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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)  L0ne_W0lf
//=
//= 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/>.
//=========================================================================
//= Guild Relay Quest
//================= Description ===========================================
//= Guild Relay Quest.
//= Quest designed for multiple users at once.
//================= Current Version =======================================
//= 1.1
//================= Variables Used ========================================
//= guildrelay_q (Max: ??)
//= guildtime (Max: ??)
//=========================================================================

//== Floating NPCs to duplicate from. ======================
-	script	RelayDummy1::GuildRelay1	4_M_SAGE_A,{
	.@name$ = strnpcinfo(NPC_NAME_VISIBLE);
	if (.@name$ == "Buzz") {
		.@name2$ = "Lenya";
		.@name3$ = "Gealuve";
		.@name4$ = "Pariz";
		.@GID = getcastledata("aldeg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1);
	}
	else if (.@name$ == "Jody") {
		.@name2$ = "Ron Haware";
		.@name3$ = "Vers";
		.@name4$ = "Gen Garish";
		.@GID = getcastledata("gefg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1);
	}
	else if (.@name$ == "Chungye") {
		.@name2$ = "Dosuhlji";
		.@name3$ = "Yayula";
		.@name4$ = "Ashin";
		.@GID = getcastledata("payg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1);
	}
	else if (.@name$ == "Hermod") {
		.@name2$ = "Atila";
		.@name3$ = "Cecil";
		.@name4$ = "Diligo";
		.@GID = getcastledata("prtg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1);
	}
	if (checkweight(Spawn,630) == 0) {
		mes "^3355FFWait a minute! You're";
		mes "carrying too many items";
		mes "right now: store some of";
		mes "your extra things in Kafra";
		mes "Storage, and then come back.^000000";
		close;
	}
	if (.@GID == 0) {
		mes "^3355FFYou're not sure why, but";
		mes "this guy seems to be pretty";
		mes "depressed. He briefly makes";
		mes "eye contact with you, but then";
		mes "breaks it off. Apparently,";
		mes "he wants to be left alone.^000000";
		next;
		mes "^3355FFThere's no reason for you";
		mes "to stick around an ownerless";
		mes "stronghold. You may as well";
		mes "head on your way.^000000";
		close;
	}
	if (getcharid(CHAR_ID_GUILD) == .@GID) {
		if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
			if (guildrelay_q == 100) {
				if (guildtime > 22) {
					if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) {
						mes "[" + .@name$ + "]";
						mes "Oh, you're back. So did you";
						mes "rest up enough? I'm sure the";
						mes "other guild members are";
						mes "feeling refreshed by now.";
						mes "From the looks of it, you're";
						mes "ready for your next mission.";
						next;
						mes "[" + .@name$ + "]";
						mes "The next step for";
						mes "you is to take this, the";
						mes "''Spirit of Trust.'' If this";
						mes "guild is going to be solid,";
						mes "you need to think how much";
						mes "trust there is in the guild.";
						guildrelay_q = 8;
						getitem Soul_Of_Confidence,1;
						next;
						mes "[" + .@name$ + "]";
						mes "Your second test will be";
						mes "to give that ^4D4DFFSpirit of Trust^000000";
						mes "to a sage that can manipulate";
						mes "nature's attributes. In other";
						mes "words, a Sage or Scholar";
						mes "must carry out this task.";
						next;
						mes "[" + .@name$ + "]";
						mes "The Spirit of Trust must";
						mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
						mes "so don't forget to relay";
						mes "that information to your";
						mes "Sage or Scholar. Very well,";
						mes "good luck on your journey.";
						close;
					}
					else {
						mes "[" + .@name$ + "]";
						mes "Ah, did you rest we-- Oh.";
						mes "Why do you look so pale?";
						mes "You can't accomplish great";
						mes "deeds when you're overworked!";
						mes "Rest. Your guild must be able";
						mes "to depend on your strength.";
						emotion e_gasp;
						next;
						mes "[" + .@name$ + "]";
						mes "Your determination and";
						mes "spirit is commendable, but";
						mes "have the patience to recollect";
						mes "yourself when you must. I will";
						mes "be waiting here, so please";
						mes "come back to me later.";
						close;
					}
				}
				else if (guildtime > 22) {
					if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) {
						mes "[" + .@name$ + "]";
						mes "Oh, you're back. So did you";
						mes "rest up enough? I'm sure the";
						mes "other guild members are";
						mes "feeling refreshed by now.";
						mes "From the looks of it, you're";
						mes "ready for your next mission.";
						next;
						mes "[" + .@name$ + "]";
						mes "The next step for";
						mes "you is to take this, the";
						mes "''Spirit of Trust.'' If this";
						mes "guild is going to be solid,";
						mes "you need to think how much";
						mes "trust there is in the guild.";
						guildrelay_q = 8;
						getitem Soul_Of_Confidence,1;
						next;
						mes "[" + .@name$ + "]";
						mes "Your second test will be";
						mes "to give that ^4D4DFFSpirit of Trust^000000";
						mes "to a sage that can manipulate";
						mes "nature's attributes. In other";
						mes "words, a Sage or Scholar";
						mes "must carry out this task.";
						next;
						mes "[" + .@name$ + "]";
						mes "The Spirit of Trust must";
						mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
						mes "so don't forget to relay";
						mes "that information to your";
						mes "Sage or Scholar. Very well,";
						mes "good luck on your journey.";
						close;
					}
					else {
						mes "[" + .@name$ + "]";
						mes "Ah, did you rest we-- Oh.";
						mes "Why do you look so pale?";
						mes "You can't accomplish great";
						mes "deeds when you're overworked!";
						mes "Rest. Your guild must be able";
						mes "to depend on your strength.";
						emotion e_gasp;
						next;
						mes "[" + .@name$ + "]";
						mes "Your determination and";
						mes "spirit is commendable, but";
						mes "have the patience to recollect";
						mes "yourself when you must. I will";
						mes "be waiting here, so please";
						mes "come back to me later.";
						close;
					}
				} else if (gettime(GETTIME_HOUR) - guildtime > 2) {
					mes "[" + .@name$ + "]";
					mes "Oh, you're back. So did you";
					mes "rest up enough? I'm sure the";
					mes "other guild members are";
					mes "feeling refreshed by now.";
					mes "From the looks of it, you're";
					mes "ready for your next mission.";
					next;
					mes "[" + .@name$ + "]";
					mes "The next step for";
					mes "you is to take this, the";
					mes "''Spirit of Trust.'' If this";
					mes "guild is going to be solid,";
					mes "you need to think how much";
					mes "trust there is in the guild.";
					guildrelay_q = 8;
					getitem Soul_Of_Confidence,1;
					next;
					mes "[" + .@name$ + "]";
					mes "Your second test will be";
					mes "to give that ^4D4DFFSpirit of Trust^000000";
					mes "to a sage that can manipulate";
					mes "nature's attributes. In other";
					mes "words, a Sage or Scholar";
					mes "must carry out this task.";
					next;
					mes "[" + .@name$ + "]";
					mes "The Spirit of Trust must";
					mes "be delivered to ^4D4DFFY" + .@name3$ + "^000000,";
					mes "so don't forget to relay";
					mes "that information to your";
					mes "Sage or Scholar. Very well,";
					mes "good luck on your journey.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Ah, did you rest we-- Oh.";
					mes "Why do you look so pale?";
					mes "You can't accomplish great";
					mes "deeds when you're overworked!";
					mes "Rest. Your guild must be able";
					mes "to depend on your strength.";
					emotion e_gasp;
					next;
					mes "[" + .@name$ + "]";
					mes "Your determination and";
					mes "spirit is commendable, but";
					mes "have the patience to recollect";
					mes "yourself when you must. I will";
					mes "be waiting here, so please";
					mes "come back to me later.";
					close;
				}
			}
			else if (guildrelay_q == 150) {
				if ((guildtime > 22 && gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime)
				 || (guildtime > 21 && gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime)
				 || (gettime(GETTIME_HOUR) - guildtime > 2)) {
					mes "[" + .@name$ + "]";
					mes "Ah, you look well rested,";
					mes "master. It is now time for";
					mes "you to proceed with the third";
					mes "test. Let me remind you that";
					mes "these spirits are incredibly";
					mes "precious. Do not lose them.";
					next;
					mes "[" + .@name$ + "]";
					mes "Like all the other spirits,";
					mes "please keep this one safely.";
					mes "This is the ^4D4DFFSpirit of Peace^000000.";
					mes "It seems contradictive that";
					mes "strongholds and might can";
					mes "bring peace, but it's true.";
					guildrelay_q = 15;
					getitem Soul_Of_Peace,1;
					next;
					mes "[" + .@name$ + "]";
					mes "If power isn't used to";
					mes "protect the weak, then";
					mes "some bully, in one form or";
					mes "another, will always come";
					mes "to exploit them. That is why";
					mes "Tristan III built the strongholds.";
					next;
					mes "[" + .@name$ + "]";
					mes "Please dispatch a Rogue";
					mes "or Stalker to bring this";
					mes "Spirit of Peace to ^4D4DFF" + .@name4$ + "^000000.";
					mes "If you don't know any Rogues";
					mes "or Stalkers, then it would be";
					mes "prudent for you to meet one.";
					next;
					mes "[" + .@name$ + "]";
					mes "Yes, there's no substitute";
					mes "for the subterfuge and intel";
					mes "gathering that a Rogue can";
					mes "provide. Anyway, " + .@name4$ + " will";
					mes "guide you on your third test.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Ah, did you rest we-- Oh.";
					mes "Why do you look so pale?";
					mes "You can't accomplish great";
					mes "deeds when you're overworked!";
					mes "Rest. Your guild must be able";
					mes "to depend on your strength.";
					emotion e_gasp;
					next;
					mes "[" + .@name$ + "]";
					mes "Your determination and";
					mes "spirit is commendable, but";
					mes "have the patience to recollect";
					mes "yourself when you must. I will";
					mes "be waiting here, so please";
					mes "come back to me later.";
					close;
				}
			}
			else if (guildrelay_q == 25) {
				if ((guildtime > 22 && gettime(GETTIME_HOUR) > 4 && gettime(GETTIME_HOUR) < guildtime)
				 || (guildtime > 21 && gettime(GETTIME_HOUR) > 3 && gettime(GETTIME_HOUR) < guildtime)
				 || (guildtime > 20 && gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime)
				 || (guildtime > 19 && gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime)
				 || (guildtime > 18 && gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime)
				 || gettime(GETTIME_HOUR) - guildtime > 5) {
					mes "[" + .@name$ + "]";
					mes "Ah, have you rested well,";
					mes "master? Please excuse my";
					mes "manners a while ago. I had";
					mes "to report your trial results,";
					mes "and lost my composure for a";
					mes "moment. It won't happen again.";
					guildrelay_q = 999;
					close;
				}
				else {
					mes "...............................";
					mes "...............................";
					next;
					mes "...............................";
					mes "...............................";
					mes "...............................";
					next;
					mes "[" + .@name$ + "]";
					emotion e_omg;
					mes "Oh! M-master? Wh-when";
					mes "did you...? I'm so sorry.";
					mes "I was busy working.";
					next;
					mes "[" + .@name$ + "]";
					mes "It's only been a few days";
					mes "since you finished the trials.";
					mes "For now, you should rest and";
					mes "take care of your guild, okay?";
					mes "Please come back later.";
					mes "I've got much to attend to...";
					close;
				}
			}
			else if (guildrelay_q == 999) {
				mes "[" + .@name$ + "]";
				mes "Good day, master.";
				mes "Is something wrong?";
				mes "You look as though";
				mes "something is on your mind.";
				next;
				switch(select("N-no, nothing.", "I want to take a lesson.")) {
				case 1:
					mes "[" + .@name$ + "]";
					mes "Hm? That's strange.";
					emotion e_swt;
					mes "You didn't want to take";
					mes "the trials again, did you?";
					close;
				case 2:
					mes "[" + .@name$ + "]";
					mes "I see. You know it won't";
					mes "be easy, but I suppose you";
					mes "are prepared. Here, take";
					mes "the ^4D4DFFSpirit of Guild^000000, and";
					mes "give it to your most trusted";
					mes "Knight or Lord Knight.";
					guildrelay_q = 1;
					getitem Soul_Of_Guild,1;
					next;
					mes "[" + .@name$ + "]";
					mes "This Knight should take";
					mes "the Spirit of Guild over";
					mes "to ^4D4DFF" + .@name2$ + "^000000. Good luck, and";
					mes "may the gods be with you.";
					close;
				}
			}
			else if (guildrelay_q == 1) {
				if (countitem(Soul_Of_Guild) > 0) {
					mes "[" + .@name$ + "]";
					mes "You still have the Spirit of";
					mes "Guild I gave you? I suppose";
					mes "you haven't found a Knight or";
					mes "Lord Knight to which it can";
					mes "be entrusted. It is imperative";
					mes "that you find someone soon.";
					next;
					mes "[" + .@name$ + "]";
					mes "For the sake of the guild, it";
					mes "will be advantageous to have";
					mes "a Knight or Lord Knight on";
					mes "your side: their combat skills";
					mes "can turn the tide of battles.";
					next;
					mes "[" + .@name$ + "]";
					mes "When you do find a Knight,";
					mes "give him the Spirit of Guild";
					mes "and ask him to find " + .@name2$ + "";
					mes "since he will conducting";
					mes "the trial. Good luck";
					mes "to you, master.";
					close;
				}
				else if (countitem(Soul_Of_Proceeding) > 0) {
					mes "[" + .@name$ + "]";
					mes "Ah, is this the Spirit";
					mes "of Advance? This must mean";
					mes "that you completed the first";
					mes "test. Keep up the good work.";
					mes "Hand me the spirit, and allow";
					mes "me to give you your guild's reward.";
					delitem Soul_Of_Proceeding,1;
					guildtime = gettime(GETTIME_HOUR);
					guildrelay_q = 100;
					.@incen_item = rand(1,100);
					if ((.@incen_item > 0) && (.@incen_item < 25)) {
						getitem Seed_Of_Yggdrasil,20;
						getitem Poison_Bottle,2;
					}
					else if ((.@incen_item > 24) && (.@incen_item < 50)) {
						getitem Yggdrasilberry,10;
						getitem Poison_Bottle,2;
					}
					else if ((.@incen_item > 50) && (.@incen_item < 75)) {
						getitem Gift_Box,5;
						getitem Poison_Bottle,2;
					}
					else if ((.@incen_item > 74) && (.@incen_item < 101)) {
						getitem Old_Blue_Box,3;
						getitem Poison_Bottle,2;
					}
					next;
					mes "[" + .@name$ + "]";
					mes "You've done well, but";
					mes "there are more trials";
					mes "ahead of you. For now,";
					mes "you should rest before";
					mes "undertaking the second test.";
					mes "Please come when you are ready.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "If you're not busy, then";
					mes "why don't you spend your";
					mes "time increasing morale";
					mes "among your guild members?";
					mes "Perhaps some team building";
					mes "exercise can be of help.";
					close;
				}
			}
			else if (guildrelay_q == 8) {
				if (countitem(Soul_Of_Confidence) > 0) {
					mes "[" + .@name$ + "]";
					mes "You must be having";
					mes "trouble finding " + .@name3$ + ".";
					mes "Make sure that you have";
					mes "a Sage or Scholar friend";
					mes "give that Spirit of Trust to";
					mes "him once you locate him.";
					close;
				}
				else if (countitem(Soul_Of_Friendship) > 0) {
					mes "[" + .@name$ + "]";
					mes "Ah, so you already completed";
					mes "the test and earned the Spirit";
					mes "of Friendship? Good work.";
					mes "You must now recognize the";
					mes "value of teamwork. Please give";
					mes "the Spirit of Friendship to me.";
					next;
					mes "[" + .@name$ + "]";
					mes "Now, please take this";
					mes "reward and share it with";
					mes "your guild members. This";
					mes "may come in handy in future";
					mes "challenges that you will all";
					mes "face together. Good work!";
					delitem Soul_Of_Friendship,1;
					guildtime = gettime(GETTIME_HOUR);
					guildrelay_q = 150;
					.@incen_item = rand(1,100);
					if ((.@incen_item > 0) && (.@incen_item < 16)) {
						getitem Yggdrasilberry,10;
						getitem Gift_Box,5;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 14) && (.@incen_item < 31)) {
						getitem Yggdrasilberry,10;
						getitem Old_Blue_Box,3;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 29) && (.@incen_item < 46)) {
						getitem Yggdrasilberry,10;
						getitem Old_Violet_Box,3;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 44) && (.@incen_item < 61)) {
						getitem Gift_Box,4;
						getitem Old_Blue_Box,2;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 59) && (.@incen_item < 76)) {
						getitem Gift_Box,3;
						getitem Old_Violet_Box,2;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 74) && (.@incen_item < 91)) {
						getitem Old_Blue_Box,2;
						getitem Old_Violet_Box,2;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 89) && (.@incen_item < 101)) {
						getitem Yggdrasilberry,10;
						getitem Gift_Box,3;
						getitem Old_Blue_Box,2;
						getitem Old_Violet_Box,1;
					}
					next;
					mes "[" + .@name$ + "]";
					mes "You should rest and";
					mes "recuperate before you";
					mes "undertake the third test.";
					mes "I too would benefit from";
					mes "a brief respite. Please come";
					mes "back to me when you are ready.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "If you're not busy, then";
					mes "why don't you spend your";
					mes "time increasing morale";
					mes "among your guild members?";
					mes "Perhaps some team building";
					mes "exercise can be of help.";
					next;
					mes "[" + .@name$ + "]";
					mes "If it suits your fancy,";
					mes "you may simply come here";
					mes "and join me for a cup of tea.";
					close;
				}
			}
			else if (guildrelay_q == 15) {
				if (countitem(Soul_Of_Peace) > 0) {
					mes "[" + .@name$ + "]";
					mes "You still have the";
					mes "Spirit of Peace? If you";
					mes "don't have any Rogues or";
					mes "Stalkers in your guild, now";
					mes "would be the time to recruit";
					mes "them. Heed my advice...";
					close;
				}
				else if (countitem(Soul_Of_Victory) > 0) {
					mes "[" + .@name$ + "]";
					mes "I see that you've completed";
					mes "the last test and received";
					mes "the Spirit of Victory. Heh.";
					mes "Victory is the natural result";
					mes "when your guild works together";
					mes "in harmony as a united team.";
					next;
					mes "[" + .@name$ + "]";
					mes "Congratulations on";
					mes "completing all the trials.";
					mes "Please accept this reward,";
					mes "given on the behalf of King";
					mes "Tristan III, and share it with";
					mes "guild. Once again, good work.";
					delitem Soul_Of_Victory,1;
					guildtime = gettime(GETTIME_HOUR);
					guildrelay_q = 25;
					.@incen_item = rand(1,100);
					if ((.@incen_item > 0) && (.@incen_item < 26)) {
						getitem Seed_Of_Yggdrasil,10;
						getitem Yggdrasilberry,5;
						getitem Gift_Box,4;
					}
					else if ((.@incen_item > 25) && (.@incen_item < 51)) {
						getitem Seed_Of_Yggdrasil,10;
						getitem Yggdrasilberry,5;
						getitem Old_Blue_Box,3;
					}
					else if ((.@incen_item > 50) && (.@incen_item < 76)) {
						getitem Seed_Of_Yggdrasil,10;
						getitem Old_Violet_Box,2;
						getitem Yggdrasilberry,5;
					}
					else if ((.@incen_item > 75) && (.@incen_item < 91)) {
						getitem Seed_Of_Yggdrasil,10;
						getitem Gift_Box,4;
						getitem Old_Blue_Box,2;
						getitem Old_Violet_Box,1;
					}
					else if ((.@incen_item > 90) && (.@incen_item < 101)) {
						getitem Ear_Of_Angels_Wing,1;
					}
					next;
					mes "[" + .@name$ + "]";
					mes "You and your guild must be";
					mes "quite tired now. Your rooms";
					mes "are ready for you if you decide";
					mes "to rest. Please visit me again";
					mes "if you wish to take the trials";
					mes "again. I'll see you later.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "If you aren't particularly";
					mes "busy, then why don't you";
					mes "spend some time with your";
					mes "guild members? Building";
					mes "strong camaraderie never";
					mes "fails to pay off. Never.";
					close;
				}
			}
			else {
				mes "[" + .@name$ + "]";
				mes "Greetings, master.";
				mes "I am " + .@name$ + ", one of the four";
				mes "Great Sages, and I am here";
				mes "to serve you under the orders";
				mes "of wise and benevolent";
				mes "King Tristan III.";
				next;
				mes "[" + .@name$ + "]";
				mes "We test guilds that own";
				mes "strongholds, and see if they";
				mes "are qualified to be considered";
				mes "elite guilds. Our goal is to";
				mes "train guilds to strengthen";
				mes "our military forces.";
				next;
				mes "[" + .@name$ + "]";
				mes "Although your guild has the";
				mes "strength and courage to conquer";
				mes "a stronghold, we want you to";
				mes "prove that your guild has";
				mes "a strong sense of justice,";
				mes "honor, and compassion.";
				next;
				mes "[" + .@name$ + "]";
				mes "It is up to you. Will";
				mes "you take the test I have";
				mes "for you? I will do my best to";
				mes "help your guild grow stronger";
				mes "so that you will be better";
				mes "able to protect the weak.";
				next;
				switch(select("I want to take the test.", "Let me think about it.")) {
				case 1:
					mes "[" + .@name$ + "]";
					mes "Is that so? In this test,";
					mes "you will be given orders";
					mes "and special spirits. These";
					mes "spirits will only be given";
					mes "once: you must not lose them.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you lose the spirit,";
					mes "you will be judged as";
					mes "irresponsible, and will be";
					mes "unable to complete the tests.";
					mes "You must find any lost spirit to";
					mes "proceed. There's no second chance.";
					next;
					mes "[" + .@name$ + "]";
					mes "There are a few things you";
					mes "should know. Firstly, you can";
					mes "only take care of one spirit";
					mes "at a time. Secondly, you need";
					mes "to do the tests in order and";
					mes "follow the guide's instructions.";
					next;
					mes "[" + .@name$ + "]";
					mes "Thirdly, the spirit should";
					mes "be given to the type of person";
					mes "specified in the test. Those";
					mes "are the rules. Remember them.";
					next;
					mes "[" + .@name$ + "]";
					mes "Okay, this is the first";
					mes "spirit that will be entrusted";
					mes "to you. Make sure to give this";
					mes "to a Knight or Lord Knight.";
					mes "The test has now officially";
					mes "begun. Good luck to you.";
					guildrelay_q = 1;
					getitem Soul_Of_Guild,1;
					close;
				case 2:
					mes "[" + .@name$ + "]";
					mes "I suppose it would be";
					mes "a good idea to discuss";
					mes "this with your guild before";
					mes "you decide to commit to";
					mes "taking the test. Feel free";
					mes "free to visit me again later.";
					close;
				}
			}
		}
		else {
			if (countitem(Soul_Of_Guild) > 0) {
				if (BaseJob == Job_Knight) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(PC_NAME) + ".";
					mes "So you were the one chosen";
					mes "by your guild master? I see.";
					mes "You should deliver that Spirit";
					mes "of Guild over to " + .@name2$ + ".";
					mes "He'll instruct you further.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "The Spirit of Guild is";
					mes "useless unless it is in the";
					mes "hands of a Knight or Lord";
					mes "Knight. You should speak";
					mes "to " + .@name2$ + " to learn more.";
					close;
				}
			}
			else if (countitem(Soul_Of_Courage) > 0) {
				if ((guildrelay_q == 88) && (BaseJob == Job_Knight)) {
					mes "[" + .@name$ + "]";
					mes "Ah," + strcharinfo(PC_NAME) + "";
					mes "Congratulations. It looks";
					mes "like you did a good job.";
					mes "Please give the Spirit of";
					mes "Charge to the next person";
					mes "to continue the testing.";
					next;
					mes "[" + .@name$ + "]";
					mes "" + .@name2$ + " should have";
					mes "explained everything, but";
					mes "if you forgot, then please";
					mes "go and ask him again.";
					close;
				}
				else if (BaseJob == Job_Blacksmith) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(PC_NAME) + ".";
					mes "Ah, I see that you have";
					mes "the Spirit of Charge.";
					mes "Heh heh, it's always exciting";
					mes "to charge into battle, isn't";
					mes "it? Well then, do your best.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name2$ + " knows more about the";
					mes "Spirit of Charge, so you should";
					mes "ask him more about that spirit.";
					close;
				}
			}
			else if (countitem(Soul_Of_Partnership) > 0) {
				if ((guildrelay_q == 87) && (BaseJob == Job_Blacksmith)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(PC_NAME) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "" + .@name2$ + " should have";
					mes "explained everything, but";
					mes "if you forgot, then please";
					mes "go and ask him again.";
					close;
				}
				else if (BaseJob == Job_Alchemist) {
					mes "[" + .@name$ + "]";
					mes "Hello, " + strcharinfo(PC_NAME) + ".";
					mes "I see that you posess";
					mes "the Spirit of Association.";
					mes "Good luck with your test.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "Talk to " + .@name2$ + " if you want";
					mes "to know more about the";
					mes "Spirit of Association.";
					close;
				}
			}
			else if (countitem(Soul_Of_Correspondence) > 0) {
				if ((guildrelay_q == 86) && (BaseJob == Job_Alchemist)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(PC_NAME) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "" + .@name2$ + " should have";
					mes "explained everything, but";
					mes "if you forgot, then please";
					mes "go and ask him again.";
					close;
				}
				else if (BaseJob == Job_Hunter) {
					mes "[" + .@name$ + "]";
					mes "Hello, " + strcharinfo(PC_NAME) + ".";
					mes "I see that you posess";
					mes "the Spirit of Coordination.";
					mes "Good luck on your test.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name2$ + " will know more about";
					mes "the Spirit of Coordination";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Proceeding) > 0) {
				if ((guildrelay_q == 85) && (BaseJob == Job_Hunter)) {
					mes "[" + .@name$ + "]";
					mes "Hello, " + strcharinfo(PC_NAME) + ".";
					mes "Congratulations, it looks";
					mes "like you finished the test.";
					mes "You may now give the Spirit of";
					mes "Advance to your guild master.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name2$ + " will know more about";
					mes "the Spirit of Advance so";
					mes "you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Confidence) > 0) {
				if (BaseJob == Job_Sage) {
					mes "[" + .@name$ + "]";
					mes "Hello, " + strcharinfo(PC_NAME) + ".";
					mes "I see that you possess";
					mes "the Spirit of Trust.";
					mes "Good luck, and do not";
					mes "fail the trust placed in";
					mes "you by your guild.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name3$ + " will know more";
					mes "about the Spirit of Trust";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Agreement) > 0) {
				if ((guildrelay_q == 71) && (BaseJob == Job_Sage)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(PC_NAME) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name3$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(PC_NAME) + ",";
					mes "I see that you have the";
					mes "Spirit of Union. Always keep";
					mes "in mind that the strength of";
					mes "your guild is directly";
					mes "related to its unity.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name3$ + " will know more";
					mes "about the Spirit of Union";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Harmony) > 0) {
				if ((guildrelay_q == 72) && ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer))) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(PC_NAME) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name3$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if (BaseJob == Job_Assassin) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(PC_NAME) + ",";
					mes "I see that you have the Spirit";
					mes "of Combination. Remember that";
					mes "working in tandem, combining";
					mes "your guild's skills and talents,";
					mes "will realize your true potential.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name3$ + " will know more about";
					mes "the Spirit of Combination so";
					mes "you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Unity) > 0) {
				if ((guildrelay_q == 74) && (BaseJob == Job_Assassin)) {
					mes "[" + .@name$ + "]";
					mes "Greetings, " + strcharinfo(PC_NAME) + ",";
					mes "did you rest well? Please";
					mes "give that spirit to the next";
					mes "person so that the testing";
					mes "of your guild may continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name3$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if (BaseJob == Job_Wizard) {
					mes "[" + .@name$ + "]";
					mes "Hello, " + strcharinfo(PC_NAME) + ",";
					mes "I see that you've been";
					mes "entrusted with the Spirit";
					mes "of Solidarity. Do your best";
					mes "on this test for the sake";
					mes "of your guild, alright?";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name3$ + " will know more";
					mes "about the Spirit of Solidarity";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Friendship) > 0) {
				if ((guildrelay_q == 75) && (BaseJob == Job_Wizard)) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(PC_NAME) + ",";
					mes "congratulations on a job";
					mes "well done. Please give the";
					mes "Spirit of Friendship to your";
					mes "guild master to continue";
					mes "the guild testing.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name3$ + " will know more";
					mes "about the Spirit of Friendship";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Peace) > 0) {
				if (BaseJob == Job_Rogue) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(PC_NAME) + ",";
					mes "I see that you have the";
					mes "Spirit of Peace. Please";
					mes "do your best for the sake";
					mes "of the guild, though I do not";
					mes "doubt you'll pass this test.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name4$ + " will know more";
					mes "about the Spirit of Peace";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Spirit) > 0) {
				if ((guildrelay_q == 95) && (BaseJob == Job_Priest)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(PC_NAME) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name4$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if (BaseJob == Job_Priest) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(PC_NAME) + ",";
					mes "please take good care of";
					mes "that Spirit of Determination.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name4$ + " will know more about";
					mes "the Spirit of Determination";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Service) > 0) {
				if ((guildrelay_q == 98) && (BaseJob == Job_Priest)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(PC_NAME) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name4$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if (BaseJob == Job_Crusader) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(PC_NAME) + ",";
					mes "please take good care";
					mes "of that Spirit of Service.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name4$ + " will know more about";
					mes "the Spirit of Service so";
					mes "you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Glory) > 0) {
				if ((guildrelay_q == 96) && (BaseJob == Job_Crusader)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(PC_NAME) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name4$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if (BaseJob == Job_Monk) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(PC_NAME) + ",";
					mes "please take good care";
					mes "of that Spirit of Glory.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name4$ + " will know more about";
					mes "the Spirit of Glory so you";
					mes "should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Victory) > 0) {
				if ((guildrelay_q == 97) && (Class == Job_Monk)) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(PC_NAME) + ",";
					mes "congratulations on a job";
					mes "well done. Please give";
					mes "the Spirit of Victory to your";
					mes "guild master. That's it for now.";
					mes "Good luck to you in the future.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name4$ + " will know more about";
					mes "the Spirit of Victory so you";
					mes "should consult him.";
					close;
				}
			}
			else {
				mes "[" + .@name$ + "]";
				mes "I'm sorry, but I'm too";
				mes "busy with my work to offer";
				mes "you any help right now.";
				mes "You'll have to forgive me.";
				close;
			}
		}
	}
	else {
		if (getcharid(CHAR_ID_GUILD) == 0) {
			mes "[" + .@name$ + "]";
			mes "You haven't joined";
			mes "a guild yet? Why don't";
			mes "you think about joining";
			mes "one? Well, it's your decision,";
			mes "but I don't think you'd regret";
			mes "being part of a strong guild.";
			close;
		}
		else {
			mes "[" + .@name$ + "]";
			mes "Ah, I see that you are";
			mes "affiliated with a guild.";
			mes "Have you come here";
			mes "as an invited guest?";
			next;
			switch(select("No, not really...", "I was invited by the guild master.")) {
			case 1:
				mes "[" + .@name$ + "]";
				mes "Oh, really?";
				mes "That's too bad...";
				mes "My apologies, but";
				mes "I can't allow strangers";
				mes "to simply come and go";
				mes "around here. Farewell, then.";
				next;
				warp "alde_gld",186,157;
				close;
			case 2:
				mes "[" + .@name$ + "]";
				mes "Oh, really? Ah, now";
				mes "I recognize you, ^4d4dff" + strcharinfo(PC_NAME) + "^000000.";
				mes "Please come in, and make";
				mes "yourself comfortable.";
				close;
			}
		}
	}
}

-	script	RelayDummy2::GuildRelay2	4_M_SAGE_A,{
	.@name$ = strnpcinfo(NPC_NAME_VISIBLE);
	getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC);
	.@GID = getcastledata(.@m$,1);
	if (checkweight(Knife,1) == 0) {
		mes "^3355FFWait a minute! You're";
		mes "carrying too many items";
		mes "right now: store some of";
		mes "your extra things in Kafra";
		mes "Storage, and then come back.^000000";
		close;
	}
	if (.@GID == 0) {
		mes "^3355FFYou're not sure why, but";
		mes "this guy seems to be pretty";
		mes "depressed. He briefly makes";
		mes "eye contact with you, but then";
		mes "breaks it off. Apparently,";
		mes "he wants to be left alone.^000000";
		next;
		mes "^3355FFThere's no reason for you";
		mes "to stick around an ownerless";
		mes "stronghold. You may as well";
		mes "head on your way.^000000";
		close;
	}
	if (getcharid(CHAR_ID_GUILD) == .@GID) {
		if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
			if (countitem(Soul_Of_Guild) > 0) {
				mes "[" + .@name$ + "]";
				mes "Hm. You can't just keep";
				mes "that spirit to yourself.";
				mes "Give it to a ^FF0000Knight^000000 or";
				mes "a ^FF0000Lord Knight^000000. Hurry it up!";
				mes "You need to work fast to";
				mes "expand your guild.";
				close;
			}
			else {
				mes "[" + .@name$ + "]";
				mes "Hm. You seem awfully";
				mes "busy. Why don't you just";
				mes "take a break, and relax?";
				mes "It's alright to have fun";
				mes "if you're feeling a lot of";
				mes "pressure. Heh heh heh~";
				close;
			}
		}
		else {
			if ((BaseJob == Job_Knight) && (countitem(Soul_Of_Guild) > 0)) {
				mes "[" + .@name$ + "]";
				mes "For your first test,";
				mes "I'll start you off with";
				mes "something pretty simple.";
				mes "Just collect some items,";
				mes "and bring them to me. Ah, and";
				mes "your guild can help you too.";
				next;
				switch(rand(1,3)) {
				case 1:
					mes "[" + .@name$ + "]";
					mes "^FF000030 Tongues^000000,";
					mes "^FF000030 Dark Masks^000000, and";
					mes "^FF000030 Shoulder Protectors^000000.";
					mes "That shouldn't be too";
					mes "hard now, right?";
					delitem Soul_Of_Guild,1;
					guildrelay_q = 2;
					close;
				case 2:
					mes "[" + .@name$ + "]";
					mes "^FF000030 Worn Out Pages^000000,";
					mes "^FF000030 Round Shells^000000, and";
					mes "^FF000030 Mole Whiskers^000000.";
					mes "That shouldn't be too";
					mes "hard now, right?";
					delitem Soul_Of_Guild,1;
					guildrelay_q = 3;
					close;
				case 3:
					mes "[" + .@name$ + "]";
					mes "^FF000030 Frills^000000,";
					mes "^FF000030 Sharp Papers^000000, and";
					mes "^FF000030 Elder Pixie's Moustaches^000000.";
					mes "That shouldn't be too";
					mes "hard now, right?";
					delitem Soul_Of_Guild,1;
					guildrelay_q = 89;
					close;
				}
			}
			if ((countitem(Thin_N_Long_Tongue) > 29) && (countitem(Shoulder_Protection) > 29) && (countitem(Black_Mask) > 29) && (guildrelay_q == 2)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I didn't actually";
				mes "expect that you'd collect";
				mes "all these items. Good job.";
				mes "Now, take this and give it to";
				mes "a Blacksmith or Mastersmith.";
				mes "Your guild's pretty good...";
				delitem Thin_N_Long_Tongue,30;
				delitem Shoulder_Protection,30;
				delitem Black_Mask,30;
				guildrelay_q = 88;
				getitem Soul_Of_Courage,1;
				close;
			}
			if ((BaseJob == Job_Knight) && (guildrelay_q == 2)) {
				mes "[" + .@name$ + "]";
				mes "Did you forget what";
				mes "to bring me? I wanted";
				mes "^FF000030 Tongues^000000,";
				mes "^FF000030 Dark Masks^000000, and";
				mes "^FF000030 Shoulder Protectors^000000.";
				mes "Don't forget this time.";
				close;
			}
			if ((countitem(Worn_Out_Page) > 29) && (countitem(Moustache_Of_Mole) > 29) && (countitem(Round_Shell) > 29) && (guildrelay_q == 3)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I didn't actually";
				mes "expect that you'd collect";
				mes "all these items. Good job.";
				mes "Now, take this and give it to";
				mes "a Blacksmith or Mastersmith.";
				mes "Your guild's pretty good...";
				delitem Worn_Out_Page,30;
				delitem Moustache_Of_Mole,30;
				delitem Round_Shell,30;
				guildrelay_q = 88;
				getitem Soul_Of_Courage,1;
				close;
			}
			if ((BaseJob == Job_Knight) && (guildrelay_q == 3)) {
				mes "[" + .@name$ + "]";
				mes "Did you forget what";
				mes "to bring me? I wanted";
				mes "^FF000030 Worn Out Pages^000000,";
				mes "^FF000030 Round Shells^000000, and";
				mes "^FF000030 Mole Whiskers^000000.";
				mes "Don't forget this time.";
				close;
			}
			if ((countitem(Fright_Paper_Blade) > 29) && (countitem(Lizard_Scruff) > 29) && (countitem(Elder_Pixies_Beard) > 29) && (guildrelay_q == 89)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I didn't actually";
				mes "expect that you'd collect";
				mes "all these items. Good job.";
				mes "Now, take this and give it to";
				mes "a Blacksmith or Mastersmith.";
				mes "Your guild's pretty good...";
				delitem Fright_Paper_Blade,30;
				delitem Lizard_Scruff,30;
				delitem Elder_Pixies_Beard,30;
				guildrelay_q = 88;
				getitem Soul_Of_Courage,1;
				close;
			}
			if ((BaseJob == Job_Knight) && (guildrelay_q == 89)) {
				mes "[" + .@name$ + "]";
				mes "Did you forget what";
				mes "to bring me? I wanted";
				mes "^FF000030 Frills^000000,";
				mes "^FF000030 Sharp Papers^000000, and";
				mes "^FF000030 Elder Pixie's Moustaches^000000.";
				mes "Don't forget this time.";
				close;
			}
			if ((BaseJob == Job_Blacksmith) && (countitem(Soul_Of_Courage) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Wow, you brought the";
				mes "items sooner than I had";
				mes "expected. Great! Well then,";
				mes "your next task for me will";
				mes "be to... Wait. Wait and";
				mes "kill some time. Easy, huh?";
				next;
				mes "[" + .@name$ + "]";
				mes "^FF0000just waiting.^000000";
				mes "Justing wait and kill";
				mes "some time. You can do";
				mes "whatever you want to";
				mes "do during that time.";
				next;
				mes "[" + .@name$ + "]";
				mes "Come back after you've";
				mes "relaxed and enjoyed yourself.";
				mes "We can continue the testing";
				mes "when the time is right so";
				mes "don't you worry about it.";
				delitem Soul_Of_Courage,1;
				guildrelay_q = 4;
				guildtime = gettime(GETTIME_HOUR);
				close;
			}
			if ((guildtime > 22) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
				if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "I guess enough time";
					mes "has passed. You ready";
					mes "to resume the testing?";
					mes "Please give this to an";
					mes "Alchemist or Biochemist.";
					mes "Your work here is done.";
					guildrelay_q = 87;
					getitem Soul_Of_Partnership,1;
					close;
				}
			}
			if ((guildtime > 21) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
				if (gettime(GETTIME_HOUR) > 0101 && gettime(GETTIME_HOUR) < guildtime) { // FIXME[Haru]: hour is clearly wrong
					mes "[" + .@name$ + "]";
					mes "I guess enough time";
					mes "has passed. You ready";
					mes "to resume the testing?";
					mes "Please give this to an";
					mes "Alchemist or Biochemist.";
					mes "Your work here is done.";
					guildrelay_q = 87;
					getitem Soul_Of_Partnership,1;
					close;
				}
			}
			if ((guildtime > 20) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
				if (gettime(GETTIME_HOUR) > 0001 && gettime(GETTIME_HOUR) < guildtime) { // FIXME[Haru]: Hour is probably wrong
					mes "[" + .@name$ + "]";
					mes "I guess enough time";
					mes "has passed. You ready";
					mes "to resume the testing?";
					mes "Please give this to an";
					mes "Alchemist or Biochemist.";
					mes "Your work here is done.";
					guildrelay_q = 87;
					getitem Soul_Of_Partnership,1;
					close;
				}
			}
			if (gettime(GETTIME_HOUR) - guildtime > 0300 && guildrelay_q == 4 && BaseJob == Job_Blacksmith) { // FIXME[Haru]: Hour is clearly wrong
				mes "[" + .@name$ + "]";
				mes "I guess enough time";
				mes "has passed. You ready";
				mes "to resume the testing?";
				mes "Please give this to an";
				mes "Alchemist or Biochemist.";
				mes "Your work here is done.";
				guildrelay_q = 87;
				getitem Soul_Of_Partnership,1;
				close;
			}
			if ((guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
				mes "[" + .@name$ + "]";
				mes "You must be rarin'";
				mes "to take on the next";
				mes "test. Please be patient,";
				mes "kill some time, and just";
				mes "come back to me later.";
				close;
			}
			if ((BaseJob == Job_Alchemist) && (countitem(Soul_Of_Partnership) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Oh, you got it, eh?";
				mes "You might not think this";
				mes "will be so hard, but I'm";
				mes "going to give you a much";
				mes "different challenge now.";
				mes "Are you ready for it?";
				next;
				if ((BaseLevel > 1) && (BaseLevel < 58)) {
					mes "[" + .@name$ + "]";
					mes "Your test will be to";
					mes "grow a little stronger!";
					mes "You'll pass once you";
					mes "gain 3 more levels.";
					mes "How about that, eh?";
					delitem Soul_Of_Partnership,1;
					guildrelay_q = 5;
					close;
				}
				if ((BaseLevel > 57) && (BaseLevel < 76)) {
					mes "[" + .@name$ + "]";
					mes "Your test will be to";
					mes "grow a little stronger!";
					mes "You'll pass once you";
					mes "gain 2 more levels.";
					mes "How about that, eh?";
					delitem Soul_Of_Partnership,1;
					guildrelay_q = 6;
					close;
				}
				if ((BaseLevel > 75) && (BaseLevel < 94)) {
					mes "[" + .@name$ + "]";
					mes "Your test will be to";
					mes "grow a little stronger!";
					mes "You'll pass once you";
					mes "gain 1 more level.";
					mes "How about that, eh?";
					delitem Soul_Of_Partnership,1;
					guildrelay_q = 7;
					close;
				}
				if (BaseLevel > 93) {
					mes "[" + .@name$ + "]";
					mes "Wait a minute. Forget it!";
					mes "I was going to ask you to";
					mes "raise your Base Level, but";
					mes "you're tough enough as it is.";
					mes "Fine, fine. You pass! Give this";
					mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000 now~";
					delitem Soul_Of_Partnership,1;
					guildrelay_q = 86;
					getitem Soul_Of_Correspondence,1;
					close;
				}
			}
			if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 5)) {
				mes "[" + .@name$ + "]";
				mes "You got a little stronger,";
				mes "eh? Fine, fine. You pass.";
				mes "Here, now take this and";
				mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
				mes "in your guild. Nice work,";
				mes "and I'll see you around.";
				guildrelay_q = 86;
				getitem Soul_Of_Correspondence,1;
				close;
			}
			if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 6)) {
				mes "[" + .@name$ + "]";
				mes "You got a little stronger,";
				mes "eh? Fine, fine. You pass.";
				mes "Here, now take this and";
				mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
				mes "in your guild. Nice work,";
				mes "and I'll see you around.";
				guildrelay_q = 86;
				getitem Soul_Of_Correspondence,1;
				close;
			}
			if ((BaseLevel < (BaseLevel)) && (guildrelay_q == 7)) {
				mes "[" + .@name$ + "]";
				mes "You got a little stronger,";
				mes "eh? Fine, fine. You pass.";
				mes "Here, now take this and";
				mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
				mes "in your guild. Nice work,";
				mes "and I'll see you around.";
				guildrelay_q = 86;
				getitem Soul_Of_Correspondence,1;
				close;
			}
			if ((guildrelay_q == 5) || (guildrelay_q == 6) || (guildrelay_q == 7)) {
				mes "[" + .@name$ + "]";
				mes "You're still not strong";
				mes "enough to pass this test.";
				mes "Hurry up, kill some monsters,";
				mes "and gain some ^FF0000Base Levels^000000.";
				mes "You have to become stronger!";
				close;
			}
			if ((BaseJob == Job_Hunter) && (countitem(Soul_Of_Correspondence) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Ah, good, you're here.";
				mes "Now, my request for you";
				mes "is this: please donate";
				mes "your Falcon for the";
				mes "sake of your guild.";
				next;
				switch(select("Donate Falcon", "No way!")) {
				case 1:
					if (checkfalcon()) {
						mes "[" + .@name$ + "]";
						mes "Great! Don't worry,";
						mes "your Falcon will be safe";
						mes "under our care, and will";
						mes "be use to scout areas and";
						mes "deliver mail. That's why";
						mes "I asked you for it.";
						next;
						mes "[" + .@name$ + "]";
						mes "Now, please take this";
						mes "spirit, and give it to";
						mes "your guild master as";
						mes "soon as you can, alright?";
						setfalcon;
						delitem Soul_Of_Correspondence,1;
						guildrelay_q = 85;
						getitem Soul_Of_Proceeding,1;
						close;
					}
					else {
						mes "[" + .@name$ + "]";
						mes "I'm glad that you're";
						mes "willing to part with your";
						mes "Falcon, but it doesn't seem";
						mes "to be with you right now.";
						mes "Go get one, and come back.";
						close;
					}
				case 2:
					mes "[" + .@name$ + "]";
					mes "Well, I can't help it if you";
					mes "really want to keep your";
					mes "Falcon, but please come";
					mes "back if you change your mind.";
					mes "I can't do anything for you";
					mes "unless you cooperate.";
					close;
				}
			}
			if ((guildrelay_q == 88) && (countitem(Soul_Of_Courage) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Charge to";
				mes "a ^FF0000Blacksmith^000000 or ^FF0000Mastersmith^000000.";
				mes "It won't do any good in the";
				mes "hands of anybody else.";
				close;
			}
			if (guildrelay_q == 88) {
				mes "[" + .@name$ + "]";
				mes "You don't have";
				mes "anything to do?";
				mes "Why don't you help";
				mes "your guild hunt monsters?";
				mes "It'll be a good chance to";
				mes "show them your skills~";
				close;
			}
			if ((guildrelay_q == 87) && (countitem(Soul_Of_Partnership) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Association to";
				mes "an ^FF0000Alchemist^000000 or ^FF0000Biochemist^000000.";
				mes "It won't do any good in the";
				mes "hands of anybody else.";
				close;
			}
			if (guildrelay_q == 87) {
				mes "[" + .@name$ + "]";
				mes "Hm. Don't you have";
				mes "anything to do? I suppose";
				mes "it's better to be bored";
				mes "than to be overwhelmed.";
				mes "Oh well, you'll figure";
				mes "something out.";
				close;
			}
			if ((guildrelay_q == 86) && (countitem(Soul_Of_Correspondence) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Coordination";
				mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000.";
				mes "It won't do any good in the";
				mes "hands of anybody else.";
				close;
			}
			if (guildrelay_q == 86) {
				mes "[" + .@name$ + "]";
				mes "Good work. Please";
				mes "go ahead and take a rest,";
				mes "and then come back to me";
				mes "later. I'll have something";
				mes "to give you by then.";
				close;
			}
			if ((guildrelay_q == 85) && (countitem(Soul_Of_Proceeding) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Advance";
				mes "to your ^FF0000guild master^000000.";
				mes "It won't do any good in the";
				mes "hands of anybody else.";
				close;
			}
			if (guildrelay_q == 85) {
				mes "[" + .@name$ + "]";
				mes "Your falcon's been";
				mes "a great help in the";
				mes "guild. Hm? You already";
				mes "miss it? Hahahaha!";
				close;
			}
			mes "[" + .@name$ + "]";
			mes "Hm? What brings you";
			mes "here? I don't think we";
			mes "have any business to";
			mes "conduct. Am I mistaken?";
			close;
		}
	}
	else {
		if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
			mes "[" + .@name$ + "]";
			mes "Hm? What brings you";
			mes "here? Feel free to take";
			mes "your time and look around";
			mes "if that's what pleases you.";
			close;
		}
		else {
			mes "[" + .@name$ + "]";
			mes "There isn't much to see";
			mes "around here, but you're";
			mes "welcome to stay and look";
			mes "around here if you wish.";
			close;
		}
	}
}

-	script	RelayDummy3::GuildRelay3	4_M_SAGE_A,{
	.@name$ = strnpcinfo(NPC_NAME_VISIBLE);
	getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC);
	.@GID = getcastledata(.@m$,1);
	if (checkweight(Knife,1) == 0) {
		mes "^3355FFWait a minute! You're";
		mes "carrying too many items";
		mes "right now: store some of";
		mes "your extra things in Kafra";
		mes "Storage, and then come back.^000000";
		close;
	}
	if (.@GID == 0) {
		mes "^3355FFThis exhausted man";
		mes "notices you staring at";
		mes "him, but chooses to leave";
		mes "you alone. There's no one";
		mes "else in this stronghold so";
		mes "there's no reason to be here.^000000";
		close;
	}
	if (getcharid(CHAR_ID_GUILD) == .@GID) {
		if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
			if (countitem(Soul_Of_Confidence) > 0) {
				mes "[" + .@name$ + "]";
				mes "Hm? What are you doing?";
				mes "You're not supposed to";
				mes "be the one holding onto";
				mes "this soul. A Sage or a";
				mes "Professor was supposed";
				mes "to come here with it.";
				next;
				mes "[" + .@name$ + "]";
				mes "Make sure you give";
				mes "that soul you're holding";
				mes "to a ^FF0000Sage^000000 or ^FF0000Professor^000000, and";
				mes "then have him bring it to me.";
				close;
			}
			else {
				mes "[" + .@name$ + "]";
				mes "Our business together";
				mes "has concluded. If you're";
				mes "not busy, why don't you try";
				mes "helping out your guild? Yes,";
				mes "I'm sure they'd appreciate it.";
				close;
			}
		}
		else {
			if ((BaseJob == Job_Sage) && (countitem(Soul_Of_Confidence) > 0)) {
				mes "[" + .@name$ + "]";
				mes "I see that you've brought";
				mes "the ^42426FSpirit of Trust^000000. Now, the";
				mes "first thing I want you to do is";
				mes "to build the trust between you";
				mes "and your guild members.";
				mes "Spend time with them.";
				next;
				mes "[" + .@name$ + "]";
				mes "I want you to build";
				mes "up some friendly bonds";
				mes "within your guild before";
				mes "coming back to me. Your";
				mes "guild must have solidarity";
				mes "in order to be successful.";
				delitem Soul_Of_Confidence,1;
				guildrelay_q = 9;
				guildtime = gettime(GETTIME_HOUR);
				close;
			}
			if ((guildtime > 22) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
				if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "So did you spend some";
					mes "quality time with your";
					mes "guild members, and get";
					mes "a chance to really learn";
					mes "who they are? You must";
					mes "love your comrades.";
					next;
					mes "[" + .@name$ + "]";
					mes "Now you know how";
					mes "important bonding truly";
					mes "is. Please give this spirit";
					mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
					mes "or ^42426FGypsy^000000. Good luck to you.";
					guildrelay_q = 81;
					getitem Soul_Of_Agreement,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Hm? Back so soon?";
					mes "That hasn't been enough";
					mes "time for you to really bond";
					mes "with your guild members.";
					mes "Go back, ask them about their";
					mes "dreams, passions, and goals!";
					close;
				}
			}
			else if ((guildtime > 21) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
				if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "So did you spend some";
					mes "quality time with your";
					mes "guild members, and get";
					mes "a chance to really learn";
					mes "who they are? You must";
					mes "love your comrades.";
					next;
					mes "[" + .@name$ + "]";
					mes "Now you know how";
					mes "important bonding truly";
					mes "is. Please give this spirit";
					mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
					mes "or ^42426FGypsy^000000. Good luck to you.";
					guildrelay_q = 71;
					getitem Soul_Of_Agreement,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Hm? Back so soon?";
					mes "That hasn't been enough";
					mes "time for you to really bond";
					mes "with your guild members.";
					mes "Go back, ask them about their";
					mes "dreams, passions, and goals!";
					close;
				}
			}
			else if ((guildtime > 20) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
				if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "So did you spend some";
					mes "quality time with your";
					mes "guild members, and get";
					mes "a chance to really learn";
					mes "who they are? You must";
					mes "love your comrades.";
					next;
					mes "[" + .@name$ + "]";
					mes "Now you know how";
					mes "important bonding truly";
					mes "is. Please give this spirit";
					mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
					mes "or ^42426FGypsy^000000. Good luck to you.";
					guildrelay_q = 71;
					getitem Soul_Of_Agreement,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Hm? Back so soon?";
					mes "That hasn't been enough";
					mes "time for you to really bond";
					mes "with your guild members.";
					mes "Go back, ask them about their";
					mes "dreams, passions, and goals!";
					close;
				}
			} else if (gettime(GETTIME_HOUR) - guildtime > 3 && guildrelay_q == 9 && BaseJob == Job_Sage) {
				mes "[" + .@name$ + "]";
				mes "So did you spend some";
				mes "quality time with your";
				mes "guild members, and get";
				mes "a chance to really learn";
				mes "who they are? You must";
				mes "love your comrades.";
				next;
				mes "[" + .@name$ + "]";
				mes "You have done";
				mes "what you had to do for now.";
				mes "Please give it to a ^42426FBard^000000 or ^42426FClown^000000";
				mes "You can also give it to ^42426FDancer^000000 or ^42426FGypsy^000000";
				mes "Good luck.";
				guildrelay_q = 71;
				getitem Soul_Of_Agreement,1;
				close;
			}
			else if ((BaseJob == Job_Sage) && (guildrelay_q == 9)) {
				mes "[" + .@name$ + "]";
				mes "Hm? Back so soon?";
				mes "That hasn't been enough";
				mes "time for you to really bond";
				mes "with your guild members.";
				mes "Go back, ask them about their";
				mes "dreams, passions, and goals!";
				close;
			}
			if (((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) && (countitem(Soul_Of_Agreement) > 0)) {
				mes "[" + .@name$ + "]";
				mes "For the sake of promoting";
				mes "teamwork amongst your guild,";
				mes "my test will be for you to";
				mes "gather specific items for me.";
				next;
				mes "[" + .@name$ + "]";
				mes "This is a difficult task";
				mes "to complete alone, but it";
				mes "will be much easier if you";
				mes "and your guild cooperate to";
				mes "get all the items. Now listen,";
				mes "this is what I want you to get.";
				next;
				switch(rand(1,3)) {
				case 1:
					mes "[" + .@name$ + "]";
					mes "^8C171730 Burning Hearts^000000,";
					mes "^8C171730 Wolf Claws^000000, and";
					mes "^8C171730 Leopard Claws^000000.";
					mes "You might want to write";
					mes "these down so you don't";
					mes "forget. Good luck to you.";
					delitem Soul_Of_Agreement,1;
					guildrelay_q = 10;
					break;
				case 2:
					mes "[" + .@name$ + "]";
					mes "^8C171730 Soft Blades of Grass^000000,";
					mes "^8C171730 Wooden Hearts^000000, and";
					mes "^8C171730 Poisonous Toad Skins^000000.";
					mes "You might want to write";
					mes "these down so you don't";
					mes "forget. Good luck to you.";
					delitem Soul_Of_Agreement,1;
					guildrelay_q = 11;
					break;
				case 3:
					mes "[" + .@name$ + "]";
					mes "^8C171730 Antelope Horns^000000,";
					mes "^8C171730 Honey Pots^000000, and";
					mes "^8C171730 Porcupine Quills^000000.";
					mes "You might want to write";
					mes "these down so you don't";
					mes "forget. Good luck to you.";
					delitem Soul_Of_Agreement,1;
					guildrelay_q = 80;
					break;
				}
				next;
				mes "[" + .@name$ + "]";
				mes "You should be bonding";
				mes "with your guild while you";
				mes "gather those items I asked";
				mes "you to bring. I know enough";
				mes "time hasn't passed for your";
				mes "guild to work together on this.";
				close;
			}
			if ((countitem(Burning_Heart) > 29) && (countitem(Leopard_Talon) > 29) && (countitem(Claw_Of_Wolves) > 29) && (guildrelay_q == 10)) {
				mes "[" + .@name$ + "]";
				mes "Oh, perfect! You brought";
				mes "all the items. Well then,";
				mes "I guess you're ready to";
				mes "take this spirit now. Please";
				mes "give it to an ^42426FAssassin^000000 or an";
				mes "^42426FAssassin Cross^000000. Thank you.";
				delitem Burning_Heart,30;
				delitem Leopard_Talon,30;
				delitem Claw_Of_Wolves,30;
				if (BaseJob == Job_Dancer) {
					guildrelay_q = 72;
				}
				else {
					guildrelay_q = 72;
				}
				getitem Soul_Of_Harmony,1;
				close;
			}
			else if ((countitem(Heart_Of_Tree) > 29) && (countitem(Soft_Leaf) > 29) && (countitem(Poison_Toads_Skin) > 29) && (guildrelay_q == 11)) {
				mes "[" + .@name$ + "]";
				mes "Oh, perfect! You brought";
				mes "all the items. Well then,";
				mes "I guess you're ready to";
				mes "take this spirit now. Please";
				mes "give it to an ^42426FAssassin^000000 or an";
				mes "^42426FAssassin Cross^000000. Thank you.";
				delitem Heart_Of_Tree,30;
				delitem Soft_Leaf,30;
				delitem Poison_Toads_Skin,30;
				if (BaseJob == Job_Dancer) {
					guildrelay_q = 72;
				}
				else {
					guildrelay_q = 72;
				}
				getitem Soul_Of_Harmony,1;
				close;
			}
			else if ((countitem(Goats_Horn) > 29) && (countitem(Honey_Jar) > 29) && (countitem(Porcupine_Spike) > 29) && (guildrelay_q == 80)) {
				mes "[" + .@name$ + "]";
				mes "Oh, perfect! You brought";
				mes "all the items. Well then,";
				mes "I guess you're ready to";
				mes "take this spirit now. Please";
				mes "give it to an ^42426FAssassin^000000 or an";
				mes "^42426FAssassin Cross^000000. Thank you.";
				delitem Goats_Horn,30;
				delitem Honey_Jar,30;
				delitem Porcupine_Spike,30;
				if (BaseJob == Job_Dancer) {
					guildrelay_q = 72;
				}
				else {
					guildrelay_q = 72;
				}
				getitem Soul_Of_Harmony,1;
				close;
			}
			else if (guildrelay_q == 10) {
				mes "[" + .@name$ + "]";
				mes "Hm? You still haven't";
				mes "gathered all the items";
				mes "with your guild yet?";
				mes "Let me remind you what";
				mes "you need to bring me.";
				next;
				mes "[" + .@name$ + "]";
				mes "^8C171730 Burning Hearts^000000,";
				mes "^8C171730 Wolf Claws^000000, and";
				mes "^8C171730 Leopard Claws^000000.";
				mes "You might want to write";
				mes "these down so you don't";
				mes "forget. Good luck to you.";
				close;
			}
			else if (guildrelay_q == 11) {
				mes "[" + .@name$ + "]";
				mes "Hm? You still haven't";
				mes "gathered all the items";
				mes "with your guild yet?";
				mes "Let me remind you what";
				mes "you need to bring me.";
				next;
				mes "[" + .@name$ + "]";
				mes "^8C171730 Soft Blades of Grass^000000,";
				mes "^8C171730 Wooden Hearts^000000, and";
				mes "^8C171730 Poisonous Toad Skins^000000.";
				mes "You might want to write";
				mes "these down so you don't";
				mes "forget. Good luck to you.";
				close;
			}
			else if (guildrelay_q == 80) {
				mes "[" + .@name$ + "]";
				mes "Hm? You still haven't";
				mes "gathered all the items";
				mes "with your guild yet?";
				mes "Let me remind you what";
				mes "you need to bring me.";
				next;
				mes "[" + .@name$ + "]";
				mes "^8C171730 Antelope Horns^000000,";
				mes "^8C171730 Honey Pots^000000, and";
				mes "^8C171730 Porcupine Quills^000000.";
				mes "You might want to write";
				mes "these down so you don't";
				mes "forget. Good luck to you.";
				close;
			}
			if ((BaseJob == Job_Assassin) && (countitem(Soul_Of_Harmony) > 0)) {
				mes "[" + .@name$ + "]";
				mes "You brought the";
				mes "Spirit of Combination?";
				mes "Make sure that you give";
				mes "that to a ^2F4F2FWizard^000000 or";
				mes "a ^2F4F2FHigh Wizard^000000.";
				delitem Soul_Of_Harmony,1;
				guildrelay_q = 74;
				getitem Soul_Of_Unity,1;
				close;
			}
			if ((BaseJob == Job_Wizard) && (countitem(Soul_Of_Unity) > 0)) {
				mes "[" + .@name$ + "]";
				mes "For the sake of your";
				mes "guild, you must become";
				mes "stronger. Sometimes";
				mes "your spells will make the";
				mes "difference between victory";
				mes "and defeat. Remember that.";
				next;
				mes "[" + .@name$ + "]";
				mes "Hey," + strcharinfo(PC_NAME) + ",";
				mes "if you really want to become";
				mes "strong enough to protect your";
				mes "guild, then you must level up.";
				mes "Come back to me once you've";
				mes "raised your Base Level.";
				next;
				if ((BaseLevel > 0) && (BaseLevel < 61)) {
					mes "[" + .@name$ + "]";
					mes "You will be ready";
					mes "for your task after you";
					mes "gain ^FF00003 Base Levels^000000.";
					mes "Don't despair: I know";
					mes "you'll be able to reach";
					mes "this goal. Good luck to you.";
					delitem Soul_Of_Unity,1;
					guildrelay_q = 12;
					close;
				}
				else if ((BaseLevel > 60) && (BaseLevel < 76)) {
					mes "[" + .@name$ + "]";
					mes "You will be ready";
					mes "for your task after you";
					mes "gain ^FF00002 Base Levels^000000.";
					mes "Don't despair: I know";
					mes "you'll be able to reach";
					mes "this goal. Good luck to you.";
					delitem Soul_Of_Unity,1;
					guildrelay_q = 13;
					close;
				}
				else if ((BaseLevel > 75) && (BaseLevel < 97)) {
					mes "[" + .@name$ + "]";
					mes "You will be ready";
					mes "for your task after you";
					mes "gain ^FF00001 Base Level^000000.";
					mes "Don't despair: I know";
					mes "you'll be able to reach";
					mes "this goal. Good luck to you.";
					delitem Soul_Of_Unity,1;
					guildrelay_q = 14;
					close;
				}
				else if (BaseLevel > 96) {
					mes "[" + .@name$ + "]";
					mes "Hm. You're much stronger";
					mes "that I expected. There's no";
					mes "need for me to encourage";
					mes "you to develop your strength.";
					mes "I admit that you are strong.";
					next;
					mes "[" + .@name$ + "]";
					mes "Acknowledge the extent and";
					mes "limits of your strength, but";
					mes "never allow conceit to pollute";
					mes "your heart. Pride will always";
					mes "shackle your power if you";
					mes "let it. Remember humility.";
					next;
					mes "[" + .@name$ + "]";
					mes "You qualified enough";
					mes "for me to trust you.";
					mes "Please give this spirit";
					mes "to your ^FF0000Guild Master^000000.";
					mes "You're done for now.";
					delitem Soul_Of_Unity,1;
					guildrelay_q = 75;
					getitem Soul_Of_Friendship,1;
					close;
				}
			}
			if ((BaseLevel + 2) < (BaseLevel) && (guildrelay_q == 12)) {
				mes "[" + .@name$ + "]";
				mes "I see that you've";
				mes "completed the task";
				mes "I have given you. It may";
				mes "have been difficult, but";
				mes "you'll see that I had your";
				mes "guild's best interests in mind.";
				next;
				mes "[" + .@name$ + "]";
				mes "You've earned my trust.";
				mes "Please give this spirit";
				mes "to your ^FF0000Guild Master^000000.";
				mes "You've done well.";
				guildrelay_q = 75;
				getitem Soul_Of_Friendship,1;
				close;
			}
			else if ((BaseLevel + 1) < (BaseLevel) && (guildrelay_q == 13)) {
				mes "[" + .@name$ + "]";
				mes "I see that you've";
				mes "completed the task";
				mes "I have given you. It may";
				mes "have been difficult, but";
				mes "you'll see that I had your";
				mes "guild's best interests in mind.";
				next;
				mes "[" + .@name$ + "]";
				mes "You've earned my trust.";
				mes "Please give this spirit";
				mes "to your ^FF0000Guild Master^000000.";
				mes "You've done well.";
				guildrelay_q = 75;
				getitem Soul_Of_Friendship,1;
				close;
			}
			else if ((BaseLevel < BaseLevel) && (guildrelay_q == 14)) {
				mes "[" + .@name$ + "]";
				mes "I see that you've";
				mes "completed the task";
				mes "I have given you. It may";
				mes "have been difficult, but";
				mes "you'll see that I had your";
				mes "guild's best interests in mind.";
				next;
				mes "[" + .@name$ + "]";
				mes "You've earned my trust.";
				mes "Please give this spirit";
				mes "to your ^FF0000Guild Master^000000.";
				mes "You've done well.";
				guildrelay_q = 75;
				getitem Soul_Of_Friendship,1;
				close;
			}
			if ((guildrelay_q == 12) && (BaseJob == Job_Wizard)) {
				mes "[" + .@name$ + "]";
				mes "You're not strong enough";
				mes "yet for your guild to fully";
				mes "rely on you in a crisis.";
				mes "You must level up!";
				close;
			}
			else if ((guildrelay_q == 13) && (BaseJob == Job_Wizard)) {
				mes "[" + .@name$ + "]";
				mes "You're not strong enough";
				mes "yet for your guild to fully";
				mes "rely on you in a crisis.";
				mes "You must level up!";
				close;
			}
			else if ((guildrelay_q == 14) && (BaseJob == Job_Wizard)) {
				mes "[" + .@name$ + "]";
				mes "Hmm... I don't think you've";
				mes "spent enough time leveling";
				mes "up yet. Keep working on it.";
				close;
			}
		}
	}
	else {
		if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
			mes "[" + .@name$ + "]";
			mes "Hm. You're the master";
			mes "of another guild, aren't";
			mes "you? I have no loyalty";
			mes "towards you. Please...";
			mes "Leave this place.";
			close;
		}
		else {
			mes "[" + .@name$ + "]";
			mes "Hm? You have no reason";
			mes "to linger in this stronghold.";
			mes "Please leave this place now.";
			close;
		}
	}
	if ((guildrelay_q == 71) && (countitem(Soul_Of_Agreement) > 0)) {
		mes "[" + .@name$ + "]";
		mes "There's no need for you";
		mes "to hold onto that Spirit";
		mes "of Union. Please give it to";
		mes "a Bard, Minstrel, Dancer";
		mes "or Gypsy in your guild.";
		close;
	}
	else if (guildrelay_q == 71) {
		mes "[" + .@name$ + "]";
		mes "When you improve yourself,";
		mes "you'll also be strengthening";
		mes "your guild. Always devote some";
		mes "time for yourself and for your";
		mes "team. You cannot have one";
		mes "without the other.";
		next;
		mes "[" + .@name$ + "]";
		mes "I suppose you really";
		mes "don't have much use";
		mes "for me anymore... But I'll";
		mes "always offer my support.";
		close;
	}
	if ((guildrelay_q == 72) && (countitem(Soul_Of_Harmony) > 0)) {
		mes "[" + .@name$ + "]";
		mes "There's no need for you";
		mes "to hold onto that Spirit of";
		mes "Combination. Please give";
		mes "it to an Assassin or Assassin";
		mes "Cross in your guild.";
		close;
	}
	else if (guildrelay_q == 72) {
		mes "[" + .@name$ + "]";
		mes "Your songs bolster your";
		mes "guild's morale, and will";
		mes "help them stand and fight,";
		mes "no matter how deseperate";
		mes "the situation may seem.";
		mes "Your voice can make miracles.";
		next;
		mes "[" + .@name$ + "]";
		mes "I suppose you really";
		mes "don't have much use";
		mes "for me anymore... But I'll";
		mes "always offer my support.";
		close;
	}
	if ((guildrelay_q == 73) && (countitem(Soul_Of_Harmony) > 0)) {
		mes "[" + .@name$ + "]";
		mes "There's no need for you";
		mes "to hold onto that Spirit of";
		mes "Combination. Please give";
		mes "it to an Assassin or Assassin";
		mes "Cross in your guild.";
		close;
	}
	else if (guildrelay_q == 73) {
		mes "[" + .@name$ + "]";
		mes "Your dances bolster your";
		mes "guild's morale, and will";
		mes "help them stand and fight,";
		mes "no matter how deseperate";
		mes "the situation may seem.";
		mes "Your voice can make miracles.";
		next;
		mes "[" + .@name$ + "]";
		mes "I suppose you really";
		mes "don't have much use";
		mes "for me anymore... But I'll";
		mes "always offer my support.";
		close;
	}
	if ((guildrelay_q == 74) && (countitem(Soul_Of_Unity) > 0)) {
		mes "[" + .@name$ + "]";
		mes "There's no need for you";
		mes "to hold onto that Spirit";
		mes "of Solidarity. Please give";
		mes "it to a Wizard or High";
		mes "Wizard in your guild.";
		close;
	}
	else if (guildrelay_q == 74) {
		mes "[" + .@name$ + "]";
		mes "I suppose you really";
		mes "don't have much use";
		mes "for me anymore... But I'll";
		mes "always offer my support.";
		next;
		mes "[" + .@name$ + "]";
		mes "Know who your enemies are.";
		mes "If anybody opposes your guild,";
		mes "you must crush them without";
		mes "any hesitation. Your justice";
		mes "must be meted swiftly!";
		close;
	}
	if ((guildrelay_q == 75) && (countitem(Soul_Of_Friendship) > 0)) {
		mes "[" + .@name$ + "]";
		mes "There's no need for you";
		mes "to hold onto that Spirit of";
		mes "Friendship. Please give";
		mes "it to your Guild Master.";
		close;
	}
	else if (guildrelay_q == 75) {
		mes "[" + .@name$ + "]";
		mes "I can tell that you're";
		mes "always trying to help all";
		mes "the members of your guild.";
		mes "Your loyalty will bring them";
		mes "to your side in times of";
		mes "joy and of tribulation.";
		next;
		mes "[" + .@name$ + "]";
		mes "I suppose you really";
		mes "don't have much use";
		mes "for me anymore... But I'll";
		mes "always offer my support.";
		close;
	}
	mes "[" + .@name$ + "]";
	mes "We have nothing to";
	mes "do with each other.";
	mes "Leave me be, and";
	mes "just go on your way.";
	close;
}

-	script	GuildDummy4::GuildRelay4	4_M_SAGE_A,{
	.@name$ = strnpcinfo(NPC_NAME_VISIBLE);
	getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC);
	.@GID = getcastledata(.@m$,1);
	if (checkweight(Knife,1) == 0) {
		mes "^3355FFWait a minute! You're";
		mes "carrying too many items";
		mes "right now: store some of";
		mes "your extra things in Kafra";
		mes "Storage, and then come back.^000000";
		close;
	}
	if (.@GID == 0) {
		mes "^3355FFThis exhausted man";
		mes "notices you staring at";
		mes "him, but chooses to leave";
		mes "you alone. There's no one";
		mes "else in this stronghold so";
		mes "there's no reason to be here.^000000";
		close;
	}
	if (getcharid(CHAR_ID_GUILD) == .@GID) {
		if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
			if (countitem(Soul_Of_Peace) > 0) {
				mes "[" + .@name$ + "]";
				mes "Hm? That spirit that";
				mes "you've brought with you...";
				mes "I'm sorry, but it's useless";
				mes "for you to carry it around.";
				next;
				mes "[" + .@name$ + "]";
				mes "Please give that to";
				mes "a ^FF0000Rogue^000000 or ^FF0000Stalker^000000";
				mes "in your guild, and then";
				mes "ask him bring it to me.";
				close;
			}
			else {
				mes "[" + .@name$ + "]";
				mes "Our business together";
				mes "has concluded. If you're";
				mes "not busy, why don't you try";
				mes "helping out your guild? Yes,";
				mes "I'm sure they'd appreciate it.";
				close;
			}
		}
		else {
			if ((BaseJob == Job_Rogue) && (countitem(Soul_Of_Peace) > 0)) {
				mes "[" + .@name$ + "]";
				mes "So you're the one that's";
				mes "been entrusted with the";
				mes "Spirit of Peace? Well then...";
				mes "My task for you is to ^FF0000form";
				switch(rand(1,3)) {
				case 1:
					mes "a party with 6 members^000000.";
					mes "No more and no less.";
					next;
					mes "[" + .@name$ + "]";
					mes "This is a strange test,";
					mes "but if you can do this, it";
					mes "will clearly demonstrate";
					mes "to me that your people";
					mes "skills are up to par.";
					delitem Soul_Of_Peace,1;
					guildrelay_q = 91;
					close;
				case 2:
					mes "a party with 8 members^000000.";
					mes "No more and no less.";
					next;
					mes "[" + .@name$ + "]";
					mes "This is a strange test,";
					mes "but if you can do this, it";
					mes "will clearly demonstrate";
					mes "to me that your people";
					mes "skills are up to par.";
					delitem Soul_Of_Peace,1;
					guildrelay_q = 92;
					close;
				case 3:
					mes "a party with 10 members^000000.";
					mes "No more and no less.";
					next;
					mes "[" + .@name$ + "]";
					mes "This is a strange test,";
					mes "but if you can do this, it";
					mes "will clearly demonstrate";
					mes "to me that your people";
					mes "skills are up to par.";
					delitem Soul_Of_Peace,1;
					guildrelay_q = 93;
					close;
				}
			}
			getpartymember(getcharid(CHAR_ID_PARTY));
			.@partymembercount = $@partymembercount;
			.@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2);
			if (guildrelay_q == 91) {
				if (.@partymembercount == 6) {
					mes "[" + .@name$ + "]";
					mes "I see that you've";
					mes "formed a party with";
					mes "the exact number of";
					mes "people that I asked. Hmm.";
					mes "I guess you can be trusted";
					mes "to lead when you must.";
					next;
					mes "[" + .@name$ + "]";
					mes "Here. I want you to take";
					mes "this spirit, and then give";
					mes "it to a Priest or High";
					mes "Priest in your guild.";
					guildrelay_q = 95;
					getitem Soul_Of_Spirit,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "I thought I asked you to";
					mes "^FF0000form a party of 6 members^000000?";
					mes "No more and no less. Hmm.";
					mes "Come back to me after you've";
					mes "finished this simple task.";
					close;
				}
			}
			if (guildrelay_q == 92) {
				if (.@partymembercount == 8) {
					mes "[" + .@name$ + "]";
					mes "I see that you've";
					mes "formed a party with";
					mes "the exact number of";
					mes "people that I asked. Hmm.";
					mes "I guess you can be trusted";
					mes "to lead when you must.";
					next;
					mes "[" + .@name$ + "]";
					mes "Here. I want you to take";
					mes "this spirit, and then give";
					mes "it to a Priest or High";
					mes "Priest in your guild.";
					guildrelay_q = 95;
					getitem Soul_Of_Spirit,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "I thought I asked you to";
					mes "^FF0000form a party of 8 members^000000?";
					mes "No more and no less. Hmm.";
					mes "Come back to me after you've";
					mes "finished this simple task.";
					close;				}
			}
			if (guildrelay_q == 93) {
				if (.@partymembercount == 10) {
					mes "[" + .@name$ + "]";
					mes "I see that you've";
					mes "formed a party with";
					mes "the exact number of";
					mes "people that I asked. Hmm.";
					mes "I guess you can be trusted";
					mes "to lead when you must.";
					next;
					mes "[" + .@name$ + "]";
					mes "Here. I want you to take";
					mes "this spirit, and then give";
					mes "it to a Priest or High";
					mes "Priest in your guild.";
					guildrelay_q = 95;
					getitem Soul_Of_Spirit,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "I thought I asked you to";
					mes "^FF0000form a party of 10 members^000000?";
					mes "No more and no less. Hmm.";
					mes "Come back to me after you've";
					mes "finished this simple task.";
					close;
				}
			}
			if ((BaseJob == Job_Priest) && (countitem(Soul_Of_Spirit) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Good work getting the";
				mes "Spirit of Determination,";
				mes "but I want you to work on";
				mes "getting stronger. If you";
				mes "intend to protect others,";
				mes "you can't afford to lose.";
				next;
				if ((BaseLevel > 1) && (BaseLevel < 61)) {
					mes "[" + .@name$ + "]";
					mes "I want you to gain";
					mes "^FF00003 Base Levels^000000 for the";
					mes "sake of strengthening";
					mes "yourself and your guild.";
					mes "This is my test for you.";
					next;
					mes "[" + .@name$ + "]";
					mes "Try not to worry";
					mes "over this task so much.";
					mes "I'm certain you can do";
					mes "this. Come back to me";
					mes "when you are ready.";
					delitem Soul_Of_Spirit,1;
					guildrelay_q = 18;
					close;
				}
				if ((BaseLevel > 60) && (BaseLevel < 76)) {
					mes "[" + .@name$ + "]";
					mes "I want you to gain";
					mes "^FF00002 Base Levels^000000 for the";
					mes "sake of strengthening";
					mes "yourself and your guild.";
					mes "This is my test for you.";
					next;
					mes "[" + .@name$ + "]";
					mes "Try not to worry";
					mes "over this task so much.";
					mes "I'm certain you can do";
					mes "this. Come back to me";
					mes "when you are ready.";
					delitem Soul_Of_Spirit,1;
					guildrelay_q = 19;
					close;
				}
				if ((BaseLevel > 75) && (BaseLevel < 97)) {
					mes "[" + .@name$ + "]";
					mes "I want you to gain";
					mes "^FF00001 Base Level^000000 for the";
					mes "sake of strengthening";
					mes "yourself and your guild.";
					mes "This is my test for you.";
					next;
					mes "[" + .@name$ + "]";
					mes "Try not to worry";
					mes "over this task so much.";
					mes "I'm certain you can do";
					mes "this. Come back to me";
					mes "when you are ready.";
					delitem Soul_Of_Spirit,1;
					guildrelay_q = 20;
					close;
				}
				if (BaseLevel > 96) {
					mes "[" + .@name$ + "]";
					mes "Hum, You are stronger than";
					mes "I was expected.";
					mes "You don't need any more quests";
					mes "for becoming stronger.";
					mes "But, do not be so proud of yourself.";
					next;
					mes "[" + .@name$ + "]";
					mes "Alright then...";
					mes "I entrust you with";
					mes "this spirit. Please be";
					mes "sure to give it to a";
					mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
					mes "in your guild.";
					delitem Soul_Of_Spirit,1;
					guildrelay_q = 98;
					getitem Soul_Of_Service,1;
					close;
				}
			}
			if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 18)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I see that you've";
				mes "become much stronger,";
				mes "just as I asked. No wonder";
				mes "your guild mates can rely";
				mes "on you. Congratulations";
				mes "on a job well done.";
				next;
				mes "[" + .@name$ + "]";
				mes "Alright then...";
				mes "I entrust you with";
				mes "this spirit. Please be";
				mes "sure to give it to a";
				mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
				mes "in your guild.";
				guildrelay_q = 98;
				getitem Soul_Of_Service,1;
				close;
			}
			if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 19)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I see that you've";
				mes "become much stronger,";
				mes "just as I asked. No wonder";
				mes "your guild mates can rely";
				mes "on you. Congratulations";
				mes "on a job well done.";
				next;
				mes "[" + .@name$ + "]";
				mes "Alright then...";
				mes "I entrust you with";
				mes "this spirit. Please be";
				mes "sure to give it to a";
				mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
				mes "in your guild.";
				guildrelay_q = 98;
				getitem Soul_Of_Service,1;
				close;
			}
			if ((BaseLevel < BaseLevel) && (guildrelay_q == 20)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I see that you've";
				mes "become much stronger,";
				mes "just as I asked. No wonder";
				mes "your guild mates can rely";
				mes "on you. Congratulations";
				mes "on a job well done.";
				next;
				mes "[" + .@name$ + "]";
				mes "Ok, take this and give to";
				mes "Crusader or Paladin";
				mes "who is in our guild.";
				mes "Good luck!";
				guildrelay_q = 98;
				getitem Soul_Of_Service,1;
				close;
			}
			if ((BaseJob == Job_Crusader) && (countitem(Soul_Of_Service) > 0)) {
				mes "[" + .@name$ + "]";
				mes "I see that you possess";
				mes "the Spirit of Service. Hmm.";
				mes "Good job. Now, your next";
				mes "task will test your patience.";
				mes "All you have to do is ^FF0000wait^000000.";
				mes "Wait until the time is right.";
				next;
				mes "[" + .@name$ + "]";
				mes "I want you to spend this";
				mes "time to look into yourself,";
				mes "and examine your relationship";
				mes "with your guild members.";
				mes "When you feel that the time";
				mes "is right, come talk to me.";
				next;
				mes "[" + .@name$ + "]";
				mes "I'm not going to tell you";
				mes "when you should come back.";
				mes "I'll merely confirm whether";
				mes "you've come early or on time.";
				mes "You'll need to really listen";
				mes "to your feelings this time...";
				delitem Soul_Of_Service,1;
				guildrelay_q = 21;
				guildtime = gettime(GETTIME_HOUR);
				close;
			}
			if ((guildtime > 22) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
				if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "Yes. You've come at just";
					mes "the right time. Remember";
					mes "that feeling in your heart,";
					mes "and trust it when it comes";
					mes "again. Now give this spirit to";
					mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
					guildrelay_q = 96;
					getitem Soul_Of_Glory,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Too early.";
					mes "Still too early.";
					mes "Have you been listening";
					mes "to your heart? Listen harder.";
					close;
				}
			}
			if ((guildtime > 21) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
				if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "Yes. You've come at just";
					mes "the right time. Remember";
					mes "that feeling in your heart,";
					mes "and trust it when it comes";
					mes "again. Now give this spirit to";
					mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
					guildrelay_q = 96;
					getitem Soul_Of_Glory,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Too early.";
					mes "Still too early.";
					mes "Have you been listening";
					mes "to your heart? Listen harder.";
					close;
				}
			}
			if ((guildtime > 20) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
				if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "Yes. You've come at just";
					mes "the right time. Remember";
					mes "that feeling in your heart,";
					mes "and trust it when it comes";
					mes "again. Now give this spirit to";
					mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
					guildrelay_q = 96;
					getitem Soul_Of_Glory,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Too early.";
					mes "Still too early.";
					mes "Have you been listening";
					mes "to your heart? Listen harder.";
					close;
				}
			}
			if (gettime(GETTIME_HOUR) - guildtime > 3 && guildrelay_q == 21 && BaseJob == Job_Crusader) {
				mes "[" + .@name$ + "]";
				mes "Yes. You've come at just";
				mes "the right time. Remember";
				mes "that feeling in your heart,";
				mes "and trust it when it comes";
				mes "again. Now give this spirit to";
				mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
				guildrelay_q = 96;
				getitem Soul_Of_Glory,1;
				close;
			}
			if ((guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
				mes "[" + .@name$ + "]";
				mes "Not yet. Just wait";
				mes "a little longer. Relax,";
				mes "and come back later.";
				close;
			}
			if ((BaseJob == Job_Monk) && (countitem(Soul_Of_Glory) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Most of the souls have";
				mes "been shared, and there is";
				mes "but one thing I want to ask";
				mes "you to do. Please bring me";
				mes "some items. Having your friends";
				mes "help you do this is acceptable.";
				next;
				switch(rand(1,3)) {
				case 1:
					mes "[" + .@name$ + "]";
					mes "Please bring";
					mes "^FF000030 Dokebi Horns^000000,";
					mes "^FF000030 Fish Tails^000000, and";
					mes "^FF000030 Celestial Robes^000000.";
					mes "I shall be waiting";
					mes "for you right here.";
					delitem Soul_Of_Glory,1;
					guildrelay_q = 23;
					close;
				case 2:
					mes "[" + .@name$ + "]";
					mes "Please bring";
					mes "^FF000030 Rainbow Shells^000000,";
					mes "^FF000030 Elastic Bands^000000, and";
					mes "^FF000030 Horrendous Hairs^000000.";
					mes "I shall be waiting";
					mes "for you right here.";
					delitem Soul_Of_Glory,1;
					guildrelay_q = 24;
					close;
				case 3:
					mes "[" + .@name$ + "]";
					mes "Please bring";
					mes "^FF000030 Worn-out Kimonos^000000,";
					mes "^FF000030 Anolian Skins^000000, and";
					mes "^FF000030 PecoPeco Feathers^000000.";
					mes "I shall be waiting";
					mes "for you right here.";
					delitem Soul_Of_Glory,1;
					guildrelay_q = 94;
					close;
				}
			}
			if ((countitem(Limpid_Celestial_Robe) > 29) && (countitem(Dokkaebi_Horn) > 29) && (countitem(Fish_Tail) > 29) && (guildrelay_q == 23)) {
				mes "[" + .@name$ + "]";
				mes "Well, well. You've";
				mes "gathered those items";
				mes "more quickly that I thought";
				mes "you would. Good job. Now,";
				mes "please give this to your ^FF0000Guild";
				mes "Master^000000 as soon as you can.";
				delitem Limpid_Celestial_Robe,30;
				delitem Dokkaebi_Horn,30;
				delitem Fish_Tail,30;
				guildrelay_q = 97;
				getitem Soul_Of_Victory,1;
				close;
			}
			if ((BaseJob == Job_Monk) && (guildrelay_q == 23)) {
				mes "[" + .@name$ + "]";
				mes "You have to give ^FF0000Transparent Celestial Robe ^00000030ea,";
				mes "^FF0000Dokebi Horn ^00000030ea, ^FF0000Fish Tail ^00000030ea.";
				mes "You know that, right?";
				mes "Good luck~";
				close;
			}
			if ((countitem(Slender_Snake) > 29) && (countitem(Colorful_Shell) > 29) && (countitem(Flexible_String) > 29) && (guildrelay_q == 24)) {
				mes "[" + .@name$ + "]";
				mes "Well, well. You've";
				mes "gathered those items";
				mes "more quickly that I thought";
				mes "you would. Good job. Now,";
				mes "please give this to your ^FF0000Guild";
				mes "Master^000000 as soon as you can.";
				delitem Slender_Snake,30;
				delitem Colorful_Shell,30;
				delitem Flexible_String,30;
				guildrelay_q = 97;
				getitem Soul_Of_Victory,1;
				close;
			}
			if ((BaseJob == Job_Monk) && (guildrelay_q == 24)) {
				mes "[" + .@name$ + "]";
				mes "Please bring";
				mes "^FF000030 Rainbow Shells^000000,";
				mes "^FF000030 Elastic Bands^000000, and";
				mes "^FF000030 Horrendous Hairs^000000.";
				mes "I shall be waiting";
				mes "for you right here.";
				close;
			}
			if ((countitem(Anolian_Skin) > 29) && (countitem(Peco_Wing_Feather) > 29) && (countitem(Old_Japaness_Clothes) > 29) && (guildrelay_q == 94)) {
				mes "[" + .@name$ + "]";
				mes "Well, well. You've";
				mes "gathered those items";
				mes "more quickly that I thought";
				mes "you would. Good job. Now,";
				mes "please give this to your ^FF0000Guild";
				mes "Master^000000 as soon as you can.";
				delitem Anolian_Skin,30;
				delitem Peco_Wing_Feather,30;
				delitem Old_Japaness_Clothes,30;
				guildrelay_q = 97;
				getitem Soul_Of_Victory,1;
				close;
			}
			if ((BaseJob == Job_Monk) && (guildrelay_q == 94)) {
				mes "[" + .@name$ + "]";
				mes "Please bring";
				mes "^FF000030 Worn-out Kimonos^000000,";
				mes "^FF000030 Anolian Skins^000000, and";
				mes "^FF000030 PecoPeco Feathers^000000.";
				mes "I shall be waiting";
				mes "for you right here.";
				close;
			}
			if ((guildrelay_q == 95) && (countitem(Soul_Of_Spirit) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Determination";
				mes "to a ^FF0000Priest^000000 or ^FF0000High Priest^000000.";
				mes "You knew that already,";
				mes "didn't you? Please hurry";
				mes "and deliver it soon.";
				close;
			}
			if (guildrelay_q == 95) {
				mes "[" + .@name$ + "]";
				mes "For now, it would be";
				mes "best for you to rest and";
				mes "recoup your strength. Your";
				mes "chance to help your guild";
				mes "will come soon enough so";
				mes "there's no need to rush.";
				close;
			}
			if ((guildrelay_q == 98) && (countitem(Soul_Of_Service) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Service to";
				mes "a ^FF0000Crusader^000000 or ^FF0000Paladin^000000.";
				mes "You knew that already,";
				mes "didn't you? Please hurry";
				mes "and deliver it soon.";
				close;
			}
			if (guildrelay_q == 98) {
				mes "[" + .@name$ + "]";
				mes "Hmm. You need to wait";
				mes "for the right time to act.";
				mes "Why don't you help out";
				mes "your guild in the meantime?";
				close;
			}
			if ((guildrelay_q == 96) && (countitem(Soul_Of_Glory) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Glory to";
				mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000.";
				mes "You knew that already,";
				mes "didn't you? Please hurry";
				mes "and deliver it soon.";
				close;
			}
			if (guildrelay_q == 96) {
				mes "[" + .@name$ + "]";
				mes "I see that you have";
				mes "the potential to become";
				mes "a great leader. Be sure";
				mes "not to waste it, and lead";
				mes "your guild as well as you can.";
				close;
			}
			if ((guildrelay_q == 97) && (countitem(Soul_Of_Victory) > 0)) {
				mes "[" + .@name$ + "]";
				mes "You need to give";
				mes "the ^FF0000Spirit of Victory^000000";
				mes "to your Guild Master.";
				mes "Please make sure that";
				mes "it gets delivered soon.";
				close;
			}
			if (guildrelay_q == 97) {
				mes "[" + .@name$ + "]";
				mes "You're a nenown explorer,";
				mes "and I see in you the potential";
				mes "to accomplish even more";
				mes "great things. However,";
				mes "I doubt there is anything";
				mes "more that you can do here.";
				close;
			}
			mes "[" + .@name$ + "]";
			mes "Hmm. You have no business";
			mes "being here. Why don't you";
			mes "find something productive";
			mes "to do? There is nothing";
			mes "for you here, I assure you.";
			close;
		}
	}
	else {
		if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
			mes "[" + .@name$ + "]";
			mes "You might be the master";
			mes "of a guild, but you and I";
			mes "have nothing to do with";
			mes "each other. I'm sorry.";
			next;
			mes "[" + .@name$ + "]";
			mes "Then again, I suppose";
			mes "you came here to see";
			mes "how a real guild operates.";
			mes "If that's the case, you're";
			mes "welcome to stay and observe.";
			close;
		}
		else {
			mes "[" + .@name$ + "]";
			mes ".........................";
			next;
			mes "[" + .@name$ + "]";
			mes ".........................";
			next;
			mes "[" + .@name$ + "]";
			mes "What brings you here?";
			mes "I don't think I've seen";
			mes "you around before. Hm.";
			close;
		}
	}
}

//== Luina 1 ===============================================
aldeg_cas01,51,102,5	duplicate(GuildRelay1)	Buzz#01	4_M_SAGE_A,{
aldeg_cas01,75,39,3	duplicate(GuildRelay2)	Lenya#01	4_M_SAGE_A,{
aldeg_cas01,200,175,3	duplicate(GuildRelay3)	Gealuve#01	4_M_SAGE_A,{
aldeg_cas01,59,224,3	duplicate(GuildRelay4)	Pariz#01	4_M_SAGE_A,{

//== Luina 2 ===============================================
aldeg_cas02,120,51,5	duplicate(GuildRelay1)	Buzz#02	4_M_SAGE_A
aldeg_cas02,180,184,3	duplicate(GuildRelay2)	Lenya#02	4_M_SAGE_A
aldeg_cas02,62,65,3	duplicate(GuildRelay3)	Gealuve#02	4_M_SAGE_A
aldeg_cas02,62,201,3	duplicate(GuildRelay4)	Pariz#02	4_M_SAGE_A

//== Luina 3 ===============================================
aldeg_cas03,70,252,5	duplicate(GuildRelay1)	Buzz#03	4_M_SAGE_A
aldeg_cas03,72,115,3	duplicate(GuildRelay2)	Lenya#03	4_M_SAGE_A
aldeg_cas03,114,119,3	duplicate(GuildRelay3)	Gealuve#03	4_M_SAGE_A
aldeg_cas03,188,181,3	duplicate(GuildRelay4)	Pariz#03	4_M_SAGE_A

//== Luina 4 ===============================================
aldeg_cas04,31,116,5	duplicate(GuildRelay1)	Buzz#04	4_M_SAGE_A
aldeg_cas04,66,117,3	duplicate(GuildRelay2)	Lenya#04	4_M_SAGE_A
aldeg_cas04,24,80,3	duplicate(GuildRelay3)	Gealuve#04	4_M_SAGE_A
aldeg_cas04,181,97,3	duplicate(GuildRelay4)	Pariz#04	4_M_SAGE_A

//== Luina 5 ===============================================
aldeg_cas05,31,191,5	duplicate(GuildRelay1)	Buzz#05	4_M_SAGE_A
aldeg_cas05,140,196,3	duplicate(GuildRelay2)	Lenya#05	4_M_SAGE_A
aldeg_cas05,148,224,3	duplicate(GuildRelay3)	Gealuve#05	4_M_SAGE_A
aldeg_cas05,165,51,3	duplicate(GuildRelay4)	Pariz#05	4_M_SAGE_A

//== Britoniah 1 ===========================================
gefg_cas01,85,47,4	duplicate(GuildRelay1)	Jody#01	4_M_SAGE_A
gefg_cas01,67,83,3	duplicate(GuildRelay2)	Ron Haware#01	4_M_SAGE_A
gefg_cas01,184,40,3	duplicate(GuildRelay3)	Vers#01	4_M_SAGE_A
gefg_cas01,35,34,6	duplicate(GuildRelay4)	Gen Garish#01	4_M_SAGE_A

//== Britoniah 2 ===========================================
gefg_cas02,15,69,4	duplicate(GuildRelay1)	Jody#02	4_M_SAGE_A
gefg_cas02,23,22,3	duplicate(GuildRelay2)	Ron Haware#02	4_M_SAGE_A
gefg_cas02,178,38,3	duplicate(GuildRelay3)	Vers#02	4_M_SAGE_A
gefg_cas02,18,159,5	duplicate(GuildRelay4)	Gen Garish#02	4_M_SAGE_A

//== Britoniah 3 ===========================================
gefg_cas03,257,41,4	duplicate(GuildRelay1)	Jody#03	4_M_SAGE_A
gefg_cas03,110,91,3	duplicate(GuildRelay2)	Ron Haware#03	4_M_SAGE_A
gefg_cas03,158,57,3	duplicate(GuildRelay3)	Vers#03	4_M_SAGE_A
gefg_cas03,124,24,3	duplicate(GuildRelay4)	Gen Garish#03	4_M_SAGE_A

//== Britoniah 4 ===========================================
gefg_cas04,26,73,4	duplicate(GuildRelay1)	Jody#04	4_M_SAGE_A
gefg_cas04,34,16,1	duplicate(GuildRelay2)	Ron Haware#04	4_M_SAGE_A
gefg_cas04,55,70,5	duplicate(GuildRelay3)	Vers#04	4_M_SAGE_A
gefg_cas04,73,38,6	duplicate(GuildRelay4)	Gen Garish#04	4_M_SAGE_A

//== Britoniah 5 ===========================================
gefg_cas05,47,47,4	duplicate(GuildRelay1)	Jody#05	4_M_SAGE_A
gefg_cas05,65,28,3	duplicate(GuildRelay2)	Ron Haware#05	4_M_SAGE_A
gefg_cas05,87,31,3	duplicate(GuildRelay3)	Vers#05	4_M_SAGE_A
gefg_cas05,46,28,3	duplicate(GuildRelay4)	Gen Garish#05	4_M_SAGE_A

//== Greenwood Lake 1 ======================================
payg_cas01,87,35,3	duplicate(GuildRelay1)	Chungye#01	1_M_MOC_LORD
payg_cas01,129,29,3	duplicate(GuildRelay2)	Dosuhlji#01	4_M_SAGE_A
payg_cas01,13,146,5	duplicate(GuildRelay3)	Yayula#01	2_M_BARD_ORIENT
payg_cas01,91,49,3	duplicate(GuildRelay4)	Ashin#01	1_M_ORIENT01

//== Greenwood Lake 2 ======================================
payg_cas02,34,253,3	duplicate(GuildRelay1)	Chungye#02	1_M_MOC_LORD
payg_cas02,77,229,3	duplicate(GuildRelay2)	Dosuhlji#02	4_M_SAGE_A
payg_cas02,252,287,3	duplicate(GuildRelay3)	Yayula#02	2_M_BARD_ORIENT
payg_cas02,289,264,3	duplicate(GuildRelay4)	Ashin#02	1_M_ORIENT01

//== Greenwood Lake 3 ======================================
payg_cas03,48,265,3	duplicate(GuildRelay1)	Chungye#03	1_M_MOC_LORD
payg_cas03,7,265,5	duplicate(GuildRelay2)	Dosuhlji#03	4_M_SAGE_A
payg_cas03,16,16,5	duplicate(GuildRelay3)	Yayula#03	2_M_BARD_ORIENT
payg_cas03,10,266,3	duplicate(GuildRelay4)	Ashin#03	1_M_ORIENT01

//== Greenwood Lake 4 ======================================
payg_cas04,24,285,3	duplicate(GuildRelay1)	Chungye#04	1_M_MOC_LORD
payg_cas04,21,16,3	duplicate(GuildRelay2)	Dosuhlji#04	4_M_SAGE_A
payg_cas04,69,270,3	duplicate(GuildRelay3)	Yayula#04	2_M_BARD_ORIENT
payg_cas04,18,239,3	duplicate(GuildRelay4)	Ashin#04	1_M_ORIENT01

//== Greenwood Lake 5 ======================================
payg_cas05,277,271,3	duplicate(GuildRelay1)	Chungye#05	1_M_MOC_LORD
payg_cas05,273,15,3	duplicate(GuildRelay2)	Dosuhlji#05	4_M_SAGE_A
payg_cas05,283,24,3	duplicate(GuildRelay3)	Yayula#05	2_M_BARD_ORIENT
payg_cas05,276,287,3	duplicate(GuildRelay4)	Ashin#05	1_M_ORIENT01

//== Valkyrie Realms 1 =====================================
prtg_cas01,96,205,5	duplicate(GuildRelay1)	Hermod#01	4_M_SAGE_A
prtg_cas01,157,117,3	duplicate(GuildRelay2)	Atila#01	4_F_JOB_KNIGHT
prtg_cas01,149,78,3	duplicate(GuildRelay3)	Cecil#01	4_F_03
prtg_cas01,125,191,3	duplicate(GuildRelay4)	Diligo#01	4_M_SAGE_A

//== Valkyrie Realms 2 =====================================
prtg_cas02,73,35,5	duplicate(GuildRelay1)	Hermod#02	4_M_SAGE_A
prtg_cas02,43,41,5	duplicate(GuildRelay2)	Atila#02	4_F_JOB_KNIGHT
prtg_cas02,52,63,3	duplicate(GuildRelay3)	Cecil#02	4_F_03
prtg_cas02,100,62,3	duplicate(GuildRelay4)	Diligo#02	4_M_SAGE_A

//== Valkyrie Realms 3 =====================================
prtg_cas03,5,68,5	duplicate(GuildRelay1)	Hermod#03	4_M_SAGE_A
prtg_cas03,18,109,3	duplicate(GuildRelay2)	Atila#03	4_F_JOB_KNIGHT
prtg_cas03,71,81,5	duplicate(GuildRelay3)	Cecil#03	4_F_03
prtg_cas03,183,215,3	duplicate(GuildRelay4)	Diligo#03	4_M_SAGE_A

//== Valkyrie Realms 4 =====================================
prtg_cas04,39,263,3	duplicate(GuildRelay1)	Hermod#04	4_M_SAGE_A
prtg_cas04,259,251,3	duplicate(GuildRelay2)	Atila#04	4_F_JOB_KNIGHT
prtg_cas04,6,281,5	duplicate(GuildRelay3)	Cecil#04	4_F_03
prtg_cas04,59,282,5	duplicate(GuildRelay4)	Diligo#04	4_M_SAGE_A

//== Valkyrie Realms 5 =====================================
prtg_cas05,52,70,5	duplicate(GuildRelay1)	Hermod#05	4_M_SAGE_A
prtg_cas05,253,91,3	duplicate(GuildRelay2)	Atila#05	4_F_JOB_KNIGHT
prtg_cas05,276,93,3	duplicate(GuildRelay3)	Cecil#05	4_F_03
prtg_cas05,211,36,3	duplicate(GuildRelay4)	Diligo#05	4_M_SAGE_A