prt_church,103,88,3 script Praying Minister#arch 60,{ if (BaseJob != Job_Priest) { if (BaseJob == job_Archbishop) { mes "[Praying Minister]"; mes "Ah! An Archbishop."; mes "You have reached the state of light."; mes "I hope you give happiness and honor to people during your adventures."; close; } else { mes "[Praying Minister]"; mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; next; mes "[Praying Minister]"; mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; next; mes "[Praying Minister]"; mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; next; mes "[Praying Minister]"; mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; next; mes "[Praying Minister]"; mes "They give out a special aura so you can easily recognize them."; mes "I'm going to make them ministers worthy of serving Odin."; close; } } else { if (Upper == 4) { mes "[Praying Minister]"; mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; next; mes "[Praying Minister]"; mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; next; mes "[Praying Minister]"; mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; next; mes "[Praying Minister]"; mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; next; mes "[Praying Minister]"; mes "They give out a special aura so you can easily recognize them."; mes "I'm going to make them ministers worthy of serving Odin."; close; } if ((BaseLevel == 99) && (JobLevel > 49)) { if (job_arch == 0) { if (SkillPoint) { mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~"; close; } mes "[Praying Minister]"; mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; next; mes "[Praying Minister]"; mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; next; mes "[Praying Minister]"; if (Sex == 1) mes "Brother, how has your life been?"; else mes "Sister, how has your life been?"; mes "Have you lived it to it's fullest?"; mes "Have you served your life in the light of Odin?"; next; mes "[Praying Minister]"; mes "We are ministers and our behavior is seen as acts of the Gods."; mes "We should always be mindful of this."; next; mes "[Praying Minister]"; mes "We should always tell the truth."; mes "We should not fall prey to lies and deceit."; next; mes "[Praying Minister]"; if (Sex == 1) mes "Brother..."; else mes "Sister..."; mes "Even though we serve Odin, we are normal people."; mes "We can be degraded in spite of ourselves and we must realize that."; next; mes "[Praying Minister]"; mes "We always try to keep our original intention in mind and spread Odin's rule."; next; select("How do I become like that?"); mes "[Praying Minister]"; mes "That's a good question."; mes "We have lots of methods."; mes "But, I recommend this."; next; mes "[Praying Minister]"; mes "Have you ever heard of a"; mes "^3131FFHoly Pilgrimage^000000?"; mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace."; next; mes "[Praying Minister]"; mes "When you pray to Odin in the holy place, you will feel that you are born again."; next; mes "[Praying Minister]"; mes "What do you think?"; mes "Would you like to do a Holy Pilgrimage?"; next; switch(select("Yes I want to.:I'll think about it.")) { case 1: mes "[Praying Minister]"; mes "That's the correct attitude."; mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin."; next; mes "[Praying Minister]"; mes "There is a small village named Umbala far from here."; mes "That village is a where a tribe lives in harmony with nature."; next; mes "[Praying Minister]"; mes "Go there and find Priest Dayan."; mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''"; next; mes "[Praying Minister]"; mes "He's very old so he is hard of hearing."; mes "You have to speak loud and clearly. You got it?"; mes "I hope that this paves the way for you to live in the light of Odin......"; set job_arch,1; setquest 2187; close; case 2: mes "[Praying Minister]"; mes "A Holy Pilgrimage isn't that difficult."; mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin."; next; mes "[Praying Minister]"; mes "Feel free to visit me if you change your mind."; mes "I'll always be here for you."; close; } } else { mes "[Praying Minister]"; mes "How's it going?"; mes "Did you meet Priest Dayan in Umbala?"; close; } } else { mes "[Praying Minister]"; mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; next; mes "[Praying Minister]"; mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; next; mes "[Praying Minister]"; mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; next; mes "[Praying Minister]"; mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; next; mes "[Praying Minister]"; mes "They give out a special aura so you can easily recognize them."; mes "I'm going to make them ministers worthy of serving Odin."; close; } } } umbala,137,227,5 script Utan Boy#arch 787,{ mes "[Utan Boy]"; mes "........"; close; } umbala,139,227,3 script Priest#arch 60,{ if (job_arch < 1) { mes "[Priest]"; mes "Un...ba... Unba?"; close; } else if (job_arch == 1) { mes "[Priest]"; mes "Un...ba... Umba?"; next; mes "[Utan Boy]"; mes "..............."; next; mes "[Priest]"; mes "Is that... right?"; mes "Hmm... so..."; mes "Um...ma? Umau...ma?"; emotion e_swt,"Priest#arch"; next; mes "[Utan Boy]"; mes "..............."; next; mes "[Priest]"; mes "Huuuuuu......"; mes "Oh, dear . I feel heavy."; mes "hohohoho."; next; mes "- mumbling~ -"; next; mes "[Priest]"; mes "hahahahaha."; mes "huhuhuhu. humhum."; next; mes "["+strcharinfo(0)+"]"; mes "Hello. are you... Priest Dayan?"; next; mes "[Priest]"; mes "Huh?"; next; mes "He turns his head towards you."; next; mes "["+strcharinfo(0)+"]"; mes "Aren't you Priest Dayan?"; next; mes "[Priest]"; mes "muttering..."; next; mes "["+strcharinfo(0)+"]"; mes "Priest! Da~yan! Right!?"; next; mes "[Priest Dayan]"; mes "Ah~, yes."; mes "Yes, I am."; if (Sex == 1) mes "I'm Dayan. Nice to meet you Brother."; else mes "I'm Dayan. Nice to meet you Sister."; next; mes "The old priest gives you an ear to ear grin. "; next; mes "[Priest Dayan]"; mes "I forgot to wear my hearing aid. hehe."; mes "Anyway, why have you come here?"; next; mes "["+strcharinfo(0)+"]"; mes "Hmm, I wanted to tell you..."; next; input .@input$; mes "["+strcharinfo(0)+"]"; mes ""+.@input$+""; next; set .@urans$,.@input$; set .@myans$,"I'm here for the Holy Pilgrimage"; set .@sungzi,compare(.@urans$,.@myans$); if (.@sungzi == 0) { mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles."; next; mes "[Priest]"; mes "Eh? Say what?"; close; } mes "[Priest Dayan]"; mes "..............?"; next; mes "He cups his ears towards you."; next; mes "["+strcharinfo(0)+"]"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; next; mes "[Priest Dayan]"; mes "Eh... are you?"; mes "A pilgrimage to the Holy Land..."; mes "It has been a long time since I've seen such a devout minister."; if (Sex == 1) mes "Welcome. Brother."; else mes "Welcome. Sister."; next; mes "The old priest gives you a gracious smile."; next; mes "[Priest Dayan]"; mes "See this village with the huge forest surrounding it."; mes "Can you see a giant tree?"; next; mes "[Priest Dayan]"; mes "That big tree is called The ^3131FFYggdrasil^000000."; mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune Midgard."; next; mes "[Priest Dayan]"; mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world."; next; mes "[Priest Dayan]"; mes "The roots head to Nifflheim where you can find Hvergelmir spring."; mes "In Rune Midgard there is Mimir's spring. And in Asgard, the world of the Gods, there is the Word spring."; next; mes "[Priest Dayan]"; mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring."; next; mes "[Priest Dayan]"; if (Sex == 1) mes "Brother."; else mes "Sister."; mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls."; next; mes "[Priest Dayan]"; mes "Enter the Yggdrasil."; mes "You may be assaulted by creatures in there but be mindful that their intentions are only to protect the Yggdrasil."; next; mes "[Priest Dayan]"; mes "Follow your steps with purpose."; mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil."; mes "When you arrive there, find a quiet place."; next; mes "[Priest Dayan]"; mes "Pray for a life of faith and expiate your sins with a pious mind."; next; mes "[Priest Dayan]"; mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path."; mes "^3131FFFeel free to ask me about how to pray^000000."; next; mes "[Priest Dayan]"; mes "Lets see, go to the place of the most famous creature from Odin."; next; mes "[Priest Dayan]"; mes "After making your pilgrimage, let's have a drink together and talk about your experience."; next; mes "- Priest Dayan smiles again. -"; set job_arch,2; changequest 2187,2188; close; } else if (job_arch == 2) { mes "[Priest Dayan]"; mes "This place is the holiest place in the world, Yggdrasil."; mes "This holy ceremony will brighten your soul."; next; switch(select("How should I pray?:Cancel.")) { case 1: mes "[Priest Dayan]"; mes "Through prayer, we can follow four paths."; mes "Remember what I say to you now."; next; mes "[Priest Dayan]"; mes "The 1st way is the ^3131FFway of meditation^000000."; mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience."; next; mes "[Priest Dayan]"; mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down."; next; mes "[Priest Dayan]"; mes "The 2nd is the ^3131FFway of agony^000000."; mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life."; next; mes "[Priest Dayan]"; mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds."; next; mes "[Priest Dayan]"; mes "The 3rd way is the ^3131FFway of joy^000000."; mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others."; next; mes "[Priest Dayan]"; mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000."; mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio."; next; mes "[Priest Dayan]"; mes "The last way is the ^3131FFway of light^000000."; mes "You are free from all sin because you were blessed from all creation."; next; mes "[Priest Dayan]"; mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you."; next; mes "[Priest Dayan]"; mes "After finishing all of these prayers, just stand up with a pious mind."; mes "If your prayer is truthful, Odin will lend you his wisdom."; next; mes "[Priest Dayan]"; mes "Are you ready?"; mes "Okay, it's time to leave and exculpate yourself."; mes "If your prayer is finished, let's talk."; close; case 2: mes "[Priest Dayan]"; mes "I hope that my prayer can weaken your agony..."; close; } close; } else if (job_arch == 3) { mes "[Priest Dayan]"; mes "Oh, you've come back."; mes "I can feel that you have a fresh energy. Maybe you did pray truthfully."; next; mes "["+strcharinfo(0)+"]"; mes "I feel light-hearted. Like I was just reborn..."; next; mes "[Priest Dayan]"; mes "Your faith gives you confidence and courage."; mes "A smile from a peaceful mind will easily rid people of their wariness."; mes "Please, inspire people with love and energy."; next; mes "["+strcharinfo(0)+"]"; mes "Thanks for your kind words."; next; mes "[Priest Dayan]"; if (Sex == 1) mes "Brother."; else mes "Sister."; mes "Now, there is a place you should go to."; next; mes "[Priest Dayan]"; mes "That place is Hugel in Schwaltzvalt."; mes "There is a Nun praying there named Vinue, she is a true minister who prays for the suffering people in the world."; mes "But the last time I saw her she seemed sad."; next; mes "[Priest Dayan]"; mes "Can you convince her to make a pilgrimage to Yggdrasil?"; mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her."; next; mes "["+strcharinfo(0)+"]"; mes "Don't worry."; mes "I'll go and meet her."; next; mes "[Priest Dayan]"; if (Sex == 1) mes "Feel free to visit here when you want to pray, brother."; else mes "Feel free to visit here when you want to pray, sister."; mes "A visit from a friend always makes me happy."; set job_arch,4; changequest 2188,2189; close; } else { mes "[Dayan]"; mes "Did you find Vinue in Hugel?"; close; } } yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{ OnTouch: if (job_arch == 2) { mes "["+strcharinfo(0)+"]"; mes "Is it the spring of Hvergelmir."; mes "This place is a very vivid and peaceful place."; mes "It's proper to pray."; next; mes "["+strcharinfo(0)+"]"; mes "Time to genuflect..."; mes "Hmm, what did that priest say to me?"; next; mes "["+strcharinfo(0)+"]"; mes "Hmm... What is the first way?"; next; switch(select("The way of silence.:The way of confession.:The way of meditation.")) { case 1: mes "["+strcharinfo(0)+"]"; mes ""; mes "I don't think so."; close; case 2: mes "["+strcharinfo(0)+"]"; mes "The way of confession...?"; mes "I don't think so."; close; case 3: mes "["+strcharinfo(0)+"]"; mes "The way of meditation...?"; mes "Yes, it's the way of meditation."; next; break; } mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFThe 1st way is the way of meditation.^000000"; mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000"; next; mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000"; next; mes "- You close your eyes slowly and take a deep breath. -"; next; mes "- * BLESSING! * -"; specialeffect2 EF_BLESSING; next; mes "Your mind is refreshed with the blessing effect."; mes "You continue to meditate trying to rid your mind of any ill feelings."; next; mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFThe 2nd is the way of agony^000000."; mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000"; next; mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000"; next; mes "["+strcharinfo(0)+"]"; mes "Pain... What kind of faults have I had?"; input .@input$; next; mes "["+strcharinfo(0)+"]"; mes "I confess my guilt to the Almighty God Odin."; next; mes "["+strcharinfo(0)+"]"; mes "^3131FF"+.@input$+".^000000"; next; mes "["+strcharinfo(0)+"]"; mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister."; mes "Please, lead the way and save a foolish minister with your wisdom."; next; mes "You ruminate about your confession and are lost in thought again."; next; mes "............................."; next; mes "............................."; mes "........................."; next; mes "............................."; mes "........................."; mes "....................."; next; mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFThe 3rd way is the way of joy.^000000"; mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000"; next; mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000."; mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000"; next; if (!countitem(523)) { mes "["+strcharinfo(0)+"]"; mes "Oh no! I forgot to bring a Holy Water!"; close; } mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -"; next; mes "- * ASPERSIO ! * -"; specialeffect2 EF_ASPERSIO; next; specialeffect2 EF_RECOVERY; mes "............................."; next; mes "............................."; mes "........................."; next; mes "............................."; mes "........................."; mes "....................."; next; mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFThe last way is a way of light^000000.^000000."; mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000"; next; mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000"; next; mes "- You breath in deep and start to sing a Gloria."; mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -"; specialeffect2 EF_GLORIA; next; mes "["+strcharinfo(0)+"]"; mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~"; mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~"; next; mes "["+strcharinfo(0)+"]"; mes "~The Curdan wolf protects me from all threats in the world.~"; specialeffect2 EF_GLORIA; next; mes "["+strcharinfo(0)+"]"; mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~"; mes "~The father of light, the poet of wisdom, sing for me.~"; next; mes "["+strcharinfo(0)+"]"; mes "~The host of a glittering glass, give me a holy prediction.~"; specialeffect2 EF_GLORIA; next; mes "- After you finish the song, you feel light and strong with abundant devotion. -"; specialeffect2 EF_BLESSING; specialeffect2 EF_RESURRECTION; next; mes "["+strcharinfo(0)+"]"; mes "That was refreshing."; mes "I guess I should go back to Priest Dayan."; set job_arch,3; close2; warp "umbala",138,219; end; } else if (job_arch == 3) { mes "["+strcharinfo(0)+"]"; mes "The song is over. It's time to go back to Priest Dayan."; close2; warp "umbala",138,219; end; } } hu_in01,205,204,7 script Praying Nun#benew 79,{ if (job_arch == 4) { mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -"; next; switch(select("Talk to her.:Stay Quiet.")) { case 1: break; case 2: mes "- You don't feel like disturbing her -"; close; } mes "["+strcharinfo(0)+"]"; mes "Umm, hello sister?"; next; mes "[Vinue]"; mes "Ah, Welcome."; mes "It's not time to have a service yet..."; if (Sex == 1) mes "Are you here to pray, brother?"; else mes "Are you here to pray, sister?"; next; mes "["+strcharinfo(0)+"]"; mes "I came here to say hello from Priest Dayan from Prontera."; next; mes "[Vinue]"; mes "Ah, Priest Dayan."; mes "Is he good?"; mes "He is so cute even though he's old."; next; mes "["+strcharinfo(0)+"]"; mes "He told me that he was worried because when he saw you last time, you seemed sad."; mes "He asks you to go on a Holy Pilgrimage."; next; mes "["+strcharinfo(0)+"]"; mes "Umbala has the vital power of nature!"; next; mes "[Vinue]"; mes "Ah..."; if (Sex == 1) mes "He's very kind. As are you brother."; else mes "He's very kind. As are you sister."; next; mes "[Vinue]"; mes "But don't worry."; mes "I'm just a little tired because of a bad dream."; next; mes "[Vinue]"; mes "Evil is always watching for our souls."; mes "If you are indifferent to praying, it never misses an opportunity."; next; switch(select("A dream? What kind of dream?:Your soul should be fine.")) { case 1: break; case 2: mes "[Vinue]"; mes "Oh but that's where you're wrong."; mes "My soul may be the most at risk."; mes "Thank you for delivering the message."; mes "I'll go back to my prayers."; close; } mes "[Vinue]"; mes "That is..."; mes "Actually I started to have a bad dream from the date I was appointed."; next; mes "[Vinue]"; mes "At first, it was a dream that Valkyrie was sad and in darkness."; next; mes "["+strcharinfo(0)+"]"; mes "Valkyrie?"; next; mes "[Vinue]"; mes "Yeah..."; mes "She was crying in a pitch-black room."; mes "Hanging down like a bird that had its wings cut."; next; mes "[Vinue]"; mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces."; next; mes "[Vinue]"; mes "What a cruel performance! I suddenly can't breathe properly and then I wake up."; next; mes "["+strcharinfo(0)+"]"; mes "To have to see the death of Valkyrie, must be a tormenting dream."; next; mes "[Vinue]"; mes "Is it just a nightmare?"; mes "Or do you think it is an omen?"; next; mes "[Vinue]"; mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago."; next; mes "["+strcharinfo(0)+"]"; mes "The shrine?"; mes "Nobody tried to subdue the evil?"; next; mes "[Vinue]"; mes "Unfortunely, I'm a nun who doesn't have any exorcism skill..."; mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure."; next; mes "[Vinue]"; mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good."; next; mes "["+strcharinfo(0)+"]"; mes "Is the dream related with the evil in the Odin shrine?"; next; mes "[Vinue]"; mes "Hum... well."; mes "I don't have any way to find out."; mes "I don't have a method, so I just pray."; next; switch(select("I'll investgate for you.:I'll pray with you.")) { case 1: break; case 2: mes "[Vinue]"; mes "Thank you."; mes "I'll pray that the darkness stays away."; mes "I hope you have a good time with the festival here in Hugel."; close; } mes "[Vinue]"; mes "Yeah?"; mes "But, it'll be scary inside!"; mes "There are lots of devils inside!"; next; mes "["+strcharinfo(0)+"]"; mes "But I can't pretend to ignore a Sister who is in trouble?"; mes "I'm a minister who copes with lots of asceticism!"; mes "Entrust me."; next; mes "[Vinue]"; mes "Ah... I'm so worried...."; mes "I'll never forget your warm heart."; next; mes "["+strcharinfo(0)+"]"; mes "How do I get to Odin shrine?"; next; mes "[Vinue]"; mes "There is a ferry on the right side of the church."; next; mes "["+strcharinfo(0)+"]"; mes "Ok, wait for good news!"; next; mes "[Vinue]"; mes "I'll pray for your safe return."; mes "I hope that Odin gives you his protection as well."; set job_arch,5; changequest 2189,2190; close; } else if ((job_arch > 4) && (job_arch < 100)) { mes "[Vinue]"; mes "I'll pray for your safe return."; close; } else { mes "[Vinue]"; mes "I feel refreshed."; mes "It must be good news?"; mes "Thanks the Gods."; close; } } odin_tem02,282,263,0 script #find_val -1,3,3,{ OnTouch: if ((job_arch > 4) && (job_arch < 100)) enablenpc "Valkyrie Illusion#arch"; end; } odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{ if ((job_arch > 4) && (job_arch < 100)) { mes "You can see Valkyrie who has a despairing face."; next; switch(select("Touch Valkyrie's Illusion.:Turn away.")) { case 1: mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion."; close2; specialeffect2 EF_CLOAKING; warp "job3_arch01",29,29; disablenpc "Valkyrie Illusion#arch"; break; case 2: mes "Out of fear, you turn away from Valkyrie's illusion."; close2; disablenpc "Valkyrie Illusion#arch"; break; } } end; OnInit: disablenpc "Valkyrie Illusion#arch"; end; } job3_arch01,29,34,3 script Valkyrie#arch 403,{ if (Upper == 4) { mes "[Valkyrie]"; //Custom translation mes "You are only a child."; mes "My job is very difficult, I do not need to tollerate a child's joke. Away with you!"; close; } if (!checkweight(1201,2)) { //Custom translation mes "- bags must be emptied before they can proceed. -"; close; } if ((BaseLevel != 99) || (JobLevel < 50)) { warp "odin_tem02",282,263; end; } if (getmercinfo(0)) { mes "[Valkyrie]"; mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have."; close; } if (SkillPoint) { mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~"; close; } if (BaseJob != Job_Priest) { warp "odin_tem02",282,263; end; } else { if (BaseJob != Job_Archbishop) { if (job_arch < 5) { warp "odin_tem02",282,263; end; } else if (job_arch == 5) { mes "[Valkyrie]"; mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground."; mes "Ah, I'm resentful! so regretful!"; next; mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -"; next; mes "[Valkyrie]"; mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?"; mes "Are you here to ridicule my grim fate?"; next; mes "["+strcharinfo(0)+"]"; mes "No way!"; mes "But it's true that I'm here for you."; next; mes "[Valkyrie Anguhilde]"; mes "...me?"; mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world."; next; mes "[Valkyrie Anguhilde]"; mes "I see, is your goal to enter Valhalla?"; mes "If you do, it's the wrong place for you."; next; mes "[Valkyrie Anguhilde]"; mes "I was already expelled from Asgard."; mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so."; next; mes "["+strcharinfo(0)+"]"; mes "It's not that kind of problem."; mes "But someone who perceives your painful situation has sent me here."; next; mes "[Valkyrie Anguhilde]"; mes "Haha! You are going to help me?!"; next; mes "[Valkyrie Anguhilde]"; mes "..................."; next; mes "- Valkyrie gives you a fierce scowl. -"; next; mes "[Valkyrie Anguhilde]"; mes "In fact, I can't do anything with my body now."; next; mes "[Valkyrie Anguhilde]"; mes "Human, answer me. Are you here to sincerely help me?"; next; switch(select("Yes:No")) { case 1: break; case 2: mes "[Valkyrie Anguhilde]"; mes "I knew that I couldn't trust a human!"; close2; warp "odin_tem02",282,263; end; } mes "[Valkyrie Anguhilde]"; mes "Ok..."; mes "I don't have any energy to hold my own, so I have no choice but to trust you."; next; mes "[Valkyrie Anguhilde]"; mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin."; next; mes "[Valkyrie Anguhilde]"; mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island."; next; mes "[Valkyrie Anguhilde]"; mes "I was disgraced, this island is important as a temple for Odin and the various Gods."; mes "I tried to do my best to protect this holy place."; next; mes "[Valkyrie Anguhilde]"; mes "But one day, the devil started to gain influence on this island."; mes "I don't know why they came here and from where they came from."; next; mes "[Valkyrie Anguhilde]"; mes "They seiged the temple and I exhausted my energy tring to fight them all myself."; next; mes "[Valkyrie Anguhilde]"; mes "The holy shrine was tainted by the devils."; mes "How long do I have to be under this dishonorable fate!"; next; mes "[Valkyrie Anguhilde]"; mes "Mortal one, what is your name?"; next; mes "["+strcharinfo(0)+"]"; mes "My name is "+strcharinfo(0)+"."; next; mes "[Valkyrie Anguhilde]"; mes ""+strcharinfo(0)+","; mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help."; next; mes "[Valkyrie Anguhilde]"; mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history."; next; mes "[Valkyrie Anguhilde]"; mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine."; mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly."; next; select("How can I do that?"); mes "[Valkyrie Anguhilde]"; mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000."; next; mes "[Valkyrie Anguhilde]"; mes "I'm going to give you a scroll of paper written in an ancient language."; mes "In that scroll, there is my impersonation."; mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000"; next; mes "[Valkyrie Anguhilde]"; mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000."; mes "Maybe it'll be spread in the shrine..."; next; mes "[Valkyrie Anguhilde]"; mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation."; mes "And then I'm going to take care of the matter."; next; mes "[Valkyrie Anguhilde]"; mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000."; mes "But you have to be careful if an imeprsonation falls down."; next; mes "[Valkyrie Anguhilde]"; mes "When you finish preparing to go on, talk to me again."; mes "It'll be a long journey..."; set job_arch,6; close; } else if (job_arch == 6) { if ($@archbs== 0) { set $@archbs,1; //Global Variable mes "[Valkyrie Anguhilde]"; mes ""+strcharinfo(0)+" Did you finish preparing for your way of asceticism?"; next; set .@exampc,getmapusers("job3_arch02"); if (.@exampc > 0) { mes "[Valkyrie Anguhilde]"; //Custom translation mes "Ah, it seems someone is already combating the evil in the temple."; mes "I will go see who it is, please wait a moment."; set $@archbs,0; //Global Variable close; } else { mes "[Valkyrie Anguhilde]"; mes "Ok. Now I'm going to send you there."; mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget."; set $@archbs,0; //Global Variable close2; nude; if (countitem(2798)) delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel donpcevent "start#arch::OnEnable"; set job_arch,7; changequest 2190,2191; warp "job3_arch02",119,49; disablenpc "Valkyrie#arch"; end; } } else { mes "[Valkyrie Anguhilde]"; //Custom translation mes "I am already talking to someone, please wait and talk to me again."; close; } } else if (job_arch == 7) { if (countitem(12381)) delitem 12381,countitem(12381); //ValkyrieA_Scroll if (countitem(12382)) delitem 12382,countitem(12382); //ValkyrieB_Scroll if ($@archbs == 0) { set $@archbs,1; //Global Variable mes "[Valkyrie Anguhilde]"; mes "Are you ok human?"; mes "It was not as easy as I expected."; mes "Will you challenge again?"; next; set .@exampc,getmapusers("job3_arch02"); if (.@exampc > 0) { set $@archbs,0; //Global Variable mes "[Valkyrie Anguhilde]"; //Custom translation mes "Ah, it seems someone is already combating the evil in the temple."; mes "I will see who it is, please wait a moment."; close; } else { set $@archbs,0; //Global Variable mes "[Valkyrie Anguhilde]"; mes "OK. now I'm going to send you there."; mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000."; mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000."; mes "But you have to be careful if an imeprsonation falls down."; close2; nude; if (countitem(2798)) delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel donpcevent "start#arch::OnEnable"; set job_arch,7; warp "job3_arch02",119,49; disablenpc "Valkyrie#arch"; end; } } else { mes "[Valkyrie Anguhilde]"; //Custom translation mes "I am already talking to someone, please wait and talk to me again."; close; } } } } end; Onbc: set $@archbs,0; //Global Variable //Custom translation mapannounce "job3_arch01", "Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00"; enablenpc "Valkyrie#arch"; end; } job3_arch02,119,49,0 script #arch_1_start -1,6,6,{ OnTouch: if (!countitem(12381)) getitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00"; disablenpc "#arch_1_start"; end; } job3_arch02,112,73,0 script #arch_1_01 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,94,123,0 script #arch_1_02 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,93,173,0 script #arch_1_03 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,114,186,0 script #arch_1_04 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,134,201,0 script #arch_1_05 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,154,211,0 script #arch_1_06 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,175,227,0 script #arch_1_07 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,201,240,0 script #arch_1_08 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,223,252,0 script #arch_1_09 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,255,268,0 script #arch_1_10 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,269,302,0 script #arch_1_11 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,245,289,0 script #arch_1_12 -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,203,286,0 script #arch_1_boss -1,5,5,{ OnTouch: if (countitem(12381)) { delitem 12381,1; //ValkyrieA_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2037) { //VALKYRIE_A mapannounce "job3_arch02", "Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; donpcevent "mob#arch_1::Onkill"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,390,390,1 script #arch_redcell 844,{ end; OnInit: setcell "job3_arch02",276,290,280,294,cell_walkable,0; setcell "job3_arch02",276,290,280,294,cell_shootable,0; end; Ongreen: setcell "job3_arch02",276,290,280,294,cell_walkable,1; setcell "job3_arch02",276,290,280,294,cell_shootable,1; end; Onred: setcell "job3_arch02",276,290,280,294,cell_walkable,0; setcell "job3_arch02",276,290,280,294,cell_shootable,0; end; } job3_arch02,390,389,1 script #arch_val01 844,{ end; OnEnable: areamonster "job3_arch02",108,322,118,332,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead"; end; OnMyMobDead: if (mobcount("job_arch02","#arch_val01::OnMyMobDead") < 1) { donpcevent "#arch_redcell::Ongreen"; mapannounce "job3_arch02", "Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000"; enablenpc "Valkyrie#arch_01"; disablenpc "#arch_1_start"; disablenpc "#arch_1_01"; disablenpc "#arch_1_02"; disablenpc "#arch_1_03"; disablenpc "#arch_1_04"; disablenpc "#arch_1_05"; disablenpc "#arch_1_06"; disablenpc "#arch_1_07"; disablenpc "#arch_1_08"; disablenpc "#arch_1_09"; disablenpc "#arch_1_10"; disablenpc "#arch_1_11"; disablenpc "#arch_1_12"; disablenpc "#arch_1_boss"; } end; Onkill: killmonster "job3_arch02","#arch_val01::OnMyMobDead"; end; } job3_arch02,390,387,1 script #arch_val02 844,{ end; OnEnable: areamonster "job3_arch02",239,41,249,51,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead"; end; OnMyMobDead: if (mobcount("job_arch02","#arch_val02::OnMyMobDead") < 1) { mapannounce "job3_arch02", "Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000"; enablenpc "Valkyrie#arch_02"; disablenpc "#arch_2_boss"; viewpoint 1,279,234,1,0xFFFF99; } end; Onkill: killmonster "job3_arch02","#arch_val02::OnMyMobDead"; end; } job3_arch02,113,327,5 script Valkyrie#arch_01 403,{ if (getmercinfo(0)) { mes "[Valkyrie]"; mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have."; close; } mes "[Valkyrie Anguhilde]"; mes "The devil always makes an effort to agitate people's mind."; mes "You don't have to care about their whisperings."; next; mes "[Valkyrie Anguhilde]"; mes "Anyway I can feel my energy coming back."; mes "Show me the stuff that you found."; next; mes "- You show a golden piece of pipe to Valkyrie. -"; next; mes "[Valkyrie Anguhilde]"; mes "Oh, It's a piece of pipe!"; mes "If you collect pieces, you can ask other Valkyries for help."; next; mes "[Valkyrie Anguhilde]"; mes "Because of a close battle, I could only get a little energy."; mes "I'm going to give a ^3131FFnew ancient scroll^000000."; mes "It'll be helpful to find the rest of pieces."; next; mes "[Valkyrie Anguhilde]"; mes "Then I look forward a good news."; close2; getitem 12382,1; //ValkyrieB_Scroll viewpoint 1,244,46,1,0xFFFF99; disablenpc "Valkyrie#arch_01"; donpcevent "#arch_2_start::OnEnable"; end; } job3_arch02,244,46,5 script Valkyrie#arch_02 403,{ mes "[Valkyrie Anguhilde]"; mes "Did you find the rest of the pieces?"; next; if (countitem(6154) < 2) { mes "[Valkyrie Anguhilde]"; mes "Hum?"; mes "I can see this one beside you."; getitem 6154,2; //Broken_Horn_Pipe next; } mes "[Valkyrie Anguhilde]"; mes "OK."; mes "I'll complete the broken horn pipe!"; next; mes "[Valkyrie Anguhilde]"; mes "But the battle is not finished yet."; mes "You remember a ^3131FFruined shrine on the center of the island^000000?"; mes "It'll be completed only when you use a horn pipe."; next; mes "[Valkyrie Anguhilde]"; mes "I can feel the air around me is getting impure."; mes "And feel the coldness of the pitch-black darkness."; mes "This time will be dangerous."; next; mes "[Valkyrie Anguhilde]"; mes "I give you a necklace as a present."; mes "But I'm not sure that It'll be helpful or not...."; mes "Take care."; mes "Please, hurry up!"; close2; getitem 2798,1; //Will_Of_Exhausted_Angel disablenpc "Valkyrie#arch_02"; donpcevent "#arch_3_start::OnEnable"; end; } job3_arch02,279,234,0 script #arch_end -1,7,7,{ OnInit: disablenpc "#arch_end"; end; OnTouch: donpcevent "#arch_3_01::Onkill"; donpcevent "#arch_3_02::Onkill"; donpcevent "#arch_3_03::Onkill"; donpcevent "mob#arch_2::Onkill"; enablenpc "Valkyrie Anguhilde#end"; if (!checkweight(1201,1)) { mes "- Wait a moment! -"; mes "- Currently you are carrying -"; mes "- too many items with you. -"; mes "- Please come back after -"; mes "- you put some items into Kafra Storage. -"; close; } if (countitem(6154) < 2) { mes "[Valkyrie Anguhilde]"; mes "Did you collect all of the pieces of my horn pipe?"; next; mes "[Valkyrie Anguhilde]"; mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe."; next; mes "[Valkyrie Anguhilde]"; mes "It can be dangerous, so let's go back."; close; nude; if (countitem(2798)) delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel delitem 6154,countitem(6154); //Broken_Horn_Pipe mapwarp "job3_arch02","job_arch01",29,29; end; } mes "[Valkyrie Anguhilde]"; mes "Finally we finished all the preparations."; next; mes "Valkyrie holds the pipe and blows towards the sky."; next; mes "Booo - - - -"; next; mes "Booo - - -"; next; enablenpc "Valkyrie of the heavens"; mes "[Valkyrie Anguhilde]"; mes "Assistance of Odin! Soldiers of Valhalla!"; mes "The holy place of the God Odin is tainted by darkness!"; next; mes "[Valkyrie of the heavens]"; mes "Don't worry, Anguhilde."; mes "Your desire has reached Valhalla."; mes "The devils were removed by other Valkyries as you wanted."; next; mes "[Valkyrie Anguhilde]"; mes "Valkyries! Then is it safe now?"; next; mes "[Valkyrie of the heavens]"; mes "Yes Anguhilde."; mes "Even though you were expelled because of a incident before, Odin said that he is reconsidering your banishment."; next; mes "[Valkyrie Anguhilde]"; mes "Ah! I can go back to Asgard!"; next; mes "[Valkyrie of the heavens]"; mes "Don't make a hasty generalization."; mes "But I think that good news will be sent to you."; next; mes "[Valkyrie Anguhilde]"; mes "Honor to Odin!"; mes "I feel full of grace."; mes "So bright and warm...."; next; mes "- Shoooo -"; specialeffect EF_CLOAKING,"Valkyrie Anguhilde#end"; disablenpc "Valkyrie Anguhilde#end"; emotion e_omg,1; next; mes "[Valkyrie of the heavens]"; mes "Set your mind at ease."; mes "She went to a place where she is supposed to be."; next; mes "[Valkyrie of the heavens]"; mes "I think you don't get it."; next; mes "[Valkyrie of the heavens]"; mes "Anguhilde is a Valkyrie who is dead for a long time ago."; mes "Didn't you see a shrine covered by the devil?"; mes "Unfortunately, Anguhilde couldn't cope with the task and fell down."; next; mes "[Valkyrie of the heavens]"; mes "Here is an illusion of Anguhilde who doesn't want to be recognized."; mes "She can't go to hell even when she is dead, and struggles from her constant nightmare."; next; mes "[Valkyrie of the heavens]"; mes "But she is relieved by your favor."; mes "Even though It's different with reality but now she may be able to rest in peace."; next; mes "[Valkyrie of the heavens]"; mes "Human, the Valkyries are in your debt. Thank you."; mes "I can't invite you as I want, but the power given by Odin can help you."; next; mes "[Valkyrie of the heavens]"; mes "Now, go back to your world."; mes "The sound of the horn pipe and a bird's chirpings will be spread out for you."; next; mes "[Valkyrie of the heavens]"; mes "Don't forget an altruistic minister's spirit like today forever."; mes "I hope we see each other in Valhalla sometime."; nude; if (countitem(2798)) delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel delitem 6154,countitem(6154); //Broken_Horn_Pipe set job_arch,100; completequest 2191; getitem 5747,1; //Mitra getitem 2795,1; //Green_Apple_Ring jobchange Job_Archbishop,Upper; close; } job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{ end; OnInit: disablenpc "Valkyrie Anguhilde#end"; end; } job3_arch02,273,235,5 script Valkyrie of the heavens 811,{ if (job_arch == 100) { mes "[Valkyrie of the heavens]"; mes "Now, go back to your world."; mes "The sound of the horn pipe and a bird's chirpings will be spread out for you."; next; mes "[Valkyrie of the heavens]"; mes "Don't forget an altruistic minister's spirit like today forever."; mes "I hope we see each other in Valhalla sometime."; close2; mapwarp "job3_arch02","job_arch01",29,29; } end; OnInit: disablenpc "Valkyrie of the heavens"; end; } job3_arch02,132,323,0 script #arch_2_01 -1,5,5,{ OnTouch: if (countitem(12382)) mapannounce "job3_arch02", "Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000"; end; } job3_arch02,167,313,0 script #arch_2_02 -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) { //VALKYRIE_B set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation else mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,127,304,0 script #arch_2_03 -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) { //VALKYRIE_B set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation else mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,207,279,0 script #arch_2_04 -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) { //VALKYRIE_B set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation else mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,239,281,0 script #arch_2_05 -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) { //VALKYRIE_B set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation else mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,269,303,0 script #arch_2_06 -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) { //VALKYRIE_B set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation else mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,288,283,0 script #arch_2_07 -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) { //VALKYRIE_B set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation else mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,278,234,0 script #arch_2_08 -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) { //VALKYRIE_B set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation else mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,234,179,0 script #arch_2_09 -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) { //VALKYRIE_B set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation else mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,227,169,0 script #arch_2_10 -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) { //VALKYRIE_B set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation else mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,190,146,0 script #arch_2_11 -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) { //VALKYRIE_B set .@randht,rand(1,10); if (.@randht < 8) mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) && (.@randht == 9)) mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation else mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; end; } else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } } } job3_arch02,206,113,0 script #arch_2_boss -1,5,5,{ OnTouch: if (countitem(12382)) { delitem 12382,1; //ValkyrieB_Scroll mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; end; } else { if (getmercinfo(1) == 2038) //VALKYRIE_B mapannounce "job3_arch02", "A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000"; else { mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; } end; } } job3_arch02,284,159,0 script #arch_3_01 -1,20,20,{ OnInit: enablenpc "#arch_3_01"; end; OnTouch: if (BaseJob != Job_Priest) { mapannounce "job3_arch02", "Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000"; areamonster "job3_arch02",239,41,249,51,"Frus",1762,1,"#arch_3_01::OnMyMobDead"; } disablenpc "#arch_3_01"; end; Onkill: killmonster "job3_arch02","#arch_3_01::OnMyMobDead"; end; OnMyMobDead: end; } job3_arch02,307,200,0 script #arch_3_02 -1,5,5,{ OnInit: enablenpc "#arch_3_02"; end; OnTouch: if (BaseJob == Job_Priest) { mapannounce "job3_arch02", "Skogul: You are my guest!",bc_map,"0xFF0000"; areamonster "job3_arch02",306,199,308,201,"Skogul",1761,1,"#arch_3_02::OnMyMobDead"; } disablenpc "#arch_3_02"; end; Onkill: killmonster "job3_arch02","#arch_3_02::OnMyMobDead"; end; OnMyMobDead: end; } job3_arch02,296,216,0 script #arch_3_03 -1,5,5,{ OnInit: disablenpc "#arch_3_03"; end; OnTouch: mapannounce "job3_arch02", "Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; areamonster "job3_arch02",295,215,297,217,"Frus",1762,1,"#arch_3_03::OnMyMobDead"; disablenpc "#arch_3_03"; end; Onkill: killmonster "job3_arch02","#arch_3_03::OnMyMobDead"; end; OnMyMobDead: end; } job3_arch02,389,390,1 script mob#arch_1 844,{ OnEnable: areamonster "job3_arch02",99,101,101,103,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; areamonster "job3_arch02",89,130,91,132,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; areamonster "job3_arch02",90,169,92,171,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; areamonster "job3_arch02",103,182,105,184,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; areamonster "job3_arch02",137,204,139,206,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; areamonster "job3_arch02",160,214,162,216,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; areamonster "job3_arch02",164,214,166,216,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; areamonster "job3_arch02",200,235,202,237,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; areamonster "job3_arch02",217,249,219,251,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; areamonster "job3_arch02",253,292,255,294,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; end; Onkill: killmonster "job3_arch02","mob#arch_1::OnMyMobDead"; end; OnMyMobDead: end; } job3_arch02,389,389,1 script mob#arch_2 844,{ OnEnable: areamonster "job3_arch02",155,320,157,322,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",169,304,171,306,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",182,292,184,294,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",199,286,201,288,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",255,292,257,294,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",285,283,287,285,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",277,235,279,237,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",291,184,293,186,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",280,169,282,171,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",226,165,228,167,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",189,145,191,147,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead"; areamonster "job3_arch02",203,176,205,178,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; end; Onkill: killmonster "job3_arch02","mob#arch_2::OnMyMobDead"; end; OnMyMobDead: end; } job3_arch02,389,388,1 script start#arch 844,{ end; OnInit: mapwarp "job3_arch02","job3_arch02",29,29; end; OnEnable: mapwarp "job3_arch02","job3_arch02",29,29; enablenpc "#arch_1_start"; enablenpc "#arch_1_01"; enablenpc "#arch_1_02"; enablenpc "#arch_1_03"; enablenpc "#arch_1_04"; enablenpc "#arch_1_05"; enablenpc "#arch_1_06"; enablenpc "#arch_1_07"; enablenpc "#arch_1_08"; enablenpc "#arch_1_09"; enablenpc "#arch_1_10"; enablenpc "#arch_1_11"; enablenpc "#arch_1_12"; enablenpc "#arch_1_boss"; disablenpc "#arch_2_01"; disablenpc "#arch_2_02"; disablenpc "#arch_2_03"; disablenpc "#arch_2_04"; disablenpc "#arch_2_05"; disablenpc "#arch_2_06"; disablenpc "#arch_2_07"; disablenpc "#arch_2_08"; disablenpc "#arch_2_09"; disablenpc "#arch_2_10"; disablenpc "#arch_2_11"; disablenpc "#arch_2_boss"; disablenpc "#arch_3_01"; disablenpc "#arch_3_02"; disablenpc "#arch_3_03"; donpcevent "#arch_3_01::Onkill"; donpcevent "#arch_3_02::Onkill"; donpcevent "#arch_3_03::Onkill"; disablenpc "#arch_end"; disablenpc "Valkyrie#arch_01"; disablenpc "Valkyrie#arch_02"; disablenpc "Valkyrie Anguhilde#end"; disablenpc "Valkyrie of the heavens"; donpcevent "#arch_redcell::Onred"; donpcevent "mob#arch_1::Onkill"; donpcevent "mob#arch_2::Onkill"; donpcevent "start#arch::Ontimeoff"; donpcevent "start#arch::Ontimeon"; donpcevent "#arch_val01::Onkill"; donpcevent "#arch_val02::Onkill"; donpcevent "mob#arch_1::Onkill"; donpcevent "mob#arch_2::Onkill"; donpcevent "mob#arch_1::OnEnable"; donpcevent "#arch_val01::OnEnable"; end; Ontimeon: initnpctimer; end; Ontimeoff: stopnpctimer; end; OnTimer60000: OnTimer120000: OnTimer180000: OnTimer240000: OnTimer300000: OnTimer360000: OnTimer420000: OnTimer480000: OnTimer540000: set .@mapcount,getmapusers("job3_arch02"); if (.@mapcount == 0) { mapwarp "job3_arch02","job_arch01",29,29; donpcevent "Valkyrie#arch::Onbc"; stopnpctimer; } end; OnTimer600000: mapannounce "job3_arch02", "Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000"; end; OnTimer605000: mapannounce "job3_arch02", "Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00"; mapwarp "job3_arch02","job_arch01",29,29; donpcevent "Valkyrie#arch::Onbc"; stopnpctimer; end; } job3_arch02,390,388,1 script #arch_2_start 844,{ end; OnInit: disablenpc "#arch_2_01"; disablenpc "#arch_2_02"; disablenpc "#arch_2_03"; disablenpc "#arch_2_04"; disablenpc "#arch_2_05"; disablenpc "#arch_2_06"; disablenpc "#arch_2_07"; disablenpc "#arch_2_08"; disablenpc "#arch_2_09"; disablenpc "#arch_2_10"; disablenpc "#arch_2_11"; disablenpc "#arch_2_boss"; end; OnEnable: enablenpc "#arch_2_01"; enablenpc "#arch_2_02"; enablenpc "#arch_2_03"; enablenpc "#arch_2_04"; enablenpc "#arch_2_05"; enablenpc "#arch_2_06"; enablenpc "#arch_2_07"; enablenpc "#arch_2_08"; enablenpc "#arch_2_09"; enablenpc "#arch_2_10"; enablenpc "#arch_2_11"; enablenpc "#arch_2_boss"; donpcevent "#arch_val02::OnEnable"; donpcevent "mob#arch_2::OnEnable"; end; } job3_arch02,390,386,1 script #arch_3_start 844,{ end; OnEnable: enablenpc "#arch_3_01"; enablenpc "#arch_3_02"; enablenpc "#arch_3_03"; enablenpc "#arch_end"; enablenpc "#arch_end_eff"; end; } job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{ OnTouch: specialeffect EF_MAPPILLAR2,"#arch_end"; end; } job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263 /* job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{ mes "[Íç¹̵ÄÊÞÈË]"; mes "ÇëÊäÈëÃÜÂ롣"; next; input .@input; //,0,9999; if (input == 1854) { set archglo,090219_archbs; mes "[ͨÐÐ]"; mes "ÏÖÔڵÄȫ¾ֱäÁ¿ֵΪ"; mes "" + archglo + "¡£"; mes "ÄãÏëÐ޸ÄÂð?"; next; switch(select("0:1")) { case 1: set $@archbs,0; //Global Variable enablenpc "Valkyrie#arch"; break; case 2: set $@archbs,1; //Global Variable enablenpc "Valkyrie#arch"; break; } } else { mes "[Íç¹̵ÄÊÞÈË]"; mes "ÎҲ»ÊÇ˵¹ýÃÜÂëҪÊäÈëÕýȷÂ𣡣¡"; close; } } */ odin_tem02,30,181,0 script #wherearch01 -1,10,10,{ OnTouch: if (job_arch == 5) viewpoint 1,282,263,1,0xFFFF99; end; } odin_tem02,30,335,0 script #wherearch02 -1,10,10,{ OnTouch: if (job_arch == 5) viewpoint 1,282,263,1,0xFFFF99; end; }