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|
//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2015 Hercules Dev Team
//= Copyright (C) 2015 Kisuka
//=
//= 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/>.
//=========================================================================
//= Criatura Academy
//================= File Encoding =========================================
//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
//= -If the encoding is correct, the next three lines have the same length-
//= ============ �ġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġ� ============
//= ============ ============================================= ============
//= ============ ������������������������������������������������������������������������������������������ ============
//================= Description ===========================================
//= Teaches the player about the basics.
//= Also contains Novice skill quests for First Aid and Trick Dead.
//================= Current Version =======================================
//= 1.0.1
//=========================================================================
//== Captain Carocc (Ship) =================================
iz_int,100,91,3 script Captain Carocc#iz_int 4_M_REINDEER,{
if(Class == Job_Novice) {
cutin "fly_trock", 2;
if(!questprogress(7471)) {
mes "[Captain Carocc]";
mes "Had a good dream?";
mes "Soon, we will get to ^4d4fffIzlude^000000";
next;
mes "[Captain Carocc]";
mes "And you can talk to other people like you just talked to me.";
next;
cutin "tutorial01",3;
mes "!- Information -!";
mes "^4d4fffLeft mouse click allows basic game controls.";
mes "Such as conversation with NPC, movement, and attacks.^000000";
next;
cutin "fly_trock",2;
mes "[Captain Carocc]";
mes "Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams.";
mes "Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom.";
next;
mes "[Captain Carocc]";
mes "Izlude always welcomes young adventurers like you who have just started their journey to the World.";
mes "You are one of them of course.";
next;
mes "[Captain Carocc]";
mes "I would like to tell you more stories, but it's time to get ready for arrival.";
mes "There is an academy in Izlude for newcomers like yourself.";
next;
mes "[Captain Carocc]";
mes "Let me give you more details later.";
mes "See you back at the harbor deck.";
next;
mes "[Captain Carocc]";
mes "To get off this ship, you should enter the ^4d4fffShining Portal^000000 over there.";
mes "All transportation is made through the portals.";
setquest 7471;
completequest 7471;
close2;
cutin "", 255;
end;
}
mes "[Captain Carocc]";
mes "Now, we are here in Izlude~";
mes "Go through that ^4d4fffShining Portal^000000 and exit outside.";
next;
mes "[Captain Carocc]";
mes "Let's talk more when we get off to the deck.";
mes "There are lots of things I want to teach you.";
close2;
cutin "", 255;
end;
}
}
iz_int01,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int01 4_M_REINDEER
iz_int02,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int02 4_M_REINDEER
iz_int03,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int03 4_M_REINDEER
iz_int04,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int04 4_M_REINDEER
//== Lumin (Ship) ==========================================
iz_int,91,81,3 script Lumin#iz_int 4_M_NOV_RUMIN,{
if(Class == Job_Novice) {
if(!questprogress(7471)) {
mes "[Lumin]";
mes "............";
mes "...?";
next;
cutin "fly_trock",2;
mes "[Captain Carocc]";
mes "Hey, you awake now?";
mes "That fella without much talk, I rescued him from the ocean.";
next;
mes "[Captain Carocc]";
mes "Think he lost his memory.";
mes "I gave him a new name 'Lumin'. But, just call him Lu...";
next;
mes "[Captain Carocc]";
mes "And you can talk to other people like you just talked to me.";
next;
cutin "tutorial01",3;
mes "!- Information -!";
mes "^4d4fffLeft mouse click allows basic game control.";
mes "Such as conversation with NPC, movement, and attacks.^000000";
next;
cutin "fly_trock",2;
mes "[Captain Carocc]";
mes "Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams.";
mes "Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom.";
next;
mes "[Captain Carocc]";
mes "Izlude always welcomes young adventurers like you who have just started their journey to the World.";
mes "You are one of them of course.";
next;
mes "[Captain Carocc]";
mes "I would like to tell you more stories, but it's time to get ready for arrival.";
mes "There is an academy in Izlude for newcomers like yourself.";
next;
mes "[Captain Carocc]";
mes "Let me give you more detail later.";
mes "See you back at the harbor deck.";
next;
mes "[Captain Carocc]";
mes "To get off this ship, you should enter the ^4d4fffShining Portal^000000 over there.";
mes "All transportation is made through those portals.";
setquest 7471;
completequest 7471;
next;
cutin "nov_lumin01",0;
mes "[Lumin]";
mes "Yes.";
next;
cutin "fly_trock",2;
mes "[Carocc]";
mes "Oh, boy.";
mes "What cute reaction.";
close2;
cutin "", 255;
end;
}
cutin "nov_lumin01",0;
mes "[Lumin]";
mes ".....";
next;
select("Should I introduce myself?", "My name is ~!");
mes "["+strcharinfo(0)+"]";
mes "I am "+strcharinfo(0)+"!";
next;
mes "[Lu]";
mes ".....";
next;
mes "[Lu]";
mes ".....";
mes "....So?";
next;
mes "- Lu just walked away with a cynical look on his face.";
next;
cutin "fly_trock",2;
mes "[Carocc]";
mes "He's just shy, you know.";
mes "You will see him again in Izlude, be good to him please.";
next;
mes "[Carocc]";
mes "From now on, I'll be driving this ship around Izlude.";
mes "Let's go, shall we?";
close2;
cutin "", 255;
end;
}
}
iz_int01,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int01 4_M_NOV_RUMIN
iz_int02,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int02 4_M_NOV_RUMIN
iz_int03,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int03 4_M_NOV_RUMIN
iz_int04,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int04 4_M_NOV_RUMIN
//== Captain Carocc ========================================
izlude,198,213,3 script Captain Carocc#iz 4_M_REINDEER,5,5,{
cutin "fly_trock.bmp", 2;
if (Class == Job_Novice && BaseLevel < 15) {
if (questprogress(4269) == 2) {
if (questprogress(7471) == 2 || questprogress(7472) > 0) {
mes "[Carocc]";
mes "Oh, "+strcharinfo(0)+"!";
mes "Why are you here at the wharf?";
mes "I guess you are doing well at the academy.";
next;
mes "[Carocc]";
mes "I'm going to be docking and reparing the ship here for a while.";
mes "I will be taking the same route I tried before.";
next;
} else {
mes "[Carocc]";
mes "Hmm? You must be a student of the Criatura Academy?";
mes "Were you on my ship?";
mes "Hmm I can't remember.";
next;
mes "[Carocc]";
mes "Well, anything is fine.";
mes "Shall I go easy on you since you said you were a student of the Academy?";
mes "I am still the captain of the ship, regardless.";
next;
}
mes "[Carocc]";
mes "I plan on taking off as soon as the repairs are complete.";
mes "The route will open with ^4d4dffPharos Lighthouse^000000 by then.";
close;
} else {
if (questprogress(7471) == 2) {
if (!questprogress(7472)) {
mes "[Carocc]";
mes "This is Izlude.";
mes "The best city for you to take wings to your dreams.";
next;
mes "[Carocc]";
mes "Although I don't have any particular feelings for you,";
mes "I've seen a lot of young people like you, while operating the ship.";
next;
mes "[Carocc]";
mes "There were those among them who succeeded and failed and went back after being unable to adjust.";
mes "I want you to have a successful start with this place.";
next;
mes "[Carocc]";
mes "Did you know this?";
mes "Izlude has a new Institute for budding adventurers like you!";
next;
select("You mean the Academy?");
mes "[Carocc]";
mes "Yes! It's called the ^4d4dffRoyal Criatura Academy^000000.";
mes "Founded by the Rune Midgard lineage to help out new adventurers.";
next;
mes "[Carocc]";
mes "A friend of mine works there, so I 'll give you the introduction to him.";
mes "He could make a lot of things easier for you.";
next;
mes "[Carocc]";
mes "He usually talks to new adventurers near the entrance of the academy.";
mes "Go and meet him there.";
next;
if (!questprogress(7473)) {
mes "[Carocc]";
mes "His name is ^4d4dffHun^000000";
mes "I will mark his spot on the map so go to see him.";
setquest 7472;
viewpoint 1,122,207,0,0x4d4dff;
next;
mes "!- Information -!";
mes "The ^4d4dffMini map can be seen on the right top of the screen.";
mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000";
next;
cutin "tutorial02.bmp", 4;
mes "!- Information -!";
mes "Received a Quest from ^4d4dff Captain Carocc.";
mes "The quest content can be checked from the quest window.";
next;
mes "!- Information -!";
mes "Quest window can be opened by pressing ^4d4dffAlt + u^000000 keys together.";
next;
cutin "", 255;
mes "[Carocc]";
mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here";
mes "Yes, the part that says 'Hun'.";
next;
mes "!- Information -!";
mes "^4d4dffThe icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means a link to navigation directions.";
cutin "navi01.bmp", 4;
next;
mes "!- Information -!";
mes "If you press info after selecting a task in the objectives^4d4dff,";
mes "an arrow pointing to the location of the objective will pop up along with the navigation help.";
cutin "navi02.bmp", 4;
next;
cutin "", 255;
mes "[Carocc]";
mes "Anyway, my friend will help you register with the academy";
mes "I hope it can help you for your future.";
close;
} else {
select("I know who you're talking about.");
mes "[Carocc]";
mes "Then there's no worry.";
mes "He'll introduce you to the academy.";
next;
mes "[Carocc]";
mes "OK. I will show you the direction. You try it again.";
mes "By the way, did I tell you his name? His name is ^4d4dffHun^000000";
viewpoint 1,122,207,1,0x4d4dff;
next;
mes "!- Information -!";
mes "^4d4dff Mini map can be seen on the right top of the screen.";
mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000";
next;
mes "[Carocc]";
mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here";
mes "Yes, the part that says [Hun].";
next;
mes "!- Information -!";
mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means";
mes "a link to navigation directions.";
cutin "navi01.bmp", 4;
next;
mes "!- Information -!";
mes "If you press info after selecting a task in the objectives^4d4dff,";
mes "an arrow pointing to the location of the objective will pop up along with navigation help";
cutin "navi02.bmp", 4;
next;
cutin "", 255;
mes "[Carocc]";
mes "Anyway, my friend will help you register with the academy";
mes "I hope it will help you out in your journey";
close;
}
} else if (questprogress(7472) == 1) {
mes "[Carocc]";
mes "If you want, you can step forward to the world right away.";
mes "However, I recommend you visit the Academy first.";
next;
mes "[Carocc]";
mes "The world is a lonely place to be alone.";
mes "The Academy has people you can make as lifetime companions.";
next;
mes "[Carocc]";
mes "My friend Hun will be around the academy entrance.";
mes "If you don't know the way I'll point it out to you again.";
viewpoint 1,122,207,0,0x4d4dff;
next;
mes "[Carocc]";
mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here";
mes "Yes, the part that says ''Hun''.";
next;
mes "!- Information -!";
mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means";
mes "a link to navigation directions.";
cutin "navi01.bmp", 4;
next;
mes "!- Information -!";
mes "If you press info after selecting a task in the objectives^4d4dff,";
mes "an arrow pointing to the location of the objective will pop up along with navigation help.";
cutin "navi02.bmp", 4;
next;
cutin "", 255;
mes "[Carocc]";
mes "Anyway, my friend will help you register with the academy.";
mes "I hope it will help you out in your journey.";
close;
} else {
mes "[Carocc]";
mes "Oh, " + strcharinfo(0) + "!";
mes "Still being dilligent?";
mes "I've been busy, also.";
mes "I was reparing the ship.";
next;
mes "[Carocc]";
mes "I'll be taking off as soon as the repairs are complete.";
mes "At that time, the sailing route to ^4d4dffPharos lighthouse ^000000 will be opened.";
mes "Be excited for it.";
close;
}
} else {
if (!questprogress(7472)) {
mes "[Carocc]";
mes "Hello?";
mes "Is it your first time on Izlude?";
next;
switch(select("Hello?", "Let me get on the ship!", "I don't know what to do.")) {
case 1:
mes "[Carocc]";
mes "You look strong and able!";
mes "I like able people like you!";
mes "Always be healthy and strong as you are now.";
close;
case 2:
mes "[Carocc]";
mes "I usually travel to ^4d4dffPharos Lighthouse^000000.";
mes "But I'm resting up due to some problems.";
next;
mes "[Carocc]";
mes "If it's Alberta or Byalan Island, talk to the next sailor.";
close;
case 3:
mes "[Carocc]";
mes "Hmm? You said you didn't know what to do.";
mes "Since you're at Izlude, why don't you visit ^4d4dffCriatura Academy^000000?";
next;
mes "[Carocc]";;
mes "Izlude has the Institute for budding adventurers like you";
mes "A friend of mine works there, so I'll give you the introduction to him.";
next;
mes "[Carocc]";
mes "He ususally talks to new adventurers near the entrance of an academy.";
mes "Go and meet him personally.";
next;
if (!questprogress(7473)) {
mes "[Carocc]";
mes "His name is ^4d4dffHun^000000";
mes "I will mark his location on the map so go to see him.";
setquest 7472;
viewpoint 1,122,207,0,0x4d4dff;
next;
mes "!- Information -!";
mes "^4d4dff Mini map can be seen on the right top of the screen.";
mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000";
next;
mes "!- Information -!";
mes "Received a Quest from ^4d4dffCaptain Carocc.";
mes "Contents of your Quest can be monitored on the Quest information window.";
next;
mes "!- Information -!";
mes "Quest window can be opened by pressing the ^4d4dffAlt + u^000000 key.";
next;
mes "[Carocc]";
mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here";
mes "Yes, the part that says [Hun].";
next;
mes "!- Information -!";
mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means";
mes "a link to navigation directions.";
cutin "navi01.bmp", 4;
next;
mes "!- Information -!";
mes "If you press info after selecting a task in the objectives^4d4dff,";
mes "an arrow pointing to the location of the objective will pop up along with navigation help";
cutin "navi02.bmp", 4;
next;
cutin "", 255;
mes "[Carocc]";
mes "Anyway, my friend will help you register with the academy";
mes "I hope it will help you out in your journey";
close;
} else {
select("I know who you're talking about.");
mes "[Carocc]";
mes "Then there's no worry.";
mes "He'll introduce you to the academy.";
next;
mes "[Carocc]";
mes "OK. I will show you the direction. You try it again.";
mes "By the way, did I tell you his name? His name is ^4d4dffHun^000000";
viewpoint 1,122,207,1,0x4d4dff;
next;
mes "!- Information -!";
mes "^4d4dff Mini map can be seen on the right top of the screen.";
mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000";
next;
mes "[Carocc]";
mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here";
mes "Yes, the part that says [Hun].";
next;
mes "!- Information -!";
mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means";
mes "a link to navigation directions.";
cutin "navi01.bmp", 4;
next;
mes "!- Information -!";
mes "If you press info after selecting a task in the objectives^4d4dff,";
mes "an arrow pointing to the location of the objective will pop up along with navigation help";
cutin "navi02.bmp", 4;
next;
cutin "", 255;
mes "[Carocc]";
mes "Anyway, my friend will help you register with the academy";
mes "I hope it will help you out in your journey";
close;
}
}
} else if (questprogress(7472) == 1) {
mes "[Carocc]";
mes "Ah, it's you.";
mes "This guy has also decided to register at Criatura Academy.";
mes "This might be a good destiny for you. Hope you and him can be good friends.";
next;
cutin "nov_lumin01.bmp", 0;
mes "[Lumin]";
mes ".........";
next;
cutin "", 255;
mes "[Carocc]";
mes "If you want, you can step forward to the world right away.";
mes "However, I recommend you visit the Academy first.";
next;
mes "[Carocc]";
mes "The world is a lonely place to be alone.";
mes "The Academy has people you could make into lifetime companions.";
next;
mes "[Carocc]";
mes "My friend <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> will be around the academy entrance.";
mes "If you don't know the way I'll point it out to you again.";
viewpoint 1,122,207,1,0x4d4dff;
next;
mes "[Carocc]";
mes "then, Good luck!";
close;
} else {
mes "[Carocc]";
mes "Oh, We meet again.";
mes "Do you by any chance need a ship?";
mes "I usually travel to the port in Paros.";
mes "If you need to go to Paros later, come see me.";
close;
}
}
}
} else {
if (questprogress(7471) == 2 || questprogress(7472) > 0) {
mes "[Carocc]";
mes "It's been a while!";
mes "Looking at your expression, you must be doing well.";
next;
switch(select("Take me to Pharos Lighthouse", "To Alberta", "Talk")) {
case 1:
mes "[Carocc]";
mes "Do you want to go to Pharos Lighthouse on the southern coast of Morocc?";
mes "The fee is 2800 zeny. I have a crew that needs payment so this fee is non-negotiable.";
next;
if(select("To Pharos Lighthouse!", "Cancel") == 1) {
if (Zeny > 2799) {
mes "[Carocc]";
mes "Let us travel with the wing in our hair.";
Zeny -= 2800;
close2;
cutin "", 255;
warp "cmd_fild07", 92, 129;
end;
} else {
mes "[Carocc]";
mes "Sorry but you are short of the boarding fee.";
mes "I need 2800z to operate.";
close;
}
}
mes "[Carocc]";
mes "OK.";
mes "Do you know this, by the way?";
mes "^4d4dffThere's a Rogue hideout at Pharos Lighthouse^000000.";
mes "You already knew this?";
close;
case 2:
mes "[Carocc]";
mes "I thought you knew that I only go to Pharos?";
mes "Ask the sailor over there, he's the one that goes there frequently.";
next;
mes "[Carocc]";
mes "There are plenty of other ships that travel to Alberta and Byalan Islands.";
close;
case 3:
mes "[Carocc]";
mes "Hmm. I'm content with the well being of you and other adventurers who passed me by.";
next;
mes "[Carocc]";
mes "Lumin must be doing well too.";
mes "I wonder why you feel like my own child even though we've only met from the sea.";
close;
}
} else {
mes "[Carocc]";
mes "I am Carocc, the caption of this ship.";
mes "Do you need a ship?";
next;
if(select("Pharos Lighthouse - 2800z", "Don't need it.") == 1) {
if (Zeny > 2799) {
mes "[Carocc]";
mes "Let us travel with the wind in our hair.";
Zeny -= 2800;
close2;
cutin "", 255;
warp "cmd_fild07", 92, 129;
end;
} else {
mes "[Carocc]";
mes "Sorry but you are short of the boarding fee.";
mes "I need 2800z to operate.";
close;
}
}
mes "[Carocc]";
mes "Then use it next time.";
close;
}
}
cutin "", 255;
end;
OnInit:
questinfo 7472, QTYPE_QUEST, 1, Job_Novice;
//SetQuestLevel 7472 1 14
//SetQuestQuest 7472 7473 0
end;
OnTouch:
if (Class == Job_Novice && BaseLevel < 15 && !questprogress(4269))
emotion e_gasp;
else
emotion e_heh;
end;
}
izlude_a,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_a 4_M_REINDEER,5,5
izlude_b,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_b 4_M_REINDEER,5,5
izlude_c,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_c 4_M_REINDEER,5,5
izlude_d,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_d 4_M_REINDEER,5,5
//== Criatura Academy Staff ================================
// - Teaches the player about the Inventory.
izlude,122,207,3 script Criatura Academy Staff#0 4_M_KHKYEL,3,3,{
if (!checkweight(Orcish_Axe, 3)) {
mes "Quest cannot be continued due to the overfilled inventory.";
mes "Continue the quest after organizing the inventory.";
close;
}
viewpoint 2,122,207,1,0xFFFFFF;
if (Class == Job_Novice && BaseLevel < 15) {
if (questprogress(7472) == 1) {
mes "[Hun]";
mes "Oh.. you must be the adventurer Carocc was talking about.";
mes "I don't know where your homeland is but Midgard is a good place to start your life's journey.";
next;
mes "[Hun]";
mes "It's a good sight to see new adventurers start their journey.";
mes "You must be tired. Need a drink?";
completequest 7472;
getexp 200, 0;
setquest 7473;
getitem Apple_Juice, 1; // Apple_Juice
next;
mes "[Hun]";
mes "You can open the Item window by clicking on the 'item' icon on top left portion of the screen.";
next;
mes "[Hun]";
mes "The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use.";
mes "It will do the automatic sorting per indiviaul useage to";
next;
mes "[Hun]";
mes "Either ^4d4dff double click on the item^000000 you intend to use";
mes "or drag it onto^4d4dff the equipment window and use it^000000";
next;
cutin "tutorial03.bmp", 4;
mes "!- Information -!";
mes "^4d4dffItems can be used or equipped with simply double-clicking.";
mes "Item window can be opened with shortcut key Alt+E";
next;
mes "!- Information -!";
mes "^4d4dff Equipped items can be checked with Alt+ Q";
mes "Items can also be dragged onto the location where you wish to equip it.";
next;
cutin "", 255;
mes "[Hun]";
mes "For detailed info on individual items^4d4dff, right click ^000000 on that item.";
mes "You can check the detailed info on the item.";
next;
cutin "tutorial04.bmp", 4;
mes "!- Information -!";
mes "^4d4dffRight-clicking on the item icon^4d4dff brings up detailed info on the item.";
next;
mes "!- Information -!";
mes "^4d4dffWhen you select other players, you can trade, party up with them with the community window that pops up.";
next;
cutin "", 255;
mes "[Hun]";
mes "Ok now ^4d4dffdrink the apple juice that I gave you^000000.";
close;
} else {
if (!questprogress(7473)) {
mes "[Hun]";
mes "Hey there.";
mes "Rest up for a bit.";
next;
mes "[Hun]";
mes "It's joyous to see new adventurers starting out.";
mes "You want something to drink while you are resting?";
setquest 7473;
getitem Apple_Juice, 1; // Apple_Juice
next;
mes "[Hun]";
mes "Right clicking on the item icon ^4d4dffon the basic item window at the upper left corner brings up the detailed info on the item";
next;
mes "[Hun]";
mes "The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use.";
mes "It will do the automatic sorting per indiviaul useage to";
next;
mes "[Hun]";
mes "Either ^4d4dffdouble click on the item^000000 you intend to use";
mes "or drag it onto^4d4dff the equipment window and use it^000000";
next;
mes "[Hun]";
mes "For detailed info on individual items^4d4dff, right-click ^000000 on the item.";
mes "You can check the detailed info on the item.";
next;
cutin "tutorial04.bmp", 3;
mes "!- Information -!";
mes "Right clicking on the item icon ^4d4dffbrings up the detailed info on the item";
next;
mes "!- Information -!";
mes "When you select on other players^4d4dff you can trade, party up with them with the community window that pops up.";
next;
cutin "", 255;
mes "[Hun]";
mes "Ok now ^4d4dffdrink the apple juice that I gave you^000000.";
close;
} else if (questprogress(7473) == 1) {
if (countitem(Apple_Juice) > 0) {
mes "[Hun]";
mes "Consume the apple juice that I gave you in your inventory.";
mes "Then we'll talk.";
close;
} else {
if (questprogress(4269) > 0) {
mes "[Hun]";
mes "How's the taste?";
mes "Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties.";
next;
mes "[Hun]";
mes "I want to give you more but that was the last of it";
mes "Anyways here's some potions. They'll come in handy when you start fighting.";
completequest 7473;
getitem Novice_Potion, 30; // Novice_Potion
getexp 200, 0;
next;
mes "[Hun]";
mes "Criatura Academy is a good place to build up experience for the future.";
mes "And I'm not just saying this because I work here.";
next;
mes "[Hun]";
mes "I'm for real... haha";
close;
} else {
mes "[Hun]";
mes "How's the taste?";
mes "Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties.";
next;
mes "[Hun]";
mes "I want to give you more but that was the last of it";
mes "Anyways here's some potions. They'll come in handy when you start fighting.";
completequest 7473;
getitem Novice_Potion, 30; // Novice_Potion
getexp 200, 0;
next;
mes "[Hun]";
mes "What do you plan to do from now on?";
mes "Have you found a place to stay?";
next;
switch(select("I need help with that", "Anything will do really.", "Don't worry.")) {
case 1:
mes "[Hun]";
mes "But still, though.";
mes "It's tough to be out alone in a new place.";
mes "That's why Criatura Academy is there.";
next;
mes "[Hun]";
mes "Carocc sent you to me probably for the same reason.";
mes "Even though I'm just a work-hand here, I could show you around.";
next;
mes "[Hun]";
mes "If you follow this road up to north, you can see";
mes "<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
mes "Anybody can enroll, so take advantage of it.";
next;
emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
mes "[Information Staff]";
mes "Sorry to interrupt.";
mes "But ^4d4dff if you need location info, please ask me.^000000";
next;
mes "[Information Staff]";
mes "Hun's information has limits";
close;
case 2:
mes "[Hun]";
mes "How optimistic of you.";
mes "If you need help, feel free to visit Criatura Academy any time.";
next;
mes "[Hun]";
mes "There's no requirement or payment to enroll so it would be a great help to you.";
mes "When you go through this way to the north, you'll find";
mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
next;
mes "[Hun]";
mes "If there are more adventurers like you, the future will be brighter.";
mes "Hahahaha.";
next;
emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
mes "[Information Staff]";
mes "Sorry to interrupt.";
mes "But ^4d4dff if you need location info, please ask me.^000000";
next;
mes "[Information Staff]";
mes "Hun's information has limits";
close;
case 3:
mes "[Hun]";
mes "You already have a plan laid out?";
mes "Well prepared.";
mes "But just in case, if you are curious about the Criatura Academy, make a visit.";
next;
mes "[Hun]";
mes "When you go through this way to the north, you'll find";
mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
mes "What is well, is well- isn't it?";
next;
emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
mes "[Information Staff]";
mes "You are correct.";
mes "Preperation is the key.";
mes "But ^4d4dff if you need location info, please ask me.^000000";
next;
mes "[Information Staff]";
mes "Hun's information has limits.";
close;
}
}
}
} else {
if (!questprogress(4269)) {
mes "[Hun]";
mes "It's you..";
mes "What do you plan to do from now on?";
mes "Have you found a place to stay?";
next;
switch(select("I need help with that", "Anything will do really.", "Don't worry.")) {
case 1:
mes "[Hun]";
mes "But still, though.";
mes "It's tough to be out alone in a new place.";
mes "That's why Criatura Academy is there.";
next;
mes "[Hun]";
mes "Carocc sent you to me probably for the same reason.";
mes "Even though I'm just a work-hand here, I could show you around.";
next;
mes "[Hun]";
mes "If you follow this road up to north, you can see";
mes "<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
mes "Anybody can enroll, so take advantage of it.";
next;
emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
mes "[Information Staff]";
mes "Sorry to interrupt.";
mes "But ^4d4dff if you need location info, please ask me.^000000";
next;
mes "[Information Staff]";
mes "Hun's information has limits";
close;
case 2:
mes "[Hun]";
mes "How optimistic of you.";
mes "If you need help, feel free to visit Criatura Academy any time.";
next;
mes "[Hun]";
mes "There's no requirement or payment to enroll so it would be a great help to you.";
mes "When you go through this way to the north, you'll find";
mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
next;
mes "[Hun]";
mes "If there are more adventurers like you, the future will be brighter.";
mes "Hahahaha.";
next;
emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
mes "[Information Staff]";
mes "Sorry to interrupt.";
mes "But ^4d4dff if you need location info, please ask me.^000000";
next;
mes "[Information Staff]";
mes "Hun's information has limits";
close;
case 3:
mes "[Hun]";
mes "You already have a plan laid out?";
mes "Well prepared.";
mes "But just in case, if you are curious about the Criatura Academy, make a visit.";
next;
mes "[Hun]";
mes "When you go through this way to the north, you'll find";
mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.";
mes "What is well, is well- isn't it?";
next;
emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2);
mes "[Information Staff]";
mes "You are correct.";
mes "Preperation is the key.";
mes "But ^4d4dff if you need location info, please ask me.^000000";
next;
mes "[Information Staff]";
mes "Hun's information has limits.";
close;
}
} else {
mes "[Hun]";
mes "Criatura Academy is a good place to build up experience for the future.";
mes "I'm not saying this just because I work here.";
next;
mes "[Hun]";
mes "For real... hahahaha";
close;
}
}
}
} else {
mes "[Hun]";
mes "The Royal Criatura Academy was founded to help budding adventurers on their initial journey.";
next;
mes "[Hun]";
mes "Although I'm but a work-hand here, it makes me happy to see students graduate here and become fine members of society.";
close;
}
OnInit:
questinfo 7473, QTYPE_QUEST, 1, Job_Novice;
//SetQuestLevel 7473 1 14
end;
OnTouch:
if (!questprogress(4269))
emotion e_gasp;
else
emotion e_heh;
end;
}
izlude_a,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#a 4_M_KHKYEL,3,3
izlude_b,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#b 4_M_KHKYEL,3,3
izlude_c,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#c 4_M_KHKYEL,3,3
izlude_d,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#d 4_M_KHKYEL,3,3
//== Information Staff =====================================
// - Teaches the player about the Mini-Map through a quick quest.
izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{
if (!checkweight(Orcish_Axe, 3)) {
mes "Quest cannot be continued due to the invenory being full.";
mes "Please try it again after re-organizing your items.";
close;
}
if (BaseLevel < 15 && !questprogress(7474)) {
mes "[Information Staff]";
mes "Hi, how are you?";
mes "I am in charge of navigation directions for Izlude's key locations";
mes "I wish to propose a simple game along with the navigation, would that be ok?";
next;
if(select("Sure, let's play!", "I already know them all.") == 1) {
mes "[Information Staff]";
mes "First of all, how to check the mini-map.";
mes "You can check your location through the mini-map at the top right of the screen";
next;
mes "[Information Staff]";
mes "If you receive information on a town or a city, a waypoint ^4d4dff+^000000 can be marked on the map.";
next;
mes "[Information Staff]";
mes "Press ^4d4dff [Ctrl] and [ ~ ] on your keyboard and you can see the world map^000000.";
next;
mes "[Information Staff]";
mes "Through the ^4d4dff world map you can check the location of you, your party members and the level of monsters in the area.^000000";
next;
mes "[Information Staff]";
mes "This is useful info to remember.";
mes "Now then, should we play a simple game?";
next;
mes "[Information Staff]";
mes "I will ^4d4dff mark three specific locations on the mini-map.^000000";
mes "Please ^4d4dffvisit those locations ^000000 using the waypoints as reference.";
next;
mes "[Information Staff]";
mes "Think of it as a treasure hunt and go.";
mes "I've hidden some useful items there.";
viewpoint 1,179,75,1,0xCCFFFF;
viewpoint 1,45,94,2,0x00FF00;
viewpoint 1,207,167,3,0xFFEB46;
setquest 7474;
next;
mes "[Information Staff]";
mes "Vist me again after going by all three locations.";
mes "I will check up on it.";
next;
mes "[Information Staff]";
mes "Ah, there' somebody who started out right before you!";
mes "If you don't hurry that person will take all the items!";
mes "So, run!";
npcskill "AL_INCAGI", 10, 10, 10;
close;
}
mes "[Information Staff]";
mes "Do you need information on all the locations of Izlude?";
mes "By clicking on the introduced ^B9062F[base camp name]^000000, I will offer you guidance so follow the ^B9062FRed Arrows^000000.";
next;
while(1) {
switch(select("[ Main facilities ]", "[ Guide & Helper ]", "Mini map marking removal", "End Conversation")) {
case 1:
while (1) {
switch(select("[ Criatura Academy ]", "[ Wharf ]", "[ Airship (International) ]", "[ Arena ]", "[ Shop ]", "[ Swordman Guild ]", "[ Enchant Association ]", "[ Blacksmith's Workshop ]", "Go back to the previous menu")) {
case 1:
mes "[Information Staff]";
mes "If you are the first time adventurer,";
mes "<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>";
mes "can offer a lot of info and help.";
mes "Do you need additonal directions?";
viewpoint 1, 128, 260, 0, 0xFFD269;
next;
continue;
case 2:
mes "[Information Staff]";
mes "Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,";
mes "^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted.";
mes "you can go.";
next;
mes "[Information Staff]";
mes "Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it.";
mes "";
mes "Do you need additional directions?";
viewpoint 1, 197, 205, 1, 0xFFFF00;
next;
continue;
case 3:
mes "[Information Staff]";
mes "To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>";
mes "will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and";
mes "The capital of the Arunapeltsdom -^8B4513 Rachel ^000000.";
mes "Do you need additional directions?";
viewpoint 1, 210, 73, 2, 0xFF0A82;
next;
continue;
case 4:
mes "[Information Staff]";
mes "The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east";
mes "is for testing your battle ability.";
mes "It's an excellent place.";
mes "I will mark the location on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 213, 161, 3, 0xFFFF54;
next;
continue;
case 5:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 108, 179, 4, 0xFFAAFF;
next;
continue;
case 6:
mes "[Information Staff]";
mes "<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman.";
mes "I will mark the location of the swordman guild on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 52, 172, 5, 0xFFDA70;
next;
continue;
case 7:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 97, 125, 6, 0xFFDA70;
next;
continue;
case 8:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 153, 126, 7, 0xFFAAFF;
next;
continue;
case 9:
break;
}
break;
}
break;
case 2:
while (1) {
switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ Mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) {
case 1:
mes "[Information Staff]";
mes "For now, I will mark the location of the";
mes "<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 131, 148, 8, 0xFF0A82;
next;
continue;
case 2:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 128, 148, 9, 0xFFFF54;
next;
continue;
case 3:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 125, 127, 10, 0xFF0064;
next;
continue;
case 4:
mes "[Information Staff]";
mes "If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,";
mes "talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>.";
mes "Just ask the question about it.";
mes "Do you need additional directions?";
viewpoint 1, 180, 224, 11, 0xFFFF00;
next;
continue;
case 5:
mes "[Information Staff]";
mes "If you need to know about the Mercenary Guild, go west and speak to the";
mes "<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>.";
mes "Do you need additional directions?";
viewpoint 1, 47, 170, 12, 0xFFDA70;
next;
continue;
case 6:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 118, 163, 13, 0xFF0064;
next;
continue;
case 7:
break;
}
break;
}
break;
case 3:
mes "[Information Staff]";
mes "I will erase the marks.";
mes "Do you need additional directions?";
viewpoint 2, 197, 205, 1, 0xFF0000;
viewpoint 2, 210, 73, 2, 0xFF0000;
viewpoint 2, 213, 161, 3, 0xFF0000;
viewpoint 2, 108, 179, 4, 0xFF0000;
viewpoint 2, 52, 172, 5, 0xFF0000;
viewpoint 2, 97, 125, 6, 0xFF0000;
viewpoint 2, 153, 126, 7, 0xFF0000;
viewpoint 2, 131, 148, 8, 0xFF0000;
viewpoint 2, 128, 148, 9, 0xFF0000;
viewpoint 2, 125, 127, 10, 0xFF0000;
viewpoint 2, 180, 224, 11, 0xFF0000;
viewpoint 2, 47, 170, 12, 0xFF0000;
viewpoint 2, 118, 163, 13, 0xFF0000;
next;
break;
case 4:
mes "[Information Staff]";
mes "Have a wonderful adventure.";
mes "Good bye~~!";
close;
}
}
} else if (questprogress(7474) == 1) {
if ((questprogress(7475) + questprogress(7476) + questprogress(7477)) > 2) {
mes "[Information Staff]";
mes "What's with the long face?";
mes "It looks like you found all the locations I marked.";
next;
mes "[Lumin]";
mes "Turtle...";
cutin "nov_lumin01.bmp", 2;
next;
select("What'd you call me?");
mes "[Lumin]";
mes "Because you are too slow.";
mes "Yes, it is. I have been waiting for you for what seems like forever.";
next;
mes "[Lumin]";
mes ".......Shall I share with you?";
cutin "nov_lumin03.bmp", 2;
next;
if(select("I don't need your sympathy.", "!!!!!") == 1) {
mes "[Lumin]";
mes "Is that so?";
mes "Captain always told me to help the poor people.";
mes "But you get rid of my chance to help.";
cutin "nov_lumin02.bmp", 2;
next;
mes "[Lumin]";
mes "Ahhh. Irritating.";
next;
} else {
mes "[Lumin]";
mes "Well, now we can divide 7 to 3?";
mes "I am OK with 6 to 4.";
cutin "nov_lumin02.bmp", 2;
next;
mes "[" + strcharinfo(0) + "]";
mes "This guy...";
next;
}
cutin "", 255;
mes "[Information Staff]";
mes "Ahhh, you two calm down.";
mes "Lumin took them all.";
mes ""+ strcharinfo(0) + " I will give you one set separately.";
next;
mes "[Information Staff]";
mes "Think of the reason, it was my fault to leave one person's but sent both of you.";
next;
cutin "nov_lumin03.bmp", 2;
mes "[Lumin]";
mes "Simple and fair decision.";
mes "OK. Now I am going.";
mes "See you again, my friend.";
next;
cutin "", 255;
mes "[Information Staff]";
mes "Aren't you two friends?";
mes "You guys both seemed friendly enough right?";
next;
mes "[Information Staff]";
mes "Well, this is my present for you.";
mes "Hope it will be useful.";
completequest 7474;
erasequest 7475;
erasequest 7476;
erasequest 7477;
getexp 300, 20;
getitem N_Fly_Wing, 20; // N_Fly_Wing
getitem N_Butterfly_Wing, 10; // N_Butterfly_Wing
getitem Novice_Potion, 20; // Novice_Potion
next;
mes "[Information Staff]";
mes "Have a wonderful journey.";
close;
} else {
mes "[Information Staff]";
mes "You have not found the treasure I hid.";
mes "Here are the locations again.";
mes "Hurry up!";
viewpoint 1,179,75,1,0xccffff;
viewpoint 1,45,94,2,0x00ff00;
viewpoint 1,207,167,3,0xFFEB46;
close;
}
} else {
mes "[Information Staff]";
mes "This is Izlude - the satellite city of Prontera.";
mes "Do you need directions?";
next;
mes "[Information Staff]";
mes "If you click on the ^B9062F[area name]^000000, I can ^B9062Fnavigate^000000 a path for you to follow.";
next;
while(1) {
switch(select("[ Main facilities ]", "[ Guide & Helper ]", "Mini map marking removal", "End Conversation")) {
case 1:
while (1) {
switch(select("[ Criatura Academy ]", "[ Wharf ]", "[ Airship (International) ]", "[ Arena ]", "[ Shop ]", "[ Swordman Guild ]", "[ Enchant Association ]", "[ Blacksmith's Workshop ]", "Go back to the previous menu")) {
case 1:
mes "[Information Staff]";
mes "If you are the first time adventurer,";
mes "<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>";
mes "can offer a lot of info and help.";
mes "Do you need additonal directions?";
viewpoint 1, 128, 260, 0, 0xFFD269;
next;
continue;
case 2:
mes "[Information Staff]";
mes "Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,";
mes "^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted.";
mes "you can go.";
next;
mes "[Information Staff]";
mes "Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it.";
mes "";
mes "Do you need additional directions?";
viewpoint 1, 197, 205, 1, 0xFFFF00;
next;
continue;
case 3:
mes "[Information Staff]";
mes "To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>";
mes "will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and";
mes "The capital of the Arunapeltsdom -^8B4513 Rachel ^000000.";
mes "Do you need additional directions?";
viewpoint 1, 210, 73, 2, 0xFF0A82;
next;
continue;
case 4:
mes "[Information Staff]";
mes "The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east";
mes "is for testing your battle ability.";
mes "It's an excellent place.";
mes "I will mark the location on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 213, 161, 3, 0xFFFF54;
next;
continue;
case 5:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 108, 179, 4, 0xFFAAFF;
next;
continue;
case 6:
mes "[Information Staff]";
mes "<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman.";
mes "I will mark the location of the swordman guild on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 52, 172, 5, 0xFFDA70;
next;
continue;
case 7:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 97, 125, 6, 0xFFDA70;
next;
continue;
case 8:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 153, 126, 7, 0xFFAAFF;
next;
continue;
case 9:
break;
}
break;
}
break;
case 2:
while (1) {
switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ Mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) {
case 1:
mes "[Information Staff]";
mes "For now, I will mark the location of the";
mes "<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 131, 148, 8, 0xFF0A82;
next;
continue;
case 2:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 128, 148, 9, 0xFFFF54;
next;
continue;
case 3:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 125, 127, 10, 0xFF0064;
next;
continue;
case 4:
mes "[Information Staff]";
mes "If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,";
mes "talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>.";
mes "Just ask the question about it.";
mes "Do you need additional directions?";
viewpoint 1, 180, 224, 11, 0xFFFF00;
next;
continue;
case 5:
mes "[Information Staff]";
mes "If you need to know about the Mercenary Guild, go west and speak to the";
mes "<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>.";
mes "Do you need additional directions?";
viewpoint 1, 47, 170, 12, 0xFFDA70;
next;
continue;
case 6:
mes "[Information Staff]";
mes "I will mark the location of the";
mes "<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>";
mes "on the mini map.";
mes "Do you need additional directions?";
viewpoint 1, 118, 163, 13, 0xFF0064;
next;
continue;
case 7:
break;
}
break;
}
break;
case 3:
mes "[Information Staff]";
mes "I will erase the marks.";
mes "Do you need additional directions?";
viewpoint 2, 197, 205, 1, 0xFF0000;
viewpoint 2, 210, 73, 2, 0xFF0000;
viewpoint 2, 213, 161, 3, 0xFF0000;
viewpoint 2, 108, 179, 4, 0xFF0000;
viewpoint 2, 52, 172, 5, 0xFF0000;
viewpoint 2, 97, 125, 6, 0xFF0000;
viewpoint 2, 153, 126, 7, 0xFF0000;
viewpoint 2, 131, 148, 8, 0xFF0000;
viewpoint 2, 128, 148, 9, 0xFF0000;
viewpoint 2, 125, 127, 10, 0xFF0000;
viewpoint 2, 180, 224, 11, 0xFF0000;
viewpoint 2, 47, 170, 12, 0xFF0000;
viewpoint 2, 118, 163, 13, 0xFF0000;
next;
break;
case 4:
mes "[Information Staff]";
mes "Have a wonderful adventure.";
mes "Good bye~~!";
close;
}
}
}
OnInit:
// AddQuestInfo 7474 1 0
// SetQuestLevel 7474 1 14
// AddQuestInfo 7495 1 0
// SetQuestQuest 7495 7475 1
// SetQuestQuest 7495 7476 1
// SetQuestQuest 7495 7477 1
end;
}
izlude_a,120,207,4 duplicate(Information Staff#0) Information Staff#a 8W_SOLDIER
izlude_b,120,207,4 duplicate(Information Staff#0) Information Staff#b 8W_SOLDIER
izlude_c,120,207,4 duplicate(Information Staff#0) Information Staff#c 8W_SOLDIER
izlude_d,120,207,4 duplicate(Information Staff#0) Information Staff#d 8W_SOLDIER
//- Airship Sign -
izlude,179,75,3 script Airship#iz 4_BULLETIN_BOARD2,3,3,{
.@total = questprogress(7475) + questprogress(7476) + questprogress(7477);
if (questprogress(7474)) {
if (!questprogress(7475)) {
mes "==== Airship Information====";
mes "";
mes "Izlude - Juno - Rachel";
mes "";
mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here.";
next;
if (.@total == 1) {
mes "Except the signboard of the free airship, nothing can be found.";
next;
select("Where's the hidden treasure?");
mes "[Lumin]";
mes "Yo.";
mes "Sorry pal I got here first.";
mes "Should've used a Fly wing like I did.";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "Why do these wings teleport?";
mes "I guess because they're from Creamy monsters...";
next;
mes "[Lumin]";
mes "As the captain said, seeing is believing. The world is full of mysteries.";
next;
cutin "", 255;
mes "Seems like Lumin beat you again.";
mes "Better get to the next location before Lumin does.";
setquest 7475;
viewpoint 2,179,75,1,0xFF0000;
close;
} else if (.@total > 1) {
mes "[Lumin]";
mes ".......";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "Muahahahaha.";
cutin "nov_lumin03.bmp", 2;
next;
if(select("Are you kidding me?!", "Where's the treasure?") == 1) {
mes "[Lumin]";
mes "No...";
mes "Meeting three times in one day must be destiny.";
mes "You and I can be friends.";
cutin "nov_lumin05.bmp", 2;
next;
select("Or Frenemies!");
mes "[Lumin]";
mes "Frene-what? Oh well I'm done with the mission.";
mes "Take care.";
cutin "nov_lumin02.bmp", 2;
next;
cutin "", 255;
mes "[" + strcharinfo(0) + "]";
mes "Are you even listening to me?!";
setquest 7475;
viewpoint 2,179,75,1,0xFF0000;
next;
mes "^4d4dff...I have to report the result to the Information Staff...^000000.";
close;
}
mes "[Lumin]";
mes "Ooo Butterfly Wings.";
mes "If I hand it over to you, you'll just waste 'em so I'll just keep them.";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "Come on this is just friendly competition.";
cutin "nov_lumin05.bmp", 2;
next;
mes "[Lumin]";
mes "I am doing this for you to make you stronger.";
mes "Now, so long.";
cutin "nov_lumin03.bmp", 2;
next;
cutin "", 255;
mes "^4d4dff...I have to report the result to the Information staff...^000000.";
setquest 7475;
viewpoint 2,179,75,1,0xFF0000;
close;
} else {
mes "Except for the signboard of the free airship, nothing particular was found.";
next;
select("Why is there nothing here?");
mes "[Lumin]";
mes "Of course.";
mes "I already packed it in my bag.";
mes "There were Butterfly Wings here.";
cutin "nov_lumin01.bmp", 2;
next;
select("So can I have some?");
mes "[Lumin]";
mes "That's not fair, I was here first so they're mine.";
mes "You better get to the next stop faster if you want the prize.";
cutin "nov_lumin02.bmp", 2;
next;
mes "[Lumin]";
mes "Well, then.....";
cutin "nov_lumin03.bmp", 2;
next;
cutin "", 255;
mes "Lumin disappeared with his long hair in the air.";
mes "......";
setquest 7475;
viewpoint 2,179,75,1,0xFF0000;
close;
}
} else {
mes "==== Airship Information ====";
mes "";
mes "Izlude - Juno - Rachel";
mes "";
mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here.";
close;
}
} else {
mes "==== Airship Information ====";
mes "";
mes "Izlude - Juno - Rachel";
mes "";
mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here.";
close;
}
OnInit:
// AddQuestInfo 7475 0 0
// SetQuestQuest 7475 7474 1
end;
OnTouch:
if (questprogress(7474) == 1 && !questprogress(7475))
emotion e_gasp;
end;
}
izlude_a,179,75,3 duplicate(Airship#iz) Airship#iz_a 4_BULLETIN_BOARD2,3,3
izlude_b,179,75,3 duplicate(Airship#iz) Airship#iz_b 4_BULLETIN_BOARD2,3,3
izlude_c,179,75,3 duplicate(Airship#iz) Airship#iz_c 4_BULLETIN_BOARD2,3,3
izlude_d,179,75,3 duplicate(Airship#iz) Airship#iz_d 4_BULLETIN_BOARD2,3,3
//- Arena Sign -
izlude,207,167,3 script Arena#iz 4_BULLETIN_BOARD2,3,3,{
.@total = questprogress(7475) + questprogress(7476) + questprogress(7477);
if (questprogress(7474) == 1) {
if (!questprogress(7476)) {
mes "== Challenge! Arena! ==";
mes "";
mes "Breath taking battle with monsters!";
mes "Where is your limit?";
mes "PvE party with your comrad!";
mes "All these at Arena!!";
next;
if (.@total == 1) {
mes "Except for the Arena promtional board, nothing can be found here.";
next;
select("Nothing again?");
mes "[Lumin]";
mes "Hmmm. Its not nothing....";
mes "There were potions here...";
mes "I was tired of waiting for you so I took it too.";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "But why does this potion never make me full?";
mes "*gulp*";
mes "Oh well looks like it's all gone.";
next;
cutin "", 255;
mes "Lumin beat you again.";
mes "Better beat him to the last spot.";
setquest 7476;
viewpoint 2,207,167,3,0xFF0000;
close;
} else if (.@total > 1) {
mes "[Lumin]";
mes ".......";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "Muahahaha.";
cutin "nov_lumin03.bmp", 2;
next;
switch(select("Are you kidding me?!", "Where's the treasure?") == 1) {
mes "[Lumin]";
mes "No...";
mes "Meeting three times in one day must be destiny.";
mes "You and I can be friends.";
cutin "nov_lumin05.bmp", 2;
next;
select("Or Frenemies!");
mes "[Lumin]";
mes "Frene-what? Oh well I'm done with the mission.";
mes "Take care.";
cutin "nov_lumin02.bmp", 2;
next;
cutin "", 255;
mes "[" + strcharinfo(0) + "]";
mes "Are you even listening to me?!";
setquest 7476;
viewpoint 2,207,167,3,0xFF0000;
next;
mes "^4d4dff...I have to report the result to the Information Staff...^000000.";
close;
}
mes "[Lumin]";
mes "Red potions.";
mes "If I hand it over to you, you'll just waste 'em so I'll just keep them.";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "Come on this is just friendly competition.";
cutin "nov_lumin05.bmp", 2;
next;
mes "[Lumin]";
mes "I am doing this for you to make you stronger.";
mes "Now, so long.";
cutin "nov_lumin03.bmp", 2;
next;
cutin "", 255;
mes "^4d4dff...I have to report of the result to Information staff...^000000.";
setquest 7476;
viewpoint 2,207,167,3,0xFF0000;
close;
} else {
mes "Except for the Arena promotion signboard, nothing can be found.";
next;
select("Why is there nothing?");
mes "[Lumin]";
mes "Of course.";
mes "I already packed it.";
mes "There were Red Potion hidden here.";
cutin "nov_lumin01.bmp", 2;
next;
select("So can I have some?");
mes "[Lumin]";
mes "That's not fair, I was here first so they're mine.";
mes "You better get to the next stop faster if you want the prize.";
cutin "nov_lumin02.bmp", 2;
next;
mes "[Lumin]";
mes "Well, then.....";
cutin "nov_lumin03.bmp", 2;
next;
cutin "", 255;
mes "Lumin disappeared with his long hair in the air.";
mes "This guy...";
setquest 7476;
viewpoint 2,207,167,3,0xFF0000;
close;
}
} else {
mes "== Challenge! Arena! ==";
mes "";
mes "Breath taking battle with monsters!";
mes "Where is your limit?";
mes "PvE party with your comrad!";
mes "All these at Arena!!";
close;
}
} else {
mes "== Challenge! Arena! ==";
mes "";
mes "Breath taking battle with monsters!";
mes "Where is your limit?";
mes "PvE party with your comrad!";
mes "All these at Arena!!";
close;
}
OnInit:
// AddQuestInfo 7476 0 0
// SetQuestQuest 7476 7474 1
end;
OnTouch:
if (questprogress(7474) == 1 && !questprogress(7476))
emotion e_gasp;
end;
}
izlude_a,207,167,3 duplicate(Arena#iz) Arena#iz_a 4_BULLETIN_BOARD2,3,3
izlude_b,207,167,3 duplicate(Arena#iz) Arena#iz_b 4_BULLETIN_BOARD2,3,3
izlude_c,207,167,3 duplicate(Arena#iz) Arena#iz_c 4_BULLETIN_BOARD2,3,3
izlude_d,207,167,3 duplicate(Arena#iz) Arena#iz_d 4_BULLETIN_BOARD2,3,3
//- Bulletin Board -
izlude,45,94,3 script Bulletin Board#iz 4_BULLETIN_BOARD2,3,3,{
.@total = questprogress(7475) + questprogress(7476) + questprogress(7477);
if (questprogress(7474) == 1) {
if (!questprogress(7477)) {
mes "==== Information ====";
mes "";
mes "Prontera Field.";
mes "The city of Prontera is located to the north.";
next;
if (.@total == 1) {
mes "Except for the simple signboard, nothing can be found here.";
next;
select("Where's the treasure?");
mes "[Lumin]";
mes "Yo.";
mes "Sorry but I am quicker than you.";
mes "There were Fly Wings here..";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "In fact, I don't like Fly's wings.";
mes "Flies are so dirty.";
cutin "nov_lumin02.bmp", 2;
next;
mes "[Lumin]";
mes "By the way, why is one of the convenient transportations fly wing shaped?";
mes "Perhaps you know?";
next;
mes "[Lumin]";
mes "...you don't know.";
cutin "nov_lumin01.bmp", 2;
next;
cutin "", 255;
mes "Defeated by Lumin again.";
mes "Keep calm and find the next location.";
setquest 7477;
viewpoint 2,45,94,2,0xFF0000;
close;
} else if (.@total > 1) {
mes "[Lumin]";
mes ".......";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "...Hello";
cutin "nov_lumin03.bmp", 2;
next;
if(select("Are you kidding me?!", "Where's the treasure?") == 1) {
mes "[Lumin]";
mes "No...";
mes "Meeting three times in one day must be destiny.";
mes "You and I can be friends.";
cutin "nov_lumin05.bmp", 2;
next;
select("Or Frenemies!");
mes "[Lumin]";
mes "Frene-what? Oh well I'm done with the mission.";
mes "Take care.";
cutin "nov_lumin02.bmp", 2;
next;
cutin "", 255;
mes "[" + strcharinfo(0) + "]";
mes "Are you even listening to me?!";
setquest 7477;
viewpoint 2,45,94,2,0xFF0000;
next;
mes "^4d4dff...I have to report the result to the Information Staff...^000000.";
close;
}
mes "[Lumin]";
mes "Fly Wings.";
mes "If I hand them over to you, you'll just waste 'em so I think I'll keep them.";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "Come on this is just friendly competition.";
cutin "nov_lumin05.bmp", 2;
next;
mes "[Lumin]";
mes "I am doing this for you to make you stronger.";
mes "Now, so long.";
cutin "nov_lumin03.bmp", 2;
next;
cutin "", 255;
mes "^4d4dff...I have to report of the result to Information staff...^000000.";
setquest 7477;
viewpoint 2,45,94,2,0xFF0000;
close;
} else {
mes "Except for the simple signboard, nothing can be found.";
next;
select("Why is there nothing?");
mes "[Lumin]";
mes "Of course.";
mes "Fly's wings were here so I already packed them in my bag.";
cutin "nov_lumin01.bmp", 2;
next;
select("So can I have some?");
mes "[Lumin]";
mes "That's not fair, I was here first so they're mine.";
mes "You better get to the next stop faster if you want the prize.";
cutin "nov_lumin03.bmp", 2;
next;
mes "[Lumin]";
mes "Well, then.....";
next;
cutin "", 255;
mes "Lumin disappeared with his long hair in the air.";
mes "This guy....";
setquest 7477;
viewpoint 2,45,94,2,0xFF0000;
close;
}
} else {
mes "==== Information ====";
mes "";
mes "Prontera Field.";
mes "The city of Prontera is located to the north.";
close;
}
} else {
mes "==== Information ====";
mes "";
mes "Prontera Field.";
mes "The city of Prontera is located to the north.";
close;
}
OnInit:
// AddQuestInfo 7477 0 0
// SetQuestQuest 7477 7474 1
end;
OnTouch:
if (questprogress(7474) == 1 && !questprogress(7477))
emotion e_gasp;
end;
}
izlude_a,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_a 4_BULLETIN_BOARD2,3,3
izlude_b,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_b 4_BULLETIN_BOARD2,3,3
izlude_c,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_c 4_BULLETIN_BOARD2,3,3
izlude_d,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_d 4_BULLETIN_BOARD2,3,3
//== Therapist (Red Herb Quest + First Aid) ================
// - Gives the player a basic quest and teaches them First Aid.
iz_ac01,59,43,3 script Therapist#ac 4_M_6THPRIN1,{
if (!checkweight(Orcish_Axe, 3)) {
mes "Quest cannot be continued due to the overfilled inventory.";
mes "Please try it again after organizing the items.";
close;
}
mes "[Therapist]";
if(questprogress(4269) == 2) {
mes "Are you a student?";
mes "Do you have any problem in your body?";
next;
.@menu$ = "Help me!:Teach me the First Aid Skill:^ff0000Red Herb Quest^000000:Save Location";
} else {
mes "This is the dispensary of the Royal Criatura Academy.";
mes "How can I help you?";
next;
.@menu$ = "Help me!:First Aid Skill::I want to rest.";
}
switch(select(.@menu$)) {
case 1:
if (BaseLevel <= 20) {
mes "[Therapist]";
mes "Are you injured?";
mes "Even the emergency treatment didn't work for you?";
next;
npcskill "AL_HEAL", 3, 50, 60;
percentheal 0, 50;
mes "[Therapist]";
mes "Is that good enough?";
mes "Have you recovered?";
mes "If you are sane, go to bed and rest before you go.";
close;
} else {
mes "[Therapist]";
mes "I feel sorry for you but...";
mes "I can only give my free healing service to those under base level 20.";
mes "You don't look like you're going to die anyways.";
next;
mes "[Therapist]";
mes "Just take a rest here until you've recovered.";
mes "There are lots of vacant beds!";
close;
}
break;
case 2:
if (getskilllv("NV_FIRSTAID")) {
mes "[Therapist]";
mes "You already know about First Aid.";
mes "We both are busy. Don't bother me.";
close;
} else {
mes "[Therapist]";
mes "You are commendable!";
mes "First Aid is a skill that transfers SP to HP during emergency situations.";
next;
mes "[Therapist]";
mes "Recovery ratio is very minimal...";
mes "It can help you avoid dying but won't give you much HP.";
specialeffect2 EF_BEGINSPELL6;
specialeffect2 EF_SPELLBREAKER;
next;
mes "[Therapist]";
mes "Press ^4d4dffALT + S^000000 to open your Skill window to see your skills.";
skill "NV_FIRSTAID", 1, 0;
skill_nov = 3;
getexp 1000, 40;
next;
mes "[Therapist]";
mes "If you press ^4d4dffF12^000000...";
mes "The shortcut window will open up with nine small compartments to register your skills to.";
next;
mes "[Therapist]";
mes "Dragging the right hand corner at the shortcut window, you can open up more skill shortcut pages.";
next;
mes "[Therapist]";
mes "It is a simple use.. ^4d4dff Each slot responds to individual keys from F1 to F9^000000.";
mes "Needed skills or items can be immediately used after registering on the corresponding slots.";
next;
cutin "tutorial05.bmp", 4;
mes "!- Information -!";
mes "You can register needed items or skills at ^4d4dff shortcut slots by dragging the icons.";
next;
mes "!- Information -!";
mes "^4d4dff The registered items and equipment at^4d4dff the slots can be immediately used or armed by pressing the reponding F1 - F9 keys.";
next;
mes "!- Information -!";
mes "By setting the ^4d4dffshortcut keys as you want, you can use the responding shortcut key.";
next;
mes "!- Information -!";
mes "^4d4dffyou may register the frequently using items and skills, and use them at your convenience.";
cutin "", 255;
next;
mes "[Therapist]";
mes "Now open the skill window and register [First Aid] as shortcut key, then use it.";
mes "You will find it is more covenient to use this way.";
close;
}
case 3:
if (!questprogress(7478)) {
mes "[Therapist]";
mes "Have you investigated the growing plants in the field?";
mes "^4d4dff Red Plant, Blue Plant, Green Plant, White Plant^000000etc..";
next;
mes "[Therapist]";
mes "You can get different colored herbs from the various plants.";
mes "Processing herbs turns to be a various useful potions.";
next;
mes "[Therapist]";
mes "Now, shall we collect the Red Herb with your hands?";
next;
mes "[Therapist]";
mes "A ^4d4dffRed Plant is growing near the academy building.^000000.";
mes "I secretly planted it for today.";
mes "Go and get ^4d4dff1 Red Herb^000000.";
setquest 7478;
close;
} else if (questprogress(7478) == 1) {
if (countitem(Red_Herb) > 0) {
mes "[Therapist]";
mes "You got it.";
mes "^4d4dffYou could eat this herb and get the benefit of it immediately but it will be more efficient if you make it into a potion.^000000.";
next;
mes "[Therapist]";
mes "Herbs vary their virtues according to their color.";
mes "^4d4dffGreen Herbs^000000 detox you.";
mes "^4d4dffBlue Herbs^000000 recover your SP.";
next;
mes "[Therapist]";
mes "Any other?";
mes "Well, HP is recovering like this red herb.";
mes "This like this... Make a nectar and put it into a bottle....";
next;
mes "[Therapist]";
mes "This becomes the recovering potion possible to take anywhere, anytime.";
mes "I will give it to you as souvenir.";
mes "And also give you the recipe to make potions easily.";
next;
mes "[Therapist]";
mes "This is the book for the simple combination of potion use.";
mes "You can make it easily by ^4d4dffusing the combination kit or cooking tool^000000.";
completequest 7478;
getexp 2000, 50;
getitem Novice_Potion, 30; // Novice_Potion
getitem Novice_Combi_Book, 1; // Novice_Combi_Book
getitem Combination_Kit, 10; // Combination_Kit
getitem Red_Herb, 1; // Red_Herb
getitem Apple, 1; // Apple
next;
mes "[Therapist]";
mes "Not only potions but also other easily attainable things can be turned to various tools. Please make use of them.";
next;
mes "[Therapist]";
mes "For your trial to make it, I gave you a Red Herb and one Apple,";
mes "How about making it with the combination kit?";
next;
mes "[Therapist]";
mes "Read the combination kit by ^4d4dffright-clicking^000000, and ^4d4dffclick the book shaped icon^000000 which will open up the explanation window.";
close;
} else {
mes "[Therapist]";
mes "Why don't you learn about the virtues of herbs?";
mes "Bring one Red Herb by beating the growing Red Herb near the academy building.";
next;
mes "[Therapist]";
mes "You can find it near the entrance of the academy.";
close;
}
} else {
mes "[Therapist]";
mes "I already let you know about the basic medical botany.";
mes "By the way, there is something called a ^4d4dffShining Plant^000000 here on Rune Midgard.";
next;
mes "[Therapist]";
mes "Nobody knows which herb comes out from this plant.";
mes "Once I got the fruit of Yggdrasil.";
next;
mes "[Therapist]";
mes "And, in the Alberta merchant guild, there is an old man making potions.";
mes "You can ask him for help.";
next;
mes "[Therapist]";
mes "^4d4dffAlchemist^000000 or ^4d4dffBiochemist^000000 or the higher class job ^4d4dff Geneticist^000000 are all good at creating potions.";
next;
mes "[Therapist]";
mes "If you want to have a well-made potion, it may be a good idea to ask for a specialist.";
close;
}
case 4:
mes "[Therapist]";
mes "I see...";
mes "For emergency situations, in case you've fainted and want to be brought back here, I will save your current location.";
savepoint "iz_ac01", 45, 46;
close;
}
OnInit:
// AddQuestInfo 7478 0 0
// SetQuestQuest 7478 4269 2
end;
}
iz_ac01_a,59,43,3 duplicate(Therapist#ac) Therapist#ac_a 4_M_6THPRIN1
iz_ac01_b,59,43,3 duplicate(Therapist#ac) Therapist#ac_b 4_M_6THPRIN1
iz_ac01_c,59,43,3 duplicate(Therapist#ac) Therapist#ac_c 4_M_6THPRIN1
iz_ac01_d,59,43,3 duplicate(Therapist#ac) Therapist#ac_d 4_M_6THPRIN1
//- Cultivated Red Plant (Red Herb Quest) -
izlude,141,251,0 script Cultivated Red Plant#0 RED_PLANT,3,3,{
end;
OnTouch:
if (questprogress(7478) == 1 && !questprogress(7479))
donpcevent "Cultivated Red Plant#"+strnpcinfo(2)+"::OnDisable";
end;
OnDisable:
specialeffect EF_STEAL;
disablenpc "Cultivated Red Plant#"+strnpcinfo(2);
emotion e_gasp, 1;
emotion e_heh, 0, "Academy Student#"+strnpcinfo(2);
initnpctimer;
end;
OnTimer30000:
enablenpc "Cultivated Red Plant#"+strnpcinfo(2);
stopnpctimer;
end;
}
izlude_a,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#a RED_PLANT,3,3
izlude_b,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#b RED_PLANT,3,3
izlude_c,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#c RED_PLANT,3,3
izlude_d,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#d RED_PLANT,3,3
//- Academy Student (Red Herb Quest) -
izlude,140,249,7 script Academy Student#0 4_M_NOV_RUMIN,{
if (!checkweight(Orcish_Axe, 3)) {
mes "Your inventory is too full so you can't continue this quest.";
mes "Please try it again after organizing the items.";
close;
}
if (questprogress(7478) == 1 && !questprogress(7479)) {
specialeffect EF_STEAL, AREA, "Cultivated Red Plant#"+strnpcinfo(2);
donpcevent "Cultivated Red Plant#"+strnpcinfo(2)+"::OnDisable";
emotion e_gasp, 1;
emotion e_heh;
mes "[Lumin]";
mes "Hey there Turtle";
mes "You are really slow.";
mes "This Red Plant is no longer useful for you.";
cutin "nov_lumin01.bmp", 2;
next;
if(select("What are you talking about?", "Who're you?") == 1) {
mes "[Lumin]";
mes "You heard me.";
mes "Aren't you here to collect the Red Plant for the Academy Therapist.";
next;
mes "[Lumin]";
mes "But, But something weird just happened.";
mes "It happened right before my eyes.";
next;
} else {
if (questprogress(7472) > 0 || questprogress(7474) > 1) {
mes "[Lumin]";
mes "Did you lose your memory?";
mes "If the captain hears about it, he'll cry.";
mes "It is still ok as long as I remember you.";
cutin "nov_lumin02.bmp", 2;
next;
} else {
mes "[Lumin]";
mes "Lumin.";
mes ".......";
mes "How about being happy?";
cutin "nov_lumin04.bmp", 2;
next;
}
}
mes "[Lumin]";
mes "Anyway, let me explain it to you, I have just cut all the leaves of this Red Plant.";
mes "You can't collect the Red Plant anymore.";
cutin "nov_lumin02.bmp", 2;
next;
select("Ok so give me a ^ff0000Red Herb^000000");
mes "[Lumin]";
mes "OK... then...";
mes "I don't even need it anyways. I already know all about basic medical botany.";
cutin "nov_lumin03.bmp", 2;
next;
select("Then, why did you do it?");
mes "[Lumin]";
mes "I didn't do it!";
mes "I was just standing here.";
cutin "nov_lumin05.bmp", 2;
next;
mes "[Lumin]";
mes "Here take this Red Herb.";
cutin "nov_lumin01.bmp", 2;
setquest 7479;
completequest 7479;
getitem Red_Herb, 1; // Red_Herb
next;
mes "[Lumin]";
mes "Ah... see it's growing back.";
enablenpc "Cultivated Red Plant#"+strnpcinfo(2);
close2;
} else {
if (Class == Job_Novice) {
if (questprogress(7478) == 1) {
mes "[Lumin]";
mes "I guess you should go back to the Therapist.";
mes "He's probably waiting for you..";
cutin "nov_lumin01.bmp", 2;
close2;
} else {
mes "He seems to think of something deeply.";
mes "Disregard it.";
close;
}
} else {
if (questprogress(7479) == 2) {
mes "[Criatura Student]";
mes ".......";
next;
mes "This student looks familiar...";
close;
} else {
mes "[Criatura Student]";
mes ".......";
close;
}
}
}
cutin "", 255;
end;
OnInit:
//AddQuestInfo 7479 1 0
//SetQuestQuest 7479 7478 1
end;
}
izlude_a,140,249,7 duplicate(Academy Student#0) Academy Student#a 4_M_NOV_RUMIN
izlude_b,140,249,7 duplicate(Academy Student#0) Academy Student#b 4_M_NOV_RUMIN
izlude_c,140,249,7 duplicate(Academy Student#0) Academy Student#c 4_M_NOV_RUMIN
izlude_d,140,249,7 duplicate(Academy Student#0) Academy Student#d 4_M_NOV_RUMIN
//- Instructor Argos (Trick Dead Quest) -
izlude,140,260,3 script Instructor Argos#iz 4_M_LIEMAN,{
if (Class != Job_Novice && getskilllv("NV_TRICKDEAD") != 0) {
mes "[Instructor Argos]";
mes "snoring... snoring...";
close;
}
if (questprogress(15001) == 2) {
mes "[Instructor Argos]";
mes "snoring... snoring...";
close;
}
if (!questprogress(15001, PLAYTIME)) {
mes "- ......";
next;
mes "- A man is lying here";
mes "- he's barely breathing.";
next;
mes "- Is this maybe...?!";
next;
mes "- an accident...";
mes "- yes, this is a murder!";
mes "- There's a murderer here!";
next;
mes "- I swear on some old person's grave";
mes "- I will solve this case!";
next;
mes "[Instructor Argos]";
mes "Yawn. Who are you making so much noise next to me...";
next;
select("You aren't dead?");
emotion e_omg, 1;
mes "[Instructor Argos]";
mes "Dead?! Who....?";
mes "me? Pu ha ha ha!!";
next;
emotion e_heh;
mes "[Instructor Argos]";
mes "Sorry for laughing. Ha ha ha!";
mes "I was just taking a nap because the weather is good.";
next;
select("But you weren't breathing...");
mes "[Instructor Argos]";
mes "Ahh...... that?";
mes "Right it makes sense that you misunderstood.";
next;
mes "[Instructor Argos]";
mes "I used the skill<^ff0000Play Dead^000000> because I didn't want to be disturbed by monsters or someone else.";
next;
mes "[Instructor Argos]";
mes "I never thought someone would think of me as an actual dead body.";
next;
mes "[Instructor Argos]";
mes "Oh, I see... you are a new novice who just has arrived here?";
next;
mes "[Instructor Argos]";
mes "I guess it is unexpected and surprising but do you want to learn <^ff0000Play Dead^000000>?";
next;
mes "[Instructor Argos]";
mes "I am sure that it will help you. How do you think about it?";
next;
if(select("I am sorry but I am busy.", "I want to learn it!") == 1) {
mes "[Instructor Argos]";
mes "Really ? If you are busy then fine by me.";
mes "I should keep sleeping.";
mes "yawning...";
close;
}
mes "[Instructor Argos]";
mes "You made a right decision!";
mes "I want to teach you for good.";
emotion e_no1;
next;
mes "[Instructor Argos]";
mes "A novice does not know the potential power of himself nor how strong the enemy is.";
next;
mes "[Instructor Argos]";
mes "There is a studious type of novice who studies well..but i guess we are not.";
next;
mes "[Instructor Argos]";
mes "Just take prompt action.";
mes "And sometimes you'll be defeated by stong enemies...";
next;
mes "[Instructor Argos]";
mes "Huh? You're right this is my story.";
mes "I was getting sick of being defeated.";
next;
mes "[Instructor Argos]";
mes "One day, a good idea came to my mind. If I pretend to be dead when I find a strong enemy...";
next;
mes "[Instructor Argos]";
mes "I was faced with the risk of death, because I was not good at pretending to be dead.";
mes "Even when I look back at that time. it is still thrilling...";
emotion e_wah;
next;
mes "[Instructor Argos]";
mes "let's continue to talk";
mes "So ever since then, Playing Dead started working out for me!";
next;
mes "[Instructor Argos]";
mes "And then...";
mes "I could not hold a breath for a long time.";
mes "That was a problem!";
mes "Clever monsters were checking out my breath!";
next;
mes "[Instructor Argos]";
mes "So I had to train myself to hold my breath for a long time.";
next;
mes "[Instructor Argos]";
mes "Sounds complicated.. but it is quite simple.";
next;
mes "[Instructor Argos]";
mes "If you feel like you can not beat the enemy, when a strong one appears, just fall down on the ground and pretend to be dead.";
next;
mes "[Instructor Argos]";
mes "I will put you on a brief test whether you hold you breathe or not.";
next;
mes "[Instructor Argos]";
mes "Hold a breath for 20 seconds, then talk to me later. I won't admit you if you talk to me before that time is over!";
next;
mes "[Instructor Argos]";
mes "Start!";
close2;
setquest 15001;
end;
} else if (questprogress(15001, PLAYTIME) == 1) {
mes "[Instructor Argos]";
mes "What? You aren't able to hold your breath for even 20 seconds?";
mes "You can't learn this skill until you are able to hold it!";
next;
mes "[Instructor Argos]";
mes "Hold breath for 20 seconds again!";
mes "Then talk to me.";
close2;
erasequest 15001;
setquest 15001;
end;
} else {
mes "- Learned the <^ff0000Play Dead^000000>skill.";
completequest 15001;
skill "NV_TRICKDEAD", 1, 0;
skill_nov = 6;
next;
mes "[Instructor Argos]";
mes "Okay, good job.";
mes "If you have strong patience like that, it will save you. There will be no monsters that can hurt you.";
next;
mes "[Instructor Argos]";
mes "The <^ff0000Play Dead^000000> skill is in your skill list which you can open by pressing <Alt + S>, Please do not forget to use it, it will save you when you are in a danger.";
next;
mes "[Instructor Argos]";
mes "If you grow up and get another job, then you do not need this skill so do not spare it! Wse it when you need to and don't hesitate.";
next;
mes "[Instructor Argos]";
mes "I need to get some sleep, do not wake me up. Yawn.";
close;
}
OnInit:
questinfo 15001, QTYPE_QUEST, 0, Job_Novice;
end;
}
izlude_a,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_a 4_M_LIEMAN
izlude_b,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_b 4_M_LIEMAN
izlude_c,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_c 4_M_LIEMAN
izlude_d,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_d 4_M_LIEMAN
//== Academy Receptionist ==================================
// - Gives player some basic equipment and starts Academy quests.
iz_ac01,100,39,5 script Academy Receptionist#1 4_F_01,{
if (questprogress(7117) == 1) { erasequest 7117; }
if (questprogress(7118) == 1) { erasequest 7118; }
if (questprogress(7119) == 1) { erasequest 7119; }
if (questprogress(7120) == 1) { erasequest 7120; }
if (questprogress(7121) == 1) { erasequest 7121; }
if (questprogress(7122) == 1) { erasequest 7122; }
if (questprogress(7123) == 1) { erasequest 7123; }
if (questprogress(7124) == 1) { erasequest 7124; }
if (questprogress(7126) == 1) { erasequest 7126; }
if (questprogress(7127) == 1) { erasequest 7127; }
if (questprogress(4269) == 2) {
mes "[Receptionist]";
mes "Hello, " + strcharinfo(0) +".";
mes "How are you today?";
mes "I am in charge guiding you here in the Academy.";
} else {
mes "[Receptionist]";
mes "Welcome to our Academy. I am in charge with the guide and registration for Novice education courses.";
}
next;
while(1) {
mes "[Receptionist]";
mes "What can I do for you?";
next;
if(questprogress(4269) == 2)
.@menu$ = ":What's inside and outside the Academy.:Trainer location guide.:End Coversation.";
else
.@menu$ = "Register for the Academy:Explanation about the Academy:Location for trainers:Coversation finished";
switch(select(.@menu$)) {
case 1:
if (Class == Job_Novice) {
if (!checkweight(Axe, 10)) {
mes "- As you are overloaded with too many items, quest can't be continued.-";
close;
}
mes "[Receptionist]";
mes "Let me see... Your name is... " + strcharinfo(0) + ".";
mes "I will make a new registration for you.";
mes "You can choose the course freely and each course has individual features.";
next;
mes "[Receptionist]";
mes "And this is the the basic equipment for the educational course.";
mes "Please make a good use of it.";
mes "Be careful with it as it won't be provided again.";
setquest 4269;
completequest 4269;
getitem Novice_Plate, 1; // Novice_Plate
getitem Novice_Hood, 1; // Novice_Hood
getitem Novice_Boots, 1; // Novice_Boots
getitem Novice_Egg_Cap, 1; // Novice_Egg_Cap
getitem Novice_Knife, 1; // Novice_Knife
getitem Novice_Guard, 1; // Novice_Guard
getitem Criatura_Academy_Hat, 1; // Criatura_Academy_Hat
getitem Criatura_Hair_Coupon, 1; // Criatura_Hair_Coupon
getitem Novice_Potion, 300; // Novice_Potion
next;
mes "[Receptionist]";
mes "It is your first step to be an adventurer that you have made a visit to us.";
getexp 100,100;
next;
mes "[Receptionist]";
mes "On our next meeting, I anticipate you will grow up a bit more.";
//ConsumeSpecialItem Inspector_Certificate_
close;
} else {
mes "[Receptionist]";
mes "One who is not a Novice can't attend the educational course.";
next;
mes "[Receptionist]";
mes "However, a part of the educational course except the character cultivation can be freely attended. So, you may look around the Academy and neighboring places.";
close;
}
case 2:
switch(select("What's on the 1st floor", "What's on the 2nd floor", "Explanation about towns", "End Conversation")) {
case 1:
mes "[Receptionist]";
mes "The first floor is equipped with instructors that give you lessons on how the world works here in Rune Midgard.";
next;
mes "[Receptionist]";
mes "First of all, at the dispensary, you can learn how to recover your physical strength and learn a skill to heal your HP";
next;
mes "[Receptionist]";
mes "At the armory, you can get simple training about battling monsters in Rune Midgard.";
next;
mes "[Receptionist]";
mes "At the cafeteria, you can practice cooking and and will learn its many benefits.";
next;
break;
case 2:
mes "[Receptionist]";
mes "At the 2nd floor, there are trainers that will teach you about the different job classes in the world.";
next;
mes "[Receptionist]";
mes "Listen to the trainers and decide for yourself which job suits your personal style.";
next;
break;
case 3:
mes "[Receptionist]";
mes "This town is called 'Izlude' the satellite and port city of the Capital City of the Rune-Midgarts Kingdom Prontera.";
next;
mes "[Receptionist]";
mes "This town was re-organized to suit the education of Novices.";
next;
break;
case 4:
mes "[Receptionist]";
mes "Please find me, if you need anything else.";
//if (Class == Job_Novice)
//ConsumeSpecialItem Inspector_Certificate_
close;
}
break;
case 3:
while(1) {
switch(select("Game Mechanic Tutorial Instructors", "1st job trainers", "Return to the previous menu", "End Conversation")) {
case 1:
mes "[Receptionist]";
mes "Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them.";
next;
mes "<NAVI>[Therapist]<INFO>iz_ac01,59,43</INFO></NAVI>, status recovery trainer";
mes "<NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>, battle trainer";
mes "<NAVI>[Mainz]<INFO>iz_ac01,134,47</INFO></NAVI>, abnormal stats trainer";
mes "<NAVI>[Dakuwazu]<INFO>iz_ac01,147,47</INFO></NAVI>, Cooking Trainer.";
mes "<NAVI>[Han]<INFO>izlude,153,126</INFO></NAVI>, Refining Trainer.";
mes "<NAVI>[Mounds]<INFO>izlude,96,125</INFO></NAVI> Enchanting Trainer.";
mes "<NAVI>[Cream Puff]<INFO>iz_ac02,143,55</INFO></NAVI>, Class Aptitude Test.";
next;
mes "[Receptionist]";
mes "Is that helpful?";
next;
if(select("Just a moment.", "I have to leave.") == 1) {
break;
} else {
if (Class == Job_Novice) {
mes "[Receptionist]";
mes "I believe you'll become nicer on our next meeting. Try your best~~~";
//ConsumeSpecialItem Inspector_Certificate_
close;
} else {
mes "[Receptionist]";
mes "Please find me, if you need anything else.";
close;
}
}
break;
case 2:
mes "[Receptionist]";
mes "Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them.";
next;
mes "Swordman Instructor <NAVI>[Adric]<INFO>iz_ac02,62,51</INFO></NAVI>";
mes "Acolyte Instructor <NAVI>[Alice]<INFO>iz_ac02,156,169</INFO></NAVI>";
mes "Archer Instructor <NAVI>[Marlbron]<INFO>iz_ac02,65,109</INFO></NAVI>";
mes "Mage Instructor <NAVI>[Chuck]<INFO>iz_ac02,148,110</INFO></NAVI> ";
mes "Thief Instructor <NAVI>[Mayssel]<INFO>iz_ac02,52,136</INFO></NAVI>";
mes "Merchant Instructor <NAVI>[Salim]<INFO>iz_ac02,50,169</INFO></NAVI>";
mes "Ninja Instructor <NAVI>[Ninja Guide]<INFO>iz_ac02,140,139</INFO></NAVI>";
mes "Gunslinger Instructor<NAVI>[Lusa]<INFO>iz_ac02,142,85</INFO></NAVI>";
mes "Taekwon Instructor <NAVI>[Arang]<INFO>iz_ac02,70,85</INFO></NAVI>";
next;
mes "[Receptionist]";
mes "Is that helpful?";
next;
if(select("Just a moment.", "I have to leave.") == 1) {
break;
} else {
if (Class == Job_Novice) {
mes "[Receptionist]";
mes "I believe you'll become nicer on our next meeting. Try your best~~~";
//ConsumeSpecialItem Inspector_Certificate_
close;
} else {
mes "[Receptionist]";
mes "Please find me, if you need anything else.";
close;
}
}
break;
case 3:
break;
case 4:
mes "[Receptionist]";
mes "Please find me, if you need anything else.";
if (Class == Job_Novice)
//ConsumeSpecialItem Inspector_Certificate_
close;
}
}
break;
case 4:
mes "[Receptionist]";
mes "Please find me, if you need anything else.";
if (Class == Job_Novice)
//ConsumeSpecialItem Inspector_Certificate_
close;
}
}
OnInit:
questinfo 4269, QTYPE_QUEST, 0, Job_Novice;
end;
}
iz_ac01_a,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_a 4_F_01
iz_ac01_b,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_b 4_F_01
iz_ac01_c,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_c 4_F_01
iz_ac01_d,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_d 4_F_01
//== Trainer Mainz =========================================
// - Teaches the player about Status Effects (poison, stun, etc).
iz_ac01,134,47,5 script Trainer Mainz#ac 4_M_KY_KNT,4,4,{
if (!questprogress(4269)) {
mes "[Mainz]";
mes "Ha ah....";
mes "What should I do with this lunchbox?";
close;
}
if (questprogress(15000) == 1) {
if (!checkweight(Knife, 1) || (MaxWeight - Weight) < 40) {
mes "- Here, just moment!! -";
mes "- As you are overloaded with too many items in your inventory -";
mes "- You can't receive the items anymore -";
mes "- Let yourself enlightened -";
mes "- and please try again -";
close;
}
mes "[Mainz]";
mes "Are you ready to learn about abnormal statuses? I promise that I won't trick you anymore. I am a ''trainer'' after all right?";
next;
mes "[Mainz]";
mes "First of all, I'll tell you about <^FF0000Poison^000000>.";
next;
mes "[Mainz]";
mes "As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second.";
next;
mes "[Mainz]";
mes "You can't lose HP forever so you won't die from poison.";
next;
mes "[Mainz]";
mes "Experiencing is believing! I will put you in a poisoned status.";
next;
mes "[Mainz]";
mes "See what happens to you in the poisoned status.";
next;
sc_start SC_POISON, 30000, 0;
mes "You are- <^FF0000Poisoned^000000>.";
next;
mes "[Mainz]";
mes "......";
next;
sc_end SC_POISON;
mes "[Mainz]";
mes "Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally.";
next;
mes "[Mainz]";
mes "Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.";
next;
mes "[Mainz]";
mes "Next, I'll tell you about<^FF0000 Stun^000000.";
next;
mes "[Mainz]";
mes "While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''.";
next;
mes "[Mainz]";
mes "As you are defenseless, you can't move, use skills, and use items.";
mes "So, it is impossible to recover from it by yourself.";
next;
mes "[Mainz]";
mes "The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura.";
next;
mes "[Mainz]";
mes "You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>.";
next;
mes "[Mainz]";
mes "Let me show you what will happen in the Stun status!";
next;
sc_start SC_STUN, 30000, 0;
mes "<^FF0000 Stun ^000000>.";
next;
mes "[Mainz]";
mes "......";
next;
sc_end SC_STUN;
mes "[Mainz]";
mes "How was it?";
mes "Didn't you feel oppressed since you couldn't move?";
next;
mes "[Mainz]";
mes "Imagine that you are in that status and monsters are rushing to you...";
mes "Believe me it'll happen.";
emotion e_wah;
next;
mes "[Mainz]";
mes "This time, I will teach you about <^FF0000Sleep^000000>.";
next;
mes "[Mainz]";
mes "In Sleep status, you fall asleep with a <Zzz> popped up over your head.";
next;
mes "[Mainz]";
mes "Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack.";
next;
mes "[Mainz]";
mes "But in Sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage.";
next;
mes "[Mainz]";
mes "For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest.";
next;
mes "[Mainz]";
mes "Let me show you what will happen in the Sleep status.";
next;
sc_start SC_SLEEP, 30000, 0;
mes "<^FF0000 Sleep ^000000>.";
next;
mes "[Mainz]";
mes "......";
next;
sc_end SC_SLEEP;
mes "[Mainz]";
mes "How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?";
next;
mes "[Mainz]";
mes "Sleep is good for recovery but not necessarily good while you're in the middle of a battle.";
emotion e_flash;
next;
mes "[Mainz]";
mes "Lastly, I will teach you about <^FF0000 Silence ^000000>.";
next;
mes "[Mainz]";
mes "In Silence status, you can't use any magic skills and a <...> will appear above your head.";
next;
mes "[Mainz]";
mes "But all attacks are not impossible. Normal attacks can still be done while silenced.";
next;
mes "[Mainz]";
mes "In the silence status, you can merely still physically attack or recover by using potions.";
next;
mes "[Mainz]";
mes "It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.";
next;
mes "[Mainz]";
mes "Let me show you what will happen in Sleep status.";
next;
sc_start SC_SILENCE, 30000, 0;
mes "<^FF0000Silence^000000>";
next;
mes "[Mainz]";
mes "......";
next;
sc_end SC_SILENCE;
mes "[Mainz]";
mes "It's frustrating to not be able to use your skills right?";
next;
mes "[Mainz]";
mes "Especially, when you are a high class depending upon the skills rather than physical attacks or in Sleep status during the battle, you will be damaged severely.";
next;
mes "[Mainz]";
mes "In addtion, there are other statuses like Darkness, Frozen, Curse, Stone, Confusion etc, but I can let you experience all of them.";
next;
mes "[Mainz]";
mes "I hope this was helpful for you to experience some of the things that you will see out in the world.";
next;
mes "[Mainz]";
mes "Whenever you want to experience an abnormal status, please come to me.";
next;
mes "[Mainz]";
mes "As an apology for the lunchbox matter, I will give you a small gift.";
next;
mes "[Mainz]";
mes "Wish you have good luck in your adventures!";
completequest 15000;
getitem Apple, 10; // Apple
getexp 180, 100;
close;
} else if (questprogress(4269) && !questprogress(15000)) {
mes "[Mainz]";
mes "Hey, you there!";
mes "By any chance, are you a training beginner?";
emotion e_flash;
next;
mes "[Mainz]";
mes "I'm Trainer Mainz; and I'm in charge of education at this Academy.";
next;
mes "[Mainz]";
mes "Which course?";
mes "It is not important so I will let you know later.";
next;
mes "[Mainz]";
mes "You must be very exhausted after having to read and learn so much right?";
next;
mes "[Mainz]";
mes "Of course, you are... Oh, you poor thing.";
next;
mes "[Mainz]";
mes "There's a person who can help you when you need it.";
mes "Do you know who is it?";
next;
mes "[Mainz]";
mes "That's me!";
next;
mes "[Mainz]";
mes "What does that mean?";
mes "It means I have prepared a special gift just for your exhausted self!";
next;
mes "[Mainz]";
mes "A lunchbox for you!!! Hahahaha!";
next;
mes "[Mainz]";
mes "Since I'm not the one who made it don't worry.";
mes "My beloved wife prepared it. So, just be my guest and enjoy!";
next;
if(select("Don't take it.", "Take it.") == 1) {
mes "[Mainz]";
mes "You don't want to have this lunchbox? I guess it's your loss then.";
next;
mes "[Mainz]";
mes "Should I just take it for myself then?";
close2;
emotion e_sigh;
end;
}
mes "[Mainz]";
mes "Yes... You made a right decision.";
mes "Please keep in mind that I really wanted to have it but since you look exhausted I offered it to you first!";
emotion e_no1;
next;
mes "- You open the lunchbox and there is some type of food inside -";
next;
mes "[Mainz]";
mes "Wahahahat! Don't hesitate and just take it!";
mes "It will refresh you from your fatigue!";
mes "Eat it~~ Eat it~~";
next;
mes "- Since you're tired and starved you're obliged to take the box -";
next;
mes ".........";
next;
sc_start SC_POISON, 60000, 0;
mes "- You eat the food and suddenly feel a sharp pain in your stomach. Your vision seems to be blurry too -";
next;
mes "[Mainz]";
mes "Oh... what happened to you?";
mes "You don't look too good!";
emotion e_what;
next;
mes "[Mainz]";
mes "Oh, man...";
mes "I think you've been poisoned.";
next;
mes "[Mainz]";
mes "I will give you an antidote. You might get better if you take it.";
next;
mes "- You reluctantly take the antidote -";
sc_end SC_POISON;
percentheal 100, 0;
next;
mes "[Mainz]";
mes "Well, how the heck were you poisoned?";
next;
mes "[Mainz]";
mes "By the way, I heard that there's a ghost wandering around the Royal Criatura Academy.";
next;
mes "[Mainz]";
mes "I think the ghost must have poisoned you.";
next;
mes "- You roll your eyes at Mainz -";
mes "- Mainz turns his head as if he doesn't notice -";
emotion e_bzz;
next;
mes "[Mainz]";
mes "Ehem! Anyway, I am sorry.";
mes "Please understand there is no malice.";
next;
mes "[Mainz]";
mes "All of these are for you...";
mes "Want to know what I mean?";
next;
mes "[Mainz]";
mes "There are various kinds of monsters on the Rune Midgard continent. And some of them can poison you or put you in abnormal conditions.";
next;
mes "[Mainz]";
mes "Usually, anybody is too embarrassed to admit being poisoned without knowing. I just did it on purpose to let you have the experience in case it happens out in the real world.";
next;
mes "[Mainz]";
mes "Understand that I didn't intend to pass my wife's lunchbox as if it was a present. It was just another lesson from the Criatura Academy.";
emotion e_otl;
next;
mes "[Mainz]";
mes "As an apology, I would like to inform you of several abnormal statuses you might experience in the Rune Midgard Continent.";
next;
mes "[Mainz]";
mes "Don't decline it! Being ready to learn so speak to me again.";
setquest 15000;
close2;
emotion e_sry;
end;
} else {
mes "[Mainz]";
mes "Are you here for an explanation about the abnormal statuses? What makes you anxious?";
next;
while(1) {
switch(select("<^FF0000Poison^000000>", "<^FF0000Stun^000000>", "<^FF0000Sleep^000000>", "<^FF0000Silence ^000000>", "I have no questions.")) {
case 1:
mes "[Mainz]";
mes "I'll tell you about <^FF0000Poison^000000>.";
next;
mes "[Mainz]";
mes "As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second.";
next;
mes "[Mainz]";
mes "You can't lose HP forever so you won't die from poison.";
next;
mes "[Mainz]";
mes "Experiencing is believing! I will put you in a poisoned status.";
next;
mes "[Mainz]";
mes "See what happens to you in the poisoned status.";
next;
sc_start SC_POISON, 30000, 0;
mes "You are- <^FF0000Poisoned^000000>.";
next;
mes "[Mainz]";
mes "......";
next;
sc_end SC_POISON;
mes "[Mainz]";
mes "Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally.";
next;
mes "[Mainz]";
mes "Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.";
next;
mes "[Mainz]";
mes "What else are you anxious about?";
next;
break;
case 2:
mes "[Mainz]";
mes "I'll tell you about <^FF0000Stun^000000>.";
next;
mes "[Mainz]";
mes "While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''.";
next;
mes "[Mainz]";
mes "As you are defenseless, you can't move, use skills, and use items.";
mes "So, it is impossible to recover from it by yourself.";
next;
mes "[Mainz]";
mes "The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura.";
next;
mes "[Mainz]";
mes "You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>.";
next;
mes "[Mainz]";
mes "Let me show you what will happen in the Stun status!";
next;
sc_start SC_STUN, 30000, 0;
mes "<^FF0000 Stun ^000000>.";
next;
mes "[Mainz]";
mes "......";
next;
sc_end SC_STUN;
mes "[Mainz]";
mes "How was it?";
mes "Didn't you feel oppressed since you couldn't move?";
next;
mes "[Mainz]";
mes "Imagine that you are in that status and monsters are rushing to you...";
mes "Believe me it'll happen.";
emotion e_wah;
next;
mes "[Mainz]";
mes "What else are you anxious about?";
next;
break;
case 3:
mes "[Mainz]";
mes "I will teach you about <^FF0000Sleep^000000>.";
next;
mes "[Mainz]";
mes "In Sleep status, you fall asleep with a <Zzz> popped up over your head.";
next;
mes "[Mainz]";
mes "Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack.";
next;
mes "[Mainz]";
mes "But in Sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage.";
next;
mes "[Mainz]";
mes "For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest.";
next;
mes "[Mainz]";
mes "Let me show you what will happen in the Sleep status.";
next;
sc_start SC_SLEEP, 30000, 0;
mes "<^FF0000 Sleep ^000000>.";
next;
mes "[Mainz]";
mes "......";
next;
sc_end SC_SLEEP;
mes "[Mainz]";
mes "How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?";
next;
mes "[Mainz]";
mes "Sleep is good for recovery but not necessarily good while you're in the middle of a battle.";
emotion e_flash;
next;
mes "[Mainz]";
mes "What else are you anxious about?";
next;
break;
case 4:
mes "[Mainz]";
mes "I will teach you about <^FF0000 Silence ^000000>.";
next;
mes "[Mainz]";
mes "In Silence status, you can't use any magic skills and a <...> will appear above your head.";
next;
mes "[Mainz]";
mes "But all attacks are not impossible. Normal attacks can still be done while silenced.";
next;
mes "[Mainz]";
mes "In the silence status, you can merely still physically attack or recover by using potions.";
next;
mes "[Mainz]";
mes "It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.";
next;
mes "[Mainz]";
mes "Let me show you what will happen in Sleep status.";
next;
sc_start SC_SILENCE, 30000, 0;
mes "<^FF0000Silence^000000>";
next;
mes "[Mainz]";
mes "......";
next;
sc_end SC_SILENCE;
mes "[Mainz]";
mes "It's frustrating to not be able to use your skills right?";
next;
mes "[Mainz]";
mes "Especially, when you are a high class depending upon the skills rather than physical attacks or in Sleep status during the battle, you will be damaged severely.";
next;
mes "[Mainz]";
mes "Do you have any more questions?";
next;
break;
case 5:
mes "[Mainz]";
mes "If you don't have any more questions, would you please have my lunchbox on behalf of me?";
mes "No?";
next;
mes "[Mainz]";
mes "Haaaaa...";
mes "What should I do with this lunchbox?";
close2;
emotion e_sigh;
end;
}
}
}
OnTouch:
emotion e_otl;
end;
}
iz_ac01_a,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_a 4_M_KY_KNT,4,4
iz_ac01_b,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_b 4_M_KY_KNT,4,4
iz_ac01_c,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_c 4_M_KY_KNT,4,4
iz_ac01_d,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_d 4_M_KY_KNT,4,4
//== Odd Novice ============================================
// - Introduces the player to the concept of Super Novices.
iz_ac01,36,52,3 script Odd Novice#ac 4_M_SIT_NOVICE,{
mes "[Odd Novice]";
mes "Ahaaa~~ sticking at the dispensary.";
mes "Playing hooky is cool and awesome.";
if (Class == Job_Novice) {
mes "while XXXXXX, but what are you?";
mes "Are you the same kind of XXXXX?";
next;
.@choice = rand(1,10);
if (.@choice < 3) {
mes "[Odd Novice]";
mes "Hmmm... you look like you have some talent.";
mes "Being in a good mood, shall I show you something newfangled?";
next;
switch(select("Newfangled?", "Who are you..?", "Why are you here?", "End Conversation")) {
case 1:
.@message = 1;
break;
case 2:
.@message = 2;
break;
case 3:
.@message = 3;
break;
case 4:
.@message = 4;
break;
}
} else {
switch(select("Who are you..?", "Why are you here?", "End Conversation")) {
case 1:
.@message = 2;
break;
case 2:
.@message = 3;
break;
case 3:
.@message = 4;
break;
}
}
switch(.@message)
{
case 1:
mes "[Odd Novice]";
mes "I may look ordinary to you but I have a newfangled talent.";
mes "Not my fault, if you are shocked at seeing it.";
next;
mes "[Odd Novice]";
mes "OK. Where should I start?";
mes "First, Bash!";
specialeffect2 EF_BASH;
next;
mes "[Odd Novice]";
mes "Hehehe.. Surprised?";
mes "I'm just pretending...";
mes "It's not a real punch.";
next;
mes "[Odd Novice]";
mes "Looks like you were surprised!";
specialeffect2 EF_BLESSING;
next;
mes "[Odd Novice]";
mes "Just keep calm";
mes "and have a potion";
mes "But that's not the last of it.";
specialeffect2 EF_STEAL;
next;
mes "[Odd Novice]";
mes "I have stolen one thread of your hair.";
mes "I don't believe in Voodooism.";
mes "Regard it as your luck.";
next;
mes "[Odd Novice]";
mes "The last one is a flame, to say the least!";
mes "How about it? Newfangled.";
mes "Idling away too long,";
mes "All the skills learnt over your shoulder could be used.";
specialeffect EF_SIGHT, "Odd Novice#nk1";
next;
mes "[Odd Novice]";
mes "Ugh, all my SP is gone...";
mes "and wasted... I am tired.";
mes "I am going back to rest.";
mes "So long, Bye-bye~~ Don't bother me anymore.";
close;
case 2:
if (.@choice == 10) {
mes "[Odd Novice]";
mes "What? You, disturbing me.";
mes "Get away from me kid you're botherin' me.";
close;
} else {
switch(rand(1, 3)) {
case 1:
mes "[Odd Novice]";
mes "Me? I'm Novice.";
mes "What? Strange? You seein' me for the first time?";
next;
mes "[Odd Novice]";
mes "If I look shabby, you should go find a mirror.";
mes "You and I are wearing the same thing pal.";
close;
case 2:
mes "[Odd Novice]";
mes "I'm what you call a Novice of all Novices.";
mes "A Jack of all trades but a master of none.";
next;
mes "[Odd Novice]";
mes "If you don't graduate from school and hang around and only mimic other's lifesstyles you'll end up like me.";
next;
mes "[Odd Novice]";
mes "Genius and idiot has a paper thin difference.";
mes "Those of versatility but of no special capability, that is the Super Novice.";
mes "That's what everyone calls us.";
close;
case 3:
mes "[Odd Novice]";
mes "A rose by any other name...";
mes "I am what I am. A Super Novice!";
close;
}
}
case 3:
if (.@choice == 10) {
mes "[Odd Novice]";
mes "What? You, disturbing me.";
mes "Get away from me kid you're botherin' me.";
close;
} else {
if (getskilllv(NV_BASIC) > 8) {
mes "[Odd Novice]";
mes "You, talking like this, why don't you go and change your job already instead of hanging around here?";
mes "Hmm, did you want to be like me maybe?";
next;
mes "[Odd Novice]";
mes "Aha~ If you want all the different skills...";
next;
mes "[Odd Novice]";
mes "If you do like I do, then you will be a great Super Novice.";
close;
} else {
switch(rand(1, 3)) {
case 1:
mes "[Odd Novice]";
mes "Hmmm. Dirty mouth!";
mes "When I was at your age,";
mes "If I recklessly spoke like you, I was dragged to the backside mountain, and then...";
next;
mes "[Odd Novice]";
mes "OK... that's enough..";
mes "Now I am in a good mood?";
mes "When I am using good words,";
mes "go away silently, yes?";
close;
case 2:
mes "[Odd Novice]";
mes "Are you idling around at school?";
mes "I don't need to tell you about it.";
mes "If you are loafing around here,";
mes "Once grown up, you will be a man like me.";
mes "Scary, isn't it?";
next;
mes "[Odd Novice]";
mes "I know, I know, before we are found by a teacher or even worse the principal.";
mes "Go away, gooooooawaaaaaayyyyyyyyy~";
close;
case 3:
mes "[Odd Novice]";
mes "Well,";
mes "What am I doing?";
mes "I became like this, in the blink of an eye.";
next;
mes "[Odd Novice]";
mes "By nature, I had a great dream...";
mes "Haaaa~~ Because I dreamt of too many things to do?";
close;
}
}
}
case 4:
mes "[Odd Novice]";
mes "Yes, yes, take your way...";
mes "I am the Novice of pride and loneliness.";
mes "I can enjoy myself.";
close;
}
}
close;
}
iz_ac01_a,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_a 4_M_SIT_NOVICE
iz_ac01_b,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_b 4_M_SIT_NOVICE
iz_ac01_c,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_c 4_M_SIT_NOVICE
iz_ac01_d,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_d 4_M_SIT_NOVICE
//== Shop Helper ===========================================
// - Teaches the player about Shops and Currency.
izlude,115,181,5 script Shop Helper#iz 4_F_KHELLISIA,{
if (!checkweight(Axe, 3)) {
mes "- Quest cannot be continued due to your overfilled inventory. -";
close;
}
if(Class == Job_Novice) {
if(!questprogress(1237)) {
mes "[Shop Helper Leonie]";
mes "How are you doing with your basic studies?";
mes "You need to learn about the shop information.";
next;
if(select("I'm doing fine myself!", "Ok I'll listen!") == 1) {
mes "[Shop Helper Leonie]";
mes "If you listen carefully, I will give you a souvenir.";
close;
}
mes "[Shop Helper Leonie]";
mes "Wise choise.";
mes "Rune Midgard has many shops and many variety of currencies.";
mes "So you need to listen to me well to use them accordingly.";
setquest 1237;
close;
}
if(!questprogress(1238)) {
mes "[Shop Helper Leonie]";
mes "Let's start.";
} else if(questprogress(1238) == 1) {
if(countitem(Red_Potion) > 0) {
mes "[Shop Helper Leonie]";
mes "Ok 1 ^0000ffRed Potion^000000.";
mes "For now on you can use them at a field in a dungeon.";
mes "As a reward I'll give you a couple of ^ff0000Fly Wing^000000s.";
completequest 1238;
setquest 1239;
getitem N_Fly_Wing, 50; // N_Fly_Wing
getexp 1300, 100;
close;
}
mes "[Shop Helper Leonie]";
mes "Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back.";
mes "You have that much money, right?";
next;
mes "[Shop Helper Leonie]";
mes "If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money.";
next;
if(select("I will do it.", "Question about the shop.") == 1) {
mes "[Shop Helper Leonie]";
mes "Let's go into the next lesson.";
mes "Hurry back.";
close;
}
mes "[Shop Helper Leonie]";
} else {
if(!questprogress(1240)) {
mes "[Shop Helper Leonie]";
mes "We'll do the next lesson.";
mes "In your future travels.";
mes "You will acquire many items in your inventory.";
next;
mes "[Shop Helper Leonie]";
mes "Among those items, there will be ones that you can't drop or trade, these are for quests. These are important items but often times you will also find them to be a burden.";
next;
mes "[Shop Helper Leonie]";
mes "In those times, sell what you can to shops in order to decrease your inventory.";
mes "I'll give you an example.";
mes "Go to a shop to unload it.";
next;
switch(select("I don't want to do it.", "I will do it.", "Question about the shop.")) {
case 1:
mes "[Shop Helper Leonie]";
mes "Stingy person!";
close;
case 2:
mes "[Shop Helper Leonie]";
mes "About shop variety.";
mes "You can buy these items everywhere in the world.";
mes "Go sell one ^ff0000Poor Can^000000 that I gave you to the shop.";
completequest 1239;
setquest 1240;
getitem Bad_Can,1; // Bad_Can
close;
case 3:
mes "[Shop Helper Leonie]";
break;
}
} else if(questprogress(1240) == 1) {
if(!countitem(Bad_Can)) {
mes "[Shop Helper Leonie]";
mes "You went and sold the ^ff0000Poor Can^000000.";
mes "Good work, here's the reward for it.";
mes "The things I haven't told you, you will learn throughout your travels.";
completequest 1240;
getitem N_Butterfly_Wing,10; // N_Butterfly_Wing
getexp 1000,50;
close;
}
mes "[Shop Helper Leonie]";
mes "You are now in trial period.";
mes "Go sell the Poor Can and come back after selling it.";
next;
if(select("I will do it.", "Question about the shop.") == 1) {
mes "[Shop Helper Leonie]";
mes "About shop variety.";
mes "You can buy these items everywhere in the world.";
mes "Go sell one ^ff0000Poor Can^000000 that I gave you to the shop.";
close;
}
mes "[Shop Helper Leonie]";
}
}
}
if(Class != Job_Novice || questprogress(1240) == 2) {
mes "[Shop Helper Leonie]";
mes "Anything else?";
next;
if(select("No", "Yes, there are lot.") == 1) {
mes "[Shop Helper Leonie]";
mes "Goodbye.";
mes "The things I haven't told you, you will learn throughout your travels.";
close;
}
mes "[Shop Helper Leonie]";
}
while(1) {
mes "What would you like to know?";
next;
set .@menu$,"Shop types:Currency types:Cash Shop:"+(Class == Job_Novice && !questprogress(1238)?"Experience training.":"No, I know enough.");
switch(select(.@menu$)) {
case 1:
mes "[Shop Helper Leonie]";
mes "You can buy weapons and armor at various armory merchants in each town.";
next;
mes "[Shop Helper Leonie]";
mes "Healing potions and movement consummables can be found at Tool Shops.";
next;
mes "[Shop Helper Leonie]";
mes "You'll also find merchants selling items for refining.";
next;
mes "[Shop Helper Leonie]";
mes "So when you go into a town, try figuring out what shops there are for your benefit.";
if(questprogress(1237) == 1)
completequest 1237;
next;
mes "[Shop Helper Leonie]";
break;
case 2:
mes "[Shop Helper Leonie]";
mes "Kafras and most NPC merchants use ^ff0000Zeny^000000 but Malangdo and some of the Ash Vacuum worlds use different types of currency.";
next;
mes "[Shop Helper Leonie]";
mes "They are ^ff0000Silvervine Fruit^000000, ^ff0000Splendide Coins^000000, they can be bought at Cash Shop or acquired through quests. The fruits and coins that are collected this way.";
next;
mes "[Shop Helper Leonie]";
mes "They can be exchanged with unique equipments or gears.";
mes "So, if you have plans to venture out to these areas, be sure to collect them.";
if(questprogress(1237) == 1)
completequest 1237;
next;
mes "[Shop Helper Leonie]";
break;
case 3:
mes "[Shop Helper Leonie]";
mes "The icon on the right side called Cash Shop, if you click on it, whether you're in a town, dungeon, or field, you can still buy items anywhere you want.";
next;
mes "[Shop Helper Leonie]";
mes "The cash you need to buy the items can be charged on the website.";
if(questprogress(1237) == 1)
completequest 1237;
next;
mes "[Shop Helper Leonie]";
break;
case 4:
if(Class == Job_Novice && !questprogress(1238)) {
mes "[Shop Helper Leonie]";
mes "Let's do a simple tutorial.";
mes "Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back.";
mes "You have that much money, right?";
next;
mes "[Shop Helper Leonie]";
mes "If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money.";
next;
if(select("That's too tedious.", "I will do it.") == 1) {
mes "[Shop Helper Leonie]";
mes "Are you that lazy?";
mes "I am watching!";
close;
}
mes "[Shop Helper Leonie]";
mes "Let's go into the next lesson.";
mes "Hurry back.";
if(questprogress(1237) == 1)
completequest 1237;
setquest 1238;
close;
}
mes "[Shop Helper Leonie]";
mes "That's a relief that you know enough.";
mes "If you have more questions, please ask me again.";
close;
}
}
OnInit:
questinfo 1237, QTYPE_QUEST, 0;
end;
}
izlude_a,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_a 4_F_KHELLISIA
izlude_b,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_b 4_F_KHELLISIA
izlude_c,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_c 4_F_KHELLISIA
izlude_d,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_d 4_F_KHELLISIA
//== Attribute Expert ======================================
// - Teaches the player about Attributes.
iz_ac01,53,74,3 script Attribute Expert#ac 1_M_WIZARD,{
mes "[Attribute Expert]";
mes "Are you a new student? Ask me anything if you have questions about atttribute. I am an attribute expert.";
next;
while(1) {
switch(select("What are attributes?", "Harmony of attributes", "Experience of attribute", "End Conversation")) {
case 1:
mes "[Attribute Expert]";
mes "All materials in the world have their own attributes.";
next;
mes "[Attribute Expert]";
mes "There are many types of attributes. There are 4 elemental attributes ^0D6EF2Water^000000, ^006600Wind^000000, ^FF0000Fire^000000, ^B97246Earth^000000.";
next;
mes "[Attribute Expert]";
mes "There are more uncommon ones like... Neutral, Poison, Holy, Dark, Angel, Undead.";
mes "There are more types than you think right?";
next;
mes "[Attribute Expert]";
mes "All right, here's the question which attribute do we belong to?";
next;
if(select("Water", "Wind", "Fire", "Earth", "Neutral", "Poison", "Holy", "Dark", "Angel", "Undead") == 5) {
mes "[Attribute Expert]";
mes "Correct! You are good. Yes we belong to the Neutral attribute.";
next;
break;
} else {
mes "[Attribute Expert]";
mes "Do you think so?";
mes "We belong to the Neutral.";
next;
break;
}
next;
mes "[Attribute Expert]";
mes "Then, why do we need attributes? Maybe you know the answer... right?";
next;
break;
case 2:
mes "[Attribute Expert]";
mes "Everything needs to balance with something srong and something weak. So ^3131FFbalance and harmony^000000 comes along all the time.";
next;
mes "[Attribute Expert]";
mes "Balance and harmony is strongly related to your power as well. So remember well.";
next;
while(1) {
switch(select("Water", "Fire", "Earth", "Wind", "Etc...", "I already know")) {
case 1:
mes "[Attribute Expert]";
mes "^0D6EF2Water^000000 is stronger than ^FF0000Fire^000000, so they give bonus damage to anything with Fire attribute!";
mes "But it is weak to ^006600Wind^000000.";
next;
mes "[Attribute Expert]";
mes "Examples of monsters with the Water Attribute are Poring and Roda Frog... have you heard of those monsters?";
next;
continue;
case 2:
mes "[Attribute Expert]";
mes "^FF0000Fire^000000 is stronger than ^B97246Earth^000000, so they give bonus damage to anything with Earth attribute!";
mes "Examples of monsters with the Fire Attribute are Drops and Picky.";
next;
mes "[Attribute Expert]";
mes "Examples of monsters with the Fire Attribute are Drops and Picky.";
next;
continue;
case 3:
mes "[Attribute Expert]";
mes "^B97246Earth^000000 is stronger than ^006600Wind^000000, so they give bonus damage to anything with Wind attribute!";
mes "But it is weak to ^FF0000Fire^000000.";
next;
mes "[Attribute Expert]";
mes "Examples of monsters with the Earth Attribute are Pupa and Fabre.";
next;
continue;
case 4:
mes "[Attribute Expert]";
mes "^006600Wind^000000 is stronger than ^0D6EF2Water^000000, so they give bonus damage to anything with Water attribute!";
mes "But it is weak to ^B97246Earth^000000.";
next;
mes "[Attribute Expert]";
mes "Examples of monsters with the Wind Attribute are ChonChon and Hornet.";
next;
continue;
case 5:
mes "[Attribute Expert]";
mes "^3131FFPoison^000000 is stronger than Fire, Wind, and Earth, but weak at Undead attribute.";
next;
continue;
case 6:
mes "[Attribute Expert]";
mes "It is important.. Isn't it?";
next;
break;
}
break;
}
break;
case 3:
if (!questprogress(2299)) {
mes "[Attribute Expert]";
mes "Do you want to experience an attribute?";
next;
mes "[Attribute Expert]";
mes "All right, do you see those ^3131FFFire Eggs^000000 over there?";
mes "Go over there and smack one of them.";
mes "Don't worry about destroying it either.";
setquest 2299;
close;
} else if (questprogress(2299) == 1) {
mes "[Attribute Expert]";
mes "How is it? Have you ever attacked to Fire Eggs?";
next;
switch(select("Yes", "No", "I want to quit.")) {
case 1:
mes "[Attribute Expert]";
mes "How much damage did you give?";
next;
input .@input, 1, 100000;
if (.@input < 10) {
mes "[Attribute Expert]";
mes "Oh man, "+.@input+"! Are you even trying?";
mes "You're barely hitting it.";
next;
} else if (.@input > 9 && .@input < 100001) {
mes "[Attribute Expert]";
mes "You are good I guess...";
next;
} else {
mes "[Attribute Expert]";
mes "But wait that's impossible.";
close;
}
mes "[Attribute Expert]";
mes "All right. Class is over.";
next;
mes "[Attribute Expert]";
mes "I am not sure if you remember monsters with ^FF0000Fire^000000 are weak against ^0D6EF2Water^000000.";
next;
mes "[Attribute Expert]";
mes "I will give the ^0D6EF2Water^000000 attribute to you as a present.";
mes "If you attack the Fire Eggs again you should do more damage now.";
next;
mes "[Attribute Expert]";
mes "There is only one more chance!";
mes "Hurry up, the attribute magic will be gone if you take more time thanks for joining to my class.";
completequest 2299;
// ConsumeSpecialItem 12115
if (Class == Job_Novice)
getexp 100, 20;
close;
case 2:
mes "[Attribute Expert]";
mes "Go and smack those eggs over there.";
mes "The egg of an ant is strong so don't worry about destroying them too much.";
close;
case 3:
mes "[Attribute Expert]";
mes "There is nothing I can do. But I will help you anytime if you need.";
erasequest 2299;
close;
}
} else {
mes "[Attribute Expert]";
mes "Magic basically consists of different attribute attacks. There is another way of giving the attribute to your weapon by using skill or item. You will learn more the longer you play. Good luck!";
close;
}
break;
case 4:
mes "[Attribute Expert]";
mes "Are you getting interested in the depth of the different attributes?";
close;
}
}
OnInit:
questinfo 2299, QTYPE_NONE, 0;
end;
}
iz_ac01_a,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_a 1_M_WIZARD
iz_ac01_b,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_b 1_M_WIZARD
iz_ac01_c,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_c 1_M_WIZARD
iz_ac01_d,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_d 1_M_WIZARD
iz_ac01,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
iz_ac01,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
iz_ac01,53,68,0,0 monster Lv 10 2408,1,5000,0,0
iz_ac01,56,68,0,0 monster Lv 10 2408,1,5000,0,0
iz_ac01_a,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
iz_ac01_a,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
iz_ac01_a,53,68,0,0 monster Lv 10 2408,1,5000,0,0
iz_ac01_a,56,68,0,0 monster Lv 10 2408,1,5000,0,0
iz_ac01_b,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
iz_ac01_b,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
iz_ac01_b,53,68,0,0 monster Lv 10 2408,1,5000,0,0
iz_ac01_b,56,68,0,0 monster Lv 10 2408,1,5000,0,0
iz_ac01_c,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
iz_ac01_c,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
iz_ac01_c,53,68,0,0 monster Lv 10 2408,1,5000,0,0
iz_ac01_c,56,68,0,0 monster Lv 10 2408,1,5000,0,0
iz_ac01_d,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
iz_ac01_d,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
iz_ac01_d,53,68,0,0 monster Lv 10 2408,1,5000,0,0
iz_ac01_d,56,68,0,0 monster Lv 10 2408,1,5000,0,0
//== Dacquoise =============================================
// - Teaches the player about Cooking.
iz_ac01,147,50,3 script Dacquoise#ac 4_COOK,{
if (!checkweight(Orcish_Axe, 3)) {
mes "Why are you carrying so much stuff?";
mes "Put them down and come back.";
close;
}
if (Class == Job_Novice || (questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1)) {
if (!new_cook) {
mes "[Dacquoise]";
mes "What an alluring smell!";
next;
mes "[Eclaire]";
mes "Various dishes to stimulate the five senses. Oh, its heaven!";
next;
mes "[Mille Feuille]";
mes "It's not an accident that you came here!";
next;
mes "[Dacquoise]";
mes "What's your name stranger?";
next;
mes "["+strcharinfo(0)+"]";
mes ""+strcharinfo(0)+", hello.";
next;
emotion e_no1;
mes "[Dacquoise]";
mes "I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000.";
next;
emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
mes "[Eclaire]";
mes "And we are also club members of Sir Orleans' ^0000cdfan club- Loverleans^000000.";
next;
emotion e_lv,"Mille Feuille#"+strnpcinfo(2);
mes "[Mille Feuille]";
mes "Orlean belongs to all of us!";
next;
emotion e_sob;
mes "[Dacquoise]";
mes "Ah, what do all the fools of the land eat?";
next;
mes "[Dacquoise]";
mes "Fruits? Of course you can eat it raw, but isn't it art when you see the red strawberries laying on top of a creampie?";
next;
mes "[Eclaire]";
mes "Bread? Of course you can eat it plain, but can you resist the fantastic harmony of meat and cheese and vegetables in a perfect sandwich?";
next;
mes "[Mille Feuille]";
mes "I like the steamed horse feet of Minourus!";
next;
mes "[Dacquoise]";
mes "If you eat a dedicated meal, you can ^0000cd raise a specific stats^000000 and additionally, ^0000cdrecover your health^000000, so what's the reason not to cook?";
next;
mes "[Eclaire]";
mes "You, do you want to know more about cooking?";
next;
emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
mes "[Mille Feuille]";
mes "Will you exeprience the various spectrums of cooking?";
next;
if(select("I'm not interested, excuse me...", "Wow! I want to know more!") == 1) {
mes "[Dacquoise]";
mes "Really? Okay then... come back whenever you change your mind.";
next;
mes "[Eclaire]";
mes "I have a hunch that you will come back again!";
next;
mes "[Mille Feuille]";
mes "Don't forget to pound your chest if you choke on sweet potato!";
close;
}
emotion e_no1;
mes "[Dacquoise]";
mes "Ok, we will be kind guides to the journey of cooking!!";
next;
emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
mes "[Eclaire]";
mes "It's ok with me, asking me everthing you want to know.";
next;
emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
mes "[Mille Feuille]";
mes "Kindness is our spice~";
next;
switch(select("Cooking Benefits", "Cooking Methods", "Actually, I have to go...")) {
case 1:
mes "[Dacquoise]";
mes "Aha! You want to know about the benefits of cooking? Cooked meals have two benefits!";
next;
emotion e_gasp;
mes "[Dacquoise]";
mes "First, ^0000cdincreased stats!^000000 Baaam!!";
next;
mes "[Eclaire]";
mes "Cooking is divided into 6 catagories. Each will raise up ^0000cdStr, Agi, Vit, Int, Dex, Luk^000000.";
next;
mes "[Mille Feuille]";
mes "The amount of the stat increase changes depending on the level of cooking.";
next;
emotion e_gasp;
mes "[Dacquoise]";
mes "And the next benefit? Babam!";
next;
mes "[Eclaire]";
mes "^0000cdHP and SP recovery^000000 effect!";
next;
mes "[Mille Feuille]";
mes "This also differs with cooking levels, and some only recover HP.";
next;
mes "[Dacquoise]";
mes "How is it? Sounds yummy right?";
next;
mes "[Eclaire]";
mes "Your level is too low to experience the effects right now. If you level up more you will experience and cry for the effect of cooking.";
next;
mes "[Mille Feuille]";
mes "Prepare lace handkerchief.";
next;
select("How can I cook?");
mes "[Dacquoise]";
mes "There you go! Now you seem interested!";
next;
mes "[Dacquoise]";
mes "But haste is waste in cooking! Proper cooking requires preparation.";
next;
mes "[Eclaire]";
mes "Only the one who is well prepared can enter the world of cooking!";
next;
mes "[Mille Feuille]";
mes "Preparation, it's not hard!";
next;
mes "[Dacquoise]";
mes "Preparation can also be split into two stages.";
next;
emotion e_gasp;
break;
case 2:
mes "[Dacquoise]";
mes "Right, cooking needs some preparation. This can also be divided into two catagories.";
next;
emotion e_gasp,"Dacquoise#"+strnpcinfo(2);
break;
case 3:
emotion e_an;
mes "[Dacquoise]";
mes "What is this? What a waste of time!";
next;
emotion e_ag, 0, "Eclaire#"+strnpcinfo(2);
mes "[Eclaire]";
mes "I thought we were going to get more members!";
next;
emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
mes "[Mille Feuille]";
mes "Never show up again!!";
close;
}
mes "[Dacquoise]";
mes "First, you need a ^0000cdCookbook.^000000";
next;
mes "[Eclaire]";
mes "Let's say you have a mountain of ingredients, but you don't know what to do with them?";
next;
mes "[Mille Feuille]";
mes "That's when you open the Cookbook.";
next;
mes "[Dacquoise]";
mes "You need a Cookbook to know how to prepare the ingredients for cooking.";
next;
mes "[Eclaire]";
mes "So how can I get these Cookbooks?";
next;
mes "[Mille Feuille]";
mes "Cookbook can be earned ^0000cdthrough Quest^000000s or can be found by hunting ^0000cdmonster^000000s.";
next;
emotion e_gasp;
mes "[Dacquoise]";
mes "After getting the Cookbook, next preperation is!";
mes "The ^0000cdingredients!^000000.";
next;
mes "[Eclaire]";
mes "You can't cook without ingredients! Even a novice knows that!";
next;
mes "[Mille Feuille]";
mes "You can get ingredients by beating or smashing ^0000cdmonster^000000 or you can buy them from a ^0000cdCooking Ingredient Merchant^000000.";
next;
mes "[Dacquoise]";
mes "Cooking requires some preparation but the benefits are well worth it.";
next;
mes "[Dacquoise]";
mes "And one thing to remember, there is ^0000cd a potential to fail in cooking^000000. Be careful as it depends on your cookwares and cooking level.";
next;
if(new_cook == 1) {
select("I want to cook!");
mes "[Dacquoise]";
mes "That's the spirit! Let's cook for real!";
mes "Get prepared and come back!";
emotion e_no1;
} else {
mes "[Eclaire]";
mes "We are not responsible even if it fails!";
}
new_cook = 1;
close;
} else if (new_cook >= 1) {
if(questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1) {
mes "[Dacquoise]";
mes "Did you bring them all?";
next;
if(select("Yes! I did!", "No, I gave up.") == 2) {
mes "[Dacquoise]";
mes "I used my valuable time to introduce the cooking world to you.";
mes "Then you just give up?";
emotion e_an;
next;
mes "[Eclaire]";
mes "You have insulted us!";
emotion e_ag, 0, "Eclaire#"+strnpcinfo(2);
next;
mes "[Mille Feuille]";
mes "Come back again, if you want to learn later~ I guess...";
emotion e_dots, 0, "Mille Feuille#"+strnpcinfo(2);
close2;
if(questprogress(14154) == 1)
erasequest 14154;
if(questprogress(14155) == 1)
erasequest 14155;
if(questprogress(14156) == 1)
erasequest 14156;
if(questprogress(14157) == 1)
erasequest 14157;
end;
}
mes "[Dacquoise]";
mes "Can I have a look?";
next;
if(questprogress(14154) == 1 && countitem(Clover) > 0 && countitem(Green_Herb) > 0 && countitem(Red_Herb) > 0) {
mes "[Dacquoise]";
mes "You brough what I need! Okay, then I will cook for you as I promised.";
mes "Time to move like greased lightning!!!!";
emotion e_flash;
next;
mes "[Eclaire]";
mes "Go hunting after eating this. You will feel your power enhanced.";
emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
next;
mes "[Mille Feuille]";
mes "If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!!";
mes "Kya... Sir Orleans!!";
emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
close2;
delitem Clover, 1; // Clover
delitem Green_Herb, 1; // Green_Herb
delitem Red_Herb, 1; // Red_Herb
getitem Savory_Herb_Salad, 1; // Savory_Herb_Salad
erasequest 14154;
end;
}
if(questprogress(14155) == 1 && countitem(Apple) > 0 && countitem(Carrot) > 1) {
mes "[Dacquoise]";
mes "You brough what I need! Okay, then I will cook for you as I promised.";
mes "Time to move like greased lightning!!!!";
emotion e_flash;
next;
mes "[Eclaire]";
mes "Try this. It will make you run like you are a flying bee.";
emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
next;
mes "[Mille Feuille]";
mes "If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!";
emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
close2;
delitem Apple, 1; // Apple
delitem Carrot, 2; // Carrot
getitem Apple_Carrot_Salad, 1; // Apple_Carrot_Salad
erasequest 14155;
end;
}
if(questprogress(14156) == 1 && countitem(Jellopy) > 0 && countitem(Fluff) > 0 && countitem(Feather) > 0) {
mes "[Dacquoise]";
mes "You brough what I need! Okay, then I will cook for you as I promised.";
mes "Time to move like greased lightning!!!!";
emotion e_flash;
next;
mes "[Eclaire]";
mes "Can you feel unknown power coursing through your veins? You're eating it!";
emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
next;
mes "[Mille Feuille]";
mes "If you are really curious about the cooking, go seek Sir. Charles Orleans at the basement of Prontera Castle.";
emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
close2;
delitem Jellopy, 1; // Jellopy
delitem Fluff, 1; // Fluff
delitem Feather, 1; // Feather
getitem Casual_Stew, 1; // Casual_Stew
erasequest 14156;
end;
}
if(questprogress(14157) == 1 && countitem(Apple) > 0 && countitem(Clover) > 0) {
mes "[Dacquoise]";
mes "You brough what I need! Okay, then I will cook for you as I promised.";
mes "Time to move like greased lightning!!!!";
emotion e_flash;
next;
mes "[Eclaire]";
mes "If you eat this. You will never miss your target!";
mes "In fact, never miss the target for level 1!";
emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
next;
mes "[Mille Feuille]";
mes "Go and see Sir. Charles Orleans at the basement of Prontera castle!!";
mes "You can learn real cooking from him!";
emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
close2;
delitem Apple, 1; // Apple
delitem Clover, 1; // Clover
getitem Golden_Roasted_Apple, 1; // Golden_Roasted_Apple
erasequest 14157;
end;
}
mes "[Dacquoise]";
mes "What do you want me to do without ingredients? Go and get them myself?";
close;
}
if(new_cook == 2) {
mes "[Dacquoise]";
mes "You came back to me again because you want to cook, right?";
next;
mes "[Eclaire]";
mes "So what do you want to cook?";
next;
mes "[Mille Feuille]";
mes "Oh? That kid is back again. "+strcharinfo(0)+" right? So what do you want?";
next;
} else {
mes "[Dacquoise]";
mes "Are you ready? Then making is believing! Let's cook!";
next;
mes "[Eclaire]";
mes "For this demonstration the duration of the cooking will be shortened.";
next;
mes "[Mille Feuille]";
mes "The cooking we are about to show you requires a recipe and cooking equipment but it is difficult for novices so I will cook for you.";
next;
emotion e_bzz;
mes "[Dacquoise]";
mes "Why are you saying you will make them?";
next;
emotion e_hmm, 0, "Mille Feuille#"+strnpcinfo(2);
mes "[Mille Feuille]";
mes "Ah, Why not?";
next;
mes "[Dacquoise]";
mes "I am the leader of this flame cooking trio chefs!";
next;
emotion e_omg, 0, "Eclaire#"+strnpcinfo(2);
mes "[Eclaire]";
mes "What?!! When was that decided?";
next;
emotion e_no;
mes "[Dacquoise]";
mes "Is there anyone who is older than me?";
next;
emotion e_omg, 0, "Eclaire#"+strnpcinfo(2);
mes "[Eclaire]";
mes "Age! There is nothing I can do with it.";
next;
emotion e_ok,"Mille Feuille#"+strnpcinfo(2);
mes "[Mille Feuille]";
mes "Just because you're one year older, you want to automatically be rejected. Anyone have an objection?";
next;
emotion e_an;
mes "[Dacquoise]";
mes "Quiet!";
next;
mes "[Dacquoise]";
mes "So what do you want to make? Int and Luk meals would have no benefit to you, so I prepared the other 4 foods.";
next;
}
switch(select("Fragrant Herb Mix", "Crunchy Salad", "Mixed Shabu Shabu", "Golden Apple Roast")) {
case 1:
// Fragrant Herb Mix
mes "[Dacquoise]";
mes "^0000cdFragrant Herb Mix^000000. It increases ^0000cdStr^000000.";
next;
mes "[Equazu]";
mes "It's usually eaten by people of strength.";
next;
mes "[Mille Feuille]";
mes "Ingredients- ^0000cd 1 Clover, 1 Green Herb, 1 Red Herb^000000.";
next;
cutin "�糪ƽī��.bmp", 3;
mes "[Dacquoise]";
mes "Clover and the Red Herb are dropped by Lunatic or Fabre monsters wandering everywhere on the field outside Izlude.";
next;
cutin "�ĺ긣ī��.bmp", 3;
mes "[Eclaire]";
mes "Green Herbs are dropped by Fabres.";
next;
cutin "", 255;
mes "[Mille Feuille]";
mes "We can cook once you bring all the ingredients.";
close2;
new_cook = 2;
setquest 14154;
end;
case 2:
// Crunchy Salad
mes "[Dacquoise]";
mes "Crunchy Salad. This I really like. You know your cooking.";
next;
mes "[Eclaire]";
mes "Crunchy Salad increases ^0000cdAgi^000000. Good for fast attacks and avoiding damage from monsters.";
next;
mes "[Mille Feuille]";
mes "Ingredients are ^0000cd 1 Apple & 2 Carrots^000000.";
next;
cutin "����ī��.bmp", 3;
mes "[Dacquoise]";
mes "Apples are dropped by Porings bouncing around the field outside of Izlude.";
next;
cutin "�糪ƽī��.bmp", 3;
mes "[Eclaire]";
mes "Carrots are given by Lunatics.";
next;
cutin "", 255;
mes "[Mille Feuille]";
mes "If you bring all the ingredients we can cook.";
close2;
new_cook = 2;
setquest 14155;
end;
case 3:
// Mixed Shabu Shabu
mes "[Dacquoise]";
mes "Scary ^0000cdAnything ShabuShabu!^000000 This raises ^0000cdVit^000000. Even a small portion makes you full.";
next;
mes "[Eclaire]";
mes "If you eat this, you can feel less pain from monsters.";
next;
mes "[Mille Feuille]";
mes "Ingredients are ^0000cd 1 Jellopy, 1 Fluff, 1 Feather^000000.";
next;
cutin "����ī��.bmp", 3;
mes "[Dacquoise]";
mes "Jellopy are dropped by Porings bouncing around the field of Izlude.";
next;
cutin "�ĺ긣ī��.bmp", 3;
mes "[Eclaire]";
mes "Fluff can be received from Fabre or Lunatic.";
next;
cutin "�糪ƽī��.bmp", 3;
mes "[Mille Feuille]";
mes "Feathers are dropped by Lunatics or Fabres.";
next;
cutin "", 255;
mes "[Dacquoise]";
mes "When you bring all the ingredients I'll make them for you.";
close2;
new_cook = 2;
setquest 14156;
end;
case 4:
// Golden Apple Roast
mes "[Dacquoise]";
mes "^0000cdGolden Apple Toast~^000000 shiny golden glaze... It tastes as good as it looks.";
next;
mes "[Eclaire]";
mes "This raises ^0000cdDex^000000. It is mainly enjoyed by Archers who want to increase his attacking power or by people to increase their hit rate.";
next;
mes "[Mille Feuille]";
mes "Ingredients are-^0000cd 1 Apple & 1 Clover^000000.";
next;
cutin "����ī��.bmp", 3;
mes "[Dacquoise]";
mes "Apple can be found in Porings in the field outside of Izlude.";
next;
cutin "�糪ƽī��.bmp", 3;
mes "[Eclaire]";
mes "Clovers are dropped by Lunatics or Fabre in the field outside Izlude.";
next;
cutin "", 255;
mes "[Mille Feuille]";
mes "When you bring all the ingredients I'll make them for you.";
close2;
new_cook = 2;
setquest 14157;
end;
}
} else {
emotion e_no1;
mes "[Dacquoise]";
mes "I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000.";
next;
emotion e_no1, 0, "Eclaire#"+strnpcinfo(2);
mes "[Eclaire]";
mes "Steaks not only increase stats but also recover both your HP and SP.";
next;
emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2);
mes "[Mille Feuille]";
mes "If you really want to cook, go and see^0000cd Sir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!";
close;
}
} else {
mes "[Dacquoise]";
mes "Looks like you're no longer a beginner. Are you cooking these days?";
next;
mes "[Eclaire]";
mes "If not why don't we start?";
next;
mes "[Mille Feuille]";
mes "Steaks not only increase stats but also recover both your HP and SP.";
next;
mes "[Flame Cook Trio Chefs]";
mes "If you really want to cook, go and meet ^0000cdSir. Charles Olreans at the basement of the Prontera castle^000000! You must be attracted by him.";
close;
}
OnInit:
questinfo 14154, QTYPE_QUEST, 1, Job_Novice;
questinfo 14155, QTYPE_QUEST, 1, Job_Novice;
questinfo 14156, QTYPE_QUEST, 1, Job_Novice;
questinfo 14157, QTYPE_QUEST, 1, Job_Novice;
end;
}
iz_ac01_a,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_a 4_COOK
iz_ac01_b,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_b 4_COOK
iz_ac01_c,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_c 4_COOK
iz_ac01_d,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_d 4_COOK
//== General Store Owner ===================================
// - Sells the player the Novice Combination Book and Kit.
iz_ac01,68,49,3 script General Store Owner#ac 4_F_03,{
if (!checkweight(Orcish_Axe, 3)) {
mes "Quest cannot be continued due to the overfilled inventory.";
mes "Please try it again after organizing the items.";
close;
}
mes "[Querrie]";
mes "Are you interested in the beginner's guild?";
mes "I am selling Combination books and kits.";
next;
mes "[Querrie]";
mes "To the Criatura students below level 20, a special sale is going on. Hope you to buy a lot!!!";
next;
switch(select("Novice Combination Book", "Combination Kit", "Cancel.")) {
case 1:
if (questprogress(4269) && questprogress(7478)) {
mes "[Querrie]";
mes "Have you been treated by the Therapist?";
mes "At the medical botany class, you may receive a guild book.";
next;
if(select("Ah... is that so?", "I lost it.") == 1) {
mes "[Querrie]";
mes "Later, buy a lot of the guild combination kits~~~";
mes "I am selling them at a jaw dropping price to students below base level 20.";
close;
}
mes "[Querrie]";
mes "Say what?";
} else {
mes "[Querrie]";
mes "You mean the combination book.";
}
mes "A book costs you 1000z.";
next;
if(select("Buy", "Don't buy.") == 2) {
mes "[Querrie]";
mes "Use it next time.";
} else {
if (Zeny >= 1000) {
mes "[Querrie]";
mes "Here you are.";
mes "This book is for the beginners. But it will allow you combine the useful tools together, if you use it correctly.";
Zeny -= 1000;
getitem Novice_Combi_Book, 1; // Novice_Combi_Book
} else {
mes "[Querrie]";
mes "The book price is 1000 zeny.";
mes "You seem to be short of zeny.";
}
}
close;
case 2:
if(BaseLevel <= 20) {
mes "[Querrie]";
mes "Breaking news! Special sale for you only!";
mes "One combination kit only for 30z!";
mes "How many do you need?";
} else {
mes "[Querrie]";
mes "No sales today.";
mes "One combination kit costs you 500z.";
mes "Tell me how many pieces you need?";
}
next;
input .@input;
if(!.@input) {
mes "[Querrie]";
mes "Well, you don't need to buy it now.";
mes "Use it next time.";
close;
}
if(.@input > 99) {
mes "[Querrie]";
mes "How many pieces do you need?";
mes "You can buy up to 99 at once.";
close;
}
set .@cost, .@input * (BaseLevel <= 20 ? 30 : 500);
mes "[Querrie]";
mes .@input+" combination kits will cost you "+.@cost+".... zeny.";
if(Zeny < .@cost) {
mes "You look short of money for that amount.";
close;
}
mes "Thank you. Come back again.";
Zeny -= .@cost;
getitem Combination_Kit, .@input; // Combination_Kit
close;
case 3:
close;
}
}
iz_ac01_a,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_a 4_F_03
iz_ac01_b,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_b 4_F_03
iz_ac01_c,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_c 4_F_03
iz_ac01_d,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_d 4_F_03
//== Battle Instructor =====================================
// - Gives the player monster hunting quests.
iz_ac01,59,83,3 script Battle Instructor#08 4_M_NOV_HUNT,{
if(!checkweight(Knife, 1) || (MaxWeight - Weight) < 2000) {
mes "- You have too many items.";
mes "- Clear inventory and try again.";
close;
}
if(Class == Job_Novice) {
if(questprogress(4269) == 2) {
if(JobLevel == 10) {
mes "[Battle Instructor Subino]";
mes "You shouldn't be like this, you are high enough to change your job.";
mes "I won't stop you even if you stay still...";
next;
mes "[Battle Instructor Subino]";
mes "Try to talk to ^ff0000each job instructor^000000 on the 2nd floor of the Academy if you aren't sure what job you want still.";
for(set .@i,0; .@i<6; set .@i,.@i+1) {
set .@quest_id,11339+.@i;
setarray .@bexp[0],90,90,135,200,0,120;
setarray .@jexp[0],50,50,100,175,0,90;
setarray .@material[0],909,515,914,939,0,915;
setarray .@count[0],5,1,3,3,0,2;
if(.@quest_id == 11343)
continue;
if(questprogress(.@quest_id,HUNTING) == 1)
erasequest .@quest_id;
else if(questprogress(.@quest_id,HUNTING) == 2) {
erasequest .@quest_id;
if(countitem(.@material[.@i]) >= .@count[i]) {
delitem .@material[.@i],.@count[.@i];
getexp .@bexp[.@i],.@jexp[.@i];
getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket
}
}
}
close;
}
mes "[Battle Instructor Subino]";
mes "Welcome!";
mes "I am ^ff0000Battle Instructor Subino^000000.";
mes "I ^ff0000provice a simple request^000000 to help you to grow up as good a soldier as fast as you can, so look around.";
next;
switch(select("Check requests", "Warp me to the Field", "End Conversation")) {
case 1:
switch(select("The most delicious in the world (1~3)", "Carrots are delicious (1~3)", "Fabre rolling clothes (4~6)", "Barrier!! (4~6)", (BaseLevel<7?"":"Buzzing~ (7~10)"), "Stop.")) {
case 1:
if(!questprogress(11338)) {
setquest 11338;
completequest 11338;
}
if(questprogress(11339,HUNTING) < 2) {
mes "[Battle Instructor Subino]";
mes "^ff0000Poring^000000s are very cute monsters when you see them.";
next;
mes "[Battle Instructor Subino]";
mes "They drop Jellopy which are regarded as a main cooking material in Criatura Academy so we always need to hunt Porings.";
next;
}
callsub L_Quest,11339,90,50,909,5,"Poring","can easily be found","Hunt","Jellopies";
case 2:
if(!questprogress(11338)) {
setquest 11338;
completequest 11338;
}
if(questprogress(11340,HUNTING) < 2) {
mes "[Battle Instructor Subino]";
mes "^ff0000Lunatic^000000s are very cute animal that live near Prontera.";
mes "Tender...Soft...Very cute... It is very cute........";
next;
mes "[Battle Instructor Subino]";
mes "It always bring ^ff0000Carrot^000000s with it, so it is easy to get a delicious carrot by hunting them.";
next;
mes "[Battle Instructor Subino]";
mes "A carrot has lots of fibrous cells and contains vitamin A and carotin so it is good for eyes!";
next;
}
callsub L_Quest,11340,90,50,515,1,"Lunatic","is easily found","Catch","Carrot";
case 3:
if(!questprogress(11338)) {
setquest 11338;
completequest 11338;
}
if(questprogress(11341,HUNTING) < 2) {
mes "[Battle Instructor Subino]";
mes "^ff0000Fabre^000000 is the most common bug which is usually seen in Rune Midgard Kingdom..";
mes "It is a worm but it is very popular because it looks cute.";
next;
mes "[Battle Instructor Subino]";
mes "Most of the clothes provided by Criatura Academy are made from ^ff0000Fluff^000000 from Fabres. It makes very strong and warm fabric.";
next;
}
callsub L_Quest,11341,135,100,914,3,"Fabre","is easily found","Hunt","Fluffs";
case 4:
if(!questprogress(11338)) {
setquest 11338;
completequest 11338;
}
if(questprogress(11344,HUNTING) < 2) {
mes "[Battle Instructor Subino]";
mes "^ff0000Pupa^000000 is the intermediate stage of a Fabre before transforming into a Creamy.";
mes "The process of a larva turning into a buttefly is mysterious.";
next;
mes "[Battle Instructor Subino]";
mes "As a Fabre transforms to a Creamy I hope that all Novices turn to be great adventurers! So ^ff0000Chrysalis^000000.";
next;
}
callsub L_Quest,11344,120,90,915,2,"Pupa","is easily found","Hunt","Chrysalises";
case 5:
if(!questprogress(11338)) {
setquest 11338;
completequest 11338;
}
if(questprogress(11342,HUNTING) < 2) {
mes "[Battle Instructor Subino]";
mes "^ff0000Hornet^000000s are a group of bees that live near Prontera under control of the Queen bee Mistress.";
mes "Not aggressive... They only attack with their stingers when they are in danger.";
next;
mes "[Battle Instructor Subino]";
mes "There is a study about using the poison extracted from their stingers to make an antidote in Criatura Academy.";
next;
}
callsub L_Quest,11342,200,175,939,3,"Hornet","are found","Hunt","Bee Stings";
case 6:
mes "[Battle Instructor Subino]";
mes "You don't seem to be interested.";
mes "Come back again if you change your mind.";
close;
}
case 2:
mes "[Battle Instructor Subino]";
mes "Ok, I'll send you to the West field of Izlude.";
mes "Be sure you know how to get back.";
close2;
warp "prt_fild"+strnpcinfo(2), 344, 213;
end;
case 3:
mes "[Battle Instructor Subino]";
mes "You don't seem to be interested.";
mes "Come back again if you change your mind.";
close;
}
}
mes "[Battle Instructor Subino]";
mes "You didn't register with the ^ff0000Criatura Academy^000000 yet?";
mes "It requires a simple procedure so go and register.";
mes "You can register at the ^ff0000information center of academy^000000.";
close;
} else {
mes "[Battle Instructor Subino]";
mes "You don't seem to need my help.";
mes "You'd better look around somewhere else or go to the wider world.";
next;
mes "[Battle Instructor Subino]";
mes "Visit the ^ff0000support of the class guild (Lv. 10~20) or check out the Eden Group (Lv. 15~100)^000000.";
next;
mes "[Battle Instructor Subino]";
mes "^ff0000Ask the staff of each job on the second floor about the location of each class guild^000000 and you will find the ^ff0000Eden Group Headquarters^000000 where you can find easy hunt quests.";
next;
mes "[Battle Instructor Subino]";
mes "It is ^ff0000displayed in the map of right screen^000000, so search for it.";
mes "If you do not know, then you should get a help from a ^ff0000Town Guide^000000.";
close;
}
L_Quest:
if(!questprogress(getarg(0),HUNTING)) {
if(select("Take quest.", "Stop.") == 2) {
mes "[Battle Instructor Subino]";
mes "You don't seem to be interested.";
mes "Come back again if you change your mind.";
close;
}
mes "[Battle Instructor Subino]";
if(getarg(0) == 11342) {
mes getarg(5)+"s "+getarg(6)+" in ^ff0000West field of Prontera^000000.";
mes getarg(5)+"s are difficult to catch for a Novice... But if you gather more Novices, you can do it.";
next;
mes "[Battle Instructor Subino]";
} else
mes getarg(5)+" "+getarg(6)+" at the ^ff0000West field of Izlude^000000.";
mes getarg(7)+" ^ff0000"+(getarg(0)==11344?"5":"10")+" "+getarg(5)+"s^000000 and bring ^ff0000"+getarg(4)+" "+getarg(8)+"^000000.";
mes "You can check received quests by pressing ^ff0000Alt + U^000000.";
setquest getarg(0);
close;
} else if(questprogress(getarg(0),HUNTING) == 1) {
if(select("End Conversation", "Give up on the quest.") == 2) {
mes "[Battle Instructor Subino]";
mes "Will you really give up on the quest?";
next;
if(select("End Conversation", "Give up for sure.") == 2) {
mes "[Battle Instructor Subino]";
mes "You can challenge the quest as long as you need my help so come to me anytime.";
erasequest getarg(0);
}
}
close;
} else {
if(countitem(getarg(3)) < getarg(4)) {
mes "[Battle Instructor Subino]";
mes "You don't have enough ^ff0000"+getarg(8)+"^000000.";
mes "Do better!";
next;
if(select("End Conversation", "Give up on the quest.") == 2) {
mes "[Battle Instructor Subino]";
mes "Will you really give up on the quest?";
next;
if(select("End Conversation", "Yes, give up.") == 2) {
mes "[Battle Instructor Subino]";
mes "You can challenge the quest as long as you need my help so come to me anytime.";
erasequest getarg(0);
}
}
close;
}
mes "[Battle Instructor Subino]";
mes "Wow..!!";
mes "Well done!!";
erasequest getarg(0);
delitem getarg(3), getarg(4);
getexp getarg(1), getarg(2);
getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket
close;
}
OnInit:
//questinfo QTYPE_QUEST,4269,2,0,0,1,0,EAJ_NOVICE;
end;
}
iz_ac01_a,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08a 4_M_NOV_HUNT
iz_ac01_b,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08b 4_M_NOV_HUNT
iz_ac01_c,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08c 4_M_NOV_HUNT
iz_ac01_d,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08d 4_M_NOV_HUNT
//== Adept Adventurer ======================================
// - Teaches the player about Pets.
iz_ac01,45,80,5 script Adept Adventurer#ac 4_M_JOB_BLACKSMITH,{
if (questprogress(2298) > 1) {
mes "[Adept Adventurer]";
mes "Any questions about getting a monster to become a pet?";
next;
while(1) {
switch(select("Taming a monster", "Hatching the egg", "Monitoring pet's status", "Feeding", "Performances", "Removing the accessory", "Transforming back to egg", "End Conversation")) {
case 1:
mes "[Adept Adventurer]";
mes "Only some monsters can become pets and they all have different things to tame them.";
next;
mes "[Adept Adventurer]";
mes "Each monster that can be tamed requires a specific ^3131FFtaming item^000000.";
next;
mes "[Adept Adventurer]";
mes "To begin taming,";
mes "^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame.";
cutin "pet_ex_01.bmp", 3;
next;
mes "[Adept Adventurer]";
mes "Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster..";
cutin "pet_ex_02.bmp", 3;
next;
cutin "", 255;
mes "[Adept Adventurer]";
mes "If successful, the monster will be tranformed into an egg!";
next;
break;
case 2:
mes "[Adept Adventurer]";
mes "Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg.";
next;
mes "[Adept Adventurer]";
mes "Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000.";
mes "Ask the town guide for the location of the Pet Groomer if you can't find them.";
next;
break;
case 3:
mes "[Adept Adventurer]";
mes "^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000.";
next;
mes "[Adept Adventurer]";
mes "This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000.";
next;
mes "[Adept Adventurer]";
mes "There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes Loyal. Most pets start off as shy and time and food changes that.";
next;
break;
case 4:
mes "[Adept Adventurer]";
mes "<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry.";
next;
mes "[Adept Adventurer]";
mes "Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!";
next;
break;
case 5:
mes "[Adept Adventurer]";
mes "Some pets will show a special performance when they are in a good mood.";
next;
break;
case 6:
mes "[Adept Adventurer]";
mes "Some pets can even wear accessory items.";
mes "^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well.";
next;
break;
case 7:
mes "[Adept Adventurer]";
mes "I think it is better off experiencing more together than transforming back to the eggs?";
next;
break;
case 8:
mes "[Adept Adventurer]";
mes "Come back again when you have another question.";
close;
}
}
}
if (!questprogress(2293)) {
mes "[Adventurer's Pet]";
mes "I am hungry~ Feed me first, then let's walk around~";
next;
mes "[Adept Adventurer]";
mes "Calm down now, here you go!";
next;
mes "[Adventurer's Pet]";
mes "Phew, it was good. I'm full.";
next;
if(select("A talking monster!", "Ignore it.") == 2) {
mes "[Adept Adventurer]";
mes "Pets make the best companions for lonely journeys...";
close;
}
mes "[Adept Adventurer]";
mes "Once it was a dangerous monster, now it is my closest friend. This is my ^3131FFpet^000000 which is called as Debbie Ruchi.";
next;
if(select("What is a pet?", "End Conversation") == 2) {
mes "[Adventurer's Pet]";
mes "Yawn~ I am bored to death!";
close;
}
mes "[Adept Adventurer]";
mes "Well they're loyal ^3131FFmonster^000000s that stand by your side.";
next;
select("Does it help you fight?");
mes "[Adept Adventurer]";
mes "It doesn't help me battle but it helps by giving me bonus ^3131FFstats^000000 and other bonus effects.";
next;
mes "[Adept Adventurer]";
mes "All these things are possible when ^3131FFIntimacy^000000 with your pet is very high.";
next;
mes "[Adept Adventurer]";
mes "Intimacy requires a time commitment and a lot of food. Food is the way to any being's loyalty right? ha ha";
next;
if(select("How do I get a pet?", "End Conversation") == 2) {
mes "[Adept Adventurer]";
mes "Pets make the best companions for lonely journeys...";
close;
}
mes "[Adept Adventurer]";
mes "Do you need a pet?";
next;
mes "[Adept Adventurer]";
mes "Hmm then let's go to the Academy Gardens together!";
mes "I'll show you how it's done.";
next;
mes "[Adept Adventurer]";
mes "Talk to me when you are ready to go to the garden!";
setquest 2293;
close;
} else {
mes "[Adept Adventurer]";
mes "Shall we go to the garden of Criatura Academy?";
next;
if(select("Send me now!", "Stay") == 1) {
mes "[Adept Adventurer]";
mes "All right, come this way.";
close2;
warp "new_1-3", 95, 171;
end;
}
mes "[Adept Adventurer]";
mes "If you want, I will guide you anytime.";
close;
}
OnInit:
questinfo 2298, QTYPE_QUEST, 0;
end;
}
iz_ac01_a,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_a 4_M_JOB_BLACKSMITH
iz_ac01_b,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_b 4_M_JOB_BLACKSMITH
iz_ac01_c,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_c 4_M_JOB_BLACKSMITH
iz_ac01_d,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_d 4_M_JOB_BLACKSMITH
//- Adventurer's Pet -
iz_ac01,43,80,7 script Adventurer's Pet#ac 4_DEVIRUCHI,{
end;
OnTimer60000:
switch(rand(1, 4)) {
case 1:
npctalk "Yawn~ I am so bored!";
break;
case 2:
npctalk "Red Potion.. Is it delicious? Herb does not look delicious.. I bet that is bitter.";
break;
case 3:
npctalk "Ha. You are lucky to have this Devi.";
break;
case 4:
npctalk "Isn't the floor cold? Well.. For me, Undead is more familiar.";
break;
}
initnpctimer;
end;
OnInit:
initnpctimer;
end;
}
iz_ac01_a,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_a 4_DEVIRUCHI
iz_ac01_b,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_b 4_DEVIRUCHI
iz_ac01_c,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_c 4_DEVIRUCHI
iz_ac01_d,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_d 4_DEVIRUCHI
//- Monster Spawn -
new_1-3,0,0,0,0 monster Little Poring 2398,30,50000,0,0
//- Adept Adventurer (Cont...) -
new_1-3,92,169,5 script Adept Adventurer#new_1-3 4_M_JOB_BLACKSMITH,{
if (questprogress(2298) == 2) {
mes "[Adept Adventurer]";
mes "Any questions about the cute pet?";
next;
while(1) {
switch(select("Taming a monster", "Hatching the egg", "Monitoring pet's status", "Feeding", "Performances", "Removing the accessory", "Transforming back to egg", "End Conversation")) {
case 1:
mes "[Adept Adventurer]";
mes "Only some monsters can become pets and they all have different things to tame them.";
next;
mes "[Adept Adventurer]";
mes "Each monster that can be tamed requires a specific ^3131FFtaming item^000000.";
next;
mes "[Adept Adventurer]";
mes "To begin taming,";
mes "^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame.";
cutin "pet_ex_01.bmp", 3;
next;
mes "[Adept Adventurer]";
mes "Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster..";
cutin "pet_ex_02.bmp", 3;
next;
cutin "", 255;
mes "[Adept Adventurer]";
mes "If successful, the monster will be tranformed into an egg!";
next;
break;
case 2:
mes "[Adept Adventurer]";
mes "Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg.";
next;
mes "[Adept Adventurer]";
mes "Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000.";
mes "Ask the town guide for the location of the Pet Groomer if you can't find them.";
next;
break;
case 3:
mes "[Adept Adventurer]";
mes "^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000.";
next;
mes "[Adept Adventurer]";
mes "This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000.";
next;
mes "[Adept Adventurer]";
mes "There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes Loyal. Most pets start off as shy and time and food changes that.";
next;
break;
case 4:
mes "[Adept Adventurer]";
mes "<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry.";
next;
mes "[Adept Adventurer]";
mes "Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!";
next;
break;
case 5:
mes "[Adept Adventurer]";
mes "Some pets will show a special performance when they are in a good mood.";
next;
break;
case 6:
mes "[Adept Adventurer]";
mes "Some pets can even wear accessory items.";
mes "^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well.";
next;
break;
case 7:
mes "[Adept Adventurer]";
mes "I think it is better off experiencing more together than transforming back to the eggs?";
next;
break;
case 8:
mes "[Adept Adventurer]";
mes "Come back again when you have another question.";
close;
}
}
}
if (!questprogress(2293)) {
mes "[Adept Adventurer]";
mes "You can return to the Academy through the portal to the north.";
close;
} else if (questprogress(2293) == 1) {
mes "[Adept Adventurer]";
mes "Would you look at that...Porings growing in the garden of the closed Criatura Academy like little Jelly Babies.";
next;
mes "[Adept Adventurer]";
mes "Not all monsters in Rune Midgards are our for your blood, just most of them.";
next;
mes "[Adept Adventurer]";
mes "Take a look at that, looks like that ^3131FFPoring^000000 has something to say to you";
completequest 2293;
setquest 2294;
close;
} else {
if (questprogress(2296) == 1) {
mes "[Adept Adventurer]";
mes "If you are confused, Please check the quest status by pressing ^3131FF<Alt+U>^000000 anytime.";
next;
if(select("How to gain Unripe Apples", "End Conversation") == 1) {
mes "[Adept Adventurer]";
mes "You'd want to go to the Dispensary to learn how to make ^3131FFUnripe Apple^000000s.";
next;
mes "[Adept Adventurer]";
mes "One of the staff there should have a ^3131FFItem compounding book^000000 for novices, ^3131FFHow to make Unripe Apples^000000 is one of the subjects.";
close;
}
}
if (questprogress(2297) == 1) {
mes "[Adept Adventurer]";
mes "So you used the taming item on the Little Porings, then they turned into eggs?";
next;
mes "[Adept Adventurer]";
mes "Ha ha ha, don't fret my pet.";
mes "You just cleared ^3131FFtaming^000000.";
next;
select("Taming?");
mes "[Adept Adventurer]";
mes "Yep, it means you are ready to be a friend like me and Debbie Ruchi.";
next;
mes "[Adept Adventurer]";
mes "There are lots of different monsters and tames out there.";
next;
mes "[Adept Adventurer]";
mes "If you successfully tame it you end up with a little egg.";
next;
mes "[Adept Adventurer]";
mes "So congratulations again for passing the test, the friendship test!";
mes "Ask anytime whenever you have a question about cute pets.";
next;
mes "[Adept Adventurer]";
mes "Do you see the shivering poring over there? Go easy on the lil' blighter, okay?";
completequest 2297;
setquest 2298;
close;
}
mes "[Adept Adventurer]";
mes "If you are confused, Please check the quest status by clicking ^3131FF<Alt+U>^000000 anytime.";
close;
}
}
//== Friendly Poring =======================================
new_1-3,99,169,3 script Friendly Poring#ac 4_PORING,{
if (!checkweight(Axe, 3)) {
mes "[Poring]";
mes "You have too many items to continue the quest.";
next;
mes "[Poring]";
mes "Open inventory with ^3131FFAlt+E^000000 key, if you find unnecessaty items, sell them to ^3131FFmerchant^000000 or put into ^3131FFwarehouse^000000 by using kafra service~.";
close;
}
if (!questprogress(2294)) {
mes "[Poring]";
mes "Help me novice...";
close;
} else if (questprogress(2294) == 1) {
mes "[Poring]";
mes "Dear oh dear...what do we have 'ere?";
next;
if(select("What happend?", "Ignore him/it?") == 2) {
mes "[Poring]";
mes "Oh dear, oh dear...";
close;
}
mes "[Poring]";
mes "Wot a sad state of affairs.";
next;
mes "[Poring]";
mes "That geeza' ghostring got defeated out in his dungeon and came here to pick on other monsters like me.";
next;
mes "[Poring]";
mes "I'm too low level to stop 'im, you can hear them cheering now...";
next;
mes "[Ghostring]";
mes "Oi you lot! Tell me wot I want to hear!";
emotion e_gasp, 0, "Ghostring#cupet";
next;
mes "[Unskilled Poring]";
mes "Ghostring's the strongest in the world!";
emotion e_paper, 0, "Cowardly Poring#pet_1";
emotion e_paper, 0, "Unskilled Poring#pet_2";
emotion e_paper, 0, "Foolish Poring#pet_3";
next;
mes "[Ghostring]";
mes "What kind of monster I am?";
emotion e_gasp, 0, "Ghostring#cupet";
next;
mes "[Unskilled Poring]";
mes "Ghostring's da Boss!";
emotion e_paper, 0, "Cowardly Poring#pet_1";
emotion e_paper, 0, "Unskilled Poring#pet_2";
emotion e_paper, 0, "Foolish Poring#pet_3";
next;
mes "[Ghostring]";
mes "Bwa ha ha ha~";
emotion e_heh, 0, "Ghostring#cupet";
next;
emotion e_sob, 0, "Friendly Poring#ac";
mes "[Poring]";
mes "Bleedin' shame...";
mes "Little Porings takin' up with a git like that and not bein' cute anymore.";
next;
mes "[Poring]";
mes "The Little Porings aren't bad'uns, they've just not been to the outside world.";
next;
mes "[Poring]";
mes "If this keeps up, all of the Porings in Rune Midgard'll be under the sway of Ghostring.";
next;
if(select("Can I help you?", "Too bad.") == 2) {
mes "[Poring]";
mes "Oh dear, oh dear.....";
close;
}
mes "[Poring]";
mes "Now that you mention it sir, I could use some help.";
next;
mes "[Unskilled Poring]";
mes "Wot's Dat? Onna them Poring's talkin' to a huumie.";
mes "Shall we beat him up?";
emotion e_paper, 0, "Cowardly Poring#pet_1";
emotion e_paper, 0, "Unskilled Poring#pet_2";
emotion e_paper, 0, "Foolish Poring#pet_3";
next;
mes "[Poring]";
mes "Blimey!";
mes "Help me! Save me!";
emotion e_omg, 0, "Friendly Poring#ac";
next;
select("What can I do to help?");
mes "[Poring]";
mes "I do have a good idea!";
mes "Come over here!";
completequest 2294;
setquest 2295;
close;
} else if (questprogress(2295) == 1) {
mes "[Poring]";
mes "This is ^3131FFunripe apple^000000.";
mes "The favorite items for Little Poring to eat.";
next;
mes "[Poring]";
mes "Maybe you can use it to tempt them away from listenin' to Ghostring.";
next;
mes "[Poring]";
mes "^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 a ^3131FFLittle Poring^000000 that you fancy.";
cutin "pet_ex_01.bmp", 3;
next;
mes "[Poring]";
mes "TThe click the centre of the slot machine.";
cutin "pet_ex_02.bmp", 3;
next;
mes "[Poring]";
mes "That'll lure them from out of Ghostring's influence.";
cutin "", 255;
completequest 2295;
setquest 2296;
getitem Little_Unripe_Apple, 5; // Little_Unripe_Apple
close;
} else if (questprogress(2296) == 1) {
if (countitem(Novice_Poring_Egg) > 0) {
mes "[Poring]";
mes "Ello' mate. Were you successful? Where are the lil' bleeders?";
next;
select("Show eggs");
mes "[Poring]";
mes "Steady on now guv'na...";
mes "What did you do to Unskilled Poring!?!? Novice!!!!!!";
next;
mes "["+strcharinfo(0)+"]";
mes "I used the unripe apples that you gave me, then they turned into eggs.";
next;
emotion e_sob, 0, "Friendly Poring#ac";
mes "[Poring]";
mes "Oh, guess I didn't expect they'd be turned into pets so easily!";
next;
mes "["+strcharinfo(0)+"]";
mes "Yeah, don't worry, I'll make sure to";
mes "give them a good home.";
completequest 2296;
setquest 2297;
close;
} else {
mes "[Poring]";
mes "^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 your preferred ^3131FFLittle Poring^000000.";
cutin "pet_ex_01.bmp", 3;
next;
mes "[Poring]";
mes "The all you have to do is ^3131FF click ^0000 the middle of the slot machine.";
cutin "pet_ex_02.bmp", 3;
next;
mes "[Poring]";
mes "It may fail, but keep trying to lure way those Little Porings!";
close;
}
} else if (questprogress(2297) == 1) {
mes "[Poring]";
mes "Have you ever heard about the changes of a novice from adept adventurer?";
close;
} else if (questprogress(2298) == 1) {
mes "[Poring]";
mes "Unripe Apples are the item to tame.";
mes "It will only work on the Little Porings hopping around.";
next;
mes "[Poring]";
mes "If you're going to make them a cute pet...";
mes "You must take care of your Little Poring!";
next;
select("What?");
mes "[Poring]";
mes "Even before that Ghostring came here, the Little Porings were kind of cowardly.";
next;
mes "[Poring]";
mes "Since they've never been out in the real world, sort of like human novices.";
next;
mes "[Poring]";
mes "You're just starting out on your adventure, right? You will visit many towns and meet many people and encounter the frightful Boss Monsters.";
next;
mes "[Poring]";
mes "Won't you consider taking one of these chavs with you?";
next;
mes "[Poring]";
mes "They're smeggin' talkative, but they'll be loyal friends!";
next;
mes "[Poring]";
mes "I'd say that the ^31311F Adept adventurer ^000000 knows lots of things about pets, so you can ask him about your new Little Poring Friend.";
next;
mes "[Poring]";
mes "By the way, you should have a ^3131FFportable egg incubator ^000000.";
mes "It was dropped by a careless ^3131FFPet Groomer^000000 traveling through.";
next;
mes "[Poring]";
mes "I will also give you the Little Poring's favorite ^3131FFapple juice^000000, so make sure that it stays fed all the time!";
next;
mes "[Poring]";
mes "Oi, Little Poring.";
mes "I look forward to seeing you once you've explored Rune Midgards!";
mes "Cheers mate.";
completequest 2298;
if (Class == Job_Novice)
getexp 500, 50;
getitem Apple_Juice, 3; // Apple_Juice
getitem Pet_Incubator, 1; // Pet_Incubator
close;
} else {
mes "[Poring]";
mes "Take good care of your Little Poring. Ask the adept adventurer if you have any questions about cute pets!";
close;
}
}
//== Ghostring =============================================
new_1-3,108,165,3 script Ghostring#cupet 4_GHOSTRING,{
mes "[Ghostring]";
mes "I am da biggest and da meanest Ghostring!";
close;
}
//== Little Porings ========================================
new_1-3,105,165,5 script Cowardly Poring#pet_1 LITTLE_PORING,{ end; }
new_1-3,105,164,5 script Unskillful Poring#pet_2 LITTLE_PORING,{ end; }
new_1-3,105,163,5 script Foolish Poring#pet_3 LITTLE_PORING,{ end; }
//== Kafra Guide Trainer ===================================
// - Teaches the player about Kafra Services.
iz_ac01,95,46,5 script Kafra Guide Trainer#ac 4_F_KAFRA1,{
cutin "kafra_01.bmp", 2;
if (questprogress(4269) == 2) {
mes "[Kafra Guide Trainer]";
mes "Welcome, Kafra service is always close to your heart";
next;
mes "[Kafra Guide Trainer]";
mes "For those who are using the Kafra service for the first time.";
mes "Kafra service offers thorough information rundown~!";
next;
while(1) {
next;
mes "[Kafra Guide Trainer]";
mes "Tell us what you would like to know";
mes "about the Kafra service~!";
next;
switch(select("Saving", "Storage Service", "Teleport Service", "Use of Pushcart Service", "Check Other Information", "Cancel")) {
case 1:
mes "[Kafra Guide Trainer]";
mes "Save service is for when you ^8B4513die in battle^000000 or use an item like ^8B4513Butterfly Wings^000000, you will be sent back to your Save Location.";
next;
mes "[Kafra Guide Trainer]";
mes "Easy to understand~?";
mes "You want to try the Save service~?";
next;
if(select("No", "Yes")) {
mes "[Kafra Guide Trainer]";
mes "Don't be afraid of it~!";
mes "Save service doesn't swallow you.";
mes "If you change your mind, you would better try it definitely~!";
} else {
mes "[Kafra Guide Trainer]";
mes "Well~ then, for now, ^8B4513Izlude Square^000000 where the Criatura Academy is located will be saved as your save point~!.";
next;
mes "[Kafra Guide Trainer]";
mes "Voila~!";
next;
mes "[Kafra Guide Trainer]";
mes "It's already done. Easy huh?";
savepoint "izlude", 128, 98;
next;
mes "[Kafra Guide Trainer]";
mes "Now, when you use a ^006400Butterfly Wing^000000, it will send you to the last saved location.";
}
break;
case 2:
mes "[Kafra Guide Trainer]";
mes "Storage service is a place where you can safely store your items.";
mes "Your items can be accessed by all characters in your account.";
next;
mes "[Kafra Guide Trainer]";
mes "To use the storage, you need to be over Novice Job Level 6 and higher.";
next;
mes "[Kafra Guide Trainer]";
mes "For a small fee, most Kafra Employees will let you open your storage.";
mes "You can even buy Kafra Cards from the Item Mall to open storage from anywhere!";
mes "Do you want to use the storage?";
next;
if(select("No", "Yes")) {
mes "[Kafra Guide Trainer]";
mes "Storage is necessary for you to survive so use it regularly.";
} else {
if (getskilllv("NV_BASIC") < 6) {
mes "[Kafra Guide Trainer]";
mes "To use the storage, you need to be raised the beginner level 6 and higher.";
} else if (countitem(Cargo_Free_Ticket) || Zeny >= 500) {
if (countitem(Cargo_Free_Ticket)) {
delitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket
} else {
Zeny -= 500;
RESRVPTS += 5;
}
mes "[Kafra Guide Trainer]";
mes "I'll open the storage~.";
mes "Thanks for using~!";
close2;
cutin "", 255;
openstorage;
end;
} else {
mes "[Kafra Guide Trainer]";
mes "Dear customer, you don't have enough money~!";
mes "You need 500 zeny to use the storage~!";
}
}
break;
case 3:
mes "[Kafra Guide Trainer]";
mes "Teleport service is a service that sends you to various locations throughout Rune Midgard.";
next;
mes "[Kafra Guide Trainer]";
mes "Different Kafra Employees have different teleport locations to send you to so you need to talk to them to find out where they're teleporting to.";
next;
mes "[Kafra Guide Trainer]";
mes "Ok, so for educational purposes I'm offering a free teleport service here at the Academy.";
mes "Why don't you try it out?~!";
next;
if(select("No", "Yes")) {
mes "[Kafra Guide Trainer]";
mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!";
mes "This is an essential service~";
mes "So, you better get used to it ok?";
break;
} else {
switch(select("Academy 1st floor Great Hall", "Academy 2nd floor Principal's Office", "Izlude southern entrance", "Use later")) {
case 1:
cutin "", 255;
warp "iz_ac01", 97, 86;
end;
case 2:
cutin "", 255;
warp "iz_ac02", 101, 36;
end;
case 3:
mes "[Kafra Guide Trainer]";
mes "This will take you to the outside of the Criatura Academy, is that ok?";
mes "If you want to come back to the academy, find the entrance to the north of Izlude.";
next;
if(select("No", "Yes")) {
mes "[Kafra Guide Trainer]";
mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!";
break;
} else {
cutin "", 255;
warp "izlude", 128, 98;
end;
}
break;
case 4:
mes "[Kafra Guide Trainer]";
mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!";
break;
}
}
break;
case 4:
mes "[Kafra Guide Trainer]";
mes "Pushcart service is used for those who have the job ^8B4513Merchant^000000.";
mes "To rent a Pushcart Merchants pay a small zeny fee and that's it.";
next;
mes "[Kafra Guide Trainer]";
mes "If you aren't a Merchant class or if you haven't learned the Cart Skill then you can't use this Kafra service.";
break;
case 5:
mes "[Kafra Guide Trainer]";
mes "Among the other services we provide, there is a Customer point service system from Kafra!";
next;
mes "[Kafra Guide Trainer]";
mes "Every time you use a Kafra Service you get Special Reserve Points~";
mes "You can use these points at the Kafra Headquarters in Aldebaran to trade for certain items.";
next;
mes "[Kafra Guide Trainer]";
mes "Here, I'll show you how many Special Reserve Points you currently have.";
next;
if(select("Check Special Reserve Points.", "Cancel") == 2) {
mes "[Kafra Guide Trainer]";
mes "Even later~~!!";
mes "Please check your accumulated customer points~!";
} else {
mes "[Kafra Guide Trainer]";
mes ""+strcharinfo(0)+", your accummulated points are "+RESRVPTS+" points.";
next;
mes "[Kafra Guide Trainer]";
mes "You can exchange your";
mes "Special Reserve Points for";
mes "rewards at the Kafra Main Office in Al De Baran. Please use our";
mes "convenient services to see the benefits of our rewards program.";
}
break;
case 6:
mes "[Kafra Guide Trainer]";
mes "Our Kafra service is doing our best to give you the best satisfaction that you deserve as a customer.";
mes "Thanks for using us.";
close2;
cutin "", 255;
end;
}
}
} else {
mes "[Kafra Guide Trainer]";
mes "First, you need to complete your^8B4513 registration^000000 at the Academy's front desk.";
mes "If you go to the first floor,";
mes "there'll be someone";
mes "to take your registration.";
close2;
cutin "", 255;
end;
}
}
iz_ac01_a,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_a 4_F_KAFRA1
iz_ac01_b,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_b 4_F_KAFRA1
iz_ac01_c,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_c 4_F_KAFRA1
iz_ac01_d,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_d 4_F_KAFRA1
iz_ac01,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01 4_F_KAFRA1
iz_ac01_a,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_a 4_F_KAFRA1
iz_ac01_b,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_b 4_F_KAFRA1
iz_ac01_c,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_c 4_F_KAFRA1
iz_ac01_d,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_d 4_F_KAFRA1
iz_ac02,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02 4_F_KAFRA1
iz_ac02_a,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_a 4_F_KAFRA1
iz_ac02_b,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_b 4_F_KAFRA1
iz_ac02_c,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_c 4_F_KAFRA1
iz_ac02_d,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_d 4_F_KAFRA1
//== Miscellaneous NPCS ====================================
//- Wedding Secretary -
// - Teaches the player about in-game Marriage & Adoption mechanics.
izlude,102,150,5 script Wedding Secretary#iz 1_F_LIBRARYGIRL,{
if (Class == Job_Novice) {
mes "[Wedding Secretary]";
mes "You are the just a beginner.";
next;
mes "[Wedding Secretary]";
mes "Everything looks new and unfamiliar, doesn't it? Isn't it all exiciting?";
next;
mes "[Wedding Secretary]";
mes "What can be a more exciting start than a marriage in your life?";
next;
} else {
mes "[Wedding Secretary]";
mes "Are you in love?";
next;
}
mes "[Wedding Secretary]";
mes "I am the Wedding Secretary sent here for those people wanting to join their lives to another.";
next;
while(1) {
mes "[Wedding Secretary]";
mes "Please ask anything you are concerned with about marriage!";
next;
switch(select("How to get married.", "Benefits of marriage", "Adoption", "Shut up!")) {
case 1:
mes "[Wedding Secretary]";
mes "Concluding the ceremony between two lovers is really the most beautiful and special event in one's life.";
next;
mes "[Wedding Secretary]";
mes "However, being together requires several procedures.";
next;
mes "[Wedding Secretary]";
mes "First, the two of you wishing to get married have to be at least base level ^0000cd45^000000 or higher, meaning you should be at the level responsible for your life and your finances.";
next;
mes "[Wedding Secretary]";
mes "Next, you need to prepare some tokens of appreciation. Men need a ^0000cdTuxedo^000000 Ladies need a ^0000cdWedding Dress^000000 and both need to have ^0000cdDiamond Ring^000000s as the symbol of everlasting love.";
next;
mes "[Wedding Secretary]";
mes "You will also need to provide a fee of ^0000cd1 million Zeny^000000.";
next;
mes "[Wedding Secretary]";
mes "Having prepared all of these things, you must create a party with just the two of you and go to the ^0000cdProntera Cathedral^000000.";
next;
mes "[Wedding Secretary]";
mes "There, another ^0000cdWedding Secretary^000000 like me is wating for you. When you speak to her, she will give more details of what to do.";
next;
mes "[Wedding Secretary]";
mes "I hope that you will meet a great fiance and enjoy a happy marriage!";
next;
break;
case 2:
mes "[Wedding Secretary]";
mes "To say the least, the benefit of marriage is being together forever!";
next;
mes "[Wedding Secretary]";
mes "After the wedding ceremony, you can enjoy a sweet honeymoon at the ^0000cdJawaii^000000 resort only for you.";
next;
mes "[Wedding Secretary]";
mes "And, upon marriage you will both get a ^0000cd special skill^000000.";
next;
mes "[Wedding Secretary]";
mes "Two of these skills are called ^0000cdLoving Touch^000000 and ^0000cdUndying Love^000000 which are used to sacrifice HP or SP and send it to your partner.";
next;
mes "[Wedding Secretary]";
mes "But among them, the skill called ^0000cdRomantic Rendezvous^000000 is the most romantic one, enabling you to summon your partner to you from anywhere in the world.";
next;
mes "[Wedding Secretary]";
mes "Aren't these skill great? Don't you want to get married right now?";
next;
break;
case 3:
mes "[Wedding Secretary]";
mes "Being together is wonderful but people without experience of it in the past couldn't understand the full Euphoria of being a parent.";
next;
mes "[Wedding Secretary]";
mes "Married couple can adopt other characters as their children.";
next;
mes "[Wedding Secretary]";
mes "^0000cdKids of extended jobs such as Taekwon boy/girl, Gunslinger or Ninja can't be adopted^000000.";
next;
mes "[Wedding Secretary]";
mes "And any prospecting parents need to be at least base level ^0000cd70^000000, meaning you should be at the level responsible enough to be parents.";
next;
mes "[Wedding Secretary]";
mes "Having made a family, ^0000cdaSkill to be used among the family^000000 will be earned.";
next;
mes "[Wedding Secretary]";
mes "There is another skill enables you to concrete your bond such as being able to summon your child when you miss them or not losing your earned level if you die during battle.";
next;
mes "[Wedding Secretary]";
mes "Cute charms coming from your kid is a bonus~";
next;
break;
case 4:
emotion e_omg;
mes "[Wedding Secretary]";
mes "Your mother didn't teach you right?";
mes "Mercy on you. You are ignorant of the beauty of love!!!";
close;
}
}
}
izlude_a,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_a 1_F_LIBRARYGIRL
izlude_b,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_b 1_F_LIBRARYGIRL
izlude_c,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_c 1_F_LIBRARYGIRL
izlude_d,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_d 1_F_LIBRARYGIRL
//- Mom -
izlude,95,146,5 script Mom#iz 4_F_CAVE1,{
mes "[Mom]";
mes "Honey~~~";
next;
mes "[Dad]";
mes "Yep~~";
next;
mes "[Mom]";
mes "Did you see Etinifni playing at the backyard?";
next;
mes "[Dad]";
mes "Nope~~";
next;
emotion e_an;
mes "[Mom]";
mes "He's out again? Never stays in the house!! Shall I use it?";
next;
mes "[Dad]";
mes "Leave him alone~ He may be playing somewhere.";
next;
emotion e_an;
mes "[Mom]";
mes "You spoil him too much!";
next;
mes "[Mom]";
mes "^0000cd[Come to me, honey~]^000000";
next;
enablenpc "Etinifni#"+strnpcinfo(2);
specialeffect EF_PORTAL, AREA, "Etinifni#"+strnpcinfo(2);
mes "[Etinifni]";
mes "What's up? Where am I?";
next;
mes "[Mom]";
mes "Here!";
next;
emotion e_ag, 0, "Etinifni#"+strnpcinfo(2);
mes "[Etinifni]";
mes "Ah... Again!! I have been out hunting Orcs.";
next;
mes "[Mom]";
mes "I told you stop hunting! Go and buy us milk!";
next;
mes "[Etinifni]";
mes "Why am I just your errand boy? Go, get me a brother!";
next;
mes "[Mom]";
mes "What? This moron?!";
next;
emotion e_sigh, 0, "Etinifni#"+strnpcinfo(2);
mes "[Etinifni]";
mes "OK. I will do it.";
next;
disablenpc "Etinifni#"+strnpcinfo(2);
emotion e_sob, 0, "Dad#"+strnpcinfo(2);
mes "[Dad]";
mes "I am sorry... Dad has no power over your mom.";
close;
}
izlude_a,95,146,5 duplicate(Mom#iz) Mom#iz_a 4_F_CAVE1
izlude_b,95,146,5 duplicate(Mom#iz) Mom#iz_b 4_F_CAVE1
izlude_c,95,146,5 duplicate(Mom#iz) Mom#iz_c 4_F_CAVE1
izlude_d,95,146,5 duplicate(Mom#iz) Mom#iz_d 4_F_CAVE1
//- Dad -
izlude,97,147,3 script Dad#iz 1_M_JOBGUIDER,{
mes "[Dad]";
mes "Got this boy ten years ago after years of childlessness.";
next;
mes "[Dad]";
mes "He is the apple of my eyes to me, but my wife is too strict on him.";
next;
mes "[Dad]";
mes "So, I am always worrying if the only son might be spoiled.";
next;
mes "[Dad]";
mes "Maybe all parents worry?";
close;
}
izlude_a,97,147,3 duplicate(Dad#iz) Dad#iz_a 1_M_JOBGUIDER
izlude_b,97,147,3 duplicate(Dad#iz) Dad#iz_b 1_M_JOBGUIDER
izlude_c,97,147,3 duplicate(Dad#iz) Dad#iz_c 1_M_JOBGUIDER
izlude_d,97,147,3 duplicate(Dad#iz) Dad#iz_d 1_M_JOBGUIDER
//- Etinifni -
izlude,97,144,1 script Etinifni#iz 4_M_DEWBOY,{
mes "[Etinifni]";
mes "Once you have time, come to Orc Dungeon!";
close;
OnInit:
disablenpc "Etinifni#"+strnpcinfo(2);
end;
}
izlude_a,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_a 4_M_DEWBOY
izlude_b,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_b 4_M_DEWBOY
izlude_c,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_c 4_M_DEWBOY
izlude_d,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_d 4_M_DEWBOY
//- Romantic Male -
izlude,99,138,3 script Romantic Male#iz 4_M_SITDOWN,{
emotion e_ho;
mes "[Romantic Male]";
mes "Let's go~~ together hand in hand~~ Put everything aside ~~ in the dark blue night of Jawaii~~ under the stars~~";
next;
mes "[Romantic Male]";
mes "We are leaving for Jawaii-the place of our honeymoon to celebrate our 10th wedding anniversary!";
next;
emotion e_lv;
mes "[Romantic Male]";
mes "Are you lifting up our good old memories renting my wedding dress and your tuxedo!! It will strenghthen our relationship, won't it?";
next;
specialeffect EF_HEARTCASTING, AREA, "Romantic Female#"+strnpcinfo(2);
emotion e_kis, 0, "Romantic Female#"+strnpcinfo(2);
mes "[Romantic Male]";
mes "Honey~~ I love you!! Sweetheart~";
next;
emotion e_kis2;
mes "[Romantic Male]";
mes "No!! I love you more than you do!!";
close;
}
izlude_a,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_a 4_M_SITDOWN
izlude_b,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_b 4_M_SITDOWN
izlude_c,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_c 4_M_SITDOWN
izlude_d,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_d 4_M_SITDOWN
//- Romantic Female -
izlude,97,138,5 script Romantic Female#iz 4_F_SITDOWN,{
mes "[Romantic Female]";
mes "Shout like this when I miss you, honey!!";
next;
emotion e_lv, 0, "Romantic Female#"+strnpcinfo(2);
mes "[Romantic Female]";
mes "^0000cd[I miss you.]^000000";
next;
mes "[Romantic Female]";
mes "Then, you run towards me leaving everything behind,~ don't you?";
next;
mes "[Romantic Female]";
mes "I will definitely do as you call me!!";
next;
mes "[Romantic Female]";
mes "You are tired of sitting, aren't you?";
next;
specialeffect EF_HEARTCASTING, AREA, "Romantic Female#"+strnpcinfo(2);
emotion e_kis, 0, "Romantic Female#"+strnpcinfo(2);
mes "[Romantic Female]";
mes "My sweetheart!!! I love you!!!";
next;
mes "[Romantic Male]";
mes "Yes, thank you for sharing your SP! You are also tired, aren't you?";
next;
specialeffect EF_HEARTCASTING, AREA, "Romantic Male#"+strnpcinfo(2);
emotion e_kis2, 0, "Romantic Male#"+strnpcinfo(2);
mes "[Romantic Male]";
mes "My sweetheart!! I love you!!!";
next;
emotion e_lv, 0, "Romantic Female#"+strnpcinfo(2);
mes "[Romantic Female]";
mes "Kia~ You are Coolest!!!";
close;
}
izlude_a,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_a 4_F_SITDOWN
izlude_b,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_b 4_F_SITDOWN
izlude_c,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_c 4_F_SITDOWN
izlude_d,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_d 4_F_SITDOWN
//- Manufacturing Maniac -
izlude,93,143,3 script Manufacturing Maniac#0 FAKE_NPC,{
mes "[Manufacturing Maniac]";
mes "Hi~! I am an Alchemist.";
mes "It's one of the second jobs after Merchant.";
next;
mes "[Manufacturing Maniac]";
mes "I am making a potion.";
mes "I came to izlude to make potions at a quiet place.";
mes "I feel that quiet places help to increase the rate of success.";
mes "I am feeling good!";
close;
OnTimer30000:
.@npc_potion = rand(1,2);
if (.@npc_potion == 1) {
emotion e_no1;
specialeffect EF_PHARMACY_OK;
} else {
emotion e_omg;
specialeffect EF_PHARMACY_FAIL;
}
end;
OnTimer35000:
stopnpctimer;
OnInit:
initnpctimer;
end;
}
izlude_a,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#a 2_M_ALCHE
izlude_b,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#b 2_M_ALCHE
izlude_c,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#c 2_M_ALCHE
izlude_d,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#d 2_M_ALCHE
//- Repairing Blacksmith -
izlude,147,131,5 script Repairing Blacksmith#0 4_F_JOB_BLACKSMITH,5,7,{
mes "[Working Blacksmith]";
mes "The guy sitting over there has been staring at Wagzak. I was told that only one knife is left after losing all weapons?";
next;
mes "[Working Blacksmith]";
mes "He can use safe refining... I don't understand why he takes such risks.";
close;
OnTouch:
specialeffect EF_REPAIRWEAPON;
end;
}
izlude_a,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#a 4_F_JOB_BLACKSMITH,5,7
izlude_b,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#b 4_F_JOB_BLACKSMITH,5,7
izlude_c,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#c 4_F_JOB_BLACKSMITH,5,7
izlude_d,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#d 4_F_JOB_BLACKSMITH,5,7
//- Refining Maniac -
izlude,148,122,5 script Refining Maniac#iz 4_M_SITDOWN,{
mes "[Refining Maniac]";
mes "Shh...! Be quiet.";
mes "I am focusing on ^3131FFrefining^000000.";
next;
if(select("What is refining?", "Good luck.") == 2) {
mes "[Refining Maniac]";
mes "Come on.. Co..me on...!!";
close;
}
mes "[Refining Maniac]";
mes "Some equipment except some specific ones can be enhanced by ^3131FFrefining^000000.";
next;
mes "[Refining Maniac]";
mes "Weapons get increased ^3131FFAttack Power^000000, so the more you refine them the stronger they become.";
next;
mes "[Refining Maniac]";
mes "Each weapon level has a different refining safe point. So it's important to pay attention when refining.";
mes "If you break it you lose it.";
next;
mes "[Refining Maniac]";
mes "I'm trying to get to +10 right now... All my training is for this!";
next;
mes "[Refining Maniac]";
mes "Please ask to the owner of refining, I have a important mission +10!";
close;
}
izlude_a,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_a 4_M_SITDOWN
izlude_b,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_b 4_M_SITDOWN
izlude_c,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_c 4_M_SITDOWN
izlude_d,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_d 4_M_SITDOWN
//- Otter Samssoon -
// - Allows the player to change their hair style and color once.
iz_ac01,69,36,3 script Otter Samssoon#ac 4W_SAILOR,{
mes "[Otter Samssoon]";
mes "Welcome~";
mes "I am Samssoon~! I am a royal hair designer otter sent to academy.";
next;
mes "[Otter Samssoon]";
mes "If you take ^ff0000Criatura Hair Coupon^000000, they change your hairstyle for free! So do not miss this ^ff0000once in a lifetime^000000 chance~";
next;
switch(select("Read style book.", "Change hair style.", "How to get a coupon", "Stop.")) {
case 1:
mes "[Otter Samssoon]";
mes "Oh my~ I am sure any hair style will suit you! You really have a good style~";
mes "There are many styles so pick ^ff0000from page 1 to 19^000000.";
mes "If you want to stop, say 0.";
next;
input .@style;
if(.@style > 19) {
mes "[Otter Samssoon]";
mes "Oh my!!? Honey~ You can use a coupon for the hair style in here~";
close;
} else if(!.@style) {
mes "[Otter Samssoon]";
mes "Did you decide? Which style??";
mes "I want to touch your hair with my hands~ Honey~";
close;
} else {
callsub L_cutin, .@style;
mes "[Otter Samssoon]";
switch(.@style) {
case 1:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Play Dead' cut?";
mes "This looks neat and relaxed.. So popular style.";
} else {
mes "Oh my!!? 'First Aid' cut?";
mes "This is and adorable style.";
mes "I guess it looks good on you too!!";
}
break;
case 2:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Two Handed Sword Mastery' cut?";
mes "You... You know the famous D..? He has exactly the same style!";
} else {
mes "Oh my!!? 'Bash' cut?";
mes "This style gives strong curls on both side hair.";
}
break;
case 3:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Napalm Beat' cut?";
mes "It has well arranges hair line that makes feel charisma.";
} else {
mes "Oh my!!? 'Frost Diver' cut?";
mes "It is mysterious style that gives cold and warm feeling at the same time.";
}
break;
case 4:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Double Strafe' cut?";
mes "Natural hair is shaking by wind.. Clean and good feeling.";
} else {
mes "Oh my!!? 'Arrow Shower' cut?";
mes "Cool and nice shaggy cut makes good style.";
}
break;
case 5:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Angelus' cut?";
mes "Calm and piety feeling.. Not boring style.";
} else {
mes "Oh my!!? 'Heal' cut?";
mes "Feminine style give healing feeling.";
}
break;
case 6:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Push Cart' cut?";
mes "Big Kar is motivated for this style with a romance of a man.";
} else {
mes "Oh my!!? 'Vending' cut?";
mes "Royal ladies like this style. Make good money style.";
}
break;
case 7:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Envenom' cut?";
mes "Tough style makes addicted.";
} else {
mes "Oh my!!? 'Double Attack' cut?";
mes "Whoever will dash twice for this style.";
mes "Ponytail is important.";
}
break;
case 8:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Bowling Bash' cut?";
mes "This style makes a nice guy to challenge.";
mes "Just a giving a glance can steal the heart.";
} else {
mes "Oh my!!? 'Gloria' cut?";
mes "This style is ultimately gorgeous and graceful.";
}
break;
case 9:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Venom Dust' cut?";
mes "This style has special ending line that looks fatal.";
} else {
mes "Oh my!!? 'SP Recovery' cut?";
mes "This style has neat cutting that inspires.";
}
break;
case 10:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Turn Undead' cut?";
mes "This style is like a cold city man who is strong enough to kill a monster.";
} else {
mes "Oh my!!? 'Prepare Potion' cut?";
mes "This style has a liquid medicine motive so it makes feel cure.";
}
break;
case 11:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Dragonology' cut?";
mes "This style is intelligent style of mysterious dragon.";
} else {
mes "Oh my!!? 'Grand Cross' cut?";
mes "Well trimmed hair cut line gives trust.";
}
break;
case 12:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Mace Mastery' cut?";
mes "Look fresh and look neat with wax treatment.";
} else {
mes "Oh my!!? 'Intimidate' cut?";
mes "This style is very familiar.";
}
break;
case 13:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Thunder Storm' cut?";
mes "This style has natural attractive perm which is like hitting by thunder storm.";
} else {
mes "Oh my!!? 'Spiritual Sphere";
mes "Calm and a little bit looks like a boy cut draw attention.";
}
break;
case 14:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Encore' cut?";
mes "Rocker's favorite style.. Even the name itself..";
} else {
mes "Oh my!!? 'Gypsy's Kiss' cut?";
mes "The hair.. Kind to everyone.. Neat and round hair line is very soft and charming.";
}
break;
case 15:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Grimtooth' cut?";
mes "The style with edge.";
} else {
mes "Oh my!!? 'Counter Attack' cut?";
mes "It is the style that looks cold and arrogant. Hard to talk to..";
mes "But might be nice to boyfriend..?";
}
break;
case 16:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Blitz Beat' cut?";
mes "It is the style my senior invented after he broke up with his girlfriends 5 times.";
} else {
mes "Oh my!!? 'Anke Snare' cut?";
mes "It is killing style.. No one can take eyes off!";
}
break;
case 17:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Find Ore' cut?";
mes "This style seems to bring encounter or find unexpected things while walking on the street.";
} else {
mes "Oh my!!? 'Hammer Fall' cut?";
mes "Stunning hair with attraction.";
}
break;
case 18:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Fire Pillar' cut?";
mes "Everyone used to have this hair style.. Which means that was a trend of an era.";
} else {
mes "Oh my!!? 'Jupitel Thunder'";
mes "Fresh style by giving light waves on both side hairs.";
}
break;
case 19:
if (Sex == SEX_MALE) {
mes "Oh my!!? 'Guillotine Fist'";
mes "It is like one-shot style.. Like a real man. Right?";
} else {
mes "Oh my!!? 'Whirlwind' cut?";
mes "It is cool style which flows with wind. Lah, lah, lah, lah ~";
}
break;
}
close2;
cutin "", 255;
end;
}
close;
case 2:
if(!countitem(Criatura_Hair_Coupon)) {
mes "[Otter Samssoon]";
mes "Come on.. Honey~";
mes "You should bring ^ff0000'Criatura Hair Coupon'^000000 for changing hair...";
close;
}
mes "[Otter Samssoon]";
mes "Honey~ What style do you want?";
mes "You are totally my style. So I am very excited~~";
mes "Pick the style from page 1 to 19.";
next;
input .@style;
if(.@style > 19) {
mes "[Otter Samssoon]";
mes "Come on.. Honey~ You can use a coupon for the hair style in here~";
close;
} else if(!.@style) {
mes "[Otter Samssoon]";
mes "Oh my!!? You do not want to?";
close;
} else if(getlook(1) == .@style) {
mes "[Otter Samssoon]";
mes "Come on.. Honey~ That is the same style you have.";
mes "Do you want to try something new?";
close;
}
callsub L_cutin, .@style;
mes "[Otter Samssoon]";
mes "Style ("+.@style+")?";
mes "It feels like this.. How is it?";
next;
if(select("Good.", "No.") == 1) {
if(!getlook(6)) {
mes "[Otter Samssoon]";
mes "Right!";
mes "Honey! What about dying hair as well?";
mes "Dying hair also included in this service.";
next;
switch(select("Passionate Red", "Sweet Yellow", "Fatal Purple", "Glamourous Orange", "Comfortable Green", "Clear Blue", "Transparent White", "Dark Black", "Stop.")) {
case 1:
.@pallete = 8;
break;
case 2:
.@pallete = 1;
break;
case 3:
.@pallete = 2;
break;
case 4:
.@pallete = 3;
break;
case 5:
.@pallete = 4;
break;
case 6:
.@pallete = 5;
break;
case 7:
.@pallete = 6;
break;
case 8:
.@pallete = 7;
break;
case 9:
mes "[Otter Samssoon]";
mes "No?";
mes "Do you need more time? If you want to keep the same color, then select the same one.";
close2;
cutin "", 255;
end;
}
}
nude;
mes "[Otter Samssoon]";
mes "Relax, it is almost done~";
next;
mes "[Otter Samssoon]";
mes "- Sha sha shak shak shak -";
mes "- Chikak, crack, crack.. -";
mes "- Snap, snap, snap.. Crack -";
next;
delitem Criatura_Hair_Coupon, 1; // Criatura_Hair_Coupon
cutin "", 255;
mes "[Otter Samssoon]";
mes "Oh my! Oh my! Oh my!";
mes "This hair style no.("+.@style+") suits to you looks good~";
mes "What do you think?";
setlook 1, .@style;
setlook 6, .@pallete;
next;
mes "[Otter Samssoon]";
mes "I want to take care of your style..";
mes "But I have no choice to select customers because I belong to here.";
next;
mes "[Otter Samssoon]";
mes "For changing to new style, ^ff0000Alberta or Lighthalzen^000000.";
mes "For dying hair, ^ff0000Prontera or Lighthalzen^000000.";
close;
}
mes "[Otter Samssoon]";
mes "Honey~ You don't like it?";
mes "Ahem.. Do you want to read style book again?";
mes "Take your time and tell me when you decide~ Okay?~";
close;
case 3:
mes "[Otter Samssoon]";
mes "You can receive ^ff0000criatura hair coupon^000000 from ^ff0000academy receptionist for novice at academy front desk or eden group^000000";
next;
mes "[Otter Samssoon]";
mes "They don't give you for free.. Well..";
mes "The equipment you had received when you arrived at academy?";
mes "They change ^ff0000egg shell for novice^000000 to coupon?";
next;
mes "[Otter Samssoon]";
mes "This service has started since I came here. So.. No free service if you have no coupon~";
close;
case 4:
mes "[Otter Samssoon]";
mes "Oh my!!? Honey, you are not going to change hair?";
mes "You look nice now rough style.";
close;
}
L_cutin:
if (Sex == SEX_MALE) {
if(getarg(0) < 10)
cutin "hair_m_0"+getarg(0),4;
else
cutin "hair_m_"+getarg(0),4;
} else {
if(getarg(0) < 10)
cutin "hair_f_0"+getarg(0),4;
else
cutin "hair_f_"+getarg(0),4;
}
return;
}
iz_ac01_a,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_a 4W_SAILOR
iz_ac01_b,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_b 4W_SAILOR
iz_ac01_c,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_c 4W_SAILOR
iz_ac01_d,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_d 4W_SAILOR
//- Lady -
iz_ac01,138,69,3 script Lady#ac 1_F_ORIENT_02,{
mes "[Lady]";
mes "^3377FF Is the east window enlightened? Pecopeco is singing.^000000";
next;
mes "[Lady]";
mes "^3377FF Haven't the kids feeding Picky awaken yet?^000000";
next;
mes "[Lady]";
mes "^3377FF When are you going to Morocc over the dessert?^000000";
next;
mes "[Lady]";
mes "... Anonymous...";
next;
mes "[Lady]";
mes "You have a pretty name... Anonymous... I am attacted by your work.";
emotion e_lv;
close;
}
iz_ac01_a,138,69,3 duplicate(Lady#ac) Lady#ac_a 1_F_ORIENT_02
iz_ac01_b,138,69,3 duplicate(Lady#ac) Lady#ac_b 1_F_ORIENT_02
iz_ac01_c,138,69,3 duplicate(Lady#ac) Lady#ac_c 1_F_ORIENT_02
iz_ac01_d,138,69,3 duplicate(Lady#ac) Lady#ac_d 1_F_ORIENT_02
//- Eclaire -
iz_ac01,149,46,3 script Eclaire#ac 4_F_KAFRA7,{
mes "[Eclaire]";
mes "Cooking is caring!";
close;
}
iz_ac01_a,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_a 4_F_KAFRA7
iz_ac01_b,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_b 4_F_KAFRA7
iz_ac01_c,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_c 4_F_KAFRA7
iz_ac01_d,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_d 4_F_KAFRA7
//- Mille Feuille -
iz_ac01,150,50,3 script Mille Feuille#ac 4_F_KAFRA8,{
emotion e_lv;
mes "[Mille Feuille]";
mes "Ahh. Hey is Sir. Orleons doing well?";
close;
}
iz_ac01_a,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_a 4_F_KAFRA8
iz_ac01_b,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_b 4_F_KAFRA8
iz_ac01_c,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_c 4_F_KAFRA8
iz_ac01_d,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_d 4_F_KAFRA8
//- Chef -
iz_ac01,160,50,3 script Chef#ac 4_F_GODEMOM,{
mes "[Chef]";
mes "Are you the new Criatura trainee?";
mes "Then go look for Dacquoise.";
next;
mes "[Chef]";
mes "I also learned from Sir. Charles Orleans.";
mes "Everyone became happy from eating my meals.";
next;
mes "[Chef]";
mes "Now it is my pleasure to feed the newbies of the Academy....";
close;
}
iz_ac01_a,160,50,3 duplicate(Chef#ac) Chef#ac_a 4_F_GODEMOM
iz_ac01_b,160,50,3 duplicate(Chef#ac) Chef#ac_b 4_F_GODEMOM
iz_ac01_c,160,50,3 duplicate(Chef#ac) Chef#ac_c 4_F_GODEMOM
iz_ac01_d,160,50,3 duplicate(Chef#ac) Chef#ac_d 4_F_GODEMOM
//- Hungry Trainee -
iz_ac01,159,32,3 script Hungry Trainee#ac 4_M_SIT_NOVICE,{
mes "[Hungry Trainee]";
mes "Wonder when my order will get taken... it's already been an hour...";
mes "Look at the helpers lingering on the side...";
next;
emotion e_an, 0, "Scholarship Trainee#"+strnpcinfo(2);
mes "[Scholarship Trainee]";
mes "Ugh... this guy...";
mes "I already told you eight hundred times! It's buffet style! Ah!";
next;
mes "[Hungry Trainee]";
mes "Buffet? What's that? Can you eat it?";
mes "You look down on me because I'm from the country, don't you?";
next;
emotion e_ag;
mes "[Hungry Trainee]";
mes "Don't tell me it's not difficult to understand! Explain it to me!";
close;
}
iz_ac01_a,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_a 4_M_SIT_NOVICE
iz_ac01_b,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_b 4_M_SIT_NOVICE
iz_ac01_c,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_c 4_M_SIT_NOVICE
iz_ac01_d,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_d 4_M_SIT_NOVICE
//- Scholarship Trainee -
iz_ac01,164,36,3 script Scholarship Trainee#ac 1_F_PUBGIRL,{
mes "[Scholarship Trainee]";
mes "I've worked at many different places, but this place is the strangest.";
close;
}
iz_ac01_a,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_a 1_F_PUBGIRL
iz_ac01_b,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_b 1_F_PUBGIRL
iz_ac01_c,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_c 1_F_PUBGIRL
iz_ac01_d,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_d 1_F_PUBGIRL
//- Broke Trainee -
iz_ac01,133,34,5 script Broke Trainee#ac 4_M_SITDOWN,{
mes "[Broke Trainee]";
mes "Since the prices have risen I try to get my belly full at every chance I get.";
next;
mes "[Broke Trainee]";
mes "It's been 21 hours since I've been here.";
mes "It's a buffet so you can eat without time limit.";
next;
mes "[Broke Trainee]";
mes "Eat and digest, eat and digest, heh.";
mes "Do you want to join?";
close;
}
iz_ac01_a,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_a 4_M_SITDOWN
iz_ac01_b,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_b 4_M_SITDOWN
iz_ac01_c,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_c 4_M_SITDOWN
iz_ac01_d,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_d 4_M_SITDOWN
//- Noisy Trainee -
iz_ac02,152,79,3 script Noisy Trainee#ac 4_M_HUBOY,{
if (Class == Job_Novice) {
mes "[Noisy Trainee]";
mes "Hey, do you know about the gunslinger's own weapon?";
next;
if(select("Don't know", "Know") == 2) {
mes "[Noisy Trainee]";
mes "Cha, yeah right!";
close;
}
mes "[Noisy Trainee]";
mes "I guessed you were.";
next;
mes "[Noisy Trainee]";
mes "Gunslinger handles 5 kinds of guns and each gun has its own character.";
next;
select("What character?");
mes "[Noisy Trainee]";
mes "Hahahaha~ I am also taking the lesson, but I don't know the details as I haven't become a gunslinger.";
next;
mes "[Noisy Trainee]";
mes "I heard that as it was a dangerous weapon they don't let us use them yet!";
close;
} else if (Class == Job_Gunslinger) {
mes "[Noisy Trainee]";
mes "Oh Mr. gunslinger!! Nice.";
close;
} else {
mes "[Noisy Trainee]";
mes "What? Why did you take the other job rather than being a nice gunslinger?";
close;
}
}
iz_ac02_a,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_a 4_M_HUBOY
iz_ac02_b,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_b 4_M_HUBOY
iz_ac02_c,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_c 4_M_HUBOY
iz_ac02_d,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_d 4_M_HUBOY
//- Quiet Trainee -
iz_ac02,143,77,3 script Quite Trainee#ac 4_F_KID2,{
if (Class == Job_Novice) {
mes "[Quiet Trainee]";
switch(rand(1, 5)) {
case 1:
mes "Are you coming to take the lesson for gunslinger?";
break;
case 2:
mes "Ms. Lusa really looks pretty.";
break;
case 3:
mes "I wish to be a gunslinger, like her.";
break;
case 4:
mes "I hope I finish my lessons soon!";
break;
case 5:
mes "Learning is too difficult...";
break;
}
close;
} else if (Class == Job_Gunslinger) {
mes "[Quiet Trainee]";
mes "You are a gunslinger? You look great! I want to become a gunslinger......";
close;
} else {
mes "[Quiet Trainee]";
mes "Desperado is the bullet... Blable... Ranged attack... Physics....";
next;
mes "You can't hear her clearly because of her small voice.";
close;
}
}
iz_ac02_a,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_a 4_F_KID2
iz_ac02_b,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_b 4_F_KID2
iz_ac02_c,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_c 4_F_KID2
iz_ac02_d,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_d 4_F_KID2
//- Frightened Trainee -
iz_ac02,159,79,7 script Frightened Trainee#ac 4_F_HUGIRL,{
mes "[Frightened Trainee]";
mes "That man looks too scary.";
close;
}
iz_ac02_a,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_a 4_F_HUGIRL
iz_ac02_b,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_b 4_F_HUGIRL
iz_ac02_c,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_c 4_F_HUGIRL
iz_ac02_d,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_d 4_F_HUGIRL
//- Ragie -
// - Teaches the player about Transcendent and Third classes.
iz_ac02,149,43,3 script Ragie#ac 1_M_BARD,{
mes "[Ragie]";
mes "A sudden poetic inspiration hit me!";
next;
mes "[Ragie]";
mes "^3377FFIn the night of the Byalan Island under the moonlight, sitting alone in Izlude^000000";
next;
mes "[Ragie]";
mes "^3377FFWearing Tzurugie on my belly, in the deep anxiety,^000000";
next;
mes "[Ragie]";
mes "^3377FFHearing I made a fortune from somewhere, killing me softly.^000000";
next;
mes "[Ragie]";
mes "........";
next;
mes "[Ragie]";
mes "How about it? It is excellent, isn't it?";
next;
mes "[Ragie]";
mes "I will ^FF0000transcend ^000000 and ^FF00003rd job change^000000. Become a nice Minstrel, I can play with a famous Wanderer like Mr. Igoo.";
next;
while (1) {
switch(select("What is transcending?", "What is the 3rd job change?", "Who is Igoo?", "End Conversation")) {
case 1:
if (ADVJOB != 0) {
mes "[Ragie]";
mes "You seem to already know what it is!";
next;
} else {
mes "[Ragie]";
mes "Transcending is great. Very great.";
next;
mes "[Ragie]";
mes "Basically the 2nd job adventurer gains the base level 99 and job level 50, on then can that person transcend.";
next;
mes "[Ragie]";
mes "Once you transcend, you can go back to the base level Novice.";
next;
mes "[Ragie]";
mes "It is very hard to start your adventure again. However, there is a merit to the hardship.";
next;
mes "[Ragie]";
mes "The most important merit is to learn new skills at a new upgraded level. In my case, I could transfer to not an ordinary Bard but a Minstrel.";
next;
mes "[Ragie]";
mes "Indeed, be careful as you can only follow the way of the job you chose before transcending.";
next;
mes "[Ragie]";
mes "If you are interested in transcending, recommend you visit the Sage castle in ^FF0000Juno^000000. I may be far behind for it.";
next;
}
break;
case 2:
if (BaseLevel > 99) {
mes "[Ragie]";
mes "Oh, you know very well, don't you?";
next;
} else {
mes "[Ragie]";
mes "The 3rd job change is obviously a new job.";
next;
mes "[Ragie]";
mes "Adventurers with the 2nd job or can be transferred to the 3rd job class once gaining the base level 99 and the job level more than 50.";
next;
mes "[Ragie]";
mes "For example, a Bard like me was an Archer in the beginning. Now I became a Bard. As I am diligently adventuring, I may be able to change jobs to a third job.";
next;
mes "[Ragie]";
mes "Ah, of course, though I don't make transfer, I could be Minstrel as my final target. However, I won't compromise with the reality. Someday I will be the best Minstrel.";
next;
mes "[Ragie]";
mes "So, if you transfer, you could first be Novice and be a Bard. But someday I could be Minstrel, couldn't I?";
next;
mes "[Ragie]";
mes "Choice is always on you. Be ambitious, adventurer. Someday I will sing an encouraging song for you.";
next;
}
break;
case 3:
mes "[Ragie]";
mes "No! You don't know the most beautiful girl Wanderer Igoo in this era?";
next;
mes "[Ragie]";
mes "Haven't you heard about [Volume 1 - Lost Poring] or [Volume 2 : Poring my love]?";
next;
mes "[Ragie]";
mes "Then, have you never heard the songs like [It's a Good day for an OCA] or [Baphomet I hardly knew you]";
next;
mes "[Ragie]";
mes "A beautiful Wanderer from Comodo at the age of 20. Not only Midgard but also wherever her wandering troupe goes, a fan club follows.";
next;
mes "[Ragie]";
mes "I am ^FF0000Ragie^000000 in charge with the Rune Midgard branch head of Igoo's informal fan club! As Igoo has gone to the 2nd world, I am taking a rest for a while. But she will be back soon.";
next;
mes "[Ragie]";
mes "As I am still a low level of adventurer, I haven't followed her to the 2nd world... See! I will make great efforts and follow her everywhere.";
next;
mes "[Ragie]";
mes "Ahaa. No sweat no sweat. It is useless to tell such a story to those ignorant.";
next;
break;
case 4:
mes "[Ragie]";
mes "Ah! I happened to come up with another great poetic inspiration.. Take a memo.. Memo..";
close;
}
}
}
iz_ac02_a,149,43,3 duplicate(Ragie#ac) Ragie#ac_a 1_M_BARD
iz_ac02_b,149,43,3 duplicate(Ragie#ac) Ragie#ac_b 1_M_BARD
iz_ac02_c,149,43,3 duplicate(Ragie#ac) Ragie#ac_c 1_M_BARD
iz_ac02_d,149,43,3 duplicate(Ragie#ac) Ragie#ac_d 1_M_BARD
//- Lady Harvesting Herbs -
pay_fild08,153,83,1 script Lady Harvesting Herbs#2 1_F_ORIENT_02,{
mes "[Lady]";
mes "There is a town called Payon to the east. Taking a long way to the south, you can even reach Alberta.";
next;
mes "[Lady]";
mes "Payon is the wonderful city. There you can be transferred to an Archer or to a Taekwon. And a nice Dungeon there. If you have time, please make a visit.";
emotion e_heh;
close;
}
//- Signs -
- script ::ac_board FAKE_NPC,{
end;
}
iz_ac01,93,76,5 duplicate(ac_board) [Armory]#ac 2_BULLETIN_BOARD
iz_ac01_a,93,76,5 duplicate(ac_board) [Armory]#ac_a 2_BULLETIN_BOARD
iz_ac01_b,93,76,5 duplicate(ac_board) [Armory]#ac_b 2_BULLETIN_BOARD
iz_ac01_c,93,76,5 duplicate(ac_board) [Armory]#ac_c 2_BULLETIN_BOARD
iz_ac01_d,93,76,5 duplicate(ac_board) [Armory]#ac_d 2_BULLETIN_BOARD
iz_ac01,106,76,3 duplicate(ac_board) [Library]#ac 2_BULLETIN_BOARD
iz_ac01_a,106,76,3 duplicate(ac_board) [Library]#ac_a 2_BULLETIN_BOARD
iz_ac01_b,106,76,3 duplicate(ac_board) [Library]#ac_b 2_BULLETIN_BOARD
iz_ac01_c,106,76,3 duplicate(ac_board) [Library]#ac_c 2_BULLETIN_BOARD
iz_ac01_d,106,76,3 duplicate(ac_board) [Library]#ac_d 2_BULLETIN_BOARD
iz_ac01,106,44,3 duplicate(ac_board) [Cafeteria]#ac 2_BULLETIN_BOARD
iz_ac01_a,106,44,3 duplicate(ac_board) [Cafeteria]#ac_a 2_BULLETIN_BOARD
iz_ac01_b,106,44,3 duplicate(ac_board) [Cafeteria]#ac_b 2_BULLETIN_BOARD
iz_ac01_c,106,44,3 duplicate(ac_board) [Cafeteria]#ac_c 2_BULLETIN_BOARD
iz_ac01_d,106,44,3 duplicate(ac_board) [Cafeteria]#ac_d 2_BULLETIN_BOARD
iz_ac01,93,44,5 duplicate(ac_board) [Dispensary]#ac 2_BULLETIN_BOARD
iz_ac01_a,93,44,5 duplicate(ac_board) [Dispensary]#ac_a 2_BULLETIN_BOARD
iz_ac01_b,93,44,5 duplicate(ac_board) [Dispensary]#ac_b 2_BULLETIN_BOARD
iz_ac01_c,93,44,5 duplicate(ac_board) [Dispensary]#ac_c 2_BULLETIN_BOARD
iz_ac01_d,93,44,5 duplicate(ac_board) [Dispensary]#ac_d 2_BULLETIN_BOARD
iz_ac01,103,89,3 duplicate(ac_board) [Great Hall]#ac 2_BULLETIN_BOARD
iz_ac01_a,103,89,3 duplicate(ac_board) [Great Hall]#ac_a 2_BULLETIN_BOARD
iz_ac01_b,103,89,3 duplicate(ac_board) [Great Hall]#ac_b 2_BULLETIN_BOARD
iz_ac01_c,103,89,3 duplicate(ac_board) [Great Hall]#ac_c 2_BULLETIN_BOARD
iz_ac01_d,103,89,3 duplicate(ac_board) [Great Hall]#ac_d 2_BULLETIN_BOARD
iz_ac02,98,170,5 duplicate(ac_board) [Merchant Classroom]#2 2_BULLETIN_BOARD
iz_ac02_a,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_a 2_BULLETIN_BOARD
iz_ac02_b,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_b 2_BULLETIN_BOARD
iz_ac02_c,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_c 2_BULLETIN_BOARD
iz_ac02_d,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_d 2_BULLETIN_BOARD
iz_ac02,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2 2_BULLETIN_BOARD
iz_ac02_a,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_a 2_BULLETIN_BOARD
iz_ac02_b,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_b 2_BULLETIN_BOARD
iz_ac02_c,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_c 2_BULLETIN_BOARD
iz_ac02_d,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_d 2_BULLETIN_BOARD
iz_ac02,98,140,5 duplicate(ac_board) [Thief Classroom]#ac 2_BULLETIN_BOARD
iz_ac02_a,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_a 2_BULLETIN_BOARD
iz_ac02_b,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_b 2_BULLETIN_BOARD
iz_ac02_c,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_c 2_BULLETIN_BOARD
iz_ac02_d,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_d 2_BULLETIN_BOARD
iz_ac02,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac 2_BULLETIN_BOARD
iz_ac02_a,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_a 2_BULLETIN_BOARD
iz_ac02_b,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_b 2_BULLETIN_BOARD
iz_ac02_c,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_c 2_BULLETIN_BOARD
iz_ac02_d,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_d 2_BULLETIN_BOARD
iz_ac02,98,110,5 duplicate(ac_board) [Archer Classroom]#ac 2_BULLETIN_BOARD
iz_ac02_a,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_a 2_BULLETIN_BOARD
iz_ac02_b,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_b 2_BULLETIN_BOARD
iz_ac02_c,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_c 2_BULLETIN_BOARD
iz_ac02_d,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_d 2_BULLETIN_BOARD
iz_ac02,109,110,3 duplicate(ac_board) [Mage Classroom]#ac 2_BULLETIN_BOARD
iz_ac02_a,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_a 2_BULLETIN_BOARD
iz_ac02_b,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_b 2_BULLETIN_BOARD
iz_ac02_c,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_c 2_BULLETIN_BOARD
iz_ac02_d,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_d 2_BULLETIN_BOARD
iz_ac02,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2 2_BULLETIN_BOARD
iz_ac02_a,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_a 2_BULLETIN_BOARD
iz_ac02_b,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_b 2_BULLETIN_BOARD
iz_ac02_c,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_c 2_BULLETIN_BOARD
iz_ac02_d,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_d 2_BULLETIN_BOARD
iz_ac02,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#0 2_BULLETIN_BOARD
iz_ac02_a,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#a 2_BULLETIN_BOARD
iz_ac02_b,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#b 2_BULLETIN_BOARD
iz_ac02_c,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#c 2_BULLETIN_BOARD
iz_ac02_d,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#d 2_BULLETIN_BOARD
iz_ac02,98,50,5 duplicate(ac_board) [Swordman Classroom]#2 2_BULLETIN_BOARD
iz_ac02_a,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_a 2_BULLETIN_BOARD
iz_ac02_b,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_b 2_BULLETIN_BOARD
iz_ac02_c,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_c 2_BULLETIN_BOARD
iz_ac02_d,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_d 2_BULLETIN_BOARD
iz_ac02,109,50,3 duplicate(ac_board) [Lounge]#ac 2_BULLETIN_BOARD
iz_ac02_a,109,50,3 duplicate(ac_board) [Lounge]#ac_a 2_BULLETIN_BOARD
iz_ac02_b,109,50,3 duplicate(ac_board) [Lounge]#ac_b 2_BULLETIN_BOARD
iz_ac02_c,109,50,3 duplicate(ac_board) [Lounge]#ac_c 2_BULLETIN_BOARD
iz_ac02_d,109,50,3 duplicate(ac_board) [Lounge]#ac_d 2_BULLETIN_BOARD
iz_ac02,107,180,3 duplicate(ac_board) [Principal's Office]#a 2_BULLETIN_BOARD
iz_ac02_a,107,180,3 duplicate(ac_board) [Principal's Office]#aa 2_BULLETIN_BOARD
iz_ac02_b,107,180,3 duplicate(ac_board) [Principal's Office]#ab 2_BULLETIN_BOARD
iz_ac02_c,107,180,3 duplicate(ac_board) [Principal's Office]#ac 2_BULLETIN_BOARD
iz_ac02_d,107,180,3 duplicate(ac_board) [Principal's Office]#ad 2_BULLETIN_BOARD
//== Job NPCs ==============================================
//- Cream Puff -
// - Gives the player a personality test to determine the class they should be.
iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{
cutin "choucream_n.bmp", 2;
if (Class == Job_Novice) {
emotion e_what;
mes "[Cream Puff]";
mes "You are a novice? right?";
next;
} else {
emotion e_sigh;
mes "[Cream Puff]";
mes "Class aptitude test is nonsense for those who already have a job.";
close2;
cutin "", 255;
end;
}
mes "[Cream Puff]";
mes "You haven't decided your job yet?";
next;
if(select("No... how did you know?", "I decided.") == 2) {
cutin "choucream_d.bmp",2;
emotion e_sigh;
mes "[Cream Puff]";
mes "Have you already decided? Ok then.";
next;
mes "[Cream Puff]";
mes "I wanted you to take the Class aptitude test for fun...";
close2;
cutin "", 255;
end;
}
cutin "choucream_e.bmp",2;
emotion e_flash;
mes "[Cream Puff]";
mes "Oh, that is good.";
mes "What is the ^0000FFClass aptitude test^000000.";
mes "I have one book left. Do you want to try? I won't say it will be help for sure but it will be fun.";
next;
while(1) {
switch(select("Class aptitude test?", "Take the Class aptitude test.", "stop.")) {
case 1:
cutin "choucream_n.bmp",2;
mes "[Cream Puff]";
mes "The Class aptitude test is a test for recommending jobs by reviewing your personality and capability with the answers.";
next;
mes "[Cream Puff]";
mes "It has 3 types of test and each one give 30 minutes to finish.";
next;
emotion e_what;
mes "[Cream Puff]";
mes "If you have free time and have not decided your job... how about taking this test?";
next;
continue;
case 2:
break;
case 3:
cutin "choucream_d.bmp",2;
emotion e_pif;
mes "[Cream Puff]";
mes "All right. Good bye.";
close2;
cutin "", 255;
end;
}
break;
}
cutin "choucream_e.bmp",2;
mes "[Cream Puff]";
mes "Shall we start?";
next;
mes "[Cream Puff]";
mes "The first type of question is about taking an action for a given situation.";
next;
mes "In the middle of the dark, you're walking on the street of Prontera when suddenly you hear someone scream.";
next;
mes "'Aaaahh!! Don't hurt me ~'";
next;
mes "You run to the place and see someone surrounded by punks. Because of your sudden appearace, the punks are surprised.";
next;
mes "What would be your reaction to this situation?";
next;
switch(select("Fight against the punks", "Cast Magic.", "Call for Guards.", "Throw rocks at them.")) {
case 1:
.@question_01$ = "You subdue them easily.";
.@swordman_p = .@swordman_p + 1;
.@taekwon_p = .@taekwon_p + 1;
.@ninja_p = .@ninja_p + 1;
break;
case 2:
.@question_01$ = "You cast a spell on them.";
.@magician_p = .@magician_p + 1;
break;
case 3:
.@question_01$ = "You call for help and Guards come to your aid.";
.@acolyte_p = .@acolyte_p + 1;
break;
case 4:
.@question_01$ = "You skillfully throw rocks at the punks.";
.@archer_p = .@archer_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
break;
}
mes ""+.@question_01$+"";
next;
mes "After clear up the mess, you approach the person who was being attacked.";
mes "Do you think the person who was surrounded by punks is a man or a woman?";
next;
if(select("Man", "Woman") == 1) {
.@question_02_01$ = "he";
.@question_02_02$ = "son";
} else {
.@question_02_01$ = "she";
.@question_02_02$ = "daughter";
}
mes "The situation of encountering the gangs were like this";
next;
mes "You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family";
next;
mes "What kind of errand was he doing?";
next;
switch(select("Delivering an important object", "Deliver a small souvenir", "Deliver a message")) {
case 1:
.@swordman_p = .@swordman_p + 1;
.@archer_p = .@archer_p + 1;
.@magician_p = .@magician_p + 1;
break;
case 2:
.@thief_p = thief_p + 1;
.@taekwon_p = .@taekwon_p + 1;
break;
case 3:
.@acolyte_p = .@acolyte_p + 1;
break;
}
mes "For your bravery, "+.@question_02_01+" becomes your friend and decides to go on a trip.";
mes "Where is "+.@question_02_01+" going?";
next;
switch(select("Capital city, Prontera", "Mountain city, Payon", "Port city, Alberta", "Magic city, Geffen", "Satelite city, Izlude", "Desert city, Morocc", "Industrial city, Einbroch", "World of natural life, Amatsu", "Garden city, Hugel")) {
case 1:
.@acolyte_p = .@acolyte_p + 1;
break;
case 2:
.@taekwon_p = .@taekwon_p + 1;
break;
case 3:
.@merchant_p = .@merchant_p + 1;
break;
case 4:
.@magician_p = .@magician_p + 1;
break;
case 5:
.@swordman_p = .@swordman_p + 1;
break;
case 6:
.@thief_p = .@thief_p + 1;
break;
case 7:
.@gunslinger_p = .@gunslinger_p + 1;
break;
case 8:
.@ninja_p = .@ninja_p + 1;
break;
case 9:
.@archer_p = .@archer_p + 1;
break;
}
mes "You're having a great time. Do you feel like something will be happening or not?";
next;
if(select("Happening", "Not happening.") == 1) {
.@thief_p = .@thief_p + 1;
.@swordman_p = .@swordman_p + 1;
.@ninja_p = .@ninja_p + 1;
.@taekwon_p = .@taekwon_p + 1;
.@magician_p = .@magician_p + 1;
.@thief_p = .@thief_p + 1;
} else {
.@acolyte_p = .@acolyte_p + 1;
.@merchant_p = .@merchant_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
}
mes "[Cream Puff]";
mes "Now for the second test. Choose the best answer in your own opinion.";
next;
mes "[Cream Puff]";
mes "2nd type of question is to select a word or sentence which is closest to yourself.";
next;
switch(select("Study", "Exercise", "Service", "Violence")) {
case 1:
.@magician_p = .@magician_p + 1;
break;
case 2:
.@thief_p = .@thief_p + 1;
.@swordman_p = .@swordman_p + 1;
.@taekwon_p = .@taekwon_p + 1;
break;
case 3:
.@acolyte_p = .@acolyte_p + 1;
break;
case 4:
.@thief_p = .@thief_p + 1;
.@ninja_p = .@ninja_p + 1;
break;
}
if(select("Change", "Preservation") == 1) {
.@magician_p = .@magician_p + 1;
} else {
.@acolyte_p = .@acolyte_p + 1;
}
switch(select("Consumer", "Seller", "Producer")) {
case 1:
.@swordman_p = .@swordman_p + 1;
.@thief_p = .@thief_p + 1;
.@acolyte_p = .@acolyte_p + 1;
.@archer_p = .@archer_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
break;
case 2:
.@merchant_p = .@merchant_p + 1;
break;
case 3:
.@magician_p = .@magician_p + 1;
break;
}
if(select("Speedy", "Cautious") == 1) {
.@thief_p = .@thief_p + 1;
.@ninja_p = .@ninja_p + 1;
} else {
.@archer_p = .@archer_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
}
if(select("Theory", "Experience") == 1) {
.@magician_p = .@magician_p + 1;
} else {
.@swordman_p = .@swordman_p + 1;
.@taekwon_p = .@taekwon_p + 1;
}
mes "[Cream Puff]";
mes "2nd type of question is done. It was simple. Right ? Let's move to next.";
next;
mes "[Cream Puff]";
mes "Now for the third test. Please choose (Yes) or (No) to each question.";
next;
mes "Do you always pick up money that you find on the ground?";
next;
if(select("Yes", "No") == 1) {
.@merchant_p = .@merchant_p + 1;
.@ninja_p = .@ninja_p + 1;
} else {
.@acolyte_p = .@acolyte_p + 1;
}
mes "If you had the same name as someone of the opposite sex, would that make you less attracted to them?";
next;
if(select("Yes", "No") == 1) {
.@ninja_p = .@ninja_p + 1;
.@archer_p = .@archer_p + 1;
} else {
.@acolyte_p = .@acolyte_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
}
mes "Do you like to be able to carry a lot of items at once?";
next;
if(select("Yes", "No") == 1) {
.@swordman_p = .@swordman_p + 1;
.@merchant_p = .@merchant_p + 1;
} else {
.@magician_p = .@magician_p + 1;
.@taekwon_p = .@taekwon_p + 1;
}
mes "Do you like to read books?";
next;
if(select("Yes", "No") == 1) {
.@taekwon_p = .@taekwon_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
}else {
.@ninja_p = ninja_p + 1;
.@merchant_p = .@merchant_p + 1;
}
mes "You read everything in a magazine?";
next;
if(select("Yes", "No") == 1) {
.@magician_p = .@magician_p + 1;
} else {
.@archer_p = archer_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
}
mes "Do you take the time to worry about what you are wearing?";
next;
if(select("Yes", "No") == 1) {
.@merchant_p = .@merchant_p + 1;
.@ninja_p = .@ninja_p + 1;
} else {
.@swordman_p = .@swordman_p + 1;
.@thief_p = .@thief_p + 1;
}
mes "Do you tell others what kind of fancy foods you've eaten recently?";
next;
if(select("Yes", "No") == 1) {
.@thief_p = .@thief_p + 1;
.@swordman_p = .@swordman_p + 1;
} else {
.@acolyte_p = .@acolyte_p + 1;
.@taekwon_p = .@taekwon_p + 1;
}
mes "Do you write things down in a notebook often?";
next;
if(select("Yes", "No") == 1) {
.@magician_p = .@magician_p + 1;
.@merchant_p = .@merchant_p + 1;
} else {
.@thief_p = .@thief_p + 1;
.@archer_p = .@archer_p + 1;
}
mes "Do you consider yourself attractive?";
next;
if(select("Yes", "No") == 1) {
.@ninja_p = .@ninja_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
} else {
.@acolyte_p = .@acolyte_p + 1;
.@swordman_p = .@swordman_p + 1;
}
mes "Do you like to be in areas where a lot of people gather?";
next;
if(select("Yes", "No") == 1) {
.@acolyte_p = .@acolyte_p + 1;
.@swordman_p = .@swordman_p + 1;
} else {
.@archer_p = .@archer_p + 1;
.@ninja_p = .@ninja_p + 1;
}
mes "Do you like the idea of living a single life?";
next;
if(select("Yes", "No") == 1) {
.@thief_p = .@thief_p + 1;
.@ninja_p = .@ninja_p + 1;
} else {
.@acolyte_p = .@acolyte_p + 1;
}
mes "Do you like to keep your distance from others?";
next;
if(select("Yes", "No") == 1) {
.@gunslinger_p = .@gunslinger_p + 1;
.@archer_p = .@archer_p + 1;
} else {
.@taekwon_p = .@taekwon_p + 1;
}
mes "Do you think that having a good hiding space is important in battle?";
next;
if(select("Yes", "No") == 1) {
.@magician_p = .@magician_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
.@archer_p = .@archer_p + 1;
} else {
.@taekwon_p = .@taekwon_p + 1;
.@magician_p = .@magician_p + 1;
}
mes "Would you defend your friend even if you knew they were wrong?";
next;
if(select("Yes", "No") == 1) {
.@swordman_p = .@swordman_p + 1;
} else {
.@thief_p = .@thief_p + 1;
.@ninja_p = .@ninja_p + 1;
}
mes "Would you try to convince an enemy not to fight you with logic?";
next;
if(select("Yes", "No") == 1) {
.@archer_p = .@archer_p + 1;
.@merchant_p = .@merchant_p + 1;
} else {
.@acolyte_p = .@acolyte_p + 1;
.@archer_p = .@archer_p + 1;
}
mes "Can you sit still in the same place for a long time?";
next;
if(select("Yes", "No") == 1) {
.@taekwon_p = .@taekwon_p + 1;
.@thief_p = .@thief_p + 1;
} else {
.@archer_p = .@archer_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
}
mes "Do you think that you can take a punch straight to the gut from an Orc?";
next;
if(select("Yes", "No") == 1) {
.@swordman_p = .@swordman_p + 1;
.@merchant_p = .@merchant_p + 1;
} else {
.@magician_p = .@magician_p + 1;
.@thief_p = .@thief_p + 1;
}
mes "Do you make up nicknames for your friends?";
next;
if(select("Yes", "No") == 1) {
.@gunslinger_p = .@gunslinger_p + 1;
.@archer_p = .@archer_p + 1;
} else {
.@acolyte_p = .@acolyte_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
}
mes "Do you always have a plan B for various situations?";
next;
if(select("Yes", "No") == 1) {
.@thief_p = .@thief_p + 1;
.@gunslinger_p = .@gunslinger_p + 1;
} else {
.@gunslinger_p = .@gunslinger_p + 1;
.@merchant_p = .@merchant_p + 1;
}
mes "I think about something else while talking to others.";
next;
if(select("Yes", "No") == 1) {
.@magician_p = .@agician_p + 1;
} else {
.@ninja_p = .@ninja_p + 1;
.@archer_p = .@archer_p + 1;
}
mes "[Cream Puff]";
mes "Class aptitude test is finished with 1,2 and 3rd test. Please wait for a moment.";
next;
cutin "choucream_d.bmp",2;
mes "[Cream Puff]";
mes "It requires to manually calculate as you know.";
next;
setarray .@points[0],.@swordman_p,.@magician_p,.@archer_p,.@merchant_p,.@thief_p,.@acolyte_p,.@taekwon_p,.@gunslinger_p,.@ninja_p;
.@max = .@points[0];
for(.@i = 1; .@i < 9; .@i = .@i+1) {
if(.@points[.@i] >= .@max) {
.@max = .@points[.@i];
.@ele = .@i;
}
}
set .@who_job, .@ele + 1;
mes "[Cream Puff]";
mes "All right!!!! It's done!!!!!!!!";
next;
cutin "choucream_e.bmp", 2;
mes "[Cream Puff]";
mes "Finished calculating. Math is always difficult.";
next;
mes "[Cream Puff]";
mes "According to the Class aptitude test!";
next;
mes "[Cream Puff]";
if (.@who_job == 1) {
.@job_name$ = "Swordman";
mes "The one who wants to be a hero with stong belief and wants to influence on the world.";
next;
mes "[Cream Puff]";
mes "The one who wants to protect the weak.";
} else if (.@who_job == 2) {
.@job_name$ = "Mage";
mes "The one who is curious about knowing everything and independently work alone.";
next;
mes "[Cream Puff]";
mes "the one who has good judgement, not out-going, analyzing and insightful and likes to observe...";
} else if (.@who_job == 3) {
.@job_name$ = "Archer";
mes "The one who is romantic and understands the feeling of others and tries to be understood by others as well.";
next;
mes "[Cream Puff]";
mes "The one who wants to spend time finding out who they are.";
} else if (.@who_job == 4) {
.@job_name$ = "Merchant";
mes "the one who is good at reading the mind of others and is decisive.";
next;
mes "[Cream Puff]";
mes "the one who is strongly interested in achieving and target-driving and responsible.";
} else if (.@who_job == 5) {
.@job_name$ = "Thief";
mes "The one who wants to have fun is optimistic who loves adventure.";
next;
mes "[Cream Puff]";
mes "The one who wants to find out something exciting and wants to donate to the world in his own way.";
} else if (.@who_job == 6) {
.@job_name$ = "Acolyte";
mes "The one who has a great heart to help others and understand.";
next;
mes "[Cream Puff]";
mes "The one who wants to be loved and wants to care for others.";
} else if (.@who_job == 7) {
.@job_name$ = "Taekwon boy/girl";
mes "the one who has sound mind from right training.";
next;
mes "[Cream Puff]";
mes "The one who tries hard everyday with certain belief and tries to make people understand.";
} else if (.@who_job == 8) {
.@job_name$ = "Gunslinger";
mes "The one who is called as a justice giver but also gives chaos and fear.";
next;
mes "[Cream Puff]";
mes "The one who tries to balance between justice and chaos.";
} else if (.@who_job == 9) {
.@job_name$ = "Ninja";
mes "The one who does not want to get attention.";
next;
mes "[Cream Puff]";
mes "and who is persistant without giving up until reaching the target.";
} else {
mes "An error occurred.";
close2;
cutin "", 255;
end;
}
next;
emotion e_no1;
mes "[Cream Puff]";
mes "^8014EB"+.@job_name$+"^000000 is a good matching job for you.";
next;
cutin "choucream_n.bmp", 2;
mes "[Cream Puff]";
mes "Hmm, it says.";
next;
mes "[Cream Puff]";
mes "You do not have to choose the job from Class aptitude test. That is only just for fun.";
next;
emotion e_what;
mes "[Cream Puff]";
mes "If you want, I will send it to the class that was recommended by the aptitude result.";
next;
if(select("Send me now.", "It's okay, I'm still deciding.") == 2) {
mes "[Cream Puff]";
mes "Ok, you know what you want I guess.";
close2;
cutin "", 255;
end;
}
mes "[Cream Puff]";
mes "Your recommended job is "+.@job_name$+". I will send you to where you can talk to that job professional.";
close2;
switch(.@who_job) {
case 1:
warp "iz_ac02",84,49;
break;
case 2:
warp "iz_ac02",123,109;
break;
case 3:
warp "iz_ac02",84,109;
break;
case 4:
warp "iz_ac02",84,169;
break;
case 5:
warp "iz_ac02",84,139;
break;
case 6:
warp "iz_ac02",122,169;
break;
case 7:
warp "iz_ac02",84,79;
break;
case 8:
warp "iz_ac02",123,79;
break;
case 9:
warp "iz_ac02",123,139;
break;
default:
warp "iz_ac02",123,49;
break;
}
cutin "", 255;
end;
}
iz_ac02_a,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_a 4_M_KID1
iz_ac02_b,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_b 4_M_KID1
iz_ac02_c,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_c 4_M_KID1
iz_ac02_d,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_d 4_M_KID1
//== Gunslinger ============================================
//- Lusa -
// - Teaches the player about Gunslinger class.
iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{
if (!checkweight(Axe, 1)) {
mes "- Quest can't be continued as your overloaded items. -";
close;
}
cutin "aca_gung_01.bmp", 2;
if (Class == Job_Novice) {
if (questprogress(4269) != 2) {
mes "[Lusa]";
mes "Oh! I am sorry but in order to take the class, y'all have to register first. Ya come back here after registration at that there counter on the 1st floor, ya hear?";
close2;
// ConsumeSpecialItem Inspector_Certificate_
cutin "", 255;
end;
}
.@has_manual = 0;
setarray .@manuals[0],2819,2820,2821,2822,2823,2824,2942,2941,2940;
for (.@i = 0; .@i < 9; .@i++) {
if (isequippedcnt(.@manuals[.@i]))
.@has_manual = 1;
}
for (.@i = 0; .@i < 9; .@i++) {
if (countitem(.@manuals[.@i]))
.@has_manual = 1;
}
emotion e_awsm;
mes "[Lusa]";
mes "Gosh Darnit! You are cuter then a piglet! Are ya trying ta learn to be a ^ff0000Gunslinger^000000?";
next;
if (.@has_manual == 1) {
.@menu$ = "What is a Gunslinger?:Can I try out the skills?:Becoming a Gunslinger?:How can I try out the skills?:Cancel";
} else {
.@menu$ = "What is a Gunslinger?:Can I try out the skills?:Becoming a Gunslinger?::Cancel";
}
switch(select(.@menu$)) {
case 1:
emotion e_lv;
mes "[Lusa]";
mes "You're so cute! A ^ff0000Gunslinger^000000 who has true grit wield his weapons bringing justice in these wild times.";
next;
mes "[Lusa]";
if (Sex == SEX_MALE)
mes "Ya, know you remind me of my little brother, that varmint couldn't shoot the broadside of a barn.. at least not until I taught him.";
else
mes "Ya, know you remind me of my little sister, that scamp couldn't shoot the broadside of barn.. At least not until I taught her.";
next;
mes "[Lusa]";
mes "Now y'all need to understand, guns aren't some little thing that you just swing at an animal, you don't wiggle those there fingers and shock them to death.";
next;
mes "[Lusa]";
mes "No! You shoot things, which means ya need to aim straight. This takes alot of ^ff0000dexterity^000000 on the part of the gunslinger.";
next;
mes "[Lusa]";
mes "Now before ya go running off shooting dem guns in the air, all high fallootin and dancing around. Ya need to understand that this isn't an easy job!";
next;
mes "[Lusa]";
mes "Bullets cost zeny so you need to be sure that everything you shoot is worth the price! We attack at range so that nasty cur with the pig sticker doesn't rustle your jimmies!";
next;
mes "[Lusa]";
mes "Y'all understand?";
next;
while(1) {
switch(select("Ranged attack?", "Why is ammo expensive?", "Job Change Test?", "Yes~!!")) {
case 1:
mes "[Lusa]";
mes "Those low tech barbarians need both Strength and Dexterity in order to fight properly. This isn't true for gunslingers.";
next;
mes "[Lusa]";
mes "Why our dexterity influences both attack power and accuracy! Remember, Talk slowly but think quickly!";
next;
break;
case 2:
cutin "aca_gung_02.bmp", 2;
mes "[Lusa]";
mes "Do y'all see lots of factories around here? Mines? Alchemical labs? All these things take zeny to run and thats how they fund it!";
next;
break;
case 3:
mes "[Lusa]";
mes "Some other jobs may think it is safe enough to hand any yonkle the strength to seriously hurt someone.";
next;
mes "[Lusa]";
mes "But we have to see that you have grit! Remember, fast is good but accurate is better.";
next;
break;
case 4:
break;
}
cutin "aca_gung_01.bmp", 2;
break;
}
mes "[Lusa]";
mes "Y'all can come back now if you gets any more questions.";
close2;
//ConsumeSpecialItem Inspector_Certificate_
cutin "", 255;
end;
case 2:
mes "[Lusa]";
mes "They tell me Criatura Academy is for the novices not yet decided what job to take.";
next;
mes "[Lusa]";
mes "They hired me, gun and all, to show you how to be a gunslinger!";
next;
mes "[Lusa]";
mes "Would you like me to show you how?";
next;
if(select("Yes mam!", "No, thanks.") == 2) {
mes "[Lusa]";
mes "Hrmm, you didn't look like you had the grit any how.";
close2;
//ConsumeSpecialItem Inspector_Certificate_
cutin "", 255;
end;
}
mes "[Lusa]";
if (.@has_manual == 1) {
mes "Hey! What kind of con is this?! You already had a manual!";
} else {
getitem Gunslinger_Manual, 1; // Gunslinger_Manual
mes "Here take this manual, I ain't too good at that there book learnin' but I can answer your questions.";
}
next;
mes "[Lusa]";
mes "If you need the battle training, visit <NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>.";
close2;
//ConsumeSpecialItem Inspector_Certificate_
cutin "", 255;
end;
case 3:
if (Upper == 2) {
emotion e_slur;
mes "[Lusa]";
mes "Oh, sorry! Children cannot become Gunslingers!";
next;
mes "[Lusa]";
mes "Perhaps you should talk to your parents about other professions.";
close2;
// ConsumeSpecialItem Inspector_Certificate_
cutin "", 255;
end;
}
mes "[Lusa]";
mes "Are you going to learn to shoot as a gunslinger?";
next;
if (JobLevel < 10) {
mes "[Lusa]";
mes "Wooo doggy! You aren't ready for the big city yet!";
next;
mes "[Lusa]";
mes "Get to ^ff0000Job Level: ^0000ff10^000000 and come back here and I will help ya!";
close2;
//ConsumeSpecialItem Inspector_Certificate_
cutin "", 255;
end;
} else {
mes "[Lusa]";
mes "Y'all ready to take the test to become a gunslinger?";
next;
}
if(select("Wait a moment.", "Send me.") == 1) {
cutin "aca_gung_02.bmp", 2;
mes "[Lusa]";
mes "When ya are ready, come to me!";
close2;
cutin "", 255;
end;
}
mes "[Lusa]";
mes "Okay then, you should find a^ff0000 Mr. Master Miller^000000 and ask him about the test.";
next;
mes "[Lusa]";
mes "Remember, if you find yourself in a hole, the first thing to do is stop digging!";
close2;
warp "que_ng", 150, 167;
end;
case 4:
mes "[Lusa]";
mes "Y'all need help with that book?";
next;
while(1) {
switch(select("How do I use this book?", "I can't find the skill.", "I don't have a gun....", "No more questions now.")) {
case 1:
mes "[Lusa]";
mes "Oh.. I think I know what the problem is,";
next;
mes "[Lusa]";
mes "Ta use the guide, first ya need to equip it. ^ff0000 To open the equipment window the Shortcut key is Alt + E.^000000";
next;
mes "[Lusa]";
mes "Sometimes I forget ta do that too! ^ff0000Drag the item from your inventory to the appropriate slot in the equipment window. Alternatively you can double click the item in inventory.^000000";
next;
break;
case 2:
mes "[Lusa]";
mes "Y'all need ta learn how to use the skill?";
next;
mes "[Lusa]";
mes "^ff0000To open the skill window use the short cut Alt + S. The skill will be located in the ETC tab.^000000";
next;
mes "[Lusa]";
mes "^ff0000You can then drag the skill to your hot bar for easy use!.^000000";
next;
mes "[Lusa]";
mes "... and thats how I learned that When in doubt, let your peco do the thinkin'.";
next;
break;
case 3:
mes "[Lusa]";
mes "Well, I don't think that you are quite ready to get a shootin iron. So the training book only shows ya skills that don't need guns.";
next;
break;
case 4:
break;
}
mes "[Lusa]";
mes "Do ya have any other questions?";
next;
}
mes "[Lusa]";
mes "If ya need more questions you can always come back ta me.";
close2;
cutin "", 255;
end;
case 5:
close2;
cutin "", 255;
end;
}
} else if (Class == Job_Gunslinger) {
if (!nov_3_guns && BaseLevel < 21) {
mes "[Lusa]";
mes "Oh! Are you just darling, a newly minted gunslinger!";
next;
mes "[Lusa]";
mes "Why your shootin iron looks shinier then a silver zeny! Do ya need anything?";
next;
if(select("Can you help me get to Einbroch?", "No, thanks.") == 1) {
mes "[Lusa]";
mes "Sure, why not? Make sure to spend some time trainin!";
next;
mes "[Lusa]";
mes "Get over there ya scamp!";
close2;
warp "que_ng", 150, 167;
end;
}
mes "[Lusa]";
mes "Oh, I am glad to hear that you are so strong!";
close2;
cutin "", 255;
end;
} else if (nov_3_guns > 0 && nov_3_guns < 7) {
mes "[Lusa]";
mes "Ah, still in basic training eh? You're not carelessly using Butterfly Wings, right?";
next;
mes "[Lusa]";
mes "Are you going to Einbroch to complete basic training?";
next;
if(select("Can you help me get to Einbroch?", "No, I have other things to do.") == 1) {
mes "[Lusa]";
mes "Sure, why not? Make sure to spend some time trainin!";
next;
mes "[Lusa]";
mes "Get over there ya scamp!";
close2;
warp "que_ng", 150, 167;
end;
}
mes "[Lusa]";
mes "Oh, is that so? If you wish to go to Einbroch but not take the Airship, come speak to me.";
mes "Because you're still training, I will send you there for free.";
close2;
cutin "", 255;
end;
} else if (nov_3_guns == 7) {
emotion e_ok;
mes "[Lusa]";
mes "Ah you're back, and now wearing lovely Gunslinger clothing! It suits you well, congratulations!";
next;
mes "[Lusa]";
mes "I just received the news from my brother regarding your achievement of completing basic training.";
next;
select("Brother?");
cutin "aca_gung_02.bmp", 2;
mes "[Lusa]";
mes "Huh? My brother did not tell you? My brother is the one in charge of Basic Training.";
next;
mes "[Lusa]";
mes "Louie and Lusa are very similar names, right?";
next;
select("I guess so...");
cutin "aca_gung_01.bmp", 2;
mes "[Lusa]";
mes "Ha ha~ Well, our relationship is not really that important.";
next;
mes "[Lusa]";
mes "I have been assigned to conduct Combat Training for the Gunslinger guild.";
next;
select("Why you?");
mes "[Lusa]";
mes "Gunslingers are very fond of freedom, so the Guild had limited choices to choose from.";
next;
cutin "aca_gung_02.bmp", 2;
mes "[Lusa]";
mes "They suddenly called me to do this. Frankly I think it's a bit absurd.";
next;
mes "[Lusa]";
mes "But on the basis of there being no previous Combat Training before, I have agreed to help.";
next;
mes "[Lusa]";
mes "So it was decided that we would use this opporunity to help get rid of some of the monsters near Prontera and Izlude.";
next;
mes "[Lusa]";
mes "It should help the people of those areas that are plagued by the same monsters every day.";
next;
mes "[Lusa]";
mes "In accordance with the principles of guilds, the Combat Training is not mandatory.";
next;
mes "[Lusa]";
mes "Once you complete a task, talk to me again to complete to process.";
next;
nov_3_guns = 8;
erasequest 5148;
mes "[Lusa]";
mes "Well that's all! If a task proves to be too difficult you can cancel at any time, so please don't worry.";
close2;
cutin "", 255;
end;
} else if (nov_3_guns == 8 && BaseLevel < 21) {
.@gun_quest_01 = questprogress(5149, HUNTING);
.@gun_quest_02 = questprogress(5150, HUNTING);
.@gun_quest_03 = questprogress(5151, HUNTING);
.@gun_quest_04 = questprogress(5152, HUNTING);
if (!.@gun_quest_01 && !.@gun_quest_02 && !.@gun_quest_03 && !.@gun_quest_04) {
mes "[Lusa]";
mes "Haven't started your basic combat training yet have you? What do you want to know about training?";
next;
switch(select("How long can I train for?", "Where do I receive tasks for training?", "Why do combat training?", "Cancel")) {
case 1:
mes "[Lusa]";
mes "Basic combat training can be performed until Base Level 20.";
next;
mes "[Lusa]";
mes "You must've thought that the training would be pretty low because this is still the beginning.";
close2;
cutin "", 255;
end;
case 2:
mes "[Lusa]";
mes "Sorry! Did I not mention this?";
next;
mes "[Lusa]";
mes "You can choose any task you wish from the requests on my desk near the entrance.";
close2;
cutin "", 255;
end;
case 3:
cutin "aca_gung_02.bmp", 2;
mes "[Lusa]";
mes "Right, ah, why? Well, The Gunslinger guild didn't have any combat training in the beginning.";
next;
mes "[Lusa]";
mes "So they suddenly asked me to perform combat training for new recruits.";
next;
mes "[Lusa]";
mes "This training is not mandatory if you do not want to do it.";
close2;
cutin "", 255;
end;
case 4:
close2;
cutin "", 255;
end;
}
}
.@gun_tok = 0;
if (.@gun_quest_01 == 2 || .@gun_quest_02 == 2 || .@gun_quest_03 == 2 || .@gun_quest_04 == 2) {
if (.@gun_quest_01 == 2) {
mes "[Lusa]";
mes "You finished <Assignment A>?";
next;
mes "[Lusa]";
mes "Wow! You did perfectly! I have confirmed the 10 Hornets. Kids will be happy.";
next;
erasequest 5149;
getexp 700, 450;
getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket
mes "After looking over the report, you receive experience and a Kafra Storage Coupon.";
next;
.@gun_tok = 1;
}
if (.@gun_quest_02 == 2) {
mes "[Lusa]";
if (.@gun_tok == 0)
mes "You finished <Assignment B>?";
else
mes "You finished <Assignment B> too?";
next;
mes "[Lusa]";
mes "Wow! You did perfect! I have confirmed the 10 Roda Frogs. Tonight I should get a good sleep.";
next;
erasequest 5150;
getexp 950, 590;
getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket
mes "After looking over the report, you receive experience and a Kafra Storage Coupon.";
next;
.@gun_tok = 1;
}
if (.@gun_quest_03 == 2) {
mes "[Lusa]";
if (.@gun_tok == 0)
mes "You finished <Assignment C>?";
else
mes "You finished <Assignment C> too?";
next;
mes "[Lusa]";
mes "Wow! You did perfect! I have confirm the 10 Savage Babes. Students who want to develop specialist pets must be very happy.";
next;
erasequest 5151;
getexp 850, 540;
getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket
mes "After looking over the report, you receive experience and a Kafra Storage Coupon.";
next;
.@gun_tok = 1;
}
if (.@gun_quest_04 == 2) {
mes "[Lusa]";
if (.@gun_tok == 0)
mes "You finished <Assignment D>?";
else
mes "You finished <Assignment D> too?";
next;
mes "[Lusa]";
mes "Wow! You did perfect! I have confirmed the 10 Rockers. Were they hard to catch?";
next;
erasequest 5152;
getexp 690, 470;
getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket
mes "After looking over the report, you receive experience and a Kafra Storage Coupon.";
next;
}
mes "[Lusa]";
mes "I have finished processing your completed tasks. Would you like to cancel any existing tasks?";
next;
if(select("Yes", "No") == 2) {
mes "[Lusa]";
mes "Okay, good luck continuing your training!";
close2;
cutin "", 255;
end;
}
.@gun_quest_01 = questprogress(5149, HUNTING);
.@gun_quest_02 = questprogress(5150, HUNTING);
.@gun_quest_03 = questprogress(5151, HUNTING);
.@gun_quest_04 = questprogress(5152, HUNTING);
if (!.@gun_quest_01 || !.@gun_quest_02 || !.@gun_quest_03 || !.@gun_quest_04) {
mes "[Lusa]";
mes "Huh? You do not have any assignments to cancel. Are you sure you have them?";
close2;
cutin "", 255;
end;
}
}
if (.@gun_quest_01 == 1 || .@gun_quest_02 == 1 || .@gun_quest_03 == 1 || .@gun_quest_04 == 1) {
mes "[Lusa]";
mes "You still have some assignments, are they too difficult? Do you want to cancel them?";
next;
if(select("Cancel Assignment", "Nevermind") == 2) {
mes "[Lusa]";
mes "Well then, continue to impress!";
close;
cutin "", 255;
end;
}
.@gun_tok = 0;
if (.@gun_quest_01 == 1) {
mes "[Lusa]";
mes "You are currently doing <Assignment A>.";
next;
mes "[Lusa]";
mes "Hornets are not easy to deal with, huh? Do you want to cancel the assignment?";
next;
mes "[Lusa]";
mes "If you do cancel the assignment, you will be unable to receive the reward you know?";
next;
if(select("Cancel Assignment", "Nevermind") == 1) {
erasequest 5149;
mes "[Lusa]";
mes "Oh... Hornets are too tough?";
next;
mes "[Lusa]";
mes "I have cancelled <Assignment A>. Now you don't have to worry about it.";
next;
}
.@gun_tok = 1;
}
if (.@gun_quest_02 == 1) {
mes "[Lusa]";
if (.@gun_tok == 0)
mes "You are currently doing <Assignment B>.";
else
mes "You are also currently doing <Assignment B>.";
next;
mes "[Lusa]";
mes "Roda Frogs are not easy to deal with, huh? Do you want to cancel the assignment?";
next;
mes "[Lusa]";
mes "If you do cancel the assignment, you will be unable to receive the reward you know?";
next;
if(select("Cancel Assignment", "Nevermind") == 1) {
erasequest 5150;
mes "[Lusa]";
mes "Oh... Roda Frogs are too tough?";
next;
mes "[Lusa]";
mes "I have cancelled <Assignment B>. Now you don't have to worry about it.";
next;
}
.@gun_tok = 1;
}
if (.@gun_quest_03 == 1) {
mes "[Lusa]";
if (.@gun_tok == 0)
mes "You are currently doing <Assignment C>.";
else
mes "You are also currently doing <Assignment C>.";
next;
mes "[Lusa]";
mes "Savage Babe are not easy to deal with, huh? Do you want to cancel the assignment?";
next;
mes "[Lusa]";
mes "If you do cancel the assignment, you will be unable to receive the reward you know?";
next;
if(select("Cancel Assignment", "Nevermind") == 1) {
erasequest 5151;
mes "[Lusa]";
mes "Oh... Savage Babe are too tough?";
next;
mes "[Lusa]";
mes "I have cancelled <Assignment C>. Now you don't have to worry about it.";
next;
}
.@gun_tok = 1;
}
if (.@gun_quest_04 == 1) {
mes "[Lusa]";
if (.@gun_tok == 0)
mes "You are currently doing <Assignment D>.";
else
mes "You are also currently doing <Assignment D>.";
mes "[Lusa]";
mes "Rockers are not easy to deal with, huh? Do you want to cancel the assignment?";
next;
mes "[Lusa]";
mes "If you do cancel the assignment, you will be unable to receive the reward you know?";
next;
if(select("Cancel Assignment", "Nevermind") == 1) {
erasequest 5152;
mes "[Lusa]";
mes "Oh... Rockers are too tough?";
next;
mes "[Lusa]";
mes "I have cancelled <Assignment D>. Now you don't have to worry about it.";
next;
}
}
mes "[Lusa]";
mes "I have cancelled all the assignments you wished to cancel. If you have a hard time with any others, please come see me.";
close2;
cutin "", 255;
end;
}
} else if (nov_3_guns == 8 && BaseLevel > 20) {
.@gun_quest_01 = questprogress(5149, HUNTING);
.@gun_quest_02 = questprogress(5150, HUNTING);
.@gun_quest_03 = questprogress(5151, HUNTING);
.@gun_quest_04 = questprogress(5152, HUNTING);
.@gun_quest_all = .@gun_quest_01 + .@gun_quest_02 + .@gun_quest_03 + .@gun_quest_04;
mes "[Lusa]";
mes "Times flies, your basic training is coming to an end!";
next;
mes "[Lusa]";
mes "You have worked hard during this period! You have become a good marksman.";
next;
if (.@gun_quest_all > 0) {
mes "[Lusa]";
mes "However, you have still not completed your tasks.";
next;
mes "[Lusa]";
mes "You cannot receive any rewards if you do not complete the tasks assigned to you.";
next;
if(select("What?! I'll go complete them!", "I'm done with training!") == 1) {
mes "[Lusa]";
mes "Take care!";
close2;
cutin "", 255;
end;
}
if (.@gun_quest_01 == 2)
getexp 700, 450;
if (.@gun_quest_02 == 2)
getexp 950, 590;
if (.@gun_quest_03 == 2)
getexp 850, 540;
if (.@gun_quest_04 == 2)
getexp 690, 470;
if (questprogress(5149))
erasequest 5149;
if (questprogress(5150))
erasequest 5150;
if (questprogress(5151))
erasequest 5151;
if (questprogress(5152))
erasequest 5152;
if (.@gun_quest_01 == 2 || .@gun_quest_02 == 2 || .@gun_quest_03 == 2 || .@gun_quest_04 == 2) {
getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket
mes "After looking over the report, you receive experience and a Kafra Storage Coupon.";
}
next;
}
nov_3_guns = 9;
mes "[Lusa]";
mes "Your Gunslinger basic training is now over.";
close2;
cutin "", 255;
end;
} else if (nov_3_guns == 9) {
mes "[Lusa]";
mes "Oh my god! It's you again!";
next;
select("How are you?");
mes "[Lusa]";
mes "Same old, same old. Every day teaching newbies about Gunslingers. But I love it.";
next;
mes "[Lusa]";
mes "Oh yeah! My brother said he hasn't seen you for a long time. Be sure to take some time to visit him.";
close2;
cutin "", 255;
end;
} else {
mes "[Lusa]";
mes "Howdy! It's nice to see you again.";
close2;
cutin "", 255;
end;
}
} else {
mes "[Lusa]";
mes "Howdy!";
mes "Huh! You seem to have transferred into a different class, why have you come here?";
next;
if(select("To become a Gunslinger", "Leave") == 2) {
cutin "aca_gung_02.bmp", 2;
mes "[Lusa]";
mes "Huh? Huh? Where are you going?";
close2;
cutin "", 255;
end;
}
mes "[Lusa]";
mes "You cannot have more than one job. But you seem really serious to learn.";
next;
mes "[Lusa]";
mes "Since this is my job, and because it's no trouble, I will give you a simple explaination!";
next;
mes "[Lusa]";
mes "Gunslingers is a class with long-range attacks. However, unlike arrows, bullets are expensive. This tends to give beginners some reason for concern.";
next;
mes "[Lusa]";
mes "Is that enough?";
next;
select("Isn't that a little too simple?");
mes "[Lusa]";
mes "Huh, is it? What else do you want to know?";
next;
while(1) {
switch(select("Stats", "Skills", "Weapons", "Nevermind.")) {
case 1:
mes "[Lusa]";
mes "Gunslingers is a long-range attack class, so hand agility (DEX) will be very important.";
next;
mes "[Lusa]";
mes "If you want to increase your attack power, then you must strengthen your hands.";
next;
break;
case 2:
mes "[Lusa]";
mes "Gunslinger skills are not like other classes. Each weapon type has skills that can be specifically used with them.";
next;
mes "[Lusa]";
mes "Like with other classes, there is no standard toward which skills you should learn.";
next;
break;
case 3:
mes "[Lusa]";
mes "Gunslingers have five different kinds of guns.";
next;
mes "[Lusa]";
mes "Revolvers have low hit rates, but the attack speed is fast.";
next;
mes "[Lusa]";
mes "Rifles are average in their performance, and is typically the weapon of choice for new Gunslingers.";
next;
mes "[Lusa]";
mes "Shotguns have strong attack power, but pretty low attack speeds.";
next;
mes "[Lusa]";
mes "Gatling guns have quite a fast attack speed, but the attack power is low.";
next;
mes "[Lusa]";
mes "Gernade Launchers can be used for strong ground attacks, but the bullets will be consumed quickly.";
next;
break;
case 4:
mes "[Lusa]";
mes "Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes.";
next;
mes "[Lusa]";
mes "Take care!";
close2;
cutin "", 255;
end;
}
mes "[Lusa]";
mes "Do you have any other questions?";
next;
}
mes "[Lusa]";
mes "Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes.";
next;
mes "[Lusa]";
mes "Take care!";
close2;
cutin "", 255;
end;
}
cutin "", 255;
end;
}
iz_ac02_a,142,85,6 duplicate(Lusa#ac) Lusa#ac_a 4_F_GUNSLINGER
iz_ac02_b,142,85,6 duplicate(Lusa#ac) Lusa#ac_b 4_F_GUNSLINGER
iz_ac02_c,142,85,6 duplicate(Lusa#ac) Lusa#ac_c 4_F_GUNSLINGER
iz_ac02_d,142,85,6 duplicate(Lusa#ac) Lusa#ac_d 4_F_GUNSLINGER
//- Lusa's desk -
iz_ac02,131,82,4 script Lusa's Desk#ac CLEAR_NPC,{
if (nov_3_guns == 8) {
mes "[Lusa's Desk]";
mes "There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents.";
next;
} else {
mes "[Lusa's Desk]";
mes "There is a stack of papers on the desk.";
close;
}
while(1) {
.@gun_quest_01 = questprogress(5149, HUNTING);
.@gun_quest_02 = questprogress(5150, HUNTING);
.@gun_quest_03 = questprogress(5151, HUNTING);
.@gun_quest_04 = questprogress(5152, HUNTING);
if (!.@gun_quest_01)
.@gque_01$ = "^000000Available^000000";
else if (.@gun_quest_01 == 1)
.@gque_01$ = "^0000FFIn Progress^000000";
else if (.@gun_quest_01 == 2)
.@gque_01$ = "^FF0000Not Available^000000";
else
.@gque_01$ = "^FF0000Error^000000";
if (!.@gun_quest_02)
.@gque_02$ = "^000000Available^000000";
else if (.@gun_quest_02 == 1)
.@gque_02$ = "^0000FFIn Progress^000000";
else if (.@gun_quest_02 == 2)
.@gque_02$ = "^FF0000Not Available^000000";
else
.@gque_02$ = "^FF0000Error^000000";
if (!.@gun_quest_03)
.@gque_03$ = "^000000Available^000000";
else if (.@gun_quest_03 == 1)
.@gque_03$ = "^0000FFIn Progress^000000";
else if (.@gun_quest_03 == 2)
.@gque_03$ = "^FF0000Not Available^000000";
else
.@gque_03$ = "^FF0000Error^000000";
if (!.@gun_quest_04)
.@gque_04$ = "^000000Available^000000";
else if (.@gun_quest_04 == 1)
.@gque_04$ = "^0000FFIn Progress^000000";
else if (.@gun_quest_04 == 2)
.@gque_04$ = "^FF0000Not Available^000000";
else
.@gque_04$ = "^FF0000Error^000000";
switch(select("Assignment A ("+.@gque_01$+")", "Assignment B ("+.@gque_02$+")", "Assignment C ("+.@gque_03$+")", "Assignment D ("+.@gque_04$+")", "Cancel")) {
case 1:
if (!.@gun_quest_01) {
mes "This is the <Assignment A> information.";
mes "Client: Children";
mes "On the outskirts of the village is a very bad Hornet, because of this, the children cannot play outside. Please get rid of 10 Hornets.";
next;
if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
setquest 5149;
mes "You have received ^A2563E<Assignment A>^000000 details. Please press ALT + U to check them.";
next;
}
} else if (.@gun_quest_01 == 1) {
mes "["+strcharinfo(0)+"]";
mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.";
next;
} else if (.@gun_quest_01 == 2) {
mes "["+strcharinfo(0)+"]";
mes "I have already completed this assignment. I should talk to Lusa for my reward.";
next;
}
break;
case 2:
if (!.@gun_quest_02) {
mes "This is the <Assignment B> information.";
mes "Client: Resident H";
mes "Recently, Roda Frogs have been keeping me awake at night. Get rid of 10 Roda Frogs so I can get a good nights rest.";
next;
if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
setquest 5150;
mes "You have received ^A2563E<Assignment B>^000000 details. Please press ALT + U to check them.";
next;
}
} else if (.@gun_quest_02 == 1) {
mes "["+strcharinfo(0)+"]";
mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.";
next;
} else if (.@gun_quest_02 == 2) {
mes "["+strcharinfo(0)+"]";
mes "I have already completed this assignment. I should talk to Lusa for my reward.";
next;
}
break;
case 3:
if (!.@gun_quest_03) {
mes "This is the <Assignment C> information.";
mes "Client: Cute Pet Research Student";
mes "I want a cute pet of my own to walk around with. Can you help me catch 10 Savage Babes?";
next;
if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
setquest 5151;
mes "You have received ^A2563E<Assignment C>^000000 details. Please press ALT + U to check them.";
next;
}
} else if (.@gun_quest_03 == 1) {
mes "["+strcharinfo(0)+"]";
mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.";
next;
} else if (.@gun_quest_03 == 2) {
mes "["+strcharinfo(0)+"]";
mes "I have already completed this assignment. I should talk to Lusa for my reward.";
next;
}
break;
case 4:
if (!.@gun_quest_04) {
mes "This is the <Assignment D> information.";
mes "Client: Volunteer Bards";
mes "I heard some Rockers were having a singing contest, but I got lost, can you help me catch 10 Rockers? One day Rockers will disappear from the world!";
next;
if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
setquest 5152;
mes "You have received ^A2563E<Assignment D>^000000 details. Please press ALT + U to check them.";
next;
}
} else if (.@gun_quest_04 == 1) {
mes "["+strcharinfo(0)+"]";
mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.";
next;
} else if (.@gun_quest_04 == 2) {
mes "["+strcharinfo(0)+"]";
mes "I have already completed this assignment. I should talk to Lusa for my reward.";
next;
}
break;
case 5:
break;
}
mes "[Lusa's desk]";
mes "There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents.";
next;
}
}
iz_ac02_a,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_a CLEAR_NPC
iz_ac02_b,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_b CLEAR_NPC
iz_ac02_c,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_c CLEAR_NPC
iz_ac02_d,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_d CLEAR_NPC
//- Staff sent by guild -
iz_ac02,162,86,4 script Guild Staff#ac 4W_M_02,{
if (!checkweight(Axe, 1)) {
mes "- You are carrying too many items. -";
close;
}
if (nov_3_guns < 8) {
mes "[Sharp Snake's Fang]";
mes "Yesssssss? I wass sssent by the academy.";
close;
} else if (nov_3_guns > 7) {
disable_items;
}
mes "[Sharp Snake's Fang]";
mes "I am ^A2563ESharp Snake's Fang^000000 from the Gunslinger Guild. What do you need?";
next;
if(select("Exchange Guns", "Just Saying Hello") == 2) {
mes "[Sharp Snake's Fang]";
mes "You seem to be that guy our brother mentioned.";
next;
mes "[Sharp Snake's Fang]";
mes "You don't need to worry, he said you're doing great!";
close2;
enable_items;;
end;
}
mes "[Sharp Snake's Fang]";
mes "Do you wish to exchange your guild issued weapon?";
next;
mes "[Sharp Snake's Fang]";
mes "Let's first check your gun's condition.";
next;
if (getequipname(EQI_HAND_R) == "") {
mes "[Sharp Snake's Fang]";
mes "If you want to proceed, you need to have your weapon equipped.";
close2;
enable_items;
end;
} else {
.@gun = getequipid(EQI_HAND_R);
}
mes "[Sharp Snake's Fang]";
mes "Let's see...";
next;
if (.@gun == Novice_Revolver) {
.@gun_code$ = "RV";
.@now_gun$ = "Revolver";
mes "[Sharp Snake's Fang]";
mes "You want to exchange your Guild issued Revolver?";
next;
} else if (.@gun == Novice_Rifle) {
.@gun_code$ = "RF";
.@now_gun$ = "Rifle";
mes "[Sharp Snake's Fang]";
mes "You want to exchange your Guild issued Rifle?";
next;
} else if (.@gun == Novice_Shotgun) {
.@gun_code$ = "SG";
.@now_gun$ = "Shotgun";
mes "[Sharp Snake's Fang]";
mes "You want to exchange your Guild issued Shotgun?";
next;
} else if (.@gun == Novice_Gatling) {
.@gun_code$ = "GT";
.@now_gun$ = "Gatling";
mes "[Sharp Snake's Fang]";
mes "You want to exchange your Guild issued Gatling Gun?";
next;
} else if (.@gun == Novice_Grenade_Launcher) {
.@gun_code$ = "GL";
.@now_gun$ = "Grenade Launcher";
mes "[Sharp Snake's Fang]";
mes "You want to exchange your Guild issued Grenade Launcher?";
next;
} else {
mes "[Sharp Snake's Fang]";
mes "The gun you are using is was not provided by the guild.";
close;
}
mes "[Sharp Snake's Fang]";
mes "The gun looks to be in good condition.";
next;
mes "[Sharp Snake's Fang]";
mes "Please select the novice weapon you wish to exchange for your "+.@now_gun$+"!";
next;
switch(select("Exchange for Revolver", "Exchange for Rifle", "Exchange for Shotgun", "Exchange for Gatling Gun", "Exchange for Grenade Launcher", "Cancel")) {
case 1:
if (.@gun == 13116) {
mes "[Sharp Snake's Fang]";
mes "You already have that gun, just use it!";
close2;
enable_items;
end;
} else {
delequip EQI_HAND_R;
getitem Novice_Revolver, 1; // Novice_Revolver
}
break;
case 2:
if (.@gun == 13180) {
mes "[Sharp Snake's Fang]";
mes "You already have that gun, just use it!";
close2;
enable_items;
end;
} else {
delequip EQI_HAND_R;
getitem Novice_Rifle, 1; // Novice_Rifle
}
break;
case 3:
if (.@gun == 13181) {
mes "[Sharp Snake's Fang]";
mes "You already have that gun, just use it!";
close2;
enable_items;
end;
} else {
delequip EQI_HAND_R;
getitem Novice_Shotgun, 1; // Novice_Shotgun
}
break;
case 4:
if (.@gun == 13182) {
mes "[Sharp Snake's Fang]";
mes "You already have that gun, just use it!";
close2;
enable_items;
end;
} else {
delequip EQI_HAND_R;
getitem Novice_Gatling, 1; // Novice_Gatling
}
break;
case 5:
if (.@gun == 13183) {
mes "[Sharp Snake's Fang]";
mes "You already have that gun, just use it!";
close2;
enable_items;
end;
} else {
delequip EQI_HAND_R;
getitem Novice_Grenade_Launcher, 1; // Novice_Grenade_Launcher
}
break;
case 6:
break;
}
mes "[Sharp Snake's Fang]";
mes "Gun control management number ^FF0000"+.@gun_code$+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+"^000000.";
next;
mes "[Sharp Snake's Fang]";
mes "Are there any issues?";
next;
select("No issues.");
mes "[Sharp Snake's Fang]";
mes "Cherish your gun!";
close2;
enable_items;
end;
}
iz_ac02_a,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_a 4W_M_02
iz_ac02_b,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_b 4W_M_02
iz_ac02_c,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_c 4W_M_02
iz_ac02_d,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_d 4W_M_02
//== Taekwon ===============================================
//- Arang -
iz_ac02,70,85,5 script Arang#ac 4_F_TAEKWON,{
mes "[Arang]";
mes "Hi, Good morning!";
emotion e_ho;
cutin "arang03.bmp", 0;
next;
if (Class == Job_Novice) {
if (questprogress(4269) == 2) {
if (nov_3_taekwon == 1) {
if (JobLevel >= 10) {
cutin "arang01.bmp", 0;
mes "[Arang]";
mes "It's time to choose your job? How about Taekwon "+ (Sex == SEX_MALE ? "boy" : "girl") +"? You may be a nice adult like me.";
next;
}
while (1) {
switch(select("People following the Taekwon way", "I want to follow the Taekwon way!!!", "Good morning! Now it is...", "End Conversation")) {
case 1:
mes "[Arang]";
mes "Do you want to know about taekwon boy/girl? You want to be a cool guy like me right?";
next;
mes "[Arang]";
mes "Make the world wonderful by making a strong body with the right spirit. That's the Taekwondo motto!";
next;
mes "[Arang]";
mes "Later if you are trained to be a stronger body, you can change your job to ^FF0000Taekwon Master^000000 or a ^FF0000 Soul Linker ^000000.";
next;
mes "[Arang]";
mes "It is not an easy way. So I don't like to recommend it to you if you aren't fully prepared. But it is definitely a nice and great way to follow!!";
next;
if (isequipped(Taekwon_Manual) > 0 || countitem(Taekwon_Manual) > 0) {
mes "[Arang]";
mes "Introduction to the class may let you know about what Taekwon in more detail.";
next;
} else {
mes "[Arang]";
mes "If you are really anxious about Taekown, I would like to recommend you a brief introduction. Will you use it?";
next;
if(select("After I look around more.", "Yes, let's do this!") == 1) {
mes "[Arang]";
mes "Every adventurer may have their own job! Hope you can find what you want!";
next;
} else {
getitem Taekwon_Manual, 1; // Taekwon_Manual
mes "[Arang]";
mes "Go to the [Misc] tab on Skill Window after equipping the Manual and there you will see some skills.";
next;
mes "[Arang]";
mes "^FF0000Flying Kick^000000 is the skill to approach rapidly and attack the enemy! It fully contains the typical feature of Taekwon!";
next;
mes "[Arang]";
mes "^FF0000Warm Wind^000000 is the skill to change the feature of attacks. This is the essential skill for ^FF0000Taekwon unable to use weapons^000000.";
next;
mes "[Arang]";
mes "While taking the Quest, experience the skills of a Taekwon! You could meet an adept trainer on the 1st floor.";
next;
}
}
break;
case 2:
mes "[Arang]";
mes "Want to follow the Taekwon way? Let me see....";
next;
if (JobLevel >= 10) {
mes "[Arang]";
mes "Taekwon is the tough way training himself rather than learning from somebody. However, if you want to follow, I will recommend you to a trainer.";
next;
mes "[Arang]";
mes "Training is on you, but he will give you the direction for training. I can take you about there. Want to go now?";
next;
if(select("Let me think a little more.", "Let's go!!") == 1) {
mes "[Arang]";
mes "Choose it with discretion. It is a matter of your future adventure.";
next;
} else {
mes "[Arang]";
mes "You can find a boy with the same appearance as me, when you get in the town through ^FF0000 the west entrance^000000, and continue follow the way ^FF0000to the north^000000 after passing the pub house but just before the archer town.";
next;
setquest 13101;
cutin "", 255;
warp "pay_fild08", 148, 76;
end;
}
} else {
mes "[Arang]";
mes "To follow the Taekwon way, you have to get to job level 10. To be a Taekwon, train yourself until you get to job level 10!";
next;
mes "[Arang]";
mes "If you feel difficult in training alone, make a visit to the trainer on the 1st floor.";
next;
}
break;
case 3:
mes "[Arang]";
mes "Ahahaha.. It is already time? While I am inside... Don't worry.";
next;
break;
case 4:
mes "[Arang]";
mes "Have a good day!";
close2;
cutin "", 255;
end;
}
}
} else {
cutin "arang01.bmp", 0;
mes "[Arang]";
mes "If you are interested in being a Taekwon making a healthy body with strong sprit, you can learn a lot here.";
next;
mes "[Arang]";
mes "What do you think? Are you interested in being a Taekwon? I don't push you to do! But if you do, I may become your trainer.. So..";
cutin "arang02.bmp", 0;
next;
if(select("I have interest!", "I have interest in you!") == 1) {
mes "[Arang]";
mes "Is that so!? You are!? Yaho! Now I am a teacher! Now, ask me whatever!";
nov_3_taekwon = 1;
emotion e_heh;
close2;
cutin "", 255;
end;
}
mes "[Arang]";
mes "Hahaha.. You are interested in me?";
emotion e_an;
cutin "arang03.bmp", 0;
next;
mes "Suddenly, you see Arang's foot flying towards you.";
specialeffect2 EF_TRIPLEATTACK;
emotion e_wah, 1;
next;
cutin "", 255;
mes "All you see are stars...";
sc_start SC_BLIND,10000,0;
sc_start SC_STUN,10000,0;
percentheal -90, 0;
setquest 13102;
close2;
warp "iz_ac01", 53, 49;
end;
}
} else {
mes "[Arang]";
mes "You look like a naive beginner? If you want to get in the class, come after registering on the 1st floor.";
close2;
cutin "", 255;
end;
}
} else {
if (nov_3_taekwon > 0) {
if (Class == Job_Taekwon) {
mes "[Arang]";
mes "Are you diligently training? Once you are trained well, you could become a Taekwon Master or a Soul Linker.";
close2;
} else if (Class == Job_Star_Gladiator) {
mes "[Arang]";
mes "You became a nice Taekwon Master!? Please keep in mind power is followed by responsibility.";
close2;
} else if (Class == Job_Soul_Linker) {
mes "[Arang]";
mes "Handling spirits is a very delicate job to do, I heard. Excellent! The adventurer led by me has grown up like this.";
close2;
} else {
mes "[Arang]";
mes "Ehra! I thought you followed the Taekwon way~~ it is regretful but everyone has their own life, hehe.";
close2;
}
} else {
mes "[Arang]";
mes "I am propagating the way of Taekwons!";
close2;
}
}
cutin "", 255;
end;
}
iz_ac02_a,70,85,5 duplicate(Arang#ac) Arang#ac_a 4_F_TAEKWON
iz_ac02_b,70,85,5 duplicate(Arang#ac) Arang#ac_b 4_F_TAEKWON
iz_ac02_c,70,85,5 duplicate(Arang#ac) Arang#ac_c 4_F_TAEKWON
iz_ac02_d,70,85,5 duplicate(Arang#ac) Arang#ac_d 4_F_TAEKWON
iz_ac01,53,49,0 script #acKick HIDDEN_NPC,5,5,{
end;
OnTouch:
if (questprogress(13102) == 1) {
mes "As I can't recall, I feel the shock that something hit me on my head.";
mes "^FF0000I should look for somebody to heal me nearby.^000000.";
erasequest 13102;
close;
} else if (questprogress(13102) == 2) {
erasequest 13102;
end;
}
}
iz_ac01_a,53,49,0 duplicate(#acKick) #acKick_a HIDDEN_NPC,5,5
iz_ac01_b,53,49,0 duplicate(#acKick) #acKick_b HIDDEN_NPC,5,5
iz_ac01_c,53,49,0 duplicate(#acKick) #acKick_c HIDDEN_NPC,5,5
iz_ac01_d,53,49,0 duplicate(#acKick) #acKick_d HIDDEN_NPC,5,5
//== Archer ================================================
//- Archer Teacher (Marlbron) -
iz_ac02,65,109,5 script Archer Teacher#ac 4_M_ARCHER,{
if (!checkweight(Orcish_Axe, 3)) {
mes "Why are you carrying so much with you? Unload it somewhere and come back.";
close;
}
if (Class == Job_Archer) {
if (nov_3_archer == 0) {
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Emmm. This is?";
next;
mes "[Marlbron]";
mes "You were never trained by me.";
mes "Then, I have no interest in you.";
close2;
cutin "", 255;
end;
} else if (nov_3_archer > 0 && nov_3_archer < 9) {
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "I see you received a complete education in Payon.";
next;
mes "[Marlbron]";
mes "Then again... you may want to learn more.";
next;
mes "[Marlbron]";
mes "Either way, there is nothing I can teach you.";
close2;
cutin "", 255;
end;
} else {
cutin "gsmi.bmp", 2;
mes "[Marlbron]";
mes "Ah~ You've become a skilled Archer.";
next;
mes "[Marlbron]";
mes "The difference is great now compared to when you were a novice!";
next;
mes "[Marlbron]";
mes "Because of my teachings, you have grown very fast!";
close2;
cutin "", 255;
end;
}
} else if (Class == Job_Novice) {
if (questprogress(4269) == 2) {
if (nov_3_archer == 0) {
cutin "gsmi.bmp", 2;
mes "[Marlbron]";
mes "Sniff sniff! It is the smell of a novice!";
mes "Nice to meet you!!!";
mes "What brought you here?";
next;
mes "[Marlbron]";
mes "I can guess most, but hehehehe~~";
mes "Please feel comfortable and tell me everything you want!";
next;
cutin "", 255;
if(select("I get bored! Play with me!", "Tell me about Archers.") == 1) {
cutin "gbad.bmp", 2;
mes "[Marlbron]";
mes "What? Bored? Play with you?";
mes "You think this is just some kids playground?";
next;
mes "[Marlbron]";
mes "If you are bored, walk around and punch a monster in the face and see what happens.";
close2;
cutin "", 255;
end;
}
cutin "gsmi.bmp", 2;
mes "[Marlbron]";
mes "Oh dear~ another sheep here to get a free lesson from me.";
next;
mes "[Marlbron]";
mes "The main point of Archers is to use bows to attack enemies quickly from a long distance.";
next;
mes "[Marlbron]";
mes "Only problem is they are physically weak.";
mes "But, it doesn't matter if they are trained correctly.";
next;
while(1) {
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "What do you want to know about an Archer? I will tell you everything~";
mes "With my full explanation~, you can be an excellent one.";
next;
switch(select("Archer's stats", "Archer's skills", "I want to become an Archer.", "Nevermind")) {
case 1:
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Are you curious about the Archer's stats?";
mes "Do you know the most necessary stats for Archers?";
next;
mes "[Marlbron]";
mes "That is ^0000cdDex^000000.";
next;
mes "[Marlbron]";
mes "To raise up the attacking power in other jobs, Str should be raised but Archers vary in accordance with their Dex figures.";
next;
mes "[Marlbron]";
mes "Here is a simple question! What is the name of the stat determining the Archer's attacking power?";
next;
select("Dex!");
cutin "gsmi.bmp", 2;
mes "[Marlbron]";
mes "You are correct~~";
next;
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "If you want to know more about the role of other stats, ^0000cdopen the status window by pressing ALT+Q.^000000";
next;
mes "[Marlbron]";
mes "If you are curious about stats except Dex, you can check it out.";
mes "If you have a job later, you can reset the stats anyway.";
next;
mes "[Marlbron]";
mes "Hey, just click this and that!";
next;
cutin "", 255;
break;
case 2:
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Hmm. You are interested in skills? Then, let's study ^0000cd skill^000000s.";
next;
mes "[Marlbron]";
mes "I thought you would better experience the skill than talking, so I prepared the experience of the archer's skill in a manual.";
next;
mes "[Marlbron]";
mes "Archer have a lot of very useful skills.";
mes "But regretfully as most of them are skills useful only with arrows and bows, you can't experience them.";
next;
mes "[Marlbron]";
mes "There is a useful skill without a bow... Called ^0000cdImprove Concentration^000000";
next;
mes "[Marlbron]";
mes "At the same time, it will reveal hidden enemies nearby.";
next;
mes "[Marlbron]";
mes "If you want to know more anout skill, then open the skill window by pressing the key ^0000cdALT+S^000000";
next;
mes "[Marlbron]";
mes "When you scoll the mouse on the skill icon, there pops up the details about the skill. Please read it.";
next;
mes "[Marlbron]";
mes "To use skills, click the skill icon on the skill window. Then drag and register it on the ^0000cdshortcut window^000000 to use conveniently.";
next;
mes "[Marlbron]";
mes "Will you go and find a hunting teacher on the 1st floor? if you do not want, then no need.";
next;
mes "[Marlbron]";
mes "But he may train you with a lot of useful hunting skills for you.";
mes "<NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>";
mes "You may visit him.";
next;
if (questprogress(14158) != 2) {
setquest 14158;
completequest 14158;
getitem Archer_Manual, 1; // Archer_Manual
}
cutin "", 255;
end;
case 3:
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Do you want to become an^0000cd Archer^000000?";
mes "It hasn't been a long time since we met together. But I am sad about saying good bye to you.";
next;
mes "[Marlbron]";
mes "Let me check a little while, before you change your job you have to be at job level 10.";
next;
if (JobLevel == 10) {
mes "[Marlbron]";
mes "Change conditions satisfied!!";
next;
mes "[Marlbron]";
mes "Do you really want to become an Archer?";
next;
if(select("Yes, change me to an Archer.", "Let me think of it a little while.") == 1) {
mes "[Marlbron]";
mes "First, let me explain some things to you about the Job Change.";
next;
mes "[Marlbron]";
mes "An Archer's hometown is ^0000cdPayon^000000; Which has a very long history.";
next;
mes "[Marlbron]";
mes "When you are feeling fatigued, you can go there.";
mes "You will be given a warm hometown welcome.";
next;
mes "[Marlbron]";
mes "The Archers Guild is located to the ^0000cdNorth of Payon Archer Village^000000.";
next;
mes "[Marlbron]";
mes "I will take you to the gates of Payon.";
mes "I would love to accompany you the rest of the way, but you must do this alone.";
mes "I'll give you the directions which you must remember.";
next;
cutin "paymap1.bmp", 3;
mes "[Marlbron]";
mes "Here is where I will send you to.";
mes "Once you arrive, you will see the area marked by this ^0000cdRed Circle^000000. Go through there, then...";
next;
cutin "paymap2.bmp", 3;
mes "[Marlbron]";
mes "You will reach the village of Payon.";
mes "Follow the direction of the ^0000cdRed Arrow^000000, you will enter ^0000cdArcher Village^000000.";
next;
cutin "paymap3.bmp", 3;
mes "[Marlbron]";
mes "Once you get there, make your way to the ^0000cdCircled Area^000000. Here you will find the ^0000cdArcher Job Change Guild^000000.";
mes "Got it? Easy to find, right?";
next;
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Due to satellite navigation, you shouldn't worry about getting lost.";
mes "However, if you are still worried, you can ask the local ^0000cdGuide^000000 where to go.";
next;
mes "[Marlbron]";
mes "You can find me after your visit to the guild.";
next;
mes "[Marlbron]";
mes "Now then, I wish you success in becoming an Archer. Until next time!";
close2;
cutin "", 255;
nov_3_archer = 1;
setquest 14142;
warp "pay_fild01", 339, 346;
end;
}
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Yes, come back and see me after reconsideration.";
close2;
cutin "", 255;
end;
} else {
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Hmmm. You are a little bit short of Job Level.";
mes "Are you coming back after more training?";
next;
mes "[Marlbron]";
mes "Visit <NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>";
mes "at Armory on the 1st floor.";
close2;
cutin "", 255;
end;
}
case 4:
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Really? Then, don't be lazy but get some training.";
close2;
cutin "", 255;
end;
}
}
} else if (nov_3_archer == 1) {
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Why are you still here? Are you not going to become an Archer?";
mes "Are you going to pursue a different job?";
close2;
cutin "", 255;
end;
} else {
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Well? How is it being an Archer?";
mes "The student has surpassed the teacher, as the saying goes.";
close2;
cutin "", 255;
end;
}
} else if (questprogress(4269) == 1) {
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "You don't seem to be fully registered at the Academy yet.";
mes "Hurry and complete your registration.";
close2;
cutin "", 255;
end;
} else {
cutin "gnor.bmp", 2;
mes "[Marlbron]";
mes "Did you directly come here without the entrance application for Critura Academy yet?";
mes "You are too in a hurry. Rush to go to the 1st floor for application, and come back to me.";
close2;
cutin "", 255;
end;
}
} else {
cutin "gbad.bmp", 2;
mes "[Marlbron]";
mes "Why are you of a different job snooping around here?";
next;
mes "[Marlbron]";
mes "Don't snoop around and get out of here!!";
close2;
cutin "", 255;
end;
}
}
iz_ac02_a,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_a 4_M_ARCHER
iz_ac02_b,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_b 4_M_ARCHER
iz_ac02_c,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_c 4_M_ARCHER
iz_ac02_d,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_d 4_M_ARCHER
//== Swordsman =============================================
//- Swordman Trainer (Adric) -
// - Teaches the player about the Swordsman class.
iz_ac02,60,51,5 script Swordman Trainer#ac 4_M_SWORDMAN,{
if (!checkweight(Axe, 3)) {
mes "- Quest cannot be continued due to your overfilled inventory. -";
close;
}
cutin "aca_sword.bmp", 2;
if (questprogress(4269) != 2) {
mes "[Trainer Adric]";
mes "You want to learn about Swordsman?";
mes "If you want to take the class you must register.";
next;
mes "[Trainer Adric]";
mes "Go and register at the counter on the 1st floor!";
cutin "", 255;
close;
}
if (Class == Job_Novice) {
if (!nov_3_swordman) {
mes "[Trainer Adric]";
mes "You want to become a swordsman?";
mes "Great decision.";
next;
mes "[Trainer Adric]";
mes "Fight on the frontline with large swords,";
mes "Bringing victory and with a high defense to protect your comrades.";
mes "Simply put, we're the best.";
next;
mes "[Trainer Adric]";
mes "What do you think?";
mes "You want to become a Swordsman here?";
next;
switch(select("No thanks", "I want to test Swordsman Skills!", "Change me right now!")) {
case 1:
mes "[Trainer Adric]";
mes "Since you're not intersted in this opportunity,";
next;
mes "[Trainer Adric]";
mes "Go hunt Porings and stay";
mes "as a novice forever!";
cutin "", 255;
close;
case 2:
mes "[Trainer Adric]";
mes "Calm down, lets's start over.";
mes "First, I'll give you a ^FF0000Swordman Manual^000000";
mes "Read it carefuly before asking any questions.";
getitem Swordman_Manual, 1; // Swordman_Manual
nov_3_swordman = 1;
setquest 1229;
cutin "", 255;
close;
case 3:
if (JobLevel < 10) {
mes "[Trainer Adric]";
mes "If you want to become a Swordman,";
mes "You should reach over ^006400Base level 10^000000,";
mes "And become more than ^006400beginner's skill level 9^000000.";
next;
mes "[Trainer Adric]";
mes "Get taught here and follow the steps.";
cutin "", 255;
close;
} else {
mes "[Trainer Adric]";
mes "It seems you have learned enough.";
mes "Head over to the Swordsman Guild";
mes "to continue your change into a Swordsman!";
next;
mes "[Trainer Adric]";
mes "The Swordsman Guild is located";
mes "to the west of the Izlude Plaza Center.";
mes "It should be very easy to find.";
cutin "", 255;
nov_3_swordman = 4;
erasequest 1230;
close;
}
}
} else if (nov_3_swordman == 1) {
mes "[Trainer Adric]";
mes "If you are equipped with a ^FF0000Swordman Manual^000000";
mes "You'll be able to experience the basic skills of the swordsman.";
mes "Now let's study the basics of Swordsman skills.";
next;
while(1) {
switch(select("Swordman key points", "Heightened Attack and defense.", "Related stats", "Additional Swordman classes?", "I learned enough already.")) {
case 1:
mes "[Trainer Adric]";
mes "Swordsman uses strong constitution; shrugs off damage easily from foes and when in a party, is a leader and the protector of others.";
next;
continue;
case 2:
mes "[Trainer Adric]";
mes "Swordsman prefer to use spears, two-handed swords or combination sword and shield.";
next;
mes "[Trainer Adric]";
mes "Also the swordsman's vitality is normally high making them able to carry massive amounts of weight.";
next;
continue;
case 3:
mes "[Trainer Adric]";
mes "Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000";
mes "Of course this is all up to you";
next;
mes "[Trainer Adric]";
mes "^0000FFVit^000000 affects^FF0000HP recovery rate^000000.";
mes "^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000.";
mes "^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000,";
next;
mes "[Trainer Adric]";
mes "^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000,";
mes "^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000.";
next;
continue;
case 4:
mes "[Trainer Adric]";
mes "After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000.";
next;
mes "[Trainer Adric]";
mes "Go raise your strength while figuring out if you're offensive or defensive.";
mes "This is something you should do.";
next;
continue;
case 5:
break;
}
break;
}
mes "[Trainer Adric]";
mes "The study material can be retaught by Neals the assitant trainer.";
mes "Remember this.";
nov_3_swordman = 2;
if (questprogress(1229))
erasequest 1229;
setquest 1230;
cutin "", 255;
close;
} else if (nov_3_swordman == 2) {
if (JobLevel < 10) {
mes "[Trainer Adric]";
mes "Using the Swordman Manual I gave you train by hunting monsters.";
mes "Go to the Battle Instructor Subino on the first floor Armory room.";
next;
mes "[Trainer Adric]";
mes "Raise your level to ^006400job level 10^000000 and get to ^006400 beginner's skill level 9^000000, come back here again.";
nov_3_swordman = 3;
if (questprogress(1230))
erasequest 1230;
cutin "", 255;
close;
} else {
mes "[Trainer Adric]";
mes "Since you have enough job levels,";
mes "you don't need any more lecturing.";
next;
switch(select("Then I will stop.", "But I want to listen more.", "I want to be a Swordsman right away!")) {
case 1:
mes "[Trainer Adric]";
mes "You surpassed the study material to raise your level.";
next;
mes "[Trainer Adric]";
mes "Impressive.";
cutin "", 255;
close;
case 2:
mes "[Trainer Adric]";
mes "There's nothing else special to teach you.";
mes "Everything I taught you if you remember them well, that's all you need.";
next;
mes "[Trainer Adric]";
mes "If you need additional training,";
mes "Go to the Battle Instructor Subino";
mes "on the first floor Armory room.";
next;
switch(select("This is very tedious.", "I need more training.", "I want to be a Swordsman right away!")) {
case 1:
mes "[Trainer Adric]";
mes "A simple No would've sufficed.";
cutin "", 255;
close;
case 2:
mes "[Trainer Adric]";
mes "Go to the Battle Instructor Subino on the first floor Armory room.";
mes "If you think you're ready, come back here.";
mes "You need to change to a Swordsman job soon!";
nov_3_swordman = 3;
if (questprogress(1230))
erasequest 1230;
cutin "", 255;
close;
case 3:
mes "[Trainer Adric]";
mes "It seems you have learned enough.";
mes "Head over to the Swordsman Guild";
mes "to continue your transfer to a Swordsman!";
next;
mes "[Trainer Adric]";
mes "The Swordsman Guild is located";
mes "to the west of the Izlude Plaza Center.";
mes "It should be very easy to find.";
cutin "", 255;
nov_3_swordman = 4;
erasequest 1230;
close;
}
case 3:
mes "[Trainer Adric]";
mes "It seems you have learned enough.";
mes "Head over to the Swordsman Guild";
mes "to continue your change into a Swordsman!";
next;
mes "[Trainer Adric]";
mes "The Swordsman Guild is located";
mes "to the west of the Izlude Plaza Center.";
mes "It should be very easy to find.";
cutin "", 255;
nov_3_swordman = 4;
if (questprogress(1230))
erasequest 1230;
close;
}
}
} else if (nov_3_swordman == 3) {
if (JobLevel < 10) {
mes "[Trainer Adric]";
mes "You still don't have enough to become a Swordman.";
next;
mes "[Trainer Adric]";
mes "If you need some battle training find Subino on the first floor Armory of the Academy.";
cutin "", 255;
close;
} else {
mes "[Trainer Adric]";
mes "It seems you have learned enough.";
mes "Head over to the Swordsman Guild";
mes "to continue your change into a Swordsman!";
next;
mes "[Trainer Adric]";
mes "The Swordsman Guild is located";
mes "to the west of the Izlude Plaza Center.";
mes "It should be very easy to find.";
cutin "", 255;
nov_3_swordman = 4;
if (questprogress(1230))
erasequest 1230;
close;
}
} else if (nov_3_swordman == 4) {
mes "[Trainer Adric]";
mes "During this period, you must train really hard.";
next;
mes "[Trainer Adric]";
mes "Continue to improve your abilities to change to an amazing job!";
cutin "", 255;
close;
}
} else if (Class == Job_Swordman) {
mes "[Trainer Adric]";
mes "You're already a Swordsman!";
next;
mes "[Trainer Adric]";
mes "There's nothing else special to teach you.";
cutin "", 255;
close;
} else {
mes "[Trainer Adric]";
mes "Hey! You already have a job!";
next;
mes "[Trainer Adric]";
mes "Go away!";
cutin "", 255;
close;
}
}
iz_ac02_a,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_a 4_M_SWORDMAN
iz_ac02_b,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_b 4_M_SWORDMAN
iz_ac02_c,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_c 4_M_SWORDMAN
iz_ac02_d,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_d 4_M_SWORDMAN
//- Swordman Assistant (Neals) -
iz_ac02,53,48,5 script Swordman Assistant#ac 4_M_KY_KNT,{
if (questprogress(4269) != 2) {
mes "[Assitant Trainer Neals]";
mes "You want to learn about Swordsman?";
mes "If you want to take the class you must register and come back here.";
close;
}
if (Class == Job_Novice && JobLevel >= 10) {
mes "[Assitant Trainer Neals]";
mes "As you are at the enough job level, you don't need any more lecturing.";
next;
if(select("Then I will stop.", "Become a swordsman right away!") == 1) {
mes "[Assitant Trainer Neals]";
mes "Before the training starts, you already raised your level.";
mes "Impressive.";
close;
}
mes "[Assitant Trainer Neals]";
mes "It seems that you have fully grown.";
mes "Head to the Swordsman Guild to become a swordsman!";
next;
mes "[Assitant Trainer Neals]";
mes "The Swordsman Guild is located in Izlude square";
mes "From the center, go west.";
mes "It should be easy to find.";
cutin "", 255;
if (questprogress(1230))
erasequest 1230;
close;
} else {
if (Class == Job_Swordman) {
mes "[Assitant Trainer Neals]";
mes "You are now a swordsman!";
mes "There's nothing else special to teach you.";
close;
} else if (Class != Job_Novice) {
mes "[Assitant Trainer Neals]";
mes "You already have another job!";
mes "Go away!";
close;
} else {
if (questprogress(1229) == 2) {
mes "[Assitant Trainer Neals]";
mes "Let's repeat the prerequisite of Swordsmanhood, this is a review study!";
next;
while(1) {
switch(select("Swordman key points", "Heightened Attack and defense.", "Related stats","Additional Swordman classes?", "I learned enough already.")) {
case 1:
mes "[Assitant Trainer Neals]";
mes "Swordsman uses strong constitution; shrugs off damage easily from foes and when in a party, is a leader and the protector of others.";
next;
break;
case 2:
mes "[Assitant Trainer Neals]";
mes "Swordsman prefer to use spears, two-handed swords or combination sword and shield.";
next;
mes "[Assitant Trainer Neals]";
mes "Also the swordsman's vitality is normally high making them able to carry massive amounts of weight.";
next;
break;
case 3:
mes "[Assitant Trainer Neals]";
mes "Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000 Of course this is all up to you";
next;
mes "[Assitant Trainer Neals]";
mes "^0000FFVit^000000 affects^FF0000HP recovery rate^000000.";
mes "^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000.";
mes "^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000.";
next;
mes "[Trainer Adric]";
mes "^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000.";
mes "^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000.";
next;
break;
case 4:
mes "[Assitant Trainer Neals]";
mes "After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000.";
next;
mes "[Assitant Trainer Neals]";
mes "Go raise your strength while figuring out if you're offensive or defensive.";
mes "This is something you should do.";
break;
case 5:
mes "[Assitant Trainer Neals]";
mes "Ask again anytime.";
mes "I'll answer everything!";
close;
}
mes "[Assitant Trainer Neals]";
mes "Let's repeat the prequisite of swordsmanhood,";
mes "this is a review study!";
next;
}
} else {
mes "[Assitant Trainer Neals]";
mes "Feeble people like you can become a gallant Swordsman soon.";
mes "Yes, you can. Be ambitious.";
close;
}
}
}
}
iz_ac02_a,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_a 4_M_KY_KNT
iz_ac02_b,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_b 4_M_KY_KNT
iz_ac02_c,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_c 4_M_KY_KNT
iz_ac02_d,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_d 4_M_KY_KNT
//== Magician ==============================================
//- Mage Chuck -
iz_ac02,148,110,3 script Mage Chuck#ac 4_M_JOB_WIZARD,{
cutin "nov_magicsoul01.bmp", 2;
if (Class == Job_Novice) {
if (questprogress(4269) == 2) {
mes "[Mage Chuck]";
mes "I am the one in charge of magic studies in Criatura Academy";
mes "^0000FFA genius Mage^000000~!";
mes "^0000FFMage Chuck^000000.";
next;
mes "[Mage Chuck]";
mes "Someone like you who has magic talent but doesn't know how to become a Mage.";
mes "For a ^FF0000Novice^000000 like you I'm offering my training.";
next;
mes "[Mage Chuck]";
mes "How about it?";
mes "Do you wanna try out my priceless lessons?";
next;
if(select("I will learn.", "No thanks!") == 2) {
mes "[Mage Chuck]";
mes "If you don't listen to me, you'll regret of it.";
next;
mes "[Mage Chuck]";
mes "When you change your mind, come back to me.";
} else {
mes "[Mage Chuck]";
mes "Good! If that's your decision, I will do my best.";
mes "How much you learn depends on your own effort.";
next;
mes "[Mage Chuck]";
mes "To become a Mage, you need to be very studious.";
mes "Ask me what you want to learn!";
while(1) {
next;
switch(select("What is a Mage's primary role?", "What ^8B4513stats^000000 are good for Mage?", "What are Mage's ^8B4513skill^000000s?", "Can I try some skills?!", "I want to ^8B451Cchange job^000000 to Mage!", "I'll get back to you later")) {
case 1:
mes "[Mage Chuck]";
mes "A Mage's primary role is to use magic to inflict powerful attacks.";
next;
mes "[Mage Chuck]";
mes "We have low defense but have various attack ^006400skills^000000.";
mes "Be careful about the damage you take as a Mage.";
next;
mes "[Mage Chuck]";
mes "If you remember these little things you can become a great Mage.";
mes "Walk with pride as you grow in magic power~";
next;
mes "[Mage Chuck]";
mes "Anything else you want to know about Mages?";
break;
case 2:
mes "[Mage Chuck]";
mes "Doesn't a Mage remind you something solid?";
next;
mes "[Mage Chuck]";
mes "Sheer physical force is for brutes who increase their ^006400STR^000000.";
mes "For a ^0000FFgenius Mage^000000 like myself that's a waste.";
next;
mes "[Mage Chuck]";
mes "Become wise and clever with your^006400 mind power^000000.";
mes "This is Mage's primary attribute- ^006400INT^000000, it's what's most important!";
next;
mes "[Mage Chuck]";
mes "If you remember these little things you can become a great Mage.";
mes "Walk with pride as you grow in magic power~";
next;
mes "[Mage Chuck]";
mes "Anything else you want to know about Mages?";
break;
case 3:
mes "[Mage Chuck]";
mes "Mages have powerful magical skills.";
mes "The basis of these skills are the attributes ^006400<Water, Wind, Earth, Fire>^000000.";
next;
mes "[Mage Chuck]";
mes "As each element has its own^006400 range attack magic^000000, these are useful when dealing with many enemies~!!";
next;
mes "[Mage Chuck]";
mes "Ok enough talk.";
mes "I will show you my power by offering a demonstration.";
mes "You should be honored to be witnessing this!";
next;
mes "[Mage Chuck]";
switch(rand(1, 7)) {
case 1:
mes "Detecting hidden enemies";
mes "^006400Sight^000000 !!!!";
specialeffect EF_SIGHT;
break;
case 2:
mes "Deflect all physical attacks";
mes "^006400Safety Wall^000000!!!!";
specialeffect EF_GLASSWALL;
break;
case 3:
mes "Fire damage premier ~!!!";
mes "^006400Fire Ball^000000!!!!";
specialeffect EF_FIREBALL;
break;
case 4:
mes "Wall of Fire~!!";
mes "^006400Fire Wall^000000!!!!";
specialeffect EF_FIREWALL;
break;
case 5:
mes "Want a taste of thunder?";
mes "^006400Lightening Bolt^000000!!!!";
specialeffect EF_LIGHTBOLT;
break;
case 6:
mes "Get lost in the storm!";
mes "^006400Thunder Storm^000000!!!!";
specialeffect EF_THUNDERSTORM;
break;
case 7:
mes "What killed the dinosaurs?";
mes "The Ice Age!";
mes "^006400Frost Diver^000000!!!!";
specialeffect EF_FROSTDIVER2;
break;
}
next;
mes "[Mage Chuck]";
mes "Doesn't it shake your heart to see my skills?";
mes "You won't get hurt so don't worry~!";
next;
mes "[Mage Chuck]";
mes "Anything else you want to know about Mages?";
break;
case 4:
if (isequippedcnt(Mage_Manual) > 0 || countitem(Mage_Manual) > 0) {
mes "[Mage Chuck]";
mes "I think you already received a ^FF0000Mage Manual^000000~!";
mes "I can't offer you two of them.";
mes "One is good enough~!";
next;
mes "[Mage Chuck]";
mes "Try out the skills after equipping the^006400 Mage Manual^000000.";
mes "Then hunt with the skills given to you in your skill window.";
next;
mes "[Mage Chuck]";
mes "Anything else you want to know about Mages?";
} else {
if (checkweight(Yggdrasilberry, 1)) {
mes "[Mage Chuck]";
mes "Right, you must be set with your heart firm on becoming a Mage.";
next;
mes "[Mage Chuck]";
mes "OK! Then I'll give you a chance to taste what it is to become a Mage.";
mes "Take this ^006400Mage Manual^000000.";
mes "I'll let you borrow it!";
next;
mes "[Mage Chuck]";
mes "Try out the skills after equipping the^006400 Mage Manual^000000.";
mes "Then hunt with the skills given to you in your skill window.";
next;
mes "[Mage Chuck]";
mes "It's a valuable item so don't lose it.";
mes "If you want to become a genius ^0000FFMage^000000 like me, follow in my path.";
getitem Mage_Manual, 1; // Mage_Manual
break;
} else {
mes "[Mage Chuck]";
mes "If you want to become a Mage lighten up your inventory load.";
next;
mes "[Mage Chuck]";
mes "Anything else you want to know about Mages?";
}
}
break;
case 5:
if (questprogress(9264) == 2) {
mes "[Mage Chuck]";
mes "Ah~ you want to change to a magician?";
next;
mes "[Mage Chuck]";
mes "I seem to have used a great deal of magic sending you before...";
mes "Because of too many students like you, I cannot send you again!";
next;
mes "[Mage Chuck]";
mes "If you really want to go, then please go speak to the Kafra Staff and use their Teleport Service.";
} else {
mes "[Mage Chuck]";
mes "Ah~ you want to change to a magician?";
next;
mes "[Mage Chuck]";
mes "To change your job to a magician, you must visit the Magician's Guild.";
mes "I can send you close to there, but...";
next;
mes "[Mage Chuck]";
mes "You must first reach ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000.";
next;
if(getskilllv("NV_BASIC") < 9) {
mes "[Mage Chuck]";
mes "You don't seem ready!";
mes "If you want to change your job, you must first be ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000.";
mes "Then come back and see me!";
next;
mes "[Mage Chuck]";
mes "What else do you want to know about magicians?";
} else {
mes "[Mage Chuck]";
mes "Ah, it seems that you already have those requirements!";
mes "Do you want to change your job immediately?";
next;
if(select("No", "Yes") == 1) {
mes "[Mage Chuck]";
mes "Okay, when you have decided please come back!";
next;
mes "[Mage Chuck]";
mes "What else do you want to know about magicians?";
} else {
mes "[Mage Chuck]";
mes "In that case, I'll use magic to send you near ^8B4513Geffen^000000, where the Magician's Guild is.";
mes "It is there that you will be able to become a magician.";
next;
mes "[Mage Chuck]";
mes "Once I send you, you will speak to the ^0000FFMage's Guild Guide^000000.";
mes "They will be able to assist you further.";
mes "Let's go! I'm ready to send you there!";
next;
mes "[Mage Chuck]";
mes "Whoosh Whoosh";
mes "Ooo... Ooo... Hum... Hmm!";
mes "Teleport!";
cutin "", 255;
next;
setquest 9264;
savepoint "geffen", 120, 38;
warp "gef_fild07", 88, 205;
end;
}
}
}
break;
case 6:
mes "[Mage Chuck]";
mes "Yes~ Go meet other teachers then come back.";
mes "Of course, Mages are most alluring of them all.~";
next;
mes "[Mage Chuck]";
mes "You'll choose Mage again I have no doubt about it~~!!";
mes "Haha see you later~";
break;
}
break;
}
}
} else {
mes "[Mage Chuck]";
mes "First you'll have to complete your ^8B4513registration^000000 at the Academy front desk.";
mes "If you go to the 1st floor of the academy someone will help you register.";
}
} else {
mes "[Mage Chuck]";
mes "You're no longer the innocent ^8b4513Novice^000000 who doesn't know anything~?";
mes "I don't have anything to teach you~!";
}
close2;
cutin "", 255;
end;
}
iz_ac02_a,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_a 4_M_JOB_WIZARD
iz_ac02_b,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_b 4_M_JOB_WIZARD
iz_ac02_c,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_c 4_M_JOB_WIZARD
iz_ac02_d,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_d 4_M_JOB_WIZARD
//- Magician's Guild Guide -
gef_fild07,90,208,6 script #acmageguide HIDDEN_NPC,7,7,{
end;
OnTouch:
if (questprogress(9264) == 1) {
mes "[Magician's Guild Guide]";
mes "It seems that you've come from Criatura Academy.";
next;
mes "[Magician's Guild Guide]";
mes "You look a little exhausted...";
mes "Though.. to become a magician is exhausting in a way...";
next;
mes "[Magician's Guild Guide]";
mes "First off, my task is to guide you to the Mage's guild!";
mes "Go straight to the right!";
mes "After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!";
next;
mes "[Magician's Guild Guide]";
mes "Once there,";
mes "You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>.";
mes "Speak to him, he will continue to guide you to the Magician's Guild!";
nov_3_magician = 2;
completequest 9264;
erasequest 9264;
setquest 9265;
close;
}
}
//- Magician's Guild Guide -
gef_fild07,89,208,6 script Magician's Guild Guide#1 2_F_MAGICMASTER,{
if (questprogress(9265) == 1) {
mes "[Magician's Guild Guide]";
mes "First off, my task is to guide you to the Mage's guild!";
mes "Go straight to the right!";
mes "After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!";
next;
mes "[Magician's Guild Guide]";
mes "Once there,";
mes "You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>.";
mes "Speak to him, he will continue to guide you to the Magician's Guild!";
} else {
mes "[Magician's Guild Guide]";
mes "I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild.";
mes "These days the academy has a lot of new students so I'm happy to be working.";
}
close;
OnInit:
//AddQuestInfo 9265 1 0
//SetQuestQuest 9265 9264 1
end;
}
//- Magician's Guild Guide -
geffen,43,123,6 script Magician's Guild Guide#2 2_F_MAGICMASTER,{
if (questprogress(9265) == 1) {
mes "[Magician's Guild Guide]";
mes "Ah, you made it all the way here. Very good for an academy student!";
next;
mes "[Magician's Guild Guide]";
mes "Before this step-by-step guide, they would get lost and frustrated.";
next;
mes "[Magician's Guild Guide]";
mes "Anyways, let's keep this short.";
mes "I will now tell you the route to the Mage's Guild!";
mes "The way to go is quite simple...";
mes "From here, go toward 11 o'clock, you will see the Mage's Guild.";
next;
mes "[Magician's Guild Guide]";
mes "Just go inside, and upstairs a little to find the";
mes "<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>";
mes "From there, he will assist you in becoming a Mage.";
completequest 9265;
erasequest 9265;
setquest 9266;
} else if (questprogress(9266) == 1) {
mes "[Magician's Guild Guide]";
mes "The way to go is quite simple...";
mes "From here, go toward 11 o'clock, you will see the Mage's Guild.";
next;
mes "[Magician's Guild Guide]";
mes "Just go inside, and upstairs a little to find the";
mes "<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>";
mes "From there, he will assist you in becoming a Mage.";
} else {
mes "[Magician's Guild Guide]";
mes "I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild.";
mes "These days the academy has a lot of new students so I'm happy to be working.";
}
close;
OnInit:
//AddQuestInfo 9266 1 0
//SetQuestQuest 9266 9265 1
end;
}
//== Merchant ==============================================
//- Salim Hamid -
iz_ac02,50,169,3 script Salim Hamid#ac 1_M_MERCHANT,{
disable_items;
if (!checkweight(Emperium, 3) || (MaxWeight - Weight) < 10000) {
mes "- As you are overloaded with so many items, quest can't be proceeded. -";
close;
}
if (BaseLevel > 15 || Class != Job_Novice) {
cutin "aca_salim01",2;
mes "[Salim Hamid]";
mes "Ehm?";
mes "This class only for Novices just starting their adventure.";
next;
mes "[Salim Hamid]";
mes "Looking at you, you seem like you need some help. How about going to another place?";
close2;
cutin "", 255;
end;
}
if (questprogress(4269) < 1) {
cutin "aca_salim01",2;
mes "[Salim Hamid]";
mes "Oh~";
mes "At a glance, hey, you like the lost baby sheep.. Here the non registered passengers are prohibited.";
next;
mes "[Salim Hamid]";
mes "If you want to look around this area without physical prohibiton, you would better register first at the info desk at the Academy entrance.";
close2;
cutin "", 255;
end;
}
if (JobLevel >= 10) {
cutin "aca_salim01.bmp", 2;
mes "[Salim Hamid]";
mes "Ho Oh~";
mes "You look like you're ready to change to a first job.";
next;
cutin "aca_salim02",2;
mes "[Salim Hamid]";
mes "How about it? Are you interested in the way of the Merchant? If so, I may be helpful for you.";
next;
if(select("Not interest.", "Interested.") == 1) {
mes "[Salim Hamid]";
mes "Oh.. No...";
mes "Well, there is no way. Our Criatura Academy put the priority to the adventurer's choice.";
close2;
cutin "", 255;
end;
}
mes "[Salim Hamid]";
mes "Good~ Then, I will send you to the town of Alberta. There you can become a merchant.";
next;
mes "[Salim Hamid]";
mes "Do not go elsewhere, immediately enter the town.";
mes "Find the <NAVI>[Forge]<INFO>alberta_in,75 48</INFO></NAVI>.";
next;
if(select("Not yet ready.", "I'm Ready!") == 1) {
mes "[Salim Hamid]";
mes "Yes, I understand. When you are ready, let me see you again.";
close2;
cutin "", 255;
end;
} else {
mes "[Salim Hamid]";
mes "Good~ Please go to the Forge and find me.";
close2;
setquest 12307;
cutin "", 255;
warp "pay_fild03", 388, 68;
end;
}
} else {
cutin "aca_salim02",2;
mes "[Salim Hamid]";
mes "Hahaha. "+strcharinfo(0)+" you have completed the Merchant theory course at the Criatura Academy.";
next;
mes "[Salim Hamid]";
mes "When you want to test the other battle skills in the Merchant's Manual,";
mes "visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> on the 1st floor.";
next;
mes "[Salim Hamid]";
mes "You can fully experience the battle related practice through him.";
next;
mes "[Salim Hamid]";
mes "The guide for the next course "+strcharinfo(0)+" will be serviced when you reach job level 10. Good luck.";
close2;
cutin "", 255;
end;
}
if (questprogress(12302) < 1) {
cutin "aca_salim02.bmp", 2;
mes "[Salim Hamid]";
mes "Oh~";
mes "Hey, you like a lost sheep. Do you know why you've come here?";
next;
if(select("Don't Know", "Know.") == 1) {
mes "[Salim Hamid]";
mes "Oh... you don't?";
next;
} else {
mes "[Salim Hamid]";
mes "Oh~ you seem like a quick learner.";
next;
}
mes "[Salim Hamid]";
mes "Well, I should at least give a briefing.";
next;
cutin "aca_salim01.bmp", 2;
mes "[Salim Hamid]";
mes "I am ^0000ffSalim Hamid^000000 in charge with training the merchant course here at the Criatura Academy.";
next;
mes "[Salim Hamid]";
mes "This classroom is for Merchant applicants. In fact, this room is mainly for doing the finacial management of the Criatura Academy.";
next;
cutin "aca_salim02.bmp", 2;
mes "[Salim Hamid]";
mes "Next time, if you want to observe the merchant course, you can visit me, Salim Hamid and register.";
setquest 12302;
completequest 12302;
close2;
cutin "", 255;
end;
}
if (questprogress(12303) < 1) {
cutin "aca_salim01.bmp", 2;
mes "[Salim Hamid]";
mes "Oh~ You came back. Do you want to experience the Merchant training course? It is a little bit difficult to the average beginner.";
next;
if(select("No thanks!", "Sign me up!.") == 1) {
mes "[Salim Hamid]";
mes "Oh~ though it is a bit hard, it is worth learning. Sadly, there's no other way.";
close2;
cutin "", 255;
end;
}
mes "[Salim Hamid]";
mes "Oh, yes... Then, first will you register your name in this student list?";
next;
if(select("Refuse.", "Put your name on the list.") == 1) {
cutin "aca_salim03.bmp", 2;
mes "[Salim Hamid]";
mes "Resistance from the beginning? This isn't the way to start training.";
close2;
cutin "", 255;
end;
}
cutin "aca_salim01.bmp", 2;
mes "[Salim Hamid]";
mes "Ummm~ Your name is...";
mes "^0000ff"+ strcharinfo(0) +"^000000...... right?";
next;
mes "[Salim Hamid]";
mes "First to observe the Merchant course, you need to have the Merchant mindset. A trader with less than 100 zeny could not be called a Merchant.";
next;
cutin "aca_salim02.bmp", 2;
mes "[Salim Hamid]";
mes ""+ strcharinfo(0) +"^000000 come back to me with 100 Zeny in hand before the next class.";
next;
mes "[Salim Hamid]";
mes "Of course, that money won't be taken. It is only A test to see your basic mindset to being a Merchant. Good luck.";
setquest 12303;
close2;
cutin "", 255;
end;
} else if (questprogress(12303) == 1) {
if (Zeny >= 100) {
cutin "aca_salim02.bmp", 2;
mes "[Salim Hamid]";
mes "Wow, you really came back with 100 zeny in hand. I feel your desire to learn clearly.";
next;
mes "[Salim Hamid]";
mes "Now. I will give you a Merchant's manual. Equipped with it. Press Alt + S key and look at the skill window.";
next;
mes "[Salim Hamid]";
mes "Clicking the [MISC] tab on the skill window, you can see the Merchant manual skills.";
next;
mes "[Salim Hamid]";
mes "Now~ as we should go to the next course, equip the guide and see the skill, then speak to me again.";
getitem Merchant_Manual, 1; // Merchant_Manual
completequest 12303;
close2;
cutin "", 255;
end;
} else {
cutin "aca_salim02.bmp", 2;
mes "[Salim Hamid]";
mes "Hohohong.. Test is not easy? Will you give it up now?";
next;
if(select("Can't do it.", "Give it up.") == 1) {
mes "[Salim Hamid]";
mes "Will you? 100 zeny isn't hard to get pal.";
close2;
cutin "", 255;
end;
} else {
mes "[Salim Hamid]";
mes "Yes, come back to me when you change your mind.";
erasequest 12303;
close2;
cutin "", 255;
end;
}
}
}
if (questprogress(12304) < 1) {
cutin "aca_salim01",2;
mes "[Salim Hamid]";
mes "Now, how about attending the class concerning various basic skills which merchants should have for making money.";
next;
mes "[Salim Hamid]";
mes "This might be better for you to learn from the steward working on the field next door. Go to him for the Merchant theory course, then return to me.";
setquest 12304;
close2;
cutin "", 255;
end;
} else if (questprogress(12304) == 1) {
cutin "aca_salim01",2;
mes "[Salim Hamid]";
mes "Haven't you gone to him for the class? Go to the steward next to me and return after completing the Merchant skill theory.";
close2;
cutin "", 255;
end;
}
if (questprogress(12305) < 1) {
mes "[Salim Hamid]";
mes "Have you come after a good lesson from the steward concerning what a Merchant can do?";
next;
cutin "aca_salim02",2;
mes "[Salim Hamid]";
mes "By any chance, "+strcharinfo(0)+" do you have mind to learn more about Merchants here?";
next;
if(select("I will look around at more jobs.", "Let me do it a little more.") == 1) {
mes "[Salim Hamid]";
mes "Yes, your open mind is good for you. As this academy has many other lecturers besides Merchants.";
next;
mes "[Salim Hamid]";
mes "Whenever you feel like learning again, come back to me "+strcharinfo(0)+".";
close2;
cutin "", 255;
end;
}
mes "[Salim Hamid]";
mes "Is that so? OK, now how about learning the major effects of Merchant's stats? If you are ready, speak to me.";
setquest 12305;
close2;
cutin "", 255;
end;
} else if (questprogress(12305) == 1) {
cutin "aca_salim01.bmp", 2;
mes "[Salim Hamid]";
mes "Trader's stats are classified as two major series. One is for manufacturing, the other is for battle.";
next;
cutin "aca_salim02",2;
mes "[Salim Hamid]";
mes "Of course, these are for farther down in the future. At this moment, you are even short of stats to invest DEX enabling you to hunt a monster.";
next;
cutin "aca_salim01",2;
mes "[Salim Hamid]";
mes "But, there is a big difference between your knowledge of the basic rules and being ignorant of it.";
mes "Let's learn about it one by one.";
next;
mes "[Salim Hamid]";
mes "Now, what series do we start with?";
next;
while(1) {
switch(select("Already know it.", "Battle Stats.", "Crafting Stats.")) {
case 1:
mes "[Salim Hamid]";
mes "It will be OK as it is, won't it?";
next;
if(select("I already know all of them.", "Please make another explanation.") == 1) {
mes "[Salim Hamid]";
mes "Yes, you are "+strcharinfo(0)+" I am pleased to meet a quick-to-learn student like you. It also saves my time.";
next;
} else {
mes "[Salim Hamid]";
mes "Aha~ I think I got you wrong. Let's start the lecture again.";
next;
}
break;
case 2:
mes "[Salim Hamid]";
mes "Being in a trader role, the stats affecting the figure of battle power are two ^4d4fffSTR & DEX^000000.";
next;
mes "[Salim Hamid]";
mes "STR is related to the basic attacking power, DEX is to hit ratio and recovery from damage.";
next;
mes "[Salim Hamid]";
mes "In you future, according to the 2nd and 3rd jobs you choose, you can learn additional attacking stats such ^4d4fffINT or AGI^000000.";
next;
mes "[Salim Hamid]";
mes "To back up your shortage, you can increase LUK a little.";
next;
mes "[Salim Hamid]";
mes "Rather than worry yourself, it may be a good idea to learn from other Merchants. You know ask others for advice.";
next;
mes "[Salim Hamid]";
mes "Any other questions?";
next;
break;
case 3:
mes "[Salim Hamid]";
mes "The stats concerning crafting is simpler than that concerning battle. Only difficulty is how to cultivate it.";
next;
mes "[Salim Hamid]";
mes "It is common that you increase ^4d4fffDEX & LUK^000000 as the base and, if you have surplus, you invest the rest in ^4d4fffINT^000000.";
next;
mes "[Salim Hamid]";
mes "Of course, the allocation of the portion should be properly adjusted in accordance with your equipments and the status you are in.";
next;
mes "[Salim Hamid]";
mes "One thing you should keep in mind is it may be a very boring and ascetic way to grow alone as Merchant specializing in crafting.";
next;
mes "[Salim Hamid]";
mes "If possible, make use of your friends and their items if you can.";
mes "This is my personal opinion only.";
mes "It is absolutely not the official standpoint of the Criatura Academy.";
next;
mes "[Salim Hamid]";
mes "Any other questions?";
next;
break;
}
}
mes "[Salim Hamid]";
mes "Then, it is the end of this class.";
mes "If you have more questions about Merchants, please make other visits.";
completequest 12305;
close2;
cutin "", 255;
end;
}
if (questprogress(12306) < 1) {
mes "[Salim Hamid]";
mes "You came back again. "+strcharinfo(0)+" this time, shall we have a practical training by doing a simple errand?";
next;
mes "[Salim Hamid]";
mes "Can you see the noisy vending machine at the corner of this classroom? It was originally a soft drink vending machine but swallows coin very much...";
next;
cutin "aca_salim02",2;
mes "[Salim Hamid]";
mes "Anyway, due to this reason, it is now being used for the trainees' practice of skills. Please check the prices for Garlet and Zargon.";
next;
mes "[Salim Hamid]";
mes "But! You should come back wit the information about ^4d4fffthe discounted prices equipped with the merchant's manual and applied with the discount rate^000000.";
next;
cutin "aca_salim01",2;
mes "[Salim Hamid]";
mes "Don't buy them. Just come back with the checked prices only. Can you do it?";
next;
if(select("I will do it next time.", "I will do it.") == 1) {
mes "[Salim Hamid]";
mes "OK. Then you challenge it next time.";
close2;
cutin "", 255;
end;
}
mes "[Salim Hamid]";
mes "Good~ I will see you later.";
setquest 12306;
close2;
cutin "", 255;
end;
} else if (questprogress(12306) == 1) {
cutin "aca_salim02",2;
mes "[Salim Hamid]";
mes "Yes. Let's see the prices you checked.";
next;
switch(select("I will come back after rechecking them.", "Garlet 39z Zargon 450z", "Garlet 37z Zargon 448z", "Garlet 37z Zargon 446z", "Garlet 37z Zargon 444z")) {
case 1:
mes "[Salim Hamid]";
mes "OK. You come back after rechecking them in detail.";
close2;
cutin "", 255;
end;
case 4:
mes "[Salim Hamid]";
mes "OK~ You correctly checked the prices equipped with Merchant's Manual.";
next;
cutin "aca_salim01",2;
mes "[Salim Hamid]";
mes "Perhaps, if you become a Merchant and use the high level of discount skill, you can buy what you want at much cheaper prices.";
next;
mes "[Salim Hamid]";
mes "The practice of overcharge will be the same.";
next;
cutin "aca_salim02",2;
mes "[Salim Hamid]";
mes "You don't need to practice the overcharge as well. You experience it while selling items earned during the other courses.";
next;
mes "[Salim Hamid]";
mes "Now the Merchant training at the Academy is finished.";
completequest 12306;
close2;
cutin "", 255;
end;
default:
cutin "aca_salim03",2;
mes "[Salim Hamid]";
mes "Did you correctly check them?";
close2;
cutin "", 255;
end;
}
}
}
iz_ac02_a,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_a 1_M_MERCHANT
iz_ac02_b,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_b 1_M_MERCHANT
iz_ac02_c,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_c 1_M_MERCHANT
iz_ac02_d,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_d 1_M_MERCHANT
//- Steward Aydin -
iz_ac02,53,171,3 script Steward Aydin#ac 4_M_MANAGER,{
disable_items;
if (!checkweight(Emperium, 3) || (MaxWeight - Weight) < 10000) {
mes "- As you are overloaded with so many items, quest can't be proceeded.";
close;
}
if(questprogress(12304) == 1) {
mes "[Steward Aydin]";
mes "Mr. Hamid sent you here. Nice to meet you. Being busy in organizing the account book, I will make time for you.";
next;
mes "[Steward Aydin]";
mes "There are many ways to make margin on trading.. A threat, a concillation, black-market dealings, etc.";
next;
mes "[Steward Aydin]";
mes "If necessary, even various violent and bloody shortcuts (wow this guy is serious!)";
next;
mes "[Steward Aydin]";
mes "OH wait, what did I tell you?";
mes "These are legally prohibited behaviors. So, Merchants will be given two skills. Those are ^4d4fffOvercharge and Discount^000000..";
next;
mes "[Steward Aydin]";
mes "Besides, there are some other helpful skills such as ^4d4fffPush Cart Vending, Item Appraisal^000000 etc.. Which are not related directly to them though.";
next;
mes "[Steward Aydin]";
mes "Any questions among them?";
next;
while(1) {
switch(select("I already know all of them.", "Overcharge & Discount", "Other skills", "Item Appraisal")) {
case 1:
mes "[Steward Aydin]";
mes "Really are you OK with it?";
next;
if(select("Wait I know it all.", "No, please explain them again.") == 1) {
mes "[Steward Aydin]";
mes "Ho O~ You don't have any questions?";
mes "OK. You are a person of practice rather than of theory.";
next;
mes "[Steward Aydin]";
mes "The additional lecture will be provided by Mr. Salim Hamid. Ah. I have something to give you.";
next;
mes "[Steward Aydin]";
mes "This is a box containing the defective equipments leaving from the inventory organization here.";
mes "Please practice the Item Appraisal skill in the Merchant Manual with it.";
next;
mes "[Steward Aydin]";
mes "I anticipate to see you next time in a good shape.";
completequest 12304;
getitem Old_Equipment_Box, 1; // Old_Equipment_Box
close;
}
mes "[Steward Aydin]";
mes "Ho O~ Sorry but I got you wrong.";
mes "Let's start the class.";
next;
break;
case 2:
mes "[Steward Aydin]";
mes "It is simple to use Overcharge and Discount.";
next;
mes "[Steward Aydin]";
mes "These two skills are passive skills. If you become familiar with these, "+strcharinfo(0)+" these will automatically perform in trading with merchant NPC without your operation.";
next;
mes "[Steward Aydin]";
mes "Once you've learned Overcharge, when selling commodities to a merchant NPC, you can gain the sales money composed of the regular sales price plus additional money as per the Overcharge skill level.";
next;
mes "[Steward Aydin]";
mes "Oppositely, Discount is the skill, on your buying commodities from a merchant NPC, you can purchase it at the price discounted on the regular selling price as per the skill level.";
next;
mes "[Steward Aydin]";
mes "Be carefult that these two skills are to be used only in trading with usual merchant's NPC, not with other manufacturing NPC or among adventurers.";
next;
mes "[Steward Aydin]";
mes "Do you have more questions?";
next;
break;
case 3:
mes "[Steward Aydin]";
mes "Enlarge Weight Limit, Push Cart, Vending. These three skills have close relationships.";
next;
mes "[Steward Aydin]";
mes "First talking about ^4d4fffEnlarge Weight Limit^000000 skill, is the skill to increase th character's basic earned points. It is an automatic operational passive skill when you learn it.";
next;
mes "[Steward Aydin]";
mes "This earned point skill reaching a certain level, you can use the skill called ^4d4fffPush Cart^000000";
next;
mes "[Steward Aydin]";
mes "But this Push Cart skill has the disadvantage of the slowdown of moving speed, though the advantage of high loading capacity.";
next;
mes "[Steward Aydin]";
mes "When this Push Cart skill reaches at a certain level, you can use the skill called ^4d4fffVending^000000. This is used to sell your own items to other players.";
next;
mes "[Steward Aydin]";
mes "Besides these, is there any more questions?";
next;
break;
case 4:
mes "[Steward Aydin]";
mes "Item Appraisal skill is a supplementary skill rather than the essential one.";
next;
mes "[Steward Aydin]";
mes "If you learn this skill you can identify items without having to use a Magnifying Glass Item.";
next;
mes "[Steward Aydin]";
mes "Besides these, is there any more questions?";
next;
break;
}
}
} else {
mes "[Steward Aydin]";
mes "I am very busy clearing an account book, so how about talking next time?";
close;
}
}
iz_ac02_a,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_a 4_M_MANAGER
iz_ac02_b,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_b 4_M_MANAGER
iz_ac02_c,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_c 4_M_MANAGER
iz_ac02_d,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_d 4_M_MANAGER
//== Thief =================================================
//- Guest Lecturer Mayssel -
// - Teaches the player about the Thief class.
iz_ac02,52,136,3 script Guest Lecturer Mayssel#0 4_F_MAYSEL,{
if (!checkweight(Axe, 3)) {
mes "Quest cannot be continued due to the overfilled inventory.";
mes "Please try it again after organizing the items.";
close;
}
if (questprogress(4269) > 0 && Class == Job_Novice) {
if (!questprogress(7480)) {
mes "[Lumin]";
mes ".......... Then";
cutin "nov_lumin01.bmp", 2;
next;
cutin "gc_mayssel05.bmp", 1;
mes "[Mayssel]";
mes "I see, Lu make it as you want.";
next;
select("Uh, hi...");
cutin "gc_mayssel01.bmp", 1;
mes "[Mayssel]";
mes "I am sorry...";
mes "Are you a student of Criatura Academy?";
mes "I didn't intend to ignore you.";
mes "He is also one of the students in this class.";
next;
mes "[Mayssel]";
mes "Hello " + strcharinfo(0) + "";
mes "I am Mayssel the section chief of the Veins section of the Assassin Guild.";
mes "I came here to give you some information about the Thief class.";
next;
mes "[Mayssel]";
mes "Do you want to know about the Thief class?";
next;
if(select("Yes, please.", "No, I won't be a Thief.") == 2) {
mes "[Mayssel]";
mes "If you want it....";
cutin "gc_mayssel05.bmp", 1;
close2;
cutin "", 255;
end;
}
mes "[Mayssel]";
mes "Well a thief is commonly thought of as a criminal.";
mes "But our guild is not about taking from those that are in need of it.";
next;
mes "[Mayssel]";
mes "First, we should make it clear.";
mes "We don't steal other's belongings.";
next;
mes "[Lumin]";
mes "How about monsters?";
cutin "nov_lumin01.bmp", 2;
next;
cutin "", 255;
mes "[Mayssel]";
mes "Now monsters...";
cutin "gc_mayssel03.bmp", 1;
next;
mes "[Verkhasel]";
mes "Hey, take it easy.";
mes "You said it was a mission for something important. But only a place like this...";
cutin "gc_verkhasel01.bmp", 2;
next;
cutin "gc_mayssel01.bmp", 1;
mes "[Mayssel]";
mes "I was upset...";
mes "Let me continue.";
mes "A Thief uses techniques that common thieves use to be fast and nimble.";
next;
mes "[Mayssel]";
mes "We use stealth to blend into our surroundings and strike our foes.";
next;
mes "[Mayssel]";
mes "Our primary weapon is a dagger and we compensate their attack strength by adding poison property to our attacks.";
next;
mes "[Mayssel]";
mes "The higher class jobs in Thief class are Assassin and Rogue.";
mes "Verkhasel is a Guillotine Cross which is the third class of the Assassin Job.";
mes "and......";
next;
mes "[Mayssel]";
mes "Mr. Vicente... I called Dumk..";
cutin "gc_mayssel02.bmp", 1;
next;
mes "[Vicente]";
mes "Ah, that is... Mayssel..";
mes "As you know well about Master.";
mes "I can explain about Rogues to you.";
next;
mes "[Mayssel]";
mes "I see...";
mes "" + strcharinfo(0) + " Sorry but you can learn about the Shadow Chaser class from them.";
cutin "gc_mayssel03.bmp", 1;
next;
cutin "gc_mayssel01.bmp", 1;
mes "[Mayssel]";
mes "Anyway, these two gentlemen will help you.";
mes "^4d4dffCome back to me after speaking to Verkhasel and Vicente.^000000";
setquest 7480;
close2;
cutin "", 255;
end;
} else if (questprogress(7480) == 1) {
if (questprogress(7481) > 0 && questprogress(7482) > 0) {
mes "[Mayssel]";
mes "Have you learned something about Thief, Assassin and Rogue?";
mes "You don't need to understand everything right now.";
cutin "gc_mayssel01.bmp", 1;
next;
if (BaseLevel > 12) {
mes "[Mayssel]";
mes "I only play the role to inform you of there is this one that one...";
mes "The next course is how to use the experience guide... Let's skim it over.";
next;
mes "[Mayssel]";
mes "The guide for skill experience provided by the academy can be used up to level 12.";
mes "Regretfully, only the explanation is available for you.";
next;
mes "[Mayssel]";
mes "If you want to be a Thief, you just come back here.";
mes "I can help you with the 1st step of the job change.";
next;
mes "[Mayssel]";
mes "Thank you for your hard work.";
cutin "gc_mayssel02.bmp", 1;
completequest 7480;
erasequest 7481;
erasequest 7482;
setquest 7483;
completequest 7483;
getexp 800, 50;
getitem Novice_Potion, 30; // Novice_Potion
getitem N_Magnifier, 20; // N_Magnifier
} else {
mes "[Mayssel]";
mes "I only play the role to inform you of there is this one that one...";
mes "Then, let's talk about the Thief's skills.";
next;
mes "[Mayssel]";
mes "I will give you the guide to borrow the thief's skill temporarily.";
mes "Organize the guide items, you can see the useful skills on the 'ETC' skill window.";
next;
mes "[Mayssel]";
mes "By making use of the guide, you may take the missions being asked by Verkhasel and Vicente.";
completequest 7480;
erasequest 7481;
erasequest 7482;
setquest 7483;
getitem Thief_Manual, 1; // Thief_Manual
}
close2;
cutin "", 255;
end;
} else {
mes "[Mayssel]";
mes "Verkhasel and Vicente will give you various information related to the higher class jobs.";
mes "So, come back to me after listening to them.";
cutin "gc_mayssel01.bmp", 1;
next;
mes "[Mayssel]";
mes "Preparation for real battle is next.";
next;
if(select("I see...", "I won't do it.") == 1) {
mes "[Mayssel]";
mes "I will compensate for you when your mission is completed.";
mes "Come back to me after speaking to Verkhasel and Vicente.";
} else {
mes "[Mayssel]";
mes "I see..";
mes "This course is now cancelled.";
erasequest 7480;
}
close2;
cutin "", 255;
end;
}
} else {
if (!questprogress(7483)) {
mes "[Mayssel]";
mes "Have you learned something about Thief, Assassin and Rogue?";
mes "You don't need to understand everything right now.";
cutin "gc_mayssel01.bmp", 1;
next;
if (BaseLevel > 12) {
mes "[Mayssel]";
mes "I only play the role to inform you of there is this one that one...?";
mes "The next course is how to use the experience guide... Let's skim it over.";
next;
mes "[Mayssel]";
mes "The guide for skill experience provided by the academy can be used up to level 12.";
mes "Regretfully, only the explanation is available for you.";
next;
mes "[Mayssel]";
mes "If you want to be a Thief, you just come back here.";
mes "I can help you with the 1st step of the job change.";
next;
mes "[Mayssel]";
mes "You've worked hard.";
cutin "gc_mayssel02.bmp", 1;
completequest 7480;
erasequest 7481;
erasequest 7482;
setquest 7483;
completequest 7483;
getexp 800, 50;
getitem Novice_Potion, 30; // Novice_Potion
getitem N_Magnifier, 20; // N_Magnifier
} else {
mes "[Mayssel]";
mes "I only play the role to inform you of there is this one that one...";
mes "Then, let's talk about the Thief's skills.";
next;
mes "[Mayssel]";
mes "I will give you the guide to borrow the thief's skill temporarily.";
mes "Organize the guide items, you can see the useful skills on the 'ETC' skill window.";
next;
mes "[Mayssel]";
mes "By making use of the guide, you may take the missions being asked by Verkhasel and Vicente.";
completequest 7480;
erasequest 7481;
erasequest 7482;
setquest 7483;
getitem Thief_Manual, 1; // Thief_Manual
}
close2;
cutin "", 255;
end;
} else if (questprogress(7483) == 1) {
if (questprogress(7484) > 1 && questprogress(7485) > 1) {
cutin "gc_mayssel01.bmp", 1;
mes "[Mayssel]";
mes "Have you got a sense what it is to be a Thief?";
mes "If you want to use the skill like double attack, visit ^4d4dffMr. Subino on the 1st floor^000000.";
next;
mes "[Mayssel]";
mes "<NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> will give you several battle missions.";
next;
mes "[Mayssel]";
mes "I hope you experience other skills with battle Quests.";
mes "Double attack is somewhat an exciting skill.";
next;
mes "[Mayssel]";
mes "Make a decision after you've at least experienced it.";
mes "You still have a long way and enough time before you make a decision... Think of it deeply.";
next;
mes "[Mayssel]";
mes "If you want to be a Thief, you just come back here.";
mes "I can help you with the 1st step of the job change.";
next;
mes "[Mayssel]";
mes "Thank you for you hard work.";
completequest 7483;
getexp 800, 50;
getitem Novice_Potion, 30; // Novice_Potion
getitem N_Magnifier, 20; // N_Magnifier
close2;
cutin "", 255;
end;
} else {
cutin "gc_mayssel01.bmp", 1;
mes "[Mayssel]";
mes "In the battle training, the actual fighting is more important than theory.";
mes "To use the skill once is better than all this talking.";
next;
mes "[Mayssel]";
mes "If you carry out the mission asked by Verkhasel and Vicente, I will go to the next class.";
next;
if(select("I see.", "I won't do it.") == 1) {
mes "[Mayssel]";
mes "I will compensate for you when your mission is complete.";
mes "Come back to me after listening to Verkhasel and Vicente.";
close2;
cutin "", 255;
end;
} else {
mes "[Mayssel]";
mes "I see.";
mes "This course is now cancelled.";
mes "The ongoing lower courses are cancelled.";
next;
if(select("No.", "Yes, cancel the course.") == 1) {
mes "[Mayssel]";
mes "Fortunately...";
mes "Good to see you have patience.";
close2;
cutin "", 255;
end;
}
mes "[Mayssel]";
mes "All the ongoing courses are cancelled.";
mes "These are not your aptitude.";
nude;
if (countitem(Thief_Manual) > 0)
delitem Thief_Manual, countitem(Thief_Manual); // Thief_Manual
erasequest 7483;
erasequest 7484;
erasequest 7485;
close2;
cutin "", 255;
end;
}
}
} else {
cutin "gc_mayssel01.bmp", 1;
mes "[Mayssel]";
mes "What are you curious about?";
mes "If you want to know about battle, visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01_c,59,83</INFO></NAVI>.";
next;
switch(select("Change job to Thief.", "Thief Stat Explanation", "Thief Skill Explanation", "Not curious about it.")) {
case 1:
if (JobLevel > 9) {
mes "[Mayssel]";
mes "You made up your mind.";
mes "Welcome to the world of shadows.";
cutin "gc_mayssel02.bmp", 1;
next;
cutin "gc_mayssel01.bmp", 1;
mes "[Mayssel]";
mes "If you are ready, I will send you to the deserts of Morroc to embrace the shadows.";
mes "The journey will be both strange and challenging.";
next;
if(select("At once please.", "I need more time.") == 2) {
mes "[Mayssel]";
mes "Yes, after a sufficient survey of other jobs, you may make a decision.";
close2;
cutin "", 255;
end;
}
mes "[Mayssel]";
mes "^4d4dffFind the Pyramid^000000 in the ^4d4dffNorthwest^000000 of Morroc.";
close2;
cutin "", 255;
warp "morocc", 30, 290;
end;
} else {
mes "[Mayssel]";
mes "I'm sorry but you are short of job levels to change your job.";
next;
mes "[Mayssel]";
mes "Level composes of Base level and Job level.";
mes "Job level is what determines your current job.";
next;
mes "[Mayssel]";
mes "^4d4dffThe 1st job condition condition is job level 10.^000000";
mes "You need more experience so fight more and level up first.";
close2;
cutin "", 255;
end;
}
case 2:
mes "[Mayssel]";
mes "You want to know more about stats?";
mes "As Vicente already told you, stats don't have a fixed answer.";
cutin "gc_mayssel01.bmp", 1;
next;
mes "[Mayssel]";
mes "If I choose one among them,";
mes "^4d4dffAGI is related to flee ability^000000,";
mes "^4d4dffDex is related with hit ratio";
mes "STR raises physical attacking power^000000";
next;
mes "[Mayssel]";
mes "Vit, Luk, Int are valued according your target chosen.";
mes "For your reference, Verkhasel has high level of Luk.";
mes "A weapon called Katar is good for Critical.";
next;
mes "[Mayssel]";
mes "But thief's primary weapon is a dagger.";
mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy.";
next;
mes "[Mayssel]";
mes "If your attack doesn't hit the enemy, you come to think of the hit ratio.";
mes "Hope you find the right stats that are suitable to your fighting style.";
close2;
cutin "", 255;
end;
case 3:
mes "[Mayssel]";
mes "Which skill are you curious about?";
cutin "gc_mayssel01.bmp", 1;
next;
while(1) {
switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) {
case 1:
mes "[Mayssel]";
mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000";
mes "You want to avoid taking damage from enemy attack, don't you?";
next;
break;
case 2:
mes "[Mayssel]";
mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000";
mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks.";
next;
break;
case 3:
mes "[Mayssel]";
mes "^4d4dffHiding means exactly that... to hide.^000000";
next;
mes "[Mayssel]";
mes "^4d4dffSteal is the skill of stealing enemy's items^000000.";
mes "You can steal one item from one enemy.";
next;
break;
case 4:
mes "[Mayssel]";
mes "^4d4dffEnvenom is used to poison your enemy.^000000";
mes "If poisoned, it can make a physical attacks slowly eat away at your foe.";
next;
mes "[Mayssel]";
mes "Oppositely, the name implies, Detoxify removes poison status.";
next;
break;
case 5:
mes "[Mayssel]";
mes "It is good you have enough knowledge.";
mes "Supplementary the field experiences will make you perfect.";
close2;
cutin "", 255;
end;
}
}
case 4:
mes "[Mayssel]";
mes "Is that so?";
mes "Like other job guilds, there is a limit learned through theory.";
mes "I would like to recommend you to experience battle first-hand.";
cutin "gc_mayssel01.bmp", 1;
close2;
cutin "", 255;
end;
}
}
}
} else {
if (!questprogress(4269)) {
mes "[Mayssel]";
mes "You are a stranger.";
mes "Excuse me but I was invited to explain about the jobs for the students,";
mes "I have no words to tell you.";
cutin "gc_mayssel01.bmp", 1;
next;
mes "[Mayssel]";
mes "It is almost miracle to meet you and me living far away from the light of ground.";
mes "We should abide by the regulations.";
next;
mes "[Mayssel]";
mes "Attending the class, first you may be a student of Criatura Academy.";
next;
mes "[Mayssel]";
mes "However, if you want the information about the thief job itself, I will let you know.";
next;
switch(select("About the useful stats for a Thief", "About Thief's primary skills", "Not curious about it.")) {
case 1:
mes "[Mayssel]";
mes "You want to know more about stats?";
mes "As Vicente already told you, stats don't have a fixed answer.";
next;
mes "[Mayssel]";
mes "If I choose one among them,";
mes "^4d4dffAGI is related to flee ability^000000,";
mes "^4d4dffDex is related with hit ratio";
mes "STR raises physical attacking power^000000";
next;
mes "[Mayssel]";
mes "Vit, Luk, Int are valued according your target chosen.";
mes "For your reference, Verkhasel has high level of Luk.";
mes "A weapon called Katar is good for Critical.";
next;
mes "[Mayssel]";
mes "But thief's primary weapon is a dagger.";
mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy.";
next;
mes "[Mayssel]";
mes "If your attack doesn't hit the enemy, you come to think of the hit ratio.";
mes "Hope you find the right stats that are suitable to your fighting style.";
close2;
cutin "", 255;
end;
case 2:
mes "[Mayssel]";
mes "Which skill are you curious about?";
next;
while(1) {
switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) {
case 1:
mes "[Mayssel]";
mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000";
mes "You want to avoid taking damage from enemy attack, don't you?";
next;
break;
case 2:
mes "[Mayssel]";
mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000";
mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks.";
next;
break;
case 3:
mes "[Mayssel]";
mes "^4d4dffHiding means exactly that... to hide.^000000";
next;
mes "[Mayssel]";
mes "^4d4dffSteal is the skill of stealing enemy's items^000000.";
mes "You can steal one item from one enemy.";
next;
break;
case 4:
mes "[Mayssel]";
mes "^4d4dffEnvenom is used to poison your enemy.^000000";
mes "If poisoned, it can make a physical attacks slowly eat away at your foe.";
next;
mes "[Mayssel]";
mes "Oppositely, the name implies, Detoxify removes poison status.";
next;
break;
case 5:
mes "[Mayssel]";
mes "It is good you have enough knowledge.";
mes "Supplementary the field experiences will make you perfect.";
cutin "gc_mayssel05.bmp", 1;
close2;
cutin "", 255;
end;
}
}
case 3:
mes "[Mayssel]";
mes "After you register as a student, you can take lessons and gain more experience.";
cutin "gc_mayssel01.bmp", 1;
close2;
cutin "", 255;
end;
}
} else {
if (Class == Job_Thief) {
mes "[Mayssel]";
mes "You are on the way of thief.";
mes "Thief is the 1st job.";
cutin "gc_mayssel01.bmp", 1;
next;
mes "[Mayssel]";
mes "Someday, you would transfer to the 2nd job.";
mes "It would be better to think of whether becoming a Log or an Assassin now.";
cutin "gc_mayssel02.bmp", 1;
close2;
cutin "", 255;
end;
} else {
mes "[Mayssel]";
mes "You don't look familiar.";
mes "In order to attend this class, you must first become a student of Criatura Academy.";
cutin "gc_mayssel01.bmp", 1;
next;
mes "[Mayssel]";
mes "What information would you like to know about the Thief job?";
next;
switch(select("About the useful stats for a Thief", "About Thief's primary skills", "Not curious about it.")) {
case 1:
mes "[Mayssel]";
mes "You want to know more about stats?";
mes "There are no perfect answers for useful stats.";
next;
mes "[Mayssel]";
mes "If I choose one among them,";
mes "^4d4dffAGI is related to flee ability^000000,";
mes "^4d4dffDex is related with hit ratio";
mes "STR raises physical attacking power^000000";
next;
mes "[Mayssel]";
mes "Vit, Luk, Int are valued according your target chosen.";
mes "For your reference, Verkhasel has high level of Luk.";
mes "A weapon called Katar is good for Critical.";
next;
mes "[Mayssel]";
mes "But thief's primary weapon is a dagger.";
mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy.";
next;
mes "[Mayssel]";
mes "If your attack doesn't hit the enemy, you come to think of the hit ratio.";
mes "Hope you find the right stats that are suitable to your fighting style.";
close2;
cutin "", 255;
end;
case 2:
mes "[Mayssel]";
mes "Which skill are you curious about?";
next;
while(1) {
switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) {
case 1:
mes "[Mayssel]";
mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000";
mes "You want to avoid taking damage from enemy attack, don't you?";
next;
break;
case 2:
mes "[Mayssel]";
mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000";
mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks.";
next;
break;
case 3:
mes "[Mayssel]";
mes "^4d4dffHiding means exactly that... to hide.^000000";
next;
mes "[Mayssel]";
mes "^4d4dffSteal is the skill of stealing enemy's items^000000.";
mes "You can steal one item from one enemy.";
next;
break;
case 4:
mes "[Mayssel]";
mes "^4d4dffEnvenom is used to poison your enemy.^000000";
mes "If poisoned, it can make a physical attacks slowly eat away at your foe.";
next;
mes "[Mayssel]";
mes "Oppositely, the name implies, Detoxify removes poison status.";
next;
break;
case 5:
mes "[Mayssel]";
mes "It is good you have enough knwledge.";
mes "Supplementary the field experiences will make you perfect.";
close2;
cutin "", 255;
end;
}
}
break;
case 3:
mes "[Mayssel]";
mes "After you register as a student, you can take lessons and gain more experience.";
cutin "gc_mayssel01.bmp", 1;
close2;
cutin "", 255;
end;
}
}
}
}
OnInit:
//AddQuestInfo 7480 0 0
//SetQuestQuest 7480 4269 2
//SetQuestJob 7480 NOVICE
//AddQuestInfo 7483 0 0
//SetQuestQuest 7483 7481 1
//SetQuestQuest 7483 7482 1
//AddQuestInfo 7495 0 0
//SetQuestQuest 7495 7484 2
//SetQuestQuest 7495 7485 3
end;
}
iz_ac02_a,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#a 4_F_MAYSEL
iz_ac02_b,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#b 4_F_MAYSEL
iz_ac02_c,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#c 4_F_MAYSEL
iz_ac02_d,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#d 4_F_MAYSEL
//- Vicente -
// - Teaches the player about the Thief class.
iz_ac02,49,134,5 script Vicente#ac 4_M_HUMAN_02,{
if (questprogress(4269) > 0 && Class == Job_Novice) {
if (!questprogress(7480)) {
mes "[Vicente]";
mes "Are you curious about the thief job?";
mes "Mayssel will give you the details about it.";
mes "But, you must be a student of Criatura Academy.";
cutin "sc_vicente01.bmp", 2;
close2;
cutin "", 255;
end;
} else if (questprogress(7480) == 1) {
if (!questprogress(7481)) {
mes "[Vicente]";
mes "Hmmm. Thief.... Then, I need to explain to you about stats, too.";
cutin "sc_vicente01.bmp", 2;
next;
mes "[Vicente]";
mes "First, ^4d4dffStr power, Agi agility, Dex hit,^000000 these theree elements are all good for a Thief.";
mes "Supplementary elements are Int intelligence, Vit vitality, Luk luck.";
next;
mes "[Vicente]";
mes "As ^4d4dffStr raises the physical attacking power, it will be your tool to raises your attacking power against a Thief and Rogue who primarily use daggers^000000.";
mes "And, I will raise your limit of carrying items, which means you can load more items.";
next;
mes "[Vicente]";
mes "^4d4dffAgi is to raise your evasion ratio and Aspd attacking speed.^000000 Simply speaking, you become nimble.";
next;
mes "[Vicente]";
mes "Agi is one of the very important figures as you- a thief wearing a light armor have to evade the enemy's attack rather than facing it head on.";
next;
mes "[Vicente]";
mes "And ^4d4dffDex to hit your attack^000000 is unforgettable.";
mes "You can do anything once your attack succeeds.";
next;
mes "[Vicente]";
mes "In addition, there are those who are fighting in the War of Emperium with ^4d4dffthe raised VIT energy level to increase their HP vitality^000000.";
next;
mes "[Vicente]";
mes "Among the Rogue skills, there is a skill called 'Intimidate' with which you can learn and use other's skills,";
mes "there are some who^4d4dffinvest to Intelligence to use the learned magic from this spell^000000.";
next;
mes "[Vicente]";
mes "We I can tell which one is the right choice.";
mes "According to the individual tastes and purposes, you have to split your ability.";
mes "But...";
next;
mes "[Vicente]";
mes "Rogues are for ^4d4dffdisarming the enemy's armor^000000 or ^4d4dffstealing better than a thief^000000.";
mes "or ^4d4dff fall back after suddenly being attacked^000000";
next;
mes "[Vicente]";
mes "Hmmhmmm. It may look cowardish but it is upgraded from a thief.";
mes "As it can have a better eyesight and do the art.";
cutin "sc_vicente03.bmp", 2;
next;
select("Haaaaam...", "Is that so?");
mes "[Vicente]";
mes ".........you were boring.";
mes "Among the thief's skills, there is an item called 'Improve Dodge'.";
mes "The stats related to evasion ratio is..";
cutin "sc_vicente02.bmp", 2;
next;
if(select("Dex !!", "Agi !!") == 1) {
mes "[Lumin]";
mes "Don't mess around with me too much.";
mes "It's Agi.";
cutin "nov_lumin02.bmp", 0;
next;
select("Ah, yes...");
mes "[Lumin]";
mes "Compensation is?";
cutin "nov_lumin01.bmp", 0;
next;
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Ahhh, yes...";
mes "I will give a gift for Lumin.";
next;
cutin "sc_vicente03.bmp", 2;
mes "[Vicente]";
mes "Now I will finish my class.";
mes "Important thing is not theory like what we are talking about.";
mes "Actual fighting!! Actual fighting is key!!";
setquest 7481;
close2;
cutin "", 255;
end;
} else {
mes "[Vicente]";
mes "Oh, fortunately you have been in the class.";
mes "I didn't feel easy as your face look very boring.";
mes "Now, shall we keep going on?";
cutin "sc_vicente03.bmp", 2;
next;
mes "[Lumin]";
mes "...... Compensation is?";
cutin "nov_lumin02.bmp", 0;
next;
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Ah,,, thank you for your pointout.";
mes "Be successful!";
next;
cutin "sc_vicente03.bmp", 2;
mes "[Vicente]";
mes "Important thing is not theory but actual fighting.";
mes "Do you agree?";
setquest 7481;
getitem Novice_Potion, 30; // Novice_Potion
close2;
cutin "", 255;
end;
}
} else {
if (!questprogress(7486)) {
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Talking about Rogue,";
mes "It is not a cowardish job as the others complain.";
next;
mes "[Lumin]";
mes ".....Don't you have a strange hobby?";
mes "Taking off other's clothings.";
cutin "nov_lumin01.bmp", 2;
next;
cutin "sc_vicente02.bmp", 2;
mes "[Vicente]";
mes "What.. What a thing to say!";
mes "Lu, you shouldn't say such things!";
mes "Rogue is the upper level to a thief.";
next;
cutin "nov_lumin01.bmp", 2;
mes "[Lumin]";
mes "Eummm. I won't be a Log.";
mes "How about you?";
next;
if(select("Eh? Me? I don't want to be.", "Me.. I like... Rogue...") == 1) {
mes "[Lumin]";
mes "Ok. Then you take the bloody way with me.";
mes "Becoming a shadow in the dark....";
cutin "nov_lumin03.bmp", 2;
next;
select("I don't want to be a thief.", ".... I'm scared!");
mes "[Lumin]";
mes "... a headache.";
cutin "nov_lumin02.bmp", 2;
next;
cutin "sc_vicente04.bmp", 2;
mes "[Vicente]";
mes "Hahahaha. Stop talking about the scary story.";
next;
cutin "nov_lumin01.bmp", 2;
mes "[Lumin]";
mes ".. Hng..";
setquest 7486;
completequest 7486;
close2;
cutin "", 255;
end;
} else {
mes "[Lumin]";
mes "Is that so?";
mes "It is an astonishing fighting skill to make the enemy disarmed and disabled.";
mes "I thumb up the skill.";
cutin "nov_lumin01.bmp", 2;
next;
cutin "sc_vicente02.bmp", 2;
mes "[Vicente]";
mes "Will you say a different story from what you told before?";
mes "Haha.. To me, Master is good enough, doing the same thing to me.";
setquest 7486;
completequest 7486;
close2;
cutin "", 255;
end;
}
} else {
mes "[Vicente]";
mes "Keung....";
mes "I am losing my excitement.";
cutin "sc_vicente04.bmp", 2;
close2;
cutin "", 255;
end;
}
}
} else {
if (!questprogress(7483)) {
mes "[Vicente]";
mes "If you wish to continue along the path of the Thief, speak to Mayssel.";
mes "Her information should be helpful.";
cutin "sc_vicente01.bmp", 2;
close2;
cutin "", 255;
end;
} else if (questprogress(7483) == 1) {
if (BaseLevel > 12) {
if (!questprogress(7484)) {
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Hmmm. It is about the thief's skill using the manual.";
mes "By the way, this manual is only available for experience up to level 12.";
next;
mes "[Vicente]";
mes "The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but";
mes "you may need to know what it is... No need to do the actual exercise.";
next;
mes "[Vicente]";
mes "I will regard my course as completed.";
mes "By the way, what is stealing all about?";
next;
switch(select("Stealing other's items!", "Stealing monster's items!", "Stealing other's enemy!", "Don't know.")) {
case 1:
mes "[Vicente]";
mes "Wrong! That would be a terrible thing to do.";
mes "You can't go around stealing people's things.";
cutin "sc_vicente02.bmp", 2;
next;
break;
case 2:
mes "[Vicente]";
mes "Correct!";
mes "You have a good memory!";
cutin "sc_vicente03.bmp", 2;
next;
break;
case 3:
mes "[Vicente]";
mes "You like doing that?";
mes "That is a terrible thing to do.";
next;
break;
case 4:
break;
}
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Yes, we steal monster items.";
mes "the higher your skill level and the higher your hit ratio is, the success ratio also becomes higher.";
next;
mes "[Vicente]";
mes "Anyway, here I will finish my class.";
mes "If you want to continue, there is no way as your level is too high.";
setquest 7484;
completequest 7484;
close2;
cutin "", 255;
end;
} else if (questprogress(7484) == 1) {
if (countitem(Stone) > 0) {
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Oh, excellent!";
mes "Keep the stone as a souvenir.";
completequest 7484;
getexp 800, 0;
next;
mes "[Vicente]";
mes "Anyway, you seem to be skilled enough to continue.";
mes "Go speak to Mayssel.";
close2;
cutin "", 255;
end;
} else {
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Hmmm. It is about the thief's skill using the manual.";
mes "By the way, this manual is only available for experience up to level 12.";
next;
mes "[Vicente]";
mes "The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but";
mes "you may need to know what it is... No need to do the actual exercise.";
next;
mes "[Vicente]";
mes "I will regard my course as completed.";
mes "By the way, what is stealing all about?";
next;
switch(select("Stealing other's items!", "Stealing monster's items!", "Stealing other's enemy!", "Don't know.")) {
case 1:
mes "[Vicente]";
mes "Wrong! That would be a terrible thing to do.";
mes "You can't go around stealing people's things.";
cutin "sc_vicente02.bmp", 2;
next;
break;
case 2:
mes "[Vicente]";
mes "Correct!";
mes "You have a good memory!";
cutin "sc_vicente03.bmp", 2;
next;
break;
case 3:
mes "[Vicente]";
mes "You like doing that?";
mes "That is a terrible thing to do.";
next;
break;
case 4:
break;
}
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Yes, we steal monster items.";
mes "the higher your skill level and the higher your hit ratio is, the success ratio also becomes higher.";
next;
mes "[Vicente]";
mes "Anyway, here I will finish my class.";
mes "If you want to continue, there is no way as your level is too high.";
setquest 7484;
completequest 7484;
close2;
cutin "", 255;
end;
}
}
}
if (!questprogress(7484)) {
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Hmmm. What?";
mes "You are talking about the use of thief skills by using the manual?";
mes "First, equip the Thief Manual.";
next;
mes "[Vicente]";
mes "You can either double click ^4d4dff the items to be equipped^000000 or drag it to the equipment window.";
next;
mes "[Vicente]";
mes "Then, open the skill window, you can find the added skills in the 'Misc' tab.";
mes "You can even set the skills in the shortcut bar.";
next;
mes "[Vicente]";
mes "Now, out of them, there is a skill called ^4d4dff Steal^000000.";
next;
mes "[Vicente]";
mes "Here is an assignment.";
mes "Can you see the ornamental Poring cage?";
mes "Steal ^4d4dff one Stone from Poring by using the Steal skill.^000000";
next;
mes "[Vicente]";
mes "Steal has a possibility to fail so don't quit.";
mes "Good luck.";
setquest 7484;
npcskill "AL_BLESSING", 10, 60, 60;
percentheal 0, 100;
close2;
cutin "", 255;
end;
} else if (questprogress(7484) == 1) {
if (countitem(Stone) > 0) {
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Oh, excellent!";
mes "Keep the stone as a souvenir.";
completequest 7484;
getexp 800, 0;
next;
mes "[Vicente]";
mes "Anyway, it is good enough for your skill experience purpose, let's finish the class here.";
mes "If you haven't finished Mr. Verkhasel's assignment, keep going with it.";
close2;
cutin "", 255;
end;
} else {
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Steal one Stone from a Poring.";
mes "Wasn't it fun?";
next;
if(select("It didn't give me a stone.", "I won't do it.") == 1) {
mes "[Vicente]";
mes "Hmmm? All porings were stolen of their stones?";
mes "I will summon Porings again, and you, try it once again.";
donpcevent "#nbacStone01::OnReset";
donpcevent "#nbacStone02::OnReset";
donpcevent "#nbacStone03::OnReset";
npcskill "AL_BLESSING", 10, 60, 60;
percentheal 0, 100;
close2;
cutin "", 255;
end;
} else {
mes "[Vicente]";
mes "Hmmm. Is that so?";
mes "This is not your aptitude.";
mes "I see. This mission is now cancelled.";
erasequest 7484;
close2;
cutin "", 255;
end;
}
}
} else {
cutin "sc_vicente01.bmp", 1;
mes "[Vicente]";
mes "Ahhh. Boring, Boring...";
mes "Now I can understand why Master ran away.";
mes "I want to go home.";
next;
cutin "gc_verkhasel01.bmp", 2;
mes "[Verkhasel]";
mes "So do I.";
mes "Mayssel... what did she think of...";
next;
mes "[Lumin]";
mes "Hmmm. Did she go AWOL?";
cutin "nov_lumin01.bmp", 0;
next;
cutin "gc_verkhasel01.bmp", 2;
mes "[Verkhasel]";
mes "Are you kidding me?!";
mes "Would you rather be carrying out a fatal mission!?!";
next;
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "Ah... I don't like it.";
mes "I would rather evaluate jewelry sitting at the workshop as usual...";
next;
cutin "gc_mayssel03.bmp", 1;
mes "[Mayssel]";
mes ".... .. ..";
mes "I will accept Verkhassel's wish.";
mes "Don't worry hohoho...";
next;
cutin "", 255;
mes "The mood is becoming gloomy.";
mes "Should I get out of here?";
close;
}
} else {
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "You are doing well.";
mes "I hope to see you again someday.";
next;
mes "[Vicente]";
mes "Ah, for your reference, I am operating a small workshop in Lighthalzen.";
mes "Visit me there someday.";
next;
mes "[Vicente]";
mes "Perhaps, I won't forget you...";
mes "Haha...";
close2;
cutin "", 255;
end;
}
}
} else {
if (!questprogress(4269)) {
cutin "sc_vicente01.bmp", 2;
mes "[Vicente]";
mes "You are not a student of Criatura Academy.";
mes "If you want more explanation about this job, you better register as a student of the Academy.";
next;
mes "[Vicente]";
mes "Though only novices can register...";
close2;
cutin "", 255;
end;
} else {
if (Class == Job_Thief) {
cutin "sc_vicente03.bmp", 2;
mes "[Vicente]";
mes "Oh, you became a good thief.";
mes "Don't you want to be a shadow chaser in your future?";
next;
mes "[Vicente]";
mes "This is the higher class applied by the elite Rogues of good artistry.";
next;
mes "[Vicente]";
mes "Above job level 40, any Thief can be transferred to a Rogue anytime.";
mes "Fortunately, the sailing service from Izlude wharf to Pharos lighthouse is available!!";
next;
cutin "gc_verkhasel02.bmp", 0;
mes "[Verkhasel]";
mes "First, is it courteous to ask whether you can be a Rogue or not?";
mes "If it is an application for an Assassin, what happens to you?";
next;
cutin "sc_vicente03.bmp", 2;
mes "[Vicente]";
mes "Haha. You like a bloody job?";
next;
cutin "sc_vicente04.bmp", 2;
mes "[Vicente]";
mes "Haha... Calm down...";
mes "Don't respond to every tiny matter..";
next;
cutin "", 255;
mes "The atmosphere became very tense.";
close2;
cutin "", 255;
end;
} else {
cutin "sc_vicente03.bmp", 2;
mes "[Vicente]";
mes "Welcome to the Criatura Academy.";
mes "Here, I am teaching the basics to the people wishing to be a Thief.";
next;
mes "[Vicente]";
mes "So, in other words, I am handling the Novices wanting to be thieves.";
mes "Haha...";
close2;
cutin "", 255;
end;
}
}
}
OnInit:
//AddQuestInfo 7481 0 0
//SetQuestQuest 7481 7480 1
//AddQuestInfo 7484 0 0
//SetQuestQuest 7484 7483 1
end;
}
iz_ac02_a,49,134,5 duplicate(Vicente#ac) Vicente#ac_a 4_M_HUMAN_02
iz_ac02_b,49,134,5 duplicate(Vicente#ac) Vicente#ac_b 4_M_HUMAN_02
iz_ac02_c,49,134,5 duplicate(Vicente#ac) Vicente#ac_c 4_M_HUMAN_02
iz_ac02_d,49,134,5 duplicate(Vicente#ac) Vicente#ac_d 4_M_HUMAN_02
//- Verkhasel -
// - Teaches the player about the Thief class.
iz_ac02,55,134,3 script Verkhasel#ac 4_M_GUILLOTINE,{
if (questprogress(4269) > 0 && Class == Job_Novice) {
if (!questprogress(7480)) {
mes "[Verkhasel]";
mes "What? It interrupts me.";
cutin "gc_verkhasel01.bmp", 0;
close2;
cutin "", 255;
end;
} else if (questprogress(7480) == 1) {
if (!questprogress(7482)) {
mes "[Verkhasel]";
mes "Eheee, Eheee, It can't be a joke.";
mes "Mayssel's class...";
mes "Did you call upon me for this kind of nasty thing?";
cutin "gc_verkhasel01.bmp", 0;
next;
select("...Let's keep working?");
mes "[Lumin]";
mes "It's a pity. That man is scary.";
mes "But as long as I am with you, don't be afraid of him.";
cutin "nov_lumin02.bmp", 2;
next;
mes "[Verkhasel]";
mes "What are you talking about this time?";
mes "In the beginning, Lue.. You should not be here...";
cutin "gc_verkhasel01.bmp", 0;
next;
cutin "nov_lumin01.bmp", 2;
mes "[Lumin]";
mes ".........Who am I?";
mes "Assistant.... Trainer?";
next;
cutin "gc_verkhasel02.bmp", 0;
mes "[Verkhasel]";
mes "Zt...";
mes "Well, which one are you curious about?";
next;
cutin "gc_verkhasel01.bmp", 0;
.@ok_chk = 0;
while(1) {
switch(select("Double Attack", "Envenom", "Improve Dodge and Hide", "About you", "That's enough.")) {
case 1:
mes "[Verkhasel]";
mes "You may already know the primary weapon of a Thief is a dagger.";
mes "A Thief's specialty is the ^4d4dffDouble Attack^000000 by a dagger.";
next;
mes "[Verkhasel]";
mes "If you are short of attacking power, it can be covered at a certain degree.";
mes "Any other questions?";
.@ok_chk = .@ok_chk + 1;
next;
continue;
case 2:
mes "[Verkhasel]";
mes "There is a skill called ^4d4dffEnvenom^000000 to intoxicate your enemy with poison and";
mes "the other skill called ^4d4dffDetoxify^000000 to remove the poisoned status.";
next;
mes "[Verkhasel]";
mes "You can tell the poisoned status by its very pretty purple color.";
next;
mes "[Verkhasel]";
mes "In case, you are poisoned, venom will decrease your vitality rapidly,";
mes "you either detoxify right away or take the antidote potion.";
next;
mes "[Verkhasel]";
mes "If you have more interest in poison, you may be an assassin.";
mes "They officially use poison.";
mes "Then next!";
.@ok_chk = .@ok_chk + 1;
next;
continue;
case 3:
mes "[Verkhasel]";
mes "Thiefs train the skill called ^4d4dffImprove Dodge^000000.";
mes "This makes the enemy powerless by evading its attack.";
next;
mes "[Verkhasel]";
mes "Rather than being patient after being hit, it is more suitable for a less defensive thief to avoid from it fast.";
mes "Being this reason, agility [AGI] can't be neglected.";
next;
mes "[Verkhasel]";
mes "^4d4dffHiding^000000 is the skill for refuge.";
mes "If successful, others can't see you.";
next;
mes "[Verkhasel]";
mes "Ah, as it is said you can't cheat a ghost.... You would be found by evil.";
mes "Also sensitive insects recognize it...";
next;
mes "[Verkhasel]";
mes "Other than these, it will be useful for avoiding emergency situations.";
mes "When you become higher jobs like Rogue or Assassin, you can learn more useful skills like Refuge.";
.@ok_chk = .@ok_chk + 1;
next;
continue;
case 4:
mes "[Verkhasel]";
mes "Me? I am a chief of the Guillotine Cross.";
mes "......";
next;
cutin "nov_lumin01.bmp", 2;
mes "[Lumin]";
mes "As one of the assassins, I am in charge of punishing the law violators, as the member of the execution group.";
mes "For your reference, the primary weapon of Verkhasel is Katar.";
next;
select("How do you know that?");
mes "[Lumin]";
mes "That's my hope.";
cutin "nov_lumin03.bmp", 2;
next;
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "Oh.. Smart funk~~";
mes "That's enough, Lu.";
mes "Any more questions?";
next;
continue;
case 5:
if (.@ok_chk == 0) {
mes "[Verkhasel]";
mes "You can steal one item from one enemy.";
mes "I feel mortified at stopping here, but it's worse to be neglected...";
next;
} else {
mes "[Verkhasel]";
mes "OK.";
mes "Considering your favor not to ignore me, let's finish it now.";
next;
}
break;
}
break;
}
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "Honestly, I don't think you need to know the details about the thief's skills.";
mes "Then, just be aware there is something like that..";
next;
mes "[Verkhasel]";
mes "I mean it is good enough now.";
setquest 7482;
close2;
cutin "", 255;
end;
} else {
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "Anything else you're curious about?";
mes "I will give you an answer after you finish Mayssel's class.";
next;
mes "[Verkhasel]";
mes "I mean that she knows it.";
mes "Mayssel will do it for you.";
next;
cutin "nov_lumin01.bmp", 2;
mes "[Lumin]";
mes "Lazy boy.";
mes "Tell me the truth... You are annoying..";
next;
cutin "gc_verkhasel02.bmp", 0;
mes "[Verkhasel]";
mes ".......You........";
mes "Zt.. I don't know the enemy..";
close2;
cutin "", 255;
end;
}
} else {
if (questprogress(7483) == 1) {
if (BaseLevel > 12) {
if (!questprogress(7485)) {
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "Actual experience assignments about the skill?";
mes "To do it, your level is too high.";
mes "I can't use the guide.";
next;
mes "[Verkhasel]";
mes "Originally, I will let you hunt porings with envenom.";
mes "No way, if I can't use the skill....";
next;
mes "[Verkhasel]";
mes "Envenom is the skill to poison.";
mes "If not poison him, you can damage to him due to the characteristic of venom.";
next;
mes "[Verkhasel]";
mes "Keep in mind of these. That might be good enough for you.";
mes "As it is the class to let you know what you can do.";
mes "Let's finish the skill experience.";
mes "Check with Mayssel.";
setquest 7485;
completequest 7485;
close2;
cutin "", 255;
end;
} else if (questprogress(7485) == 1) {
if (questprogress(7485, HUNTING) == 2) {
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "You are doing well.";
mes "Envenom has the poison effect and can damage from venom itself.";
next;
mes "[Verkhasel]";
mes "The skill experience is now enough.";
mes "Check it with Mayssel.";
completequest 7485;
getexp 800, 0;
close2;
cutin "", 255;
end;
} else {
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "You can't equip the Thief Manual?";
mes "Your level is too high.";
mes "There is no other way.";
next;
mes "[Verkhasel]";
mes "Envenom is the skill to poison.";
mes "If not poison him, you can damage to him due to the characteristic of venom.";
next;
mes "[Verkhasel]";
mes "Keep in mind of these. That might be good enough for you.";
mes "As it is the class to let you know what you can do.";
mes "Let's finish the skill experience.";
mes "Check with Mayssel.";
completequest 7485;
close2;
cutin "", 255;
end;
}
}
}
if (!questprogress(7485)) {
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "This is about the use of skill.";
mes "Now if you were an assassin, shall I let you test the skills related to venom which you may continue to use?";
next;
mes "[Verkhasel]";
mes "Load the thief guide receved by Mayssel and open the skill window by pressing Alt+S key,";
mes "Register Envenom regisstered on the ETC compartment, by pressing shortcut key^000000";
next;
mes "[Verkhasel]";
mes "Then, approach the Poring's cage in the center of this room and";
mes "Aim at Poring, and ^4d4dff' hunt one poring by using";
next;
mes "[Verkhasel]";
mes "That's my assignment to you.";
mes "You definitely use envenom to Poring in this room.";
mes "don't go out faraway to find Porings.";
setquest 7485;
next;
cutin "nov_lumin02.bmp", 2;
mes "[Lumin]";
mes "Eummm.";
mes "It's sad..";
mes "Please accept my condolence in advance, as you can't experience envenom... hehehe...";
next;
select("What are you talking about?");
mes "[Lumin]";
mes "From now, I am going to hunt Poring..";
mes "...Don't misunderstand me for challenging you, as such I want to make a bet with you.";
cutin "nov_lumin03.bmp", 2;
next;
cutin "", 255;
mes "Lumin is betting win or loose.";
close;
} else if (questprogress(7485) == 1) {
if (questprogress(7485, HUNTING) == 2) {
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "You are doing well.";
mes "Envenom has the poison effect and can damage from venom itself.";
next;
mes "[Verkhasel]";
mes "The skill experience is now enough.";
mes "Check it with Mayssel.";
completequest 7485;
getexp 800, 0;
close2;
cutin "", 255;
end;
} else {
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "Come close to a poring cage and use envenom to poring.";
mes "You must do it only to porings in this room.";
next;
if(select("I see..", "I won't do it.") == 1) {
mes "[Verkhasel]";
mes "OK. Until you kill all the porings in the cage, attack them with venom.";
percentheal 0, 100;
close2;
cutin "", 255;
end;
}
mes "[Verkhasel]";
mes "These are not your aptitude.";
mes "I will cancel my assignment, and the other assignments from Mayssel to be cancelled by her.";
next;
if(select("Cancel.", "I will continue..") == 1) {
mes "[Verkhasel]";
mes "Cancel the mission to hunt poring with envenom.";
erasequest 7485;
close2;
cutin "", 255;
end;
}
mes "[Verkhasel]";
mes "Have you changed your mind?";
mes "Then, until you kill all the poring in the cage, keep attacking them with envenom.";
percentheal 0, 100;
close2;
cutin "", 255;
end;
}
} else {
mes "[Verkhasel]";
mes "Now you fully understand what skill venom is..";
mes "As you completed my assignment, go and check it with Mayssel.";
cutin "gc_verkhasel01.bmp", 0;
close2;
cutin "", 255;
end;
}
} else {
mes "[Verkhasel]";
mes "You are the bung finished Mayssel's class complete.";
mes "Any more questions, ask Mayssel.";
mes "It is the end of my class.";
cutin "gc_verkhasel01.bmp", 0;
next;
mes "[Verkhasel]";
mes "If you become a thief, we may meet together in far future..";
mes "If you become an assassin.";
close2;
cutin "", 255;
end;
}
}
} else {
if (!questprogress(4269)) {
mes "[Verkhasel]";
mes "There is no words to tell you guy not belonging to our academy.";
mes "In fact, I pulled out here unwillingly, I don't have mind to be kind of you...";
cutin "gc_verkhasel01.bmp", 0;
next;
mes "[Mayssel]";
mes "Wait, Verkhasel.....";
mes "Don't get even with other innocent....";
mes "How about helping my class for me?";
cutin "gc_mayssel03.bmp", 1;
next;
cutin "", 255;
mes "... everyone seems tense..";
close;
} else {
if (Class == Job_Thief) {
mes "[Verkhasel]";
mes "Yo~ You...";
mes "What do you want to be?";
cutin "gc_verkhasel01.bmp", 0;
next;
if(select("An Assassin!", "A Rogue!") == 1) {
mes "[Lumin]";
mes "Welcome to your joining in the way of bloody darness.";
mes "My comrad.";
cutin "nov_lumin03.bmp", 2;
next;
cutin "gc_verkhasel02.bmp", 0;
mes "[Verkhasel]";
mes "..............";
mes "(Verkhasel glancing at sky)";
mes "...";
mes "... Ha...!";
next;
cutin "", 255;
mes "The mood is becoming strange.";
close;
} else {
mes "[Verkhasel]";
mes "Go over there.";
cutin "gc_verkhasel01.bmp", 0;
next;
cutin "sc_vicente04.bmp", 2;
mes "[Vicente]";
mes "Oh... Mr. Verkhasel...";
mes "Don't play like this among a family.";
mes "Why are you dividing us into teams?";
next;
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "I've never been in your family.";
mes "Originally, you are not a Rogue.";
mes "You were only a merchant.";
next;
cutin "sc_vicente02.bmp", 2;
mes "[Vicente]";
mes "Oh.. No.. What a dirty word.";
mes "Have I asked you for buying something from me?";
next;
cutin "gc_mayssel03.bmp", 1;
mes "[Mayssel]";
mes "..........You look friendly.. Two of you...";
next;
cutin "", 255;
mes "The mood has become tense.";
close;
}
} else {
cutin "gc_verkhasel01.bmp", 0;
mes "[Verkhasel]";
mes "You are the guy knows everything you need.";
mes "Are you coming to watch only? Emmm?";
mes "Why don't you help the juniors without watch only?";
close2;
cutin "", 255;
end;
}
}
}
OnInit:
//AddQuestInfo 7482 0 0
//SetQuestQuest 7482 7480 1
//AddQuestInfo 7485 0 0
//SetQuestQuest 7485 7483 1
end;
}
iz_ac02_a,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_a 4_M_GUILLOTINE
iz_ac02_b,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_b 4_M_GUILLOTINE
iz_ac02_c,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_c 4_M_GUILLOTINE
iz_ac02_d,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_d 4_M_GUILLOTINE
//- Lumin -
iz_ac02,62,139,3 script Lumin#ac 4_M_NOV_RUMIN,{
if (!checkweight(Axe, 3)) {
mes "Quest cannot be continued due to the overfilled inventory.";
mes "Please try it again after organizing the items.";
close;
}
if (!questprogress(7487, HUNTING)) {
if (questprogress(7485) == 2) {
mes "[Lumin]";
mes "Your eagerness and efforst to complete mission moved me to offer something.";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "^4d4dff It is to hunt all 4 Porings here within 30 seconds^000000.";
mes "If you do, I will yield to you all the earned item in my hand.";
next;
select("If I fail?");
mes "[Lumin]";
mes "It is our bet. You have to give up yours as you lost.";
mes "Emmm. As I am generous, I will receive ^4d4dff10 beginner's red potions^000000.";
next;
if(select("Give Up.", "I Accept.") == 1) {
mes "[Lumin]";
mes ".... Eh...";
mes "Coward!";
cutin "nov_lumin02.bmp", 2;
close2;
cutin "", 255;
end;
} else {
mes "[Lumin]";
mes ".... Good!";
mes "Now, ^4d4dff speak to me once you finish hunting 4 porings in 30 seconds.^000000";
setquest 7487;
close2;
cutin "", 255;
end;
}
} else {
mes "[Lumin]";
mes "The intoxicated enemies won't die only from poisoning.";
mes "They only come close to death.";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes ".. Why do Porings turn their back?";
close2;
cutin "", 255;
end;
}
} else if (questprogress(7487, HUNTING) == 1) {
if (questprogress(7487, PLAYTIME) == 2) {
mes "[Lumin]";
mes "... 30 seconds have passed and you have not yet hunted 4 porings.";
mes "Then, it is not interesting.";
cutin "nov_lumin01.bmp", 2;
next;
mes "[Lumin]";
mes "If you don't like do it... no way.";
mes "As I am generous, I disregard the bet this time.";
erasequest 7487;
close2;
cutin "", 255;
end;
} else {
mes "[Lumin]";
mes "You may be too busy in^4d4dff hunting 4 porings in 30 seconds.^000000";
mes "Hey, time passes now...";
cutin "nov_lumin01.bmp", 2;
close2;
cutin "", 255;
end;
}
} else if (questprogress(7487, HUNTING) == 2) {
if (questprogress(7487, PLAYTIME) == 1) {
mes "[Lumin]";
mes "Oh... You are very powerful!";
mes "Now then, as agreed I will give you everything I have.";
cutin "nov_lumin03.bmp", 2;
next;
mes "[Lumin]";
mes "I've had a lot of fun because of you!";
cutin "nov_lumin05.bmp", 2;
completequest 7487;
getexp 800, 50;
getitem Apple, 3; // Apple
getitem Green_Herb, 2; // Green_Herb
getitem Novice_Potion, 22; // Novice_Potion
getitem Rainbow_Carrot, 1; // Rainbow_Carrot
close2;
cutin "", 255;
end;
} else {
mes "[Lumin]";
mes "Regretfully, 30 seconds has passed.";
cutin "nov_lumin02.bmp", 2;
mes ".....";
next;
mes "[Lumin]";
mes "I will give them to you anyways.";
mes "Come on, take it.";
cutin "nov_lumin03.bmp", 2;
completequest 7487;
getexp 800, 50;
getitem Apple, 22; // Apple
next;
select("Why are you treating me like this?", "Didn't I loose?");
mes "[Lumin]";
mes "You spent time with me.";
mes "Get it free. I stole them from Porings.";
cutin "nov_lumin05.bmp", 2;
close2;
cutin "", 255;
end;
}
} else {
if (Class == Job_Novice) {
mes "[Lumin]";
mes "We may meet again.";
mes "Becoming familiar with others is pleasrue and sad.";
cutin "nov_lumin02.bmp", 2;
next;
mes "[Lumin]";
mes "... It may be in trouble if it dies upfront...";
close2;
cutin "", 255;
end;
} else {
mes "[Lumin]";
mes "At last, the day comes.";
cutin "nov_lumin01.bmp", 2;
next;
cutin "", 255;
mes "Lumin changing clothes piece by piece.";
specialeffect2 EF_SPHERE;
specialeffect2 EF_SPHERE;
classchange "Lumin#"+strnpcinfo(2), 4_M_THIEF_RUMIN;
next;
cutin "thf_lumin01.bmp", 2;
mes "[Lumin]";
mes "I was carrying out my mission.";
next;
select("No need to make an excuse....");
mes "[Lumin]";
mes "At least to you, I don't want to be a stranger.";
mes "Forget what you saw today, as I have to introduce to the way of Thief Guild as many people as possible.";
cutin "thf_lumin05.bmp", 2;
close2;
specialeffect2 EF_SPHERE;
specialeffect2 EF_SPHERE;
classchange "Lumin#"+strnpcinfo(2), 4_M_NOV_RUMIN;
cutin "", 255;
end;
}
}
OnInit:
//AddQuestInfo 7487 0 0
//SetQuestQuest 7487 7485 1
end;
}
iz_ac02_a,62,139,3 duplicate(Lumin#ac) Lumin#ac_a 4_M_NOV_RUMIN
iz_ac02_b,62,139,3 duplicate(Lumin#ac) Lumin#ac_b 4_M_NOV_RUMIN
iz_ac02_c,62,139,3 duplicate(Lumin#ac) Lumin#ac_c 4_M_NOV_RUMIN
iz_ac02_d,62,139,3 duplicate(Lumin#ac) Lumin#ac_d 4_M_NOV_RUMIN
//- Porings -
iz_ac02,1,1,0 script #nbacStone01 CLEAR_NPC,{
end;
OnInit:
donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
end;
OnReset:
killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead";
donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
end;
OnMyMobDead:
.@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead");
if (.@dead_num < 1)
donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
end;
OnSpawn:
monster strnpcinfo(4),59,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
monster strnpcinfo(4),60,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
monster strnpcinfo(4),61,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
monster strnpcinfo(4),62,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
end;
}
iz_ac02_a,1,1,0 duplicate(#nbacStone01) #nbacStone01_a CLEAR_NPC
iz_ac02_b,1,1,0 duplicate(#nbacStone01) #nbacStone01_b CLEAR_NPC
iz_ac02_c,1,1,0 duplicate(#nbacStone01) #nbacStone01_c CLEAR_NPC
iz_ac02_d,1,1,0 duplicate(#nbacStone01) #nbacStone01_d CLEAR_NPC
// --
iz_ac02,1,1,0 script #nbacStone02 CLEAR_NPC,{
end;
OnInit:
donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
end;
OnReset:
killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead";
donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
end;
OnMyMobDead:
.@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead");
if (.@dead_num < 1)
donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
end;
OnSpawn:
monster strnpcinfo(4),59,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
monster strnpcinfo(4),60,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
monster strnpcinfo(4),61,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
monster strnpcinfo(4),62,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
end;
}
iz_ac02_a,1,1,0 duplicate(#nbacStone02) #nbacStone02_a CLEAR_NPC
iz_ac02_b,1,1,0 duplicate(#nbacStone02) #nbacStone02_b CLEAR_NPC
iz_ac02_c,1,1,0 duplicate(#nbacStone02) #nbacStone02_c CLEAR_NPC
iz_ac02_d,1,1,0 duplicate(#nbacStone02) #nbacStone02_d CLEAR_NPC
// --
iz_ac02,1,1,0 script #nbacStone03 CLEAR_NPC,{
end;
OnInit:
donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
end;
OnReset:
killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead";
donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
end;
OnMyMobDead:
.@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead");
if (.@dead_num < 1)
donpcevent "#"+strnpcinfo(2)+"::OnSpawn";
end;
OnSpawn:
monster strnpcinfo(4),59,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
monster strnpcinfo(4),60,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
monster strnpcinfo(4),61,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
monster strnpcinfo(4),62,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead";
end;
}
iz_ac02_a,1,1,0 duplicate(#nbacStone03) #nbacStone03_a CLEAR_NPC
iz_ac02_b,1,1,0 duplicate(#nbacStone03) #nbacStone03_b CLEAR_NPC
iz_ac02_c,1,1,0 duplicate(#nbacStone03) #nbacStone03_c CLEAR_NPC
iz_ac02_d,1,1,0 duplicate(#nbacStone03) #nbacStone03_d CLEAR_NPC
//== Acolyte ===============================================
//- Acolyte Leader Alice -
iz_ac02,156,169,5 script Acolyte Leader Alice#2 4_F_ACOLYTE,{
if (questprogress(4269) < 1) {
mes "[Alice Yisha]";
mes "Did you ^ff0000register with the Criatura Academy^000000?";
mes "You can register at ^ff0000information center of Criatura Academy^000000.";
cutin "acact_03.bmp", 2;
next;
mes "[Alice Yisha]";
mes "It is annoying... but you need to register so you can receive ^ff0000lots of education and service of Criatura Academy^000000.";
cutin "acact_01.bmp", 2;
close2;
cutin "", 255;
end;
} else {
if (questprogress(11343) == 0) {
mes "[Alice Yisha]";
mes "oh Odin!";
mes "Nice to meet you.";
mes "I am Alice Yisha ^ff0000in charge of Acolytes^000000.";
cutin "acact_01.bmp", 2;
setquest 11343;
completequest 11343;
next;
} else {
mes "[Alice Yisha]";
mes "Welcome~";
mes "Glad to meet you again.";
cutin "acact_01.bmp", 2;
if (questprogress(11343) == 1)
completequest 11343;
next;
}
if (Class == Job_Novice) {
mes "[Alice Yisha]";
mes "If you did not select Acolyte as a job, why don't you study more about it?";
cutin "acact_01.bmp", 2;
next;
.@menu$ = "What is an Acolyte?:Battle Acolyte:Support Acolyte:Change job class to Acolyte.:End Conversation";
} else {
mes "[Alice Yisha]";
mes "I guess you do not need my help any more.";
mes "Do you have any questions about Acolytes?";
cutin "acact_03.bmp", 2;
next;
.@menu$ = "What is an Acolyte?:Battle Acolyte:Support Acolyte::End Conversation";
}
switch(select(.@menu$)) {
case 1:
mes "[Alice Yisha]";
mes "An acolyte serves ^ff0000Odin^000000 so it can use ^ff0000Holy skills^000000 according to the will of Odin.";
cutin "acact_02.bmp", 2;
next;
mes "[Alice Yisha]";
mes "Most skills are based on ^ff0000the purpose of treatment or aid^000000 so it is a very important job for ^ff0000party hunting^000000.";
cutin "acact_03.bmp", 2;
next;
mes "[Alice Yisha]";
mes "It is a ^ff0000hybrid job^000000 which can change ^ff0000attack type^000000 depends on increased status, but the range of weapon is narrow because they don't use fatal killing weapons for religious reason.";
close2;
cutin "", 255;
end;
case 2:
mes "[Alice Yisha]";
mes "An acolyte is categorized as ^ff0000support type^000000 and ^ff0000physical attack type^000000.";
next;
switch(select("Support type", "Attack type", "Stop.")) {
case 1:
mes "[Alice Yisha]";
mes "^ff0000INT^000000 is important status for ^ff0000support type Acolytes^000000.";
mes "^ff0000INT^000000 enhances ^ff0000treatment function^000000 and increases ^ff0000SP^000000 which is necessary for using skills.";
mes "It also helps ^ff0000SP recovery^000000.";
cutin "acact_02.bmp", 2;
next;
mes "[Alice Yisha]";
mes "But aid type acolyte has a weakness point such as ^ff0000It is difficult to hunt alone^000000.";
mes "So it goes huning with ^ff0000party^000000 or use ^ff0000heal^000000 skill to monsters with ^ff0000fire-attribute^000000.";
next;
mes "[Alice Yisha]";
mes "It is like ^ff0000heal skill with holly power is fatal to undead with fire-attribute^000000.";
cutin "acact_01.bmp", 2;
close2;
cutin "", 255;
end;
case 2:
mes "[Alice Yisha]";
mes "The important status FOR ^ff0000physical attack type^000000 acolyte is ^ff0000STR, VIT, AGI, DEX^000000.";
mes "The status seem to be complicated compare to support type but it is simple indeed.";
cutin "acact_02.bmp", 2;
next;
mes "[Alice Yisha]";
mes "^ff0000STR is the power, increases attack power, VIT is physical power, AGI is attack , speed and dodge, DEX increases hitting rate and skill casting speed.";
cutin "acact_01.bmp", 2;
next;
mes "[Alice Yisha]";
mes "For the character of ^ff0000Attack type^000000, ^ff0000DEX^000000 will be most important status...no?";
mes "If the attack does not hit the enemy, the attack is meaningless.";
mes "You may increase STR, VIT, AGI according to your style.";
next;
mes "[Alice Yisha]";
mes "You might think an Acolyte is not strong enough because it has no attack type skill, it enables use of sub essential skills which enhance the powers as much as you want. It helps your stable hunting.";
close2;
cutin "", 255;
end;
case 3:
mes "[Alice Yisha]";
mes "Ask me anything if you have more questions.";
close2;
cutin "", 255;
end;
}
case 3:
mes "[Alice Yisha]";
mes "An acolyte has lots of skills.";
mes "All those skills are useful.";
next;
mes "[Alice Yisha]";
mes "^ff0000Heal^000000 is for the wounds, It is also used to attack undead with opposite attribute.";
mes "Increase the power related to ^ff0000speed^000000 and ^ff0000[Increase Agi]^000000 to increase ^ff0000movement speed^000000";
mes "^ff0000[Blessing]^000000 can ^ff0000enhance^000000 ^ff0000STR, INT, DEX^000000 at the same time.";
next;
mes "[Alice Yisha]";
mes "^ff0000[Teleport]^000000 is to ^ff0000move^000000 to other places.";
mes "^ff0000[Warp Portal]^000000 can open a gate to the ^ff0000Places saved in memory^000000.";
mes "There are still more skills as well.";
next;
mes "[Alice Yisha]";
mes "Ask ^ff0000if you want to experience skills of an Acolyte, ask the sister next to you^000000.";
mes "Now I am reading an introductory skill.";
emotion e_omg, 0, "A Nun#"+strnpcinfo(2);
close2;
cutin "", 255;
end;
case 4:
mes "[Alice Yisha]";
mes "oh my!";
mes "So.. you decided to be an Acolyte?";
mes "Odin welcomes you.";
cutin "acact_02.bmp", 2;
next;
mes "[Alice Yisha]";
mes "Do you truly wish to become a servant of God?";
mes "Let's see whether you are ready for it or not... Hmm...";
next;
if (BaseLevel > 14) {
mes "[Alice Yisha]";
mes "Please visit ^ff0000Father Mareusis^000000 at the church in the ^ff0000northeast corner^000000 of ^ff0000Prontera.^000000";
mes "At ^ff0000Job Level 10^000000 you can join the ministry.";
cutin "acact_01.bmp", 2;
close2;
cutin "", 255;
end;
} else if (JobLevel < 10) {
mes "[Alice Yisha]";
mes "Oh my?! You haven't accomplished the basic practice yet?! You have long way to go! Come again after increasing your job level!";
close2;
cutin "", 255;
end;
} else {
mes "[Alice Yisha]";
mes "Wonderful! I'll transfer you to the local ministry at Prontera.";
mes "^ff0000Please visit Father Mareusis at the church in the northeast corner of Prontera.^000000";
mes "At ^ff0000Job Level 10^000000 you can join the ministry.";
cutin "acact_01.bmp", 2;
next;
if(select("Go to the field south of Prontera", "End Conversation") == 2) {
mes "[Alice Yisha]";
mes "Ask me anything if you have more questions.";
close2;
cutin "", 255;
end;
}
mes "[Alice Yisha]";
mes "Good, I wish you luck~";
mes "Let's go~";
close2;
cutin "", 255;
warp "prt_fild08", 170, 369;
end;
}
case 5:
mes "[Alice Yisha]";
mes "Ask me anything if you have more questions.";
close2;
cutin "", 255;
end;
}
}
}
iz_ac02_a,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_a 4_F_ACOLYTE
iz_ac02_b,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_b 4_F_ACOLYTE
iz_ac02_c,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_c 4_F_ACOLYTE
iz_ac02_d,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_d 4_F_ACOLYTE
//- A nun -
iz_ac02,152,165,5 script A Nun#2 4_F_SISTER,{
if (JobLevel > 10 || Class != Job_Novice) {
mes "[A nun]";
mes "Wow... this academy is amazing?";
mes "It was not like this when I used to train in the past.";
close;
} else {
if (!checkweight(Tsurugi, 3)) {
mes "- You have too many items. Clear inventory and try again. -";
close;
}
if (!questprogress(4269)) {
mes "[A nun]";
mes "Wow... this academy is amazing?";
mes "It was not like this when I used to train in the past.";
next;
mes "[A nun]";
mes "You can ^ff0000register^000000 at the ^ff0000information center of the Criatura Academy^000000, it will be a great help.";
close;
} else {
mes "[A nun]";
mes "Ahem..~";
mes "Who are you?";
mes "Are you interested in this ^ff0000introductory course^000000?";
next;
mes "[A nun]";
mes "This introductory manual is mysterious! It enables the ^ff0000use a couple of an Acolyte's skill^000000.";
mes "Will you borrow it?";
next;
if(select("Take the Acolyte Course.", "Stop.") == 2) {
mes "[A nun]";
mes "Well.. if you are not interested.. fine.";
mes "murmuring";
close;
}
if (isequippedcnt(Acolyte_Manual) > 0 || countitem(Acolyte_Manual) > 0) {
mes "[A nun]";
mes "You already have one.";
mes "We do not give two.";
close;
} else {
mes "[A nun]";
mes "Then, use it for good.";
mes "^ff0000Equip (double click or drag to equipment window)^000000 and open the ^ff0000skill window(Alt+S)^000000 to see the skills in manual.";
getitem Acolyte_Manual, 1; // Acolyte_Manual
close;
}
}
}
}
iz_ac02_a,152,165,5 duplicate(A Nun#2) A Nun#2_a 4_F_SISTER
iz_ac02_b,152,165,5 duplicate(A Nun#2) A Nun#2_b 4_F_SISTER
iz_ac02_c,152,165,5 duplicate(A Nun#2) A Nun#2_c 4_F_SISTER
iz_ac02_d,152,165,5 duplicate(A Nun#2) A Nun#2_d 4_F_SISTER
//== Ninja =================================================
//- Ninja Guide (Ko Ori) -
// - Teaches the player about the Ninja class.
iz_ac02,140,139,5 script Ninja Guide#ac 4_M_NINJA_BLUE,{
cutin "aca_ninja_k.bmp", 2;
if (Class != Job_Novice) {
if (Upper != 0) {
mes "[Ninja Guide]";
mes "I do not wish to speak to you. Leave now...";
close2;
cutin "", 255;
end;
} else {
if (Class == Job_Ninja) {
if (!questprogress(4268)) {
mes "[Ninja Guide]";
mes "If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded.";
setquest 4268;
close2;
cutin "", 255;
end;
} else if (questprogress(4268) == 1) {
mes "[Ko Ori]";
mes "If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded.";
close2;
cutin "", 255;
end;
} else {
mes "[Ko Ori]";
mes "How was it?";
mes "Although he is very blunt, he does care very deeply about newcomers.";
close2;
cutin "", 255;
end;
}
} else {
mes "[Ninja Guide]";
mes "I am the guide to the way of the Ninja for newcomers.";
next;
mes "[Ninja Guide]";
mes "I am not interested in the people who are already on their path.";
mes "Take your leave now...";
close2;
cutin "", 255;
end;
}
}
} else {
if(Upper == 2) {
mes "[Ninja Guide]";
mes "A child cannot accept the life of the Ninja.";
mes "It is not easy to qualify for such a life, so do not feel sorry...";
close2;
cutin "", 255;
end;
}
if(questprogress(4269) != 2) {
mes "[Ninja Guide]";
mes "First of all, you must enroll in the Academy and visit me again.";
mes "Everything has to follow the correct procedures and being clumsy is no excuse.";
close2;
cutin "", 255;
end;
}
mes "[Ninja Guide]";
mes "Hmmm. So a new beginner has come eh?";
mes "Why are you here?";
next;
switch(select("Explanation about the Ninja.", "I decided to be a Ninja.", "I don't have any business here.")) {
case 1:
while(1) {
mes "[Ninja Guide]";
mes "A beginner wishing to be a Ninja....";
mes "Ask me what you are curious about.";
next;
switch(select("What can I do if I become a Ninja?", "What is required to become a Ninja?", "I want to experience Ninja skills.", "I don't have any worries about Ninjas.")) {
case 1:
mes "[Ninja Guide]";
mes "Ninja is a profession that allows you to attack while sneaking for maximum damage.";
mes "As Ninja has various kinds of deception skills, which is good for soloing.";
next;
mes "[Ninja Guide]";
mes "Not only can you learn Ninja technique similarly as magic, you can also make direct attacks, deal critical damage or throw knives at enemies.";
next;
mes "[Ninja Guide]";
mes "But you can't do all of these things perfectly without sufficient equipment.";
mes "You will take more damage than others if you are hit.";
next;
mes "[Ninja Guide]";
mes "Therefore, if the person who is not completely weary of this world chooses this job, with no discretion, they will not fail.";
next;
break;
case 2:
mes "[Ninja Guide]";
mes "Ninja can be trained in a variety of courses.";
mes "Everything has both one merit and one demerit.";
mes "You would better make your own decision after profound consideration.";
next;
mes "[Ninja Guide]";
mes "There are two major status which affect the degree of damages.";
mes "One is ^ff0000Power^000000, the other is ^ff0000Intelligence^000000,";
mes "Power affects the damages by^8E2323 physical attacks^000000 and^8E2323 throwing attacks^000000.";
mes "Intelligence affects the damage by ^8E2323 Ninja's skill ^000000";
next;
mes "[Ninja Guide]";
mes "In addition to these, you can learn";
mes "other statuses not from the professional trainers like us";
mes "but from the trainers teaching the basic skills for battle.";
next;
mes "[Ninja Guide]";
mes "For example, to raise up the hit rate,";
mes "What should you do?";
mes "To raise the defense, what do you wear? Etc...";
next;
break;
case 3:
if (countitem(Ninja_Manual) > 0) {
mes "[Ninja Guide]";
mes "You can equip this manual to experience some skills.";
mes "Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB.";
next;
mes "[Ninja Guide]";
mes "The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills.";
next;
mes "[Ninja Guide]";
mes "He will give you some quests to complete. Use the Manual to help you in battle.";
if (countitem(Light_Shuriken) < 10)
getitem Light_Shuriken, 10; // Light_Shuriken
next;
} else {
mes "[Ninja Guide]";
mes "Make every useful moment count.";
mes "You can equip this manual to experience some skills.";
mes "Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB.";
getitem Ninja_Manual, 1; // Ninja_Manual
getitem Light_Shuriken, 10; // Light_Shuriken
next;
mes "[Ninja Guide]";
mes "The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills.";
next;
mes "[Ninja Guide]";
mes "He will give you some quests to complete. Use the Manual to help you in battle.";
next;
}
break;
case 4:
mes "[Ninja Guide]";
mes "Do you understand everything I told you?";
mes "That's all... You don't have any questions?";
close2;
cutin "", 255;
end;
}
}
break;
case 2:
if (getskilllv("NV_BASIC") < 9) {
mes "[Ninja Guide]";
mes "I appreicate your braveness but, first of all, you have to be familiar with the current profession.";
next;
mes "[Ninja Guide]";
mes "Before you decide to become a Ninja,";
mes "you need to come back after reaching the novice's job level 9. Then, I will accept you.";
close2;
cutin "", 255;
end;
} else {
mes "[Ninja Guide]";
mes "This may be your last warning.";
mes "Becoming a Ninja means leading a difficult life.";
next;
mes "[Ninja Guide]";
mes "As Ninja don't belong to a guild, it is easily obtainable to Novices.";
mes "Make sure your decision is final!";
next;
if(select("I will reconsider.", "I already made up my mind.") == 1) {
mes "[Ninja Guide]";
mes "Well thought actions can often bring good results.";
close2;
cutin "", 255;
end;
}
mes "[Ninja Guide]";
mes "If you're so assertive, I have no choice but to guide you there.";
next;
mes "[Ninja Guide]";
mes "I will send you close to where you can change your job.";
next;
mes "[Ninja Guide]";
mes "I will give you a special hint.";
mes "Amatsu town is where you are going to arrive. Find the hidden tunnel in a vacant house.";
next;
mes "[Ninja Guide]";
mes "There you will meet a person who will guide you to becoming a Ninja.";
next;
mes "[Ninja Guide]";
mes "If you get lost in the town, well there is no way... Being ninja requires a level of observation power.";
next;
mes "-Select ^ff0000Confirm^000000 to go to Amatsu.";
cutin "", 255;
next;
if(select("Confirm", "Cancel") == 1)
warp "amatsu", 112, 141;
mes "[Ninja Guide]";
mes "............";
close2;
cutin "", 255;
end;
}
case 3:
mes "[Ninja Guide]";
mes "......";
next;
mes "[Ninja Guide]";
mes "I have no words to say, if you don't have any business with me.";
close2;
cutin "", 255;
end;
}
}
cutin "", 255;
end;
}
iz_ac02_a,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_a 4_M_NINJA_BLUE
iz_ac02_b,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_b 4_M_NINJA_BLUE
iz_ac02_c,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_c 4_M_NINJA_BLUE
iz_ac02_d,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_d 4_M_NINJA_BLUE
//== Enchanting / Upgrading NPCs ===========================
//- Refinery Owner Han -
izlude,153,126,1 script Refinery Owner Han#iz 4_M_02,{
if (!checkweight(Axe, 1)) {
mes "- Cannot progress with the dialogue because you have too many items. -";
close;
}
.@jerun_tutorial = questprogress(5153) + questprogress(5154) + questprogress(5155) + questprogress(5156);
if (.@jerun_tutorial == 0) {
mes "[Refinery Owner Han]";
mes "Hello? My name is Han to lead the next generation of refining culture in Rune Midguard.";
next;
mes "[Refinery Owner Han]";
mes "Entering this market lately, if I don't have old customers, it is not easy to operate. So, I do the advertising by myself.";
next;
mes "[Refinery Owner Han]";
mes "Are you interested in ^3E86C3refining^000000 to make your items strong?";
next;
if(select("I have no interest.", "refining? Is it edible?") == 1) {
emotion e_sry;
mes "[Refinery Owner Han]";
mes "Ah, I am sorry. I caught a busy man.";
close;
}
mes "[Refinery Owner Han]";
mes "Refining means to strenghthen your equipments with ^3E86C3rare metal^000000 obtainable from monsters and so on.";
next;
mes "[Refinery Owner Han]";
mes "If weapons are refined, their attacking power increases. If shields are refined, their defensive power increasesand helps to reduce pain against monster's hits on you.";
next;
mes "[Refinery Owner Han]";
mes "So you kind of get the jist of it right?";
next;
select("Oh... refining...");
mes "[Refinery Owner Han]";
mes "Yes, that's it. Refining is good but it can get addicting.";
next;
mes "[Refinery Owner Han]";
mes "I don't usually do it, but will give you a special chance to experience refining.";
next;
mes "[Refinery Owner Han]";
mes "Whatever 1st level weapon level can be used it doesn't matter! If you use the ^3E86C3refining machine Wagjak^000000 over there!!";
next;
mes "[Refinery Owner Han]";
mes "^I will give you ^FD4F02just! one refining service free of charge.^000000.";
next;
select("Only once?");
setquest 5153;
mes "[Refinery Owner Han]";
mes "Hey I need to make a living you know! Don't go telling everyone I'm doing this for free ok?";
close;
} else if (.@jerun_tutorial == 1) {
mes "[Refinery Owner Han]";
mes "You haven't used the refining machine Wagjak.";
next;
switch(select("Refining Machine Wagjak", "Why is it called Wagjak?", "Anything else I should know?", "Cancel")) {
case 1:
mes "[Refinery Owner Han]";
mes "The refining machine Wagjak is a machine I made after 8 years of research.";
next;
mes "[Refinery Owner Han]";
mes "I made it for more precious refining. It is my personal refining machine. Well, thanks to it, I have made several contracts.";
close;
case 2:
mes "[Refinery Owner Han]";
mes "The name doesn't mean anything it's just a name. Wagjak! What a weird name right?";
close;
case 3:
mes "[Refinery Owner Han]";
mes "Absolutely!";
next;
mes "[Refinery Owner Han]";
mes "But I subscribe to the idea that seeing is believing... You know what I mean? Try it out yourself instead of asking questions.";
close;
case 4:
break;
}
} else if (.@jerun_tutorial == 2) {
mes "[Refinery Owner Han]";
mes "Ohoh... as you don't have a service coupon.. You may have already used Wagjak...";
next;
mes "[Refinery Owner Han]";
mes "I hope you have a brief understanding of refining.";
next;
select("Anything else I should know?");
mes "[Refinery Owner Han]";
mes "Yes, yes, we have... Safety refining indications and refining price... such small things...";
next;
mes "[Refinery Owner Han]";
mes "For an explanation ^3E86C3weapon levels^000000 & ^3E86C3safety refining^000000...";
next;
setquest 5154;
mes "[Refinery Owner Han]";
mes "You can learn from ^3E86C3Mr. Taddae^000000 selling Phracon and Emveteracon";
close;
} else if (.@jerun_tutorial == 3) {
mes "[Refinery Owner Han]";
mes "I recommend you visit and listen to Mr. Tadde about weapon levels and safe refining.";
close;
} else if (.@jerun_tutorial == 4) {
mes "[Refinery Owner Han]";
mes "Did you get a good lesson? Did he explain it well enough?";
next;
mes "[Refinery Owner Han]";
mes "Just between us, there is a rumor that lots of employees complain about me.";
next;
mes "[Refinery Owner Han]";
mes "I sent you there to monitor the situation.";
next;
select("So?");
mes "[Refinery Owner Han]";
mes "I will adopt it in the performance rating. By the way, how was Mr. Tadde's lesson?";
next;
switch(select("It was excellent.", "It was just OK.", "It was so-so.")) {
case 1:
mes "[Refinery Owner Han]";
mes "He did a good job...";
next;
break;
case 2:
mes "[Refinery Owner Han]";
mes "Hmm. Is that so? I see... I'll have to jot this down...";
next;
break;
case 3:
mes "[Refinery Owner Han]";
mes "Hmm.. It was like that... I see.";
next;
break;
}
mes "[Refinery Owner Han]";
mes "Now! I'm done organizing..";
next;
mes "[Refinery Owner Han]";
mes "Next is the explanation about ^3E86C3refining effect^000000 and ^3E86C3refining price^000000.";
next;
mes "[Refinery Owner Han]";
mes "^3E86C3Mr. Locas^000000 is in charge with refinement with Oridecon gemstones.";
next;
mes "[Refinery Owner Han]";
mes "Go speak with Mr. Locas's about the refining effect and refining price.";
next;
setquest 5155;
mes "[Refinery Owner Han]";
mes "Ah!! I ask for your favor this time, either.";
close;
} else if (.@jerun_tutorial == 5) {
mes "[Refinery Owner Han]";
mes "Go and see ^3E86C3Mr. Locas^000000 in charge with refining Oridecon stone for the refining effect and refining price.";
close;
} else if (.@jerun_tutorial == 6) {
mes "[Refinery Owner Han]";
mes "Did you get a good lesson? Did he explain it well enough?";
next;
switch(select("He was good great.", "It was just OK.", "So-so..")) {
case 1:
mes "[Refinery Owner Han]";
mes "Mr. Locas explained it to you well.";
next;
break;
case 2:
mes "[Refinery Owner Han]";
mes "Just OK? Hmmm.";
next;
break;
case 3:
mes "[Refinery Owner Han]";
mes "Oh no.. You were not satisfied with his explanations...";
next;
break;
}
mes "[Refinery Owner Han]";
mes "I see. I will jot that down.";
next;
mes "[Refinery Owner Han]";
mes "By the way, I have finished all the explanations about refining. Any further questions?";
next;
if(select("No questions at all.", "I have some questions...") == 1) {
mes "[Refinery Owner Han]";
mes "I see.. But just in case...";
next;
} else {
mes "[Refinery Owner Han]";
mes "Ah, is that so? Don't worry.";
next;
}
mes "[Refinery Owner Han]";
mes "If you have any further questions, come and see me. I will give you full explanations again.";
next;
mes "[Refinery Owner Han]";
mes "And this is a compensation for your lesson. I hope to see you frequently in the future.";
next;
setquest 5156;
completequest 5156;
if (Class == Job_Novice)
getexp 1200, 500;
mes "Got a lesson about the refining and Kafra storage free coupon.";
getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket
close;
} else if (.@jerun_tutorial == 8) {
mes "[Refinery Owner Han]";
mes "How are you doing?";
next;
switch(select("Hi!!", "How is the morale of the employees?", "Question is....", "Cancel")) {
case 1:
mes "[Refinery Owner Han]";
mes "How are you? Haven't seen you long time.. Please pay more frequent visits and do refining.";
close;
case 2:
mes "[Refinery Owner Han]";
mes "Just as before, labor-management consensus have achieved.";
next;
mes "[Refinery Owner Han]";
mes "We understand the employees' complaints and prepared the resolutions.";
next;
mes "[Refinery Owner Han]";
mes "Perhaps from that reason, I can hear any other complaints from them.";
close;
case 3:
mes "[Refinery Owner Han]";
mes "You have a question..";
next;
mes "[Refinery Owner Han]";
mes "But I haven't told you anything in the beginning.";
next;
mes "[Refinery Owner Han]";
mes "It might be better for you to ask questions of the staff you met before.";
next;
mes "[Refinery Owner Han]";
mes "You can ask the explanations concerning ^FD4F02 weapon levels^000000 and ^FD4F02saftey refining ^000000, to ^142CEBMr. Tadde^000000, concerning ^FD4F02 refining price^000000 and ^FD4F02 refining effect^000000, ^142CEB to Mr. Locas^000000.";
next;
mes "[Refinery Owner Han]";
mes "He will give you kind answers.";
next;
close;
case 4:
break;
}
close;
} else {
mes "[Refinery Owner Han]";
mes "Something strange must've happened. If this continues, please contact customer service.";
close;
}
OnInit:
//AddQuestInfo 5153 1 0
//SetQuestLevel 5153 1 20
end;
}
izlude_a,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_a 4_M_02
izlude_b,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_b 4_M_02
izlude_c,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_c 4_M_02
izlude_d,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_d 4_M_02
//- Refining Machine Wagjak -
- script ::izludeWagjak FAKE_NPC,{
disable_items;
mes "[Refining Machine Wagjak]";
mes "-Ddarritt!-";
mes "Wagjak Starting... completed..";
mes "Checking the user.. Completed.";
mes "Select the refining equipment.";
next;
setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
.@menu$ = "";
for(set .@i,1; .@i<=10; set .@i,.@i+1)
.@menu$ = .@menu$+(getequipisequiped(.@i)?getequipname(.@i):.@position$[.@i]+" - [Unarmed]")+":";
.@part = select(.@menu$);
if(!getequipisequiped(.@part)) {
mes "[Refining Machine Wagjak]";
mes "^ff0000- Error number 000"+.@part+" -^000000";
mes "Item is not equipped.";
close2;
enable_items;
end;
}
mes "[Refining Machine Wagjak]";
mes "Searching for the equipment information - completed.";
next;
if (!getequipisenableref(.@part)) {
mes "[Refining Machine Wagjak]";
mes "^FF0000- error number 4444 -^000000";
mes "This item cannot be refined.";
close2;
enable_items;
end;
}
if (!getequipisidentify(.@part)) {
mes "[Refining Machine Wagjak]";
mes "^FF0000- error number 5555 -^000000";
mes "This item has not yet been identified.";
close2;
enable_items;
end;
}
if (getequiprefinerycnt(.@part) >= 10) {
mes "[Refining Machine Wagjak]";
mes "^FF0000- error number 1010 -^000000";
mes "At the current version, you can do refining up to level 10.";
close2;
enable_items;
end;
}
if (questprogress(5153) == 1) {
if (getequipweaponlv(.@part) == 1) {
mes "[Refining Machine Wagjak]";
mes "Type : 1 level weapon";
mes "Charge : Phracon, 1000 zeny";
mes "Service usage coupon sensed. No charge to be requested. Will you refine?";
next;
if(select("Refine.", "Don't Refine.") == 2) {
mes "[Refining Machine Wagjak]";
mes "Cancel the refining.";
close2;
enable_items;
end;
}
if (getequippercentrefinery(.@part) < 100) {
mes "[Refining Machine Wagjak]";
mes "-Ddarritt!-";
mes "The user's confirmation required.";
mes "You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?";
next;
if(select("Refine.", "Don't Refine.") == 2) {
mes "[Refining Machine Wagjak]";
mes "Refining has been cancelled as per the user's request.";
close2;
enable_items;
end;
}
}
if (getequippercentrefinery(.@part) <= rand(100)) {
failedrefitem .@part;
mes "[Refining Machine Wagjak]";
mes "Result : Fail";
mes "refining failed. The equipment was destroyed.";
close2;
enable_items;
end;
} else {
successrefitem .@part;
mes "[Refining Machine Wagjak]";
mes "Result : Success";
mes "Congratulations!! You succeeded in refining.";
completequest 5153;
next;
mes "[Refining Machine Wagjak]";
mes "Service usage coupon was used.";
close2;
enable_items;
end;
}
}
}
switch(getequipweaponlv(.@part)) {
case 0:
.@type$ = "Armor";
.@material = Elunium;
.@price = 20000;
break;
case 1:
.@type$ = "Level 1 weapon";
.@material = Phracon;
.@price = 1000;
break;
case 2:
.@type$ = "Level 2 weapon";
.@material = Emveretarcon;
.@price = 2000;
break;
case 3:
.@type$ = "Level 3 weapon";
.@material = Oridecon;
.@price = 10000;
break;
case 4:
.@type$ = "Level 4 weapon";
.@material = Oridecon;
.@price = 20000;
break;
}
mes "[Refining Machine Wagjak]";
mes "Type : "+ .@type$ +"";
mes "Charge : "+ getitemname(.@material) +", "+ .@price +" zeny";
mes "Above money will be charged. Will you refine?";
next;
if(select("Refine.", "Don't Refine.") == 2) {
mes "[Refining Machine Wagjak]";
mes "Refining has been cancelled as per the user's request.";
close2;
enable_items;
end;
}
if (getequippercentrefinery(.@part) < 100) {
mes "[Refining Machine Wagjak]";
mes "-Ddarritt!-";
mes "The user's confirmation required.";
mes "You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?";
next;
if(select("Refine.", "Don't Refine.") == 2) {
mes "[Refining Machine Wagjak]";
mes "Refining has been cancelled as per the user's request.";
close2;
enable_items;
end;
}
}
if (countitem(.@material) > 0 && Zeny >= .@price) {
delitem .@material, 1;
Zeny -= .@price;
} else {
mes "[Refining Machine Wagjak]";
mes "^FF0000- error number 8282 -^000000";
mes "You are short of refining price.";
close2;
enable_items;
end;
}
if (getequippercentrefinery(.@part) <= rand(100)) {
failedrefitem .@part;
mes "[Refining Machine Wagjak]";
mes "Result : Fail";
mes "refining failed. The equipment was destroyed.";
} else {
successrefitem .@part;
mes "[Refining Machine Wagjak]";
mes "Result : Success";
mes "Congratulations!! You succeeded in refining.";
}
close2;
enable_items;
end;
}
izlude,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz 2_MONEMUS
izlude_a,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_a 2_MONEMUS
izlude_b,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_b 2_MONEMUS
izlude_c,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_c 2_MONEMUS
izlude_d,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_d 2_MONEMUS
//- Tadde -
izlude,145,122,7 script Tadde#iz 4_M_04,{
if (!checkweight(Axe, 1)) {
mes "- As you have too many items in your inventory, Quest can't be continued -";
close;
}
if (questprogress(5154) == 1) {
mes "[Tadde]";
mes "Welcome. The owner told me to explain to you about ^3E86C3the weapon levels^000000 and ^3E86C3safety refining.^000000.";
next;
mes "[Tadde]";
mes "In fact, it is better to get to know while questing yourself. But anyway if you have any questions, please ask to me.";
next;
while(1) {
switch(select("Weapon level", "Safety refining.", "Finish the question.")) {
case 1:
mes "[Tadde]";
mes "Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is.";
next;
mes "[Tadde]";
mes "That means ^A20B09the upscaled weapons are more difficult to obtain.^000000.";
next;
mes "[Tadde]";
mes "Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons.";
next;
continue;
case 2:
mes "[Tadde]";
mes "Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000";
next;
while(1) {
switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question finished")) {
case 1:
mes "[Tadde]";
mes "Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible.";
next;
mes "[Tadde]";
mes "Of course, it has stronger effect than level 1 weapon.";
next;
continue;
case 2:
mes "[Tadde]";
mes "Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon.";
next;
mes "[Tadde]";
mes "Of course, it has stronger effect than level 1 weapon.";
next;
continue;
case 3:
mes "[Tadde]";
mes "Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level.";
next;
mes "[Tadde]";
mes "The higher the weapon is, the increasing effect of +1 becomes higher as well.";
next;
continue;
case 4:
mes "[Tadde]";
mes "Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here.";
next;
mes "[Tadde]";
mes "As it is one of the most luxurious weapons, the effect of refining is the strongest.";
next;
continue;
case 5:
mes "[Tadde]";
mes "Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon.";
next;
mes "[Tadde]";
mes "As most refiners are used to making weapons it's hard for them to safely upgrade armors.";
next;
continue;
case 6:
mes "[Tadde]";
mes "You look like you've had enough explanations about the safety refining.";
next;
break;
}
break;
}
continue;
case 3:
break;
}
break;
}
completequest 5154;
mes "[Tadde]";
mes "Your questions end. If you have more questions later, come to me any time.";
close;
}
mes "[Tadde]";
mes "We sell metals for refining iron or steel weapons here!";
mes "We have ^007777Phracons^000000 for level 1 weapons, and ^007777Emveretarcons^000000 for level 2 weapons.";
next;
switch(select("Phracon - 200 zeny.", "Emveretarcon - 1000 zeny.", "Ask for other metals.")) {
case 1:
mes "[Tadde]";
mes "How many would you like? Enter '0' if you want to end.";
next;
while(1) {
input .@amount, 0, 501;
if (.@amount == 0) {
mes "[Tadde]";
mes "Trade ended.";
close;
} else if (.@amount > 500) {
mes "[Tadde]";
mes "Please reduce your quantity to 500 or less.";
next;
} else {
break;
}
}
.@sell = .@amount * 200;
.@item_weight = .@amount * 200;
if (Zeny < .@sell) {
mes "[Tadde]";
mes "Oh dear...my apologies, but you don't have enough money.";
mes "I'm sorry we can't give it to you cheaper...we're only a small business.";
close;
}
if ((MaxWeight - Weight) < .@item_weight) {
mes "[Tadde]";
mes "Er...please sorts your inventory before you take these...";
close;
}
Zeny -= .@sell;
getitem Phracon, .@amount; // Phracon
mes "[Tadde]";
mes "This is what you wanted. Thank you very much!";
close;
case 2:
mes "[Tadde]";
mes "How many would you like? Enter '0' if you want to end.";
next;
while(1) {
input .@amount, 0, 501;
if (.@amount == 0) {
mes "[Tadde]";
mes "Trade ended.";
close;
} else if (.@amount > 500) {
mes "[Tadde]";
mes "Please reduce your quantity to 500 or less.";
next;
} else {
break;
}
}
.@sell = .@amount * 1000;
.@item_weight = .@amount * 200;
if (Zeny < .@sell) {
mes "[Tadde]";
mes "Oh dear...my apologies, but you don't have enough money.";
mes "I'm sorry we can't give it to you cheaper...we're only a small business.";
close;
}
if ((MaxWeight - Weight) < .@item_weight) {
mes "[Tadde]";
mes "Er...please sorts your inventory before you take these...";
close;
}
getitem Emveretarcon, .@amount; // Emveretarcon
Zeny -= .@sell;
mes "[Tadde]";
mes "This is what you wanted. Thank you very much!";
close;
case 3:
mes "[Tadde]";
mes "Any questions about the weapon level and safety refining?";
next;
while(1) {
switch(select("Weapon level", "Safety refining.", "Finish the question.")) {
case 1:
mes "[Tadde]";
mes "Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is.";
next;
mes "[Tadde]";
mes "That means ^A20B09the upscaled weapons are more difficult to obtain.^000000.";
next;
mes "[Tadde]";
mes "Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons.";
next;
break;
case 2:
mes "[Tadde]";
mes "Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000";
next;
while(1) {
switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question finished")) {
case 1:
mes "[Tadde]";
mes "Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible.";
next;
mes "[Tadde]";
mes "Of course, it has stronger effect than level 1 weapon.";
next;
break;
case 2:
mes "[Tadde]";
mes "Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon.";
next;
mes "[Tadde]";
mes "Of course, it has stronger effect than level 1 weapon.";
next;
break;
case 3:
mes "[Tadde]";
mes "Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level.";
next;
mes "[Tadde]";
mes "The higher the weapon is, the increasing effect of +1 becomes higher as well.";
next;
break;
case 4:
mes "[Tadde]";
mes "Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here.";
next;
mes "[Tadde]";
mes "As it is one of the most luxurious weapons, the effect of refining is the strongest.";
next;
break;
case 5:
mes "[Tadde]";
mes "Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon.";
next;
mes "[Tadde]";
mes "As most refiners are used to making weapons it's hard for them to safely upgrade armors.";
next;
break;
case 6:
mes "[Tadde]";
mes "You look like you've had enough explanations about the safety refining.";
next;
break;
}
}
break;
case 3:
break;
}
}
mes "[Tadde]";
mes "This is all I can explain to you.";
next;
mes "[Tadde]";
mes "The explanations about the charge and effect of the safe refining will be covered by Mr. Locas.";
close;
}
}
izlude_a,145,122,7 duplicate(Tadde#iz) Tadde#iz_a 4_M_04
izlude_b,145,122,7 duplicate(Tadde#iz) Tadde#iz_b 4_M_04
izlude_c,145,122,7 duplicate(Tadde#iz) Tadde#iz_c 4_M_04
izlude_d,145,122,7 duplicate(Tadde#iz) Tadde#iz_d 4_M_04
//- Locas -
izlude,155,132,3 script Locas#iz 4_M_02,{
if (!checkweight(Axe, 1)) {
mes "- As you have too many items in your inventory, Quest can't be continued. -";
close;
}
if (questprogress(5155) == 1) {
mes "[Locas]";
mes "You are the one sent by the owner. What did he order me to do?";
next;
select("You have a lot of complaints, don't you?");
mes "[Locas]";
mes "Yes, I do. Absolutely, the owner will threaten me with his stupid performance ratings.";
next;
mes "[Locas]";
mes "He isn't the man he used to be.";
next;
mes "[Locas]";
mes "He thinks if somebody leaves, a replacement will show up immediately.";
next;
mes "[Locas]";
mes "Anyway, the employee should do what the owner wants him to do... Ask me your questions.";
next;
while(1) {
switch(select("Refining Price", "Fefining Effect", "End the Conversation.")) {
case 1:
mes "[Locas]";
mes "Perhaps the most important thing my owner thinks is this...";
next;
mes "[Locas]";
mes "From the word itself, refining price is ^3E86C3 the charge to refine once^000000.";
next;
mes "[Locas]";
mes "But, there are ^3E86C3differences in the essential material according the zeny and weapon level.^000000.";
next;
while(1) {
switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "level 4 Weapon", "Armor", "Questions Finished")) {
case 1:
mes "[Locas]";
mes "Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000.";
next;
mes "[Locas]";
mes "As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny.";
next;
continue;
case 2:
mes "[Locas]";
mes "Refining level 2 weapons requires ^3E86C3Emveretarcon and 2,000 zeny^000000.";
next;
mes "[Locas]";
mes "Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny.";
next;
continue;
case 3:
mes "[Locas]";
mes "Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000.";
next;
mes "[Locas]";
mes "Oridecon is such a rare metal that I don't sell it... But,";
next;
mes "[Locas]";
mes "If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon.";
next;
continue;
case 4:
mes "[Locas]";
mes "Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000.";
next;
mes "[Locas]";
mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.";
next;
continue;
case 5:
mes "[Locas]";
mes "Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000.";
next;
mes "[Locas]";
mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.";
next;
continue;
case 6:
mes "[Locas]";
mes "You look like you've had enough explanations about the refining prices.";
next;
break;
}
break;
}
continue;
case 2:
mes "[Locas]";
mes "I think you are now knowledgeable enough about refining.";
next;
mes "[Locas]";
mes "Now I will explain to you about ^3E86C3the effect of refining^000000.";
next;
mes "[Locas]";
mes "This time I won't give you explanations about individual items. It is better you do the physical experiences by yourself instead of verbal explanations.";
next;
mes "[Locas]";
mes "Anyway, here are the explanations. From level 1 weapon,";
next;
mes "[Locas]";
mes "1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?";
next;
select("Well???");
mes "[Locas]";
mes "I thought my explanations to you were easy, but it wasn't...";
next;
mes "[Locas]";
mes "So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this.";
next;
mes "[Locas]";
mes "In fact, there is no need to talk too much here. You just experience it later.";
next;
mes "[Locas]";
mes "Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level.";
next;
mes "[Locas]";
mes "Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level.";
next;
mes "[Locas]";
mes "Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level.";
next;
mes "[Locas]";
mes "Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level.";
next;
mes "[Locas]";
mes "Well, by now the explanations were only for the effect of the safe refining....";
next;
mes "[Locas]";
mes "You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk.";
next;
mes "[Locas]";
mes "If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it.";
next;
mes "[Locas]";
mes "One thing to be clear is you should be careful about destroying your equipment if you get over-eager.";
next;
continue;
case 3:
break;
}
break;
}
mes "[Locas]";
mes "Seems like, you don't have any further questions. Thank you for listening to a long story.";
next;
completequest 5155;
mes "[Locas]";
mes "You can say anything to my owner. The performance rating doesn't mean much to our technicians.";
close;
} else {
mes "[Locas]";
mes "If you bring me 5 Rough Oridecon or Elunium, I will immediately make them to Oridecon or Elunium.";
next;
}
switch(select("Refining Oridecon", "Refining Elunium", "Other questions.")) {
case 1:
mes "[Locas]";
mes "Will you refine 5 Rough Oridecon to one Oridecon?";
next;
if(select("Exchange 5 for 1", "Exchange all.") == 1) {
if (countitem(Oridecon_Stone) > 4) {
delitem Oridecon_Stone, 5; // Oridecon_Stone
getitem Oridecon, 1; // Oridecon
mes "[Locas]";
mes "Refined Rough Oridecon to Oridecon.";
close;
} else {
mes "[Locas]";
mes "Are you kidding me?";
mes "You should bring me 5 Rough Oridecon to refine for one Oridecon.";
close;
}
} else {
if (countitem(Oridecon_Stone) > 4) {
.@ston_max = countitem(Oridecon_Stone) / 5;
.@ston_full = .@ston_max * 5;
delitem Oridecon_Stone, .@ston_full; // Oridecon_Stone
getitem Oridecon, .@ston_max; // Oridecon
mes "[Locas]";
mes "Refined "+.@ston_full+" Rough Oridecon into "+.@ston_max+" Oridecon. Thank you for your business.";
close;
} else {
mes "[Locas]";
mes "Are you kidding me?";
mes "You should bring me 5 Rough Oridecon to refine for one Oridecon.";
close;
}
}
case 2:
mes "[Locas]";
mes "Will you refine 5 Rough Elunium to one Elunium?";
next;
if(select("Exchange 5 for 1", "Exchange all.") == 1) {
if (countitem(Elunium_Stone) > 4) {
delitem Elunium_Stone, 5; // Elunium_Stone
getitem Elunium, 1; // Elunium
mes "[Locas]";
mes "Refined Rough Elunium to Elunium.";
close;
} else {
mes "[Locas]";
mes "Are you kidding me?";
mes "You should bring me 5 Rough Elunium to refine for one Elunium.";
close;
}
} else {
if (countitem(Elunium_Stone) > 4) {
.@ston_max = countitem(Elunium_Stone) / 5;
.@ston_full = .@ston_max * 5;
delitem Elunium_Stone, .@ston_full; // Elunium_Stone
getitem Elunium, .@ston_max; // Elunium
mes "[Locas]";
mes "Refined "+.@ston_full+" Rough Elunium into "+.@ston_max+" Elunium. Thank you for your business.";
close;
} else {
mes "[Locas]";
mes "Are you kidding me?";
mes "You should bring me 5 Rough Elunium to refine for one Elunium.";
close;
}
}
case 3:
mes "[Locas]";
mes "Do you have any questions about refining?";
next;
mes "[Locas]";
mes "Though I can't explain a lot.... What's your question?";
next;
while(1) {
switch(select("refining price", "refining effect", "Finish the explanation.")) {
case 1:
mes "[Locas]";
mes "From the word itself, refining price is ^3E86C3 the price for refining once^000000.";
next;
mes "[Locas]";
mes "But, there are differences in the essential material according the (zeny) and weapon level.";
next;
while(1) {
switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question Finished")) {
case 1:
mes "[Locas]";
mes "Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000.";
next;
mes "[Locas]";
mes "As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny.";
next;
continue;
case 2:
mes "[Locas]";
mes "Refining level 2 weapons requires ^3E86C3Emveretarcon and 20,000 zeny^000000.";
next;
mes "[Locas]";
mes "Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny.";
next;
continue;
case 3:
mes "[Locas]";
mes "Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000.";
next;
mes "[Locas]";
mes "Oridecon is such a rare metal that I don't sell it... But,";
next;
mes "[Locas]";
mes "If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon.";
next;
continue;
case 4:
mes "[Locas]";
mes "Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000.";
next;
mes "[Locas]";
mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.";
next;
continue;
case 5:
mes "[Locas]";
mes "Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000.";
next;
mes "[Locas]";
mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.";
next;
continue;
case 6:
mes "[Locas]";
mes "You look like you've had enough explanations about the refining prices.";
next;
break;
}
break;
}
continue;
case 2:
mes "[Locas]";
mes "As I think it would be better for you to experience the effect of refining rather than explantion, I really give you a brief explanation about it.";
next;
mes "[Locas]";
mes "Let's start from level 1 weapon.";
next;
mes "[Locas]";
mes "1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?";
next;
select("Well???");
mes "[Locas]";
mes "I thought my explanations to you were easy, but it wasn't...";
next;
mes "[Locas]";
mes "So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this.";
next;
mes "[Locas]";
mes "In fact, there is no need to talk too much here. You just experience it later.";
next;
mes "[Locas]";
mes "Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level.";
next;
mes "[Locas]";
mes "Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level.";
next;
mes "[Locas]";
mes "Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level.";
next;
mes "[Locas]";
mes "Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level.";
next;
mes "[Locas]";
mes "Well, by now the explanations were only for the effect of the safe refining....";
next;
mes "[Locas]";
mes "You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk.";
next;
mes "[Locas]";
mes "If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it.";
next;
mes "[Locas]";
mes "One thing to be clear is you should be careful about destroying your equipment if you get over-eager.";
next;
continue;
case 3:
break;
}
break;
}
mes "[Locas]";
mes "Thank you for your listening to a long story. This is all I can explain you.";
next;
mes "[Locas]";
mes "Regarding the levels of weapons and safety refining, consult with Mr. Tadde. He will kindly answer to you.";
close;
}
}
izlude_a,155,132,3 duplicate(Locas#iz) Locas#iz_a 4_M_02
izlude_b,155,132,3 duplicate(Locas#iz) Locas#iz_b 4_M_02
izlude_c,155,132,3 duplicate(Locas#iz) Locas#iz_c 4_M_02
izlude_d,155,132,3 duplicate(Locas#iz) Locas#iz_d 4_M_02
//- Enchanter Mounds -
// - Teaches the player about enchanting.
izlude,96,125,7 script Enchanter Mounds#iz 4_CAT_SAILOR2,{
if (!checkweight(Axe, 1)) {
mes "- As you have too many items in your inventory, Quest can't be continued -";
close;
}
disable_items;
.@in_tutorial = questprogress(5157) + questprogress(5158) + questprogress(5159);
if (.@in_tutorial == 0) {
mes "[Mounds]";
mes "Welcome. Welcome to the enchant association. I am ^142CEB Mounds^000000- head of Izlude branch of the Enchant association.";
next;
select("Oh... a cat can speak???");
mes "[Mounds]";
mes "Have you never seen a talking cat?";
next;
mes "[Mounds]";
mes "There is an island called ^FD4F02 Malangdo^000000 where only cats live and I am from there.";
next;
mes "[Mounds]";
mes "There are cats like me who can speak the human language very well, but some cats speaking human and cat language are a mess.";
next;
mes "[Mounds]";
mes "Well, that can be checked in Malangdo later are you interested in ^FD4F02Enchantments^000000?";
next;
select("Enchant Association?");
mes "[Mounds]";
mes "The Enchant Association is the group made by those of us who can enchant.";
next;
mes "[Mounds]";
mes "This association is composed of two divisions of ^FD4F02the socket enchant division^000000 and ^FD4F02 the hidden enchant division^000000.";
next;
mes "[Mounds]";
mes "Maybe, are you curious about each division?";
next;
while(1) {
switch(select("Socket Enchant?", "Hidden Enchant", "Question finished")) {
case 1:
mes "[Mounds]";
mes "You are curious about the socket enchant.. Here is the explantion.";
next;
mes "[Mounds]";
mes "From unknown reason, There has been existing ^FD4F02card slots^000000 on the equipments obtainable from monsters.";
next;
mes "[Mounds]";
mes "People started to question, 'Can we make a device to insert cards to these?'";
next;
mes "[Mounds]";
mes "At last, one day a man called ^142CEBSeyablem^000000 showed up with the technology of socket enchant.";
next;
mes "[Mounds]";
mes "Nobody knew how he got the technology....";
next;
mes "[Mounds]";
mes "Someday later, a younger brother of Seyablem called ^142CEBLeyablem^000000 introduced a different device from his brother to socket enchant other equipments.";
next;
mes "[Mounds]";
mes "Many people using the brothers' socket enchanting services, they stole the technology";
next;
select("Ok seems simple enough...");
mes "[Mounds]";
mes "The brothers happened to join the enchant association. And from time to time, they teach the technology to us in Malangdo.";
next;
mes "[Mounds]";
mes "Learning the technology diligently, some day will come when others can do socket enchants.";
next;
mes "[Mounds]";
mes "Ah, my story went off topic.";
next;
mes "[Mounds]";
mes "Well, conclusion is this, socket enchant means to add a card socket to the common equipment being sold at any shops.";
next;
mes "[Mounds]";
mes "It is called socket enchant. Are you curious about the other division?";
next;
break;
case 2:
mes "[Mounds]";
mes "Ah ! Are you curious about the hidden enchant?";
next;
mes "[Mounds]";
mes "OK. First, I have to let you know how the hidden enchnat skill was born.";
next;
mes "[Mounds]";
mes "The original inventor was looking for a way to unlock the 4th slot of a 3 slotted weapon.";
next;
mes "[Mounds]";
mes "So he studied the technology to make use of the remaining slot.";
next;
mes "[Mounds]";
mes "When the study was finally successful he taught it to his apprentices and was never heard from again.";
next;
mes "[Mounds]";
mes "His technology reinforced the equipment with a gem that had special properties similar to monster cards.";
next;
mes "[Mounds]";
mes "That technology has been developed and improved to make the current ^FD4F02 Enchant association ^000000";
next;
mes "[Mounds]";
mes "Briefly speaking, to make a stronger equipment with a special enchantment is the hidden enchant.";
next;
mes "[Mounds]";
mes "Are you curious about the other division?";
next;
break;
case 3:
break;
}
break;
}
mes "[Mounds]";
mes "You don't have any further questions.";
next;
mes "[Mounds]";
mes "Later, if you want to experience the hidden enchant or socket enchant, I will give you a hand.";
next;
setquest 5157;
mes "[Mounds]";
mes "Come to me anytime.";
close;
} else if (.@in_tutorial == 1) {
mes "[Mounds]";
mes "Welcome.. Ah, we've met before right?";
next;
mes "[Mounds]";
mes "Are you coming to experience the hidden enchant or the socket enchant?";
next;
if(select("I am just passing by.", "Came to experience it.") == 1) {
mes "[Mounds]";
mes "You may be on the way to Prontera. Be careful and come back.";
close;
}
mes "[Mounds]";
mes "You want an experience.";
next;
mes "[Mounds]";
mes "The experience course starts from the experience of the simple socket enchant.";
next;
mes "[Mounds]";
mes "For this, you need material. Will you buy a cotton shirt at Izlude Armor shop?";
next;
setquest 5158;
mes "[Mounds]";
mes "When you bring the cotton shirt, we will immediately start ^FD4F02the socket enchnat experience^000000 course.";
close;
} else if (.@in_tutorial == 2) {
mes "[Mounds]";
if (countitem(Cotton_Shirt_) > 0) {
mes "Oh this is a socketed shirt already!";
next;
mes "[Mounds]";
mes "Bring us the normal shirt without holes.";
close;
} else if (countitem(Cotton_Shirt) > 0) {
mes "It must be a plain cotton shirt.";
next;
} else {
mes "When you bring the plain cotton shirt from the Armor shop, we will start the socket enchant experience.";
close;
}
mes "[Mounds]";
mes "Not like all other enchants, the socket enchant is being worked without items installed.";
next;
mes "[Mounds]";
mes "Then, let's start the socket enchant.";
next;
mes "[Mounds]";
mes "One!";
next;
mes "[Mounds]";
mes "One! Two!";
next;
mes "[Mounds]";
mes "One! Two! Three!";
next;
specialeffect2 EF_SANCTUARY;
completequest 5158;
delitem Cotton_Shirt, 1; // Cotton_Shirt
getitem Cotton_Shirt_, 1; // Cotton_Shirt_
mes "[Mounds]";
mes "You have suceeded in socket enchant.";
close;
} else if (.@in_tutorial == 3) {
mes "[Mounds]";
mes "Have you checked the equipment? It now has an empty slot in it.";
next;
mes "[Mounds]";
mes "But, like this time the success rate is not always ^FD4F02100%^000000 as you are still in the studying phase.";
next;
mes "[Mounds]";
mes "Please keep in mind that there always risks of failure and if failed, the equipment will be broken.";
next;
mes "[Mounds]";
mes "If you want to know more about the socket enchant, go and consult with Leyablem or Seyablem who are working at Prontera or Payon.";
next;
select("I see.");
mes "[Mounds]";
mes "Now it's time for your experiencing the hidden enchant.";
next;
mes "[Mounds]";
mes "Equipped with the just socket enchanted cotton shirt, get the hidden enchant from";
next;
setquest 5159;
mes "[Mounds]";
mes "Almond J, the cat in charge with the hidden enchant over there.";
close;
} else if (.@in_tutorial == 4) {
mes "[Mounds]";
mes "Get the hidden enchant from Almond J with wearing the cotton shirt socket enchanted.";
close;
} else if (.@in_tutorial == 5) {
mes "[Mounds]";
mes "Eh? You came earlier than expected? I though it might take time after listening to all the explanations.";
next;
select("Explain about the situation.");
mes "[Mounds]";
mes "Keuh~~ It happened....";
next;
mes "[Mounds]";
mes "I should beware of you, when you were making a big noise to do the hidden enchant.";
next;
mes "[Mounds]";
mes "Anyway, I am sorry.. Though it is short, I will make the explanation for you.";
next;
mes "[Mounds]";
mes "Have you checked the hidden enchant?";
next;
if(select("Yes, I have.", "No. I haven't.") == 1) {
mes "[Mounds]";
mes "As you have checked it already, my explanation became easy.";
next;
} else {
mes "[Mounds]";
mes "Hmmm. Recommend you examine the condition of your cotton shirt, opening item window.";
next;
}
mes "[Mounds]";
mes "As you have checked it already, my explanation became easy.";
next;
mes "[Mounds]";
mes "As I explained you just before, the hidden enchant is the work to insert to weapoon or Armor a gem with a special option into the equipment.";
next;
mes "[Mounds]";
mes "As you know it, if you checked, you may notice something new was at the no. 3 and 4 slots at the bottom of item information window.";
next;
mes "[Mounds]";
mes "Hidden enchant is being proceeded with the similar equipment worn as Almond J's.";
next;
mes "[Mounds]";
mes "Of course, there are some other places to do the hidden enchants.";
next;
if(select("Satisfied.", "A little short.") == 1) {
mes "[Mounds]";
mes "It is fortunate. Do you have any experience to be added? If so, please write it to me.";
next;
} else {
mes "[Mounds]";
mes "Experience seems not be satisfactory with you. Can you write me what was it?";
next;
mes "[Mounds]";
mes "I will refer it for planning the next experience.";
next;
}
input .@advice$;
mes "[Mounds]";
mes "Thank you for your valuable advice.";
next;
mes "[Mounds]";
mes "Thank you for your patience listening to my boring explanation.";
next;
mes "[Mounds]";
mes "This is a small gift hoping your continuous support for our enchant association.";
next;
completequest 5157;
if (Class == Job_Novice) {
getexp 1200, 500;
mes "Received the explanation about the enchants, some experience and Kafra storage free coupon.";
} else {
mes "Received the explanation and Kafra free storage coupon.";
}
getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket
next;
mes "[Mounds]";
mes "Then, I will see you later.";
close;
} else if (.@in_tutorial == 6) {
mes "[Mounds]";
mes "Welcome to the enchant association. I am Mounds - head of Izlude branch of Enchant association.";
next;
mes "[Mounds]";
mes "Eh? Your appreance is familiar. Have we met before?";
next;
mes "[Mounds]";
mes "As I can't remember all the people I met as they are too many, strangely you have a face not to forget.";
next;
mes "[Mounds]";
mes "Perhaps, are you here to learn about enchanting? I will kindly explain you about it.";
next;
while(1) {
switch(select("Socket enchant", "Hidden enchant", "Give regards", "No questions at all.")) {
case 1:
mes "[Mounds]";
mes "Socket enchant is the skill to make card slots appear in Weapon or Armor.";
next;
mes "[Mounds]";
mes "When you meet the Seyablem and Leyablem brothers around the towns of Rune Midgard they can help you with this service.";
next;
mes "[Mounds]";
mes "If they fail to put a new slot in your item say farewell to it...";
next;
mes "[Mounds]";
mes "It's usually a good idea to have more than 1 item to add a slot to because it can fail a lot sometimes.";
next;
break;
case 2:
mes "[Mounds]";
mes "Hidden enchant means to put enchanted gems into the hidden slots of an item.";
next;
mes "[Mounds]";
mes "You have to be wearing the item that is being enchanted as it uses the wearers fortune as the success rate.";
next;
mes "[Mounds]";
mes "Many places are providing the various hidden enchant service in different ways, if you have time, please visit one of them.";
next;
break;
case 3:
mes "[Mounds]";
mes "News? Enchant association doesn't have a big issue going on.";
next;
mes "[Mounds]";
mes "Ah!! I remember that Almond J sent with me from Izlude branch wanted to do advertising...";
next;
mes "[Mounds]";
mes "He drafted the initiative for the free service of hidden enchant to the beginner's weapons. I approved it as it looked a good idea.";
next;
mes "[Mounds]";
mes "What? If you have a beginners weapon, it may not hurt to try it.";
next;
break;
case 4:
mes "[Mounds]";
mes "Come to me whenever you have a question about the enchant association.";
close;
}
mes "[Mounds]";
mes "Any other questions?";
next;
}
} else {
mes "[Mounds]";
mes "Something strange must've happened. If this continues, please contact customer service.";
close;
}
OnInit:
//AddQuestInfo 5157 1 0
//SetQuestLevel 5157 1 20
end;
}
izlude_a,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_a 4_CAT_SAILOR2
izlude_b,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_b 4_CAT_SAILOR2
izlude_c,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_c 4_CAT_SAILOR2
izlude_d,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_d 4_CAT_SAILOR2
//- Enchanter Almond J -
// - Teaches the player about enchanting.
izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{
if (!checkweight(Axe, 1)) {
mes "- As you have too many items in your inventory, Quest can't be continued -";
close;
}
disable_items;
.@in_tutorial = (questprogress(5157) + questprogress(5158) + questprogress(5159));
if (.@in_tutorial < 4) {
mes "[Almond J]";
mes "Hello, I am Almon J of the enchant association.~";
next;
mes "[Almond J]";
mes "If you have anything to do with the enchant association, please consult with Mounds inside.";
close2;
enable_items;
end;
} else if (.@in_tutorial == 4) {
.@equip = getequipid(EQI_ARMOR);
.@part = EQI_ARMOR;
mes "[Almond J]";
mes "Welcome.. I have been waiting for you. Are you coming for the hidden enchant service on your cotton shirt?";
next;
if(select("Ench? Whatis?", "Yes.") == 1) {
mes "[Almond J]";
mes "Eummm?";
next;
mes "[Almond J]";
mes "What happened?";
close;
}
mes "[Almond J]";
mes "Oh... finally you came...";
next;
mes "[Almond J]";
mes "Has your ^142cebCotton Shirt[1]^000000 been equipped? Shall we start now? Ready?";
next;
select("You look excited.");
mes "[Almond J]";
mes "Heh... is that so? Frankly, it is my first time... I am really excited.";
next;
mes "[Almond J]";
mes "Are you ready? Yes? Do it now. Now!!";
next;
if(select("Hidden enchant start!!", "Wait for a while.") == 2) {
mes "[Almond J]";
mes "Heh? Eh? Hik?! Come here quick.";
close2;
enable_items;
end;
}
if (!.@equip) {
mes "[Almond J]";
mes "Please come back after you have equipped the Cotton Shirt.";
close2;
enable_items;
end;
}
if (getequipid(EQI_ARMOR) == Cotton_Shirt_) {
.@refineCount = getequiprefinerycnt(EQI_ARMOR);
} else {
mes "[Almond J]";
mes "Hing, it is not a normal Cotton Shirt.";
close2;
enable_items;
end;
}
mes "[Almond J]";
mes "Now!! Start the first hidden enchant!! Start!!!!!";
next;
specialeffect2 EF_REPAIRWEAPON;
progressbar "ffff00", 2;
completequest 5159;
delequip .@part;
setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
getitem2 2302,1,1,.@refineCount,0,.@equip_card[0],.@equip_card[1],SP50,HP100; // Cotton_Shirt_
mes "[Almond J]";
mes "Zzazanzn!! Completed!!";
next;
select("Wow, that was quick.");
mes "[Almond J]";
mes "How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?";
next;
mes "[Almond J]";
mes "It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again.";
next;
mes "Gradually you are getting into your own world. You better go back to Mounds.";
close2;
enable_items;
end;
} else if (.@in_tutorial == 5) {
mes "[Almond J]";
mes "How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?";
next;
mes "[Almond J]";
mes "It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again.";
next;
mes "Gradually you are getting into your own world. You better go back to Mounds.";
close2;
enable_items;
end;
} else if (.@in_tutorial == 6) {
mes "[Almond J]";
mes "Heh heh... how are you? I am doing a ^142CEB service of free hidden enchant for the beginner's weapon to advertise the enchant association.^000000.";
next;
} else {
mes "[Almond J]";
mes "Something strange must've happened. If this continues, please contact customer service.";
close2;
enable_items;
end;
}
mes "[Almond J]";
mes "As you are still a beginner, you don't have a very, very, very functional jewelry, but soon you will have.";
next;
mes "[Almond J]";
mes "How about it? Will you try the hidden enchant for the beginner's weapon free of charge?";
next;
switch(select("Hidden enchant start!!", "What weapons are you enchanting?", "Just passing by.")) {
case 1:
break;
case 2:
mes "[Almond J]";
mes "Ah!! Weapons? Hehehe.. I didn't explain it to you enough.";
next;
mes "[Almond J]";
mes "The weapon to be serviced with the free hidden enchant has the ^FD4F02Novice^000000 name in front of the weapon.";
next;
mes "[Almond J]";
mes "^FD4F02For Novices-";
mes "Cutter, Mace, Rod, Axe, Etc.";
close2;
enable_items;
end;
case 3:
mes "[Almond J]";
mes "Ye?!?!?!?!?!";
mes "Where are you going? You should do the hidden enchant before going.";
close2;
enable_items;
end;
}
.@part = EQI_HAND_R;
.@equip = getequipid(.@part);
.@equip_refine = getequiprefinerycnt(.@part);
setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
if (!.@equip) {
mes "[Almond J]";
mes "Hehehe... hidden enchant makes me excited. But you should come back with your weapon armed.";
close2;
enable_items;
end;
}
mes "[Almond J]";
switch(.@equip) {
case 1243: // Novice_Knife
mes "It is!! ^142ceb the Novice Knife^000000.";
next;
mes "[Almond J]";
mes "But this weapon might be strange to add a hidden enchant? Sorry.";
close2;
enable_items;
end;
case 1381: // N_Battle_Axe
case 1545: // N_Mace
case 1639: // N_Rod
case 1742: // N_Composite_Bow
case 13040: // N_Cutter
case 13041: // N_Main_Gauche
case 13116: // Novice_Revolver
case 13180: // Novice_Rifle
case 13181: // Novice_Shotgun
case 13182: // Novice_Gatling
case 13183: // Novice_Grenade_Launcher
case 13415: // N_Falchion
mes "It is!! The ^142ceb"+ getequipname(EQI_HAND_R) +"^000000.";
next;
break;
default:
mes "Ehee.. It is not a Novice Weapon. Leaving this expensive weapon to us and if broken... I'm not taking that chance.";
close2;
enable_items;
end;
}
setarray .@enchantments[1],4700,4701,4702,4730,4731,4732,4740,4741,4742,4710,4711,4712,4720,4721,4722,4750,4751,4752,4760,4766,4764,4786,4791,4795,4800,4811,4832,4818,4815;
.@enchant1 = rand(1, 35);
.@enchant2 = rand(1, 35);
if (.@enchant1 > 29)
.@enchant1 = 0;
else
.@enchant1 = .@enchantments[.@enchant1];
if (.@enchant2 > 29)
.@enchant2 = 0;
else
.@enchant2 = .@enchantments[.@enchant2];
mes "[Almond J]";
mes "It is a good weapon Then!! Let's start the hidden enchant!!";
next;
specialeffect2 EF_REPAIRWEAPON;
progressbar "ffff00", 3;
delequip .@part;
getitem2 .@equip,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@enchant1,.@enchant2;
mes "[Almond J]";
mes "Zzazanzn!! Completed!!";
mes "As I'm too excited, I can't check the options. Please check it yourself.";
close2;
enable_items;
end;
}
izlude_a,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_a 4_CAT_SAILOR3
izlude_b,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_b 4_CAT_SAILOR3
izlude_c,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_c 4_CAT_SAILOR3
izlude_d,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_d 4_CAT_SAILOR3
//== Repair Man ============================================
izlude,158,130,4 script Repair Man#iz 4_M_04,{
mes "[Repair Man]";
mes "Repairing broken equipment!! If you have broken equipment, bring it to me anytime.";
next;
switch(select("Repair it.", "Nothing to be repaired now.", "What is repairing?")) {
case 1:
.@broken = getbrokencount();
if (!.@broken) {
mes "[Repair Man]";
mes "You must treat your equipment carefully... as you don't have anything to be repaired.";
close;
}
.@cost = 5000 * .@broken;
mes "[Repair Man]";
mes "Hmmm... let's see... oh.. hmm...";
next;
mes "[Repair Man]";
mes "------------------------";
mes "Damaged Equipment Estimate";
mes "Damaged Equipment: ^FF0000"+ .@broken +"?000000";
mes "Fee: ^0000FF"+ .@cost +" Zeny^000000";
mes "------------------------";
mes "Would you like to proceed with the repair?";
next;
if(select("Yes", "No") == 2) {
mes "[Repair Man]";
mes "Well, I don't care. After all, it's not my equipment. However, leaving equipment unchecked is not a wise choice.";
close;
}
if (Zeny < .@cost) {
mes "[Repair Man]";
mes "The repair cost is 5000 Zeny per damaged equipment. You do not have enough money.";
close;
}
Zeny -= .@cost;
repairall;
mes "[Repair Man]";
mes "The repair has been completed. Be sure to take good care of your equipment.";
close;
case 2:
mes "[Repair Man]";
mes "If you don't have any equipment to be repaired, you may not have something to talk with me about.";
close;
case 3:
mes "[Repair Man]";
mes "A specific skill or boss monster could break your equipment frequently.";
next;
mes "[Repair Man]";
mes "This doesn't mean that your equipment is gone forever like what happens during refining.";
next;
mes "[Repair Man]";
mes "When your item breaks this way, they won't perform normally...";
next;
mes "[Repair Man]";
mes "In this case, bring it to me, and I will repair it back to new at the cost of 5000 zeny for each equipment.";
close;
}
}
izlude_a,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_a 4_M_04
izlude_b,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_b 4_M_04
izlude_c,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_c 4_M_04
izlude_d,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_d 4_M_04
//== Old Novice Training Grounds ===========================
// - These NPCs will teleport any stuck player to the new starting area.
new_1-1,53,114,3 script Training Instructor#1a 4_F_03,{
mes "[Training Instructor]";
mes "The training grounds have been revised.";
mes "I will send you to Izlude.";
close2;
erasequest 7117, 7127;
if (strnpcinfo(4) == "new_1-1" || strnpcinfo(4) == "new_1-2" || strnpcinfo(4) == "new_1-3" || strnpcinfo(4) == "new_1-4") {
.@warp$ = "iz_int";
} else if (strnpcinfo(4) == "new_2-1" || strnpcinfo(4) == "new_2-2" || strnpcinfo(4) == "new_2-3" || strnpcinfo(4) == "new_2-4") {
.@warp$ = "iz_int01";
} else if (strnpcinfo(4) == "new_3-1" || strnpcinfo(4) == "new_3-2" || strnpcinfo(4) == "new_3-3" || strnpcinfo(4) == "new_3-4") {
.@warp$ = "iz_int02";
} else if (strnpcinfo(4) == "new_4-1" || strnpcinfo(4) == "new_4-2" || strnpcinfo(4) == "new_4-3" || strnpcinfo(4) == "new_4-4") {
.@warp$ = "iz_int03";
} else if (strnpcinfo(4) == "new_5-1" || strnpcinfo(4) == "new_5-2" || strnpcinfo(4) == "new_5-3" || strnpcinfo(4) == "new_5-4") {
.@warp$ = "iz_int04";
}
savepoint .@warp$, 98, 88;
warp .@warp$, 98, 88;
end;
}
new_1-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#1b 4_F_03
new_1-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#1c 4_F_03
new_1-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#1d 4_F_03
new_1-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#1e 4_F_03
new_1-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#1f 4_F_03
new_2-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#2a 4_F_03
new_2-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#2b 4_F_03
new_2-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#2c 4_F_03
new_2-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#2d 4_F_03
new_2-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#2e 4_F_03
new_2-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#2f 4_F_03
new_2-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#2g 4_F_03
new_3-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#3a 4_F_03
new_3-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#3b 4_F_03
new_3-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#3c 4_F_03
new_3-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#3d 4_F_03
new_3-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#3e 4_F_03
new_3-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#3f 4_F_03
new_3-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#3g 4_F_03
new_4-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#4a 4_F_03
new_4-2,53,114,3 duplicate(Training Instructor#1a) Training Instructor#4b 4_F_03
new_4-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#4c 4_F_03
new_4-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#4d 4_F_03
new_4-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#4e 4_F_03
new_4-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#4f 4_F_03
new_4-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#4g 4_F_03
new_5-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#5a 4_F_03
new_5-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#5b 4_F_03
new_5-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#5c 4_F_03
new_5-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#5d 4_F_03
new_5-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#5e 4_F_03
new_5-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#5f 4_F_03
new_5-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#5g 4_F_03
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