//================= 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(1);
if (.@name$ == "Buzz") {
.@name2$ = "Lenya";
.@name3$ = "Gealuve";
.@name4$ = "Pariz";
.@GID = getcastledata("aldeg_cas"+strnpcinfo(2),1);
}
else if (.@name$ == "Jody") {
.@name2$ = "Ron Haware";
.@name3$ = "Vers";
.@name4$ = "Gen Garish";
.@GID = getcastledata("gefg_cas"+strnpcinfo(2),1);
}
else if (.@name$ == "Chungye") {
.@name2$ = "Dosuhlji";
.@name3$ = "Yayula";
.@name4$ = "Ashin";
.@GID = getcastledata("payg_cas"+strnpcinfo(2),1);
}
else if (.@name$ == "Hermod") {
.@name2$ = "Atila";
.@name3$ = "Cecil";
.@name4$ = "Diligo";
.@GID = getcastledata("prtg_cas"+strnpcinfo(2),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(2) == .@GID) {
if (strcharinfo(0) == 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_Angel's_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(0) + ".";
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(0) + "";
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(0) + ".";
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(0) + ".";
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(0) + ".";
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(0) + ".";
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(0) + ".";
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(0) + ".";
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(0) + ".";
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(0) + ".";
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(0) + ",";
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(0) + ".";
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(0) + ",";
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(0) + ",";
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(0) + ",";
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(0) + ",";
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(0) + ",";
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(0) + ".";
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(0) + ",";
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(0) + ".";
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(0) + ",";
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(0) + ".";
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(0) + ",";
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(0) + ",";
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(2) == 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(0) + "^000000.";
mes "Please come in, and make";
mes "yourself comfortable.";
close;
}
}
}
}
- script RelayDummy2::GuildRelay2 4_M_SAGE_A,{
.@name$ = strnpcinfo(1);
getmapxy(.@m$,.@x,.@x,1);
.@GID = getcastledata(.@m$,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(2) == .@GID) {
if (strcharinfo(0) == 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_Pixie's_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_Pixie's_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(0) == 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(1);
getmapxy(.@m$,.@x,.@x,1);
.@GID = getcastledata(.@m$,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(2) == .@GID) {
if (strcharinfo(0) == 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_Toad's_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_Toad's_Skin,30;
if (BaseJob == Job_Dancer) {
guildrelay_q = 72;
}
else {
guildrelay_q = 72;
}
getitem Soul_Of_Harmony,1;
close;
}
else if ((countitem(Goat's_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 Goat's_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(0) + ",";
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(0) == 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(1);
getmapxy(.@m$,.@x,.@x,1);
.@GID = getcastledata(.@m$,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(2) == .@GID) {
if (strcharinfo(0) == 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(1));
.@partymembercount = $@partymembercount;
.@partyleader = getpartyleader(getcharid(1),2);
if (guildrelay_q == 91) {
if (.@partymembercount == 6) {
mes "[" + .@name$ + "]";
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(0) == 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