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
|
//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Euphy
//= Copyright (C) Kisuka
//= Copyright (C) L0ne_W0lf
//= Copyright (C) Lupus
//= Copyright (C) Samuray22
//= Copyright (C) Celestria
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Soul Linker Job Quest
//================= Description ===========================================
//= Job quest for Soul Linker class.
//================= Current Version =======================================
//= 1.6
//================= Variables Used ========================================
//= SOUL_Q = Job Change Phase. (Max 4)
//=========================================================================
morocc_in,174,30,6 script Kid#link1 4_M_KID2,{
if (Class == Job_Soul_Linker) {
mes "[Maia]";
mes "Best of luck in your";
mes "journeys. As you master";
mes "more Soul Linker skills,";
mes "you will be able to draw";
mes "more of the spirits' power";
mes "to endow upon your allies...";
close;
}
if (Class == Job_Star_Gladiator) {
mes "[Kid]";
if (Sex == 1) {
mes "Aren't you a warrior";
mes "of the sun? I'm familiar";
}
else {
mes "Aren't you a warrior of";
mes "the moon? I'm familiar";
}
mes "with your ways. After all,";
mes "the basis of both of our";
mes "skills is grounded in the";
mes "Taekwon Do job, right?";
close;
}
if (Class != Job_Taekwon) {
mes "[Kid]";
mes "Mm? I've got nothing to";
mes "offer you. But if you know";
mes "any well experienced";
mes "practitioners of Taekwon";
mes "Do, they might benefit";
mes "from what I know.";
close;
}
if (JobLevel < 40) {
mes "[Kid]";
mes "So you're studying";
mes "Taekwon Do. That's good,";
mes "that's very good. Just keep";
mes "refining those skills and";
mes "stick to your training.";
close;
}
else if (JobLevel > 39) {
if (SOUL_Q == 0) {
mes "[Kid]";
mes "...";
mes "Hey you.";
next;
mes "["+ strcharinfo(0) +"]";
mes "Did you call me?";
next;
mes "[Kid]";
mes "Yeah, I called you.";
mes "Now don't make me";
mes "raise my voice, and";
mes "just get over here.";
next;
if (select("You're awfully rude for a kid!:Ignore him.") == 1) {
mes "[Kid]";
mes "You're lucky I'm";
mes "taking an interest";
mes "in you! I might look";
mes "like a kid, but I'm over";
mes "three hundred years old!";
emotion e_pif;
next;
mes "[Kid]";
mes "Now listen...";
mes "I know that you're a";
mes "disciple of Taekwon Do.";
mes "It's a respectable art, but";
mes "I've got a proposition for";
mes "you if you want to hear it.";
emotion e_heh;
next;
mes "[Kid]";
mes "I'm looking at you, and I can";
mes "already tell that you're very";
mes "spiritually inclined. You've";
mes "got a lot of potential I don't";
mes "wanna see wasted. Why don't";
mes "you become a ''Soul-Linker?''";
next;
if (select("Ha! Silly little boy~:Soul Linker?") == 1) {
mes "[Kid]";
mes "You... You d-don't";
mes "believe me? I'm being";
mes "dead serious. Can you";
mes "forget the fact that I look";
mes "like a little kid for just one";
mes "minute? *Psh* ...Youngsters.";
close;
}
mes "[Kid]";
mes "Soul Linkers communicate";
mes "with spirits of fallen warriors";
mes "that still wish to fight in the";
mes "world of the living. Now, these";
mes "warrior spirits can't fight as";
mes "themselves in our world.";
next;
mes "[Kid]";
mes "However, since you're";
mes "spiritually inclined, these";
mes "spirits are attracted to you.";
mes "With enough training, you can";
mes "temporarily imbue the power of these spirits to your allies.";
next;
mes "[Kid]";
mes "Now, you can't imbue yourself";
mes "with the spirits' power. Also,";
mes "depending on your skills as";
mes "a Soul Linker, you can only";
mes "endow other characters of certain job classes with enchanced power.";
next;
mes "[Kid]";
mes "You'll have to enter";
mes "a wholly different world";
mes "to become a Soul Linker,";
mes "but I know it'll be possible";
mes "for you. So what do you say?";
next;
if (select("No. At least, not now...:Alright. What do I have to do?") == 1) {
mes "[Kid]";
mes "Ah, alright. Well,";
mes "if you ever decide to";
mes "become a Soul Linker,";
mes "then please come back";
mes "and talk to me at any time.";
close;
}
SOUL_Q = 1;
setquest 6005;
mes "[Kid]";
mes "So you want to become";
mes "a Soul Linker? Great!";
mes "Alright, first I need you";
mes "to bring back a few items.";
mes "Don't worry, I'll explain";
mes "why you need them later.";
next;
mes "[Kid]";
mes "Now bring me";
mes "^0000FF1 3 Carat Diamond^000000,";
mes "^0000FF1 Immortal Heart^000000 and";
mes "^0000FF1 Witherless Rose^000000.";
mes "And try not to make me";
mes "wait too long, alright?";
close;
}
mes "[Kid]";
mes "Huh...?";
mes "Wait, where are";
mes "you going? I'm...";
mes "I'm talking to you!";
close;
}
else if (SOUL_Q == 1) {
if (Class == Job_Taekwon) {
mes "[Kid]";
mes "You're back, eh?";
mes "So did you bring";
mes "^0000FF1 3 Carat Diamond^000000,";
mes "^0000FF1 Immortal Heart^000000 and";
mes "^0000FF1 Witherless Rose^000000.";
mes "like I asked you to?";
next;
if (select("There you are.:No, not yet...") == 1) {
if (countitem(732) > 0 && countitem(929) > 0 && countitem(748) > 0) {
delitem 732,1; //Crystal_Jewel__
delitem 929,1; //Immortal_Heart
delitem 748,1; //Witherless_Rose
SOUL_Q = 2;
changequest 6005,6006;
mes "[Kid]";
mes "Great, I see that you've";
mes "brought everything. But";
mes "before we begin, let me";
mes "introduce myself. My name";
mes "is Maia, and I've been alive for more than three hundred years.";
next;
mes "[Maia]";
mes "Without giving away too many";
mes "of the details, I've been divinely charged with the duty of finding";
mes "and recruiting more Soul Linkers. That's part of the reason why";
mes "I haven't, you know, passed on.";
next;
mes "[Maia]";
mes "Anyway, I still need to finish";
mes "preparations with the materials";
mes "that you just brought, so would";
mes "you come back in a little bit?";
mes "Then, we'll talk once again.";
close;
}
mes "[Kid]";
mes "Mm...?";
mes "Hey. You forgot";
mes "a few things. Now";
mes "go back and bring";
mes "everything that I ask";
mes "for this time, okay?";
emotion e_pif;
next;
mes "[Kid]";
mes "I know I just told you";
mes "what we need, but I'm";
mes "going to remind you again:";
mes "^0000FF1 3 Carat Diamond^000000,";
mes "^0000FF1 Immortal Heart^000000 and";
mes "^0000FF1 Witherless Rose^000000.";
close;
}
mes "[Kid]";
mes "Mm. That's fine.";
mes "Although I have all";
mes "the time to spare in";
mes "the world, I don't like";
mes "to wait for very long.";
close;
}
SOUL_Q = 0;
mes "[Kid]";
mes "You've become a warrior";
mes "of the Sun, the Moon and";
mes "the Stars instead? I had no";
mes "idea you had that potential.";
mes "I suppose I can't blame you...";
close;
}
else if (SOUL_Q == 2) {
if (SkillPoint) {
mes "[Maia]";
mes "You still have some";
mes "unallocated Skill Points.";
mes "Use them all to learn some";
mes "Taekwon Do skills, and then";
mes "return when you're ready.";
close;
}
if (.SoulLinkerTest == 1) {
mes "[Maia]";
mes "Right now, someone else";
mes "is completing the ceremony";
mes "to become a Soul Linker.";
mes "Would you please wait until";
mes "it's finished? Then, when I'm";
mes "available, I'll attend to you.";
close;
}
donpcevent "Timer#link3::OnEnable";
.SoulLinkerTest = 1;
mes "[Maia]";
mes "Great, I've finished";
mes "the preparations. Now";
mes "we'll proceed with the";
mes "ceremony to change";
mes "you into a Soul Linker.";
mes "Now close your eyes...";
close2;
warp "job_soul",30,30;
end;
}
else if (SOUL_Q > 2) {
mes "[Maia]";
mes "Are you ready to";
mes "enter the depths";
mes "of your mind again?";
next;
if (select("No:Yes") == 1) {
mes "[Maia]";
mes "Well then, come";
mes "back to me when you";
mes "think you are ready.";
mes "Until then, I'll be";
mes "waiting right here.";
close;
}
if (.SoulLinkerTest == 1) {
mes "[Maia]";
mes "Right now, someone else";
mes "is completing the ceremony";
mes "to become a Soul Linker.";
mes "Would you please wait until";
mes "it's finished? Then, when I'm";
mes "available, I'll attend to you.";
close;
}
donpcevent "Timer#link3::OnEnable";
.SoulLinkerTest = 1;
mes "[Maia]";
mes "Alright then, close";
mes "your eyes and relax.";
mes "We'll go back into the";
mes "depths of your mind.";
close2;
warp "job_soul",30,30;
end;
}
}
OnInit:
.SoulLinkerTest = 0;
end;
}
job_soul,30,31,0 script Maia#link2::SLTester -1,3,3,{
OnTouch:
if (Class == Job_Taekwon) {
if (JobLevel < 40) {
set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
mes "[Maia]";
mes "Hm? How did you come";
mes "here? You're not qualified";
mes "for this ceremony yet. Come,I will bring you back to Morroc...";
close2;
warp "morocc",157,47;
end;
}
if (SOUL_Q == 2) {
mes "[Maia]";
mes "Do you recognize this";
mes "place? Right now, we're";
mes "inside your mind. The spirits";
mes "of warriors that have died";
mes "hover here, waiting for you";
mes "to call upon their power.";
next;
mes "[Maia]";
mes "Right now, there are only";
mes "a few of them here, but if";
mes "you continue to train, you";
mes "will be able to call upon";
mes "more spirits as a Soul Linker.";
next;
SOUL_Q = 3;
changequest 6006,6007;
mes "[Maia]";
mes "We can only remain in";
mes "your mind for 3 minutes.";
mes "I suggest that you speak";
mes "to the spirits while you";
mes "have the opportunity.";
close;
}
else if (SOUL_Q == 3) {
mes "[Maia]";
mes "Listen to what";
mes "spirits are tending to say.";
mes "There is a reason why";
mes "they cannot move on";
mes "to the next world.";
close;
}
else if (SOUL_Q == 4) {
mes "[Maia]";
mes "I believe that you are";
mes "now ready to become";
mes "a Soul Linker. However,";
mes "you may continue to";
mes "speak with the spirits";
mes "if that is what you wish.";
next;
if (select("Converse more with the spirits:Become a Soul Linker") == 1) {
mes "[Maia]";
mes "Alright. Try to hurry";
mes "since we can remain in";
mes "your mind for a limited";
mes "time. Although, we can";
mes "go back inside your mind";
mes "if you talk to me later...";
close;
}
if (hascashmount()) {
mes "[Maia]";
mes "You are on a riding pet,";
mes "so you cannot change your job.";
mes "Please unequip your riding pet and try again!";
close;
}
mes "[Maia]";
mes "Then let us begin the";
mes "ceremony. These items will";
mes "be used to endow you with";
mes "the ability to borrow the power";
mes "of the fallen warriors and lend";
mes "it to your friends in battle.";
next;
mes "[Maia]";
mes "This Witherless Rose will";
mes "wither away instead of you...";
specialeffect EF_MAPPILLAR2,AREA,"Maia#link2";
next;
mes "[Maia]";
mes "This Witherless Rose will";
mes "wither away instead of you...";
mes "This Immortal Heart will cease";
mes "to pump blood, instead of yours. ";
next;
mes "[Maia]";
mes "This Witherless Rose will";
mes "wither away instead of you...";
mes "This Immortal Heart will cease";
mes "to pump blood, instead of yours. This Diamond will turn to dust,";
mes "in place of your mortal body.";
next;
mes "[Maia]";
mes "The dead who wish";
mes "to continue fighting...";
mes "Will fight for you! Use your";
mes "powers as a Soul Linker";
mes "wisely and for just purposes.";
next;
if (SkillPoint) {
mes "^0000ffYou still have unused skill points. Please use all remaining skill points and try again!^000000";
close;
}
completequest 6008;
callfunc "Job_Change",Job_Soul_Linker;
callfunc "F_ClearJobVar"; // clears all job variables for the current player
SOUL_Q = 0;
mes "[Maia]";
mes "I wish the best of luck";
mes "in your new life. Surround";
mes "yourself with allies, and the";
mes "spirits will be able to protect";
mes "you and help you fight in your battles. Farewell for now, friend.";
close2;
set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
donpcevent "Timer#link3::OnDisable";
warp "morocc",157,47;
end;
}
set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
mes "[Maia]";
mes "Hmm...?";
mes "The time for you";
mes "to be here has not";
mes "arrived. Let's go";
mes "back to Morroc...";
close2;
warp "morocc",157,47;
end;
}
set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
if (Class == Job_Soul_Linker) {
mes "[Maia]";
mes "The time has come for";
mes "you to venture out into the";
mes "wide world! More Soul Linkers";
mes "will definitely be needed in the ongoing battle against evil...";
}
else {
mes "[Maia]";
mes "That's strange...";
mes "You're not supposed to";
mes "be here. Let me guide";
mes "you back to Morroc...";
}
close2;
warp "morocc",157,47;
end;
}
job_soul,35,30,6 duplicate(SLTester) Maia#link6 4_M_KID2
job_soul,30,35,6 script Monk Spirit#link4 4_M_GRANDMONK,{
if (SOUL_Q == 2) {
mes "[Monk Spirit]";
mes "Who am I...?";
mes "I think... I think";
mes "it would be best if";
mes "you spoke to Maya first...";
mes "Who and what I am requires";
mes "a complicated explanation...";
close;
}
else if (SOUL_Q > 2) {
mes "[Monk Spirit]";
mes "In life, my peers did";
mes "their best to assure me";
mes "that I accomplish all that";
mes "I could as a Monk. Still...";
mes "Still I would never be fully";
mes "satisfied with my skills.";
next;
mes "[Monk Spirit]";
mes "In death, I had many regrets,";
mes "never having the chance to pass";
mes "my skills down to future Monks.";
mes "Lending my power to others ";
mes "is the only chance that I can";
mes "possibly have to do this.";
next;
SOUL_Q = 4;
if (!questprogress(6008)) {
changequest 6007,6008;
}
mes "[Monk Spirit]";
mes "I beg of you...";
mes "I need you to help";
mes "me fully realize the";
mes "true potential of the";
mes "Monks of today.";
close;
}
mes "[Monk Spirit]";
mes "...";
close;
}
job_soul,30,25,7 script Sage Spirit#link5 4_M_SAGE_A,{
if (SOUL_Q == 2) {
mes "[Sage Spirit]";
mes "Speak to Maia.";
mes "I'm afraid I may";
mes "confuse you if Maia";
mes "doesn't first explain";
mes "your present situation...";
close;
}
else if (SOUL_Q > 2) {
mes "[Sage Spirit]";
mes "My pursuit of knowledge";
mes "granted me incredible power:";
mes "in life, I could have destroyed";
mes "anything I wanted. Few Sages";
mes "could even reach my level...";
next;
mes "[Sage Spirit]";
mes "I died, but I was never able";
mes "to pass on to the next world.";
mes "I still want to use my abilities.I want to use my knowledge";
mes "to build what pleases me,";
mes "and to destroy as I please.";
next;
mes "[Sage Spirit]";
mes "It is enough if I can";
mes "lend my power to a Sage";
mes "that is worthy of receiving";
mes "it. But to do that, I shall";
mes "require your help. I beg you,";
mes "let me become your spirit ally.";
SOUL_Q = 4;
if (!questprogress(6008)) {
changequest 6007,6008;
}
next;
mes "[Sage Spirit]";
mes "I believe that you";
mes "are the only one who";
mes "has a chance of bringing";
mes "rest to my troubled soul...";
close;
}
mes "[Sage Spirit]";
mes "...";
close;
}
job_soul,25,30,5 script Alchemist Spirit#link7 4_F_ALCHE,{
if (SOUL_Q == 2) {
mes "[Alchemist Spirit]";
mes "Oh! I really want to";
mes "speak to you, but what";
mes "I have to say won't make";
mes "much sense unless you";
mes "talk to Maia first. But yes,";
mes "I really need your help.";
close;
}
else if (SOUL_Q > 2) {
mes "[Alchemist Spirit]";
mes "Without exagerrating, I was";
mes "the fastest Alchemist in my";
mes "time. In fact, I may even be";
mes "the fastest Alchemist ever.";
mes "But then I grew arrogant, and";
mes "killed myself in an accident.";
next;
mes "[Alchemist Spirit]";
mes "But death would not stifle";
mes "my skill. In fact, I've even";
mes "improved my skill since I've";
mes "passed away. I cannot go";
mes "on to the next world until I've";
mes "passed on my techniques...";
SOUL_Q = 4;
if (!questprogress(6008)) {
changequest 6007,6008;
}
next;
mes "[Alchemist Spirit]";
mes "I'm powerless as a spirit,";
mes "but with your help, I can";
mes "influence the Alchemists of";
mes "today and help them refine";
mes "their skills. I beseech you,";
mes "please give me this chance...";
close;
}
mes "[Alchemist Spirit]";
mes "...";
close;
}
job_soul,1,5,0 script Timer#link3 HIDDEN_NPC,{
end;
OnEnable:
initnpctimer;
end;
OnDisable:
stopnpctimer;
set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
end;
OnTimer60000:
OnTimer120000:
if (getmapusers("job_soul") == 0) {
stopnpctimer;
set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
}
end;
OnTimer180000:
OnTimer181000:
OnTimer182000:
mapwarp "job_soul","morocc",157,47;
end;
OnTimer183000:
mapwarp "job_soul","morocc",157,47;
set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
stopnpctimer;
}
sec_in02,35,153,0 script Soul Linker Var 4_M_OPERATION,{
callfunc "F_GM_NPC";
mes "[Soul Linker Var]";
mes "I can reset the Soul Linker";
mes "NPCs if a Soul Linker candidate";
mes "encounters a problem during the";
mes "end of the job quest. Please do";
mes "not use this function if players are still in the Quest Map.";
next;
if (callfunc("F_GM_NPC",1854,0) < 1) {
mes "[Soul Linker Var]";
mes "Password";
mes "is incorrect.";
close;
} else {
mes "[Soul Linker Var]";
mes "Would you like to";
mes "reset the Soul Linker";
mes "Global Variable?";
next;
switch(select("Reset:Cancel")) {
case 1:
mes "[Soul Linker Var]";
mes "The Soul Linker";
mes "Job Quest NPCs";
mes "have been reset.";
set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
close;
case 2:
mes "[Soul Linker Var]";
mes "You have canceled";
mes "this command.";
close;
}
}
}
|