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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  Yommy
//= Copyright (C)  ultramage
//= Copyright (C)  L0ne_W0lf
//= Copyright (C)  KarLaeda
//= Copyright (C)  Silent
//= Copyright (C)  massdriller
//= Copyright (C)  Fredzilla
//= Copyright (C)  Lupus
//= Copyright (C)  L0ne_W0lf
//= Copyright (C)  kobra_k88
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Swordsman Job Quest (Pre-Renewal)
//================= Description ===========================================
//= Job quest for Swordman classes
//================= Current Version =======================================
//= 2.3
//================= Additional Comments ===================================
//= Uses job_sword1 as opposed to sword_1-1 -> sword_3-1.
//= EXPLOITABLE in a sense because while the sword_x-1 maps are marked as
//= "inside" by the client, job_sword1 is not, giving players FREE camera
//= rotation while doing the job quest.
//=========================================================================

izlude_in,74,172,4	script	Swordman#swd_1	2_M_SWORDMASTER,{
	if (Upper == 1) {
		if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
			mes "[Swordman]";
			mes "It...";
			mes "Can't be...";
			mes "You've been reborn, haven't you?";
			next;
			mes "[Swordman]";
			mes "I see you're retreading the path of the Swordman! Once you've gotten used to brandishing a sword, you can never go back!!";
			next;
			if (getskilllv("NV_BASIC") < 9) {
				mes "[Swordman]";
				mes "Hmm? Ah, you must first master the Basic Skills before you are ready to become a Swordman.";
				next;
				mes "[Swordman]";
				mes "Come back to me when you have finished learning the Basic Novice Skills.";
				close;
			}
			mes "[Swordman]";
			mes "Excellent! Let me promote you to a Swordman right away!";
			next;
			skill 143,0,0;
			jobchange Job_Swordman_High;
			skill 144,1,0;
			skill 145,1,0;
			skill 146,1,0;
			mes "[Swordman]";
			mes "Hmm... You look like a well-experienced Swordman. Still, I'm sure that you must train to improve your skills and gain strength!";
			close;
		}
		else {
			mes "[Swordman]";
			mes "Hm...?";
			mes "You're a reborn";
			mes "warrior, aren't you?";
			next;
			mes "[Swordman]";
			mes "Hmmm...";
			mes "It seems that being";
			mes "a Swordman is not part";
			mes "of your destiny. I'm sorry,";
			mes "but it seems there is nothing";
			mes "I can do for you.";
			close;
		}
	}
	mes "[Swordman]";
	mes "Welcome to the";
	mes "Swordman Association!";
	next;
	mes "[Swordman]";
	mes "So...";
	mes "What business";
	mes "brings you to us?";
	next;
	switch(select("Job Change:About Swordman.:About the Job requirements.:Cancel.")) {
	case 1:
		if (BaseJob == Job_Swordman) {
			mes "[Swordman]";
			mes "Job change? Muhahaha! But you're already a Swordman! Be proud and be strong!";
			close;
		}
		else if (BaseJob != Job_Novice) {
			mes "[Swordman]";
			mes "Haha! Oh boy. I'm flattered, but you already have another job! Still, I can't blame you...";
			close;
		}
		if (job_sword_q == 0) {
			mes "[Swordman]";
			mes "So you wish to become a proud Swordman? By all means, please sign up!";
			next;
			if (select("Sign up.:Cancel.") == 1) {
				savepoint "izlude_in",65,165;
				job_sword_q = 1;
				setquest 1014;
				mes "[Swordman]";
				mes "Ah, yes. Your application will be reviewed as soon as possible.";
				next;
				mes "[Swordman]";
				mes "If you have already met the requirements, you can take an interview right now. Would you like to?";
				next;
				if (select("Yes.:No.") == 1) {
					mes "[Swordman]";
					mes "Good, good.";
					mes "Now, let's see...";
					next;
				}
				else {
					mes "[Swordman]";
					mes "Alright then. Feel free to come back whenever you are ready. All you ahve to do now is meet our requirements. Good luck to you.";
					close;
				}
			}
			else {
				mes "[Swordman]";
				mes "Hm? Alright, come back whenever you change your mind. The world can always use another Swordman!";
				close;
			}
		}
		mes "[Swordman]";
		if (getskilllv("NV_BASIC") < 9) {
			mes "Hm, you still haven't learned all of the Basic Skills. You need to do that before you can become a Swordman.";
			next;
			mes "[Swordman]";
			mes "Check the requirements for job change again, and come back when you are ready.";
			close;
		}
		else if (job_sword_q <= 3) {
			mes "Hm, you've learned all of the Basic Skills but didn't take the test yet. You must first pass the exam before you can change your job to Swordman.";
			next;
			mes "[Swordman]";
			mes "Enter the room to my right so that you can take the test. You'll need to speak to my right so you can enter the examination area.";
			close;
		}
		else if (job_sword_q == 4) {
			mes "Hahaha! Congratulations! Now you are fully qualified to be a real Swordman! I will transform you right away!";
			next;
			callfunc "Job_Change",Job_Swordman;
			job_sword_q = 0;
			completequest 1014;
			mes "[Swordman]";
			mes "Once again, congratulations. I expect that you will be a good representative of the Swordman Association.";
			close;
		}
	case 2:
		mes "[Swordman]";
		mes "So you wish to know more about the mighty Swordman job? Well, then...";
		next;
		mes "[Swordman]";
		mes "Amongst the First Class jobs, the Swordman is the best melee fighter for three reasons.";
		mes "There are 3 reasons why Swordy is the best to approch a fight!";
		next;
		mes "[Swordman]";
		mes "First, Swordman has the benefit of additional HP. Second, Swordman generally have access to a wider selection fo weapons than the other First Class jobs.";
		next;
		mes "[Swordman]";
		mes "And third, most of the Swordman skills are crushing physical attacks! In my opinion, being a Swordman is the best job ever!";
		close;
	case 3:
		mes "[Swordman]";
		mes "Hmmm...";
		if (BaseJob != Job_Novice) {
			if (BaseJob == Job_Swordman)
				mes "But there's no need to tell you the requirements. You've met them and already became a Swordman! Well, anyway...";
			else
				mes "It's too late for you to become a Swordman. You already have another job. Still, there's no harm in telling you...";
		}
		next;
		mes "[Swordman]";
		mes "First, you must learn all 9 of the Basic Skills. If you can't complete this requirement, you won't be able to change to any job.";
		next;
		mes "[Swordman]";
		mes "Second, you must pass the Swordman Test. Inquire the Test Manager located in the waiting room of the Swordman Test.";
		next;
		mes "[Swordman]";
		mes "If you can complete these 2 requirements, you can change to a Swordman anytime you want.";
		close;
	case 4:
		mes "[Swordman]";
		mes "Ha ha ha!";
		mes "Ah, youth!";
		close;
	}
}

izlude_in,62,170,6	script	Swordman#swd_2	4_M_03,{
	mes "[Swordman]";
	if (BaseJob == Job_Swordman) {
		mes "Sorry guy, but I can only allow Novices to enter the Test Hall.";
		close;
	}
	else if (BaseJob != Job_Novice) {
		mes "Who the hell are you?! Nobody, other than Novices, is permitted to come in here!";
		close;
	}
	else if (getskilllv("NV_BASIC") < 9) {
		mes "Stop! I can't let you in until you learn all of the Basic Skills. The Test Hall isn't for goofing off!";
		close;
	}
	else if (job_sword_q == 4) {
		mes "Hey. You need to talk to the Swordman in the center of the room, not me.";
		close;
	}
	else if (job_sword_q == 0) {
		mes "Stop! If you want to take the Swordman Test, you'll need to fill out an application first.";
		next;
		mes "[Swordman]";
		mes "The Swordman in the center of the room can help you with that, got it?";
		close;
	}
	else {
		savepoint "izlude_in",65,165;
		warp "izlude_in",39,170;
		end;
	}
}

izlude_in,30,175,4	script	Swordman#swd_3	4_F_03,{
	mes "[Swordman]";
	mes "I will tell you about the Test! Listen carefully, I won't repeat myself.";
	next;
	mes "[Swordman]";
	mes "The purpose of this test is to confirm whether or not you are qualified to be a Swordman. As you know, a Swordman needs physical strength and spirit!";
	next;
	mes "[Swordman]";
	mes "Without those, you won't be able to become a Swordman. Now, the conditions for completing this test are very simple.";
	next;
	mes "[Swordman]";
	mes "You will travel through three courses and must reach the final checkpoint within ^FF000010 minutes^000000.";
	next;
	mes "[Swordman]";
	mes "If you choose to 'Surrender,' or if you run out of time, you will not pass the test.";
	next;
	mes "[Swordman]";
	mes "If you find that you are not strong enough to pass the test, head to the entrance of the course and talk to the checkpoint manager.";
	next;
	mes "[Swordman]";
	mes "As you travel through the three courses, you may fall to a random, underground area. The course is designed so that you can still find your way back.";
	next;
	mes "[Swordman]";
	mes "However, be careful, as this will waste your time! Godspeed to you.";
	close;
}

izlude_in,30,163,0	script	Test Hall Staff#swd_1	8W_SOLDIER,{
	mes "[Test Hall Staff]";
	if (BaseJob == Job_Swordman) {
		mes "Hm? How did you get inside? You're not supposed to be in here, so please leave now.";
		close2;
		warp "izlude_in",66,170;
		end;
	}
	else if (BaseJob != Job_Novice) {
		mes "Who are you?! This place is for the Swordman Test! You're not allowed to be in here! Leave now!";
		close2;
		warp "izlude_in",66,170;
		end;
	}
	if (job_sword_q == 1) {
		mes "So are you the one who wants to be a Swordman? Alright! You look reliable!";
		next;
		mes "[Test Hall Staff]";
		mes "Try to relax and do your best. This course isn't so difficult.";
		job_sword_q = 2;
	}
	else if (job_sword_q == 2) {
		mes "Retesting? Try not to worry about it. It's good that you don't back down from a challenge! Here, take these and cheer up!";
		getitem 512,5; //Apple
		job_sword_q = 3;
	}
	else if (job_sword_q == 3)
		mes "Don't ever give up! Now retesting!";
	close2;
	warp "job_sword1",10,245;
	end;
}

//== Examination Courses NPCs ==============================
//- 1-1 -
job_sword1,230,245,2	script	Medic#swd_1	8W_SOLDIER,{
	callfunc "F_JobSwdMedic","1st";
}
job_sword1,230,242,2	script	Test Hall Staff#swd_2	8W_SOLDIER,{
	callfunc "F_JobSwdStaff",1;
}
job_sword1,230,207,2	script	Medic#2swd_2	8W_SOLDIER,{
	callfunc "F_JobSwdMedic","2nd";
}
job_sword1,230,204,2	script	Test Hall Staff#2swd_3	8W_SOLDIER,{
	callfunc "F_JobSwdStaff",1;
}
job_sword1,223,167,2	script	Mae#swd_1_success	4_F_03,{
	mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". You successfully passed the test.",bc_map;
	job_sword_q = 4;
	mes "[Mae]";
	mes "I sencerely congratulate you for passing the test!";
	mes "I already sent your test result to the Job Department.Please inquire at the Officer in Centre.Thank you.";
	close2;
	warp "izlude_in",66,173;
	end;
}

//== Examination Course Functions ==========================
function	script	F_JobSwdMedic	{
	percentheal 100,0;
	mes "[Medic]";
	mes "This is the "+getarg(0)+" check point!Cheer up!";
	close;
}

function	script	F_JobSwdStaff	{
	mes "[Test Hall Staff]";
	mes "Do you surrender?";
	next;
	if (select("Yes.:No.") == 1) {
		mapannounce "job_sword1","Applicant " + strcharinfo(0) + " quit the test.",bc_map;
		warp "izlude_in",65,165;
		end;
	}
	mes "[Test Hall Staff]";
	mes "Bravo! Go for it again!";
	close;
}

function	script	F_JobSwdTestStaff	{
OnTouch:
	mes "[Test Hall Staff]";
	mes "Applicant " + strcharinfo(0) + ". Do you surrender??";
	next;
	if (select("Yes.:No.") == 1) {
		mapannounce "job_sword1","Applicant " + strcharinfo(0) + " quit the test..",bc_map;
		warp "izlude_in",65,165;
		end;
	}
	warp "job_sword1",getarg(0),getarg(1);
	end;
}

function	script	F_JobSwdTestStaff2	{
OnTouch:
	mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". Pass the "+getarg(0)+" course.",bc_map;
	warp "job_sword1",getarg(1),getarg(2);
	end;
}

//== Examination Course 1 ==================================
job_sword1,223,243,0	warp	checkp1-2#swd_1	1,1,job_sword1,11,206
job_sword1,223,205,0	warp	checkp2-3#swd_1	1,1,job_sword1,11,168

job_sword1,7,245,0	script	Test Hall Staff#swd_4	WARPNPC,1,3,{
	callfunc "F_JobSwdTestStaff",10,245;
}

job_sword1,8,207,0	script	Test Hall Staff#swd_5	WARPNPC,1,6,{
	callfunc "F_JobSwdTestStaff",11,207;
}

job_sword1,8,169,0	script	Test Hall Staff#swd_6	WARPNPC,1,6,{
	callfunc "F_JobSwdTestStaff",11,169;
}

job_sword1,192,244,0	script	Test Hall Staff#swd_7	WARPNPC,1,3,{
	callfunc "F_JobSwdTestStaff2","1st",215,244;
}

job_sword1,193,207,0	script	Test Hall Staff#swd_8	WARPNPC,1,3,{
	callfunc "F_JobSwdTestStaff2","2nd",215,205;
	warp "job_sword1",215,205;
}

job_sword1,193,168,0	script	Test Hall Staff#swd_9	WARPNPC,1,3,{
	callfunc "F_JobSwdTestStaff2","3rd",215,167;
}

//== Pitfalls (Set 1) ======================================
job_sword1,65,117,0	warp	pitfall01-01	1,1,job_sword1,10,245
job_sword1,98,27,0	warp	pitfall02-01	1,1,job_sword1,11,207
job_sword1,161,27,0	warp	pitfall02-02	1,1,job_sword1,11,207
job_sword1,239,117,0	warp	pitfall03-01	1,1,job_sword1,11,169

job_sword1,16,251,0	script	1_blank_1_a::SwdTrap1	-1,0,1,{
OnTouch:
	switch(rand(1,5)) {
	case 1: warp "job_sword1",65,56; end;
	case 2: warp "job_sword1",29,26; end;
	case 3: warp "job_sword1",43,16; end;
	case 4: warp "job_sword1",23,112; end;
	case 5: warp "job_sword1",58,83; end;
	}
}
job_sword1,19,251,0	duplicate(SwdTrap1)	1_blank_1_b	-1,0,1
job_sword1,17,250,0	duplicate(SwdTrap1)	1_blank_1_c	-1,1,0
job_sword1,16,238,0	duplicate(SwdTrap1)	1_blank_2_a	-1,0,1
job_sword1,19,238,0	duplicate(SwdTrap1)	1_blank_2_b	-1,0,1
job_sword1,17,239,0	duplicate(SwdTrap1)	1_blank_2_c	-1,0,1
job_sword1,28,247,0	duplicate(SwdTrap1)	1_blank_3_a	-1,4,0
job_sword1,33,245,0	duplicate(SwdTrap1)	1_blank_3_b	-1,0,2
job_sword1,29,242,0	duplicate(SwdTrap1)	1_blank_3_c	-1,4,0
job_sword1,24,244,0	duplicate(SwdTrap1)	1_blank_3_d	-1,0,2
job_sword1,38,251,0	duplicate(SwdTrap1)	1_blank_4_a	-1,0,1
job_sword1,41,251,0	duplicate(SwdTrap1)	1_blank_4_b	-1,0,1
job_sword1,39,250,0	duplicate(SwdTrap1)	1_blank_4_c	-1,1,0
job_sword1,38,238,0	duplicate(SwdTrap1)	1_blank_5_a	-1,0,1
job_sword1,41,238,0	duplicate(SwdTrap1)	1_blank_5_b	-1,0,1
job_sword1,39,239,0	duplicate(SwdTrap1)	1_blank_5_c	-1,1,0
job_sword1,54,251,0	duplicate(SwdTrap1)	1_blank_6_a	-1,0,1
job_sword1,71,251,0	duplicate(SwdTrap1)	1_blank_6_b	-1,0,1
job_sword1,62,250,0	duplicate(SwdTrap1)	1_blank_6_c	-1,9,0
job_sword1,62,247,0	duplicate(SwdTrap1)	1_blank_7_a	-1,8,0
job_sword1,71,244,0	duplicate(SwdTrap1)	1_blank_7_b	-1,0,2
job_sword1,63,242,0	duplicate(SwdTrap1)	1_blank_7_c	-1,8,0
job_sword1,54,244,0	duplicate(SwdTrap1)	1_blank_7_d	-1,0,2
job_sword1,54,238,0	duplicate(SwdTrap1)	1_blank_8_a	-1,0,1
job_sword1,71,238,0	duplicate(SwdTrap1)	1_blank_8_b	-1,0,1
job_sword1,62,239,0	duplicate(SwdTrap1)	1_blank_8_c	-1,9,0
job_sword1,102,247,0	duplicate(SwdTrap1)	1_blank_9_a	-1,2,0
job_sword1,105,245,0	duplicate(SwdTrap1)	1_blank_9_b	-1,0,2
job_sword1,103,242,0	duplicate(SwdTrap1)	1_blank_9_c	-1,2,0
job_sword1,100,244,0	duplicate(SwdTrap1)	1_blank_9_d	-1,0,2
job_sword1,156,249,0	duplicate(SwdTrap1)	1_blank_10_a	-1,14,0
job_sword1,156,248,0	duplicate(SwdTrap1)	1_blank_10_b	-1,14,0
job_sword1,170,249,0	duplicate(SwdTrap1)	1_blank_10_c	-1,1,0
job_sword1,170,248,0	duplicate(SwdTrap1)	1_blank_10_d	-1,1,0
job_sword1,156,245,0	duplicate(SwdTrap1)	1_blank_11_a	-1,14,0
job_sword1,156,244,0	duplicate(SwdTrap1)	1_blank_11_b	-1,14,0
job_sword1,170,245,0	duplicate(SwdTrap1)	1_blank_11_c	-1,1,0
job_sword1,170,244,0	duplicate(SwdTrap1)	1_blank_11_d	-1,1,0
job_sword1,156,241,0	duplicate(SwdTrap1)	1_blank_12_a	-1,14,0
job_sword1,156,240,0	duplicate(SwdTrap1)	1_blank_12_b	-1,14,0
job_sword1,170,241,0	duplicate(SwdTrap1)	1_blank_12_c	-1,1,0
job_sword1,170,240,0	duplicate(SwdTrap1)	1_blank_12_d	-1,1,0
job_sword1,180,251,0	duplicate(SwdTrap1)	1_blank_13_a	-1,0,1
job_sword1,183,251,0	duplicate(SwdTrap1)	1_blank_13_b	-1,0,1
job_sword1,181,250,0	duplicate(SwdTrap1)	1_blank_13_c	-1,1,0
job_sword1,180,238,0	duplicate(SwdTrap1)	1_blank_14_a	-1,0,1
job_sword1,183,238,0	duplicate(SwdTrap1)	1_blank_14_b	-1,0,1
job_sword1,181,239,0	duplicate(SwdTrap1)	1_blank_14_c	-1,1,0

job_sword1,193,245,0	warp	1_rest	1,3,job_sword1,215,244

//== Pitfalls (Set 2) ======================================
job_sword1,56,212,0	script	2_blank_1_a::SwdTrap2	-1,40,0,{
OnTouch:
	switch(rand(1,5)) {
	case 1: warp "job_sword1",162,120; end;
	case 2: warp "job_sword1",94,120; end;
	case 3: warp "job_sword1",94,85; end;
	case 4: warp "job_sword1",162,85; end;
	case 5: warp "job_sword1",130,47; end;
	}
}

job_sword1,95,212,0	duplicate(SwdTrap2)	2_blank_1_b	-1,2,0
job_sword1,56,210,0	duplicate(SwdTrap2)	2_blank_2_a	-1,40,0
job_sword1,95,210,0	duplicate(SwdTrap2)	2_blank_2_b	-1,2,0
job_sword1,16,206,0	duplicate(SwdTrap2)	2_blank_2_c	-1,0,3
job_sword1,97,206,0	duplicate(SwdTrap2)	2_blank_2_d	-1,0,3
job_sword1,56,203,0	duplicate(SwdTrap2)	2_blank_2_e	-1,40,0
job_sword1,95,203,0	duplicate(SwdTrap2)	2_blank_2_f	-1,2,0
job_sword1,56,201,0	duplicate(SwdTrap2)	2_blank_3_a	-1,40,0
job_sword1,95,201,0	duplicate(SwdTrap2)	2_blank_3_b	-1,2,0

job_sword1,113,212,0	duplicate(SwdTrap2)	2_blank_4_a	-1,14,0
job_sword1,125,212,0	duplicate(SwdTrap2)	2_blank_4_b	-1,2,0
job_sword1,113,210,0	duplicate(SwdTrap2)	2_blank_5_a	-1,14,0
job_sword1,125,210,0	duplicate(SwdTrap2)	2_blank_5_b	-1,2,0
job_sword1,100,206,0	duplicate(SwdTrap2)	2_blank_5_c	-1,0,3
job_sword1,127,206,0	duplicate(SwdTrap2)	2_blank_5_d	-1,0,3
job_sword1,113,203,0	duplicate(SwdTrap2)	2_blank_5_e	-1,14,0
job_sword1,125,210,0	duplicate(SwdTrap2)	2_blank_5_f	-1,2,0
job_sword1,113,201,0	duplicate(SwdTrap2)	2_blank_6_a	-1,14,0
job_sword1,113,201,0	duplicate(SwdTrap2)	2_blank_6_b	-1,2,0

job_sword1,155,212,0	duplicate(SwdTrap2)	2_blank_7_a	-1,21,0
job_sword1,181,212,0	duplicate(SwdTrap2)	2_blank_7_b	-1,2,0
job_sword1,155,210,0	duplicate(SwdTrap2)	2_blank_8_a	-1,21,0
job_sword1,181,210,0	duplicate(SwdTrap2)	2_blank_8_b	-1,2,0
job_sword1,130,206,0	duplicate(SwdTrap2)	2_blank_8_c	-1,0,3
job_sword1,183,206,0	duplicate(SwdTrap2)	2_blank_8_d	-1,0,3
job_sword1,155,203,0	duplicate(SwdTrap2)	2_blank_8_e	-1,21,0
job_sword1,181,203,0	duplicate(SwdTrap2)	2_blank_8_f	-1,2,0
job_sword1,155,201,0	duplicate(SwdTrap2)	2_blank_9_a	-1,40,0
job_sword1,181,201,0	duplicate(SwdTrap2)	2_blank_9_b	-1,2,0

//== Pitfalls (Set 3) ======================================
job_sword1,17,174,0	script	3_blank_1_a::SwdTrap3	-1,2,0,{
OnTouch:
	switch(rand(1,5)) {
	case 1: warp "job_sword1",195,15; end;
	case 2: warp "job_sword1",195,38; end;
	case 3: warp "job_sword1",231,30; end;
	case 4: warp "job_sword1",198,65; end;
	case 5: warp "job_sword1",196,116; end;
	}
}

job_sword1,17,163,0	duplicate(SwdTrap3)	3_blank_2_a	-1,2,0
job_sword1,29,171,0	duplicate(SwdTrap3)	3_blank_3_a	-1,2,0
job_sword1,31,168,0	duplicate(SwdTrap3)	3_blank_3_b	-1,0,2
job_sword1,28,166,0	duplicate(SwdTrap3)	3_blank_3_c	-1,2,0
job_sword1,26,168,0	duplicate(SwdTrap3)	3_blank_3_d	-1,0,2
job_sword1,36,169,0	duplicate(SwdTrap3)	3_blank_4_a	-1,0,0
job_sword1,37,169,0	duplicate(SwdTrap3)	3_blank_4_b	-1,0,0
job_sword1,37,168,0	duplicate(SwdTrap3)	3_blank_4_c	-1,0,0
job_sword1,36,168,0	duplicate(SwdTrap3)	3_blank_4_c2	-1,0,0
job_sword1,40,175,0	duplicate(SwdTrap3)	3_blank_5_a	-1,0,1
job_sword1,41,175,0	duplicate(SwdTrap3)	3_blank_5_b	-1,0,1
job_sword1,41,171,0	duplicate(SwdTrap3)	3_blank_6_a	-1,1,0
job_sword1,41,170,0	duplicate(SwdTrap3)	3_blank_6_b	-1,1,0
job_sword1,41,167,0	duplicate(SwdTrap3)	3_blank_6_c	-1,1,0
job_sword1,41,166,0	duplicate(SwdTrap3)	3_blank_6_d	-1,1,0
job_sword1,42,169,0	duplicate(SwdTrap3)	3_blank_6_e	-1,0,1
job_sword1,43,170,0	duplicate(SwdTrap3)	3_blank_6_f	-1,0,1
job_sword1,43,167,0	duplicate(SwdTrap3)	3_blank_6_g	-1,0,1
job_sword1,40,162,0	duplicate(SwdTrap3)	3_blank_7_a	-1,0,1
job_sword1,41,162,0	duplicate(SwdTrap3)	3_blank_7_b	-1,0,1
job_sword1,46,175,0	duplicate(SwdTrap3)	3_blank_8_a	-1,0,1
job_sword1,51,175,0	duplicate(SwdTrap3)	3_blank_8_b	-1,0,1
job_sword1,47,174,0	duplicate(SwdTrap3)	3_blank_8_c	-1,1,0
job_sword1,50,174,0	duplicate(SwdTrap3)	3_blank_8_d	-1,1,0
job_sword1,48,173,0	duplicate(SwdTrap3)	3_blank_8_e	-1,0,1
job_sword1,49,173,0	duplicate(SwdTrap3)	3_blank_8_f	-1,0,1
job_sword1,46,162,0	duplicate(SwdTrap3)	3_blank_9_a	-1,0,1
job_sword1,51,162,0	duplicate(SwdTrap3)	3_blank_9_b	-1,0,1
job_sword1,47,163,0	duplicate(SwdTrap3)	3_blank_9_c	-1,1,0
job_sword1,50,163,0	duplicate(SwdTrap3)	3_blank_9_d	-1,1,0
job_sword1,48,164,0	duplicate(SwdTrap3)	3_blank_9_e	-1,0,1
job_sword1,49,164,0	duplicate(SwdTrap3)	3_blank_9_f	-1,0,1
job_sword1,54,170,0	duplicate(SwdTrap3)	3_blank_10_a	-1,0,1
job_sword1,55,170,0	duplicate(SwdTrap3)	3_blank_10_b	-1,0,1
job_sword1,54,167,0	duplicate(SwdTrap3)	3_blank_10_c	-1,0,1
job_sword1,55,167,0	duplicate(SwdTrap3)	3_blank_10_d	-1,0,1
job_sword1,53,169,0	duplicate(SwdTrap3)	3_blank_10_e	-1,1,0
job_sword1,53,168,0	duplicate(SwdTrap3)	3_blank_10_f	-1,1,0
job_sword1,56,169,0	duplicate(SwdTrap3)	3_blank_10_g	-1,1,0
job_sword1,56,168,0	duplicate(SwdTrap3)	3_blank_10_h	-1,1,0
job_sword1,58,175,0	duplicate(SwdTrap3)	3_blank_11_a	-1,0,1
job_sword1,59,174,0	duplicate(SwdTrap3)	3_blank_11_b	-1,1,0
job_sword1,60,173,0	duplicate(SwdTrap3)	3_blank_11_c	-1,0,1
job_sword1,61,172,0	duplicate(SwdTrap3)	3_blank_11_d	-1,1,0
job_sword1,58,162,0	duplicate(SwdTrap3)	3_blank_12_a	-1,0,1
job_sword1,59,163,0	duplicate(SwdTrap3)	3_blank_12_b	-1,1,0
job_sword1,60,164,0	duplicate(SwdTrap3)	3_blank_12_c	-1,0,1
job_sword1,61,165,0	duplicate(SwdTrap3)	3_blank_12_d	-1,1,0
job_sword1,76,172,0	duplicate(SwdTrap3)	3_blank_13_a	-1,1,0
job_sword1,77,173,0	duplicate(SwdTrap3)	3_blank_13_b	-1,0,1
job_sword1,78,174,0	duplicate(SwdTrap3)	3_blank_13_c	-1,1,0
job_sword1,79,175,0	duplicate(SwdTrap3)	3_blank_13_d	-1,0,1
job_sword1,76,165,0	duplicate(SwdTrap3)	3_blank_14_a	-1,1,0
job_sword1,77,164,0	duplicate(SwdTrap3)	3_blank_14_b	-1,0,1
job_sword1,78,163,0	duplicate(SwdTrap3)	3_blank_14_c	-1,1,0
job_sword1,79,162,0	duplicate(SwdTrap3)	3_blank_14_d	-1,0,1
job_sword1,94,175,0	duplicate(SwdTrap3)	3_blank_15_a	-1,0,1
job_sword1,95,174,0	duplicate(SwdTrap3)	3_blank_15_b	-1,1,0
job_sword1,98,174,0	duplicate(SwdTrap3)	3_blank_15_c	-1,1,0
job_sword1,99,175,0	duplicate(SwdTrap3)	3_blank_16_d	-1,0,1
job_sword1,96,169,0	duplicate(SwdTrap3)	3_blank_17_a	-1,0,0
job_sword1,97,169,0	duplicate(SwdTrap3)	3_blank_17_b	-1,0,0
job_sword1,97,168,0	duplicate(SwdTrap3)	3_blank_17_c	-1,0,0
job_sword1,96,168,0	duplicate(SwdTrap3)	3_blank_17_d	-1,0,0
job_sword1,94,162,0	duplicate(SwdTrap3)	3_blank_18_a	-1,0,1
job_sword1,95,163,0	duplicate(SwdTrap3)	3_blank_18_b	-1,1,0
job_sword1,98,163,0	duplicate(SwdTrap3)	3_blank_18_c	-1,1,0
job_sword1,99,162,0	duplicate(SwdTrap3)	3_blank_18_d	-1,0,1
job_sword1,114,175,0	duplicate(SwdTrap3)	3_blank_19_a	-1,0,1
job_sword1,115,175,0	duplicate(SwdTrap3)	3_blank_19_b	-1,0,1
job_sword1,114,162,0	duplicate(SwdTrap3)	3_blank_20_a	-1,0,1
job_sword1,115,162,0	duplicate(SwdTrap3)	3_blank_20_b	-1,0,1
job_sword1,126,175,0	duplicate(SwdTrap3)	3_blank_21_a	-1,0,1
job_sword1,127,175,0	duplicate(SwdTrap3)	3_blank_21_b	-1,0,1
job_sword1,126,162,0	duplicate(SwdTrap3)	3_blank_23_a	-1,0,1
job_sword1,127,162,0	duplicate(SwdTrap3)	3_blank_23_b	-1,0,1
job_sword1,160,174,0	duplicate(SwdTrap3)	3_blank_24_a	-1,0,2
job_sword1,161,174,0	duplicate(SwdTrap3)	3_blank_24_b	-1,0,2
job_sword1,160,163,0	duplicate(SwdTrap3)	3_blank_25_a	-1,0,2
job_sword1,161,163,0	duplicate(SwdTrap3)	3_blank_25_b	-1,0,2
job_sword1,168,175,0	duplicate(SwdTrap3)	3_blank_26_a	-1,0,2
job_sword1,169,175,0	duplicate(SwdTrap3)	3_blank_26_b	-1,0,2
job_sword1,168,162,0	duplicate(SwdTrap3)	3_blank_27_a	-1,0,2
job_sword1,169,162,0	duplicate(SwdTrap3)	3_blank_27_b	-1,0,2
job_sword1,176,174,0	duplicate(SwdTrap3)	3_blank_28_a	-1,0,2
job_sword1,177,174,0	duplicate(SwdTrap3)	3_blank_28_b	-1,0,2
job_sword1,178,173,0	duplicate(SwdTrap3)	3_blank_28_c	-1,1,0
job_sword1,178,172,0	duplicate(SwdTrap3)	3_blank_28_d	-1,1,0
job_sword1,181,174,0	duplicate(SwdTrap3)	3_blank_28_e	-1,2,0
job_sword1,179,169,0	duplicate(SwdTrap3)	3_blank_29_a	-1,3,0
job_sword1,179,168,0	duplicate(SwdTrap3)	3_blank_29_b	-1,3,0
job_sword1,182,169,0	duplicate(SwdTrap3)	3_blank_29_c	-1,0,2
job_sword1,183,169,0	duplicate(SwdTrap3)	3_blank_29_d	-1,0,2
job_sword1,181,167,0	duplicate(SwdTrap3)	3_blank_29_e	-1,1,0
job_sword1,181,166,0	duplicate(SwdTrap3)	3_blank_29_f	-1,1,0
job_sword1,183,167,0	duplicate(SwdTrap3)	3_blank_29_g	-1,0,1
job_sword1,176,163,0	duplicate(SwdTrap3)	3_blank_30_a	-1,0,2
job_sword1,177,163,0	duplicate(SwdTrap3)	3_blank_30_b	-1,0,2
job_sword1,181,163,0	duplicate(SwdTrap3)	3_blank_30_c	-1,2,0

//== Monsters (all three courses) ==========================
job_sword1,0,0,0,0	monster	Chonchon	1183,20,0,0,0
job_sword1,35,79,0,0	monster	Fabre	1184,3,60000,30000,0
job_sword1,50,108,0,0	monster	Fabre	1184,3,60000,30000,0
job_sword1,61,28,0,0	monster	Fabre	1184,3,60000,30000,0
job_sword1,61,92,0,0	monster	Fabre	1184,3,60000,30000,0
job_sword1,110,112,0,0	monster	Fabre	1184,2,60000,30000,0
job_sword1,161,94,0,0	monster	Fabre	1184,2,60000,30000,0
job_sword1,130,76,0,0	monster	Fabre	1184,2,60000,30000,0
job_sword1,103,58,0,0	monster	Fabre	1184,2,60000,30000,0
job_sword1,130,24,0,0	monster	Fabre	1184,5,60000,30000,0
job_sword1,201,36,0,0	monster	Fabre	1184,2,60000,30000,0
job_sword1,201,16,0,0	monster	Fabre	1184,2,60000,30000,0
job_sword1,239,44,0,0	monster	Fabre	1184,3,60000,30000,0
job_sword1,239,76,0,0	monster	Fabre	1184,2,60000,30000,0
job_sword1,231,101,0,0	monster	Fabre	1184,2,60000,30000,0
job_sword1,234,117,0,0	monster	Fabre	1184,2,60000,30000,0
job_sword1,198,91,0,0	monster	Fabre	1184,2,60000,30000,0
job_sword1,200,63,0,0	monster	Fabre	1184,2,60000,30000,0