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//================= 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;
}