summaryrefslogtreecommitdiff
path: root/npc/jobs/2-2/rogue.txt
blob: 2825d40719333e4a1d637d75b8c12e2aa695d948 (plain) (blame)
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
//===== eAthena Script ======================================= 
//= Rogue Job Quest
//===== By: ================================================== 
//= kobra_k88
//===== Current Version: ===================================== 
//= 1.6
//===== Compatible With: ===================================== 
//= eAthena 1.0 +
//===== Description: ========================================= 
//= Rogue job quest based off of official iRO Rogue quest.
//= There are some differences from official quest due to scripting issues.
//= Missing some message text.  
//===== Additional Comments: ================================= 
//= 1.1 fixed 3 wrong questions, added missing lines [Lupus]
//= 1.3 Baby Class Support + 40/50 JobLevel Item fix [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]
//============================================================ 


//=======================================================================================================//
//					Markie: Test 1 and Jobchange						//
//***********************************************************************************************************************************************************//
in_rogue.gat,363,123,3	script	Markie	747,{
	callfunc "F_BlockHigh",30,"Thief High",41,"Stalker","Markie";

	mes "[Markie]";
	if(BaseJob == Job_Thief) goto L_Thief;
	if(BaseJob == Job_Rogue) goto L_Rogue;

L_JobOther:
	mes "I don't know how you found this place, but I think you better leave..........";
	close;

L_Rogue:
	mes "Nice to see you again sweetie.  You must be having so much fun as Rogue huh? Teh he he....";
	close;

L_Thief:
	if(JobLevel >= 40) goto L_Start;
	mes "Oh hi there.  If you want to become a Rogue I'm afraid you'll have to come back after you've trained a little more.";
	mes "Only Thieves with a ^5533FFJob level of at least 40^000000 can become Rogues.";
	close;

L_Start:
	if(ROGUE_Q == 1) goto L_ReTest;
	if(ROGUE_Q == 2) goto L_Test2;
	if(ROGUE_Q == 3) goto L_Test3;
	if(ROGUE_Q == 4) goto L_Test4;
	if(ROGUE_Q == 5) goto L_Change;
	mes "Hmm? What brings you down here? Oh I see now... You want to become a rogue don't you sweetie?";
	next;
	mes "[Markie]";
	mes "Well it's nice to meet you.  My name is Markie, what's yours?";
	next;
	mes "[Markie]";
	mes strcharinfo(0) + "..... Te he, you've got a nice name there honey.  By the way, how come you decided to become a Rogue?";
	next;
	mes "[Markie]";
	mes "Well since you were honest with me and gave me your real name I guess it doesn't really matter.";
	mes "But for future reference, a Rogue never reveals his/her true identity to anybody.";
	next;
	mes "[Markie]";
	mes "It's a Rogue's number 1 rule shuga, so from now on you'd better be careful about that.";
	mes "By the way, here's an application form.....  please fill out all the necessary information.....";
	next;
	mes "(you fill out the form and hand it back)";
	set JBLVL, 40;			// used to determine what item to get at the end
	if(JobLevel == 50) set JBLVL, 50;	// used to determine what item to get at the end
	next;
	mes "[Markie]";
	mes "Okay honey.... looks good, I'll accept your application.";
	mes "Now that that's been taken care of, how about I conduct a short interview with you?";
	next;
	mes "[Markie]";
	mes "Oh, you don't have to be nervous about it sweetie.... I'm just want to find out how much you know about Rogues.";
	mes "I do this with all of the Rogue candidates.  Shall we begin?";
	next;
	menu "Ok.",L_Test1, "Hold on... I need some time.",-;

		mes "[Markie]";
		mes "Okay honey, just take your time.  When you're ready come back.";
		close;


//=================================================================
L_Test1:
//=======
	mes "[Markie]";
	mes "I am going to ask you a few questions.  Listen carefully and choose what you think is the best answer okay?";
	next;
	callfunc "RogQ_check";
		if(@score< 90) goto sL_Failed;
		if(@score<100) goto sL_Passed;

		sL_Perfect:
			mes "A perfect score!  I knew you had what it takes to be a Rogue.....";
			mes "But don't get ahead of yourself honey cause there is still plenty more.....";
			next;
			mes "[Markie]";
			set ROGUE_Q, 2;
			goto L_Test2;

		sL_Passed:
			mes "Good, good.  You did a good job shuga.  But there is still more so don't get excited just yet.....";
			next;
			mes "[Markie]";
			set ROGUE_Q, 2;
			goto L_Test2;
			return;

		sL_Failed:
			mes "*sigh*..... this is not the type of score I was expecting......";
			mes "What can I say excecpt, with a score like this you're definitely not cut out to be a Rogue..........";
			emotion 4;
			next;
			mes "[Markie]";
			mes "Why don't you go do some more training shuga..... you need it..... *mumbles ( what a waste of my time...)*";
			close;

L_ReTest:
	mes "You again? Are you sure you're ready this time?...... Okay honey, just relax....";
	next;
	goto L_Test1;

L_Test2:
	mes "Your second test will be given by ^5533FFMr. Smith^000000.";
	mes "I have to warn you though, Mr. Smith can be difficult and hard to please.  So be careful how you act around him.";
	close;
L_Test3:
	mes "I know those guys are hard to find.  Just be patient and keep on searching.  Make sure you have the correct password as well..";
	close;
L_Test4:
	mes "What are you doing here? I hope your not trying to skip the last test?.........";
	emotion 1;
	next;
	mes "[Markie]";
	mes "Your almost finished so just keep trying.  I know you can do it.";
	close;


//=======================================================================
L_Change:
//===========
	mes "Oh, you're back and your in one piece! It looks like you've passed all of the tests sweetie.";
	mes "You have proven that you are ready to become a Rogue!";
	emotion 5;
	next;
	if(SkillPoint != 0) goto L_SkillP;
	mes "[Markie]";
	mes "Tada! Congratulations on becoming a Rogue.  You showed a lot of effort and deserve a reward for it......";
	setlook 7,0;
	callfunc "Job_Change",Job_Rogue;
	emotion 46;
	next;
	mes "[Markie]";
	mes "Now that you are a Rogue you are free to go where ever you want to and do what ever you want.";
	if(JBLVL != 50) getitem 1219,1;		// 2 slott gladius
	if(JBLVL == 50) getitem 1220,1;		// 3 slott gladius
	callfunc "F_ClearJobVar";
	next;
	mes "[Markie]";
	mes "Just keep in mind that freedom requires responsibility.  Treat people the way you expect to be treated.";
	next;
	mes "[Markie]";
	mes "Have fun shuga! See ya around!";
	close;

//=======================================================================
L_SkillP:
//===========
	mes "[Markie]";
	mes "Oh but one thing honey... you have leftover skill points!";
	mes "Finish them first and come back, 'kay?";
	close;
}



//=======================================================================================================//
//					Mr. Smith: Tests 2 and 3						//
//***********************************************************************************************************************************************************//
in_rogue.gat,376,23,3	script	Mr. Smith	57,{

	mes "[Mr. Smith]";
	if(BaseJob == Job_Thief) goto L_Thief;
	if(BaseJob == Job_Rogue) goto L_Rogue;

L_OtherJob:
	mes "Go away! I'm busy.....";
	close;
L_Rogue:
	mes "Looking good there my Rogue friend";
	close;
L_Thief:
	if(ROGUE_Q == 2) goto L_Test2;
	if(ROGUE_Q == 3) goto L_Test3;
	if(ROGUE_Q > 3) goto L_Done;
	mes "Ok ok.... one... two.... three.... Where do you do you business... is it.... Morroc... Geffen.... Comodo??.......";
	next;
	mes "[Mr. Smith]";
	mes "Uhh..... this is giving me a headache.......";
	next;
	mes "[Mr. Smith]";
	mes "Huh? Who are you? If you want to become a rogue go talk to ^5533FFMarkie^000000....";
	next;
	mes "[Mr. Smith]";
	mes "...... CRAP! I forgot what I was counting!!";
	emotion 16;
	close;

//----------------------------------------------------------------------------------------------------
L_Test2:
//--------------
	if(ROGUE_Q2 > 0) goto L_Check2;
	mes "So you're here to take the second test.... good.......";
	next;
	mes "[Mr. Smith]";
	mes "Before we get started, let me tell you about the test application fee.";
	mes "Our guild is involved in alot of business *cough* 'transactions' *cough* and therefore we are in constant needs of funds.";
	next;
	mes "[Mr. Smith]";
	mes "This is why we require a fee of ^5533FF10,000 zeny^000000 to be paid when taking the Rogue tests.";
	mes "The fee will be collected when you have completed this second test so don't have to worry if you don't have it now.";
	next;
	mes "[Mr. Smith]";
	mes "Now for your test..... You will be required to collect the following items:";
	next;
	mes "[Mr. Smith]";
	set ROGUE_Q2, rand(1,3);
	if(ROGUE_Q2 == 1) callsub sF2_R1;
	if(ROGUE_Q2 == 2) callsub sF2_R2;
	if(ROGUE_Q2 == 3) callsub sF2_R3;
	next;
	mes "[Mr. Smith]";
	mes "Once you have ALL of these items and 10,000 zeny, come back and see me okay? Good.";
	close;

	sF2_R1:
		mes "^5533FF6 Blue Herbs,";
		mes "10 Skel Bones,";
		mes "10 Decayed Nails,";
		mes "10 Horrendous Mouths^000000.";
		return;
	sF2_R2:
		mes "^5533FF10 Green Herbs,";
		mes "10 Garlets,";
		mes "10 Snake Scales";
		mes "10 Crab Shells.^000000";
		return;
	sF2_R3:
		mes "^5533FF10 Yellow Herbs,";
		mes "10 Bear's Footskin,";
		mes "10 Shells";
		mes "10 Grasshopper's Legs^000000.";
		return;

L_Check2:
	set @count, 0;
	if(ROGUE_Q2 == 2) goto L_2;
	if(ROGUE_Q2 == 3) goto L_3;

	L_1:
		set @R, 1;
		if(countitem(510)<6 || countitem(932)<10 || countitem(957)<10 || countitem(958)<10 || Zeny < 10000) goto L_NotEnuf;
		delitem 510,6;
		delitem 932,10;
		delitem 957,10;
		delitem 958,10;
		goto L_Done2;

	L_2:
		set @R, 2;
		if(countitem(511)<10 || countitem(910)<10 || countitem(926)<10 || countitem(964)<10 || Zeny < 10000) goto L_NotEnuf;
		delitem 511,10;
		delitem 910,10;
		delitem 926,10;
		delitem 964,10;
		goto L_Done2;

	L_3:
		set @R, 3;
		if(countitem(508)<10 || countitem(948)<10 || countitem(935)<10 || countitem(940)<10 || Zeny < 10000) goto L_NotEnuf;
		delitem 508,10;
		delitem 948,10;
		delitem 935,10;
		delitem 940,10;

	L_Done2:
		mes "Let's see here.... application fee.... check..... items....... check...... Alright, everything looks in order.  You've passed the second test.";
		next;
		mes "[Mr. Smith]";
		mes "When you are ready to take the next test let me know.";
		set Zeny, Zeny - 10000;
		set ROGUE_Q, 3;
		set ROGUE_Q2, 0;
		close;

	L_NotEnuf:
		mes ".... What the f@&#!?!? You don't have all of the items? Then why did you come back?? Don't tell me you forgot what to get.....";
		emotion 1;
		next;
		mes "[Mr. Smith]";
		mes "Write this down! You need ^5533FF10,000^000000 zeny and:";
		if(ROGUE_Q2 == 1) callsub sF2_R1;
		if(ROGUE_Q2 == 2) callsub sF2_R2;
		if(ROGUE_Q2 == 3) callsub sF2_R3;
		next;
		mes "[Mr. Smith]";
		mes "Got it? DON'T come back until you have everything.........";
		emotion 32;
		close;


//----------------------------------------------------------------------------------------------
L_Test3:
//---------------
	if(ROGUE_Q2 > 0) goto L_Check3;
	mes "Let me see..... Who should I have you go find........ hmm.........";
	emotion 20;
	next;
	mes "[Mr. Smith]";
	mes "Ah I know! Alright, in the previous test I had you go find some items.  For this test you will need to find a specific person.";
	emotion 5;
	next;
	mes "[Mr. Smith]";
	set ROGUE_Q2, rand(1,3);
	if(ROGUE_Q2 == 1) callsub sF3_R1;
	if(ROGUE_Q2 == 2) callsub sF3_R2;
	if(ROGUE_Q2 == 3) callsub sF3_R3;
	next;
	mes "[Mr. Smith]";
	mes "Good luck to you.  Try to finish this test as soon as possible.  Getting things done quickly is one of a Rogue's traits.";
	close;

	sF3_R1:
		mes "You will have to go and find ^5533FFAragham Junior^000000.";
		next;
		mes "[Mr. Smith]";
		mes "He lives in a little house somewhere ^5533FFSouthWest^000000 of the Fortress of Sandarman.";
		mes "That area is located ^5533FFone map East^000000 from here and is on the ^000000SouthWestern land mass^000000.";
		next;
		mes "[Mr. Smith]";
		mes "He's a really nice guy who works real hard and is very good at collecting unpaid debts.";
		mes "Unfortunately people were trying to kill him because of something his father had done in the past.";
		next;
		mes "[Mr. Smith]";
		mes "When he joined the Rogue guild, he decided he was going to keep low which is why he's in his current hiding place.";
		mes "No one is supposed to know where he is except for those of us at the Rogue Guild.";
		next;
		mes "[Mr. Smith]";
		mes "That's why you will need this password in order to talk to him.";
		mes "The password is: '^5533FFAragham never hoarded upgrade items.^000000'";
		return;
	sF3_R2:
		mes "You will have to go and find ^5533FFHollgrehen Junior^000000.";
		next;
		mes "[Mr. Smith]";
		mes "He lives in a little house somewhere ^5533FFSouthEast^000000 of the Fortress of Sandarman.";
		mes "That area is located ^5533FFone map East^000000 from here and is on the ^5533FFEastern land mass^000000.";
		next;
		mes "[Mr. Smith]";
		mes "He's a really nice guy who works real hard and is very good at collecting unpaid debts.";
		mes "Unfortunately people were trying to kill him because of something his father had done in the past.";
		next;
		mes "[Mr. Smith]";
		mes "When he joined the Rogue guild, he decided he was going to keep low which is why he's in his current hiding place.";
		mes "No one is supposed to know where he is except for those of us at the Rogue Guild.";
		next;
		mes "[Mr. Smith]";
		mes "That's why you will need this password in order to talk to him.";
		mes "The password is: '^5533FFMy Father never hoarded upgrade items.^000000'";
		return;
	sF3_R3:
		mes "You will have to go and find ^5533FFAntonio Junior.^000000.";
		next;
		mes "[Mr. Smith]";
		mes "He lives in a little hut somewhere on the ^5533FFEastern end of Kokomo Beach^000000.";
		mes "That area is located ^5533FF1 map North, and 1 map West^000000 from here.";
		next;
		mes "[Mr. Smith]";
		mes "He's a really nice guy who works real hard and is very good at collecting unpaid debts.";
		mes "Unfortunately people were trying to kill him because of something his father had done in the past.";
		next;
		mes "[Mr. Smith]";
		mes "When he joined the Rogue guild, he decided he was going to keep low which is why he's in his current hiding place.";
		mes "No one is supposed to know where he is except for those of us at the Rogue Guild.";
		next;
		mes "[Mr. Smith]";
		mes "That's why you will need this password in order to talk to him.";
		mes "The password is: '^5533FFAntonio doesn't like breaking refining material.^000000'";
		return;


L_Check3:
	mes "What!?! Did you just say you forgot where to go?........";
	emotion 1;
	next;
	mes "[Mr. Smith]";
	mes "GRRRR!!! That's why you need to WRITE down important things! Geez......";
	emotion 6;
	next;
	mes "[Mr. Smith]";
	if(ROGUE_Q2 == 1) callsub sF3_R1;
	if(ROGUE_Q2 == 2) callsub sF3_R2;
	if(ROGUE_Q2 == 3) callsub sF3_R3;
	close;

//-------------------------------------------------------------------------------------------------
L_Done:
//----------------
	mes "I have no more busisness with you.........";
	close;
}


//===========================================================
// Guildsman that need to be found
//===========================================================

//------------------------------------------------------------------------------
in_rogue.gat,272,136,3	script	Hermanthorn Jr.	85,{
	mes "[Hermanthorn Jr.]";
	mes "Huh? Wha.... who are you?! You're not from the Rogue guild!! Get out of here!";
	emotion 1;
	next;
	mes "[Hermanthorn Jr.]";
	mes "You're..... I see! You're one of them!!! You've come here to kill me haven't you??!! No... NO!! I'm not ready to die yet!";
	emotion 0;
	next;
	mes "[Hermanthorn Jr.]";
	mes "Aaaaaaaaaaaaaahhhh!! Go away! Get lost! Otherwise I am gonna KILL YOU!!!";
	emotion 16;
	close;
}

// --------------------------------------------------------------------------
cmd_fild09.gat,106,195,0	script	Aragham Junior	45,1,1,{
	callfunc "F_RogueTest3", 1, "Aragham", "never", "hoarded", "upgrade items.", 244, 24;
}

// -----------------------------------------------------------------------------
cmd_fild09.gat,335,143,0	script	Hollgrehen Junior	45,1,1,{
	callfunc "F_RogueTest3", 2, "My father", "never", "hoarded", "upgrade items.", 168, 34;
}

// ------------------------------------------------------------------------------
cmd_fild04.gat,304,179,0	script	Antonio Junior	45,1,1,{
	callfunc "F_RogueTest3", 3, "Antonio", "doesn't like", "breaking", "refining materials.", 165, 104;
}

// Function for Guildsman ===================================
function	script	F_RogueTest3	{

	mes "[???]";
	mes "Who's there?!!!";
	mes "Who dares to trespass on my territory?";
	if(BaseJob!=Job_Thief || ROGUE_Q<3 || ROGUE_Q2==0) close;
L_Start:
	deletearray @choice$[1], 4;
	next;
	menu "My father",M_1a, "Aragham",M_1b, "Antonio",M_1c, "Legolas",M_1d;

	M_1a:
		set @choice$[1], "My father";
		goto M_Menu2;
	M_1b:
		set @choice$[1], "Aragham";
		goto M_Menu2;
	M_1c:
		set @choice$[1], "Antonio";
		goto M_Menu2;
	M_1d:
		set @choice$[1], "Legolas";

	M_Menu2:
	callsub sF_Password;
	menu "did not",M_2a, "doesn't like",M_2b, "never",M_2c, "ever",M_2d;

	M_2a:
		set @choice$[2], "did not";
		goto M_Menu3;
	M_2b:
		set @choice$[2], "doesn't like";
		goto M_Menu3;
	M_2c:
		set @choice$[2], "never";
		goto M_Menu3;
	M_2d:
		set @choice$[2], "ever";

	M_Menu3:
	callsub sF_Password;
	menu "hoard",M_3a, "hoarded",M_3b, "hide",M_3c, "took",M_3d, "breaking",M_3e;

	M_3a:
		set @choice$[3], "hoard";
		goto M_Menu4;
	M_3b:
		set @choice$[3], "hoarded";
		goto M_Menu4;
	M_3c:
		set @choice$[3], "hide";
		goto M_Menu4;
	M_3d:
		set @choice$[3], "took";
		goto M_Menu4;
	M_3e:
		set @choice$[3], "breaking";

	M_Menu4:
	callsub sF_Password;
	menu "upgrade items.",M_4a, "forging items.",M_4b, "refining materials.",M_4c, "upgrade equipment.",M_4d;

	M_4a:
		set @choice$[4], "upgrade items.";
		goto L_Check;
	M_4b:
		set @choice$[4], "forging items.";
		goto L_Check;
	M_4c:
		set @choice$[4], "refining materials.";
		goto L_Check;
	M_4d:
		set @choice$[4], "upgrade equipment.";

L_Check:
	callsub sF_Password;
	if(ROGUE_Q2 != getarg(0)) goto L_Wrong;
	if((@choice$[1] != getarg(1)) || (@choice$[2] != getarg(2)) || (@choice$[3] != getarg(3)) || (@choice$[4] != getarg(4))) goto L_Wrong;
	mes "~ creeek ~";
	mes "You hear the door begining to open........";
	next;
	deletearray @choice$[1], 4;
	warp "in_rogue.gat", getarg(5), getarg(6);
	end;

	L_Wrong:
		mes "[???]";
		mes "Get lost!!";
		close;
sF_Password:
	mes "[^5533FF" + strcharinfo(0) + "^000000]";
	mes @choice$[1];
	mes @choice$[2];
	mes @choice$[3];
	mes @choice$[4];
	next;
	return;
}


//=======================================================================================================//
//						Test 4: Last Test						//
//***********************************************************************************************************************************************************//
// Other path
// warp "in_rogue.gat", 11, 388;
// 390,389 end warp
// 9,9 -> 9,21
//===============================================
// Guildsman
//===============================================
//---------------------------------------------------------------------------
in_rogue.gat,244,39,4	script	Aragham Junior	99,{
	callfunc "F_RogueTest4", "Aragham Junior", 245, 27;
}
//---------------------------------------------------------------------------
in_rogue.gat,152,27,6	script	Hollgrehen Junior	85,{
	callfunc "F_RogueTest4", "Hollgrehen Junior", 160, 32;
}
//---------------------------------------------------------------------------
in_rogue.gat,183,105,4	script	Antonio Junior	88,{
	callfunc "F_RogueTest4", "Antonio Junior", 175, 107;
}

// Function for Guildsman =============================
function	script	F_RogueTest4	{

	if(ROGUE_Q == 4) goto L_Restart;
	mes "[" + getarg(0) + "]";
	mes "Hello there... You must be from the Rogue guild.  My name is " + getarg(0) + "...... I am the Rogue of the Desert..............";
	next;
	mes "[" + getarg(0) + "]";
	mes "Aww who am I kidding...... Let's cut the crap.  So are you ready to become a rogue?";
	emotion 4;
	next;
	mes "[" + getarg(0) + "]";
	mes "You see, the Rogue motto is...... ^5533FF'Avoid the strong! Be malicious to the weak!'^000000";
	mes "This simple rule applys to fighting monsters as well.";
	next;
	mes "[" + getarg(0) + "]";
	mes "The very last thing you will have to do before you can become a Rogue, is to walk through an underground passage to the Rogue Guild.";
	next;
	mes "[" + getarg(0) + "]";
	mes "Sounds easy huh? Well it's not! But don't worry....";
	mes "If you stay true to the Rogue motto and use a lot of hide, and do a lot of running, you should be just fine.";

	M_Menu:
	next;
	mes "[" + getarg(0) + "]";
	mes "Ok, are you ready to go?";
	next;
	menu "As ready as I'll ever be.",-, "Actually I'm kinda scared...",M_End;

		mes "[" + getarg(0) + "]";
		mes "Good luck then.";
		next;
		set ROGUE_Q, 4;
		killmonsterall "in_rogue.gat";
		savepoint "in_rogue.gat", getarg(1), getarg(2);
		warp "in_rogue.gat", 15, 105;
		end;

	M_End:
		mes "[" + getarg(0) + "]";
		mes ".....................";
		next;
		mes "[" + getarg(0) + "]";
		mes "Well take your time then...... I guess.......";
		close;

L_Restart:
	mes "[" + getarg(0) + "]";
	mes "....... Looks like you got creamed.......";
	emotion 4;
	next;
	mes "[" + getarg(0) + "]";
	mes "If you're up for it, I'll send you back in.  Failure has a way of teaching success.... yada yada yada....";
	percentheal 100,100;
	goto M_Menu;
}

//================================================
// Monster Spawns
//================================================
in_rogue.gat,15,185,0	script	rogue_mob1	139,8,0,{
	monster "in_rogue.gat",14,188,"Zombie",1015,1;
	monster "in_rogue.gat",15,188,"Zombie",1015,1;
	monster "in_rogue.gat",16,188,"Zombie",1015,1;
	monster "in_rogue.gat",14,189,"Zombie",1015,1;
	monster "in_rogue.gat",15,189,"Zombie",1015,1;
	monster "in_rogue.gat",16,189,"Zombie",1015,1;
	end;
}
in_rogue.gat,15,245,0	script	rogue_mob2	139,8,0,{
	monster "in_rogue.gat",14,247,"Mummy",1041,1;
	monster "in_rogue.gat",15,247,"Mummy",1041,1;
	monster "in_rogue.gat",16,247,"Mummy",1041,1;
	monster "in_rogue.gat",14,248,"Mummy",1041,1;
	monster "in_rogue.gat",15,248,"Mummy",1041,1;
	monster "in_rogue.gat",16,248,"Mummy",1041,1;
	end;
}
in_rogue.gat,15,328,0	script	rogue_mob3	139,8,0,{
	monster "in_rogue.gat",14,331,"Zombie",1015,1;
	monster "in_rogue.gat",15,331,"Zombie",1015,1;
	monster "in_rogue.gat",16,331,"Zombie",1015,1;
	monster "in_rogue.gat",14,332,"Zombie",1015,1;
	monster "in_rogue.gat",15,332,"Zombie",1015,1;
	monster "in_rogue.gat",16,332,"Zombie",1015,1;
	end;
}
in_rogue.gat,35,342,0	script	rogue_mob4	139,0,8,{
	monster "in_rogue.gat",38,340,"Mummy",1041,1;
	monster "in_rogue.gat",37,342,"Abyss Knight",1219,1;
	monster "in_rogue.gat",39,342,"Ghoul",1036,1;
	monster "in_rogue.gat",38,344,"Mummy",1041,1;
	end;
}
in_rogue.gat,57,306,0	script	rogue_mob5	139,4,0,{
	monster "in_rogue.gat",59,301,"Khalitzburg",1132,1;
	end;
}
in_rogue.gat,96,333,0	script	rogue_mob6	139,0,4,{
	monster "in_rogue.gat",92,325,"Khalitzburg",1132,1;
	end;
}
in_rogue.gat,139,313,0	script	rogue_mob7	139,4,0,{
	monster "in_rogue.gat",139,309,"Abyss Knight",1219,1;
	end;
}
in_rogue.gat,135,246,0	script	rogue_mob8	139,0,4,{
	monster "in_rogue.gat",139,245,"Zombie",1015,2;
	monster "in_rogue.gat",139,246,"Zombie",1015,2;
	monster "in_rogue.gat",139,247,"Zombie",1015,2;
	end;
}
in_rogue.gat,62,302,0	script	rogue_mob9	139,0,4,{
	monster "in_rogue.gat",57,305,"Khalitzburg",1132,1;
	end;
}
in_rogue.gat,199,218,0	script	rogue_mob10	139,0,8,{
	monster "in_rogue.gat",157,218,"Zombie",1015,10;
	monster "in_rogue.gat",157,218,"Abyss Knight",1219,1;
	monster "in_rogue.gat",157,218,"Ghoul",1036,1;
	monster "in_rogue.gat",157,218,"Archer Skeleton",1016,1;
	end;
}
in_rogue.gat,86,187,0	script	rogue_mob11	139,0,8,{
	monster "in_rogue.gat",88,186,"Mummy",1041,1;
	monster "in_rogue.gat",88,187,"Mummy",1041,1;
	monster "in_rogue.gat",88,188,"Mummy",1041,1;
	end;
}
in_rogue.gat,225,187,0	script	rogue_mob12	139,0,8,{
	monster "in_rogue.gat",232,191,"Abyss Knight",1219,1;
	monster "in_rogue.gat",233,190,"Abyss Knight",1219,1;
	monster "in_rogue.gat",234,189,"Abyss Knight",1219,1;
	end;
}
in_rogue.gat,252,320,0	script	rogue_mob13	139,0,8,{
	monster "in_rogue.gat",252,319,"Mummy",1041,1;
	monster "in_rogue.gat",252,321,"Mummy",1041,1;
	monster "in_rogue.gat",252,319,"Ghoul",1036,1;
	monster "in_rogue.gat",252,321,"Ghoul",1036,1;
	monster "in_rogue.gat",257,320,"Archer Skeleton",1016,1;
	monster "in_rogue.gat",248,320,"Archer Skeleton",1016,1;
	end;
}

//================================================
// End Warp
//================================================
in_rogue.gat,370,320,0	script	rogue04	45,1,1,{
	set ROGUE_Q, 5;
	killmonsterall "in_rogue.gat";
	warp "in_rogue.gat",378,113;
	end;
}

//================================================
// Timer: Keeps monsters from overspawning
//================================================
- script RogueTest3 -1,{
	end;

OnMinute10:
OnMinute20:
OnMinute30:
OnMinute40:
OnMinute50:
OnMinute60:
	killmonsterall "in_rogue.gat";
	end;
}

//==============================================================================
// mapflag
//==============================================================================
in_rogue.gat	mapflag	nomemo
in_rogue.gat	mapflag	noteleport
in_rogue.gat	mapflag	nosave	SavePoint
in_rogue.gat	mapflag	nopenalty
in_rogue.gat	mapflag	nobranch
in_rogue.gat	mapflag	noexp
in_rogue.gat	mapflag	noloot