summaryrefslogtreecommitdiff
path: root/npc/quests/first_class/tu_acolyte.txt
blob: 3a1a5f7485a90888923351afc6b486a4f9d37c64 (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
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
//===== Hercules Script ======================================
//= Acolyte Class Tutorial and Job Specific Quest
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
//= 1.9
//===== Description: =========================================
//= [Official Conversion]
//= Acolyte training quest.
//===== Additional Comments: =================================
//= 1.0 Fully working
//= 1.1 optimized [Lupus]
//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//= 1.4 Misc. updates. [L0ne_W0lf]
//= 1.5 Adjusted EXP gains to Renewal values.
//= 1.6 Fixed a wrong placed curly bracket. [Joseph]
//= 1.6a Added 'npcskill' command. [Euphy]
//= 1.7 Fixed exp, texts, and requirements in pre-renewal [Daegaladh]
//= 1.8 Updated to match the official script. [Euphy]
//= 1.9 Added GM management function. [Euphy]
//============================================================

// Priest Praupin
//============================================================
prt_church,179,15,1	script	Priest Praupin	4_M_MINISTER,{
	mes "[Priest Praupin]";
	if(BaseJob != Job_Acolyte){
		if(tu_acolyte01 == 25){
			mes "Oh...!";
			mes "You're "+strcharinfo(0)+" !";
			mes "You've grown so much!";
			mes "I'm truly proud of you.";
		} else {
			mes "May you";
			mes "always be blessed...";
		}
		close;
	}
	switch(tu_acolyte01){
	case 0:
		mes "Welcome, little one.";
		mes "Fate must have brought";
		mes "us together so that we'd";
		mes "meet today. It's nice to meet you.";
		next;
		mes "[Priest Praupin]";
		mes "But I am concerned that";
		mes "you may not know what to do";
		mes "as an Acolyte from here on...";
		next;
		switch(select("I'm not worried.:What should I do?")){
		case 1:
			mes "[Priest Praupin]";
			mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child.";
			close;
		case 2:
			mes "[Priest Praupin]";
			mes "There is a convent northeast";
			mes "of Prontera called the Saint Capitolina Convent. Go there and look for ^3131FF Sister Asthe^000000. She is a sweet and gentle soul who has";
			mes "much to teach you.";
			next;
			mes "[Priest Praupin]";
			mes "I look forward to seeing you";
			mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent.";
			tu_acolyte01 = 1;
			next;
			if(select("Go to the convent.:Do not go.")==1){
				mes "[Priest Praupin]";
				mes "Please say hello";
				mes "to Sister Asthe for me.";
				mes "Have a safe trip, little one...";
				close2;
				warp "prt_monk",30,250;
				end;
			} else {
				mes "[Priest Praupin]";
				mes "If you'd like,";
				mes "I can send you to";
				mes "the convent at anytime.";
				mes "Whenever you feel like";
				mes "you need help, come to me.";
				close;
			}
		}
	case 7:
		mes "You're looking for someone";
		mes "that handles things with Archers";
		mes "at the church? Hmm...";
		next;
		mes "[Priest Praupin]";
		mes "Ah, he's away at the convent right now. If you want to meet Bishop Maugins in the Saint Capitolina Convent, travel ^3131FFnorth^000000, ^3131FFeast^000000, ^3131FFeast^000000 and then ^3131FFeast^000000 from Prontera.";
		close;
	case 22:
		if(countitem(7181) > 0){	// Receipt_01
			emotion e_gasp;
			mes "Oh my, you seem";
			mes "to be growing quickly";
			mes "into your role as an Acolyte.";
			mes "Was the training difficult?";
			next;
			mes "[Priest Praupin]";
			mes "You have something";
			mes "to give me? Oh yes, the";
			mes "receipt! I was wondering";
			mes "what had happened. Thank";
			mes "you for all of your trouble.";
			next;
			mes "[Priest Praupin]";
			mes "Oh my, oh my.";
			mes "It's been a while.";
			mes "I wonder if there is";
			mes "anything I can give you?";
			next;
			mes "[Priest Praupin]";
			mes "How about one of these?";
			mes "I know I'm not offering much,";
			mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
			next;
			switch(select("Wand:Flail")) {
			case 1:
				delitem 7181,1; //Receipt_01
				tu_acolyte01 = 23;
				getitem 1604,1; //Wand
				break;
			case 2:
				delitem 7181,1; //Receipt_01
				tu_acolyte01 = 23;
				getitem 1510,1; //Flail
				break;
			}
			close;
		} else {
			mes "You are such a good person,";
			mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
			close;
		}
		break;
	case 25:
		mes "You must now find";
		mes "your own path and become";
		mes "a better Acolyte using";
		mes "your own strength.";
		next;
		mes "[Priest Praupin]";
		mes "I am worried, but I trust in your courage and affection. May you always be protected and may";
		mes "you always be blessed.";
		close;
	}
	mes "Sister Asthe in the Saint Capitolina Convent is such";
	mes "a sincere and loving person.";
	next;
	mes "[Priest Praupin]";
	mes "Would you like me to send you to the convent so that you can learn from this wonderful teacher?";
	next;
	if(select("Yes, please.:No thanks.")==1){
		mes "[Priest Praupin]";
		mes "Please say hello";
		mes "to Sister Asthe for me.";
		mes "Have a safe trip, little one...";
		close2;
		warp "prt_monk",30,250;
		end;
	} else {
		mes "[Priest Praupin]";
		mes "If you'd like,";
		mes "I can send you to";
		mes "the convent at anytime.";
		mes "Whenever you feel like";
		mes "you need help, come to me.";
	}
	close;
}

// Asthe
//============================================================
prt_monk,230,106,3	script	Asthe#tu	1_F_PRIEST,{
	mes "[Asthe]";
	switch(tu_acolyte01){
	case 1:
		mes "Oh my...";
		mes "How did such";
		mes "a young Acolyte";
		mes "manage to reach";
		mes "this remote place?";
		next;
		if(select("I came for fun.:Priest Praupin suggested I come here.")==1){
			mes "[Asthe]";
			mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience.";
			close;
		} else {
			mes "[Asthe]";
			mes "Priest Praupin?";
			mes "He's a very kind man";
			mes "who's always thinking";
			mes "about others. So he's";
			mes "sent you to me for training?";
			next;
			mes "[Asthe]";
			mes "Before we begin,";
			mes "why don't you rest";
			mes "for a little bit? You must be tired after traveling all the way here. When you're ready, just come";
			mes "see me, okay?";
			tu_acolyte01 = 2;
			close;
		}
		break;
	case 2:
		mes "This castle, Saint Capitolina Convent, is a beautiful and peaceful place that brings";
		mes "calm to any heart.";
		next;
		mes "[Asthe]";
		mes "Well then...";
		mes "Shall we begin";
		mes "the lessons?";
		next;
		mes "[Asthe]";
		mes ""+strcharinfo(0)+",";
		mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want.";
		next;
		if(select("One that supports others.:One that punishes evil.")==1){
			mes "[Asthe]";
			mes "Ah, you have such";
			mes "a generous heart!";
			mes "Healing the pain of others and supporting your comrades in battle. You must have become an Acolyte in order to become a ^3131FFPriest^000000.";
			next;
			mes "[Asthe]";
			mes "Priests have great supportive abilities and the power to battle evil. They use weapons to battle monsters like other fighters, but are ^3131FFforbidden from using blades^000000.";
		} else {
			mes "[Asthe]";
			mes "We call those who use their fists as tools of divine punishment Monks. They deliver our message";
			mes "of love and peace in a more... colorful manner.";
			next;
			mes "[Asthe]";
			mes "But the path towards becoming";
			mes "a Monk will require great patience and self-restraint. You'll often see Monks training their minds";
			mes "and bodies throughout the land.";
		}
		next;
		mes "[Asthe]";
		mes "Well, you still have a long way to go. The best thing to do would be to take your time planning and consider your future seriously.";
		next;
		mes "[Asthe]";
		mes "Now,";
		mes ""+strcharinfo(0)+"...";
		mes "What do you think";
		mes "is the most necessary";
		mes "skill for an Acolyte?";
		next;
		switch(select("Heal:Aqua Benedicta:Teleport")){
		case 1:
			mes "[Asthe]";
			mes "Ah, yes.";
			mes "^3131FFHeal ^000000 is a basic, yet important skill for people like us. It can recover your own health as";
			mes "well as that of others.";
			next;
			break;
		case 2:
			mes "[Asthe]";
			mes "^3131FFAqua Benedicta^000000 blesses";
			mes "normal water and turns it into Holy Water. This is an important skill, but not considered one of the essentials that all Acolytes";
			mes "should know.";
			next;
			mes "[Asthe]";
			mes "In my opinion,";
			mes "^3131FFHeal^000000 is the most important";
			mes "skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
			mes "monsters borne of darkness.";
			next;
			break;
		case 3:
			mes "[Asthe]";
			mes "^3131FFTeleport^000000 allows you to instantly move to another place. It is a great skill, but it's difficult to consider it necessary for all Acolytes.";
			next;
			mes "[Asthe]";
			mes "In my opinion,";
			mes "^3131FFHeal^000000 is the most important skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
			mes "monsters borne of darkness.";
			next;
			break;
		}

		mes "[Asthe]";
		mes "You can use the holy power";
		mes "in the Heal skill to attack Undead monsters (^3131FFShift + Heal^000000). The light of truth protects the righteous and destroys the wicked.";
		next;
		mes "[Asthe]";
		mes "Just gather the";
		mes "strength within your";
		mes "heart into your hands...";
		next;
		mes "[Asthe]";
		mes "HEAL !!";
		npcskill "AL_HEAL",11,99,60;
		tu_acolyte01 = 3;
		if(getskilllv("AL_HEAL") == 0){
			getexp 0,100;
			specialeffect2 EF_CONE;
		}
		close;
	case 3:
		mes "I would like to give you an assignment, but what do you";
		mes "think? I believe learning the basics is your most important";
		mes "task for now.";
		next;
		if(getskilllv("AL_HEAL") < 3){
			mes "[Asthe]";
			mes "Well then, learn";
			mes "the Heal skill up to";
			mes "^3131FFLevel 3 ^000000 and then";
			mes "return to me.";
			next;
			mes "[Asthe]";
			mes "Your strength is undeveloped,";
			mes "so fight weaker monsters for now.";
			mes "I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
			next;
			mes "[Asthe]";
			mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now.";
			next;
			mes "[Asthe]";
			mes "I'll change your Save Point so that you will respawn in the convent. Once you've learned Level 3 Heal, you can use a Butterfly Wing to return here.";
			next;
			mes "[Asthe]";
			mes "You can also speak to ^3131FFPriest Praupin at the Prontera Church^000000";
			mes "and he will send you back here.";
			mes "He takes special care in helping young Acolytes.";
			next;
			mes "[Asthe]";
			mes "Well then,";
			mes "I hope you";
			mes "have a safe trip.";
			tu_acolyte01 = 4;
			getitem 1504,1; //Mace
			getitem 602,1; //Wing_Of_Butterfly
			savepoint "prt_monk",30,250;
			close;
		} else {
			mes "[Asthe]";
			mes "Oh my!";
			mes "You've already";
			mes "learned how to";
			mes "properly use the";
			mes "Heal skill. Very good!";
			next;
			mes "[Asthe]";
			mes "I believe you're";
			mes "ready for me to discuss";
			mes "the next subject. Now,";
			mes "let's see... Hmm...";
			tu_acolyte01 = 5;
			close;
		}
		break;
	case 4:
		if(getskilllv("AL_HEAL") > 2){
			if(countitem(1504) > 0){
				mes "Oh my!";
				mes "Welcome back~";
				mes "I see that you've";
				mes "completed the assignment";
				mes "already. Good work!";
				next;
				mes "[Asthe]";
				mes "Now, I would like to have the Mace back, if you don't mind.";
				mes "By any chance, do you carry ^FF0000any other Mace with an elemental Property^000000?";
				mes "If so, please store the mace somewhere first.";
				mes "I am afraid that my sight is too bad to distinguish the difference...Hoho.";
				next;
				mes "[Asthe]";
				mes "Would you like me to take the mace away from your inventory now?";
				next;
				if(select("Sure.:Let me check again.") == 2) {
					mes "[Asthe]";
					mes "Okay, no problem.";
					mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000.";
					close;
				}
				mes "[Asthe]";
				mes "Thank you so much.";
				mes "You have returned the Mace.";
				emotion e_heh;
				tu_acolyte01 = 5;
				delitem 1504, 1; //Mace
				if(Class == Job_Acolyte_High) {
					getexp 2000,1000;
					specialeffect2 EF_CONE;
					close;
				} else {
					getexp 1000,500;
					specialeffect2 EF_CONE;
					close;
				}
			} else {
				mes "Oh my!";
				mes "Welcome back~";
				mes "I see that you've";
				mes "completed the assignment.";
				next;
				mes "[Asthe]";
				mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?";
				close;
			}
		}
		mes "Are you having";
		mes "a hard time training";
		mes "to learn Level 3 Heal?";
		mes "Please don't be discouraged.";
		next;
		mes "[Asthe]";
		mes "The basics are crucial to gaining mastery of the more advanced skills that you'll learn later. Just keep in mind that all of your efforts and suffering will become glory";
		mes "and happiness.";
		close;
	case 5:
		mes "I suppose I can tell you a little more about the Acolyte job. You already know that Novices must train and go to Prontera Church to become an Acolyte, your First Job Class.";
		next;
		mes "[Asthe]";
		mes "After you become an Acolyte";
		mes "at ^3131FFJob Level 40^000000, you will have the opportunity to change to a more specialized Second Job Class.";
		next;
		mes "[Asthe]";
		mes "When changing";
		mes "to the Second Jobs,";
		mes "Acolytes can become ^3131FFPriests^000000,";
		mes "the apostles of mercy, or ^3131FFMonks^000000";
		mes "who carry out God's wrath.";
		next;
		mes "[Asthe]";
		mes "Priests and Monks can";
		mes "change to the Transcendent Class";
		mes "by visiting Valkyrie in Valhalla. Priests can become ^3131FFHigh Priests^000000 and Monks can become ^3131FFChampions^000000.";
		next;
		mes "[Asthe]";
		mes "Did you undertand all that?";
		mes "Ho ho ho~ No need to try to remember everything right now. You'll get the hang of it.";
		tu_acolyte01 = 6;
		close;
	case 6:
		mes ""+strcharinfo(0)+",";
		mes "I just received this letter, but it seems to have been a mistake.";
		mes "It's actually addressed";
		mes "to Priest Gardron.";
		next;
		mes "[Asthe]";
		mes "However, I'm a little busy with";
		mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
		tu_acolyte01 = 7;
		getitem 7148,1; //Mother_Letter
		close;
	case 7:
		mes "Would you please";
		mes "deliver this letter";
		mes "to Priest Gardron for me?";
		mes "You can find him in the";
		mes "building nearby.";
		close;
	case 9:
		mes "You went to "+(RENEWAL?"Prontera":"Payon")+" on behalf of the convent for Priest Gardron? That must have been tough...";
		next;
		mes "[Asthe]";
		mes "Blessing!";
		npcskill "AL_BLESSING",10,0,0;
		next;
		mes "[Asthe]";
		mes "Now I'm going to teach you";
		mes "about ^FF0000Blessing^000000. This is a holy skill that delivers the blessing of God. Blessing will temporarily raise ^3131FFSTR^000000,^3131FFINT^000000,^3131FFDEX^000000 and remove ^3131FFCurse^000000.";
		next;
		mes "[Asthe]";
		mes "Like Heal,";
		mes "Blessing can be used";
		mes "against Undead monsters.";
		mes "(^3131FFSHIFT + Blessing^000000)";
		mes "Blessing will actually";
		mes "place a curse on the Undead.";
		next;
		mes "[Asthe]";
		mes "Blessing can be learned after you learn Level 5 ^3131FFDivine Protection^000000. That's the skill that will increase your resistance to damage from Undead and Demon monsters.";
		next;
		mes "[Asthe]";
		mes "Being able to serve God and";
		mes "bless others with his glory is a great honor. Well, that's all for this lesson.";
		next;
		mes "[Asthe]";
		mes "Oh, yes...!";
		mes "In the cemetary northwest";
		mes "of here, I've been taking care of a lost dog. Right now, it's time to feed him.";
		next;
		mes "[Asthe]";
		mes "Sorry for the hassle,";
		mes "but would you go and";
		mes "feed the dog for me?";
		next;
		mes "^3355FFSister Asthe gives";
		mes "you some dog food.^000000";
		tu_acolyte01 = 10;
		close;
	case 11:
	case 12:
		mes "How to expel";
		mes "an evil spirit?";
		mes "Why, it's the same";
		mes "way that you would";
		mes "remove a curse...";
		next;
		mes "[Asthe]";
		mes "Ah...";
		mes "I believe";
		mes "this is a test";
		mes "given to you by God.";
		next;
		mes "[Asthe]";
		mes "You already";
		mes "know the answer.";
		mes "Think carefully";
		mes "and it will come.";
		tu_acolyte01 = 12;
		close;
	case 13:
		mes "You remember that";
		mes "you can learn Divine";
		mes "Protection after learning";
		mes "Blessing, right?";
		next;
		mes "[Asthe]";
		mes "When you open the";
		mes "Skill Window, you'll see that you can also learn ^3131FFDemon Bane^000000 and ^3131FFAngelus^000000, depending on your level of Divine Protection.";
		next;
		mes "[Asthe]";
		mes "Now, ^3131FFDemon Bane^000000 increases your Attack Strength against Undead and Demon monsters, so it's useful for those of us who serve God by expelling evil.";
		next;
		mes "[Asthe]";
		mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster.";
		specialeffect EF_SIGNUM;
		next;
		mes "[Asthe]";
		mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works.";
		specialeffect EF_ANGELUS;
		next;
		mes "[Asthe]";
		mes "That's about it";
		mes "for Divine Protection.";
		mes "Let's take a break before";
		mes "we proceed to the next lesson,";
		mes "alright? I'll be right here.";
		tu_acolyte01 = 14;
		close;
	case 14:
		mes "Now it's time";
		mes "for your next lesson.";
		mes "Let's talk about the";
		mes "^3131FFIncrease AGI^000000 skill which is";
		mes "part of the Heal skill tree.";
		next;
		mes "[Asthe]";
		mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
		next;
		mes "[Asthe]";
		mes "Increase AGI";
		mes "also increases";
		mes "^3131FFDodge Rate^000000,";
		mes "^3131FFAttack Speed^000000,";
		mes "and ^3131FFMovement Speed^000000.";
		next;
		mes "[Asthe]";
		mes "Try it for";
		mes "yourself, okay?";
		tu_acolyte01 = 15;
		npcskill "AL_INCAGI",10,0,0;
		close;
	case 15:
		mes "Once you learn";
		mes "Level 1 Increase AGI,";
		mes "you can begin learning";
		mes "^3131FFDecrease AGI^000000.";
		next;
		mes "[Asthe]";
		mes "Like you'd expect, Decrease AGI slows down enemies, reducing their agility, Movement Speed, Dodge Rate and Attack Speed. Its effect is the exact reverse of Increase AGI.";
		tu_acolyte01 = 15;
		next;
		mes "[Asthe]";
		mes "The last skill in the Heal skill tree is ^3131FFCure^000000. You can learn Cure after learning Level 2 Heal.";
		next;
		mes "[Asthe]";
		mes "Cure can remove irregular";
		mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
		mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
		mes "actually curse them.";
		specialeffect EF_CURE;
		next;
		mes "[Asthe]";
		mes "For now, don't forget that the Increase AGI, Decrease AGI and";
		mes "Cure skills can only be learned";
		mes "by learning the Heal skill.";
		tu_acolyte01 = 16;
		close;
	case 16:
		mes "You've been learning";
		mes "really quickly. I'm glad";
		mes "that we've gotten to this";
		mes "point already.";
		next;
		mes "[Asthe]";
		mes "Once you become";
		mes "an Acolyte, you can";
		mes "learn the ^3131FFRuwach^000000 skill.";
		next;
		mes "[Asthe]";
		mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and";
		mes "damage hidden enemies.";
		specialeffect EF_RUWACH;
		next;
		mes "[Asthe]";
		mes "After you have learned Ruwach,";
		mes "you can learn ^3131FFTeleport^000000. Teleport will instantly send you to a random spot on the map or to your Save Point.";
		next;
		mes "[Asthe]";
		mes "After learning Level 2 Teleport, you can learn ^3131FFWarp Portal^000000 which will allow you to warp to a Memo Point, or saved destination, by consuming ^FF00001 Blue Gemstone^000000.";
		next;
		mes "[Asthe]";
		mes "Once you have mastered Warp Portal you can ^3131FFremember three Memo Points^000000. You can't save Memo Points in in most fields or dungeons, but you can use the ^FF0000/memo^000000 command in";
		mes "towns and certain fields.";
		next;
		mes "[Asthe]";
		mes "Was that confusing?";
		mes "Just think that Teleport";
		mes "and Warp Portal allow servants";
		mes "of God to move swiftly from place";
		mes "to place.";
		next;
		mes "[Asthe]";
		mes "I have my home and the convent saved as Memo Points, so I simply warp back and forth between work and home.";
		next;
		mes "[Asthe]";
		mes "Now...";
		mes "The last skill";
		mes "of the Ruwach tree";
		mes "is called ^3131FFPneuma^000000.";
		next;
		mes "[Asthe]";
		mes "Pneuma shields characters";
		mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks.";
		specialeffect2 EF_PNEUMA;
		next;
		mes "[Asthe]";
		mes "There are some Undead monsters";
		mes "that can attack from a distance, so protecting yourself with Pneuma and attacking with Heal would be a good strategy.";
		next;
		mes "[Asthe]";
		mes "Now, we've covered some";
		mes "pretty complicated material in this lesson. Would you like to hear this again?";
		next;
		if(select("Listen again.:Move to the next topic.")==1){
			mes "[Asthe]";
			mes "Alright,";
			mes "give me a moment";
			mes "to catch my breath~";
		} else {
			mes "[Asthe]";
			mes "Ho ho!";
			mes "What a smart Acolyte~";
			tu_acolyte01 = 17;
		}
		close;
	case 17:
		mes "Oh dear...!";
		mes "All of these things were delivered to me by accident! And some of these packages were supposed to";
		mes "be sent to the Prontera Sanctuary!";
		next;
		mes "[Asthe]";
		mes "Would you do another favor for me again? Please distribute the mail here and to Prontera Church since";
		mes "I simply don't have the time.";
		next;
		mes "[Asthe]";
		mes "It seems that some of these are more urgent than others, so would you please deliver them in a certain order?";
		next;
		mes "[Asthe]";
		mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
		next;
		mes "[Asthe]";
		mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
		next;
		mes "[Asthe]";
		mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me.";
		mes "Here you go, the letters and packages...";
		if(MaxWeight - Weight < 2430){
			next;
			mes "[Asthe]";
			mes "Oh...!";
			mes "You don't seem to";
			mes "have enough space";
			mes "to carry everything.";
			mes "Why don't you put some of your things in Kafra Storage first?";
		} else {
			tu_acolyte01 = 18;
			getitem 7183,1; //Sister_Letter
			getitem 7181,1; //Receipt_01
			getitem 1081,2; //Merchant_Box_1
			getitem 7148,1; //Mother_Letter
		}
		close;
	case 18:
	case 19:
	case 20:
	case 21:
	case 22:
		mes "Okay, don't";
		mes "forget the order";
		mes "in which you need";
		mes "to deliver the letters";
		mes "and packages. That's";
		mes "very important.";
		next;
		mes "[Asthe]";
		mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
		next;
		mes "[Asthe]";
		mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
		next;
		mes "[Asthe]";
		mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me. Alright, have a safe trip~";
		close;
	case 23:
		mes "Ah, you're finishing";
		mes "making all of those deliveries? Thank you very much! How was it meeting Priest Praupin after such";
		mes "a long time?";
		next;
		mes "[Asthe]";
		mes "We make relationships with other people throughout our lives and our memories of them live on in our hearts, you know.";
		next;
		mes "[Asthe]";
		mes "When you feel lonely, let those memories shine through your dark gloom. Just thinking about the people you care about can heal your emotional wounds when times are rough.";
		next;
		mes "[Asthe]";
		mes "Those who can cherish the present can form lasting relationships. They're the first who will embrace happiness in the future. Remember that.";
		next;
		mes "[Asthe]";
		mes "I get the feeling that you have become a good friend to Priest Praupin. I hope that Priest Praupin continues to be a good friend to you as well.";
		next;
		mes "[Asthe]";
		mes "Alright then,";
		mes "the next time we";
		mes "meet, I will give";
		mes "you my final lesson.";
		tu_acolyte01 = 24;
		close;
	case 24:
		mes "The last skill";
		mes "I will teach you";
		mes "about is ^3131FFAqua Benedicta^000000.";
		next;
		mes "[Asthe]";
		mes "Water is so commonplace that";
		mes "we forget that it's at the center of nature. It's very basic, but essential.";
		next;
		mes "[Asthe]";
		mes "Place the water into a cup like so and focus all of your holy energy like this... And then...";
		next;
		specialeffect EF_AQUA;
		mes "[Asthe]";
		mes "Aqua";
		mes "Benedicta!";
		next;
		mes "[Asthe]";
		mes "This is how you create ^3131FFHoly Water^000000. Remember that your ^3131FFfeet must be touching water^000000 in order to use the Aqua Benedicta skill.";
		next;
		mes "[Asthe]";
		mes "Ho ho~";
		mes "Well, that's all";
		mes "I have to teach you.";
		mes "It may have been rough,";
		mes "but you did a good job.";
		next;
		mes "[Asthe]";
		mes "Oh! If you go back to the Prontera Sanctuary, I believe you can learn a secret skill. It couldn't hurt to stop by and check.";
		next;
		mes "[Asthe]";
		mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
		tu_acolyte01 = 25;
		if (RENEWAL_EXP)
			getexp 1000,1000;
		else
			getexp 5000,3000;
		specialeffect2 EF_CONE;
		close;
	}
	mes "If you get into an";
	mes "argument with someone,";
	mes "talk it over while sharing";
	mes "a nice, warm meal.";
	next;
	mes "[Asthe]";
	mes "With such warm delicious food in your body, all angry feelings will melt away like the snow.";
	next;
	mes "[Asthe]";
	mes "I'm not joking!";
	mes "If you happen to get in a fight with someone close to you, this might help. I'm speaking from life experience, you know.";
	close;
}


// Priest Gardron
//============================================================
monk_in,18,38,6	script	Priest Gardron#tu	4_M_MINISTER,{
	mes "[Priest Gardron]";
	if(tu_acolyte01 == 7){
		if(countitem(7148) >= 1){
			mes "Hmm...?";
			mes "What's that?";
			mes "You have something for me?";
			next;
			emotion e_gasp;
			mes "[Priest Gardron]";
			mes "Oh! This is a letter from my mother back home. Thank you for bringing this to me, young Acolyte.";
			next;
			mes "[Priest Gardron]";
			mes "I've worried about";
			mes "her, especially since";
			mes "she is getting old now, but I'm relieved to hear that her health";
			mes "is good. We are truly blessed...";
			delitem 7148,1; //Mother_Letter
			tu_acolyte01 = 8;
			close;
		} else {
			mes "Hmm...?";
			mes "What's that?";
			mes "You have something for";
			mes "me? A letter you say?";
			next;
			mes "[Priest Gardron]";
			mes "Well, it seems that";
			mes "you must have forgotten";
			mes "it or misplaced it somewhere.";
			close;
		}
	} else if(tu_acolyte01 == 8){
		if(countitem(RENEWAL?939:957) > 4){
			mes "Oh...!";
			mes "You've returned!";
			mes "Let's see... One...";
			mes "Two... Three...";
			next;
			mes "[Priest Gardron]";
			mes "Thank you very much!";
			mes "You've done a great job";
			mes "on behalf of the convent,";
			mes "not to mention the fact that";
			mes "you've protected the citizens";
			mes "of "+(RENEWAL?"Prontera":"Payon")+" from danger.";
			next;
			mes "[Priest Gardron]";
			mes "May you always";
			mes "be blessed. Now, you";
			mes "should return to Sister";
			mes "Asthe to continue your";
			mes "Acolyte training.";
			tu_acolyte01 = 9;
			percentheal 100,100;
			if (RENEWAL_EXP)
				getexp 1000,1000;
			else
				getexp 2000,2000;
			specialeffect2 EF_CONE;
			//getitem 505,1; //Blue_Potion
			close;
		} else {
			if (RENEWAL) {
				mes "A few days ago, a sister in Prontera";
				mes "sent me a telegram that citizens had been harmed";
				mes "by Hornets in the western field,";
				mes "so she asked the abbey to help with them.";
				next;
				mes "[Priest Gardron]";
				mes "But at this time,";
				mes "we are also short of hands...";
				mes "so it's a big problem.";
				next;
				mes "[Priest Gardron]";
				mes "....!";
				emotion e_gasp;
				next;
				mes "[Priest Gardron]";
				mes "May I entrust you, acolyte "+strcharinfo(0)+",";
				mes "this urgent matter?";
				mes "Please dispose of Hornets";
				mes "which are causing trouble on ^FF0000the western field of Prontera^000000.";
				next;
				mes "[Priest Gardron]";
				mes "I know that you are undergoing the discipline,";
				mes "So I will give you something to help you";
				mes "if you bring me ^3131FF 5^000000 ^3131FFBee Sting^000000.";
				next;
				mes "[Priest Gardron]";
				mes "Will you go to Prontera?";
				next;
				if(select("Let's go to Prontera!:I'll be back after doing some preparation.") == 1) {
					mes "[Priest Gardron]";
					mes "Okay, I will send you to Prontera.";
					mes "Please dispose of Hornets and bring me 5 Bee Stings for confirmation.";
					mes "My Lord, please protect this acolyte from evil monsters.";
					close2;
					warp "prontera",116,72;
					end;
				}
			} else {
				mes "A little while ago, the Payon Elder sent me a message. Apparently,";
				mes "the residents of Payon are being attacked by Zombies.";
				next;
				mes "[Priest Gardron]";
				mes "He has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
				next;
				mes "[Priest Gardron]";
				mes "....!";
				emotion e_gasp;
				next;
				mes "[Priest Gardron]";
				mes ""+strcharinfo(0)+",";
				mes "may I ask";
				mes "you to take care";
				mes "of this task? Exterminate the Skeletons and Zombies in the";
				mes "First Floor of Payon Dungeon.";
				next;
				mes "[Priest Gardron]";
				mes "Since you're still in basic training, I will give you some";
				mes "help if you return with";
				mes "^3131FF5 Decayed Nails^000000.";
				next;
				mes "[Priest Gardron]";
				mes "Now then...";
				mes "Will you go to Payon?";
				next;
				if(select("Let's go to Payon!:Um, let me get ready first.")==1) {
					mes "[Priest Gardron]";
					mes "Good, good.";
					mes "I shall send you";
					mes "there to fight the monsters in Payon Dungeon so that you can return with 5 Decayed Nails. May God bless you...";
					close2;
					warp "payon",161,58;
					end;
				}
			}
			close;
		}
	}
	mes "May light always";
	mes "come and illuminate";
	mes "the darkness. In times";
	mes "of hardship, remind us";
	mes "that there are no miracles";
	mes "without hope...";
	close;
}

// Dog
//============================================================
prt_monk,235,245,5	script	Dog#tu	4_DOG01,{
	mes "[Dog]";
	mes "^CDB79EBark bark!";
	mes "Woof woof!^000000";
	next;
	if(tu_acolyte01 == 10){
		while(1) {
			switch(select("Give a treat.:Pet the dog.:End actions.")){
			case 1:
				++.@dog_food;
				if(.@dog_food > 4){
					mes "[Dog]";
					mes "^CDB79EGrrrrrr...!^000000";
					emotion e_an;
					next;
					mes "^3355FFThe dog grinds";
					mes "its teeth and glares";
					mes "at you menacingly.^000000";
					next;
				} else {
					mes "[Dog]";
					mes "^CDB79ERoof roof!^000000";
					emotion e_lv;
					next;
				}
				break;
			case 2:
				mes "[Dog]";
				mes "^CDB79ERoof roof~^000000";
				emotion e_lv;
				next;
				break;
			case 3:
				mes "[Dog]";
				mes "^CDB79ERoof roof!^000000";
				next;
				break;
			}
		}
	}
	mes "["+strcharinfo(0)+"]";
	mes "So cute~!";
	close;
}

// Boy
//============================================================
prt_monk,243,238,5	script	Boy#boy_voi	HIDDEN_WARP_NPC,5,5,{
OnTouch_:
	if(tu_acolyte01 != 10)end;
	mes "[??]";
	mes "^333333*Sniff*^000000";
	mes "Sister...";
	close;
}

// Ill Girl
//============================================================
prt_monk,226,257,6	script	Ill Girl#tu	4_F_04,{
	mes "[Angelic]";
	if(tu_acolyte01 > 12){
		mes "Thanks for helping me.";
		mes "I'm sad my older sister is no longer with me, but I oughta";
		mes "cheer up, right? I'll try my best!";
		emotion e_heh;
		close;
	}
	mes "Sister, don't go...";
	mes "^333333*Sniff* *Cough cough!*^000000";
	mes "It h-hurts so... much...!";
	mes "Sis...ter...";
	if(tu_acolyte01 == 10){
		next;
		mes "[Angelic]";
		mes "^333333*Sniff...*^000000";
		mes "Are you from";
		mes "the convent?";
		next;
		mes "[Angelic]";
		mes "...";
		mes "......";
		next;
		mes "[Angelic]";
		mes "Save...";
		mes "My sister...";
		next;
		mes "[Angelic]";
		mes "^333333*Sniff sniff*";
		mes "^333333*Cough cough*";
		mes "H-hurts...";
		next;
		select("Are you alright?");
		mes "[Angelic]";
		mes "My sister...";
		mes "She was so beautiful...";
		mes "She was such a nice girl.";
		mes "But then, one day...";
		next;
		mes "[Angelic]";
		mes "This disgusting looking";
		mes "person was coated in this icky stuff and attacked her. She was poisoned and her body became";
		mes "colder and... ^333333*Sniff*^000000";
		next;
		mes "[Angelic]";
		mes "I was with her and I got sick too. I wasn't poisoned as badly, but";
		mes "my whole body feels heavy and I've been having these nightmares...";
		next;
		mes "[Angelic]";
		mes "^333333*Cough cough!*^000000";
		mes "Will I join my";
		mes "sister like this?";
		next;
		mes "^3355FFThis girl looks";
		mes "really sick. Maybe you";
		mes "should take a better look";
		mes "and see what's wrong.^000000";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Are you alright?";
		mes "................";
		next;
		specialeffect EF_CURSEATTACK;
		soundeffectall "_curse.wav",0;
		emotion e_omg;
		mes "["+strcharinfo(0)+"]";
		mes "This is....!";
		mes "A cursed spirit";
		mes "is tormenting this";
		mes "poor young girl!";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "I'll cure you...";
		mes "For sure.";
		tu_acolyte01 = 11;
		close;
	} else if(tu_acolyte01 == 11){
		next;
		mes "[Angelic]";
		mes "It hurts...!";
		mes "I... I can't...!";
		close;
	} else if(tu_acolyte01 == 12){
		next;
		mes "^3355FFYou go towards";
		mes "the girl, place your hands";
		mes "on her back and perform";
		mes "a holy spell...^000000";
		next;
		switch(select("Heal!:Blessing!:Cure!:Recovery!:Signum Crucis!:B.S Sacramenti!")){
		case 1:
			mes "["+strcharinfo(0)+"]";
			mes "H...";
			mes "Heal !!";
			specialeffect EF_HEAL;
			next;
			mes "^3355FFNothing happened.";
			mes "It doesn't look like";
			mes "that skill will work.^000000";
			close;
			break;
		case 2:
			if(getskilllv("AL_BLESSING") > 0){
				mes "["+strcharinfo(0)+"]";
				mes "B...";
				mes "Blessing!";
				next;
				if(rand(100) < getskilllv("AL_BLESSING")*10){
					specialeffect EF_BLESSING;
					mes "["+strcharinfo(0)+"]";
					mes "I...";
					mes "I did it!!";
					next;
					mes "^3355FFWhat a great";
					mes "chance for you to";
					mes "practice your abilities!";
					mes "It seemed that this good";
					mes "deed has improved your skills.^000000";
					tu_acolyte01 = 13;
					if (RENEWAL_EXP)
						getexp 0,500;
					else
						getexp 0,1000;
					specialeffect2 EF_CONE;
					next;
					break;
				} else {
					mes "["+strcharinfo(0)+"]";
					mes "Huh...?";
					mes "It's not working...";
					mes "Maybe it's because";
					mes "I'm still learning?";
					close;
				}
			} else {
				mes "^3355FFYou didn't learn";
				mes "this skill yet, so you're";
				mes "not able to use it for now.^000000";
				close;
			}
			break;
		case 3:
			if(getskilllv("AL_CURE") > 0){
				mes "["+strcharinfo(0)+"]";
				mes "C-Cure...!";
				specialeffect EF_CURE;
				next;
				mes "^3355FFNothing happened.";
				mes "It doesn't look like";
				mes "that skill will work.^000000";
				close;
			} else {
				mes "^3355FFYou didn't learn";
				mes "this skill yet, so you're";
				mes "not able to use it for now.^000000";
				close;
			}
		case 4:
			mes "^3355FFThis isn't a skill";
			mes "that Acolytes can use...^000000";
			close;
		case 5:
			if(getskilllv("AL_CRUCIS") > 0){
				mes "["+strcharinfo(0)+"]";
				mes "S-Signum...";
				mes "Signum Crucis!";
				specialeffect EF_SIGNUM;
				next;
				mes "^3355FFNothing happened.";
				mes "It doesn't look like";
				mes "that skill will work.^000000";
				close;
			} else {
				mes "^3355FFYou didn't learn";
				mes "this skill yet, so you're";
				mes "not able to use it for now.^000000";
				close;
			}
		case 6:
			mes "^3355FFThis isn't a skill";
			mes "that Acolytes can use...^000000";
			close;
		}

		mes "[Angelic]";
		mes "Ah...";
		mes "I feel...";
		mes "So relaxed.";
		mes "So much lighter...";
		next;
		mes "[Angelic]";
		mes "Did you";
		mes "do this?";
		mes "Is this the";
		mes "power of God?";
	}
	close;
}

// Veiner
//============================================================
prt_monk,197,228,3	script	Veiner	4_M_ORIENT02,{
	mes "[Veiner]";
	if(countitem(1081) && tu_acolyte01 == 18){
		mes "So very exhausted...";
		mes "Should I just go back home?";
		next;
		mes "[Veiner]";
		mes "What's that?";
		mes "You have a delivery";
		mes "for me? Why, what";
		mes "ever could it be?";
		next;
		mes "[Veiner]";
		mes "This is...!";
		mes "It's Handmade Chocolate";
		mes "from my honey bunny!";
		mes "Oh Bibi! You're the best!";
		specialeffect EF_VALLENTINE;
		specialeffect EF_HEARTCASTING;
		next;
		mes "[Veiner]";
		mes "Oh right!";
		mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~";
		emotion e_thx;
		tu_acolyte01 = 19;
		delitem 1081,1; //Merchant_Box_1
		close;
	} else if(tu_acolyte01 > 18){
		mes "I can't wait";
		mes "to see her again!";
		mes "Bibi...! I loooove you!";
		emotion e_kis2;
		close;
	}
	mes "So very";
	mes "exhausted...";
	mes "Would you help";
	mes "me carry my stuff?";
	mes "P-please...";
	close;
}

// Hedrick
//============================================================
prt_monk,28,260,5	script	Hedrick	1_M_04,{
	mes "[Hedrick]";
	mes "^333333*Whew!*^000000";
	mes "Man I worked hard today!";
	mes "And so efficiently too!";
	mes "Awesome job as usual,";
	mes "Hedrick. You're number one!";
	if(countitem(7148)==0 || tu_acolyte01 != 19) close;
	next;
	mes "[Hedrick]";
	mes "Oh...?";
	mes "Is this letter for me?";
	mes "I wonder who it's from.";
	mes "Ah, it's from my mom!";
	next;
	mes "[Hedrick]";
	mes "Whoa...!";
	mes "Holy cow!";
	mes "This letter is";
	mes "full of the energy";
	mes "of motherly love!";
	specialeffect EF_STEELBODY;
	next;
	mes "[Hedrick]";
	mes "Thanks a lot!";
	mes "Here, why don't";
	mes "you have one of the";
	mes "cookies she sent me?";
	delitem 7148,1; //Mother_Letter
	tu_acolyte01 = 20;
	getitem 538,1; //Well_Baked_Cookie
	close;
}

// Weapon Merchant
//============================================================
prt_monk,136,261,0	script	Weapon Merchant#tu	HIDDEN_WARP_NPC,9,9,{
OnTouch:
	if(tu_acolyte01 != 20 || countitem(1081)==0) end;
	mes "[Weapon Merchant]";
	mes "The stuff I requested from the guild is finally here!";
	mes "It's pretty tough to keep everything in stock since this is such a remote place.";
	next;
	mes "[Weapon Merchant]";
	mes "Hey, thanks so much!";
	mes "Oh, and come here if";
	mes "you need anything, okay?";
	delitem 1081,1; //Merchant_Box_1
	tu_acolyte01 = 21;
	close;
}

// Karven
//============================================================
monk_in,103,176,7	script	Karven	1_M_PASTOR,{
	mes "[Karven]";
	mes "May you rest";
	if(tu_acolyte01 == 21 && countitem(7183)){
		delitem 7183, 1;
		tu_acolyte01 = 22;
		mes "in peace forever...";
		next;
		mes "[Karven]";
		mes "I'm saying prayers";
		mes "for the recently departed.";
		mes "If it's not urgent, please";
		mes "come again at another time.";
		next;
		mes "[Karven]";
		mes "A letter?";
		mes "Oh. It must be from";
		mes "my younger sister.";
		mes "What could she want";
		mes "this time?";
		next;
		mes "[Karven]";
		mes "I hope she realizes";
		mes "the word of God and returns";
		mes "to living a good life once";
		mes "again. Thank you very much.";
		close;
	}
	mes "rest in peace...";
	close;
}

// Gloria
//============================================================
prt_monk,219,164,3	script	Gloria#tu	4_F_SISTER,{
	mes "[Gloria]";
	if(BaseJob != Job_Acolyte){
		mes "Hi, hi~";
		mes "I'm Gloria.";
		mes "You wanna know";
		mes "something neat";
		mes "about my name?";
		next;
		mes "[Gloria]";
		mes "My father was a Blacksmith in Geffen, and supposedly he finished an incredible weapon on the day";
		mes "I was born. He thought it was a sign of good luck, so he named";
		mes "the weapon after me!";
		next;
		mes "[Gloria]";
		mes "It's a little strange knowing that there's a weapon named after";
		mes "you, but I like my name very much. I mean, it's not like my parents named me after that weapon, right?";
		close;
	}
	if(tu_acolyte01 > 0 && tu_acolyte01 < 25){
		mes "I'm still";
		mes "a young Acolyte";
		mes "in training and I'm";
		mes "always making mistakes!";
		next;
		mes "[Gloria]";
		mes "^333333*Sniff*^000000";
		mes "And I get scolded";
		mes "almost all the time...";
		mes "But there's one thing";
		mes "that I can do really well!";
		next;
		mes "[Gloria]";
		mes "Warp portal!";
		mes "I know Level 2 Warp Portal!";
		mes "One of my Memo Points is here";
		mes "and the other is in Prontera.";
		next;
		mes "[Gloria]";
		mes "Anyway, whenever";
		mes "you need to, I can";
		mes "send you to Prontera.";
		mes "Just let me know, okay?";
		next;
		switch(select("I'm okay for now.:Send me to Prontera.")){
		case 1:
			mes "[Gloria]";
			mes "In order to use";
			mes "Warp Portal, you need";
			mes "one ^3131FFBlue Gemstone^000000.";
			mes "Is this to help me?";
			mes "Wow, I'm touched!";
			emotion e_sob;
			close;
		case 2:
			mes "[Gloria]";
			mes "Leave it to me!";
			mes "Here we go~!!";
			mes "W-warp Portal!";
			close2;
			warp "prontera",116,72;
			end;
		}
	}
	mes "Wow...";
	mes "Did you learn all that from Asthe? That's so great...";
	mes "You must be so much better than me that I can't even brag about warping to";
	mes "Prontera anymore. ^333333*Sniff*^000000";
	close;
}

// Cleope Verce
//============================================================
prt_monk,153,210,3	script	Cleope Verce	4_F_SISTER,{
	mes "[Cleope Verce]";
	if(BaseJob != Job_Acolyte){
		if (JobLevel < 40) {
			if (BaseLevel < 26) {
				mes "Oh my.. ";
				mes "A newbie Acolyte?";
				mes "It doesn't even seem";
				mes "like you've learned";
				mes "that many skills?";
				next;
				mes "[Cleope Verce]";
				mes "Ho ho~!";
				mes "In my days";
				mes "as an Acolyte,";
				switch(rand(1,4)){
				case 1:
					mes "I trained by attacking";
					mes "^3131FFgreen frogs^000000 till my knuckles";
					mes "bled from all the punching!";
					break;
				case 2:
					mes "I beat up ^3131FFwooden sticks";
					mes "about to collapse^000000 and these";
					mes "^3131FFhuge mushrooms^000000 all the time!";
					break;
				case 3:
					mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
					next;
					mes "[Cleope Verce]";
					mes "Ugh...";
					mes "Actually, that's not such a good memory when I think about it.";
					break;
				case 4:
					mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
					break;
				}
				next;
				mes "[Cleope Verce]";
				mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
				next;
				emotion e_gg;
				mes "[Cleope Verce]";
				mes "Good luck...";
				mes "Rookie.";
				close;
			} else if(BaseLevel < 36){
				mes "Oh my.. ";
				mes "A young Acolyte?";
				mes "You seem to have just";
				mes "started learning your skills?";
				next;
				mes "[Cleope Verce]";
				mes "Ho ho~!";
				mes "When I was";
				mes "around your age,";
				switch(rand(1,5)){
				case 1:
					mes "I'd fight with those ^3131FFwhite";
					mes "mice^000000 and ^3131FFbig roaches^000000~";
					break;
				case 2:
					mes "I'd walk straight into the";
					mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
					break;
				case 3:
					mes "I used to fight ^3131FFcreepy";
					mes "looking tree monsters^000000.";
					break;
				case 4:
					mes "I used to fight hundreds";
					mes "of ^3131FFuuuuuug~ly orcs^000000.";
					break;
				case 5:
					mes "I would fight the ^3131FFmonkeys";
					mes "in front of the convent^000000.";
					break;
				}
				next;
				mes "[Cleope Verce]";
				mes "Those were";
				mes "bad memories.";
				mes "If someone told me";
				mes "to go there again,";
				mes "I'd go insane.";
				next;
				mes "[Cleope Verce]";
				mes "Still, it seems you";
				mes "have a long way to go";
				mes "until you become a well";
				mes "experienced Acolyte. Ho ho~";
				next;
				emotion e_gg;
				mes "[Cleope Verce]";
				mes "Good luck,";
				mes "young friend.";
				close;
			} else if(BaseLevel < 46){
				mes "Well, well, well~";
				mes "Hello, young Acolyte.";
				mes "You're still kind of";
				mes "green, but I guess you're";
				mes "not exactly a beginner either.";
				next;
				mes "[Cleope Verce]";
				mes "I remember that when";
				mes "I was your age, I used to";
				switch(rand(1,6)){
				case 1:
					mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000. I wonder how I survived";
					mes "all that?";
					break;
				case 2:
					mes "play with these ^3131FFcute";
					mes "Poporings^000000 all the time!";
					next;
					mes "[Cleope Verce]";
					mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
					break;
				case 3:
					mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
					break;
				case 4:
					mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
					break;
				case 5:
					mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
					break;
				case 6:
					mes "beat up these ^3131FFliving chunks of";
					mes "sand in the desert^000000. I swear, they were alive!";
					break;
				}
				next;
				mes "[Cleope Verce]";
				mes "^333333*Sigh*^000000";
				mes "Ah, memories~";
				mes "Of course, if I had";
				mes "the chance to do it all";
				mes "over again, I don't know";
				mes "if I would take it...";
				next;
				mes "[Cleope Verce]";
				mes "Anyway, you have";
				mes "plenty of adventures";
				mes "waiting for you. I hope";
				mes "you'll make many fond";
				mes "memories when you're";
				mes "still an Acolyte.";
				next;
				emotion e_gg;
				mes "[Cleope Verce]";
				mes "Good luck,";
				mes "young friend~";
				close;
			}
		}
		mes "Hmmm?";
		mes "It looks like you've";
		mes "learned quite a lot as";
		mes "an Acolyte! I hate to admit it,";
		mes "but you're too good for me to";
		mes "call you a rookie anymore~";
		close;
	}
	mes "Hello hello.";
	mes "The sun is very";
	mes "warm today, don't";
	mes "think? Very pleasant";
	mes "weather today...";
	close;
}
// Range NPC
//============================================================
prt_monk,217,123,0	script	#tu_monk	HIDDEN_WARP_NPC,10,10,{
OnTouch_:
	if(BaseJob == Job_Acolyte){
		switch(tu_acolyte01){
		case 4:
		case 10:
		case 25:
			mes "[Sound by Window]";
			mes "...";
			next;
			mes "^3355FFThere's some kind";
			mes "of noise coming from";
			mes "yonder window...^000000";
			close;
		}
	}
	end;
}

// Eavesdrop
//============================================================
prt_monk,223,123,3	script	Eavesdrop#tu	HIDDEN_NPC,{
	if(BaseJob != Job_Acolyte){
		mes "^3355FFThere's nothing here.^000000";
		close;
	}
	if(tu_acolyte01 > 3 && tu_acolyte01 < 10){
		mes "[Voices from Window]";
		mes "^A68064Sir...";
		mes "Something doesn't";
		mes "seem right at the palace.^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600What's wrong?";
		mes "Did something happen?^000000";
		next;
		mes "[Voices from Window]";
		mes "^A68064I'm not sure.";
		mes "I can't explain exactly what it is, but the officials seem frightened about something. Maybe there";
		mes "was some sort of accident?^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600Hmm, I wouldn't know.";
		mes "Why don't we just wait and see";
		mes "what happens? I'm sure the truth will come out one way or another.^000000";
		next;
		mes "[Voices from Window]";
		mes "^A68064 Alright, sir.";
		mes "Still, I can't help";
		mes "but feel uneasy...^000000";
		close;
	} else if(tu_acolyte01 > 9 && tu_acolyte01 < 25){
		mes "[Voices from Window]";
		mes "^A68064I heard from an";
		mes "official at the palace";
		mes "that they're requesting";
		mes "us for an exorcism.^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600Exorcism?";
		mes "Did Zombies attack";
		mes "the kingdom or something?^000000";
		next;
		mes "[Voices from Window]";
		mes "^A68064No, I don't think";
		mes "that's the case, but";
		mes "they are requesting";
		mes "a highly skilled holy person...^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600Hmm...";
		mes "I wonder what";
		mes "exactly is going on...^000000";
		next;
		mes "[Voices from Window]";
		mes "^A68064I will inform you";
		mes "as soon as I hear";
		mes "something.^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600Thank you...^000000";
		close;
	} else if(tu_acolyte01 > 24){
		mes "[Voices from Window]";
		mes "^A68064...Sir, do you know anything about the ^855E42curse of the Gaebolg family^A68064?^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600The Gaebolg?";
		mes "Are you telling me";
		mes "there's a curse on";
		mes "the royal family?^000000";
		next;
		mes "[Voices from Window]";
		mes "^A68064Yes...";
		mes "That may be why his";
		mes "highness, King Tristam III,";
		mes "and his courtiers have been";
		mes "acting strangely lately...^000000";
		next;
		mes "[Voices from Window]";
		mes "^A68064You see...";
		mes "Yormungard is";
		mes "said to have cursed";
		mes "the Gaebolg family when Rune-Midgarts was first established.^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600Yormungard?!";
		mes "How can we hope";
		mes "to combat its magic?";
		mes "Not even the Asgardians";
		mes "could deal with that";
		mes "giant serpent's power!^000000";
		next;
		mes "[Voices from Window]";
		mes "^A68064It's horrible...";
		mes "Because of the curse,";
		mes "the first child of every generation of the Gaebolg family will supposedly die an early death...^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600Are you saying that all of the first princes and princesses";
		mes "have died to this day? If this is true, it'd cause trouble if word got out...^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600Is that what happened";
		mes "in the palace? Did the eldest prince pass away recently?^000000";
		next;
		mes "[Voices from Window]";
		mes "^A68064 No...";
		mes "Actually, the second";
		mes "eldest prince passed";
		mes "away, not the first.^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600What!?^000000";
		next;
		mes "[Voices from Window]";
		mes "^A68064L-lower your voice!^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600So...";
		mes "How did it happen?";
		mes "Was it an accident?^000000";
		next;
		mes "[Voices from Window]";
		mes "^A68064 They haven't determined";
		mes "the exact reason of the death yet. But the court officials want us to see if we can undo Yormungard's curse once and for all.^000000";
		next;
		mes "[Voices from Window]";
		mes "^CD6600Yormungard's curse?";
		mes "Is it possible to remove it after so many years? Such ancient";
		mes "magic may be too powerful for";
		mes "any of us in the Church...^000000";
		next;
		mes "[Voice from Window]";
		mes "^A68064This task is monumentally huge!";
		mes "And if we should fail, we'd lose the faith of our constituents. The Church and the Royal Court truly need a miracle...^000000";
		next;
		mes "[Voice from Window]";
		mes "^CD6600Well, what's the Church's response? Are we really going to send someone to lift the curse of a monster that can challenge the Asgardians?^000000";
		next;
		mes "[Voice from Window]";
		mes "^A68064I'm not quite sure.";
		mes "Those that might have";
		mes "the necessary skill are";
		mes "too old. Still, they're";
		mes "not giving up hope...^000000";
		next;
		mes "[Voice from Window]";
		mes "^A68064This situation is very important to the reputation of the royal family and stability of the kingdom, so everyone's been very careful";
		mes "about keeping quiet.^000000";
		next;
		mes "[Voice from Window]";
		mes "^A68064For now, I'll return to the kingdom and let you know if I hear of any other news. Still, since everyone needs to be so careful, it may be";
		mes "a while until I learn anything new.^000000";
		next;
		mes "[Voice from Window]";
		mes "^CD6600Thank you very much.";
		mes "I'll be waiting to hear";
		mes "from you again.^000000";
		next;
		mes "[Voice from Window]";
		mes "^CD6600Oh dear God.";
		mes "Please expel the darkness that approaches the Rune-Midgarts Kingdom. Please protect us with your light and compassion.^000000";
		close;
	}
}

sec_in02,17,156,3	script	1st Job Quest Reset	4_F_JOB_BLACKSMITH,{
	callfunc "F_GM_NPC";
	mes "[1st Job Quest]";
	mes "Which would you like to reset?";
	next;
	switch(select("Swordsman:Merchant:Archer:Acolyte:Thief:Mage")) {
	case 1:
		tu_swordman = 0;
		break;
	case 2:
		tu_merchant = 0;
		break;
	case 3:
		tu_archer01 = 0;
		tu_archer02 = 0;
		break;
	case 4:
		tu_acolyte01 = 0;
		break;
	case 5:
		tu_thief01 = 0;
		break;
	case 6:
		tu_magician01 = 0;
		break;
	}
	mes "Completed.";
	close;
}