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
|
//===== eAthena Script =======================================
//= Rogue Job Quest
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
//= 2.5
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Job quest for Rogue classes
//===== Additional Comments: =================================
//= 2.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_BlockHigh"
//= 2.4a Deleted unused variables. [Samuray22]
//= 2.4b Changed a Problem with JobLevel what made
//= impossible get a Gladius [3]. (bugreport:481) [Samuray22]
//= 2.4c Corrected a Typo error ";;" and a typo error with "rouge". (bugreport:909) [Samuray22]
//= 2.5 Added dummy "OnMyMobDead" labels. (bugreport:1100) [L0ne_W0lf]
//============================================================
morocc,100,104,1 script Thug#rg 118,{
mes "[Thug]";
mes "*Sigh...*";
mes "What is life?";
mes "And what use";
mes "is money? ...Damn.";
mes "Damn this worthless life!";
next;
mes "[Thug]";
mes "Hey, kid.";
mes "What the hell";
mes "are you lookin' at?";
next;
if (select("Me? N-nothing!':........") == 1) {
mes "[Thug]";
mes "Then get the";
mes "hell out of my face!";
mes "Didn't you hear me?";
mes "Get lost!";
close;
}
mes "[Thug]";
mes "Hmmm...";
mes "Maybe I'll swing by the ^0000FFRogue Guild^000000 in ^0000FFParos Lighthouse^000000...";
next;
mes "[Thug]";
mes "I needz my money,";
mes "and they best have it...";
close;
}
in_rogue,363,122,4 script Rogue Guildsman#rg 747,{
if (Upper == 1) {
mes "[Markie]";
mes "Eh? You...you...?!";
mes "Hey, haven't we met before?";
next;
mes "[Markie]";
mes "..............";
mes "Awww, ^FF0000I am sorry^000000! I think I misunderstood you from someone I know.";
next;
mes "[Markie]";
mes ".......";
mes "........It is strange though. Umm.";
next;
mes "[Markie]";
mes "I never misunderstand people...oh well, be safe anyway!";
close;
}
if (BaseJob == Job_Thief) {
if (SkillPoint) {
mes "[Rogue Guildsman]";
mes "Yo, what are you doin'?!";
mes "You can't change your job if you got unused skill points, so use 'em all up. You bettah check yo-self before you wreck yo-self.";
close;
}
if (JobLevel > 39) {
if (ROGUE_Q == 0) {
mes "[Rogue Guildsman]";
mes "So what's a kid";
mes "like you doin' here?";
if (sex == 1) {
mes "Oh, I get it now...";
mes "The widdle boy wants";
}
else {
mes "Oh, I see...";
mes "Lil' cutie wants ";
}
mes "to be a ^800000Rogue^000000.";
next;
mes "[Rogue Guildsman]";
mes "Eh, nice meetin' you, I guess. I'm Markie, and I do work for the Rogue Guild, a philanthro-- *ahem* a ^800000feelanthropist^000000 group, as you can see. So what's your name?";
next;
mes "[Markie]";
mes "..." + strcharinfo(0) + "?";
mes "Heh heh! Cool name.";
mes "If it was dorky, we'd";
mes "make you change it,";
mes "so you're in luck.";
next;
mes "[Markie]";
mes "So why you wanna join up with the Rogues? I guess you gave me your real name, so you'd be an honest Rogue. Not many of those around, heh heh~";
next;
mes "[Markie]";
mes "Rule number 1 for Rogues...";
mes "Never give out your real identity to most people, most of the time. It's just a little backup measure we like to use.";
next;
mes "[Markie]";
mes "Right. I'm officially accepting your application, so now you gotta take a test. Don't sweat it, this first one is real simple.";
next;
mes "[Markie]";
mes "Alright...";
mes "Let's get started!";
next;
}
else if (ROGUE_Q == 1) {
mes "[Markie]";
mes "You again?";
mes "Okay, you probably screwed up last time 'cuz you were way too nervous. So just chill and pass";
mes "this test, okay?";
next;
}
else if (ROGUE_Q == 2) {
mes "[Markie]";
mes "Go talk to Smith. His test might be pretty hard. He's one of the guys who makes sure that people pay up their debts to us. So yeah, he might be a bit of a hard case.";
next;
mes "[Markie]";
mes "Yeah...";
mes "That guy can be pretty anal, but we need a guy like him in our guild. Anyway, be careful. Lots of luck to you, pal.";
close;
}
else if (ROGUE_Q > 2 && ROGUE_Q < 16) {
mes "[Markie]";
mes "Hey yo...";
mes "Do your best.";
next;
mes "[Markie]";
mes "Heh heh...";
mes "Fresh meat. This'll be";
mes "a cinch to--Wait! Er, I wasn't talkin' about you! I meant the other fresh meat~";
close;
}
else if (ROGUE_Q == 16 || ROGUE_Q == 17) {
mes "[Markie]";
if (ROGUE_Q == 16) {
mes "Oh hey, it's you!";
mes "You did a good job, guy.";
mes "Now, lemme change your";
mes "job to Rogue. You earned it!";
next;
mes "[Markie]";
mes "Congrats~!";
mes "You look";
mes "sooo dope!";
}
else {
mes "Oh! It's you!";
mes "You were actually able to put up with that guy? Good stuff! Must've had a rough time collect all those items, eh?";
next;
mes "[Markie]";
mes "Hey hey~";
mes "Congrats!";
mes "You've been";
mes "doin' a great job~";
}
set .@jlevel,JobLevel;
callfunc "Job_Change",Job_Rogue;
callfunc "F_ClearJobVar";
next;
mes "[Markie]";
mes "Now...";
mes "It's time";
mes "for me to make";
mes "a speech~ *Ahem*";
next;
mes "[Markie]";
mes "Enjoy your freedom as a Rogue. Just remember that you gotta be free and responsible at the same time. So treat other guys the way you wanna be treated, kay? Alright, seeya round.";
close2;
if (.@jlevel == 50) {
getitem 1220,1; //Gladius_
} else {
getitem 1219,1; //Gladius
}
end;
}
if (select("I'm ready.:Hold on, I need to get ready!") == 2) {
mes "[Markie]";
mes "Get ready...?";
mes "Fine, fine.";
mes "Take your sweet";
mes "time, why don't you?";
mes "But hurry up and";
mes "come back, got it?";
close;
}
next;
mes "[Markie]";
mes "Listen carefully, and";
mes "pick the right answer.";
mes "Capish? Now, lemme";
mes "read these questions...";
next;
switch(rand(1,3)) {
case 1:
mes "[Markie]";
mes "1. Choose the skill necessary for learning ^880000Stalk^000000.";
next;
if (select("^880000Hiding^000000:^880000Steal^000000:^880000Improve Dodge^000000:^880000Bash^000000") == 1)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "2. In comparison to the Merchant's Level 10 ^880000Discount^000000 skill, how much more of a discount, in terms of percent, can a Rogue get with Level 10 ^880000Haggle^000000 skill?";
next;
if (select("3 %:2 %:1 %:0 %") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "3. What is the correct description for the skill, ^880000Mug^000000?";
next;
if (select("Steal items from players:Steal items from monsters:Steal Zeny from monsters:Steal Zeny from players") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "4. How many Rogues does it require to activate the skill, ^880000Slyness^000000?";
next;
if (select("1 Rogues + 2 Assassin:1 Thief + 2 Rogue:4 Thieves:2 Rogues") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "5. Choose the skill that you can learn at Level 5 ^880000Divest Helm^000000.";
next;
if (select("^880000Envenom^000000:^880000Strip Tease^000000:^880000Venom Splasher^000000:^880000Divest Shield^000000") == 1)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "6. Choose the skill which allows its user to move while hiding.";
next;
if (select("^880000Hiding^000000:^880000Back Slide^000000:^880000Stalk^000000:^880000Sand Attack^000000") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "7. Choose the card that increases the accuracy rate of its owner.";
next;
if (select("Andre Card.:Familiar Card.:Mummy Card.:Marina Card.") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "8. Choose the monster that receives more damage when it's attacked by a weapon with the Vadon card (20 % more damage on Fire property).";
next;
if (select("Vadon:Deviruchi:Elder Willow:Baphomet") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "9. How much SP does the skill ^880000Double Attack^000000 require when used with a Dagger?";
next;
if (select("15:Passive skill, no SP required.:Passive skill, 10 SP:54") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "10. Choose the most efficient dagger to use in the Byalan 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 "[Markie]";
mes "1. Which monster drops a slotted Gladius?";
next;
if (select("Thief Bug:Peco Peco:Desert Wolf:Kobold") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "2. Which monster drops a slotted Main-Gauche?";
next;
if (select("Hornet:Desert Wolf:Marionette:Myst") == 1)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "3. Choose the class that is able to create unique potions.";
next;
if (select("Merchant:Alchemist:Blacksmith:Priest") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "4. Choose the weapon that Rogues aren't allowed to use.";
next;
if (select("Gakkung:Crossbow:Gladius:Katar") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "5. Choose the property that the monster Hode possesses.";
next;
if (select("Water:Fire:Wind:Earth") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "6. Choose the monster that is unable to be tamed for as a Cute Pet.";
next;
if (select("Poporing:Creamy:Orc:Poison Spore") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "7. Choose the monster that receives more damage from a Dagger with the Fire property.";
next;
if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "8. Choose the town that doesn't have any guild castles.";
next;
if (select("Prontera:Al De Baran:Alberta:Payon") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "9. Choose the plant that drops Blue Herbs.";
next;
switch(select("Green Plant:Yellow Plant:Blue Plant:Shining Plant")) {
default:
break;
case 3:
set .@assassin_t,.@assassin_t+10;
break;
case 4:
set .@assassin_t,.@assassin_t+10;
break;
}
mes "[Markie]";
mes "10. Choose the monster that does not have the Undead property.";
next;
if (select("Zombie:Megalodon:Familiar:Khalitzburg") == 3)
set .@assassin_t,.@assassin_t+10;
break;
case 3:
mes "[Markie]";
mes "1. By what percentage is the flee rate increased when a Thief masters the ^880000Improve Dodge^000000?";
next;
if (select("30:40:160:20") == 1)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "2. Choose the monster that detects a characters using the Hiding or Cloaking skill.";
next;
if (select("Worm Tail:Argos:Mummy:Soldier Skeleton") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "3. Choose the location where Thieves can change their jobs to Rogues.";
next;
if (select("Comodo:Kokomo Beach:Paros Lighthouse:Morroc") == 3)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "4. In which town can Novices change their jobs to Thieves?";
next;
if (select("Comodo:Lutie:Alberta:Morroc") == 4)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "5. Choose the card that does not affect the DEX stat.";
next;
if (select("Rocker Card:Mummy Card:Zerom Card:Drops Card") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "6. So what's cool about being a Rogue?";
next;
select("Being totally badass.:The clothes, the style.:Getting to call other people, 'foo'':Excellent attack strength");
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "7. When is it possible to change jobs from Thief to Rogue?";
next;
switch(select("At job Level 30:At job Level 35:At Job Level 40:At Job Level 50")) {
default:
break;
case 3:
set .@assassin_t,.@assassin_t+10;
break;
case 4:
set .@assassin_t,.@assassin_t+10;
break;
}
mes "[Markie]";
mes "8. You want to dye your hair blue. What town do you go to, and in which direction, with 12 o' clock being North.";
next;
if (select("Morroc, 7 o'clock:Prontera, 7 o'clock:Morroc, 5 o'clock:Prontera, 1 o'clock") == 2)
set .@assassin_t,.@assassin_t+10;
mes "[Markie]";
mes "9. Choose the mushroom that is required on the Thief job change quest.";
next;
switch(select("Orange Gooey Mushroom:Red Hairy Mushroom:Orange Net Mushroom:Orange Sticky Mushroom")) {
default:
break;
case 1:
case 3:
set .@assassin_t,.@assassin_t+10;
break;
}
mes "[Markie]";
mes "10. Choose the card that least benefits the Rogue class.";
next;
if (select("Whisper Card:Elder Willow Card:Zerom Card:Matyr Card") == 2)
set .@assassin_t,.@assassin_t+10;
}
mes "[Markie]";
mes "*Whew~*";
mes "Finally.";
mes "We're done.";
next;
mes "[Markie]";
mes "Let's see.";
mes "You got...";
mes "" + .@assassin_t + " points.";
if (.@assassin_t > 80) {
set ROGUE_Q,2;
mes "Good. You passed.";
mes "We don't gotta";
mes "do that again.";
next;
mes "[Markie]";
mes "But don't get too comfortable just yet, you got more o' these tests. Your next one will be from Smith.";
next;
mes "[Markie]";
mes "So...";
mes "Go find Smith and finish up this test, yeah? Be careful though, Smith's a pretty anal guy.";
close;
}
else {
set ROGUE_Q,1;
mes "Aw crud... You failed!";
next;
mes "[Markie]";
mes "Man, you shoulda learned more when you had the chance. Thanks for wasting my time.";
next;
mes "[Markie]";
mes "*Sigh...* Lemme give you some tips, yeah? I'm supposed to tell you about some kind of ^990000iro.ragnarokonline.com^000000 to help you learn what you need to know.";
next;
mes "[Markie]";
mes "Of course, I don't know what the heck it means, but if you understand it, it'll probably help you out a lot.";
close;
}
}
else if (JobLevel < 40) {
mes "[Rogue Guildsman]";
mes "Whoa, slow down newbie. We only accept people who are at least Thief Job Level 40. I ain't risking myself by letting you in before you're ready. Got it?";
close;
}
}
else if (BaseJob == Job_Assassin) {
mes "[Rogue Guildsman]";
mes "Huh...?";
mes "What's an Assassin doin' here? Uh, you haven't been assigned to kill someone in the Rogue Guild, are you?";
next;
mes "[Rogue Guildsman]";
mes "In any case, don't mess with us! You can't catch me... I'm a smooth criminal!";
next;
mes "[Rogue Guildsman]";
mes "Don't get it, huh? It's something I always used to say to Huey. If you're in the Assassin Guild, you oughta have met him...";
close;
}
else if (BaseJob == Job_Rogue) {
mes "[Markie]";
mes "Hey hey~";
mes "Long time no see.";
mes "Eh, right now we don't";
mes "any requests from the";
mes "guild for you, so just";
mes "check back again later.";
close;
}
else {
mes "[Rogue Guildsman]";
mes "Hey you...";
mes "Get your ugly";
mes "ass out of here";
mes "before I redecorate";
mes "that face of yours!";
close;
}
}
in_rogue,376,23,1 script Mr. Smith#rg 57,{
if (ROGUE_Q == 2) {
mes "[Mr. Smith]";
mes "Welcome to";
mes "the Rogue guild.";
mes "From here on, I will";
mes "verify your qualification.";
next;
mes "[Mr. Smith]";
mes "Before we get started,";
mes "I want you to know";
mes "about something...";
next;
mes "[Mr. Smith]";
mes "All new Rogues are required to pay an application fee, so I hope you take care of that first.";
next;
mes "[Mr. Smith]";
mes "What you have to understand is that the Rogue Guild does a lot of business, ^666666sometimes illegally^000000, that needs financial backup.";
next;
set .@item_need,rand(1,15);
if (.@item_need > 0 && .@item_need < 6) callsub S_Req,"10 Skel-bone","6 Blue Herb","10 Decayed Nail","10 Horrendous Mouth",3;
else if (.@item_need > 5 && .@item_need < 11) callsub S_Req,"10 Green Herb","10 Crab Shell","10 Snake Scale","10 Garlet",4;
else if (.@item_need > 10 && .@item_need < 15) callsub S_Req,"10 Yellow Herb","10 Shell","10 Grasshopper's Leg","10 Bear's Footskin",5;
else if (.@item_need == 15) {
mes "[Mr. Smith]";
mes "I will let you know...";
set ROGUE_Q,6;
next;
mes "[Mr. Smith]";
mes "I will let you know......";
next;
mes "[Mr. Smith]";
mes "I will let you know........";
mes "By the way.....";
next;
mes "[Mr. Smith]";
mes "Oh man...";
mes "This is...";
mes "Damn...";
mes "Annoying!";
next;
mes "[Mr. Smith]";
mes "...";
next;
mes "[Mr. Smith]";
mes "...";
mes "......";
next;
mes "[Mr. Smith]";
mes "...";
mes "......";
mes ".........";
next;
mes "[Mr. Smith]";
mes "Today, I'm in a pissed off mood, ya' know why?! I haven't collected any bills! God! Idiot Thieves coming at me all the time, wanting to become Rogues!";
next;
mes "[Mr. Smith]";
mes "Jesus! Now I understand why our leader told us that working as customer support sucks.";
next;
mes "[Mr. Smith]";
mes "That god damn guild master assigned me to this shitty job. I'm better than this F$@king job!";
mapannounce "in_rogue","That god damn guild master assigned me to this shitty job! That Bastard!",bc_map;
mes "That bastard should go to F$@king hell, I'm gonna kick that mother F$@kers ass! F#%k F#%k F#%k !!!";
mapannounce "in_rogue","That bastard should go to F$@king hell, I'm gonna kick that mother F$@kers ass! F#%k F#%k F#%k !!!",bc_map;
next;
mes "[Mr. Smith]";
mes "That dipshit who just tried to change his job, the one before you...";
mapannounce "in_rogue","That dipshit who just tried to change his job, the one before you...",bc_map;
mes "You know what the f#@k he talked to me about?!?";
mapannounce "in_rogue","You know what the f#@k he talked to me about?!?",bc_map;
mes "F#$@%#$*#$%@#$!!";
mapannounce "in_rogue","F#$@%#$*#$%@#$!!",bc_map;
next;
mes "[Mr. Smith]";
mes "What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!";
mapannounce "in_rogue","What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!",bc_map;
next;
mes "[Mr. Smith]";
mes "What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?";
mapannounce "in_rogue","What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?",bc_map;
mes " ";
mes "[" + strcharinfo(0) + "]";
mes "Umm...";
mes "Sir...?";
mes "I didn't mean to make you upset. I just came here to so I could become a Rogue.";
next;
mes "[Mr. Smith]";
mes "Holy shit on a stick, what the f#$k was I just f!#king talking about, you moron!";
mapannounce "in_rogue","Holy shit on a stick, what the f#$k was I just f!#king talking about, you moron!",bc_map;
next;
mes "[Mr. Smith]";
mes "Just leave me alone! Just leave alone! Just leave me alone!";
mapannounce "in_rogue","Just leave me alone! Just leave alone! Just leave me alone!",bc_map;
next;
mes "[Mr. Smith]";
mes "Do whatever you want, okay? Just do whatever the F$!!K you want...!!";
mapannounce "in_rogue","Do whatever you want, okay? Just do whatever the F$!!K you want...!!",bc_map;
next;
mes "[Mr. Smith]";
mes "Your application fee... ^FF000010,000 zeny^000000!!";
next;
mes "[Mr. Smith]";
mes "^FF00005 Crysalis^000000!";
mes "^FF00005 Empty Bottle^000000!";
mes "^FF00005 Iron Ore^000000!";
mes "^FF00005 Stone Heart^000000!!";
next;
mes "[Mr. Smith]";
mes "^FF00005 Red Herb^000000!";
mes "^FF00005 Animal Skin^000000!!";
mes "^FF00005 Yellow Gemstone^000000!!";
next;
mes "[Mr. Smith]";
mes "^FF00005 Tooth of Bat^000000!";
mes "^FF00005 Scorpion Tail^000000!!";
mes "^FF00005 Yoyo Tail^000000!!";
next;
mes "[Mr. Smith]";
mes "^FF00005 Monster's Feed^000000!";
mes "^FF00005 Fluff^000000!!";
mes "^FF00005 Clover^000000!!";
next;
mes "[Mr. Smith]";
mes "^FF00005 Feather of Birds^000000!";
mes "^FF00005 Talon^000000!!";
mes "^FF00005 Spawn^000000!!";
next;
mes "[Mr. Smith]";
mes "Don't even think about coming back until you've got all those or I'll kill you where you stand.";
next;
mes "[Mr. Smith]";
mes "What the F$@k? Did you just say I'm annoying you? Shut up, you ungrateful prick!";
next;
mes "[Mr. Smith]";
mes "I just added ^FF000010 Raccoon Leaf^000000 to the list. You better get it!";
next;
mes "[Mr. Smith]";
mes "F%$#*&#@$%#@$@#$%@$%&*k! Haven't you ever thought about how hard it would be to be an NPC!?!";
mapannounce "in_rogue","F%$#*&#@$%#@$@#$%@$%&*k! Haven't you ever thought about how hard it would be to be an NPC!?!",bc_map;
close;
}
}
else if (ROGUE_Q < 2) {
mes "[Mr. Smith]";
mes "Three thousand, two hundred seventy two. Three thousand, two hundred seventy three. Three thousand, two hundred seventy four...";
next;
mes "[Mr. Smith]";
mes "Uhh...";
mes "Headache...";
mes "This is too much";
mes "zeny to count.";
next;
mes "[Mr. Smith]";
mes "Uh...?";
mes "What are you doing here? If you're going to talk about the job change, you need to speak to the other guy first.";
next;
mes "[Mr. Smith]";
mes "...Shit!";
mes "I lost count!";
close;
}
else if (ROGUE_Q > 2) {
if (ROGUE_Q == 3) callsub S_CheckItems,510,10,932,10,957,10,958,10;
else if (ROGUE_Q == 4) callsub S_CheckItems,511,10,910,10,926,10,964,10;
else if (ROGUE_Q == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10;
else if (ROGUE_Q == 6) {
if (zeny > 9999 && countitem(915) > 4 && countitem(713) > 4 && countitem(1002) > 4 &&
countitem(953) > 4 && countitem(507) > 4 && countitem(919) > 4 && countitem(715) > 4 &&
countitem(913) > 4 && countitem(904) > 4 && countitem(942) > 4 && countitem(528) > 4 &&
countitem(914) > 4 && countitem(705) > 4 && countitem(916) > 4 && countitem(917) > 4 &&
countitem(908) > 4 && countitem(945) > 4) {
mes "[Mr. Smith]";
mes "Ummm...let's see...";
set zeny,zeny-10000;
delitem 915,5; //Chrysalis
delitem 713,5; //Empty_Bottle
delitem 1002,5; //Iron_Ore
delitem 953,5; //Stone_Heart
delitem 507,5; //Red_Herb
delitem 919,5; //Animal's_Skin
delitem 715,5; //Yellow_Gemstone
delitem 913,5; //Tooth_Of_Bat
delitem 904,5; //Scorpion's_Tail
delitem 942,5; //Yoyo_Tail
delitem 528,5; //Monster's_Feed
delitem 914,5; //Fluff
delitem 705,5; //Clover
delitem 916,5; //Feather_Of_Birds
delitem 917,5; //Talon
delitem 908,5; //Spawn
delitem 945,5; //Raccoon_Leaf
set ROGUE_Q,8;
next;
mes "[Mr. Smith]";
mes "Wow, you've brought each and every single thing I asked you to. Good work... I salute you.";
next;
mes "^CCCCCC- Middle Finger -^000000'";
mes "*Grins*";
set ROGUE_Q,8;
next;
mes "[Mr. Smith]";
mes "Since you showed such great effort, I'm going to write a recommendation letter for you. I usually don't do that, you know.";
next;
mes "[Mr. Smith]";
mes "But I'm sure you'll be a great asset to the Rogue Guild. Hmm, I don't have a blank piece of paper right now, so take this instead...";
getitem 1097,1; //Worn_Out_Page
next;
mes "[Mr. Smith]";
mes "*Sigh...*";
mes "I know, I know. I'm supposed to control myself in the work place. Getting enraged is a bad habit...";
next;
mes "[Mr. Smith]";
mes "*Mumble mumble...*";
mes "How was I... *Mumble...*";
mes "How did... I remember...";
mes "*Sigh* It was all because of my bad temper!";
next;
mes "[Mr. Smith]";
mes "Wah....!!!";
next;
mes "^3355FFIt might be a better";
mes "idea to come back later.^000000";
close;
}
mes "[Mr. Smith]";
mes "Listen this time!";
mes "Application fee:";
mes "^FF000010000 zeny^000000,";
mes "^FF00005 Crysalis^000000!";
mes "^FF00005 Empty Bottle^000000!";
mes "^FF00005 Iron Ore^000000!";
next;
mes "[Mr. Smith]";
mes "^FF00005 Stone Heart^000000!!";
mes "^FF00005 Red Herb^000000!";
mes "^FF00005 Animal Skin^000000!!";
mes "^FF00005 Yellow Gemstone^000000!!";
next;
mes "[Mr. Smith]";
mes "^FF00005 Tooth of Bat^000000!";
mes "^FF00005 Scorpion Tail^000000!!";
mes "^FF00005 Yoyo Tail^000000!!";
next;
mes "[Mr. Smith]";
mes "^FF00005 Monster's Feed^000000!";
mes "^FF00005 Fluff^000000!!";
mes "^FF00005 Clover^000000!!";
next;
mes "[Mr. Smith]";
mes "^FF00005 Feather of Birds^000000!";
mes "^FF00005 Talon^000000!!";
mes "^FF00005 Spawn^000000!!";
mes "^FF000010 Raccoon Leaf^000000!!";
next;
mes "[Mr. Smith]";
mes "Don't even think";
mes "of coming back";
mes "without them!";
close;
}
else if (ROGUE_Q == 7) {
mes "[Mr. Smith]";
mes "Let me see...";
mes "Who would should";
mes "I send you to...?";
switch(rand(1,3)) {
case 1:
set ROGUE_Q,9;
next;
mes "[Mr. Smith]";
mes "Right! I know";
mes "just the guy~!";
next;
mes "[Mr. Smith]";
mes "Go visit Aragham Junior who lives South of the Sandarman Fortress. That area is located one field east from here.";
next;
mes "[Mr. Smith]";
mes "He's a pretty nice guy, you know. He works hard and is really good at bill collecting.";
next;
mes "[Mr. Smith]";
mes "Before he joined the Rogue Guild, people have been trying to kill him for something his father did in the past. So, he became a runaway.";
next;
mes "[Mr. Smith]";
mes "Well anyway, that's why he's been with us. We've been helping him hide from his enemies.";
next;
mes "[Mr. Smith]";
mes "Ah, you might want to remember the password if you want to meet him. He doesn't let anybody in his house without the password.";
next;
mes "[Mr. Smith]";
mes "The password is ^0000FFAragham never hoarded upgrade items^000000.";
next;
mes "[Mr. Smith]";
mes "Well, I will wish you luck. His place isn't that far from here, so come back as soon as possible. Being swift... That is the spirit of the Rogue.";
close;
case 2:
set ROGUE_Q,10;
next;
mes "[Mr. Smith]";
mes "Hmm...";
mes "This guy might be";
mes "good for you, but...";
mes "He's a little dangerous.";
next;
mes "[Mr. Smith]";
mes "I want you to meet Antonio Junior, son of Antonio the first. For some reason people have been trying to kill him because of something his father did in the past.";
next;
mes "[Mr. Smith]";
mes "He was brought up in Payon, but he's staying in an empty house near the Kokomo beach at the moment.";
next;
mes "[Mr. Smith]";
mes "I've heard lately that he's been complaining a lot about the noise outside of his house, and he fears an assassination attempt. Anyway...";
next;
mes "[Mr. Smith]";
mes "He's kind of tense, so he throws a dagger at anyone who approches his house. He has a violent personality.";
next;
mes "[Mr. Smith]";
mes "However, he does have magnificiant business skills. And he also loves gambling. Once you get to know him, he'll take care of your Rogue training really well.";
next;
mes "[Mr. Smith]";
mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFAntonio doesn't enjoy destroying upgrade items^000000.";
close;
case 3:
set ROGUE_Q,11;
next;
mes "[Mr. Smith]";
mes "Hmm...";
mes "This guy might be";
mes "good for you, but...";
mes "He's a little dangerous.";
next;
mes "[Mr. Smith]";
mes "His name is";
mes "Hollgrehenn Junior,";
mes "a genius at manipulation.";
next;
mes "[Mr. Smith]";
mes "However, because of something his father did long ago, people ahve been trying to kill him. Because of this, he is very high strung and will throw daggers at people he doesn't trust.";
next;
mes "[Mr. Smith]";
mes "Our leader has been able to get him to join our guild, and his brilliant mind has been an asset to us. Once you get to know him, he'll take care of your Rogue training really well.";
next;
mes "[Mr. Smith]";
mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFMy father never hoarded upgrade items^000000.";
close;
}
}
else if (ROGUE_Q == 8) {
mes "[Mr. Smith]";
mes "Alright... Now that I've calmed down, I can inform you of your next destination. *Whew*";
next;
mes "[Mr. Smith]";
mes "Go and find Hermanthorn Junior, who is living near the ^0000FFthe checkpoint of Paros Lighthouse^000000, which is at the border between Morroc and Comodo.";
next;
mes "[Mr. Smith]";
mes "Ah...almost forgot, keep in mind not to mention anything about upgrading items. This is very important.";
close;
}
else if (ROGUE_Q == 9) {
mes "[Mr. Smith]";
mes "What...?";
mes "Did you just";
mes "say that you";
mes "forgot where to go?";
next;
mes "[Mr. Smith]";
mes "Head one field East and enter the building that is South of the Sandarman Fortress to meet Aragham Junior.";
next;
mes "[Mr. Smith]";
mes "The password is ^0000FFAragham never hoarded upgrade items^000000.";
close;
}
else if (ROGUE_Q == 10) {
mes "[Mr. Smith]";
mes "What...?";
mes "Did you just";
mes "say that you";
mes "forgot where to go?";
next;
mes "[Mr. Smith]";
mes "Go to the building";
mes "at Kokomo Beach,";
mes "which is on the way";
mes "to Comodo, to meet";
mes "Antonio Junior.";
next;
mes "[Mr. Smith]";
mes "The password is ^0000FF'Antonio doesn't enjoy destroying upgrade items'^000000.";
close;
}
else if (ROGUE_Q == 11) {
mes "[Mr. Smith]";
mes "What...?";
mes "Did you just";
mes "say that you";
mes "forgot where to go?";
next;
mes "[Mr. Smith]";
mes "Go to the field South of Sandarman Fortress, which is on the way to Morroc from here, to meet Hollgrehenn Junior.";
next;
mes "[Mr. Smith]";
mes "The password is ^0000FFMy father never hoarded upgrade items^000000.";
close;
}
else if (ROGUE_Q > 11) {
mes "[Mr. Smith]";
mes "Hmmm...?";
mes "Don't you have";
mes "to go somewhere";
mes "else to complete";
mes "your Rogue training?";
close;
}
}
S_Req:
mes "[Mr. Smith]";
mes "First, the";
mes "application fee:";
mes "^FF000010,000 zeny^000000.";
next;
mes "[Mr. Smith]";
mes "We also need";
mes "you to bring";
mes "^FF0000"+getarg(0)+"^000000,";
mes "^FF0000"+getarg(1)+"^000000,";
mes "^FF0000"+getarg(2)+"^000000 and";
mes "^FF0000"+getarg(3)+"^000000.";
set ROGUE_Q,getarg(4);
next;
mes "[Mr. Smith]";
mes "Hmm...?";
mes "What was that?";
mes "Did you just say that";
mes "you're willing to donate";
mes "more for the guild?";
next;
mes "[Mr. Smith]";
mes "That sounds sweet,";
mes "I appreciate that.";
mes "But come back when";
mes "you're ready.";
close;
S_CheckItems:
if (Zeny > 99999 || countitem(getarg(0)) >= getarg(1) || countitem(getarg(2)) >= getarg(3) || countitem(getarg(4)) >= getarg(5) || countitem(getarg(6)) >= getarg(7)) {
mes "[Mr. Smith]";
mes "Okay, we've got the application fee, ^FF000010,000 zeny^000000, "+getarg(1)+" "+getitemname(getarg(0))+", "+getarg(3)+" "+getitemname(getarg(2))+", "+getarg(5)+" "+getitemname(getarg(4))+" and "+getarg(7)+" "+getitemname(getarg(6))+"...";
set zeny,zeny-10000;
delitem getarg(0),getarg(1);
delitem getarg(2),getarg(3);
delitem getarg(4),getarg(5);
delitem getarg(6),getarg(7);
set ROGUE_Q,7;
next;
mes "[Mr. Smith]";
mes "Great, great...";
mes "I think you";
mes "brought everything.";
set ROGUE_Q,7;
next;
mes "[Mr. Smith]";
mes "Alright, wait just a moment while";
mes "I prepare these things. Let's see... Your next test is...";
close;
}
mes "[Mr. Smith]";
mes "What the f$@k!? You didn't bring all the required items?! Are you telling me that you need to check the requirements again!?";
next;
mes "[Mr. Smith]";
mes "Now listen...!";
mes "Bring ^FF000010,000 zeny^000000,";
mes "and the following items...";
next;
mes "[Mr. Smith]";
mes "^FF0000 "+getarg(1)+" "+getitemname(getarg(0))+"^000000,";
mes "^FF0000 "+getarg(3)+" "+getitemname(getarg(2))+"^000000,";
mes "^FF0000 "+getarg(5)+" "+getitemname(getarg(4))+"^000000,";
mes "^FF0000 "+getarg(7)+" "+getitemname(getarg(6))+"^000000,";
mes "You got it this time?";
close;
}
cmd_fild09,106,195,0 script Warp#1 45,1,1,{
OnTouch:
mes "[???]";
mes "Who's there?!";
mes "Who would dare";
mes "intrude my territory?";
next;
switch(select("My father:Aragham:Aragon:Legolas")) {
case 1:
mes "[" + strcharinfo(0) + "]";
mes "My father";
break;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Aragham";
set .@rogue_t,.@rogue_t+10;
break;
case 3:
mes "[" + strcharinfo(0) + "]";
mes "Aragon";
break;
case 4:
mes "[" + strcharinfo(0) + "]";
mes "Legolas";
break;
}
switch(select("did not:didn't:never:ever")) {
case 1: mes "did not"; break;
case 2: mes "didn't"; break;
case 3:
mes "never";
set .@rogue_t,.@rogue_t+10;
break;
case 4: mes "ever"; break;
}
switch(select("hoard:hoarded:hide:took:take")) {
case 1: mes "hoard"; break;
case 2:
mes "hoarded";
set .@rogue_t,.@rogue_t+10;
break;
case 3: mes "hide"; break;
case 4: mes "took"; break;
case 5: mes "take"; break;
}
switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) {
case 1:
mes "upgrade items.";
set .@rogue_t,.@rogue_t+10;
break;
case 2: mes "forging items."; break;
case 3: mes "refining item."; break;
case 4: mes "upgrade item."; break;
}
next;
if (.@rogue_t > 30) {
mes "^3355FF*Creeeeak*";
mes "The door slowly opens.^000000";
close2;
warp "in_rogue",246,25;
end;
}
else {
mes "[???]";
mes "What the...?";
mes "Get lost!";
close;
}
}
cmd_fild09,335,143,0 script Warp#2 45,1,1,{
OnTouch:
mes "[???]";
mes "Who's there?!";
mes "Who would dare";
mes "intrude my territory?";
next;
switch(select("My father:Aragham:Aragon:Legolas")) {
case 1:
mes "[" + strcharinfo(0) + "]";
mes "My father";
set .@rogue_t,.@rogue_t+10;
break;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Aragham";
break;
case 3:
mes "[" + strcharinfo(0) + "]";
mes "Aragon";
break;
case 4:
mes "[" + strcharinfo(0) + "]";
mes "Legolas";
break;
}
switch(select("did not:didn't:never:ever")) {
case 1: mes "did not"; break;
case 2: mes "didn't"; break;
case 3:
mes "never";
set .@rogue_t,.@rogue_t+10;
break;
case 4: mes "ever"; break;
}
switch(select("hoard:takes:hide:took:hoarded")) {
case 1: mes "hoard"; break;
case 2: mes "takes"; break;
case 3: mes "hide"; break;
case 4: mes "took"; break;
case 5:
mes "hoarded";
set .@rogue_t,.@rogue_t+10;
break;
}
switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) {
case 1:
mes "upgrade items.";
set .@rogue_t,.@rogue_t+10;
break;
case 2: mes "forging items."; break;
case 3: mes "refining item."; break;
case 4: mes "upgrade item."; break;
}
next;
if (.@rogue_t > 30) {
mes "^3355FF*Creeeeak*";
mes "The door slowly opens.^000000";
close2;
warp "in_rogue",169,34;
end;
}
else {
mes "[???]";
mes "What the...?";
mes "Get lost!";
close;
}
}
cmd_fild04,304,180,0 script Warp#3 45,1,1,{
OnTouch:
mes "[???]";
mes "Who's there?!";
mes "Who would dare";
mes "intrude my territory?";
next;
switch(select("Anntonio:Aragham:Antonio:Hollgrehenn")) {
case 1:
mes "[" + strcharinfo(0) + "]";
mes "Anntonio";
break;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Aragham";
break;
case 3:
mes "[" + strcharinfo(0) + "]";
mes "Antonio";
set .@rogue_t,.@rogue_t+10;
break;
case 4:
mes "[" + strcharinfo(0) + "]";
mes "Hollgrehenn";
break;
}
switch(select("enjoys:doesn't enjoy:likes:doesn't like")) {
case 1: mes "enjoys"; break;
case 2:
mes "doesn't enjoy";
set .@rogue_t,.@rogue_t+10;
break;
case 3: mes "likes"; break;
case 4: mes "doesn't like"; break;
}
switch(select("damaging:destroying:fixing:forging")) {
case 1: mes "damaging"; break;
case 2:
mes "destroying";
set .@rogue_t,.@rogue_t+10;
break;
case 3: mes "fixing"; break;
case 4: mes "forging"; break;
}
switch(select("forging item.:refining items.:upgrade items.:refined items.:upgraded items.:forged items.")) {
case 1: mes "forging item."; break;
case 2: mes "refining items."; break;
case 3:
mes "upgrade items.";
set .@rogue_t,.@rogue_t+10;
break;
case 4: mes "refined items."; break;
case 5: mes "upgraded items."; break;
case 6: mes "forged items."; break;
}
next;
if (.@rogue_t > 30) {
mes "^3355FF*Creeeeak*";
mes "The door slowly opens.^000000";
close2;
warp "in_rogue",164,106;
end;
}
else {
mes "[???]";
mes ".....Get lost!";
close;
}
}
in_rogue,272,135,1 script Hermanthorn Jr#rg 85,{
if (ROGUE_Q == 8) {
mes "[HermanthornJr.]";
mes "I see...";
mes "You must be from";
mes "the Rogue guild.";
mes "You must be one of the";
mes "ones Mr. Smith wasn't";
mes "too happy with...";
next;
mes "[HermanthornJr.]";
mes "He threw a fit and you brought him all the items he asked for, didn't you? Well, I can see that you're still pretty naive. Hahaha~";
next;
mes "[HermanthornJr.]";
mes "I suppose he suckered you into gathering those items, and then passed you on to me. Sad, really.";
next;
mes "[HermanthornJr.]";
mes "Well, since you were tortured by him, I'll try to be especially generous to you. My test for you will be simple, so simple.";
next;
mes "[HermanthornJr.]";
mes "All you have to do is go through a underground tunnel, and walk all the way back to the Rogue Guild.";
next;
mes "[HermanthornJr.]";
mes "There is one thing I should tell you, though. You might want to be careful inside, alright?";
next;
mes "[HermanthornJr.]";
mes "A bunch of pricks have been throwing Dead Branches and casting Hocus Pocus all over the place...";
next;
mes "[HermanthornJr.]";
mes "Well...";
mes "Just make it back to the Rogue Guild alive. That's all you have to do!";
set ROGUE_Q,12;
close;
}
else if (ROGUE_Q == 12) {
mes "[HermanthornJr.]";
mes "Oh right. This is really important. You need a password to enter the tunnel. To unlock the door, the four number combination is ^0000FF3019^000000.";
close;
}
else {
mes "[HermanthornJr.]";
mes "Huh...?";
mes "What the hell";
mes "are you doing here.";
mes "Scram, why don't you?";
close;
}
}
in_rogue,270,130,0 script he_to_rogue#rg 45,1,1,{
OnTouch:
mes "^3355FFThe door is locked. You'll need to enter the four number combination to open it.^000000";
next;
input .@input;
if (.@input < 1 || .@input > 10000) {
if (ROGUE_Q == 12)
mes "^3355FFIt didn't work. Please re-enter the four number combination.^000000";
else
mes "^3355FFPlease enter a combination of four numbers.^000000";
close;
}
else if (.@input == 3019) {
if (ROGUE_Q == 12) {
mes "^3355FFThe door";
mes "has opened.^000000";
close2;
warp "in_rogue",10,21;
set ROGUE_Q,12;
end;
}
else {
mes "[HermanthornJr.]";
mes "Well...";
mes "Didn't I tell you";
mes "that I changed the";
mes "password? *Wink Wink*";
close;
}
}
else {
mes "^3355FFThe door";
mes "is still locked.^000000";
close;
}
}
in_rogue,200,389,0 script gen_ro#1 -1,3,3,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",200,389,"Zombie",1015,1,"gen_ro#1::OnMyMobDead";
monster "in_rogue",201,389,"Zombie",1015,1,"gen_ro#1::OnMyMobDead";
donpcevent "gen_ro#2::OnDisable";
donpcevent "gen_ro#3::OnDisable";
donpcevent "gen_ro#4::OnDisable";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","gen_ro#1::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,100,389,0 script gen_ro#2 -1,3,3,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",100,389,"Mummy",1041,1,"gen_ro#2::OnMyMobDead";
donpcevent "gen_ro#1::OnDisable";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","gen_ro#2::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,150,389,0 script gen_ro#3 -1,3,3,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",145,389,"Zombie",1015,1,"gen_ro#3::OnMyMobDead";
monster "in_rogue",143,389,"Mummy",1041,1,"gen_ro#3::OnMyMobDead";
donpcevent "gen_ro#2::OnDisable";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","gen_ro#3::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,250,389,0 script gen_ro#4 -1,3,3,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",200,389,"Abysmal Knight",1219,1,"gen_ro#4::OnMyMobDead";
donpcevent "gen_ro#3::OnDisable";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","gen_ro#4::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,9,389,0 script oneway_to_gu 45,1,1,{
OnTouch:
donpcevent "gen_ro#4::OnDisable";
set ROGUE_Q,17;
warp "in_rogue",367,10;
end;
}
in_rogue,244,39,1 script Aragham Junior#rg 99,{
if (ROGUE_Q == 9) {
mes "[Aragham Jr.]";
mes "Oh, you must be";
mes "from the Rogue Guild...";
next;
mes "[Aragham Jr.]";
mes "My name is";
mes "Aragham Junior,";
mes "Rogue of the Desert.";
mes "Are you ready to learn";
mes "how to be a Rogue?";
next;
mes "[Aragham Jr.]";
mes "See, as a Rogue, our motto is, '^0000FFAvoid the strong! Be malicious to the weak!^000000' That rule especially goes true for monsters.";
next;
mes "[Aragham Jr.]";
mes "Avoid the strong!";
mes "Be malicious to the weak!";
mes "It's a simple rule...";
next;
mes "[Aragham Jr.]";
mes "Now, remember it as you go through ^0000FFthe Underground Tunnel^000000. Try to walk all the way to the Rogue Guild.";
next;
mes "[Aragham Jr.]";
mes "There will be a few monsters, but don't worry. I know you're strong. Alright, are you ready to go or what?";
next;
if (select("Yes, let's go.:Nah~") == 1) {
mes "[Aragham Jr.]";
mes "Alright...";
mes "Good luck, then.";
close2;
warp "in_rogue",15,105;
set ROGUE_Q,13;
end;
}
mes "[Aragham Jr.]";
mes "Fine, fine.";
mes "Take your time";
mes "and come back";
mes "when you're ready.";
close;
}
else if (ROGUE_Q == 13) {
mes "[Aragham Jr.]";
mes "Oh, you're back.";
mes "I think you'll do well this time. Another motto Rogues have is '^0000FFFailure teaches success^000000.' Well, then again...";
next;
if (select("Re-Test:Cancel") == 1) {
mes "[Aragham Jr.]";
mes "Good luck.";
close2;
warp "in_rogue",15,105;
end;
}
mes "[Aragham Jr.]";
mes "Fine, fine.";
mes "Take your time";
mes "and come back";
mes "when you're ready.";
close;
}
else if (BaseJob != Job_Rogue) {
mes "[Aragham Jr.]";
mes "Huh...?";
mes "Who are you?!";
mes "You're not from";
mes "the Rogue Guild!!";
next;
mes "[Aragham Jr.]";
mes "You've come here to kill me, haven't you? N-no! I'm can't die yet! Get lost! Otherwise, I'll kill you first!";
close;
}
else {
mes "[Aragham Jr.]";
mes "Hey...";
mes "what brings";
mes "you back here?";
mes "Why don't you";
mes "take a rest";
mes "before you leave?";
close;
}
}
in_rogue,160,34,1 script Hollgrehenn junior#rg 85,{
if (ROGUE_Q == 11) {
mes "[Hollgrehenn Jr.]";
mes "Huh...";
mes "From the";
mes "Rogue guild, huh?";
next;
mes "[Hollgrehenn Jr.]";
mes "I'm Hollgrehenn Junior. I tend to a lot of our underground business. So are you ready to take on my test?";
next;
mes "[Hollgrehenn Jr.]";
mes "We Rogues share this motto: ^0000FFAvoid the strong! Be malicious to the weak!^000000 This rule applies to any threat, especially monsters.";
next;
mes "[Hollgrehenn Jr.]";
mes "It's easy to remember.";
mes "Just don't forget to put it into practice. You got it?";
next;
mes "[Hollgrehenn Jr.]";
mes "For my test, you'll go through the ^0000FFUnderground Tunnel^000000. Follow it all the way back to the Rogue Guild.";
next;
mes "[Hollgrehenn Jr.]";
mes "There are some monsters there, but that'll be part of your training. Now, are you ready to go or not?";
next;
if (select("Yes, I am.:Nah~") == 1) {
mes "[Hollgrehenn Jr.]";
mes "Good luck.";
close2;
warp "in_rogue",15,105;
set ROGUE_Q,15;
end;
}
mes "[Hollgrehenn Jr.]";
mes "Take your time.";
mes "Come back here";
mes "when you're ready.";
close;
}
else if (ROGUE_Q == 15) {
mes "[Hollgrehenn Jr.]";
mes "Huh.";
mes "You failed.";
mes "Gonna try again?";
next;
if (select("Re-Test:Cancel.") == 1) {
mes "[Hollgrehenn Jr.]";
mes "Good luck.";
close2;
warp "in_rogue",15,105;
end;
}
mes "[Hollgrehenn Jr.]";
mes "Take your time.";
mes "Come back here";
mes "when you're ready.";
close;
}
else if (BaseJob != Job_Rogue) {
mes "[Hollgrehenn Jr.]";
mes "Huh...?";
mes "You're not from";
mes "the Rogue Guild...";
next;
mes "[Hollgrehenn Jr.]";
mes "You better get out";
mes "of here right now";
mes "if you know what's";
mes "good for you...";
next;
mes "[Hollgrehenn Jr.]";
mes "Now...";
mes "Beat it before";
mes "I change my mind";
mes "about killing you.";
close;
}
else {
mes "[Hollgrehenn Jr.]";
mes "Hey...";
mes "Come to visit?";
mes "We Rogues gotta";
mes "stick together, huh?";
close;
}
}
in_rogue,177,109,1 script Antonio junior#rg 88,{
if (ROGUE_Q == 10) {
mes "[Antonio Jr.]";
mes "You're from";
mes "the Rogue guild?";
mes "If you wanna learn";
mes "about becoming a Rogue,";
mes "then shut up and stay put.";
next;
mes "[Antonio Jr.]";
mes "^0000FFAvoid the strong! Be malicious to the weak!^000000 That's our motto for battling monsters.";
next;
mes "[Antonio Jr.]";
mes "Show no mercy when you fight weaker monsters, and try to keep away from stronger monsters.";
next;
mes "[Antonio Jr.]";
mes "Now, I want you to walk all the way to the Rogue Guild through this ^0000FFUnderground Tunnel^000000.";
next;
mes "[Antonio Jr.]";
mes "There are monsters there, but if you avoid the strong and be malicious to the weak, you'll be fine.";
next;
if (select("Let's go!:W-wait~") == 1) {
mes "[Antonio Jr.]";
mes "I hope you do";
mes "not fail this test";
mes "You can only become";
mes "a Rogue if you pass...";
close2;
warp "in_rogue",15,105;
set ROGUE_Q,14;
end;
}
mes "[Antonio Jr.]";
mes "I don't have time";
mes "to fool around with";
mes "you. Hurry up, get";
mes "ready, then take";
mes "the test.";
close;
}
else if (ROGUE_Q == 14) {
mes "[Antonio Jr.]";
mes "You failed...?";
mes "I guess that's life.";
mes "Are you gonna try";
mes "again or what?";
next;
if (select("Re-test:Cancel") == 1) {
mes "[Antonio Jr.]";
mes "Remember, I'm doing";
mes "you a favor here...";
mes "Now, don't come back";
mes "until you're a Rogue.";
close2;
warp "in_rogue",15,105;
end;
}
mes "[Antonio Jr.]";
mes "I don't have time";
mes "to fool around with";
mes "you. Hurry up, get";
mes "ready, then take";
mes "the test.";
close;
}
else if (BaseJob != Job_Rogue) {
mes "Huh...?";
mes "Who are you?!";
mes "You're not from";
mes "the Rogue Guild!!";
next;
mes "[Antonio Jr.]";
mes "You've come here to kill me?! I won't let you!! Come on, give me your best shot! You can't fight if I rip out your eyes!";
close;
}
else {
mes "[Antonio Jr.]";
mes "Hey, how's it goin'?";
mes "Take it easy, and just";
mes "relax before you leave.";
close;
}
}
in_rogue,370,320,0 script quest_out 45,1,1,{
OnTouch:
set ROGUE_Q,16;
warp "in_rogue",378,113;
end;
}
in_rogue,15,184,0 script mob_rogue#1 -1,8,1,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",14,187,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
monster "in_rogue",15,188,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
monster "in_rogue",16,189,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
monster "in_rogue",17,187,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
monster "in_rogue",18,188,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
monster "in_rogue",19,189,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#1::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,15,273,0 script mob_rogue#2 -1,8,1,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",15,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
monster "in_rogue",13,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
monster "in_rogue",11,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#2::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,15,333,0 script mob_rogue#3 -1,8,1,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
donpcevent "mob_rogue#4::OnDisable";
donpcevent "mob_rogue#7::OnDisable";
donpcevent "mob_rogue#8::OnDisable";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#3::OnMyMObDead";
end;
OnMyMobDead:
end;
}
in_rogue,39,341,0 script mob_rogue#4 -1,1,8,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",39,341,"Mummy",1041,1,"mob_rogue#4::OnMyMobDead";
monster "in_rogue",40,341,"Ghoul",1036,1,"mob_rogue#4::OnMyMobDead";
monster "in_rogue",41,341,"Abysmal Knight",1219,1,"mob_rogue#4::OnMyMobDead";
monster "in_rogue",42,341,"Mummy",1041,1,"mob_rogue#4::OnMyMobDead";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#4::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,102,334,0 script mob_rogue#5 -1,1,4,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",92,334,"Khalitzburg",1132,1,"mob_rogue#5::OnMyMobDead";
donpcevent "mob_rogue#1::OnDisable";
donpcevent "mob_rogue#2::OnDisable";
donpcevent "mob_rogue#3::OnDisable";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#5::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,58,309,0 script mob_rogue#6 -1,4,1,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",57,301,"Khalitzburg",1132,1,"mob_rogue#6::OnMyMobDead";
donpcevent "mob_rogue#1::OnDisable";
donpcevent "mob_rogue#2::OnDisable";
donpcevent "mob_rogue#3::OnDisable";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#6::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,101,264,0 script mob_rogue#7 -1,5,5,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",101,264,"Abysmal Knight",1219,1,"mob_rogue#7::OnMyMobDead";
monster "in_rogue",102,264,"Abysmal Knight",1219,1,"mob_rogue#7::OnMyMobDead";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#7::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,140,312,0 script mob_rogue#8 -1,5,5,{
OnTouch:
if (BaseJob == Job_Thief)
monster "in_rogue",140,312,"Abysmal Knight",1219,1,"mob_rogue#8::OnMyMobDead";
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#8::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,139,246,0 script mob_rogue#9 -1,4,4,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",139,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
monster "in_rogue",149,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
monster "in_rogue",140,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
monster "in_rogue",141,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
monster "in_rogue",150,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
monster "in_rogue",151,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#9::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,197,249,0 script mob_rogue#10 -1,1,8,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",176,211,"Ghoul",1036,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",176,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",176,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",177,214,"Abysmal Knight",1219,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",177,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",177,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",177,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",177,214,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",178,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",178,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",178,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",178,214,"Archer Skeleton",1016,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",179,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",179,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",179,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
monster "in_rogue",179,214,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
donpcevent "mob_rogue#4::OnDisable";
donpcevent "mob_rogue#5::OnDisable";
donpcevent "mob_rogue#6::OnDisable";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#10::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,96,205,0 script mob_rogue#11 -1,1,8,{
OnTouch:
if (BaseJob == Job_Thief) {
donpcevent "mob_rogue#7::OnDisable";
donpcevent "mob_rogue#8::OnDisable";
donpcevent "mob_rogue#9::OnDisable";
donpcevent "mob_rogue#10::OnDisable";
}
else
warp "mag_dun02",181,176;
end;
}
in_rogue,86,187,0 script mob_rogue#12 -1,1,8,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",90,187,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
monster "in_rogue",90,183,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
monster "in_rogue",90,190,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#12::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,223,187,0 script mob_rogue#13 -1,1,8,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",236,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
monster "in_rogue",238,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
monster "in_rogue",234,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
donpcevent "mob_rogue#12::OnDisable";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#13::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,233,207,0 script mob_rogue#14 -1,8,3,{
OnTouch:
if (BaseJob == Job_Thief)
donpcevent "mob_rogue#13::OnDisable";
else
warp "mag_dun02",181,176;
end;
}
in_rogue,244,319,0 script mob_rogue#15 -1,1,8,{
OnTouch:
if (BaseJob == Job_Thief) {
monster "in_rogue",240,319,"Mummy",1041,1,"mob_rogue#15::OnMyMobDead";
monster "in_rogue",259,319,"Archer Skeleton",1016,1,"mob_rogue#15::OnMyMobDead";
monster "in_rogue",259,320,"Ghoul",1036,1,"mob_rogue#15::OnMyMobDead";
monster "in_rogue",240,319,"Mummy",1041,1,"mob_rogue#15::OnMyMobDead";
monster "in_rogue",259,319,"Archer Skeleton",1016,1,"mob_rogue#15::OnMyMobDead";
monster "in_rogue",259,320,"Ghoul",1036,1,"mob_rogue#15::OnMyMobDead";
}
else
warp "mag_dun02",181,176;
end;
OnDisable:
killmonster "in_rogue","mob_rogue#15::OnMyMobDead";
end;
OnMyMobDead:
end;
}
in_rogue,334,319,0 script mob_rogue#16 -1,8,8,{
OnTouch:
if (BaseJob == Job_Thief)
donpcevent "mob_rogue#15::OnDisable";
else
warp "mag_dun02",181,176;
end;
}
in_rogue,3,3,0 script resetter#rogue -1,{
OnTimer500000:
donpcevent "mob_rogue#1::OnDisable";
donpcevent "mob_rogue#2::OnDisable";
donpcevent "mob_rogue#3::OnDisable";
donpcevent "mob_rogue#4::OnDisable";
donpcevent "mob_rogue#5::OnDisable";
donpcevent "mob_rogue#6::OnDisable";
donpcevent "mob_rogue#7::OnDisable";
donpcevent "mob_rogue#8::OnDisable";
donpcevent "mob_rogue#9::OnDisable";
donpcevent "mob_rogue#10::OnDisable";
donpcevent "mob_rogue#12::OnDisable";
donpcevent "mob_rogue#13::OnDisable";
donpcevent "mob_rogue#15::OnDisable";
initnpctimer;
end;
OnEnable:
initnpctimer;
end;
OnInit:
donpcevent "resetter#rogue::OnEnable";
end;
}
in_rogue,399,286,1 script switch#rogreset 88,{
mes "^F08080Tah dah~";
mes "Monsters for the";
mes "Rogue Job Change";
mes "have been reset^000000.";
donpcevent "mob_rogue#1::OnDisable";
donpcevent "mob_rogue#2::OnDisable";
donpcevent "mob_rogue#3::OnDisable";
donpcevent "mob_rogue#4::OnDisable";
donpcevent "mob_rogue#5::OnDisable";
donpcevent "mob_rogue#6::OnDisable";
donpcevent "mob_rogue#7::OnDisable";
donpcevent "mob_rogue#8::OnDisable";
donpcevent "mob_rogue#9::OnDisable";
donpcevent "mob_rogue#10::OnDisable";
donpcevent "mob_rogue#12::OnDisable";
donpcevent "mob_rogue#13::OnDisable";
donpcevent "mob_rogue#15::OnDisable";
donpcevent "resetter#rogue::OnEnable";
close;
}
//============================================================
// mapflag
//============================================================
in_rogue mapflag nomemo
in_rogue mapflag noteleport
in_rogue mapflag nosave SavePoint
in_rogue mapflag nopenalty
in_rogue mapflag nobranch
//============================================================
// Old changelog
//============================================================
//= 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]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
//= 2.2 Merged JFunc [Lupus]
//= 2.3 Added a possibility for players doing Meginjyard quest
//= to enter Rogue guild as there's a NPC inside [SinSloth]
//= 2.3a fixed test4 person interaction, let BABY thieves pass
//= the test, too [Lupus]
|