//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2020 Hercules Dev Team
//= Copyright (C) L0ne_W0lf
//= Copyright (C) Lupus
//= Copyright (C) Jukka
//=
//= 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/>.
//=========================================================================
//= Thief Mage Quest Story Mode
//================= Description ===========================================
//= Battle Traces from Thief and Magician training quests.
//================= Current Version =======================================
//= 1.3
//=========================================================================
//== Battle Traces 1 =======================================
moc_fild12,166,369,0 script Trace of Battle#1 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 5){
mes "^3355FFYou find traces of poison";
mes "used in a battle. You sense";
mes "its potency and decide not";
mes "to get too close to it.^000000";
close;
} else if(tu_thief01 == 5){
mes "^3355FFYou find traces of poison";
mes "used in a battle. A feeling";
mes "of acute dizziness overcomes";
mes "you after examining the scene.^000000";
tu_thief01 = 6;
sc_start SC_POISON,60000,0;
specialeffect EF_VENOMDUST2;
close;
} else if(tu_thief01 == 6){
mes "^3355FFYou find traces of poison";
mes "used in a battle. A feeling";
mes "of acute dizziness overcomes";
mes "you after examining the scene.^000000";
sc_start SC_POISON,60000,0;
specialeffect EF_VENOMDUST2;
close;
} else if(tu_thief01 == 7){
mes "^3355FFYou find traces of poison";
mes "used in a battle. You sense";
mes "its potency and decide not";
mes "to get too close to it.^000000";
close;
} else if(tu_thief01 == 8){
mes "^3355FFThere are traces of a battle";
mes "that seem to be leading in";
mes "different directions. From the";
mes "peculiar smell that permeates";
mes "the area, it seems that some";
mes "kind of lethal poison was used.^000000";
next;
mes "^3355FFStill...";
mes "The trail of this";
mes "battle decidedly";
mes "heads southward.^000000";
tu_thief01 = 9;
close;
} else {
mes "^3355FFYou find signs of";
mes "a heated pursuit";
mes "that head south.";
close;
}
}
if(BaseClass == Job_Mage){
if(tu_magician01 < 8){
mes "^3355FFYou find traces of poison";
mes "used in a battle. You sense";
mes "its potency and decide not";
mes "to get too close to it.^000000";
specialeffect EF_VENOMDUST2;
close;
} else if(tu_magician01 == 8){
mes "^3355FFThere are traces of a battle";
mes "that seem to be leading in";
mes "different directions. From the";
mes "peculiar smell that permeates";
mes "the area, it seems that some";
mes "kind of lethal poison was used.^000000";
next;
mes "^3355FFStill...";
mes "The trail of this";
mes "battle decidedly";
mes "heads southward.^000000";
tu_magician01 = 9;
close;
} else {
mes "^3355FFYou find signs of";
mes "a heated pursuit";
mes "that head south.";
close;
}
}
mes "^3355FFThere are signs that show";
mes "that some violent scuffle";
mes "might have occurred here,";
mes "but you can't tell what had";
mes "happened exactly...^000000";
close;
}
//== Battle Traces 2 =======================================
moc_fild12,173,215,0 script Trace of Battle#2 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 9){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else if(tu_thief01 == 9){
mes "^3355FFYou've found traces";
mes "of the pursuit which";
mes "continue eastward.^000000";
tu_thief01 = 10;
close;
} else {
mes "^3355FFThese traces of";
mes "the pursuit lead";
mes "towards the east.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 9){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else if(tu_magician01 == 9){
mes "^3355FFYou've found traces";
mes "of the pursuit which";
mes "continue eastward.^000000";
tu_magician01 = 10;
close;
} else {
mes "^3355FFThese traces of";
mes "the pursuit lead";
mes "towards the east.^000000";
close;
}
}
mes "^3355FFThere are signs that show";
mes "that some violent scuffle";
mes "might have occurred here,";
mes "but you can't tell what had";
mes "happened exactly...^000000";
close;
}
//== Battle Traces 3 =======================================
moc_fild12,276,165,0 script Trace of Battle#3 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 10){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else if(tu_thief01 == 10){
mes "^3355FFYou examine these traces";
mes "and notice that one set of";
mes "footprints looks almost too";
mes "pronounced, as if it had been";
mes "made for somebody to find.^000000";
tu_thief01 = 11;
close;
} else {
mes "^3355FFIt's a very";
mes "strange looking";
mes "set of footprints.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 10){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else if(tu_magician01 == 10){
mes "^3355FFYou examine these traces";
mes "and notice that one set of";
mes "footprints looks almost too";
mes "pronounced, as if it had been";
mes "made for somebody to find.^000000";
tu_magician01 = 11;
close;
} else {
mes "^3355FFIt's a very";
mes "strange looking";
mes "set of footprints.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 4 =======================================
moc_fild11,39,163,0 script Trace of Battle#4 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 11){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else if(tu_thief01 == 11){
mes "^3355FFFrom these traces,";
mes "you see that another";
mes "set of footprints has";
mes "been added. It looks like";
mes "someone } else got involved.";
mes "These prints are distinctly";
mes "clearer and much smaller.^000000";
tu_thief01 = 12;
close;
} else {
mes "^3355FFFrom these traces,";
mes "you see that another";
mes "person has gotten involved";
mes "in this heated scuffle.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 11){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else if(tu_magician01 == 11){
mes "^3355FFFrom these traces,";
mes "you see that another";
mes "set of footprints has";
mes "been added. It looks like";
mes "someone } else got involved.";
mes "These prints are distinctly";
mes "clearer and much smaller.^000000";
tu_magician01 = 12;
close;
} else {
mes "^3355FFFrom these traces,";
mes "you see that another";
mes "person has gotten involved";
mes "in this heated scuffle.^000000";
close;
}
}
mes "^3355FFThere are signs that show";
mes "that some violent scuffle";
mes "might have occurred here,";
mes "but you can't tell what had";
mes "happened exactly...^000000";
close;
}
//== Battle Traces 5 =======================================
moc_fild11,205,52,0 script Trace of Battle#5 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 12){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else if(tu_thief01 == 12){
mes "^3355FFThe traces of the battle";
mes "now split and head towards";
mes "the north and south. However,^000000";
if(countitem(Green_Potion) == 0){
mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
close;
} else {
mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
next;
mes "^3355FFFortunately, you can";
mes "temporarily nullify the";
mes "poison by using one";
mes "of your Green Potions.^000000";
next;
switch(select("Use Green Potion.", "Don't use it.")){
case 1:
mes "^3355FFThe poison weakens";
mes "and some of it evaporates,";
mes "revealing a piece of cloth that";
mes "was hidden in that puddle.^000000";
next;
switch(select("Don't investigate.", "Investigate.")){
case 1:
mes "["+strcharinfo(PC_NAME)+"]";
mes "A piece of cloth";
mes "is nothing to be";
mes "concerned about.";
close;
case 2:
mes "["+strcharinfo(PC_NAME)+"]";
mes "Hey... There's";
mes "blood on this cloth";
mes "and some writing on";
mes "it that I can't recognize.";
mes "Hopefully, this'll provide";
mes "some sort of clue to all this?";
tu_thief01 = 13;
next;
mes "^3355FFYou take the piece";
mes "of cloth from the puddle";
mes "of poison and keep it with you.^000000";
close;
}
case 2:
mes "["+strcharinfo(PC_NAME)+"]";
mes "Hmm...";
mes "It'll probably be";
mes "faster if I follow this";
mes "trail, rather than stop to";
mes "investigate this scene.";
close;
}
}
} else {
mes "^3355FFYou can't find";
mes "anything } else here,";
mes "aside from the traces";
mes "that split and lead both";
mes "northward and southward.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 12){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else if(tu_magician01 == 12){
mes "^3355FFThe traces of the battle";
mes "now split and head towards";
mes "the north and south. However,^000000";
if(countitem(Green_Potion) == 0){
mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
close;
} else {
mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
next;
mes "^3355FFFortunately, you can";
mes "temporarily nullify the";
mes "poison by using one";
mes "of your Green Potions.^000000";
next;
switch(select("Use Green Potion.", "Don't use it.")){
case 1:
mes "^3355FFThe poison weakens";
mes "and some of it evaporates,";
mes "revealing a piece of cloth that";
mes "was hidden in that puddle.^000000";
next;
switch(select("Don't investigate.", "Investigate.")){
case 1:
mes "["+strcharinfo(PC_NAME)+"]";
mes "A piece of cloth";
mes "is nothing to be";
mes "concerned about.";
close;
case 2:
mes "["+strcharinfo(PC_NAME)+"]";
mes "Hey... There's";
mes "blood on this cloth";
mes "and some writing on";
mes "it that I can't recognize.";
mes "Hopefully, this'll provide";
mes "some sort of clue to all this?";
tu_magician01 = 13;
next;
mes "^3355FFYou take the piece";
mes "of cloth from the puddle";
mes "of poison and keep it with you.^000000";
close;
}
case 2:
mes "["+strcharinfo(PC_NAME)+"]";
mes "Hmm...";
mes "It'll probably be";
mes "faster if I follow this";
mes "trail, rather than stop to";
mes "investigate this scene.";
close;
}
}
} else {
mes "^3355FFYou can't find";
mes "anything } else here,";
mes "aside from the traces";
mes "that split and lead both";
mes "northward and southward.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 6 =======================================
moc_fild11,226,235,0 script Trace of Battle#6 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 13){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else {
mes "^3355FFThese footprints";
mes "look like they're";
mes "heading towards the";
mes "north from the south.";
mes "But you can't really";
mes "be sure just yet.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 13){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else {
mes "^3355FFThese footprints";
mes "look like they're";
mes "heading towards the";
mes "north from the south.";
mes "But you can't really";
mes "be sure just yet.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 7 =======================================
moc_fild11,184,342,0 script Trace of Battle#7 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 13){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else {
mes "^3355FFThe trail here looks pretty";
mes "muddled, since it looks like";
mes "they battled here for quite a";
mes "while. But the footprints are";
mes "definitely heading south.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 13){
mes "^3355FFThere are signs";
mes "that many people";
mes "have traveled through";
mes "this particular area.^000000";
close;
} else {
mes "^3355FFThe trail here looks pretty";
mes "muddled, since it looks like";
mes "they battled here for quite a";
mes "while. But the footprints are";
mes "definitely heading south.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 8 =======================================
moc_fild17,213,358,0 script Trace of Battle#8 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 13){
mes "^3355FFThere are two";
mes "distinct sets of";
mes "footprints in this";
mes "area, but they don't";
mes "hold any significance";
mes "right about now.^000000";
close;
} else if(tu_thief01 == 13){
mes "^3355FFAround here, it";
mes "looks like there are";
mes "only two sets of footprints.";
mes "What happened to the other";
mes "set that you found earlier?^000000";
tu_thief01 = 14;
close;
} else {
mes "^3355FFFrom the evidence";
mes "that you've found here,";
mes "it looks like the battle";
mes "involves only two people";
mes "from this point onward.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 13){
mes "^3355FFThere are two";
mes "distinct sets of";
mes "footprints in this";
mes "area, but they don't";
mes "hold any significance";
mes "right about now.^000000";
close;
} else if(tu_magician01 == 13){
mes "^3355FFAround here, it";
mes "looks like there are";
mes "only two sets of footprints.";
mes "What happened to the other";
mes "set that you found earlier?^000000";
tu_magician01 = 14;
close;
} else {
mes "^3355FFFrom the evidence";
mes "that you've found here,";
mes "it looks like the battle";
mes "involves only two people";
mes "from this point onward.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 9 =======================================
moc_fild17,228,274,0 script Trace of Battle#9 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 14){
mes "^3355FFTraces of some";
mes "sort of battle are";
mes "scattered all over";
mes "this particular area.^000000";
close;
} else if(tu_thief01 == 14){
mes "^3355FFYou follow the trail";
mes "and although traces from";
mes "the north and southeast mix";
mes "together, it looks like the battle continues towards the east.";
mes "But you should check this";
mes "spot a little bit more...^000000";
tu_thief01 = 15;
close;
} else if(tu_thief01 == 15){
.@seek_tm = rand(1,10);
if(.@seek_tm == 7){
mes "^3355FFAfter investigating this";
mes "area more thoroughly,";
mes "you find another piece of";
mes "cloth stained with blood.";
mes "You decide to keep it with";
mes "you, hoping that it will";
mes "provide more clues.^000000";
tu_thief01 = 16;
close;
} else {
mes "^3355FFYou don't find anything,";
mes "but you still can't shake";
mes "the feeling that there is";
mes "some important clue that";
mes "you have to find here. It won't hurt to keep investigating here.^000000";
close;
}
} else {
mes "^3355FFYou better continue";
mes "following this trail";
mes "which leads westward.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 14){
mes "^3355FFTraces of some";
mes "sort of battle are";
mes "scattered all over";
mes "this particular area.^000000";
close;
} else if(tu_magician01 == 14){
mes "^3355FFYou follow the trail";
mes "and although traces from";
mes "the north and southeast mix";
mes "together, it looks like the battle continues towards the east.";
mes "But you should check this";
mes "spot a little bit more...^000000";
tu_magician01 = 15;
close;
} else if(tu_magician01 == 15){
.@seek_tm1 = rand(1,10);
if(.@seek_tm1 == 7){
mes "^3355FFAfter investigating this";
mes "area more thoroughly,";
mes "you find another piece of";
mes "cloth stained with blood.";
mes "You decide to keep it with";
mes "you, hoping that it will";
mes "provide more clues.^000000";
tu_magician01 = 16;
close;
} else {
mes "^3355FFYou don't find anything,";
mes "but you still can't shake";
mes "the feeling that there is";
mes "some important clue that";
mes "you have to find here. It won't hurt to keep investigating here.^000000";
close;
}
} else {
mes "^3355FFYou better continue";
mes "following this trail";
mes "which leads westward.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 10 ======================================
moc_fild17,34,292,0 script Trace of Battle#10 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 16){
mes "^3355FFThere are signs";
mes "showing that a lot";
mes "of people were in";
mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 16){
mes "^3355FFThe lead set of footprints,";
mes "probably belonging to the one";
mes "who was being pursued, look";
mes "more erratic, as if exhaustion";
mes "and desperation were setting in. These traces lead to the west.^000000";
tu_thief01 = 17;
close;
} else {
mes "^3355FFThe trail from";
mes "this point heads";
mes "towards the west.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 16){
mes "^3355FFThere are signs";
mes "showing that a lot";
mes "of people were in";
mes "this area earlier.^000000";
close;
} else if(tu_magician01 == 16){
mes "^3355FFThe lead set of footprints,";
mes "probably belonging to the one";
mes "who was being pursued, look";
mes "more erratic, as if exhaustion";
mes "and desperation were setting in. These traces lead to the west.^000000";
tu_magician01 = 17;
close;
} else {
mes "^3355FFThe trail from";
mes "this point heads";
mes "towards the west.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 11 ======================================
moc_fild18,346,296,0 script Trace of Battle#11 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 17){
mes "^3355FFThere are signs";
mes "showing that a lot";
mes "of people were in";
mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 17){
mes "^3355FFFollowing the";
mes "trail, you see signs";
mes "that blood was spilled";
mes "in this area. It looks like";
mes "someone was injured";
mes "pretty badly around here.^000000";
tu_thief01 = 18;
close;
} else {
mes "^3355FFSince someone involved";
mes "in this conflict was bleeding,";
mes "further traces of this pursuit";
mes "might be easier to find now.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 17){
mes "^3355FFThere are signs";
mes "showing that a lot";
mes "of people were in";
mes "this area earlier.^000000";
close;
} else if(tu_magician01 == 17){
mes "^3355FFFollowing the";
mes "trail, you see signs";
mes "that blood was spilled";
mes "in this area. It looks like";
mes "someone was injured";
mes "pretty badly around here.^000000";
tu_magician01 = 18;
close;
} else {
mes "^3355FFSince someone involved";
mes "in this conflict was bleeding,";
mes "further traces of this pursuit";
mes "might be easier to find now.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 12 ======================================
moc_fild18,309,257,0 script Trace of Battle#12 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 18){
mes "^3355FFThere are signs";
mes "showing that a lot";
mes "of people were in";
mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 18){
mes "^3355FFThese traces lead";
mes "northward and it looks";
mes "like whoever is doing";
mes "the chasing is getting";
mes "much closer to his prey.^000000";
tu_thief01 = 19;
close;
} else {
mes "^3355FFThe trail of this";
mes "pursuit now leads";
mes "towards the north.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 18){
mes "^3355FFThere are signs";
mes "showing that a lot";
mes "of people were in";
mes "this area earlier.^000000";
close;
} else if(tu_magician01 == 18){
mes "^3355FFThese traces lead";
mes "northward and it looks";
mes "like whoever is doing";
mes "the chasing is getting";
mes "much closer to his prey.^000000";
tu_magician01 = 19;
close;
} else {
mes "^3355FFThe trail of this";
mes "pursuit now leads";
mes "towards the north.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 13 ======================================
moc_fild18,177,333,0 script Trace of Battle#13 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 19){
mes "^3355FFThere are signs";
mes "showing that a lot";
mes "of people were in";
mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 19){
mes "^3355FFJudging from these";
mes "traces, it looks like";
mes "even more people have";
mes "joined the battle which";
mes "now seems to be leading";
mes "in the southwest direction.^000000";
tu_thief01 = 20;
close;
} else {
mes "^3355FFIt looks like";
mes "the battle heads";
mes "towards the southwest";
mes "from this particular point.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 19){
mes "A large group of people seem to have gone by.";
close;
} else if(tu_magician01 == 19){
mes "^3355FFJudging from these";
mes "traces, it looks like";
mes "even more people have";
mes "joined the battle which";
mes "now seems to be leading";
mes "in the southwest direction.^000000";
tu_magician01 = 20;
close;
} else {
mes "^3355FFIt looks like";
mes "the battle heads";
mes "towards the southwest";
mes "from this particular point.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 14 ======================================
moc_fild18,111,303,0 script Trace of Battle#14 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 20){
mes "^3355FFThere are signs";
mes "showing that a lot";
mes "of people were in";
mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 20){
mes "^3355FFIn this area, it looks";
mes "like even more people";
mes "joined in this battle and";
mes "the pursuit clearly heads";
mes "towards the south.^000000";
tu_thief01 = 21;
close;
} else {
mes "^3355FFThe trail of";
mes "this battle heads";
mes "towards the south.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 20){
mes "^3355FFThere are signs";
mes "showing that a lot";
mes "of people were in";
mes "this area earlier.^000000";
close;
} else if(tu_magician01 == 20){
mes "^3355FFIn this area, it looks";
mes "like even more people";
mes "joined in this battle and";
mes "the pursuit clearly heads";
mes "towards the south.^000000";
tu_magician01 = 21;
close;
} else {
mes "^3355FFThe trail of";
mes "this battle heads";
mes "towards the south.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 15 ======================================
moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 21){
mes "^3355FFThere are signs";
mes "showing that a lot";
mes "of people were in";
mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 21){
mes "^3355FFThis area is clearly";
mes "marked with signs";
mes "of a violent battle, with";
mes "traces of poison strewn";
mes "all over the ground.^000000";
next;
switch(select("Continue following the traces.", "Further investigate the area.")){
case 1:
mes "^3355FFYou examine the";
mes "trail, but can't really";
mes "discern the direction";
mes "in which the battle";
mes "continues...^000000";
close;
case 2:
mes "^3355FFYou find a bunch of";
mes "traps that use different";
mes "kinds of poison. The ones";
mes "that have been set off are";
mes "mixed with the ones which";
mes "haven't been triggered.^000000";
tu_thief01 = 22;
close;
}
} else if(tu_thief01 == 22){
.@trap_tm = rand(1,3);
if(.@trap_tm == 3){
mes "^3355FFOne trap in particular";
mes "stands out to you more";
mes "than the rest. Perhaps";
mes "you should pour some";
mes "Green Potion on it to";
mes "neutralize it first.^000000";
next;
switch(select("Pour Green Potion.", "Don't use Green Potion.")){
case 1:
if(countitem(Green_Potion) < 1){
mes "^3355FFUnfortunately, you";
mes "don't have a Green";
mes "Potion that you can";
mes "use to pour on this trap...^000000";
close;
} else {
mes "^3355FFPouring that";
mes "Green Potion didn't";
mes "really make anything";
mes "happen. Perhaps you";
mes "should try something else.^000000";
delitem Green_Potion,1;
tu_thief01 = 23;
close;
}
case 2:
mes "["+strcharinfo(PC_NAME)+"]";
mes "I guess...";
mes "I'll try investigating";
mes "this area a little more?";
close;
}
} else {
mes "^3355FFBy sheer accident,";
mes "you set off one of";
mes "the traps in the area.^000000";
sc_start SC_POISON,60000,0;
specialeffect EF_VENOMDUST2;
percentheal -30,0;
close;
}
} else if(tu_thief01 == 23){
if(countitem(Green_Herb) > 0 || countitem(Red_Gemstone) > 0){
if(countitem(Green_Herb) > 0 && countitem(Red_Gemstone) > 0){
mes "^3355FFYou try grinding";
mes "a Green Herb and";
mes "sprinkling it on the";
mes "trap and then place";
mes "a Red Gemstone on it.";
mes "The gem glows and";
mes "slowly melts away...^000000";
next;
mes "^3355FFAlthough you don't";
mes "fully understand the";
mes "science of using poisons";
mes "or antidotes, you managed";
mes "to successfully dismantle";
mes "the trap. Now you can safely";
mes "check what might be inside.^000000";
delitem Green_Herb,1;
delitem Red_Gemstone,1;
tu_thief01 = 24;
close;
} else if(countitem(Green_Herb) > 0){
mes "^3355FFYou should try to";
mes "dismantle this trap";
mes "by using other catalysts";
mes "related to the curing or";
mes "use of poison. You do have";
mes "a Green Herb on you, so you";
mes "try sprinkling it on the trap.^000000";
next;
mes "^3355FFHowever, nothing";
mes "happens. It seems that";
mes "you need another catalyst";
mes "in addition to the Green Herb";
mes "that you have in order to";
mes "dismantle this trap.^000000";
close;
} else {
mes "^3355FFYou should try to";
mes "dismantle this trap";
mes "by using other catalysts";
mes "related to the curing or use";
mes "of poison. You do have a";
mes "Red Gemstone, so you grind";
mes "it and sprinkle it on the trap.^000000";
next;
mes "^3355FFHowever, nothing";
mes "happens. It seems that";
mes "you need another catalyst to";
mes "use with the Red Gemstone";
mes "that you have in order to";
mes "dismantle this trap.^000000";
close;
}
} else {
mes "^3355FFYou should try to";
mes "dismantle this trap";
mes "by using other catalysts";
mes "related to the curing or";
mes "use of poison. But what";
mes "items should you bring?^000000";
close;
}
} else if(tu_thief01 == 24){
mes "^3355FFInside the dismantled";
mes "trap, you find another";
mes "piece of strange cloth";
mes "that's stained with blood.";
mes "You take it with you in";
mes "hopes that it provides";
mes "some kind of evidence.^000000";
tu_thief01 = 25;
close;
} else {
mes "^3355FFYou examine the area";
mes "a little further and guess";
mes "that the battle might head";
mes "towards the south.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 21){
mes "A large group of people seem to have gone by.";
close;
} else if(tu_magician01 == 21){
mes "^3355FFThis area is clearly";
mes "marked with signs";
mes "of a violent battle, with";
mes "traces of poison strewn";
mes "all over the ground.^000000";
next;
switch(select("Continue following the traces.", "Further investigate the area.")){
case 1:
mes "^3355FFYou examine the";
mes "trail, but can't really";
mes "discern the direction";
mes "in which the battle";
mes "continues...^000000";
close;
case 2:
mes "^3355FFYou find a bunch of";
mes "traps that use different";
mes "kinds of poison. The ones";
mes "that have been set off are";
mes "mixed with the ones which";
mes "haven't been triggered.^000000";
tu_magician01 = 22;
close;
}
} else if(tu_magician01 == 22){
.@trap_tm = rand(1,3);
if(.@trap_tm == 3){
mes "^3355FFOne trap in particular";
mes "stands out to you more";
mes "than the rest. Perhaps";
mes "you should pour some";
mes "Green Potion on it to";
mes "neutralize it first.^000000";
next;
switch(select("Pour Green Potion.", "Don't use Green Potion.")){
case 1:
if(countitem(Green_Potion) < 1){
mes "^3355FFUnfortunately, you";
mes "don't have a Green";
mes "Potion that you can";
mes "use to pour on this trap...^000000";
close;
} else {
mes "^3355FFPouring that";
mes "Green Potion didn't";
mes "really make anything";
mes "happen. Perhaps you";
mes "should try something else.^000000";
delitem Green_Potion,1;
tu_magician01 = 23;
close;
}
case 2:
mes "["+strcharinfo(PC_NAME)+"]";
mes "I guess...";
mes "I'll try investigating";
mes "this area a little more?";
close;
}
} else {
mes "^3355FFBy sheer accident,";
mes "you set off one of";
mes "the traps in the area.^000000";
sc_start SC_POISON,60000,0;
specialeffect EF_VENOMDUST2;
percentheal -30,0;
close;
}
} else if(tu_magician01 == 23){
if(countitem(Green_Herb) > 0 || countitem(Red_Gemstone) > 0){
if(countitem(Green_Herb) > 0 && countitem(Red_Gemstone) > 0){
mes "^3355FFYou try grinding";
mes "a Green Herb and";
mes "sprinkling it on the";
mes "trap and then place";
mes "a Red Gemstone on it.";
mes "The gem glows and";
mes "slowly melts away...^000000";
next;
mes "^3355FFAlthough you don't";
mes "fully understand the";
mes "science of using poisons";
mes "or antidotes, you managed";
mes "to successfully dismantle";
mes "the trap. Now you can safely";
mes "check what might be inside.^000000";
delitem Green_Herb,1;
delitem Red_Gemstone,1;
tu_magician01 = 24;
close;
} else if(countitem(Green_Herb) > 0){
mes "^3355FFYou should try to";
mes "dismantle this trap";
mes "by using other catalysts";
mes "related to the curing or";
mes "use of poison. You do have";
mes "a Green Herb on you, so you";
mes "try sprinkling it on the trap.^000000";
next;
mes "^3355FFHowever, nothing";
mes "happens. It seems that";
mes "you need another catalyst";
mes "in addition to the Green Herb";
mes "that you have in order to";
mes "dismantle this trap.^000000";
close;
} else {
mes "^3355FFYou should try to";
mes "dismantle this trap";
mes "by using other catalysts";
mes "related to the curing or use";
mes "of poison. You do have a";
mes "Red Gemstone, so you grind";
mes "it and sprinkle it on the trap.^000000";
next;
mes "^3355FFHowever, nothing";
mes "happens. It seems that";
mes "you need another catalyst to";
mes "use with the Red Gemstone";
mes "that you have in order to";
mes "dismantle this trap.^000000";
close;
}
} else {
mes "^3355FFYou should try to";
mes "dismantle this trap";
mes "by using other catalysts";
mes "related to the curing or";
mes "use of poison. But what";
mes "items should you bring?^000000";
close;
}
} else if(tu_magician01 == 24){
mes "^3355FFInside the dismantled";
mes "trap, you find another";
mes "piece of strange cloth";
mes "that's stained with blood.";
mes "You take it with you in";
mes "hopes that it provides";
mes "some kind of evidence.^000000";
tu_magician01 = 25;
close;
} else {
mes "^3355FFYou examine the area";
mes "a little further and guess";
mes "that the battle might head";
mes "towards the south.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}
//== Battle Traces 16 ======================================
moc_fild18,156,96,0 script Trace of Battle#16 CLEAR_NPC,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 25){
mes "^3355FFThere are signs";
mes "that a large group";
mes "of people have been in";
mes "this area for some reason.^000000";
close;
} else if(tu_thief01 == 25){
mes "^3355FFThese traces lead";
mes "to the edge of the cliff.";
mes "marking the end of the trail.";
mes "Apparently, the one who was";
mes "being chased met his fate here.^000000";
next;
mes "^3355FFThere are many footprints";
mes "leading to the edge of the";
mes "cliff and all of them leave";
mes "this scene, save for the set";
mes "of footprints that distinctly";
mes "belong to the person who";
mes "was pursued all this time...^3355FF";
next;
mes "^3355FFIt looks like you've";
mes "learned all that you can";
mes "from this investigation. You";
mes "better return and report your";
mes "findings to Yierhan soon.^000000";
tu_thief01 = 26;
close;
} else {
mes "^3355FFThis is the end";
mes "of the trail. There";
mes "aren't any more traces";
mes "of the battle left to find.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 25){
mes "^3355FFThere are signs";
mes "that a large group";
mes "of people have been in";
mes "this area for some reason.^000000";
close;
} else if(tu_magician01 == 25){
mes "^3355FFThese traces lead";
mes "to the edge of the cliff.";
mes "marking the end of the trail.";
mes "Apparently, the one who was";
mes "being chased met his fate here.^000000";
next;
mes "^3355FFThere are many footprints";
mes "leading to the edge of the";
mes "cliff and all of them leave";
mes "this scene, save for the set";
mes "of footprints that distinctly";
mes "belong to the person who";
mes "was pursued all this time...^3355FF";
next;
mes "^3355FFIt looks like you've";
mes "learned all that you can";
mes "from this investigation. You";
mes "better return and report your";
mes "findings to Yierhan soon.^000000";
tu_magician01 = 26;
close;
} else {
mes "^3355FFThis is the end";
mes "of the trail. There";
mes "aren't any more traces";
mes "of the battle left to find.^000000";
close;
}
}
mes "^3355FFThese look like";
mes "traces of some kind";
mes "of pursuit or battle, but";
mes "you can't really tell for sure.^000000";
close;
}