summaryrefslogtreecommitdiff
path: root/npc/re/jobs/novice/academy.txt
blob: a7fb905e863ed24d379c58564896d5eb5cb05032 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
4789
4790
4791
4792
4793
4794
4795
4796
4797
4798
4799
4800
4801
4802
4803
4804
4805
4806
4807
4808
4809
4810
4811
4812
4813
4814
4815
4816
4817
4818
4819
4820
4821
4822
4823
4824
4825
4826
4827
4828
4829
4830
4831
4832
4833
4834
4835
4836
4837
4838
4839
4840
4841
4842
4843
4844
4845
4846
4847
4848
4849
4850
4851
4852
4853
4854
4855
4856
4857
4858
4859
4860
4861
4862
4863
4864
4865
4866
4867
4868
4869
4870
4871
4872
4873
4874
4875
4876
4877
4878
4879
4880
4881
4882
4883
4884
4885
4886
4887
4888
4889
4890
4891
4892
4893
4894
4895
4896
4897
4898
4899
4900
4901
4902
4903
4904
4905
4906
4907
4908
4909
4910
4911
4912
4913
4914
4915
4916
4917
4918
4919
4920
4921
4922
4923
4924
4925
4926
4927
4928
4929
4930
4931
4932
4933
4934
4935
4936
4937
4938
4939
4940
4941
4942
4943
4944
4945
4946
4947
4948
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5279
5280
5281
5282
5283
5284
5285
5286
5287
5288
5289
5290
5291
5292
5293
5294
5295
5296
5297
5298
5299
5300
5301
5302
5303
5304
5305
5306
5307
5308
5309
5310
5311
5312
5313
5314
5315
5316
5317
5318
5319
5320
5321
5322
5323
5324
5325
5326
5327
5328
5329
5330
5331
5332
5333
5334
5335
5336
5337
5338
5339
5340
5341
5342
5343
5344
5345
5346
5347
5348
5349
5350
5351
5352
5353
5354
5355
5356
5357
5358
5359
5360
5361
5362
5363
5364
5365
5366
5367
5368
5369
5370
5371
5372
5373
5374
5375
5376
5377
5378
5379
5380
5381
5382
5383
5384
5385
5386
5387
5388
5389
5390
5391
5392
5393
5394
5395
5396
5397
5398
5399
5400
5401
5402
5403
5404
5405
5406
5407
5408
5409
5410
5411
5412
5413
5414
5415
5416
5417
5418
5419
5420
5421
5422
5423
5424
5425
5426
5427
5428
5429
5430
5431
5432
5433
5434
5435
5436
5437
5438
5439
5440
5441
5442
5443
5444
5445
5446
5447
5448
5449
5450
5451
5452
5453
5454
5455
5456
5457
5458
5459
5460
5461
5462
5463
5464
5465
5466
5467
5468
5469
5470
5471
5472
5473
5474
5475
5476
5477
5478
5479
5480
5481
5482
5483
5484
5485
5486
5487
5488
5489
5490
5491
5492
5493
5494
5495
5496
5497
5498
5499
5500
5501
5502
5503
5504
5505
5506
5507
5508
5509
5510
5511
5512
5513
5514
5515
5516
5517
5518
5519
5520
5521
5522
5523
5524
5525
5526
5527
5528
5529
5530
5531
5532
5533
5534
5535
5536
5537
5538
5539
5540
5541
5542
5543
5544
5545
5546
5547
5548
5549
5550
5551
5552
5553
5554
5555
5556
5557
5558
5559
5560
5561
5562
5563
5564
5565
5566
5567
5568
5569
5570
5571
5572
5573
5574
5575
5576
5577
5578
5579
5580
5581
5582
5583
5584
5585
5586
5587
5588
5589
5590
5591
5592
5593
5594
5595
5596
5597
5598
5599
5600
5601
5602
5603
5604
5605
5606
5607
5608
5609
5610
5611
5612
5613
5614
5615
5616
5617
5618
5619
5620
5621
5622
5623
5624
5625
5626
5627
5628
5629
5630
5631
5632
5633
5634
5635
5636
5637
5638
5639
5640
5641
5642
5643
5644
5645
5646
5647
5648
5649
5650
5651
5652
5653
5654
5655
5656
5657
5658
5659
5660
5661
5662
5663
5664
5665
5666
5667
5668
5669
5670
5671
5672
5673
5674
5675
5676
5677
5678
5679
5680
5681
5682
5683
5684
5685
5686
5687
5688
5689
5690
5691
5692
5693
5694
5695
5696
5697
5698
5699
5700
5701
5702
5703
5704
5705
5706
5707
5708
5709
5710
5711
5712
5713
5714
5715
5716
5717
5718
5719
5720
5721
5722
5723
5724
5725
5726
5727
5728
5729
5730
5731
5732
5733
5734
5735
5736
5737
5738
5739
5740
5741
5742
5743
5744
5745
5746
5747
5748
5749
5750
5751
5752
5753
5754
5755
5756
5757
5758
5759
5760
5761
5762
5763
5764
5765
5766
5767
5768
5769
5770
5771
5772
5773
5774
5775
5776
5777
5778
5779
5780
5781
5782
5783
5784
5785
5786
5787
5788
5789
5790
5791
5792
5793
5794
5795
5796
5797
5798
5799
5800
5801
5802
5803
5804
5805
5806
5807
5808
5809
5810
5811
5812
5813
5814
5815
5816
5817
5818
5819
5820
5821
5822
5823
5824
5825
5826
5827
5828
5829
5830
5831
5832
5833
5834
5835
5836
5837
5838
5839
5840
5841
5842
5843
5844
5845
5846
5847
5848
5849
5850
5851
5852
5853
5854
5855
5856
5857
5858
5859
5860
5861
5862
5863
5864
5865
5866
5867
5868
5869
5870
5871
5872
5873
5874
5875
5876
5877
5878
5879
5880
5881
5882
5883
5884
5885
5886
5887
5888
5889
5890
5891
5892
5893
5894
5895
5896
5897
5898
5899
5900
5901
5902
5903
5904
5905
5906
5907
5908
5909
5910
5911
5912
5913
5914
5915
5916
5917
5918
5919
5920
5921
5922
5923
5924
5925
5926
5927
5928
5929
5930
5931
5932
5933
5934
5935
5936
5937
5938
5939
5940
5941
5942
5943
5944
5945
5946
5947
5948
5949
5950
5951
5952
5953
5954
5955
5956
5957
5958
5959
5960
5961
5962
5963
5964
5965
5966
5967
5968
5969
5970
5971
5972
5973
5974
5975
5976
5977
5978
5979
5980
5981
5982
5983
5984
5985
5986
5987
5988
5989
5990
5991
5992
5993
5994
5995
5996
5997
5998
5999
6000
6001
6002
6003
6004
6005
6006
6007
6008
6009
6010
6011
6012
6013
6014
6015
6016
6017
6018
6019
6020
6021
6022
6023
6024
6025
6026
6027
6028
6029
6030
6031
6032
6033
6034
6035
6036
6037
6038
6039
6040
6041
6042
6043
6044
6045
6046
6047
6048
6049
6050
6051
6052
6053
6054
6055
6056
6057
6058
6059
6060
6061
6062
6063
6064
6065
6066
6067
6068
6069
6070
6071
6072
6073
6074
6075
6076
6077
6078
6079
6080
6081
6082
6083
6084
6085
6086
6087
6088
6089
6090
6091
6092
6093
6094
6095
6096
6097
6098
6099
6100
6101
6102
6103
6104
6105
6106
6107
6108
6109
6110
6111
6112
6113
6114
6115
6116
6117
6118
6119
6120
6121
6122
6123
6124
6125
6126
6127
6128
6129
6130
6131
6132
6133
6134
6135
6136
6137
6138
6139
6140
6141
6142
6143
6144
6145
6146
6147
6148
6149
6150
6151
6152
6153
6154
6155
6156
6157
6158
6159
6160
6161
6162
6163
6164
6165
6166
6167
6168
6169
6170
6171
6172
6173
6174
6175
6176
6177
6178
6179
6180
6181
6182
6183
6184
6185
6186
6187
6188
6189
6190
6191
6192
6193
6194
6195
6196
6197
6198
6199
6200
6201
6202
6203
6204
6205
6206
6207
6208
6209
6210
6211
6212
6213
6214
6215
6216
6217
6218
6219
6220
6221
6222
6223
6224
6225
6226
6227
6228
6229
6230
6231
6232
6233
6234
6235
6236
6237
6238
6239
6240
6241
6242
6243
6244
6245
6246
6247
6248
6249
6250
6251
6252
6253
6254
6255
6256
6257
6258
6259
6260
6261
6262
6263
6264
6265
6266
6267
6268
6269
6270
6271
6272
6273
6274
6275
6276
6277
6278
6279
6280
6281
6282
6283
6284
6285
6286
6287
6288
6289
6290
6291
6292
6293
6294
6295
6296
6297
6298
6299
6300
6301
6302
6303
6304
6305
6306
6307
6308
6309
6310
6311
6312
6313
6314
6315
6316
6317
6318
6319
6320
6321
6322
6323
6324
6325
6326
6327
6328
6329
6330
6331
6332
6333
6334
6335
6336
6337
6338
6339
6340
6341
6342
6343
6344
6345
6346
6347
6348
6349
6350
6351
6352
6353
6354
6355
6356
6357
6358
6359
6360
6361
6362
6363
6364
6365
6366
6367
6368
6369
6370
6371
6372
6373
6374
6375
6376
6377
6378
6379
6380
6381
6382
6383
6384
6385
6386
6387
6388
6389
6390
6391
6392
6393
6394
6395
6396
6397
6398
6399
6400
6401
6402
6403
6404
6405
6406
6407
6408
6409
6410
6411
6412
6413
6414
6415
6416
6417
6418
6419
6420
6421
6422
6423
6424
6425
6426
6427
6428
6429
6430
6431
6432
6433
6434
6435
6436
6437
6438
6439
6440
6441
6442
6443
6444
6445
6446
6447
6448
6449
6450
6451
6452
6453
6454
6455
6456
6457
6458
6459
6460
6461
6462
6463
6464
6465
6466
6467
6468
6469
6470
6471
6472
6473
6474
6475
6476
6477
6478
6479
6480
6481
6482
6483
6484
6485
6486
6487
6488
6489
6490
6491
6492
6493
6494
6495
6496
6497
6498
6499
6500
6501
6502
6503
6504
6505
6506
6507
6508
6509
6510
6511
6512
6513
6514
6515
6516
6517
6518
6519
6520
6521
6522
6523
6524
6525
6526
6527
6528
6529
6530
6531
6532
6533
6534
6535
6536
6537
6538
6539
6540
6541
6542
6543
6544
6545
6546
6547
6548
6549
6550
6551
6552
6553
6554
6555
6556
6557
6558
6559
6560
6561
6562
6563
6564
6565
6566
6567
6568
6569
6570
6571
6572
6573
6574
6575
6576
6577
6578
6579
6580
6581
6582
6583
6584
6585
6586
6587
6588
6589
6590
6591
6592
6593
6594
6595
6596
6597
6598
6599
6600
6601
6602
6603
6604
6605
6606
6607
6608
6609
6610
6611
6612
6613
6614
6615
6616
6617
6618
6619
6620
6621
6622
6623
6624
6625
6626
6627
6628
6629
6630
6631
6632
6633
6634
6635
6636
6637
6638
6639
6640
6641
6642
6643
6644
6645
6646
6647
6648
6649
6650
6651
6652
6653
6654
6655
6656
6657
6658
6659
6660
6661
6662
6663
6664
6665
6666
6667
6668
6669
6670
6671
6672
6673
6674
6675
6676
6677
6678
6679
6680
6681
6682
6683
6684
6685
6686
6687
6688
6689
6690
6691
6692
6693
6694
6695
6696
6697
6698
6699
6700
6701
6702
6703
6704
6705
6706
6707
6708
6709
6710
6711
6712
6713
6714
6715
6716
6717
6718
6719
6720
6721
6722
6723
6724
6725
6726
6727
6728
6729
6730
6731
6732
6733
6734
6735
6736
6737
6738
6739
6740
6741
6742
6743
6744
6745
6746
6747
6748
6749
6750
6751
6752
6753
6754
6755
6756
6757
6758
6759
6760
6761
6762
6763
6764
6765
6766
6767
6768
6769
6770
6771
6772
6773
6774
6775
6776
6777
6778
6779
6780
6781
6782
6783
6784
6785
6786
6787
6788
6789
6790
6791
6792
6793
6794
6795
6796
6797
6798
6799
6800
6801
6802
6803
6804
6805
6806
6807
6808
6809
6810
6811
6812
6813
6814
6815
6816
6817
6818
6819
6820
6821
6822
6823
6824
6825
6826
6827
6828
6829
6830
6831
6832
6833
6834
6835
6836
6837
6838
6839
6840
6841
6842
6843
6844
6845
6846
6847
6848
6849
6850
6851
6852
6853
6854
6855
6856
6857
6858
6859
6860
6861
6862
6863
6864
6865
6866
6867
6868
6869
6870
6871
6872
6873
6874
6875
6876
6877
6878
6879
6880
6881
6882
6883
6884
6885
6886
6887
6888
6889
6890
6891
6892
6893
6894
6895
6896
6897
6898
6899
6900
6901
6902
6903
6904
6905
6906
6907
6908
6909
6910
6911
6912
6913
6914
6915
6916
6917
6918
6919
6920
6921
6922
6923
6924
6925
6926
6927
6928
6929
6930
6931
6932
6933
6934
6935
6936
6937
6938
6939
6940
6941
6942
6943
6944
6945
6946
6947
6948
6949
6950
6951
6952
6953
6954
6955
6956
6957
6958
6959
6960
6961
6962
6963
6964
6965
6966
6967
6968
6969
6970
6971
6972
6973
6974
6975
6976
6977
6978
6979
6980
6981
6982
6983
6984
6985
6986
6987
6988
6989
6990
6991
6992
6993
6994
6995
6996
6997
6998
6999
7000
7001
7002
7003
7004
7005
7006
7007
7008
7009
7010
7011
7012
7013
7014
7015
7016
7017
7018
7019
7020
7021
7022
7023
7024
7025
7026
7027
7028
7029
7030
7031
7032
7033
7034
7035
7036
7037
7038
7039
7040
7041
7042
7043
7044
7045
7046
7047
7048
7049
7050
7051
7052
7053
7054
7055
7056
7057
7058
7059
7060
7061
7062
7063
7064
7065
7066
7067
7068
7069
7070
7071
7072
7073
7074
7075
7076
7077
7078
7079
7080
7081
7082
7083
7084
7085
7086
7087
7088
7089
7090
7091
7092
7093
7094
7095
7096
7097
7098
7099
7100
7101
7102
7103
7104
7105
7106
7107
7108
7109
7110
7111
7112
7113
7114
7115
7116
7117
7118
7119
7120
7121
7122
7123
7124
7125
7126
7127
7128
7129
7130
7131
7132
7133
7134
7135
7136
7137
7138
7139
7140
7141
7142
7143
7144
7145
7146
7147
7148
7149
7150
7151
7152
7153
7154
7155
7156
7157
7158
7159
7160
7161
7162
7163
7164
7165
7166
7167
7168
7169
7170
7171
7172
7173
7174
7175
7176
7177
7178
7179
7180
7181
7182
7183
7184
7185
7186
7187
7188
7189
7190
7191
7192
7193
7194
7195
7196
7197
7198
7199
7200
7201
7202
7203
7204
7205
7206
7207
7208
7209
7210
7211
7212
7213
7214
7215
7216
7217
7218
7219
7220
7221
7222
7223
7224
7225
7226
7227
7228
7229
7230
7231
7232
7233
7234
7235
7236
7237
7238
7239
7240
7241
7242
7243
7244
7245
7246
7247
7248
7249
7250
7251
7252
7253
7254
7255
7256
7257
7258
7259
7260
7261
7262
7263
7264
7265
7266
7267
7268
7269
7270
7271
7272
7273
7274
7275
7276
7277
7278
7279
7280
7281
7282
7283
7284
7285
7286
7287
7288
7289
7290
7291
7292
7293
7294
7295
7296
7297
7298
7299
7300
7301
7302
7303
7304
7305
7306
7307
7308
7309
7310
7311
7312
7313
7314
7315
7316
7317
7318
7319
7320
7321
7322
7323
7324
7325
7326
7327
7328
7329
7330
7331
7332
7333
7334
7335
7336
7337
7338
7339
7340
7341
7342
7343
7344
7345
7346
7347
7348
7349
7350
7351
7352
7353
7354
7355
7356
7357
7358
7359
7360
7361
7362
7363
7364
7365
7366
7367
7368
7369
7370
7371
7372
7373
7374
7375
7376
7377
7378
7379
7380
7381
7382
7383
7384
7385
7386
7387
7388
7389
7390
7391
7392
7393
7394
7395
7396
7397
7398
7399
7400
7401
7402
7403
7404
7405
7406
7407
7408
7409
7410
7411
7412
7413
7414
7415
7416
7417
7418
7419
7420
7421
7422
7423
7424
7425
7426
7427
7428
7429
7430
7431
7432
7433
7434
7435
7436
7437
7438
7439
7440
7441
7442
7443
7444
7445
7446
7447
7448
7449
7450
7451
7452
7453
7454
7455
7456
7457
7458
7459
7460
7461
7462
7463
7464
7465
7466
7467
7468
7469
7470
7471
7472
7473
7474
7475
7476
7477
7478
7479
7480
7481
7482
7483
7484
7485
7486
7487
7488
7489
7490
7491
7492
7493
7494
7495
7496
7497
7498
7499
7500
7501
7502
7503
7504
7505
7506
7507
7508
7509
7510
7511
7512
7513
7514
7515
7516
7517
7518
7519
7520
7521
7522
7523
7524
7525
7526
7527
7528
7529
7530
7531
7532
7533
7534
7535
7536
7537
7538
7539
7540
7541
7542
7543
7544
7545
7546
7547
7548
7549
7550
7551
7552
7553
7554
7555
7556
7557
7558
7559
7560
7561
7562
7563
7564
7565
7566
7567
7568
7569
7570
7571
7572
7573
7574
7575
7576
7577
7578
7579
7580
7581
7582
7583
7584
7585
7586
7587
7588
7589
7590
7591
7592
7593
7594
7595
7596
7597
7598
7599
7600
7601
7602
7603
7604
7605
7606
7607
7608
7609
7610
7611
7612
7613
7614
7615
7616
7617
7618
7619
7620
7621
7622
7623
7624
7625
7626
7627
7628
7629
7630
7631
7632
7633
7634
7635
7636
7637
7638
7639
7640
7641
7642
7643
7644
7645
7646
7647
7648
7649
7650
7651
7652
7653
7654
7655
7656
7657
7658
7659
7660
7661
7662
7663
7664
7665
7666
7667
7668
7669
7670
7671
7672
7673
7674
7675
7676
7677
7678
7679
7680
7681
7682
7683
7684
7685
7686
7687
7688
7689
7690
7691
7692
7693
7694
7695
7696
7697
7698
7699
7700
7701
7702
7703
7704
7705
7706
7707
7708
7709
7710
7711
7712
7713
7714
7715
7716
7717
7718
7719
7720
7721
7722
7723
7724
7725
7726
7727
7728
7729
7730
7731
7732
7733
7734
7735
7736
7737
7738
7739
7740
7741
7742
7743
7744
7745
7746
7747
7748
7749
7750
7751
7752
7753
7754
7755
7756
7757
7758
7759
7760
7761
7762
7763
7764
7765
7766
7767
7768
7769
7770
7771
7772
7773
7774
7775
7776
7777
7778
7779
7780
7781
7782
7783
7784
7785
7786
7787
7788
7789
7790
7791
7792
7793
7794
7795
7796
7797
7798
7799
7800
7801
7802
7803
7804
7805
7806
7807
7808
7809
7810
7811
7812
7813
7814
7815
7816
7817
7818
7819
7820
7821
7822
7823
7824
7825
7826
7827
7828
7829
7830
7831
7832
7833
7834
7835
7836
7837
7838
7839
7840
7841
7842
7843
7844
7845
7846
7847
7848
7849
7850
7851
7852
7853
7854
7855
7856
7857
7858
7859
7860
7861
7862
7863
7864
7865
7866
7867
7868
7869
7870
7871
7872
7873
7874
7875
7876
7877
7878
7879
7880
7881
7882
7883
7884
7885
7886
7887
7888
7889
7890
7891
7892
7893
7894
7895
7896
7897
7898
7899
7900
7901
7902
7903
7904
7905
7906
7907
7908
7909
7910
7911
7912
7913
7914
7915
7916
7917
7918
7919
7920
7921
7922
7923
7924
7925
7926
7927
7928
7929
7930
7931
7932
7933
7934
7935
7936
7937
7938
7939
7940
7941
7942
7943
7944
7945
7946
7947
7948
7949
7950
7951
7952
7953
7954
7955
7956
7957
7958
7959
7960
7961
7962
7963
7964
7965
7966
7967
7968
7969
7970
7971
7972
7973
7974
7975
7976
7977
7978
7979
7980
7981
7982
7983
7984
7985
7986
7987
7988
7989
7990
7991
7992
7993
7994
7995
7996
7997
7998
7999
8000
8001
8002
8003
8004
8005
8006
8007
8008
8009
8010
8011
8012
8013
8014
8015
8016
8017
8018
8019
8020
8021
8022
8023
8024
8025
8026
8027
8028
8029
8030
8031
8032
8033
8034
8035
8036
8037
8038
8039
8040
8041
8042
8043
8044
8045
8046
8047
8048
8049
8050
8051
8052
8053
8054
8055
8056
8057
8058
8059
8060
8061
8062
8063
8064
8065
8066
8067
8068
8069
8070
8071
8072
8073
8074
8075
8076
8077
8078
8079
8080
8081
8082
8083
8084
8085
8086
8087
8088
8089
8090
8091
8092
8093
8094
8095
8096
8097
8098
8099
8100
8101
8102
8103
8104
8105
8106
8107
8108
8109
8110
8111
8112
8113
8114
8115
8116
8117
8118
8119
8120
8121
8122
8123
8124
8125
8126
8127
8128
8129
8130
8131
8132
8133
8134
8135
8136
8137
8138
8139
8140
8141
8142
8143
8144
8145
8146
8147
8148
8149
8150
8151
8152
8153
8154
8155
8156
8157
8158
8159
8160
8161
8162
8163
8164
8165
8166
8167
8168
8169
8170
8171
8172
8173
8174
8175
8176
8177
8178
8179
8180
8181
8182
8183
8184
8185
8186
8187
8188
8189
8190
8191
8192
8193
8194
8195
8196
8197
8198
8199
8200
8201
8202
8203
8204
8205
8206
8207
8208
8209
8210
8211
8212
8213
8214
8215
8216
8217
8218
8219
8220
8221
8222
8223
8224
8225
8226
8227
8228
8229
8230
8231
8232
8233
8234
8235
8236
8237
8238
8239
8240
8241
8242
8243
8244
8245
8246
8247
8248
8249
8250
8251
8252
8253
8254
8255
8256
8257
8258
8259
8260
8261
8262
8263
8264
8265
8266
8267
8268
8269
8270
8271
8272
8273
8274
8275
8276
8277
8278
8279
8280
8281
8282
8283
8284
8285
8286
8287
8288
8289
8290
8291
8292
8293
8294
8295
8296
8297
8298
8299
8300
8301
8302
8303
8304
8305
8306
8307
8308
8309
8310
8311
8312
8313
8314
8315
8316
8317
8318
8319
8320
8321
8322
8323
8324
8325
8326
8327
8328
8329
8330
8331
8332
8333
8334
8335
8336
8337
8338
8339
8340
8341
8342
8343
8344
8345
8346
8347
8348
8349
8350
8351
8352
8353
8354
8355
8356
8357
8358
8359
8360
8361
8362
8363
8364
8365
8366
8367
8368
8369
8370
8371
8372
8373
8374
8375
8376
8377
8378
8379
8380
8381
8382
8383
8384
8385
8386
8387
8388
8389
8390
8391
8392
8393
8394
8395
8396
8397
8398
8399
8400
8401
8402
8403
8404
8405
8406
8407
8408
8409
8410
8411
8412
8413
8414
8415
8416
8417
8418
8419
8420
8421
8422
8423
8424
8425
8426
8427
8428
8429
8430
8431
8432
8433
8434
8435
8436
8437
8438
8439
8440
8441
8442
8443
8444
8445
8446
8447
8448
8449
8450
8451
8452
8453
8454
8455
8456
8457
8458
8459
8460
8461
8462
8463
8464
8465
8466
8467
8468
8469
8470
8471
8472
8473
8474
8475
8476
8477
8478
8479
8480
8481
8482
8483
8484
8485
8486
8487
8488
8489
8490
8491
8492
8493
8494
8495
8496
8497
8498
8499
8500
8501
8502
8503
8504
8505
8506
8507
8508
8509
8510
8511
8512
8513
8514
8515
8516
8517
8518
8519
8520
8521
8522
8523
8524
8525
8526
8527
8528
8529
8530
8531
8532
8533
8534
8535
8536
8537
8538
8539
8540
8541
8542
8543
8544
8545
8546
8547
8548
8549
8550
8551
8552
8553
8554
8555
8556
8557
8558
8559
8560
8561
8562
8563
8564
8565
8566
8567
8568
8569
8570
8571
8572
8573
8574
8575
8576
8577
8578
8579
8580
8581
8582
8583
8584
8585
8586
8587
8588
8589
8590
8591
8592
8593
8594
8595
8596
8597
8598
8599
8600
8601
8602
8603
8604
8605
8606
8607
8608
8609
8610
8611
8612
8613
8614
8615
8616
8617
8618
8619
8620
8621
8622
8623
8624
8625
8626
8627
8628
8629
8630
8631
8632
8633
8634
8635
8636
8637
8638
8639
8640
8641
8642
8643
8644
8645
8646
8647
8648
8649
8650
8651
8652
8653
8654
8655
8656
8657
8658
8659
8660
8661
8662
8663
8664
8665
8666
8667
8668
8669
8670
8671
8672
8673
8674
8675
8676
8677
8678
8679
8680
8681
8682
8683
8684
8685
8686
8687
8688
8689
8690
8691
8692
8693
8694
8695
8696
8697
8698
8699
8700
8701
8702
8703
8704
8705
8706
8707
8708
8709
8710
8711
8712
8713
8714
8715
8716
8717
8718
8719
8720
8721
8722
8723
8724
8725
8726
8727
8728
8729
8730
8731
8732
8733
8734
8735
8736
8737
8738
8739
8740
8741
8742
8743
8744
8745
8746
8747
8748
8749
8750
8751
8752
8753
8754
8755
8756
8757
8758
8759
8760
8761
8762
8763
8764
8765
8766
8767
8768
8769
8770
8771
8772
8773
8774
8775
8776
8777
8778
8779
8780
8781
8782
8783
8784
8785
8786
8787
8788
8789
8790
8791
8792
8793
8794
8795
8796
8797
8798
8799
8800
8801
8802
8803
8804
8805
8806
8807
8808
8809
8810
8811
8812
8813
8814
8815
8816
8817
8818
8819
8820
8821
8822
8823
8824
8825
8826
8827
8828
8829
8830
8831
8832
8833
8834
8835
8836
8837
8838
8839
8840
8841
8842
8843
8844
8845
8846
8847
8848
8849
8850
8851
8852
8853
8854
8855
8856
8857
8858
8859
8860
8861
8862
8863
8864
8865
8866
8867
8868
8869
8870
8871
8872
8873
8874
8875
8876
8877
8878
8879
8880
8881
8882
8883
8884
8885
8886
8887
8888
8889
8890
8891
8892
8893
8894
8895
8896
8897
8898
8899
8900
8901
8902
8903
8904
8905
8906
8907
8908
8909
8910
8911
8912
8913
8914
8915
8916
8917
8918
8919
8920
8921
8922
8923
8924
8925
8926
8927
8928
8929
8930
8931
8932
8933
8934
8935
8936
8937
8938
8939
8940
8941
8942
8943
8944
8945
8946
8947
8948
8949
8950
8951
8952
8953
8954
8955
8956
8957
8958
8959
8960
8961
8962
8963
8964
8965
8966
8967
8968
8969
8970
8971
8972
8973
8974
8975
8976
8977
8978
8979
8980
8981
8982
8983
8984
8985
8986
8987
8988
8989
8990
8991
8992
8993
8994
8995
8996
8997
8998
8999
9000
9001
9002
9003
9004
9005
9006
9007
9008
9009
9010
9011
9012
9013
9014
9015
9016
9017
9018
9019
9020
9021
9022
9023
9024
9025
9026
9027
9028
9029
9030
9031
9032
9033
9034
9035
9036
9037
9038
9039
9040
9041
9042
9043
9044
9045
9046
9047
9048
9049
9050
9051
9052
9053
9054
9055
9056
9057
9058
9059
9060
9061
9062
9063
9064
9065
9066
9067
9068
9069
9070
9071
9072
9073
9074
9075
9076
9077
9078
9079
9080
9081
9082
9083
9084
9085
9086
9087
9088
9089
9090
9091
9092
9093
9094
9095
9096
9097
9098
9099
9100
9101
9102
9103
9104
9105
9106
9107
9108
9109
9110
9111
9112
9113
9114
9115
9116
9117
9118
9119
9120
9121
9122
9123
9124
9125
9126
9127
9128
9129
9130
9131
9132
9133
9134
9135
9136
9137
9138
9139
9140
9141
9142
9143
9144
9145
9146
9147
9148
9149
9150
9151
9152
9153
9154
9155
9156
9157
9158
9159
9160
9161
9162
9163
9164
9165
9166
9167
9168
9169
9170
9171
9172
9173
9174
9175
9176
9177
9178
9179
9180
9181
9182
9183
9184
9185
9186
9187
9188
9189
9190
9191
9192
9193
9194
9195
9196
9197
9198
9199
9200
9201
9202
9203
9204
9205
9206
9207
9208
9209
9210
9211
9212
9213
9214
9215
9216
9217
9218
9219
9220
9221
9222
9223
9224
9225
9226
9227
9228
9229
9230
9231
9232
9233
9234
9235
9236
9237
9238
9239
9240
9241
9242
9243
9244
9245
9246
9247
9248
9249
9250
9251
9252
9253
9254
9255
9256
9257
9258
9259
9260
9261
9262
9263
9264
9265
9266
9267
9268
9269
9270
9271
9272
9273
9274
9275
9276
9277
9278
9279
9280
9281
9282
9283
9284
9285
9286
9287
9288
9289
9290
9291
9292
9293
9294
9295
9296
9297
9298
9299
9300
9301
9302
9303
9304
9305
9306
9307
9308
9309
9310
9311
9312
9313
9314
9315
9316
9317
9318
9319
9320
9321
9322
9323
9324
9325
9326
9327
9328
9329
9330
9331
9332
9333
9334
9335
9336
9337
9338
9339
9340
9341
9342
9343
9344
9345
9346
9347
9348
9349
9350
9351
9352
9353
9354
9355
9356
9357
9358
9359
9360
9361
9362
9363
9364
9365
9366
9367
9368
9369
9370
9371
9372
9373
9374
9375
9376
9377
9378
9379
9380
9381
9382
9383
9384
9385
9386
9387
9388
9389
9390
9391
9392
9393
9394
9395
9396
9397
9398
9399
9400
9401
9402
9403
9404
9405
9406
9407
9408
9409
9410
9411
9412
9413
9414
9415
9416
9417
9418
9419
9420
9421
9422
9423
9424
9425
9426
9427
9428
9429
9430
9431
9432
9433
9434
9435
9436
9437
9438
9439
9440
9441
9442
9443
9444
9445
9446
9447
9448
9449
9450
9451
9452
9453
9454
9455
9456
9457
9458
9459
9460
9461
9462
9463
9464
9465
9466
9467
9468
9469
9470
9471
9472
9473
9474
9475
9476
9477
9478
9479
9480
9481
9482
9483
9484
9485
9486
9487
9488
9489
9490
9491
9492
9493
9494
9495
9496
9497
9498
9499
9500
9501
9502
9503
9504
9505
9506
9507
9508
9509
9510
9511
9512
9513
9514
9515
9516
9517
9518
9519
9520
9521
9522
9523
9524
9525
9526
9527
9528
9529
9530
9531
9532
9533
9534
9535
9536
9537
9538
9539
9540
9541
9542
9543
9544
9545
9546
9547
9548
9549
9550
9551
9552
9553
9554
9555
9556
9557
9558
9559
9560
9561
9562
9563
9564
9565
9566
9567
9568
9569
9570
9571
9572
9573
9574
9575
9576
9577
9578
9579
9580
9581
9582
9583
9584
9585
9586
9587
9588
9589
9590
9591
9592
9593
9594
9595
9596
9597
9598
9599
9600
9601
9602
9603
9604
9605
9606
9607
9608
9609
9610
9611
9612
9613
9614
9615
9616
9617
9618
9619
9620
9621
9622
9623
9624
9625
9626
9627
9628
9629
9630
9631
9632
9633
9634
9635
9636
9637
9638
9639
9640
9641
9642
9643
9644
9645
9646
9647
9648
9649
9650
9651
9652
9653
9654
9655
9656
9657
9658
9659
9660
9661
9662
9663
9664
9665
9666
9667
9668
9669
9670
9671
9672
9673
9674
9675
9676
9677
9678
9679
9680
9681
9682
9683
9684
9685
9686
9687
9688
9689
9690
9691
9692
9693
9694
9695
9696
9697
9698
9699
9700
9701
9702
9703
9704
9705
9706
9707
9708
9709
9710
9711
9712
9713
9714
9715
9716
9717
9718
9719
9720
9721
9722
9723
9724
9725
9726
9727
9728
9729
9730
9731
9732
9733
9734
9735
9736
9737
9738
9739
9740
9741
9742
9743
9744
9745
9746
9747
9748
9749
9750
9751
9752
9753
9754
9755
9756
9757
9758
9759
9760
9761
9762
9763
9764
9765
9766
9767
9768
9769
9770
9771
9772
9773
9774
9775
9776
9777
9778
9779
9780
9781
9782
9783
9784
9785
9786
9787
9788
9789
9790
9791
9792
9793
9794
9795
9796
9797
9798
9799
9800
9801
9802
9803
9804
9805
9806
9807
9808
9809
9810
9811
9812
9813
9814
9815
9816
9817
9818
9819
9820
9821
9822
9823
9824
9825
9826
9827
9828
9829
9830
9831
9832
9833
9834
9835
9836
9837
9838
9839
9840
9841
9842
9843
9844
9845
9846
9847
9848
9849
9850
9851
9852
9853
9854
9855
9856
9857
9858
9859
9860
9861
9862
9863
9864
9865
9866
9867
9868
9869
9870
9871
9872
9873
9874
9875
9876
9877
9878
9879
9880
9881
9882
9883
9884
9885
9886
9887
9888
9889
9890
9891
9892
9893
9894
9895
9896
9897
9898
9899
9900
9901
9902
9903
9904
9905
9906
9907
9908
9909
9910
9911
9912
9913
9914
9915
9916
9917
9918
9919
9920
9921
9922
9923
9924
9925
9926
9927
9928
9929
9930
9931
9932
9933
9934
9935
9936
9937
9938
9939
9940
9941
9942
9943
9944
9945
9946
9947
9948
9949
9950
9951
9952
9953
9954
9955
9956
9957
9958
9959
9960
9961
9962
9963
9964
9965
9966
9967
9968
9969
9970
9971
9972
9973
9974
9975
9976
9977
9978
9979
9980
9981
9982
9983
9984
9985
9986
9987
9988
9989
9990
9991
9992
9993
9994
9995
9996
9997
9998
9999
10000
10001
10002
10003
10004
10005
10006
10007
10008
10009
10010
10011
10012
10013
10014
10015
10016
10017
10018
10019
10020
10021
10022
10023
10024
10025
10026
10027
10028
10029
10030
10031
10032
10033
10034
10035
10036
10037
10038
10039
10040
10041
10042
10043
10044
10045
10046
10047
10048
10049
10050
10051
10052
10053
10054
10055
10056
10057
10058
10059
10060
10061
10062
10063
10064
10065
10066
10067
10068
10069
10070
10071
10072
10073
10074
10075
10076
10077
10078
10079
10080
10081
10082
10083
10084
10085
10086
10087
10088
10089
10090
10091
10092
10093
10094
10095
10096
10097
10098
10099
10100
10101
10102
10103
10104
10105
10106
10107
10108
10109
10110
10111
10112
10113
10114
10115
10116
10117
10118
10119
10120
10121
10122
10123
10124
10125
10126
10127
10128
10129
10130
10131
10132
10133
10134
10135
10136
10137
10138
10139
10140
10141
10142
10143
10144
10145
10146
10147
10148
10149
10150
10151
10152
10153
10154
10155
10156
10157
10158
10159
10160
10161
10162
10163
10164
10165
10166
10167
10168
10169
10170
10171
10172
10173
10174
10175
10176
10177
10178
10179
10180
10181
10182
10183
10184
10185
10186
10187
10188
10189
10190
10191
10192
10193
10194
10195
10196
10197
10198
10199
10200
10201
10202
10203
10204
10205
10206
10207
10208
10209
10210
10211
10212
10213
10214
10215
10216
10217
10218
10219
10220
10221
10222
10223
10224
10225
10226
10227
10228
10229
10230
10231
10232
10233
10234
10235
10236
10237
10238
10239
10240
10241
10242
10243
10244
10245
10246
10247
10248
10249
10250
10251
10252
10253
10254
10255
10256
10257
10258
10259
10260
10261
10262
10263
10264
10265
10266
10267
10268
10269
10270
10271
10272
10273
10274
10275
10276
10277
10278
10279
10280
10281
10282
10283
10284
10285
10286
10287
10288
10289
10290
10291
10292
10293
10294
10295
10296
10297
10298
10299
10300
10301
10302
10303
10304
10305
10306
10307
10308
10309
10310
10311
10312
10313
10314
10315
10316
10317
10318
10319
10320
10321
10322
10323
10324
10325
10326
10327
10328
10329
10330
10331
10332
10333
10334
10335
10336
10337
10338
10339
10340
10341
10342
10343
10344
10345
10346
10347
10348
10349
10350
10351
10352
10353
10354
10355
10356
10357
10358
10359
10360
10361
10362
10363
10364
10365
10366
10367
10368
10369
10370
10371
10372
10373
10374
10375
10376
10377
10378
10379
10380
10381
10382
10383
10384
10385
10386
10387
10388
10389
10390
10391
10392
10393
10394
10395
10396
10397
10398
10399
10400
10401
10402
10403
10404
10405
10406
10407
10408
10409
10410
10411
10412
10413
10414
10415
10416
10417
10418
10419
10420
10421
10422
10423
10424
10425
10426
10427
10428
10429
10430
10431
10432
10433
10434
10435
10436
10437
10438
10439
10440
10441
10442
10443
10444
10445
10446
10447
10448
10449
10450
10451
10452
10453
10454
10455
10456
10457
10458
10459
10460
10461
10462
10463
10464
10465
10466
10467
10468
10469
10470
10471
10472
10473
10474
10475
10476
10477
10478
10479
10480
10481
10482
10483
10484
10485
10486
10487
10488
10489
10490
10491
10492
10493
10494
10495
10496
10497
10498
10499
10500
10501
10502
10503
10504
10505
10506
10507
10508
10509
10510
10511
10512
10513
10514
10515
10516
10517
10518
10519
10520
10521
10522
10523
10524
10525
10526
10527
10528
10529
10530
10531
10532
10533
10534
10535
10536
10537
10538
10539
10540
10541
10542
10543
10544
10545
10546
10547
10548
10549
10550
10551
10552
10553
10554
10555
10556
10557
10558
10559
10560
10561
10562
10563
10564
10565
10566
10567
10568
10569
10570
10571
10572
10573
10574
10575
10576
10577
10578
10579
10580
10581
10582
10583
10584
10585
10586
10587
10588
10589
10590
10591
10592
10593
10594
10595
10596
10597
10598
10599
10600
10601
10602
10603
10604
10605
10606
10607
10608
10609
10610
10611
10612
10613
10614
10615
10616
10617
10618
10619
10620
10621
10622
10623
10624
10625
10626
10627
10628
10629
10630
10631
10632
10633
10634
10635
10636
10637
10638
10639
10640
10641
10642
10643
10644
10645
10646
10647
10648
10649
10650
10651
10652
10653
10654
10655
10656
10657
10658
10659
10660
10661
10662
10663
10664
10665
10666
10667
10668
10669
10670
10671
10672
10673
10674
10675
10676
10677
10678
10679
10680
10681
10682
10683
10684
10685
10686
10687
10688
10689
10690
10691
10692
10693
10694
10695
10696
10697
10698
10699
10700
10701
10702
10703
10704
10705
10706
10707
10708
10709
10710
10711
10712
10713
10714
10715
10716
10717
10718
10719
10720
10721
10722
10723
10724
10725
10726
10727
10728
10729
10730
10731
10732
10733
10734
10735
10736
10737
10738
10739
10740
10741
10742
10743
10744
10745
10746
10747
10748
10749
10750
10751
10752
10753
10754
10755
10756
10757
10758
10759
10760
10761
10762
10763
10764
10765
10766
10767
10768
10769
10770
10771
10772
10773
10774
10775
10776
10777
10778
10779
10780
10781
10782
10783
10784
10785
10786
10787
10788
10789
10790
10791
10792
10793
10794
10795
10796
10797
10798
10799
10800
10801
10802
10803
10804
10805
10806
10807
10808
10809
10810
10811
10812
10813
10814
10815
10816
10817
10818
10819
10820
10821
10822
10823
10824
10825
10826
10827
10828
10829
10830
10831
10832
10833
10834
10835
10836
10837
10838
10839
10840
10841
10842
10843
10844
10845
10846
10847
10848
10849
10850
10851
10852
10853
10854
10855
10856
10857
10858
10859
10860
10861
10862
10863
10864
10865
10866
10867
10868
10869
10870
10871
10872
10873
10874
10875
10876
10877
10878
10879
10880
10881
10882
10883
10884
10885
10886
10887
10888
10889
10890
10891
10892
10893
10894
10895
10896
10897
10898
10899
10900
10901
10902
10903
10904
10905
10906
10907
10908
10909
10910
10911
10912
10913
10914
10915
10916
10917
10918
10919
10920
10921
10922
10923
10924
10925
10926
10927
10928
10929
10930
10931
10932
10933
10934
10935
10936
10937
10938
10939
10940
10941
10942
10943
10944
10945
10946
10947
10948
10949
10950
10951
10952
10953
10954
10955
10956
10957
10958
10959
10960
10961
10962
10963
10964
10965
10966
10967
10968
10969
10970
10971
10972
10973
10974
10975
10976
10977
10978
10979
10980
10981
10982
10983
10984
10985
10986
10987
10988
10989
10990
10991
10992
10993
10994
10995
10996
10997
10998
10999
11000
11001
11002
11003
11004
11005
11006
11007
11008
11009
11010
11011
11012
11013
11014
11015
11016
11017
11018
11019
11020
11021
11022
11023
11024
11025
11026
11027
11028
11029
11030
11031
11032
11033
11034
11035
11036
11037
11038
11039
11040
11041
11042
11043
11044
11045
11046
11047
11048
11049
11050
11051
11052
11053
11054
11055
11056
11057
11058
11059
11060
11061
11062
11063
11064
11065
11066
11067
11068
11069
11070
11071
11072
11073
11074
11075
11076
11077
11078
11079
11080
11081
11082
11083
11084
11085
11086
11087
11088
11089
11090
11091
11092
11093
11094
11095
11096
11097
11098
11099
11100
11101
11102
11103
11104
11105
11106
11107
11108
11109
11110
11111
11112
11113
11114
11115
11116
11117
11118
11119
11120
11121
11122
11123
11124
11125
11126
11127
11128
11129
11130
11131
11132
11133
11134
11135
11136
11137
11138
11139
11140
11141
11142
11143
11144
11145
11146
11147
11148
11149
11150
11151
11152
11153
11154
11155
11156
11157
11158
11159
11160
11161
11162
11163
11164
11165
11166
11167
11168
11169
11170
11171
11172
11173
11174
11175
11176
11177
11178
11179
11180
11181
11182
11183
11184
11185
11186
11187
11188
11189
11190
11191
11192
11193
11194
11195
11196
11197
11198
11199
11200
11201
11202
11203
11204
11205
11206
11207
11208
11209
11210
11211
11212
11213
11214
11215
11216
11217
11218
11219
11220
11221
11222
11223
11224
11225
11226
11227
11228
11229
11230
11231
11232
11233
11234
11235
11236
11237
11238
11239
11240
11241
11242
11243
11244
11245
11246
11247
11248
11249
11250
11251
11252
11253
11254
11255
11256
11257
11258
11259
11260
11261
11262
11263
11264
11265
11266
11267
11268
11269
11270
11271
11272
11273
11274
11275
11276
11277
11278
11279
11280
11281
11282
11283
11284
11285
11286
11287
11288
11289
11290
11291
11292
11293
11294
11295
11296
11297
11298
11299
11300
11301
11302
11303
11304
11305
11306
11307
11308
11309
11310
11311
11312
11313
11314
11315
11316
11317
11318
11319
11320
11321
11322
11323
11324
11325
11326
11327
11328
11329
11330
11331
11332
11333
11334
11335
11336
11337
11338
11339
11340
11341
11342
11343
11344
11345
11346
11347
11348
11349
11350
11351
11352
11353
11354
11355
11356
11357
11358
11359
11360
11361
11362
11363
11364
11365
11366
11367
11368
11369
11370
11371
11372
11373
11374
11375
11376
11377
11378
11379
11380
11381
11382
11383
11384
11385
11386
11387
11388
11389
11390
11391
11392
11393
11394
11395
11396
11397
11398
11399
11400
11401
11402
11403
11404
11405
11406
11407
11408
11409
11410
11411
11412
11413
11414
11415
11416
11417
11418
11419
11420
11421
11422
11423
11424
11425
11426
11427
11428
11429
11430
11431
11432
11433
11434
11435
11436
11437
11438
11439
11440
11441
11442
11443
11444
11445
11446
11447
11448
11449
11450
11451
11452
11453
11454
11455
11456
11457
11458
11459
11460
11461
11462
11463
11464
11465
11466
11467
11468
11469
11470
11471
11472
11473
11474
11475
11476
11477
11478
11479
11480
11481
11482
11483
11484
11485
11486
11487
11488
11489
11490
11491
11492
11493
11494
11495
11496
11497
11498
11499
11500
11501
11502
11503
11504
11505
11506
11507
11508
11509
11510
11511
11512
11513
11514
11515
11516
11517
11518
11519
11520
11521
11522
11523
11524
11525
11526
11527
11528
11529
11530
11531
11532
11533
11534
11535
11536
11537
11538
11539
11540
11541
11542
11543
11544
11545
11546
11547
11548
11549
11550
11551
11552
11553
11554
11555
11556
11557
11558
11559
11560
11561
11562
11563
11564
11565
11566
11567
11568
11569
11570
11571
11572
11573
11574
11575
11576
11577
11578
11579
11580
11581
11582
11583
11584
11585
11586
11587
11588
11589
11590
11591
11592
11593
11594
11595
11596
11597
11598
11599
11600
11601
11602
11603
11604
11605
11606
11607
11608
11609
11610
11611
11612
11613
11614
11615
11616
11617
11618
11619
11620
11621
11622
11623
11624
11625
11626
11627
11628
11629
11630
11631
11632
11633
11634
11635
11636
11637
11638
11639
11640
11641
11642
11643
11644
11645
11646
11647
11648
11649
11650
11651
11652
11653
11654
11655
11656
11657
11658
11659
11660
11661
11662
11663
11664
11665
11666
11667
11668
11669
11670
11671
11672
11673
11674
11675
11676
11677
11678
11679
11680
11681
11682
11683
11684
11685
11686
11687
11688
11689
11690
11691
11692
11693
11694
11695
11696
11697
11698
11699
11700
11701
11702
11703
11704
11705
11706
11707
11708
11709
11710
11711
11712
11713
11714
11715
11716
11717
11718
11719
11720
11721
11722
11723
11724
11725
11726
11727
11728
11729
11730
11731
11732
11733
11734
11735
11736
11737
11738
11739
11740
11741
11742
11743
11744
11745
11746
11747
11748
11749
11750
11751
11752
11753
11754
11755
11756
11757
11758
11759
11760
11761
11762
11763
11764
11765
11766
11767
11768
11769
11770
11771
11772
11773
11774
11775
11776
11777
11778
11779
11780
11781
11782
11783
11784
11785
11786
11787
11788
11789
11790
11791
11792
11793
11794
11795
11796
11797
11798
11799
11800
11801
11802
11803
11804
11805
11806
11807
11808
11809
11810
11811
11812
11813
11814
11815
11816
11817
11818
11819
11820
11821
11822
11823
11824
11825
11826
11827
11828
11829
11830
11831
11832
11833
11834
11835
11836
11837
11838
11839
11840
11841
11842
11843
11844
11845
11846
11847
11848
11849
11850
11851
11852
11853
11854
11855
11856
11857
11858
11859
11860
11861
11862
11863
11864
11865
11866
11867
11868
11869
11870
11871
11872
11873
11874
11875
11876
11877
11878
11879
11880
11881
11882
11883
11884
11885
11886
11887
11888
11889
11890
11891
11892
11893
11894
11895
11896
11897
11898
11899
11900
11901
11902
11903
11904
11905
11906
11907
11908
11909
11910
11911
11912
11913
11914
11915
11916
11917
11918
11919
11920
11921
11922
11923
11924
11925
11926
11927
11928
11929
11930
11931
11932
11933
11934
11935
11936
11937
11938
11939
11940
11941
11942
11943
11944
11945
11946
11947
11948
11949
11950
11951
11952
11953
11954
11955
11956
11957
11958
11959
11960
11961
11962
11963
11964
11965
11966
11967
11968
11969
11970
11971
11972
11973
11974
11975
11976
11977
11978
11979
11980
11981
11982
11983
11984
11985
11986
11987
11988
11989
11990
11991
11992
11993
11994
11995
11996
11997
11998
11999
12000
12001
12002
12003
12004
12005
12006
12007
12008
12009
12010
12011
12012
12013
12014
12015
12016
12017
12018
12019
12020
12021
12022
12023
12024
12025
12026
12027
12028
12029
12030
12031
12032
12033
12034
12035
12036
12037
12038
12039
12040
12041
12042
12043
12044
12045
12046
12047
12048
12049
12050
12051
12052
12053
12054
12055
12056
12057
12058
12059
12060
12061
12062
12063
12064
12065
12066
12067
12068
12069
12070
12071
12072
12073
12074
12075
12076
12077
12078
12079
12080
12081
12082
12083
12084
12085
12086
12087
12088
12089
12090
12091
12092
12093
12094
12095
12096
12097
12098
12099
12100
12101
12102
12103
12104
12105
12106
12107
12108
12109
12110
12111
12112
12113
12114
12115
12116
12117
12118
12119
12120
12121
12122
12123
12124
12125
12126
12127
12128
12129
12130
12131
12132
12133
12134
12135
12136
12137
12138
12139
12140
12141
12142
12143
12144
12145
12146
12147
12148
12149
12150
12151
12152
12153
12154
12155
12156
12157
12158
12159
12160
12161
12162
12163
12164
12165
12166
12167
12168
12169
12170
12171
12172
12173
12174
12175
12176
12177
12178
12179
12180
12181
12182
12183
12184
12185
12186
12187
12188
12189
12190
12191
12192
12193
12194
12195
12196
12197
12198
12199
12200
12201
12202
12203
12204
12205
12206
12207
12208
12209
12210
12211
12212
12213
12214
12215
12216
12217
12218
12219
12220
12221
12222
12223
12224
12225
12226
12227
12228
12229
12230
12231
12232
12233
12234
12235
12236
12237
12238
12239
12240
12241
12242
12243
12244
12245
12246
12247
12248
12249
12250
12251
12252
12253
12254
12255
12256
12257
12258
12259
12260
12261
12262
12263
12264
12265
12266
12267
12268
12269
12270
12271
12272
12273
12274
12275
12276
12277
12278
12279
12280
12281
12282
12283
12284
12285
12286
12287
12288
12289
12290
12291
12292
12293
12294
12295
12296
12297
12298
12299
12300
12301
12302
12303
12304
12305
12306
12307
12308
12309
12310
12311
12312
12313
12314
12315
12316
12317
12318
12319
12320
12321
12322
12323
12324
12325
12326
12327
12328
12329
12330
12331
12332
12333
12334
12335
12336
12337
12338
12339
12340
12341
12342
12343
12344
12345
12346
12347
12348
12349
12350
12351
12352
12353
12354
12355
12356
12357
12358
12359
12360
12361
12362
12363
12364
12365
12366
12367
12368
12369
12370
12371
12372
12373
12374
12375
12376
12377
12378
12379
12380
12381
12382
12383
12384
12385
12386
12387
12388
12389
12390
12391
12392
12393
12394
12395
12396
12397
12398
12399
12400
12401
12402
12403
12404
12405
12406
12407
12408
12409
12410
12411
12412
12413
12414
12415
12416
12417
12418
12419
12420
12421
12422
12423
12424
12425
12426
12427
12428
12429
12430
12431
12432
12433
12434
12435
12436
12437
12438
12439
12440
12441
12442
12443
12444
12445
12446
12447
12448
12449
12450
12451
12452
12453
12454
12455
12456
12457
12458
12459
12460
12461
12462
12463
12464
12465
12466
12467
12468
12469
12470
12471
12472
12473
12474
12475
12476
12477
12478
12479
12480
12481
12482
12483
12484
12485
12486
12487
12488
12489
12490
12491
12492
12493
12494
12495
12496
12497
12498
12499
12500
12501
12502
12503
12504
12505
12506
12507
12508
12509
12510
12511
12512
12513
12514
12515
12516
12517
12518
12519
12520
12521
12522
12523
12524
12525
12526
12527
12528
12529
12530
12531
12532
12533
12534
12535
12536
12537
12538
12539
12540
12541
12542
12543
12544
12545
12546
12547
12548
12549
12550
12551
12552
12553
12554
12555
12556
12557
12558
12559
12560
12561
12562
12563
12564
12565
12566
12567
12568
12569
12570
12571
12572
12573
12574
12575
12576
12577
12578
12579
12580
12581
12582
12583
12584
12585
12586
12587
12588
12589
12590
12591
12592
12593
12594
12595
12596
12597
12598
12599
12600
12601
12602
12603
12604
12605
12606
12607
12608
12609
12610
12611
12612
12613
12614
12615
12616
12617
12618
12619
12620
12621
12622
12623
12624
12625
12626
12627
12628
12629
12630
12631
12632
12633
12634
12635
12636
12637
12638
12639
12640
12641
12642
12643
12644
12645
12646
12647
12648
12649
12650
12651
12652
12653
12654
12655
12656
12657
12658
12659
12660
12661
12662
12663
12664
12665
12666
12667
12668
12669
12670
12671
12672
12673
12674
12675
12676
12677
12678
12679
12680
12681
12682
12683
12684
12685
12686
12687
12688
12689
12690
12691
12692
12693
12694
12695
12696
12697
12698
12699
12700
12701
12702
12703
12704
12705
12706
12707
12708
12709
12710
12711
12712
12713
12714
12715
12716
12717
12718
12719
12720
12721
12722
12723
12724
12725
12726
12727
12728
12729
12730
12731
12732
12733
12734
12735
12736
12737
12738
12739
12740
12741
12742
12743
12744
12745
12746
12747
12748
12749
12750
12751
12752
12753
12754
12755
12756
12757
12758
12759
12760
12761
12762
12763
12764
12765
12766
12767
12768
12769
12770
12771
12772
12773
12774
12775
12776
12777
12778
12779
12780
12781
12782
12783
12784
12785
12786
12787
12788
12789
12790
12791
12792
12793
12794
12795
12796
12797
12798
12799
12800
12801
12802
12803
12804
12805
12806
12807
12808
12809
12810
12811
12812
12813
12814
12815
12816
12817
12818
12819
12820
12821
12822
12823
12824
12825
12826
12827
12828
12829
12830
12831
12832
12833
12834
12835
12836
12837
12838
12839
12840
12841
12842
12843
12844
12845
12846
12847
12848
12849
12850
12851
12852
12853
12854
12855
12856
12857
12858
12859
12860
12861
12862
12863
12864
12865
12866
12867
12868
12869
12870
12871
12872
12873
12874
12875
12876
12877
12878
12879
12880
12881
12882
12883
12884
12885
12886
12887
12888
12889
12890
12891
12892
12893
12894
12895
12896
12897
12898
12899
12900
12901
12902
12903
12904
12905
12906
12907
12908
12909
12910
12911
12912
12913
12914
12915
12916
12917
12918
12919
12920
12921
12922
12923
12924
12925
12926
12927
12928
12929
12930
12931
12932
12933
12934
12935
12936
12937
12938
12939
12940
12941
12942
12943
12944
12945
12946
12947
12948
12949
12950
12951
12952
12953
12954
12955
12956
12957
12958
12959
12960
12961
12962
12963
12964
12965
12966
12967
12968
12969
12970
12971
12972
12973
12974
12975
12976
12977
12978
12979
12980
12981
12982
12983
12984
12985
12986
12987
12988
12989
12990
12991
12992
12993
12994
12995
12996
12997
12998
12999
13000
13001
13002
13003
13004
13005
13006
13007
13008
13009
13010
13011
13012
13013
13014
13015
13016
13017
13018
13019
13020
13021
13022
13023
13024
13025
13026
13027
13028
13029
13030
13031
13032
13033
13034
13035
13036
13037
13038
13039
13040
13041
13042
13043
13044
13045
13046
13047
13048
13049
13050
13051
13052
13053
13054
13055
13056
13057
13058
13059
13060
13061
13062
13063
13064
13065
13066
13067
13068
13069
13070
13071
13072
13073
13074
13075
13076
13077
13078
13079
13080
13081
13082
13083
13084
13085
13086
13087
13088
13089
13090
13091
13092
13093
13094
13095
13096
13097
13098
13099
13100
13101
13102
13103
13104
13105
13106
13107
13108
13109
13110
13111
13112
13113
13114
13115
13116
13117
13118
13119
13120
13121
13122
13123
13124
13125
13126
13127
13128
13129
13130
13131
13132
13133
13134
13135
13136
13137
13138
13139
13140
13141
13142
13143
13144
13145
13146
13147
13148
13149
13150
13151
13152
13153
13154
13155
13156
13157
13158
13159
13160
13161
13162
13163
13164
13165
13166
13167
13168
13169
13170
13171
13172
13173
13174
13175
13176
13177
13178
13179
13180
13181
13182
13183
13184
13185
13186
13187
13188
13189
13190
13191
13192
13193
13194
13195
13196
13197
13198
13199
13200
13201
13202
13203
13204
13205
13206
13207
13208
13209
13210
13211
13212
13213
13214
13215
13216
13217
13218
13219
13220
13221
13222
13223
13224
13225
13226
13227
13228
13229
13230
13231
13232
13233
13234
13235
13236
13237
13238
13239
13240
13241
13242
13243
13244
13245
13246
13247
13248
13249
13250
13251
13252
13253
13254
13255
13256
13257
13258
13259
13260
13261
13262
13263
13264
13265
13266
13267
13268
13269
13270
13271
13272
13273
13274
13275
13276
13277
13278
13279
13280
13281
13282
13283
13284
13285
13286
13287
13288
13289
13290
13291
13292
13293
13294
13295
13296
13297
13298
13299
13300
13301
13302
13303
13304
13305
13306
13307
13308
13309
13310
13311
13312
13313
13314
13315
13316
13317
13318
13319
13320
13321
13322
13323
13324
13325
13326
13327
13328
13329
13330
13331
13332
13333
13334
13335
13336
13337
13338
13339
13340
13341
13342
13343
13344
13345
13346
13347
13348
13349
13350
13351
13352
13353
13354
13355
13356
13357
13358
13359
13360
13361
13362
13363
13364
13365
13366
13367
13368
13369
13370
13371
13372
13373
13374
13375
13376
13377
13378
13379
13380
13381
13382
13383
13384
13385
13386
13387
13388
13389
13390
13391
13392
13393
13394
13395
13396
13397
13398
13399
13400
13401
13402
13403
13404
13405
13406
13407
13408
13409
13410
13411
13412
13413
13414
13415
13416
13417
13418
13419
13420
13421
13422
13423
13424
13425
13426
13427
13428
13429
13430
13431
13432
13433
13434
13435
13436
13437
13438
13439
13440
13441
13442
13443
13444
13445
13446
13447
13448
13449
13450
13451
13452
13453
13454
13455
13456
13457
13458
13459
13460
13461
13462
13463
13464
13465
13466
13467
13468
13469
13470
13471
13472
13473
13474
13475
13476
13477
13478
13479
13480
13481
13482
13483
13484
13485
13486
13487
13488
13489
13490
13491
13492
13493
13494
13495
13496
13497
13498
13499
13500
13501
13502
13503
13504
13505
13506
13507
13508
13509
13510
13511
13512
13513
13514
13515
13516
13517
13518
13519
13520
13521
13522
13523
13524
13525
13526
13527
13528
13529
13530
13531
13532
13533
13534
13535
13536
13537
13538
13539
13540
13541
13542
13543
13544
13545
13546
13547
13548
13549
13550
13551
13552
13553
13554
13555
13556
13557
13558
13559
13560
13561
13562
13563
13564
13565
13566
13567
13568
13569
13570
13571
13572
13573
13574
13575
13576
13577
13578
13579
13580
13581
13582
13583
13584
13585
13586
13587
13588
13589
13590
13591
13592
13593
13594
13595
13596
13597
13598
13599
13600
13601
13602
13603
13604
13605
13606
13607
13608
13609
13610
13611
13612
13613
13614
13615
13616
13617
13618
13619
13620
13621
13622
13623
13624
13625
13626
13627
13628
13629
13630
13631
13632
13633
13634
13635
13636
13637
13638
13639
13640
13641
13642
13643
13644
13645
13646
13647
13648
13649
13650
13651
13652
13653
13654
13655
13656
13657
13658
13659
13660
13661
13662
13663
13664
13665
13666
13667
13668
13669
13670
13671
13672
13673
13674
13675
13676
13677
13678
13679
13680
13681
13682
13683
13684
13685
13686
13687
13688
13689
13690
13691
13692
13693
13694
13695
13696
13697
13698
13699
13700
13701
13702
13703
13704
13705
13706
13707
13708
13709
13710
13711
13712
13713
13714
13715
13716
13717
13718
13719
13720
13721
13722
13723
13724
13725
13726
13727
13728
13729
13730
13731
13732
13733
13734
13735
13736
13737
13738
13739
13740
13741
13742
13743
13744
13745
13746
13747
13748
13749
13750
13751
13752
13753
13754
13755
13756
13757
13758
13759
13760
13761
13762
13763
13764
13765
13766
13767
13768
13769
13770
13771
13772
13773
13774
13775
13776
13777
13778
13779
13780
13781
13782
13783
13784
13785
13786
13787
13788
13789
13790
13791
13792
13793
13794
13795
13796
13797
13798
13799
13800
13801
13802
13803
13804
13805
13806
13807
13808
13809
13810
13811
13812
13813
13814
13815
13816
13817
13818
13819
13820
13821
13822
13823
13824
13825
13826
13827
13828
13829
13830
13831
13832
13833
13834
13835
13836
13837
13838
13839
13840
13841
13842
13843
13844
13845
13846
13847
13848
13849
13850
13851
13852
13853
13854
13855
13856
13857
13858
13859
13860
13861
13862
13863
13864
13865
13866
13867
13868
13869
13870
13871
13872
13873
13874
13875
13876
13877
13878
13879
13880
13881
13882
13883
13884
13885
13886
13887
13888
13889
13890
13891
13892
13893
13894
13895
13896
13897
13898
13899
13900
13901
13902
13903
13904
13905
13906
13907
13908
13909
13910
13911
13912
13913
13914
13915
13916
13917
13918
13919
13920
13921
13922
13923
13924
13925
13926
13927
13928
13929
13930
13931
13932
13933
13934
13935
13936
13937
13938
13939
13940
13941
13942
13943
13944
13945
13946
13947
13948
13949
13950
13951
13952
13953
13954
13955
13956
13957
13958
13959
13960
13961
13962
13963
13964
13965
13966
13967
13968
13969
13970
13971
13972
13973
13974
13975
13976
13977
13978
13979
13980
13981
13982
13983
13984
13985
13986
13987
13988
13989
13990
13991
13992
13993
13994
13995
13996
13997
13998
13999
14000
14001
14002
14003
14004
14005
14006
14007
14008
14009
14010
14011
14012
14013
14014
14015
14016
14017
14018
14019
14020
14021
14022
14023
14024
14025
14026
14027
14028
14029
14030
14031
14032
14033
14034
14035
14036
14037
14038
14039
14040
14041
14042
14043
14044
14045
14046
14047
14048
14049
14050
14051
14052
14053
14054
14055
14056
14057
14058
14059
14060
14061
14062
14063
14064
14065
14066
14067
14068
14069
14070
14071
14072
14073
14074
14075
14076
14077
14078
14079
14080
14081
14082
14083
14084
14085
14086
14087
14088
14089
14090
14091
14092
14093
14094
14095
14096
14097
14098
14099
14100
14101
14102
14103
14104
14105
14106
14107
14108
14109
14110
14111
14112
14113
14114
14115
14116
14117
14118
14119
14120
14121
14122
14123
14124
14125
14126
14127
14128
14129
14130
14131
14132
14133
14134
14135
14136
14137
14138
14139
14140
14141
14142
14143
14144
14145
14146
14147
14148
14149
14150
14151
14152
14153
14154
14155
14156
14157
14158
14159
14160
14161
14162
14163
14164
14165
14166
14167
14168
14169
14170
14171
14172
14173
14174
14175
14176
14177
14178
14179
14180
14181
14182
14183
14184
14185
14186
14187
14188
14189
14190
14191
14192
14193
14194
14195
14196
14197
14198
14199
14200
14201
14202
14203
14204
14205
14206
14207
14208
14209
14210
14211
14212
14213
//===== Hercules Script ========================================================
//= Criatura Academy
//===== By: ====================================================================
//= Kisuka (1.0)
//===== Current Version: =======================================================
//= 1.0.1
//===== File Encoding ==========================================================
//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
//===== Description: ===========================================================
//= Teaches the player about the basics.
//= Also contains Novice skill quests for First Aid and Trick Dead.
//===== Additional Comments: ===================================================
//= 1.0.0 Initial Release. [Kisuka]
//= 1.0.1 Converted item constants to IDs and added hair coupon. [Kisuka]
//==============================================================================

// - 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(1304, 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 531, 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 531, 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(531) > 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 569, 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 569, 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(1304, 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 12323, 20; // N_Fly_Wing
			getitem 12324, 10; // N_Butterfly_Wing
			getitem 569, 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(1304, 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(507) > 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 569, 30; // Novice_Potion
				getitem 11058, 1; // Novice_Combi_Book
				getitem 12849, 10; // Combination_Kit
				getitem 507, 1; // Red_Herb
				getitem 512, 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(1304, 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 507, 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(1301, 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 2352, 1; // Novice_Plate
				getitem 2510, 1; // Novice_Hood
				getitem 2414, 1; // Novice_Boots
				getitem 5055, 1; // Novice_Egg_Cap
				getitem 1243, 1; // Novice_Knife
				getitem 2112, 1; // Novice_Guard
				getitem 18730, 1; // Criatura_Academy_Hat
				getitem 6593, 1; // Criatura_Hair_Coupon
				getitem 569, 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(1201, 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 512, 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(1301, 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(501) > 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 12323, 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 6426,1; // Bad_Can
						close;
					case 3:
						mes "[Shop Helper Leonie]";
						break;
				}
			} else if(questprogress(1240) == 1) {
				if(!countitem(6426)) {
					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 12324,10; // 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(1304, 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(705) > 0 && countitem(511) > 0 && countitem(507) > 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 705, 1; // Clover
					delitem 511, 1; // Green_Herb
					delitem 507, 1; // Red_Herb
					getitem 11551, 1; // Savory_Herb_Salad
					erasequest 14154;
					end;
				}
				if(questprogress(14155) == 1 && countitem(512) > 0 && countitem(515) > 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 512, 1; // Apple
					delitem 515, 2; // Carrot
					getitem 11552, 1; // Apple_Carrot_Salad
					erasequest 14155;
					end;
				}
				if(questprogress(14156) == 1 && countitem(909) > 0 && countitem(914) > 0 && countitem(949) > 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 909, 1; // Jellopy
					delitem 914, 1; // Fluff
					delitem 949, 1; // Feather
					getitem 11553, 1; // Casual_Stew
					erasequest 14156;
					end;
				}
				if(questprogress(14157) == 1 && countitem(512) > 0 && countitem(705) > 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 512, 1; // Apple
					delitem 705, 1; // Clover
					getitem 11554, 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(1304, 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 11058, 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 12849, .@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(1201, 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 7059, 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 7059, 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...)
// - Teaches the player about Pets.
// -----------------------------------------------------------------------------
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(1301, 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 12846, 5; // Little_Unripe_Apple
		close;
	} else if (questprogress(2296) == 1) {
		if (countitem(9062) > 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 531, 3; // Apple_Juice
		getitem 643, 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(7059) || Zeny >= 500) {
						if (countitem(7059)) {
							delitem 7059, 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	-1,{
	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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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) {
						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(6593)) {
				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 6593, 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) {
			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	-1,{
	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(1301, 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 == 1)
				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 2941, 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 7059, 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 7059, 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 7059, 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 7059, 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 7059, 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(1301, 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$+"!";
	next;
	switch(select("Exchange for Revolver", "Exchange for Rifle", "Exchange for Shotgun", "Exchange for Gatling Gun", "Exchange for Grenade Launcher", "Cancel")) {
	case 1:
		if (.@gun == 13116) {
			mes "[Sharp Snake's Fang]";
			mes "You already have that gun, just use it!";
			close2;
			enable_items;
			end;
		} else {
			delequip EQI_HAND_R;
			getitem 13116, 1; // Novice_Revolver
		}
		break;
	case 2:
		if (.@gun == 13180) {
			mes "[Sharp Snake's Fang]";
			mes "You already have that gun, just use it!";
			close2;
			enable_items;
			end;
		} else {
			delequip EQI_HAND_R;
			getitem 13180, 1; // Novice_Rifle
		}
		break;
	case 3:
		if (.@gun == 13181) {
			mes "[Sharp Snake's Fang]";
			mes "You already have that gun, just use it!";
			close2;
			enable_items;
			end;
		} else {
			delequip EQI_HAND_R;
			getitem 13181, 1; // Novice_Shotgun
		}
		break;
	case 4:
		if (.@gun == 13182) {
			mes "[Sharp Snake's Fang]";
			mes "You already have that gun, just use it!";
			close2;
			enable_items;
			end;
		} else {
			delequip EQI_HAND_R;
			getitem 13182, 1; // Novice_Gatling
		}
		break;
	case 5:
		if (.@gun == 13183) {
			mes "[Sharp Snake's Fang]";
			mes "You already have that gun, just use it!";
			close2;
			enable_items;
			end;
		} else {
			delequip EQI_HAND_R;
			getitem 13183, 1; // Novice_Grenade_Launcher
		}
		break;
	case 6:
		break;
	}
	mes "[Sharp Snake's Fang]";
	mes "Gun control management number ^FF0000"+.@gun_code$+""+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 ? "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(2942) > 0 || countitem(2942) > 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 2942, 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(1304, 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 2822, 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 Swordman class.
// -----------------------------------------------------------------------------
iz_ac02,60,51,5	script	Swordman Trainer#ac	4_M_SWORDMAN,{
	if (!checkweight(1301, 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 2819, 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(2824) > 0 || countitem(2824) > 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(607, 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 2824, 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(714, 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 2823, 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(714, 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 12847, 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(1301, 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 569, 30; // Novice_Potion
					getitem 12325, 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 2820, 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 569, 30; // Novice_Potion
					getitem 12325, 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 2820, 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 569, 30; // Novice_Potion
					getitem 12325, 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(2820) > 0)
							delitem 2820, countitem(2820); // 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 569, 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(7049) > 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(7049) > 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(1301, 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 512, 3; // Apple
			getitem 511, 2; // Green_Herb
			getitem 569, 22; // Novice_Potion
			getitem 622, 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 512, 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(1119, 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(2821) > 0 || countitem(2821) > 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 2821, 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(2940) > 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(13295) < 10)
							getitem 13295, 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 2940, 1; // Ninja_Manual
						getitem 13295, 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(1301, 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 7059, 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	-1,{
	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(1301, 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 1010, .@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 1011, .@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(1301, 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(756) > 4) {
				delitem 756, 5; // Oridecon_Stone
				getitem 984, 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(756) > 4) {
				.@ston_max = countitem(756) / 5;
				.@ston_full = .@ston_max * 5;
				delitem 756, .@ston_full; // Oridecon_Stone
				getitem 984, .@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(757) > 4) {
				delitem 757, 5; // Elunium_Stone
				getitem 985, 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(757) > 4) {
				.@ston_max = countitem(757) / 5;
				.@ston_full = .@ston_max * 5;
				delitem 757, .@ston_full; // Elunium_Stone
				getitem 985, .@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 "©öFrom 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(1301, 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(2302) > 0) {
			mes "Oh this is a socketed shirt already!";
			next;
			mes "[Mounds]";
			mes "Bring us the normal shirt without holes.";
			close;
		} else if (countitem(2301) > 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 2301, 1; // Cotton_Shirt
		getitem 2302, 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 7059, 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(1301, 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