//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2013-2015 Hercules Dev Team
//= Copyright (C) Kisuka
//= Copyright (C) Euphy
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see .
//=========================================================================
//= Job Repairs
//================= Description ===========================================
//= Removes potentially conflicting job data.
//================= Current Version =======================================
//= 1.2
//=========================================================================
prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{
if (checkweight(Knife,1) == 0) {
mes "I think you have too many items. Let's try it again after you take some out.";
close;
}
if (MaxWeight - Weight < 1000) {
mes "You're overweight with items so I don't think we can proceed any further. Challenge me after you've taken some items off.";
close;
}
mes "[Valerie]";
mes "I am Valerie; I help those with abnormalities. I am friends with Valkyrie.";
next;
mes "[Valerie]";
mes "If both abnormalities disappear then we must start the test over from scratch. What would you like to do?";
next;
switch(select("I don't have any abnormalities", "I think my body has some abnormalities")) {
case 1:
mes "[Valerie]";
mes "That's a relief. Then please take care.";
close;
case 2:
mes "[Valerie]";
mes "Are you sure you want to intialize it and start over?";
next;
if(select("Nope", "Yes, I want to start completely over") == 1) {
mes "[Valerie]";
mes "I understand. I'll see you next time";
close;
}
mes "[Valerie]";
mes "All items related to the existing conditions will disappear. Are you okay with this?";
next;
if(select("Nope", "Yes, I want to start completely over.") == 1) {
mes "[Valerie]";
mes "I understand. I'll see you next time.";
close;
}
mes "[Valerie]";
mes "It seems that there are a sea of people who seemed to be cursed of not being able to get a significant other after going through with this. Are you still okay with this? ";
next;
if(select("Nope", "I still want to intialize.") == 1) {
mes "[Valerie]";
mes "I understand. I will see you next time.";
close;
}
mes "[Valerie]";
mes "In extreme cases, some become crippled and can get ulcers. Do you still want to intilize former processes?";
next;
if(select("Nope", "Please intilize the former processes") == 1) {
mes "[Valerie]";
mes "I understand. I will see you next time";
close;
}
specialeffect2 EF_INVENOM;
progressbar "0xffff00",3;
// Warlock - quest items
if (isequipped(2796) || isequipped(2797)) {
mes "[Valerie]";
mes "Please unequip the Magical Stone or Magical Stone Ring and try again.";
close;
}
if (countitem(Magical_Stone) || countitem(Magical_Stone_)) {
if (isequipped(2796) || isequipped(2797)) {
mes "[Valerie]";
mes "Please talk to me after your replace all Magical Stones.";
close;
}
setarray .@items[0], 2796, 2797, 6152, 6151; //Magical_Stone,Magical_Stone_,Glittering_Crystal,Peice_Of_Great_Bradium
for(.@i = 0; .@i<4; ++.@i) {
if (countitem(.@items[.@i]))
delitem .@items[.@i], countitem(.@items[.@i]);
}
mes "[Valerie]";
mes "You're carrying something that is unnecessary. I will sort it out for you.";
close;
}
// Baby and third job characters meet no further conditions.
if (eaclass()&(EAJL_BABY|EAJL_THIRD)) {
mes "[Valerie]";
mes "I don't think you should have any further business with me.";
close;
}
// Rebirth - variable
if ((Class >= Job_Swordman && Class <= Job_Crusader2) && ADVJOB != 0) {
ADVJOB = 0;
mes "[Valerie]";
mes "You're carrying big karma- You should erase it.";
next;
mes "[Valerie]";
mes "Please talk to me again as there could be additional problems.";
close;
}
// Second job - variable and quests
// callsub L_Second, "", ;
if (Class == Job_Swordman) {
callsub L_Second, "KNIGHT_Q", 9012;
callsub L_Second, "CRUS_Q", 3015;
} else if (Class == Job_Archer) {
callsub L_Second, "HNTR_Q", 4013;
callsub L_Second, "BARD_Q", 3004;
callsub L_Second, "DANC_Q", 7006;
} else if (Class == Job_Mage) {
callsub L_Second, "WIZ_Q", 9018;
callsub L_Second, "SAGE_Q", 2052;
} else if (Class == Job_Merchant) {
callsub L_Second, "BSMITH_Q", 2016;
callsub L_Second, "ALCH_Q", 2040;
} else if (Class == Job_Thief) {
callsub L_Second, "ASSIN_Q", 8008;
callsub L_Second, "ROGUE_Q", 2027;
} else if (Class == Job_Acolyte) {
callsub L_Second, "PRIEST_Q", 8016;
callsub L_Second, "MONK_Q", 3032;
}
// Third job - variable and quests
// callsub L_Third, "", , , {, };
if (BaseJob == Job_Assassin)
callsub L_Third, "job_3rd_gc", 7100, 7091, 7116;
else if (BaseJob == Job_Blacksmith)
callsub L_Third, "job__mechanic", 10101, 10090, 10101;
else if (BaseJob == Job_Hunter)
callsub L_Third, "job_ranger01", 8262, 8254, 8262;
else if (BaseJob == Job_Knight)
callsub L_Third, "job_rune_edq", 3219, 3200, 3220;
else if (BaseJob == Job_Priest)
callsub L_Third, "job_arch", 2191, 2187, 2191;
else if (BaseJob == Job_Wizard)
callsub L_Third, "job_wl", 11112, 11106, 11112;
else if (BaseJob == Job_Alchemist)
callsub L_Third, "job_gen", 2223, 2209, 2217, 2223;
else if (BaseJob == Job_Bard)
callsub L_Third, "job_min", 11154, 11135, 11154;
else if (BaseJob == Job_Crusader)
callsub L_Third, "job_royal", 0, 12090, 12094;
else if (BaseJob == Job_Dancer)
callsub L_Third, "job_wan", 2222, 2218, 2222;
else if (BaseJob == Job_Monk)
callsub L_Third, "job_shu", 11158, 11155, 11158;
else if (BaseJob == Job_Rogue)
callsub L_Third, "job_sha", 7180, 7160, 7180;
else if (BaseJob == Job_Sage)
callsub L_Third, "job_soc", 12098, 12096, 12098;
mes "[Valerie]";
mes "I don't think you should have any further business with me.";
close;
}
L_Second:
if (getd(getarg(0)) != 0) {
setd getarg(0),0;
if (questprogress(getarg(1)) == 2)
erasequest getarg(1);
mes "[Valerie]";
mes "I will help clear your problems for you that came from your former attempts.";
next;
mes "[Valerie]";
mes "Please talk to me again as there could be additional problems.";
close;
} else
return;
L_Third:
if (getd(getarg(0)) != 0) {
setd getarg(0),0;
if (getarg(1)) {
if (questprogress(getarg(1)) == 2)
erasequest getarg(1);
}
for(.@i = getarg(2); .@i<=getarg(3); ++.@i) {
if (questprogress(.@i))
erasequest .@i;
}
if (getarg(4,0)) {
if (questprogress(getarg(4)))
erasequest getarg(4);
}
mes "[Valerie]";
mes "I will help clear your problems for you that came from your former attempts.";
next;
mes "[Valerie]";
mes "Please talk to me again as there could be additional problems.";
close;
} else
return;
}
- script Valerie#sign FAKE_NPC,{
mes "^ff00ffI couldn't pay the office rent so I am temporarily relocating to the building across from the Prontera Refinery.^000000";
mes " ";
mes "^ff00ffValerie^000000";
close;
}
in_moc_16,17,33,4 duplicate(Valerie#sign) Valerie#asn 2_BULLETIN_BOARD
ein_in01,13,28,4 duplicate(Valerie#sign) Valerie#bls 2_BULLETIN_BOARD
hu_in01,386,377,4 duplicate(Valerie#sign) Valerie#hnt 2_BULLETIN_BOARD
prt_in,88,108,4 duplicate(Valerie#sign) Valerie#knt 2_BULLETIN_BOARD
prt_church,19,36,4 duplicate(Valerie#sign) Valerie#prst 2_BULLETIN_BOARD
gef_tower,110,30,4 duplicate(Valerie#sign) Valerie#wiz 2_BULLETIN_BOARD
comodo,215,155,4 duplicate(Valerie#sign) Valerie#danc 2_BULLETIN_BOARD
prt_castle,45,167,4 duplicate(Valerie#sign) Valerie#cru 2_BULLETIN_BOARD
prt_monk,59,253,4 duplicate(Valerie#sign) Valerie#mnk 2_BULLETIN_BOARD
moc_ruins,90,104,4 duplicate(Valerie#sign) Valerie#rg 2_BULLETIN_BOARD
yuno_in02,43,62,4 duplicate(Valerie#sign) Valerie#sag 2_BULLETIN_BOARD
prt_church,103,86,4 duplicate(Valerie#sign) Valerie#arch 2_BULLETIN_BOARD
que_job01,75,92,4 duplicate(Valerie#sign) Valerie#gc 2_BULLETIN_BOARD
yuno,129,150,4 duplicate(Valerie#sign) Valerie#mech 2_BULLETIN_BOARD
tur_dun01,159,40,4 duplicate(Valerie#sign) Valerie#ran 2_BULLETIN_BOARD
prt_in,167,24,4 duplicate(Valerie#sign) Valerie#rk 2_BULLETIN_BOARD
spl_in02,81,102,4 duplicate(Valerie#sign) Valerie#wl 2_BULLETIN_BOARD
alde_alche,38,181,4 duplicate(Valerie#sign) Valerie#alche 2_BULLETIN_BOARD
alberta,198,129,4 duplicate(Valerie#sign) Valerie#min 2_BULLETIN_BOARD
in_rogue,376,104,4 duplicate(Valerie#sign) Valerie#sc 2_BULLETIN_BOARD
ve_in,244,122,4 duplicate(Valerie#sign) Valerie#shu 2_BULLETIN_BOARD
xmas,166,209,4 duplicate(Valerie#sign) Valerie#wan 2_BULLETIN_BOARD
sec_in02,12,40,5 script Job Repair 1_M_LIBRARYMASTER,1,1,{
callfunc "F_GM_NPC";
mes "Please input your password.";
next;
if (callfunc("F_GM_NPC","1854",1) == 1) {
job_arch = 100;
job_3rd_gc = 100;
job__mechanic = 100;
job_ranger01 = 100;
job_rune_edq = 100;
job_wl = 100;
job_gen = 100;
job_min = 100;
job_royal = 100;
job_sha = 100;
job_soc = 100;
job_shu = 100;
job_wan = 100;
KNIGHT_Q = 100;
PRIEST_Q = 100;
WIZ_Q = 100;
BSMITH_Q = 100;
ASSIN_Q = 100;
HNTR_Q = 100;
CRUS_Q = 100;
MONK_Q = 100;
SAGE_Q = 100;
ALCH_Q = 100;
ROGUE_Q = 100;
BARD_Q = 100;
DANC_Q = 100;
ADVJOB = 15;
}
close;
}