes "[Mingmin]"; + mes "We need to research monsters in Thanatos tower."; + next; + switch( select( "Ancient Mimic research", "Deathword research", "Owl Baron research", "Bloody Page research" ) ) { + case 1: + mes "[Mingmin]"; + if (questprogress(13074,PLAYTIME) == 1) + mes "Ancient mimic research is going well. It is better off having more samples for the research!"; + else if (questprogress(13073,HUNTING) == 1) { + cutin "¿¡ÀμÇÆ®¹Ì¹Í",3; //ancient_mimic_card + mes "It is not far if you move from Juno or Hugel to Thanatos or Abyss lake."; + next; + mes "[Mingmin]"; + mes "Do not complain! It will be a good experience for you!"; + next; + cutin "min01",0; + mes "[Mingmin]"; + mes "The experience you learn by fighting with monsters will be a good record to research!"; + } + else if (questprogress(13073,HUNTING) == 2) { + cutin "min02",0; + mes "You did good work today!"; + callsub S_Quest,13073,13074,700000,300000; + } + else { + cutin "¿¡ÀμÇÆ®¹Ì¹Í",3; //ancient_mimic_card + mes "You will see them often at thanatos tower or abyss lake. They are not generous with their drops but that is not important to finishing this request."; + next; + mes "[Mingmin]"; + mes "I can not find any connection in two areas but they keep coming up so it is worth researching. Come back after taking care of ^FF000030 ancient mimic^000000."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "If you possibly get a good drop from them, you know right? Do not forget about me!"; + emotion e_flash; + callsub S_Quest,13074,13073; + } + } + break; + case 2: + mes "[Mingmin]"; + if (questprogress(13076,PLAYTIME) == 1) + mes "Deathword's research is going well. It is better off having more samples for the research!"; + else if (questprogress(13075,HUNTING) == 1) { + mes "Thanatos tower will be more dangerous than you thought. You might want to organize a party before going there."; + next; + mes "[Mingmin]"; + mes "I want to research this so take this request please!"; + next; + mes "[Mingmin]"; + mes "I will give you a reward..."; + } + else if (questprogress(13075,HUNTING) == 2) { + cutin "min03",0; + mes "Thank you so much. This will be great research."; + callsub S_Quest,13075,13076,700000,300000; + } + else { + mes "That is the reason why I chose Thanatos tower to research. Do not be surprised. This one is an old book that became a monster!"; + next; + mes "[Mingmin]"; + mes "I want to research the background of those creatures. Please check ^FF000030 Deathwords^000000."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "Please take care of them one by one. Those books contain precious history of Rune Midgard so I want to research them."; + callsub S_Quest,13076,13075; + } + } + break; + case 3: + mes "[Mingmin]"; + if (questprogress(13078,PLAYTIME) == 1) + mes "Owl Baron's research is going well. It is better off having more samples for the research!"; + else if (questprogress(13077,HUNTING) == 1) { + cutin "¾Æ¿ï¹Ù·ÐÄ«µå",3; //owl_baron_card + mes "You can meet it if you climb the tower according to the rumors. For me, well I've never been up there."; + next; + mes "[Mingmin]"; + mes "The guy with blue hat went to the top but I didn't bother to follow."; + next; + mes "[Mingmin]"; + mes "Anyways, There will be enough reward for sure."; + cutin "min01",0; + } + else if (questprogress(13077,HUNTING) == 2) { + cutin "min03",0; + mes "Safely back!? Eden Group will be happy."; + callsub S_Quest,13077,13078,700000,300000; + } + else { + cutin "¾Æ¿ï¹Ù·ÐÄ«µå",3; //owl_baron_card + mes "Personally I have no interest in this monster but it was requested from the Eden Group."; + next; + mes "[Mingmin]"; + mes "Please take care of ^FF000020 Owl Barons^000000. It will help other adventurers to explore Thanatos tower."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "It does not mean I am not going to research them. The more documents the better research."; + callsub S_Quest,13078,13077; + } + } + break; + case 4: + mes "[Mingmin]"; + if (questprogress(13080,PLAYTIME) == 1) { + cutin "min03",0; + mes "I like old books! Okay I need to analyze this. Bloody Pages! Please bring more tomorrow or the day after tomorrow. Anytime!"; + } + else if (questprogress(13079) == 1) { + if (countitem(Bloody_Page) > 19) {// Bloody_Page + cutin "min03",0; + mes "Wow. It is so curious. It is exciting!"; + delitem Bloody_Page,20; + callsub S_Quest,13079,13080,700000,300000; + } + else { + cutin "µ¥½º¿öµå",3; //deathword_card + mes "3rd floor of thanatos has Deathword monsers that drop these bloody pages."; + next; + mes "[Mingmin]"; + mes "I think if thou shalt collect 20 of these it should be enough for my research. It's barbaric, but it is a job!"; + next; + mes "[Mingmin]"; + mes "There will be enough reward for sure."; + cutin "min01",0; + } + } + else { + cutin "µ¥½º¿öµå",3; //deathword_card + mes "The fact that I decided to travel to Thanatos has the reason. Haha, I heard that I can get Bloody Pages from Deathword monsters."; + next; + mes "[Mingmin]"; + mes "I know they're gross and bloody but just imagine the centuries of stories preserved in those pages..."; + next; + mes "[Mingmin]"; + mes "Can you please get me 20 ^FF0000Bloody Pages^000000? I will be happy if there is one useful bookshelf we can use when you bring them back."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "Please, I really want to research this."; + callsub S_Quest,13080,13079; + } + } + } + break; + case 3: + mes "[Mingmin]"; + mes "The research for Ash Vacuum is just beginning. So there are still many thing to study!"; + next; + switch( select( "Dark Pinguicula research", "Nepenthes research", "Naga research", "Centipede Larva research", "Cornus research", "We know the magic power of the horn we saw that day." ) ) { + case 1: + mes "[Mingmin]"; + if (questprogress(13082,PLAYTIME) == 1) + mes "Pinguicula dark's research is ongoing. Please come back to me next time.!"; + else if (questprogress(13081,HUNTING) == 1) { + cutin "ÇɱÍŧ¶ó´ÙÅ©Ä«µå",3; //pinguicula_dark_card + mes "I think this research is easy. They are not too dangerous from the initial reports I've received."; + next; + mes "[Mingmin]"; + mes "It is north west from the Allied Forces Camp. It is not that far so hurry up."; + cutin "min01",0; + } + else if (questprogress(13081,HUNTING) == 2) { + cutin "min03",0; + mes "Good job! keep helping my research. I still have so much to do."; + callsub S_Quest,13081,13082,700000,180000; + } + else { + cutin "ÇɱÍŧ¶ó´ÙÅ©Ä«µå",3; //pinguicula_dark_card + mes "It is the monster living northwest of the Allied Forces Camp. I am not interested in going myself but the request was already paid for and I may as well research them."; + next; + mes "[Mingmin]"; + mes "Hunt ^FF000030 Dark Pinguicula^000000. Battling it will provide some good research materials."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "Be careful and safe."; + callsub S_Quest,13082,13081; + } + } + break; + case 2: + mes "[Mingmin]"; + if (questprogress(13084,PLAYTIME) == 1) + mes "Nepenthes's research is still ongoing. Please come back to me next time!"; + else if (questprogress(13083,HUNTING) == 1) { + cutin "³×Ææµ¥½ºÄ«µå",3; //nepenthes_card + mes "It could be a simple request or tough request. Try to find friends if you are in trouble. That is adventure too!"; + next; + mes "[Mingmin]"; + mes "It is east of the Allied Forces Camp. It is not that far so hurry up."; + cutin "min01",0; + } + else if (questprogress(13083,HUNTING) == 2) { + cutin "min03",0; + mes "Good job! Keep assisting with my research. I still have so much to do."; + callsub S_Quest,13083,13084,700000,180000; + } + else { + cutin "³×Ææµ¥½ºÄ«µå",3; //nepenthes_card + mes "Do you know the monster name as mandragora? There is similar monster to the east of the expedition station. I am sure it will be related for researching monsters."; + next; + mes "[Mingmin]"; + mes "Why don't you hunt 30 ^FF0000Nepenthes^000000? Their vines crawl up everywhere so be careful."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "The request like this satisfies me and the Eden Group. Be careful though."; + callsub S_Quest,13084,13083; + } + } + break; + case 3: + mes "[Mingmin]"; + if (questprogress(13086,PLAYTIME) == 1) + mes "Naga's research is still ongoing. Please come back to me next time."; + else if (questprogress(13085,HUNTING) == 1) { + cutin "³ª°¡Ä«µå",3; //naga_card + mes "You take care of those addicted to magic powers, I have no interest."; + next; + mes "[Mingmin]"; + mes "Please take care of 30 Naga monsters northwest of the expedition station."; + cutin "min01",0; + } + else if (questprogress(13085,HUNTING) == 2) { + cutin "min03",0; + mes "Good. Keep helping my research. I have too many to check out."; + callsub S_Quest,13085,13086,700000,180000; + } + else { + cutin "³ª°¡Ä«µå",3; //naga_card + mes "Please take care of 30 ^FF0000Naga^000000 monsters northwest of the expedition station."; + next; + mes "[Mingmin]"; + mes "I have no interest in it but it bothers my time to research the other monsters that I actually want to study. So I want the number of them to be reduced."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "Please do your best. This request is also important to unlock additional research."; + callsub S_Quest,13086,13085; + } + } + break; + case 4: + mes "[Mingmin]"; + if (questprogress(13088,PLAYTIME) == 1) + mes "I'm still researching the Centipede Larva. Please come and help me next time."; + else if (questprogress(13087,HUNTING) == 1) { + cutin "¼¾Æ¼Æäµ¥À¯ÃæÄ«µå",3; //centipede_larva_card + mes "Oh... No Lets take a deep breath. For me, I want to exterminate more than 20 for research."; + next; + emotion e_sob; + mes "[Mingmin]"; + mes "Be careful. And they're east of the expedition station."; + cutin "min02",0; + } + else if (questprogress(13087,HUNTING) == 2) { + cutin "min02",0; + mes "Oh. Okay. You do not need to explain."; + emotion e_otl; + callsub S_Quest,13087,13088,700000,180000; + } + else { + cutin "¼¾Æ¼Æäµ¥À¯ÃæÄ«µå",3; //centipede_larva_card + mes "Yuck! It is very disgusting. Look at me. It is so creepy I wanted to survey it because I was interested in Nepenthes. But I hate bugs with lots of legs..."; + next; + mes "[Mingmin]"; + mes "Come back after 20 ^FF0000Centipede Larva^000000 are exterminated. Can you imagine how big they became? Just the thought makes my skin crawl."; + next; + cutin "min02",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "I'm sorry that I didn't do it myself. I'm not ashamed to admit that it's too disgusting for me."; + callsub S_Quest,13088,13087; + } + } + break; + case 5: + mes "[Mingmin]"; + if (questprogress(13090,PLAYTIME) == 1) + mes "Cornus's research is still ongoing. Please research for other adventurers."; + else if (questprogress(13089,HUNTING) == 1) { + cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card + mes "I need to research those flying horse creatures so please help me out."; + next; + mes "[Mingmin]"; + mes "Of course, It will help your adventurers too in some way I suppose."; + cutin "min01",0; + } + else if (questprogress(13089,HUNTING) == 2) { + cutin "min03",0; + mes "How was it ? Is that monster easy for adventurers to get?"; + callsub S_Quest,13089,13090,700000,180000; + } + else { + cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card + mes "I found the monster that satisfies my research needs and helps adventurers to gain experience from the Eden Group. It is not weak or fierce monster either."; + next; + mes "[Mingmin]"; + mes "I believe that Adventurers will handle Cornus in the future, so go out and deal with ^FF000030 Cornus^000000 so I can research that viability."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "This could be a revolution for Eden Group Adventurers. Be positive with this request please."; + callsub S_Quest,13090,13089; + } + } + break; + case 6: + mes "[Mingmin]"; + if (questprogress(13092,PLAYTIME) == 1) + mes "I'm still researching the Mystic Horns you brought. Quite interesting. I can beat blue hat soon."; + else if (questprogress(13091) == 1) { + if (countitem(Mystic_Horn) > 19) {// Mystic_Horn + cutin "min03",0; + mes "Yes this one! It is worth doing. Thank you for taking this request."; + emotion e_thx; + delitem Mystic_Horn,20; + callsub S_Quest,13091,13092,700000,180000; + } + else { + cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card + mes "I am still researching but I hope to extract magic power from magical touched things."; + next; + mes "[Mingmin]"; + mes "It will be useful for me and adventurers, right?"; + cutin "min01",0; + } + } + else { + cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card + mes "This is why I accepted the request for this from Eden Group. Find 20 ^FF0000Mystic Horn^000000 from the Cornus monsters."; + next; + mes "[Mingmin]"; + mes "I think I can use this horn for good things. It is easy to get. I will let you know later."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "Ye gain experience and I get research material. Good deal right? Excellent!"; + callsub S_Quest,13092,13091; + } + } + } + break; + case 4: + mes "[Mingmin]"; + mes "This request is for my personal research. I research for Eden Group and they support me to hire people assisting my research."; + next; + switch( select( "Ancient Mummy research", "Geffenia survey", "Juperos survey", "Fragment and Rusty Screw collecting." ) ) { + case 1: + mes "[Mingmin]"; + if (questprogress(13094,PLAYTIME) == 1) + mes "Ancient Mummy's research is still ongoing."; + else if (questprogress(13093,HUNTING) == 1) { + cutin "¿¡ÀμÇÆ®¹ÌÀ̶óÄ«µå",3; //ancient_mummy_card + mes "If I finish researching, the first thing I'm going to do is eat a 10 year aged strawberry pudding..."; + next; + mes "[Mingmin]"; + mes "To finish my research I need you to hunt some Ancient Mummy."; + cutin "min01",0; + } + else if (questprogress(13093,HUNTING) == 2) { + cutin "min03",0; + mes "Did a good job. Fantastic strawberry pudding is not easy to make. Trust me. I will let thee taste it someday soon."; + callsub S_Quest,13093,13094,700000,200000; + } + else { + cutin "¿¡ÀμÇÆ®¹ÌÀ̶óÄ«µå",3; //ancient_mummy_card + mes "Things are supposed to go bad. Most of them but people want to keep and preserve food for a long time. "; + next; + mes "[Mingmin]"; + mes "Have you even seen the bandage that Ancient Mummy are wound up in? They last even for centuries at a time."; + next; + mes "[Mingmin]"; + mes "I guess it is rotten but we can make big money if this research goes well. Preservatives can make a strawberry pudding that does not go bad with time."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "This research is necessary so that I can make my strawberry pudding."; + callsub S_Quest,13094,13093; + } + } + break; + case 2: + mes "[Mingmin]"; + if (questprogress(13096,PLAYTIME) == 1) + mes "Geffenia's research has just started. It is beginning so go slowly. Lets research."; + else if (questprogress(13095,HUNTING) == 1) { + cutin "¼­Å¥¹ö½ºÄ«µå",3; //succubus_card + mes "I do not expect a lot because it is very dangerous and not easy to access."; + next; + mes "[Mingmin]"; + mes "This request is attempting to an adventurer who used to enjoy it. Simple! Fun! Worthy experience!"; + cutin "min01",0; + } + else if (questprogress(13095,HUNTING) == 2) { + cutin "min03",0; + mes "You are more talented than I thought. If you found a tact, I will request to you for next time as well. This research is up to you."; + callsub S_Quest,13095,13096,700000,200000; + } + else { + cutin "ÀÎÅ¥¹ö½ºÄ«µå",3; //incubus_card + mes "This is pre-survey for precious research because Geffenia is easy to access."; + next; + mes "[Mingmin]"; + mes "The request starts from how to find a way in. Please take a look what kind of monsters are in there. first of all, start by hunting ^FF000010^000000 Incubus, Succubus and Violy. Then lets research the details later."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "Try to start from Geffen fountain, if you want more information."; + callsub S_Quest,13096,13095; + } + } + break; + case 3: + mes "[Mingmin]"; + if (questprogress(13098,PLAYTIME) == 1) + mes "They all look the same for me. I should research harder."; + else if (questprogress(13097,HUNTING) == 1) { + cutin "º£³ªÅõ",3; //venatu_card + mes "There is one more reason why many adventurers are sent to Juperos and that is my real request."; + next; + mes "[Mingmin]"; + mes "If you go to Juperos? I wish you to take a request about ^FF0000Venatus^000000."; + cutin "min01",0; + } + else if (questprogress(13097,HUNTING) == 2) { + cutin "min03",0; + mes "You are not confused? I still do not know yet. What is the difference? Anyway good job."; + emotion e_loud; + callsub S_Quest,13097,13098,700000,300000; + } + else { + cutin "º£³ªÅõ",3; //venatu_card + mes "The remains of ancient, Juperos is mysterious. There are lots of ^FF0000secrets^000000. But this is yet again a simple monster research survey."; + next; + mes "[Mingmin]"; + mes "The monster ^FF0000Venatu^000000 in juperos has 4 types of colors. Which means there are four types of monsters."; + next; + mes "[Mingmin]"; + mes "I thought they are the same because they look the same. Is it only me? I can not distinguish. Hunt 30 of each Green, Orange and Blue ones just to be sure."; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "It wil not be easy to be alone. But looking for a fellow for adventure is what an adventurer does."; + callsub S_Quest,13098,13097; + } + } + break; + case 4: + mes "[Mingmin]"; + if (questprogress(13100,PLAYTIME) == 1) + mes "I will make anything better than you imagine."; + else if (questprogress(13099) == 1) { + if (countitem(Mystery_Piece) > 9 && countitem(Screw) > 19) { + cutin "min03",0; + mes "Thank you. You will appreciate me if my research is completed."; + emotion e_loud; + delitem Mystery_Piece,10;// Mystery_Piece + delitem Screw,20;// Screw + callsub S_Quest,13099,13100,700000,200000; + } + else { + cutin "º£³ªÅõ",3; //venatu_card + mes "You can find ^FF0000Fragment and Rusty Screw^000000 in juperos everywhere. Most of the monsters have it."; + next; + mes "[Mingmin]"; + mes "I know it is not easy but I wish thee to take this request. Please."; + cutin "min01",0; + } + } + else { + cutin "º£³ªÅõ",3; //venatu_card + mes "Juperos is intense and mysterious. When he showed up, It seems like it is not Midgard."; + next; + mes "[Mingmin]"; + mes "It is core research. I need to know who he is. That will be amazing. Can you bring me 10 ^FF0000Fragment^000000 and 20 ^FF0000Rusty Screw^000000?"; + next; + cutin "min01",0; + if (select( "Take the request.", "Quit" ) == 1) { + mes "[Mingmin]"; + mes "I do not know how many drops you can carry but I want as many as you can. May I ask you to bring 10 ^FF0000Fragment^000000 and 20 ^FF0000Rusty Screw^000000?"; + callsub S_Quest,13100,13099; + } + } + } + } + } + } + else if (para_110lv01 < 5) { + mes "The request for researching monsters seem to easy for you."; + next; + mes "[Mingmin]"; + mes "There is nothing I can do because these are the rules of the Eden Group."; + next; + mes "[Mingmin]"; + mes "There is someone who strongly wishes you to solve your request."; + } + else { + cutin "min01",0; + mes "Contract is terminated. "+ strcharinfo(0) +" reward for completed research. ^FF0000I will delete incompleted research from your quest list.^000000"; + para_110lv01 = 6; + next; + callsub S_Hunting, + 13067,200000,"Raydric", + 13069,200000,"Khalitzburg", + 13071,200000,"Wanderer", + 13073,300000,"Ancient Mimic", + 13075,300000,"Deathword", + 13077,300000,"Owl Baron"; + callsub S_Gathering,13079,300000,"Bloody Page",7449,20; + callsub S_Hunting, + 13081,180000,"Dark Pinguicula", + 13083,180000,"Nepenthes", + 13085,180000,"Naga", + 13087,180000,"Centipede Larva", + 13089,180000,"Cornus"; + callsub S_Gathering,13091,180000,"Mystic Horn",6023,20; + callsub S_Hunting, + 13093,200000,"Ancient Mummy", + 13095,200000,"Geffenia expedition", + 13097,300000,"Juperos"; + callsub S_Gathering,13099,200000,"Fragments and Rusty Screws",7094,10,7317,20; + mes "[Mingmin]"; + mes "It is a little bit inconvenient. I will read to you politely ^FF0000again^000000 in public."; + next; + mes "[Mingmin]"; + mes "Anyway "+ strcharinfo(0) +" thank you for helping me start my research."; + next; + cutin "min03",0; + mes "[Mingmin]"; + mes "Do not worry, I will treat you like a slave if we meet outside of Eden Group or if you tell anyone I was nice to you."; + emotion e_loud; + next; + cutin "min01",0; + mes "[Mingmin]"; + mes "Just because I'm being nice now doesn't mean we're automatically friends though."; + } + break; + case 2: + if (para_110lv01 == 5) + mes "Do you want to know something? I am busy researching."; + else + mes "It is fine day for researching. It is always fun to talk to someone of sufficient intelligence."; + while(1) { + next; + switch( select( "^0000ffFriends^000000 story", "Something to research", "Orange beard gluey mushroom...", "Finish conversation" ) ) { + case 1: + mes "[Mingmin]"; + if (para_110lv01 < 5) { + cutin "min02",0; + mes "I found a familiar face since I arrived to Eden Group with this request. ^ff0000Rohtert^000000 is the one."; + next; + mes "[Mingmin]"; + mes "I used to join clubs that researched rare monsters. I heard it became a guild and anyway I met him there."; + next; + mes "[Mingmin]"; + mes "I look younger but I am like his sister. There was so many things that happened in that club. However, I shouldn't go on and on about it. I might tell you later when we have time."; + } + else if (para_110lv01 == 5) { + cutin "min03",0; + mes "I found a familiar face since I arrived to Eden Group with this request. Do you see the guy ^FF0000Rohtert^000000 with white hair near the entrance?"; + next; + mes "[Mingmin]"; + mes "Now that he's grown up... well he used to follow me calling me his sister. By the way where is the blue hat guy who used to stick to him like glue. Did they have a fight?"; + next; + mes "[Mingmin]"; + mes "That blue hat guy... He used to annoy me even at the club. If I see him again I just might smack him..."; + } + else { + cutin "min02",0; + mes "I used to talk to Rohtert from time to time while researching. There was a lot of things to talk about ever since I left the guild."; + next; + mes "[Mingmin]"; + mes "I think the guild is still around since there were so many members even when I was there."; + next; + mes "[Mingmin]"; + mes "I even heard that blue hat guy made himself a guild master. Imagine that fool being a master oh ho ho ho."; + } + continue; + case 2: + mes "[Mingmin]"; + if (para_110lv01 < 5) { + cutin "min01",0; + mes "I research monsters. Especially their features, personality, spleens, locations and relationship with other monsters. Etc."; + } + else if (para_110lv01 == 5) { + cutin "min03",0; + mes "Researching these magic items there is more to it than just having them in your possession."; + next; + mes "[Mingmin]"; + mes "My plan so far is like this. Extracted magic from the Mystic Horn is compressed by the Fragments and Screws. Then I will input the ancient information which was written in the Bloody Pages."; + next; + mes "[Mingmin]"; + mes "I'm hoping to create some type of small hand-held storage device."; + next; + mes "[Mingmin]"; + mes "I wil be rich if I complete this research! I am sure."; + } + else { + cutin "min01",0; + mes "Well do you remember my personal research I mentioned before? It is not easy even I tried to develop..."; + next; + mes "[Mingmin]"; + mes "I tried to make a magic device that you can hold in your hand."; + next; + mes "[Mingmin]"; + mes "No. I can not give up for this. I will make it."; + } + continue; + case 3: + mes "[Mingmin]"; + if (para_110lv01 < 5) { + cutin "min02",0; + mes "Orange mushroom? I do not know."; + } + else if (para_110lv01 == 5) { + cutin "min01",0; + mes "Do not worry. Ok, maybe worry because mushrooms could be growing in your body. I will get rid of it if you help me to research. It will be dangerous if it takes longer time."; + } + else { + cutin "min02",0; + mes "... orange shiitake gluey mushroom?"; + next; + mes "[Mingmin]"; + mes "Let me see. It might be dangerous."; + next; + mes "[Mingmin]"; + mes "You helped me to research so let me help you! I will get rid of your mushroom spore infection."; + next; + mes "[Mingmin]"; + mes "......"; + next; + cutin "min03",0; + mes "[Mingmin]"; + mes "...hee hee..."; + emotion e_heh; + next; + mes "[Mingmin]"; + mes "Hmmph, You are so naive. Did you believe it? Sticky.. some kind of mushroom is growing in your body? Hahaha"; + next; + mes "[Mingmin]"; + mes "It was just a joke. A little joke between friends."; + next; + mes "[Mingmin]"; + mes "I am sorry if you are upset. You made it too easy..."; + next; + emotion e_heh; + mes "[Mingmin]"; + mes "You are funnier than I thought. Do not worry. That mushroom does not exist."; + } + continue; + case 4: + mes "[Mingmin]"; + if (para_110lv01 == 5) { + cutin "min01",0; + mes "Please help me there are so many things to research."; + } + else { + cutin "min02",0; + mes "I hope you have a good time"; + } + } + break; + } + } + } + close2; + cutin "",255; + end; + +S_Quest: + if (questprogress(getarg(0))) + erasequest getarg(0); + setquest getarg(1); + if (getarg(2,0)) + getexp getarg(2),getarg(3); + return; +S_Hunting: + .@total = getargcount(); + for ( .@i = 0; .@i < .@total; .@i += 3 ) { + .@quest_id = getarg(.@i); + switch( questprogress(.@quest_id,HUNTING) ) { + case 0: + if (questprogress(.@quest_id+1)) + erasequest (.@quest_id+1); + continue; + case 1: + mes "[Mingmin]"; + mes "I will delete "+ getarg(.@i+2) +" research from request list."; + break; + case 2: + mes "[Mingmin]"; + mes "You finished researching about "+ getarg(.@i+2) +". Thank you."; + getexp 700000,getarg(.@i+1); + break; + + } + erasequest .@quest_id; + next; + } + return; +S_Gathering: + if (questprogress(getarg(0))) { + if (getarg(5,0)) + .@count_item2 = countitem(getarg(5)); + mes "[Mingmin]"; + if (countitem(getarg(3)) >= getarg(4) && .@count_item2 >= getarg(6,0)) { + if (.@count_item2) + mes "You finished researching about "+ getitemname(getarg(3)) +" and "+ getitemname(getarg(5)) +". Thank you."; + else + mes "You finished researching about "+ getitemname(getarg(3)) +". Thank you."; + delitem getarg(3),getarg(4); + if (getarg(5,0)) + delitem getarg(5),getarg(6); + getexp 700000,getarg(1); + } + else { + if (getarg(5,0)) + mes "I will delete "+ getitemname(getarg(3)) +" and "+ getitemname(getarg(5)) +" research from request list."; + else + mes "I will delete "+ getitemname(getarg(3)) +" research from request list."; + } + erasequest getarg(0); + next; + } + else if (questprogress(getarg(0)+1) > 0) + erasequest (getarg(0)+1); + return; +} diff --git a/npc/re/quests/eden/121-130.txt b/npc/re/quests/eden/121-130.txt new file mode 100644 index 000000000..a56d66b30 --- /dev/null +++ b/npc/re/quests/eden/121-130.txt @@ -0,0 +1,803 @@ +//===== Hercules Script ====================================== +//= Eden Group Quests - Mission [121-130] +//===== By: ================================================== +//= Capuche +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= Hercules +//===== Description: ========================================= +//= [Official Conversion] +//= Repeatable quests for players between BaseLevel 121 - 130. +//===== Additional Comments: ================================= +//= 1.0 First version. +//= 1.1 Some CleanUps. [Dastgir] +//============================================================ + +moc_para01,44,81,3 script Melody-Jack#1 4_M_MELODY,8,8,{ + mes "[Melody-Jack]"; + if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + mes "Who the hell are you? Get out of here!"; + mes "I'm only talking to base level ^FF0000121-130^000000 adventurers."; + } + else if (!para_120lv01) + mes "What? do not bother me. I am busy now."; + else if (para_120lv01 == 1) { + mes "You got a request from that little girl? The small, talktive and half-naked one over there?"; + next; + select("Say yes.", "Avoid answering."); + mes "[Melody-Jack]"; + mes "No. I do not care It will be fine if you stepped into this room not because you are lost. I need anyone except that kind of fool."; + next; + mes "[Melody-Jack]"; + mes "Please listen to me, I will offer you an attractive suggestion."; + next; + mes "[Melody-Jack]"; + mes "I am ^ff0000Melody - Jack!^000000 The best man with best dagger skills."; + next; + mes "Melody-Jack swipes a dagger in your direction."; + next; + mes "[Melody-Jack]"; + mes "I am qualified to take secret missions. And right now you're in luck."; + next; + mes "[Melody-Jack]"; + mes "It seems that I have to lose one mission, deal and promise, I can not take it right now."; + next; + mes "[Melody-Jack]"; + mes "Take my mission and solve the request of Aigu. I will compensate you."; + next; + mes "[Melody-Jack]"; + mes "Our deal will be kept as a secret to Aigu. If you do not have 9 lives. Lets start."; + para_120lv01 = 2; + } + else if (para_120lv01 > 1) { + mes "......"; + next; + if (select( "Show me the requests!", "Make small-talk." ) == 2) { + mes "[Melody-Jack]"; + mes "What? Are you interested in me?"; + next; + switch( select( "I am interested.", "About requests", "About a deal", "What is a promise?" ) ) { + case 1: + mes "[Melody-Jack]"; + mes "Well go away. I have no interest in you."; + close; + case 2: + mes "[Melody-Jack]"; + mes "I cannot stop it because of my bad credit. It drives me crazy."; + next; + mes "[Melody-Jack]"; + mes "I am lucky to make a double contract with an adventurer like you. They are not included in our contract."; + close; + case 3: + mes "[Melody-Jack]"; + mes "To be honest I don't think there is anyone worthy of trust. Trust or promises are both silly."; + next; + mes "[Melody-Jack]"; + mes "I trust only me and my deal. Trust or promises are empty if they ar broken but if a deal is broken there is compensation or revenge."; + close; + case 4: + mes "[Melody-Jack]"; + mes "Who're all of these kids?"; + next; + mes "[Melody-Jack]"; + mes "I came out for nothing but I am supposed to fulfill my duty. I don't owe anyone a thing."; + close; + } + } + mes "[Melody-Jack]"; + if (BaseLevel < 121) + mes "Oh, I made a mistake. You are not the level of adventurer I am looking for. I'm looking for base level 121 to 130 adventurers."; + else if (BaseLevel < 131) { + mes "I do not like it but a deal is a deal. Please come back after clearing monsters in the places where Aigu asked to search."; + next; + switch( select( "Thanatos Tower related ", "Rachel Shrine related ", "Nameless Island related ", "Abyss Lake related " ) ) { + case 1: + mes "[Melody-Jack]"; + mes "Thanatos tower is the most annoying place. Do not worry about your compensation. I keep my word."; + next; + switch( select( "Baroness of Retribution", "Lady Solace", "Mistress of Shelter", "Dame of Sentinel" ) ) { + case 1: + mes "[Melody-Jack]"; + if (questprogress(13120,PLAYTIME) == 1) + mes "I think I finished today's performance. I cannot relax what if monsters show up suddenly."; + else if (questprogress(13119,HUNTING) == 1) { + cutin "½Å¹úÀÇ´ëÇàÀÚÄ«µå",3; //retribution_card + mes "I do not like that creature not because Aigu doesn't like them... How dare you? Who is punishing whom?"; + next; + mes "[Melody-Jack]"; + mes "These are some of the most dangerous creatures in the world. These creatures deserve no justice."; + next; + mes "[Melody-Jack]"; + mes "Of course you can trust me. Because I believe in real deals. Lets sweep the creatures away."; + } + else if (questprogress(13119,HUNTING) == 2) { + mes "Did you clear them? So that does not bother that little boy for a day. Good job."; + callsub S_Quest,13119,13120,1; + } + else { + cutin "½Å¹úÀÇ´ëÇàÀÚÄ«µå",3; //retribution_card + mes "As you know, Thanatos Tower is where Aigu cares the most. It is the most dangerous place in some ways."; + next; + mes "[Melody-Jack]"; + mes "Please clear monsters to help Aigu. Amateurs will make things messy."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "There must be a lot of them. Do not forget to keep this a secret. "; + callsub S_Quest,13120,13119; + } + } + break; + case 2: + mes "[Melody-Jack]"; + if (questprogress(13122,PLAYTIME) == 1) + mes "I think I finished today's performance. I can not relax... What if monsters show up suddenly?"; + else if (questprogress(13121,HUNTING) == 1) { + cutin "À§·ÎÇÏ´ÂÀÚ",3; //solace_card + mes "The building does not seem to be designed by human beings and a strange melody is always playing there."; + next; + mes "[Melody-Jack]"; + mes "Do not fall into the mood of the melody because that can be your last song you hear."; + next; + mes "[Melody-Jack]"; + mes "Remember, there is strange music as sharp as knife to kill people in the world."; + } + else if (questprogress(13121,HUNTING) == 2) { + mes "Have you ever heard the melody they are playing? You will have a chance if that little boy begins to play the performance again."; + callsub S_Quest,13121,13122,1; + } + else { + cutin "À§·ÎÇÏ´ÂÀÚ",3; //solace_card + mes "Beautiful melody. Maybe it sounds beautiful because creatures are playing."; + next; + mes "[Melody-Jack]"; + mes "However that is another obstacle. A deal is prior to personal interest anytime. So clear Lady Solace."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "We are just keeping our end of the deal. Clear those creatures now."; + callsub S_Quest,13122,13121; + } + } + break; + case 3: + mes "[Melody-Jack]"; + if (questprogress(13124,PLAYTIME) == 1) + mes "I think I finished today's performance. I can not relax... What if monsters show up suddenly?"; + else if (questprogress(13123,HUNTING) == 1) { + cutin "¾È½ÄÀ»ÁÖ´ÂÀÚÄ«µå",3; //shelter_card + mes "Do you know an angel that turned into a monster? I do not know if it was an angel or not. But its appearance was an angel."; + next; + mes "[Melody-Jack]"; + mes "Do not panic due to beautiful appearances regardless if it is an angel or a creature. You should do your job."; + next; + mes "[Melody-Jack]"; + mes "Everything has its time. Maybe you requested this because that time has come."; + } + else if (questprogress(13123,HUNTING) == 2) { + mes "Good. Let me know if someone is looking for me. If so, I might need to change the details of the deal."; + callsub S_Quest,13123,13124,1; + } + else { + cutin "¾È½ÄÀ»ÁÖ´ÂÀÚÄ«µå",3; //shelter_card + mes "Do you know an angel that turned into a monster? I do not know if it was an angel or not. But its appearance was an angel."; + next; + mes "[Melody-Jack]"; + mes "I don't care if it is a real angel or just a creature. Clear Mistress of Shelter."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "Dying flowers fall down by rain and wind. That is what you have to do."; + emotion e_no1; + callsub S_Quest,13124,13123; + } + } + break; + case 4: + mes "[Melody-Jack]"; + if (questprogress(13126,PLAYTIME) == 1) + mes "I finished my performance for today. I can not relax what if monsters show up suddenly."; + else if (questprogress(13125,HUNTING) == 1) { + cutin "°¨½ÃÇÏ´ÂÀÚÄ«µå",3; //observation_card + mes "You may have felt they are watching once you stepped into the upper area of Thanatos Tower."; + next; + mes "[Melody-Jack]"; + mes "Dame of Sentinel is not easy to handle so be sure to be ready to fight."; + next; + mes "[Melody-Jack]"; + mes "It is a fine day to die. It will be you or them so do your best."; + } + else if (questprogress(13125,HUNTING) == 2) { + mes "You look fine. Maybe you are better than I thought? I did not check with my eyes though."; + callsub S_Quest,13125,13126,1; + } + else { + cutin "°¨½ÃÇÏ´ÂÀÚÄ«µå",3; //observation_card + mes "You will meet them if Aigu requests. The Dame of Sentinels."; + next; + mes "[Melody-Jack]"; + mes "I wish they are cleared as well for her to request this adventure easily."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "A request for a request... Whatever."; + callsub S_Quest,13126,13125; + } + } + break; + } + break; + case 2: + mes "[Melody-Jack]"; + mes "Aigu's adventure leads to Rachel Shrine. Okay... It is not strange if ^FF0000that human^000000 Aigu looking for is found anywhere."; + next; + switch( select( "Vanberk and Isilla", "Hodremlin", "Agav and Echio" ) ) { + case 1: + mes "[Melody-Jack]"; + if (questprogress(13128,PLAYTIME) == 1) + mes "You may take a rest for a day. You cleared enough but fanatic is increased."; + else if (questprogress(13127,HUNTING) == 1) { + cutin "À̽ǶóÄ«µå",3; //isilla_card + mes "Someone who believes they are right are the most dangerous. This world is full of fools."; + next; + mes "[Melody-Jack]"; + mes "Finally force others to believe what they believe. Lets clear Vanberk and Isilla."; + next; + mes "[Melody-Jack]"; + mes "It is not my business. But this time is different. A little boy might be in a danger so lets hurry to clear these monsters."; + } + else if (questprogress(13127,HUNTING) == 2) { + mes "Just a day. Will be fine."; + callsub S_Quest,13127,13128,1; + } + else { + cutin "ÆǺ£¸£Å©Ä«µå",3; //vanberk_card + mes "Sanctuary in Rachel is prohibited to normal people from entering. You gotta know that."; + next; + mes "[Melody-Jack]"; + mes "They think they can find a clue there but it is not a safe place. You should clear Vanberk and Isilla in advance."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "Clear all as quickly as you can."; + emotion e_flash; + callsub S_Quest,13128,13127; + } + } + break; + case 2: + mes "[Melody-Jack]"; + if (questprogress(13130,PLAYTIME) == 1) + mes "Unknown mosters are dangerous so clear them first. I will inform you if something happens."; + else if (questprogress(13129,HUNTING) == 1) { + cutin "È£µå·½¸°Ä«µå",3; //hodremlin_card + mes "Cold teeth might be approaching. Its teeth are faster than your hands."; + next; + mes "[Melody-Jack]"; + mes "Rachel sanctuary will be approaching from everywhere. You should be careful of this one."; + next; + mes "[Melody-Jack]"; + mes "Just think of the job at hand. That will be enough."; + } + else if (questprogress(13129,HUNTING) == 2) { + mes "I am not that worried but are you safe? Not bitten?"; + callsub S_Quest,13129,13130,1; + } + else { + cutin "È£µå·½¸°Ä«µå",3; //hodremlin_card + mes "Fanatics are a problem. A more serious problem is that they show up suddenly."; + next; + mes "[Melody-Jack]"; + mes "Get rid of ^FF0000Hodremlin^000000 without any hesitation. Because they are very dangerous."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "They need faster hands than a head. I do not worry but you should be careful."; + callsub S_Quest,13130,13129; + } + } + break; + case 3: + mes "[Melody-Jack]"; + if (questprogress(13132,PLAYTIME) == 1) + mes "If you can talk. There are no requests right now. Take a rest for the day."; + else if (questprogress(13131,HUNTING) == 1) { + cutin "¿¡Å°¿ÀÄ«µå",3; //echio_card + mes "Full of madness here. I just feel disgusting."; + next; + mes "[Melody-Jack]"; + mes "It is my feeling but you might like it. I am sure ^FF0000Agav^000000 and ^FF0000Echio^000000 will not like you."; + next; + mes "[Melody-Jack]"; + mes "They will run into you. Do not hesitate and keep focused on the job."; + } + else if (questprogress(13131,HUNTING) == 2) { + mes "Found anyone? I wouldn't worry. A promise ia a promise and a deal is a deal."; + callsub S_Quest,13131,13132,1; + } + else { + cutin "¾Æ°¡ºêÄ«µå",3; //agav_card + mes "It is true that it is getting more dangerous inside of Rachel sanctuary, but Aigu will not care for things we are not sure."; + next; + mes "[Melody-Jack]"; + mes "That was not that bad. But someone needs to help? Lets clear ^FF0000Agav^000000 and ^FF0000Echio^000000 inside of Rachel Shrine."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "I cannot leave so farewell."; + callsub S_Quest,13132,13131; + } + } + break; + } + break; + case 3: + mes "[Melody-Jack]"; + mes "Nameless Island is not known to usual adventurers. Aigu is also interested in there."; + next; + switch( select( "Ragged Zombie Hunting", "Zombie Slaughter Hunting", "Banshee Hunting" ) ) { + case 1: + mes "[Melody-Jack]"; + if (questprogress(13134,PLAYTIME) == 1) + mes "Ragged Zombie is reduced. It is a good time to proceed Aigu's request for a minute."; + else if (questprogress(13133,HUNTING) == 1) { + cutin "´©´õ±âÁ»ºñÄ«µå",3; //ragged_zombie_card + mes "It is easy to meet everything on Nameless Island. So boring."; + next; + mes "[Melody-Jack]"; + mes "Get rid of it and help Aigu and the other adventurers."; + } + else if (questprogress(13133,HUNTING) == 2) { + mes "Did you take a bath? It smells in here. But I am sure that you had a hard time with the smell."; + callsub S_Quest,13133,13134,1; + } + else { + cutin "´©´õ±âÁ»ºñÄ«µå",3; //ragged_zombie_card + mes "The dead come back at night. Comes back sounds strange. Lets cut the crap."; + next; + mes "[Melody-Jack]"; + mes "Wish to clear ^FF0000Ragged Zombie^000000. It is easy because they show up everywhere."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "Take a ^FF0000bath^000000 and you won't smell anymore."; + callsub S_Quest,13134,13133; + } + } + break; + case 2: + mes "[Melody-Jack]"; + if (questprogress(13136,PLAYTIME) == 1) + mes "I know the request to Nameless Island is not easy but I will be happy if you join again."; + else if (questprogress(13135,HUNTING) == 1) { + cutin "Á»ºñ½½·¯ÅÍÄ«µå",3; //zombie_slaughter_card + mes "It was not easy for me either to step into Nameless Island. I am not that patient."; + next; + mes "[Melody-Jack]"; + mes "But adventurers should challenge once. ^FF0000Zombie Slaughter^000000 is worth clearing."; + } + else if (questprogress(13135,HUNTING) == 2) { + mes "You are quite good! You cleared them. It will take time to return."; + callsub S_Quest,13135,13136,1; + } + else { + cutin "Á»ºñ½½·¯ÅÍÄ«µå",3; //zombie_slaughter_card + mes "They are dangerous unlike Ragged Zombie because they swing something sharp."; + next; + mes "[Melody-Jack]"; + mes "Please clear ^FF0000Zombie Slaughter^000000. Be careful to avoid their blades."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "You've got many things to take care of so I will hold my words. Clear them."; + callsub S_Quest,13136,13135; + } + } + break; + case 3: + mes "[Melody-Jack]"; + if (questprogress(13138,PLAYTIME) == 1) + mes "Banshee is cleared. Request is solved anyway but it is not the end. It will be required again sooner or later."; + else if (questprogress(13137,HUNTING) == 1) { + cutin "¹ê½ÃÄ«µå",3; //banshee_card + mes "You will see there are unwelcoming things while adventuring sometimes regardless of monsters and companions."; + next; + mes "[Melody-Jack]"; + mes "This request is like that for me. I just do not like creatures or the reason of giving this request."; + } + else if (questprogress(13137,HUNTING) == 2) { + mes "You must be tired. You went to that tough place beyond your capability. Do not be angry. I will reward you for that."; + callsub S_Quest,13137,13138,1; + } + else { + cutin "¹ê½ÃÄ«µå",3; //banshee_card + mes "Please clear ^FF0000Banshee^000000 inside of Nameless Island. Do not say no. You know it is for Aigu as well."; + next; + mes "[Melody-Jack]"; + mes "Both Banshee and Aigu are annoying. I would not do this request but you will be different. Right?"; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "See? Someone needs this request. Clear ^FF0000Banshees^000000 at Nameless Island."; + callsub S_Quest,13138,13137; + } + } + break; + } + break; + case 4: + mes "[Melody-Jack]"; + mes "Abyss Lake has requests from a little girl. Very dilligent."; + next; + if (select( "Ferus and Bewler are cleared.", "Gold and Blue Acidus are cleared." ) == 1) { + mes "[Melody-Jack]"; + if (questprogress(13140,PLAYTIME) == 1) + mes "Green dragons and Red dragons remind me of watermelons."; + else if (questprogress(13139,HUNTING) == 1) { + cutin "·¹µåÆä·¯½ºÄ«µå",3; //ferus_card + mes "Abyss Lake... Do you possibly know how to get in there? You are not an adventurer with that information?"; + next; + mes "[Melody-Jack]"; + mes "Just in case I will give you a clue that a key and an entrance are going to be found around there."; + } + else if (questprogress(13139,HUNTING) == 2) { + mes "Did you clear all of the dragons? Take a rest for a day."; + callsub S_Quest,13139,13140,1; + } + else { + cutin "±×¸°Æä·¯½ºÄ«µå",3; //ferus__card + mes "Abyss Lake is full of dragons in and out. Dragons are not that special but there are so many."; + next; + mes "[Melody-Jack]"; + mes "Which one is more dangerous between Ferus and Bewler? I do not know. Clear both of them."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "Neither green nor red are disturbing. But regardless, come back after clearing all."; + callsub S_Quest,13140,13139; + } + } + } + else { + mes "[Melody-Jack]"; + if (questprogress(13142,PLAYTIME) == 1) + mes "Take a rest. We should go and subdue Acidus dragons again."; + else if (questprogress(13141,HUNTING) == 1) { + cutin "ºí·ç¾î½Ã´õ½ºÄ«µå",3; //acidus__card + mes "Abyss Lake is not close. But it is worth visiting."; + next; + mes "[Melody-Jack]"; + mes "This is technically a training exercise but just pretend you are helping someone. There will be a reward."; + } + else if (questprogress(13141,HUNTING) == 2) { + mes "You are more of a talented adventurer than I thought. If you found a tactic, take care of it next time. This study is up to you."; + callsub S_Quest,13141,13142,1; + } + else { + cutin "°ñµå¾î½Ã´õ½º",3; //acidus_card + mes "There is a cave where dragons are living inside of Abyss Lake. There are so many but flying things are annoying."; + next; + mes "[Melody-Jack]"; + mes "Subdue them as best as you can. Do not mind their colors because they are all to be cleared."; + next; + if (select( "Take the request.", "Stop." ) == 1) { + mes "[Melody-Jack]"; + mes "Subdue the Gold and Blue Acidus monsters at the last level of Abyss Lake."; + callsub S_Quest,13142,13141; + } + } + } + break; + } + close2; + cutin "",255; + end; + } + else { + mes "You finished helping Aigu or did you quit? Anyways I have no more business for you. "; + next; + callsub S_Erasequest, + 13119,"Baroness of Retribution", + 13121,"Lady Solace", + 13123,"Mistress of Shelter", + 13125,"Dame of Sentinel", + 13127,"Vanberk and Isilla", + 13129,"Hodremlin", + 13131,"Agav and Echio", + 13133,"Ragged Zombie", + 13135,"Zombie Slaughter", + 13137,"Banshee", + 13139,"Ferus ", + 13141,"Acidus"; + mes "[Melody-Jack]"; + mes "I am not sure if you found what you are looking for... I cannot be involved anymore. Thanks."; + } + } + close; +S_Quest: + if (questprogress(getarg(0))) + erasequest getarg(0); + setquest getarg(1); + if (getarg(2,0)) + getexp 900000,200000; + return; +S_Erasequest: + .@total = getargcount(); + for ( .@i = 0; .@i < .@total; .@i += 2 ) { + .@quest_id = getarg(.@i); + switch( questprogress(.@quest_id,HUNTING) ) { + case 0: + if (questprogress(.@quest_id+1)) + erasequest (.@quest_id+1); + continue; + case 1: + mes "[Melody-Jack]"; + mes getarg(.@i+1) +" is cleared. No need to have more requests."; + break; + case 2: + mes "[Melody-Jack]"; + mes getarg(.@i+1) +" is cleared. A deal is a deal. I need to get paid."; + getexp 900000,200000; + break; + } + erasequest .@quest_id; + next; + } + return; +OnTouch: + if (para_120lv01 == 1) { + emotion e_gasp; + mes "[Melody-Jack]"; + mes "Hey there! ... Wait.?"; + close; + } + end; +} + +moc_para01,17,77,5 script Aigu#1 4_F_IU,{ + mes "[Aigu]"; + if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + mes "Oh, why aren't you a part of Eden Group?"; + mes "I'm only talking to base level ^FF0000121-130^000000 adventurers."; + } + else if (!para_120lv01) { + cutin "igu01",2; + mes "Hi? A fine day like today. Can I ask for a favor? I heard that adventurers in Eden Group are nice."; + next; + if (select( "I'm not the nice kind.", "Sure, I'll help." ) == 1) { + cutin "igu05",2; + mes "[Aigu]"; + mes "yek.. I hate."; + } + else { + cutin "igu03",2; + mes "[Aigu]"; + mes "Really? I will introduce myself! I am the head of the ^ff0000Dandelion band Aigu.^000000"; + next; + mes "[Aigu]"; + mes "I just came back from a local performance. There is someone I wanted to meet but is missing now so I came to Eden Group for a request."; + next; + mes "[Aigu]"; + mes "I just decided to make a request by myself because no one is in charge and everyone is busy. Thanks for the help."; + para_120lv01 = 1; + } + } + else { + cutin "igu01",2; + mes "It is nice to come back to Midgard! Very exciting as the first day."; + next; + if (select( "What is your request?", "Talk about something else." ) == 2) { + cutin "igu01",2; + mes "[Aigu]"; + mes "Dandelion band travels all around the world and conveys healing music to people"; + next; + cutin "igu02",2; + mes "[Aigu]"; + mes "Actually our songs have no magic but I am sure it helps people because I am singing."; + } + else if (BaseLevel < 121) { + cutin "igu04",2; + mes "[Aigu]"; + mes "I think it is difficult for you to get my request? For now, I think it will make more people lost. How about widening your sight by travelling?"; + } + else if (BaseLevel < 131) { + mes "[Aigu]"; + mes "I made a shelter for someone I am looking for and lost adventurers. I want to know which adventurer has been there."; + next; + switch( select( "Thanatos Tower search", "Rachel Sanctuary search", "Nameless Island search", "Abyss Lake search" ) ) { + mes "[Aigu]"; + case 1: + if (questprogress(13115,PLAYTIME) == 1) + mes "I will ask to search again after for a while because there is hope since a trace of someone was found."; + else if (questprogress(13111) == 1) { + cutin "igu04",2; + mes "You know someone went there but you do not know who that is? Thank you. But let me ask you to search again tomorrow since we do not know who it is."; + callsub S_Quest,13111,13115,1250000,300000; + } + else if (questprogress(13107) == 1) + mes "You may find shelter on top of the tower. Even that shelter only has water and a bonfire."; + else { + mes "Adventurers are easily lost because of dangerous monsters and the height of thanatos tower. But it isn't impossible for some adventurers so please check for me."; + next; + if (select( "Begin to search.", "Cancel." ) == 1) { + mes "[Aigu]"; + mes "Thanatos tower is north of the Schwartzvalt Republic! It is not far from Juno or Hugel."; + callsub S_Quest,13115,13107;// Thanatos Tower Search + } + } + break; + case 2: + if (questprogress(13116,PLAYTIME) == 1) + mes "Searching Rachel was enough. I will ask you again after a while."; + else if (questprogress(13112) == 1) { + mes "How was your trip? No special news. But it is not done yet so I will ask you to search again."; + callsub S_Quest,13112,13116,1000000,300000; + } + else if (questprogress(13108) == 1) + mes "Not able to enter the sanctuary in a usual way. It is not easy but we can find a clue at Rachel."; + else { + cutin "igu03",2; + mes "There is a sanctuary inside of Rachel Shrine. It is possible to get stuck there once you're inside."; + next; + mes "[Aigu]"; + mes "Please take a look if there are any traces of lost adventurers at the southeast part of the 2nd floor in the middle zone."; + next; + if (select( "Begin the search.", "Stop." ) == 1) { + cutin "igu05",2; + mes "[Aigu]"; + mes "I wish you safety in your search."; + callsub S_Quest,13116,13108;// Rachel holy ground Search + } + } + break; + case 3: + if (questprogress(13117,PLAYTIME) == 1) + mes "Searching Nameless Island will continue at another time. How about taking a rest for a while?"; + else if (questprogress(13113) == 1) { + mes "Thank you! There are wandering adventurers also helping! We should continue to search anyway. Please help me next time again."; + callsub S_Quest,13113,13117,900000,300000; + } + else if (questprogress(13109) == 1) { + cutin "igu04",2; + mes "Maybe... hanging out and drinking with the dead. But please talk with me."; + } + else { + cutin "igu03",2; + mes "Yes, Maybe they're not able to come because they've been captured by the dead! Nameless Island will be fine! Please search Nameless Island."; + next; + if (select( "Begin the search.", "Stop." ) == 1) { + cutin "igu01",2; + mes "[Aigu]"; + mes "I wil ask you to search the 1st underground of the monastery on Nameless Island. I cannot make you take that risk unless you volunteer."; + callsub S_Quest,13117,13109;// Unknown island Search + } + } + break; + case 4: + if (questprogress(13118,PLAYTIME) == 1) + mes "I will try to search Abyss Lake again after a while."; + else if (questprogress(13114) == 1) { + cutin "igu05",2; + mes "You came back safely but I guess there was no good result for your face. I will search more so do not disappoint! Thank you."; + callsub S_Quest,13114,13118,900000,200000; + } + else if (questprogress(13110) == 1) { + cutin "igu05",2; + mes "Maybe, disappointed and fallen down because a monster was not found on the ground of the lake."; + } + else { + mes "I suggest to search Abyss Lake precisely the cave at the middle of the lake."; + next; + mes "[Aigu]"; + mes "Yes! The end of a good adventure needs a dragon! I've heard there is a monster on the ground of a lake."; + next; + if (select( "Begin the search.", "Stop." ) == 1) { + mes "[Aigu]"; + mes "Abyss Lake is the fastest way to get to Hugel. Please visit 3rd floor of underground cave.!"; + callsub S_Quest,13118,13110;// Abyss Lake Search + } + } + } + } + else { + cutin "igu04",2; + mes "[Aigu]"; + mes "I can't give you any more search tasks right now! You need harder challenges suitable for your level."; + callsub S_Erasequest, + 13107,"Thanatos Tower", + 13108,"Rachel Shrine", + 13109,"Nameless Island", + 13110,"Abyss Lake"; + callsub S_Erasequest2, + 13111,"Thanatos Tower",1250000,300000, + 13112,"Rachel Shrine",1000000,300000, + 13113,"Nameless Island",900000,300000, + 13114,"Abyss Lake",900000,200000; + for ( .@i = 13115; .@i <= 13118; .@i++ ) + if (questprogress(.@i)) erasequest .@i; + } + } + close2; + cutin "",255; + end; +S_Quest: + if (questprogress(getarg(0))) + erasequest getarg(0); + setquest getarg(1); + if (getarg(2,0)) + getexp getarg(2),getarg(3); + return; +S_Erasequest: + .@total = getargcount(); + for ( .@i = 0; .@i < .@total; .@i += 2 ) { + if (questprogress(getarg(.@i))) { + next; + mes "[Aigu]"; + mes "Oh, you've been working on "+ getarg(.@i+1) +" Adventure task. Let me clear your record, so you can work on better tasks."; + erasequest getarg(.@i); + } + } + return; +S_Erasequest2: + .@total = getargcount(); + for ( .@i = 0; .@i < .@total; .@i += 4 ) { + if (questprogress(getarg(.@i))) { + next; + mes "[Aigu]"; + mes "Oh, you've already finished "+ getarg(.@i+1) +" Adventure. Thank you for helping me out with this task!."; + erasequest getarg(.@i); + getexp getarg(.@i+2),getarg(.@i+3); + } + } + return; +} + +- script Trace of an adventurer -1,{ + .@quest = 13106 + atoi(strnpcinfo(2)); + .@delay = 13110 + atoi(strnpcinfo(2)); + if (questprogress(.@quest) == 1) { + mes "I found traces of someone who was here but I cannot find a clue. Lets go back and report to Aigu."; + erasequest .@quest; + setquest .@delay; + } + else + mes "There are traces of someone being here."; + close; +} +thana_step,167,292,5 duplicate(Trace of an adventurer) Trace of an adventurer#1 4_TRACE +ra_san05,265,69,5 duplicate(Trace of an adventurer) Trace of an adventurer#2 4_TRACE +abbey02,155,290,5 duplicate(Trace of an adventurer) Trace of an adventurer#3 4_TRACE +abyss_03,102,140,5 duplicate(Trace of an adventurer) Trace of an adventurer#4 4_TRACE + +tha_t06,126,128,3 script Suspicious Monster#1 4_DEVIRUCHI,{ + mes "[Disguised Adventurer]"; + mes "I am just working at this dangerous place for 5000 zeny... Are you the adventurer who got a request from Eden Group?"; + next; + switch( select( "Yes","No" ) ) { + case 1: + mes "[Disguised Adventurer]"; + if (BaseLevel < 121 || BaseLevel > 130) { + mes "I could see that is not you at first glance!"; + close; + } + mes "The adventurers proceeding the request for Aigu are warped to the upper level on behalf of Aigu."; + next; + if (select( "Go up.", "Do not go up." ) == 1) { + mes "[Disguised Adventurer]"; + if (questprogress(13107) != 1) + mes "It seems that you're currently not doing the Thanatos Tower adventure request. I'm sorry but I'm doing this for Aigu and not you."; + else { + mes "Be careful! You can not come down once you go up. For Aigu!"; + close2; + warp "thana_step",69,369; + end; + } + } + close; + case 2: + mes "[Disguised Adventurer]"; + mes "Or please pretend not to know me! I will be in a danger if you blow my cover!"; + close; + } +} diff --git a/npc/re/quests/eden/131-140.txt b/npc/re/quests/eden/131-140.txt new file mode 100644 index 000000000..d732449fb --- /dev/null +++ b/npc/re/quests/eden/131-140.txt @@ -0,0 +1,597 @@ +//===== Hercules Script ====================================== +//= Eden Group Quests - Mission [131-140] +//===== By: ================================================== +//= Capuche +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= Hercules +//===== Description: ========================================= +//= [Official Conversion] +//= Repeatable quests for players between BaseLevel 131 - 140. +//===== Additional Comments: ================================= +//= 1.0 First version. +//= 1.1 Some CleanUps. [Dastgir] +//============================================================ + +moc_para01,41,76,3 script Ragi#1 4_M_RAGI,{ + cutin "ragi01",0; + mes "[Ragi]"; + if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + mes "Only adventurers from Eden Group are welcome here."; + mes "I'm giving requests to base level ^FF0000130-140^000000 adventurers only."; + } + else if (!para_130lv01) { + mes "Hi. I'm the new member of the Dandelion band Ragi. I am making songs on behalf of Aigu. Are you interested in a story?"; + next; + mes "[Ragi]"; + mes "Haha. I am sorry to request to adventurers even though I am a new."; + next; + mes "[Ragi]"; + mes "Just take a look at the list. Can you help me if it is okay with you?"; + para_130lv01 = 1; + } + else { + mes "I am collecting stories to make a song on behalf of Aigu."; + next; + if (select( "Request to collect stories", "Conversation" ) == 1) { + mes "[Ragi]"; + if (BaseLevel < 131) { + cutin "ragi02",0; + mes "This is the request of Aigu but it is dangerous. You should grow up more."; + } + else if (BaseLevel < 141) { + mes "This song and story is about monsters. ^FF0000Tell me the story about how you felt while you were fighting with them.^000000"; + next; + switch( select( "The story of the lost", "Story of devil", "Story from far away distance" ) ) { + case 1: + mes "[Ragi]"; + mes "Lighthalzen has many stories that I'm sure are sad and lost. Their stories should not be forgotten so please tell me what you can."; + next; + switch( select( "Egnigem Cenia (Swordman Monster)", + "Armeyer Dinze (Merchant Monster)", + "Wickebine Tres (Thief Monster)", + "Kavach Icarus (Archer Monster)", + "Errende Ebecee (Acolyte Monster)", + "Laurell Weinder (Mage Monster)" ) ) { + case 1: + mes "[Ragi]"; + if (questprogress(13144,PLAYTIME) == 1) + mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of."; + else if (questprogress(13143,HUNTING) == 1) { + cutin "À̱״ÏÁª¼¼´Ï¾ÆÄ«µå",3; //ygnizem_card + mes "She is a sad swordman in such a far away place. What brought here there do you think?"; + next; + mes "[Ragi]"; + mes "These are very important stories to someone. I want to make a song with these stories. Please help me."; + cutin "ragi01",0; + } + else if (questprogress(13143,HUNTING) == 2) { + mes "Have you heard any new stories? Please tell me stories if you have any from your journey."; + callsub S_Quest,13143,13144,1100000,300000; + } + else { + cutin "À̱״ÏÁª¼¼´Ï¾ÆÄ«µå",3; //ygnizem_card + mes "A sword woman who is stronger than any swordmen. Egnigem Cenia. That is her name. I am not sure if that is her or someone else."; + next; + mes "[Ragi]"; + mes "I can not lose her story. I really wish you to stop by."; + next; + cutin "ragi01",0; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "It will be more dangerous than you think. But story must be conveyed for everyone."; + callsub S_Quest,13144,13143; + } + } + break; + case 2: + mes "[Ragi]"; + if (questprogress(13146,PLAYTIME) == 1) + mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of."; + else if (questprogress(13145,HUNTING) == 1) { + cutin "¾Æ¸£¸¶À̾îµòÁ¦Ä«µå",3; //armaia_card + mes "How far could she have continued her journey? I guess she could not do it alone."; + next; + mes "[Ragi]"; + mes "You do not wonder why that journey should have stopped?"; + next; + mes "[Ragi]"; + mes "I want to make a song with these stories. Please help me."; + cutin "ragi01",0; + } + else if (questprogress(13145,HUNTING) == 2) { + mes "Have you heard any new stories? Please tell me stories if you have any from your journey."; + callsub S_Quest,13145,13146,1100000,300000; + } + else { + cutin "¾Æ¸£¸¶À̾îµòÁ¦Ä«µå",3; //armaia_card + mes "A daughter of a merchant. Armeyer Dinze, she looks like a rich woman. But she looks insecure."; + next; + mes "[Ragi]"; + mes "What made her disappear? Or for what? Please listen to her story."; + next; + cutin "ragi01",0; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "It will be more dangerous than you think. But the story must be conveyed."; + callsub S_Quest,13146,13145; + } + } + break; + case 3: + mes "[Ragi]"; + if (questprogress(13148,PLAYTIME) == 1) + mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of."; + else if (questprogress(13147,HUNTING) == 1) { + cutin "ÈÖÄɹÙÀÎÆ®¸®½ºÄ«µå",3; //whikebain_card + mes "What might have moved her mind? She only cared about money."; + next; + mes "[Ragi]"; + mes "I wonder how far her heart has been reached? Please listen to her story. Please tell me."; + next; + mes "[Ragi]"; + mes "Please make a song for us."; + cutin "ragi01",0; + } + else if (questprogress(13147,HUNTING) == 2) { + mes "Have you heard any new stories? Please tell me stories if you have any from your journey."; + callsub S_Quest,13147,13148,1100000,300000; + } + else { + cutin "ÈÖÄɹÙÀÎÆ®¸®½ºÄ«µå",3; //whikebain_card + mes "Nobody knows how it has started. Wickebine Tres is the name who could have found a true companion."; + next; + mes "[Ragi]"; + mes "She was the one who only cared for money. How far has her journey continued? Please listen to her story in Lighthalzen."; + next; + cutin "ragi01",0; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "It will be more dangerous than you think. But the story must be conveyed."; + emotion e_no1; + callsub S_Quest,13148,13147; + } + } + break; + case 4: + mes "[Ragi]"; + if (questprogress(13150,PLAYTIME) == 1) + mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of."; + else if (questprogress(13149,HUNTING) == 1) { + cutin "Ä«¹ÙÅ©ÀÌÄ«·ç½ºÄ«µå",3; //kavac_card + mes "Yes. It seems that I have heard the same name from Payon. I am not sure it means the same."; + next; + mes "[Ragi]"; + mes "Please try to find him or a bow at Lighthalzen."; + next; + mes "[Ragi]"; + mes "Please do not forget to tell me any story you hear."; + cutin "ragi01",0; + } + else if (questprogress(13149,HUNTING) == 2) { + mes "Have you heard any new stories? Please tell me stories if you have any from your journey."; + callsub S_Quest,13149,13150,1100000,300000; + } + else { + cutin "Ä«¹ÙÅ©ÀÌÄ«·ç½ºÄ«µå",3; //kavac_card + mes "Kavach Icarus is the name whose hands are faster than eyes and shoots arrows swiftly."; + next; + mes "[Ragi]"; + mes "I heard his shadow and his arrow are wandering somewhere. Please go to Lighthalzen and tell me his story."; + next; + cutin "ragi01",0; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "Please be careful of his arrows. You may have laid down on the cold floor before this story is finished."; + callsub S_Quest,13150,13149; + } + } + break; + case 5: + mes "[Ragi]"; + if (questprogress(13152,PLAYTIME) == 1) + mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of."; + else if (questprogress(13151,HUNTING) == 1) { + cutin "ÀÌ·»µå¿¡º£½ÃÄ«µå",3; //erend_card + mes "No matter if it was for friendship or a mission. If that journey was for someone, It would not be easy to stop the journey."; + next; + mes "[Ragi]"; + mes "What made stopped their journey? What kind of story is in it?"; + next; + mes "[Ragi]"; + mes "Please check that story in Lighthalzen."; + cutin "ragi01",0; + } + else if (questprogress(13151,HUNTING) == 2) { + mes "Have you heard any new stories? Please tell me stories if you have any from your journey."; + callsub S_Quest,13151,13152,1100000,300000; + } + else { + cutin "ÀÌ·»µå¿¡º£½ÃÄ«µå",3; //erend_card + mes "Errende Ebecee is the one who started a journey to look for someone."; + next; + mes "[Ragi]"; + mes "But I guess... His journey also might have stopped somewhere in Lighthalzen. Please listen to his story."; + next; + cutin "ragi01",0; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "Please be careful not get lost like these ^FF0000poor souls^000000."; + callsub S_Quest,13152,13151; + } + } + break; + case 6: + mes "[Ragi]"; + if (questprogress(13154,PLAYTIME) == 1) + mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of."; + else if (questprogress(13153,HUNTING) == 1) { + cutin "¶ó¿ì·¼ºá´õÄ«µå",3; //rawrel_card + mes "By the way. I have read a book called ^FF0000How to be a wizard^000000..."; + next; + mes "[Ragi]"; + mes "According to that book, some magic by 25 years olds can be stronger than older wizards."; + next; + mes "[Ragi]"; + mes "What are you listening to seriously? Let's finish the request about Laurell Weinders story!"; + cutin "ragi01",0; + } + else if (questprogress(13153,HUNTING) == 2) { + mes "Have you heard any new stories? Please tell me stories if you have any from your journey."; + callsub S_Quest,13153,13154,1100000,300000; + } + else { + cutin "¶ó¿ì·¼ºá´õÄ«µå",3; //rawrel_card + mes "Laurell Weinder, who decided to have a difficult journey to repay gratitude for some wizards deed."; + next; + mes "[Ragi]"; + mes "But... These talented wizards could not return? Who made them? Find a clue in Lighthalzen."; + next; + cutin "ragi01",0; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "I like this story but be careful if you do not want to end up a story yourself."; + callsub S_Quest,13154,13153; + } + } + } + break; + case 2: + mes "[Ragi]"; + mes "Do you know the story about Satan Morroc? I want to sing a song of their story even when time passes by."; + next; + switch( select( "Angel Incarnation", "Black Nightmare Incarnation", "Ghost Incarnation" ) ) { + mes "[Ragi]"; + case 1: + if (questprogress(13156,PLAYTIME) == 1) { + mes "A monster from Morroc has wings like an angel. Maybe, Satan Morocc wants to be an angel?"; + next; + mes "[Ragi]"; + mes "Haha please do not mind. It is just joke of a story teller. Please give me another story next time."; + } + else if (questprogress(13155,HUNTING) == 1) { + mes "Appearance looks fine but inside.. I am sure they are flesh and blood!"; + next; + mes "[Ragi]"; + mes "Of course, I did not check by myself. But I am just a story teller as you see."; + next; + mes "[Ragi]"; + mes "But it is not safe.. So be careful! Please give me more stories! Maybe I can meet Satan Morocc somewhere around here?"; + } + else if (questprogress(13155,HUNTING) == 2) { + mes "Wow. There are so many stories coming to me! Thanks to you!"; + callsub S_Quest,13155,13156,1100000,200000; + } + else { + mes "Well... This song is not about the prince of darkness, but it is taken from people who claim to have seen him."; + next; + mes "[Ragi]"; + mes "Please help me to make a story by searching the flying Incarnations of Morocc."; + next; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "Be sure to get at least 30 Angel looking Incarnations of Morocc."; + emotion e_wah; + callsub S_Quest,13156,13155; + } + } + break; + case 2: + mes "[Ragi]"; + if (questprogress(13158,PLAYTIME) == 1) { + mes "Story is not made yet, so I will ask next time !"; + cutin "ragi02",0; + } + else if (questprogress(13157,HUNTING) == 1) { + mes "The shape is not completed but it has a very sharp tooth."; + next; + mes "[Ragi]"; + mes "Do not you think that is going to be a very funny story?"; + } + else if (questprogress(13157,HUNTING) == 2) { + mes "Wow. There are so many stories coming to me! Thanks to you!"; + callsub S_Quest,13157,13158,1100000,200000; + } + else { + mes "I do not know if everything came out from Satan Morocc himself but things like this look horrible."; + next; + mes "[Ragi]"; + mes "But I think there also will be a story in it. That is why those creature are made. Please look for something black and tar-like."; + next; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "Find and get rid of 30 Dark Incarnation of Morocc."; + callsub S_Quest,13158,13157; + } + } + break; + case 3: + mes "[Ragi]"; + if (questprogress(13160,PLAYTIME) == 1) + mes "The creature without clothing has very weird shape. Haha do not take it seriously. I am just a story teller."; + else if (questprogress(13159,HUNTING) == 1) { + mes "This story should be spread out for weak adventurers like me! Because not everyone can be adventurer."; + next; + mes "[Ragi]"; + mes "Maybe, adventurers have a good merit to know this kind of story. So can you please look for these creatures near Morroc?"; + } + else if (questprogress(13159,HUNTING) == 2) { + mes "Wow. There are so many stories coming to me! Thanks to you!"; + callsub S_Quest,13159,13160,1100000,200000; + } + else { + mes "This one is weird.. But he is also is an Incarnation of Morocc."; + next; + mes "[Ragi]"; + mes "But I am curious because it looks like a ghost and attacks does not work."; + next; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "Please make a story after hunting at least 30 Ghost Incarnation of Morocc!"; + callsub S_Quest,13160,13159; + } + } + } + break; + case 3: + mes "[Ragi]"; + mes "I never been to Ash Vacuum but I heard there are many interesting creatures there in the Scaraba Hall."; + next; + switch( select( "Uni-Horn Scaraba Story", "Horn Scaraba Story", "Antler Scaraba Story", "Rake Horn Scaraba Story" ) ) { + case 1: + mes "[Ragi]"; + if (questprogress(13162,PLAYTIME) == 1) + mes "I am making a story about Uni-Horn Scaraba. One means less than two!~ I started but it is difficult to finish. Can you help me?"; + else if (questprogress(13161,HUNTING) == 1) { + cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card + mes "They also have some stories right? First, I wonder about the shape of the one with one horn."; + next; + cutin "ragi01",0; + } + else if (questprogress(13161,HUNTING) == 2) { + mes "I wonder what Uni-Horn Scarabas think? I want to make a song. Thanks for your help!"; + callsub S_Quest,13161,13162,1100000,200000; + } + else { + cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card + mes "New world is full of amazing monsters. They will become a dream for children who want to be adventurers."; + next; + mes "[Ragi]"; + mes "I want to make a song about the ^FF0000Uni-Horn Scaraba^000000!? Children will really like it."; + next; + cutin "ragi01",0; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "You can find them near somewhere in the east at Scaraba Hall."; + callsub S_Quest,13162,13161; + } + } + break; + case 2: + mes "[Ragi]"; + if (questprogress(13164,PLAYTIME) == 1) + mes "I am making a story... Two means less than three~ I started to make a story but I can not finish. Will you help me?"; + else if (questprogress(13163,HUNTING) == 1) { + cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card + mes "That horn thing bothers me a little bit. What is the difference between one and two horns? Just appearance?"; + next; + mes "[Ragi]"; + mes "Maybe it is unnecessary. But curiosity is important for story tellers. Hahaha."; + cutin "ragi01",0; + } + else if (questprogress(13163,HUNTING) == 2) { + mes "You came back safely! How is it? Horn Scaraba seemed to be a fun story. You really did a good job."; + callsub S_Quest,13163,13164,1100000,200000; + } + else { + cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card + mes "We talk about Horn Scaraba? There is one more we should mention.. That is Horn Scaraba!"; + next; + mes "[Ragi]"; + mes "I do no know why. I just heard from people. I need to make a song so please take a look at their world!"; + next; + cutin "ragi01",0; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "You can find them near somewhere in the east at Scaraba Hall."; + callsub S_Quest,13164,13163; + } + } + break; + case 3: + mes "[Ragi]"; + if (questprogress(13166,PLAYTIME) == 1) + mes "There seem to be more story about Antler Scaraba! Please help me if you have time."; + else if (questprogress(13165,HUNTING) == 1) { + cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card + mes "There seemed to be more special Scarabas according to rumors. Stronger and more scary ones."; + next; + mes "[Ragi]"; + mes "Do you think Antler Scaraba might be one of them?"; + cutin "ragi01",0; + } + else if (questprogress(13165,HUNTING) == 2) { + mes "It must be tiring traveling long distance! Please tell me if there are more interesting stories!"; + callsub S_Quest,13165,13166,1100000,200000; + } + else { + cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card + mes "This one is very unique! Horns look like the one of a deer so it is called an Antler Scaraba."; + next; + mes "[Ragi]"; + mes "Aren't you curious why it has that horn? I think it has an interesting story that people would like. Shall I ask you adventurer?"; + next; + cutin "ragi01",0; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "Can you please find a story about Antler Scaraba? Experience yourself is the best I guess!"; + callsub S_Quest,13166,13165; + } + } + break; + case 4: + mes "[Ragi]"; + if (questprogress(13168,PLAYTIME) == 1) + mes "I feel like Rake Horn Scaraba has more story. Please help me if you have time."; + else if (questprogress(13167,HUNTING) == 1) { + cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card + mes "Here my plan is. I am making 4 passages for each Scaraba."; + next; + mes "[Ragi]"; + mes "Whoever listen or sing will be confused to sing a troll. It sounds fun, right?"; + cutin "ragi01",0; + } + else if (questprogress(13167,HUNTING) == 2) { + mes "Thank you ! I am sure that I can make a great song."; + callsub S_Quest,13167,13168,1100000,200000; + } + else { + cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card + mes "I'm starting to get confused. I am going to make a song of the Rake Horn Scarabas story."; + next; + mes "[Ragi]"; + mes "A song begins with Uni-horn Scaraba then sing along with Rake Horn Scaraba. Will you help me?"; + next; + cutin "ragi01",0; + if (select( "Take the request", "Quit." ) == 1) { + mes "[Ragi]"; + mes "Please find a story about Rake Horn Scaraba from Scaraba Hall. Battle or experienced stories are fine."; + callsub S_Quest,13168,13167; + } + } + break; + } + } + } + else { + mes "Music and Stories continues to be collected. Finding Adventure is not bad been an Adventurer."; + next; + callsub S_Erasequest, + 13143,1,"Egnigem Cenia", + 13145,1,"Armeyer Dinze", + 13147,1,"Wickebine Tres", + 13149,1,"Kavach Icarus", + 13151,1,"Errende Ebecee", + 13153,1,"Laurell Weinder", + 13155,2,"", + 13157,2,"", + 13159,2,"", + 13161,3,"", + 13163,3,"", + 13165,3,"", + 13167,3,""; + mes "[Ragi]"; + mes "[Smiling.]Goodbye... I hope, one day we will meet elsewhere."; + } + } + else { + mes "[Ragi]"; + mes "Well, I am kind of busy doing an errand for Sir Aigu. Do you have any questions?"; + next; + switch( select( "Where did you get your hair-do?", "Please sing a song for me.", "Do you have a girl friend?", "About Aigu" ) ) { + mes "[Ragi]"; + case 1: + mes "There is a fine hair artist in Alberta. He butchered my hair with a some cooking scissors. Looks illegal."; + next; + mes "[Ragi]"; + mes "Sometimes, hair-dos or color are strange... but I was lucky I didn't die."; + break; + case 2: + mes "I did not make a song as a member of band yet. Someday, I will make a great song for you!"; + break; + case 3: + cutin "ragi03",0; + mes "......"; + next; + cutin "ragi02",0; + mes "[Ragi]"; + mes "Aigu is only on my mind. I can not think of anything else. I am fine even if it is just a one-sided love..."; + break; + case 4: + mes "I will never forget the first day I met her. She stared at me out of all the people in Izlude port. Now I help her by doing small errands."; + next; + mes "[Ragi]"; + mes "But alas, I think Aigu likes someone else. ^FF0000We've never met... But I hate him.^000000"; + next; + mes "[Ragi]"; + mes "But I hate myself more because I want to stay around her even if she will never see me. Haha was I too serious?"; + next; + mes "[Ragi]"; + mes "I am just a storyteller.. Any story can be made up. Most of the times it contains the truth."; + } + } + } + close2; + cutin "",255; + end; +S_Quest: + if (questprogress(getarg(0))) + erasequest getarg(0); + setquest getarg(1); + if (getarg(2,0)) + getexp getarg(2),getarg(3); + return; +S_Erasequest: + .@total = getargcount(); + for ( .@i = 0; .@i < .@total; .@i += 3 ) { + .@quest_id = getarg(.@i); + switch( questprogress(.@quest_id,HUNTING) ) { + case 0: + if (questprogress(.@quest_id+1)) + erasequest (.@quest_id+1); + continue; + case 1: + mes "[Ragi]"; + switch( getarg(.@i+1) ) { + case 1: + mes "Okay, I'll ask Someone else to finish portion of "+ getarg(.@i+2) +"."; + break; + case 2: + mes "I'll ask someone else to take care of the rest of the Satan Morroc Incarnations, then!"; + break; + case 3: + mes "I'll need to ask another adventurer to help with the Scaraba!"; + } + break; + case 2: + mes "[Ragi]"; + switch( getarg(.@i+1) ) { + case 1: + mes "So you've heard the story of "+ getarg(.@i+2) +", then? Thanks so much. I'll definitely write a good song."; + getexp 1100000,300000; + break; + case 2: + mes "Was the story of Satan Morroc worth putting to song? Great work!"; + getexp 1100000,200000; + break; + case 3: + mes "Did you enjoy your long adventure? Tell me about it someday."; + getexp 1100000,200000; + } + } + erasequest .@quest_id; + next; + } + return; +} diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf index 518cfdc94..206b6c3e2 100644 --- a/npc/re/scripts.conf +++ b/npc/re/scripts.conf @@ -109,6 +109,10 @@ npc: npc/re/quests/eden/56-70.txt npc: npc/re/quests/eden/71-85.txt npc: npc/re/quests/eden/86-90.txt npc: npc/re/quests/eden/91-99.txt +npc: npc/re/quests/eden/100-110.txt +npc: npc/re/quests/eden/111-120.txt +npc: npc/re/quests/eden/121-130.txt +npc: npc/re/quests/eden/131-140.txt npc: npc/re/quests/eden/eden_common.txt npc: npc/re/quests/eden/eden_quests.txt npc: npc/re/quests/eden/eden_service.txt -- cgit v1.2.3-70-g09d2 From 51445eeb902f9b798e62635c44bac329f2a20c43 Mon Sep 17 00:00:00 2001 From: malufett Date: Sun, 15 Mar 2015 07:30:50 +0800 Subject: Fixed Bug#8569 -http://hercules.ws/board/tracker/issue-8569-asura-strike/?gopid=24715#entry24715 Signed-off-by: malufett --- src/map/battle.c | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/map/battle.c b/src/map/battle.c index e4f4e6679..f9472692e 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -5273,6 +5273,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list ATK_ADD(10*sd->status.inventory[index].refine); } } + //Card Fix, tsd side + if ( tsd ) { //if player on player then it was already measured above + wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, (flag.lh ? 1 : 0), wd.flag); + } #endif if( flag.infdef ) { //Plants receive 1 damage when hit -- cgit v1.2.3-70-g09d2 From fb1a845c719976f72f2dfb590f72fe3e87e01185 Mon Sep 17 00:00:00 2001 From: malufett Date: Sun, 15 Mar 2015 08:23:31 +0800 Subject: Fixed Bug#8545 -http://hercules.ws/board/tracker/issue-8545-magnum-break/?gopid=24608#entry24608 Signed-off-by: malufett --- src/map/skill.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/map/skill.c b/src/map/skill.c index 31b8384db..a351425e1 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -3947,7 +3947,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case MS_MAGNUM: if( flag&1 ) { //Damage depends on distance, so add it to flag if it is > 1 - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl)); + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|distance_bl(src, bl)); } break; -- cgit v1.2.3-70-g09d2