1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
|
//===== eAthena Script =======================================
//= Assassin Job Quest
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
//= 3.1a
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Job Change quest for Assassin class.
//===== Additional Comments: =================================
//= v1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
//= Also converted the booby traps from the aegis script.[kobra_k88]
//= v1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality.
//= Fixed some duplicate npc names. Added missing waitingroom triggers.
//= Fixed warp in "TimerSin", was supposed to be an areawarp.
//= For some reason sometimes the "Nameless One" would have message windows
//= without controls. Changed the doevent that triggers him to an
//= addtimer and that seemed make the prob. go away[kobra_k88]
//= 1.2 Fixed WRONG skillpoint check! [Lupus]
//= 1.2b Fixed missing commands and typos [Lupus]
//= 1.3 Baby class Support added [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
//= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus]
//= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I
//= was still able to bypass it) [Toms]
//= 2.4 Fixed skipping of Nameless NPC [Lupus]
//= 2.5 Fixed a Rogue exploit [Lupus]
//= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 2.7 Several bugfixes with the help of Samuray22 and Barron-Monster. [L0ne_W0lf]
//= 2.8 Removed duplicate warps. [L0ne_W0lf]
//= 2.8a Deleted unused variables. [Samuray22]
//= 2.8b Fixed error caused in last updated, removed useless variable 'joblvl'. [L0ne_W0lf]
//= 2.9 Fixed an indent and added a 'break;' in hopes of 'fixing' an error [L0ne_W0lf]
//= 2.9a Corrected a Typo error ";;". [Samuray22]
//= 2.9b Moved a wrong 'break'. [Zephyrus_cr]
//= 3.0 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
//= 3.1 Fixed problem with waiting room. (bugreport:1099) [L0ne_W0lf]
//= 3.1a Follow up fix. Forgot to replace a label. [L0ne_W0lf]
//============================================================
in_moc_16,19,33,1 script Guildsman#asn 55,{
if (Upper == 1) {
mes "[Ferocious-looking guy]";
mes "Hm? You....?";
mes "I sense that you're different than most people...";
next;
mes "[Ferocious-looking guy]";
mes "I've never met anyone as intimidating as you! For some reason, I don't like you. I think you should leave!";
close;
}
if (SkillPoint) {
mes "[Ferocious-looking guy]";
mes "You can't change your job if you have any unused skill points from the 1st job. You better go and use those up first.";
close;
}
if (ASSIN_Q == 4) {
mes "[Ferocious-looking guy]";
mes "Oh, stop making that face. Can you really be in that much pain?";
next;
mes "[Ferocious-looking guy]";
mes "Wah wah wah, you're hurting, I can see that. Look, I'll restore HP and SP. Happy?";
percentheal 100,100;
next;
mes "[Ferocious-looking guy]";
mes "Is it that hard to stay alive?";
mes "Why don't you try harder next time? You can't force yourself too hard to become an Assassin...";
next;
if (select("I will become an Assassin no matter what!:Oh man, I gotta take a break.") == 1) {
mes "[Ferocious-looking guy]";
mes "Oh...";
mes "Well then,";
mes "go for it!";
close2;
set ASSIN_Q,0;
warp "in_moc_16",19,76;
end;
}
mes "[Ferocious-looking guy]";
mes "Take a break? Oh alright, have it your way. When you feel like you're ready to become an Assassin, come back.";
next;
mes "[Ferocious-looking guy]";
mes "You'll have to walk if you want to get back to town. Oh, and don't forget to save your spawn point, alright?";
close2;
set ASSIN_Q,0;
set ASSIN_Q2,0;
set ASSIN_Q3,0;
savepoint "in_moc_16",18,14;
warp "in_moc_16",18,14;
end;
}
if (BaseJob == Job_Thief && countitem(1008) == 0 && ASSIN_Q > 7) {
mes "[Assassin Expert 'Huey']";
mes "Hey, what happened...? How come you didn't bring the ^006699Necklace of Oblivion^000000? You're supposed to carry that with you, so where is it?";
next;
mes "[Assassin Expert 'Huey']";
mes "You get better get that ^006699Necklace of Oblivion^000000 again before the guildmaster finds out! Hurry, and do your best to get it!";
next;
mes "[Assassin Expert 'Huey']";
mes "When you finally succeed in getting it, bring it to me! ^666666*Sigh...*^000000";
close;
}
if (BaseJob == Job_Thief && countitem(1008) > 0 && ASSIN_Q > 7) {
mes "[Assassin Expert 'Huey']";
mes "Well well well, you got it. Congratulations! But since it's been clearly scratched, I can't accept it. You'll never become an Assassin!";
next;
mes "[Assassin Expert 'Huey']";
mes "Hahahah~! I'm just joking, don't take it seriously. But I do need to check this necklace with the guildmaster first.";
next;
mes "[Assassin Expert 'Huey']";
mes "...";
next;
mes "[Assassin Expert 'Huey']";
mes "...";
mes "......";
next;
delitem 1008,1; //Frozen_Heart
mes "[Assassin Expert 'Huey']";
mes "Alright!";
mes "You've been approved!";
next;
callfunc "Job_Change",Job_Assassin;
callfunc "F_ClearJobVar"; // clears all job variables for the current player
mes "[Assassin Expert 'Huey']";
mes "Now! Do your best to be a great Assassin! Travel with faith and kill with dignity. Come by anytime and pay us a visit. Once again, congratulations.";
close;
}
else if (countitem(1008) > 0 && BaseJob == Job_Thief && ASSIN_Q < 7) {
mes "[Ferocious-looking guy]";
mes "Eh?";
mes "What do you want?";
next;
mes "[Ferocious-looking guy]";
mes "I see you're carrying a ^006699Necklace of Oblivion^000000... You want to become an Assassin, don't you? Let me check it...";
next;
mes "[Ferocious-looking guy]";
mes "...";
next;
mes "[Ferocious-looking guy]";
mes "...";
mes "......";
next;
mes "[Ferocious-looking guy]";
mes "Wait a second...";
mes "Why you no good BASTARD! THIS IS A FAKE!";
next;
mes "[Ferocious-looking guy]";
mes "How dare you think of trying to trick me with a fake! Are you stupid or what!? I should kill you...";
close2;
warp "moc_fild16",206,229;
end;
}
else {
mes "[Ferocious-looking guy]";
mes "What brings you here?";
mes "I don't think I like the way you're looking at me... Punk.";
next;
if (BaseClass == Job_Novice) {
mes "[Ferocious-looking guy]";
mes "Hey Newbie. You should really get out of here as soon as you can. I can't guarantee your safety.";
close;
}
else if (BaseClass == Job_Swordman) {
mes "[Ferocious-looking guy]";
mes "What brings a man of the sword to this place? Why don't you try smashing stuff somewhere else, ya lunkhead.";
close;
}
else if (BaseClass == Job_Mage) {
mes "[Ferocious-looking guy]";
mes "Now what would a magic user be doing here?";
next;
mes "[Ferocious-looking guy]";
mes "There's a library in Prontera and Juno where you're welcome, so why don't you make like a magic trick and disappear?";
close;
}
else if (BaseClass == Job_Archer) {
mes "[Ferocious-looking guy]";
mes "Well well well.";
mes "Look at that purdy bow.";
next;
mes "[Ferocious-looking guy]";
mes "There aren't many Bowmen with the gall to even come close to this place. Well, what do you think you're doin' here?!";
close;
}
else if (BaseClass == Job_Acolyte) {
mes "[Ferocious-looking guy]";
mes "I thought something smelled funny. What's a servant of God doing in this place? You don't belong here.";
close;
}
else if (BaseClass == Job_Merchant) {
mes "[Ferocious-looking guy]";
mes "We don't like greedy people around these parts. You better sell your stuff somewhere else, Moneybags.";
close;
}
else if (BaseJob == Job_Rogue) {
mes "[Ferocious-looking guy]";
mes "You look like you don't have a care in the world. Well, I hope you enjoy your rest while you stay here. It's okay, since the Rogue and Assassin Guilds have always gotten along pretty well.";
next;
mes "[Ferocious-looking guy]";
mes "By the way...";
mes "Have you ever seen";
mes "a girl named Markie?";
next;
mes "[Ferocious-looking guy]";
mes "Markie...";
mes "We promised that we'd be together forever. ^666666*Sigh...*^000000 I don't even think she remembers that promise anymore. Then again, we were pretty young back then...";
close;
}
else if (BaseJob == Job_Assassin) {
mes "[Assassin Expert 'Huey']";
mes "Hey, I remember you~";
mes "Wasn't your name, umm, I remember 'cause it sounded funny to me...";
next;
mes "[Assassin Expert 'Huey']";
mes ":+:" + strcharinfo(0) + ":+:, right? No wait, just "+ strcharinfo(0) +". Yeah, how's it goin'?";
next;
mes "[Assassin Expert 'Huey']";
mes "Unfortunately, I don't have any requests for you at this time from the guild. Just keep focusing on your training. Till then, see ya.";
close;
}
else if (BaseJob == Job_Thief && JobLevel > 39) {
if (SkillPoint) {
mes "[Ferocious-looking guy]";
mes "You can't change your job if you still have unused skill points from First Job. You better use up those skill points first.";
close;
}
else {
mes "[Ferocious-looking guy]";
mes "Hmm...";
mes "A Thief...?";
next;
mes "[Ferocious-looking guy]";
mes "And a well-experienced Thief since I can't seem to find my wallet. We do need people like you, you know.";
next;
mes "[Ferocious-looking guy]";
mes "So how about taking the next step and becoming an Assassin?";
next;
switch(select("Yes. I've picked my last pocket.:What's the requirements?:Maybe later, I need to steal some things first.")) {
case 1:
mes "[Ferocious-looking guy]";
mes "It's been a while since I've received a guest. I'm sending";
mes "you to the office.";
close2;
set ASSIN_Q,0;
warp "in_moc_16",19,76;
end;
case 2:
mes "[Ferocious-looking guy]";
mes "Requirements? Well, first you need to be a Thief. Second, you need to be at least Thief job level 40.";
next;
mes "[Ferocious-looking guy]";
mes "And third, you need to pass a test to become an Assassin. You got";
mes "all that? If you're sure of your ability as a Thief, you won't have to worry.";
close;
case 3:
mes "[Ferocious-looking guy]";
mes "Hmm...";
mes "Alright then.";
mes "But come back when";
mes "you think you're ready.";
close;
}
}
}
else {
mes "[Ferocious-looking guy]";
mes "Huh. You're not qualified to become an Assassin yet. There are requirements you need to meet first, you know.";
next;
mes "[Ferocious-looking guy]";
mes "Well, keep training. You need to be at least job level 40, got it? But if you're above job level 40, that will probably be even better.";
close;
}
}
}
in_moc_16,25,90,1 script Guildsman#ASN2 730,2,2,{
mes "[Assassin 'Khai']";
mes "Umm?!";
Emotion e_gasp;
next;
mes "[Assassin 'Khai']";
mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me.";
mes "I feel irritated when somebody talks to me behind my back.";
close;
OnTouch:
if (ASSIN_Q2 == 4) {
mes "[Assassin 'Khai']";
mes "Ehhh?";
mes "Didn't you just";
mes "pass me a minute ago?";
next;
mes "[Assassin 'Khai']";
mes "Eh...?!";
mes "You failed?";
mes "Even on the";
mes "writing test?";
mes "Bwahahahahaha!";
next;
mes "[Assassin 'Khai']";
mes "Well...";
mes "It's been a long time since";
mes "I've met such a big failure.";
next;
mes "[Assassin 'Khai']";
mes "HAH!";
mes "Hahahahah~!";
mes "Oh, you're killing me....";
next;
mes "[Assassin 'Khai']";
mes "Sorry for laughing, but this is hilarious! Hahaha~ So do you want me to give you some hints?";
next;
switch(select("I beg you, give me hints.:Don't laugh at me! Now, give me hints!:...Shut up, I don't need your help!")) {
case 1:
mes "[Assassin 'Khai']";
mes "Haaahahahaha!!!";
mes "Well well, aren't we honest. You're not even an Assassin yet, but you're killing me, I tell you, killing me!";
next;
mes "[The Anonymous One]";
mes "Ho ho ho...";
next;
mes "[Assassin 'Khai']";
mes "Did you hear that Anonymous one?! 'I beg you, give me hints.' Hahahah!";
next;
mes "[The Anonymous One]";
mes "Yes.";
mes "This one is quite hilarious";
mes "in a pathetic sort of way.";
next;
mes "[Assassin 'Khai']";
mes "Hahahahahahah!";
mes "Soooooo, you wanted";
mes "some hints, right?";
next;
mes "[Assassin 'Khai']";
mes "...";
next;
mes "[Assassin 'Khai']";
mes "...";
mes "......";
next;
mes "[Assassin 'Khai']";
mes "...";
mes "......";
mes ".........";
next;
mes "[Assassin 'Khai']";
mes "...";
mes "......";
mes ".........";
mes "............";
next;
mes "[Assassin 'Khai']";
mes "...";
mes "......";
mes ".........";
mes "............";
mes "...............";
next;
mes "[Assassin 'Khai']";
mes "Nah.";
mes "I changed my mind!";
mes "I'm not gonna give you any hints after all. Hee hee hee~";
close;
case 2:
mes "[Assassin 'Khai']";
if (sex) {
mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
next;
mes "[Assassin 'Khai']";
mes "Yeah yeah, I understand. Everyone messes up from time to time. Sorry for laughing at your mistakes.";
}
else
mes "Hmm. I like your attitude. You should keep your pride as a Thief. Sorry for laughing at your mistakes. I think you'll do better next time.";
next;
mes "[Assassin 'Khai']";
mes "I'm not allowed to give you hints, I can tell you more about being an Assassin...";
next;
mes "[Assassin 'Khai']";
mes "Above all else, we value our dignity. We're Assassins, after all and people will need us.";
next;
mes "[Assassin 'Khai']";
mes "If people are close to you in some way, they might not understand what I'm saying. We're born to be loners due to our nature.";
next;
mes "[Assassin 'Khai']";
mes "Imagine if a lover or a friend saw the blood on your hands. There's a chance that they might not stay with you.";
next;
mes "[Assassin 'Khai']";
mes "Sometimes it gets lonely but it's not that bad. At least I can do what I want to do, you know, and do things my way.";
next;
mes "[Assassin 'Khai']";
mes "Well, that's all I can tell you for now. Does being an Assassin";
mes "seem depressing to you?";
close;
case 3:
mes "[Assassin 'Khai']";
mes "...Hm.";
next;
mes "[Assassin 'Khai']";
mes "Right, that's the spirit. Don't ever let anyone else look down";
mes "on you. We're Assassins...";
next;
mes "[Assassin 'Khai']";
mes "I apologize for laughing at you earlier. I want you to remember to keep that sense of pride and dignity as an Assassin.";
next;
mes "[Assassin 'Khai']";
mes "Along with keeping your pride,";
mes "I want that you respect the blood that may stain your Katar or Dagger.";
next;
if (select("...Got you.:...I'm confused.") == 1) {
mes "[Assassin 'Khai']";
mes "Yeah, I can trust you now. Let me give you some important tips.";
next;
switch(rand(1,3)) {
case 1:
mes "[Assassin 'Khai']";
mes "First of all, Grimtooth is ...A skill specifically for the Katar. Therefore, it doesn't require any skills related to Dagger weapons.";
next;
mes "[Assassin 'Khai']";
mes "Double attack ...Haven't you tried it? It allows you to attack an enemy twice at a time.";
next;
mes "[Assassin 'Khai']";
mes "Red Blood is an elemental stone, Blue Gemstone doesn't have to do the Assassin job at all!";
next;
mes "[Assassin 'Khai']";
mes "Have you ever seen Mages hunt Elder willow using the Cold Bolt skill? Water overpowers Fire. Water puts Fire under control, and Wind puts water under control.";
next;
mes "[Assassin 'Khai']";
mes "As long as you stick close to the shadows, by walls and things like that, Cloaking will hide you from sight perfectly! Unless some bastard uses a certain detecting skill, you know.";
next;
break;
case 2:
mes "[Assassin 'Khai']";
mes "'Sharpened Legbone of Ghoul' possesses the Undead property.";
next;
mes "[Assassin 'Khai']";
mes "What kind of weapon have you used so far? Damascus? Gladius? Stiletto? Or Main Gauche? What is that you're carrying now?";
next;
mes "[Assassin 'Khai']";
mes "It's possible to get a slotted Katar from Desert Wolf. Well, just keep that in mind. You will need this information someday.";
next;
mes "[Assassin 'Khai']";
mes "You can gain a slotted Jur from a buddy living in a dark and damp place under the ground. Well, I have no idea why that dude has that weapon... Maybe he needs it to dig a hole?";
next;
mes "[Assassin 'Khai']";
mes "And...";
mes "I've always wanted a frog as a pet. But it's impossible!";
next;
mes "[Assassin 'Khai']";
mes "As far as I know, a Goblin carrying a hammer possesses the Earth property. Keep in mind that Fire overcomes the Earth property.";
next;
mes "[Assassin 'Khai']";
mes "You know elemental weapons? The names of Blacksmiths are engraved on them usually...";
next;
break;
case 3:
mes "[Assassin 'Khai']";
mes "Sell an Elder Willow Card to a Mage as soon as you can. They are mad about the card for some reason. Doesn't it increase the INT of a character? Hmmm...";
next;
mes "[Assassin 'Khai']";
mes "For us, Dodge and Attack is more important than defense. Don't ever think about wearing a helm. It's heavy, uncomfortable and will even block your sight.";
next;
mes "[Assassin 'Khai']";
mes "'Increase Dodge' allows you to have +3% flee rate per skill lvl.";
next;
mes "[Assassin 'Khai']";
mes "As I have told you repeatedly: Katar class weapons (Jamadhar/Jur/Katar etc) are two-handed!";
next;
mes "[Assassin 'Khai']";
mes "City of desert... I miss my hometown, Morroc. I haven't been there for a long time. I feel like I became a Thief a few days ago. Time flies so fast...";
next;
mes "[Assassin 'Khai']";
mes "Heh. I remember my Thief quest. I was so damn nervous when I broke into the farm to get Mushrooms...";
next;
mes "[Assassin 'Khai']";
mes "Insects detect hiding/cloaking skills. Their feelers never fail to find targets.";
next;
mes "[Assassin 'Khai']";
mes "I've heard that the Baphomet Jr. Card adds +3 points to Agility and +1 point on Critical Attack...";
next;
mes "[Assassin 'Khai']";
mes "Yeah, we Assassins specialize in training Agility. We can gain a bonus of 10 Agility points even before mastering job level. The problem is it won't go up anymore after that, you know.";
next;
}
mes "[Assassin 'Khai']";
mes "^666666*Phew*^000000 That's all I can tell you, though that's a lot of hints. I don't doubt that I told you almost everything.";
next;
mes "[Assassin 'Khai']";
mes "Well then, go ask to take the test again with 'The Anonymous.'";
close2;
warp "in_moc_16",19,144;
end;
}
mes "[Assassin 'Khai']";
mes "^666666*Sigh...*^000000";
mes "How can you not understand the concept of dignity? You just showed some to me just now!";
next;
mes "[Assassin 'Khai']";
mes "Oh, I get it. It wasn't pride you were showing, you were just being a jerk!";
next;
mes "[Assassin 'Khai']";
mes "Grrrrr...";
mes "WARP PORTAL!";
close2;
warp "c_tower4",64,76;
end;
}
}
else {
mes "[Assassin 'Khai']";
mes "Oh, you must be an Assassin trainee. You are here to become";
mes "an Assassin, aren't you?";
next;
if (select("Yes, I am. :...No, I'm not.") == 1) {
mes "[Assassin 'Khai']";
mes "Okay, good. Let's fill out the application form. Please sign your name and include your job level.";
next;
mes "[Assassin 'Khai']";
mes "Let's see.";
mes "Your name is";
mes "" + strcharinfo(0) + "...";
mes "Job level " + JobLevel + "...";
next;
if (JobLevel > 48) {
mes "[Assassin 'Khai']";
mes "Wait, Job level " + JobLevel + "?! I can see you've been training pretty hard! My bosses will like this~";
next;
mes "[Assassin 'Khai']";
mes "Did you finish the form? Alright, go ahead and give it to me. Give me a second and I'll transport you to the Test Hall.";
next;
mes "[Assassin 'Khai']";
mes "Alright then,";
mes "best of luck to you!";
close2;
set ASSIN_Q3,1;
set ASSIN_Q,1;
warp "in_moc_16",19,144;
end;
}
else if (JobLevel < 49) {
mes "[Assassin 'Khai']";
mes "Well, you passed";
mes "the requirements.";
mes "Not bad at all.";
next;
mes "[Assassin 'Khai']";
mes "Go ahead and give";
mes "me the form when you're";
mes "done filling it out.";
mes "Alright, thanks.";
next;
mes "[Assassin 'Khai']";
mes "I'll transport you";
mes "to the Test Hall.";
mes "Best of luck~";
close2;
set ASSIN_Q3,2;
set ASSIN_Q,1;
warp "in_moc_16",19,144;
end;
}
else {
mes "[Assassin 'Khai']";
mes "Who the";
mes "hell are you?";
mes "...Guards!";
close2;
warp "moc_fild16",206,229;
end;
}
}
else {
mes "[Assassin 'Khai']";
mes "Huh...?";
mes "What, are you trying to trick me or something? Don't you wanna be an Assassin?";
next;
if (select("No.:Yes, I want to be an Assassin.") == 1) {
mes "[Assassin 'Khai']";
mes "Eh, get outta here.";
mes "Stop wastin' my time...";
close2;
set ASSIN_Q,0;
set ASSIN_Q3,0;
set ASSIN_Q2,0;
warp "moc_fild16",206,229;
end;
}
mes "[Assassin 'Khai']";
mes "...";
mes "What the hell?";
mes "Okay, then.";
next;
mes "[Assassin 'Khai']";
mes "Fill out the application form with your name and job level.";
next;
mes "[Assassin 'Khai']";
mes "" + strcharinfo(0) + "?";
mes "That's your name?";
mes "It sounds funny.";
mes "Let's see... Job Level " + JobLevel + "...";
next;
if (JobLevel > 48) {
mes "[Assassin 'Khai']";
mes "Ho? Job Level " + JobLevel + "?! You must have been training really hard. The bosses will like that for sure...";
next;
mes "[Assassin 'Khai']";
mes "Are you done filling out the form? Alright, give it to me so I can send you to the Test Hall. Good luck~";
next;
set ASSIN_Q3,1;
set ASSIN_Q,1;
warp "in_moc_16",19,144;
end;
}
else if (JobLevel < 49) {
mes "[Assassin 'Khai']";
mes "Not bad. You fulfilled our requirements. Not bad at all. Now are you done filling out the form?";
next;
mes "[Assassin 'Khai']";
mes "Then give me the form so that I can send you to the Test Hall, alright?";
mes "Good luck...";
next;
set ASSIN_Q3,2;
set ASSIN_Q,1;
warp "in_moc_16",19,144;
end;
}
else {
mes "[Assassin 'Khai']";
mes "How the hell did";
mes "you get in here?";
mes "Get out!";
close2;
warp "moc_fild16",206,229;
end;
}
}
}
}
in_moc_16,19,154,0 script nameless_one -1,8,2,{
OnTouch:
if (ASSIN_Q2 < 1) {
mes "[The Anonymous One]";
mes "Welcome, guest.";
mes "Mwahaha, it's useless";
mes "to try to find or see me...";
next;
mes "[The Anonymous One]";
mes "I am perfectly hidden!";
mes "To become undetectable can only be done by the greatest Assassins!";
next;
mes "[The Anonymous One]";
mes "Aren't you scared that you can't see me? I could kill you at any time and it would be so easy...";
next;
if (select("I think I crapped my pants!:You're all talk. I challenge you!") == 1) {
mes "[The Anonymous One]";
mes "Now I see that";
mes "you're nothing";
mes "but a wimp.";
next;
mes "[The Anonymous One]";
mes "Bwahahahahahah!";
mes "Stop cowering in fear!";
mes "It's making me laugh!";
close;
}
mes "[The Anonymous One]";
mes "So...";
mes "You wish for";
mes "a challenge?";
mes "From me?!";
next;
mes "[The Anonymous One]";
mes "A river of blood follows my every footstep. I am nameless, for the sting of my blades is all anyone needs to know.";
next;
mes "[The Anonymous One]";
mes "I am here to test your knowledge, as well as your capacity for heartlessness. Those are both necessary to become an Assassin.";
next;
mes "[The Anonymous One]";
mes "For your challenge, you must";
mes "answer my questions correctly. Very difficult questions that only an Assassin can answer.";
next;
mes "[The Anonymous One]";
mes "Although I am heartless,";
mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?";
next;
set ASSIN_Q2,0;
while(ASSIN_Q2 < 3) {
switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) {
case 1:
mes "[The Anonymous One]";
mes "Skills...?";
mes "Although skills can have circumstantial applications, I will tell you about the basic concepts.";
next;
mes "[The Anonymous One]";
mes "First, ^3355FFKatar Mastery^000000. This skill increases the damage of Katar class weapons. The higher the skill level, the more damage is increased.";
next;
mes "[The Anonymous One]";
mes "^3355FFLeft Hand Mastery^000000 and ^3355FFRight Hand Mastery^000000. Assassins can equip different weapons in each hand when using Dagger class weapons.";
next;
mes "[The Anonymous One]";
mes "But it is obviously more difficult to handle 2 weapons at a time than using just one. The Left and Right Hand Mastery skills increase the damage when using two Daggers.";
next;
mes "[The Anonymous One]";
mes "However, if you don't want to use two Daggers, you won't need this skill. You will see how 'Left Hand Mastery' works as soon as you reach 'Right Hand Mastery' Level 2.";
next;
mes "[The Anonymous One]";
mes "^3355FFSonic Blow^000000 allows you to strike an enemy 8 times at once. This skill only works with Katar weapons because of the speed it requires.";
next;
mes "[The Anonymous One]";
mes "Of course, the damage is affected by STR and weapon damage. You'll understand how this skill works when you reach Level 4 Katar Mastery.";
next;
mes "[The Anonymous One]";
mes "^3355FFGrimtooth^000000 allows you to attack enemies while hiding under the ground. As you master it, you'll be able to attack foes from a distance.";
next;
mes "[The Anonymous One]";
mes "Since it's a ranged attack, it can be very useful when you're surrounded by enemies.";
next;
mes "[The Anonymous One]";
mes "Because you're required to perfectly hide yourself to use this skill, you must first learn Level 2 Cloaking before you can learn Grimtooth.";
next;
mes "[The Anonymous One]";
mes "To learn ^3355FFCloaking^000000, you must learn Level 2 Hiding. Then you will be able to move while hiding if you are close to a wall.";
next;
mes "[The Anonymous One]";
mes "The ^3355FFEnchant Poison^000000 skill allows you to enchant poison on the weapon you're using. This will temporarily give the weapon the Poison property.";
next;
mes "[The Anonymous One]";
mes "This will also make your attacks poison the enemy by chance. You can also use this skill to enchant the weapons of your party members...";
next;
mes "[The Anonymous One]";
mes "^3355FFPoison React^000000 shields the user from attacks with the Poison property, and can be used on other people as well. However, you must learn Level 3 Enchant Poison first.";
next;
mes "[The Anonymous One]";
mes "^3355FFVenom Dust^000000 consumes a Red Gemstone to contaminate an area with poison. The duration of contamination increases with the level of this skill.";
next;
mes "[The Anonymous One]";
mes "You can learn the Venom Dust skill after you learn Level 5 Enchant Poison.";
next;
mes "[The Anonymous One]";
mes "^3355FFVenom Splasher^000000 is a skill that, after it is used on a target, will cause it to explode when its HP is less than a certain amount after three seconds.";
next;
mes "[The Anonymous One]";
mes "When the target explodes, the enemies in the vicinity are also damaged. This is an essential skill for Assassins. It requires Level 5 Poison React and Level 5 Venom Dust.";
next;
mes "[The Anonymous One]";
mes "Now...";
mes "That's all I have to tell you";
mes "about Assassin skills.";
set ASSIN_Q2,1;
next;
break;
case 2:
mes "[The Anonymous One]";
mes "Hmm, Stats...";
mes "For Assassins, Agility, or AGI, is the most important stat.";
next;
mes "[The Anonymous One]";
mes "For the sake of assassination, STR is probably the second most important stat. But that is only my recommendation.";
next;
mes "[The Anonymous One]";
mes "I cannot give you better advice than that in regards to Stats. You should research and see which stats suit you, and decide what kind of Assassin you want to be.";
set ASSIN_Q2,2;
next;
break;
case 3:
if (ASSIN_Q2 == 0) {
mes "[The Anonymous One]";
mes "Know everything do you?!";
mes "I'll be the judge of that!";
next;
}
set ASSIN_Q2,3;
break;
}
}
mes "[The Anonymous One]";
mes "Hmpf. It is now time to test your knowledge. You are not allowed to miss more than one question.";
next;
mes "[The Anonymous One]";
mes "In other words, if you want to pass this test, you must give me 9 correct answers out of 10 questions. I won't let you know which answer you got wrong...";
next;
mes "[The Anonymous One]";
mes "Are you ready?";
mes "Prepare yourself!";
next;
L_AskQuestions:
switch(rand(1,3)) {
case 1:
mes "[The Anonymous One]";
mes "1. Choose skill that is not required to learn Grimtooth.";
next;
if (select("Cloaking level 2:Sonic Blow level 5:Katar Mastery level 4:Right hand Mastery level 2") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "2. What property does Enchant Poison possess?";
next;
if (select("Poison:Earth:Fire:Wind") == 1)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "3. How does Level 4 Right Hand Mastery work?";
next;
if (select("Recover 80% of damage decrease:Recover 90% of damage decrease:Increase 90% of damage:Increase 108% of damage") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "4. What is the item required for using Venom Dust?";
next;
if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?";
next;
if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "6. Among the following skills, which allows you to walk while invisible?";
next;
if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "7. Choose the condition that is unrelated to Venom Splasher.";
next;
if (select("Poisoned target.:Red Gemstone.:Remaing HP of Target.") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire property monster)?";
next;
if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "9. How much SP does";
mes "Double Attack need?";
next;
if (select("15:It's a passive skill, so SP use is 0.:It's passive skill, so SP use is 10.:54") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "10. What is the best elemental Main Gauche weapon for hunting in Izlude dungeon?";
next;
if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1)
set .@assassin_t,.@assassin_t+10;
break;
case 2:
mes "[The Anonymous One]";
mes "1. Which monster";
mes "drops a slotted Katar?";
next;
if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobolt") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "2. Which monster";
mes "drops a slotted Jur?";
next;
if (select("Martin:Desert Wolf:Marionette:Myst") == 1)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "3. Which class is allowed to craft elemental weapons?";
next;
if (select("Merchant:Blacksmith:Thief:Priest") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "4. Choose the weapon which is not in the Katar class.";
next;
if (select("Jamadhar:Jur:Katar:Gladius") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "5. What property do Izlude dungeon monsters posses?";
next;
if (select("Water:Fire:Wind:Earth") == 1)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "6. Which monster";
mes "cannot be a Cute Pet?";
next;
if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "7. Choose a monster that Fire property Daggers work the best on.";
next;
if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "8. Choose the non-elemental Katar from the following:";
next;
if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "9. Which is the uncommon monster?";
next;
if (select("Poring:Mastering:Ghostring:Spore") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "10. Choose the monster";
mes "that is not Undead.";
next;
if (select("Drake:Megalodon:Spore:Khalitzburg") == 3)
set .@assassin_t,.@assassin_t+10;
break;
case 3:
mes "[The Anonymous One]";
mes "1. Choose the correct amount of the maximum dodge rate increase from the 'Increase Dodge' skill when at level 10.";
next;
if (select("30:40:160:20") == 1)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "2. Choose a monster which detects hiding/cloaking Thieves and Assassins.";
next;
if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "3. Choose a group of weapons that cannot be used by an Assassin at once.";
next;
if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "4. Choose the town where Thieves can change their jobs.";
next;
if (select("Prontera:Lutie:Alberta:Morocc") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "5. Choose a card that does not affect the AGI stat.";
next;
if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "6. Choose the correct specialty of the Assassin class.";
next;
select("Excellent singing talent:Excellent reading talent:Excellent dancing talent:Excellent dodge ability");
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "7. Choose the maximum AGI bonus an Assassin can get at job level 50.";
next;
if (select("7:8:9:10") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "8. Choose the item that an Assassin cannot equip.";
next;
if (select("Dagger:Helm:Boots:Brooch") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[The Anonymous One]";
mes "9. Choose the job change item for Thief.";
next;
switch(select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) {
case 1:
set .@assassin_t,.@assassin_t+10;
break;
case 3:
set .@assassin_t,.@assassin_t+10;
break;
default:
break;
}
mes "[The Anonymous One]";
mes "10. Choose a card that would typically benefit an Assassin the least.";
next;
if (select("Whisper card:Elder Willow card:Soldier Skeleton card:Cobold card") == 2)
set .@assassin_t,.@assassin_t+10;
break;
}
if (ASSIN_Q2 == 3) {
next;
mes "[The Anonymous One]";
mes "Hmpf.";
mes "Somehow, you";
mes "have shown me";
mes "great effort.";
next;
mes "[The Anonymous One]";
mes "Let's see...";
mes "You scored";
mes "" + .@assassin_t + " percent...";
if (.@assassin_t > 80) {
set ASSIN_Q2,5;
mes "Well done.";
mes "You pass.";
next;
mes "[The Anonymous One]";
mes "However, another test awaits you. When you go inside the next area, you will receive your instructions...";
close;
}
else {
set ASSIN_Q2,4;
mes "That means you fail!";
next;
mes "[The Anonymous One]";
mes "How could you expect to be an Assassin with this score? Keep training and come back when you're ready.";
next;
mes "[The Anonymous One]";
mes "I would ask 'Khai,' the one who processed your application, for advice.";
next;
mes "[The Anonymous One]";
mes "You may also use this code: ^880000iro.ragnarokonline.com^000000. Somehow, those words are linked to a vast body of otherworldly knowledge...";
close2;
warp "in_moc_16",19,76;
end;
}
}
else if (ASSIN_Q2 == 4) {
next;
mes "[The Anonymous One]";
mes "You showed";
mes "great effort...";
next;
mes "[The Anonymous One]";
mes "Let's see...";
mes "You scored";
mes "" + .@assassin_t + " points...";
if (.@assassin_t > 80) {
set ASSIN_Q2,5;
next;
mes "[The Anonymous One]";
mes "You didn't fail this time! But you're not done just yet. You have another test ahead of you. Once you proceed, you will be informed about your next trial.";
close;
}
else {
set ASSIN_Q2,4;
mes "You failed!";
next;
mes "[The Anonymous One]";
mes "You're too underqualified. How can you even think about becoming an Assassin?!";
next;
mes "[The Anonymous One]";
mes "I'm surprised that you were even able to become a Thief. Go away, and come back only when you know what the hell you're doing.";
next;
mes "[The Anonymous One]";
mes "Hmpf, if you really don't have a clue, I will give you a little advice.";
next;
mes "[The Anonymous One]";
mes "Go ask 'Khai,' the guy who takes care of your test application, maybe he will help you.";
next;
mes "[The Anonymous One]";
mes "You may also wish to take advantage of the ancient code, ^3355FFiro.ragnarokonline.com^000000. Supposedly, those words are linked to a vast body of otherworldly knowledge...";
close2;
warp "in_moc_16",19,76;
end;
}
}
}
else if (ASSIN_Q2 < 5) {
mes "[The Anonymous One]";
mes "Having problems";
mes "passing a simple test?";
mes "You should have";
mes "known better.";
next;
if (select("Help me, how do I pass?:I challenge you again!") == 1) {
mes "[The Anonymous One]";
mes "Well, that's a damn good question. But you're banished from the Assassin Guild, so it's no concern of mine...";
close2;
warp "moc_fild16",206,151;
end;
}
mes "[The Anonymous One]";
mes "So I see...";
mes "Now go, but do not fear. I will be by your side as you learn the outcome of your choice...";
next;
mes "[The Anonymous One]";
mes "Now, we shall test you once more! Keep in mind, you must answer 9 questions out of 10 correctly. Remember I am doing you a favor...";
next;
mes "[The Anonymous One]";
mes "You must answer 9 questions out of 10 correctly. If you miss more then one question, you can never become an Assassin.";
next;
mes "[The Anonymous One]";
mes "Okay,";
mes "are you ready?";
mes "Good luck.";
next;
goto L_AskQuestions;
}
else {
mes "[The Anonymous One]";
mes "...I will keep watching you.";
close;
}
}
in_moc_16,21,165,2 script Standby Room#ASNTEST 725,{
end;
OnInit:
disablenpc "Standby Room#ASNTEST";
waitingroom "Standby Room",10,"Standby Room#ASNTEST::OnStartArena",1;
enablewaitingroomevent;
end;
OnStartArena:
warpwaitingpc "in_moc_16", 66, 151;
donpcevent "Beholder#ASNTEST::OnEnable";
donpcevent "Keeper of the Door#ASN::OnDisable";
set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0;
disablewaitingroomevent;
end;
OnStart:
enablewaitingroomevent;
end;
}
in_moc_16,21,165,2 script Test Guide#ASN 725,4,4,{
end;
OnTouch:
if (ASSIN_Q2 < 5) {
mes "[Barcardi]";
mes "You can't take the next trial without passing the written test first. You better speak to the Anonymous One...";
close2;
warp "in_moc_16",19,76;
end;
}
if (ASSIN_Q == 1 && ASSIN_Q2 == 5) {
mes "[Barcardi]";
mes "" + strcharinfo(0) + "...";
mes "You passed the test..?";
next;
mes "[Barcardi]";
mes "To be honest, I want to grant you the job change without any other condition. Too many pathetic people don't even have the basic knowledge to be Assassins...";
next;
mes "[Barcardi]";
mes "We must keep our dignity as Assassins and be truly great! Regrettably, there are too many idiots that don't have any pride.";
next;
mes "[Barcardi]";
mes "All Assassins must respect the enemies they slay, the blood that they spill, and above all, maintain their sense of dignity!";
next;
mes "[Barcardi]";
mes "Alright. This next trial will test your ability to quickly find your target.";
next;
mes "[Barcardi]";
mes "If you're going to be an Assassin, we need to determine whether or not you can distinguish friend from foe in an instant.";
next;
mes "[Barcardi]";
mes "The main goal of this test is to find and kill as many monsters named ^008800Job change target^000000 as possible.";
next;
mes "[Barcardi]";
mes "You must kill at least";
mes "6 ^008800Job change target^000000 monsters. They're intermingled among similar looking monsters, so you need to be careful...";
next;
mes "[Barcardi]";
mes "If you fail, you'll have to restart this test. Go to the room above";
mes "me to be transported to the Test Hall.";
next;
mes "[Barcardi]";
mes "Only one person is allowed to take the test at a time, so if anyone is taking the test, you'll have to wait until that person finishes.";
close;
}
else {
mes "[Barcardi]";
mes "Hey, don't be too hard";
mes "on yourself. Cheer up!";
next;
mes "[Barcardi]";
mes "Hmm, if you're exhausted, I'm willing to bring you back. Of course, if you leave, you'll have to take the job test over again. So what do you want to do?";
next;
if (select("Continue!:Quit the job change test for now.") == 1) {
mes "[Barcardi]";
mes "Good choice!";
mes "Remember, you";
mes "must find and kill";
mes "6 ^008800Job change target^000000 monsters!";
mes "Good luck!";
close;
}
mes "[Barcardi]";
mes "Alright...";
mes "I guess you";
mes "could use a break...";
close2;
set ASSIN_Q,0;
set ASSIN_Q3,0;
set ASSIN_Q2,0;
warp "in_moc_16",19,13;
end;
}
}
in_moc_16,1,1,0 script Beholder#ASNTEST -1,{
end;
OnEnable:
set .MyMobs,6;
// Target mobs
monster "in_moc_16",62,161,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",85,169,"Job change target",1063,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",88,152,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",90,143,"Job change target",1113,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",74,167,"Job change target",1031,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",77,173,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
// Decoy mobs
monster "in_moc_16",62,161,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",85,169,"Job change creature",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",79,174,"Job change creature",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",85,156,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",74,171,"Job change monster",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",68,173,"Job change dummy",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",65,158,"Battle test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",60,158,"Warrior test target",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",64,169,"Job change targets",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",71,173,"Jobs change target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",77,172,"Please don't hit me",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",76,172,"Job change sample",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",75,172,"Not me",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",67,167,"I got yours right here",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",86,170,"Job changes target",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",86,171,"Job quest target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",85,170,"Job target change",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",89,171,"Hit me",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",85,170,"Battle Monster",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",89,156,"Bouncer",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",89,156,"Mungamorp",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",89,156,"Battle test target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",89,156,"Dew of the Battle field",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",89,156,"Tear of test",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",83,169,"Evil Druid",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",63,158,"Doppelganger",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",63,157,"Job change dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",64,159,"Job ready dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",63,159,"Job change ready",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",63,159,"Archer test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",63,159,"Swordman test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",83,148,"Thief test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",82,148,"Acolyte test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
monster "in_moc_16",84,148,"Merchant test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
initnpctimer;
end;
OnReset:
killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead";
killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2";
stopnpctimer;
donpcevent "Standby Room#ASNTEST::OnStart";
end;
OnResetmob:
killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead";
killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2";
stopnpctimer;
end;
OnMyMobDead:
set .MyMobs,.MyMobs-1;
if (.MyMobs < 1) {
mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map;
set ASSIN_Q,3;
donpcevent "timestopper#1::OnEnable";
donpcevent "Keeper of the Door#ASN::OnEnable";
donpcevent "Beholder#ASNTEST::OnResetmob";
set .DisableTraps,1;
stopnpctimer;
}
else {
mapannounce "in_moc_16","Okay, you're doing good! Hang in there, you're almost there!",bc_map;
}
end;
OnMyMobDead2:
mapannounce "in_moc_16",strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map;
set ASSIN_Q,2;
warp "in_moc_16",19,161;
donpcevent "Beholder#ASNTEST::OnReset";
end;
OnTimer1000:
mapannounce "in_moc_16"," Okay, let the test begin!",bc_map;
end;
OnTimer2000:
mapannounce "in_moc_16","As you've been told before, find and only kill monsters named 'Job change target!'",bc_map;
end;
OnTimer3000:
mapannounce "in_moc_16","The purpose of this test is to examine your ability to quickly distinguish enemies from other people!",bc_map;
end;
OnTimer4000:
mapannounce "in_moc_16","You will have 3 minutes for the test! We will inform you of every minute passed.",bc_map;
end;
OnTimer5000:
mapannounce "in_moc_16","Ok, now you've got exactly 3 minutes. Move! Move!",bc_map;
end;
OnTimer65000:
mapannounce "in_moc_16","2 minutes left. As I've told you, get the 'Job change target' monsters!",bc_map;
end;
OnTimer125000:
mapannounce "in_moc_16","1 minute left.",bc_map;
end;
OnTimer180000:
mapannounce "in_moc_16","5 seconds left...",bc_map;
end;
OnTimer181000:
mapannounce "in_moc_16","4 seconds left...",bc_map;
end;
OnTimer182000:
mapannounce "in_moc_16","3 seconds left...",bc_map;
end;
OnTimer183000:
mapannounce "in_moc_16","2 seconds left...",bc_map;
end;
OnTimer184000:
mapannounce "in_moc_16","1 second left.",bc_map;
end;
OnTimer185000:
mapannounce "in_moc_16","Time's up!",bc_map;
mapannounce "in_moc_16","Well, good job... If you wanted to waste your time. You'll have to try again!",bc_map;
//set ASSIN_Q,2;
end;
OnTimer186000:
areawarp "in_moc_16",60,136,93,177,"in_moc_16",19,161;
end;
OnTimer187000:
donpcevent "Beholder#ASNTEST::OnReset";
end;
}
in_moc_16,68,158,0 script 01_1::SinTrap -1,0,0,{
OnTouch:
if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) {
mapannounce "in_moc_16",strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map;
set ASSIN_Q,2;
warp "in_moc_16",19,161;
donpcevent "Beholder#ASNTEST::OnReset";
donpcevent "Standby Room#ASNTEST::OnStart";
}
end;
}
in_moc_16,69,158,0 duplicate(SinTrap) 01_2 -1,0,0
in_moc_16,68,159,0 duplicate(SinTrap) 01_3 -1,0,0
in_moc_16,69,159,0 duplicate(SinTrap) 01_4 -1,0,0
in_moc_16,64,162,0 duplicate(SinTrap) 02_1 -1,0,0
in_moc_16,65,162,0 duplicate(SinTrap) 02_2 -1,0,0
in_moc_16,64,163,0 duplicate(SinTrap) 02_3 -1,0,0
in_moc_16,65,163,0 duplicate(SinTrap) 02_4 -1,0,0
in_moc_16,62,168,0 duplicate(SinTrap) 03_1 -1,0,0
in_moc_16,63,168,0 duplicate(SinTrap) 03_2 -1,0,0
in_moc_16,62,169,0 duplicate(SinTrap) 03_3 -1,0,0
in_moc_16,63,169,0 duplicate(SinTrap) 03_4 -1,0,0
in_moc_16,66,170,0 duplicate(SinTrap) 04_1 -1,0,0
in_moc_16,67,170,0 duplicate(SinTrap) 04_2 -1,0,0
in_moc_16,66,171,0 duplicate(SinTrap) 04_3 -1,0,0
in_moc_16,67,171,0 duplicate(SinTrap) 04_4 -1,0,0
in_moc_16,64,174,0 duplicate(SinTrap) 05_1 -1,0,0
in_moc_16,64,175,0 duplicate(SinTrap) 05_2 -1,0,0
in_moc_16,65,174,0 duplicate(SinTrap) 05_3 -1,0,0
in_moc_16,65,175,0 duplicate(SinTrap) 05_4 -1,0,0
in_moc_16,72,174,0 duplicate(SinTrap) 06_1 -1,0,0
in_moc_16,72,175,0 duplicate(SinTrap) 06_2 -1,0,0
in_moc_16,73,174,0 duplicate(SinTrap) 06_3 -1,0,0
in_moc_16,73,175,0 duplicate(SinTrap) 06_4 -1,0,0
in_moc_16,72,166,0 duplicate(SinTrap) 07_1 -1,0,0
in_moc_16,72,167,0 duplicate(SinTrap) 07_2 -1,0,0
in_moc_16,73,166,0 duplicate(SinTrap) 07_3 -1,0,0
in_moc_16,73,167,0 duplicate(SinTrap) 07_4 -1,0,0
in_moc_16,72,168,0 duplicate(SinTrap) 08_1 -1,0,0
in_moc_16,72,169,0 duplicate(SinTrap) 08_2 -1,0,0
in_moc_16,73,168,0 duplicate(SinTrap) 08_3 -1,0,0
in_moc_16,73,169,0 duplicate(SinTrap) 08_4 -1,0,0
in_moc_16,78,168,0 duplicate(SinTrap) 09_1 -1,0,0
in_moc_16,78,169,0 duplicate(SinTrap) 09_2 -1,0,0
in_moc_16,79,168,0 duplicate(SinTrap) 09_3 -1,0,0
in_moc_16,79,169,0 duplicate(SinTrap) 09_4 -1,0,0
in_moc_16,80,172,0 duplicate(SinTrap) 10_1 -1,0,0
in_moc_16,81,172,0 duplicate(SinTrap) 10_2 -1,0,0
in_moc_16,82,172,0 duplicate(SinTrap) 10_3 -1,0,0
in_moc_16,83,172,0 duplicate(SinTrap) 10_4 -1,0,0
in_moc_16,80,173,0 duplicate(SinTrap) 10_5 -1,0,0
in_moc_16,81,173,0 duplicate(SinTrap) 10_6 -1,0,0
in_moc_16,82,173,0 duplicate(SinTrap) 10_7 -1,0,0
in_moc_16,83,173,0 duplicate(SinTrap) 10_8 -1,0,0
in_moc_16,88,174,0 duplicate(SinTrap) 11_1 -1,0,0
in_moc_16,88,175,0 duplicate(SinTrap) 11_2 -1,0,0
in_moc_16,89,174,0 duplicate(SinTrap) 11_3 -1,0,0
in_moc_16,89,175,0 duplicate(SinTrap) 11_4 -1,0,0
in_moc_16,86,166,0 duplicate(SinTrap) 12_1 -1,0,0
in_moc_16,86,167,0 duplicate(SinTrap) 12_2 -1,0,0
in_moc_16,87,166,0 duplicate(SinTrap) 12_3 -1,0,0
in_moc_16,87,167,0 duplicate(SinTrap) 12_4 -1,0,0
in_moc_16,90,164,0 duplicate(SinTrap) 13_1 -1,0,0
in_moc_16,90,165,0 duplicate(SinTrap) 13_2 -1,0,0
in_moc_16,91,164,0 duplicate(SinTrap) 13_3 -1,0,0
in_moc_16,91,165,0 duplicate(SinTrap) 13_4 -1,0,0
in_moc_16,84,160,0 duplicate(SinTrap) 14_1 -1,0,0
in_moc_16,85,160,0 duplicate(SinTrap) 14_2 -1,0,0
in_moc_16,86,160,0 duplicate(SinTrap) 14_3 -1,0,0
in_moc_16,87,160,0 duplicate(SinTrap) 14_4 -1,0,0
in_moc_16,88,160,0 duplicate(SinTrap) 14_5 -1,0,0
in_moc_16,89,160,0 duplicate(SinTrap) 14_6 -1,0,0
in_moc_16,84,161,0 duplicate(SinTrap) 14_7 -1,0,0
in_moc_16,85,161,0 duplicate(SinTrap) 14_8 -1,0,0
in_moc_16,86,161,0 duplicate(SinTrap) 14_9 -1,0,0
in_moc_16,87,161,0 duplicate(SinTrap) 14_10 -1,0,0
in_moc_16,88,161,0 duplicate(SinTrap) 14_11 -1,0,0
in_moc_16,89,161,0 duplicate(SinTrap) 14_12 -1,0,0
in_moc_16,86,154,0 duplicate(SinTrap) 15_1 -1,0,0
in_moc_16,86,155,0 duplicate(SinTrap) 15_2 -1,0,0
in_moc_16,87,154,0 duplicate(SinTrap) 15_3 -1,0,0
in_moc_16,87,155,0 duplicate(SinTrap) 15_4 -1,0,0
in_moc_16,84,150,0 duplicate(SinTrap) 16_1 -1,0,0
in_moc_16,84,151,0 duplicate(SinTrap) 16_2 -1,0,0
in_moc_16,85,150,0 duplicate(SinTrap) 16_3 -1,0,0
in_moc_16,85,151,0 duplicate(SinTrap) 16_4 -1,0,0
in_moc_16,90,150,0 duplicate(SinTrap) 17_1 -1,0,0
in_moc_16,90,151,0 duplicate(SinTrap) 17_2 -1,0,0
in_moc_16,91,150,0 duplicate(SinTrap) 17_3 -1,0,0
in_moc_16,91,151,0 duplicate(SinTrap) 17_4 -1,0,0
in_moc_16,86,146,0 duplicate(SinTrap) 18_1 -1,0,0
in_moc_16,86,147,0 duplicate(SinTrap) 18_2 -1,0,0
in_moc_16,87,146,0 duplicate(SinTrap) 18_3 -1,0,0
in_moc_16,87,147,0 duplicate(SinTrap) 18_4 -1,0,0
in_moc_16,87,137,0 script Keeper of the Door#ASN 45,2,1,{
OnInit:
disablenpc "Keeper of the Door#ASN";
end;
OnTouch:
donpcevent "Thomas#ASNTEST::OnDisable";
if (ASSIN_Q == 3)
set ASSIN_Q,3;
else
set ASSIN_Q,4;
warp "in_moc_16",87,102;
savepoint "in_moc_16",16,13;
end;
OnEnable:
mapannounce "in_moc_16","The door to the next room, at coordinates 87 137, has opened.",bc_map;
enablenpc "Keeper of the Door#ASN";
end;
OnDisable:
disablenpc "Keeper of the Door#ASN";
end;
}
in_moc_16,3,3,0 script timestopper#1 -1,{
OnEnable:
initnpctimer;
end;
OnTimer187000:
donpcevent "Thomas#ASNTEST::OnDisable";
stopnpctimer;
end;
OnDisable:
stopnpctimer;
end;
}
in_moc_16,89,98,1 script Thomas#ASNTEST 118,5,1,{
end;
OnTouch:
if (ASSIN_Q == 4) {
mes "[Thomas]";
mes "Damn...! You look like you're in a lot of pain. ^666666*Sigh*^000000 Give me a second, let me try to restore your HP and SP...";
percentheal 100,100;
next;
mes "[Thomas]";
mes "It looks like you're having a tough time. You're either trying too hard, or not trying hard";
mes "enough, kid.";
next;
switch(select("I'm gonna try it again!:I... I quit!")) {
case 1:
mes "[Thomas]";
mes "Hmm. Well, okay.";
mes "Good luck out there.";
close;
case 2:
mes "[Thomas]";
mes "Huh...";
mes "Quit the test, eh? Well, I guess you don't wanna waste any more of our time.";
next;
mes "[Thomas]";
mes "Oh hey, don't forget to save your respawn point in town.";
close2;
mapannounce "in_moc_16",strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map;
set ASSIN_Q,0;
set ASSIN_Q2,0;
set ASSIN_Q3,0;
savepoint "in_moc_16",18,14;
warp "in_moc_16",18,14;
end;
}
}
else {
mes "[Thomas]";
mes "Hey, I'm Thomas. I'm in charge of testing your use of the hiding skill. Think you're up to it?";
next;
mes "[Thomas]";
mes "Listen. In this test, you can't kill any monsters. Your goal is to reach 'Barcardi' at the opposite side of this room.";
next;
mes "[Thomas]";
mes "So basically, get to the other side of this room and meet 'Barcardi' without killing a single monster. Understand?";
next;
mes "[Thomas]";
mes "If you run away, get a nose bleed and pass out or something like that, I'll fail ya'. Enough talk. Let's see what you got.";
close2;
set ASSIN_Q,4;
}
donpcevent "Thomas#ASNTEST::OnTestMode";
end;
OnTestMode:
monster "in_moc_16",81,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",82,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",83,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",84,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",85,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",86,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",88,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",89,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",90,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",77,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",78,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",79,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",80,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",81,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",91,55,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",92,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",93,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",94,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",95,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",96,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",97,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",76,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",79,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",79,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",76,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",96,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",96,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",99,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
monster "in_moc_16",99,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
end;
OnMyMobDead:
mapannounce "in_moc_16","Hey, what the hell was that?! I told you: No killing monsters!",bc_map;
mapannounce "in_moc_16","I'm bringing you back... *Sigh...*",bc_map;
set ASSIN_Q,3;
warp "in_moc_16",87,102;
killmonsterall "in_moc_16";
end;
OnDisable:
killmonsterall "in_moc_16";
end;
}
in_moc_16,87,48,2 script Barcardi#ASN 725,2,2,{
OnTouch:
donpcevent "timestopper#1::OnDisable";
donpcevent "Thomas#ASNTEST::OnDisable";
mes "[Barcardi]";
mes "Oh! Congratulations!";
mes "You may now proceed to our Guildmaster's room. Good luck!!";
close2;
set ASSIN_Q,5;
warp "in_moc_16",181,183;
end;
}
in_moc_16,182,169,0 script Maze Assistant 45,1,1,{
OnTouch:
if (ASSIN_Q == 5 || ASSIN_Q == 6) {
warp "in_moc_16",181,183;
set ASSIN_Q,ASSIN_Q+1;
}
else {
mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map;
savepoint "in_moc_16",181,183;
donpcevent "Guildmaster#ASN2::OnDisable";
warp "in_moc_16",167,113;
end;
}
}
in_moc_16,167,110,0 script Guildmaster#ASN1 -1,3,1,{
OnTouch:
savepoint "in_moc_16",167,110;
mes "[Guildmaster]";
mes "Welcome. ";
mes "This place is called the 'Guildmaster's room,' the deepest place in the Assassin guild.";
next;
mes "[Guildmaster]";
mes "I'm going to give you a simple test. Please find your way through this maze and come to me. It is this maze that protects our guild from intruders.";
next;
mes "[Guildmaster]";
mes "I look forward";
mes "to meeting you";
mes "at the end of maze.";
close;
OnDisable:
mapannounce "in_moc_16","...Next volunteer, please come in.",bc_map;
end;
}
in_moc_16,149,80,4 script Guildmaster#ASN2 106,1,1,{
OnTouch:
savepoint "morocc",100,100;
if (ASSIN_Q == 7 && BaseJob == Job_Thief) {
set ASSIN_Q,8;
mes "[Guildmaster]";
mes "Welcome.";
mes "I apologize for";
mes "making you go";
mes "through the maze.";
next;
mes "[Guildmaster]";
mes "I saw your resume just now. You're well known as a Thief with guts. Rarely do we receive potential Assassins of your stature.";
next;
mes "[Guildmaster]";
mes "May I ask you some questions if you don't mind? You don't have to be nervous. Just remember: if you lie, I will kill you.";
next;
mes "[Guildmaster]";
mes "First off, what do you think is the priority of an Assassin?";
next;
switch(select("More power.:An Assassin's pride.:Endless practice.")) {
case 1:
mes "[Guildmaster]";
mes "More power...";
mes "Yes, you may think";
mes "of Assassins as much";
mes "stronger than Thieves.";
next;
mes "[Guildmaster]";
mes "However, for what reason do you wish for more power? To show off? Personal revenge? For what purpose will you use this power?";
next;
mes "[Guildmaster]";
mes "Why do you want";
mes "to be stronger";
mes "than you are now?";
next;
switch(select("Revenge...!:Money~:I want to travel.")) {
case 1:
set ASSIN_Q,8;
mes "[Guildmaster]";
mes "Revenge...?";
mes "Yes, I understand. All of us hold grudges against someone else eventually.";
next;
mes "[Guildmaster]";
mes "However, keep in mind that we are not allowed to be emotionally attached. Carry out your duties without question. That is our way.";
next;
mes "[Guildmaster]";
mes "Being an Assassin means";
mes "to abandon the ego.";
next;
break;
case 2:
set ASSIN_Q,9;
mes "[Guildmaster]";
mes "Financial reasons...? I won't deny that we all need money to live. But being Assassin means living for a higher purpose.";
next;
mes "[Guildmaster]";
mes "Being an Assassin means";
mes "to abandon such worldly";
mes "attachments...";
next;
break;
case 3:
set ASSIN_Q,10;
mes "[Guildmaster]";
mes "Good idea. Traveling around the world will allow you to broaden your experiences.";
next;
mes "[Guildmaster]";
mes "Most of us tend to avoid gathering into groups though, but I'm sure you already caught that, yes?";
next;
mes "[Guildmaster]";
mes "In a way, being an Assassin is to live life in loneliness...";
next;
break;
}
break;
case 2:
mes "[Guildmaster]";
mes "An Assassin's pride...";
mes "Did other Assassins tell you that...?";
next;
mes "[Guildmaster]";
mes "Pride is certainly important, but pride is worth nothing if you do not have any ability.";
next;
mes "[Guildmaster]";
mes "Most of the Assassins you've met before me are brethren that have shared many difficult times together.";
next;
mes "[Guildmaster]";
mes "I can understand why their pride and dignity would be so important to them. Now, for what reason do you wish to become an Assassin?";
next;
switch(select("I like the solitude.:Making money being an Assassin.:They just look interesting.")) {
case 1:
set ASSIN_Q,11;
mes "[Guildmaster]";
mes "You got the point...";
mes "We are lonely. We will always be alone, even amongst each other...";
next;
mes "[Guildmaster]";
mes "In a way, being";
mes "an Assassin equals";
mes "nothing, I would say.";
next;
mes "[Guildmaster]";
mes "But, as I told you before, we have comrades. I recommend having at least one comrade to back up you when you're on a mission.";
next;
break;
case 2:
set ASSIN_Q,12;
mes "[Guildmaster]";
mes "Well, I can't deny it, we do need money to make a living. But don't you think we should pursue something even more important than money?";
next;
break;
case 3:
set ASSIN_Q,13;
mes "[Guildmaster]";
mes "Style and appearance is only superficial. It is sad that many people think this way...";
next;
mes "[Guildmaster]";
mes "Such disgraceful Assassins that have lost their true focus are dealt with in our own manner...";
next;
mes "[Guildmaster]";
mes "Don't forget...";
mes "Assassins don't toy around. We are not into a style or trend, and we never will be.";
next;
break;
}
break;
case 3:
mes "[Guildmaster]";
mes "Endless Practice...";
mes "I think you have what it takes. Is there a reason you want to be an Assassin?";
next;
mes "[Guildmaster]";
mes "Unlike the Thief class, the Assassin job doesn't allow self-indulgence. Tell me the";
mes "reason you train endlessly.";
next;
switch(select("To broaden my skills.:It's a goal of mine.:For spiritual improvement.")) {
case 1:
set ASSIN_Q,14;
mes "[Guildmaster]";
mes "Learning skills comes naturally with the Assassin job. But don't think of skills as the best value of your training.";
next;
mes "[Guildmaster]";
mes "You won't be satisfied in becoming an Assassin if you think this...";
next;
break;
case 2:
set ASSIN_Q,15;
mes "[Guildmaster]";
mes "It's a goal of yours, eh? Well, I guess you've got to have goals...";
next;
mes "[Guildmaster]";
mes "I once knew a person who had goals. Long ago, I met someone on assignment who wanted to keep from getting killed before becoming a level 54 knight.";
next;
mes "[Guildmaster]";
mes "It's to bad I had to kill him before he was level 52... ^666666*Sigh*^000000 Oh well.";
next;
mes "I'm a bit worried about you. I hope you realize that once you become an Assassin, there's no turning back...";
next;
break;
case 3:
set ASSIN_Q,16;
mes "[Guildmaster]";
mes "Good idea...";
mes "That is a good way to improve yourself. I've seen many people who know how to be strong physically but not in their mental state.";
next;
mes "[Guildmaster]";
mes "I hope you're not a hypocrite. Spiritual discipline is the best way for you to survive.";
next;
break;
}
break;
}
mes "[Guildmaster]";
mes "Sadly, there are some nit-wits who are eager to be Assassins even though they don't know anything...";
next;
mes "[Guildmaster]";
mes "They cause problems and bring us disgrace. Their activities often result in horrible situations.";
next;
mes "[Guildmaster]";
mes "Be careful lest you become one of them once you become an Assassin. The responsibility rests solely on your shoulders...";
next;
mes "[Guildmaster]";
mes "So if you could become an Assassin right now, what is the first thing you would do?";
next;
switch(select("I would go hunt right away.:There are people waiting for me.:Check how I can help as an Assassin.")) {
case 1:
mes "[Guildmaster]";
mes "Hunt...";
mes "Is that all...?";
next;
switch(select("I would level up fast.:I want to explore my Assassin skills.:I will go where I couldn't go as a Thief.")) {
case 1:
set .@assassin_sangdam,.@assassin_sangdam+10;
mes "[Guildmaster]";
mes "Don't act recklessly...";
mes "Being an Assassin never makes you a different person. And don't rely on chance.";
next;
break;
case 2:
set .@assassin_sangdam,.@assassin_sangdam+5;
mes "[Guildmaster]";
mes "It is good for one to examine oneself. I can understand that you will be excited by the great change in your ability.";
next;
mes "[Guildmaster]";
mes "In the meantime, I hope you won't forget the Assassin mentality.";
next;
break;
case 3:
mes "[Guildmaster]";
mes "Very well...";
mes "Exploring places you've never seen before. But know that being an Assassin never makes you a different person.";
next;
mes "[Guildmaster]";
mes "Don't force yourself too much.";
mes "Take your time and travel wisely.";
next;
break;
}
break;
case 2:
mes "[Guildmaster]";
mes "Who is waiting";
mes "for you, might I ask?";
next;
switch(select("My friends.:My Guildsmen.:My lover.")) {
case 1:
set .@assassin_sangdam,.@assassin_sangdam+5;
mes "[Guildmaster]";
mes "I see...";
mes "Appreciate them for caring about you, even when you're alone.";
next;
break;
case 2:
set .@assassin_sangdam,.@assassin_sangdam+5;
mes "[Guildmaster]";
mes "Great...";
mes "Comrades for whom you would die for...";
next;
mes "[Guildmaster]";
mes "As an Assassin, find a job that you can do for them without them knowing..";
next;
break;
case 3:
mes "[Guildmaster]";
mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
next;
mes "[Guildmaster]";
if (sex )
mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
else
mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";
next;
mes "[Guildmaster]";
mes "Love your beloved forever, even if you can't openly express it. Sometimes, life doesn't allow you to find true love more than once.";
next;
break;
}
break;
case 3:
mes "[Guildmaster]";
mes "That's most admirable. Is there anything that you would like to ask me about?";
next;
switch(select("Places where Assassins can level up...:Main goals as an Assassin.:Financial consulting.")) {
case 1:
set .@assassin_sangdam,.@assassin_sangdam+5;
mes "[Guildmaster]";
mes "It all depends on your mind. Any place could be the best to level up according to your mind state.";
next;
mes "[Guildmaster]";
mes "You must know how to";
mes "survive in any situation.";
next;
break;
case 2:
mes "[Guildmaster]";
mes "There are many Assassins out there. Look to them as your trainers, and ask for their opinions.";
next;
mes "[Guildmaster]";
mes "I hope you will become an excellent Assassin. And when you reach a certain level, you must guide newbies as your trainers have.";
next;
break;
case 3:
set .@assassin_sangdam,.@assassin_sangdam+10;
mes "[Guildmaster]";
mes "Oh my lord...";
mes "Are you planning to become an Assassin in order to make money?";
next;
mes "[Guildmaster]";
mes "People of that nature are unwelcome. If such is your goal, you may wish to reconsider your job...";
next;
break;
}
break;
}
mes "[Guildmaster]";
mes "It was nice to meet you. You reminded me of the good ol' days.";
next;
mes "[Guildmaster]";
mes "Please give me";
mes "one second...";
next;
mapannounce "in_moc_16","Those involved with the testing of " + strcharinfo(0) + ", please gather before me.",bc_map;
mes "[Guildmaster]";
mes "Those involved with the testing of " + strcharinfo(0) + ", please gather before me.";
next;
mes "[Guildmaster]";
mes "They will";
mes "be here soon.";
next;
enablenpc "[Huey]";
enablenpc "[Khai]";
enablenpc "[The Anonymous One]";
enablenpc "[Barcardi]";
enablenpc "[Beholder]";
enablenpc "[Thomas]";
enablenpc "[Gayle Maroubitz]";
mes "[The Anonymous One]";
mes "I am here.";
next;
mes "[Guildmaster]";
mes "I would like to listen to your opinion of " + strcharinfo(0) + " for the job change test.";
next;
mes "[The Anonymous One]";
mes "Ah yeah...";
mes "I think";
mes ""+ strcharinfo(0) +"";
mes "is decent.";
next;
mes "[Guildmaster]";
mes "Well...";
mes "The Anonymous One";
mes "supports you. How";
mes "about you, Huey?";
next;
if (ASSIN_Q3 == 1) {
mes "[Huey]";
mes "A rarity.";
mes "You can tell";
mes "by the job level.";
next;
mes "[Huey]";
mes "I agree with";
mes "the Anonymous One.";
}
else {
mes "[Huey]";
mes "Although "+ strcharinfo(0) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(0) +" has the stuff.";
next;
mes "[Huey]";
mes "If it's alright with you, I'd like to get back to my job.";
next;
mes "[Guildmaster]";
mes "Yes...";
mes "That is all, Huey.";
}
next;
mes "[Guildmaster]";
mes "So...";
mes "'Beholder,' what";
mes "is your opinion?";
next;
donpcevent "[Huey]::OnDisable";
mes "[Beholder]";
mes "Well, I don't like the course score. But, somehow the whole test was passed. I'm okay with this person.";
next;
mes "[Guildmaster]";
mes "Hmm...";
mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(0) +" as well...";
next;
switch(ASSIN_Q) {
case 8:
mes "[Guildmaster]";
mes "Even though you're driven by personal revenge, I hope it will go away as you train...";
next;
break;
case 9:
mes "[Guildmaster]";
mes "Even though your main concern for now is being a rich, I'm sure you'll pursue something even greater...";
next;
break;
case 10:
mes "[Guildmaster]";
mes "Eager to travel all around the world, I hope your real identity is found in your journeys...";
next;
break;
case 11:
mes "[Guildmaster]";
mes "You seem to know a lot about Assassins. I don't think frustration from being alone will be difficult for you...";
next;
break;
case 12:
mes "[Guildmaster]";
mes "You have an idiocy about money, but I believe that you should be able to overcome it.";
next;
mes "[Guildmaster]";
mes "Although I do not trust you for now, I will give you a chance...";
next;
break;
case 13:
mes "[Guildmaster]";
mes "Even though you're enamored with Assassins superficially, I believe you will realize the real value of the Assassin job sooner or later.";
next;
break;
case 14:
mes "[Guildmaster]";
mes "One of the rare people who seeks better skills, I hope you will realize the importance of spiritual discipline sooner or later.";
next;
break;
case 15:
mes "[Guildmaster]";
mes "Sooner or later, you will find a new goal to which you can devote yourself...";
next;
break;
case 16:
mes "[Guildmaster]";
mes "I know some people care only about their physical training, but";
mes "I believe you stand out amongst them...";
next;
}
if (ASSIN_Q3 == 1 && BaseJob == Job_Thief && ASSIN_Q > 6 && ASSIN_Q < 17) {
set ASSIN_Q,17;
set ASSIN_Q3,2;
mes "[Guildmaster]";
mes "Well, I've said too much. Please choose a weapon as a present.";
next;
mes "[Guildmaster]";
mes "You can choose a Jur, Katar, Main Gauche, or a Gladius. As a master, I love them all.";
next;
switch(select("Jur:Katar:Main Gauche:Gladius")) {
case 1:
mes "[Guildmaster]";
mes "A Jur...";
mes "Good choice. There you are. I hope it will serve you well.";
getitem 1251,1; //Jur_
break;
case 2:
mes "[Guildmaster]";
mes "A Katar...";
mes "Here you are.";
mes "Although it's used,";
mes "I know it will";
mes "serve you well.";
getitem 1253,1; //Katar_
break;
case 3:
mes "[Guildmaster]";
mes "I see. You want to use both hands. Here, take your Main Gauche.";
getitem 1208,1; //Main_Gauche_
break;
case 4:
mes "[Guildmaster]";
mes "A Gladius...";
mes "It used to rule over the Assassin weapon market. Please take care of my gladius.";
getitem 1220,1; //Gladius_
}
next;
}
else {
set ASSIN_Q,17;
mes "[Guildmaster]";
mes "Well, I talked too much.";
mes "Please take this first.";
next;
switch(rand(1,5)) {
case 1:
getitem 1207,1; //Main_Gauche
break;
case 2:
getitem 1250,1; //Jur
break;
case 3:
getitem 1216,1; //Stiletto
break;
case 4:
getitem 1201,1; //Knife
break;
case 5:
getitem 1252,1; //Katar
}
}
mes "[Guildmaster]";
mes "Well, I am giving you a token. Please return to the Assassin expert, the Ferocious-Looking Huey, at the entrance.";
next;
mes "[Guildmaster]";
mes "Upon receiving this token, Huey will promote you to an Assassin.";
next;
mes "[Guildmaster]";
mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others.";
savepoint "morocc",100,100;
getitem 1008,1; //Frozen_Heart
next;
mes "[Guildmaster]";
mes "Okay, all of you may go back to your positions. I will send you to the entrance as well. Let's move...";
disablenpc "[Huey]";
disablenpc "[Khai]";
disablenpc "[The Anonymous One]";
disablenpc "[Barcardi]";
disablenpc "[Beholder]";
disablenpc "[Thomas]";
disablenpc "[Gayle Maroubitz]";
close2;
warp "in_moc_16",17,19;
end;
}
else if (ASSIN_Q == 17) {
mes "[Guildmaster]";
mes "Umm...?";
mes "How come you're in here...?";
next;
mes "[Guildmaster]";
mes "You already finished your test. Why don't you go try to get the ^006699Necklace of Oblivion^000000 so you can change your job?";
close2;
warp "in_moc_16",17,19;
end;
}
else if (ASSIN_Q > 7 && ASSIN_Q < 17) {
set ASSIN_Q,7;
mes "[Guildmaster]";
mes "What the hell? You pressed 'Cancel' during the process. Do you want to change your job or what?";
next;
mes "[Guildmaster]";
mes "^666666*Sigh...*^000000";
mes "Ok, let's start again. If you don't listen this time, you won't leave this room alive. You got me?";
close;
}
else {
mes "[Guildmaster]";
mes "Umm? How come your in here?";
next;
mes "[Guildmaster]";
mes "You already finished your test, go give your ^006699Necklace of Oblivion^000000 to the Ferocious-looking guy so you can change your job!";
close2;
warp "in_moc_16",17,19;
end;
}
}
in_moc_16,186,81,1 script Master Assist 55,1,1,{
mes "[Assistent Gayle Maroubitz]";
mes "Sorry, but I'm not in charge of job changes. Go to the Guildmaster, as he has told you.";
close;
}
in_moc_16,170,90,0 script info 1 -1,{
OnTouch:
mes "[Guildmaster]";
mes "Huh.";
mes "Now, that place is blocked. You might want to check the other side.";
close;
}
in_moc_16,153,85,0 script info 2 -1,1,1,{
OnTouch:
mes "[Guildmaster]";
mes "You're getting warmer. You're almost there. Just, turn around a little bit.";
close;
}
in_moc_16,160,85,0 script info 3 -1,1,1,{
OnTouch:
mes "[Guildmaster]";
mes "Hmm.";
mes "Now, that place";
mes "is blocked.";
close;
}
in_moc_16,175,89,0 script info 4 -1,1,1,{
OnTouch:
mes "[Guildmaster]";
mes "Umm...";
mes "You're heading for my assistant. Do you still need to talk to him?";
close;
}
in_moc_16,164,88,0 script info 5 -1,{
OnTouch:
mes "[Guildmaster]";
mes "Well done...";
mes "I can feel your steps near me.";
close;
}
in_moc_16,149,95,0 script info 6 -1,1,1,{
OnTouch:
mes "[Guildmaster]";
mes "Hm? Not bad. You're almost here.";
close;
}
in_moc_16,180,101,0 script info 7 -1,1,1,{
OnTouch:
mes "[Guildmaster]";
mes "I don't think you're going the right way.";
close;
}
in_moc_16,186,107,0 script info 8 -1,1,1,{
OnTouch:
mes "[Guildmaster]";
mes "No sense of direction, eh?";
close;
}
in_moc_16,156,87,1 script [Huey] 55,{
end;
OnInit:
disablenpc "[Huey]";
end;
}
in_moc_16,156,85,1 script [Khai] 730,{
end;
OnInit:
disablenpc "[Khai]";
end;
}
in_moc_16,156,83,1 script [The Anonymous One] 106,{
end;
OnInit:
disablenpc "[The Anonymous One]";
end;
}
in_moc_16,156,81,2 script [Barcardi] 725,{
end;
OnInit:
disablenpc "[Barcardi]";
end;
}
in_moc_16,156,79,1 script [Beholder] 118,{
end;
OnInit:
disablenpc "[Beholder]";
end;
}
in_moc_16,156,77,1 script [Thomas] 118,{
end;
OnInit:
disablenpc "[Thomas]";
end;
}
in_moc_16,156,75,1 script [Gayle Maroubitz] 55,{
end;
OnInit:
disablenpc "[Gayle Maroubitz]";
end;
}
|