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authorLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-27 11:40:56 +0000
committerLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-27 11:40:56 +0000
commitff01632251f796dd2ee851f1d249b3a54af2e40d (patch)
treed1b450c579c233d9e68378e9120613eabe1ff662
parent563647bdb3db7db7fb2ccdd85ed02e806b35300c (diff)
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added to keep new versions of 1st class quests. Work in progress!
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8884 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--npc/quests/first_class/WIP/tu_archer.txt2154
-rw-r--r--npc/quests/first_class/WIP/tu_ma_th01.txt794
-rw-r--r--npc/quests/first_class/WIP/tu_thief01.txt750
-rw-r--r--npc/quests/first_class/tu_sword.txt2451
4 files changed, 6149 insertions, 0 deletions
diff --git a/npc/quests/first_class/WIP/tu_archer.txt b/npc/quests/first_class/WIP/tu_archer.txt
new file mode 100644
index 000000000..5adc06fcd
--- /dev/null
+++ b/npc/quests/first_class/WIP/tu_archer.txt
@@ -0,0 +1,2154 @@
+//===== eAthena Script =======================================
+//= Archer Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= eAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//============================================================
+
+
+//=================================================Bard Jet====================================================
+payon_in02.gat,67,65,3 script Bard Jet#tu 51,{
+ mes "[Jet]";
+ mes "Every god never grows old";
+ mes "Because of beautiful";
+ mes "Goddess, Idun.";
+ mes "Keeper of the apples of youth";
+ mes "Goddess of immortality.";
+ next;
+
+ if (Class == Job_Novice) {
+ } else if ((Class == Job_Archer) || (Class == Job_Baby_Archer) || (Class == Job_Archer_High)) {
+ mes "[Jet]";
+ mes "Ooh, you're an Archer?";
+ mes "There was a time when I too";
+ mes "was an Archer. But I've changed jobs, so now I entertain the masses with my songs and humor.";
+ next;
+ mes "[Jet]";
+ mes "Speaking of which...";
+ mes "Let me tell you a joke!";
+ mes "Trust me, it's hilarious~";
+ mes "^333333*Ahem*^000000";
+ emotion e_gasp;
+ next;
+ mes "[Jet]";
+ mes "A termite walks";
+ mes "into a bar and says,";
+ mes "'Is the bar tender here?'";
+ mes "Hahahahaha!";
+ mes "Bwehehehehe!";
+ emotion e_lv;
+ next;
+ mes "[Jet]";
+ mes "Hahaha~!";
+ mes "Goodness,";
+ mes "I'm funny!";
+ mes "Now, you try!";
+ mes "Come on, make";
+ mes "up a joke~!";
+ emotion e_gg;
+ next;
+ if (Sex == 1 ) {
+ switch(select("A joke, eh?")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "What did...";
+ mes "the... Priest...";
+ mes "say to the Verit?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "'HEAL!'";
+ mes "Um... Get it?";
+ break;
+ }
+ next;
+ //misceffect EF_TALK_FROSTJOKE ;
+ mes "[Jet]";
+ mes "Oh...";
+ mes "My...";
+ mes "God...";
+ next;
+ mes "[Jet]";
+ mes "That was the greatest";
+ mes "joke I've ever heard in my";
+ mes "life! You really have a natural";
+ mes "talent for showmanship! You";
+ mes "just have to become a Bard!";
+ } else {
+
+ switch(select("Scream!")) {
+ case 1:
+ break;
+ }
+ next;
+ //misceffect ;
+ mes "[Jet]";
+ mes "W-Wow...";
+ mes "I don't know why, but that was truly amazing. You must have";
+ mes "what it takes to become a Dancer...";
+ }
+
+ emotion e_no1;
+ next;
+ mes "[Jet]";
+ mes "But before any of that, you've got to get rid of the Archer look, no?";
+ next;
+ mes "[Jet]";
+ mes "Actually I'm a member of";
+ mes "the ^3131FFArcher's Guild^000000 'Icarus' which is to the ^3131FFleft of the job change office^000000. You should be able to";
+ mes "learn a lot from there.";
+ next;
+ mes "[Jet]";
+ mes "Now now, go learn";
+ mes "everything and change";
+ mes "jobs so that you can";
+ mes "come play with me!";
+ close;
+} else if ((Class == Job_Bard) || (Class == Job_Clown) || (Class == Job_Baby_Bard)) { //CHECK
+ mes "[Jet]";
+ mes "Ooh...!";
+ mes "You're...!";
+ next;
+ //misceffect EF_TALK_FROSTJOKE ;
+ //ShowEffect "Bard Jet#tu" EF_TALK_FROSTJOKE
+ emotion e_no1;
+ mes "[Jet]";
+ mes "Let's see...";
+ mes "I've been working";
+ mes "on a new joke here,";
+ mes "but I could use some";
+ mes "feedback. You ready?";
+ next;
+ mes "[Jet]";
+ mes "What did the male";
+ mes "Merchant say to the";
+ mes "dancing Isis? Give up?";
+ next;
+ mes "[Jet]";
+ mes "'Mammonite!'";
+ mes "Get it? 'Cuz he";
+ mes "throws money at her";
+ mes "and the word Mammonite";
+ mes "sounds-- wait. It's not funny";
+ mes "if I have to explain it, huh?";
+ close;
+} else if ((Class == Job_Dancer) || (Class == Job_Gypsy) || (Class == Job_Baby_Dancer)) {
+ mes "[Jet]";
+ mes "Ooh...!";
+ mes "Hello, hello!";
+ mes "Wouldn't it be";
+ mes "nice if we could";
+ mes "perform together";
+ mes "one of these days?";
+ close;
+} else {
+ mes "[Jet]";
+ mes "You look bored...";
+ mes "Is life really that";
+ mes "mundane and tiresome?";
+ mes "Then... I shall make";
+ mes "you laugh...";
+ next;
+ mes "[Jet]";
+ mes "^333333*Ahem*^000000";
+ mes "These are the";
+ mes "famous last words";
+ mes "of a mafia hit man...";
+ next;
+ mes "[Jet]";
+ mes "'Who put the";
+ mes "violin in this";
+ mes "violin case?!'";
+ mes "Bwahahahahahahah!";
+ mes "Get the joke?";
+ close;
+}
+end;
+}
+
+//=================================================Sign====================================================
+pay_arche.gat,127,154,4 script Sign#arc 835,{
+ mes " ";
+ mes " Archer Job Change Office ---> ";
+ mes " <--- Icarus ";
+ mes " ";
+ close;
+}
+
+//=================================================Master Kavaruk====================================================
+payon_in02.gat,54,13,3 script Master Kavaruk 55,{
+
+ mes "[Master Kavaruk]";
+ mes "Hello, young one.";
+ mes "I am Master Kavaruk";
+ mes "of the Icarus Archer Guild.";
+ mes "I bid you welcome.";
+ next;
+ switch(select("Ask about 'Icarus.'", "Ask about recent news.", "Talk about Archers.")) {
+ case 1:
+ mes "[Master Kavaruk]";
+ mes "Have you ever";
+ mes "heard the story";
+ mes "of Icarus before?";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Icarus was a brave young man who flew through the sky using wings held together by beeswax. Out of curiosity, he flew too close to the sun, his wings melted, and he fell to his death.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Although his is a tragic story, Icarus had a courageous heart";
+ mes "that we should look up to as";
+ mes "our standard.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "The members of our guild are those who not only wish to be brave, but to reach out for our dreams like Icarus did. Our members are aspiring Archers, former Archers and current Archers.";
+ next;
+ if (Class == Job_Novice) {
+ mes "[Master Kavaruk]";
+ mes "If you'd like to become an Archer, why don't you go around and learn";
+ mes "a few things about the profession? I'm sure you'll be able to hear plenty of stories around here.";
+ close;
+
+ } else if (Class == Job_Archer) {
+ mes "[Master Kavaruk]";
+ mes "Since you're an Archer, you might";
+ mes "benefit from going around and listening to everyone else's battle experiences. Becoming familiar with different fight scenarios will help you in the future.";
+ } else if ((Class == Job_Hunter) || (Class == Job_Sniper) || (Class == Job_Baby_Hunter)) { //CHECK
+
+ mes "[Master Kavaruk]";
+ mes "In fact, there are a few members in our guild who handle Falcons and Arrows, just like you.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "...But I don't seem to see any of them around here right now. They're always out exploring, I suppose. I'm sure that you'll be able to meet one of your colleagues";
+ mes "here sometime, though.";
+ close;
+
+ } else if ((Class == Job_Dancer) || (Class == Job_Gypsy) || (Class == Job_Baby_Dancer)) { //CHECK
+ mes "[Master Kavaruk]";
+ mes "In fact, a few of our";
+ mes "members specialize in";
+ mes "capturing the fascination";
+ mes "of those watching with their";
+ mes "graceful dances, just like you.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "...But I don't seem to see";
+ mes "any of them around here right now. They never seem to remain in one";
+ mes "place for very long. Still, I'm sure of them will turn up here";
+ mes "one of these days.";
+ close;
+
+ } else if ((Class == Job_Bard) || (Class == Job_Clown) || (Class == Job_Baby_Bard)) { //CHECK
+ mes "[Master Kavaruk]";
+ mes "In fact, a few of our members";
+ mes "are highly skilled in singing and entertaining their allies, much in the same way you do.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "...But I don't seem to see any of them around here right now. They always wander wherever the wind takes them, but I'm sure one of them will wander back here one";
+ mes "of these days.";
+ close;
+
+ } else {
+ mes "[Master Kavaruk]";
+ mes "They happen to know a lot of information about jobs related to Archers. Why don't you speak to them and learn more about";
+ mes "these other jobs?";
+ close;
+ }
+ end;
+ break;
+ case 2:
+ if ((Class == Job_Archer) || (Class == Job_Baby_Archer) || (Class == Job_Archer_High)) {
+ if (tu_archer02 == 0) {
+ mes "[Master Kavaruk]";
+ mes "Oh, it's a good thing";
+ mes "you're here, "+strcharinfo(0)+".";
+ mes "I've just received request for support from the Alchemist";
+ mes "Guild in Al De Baran.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "They've been taking care";
+ mes "of a Flora field as a way of supplying their funds, but recently some stray cats seem to have been destroying the plants there.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Although the Alchemists have been using Alchemy to summon the Flora again to keep the field running, it's causing a strain on their resources.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "They are willing to give rewards for bringing materials such as ^3131FFManeater Blossoms^000000 and ^3131FFStems^000000 which will help them restore";
+ mes "their Flora.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to road south of Icarus^000000.";
+ set tu_archer02, 1;
+ close;
+
+ } else if (tu_archer02 == 1) {
+ mes "[Master Kavaruk]";
+ mes "Hmmm...";
+ mes "..........";
+ next;
+ switch(select("Is something the matter?")) {
+ case 1:
+ break;
+ }
+ mes "[Master Kavaruk]";
+ mes "Actually, we have a problem.";
+ mes "The position of master seems to have a lot of power, but I always need to remain here. I don't have the luxury of being able to leave my post.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "I asked a member of Icarus to";
+ mes "wander about the Rune Midgarts kingdom and gather news and information about what has been going on recenty.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Would you please go find ^3131FFArthail of the Wind^000000 for me? Although he doesn't like people, I've ordered for him to wander within the crowds to gather information.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Please find out if he is all right and help him with whatever he";
+ mes "may need. In the meantime, I will be waiting to hear from you. Thank you very much.";
+ set tu_archer02, 2;
+ close;
+
+ } else if (tu_archer02 == 2) {
+ mes "[Master Kavaruk]";
+ mes "Find Arthail";
+ mes "of the Wind for me.";
+ mes "He must be somewhere";
+ mes "in Prontera...";
+ close;
+
+ } else if (tu_archer02 == 9) {
+ mes "[Master Kavaruk]";
+ mes "Hmmm, I see. Thank you";
+ mes "for bringing me the news. As Arthail has said, I shall wait until he has more news for me.";
+ mes "You should also train and prepare for the future as well.";
+ set tu_archer02, 10;
+ set BaseExp, BaseExp + 2000;
+ set JobExp,JobExp+1000;
+ close;
+
+ } else {
+ mes "[Master Kavaruk]";
+ mes "I don't know...";
+ mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "But if I hear of";
+ mes "any interesting rumors,";
+ mes "I will let you know.";
+ close;
+// Some error here with this rows [Jukka]
+// } else {
+//
+// mes "[Master Kavaruk]";
+// mes "I don't know...";
+// mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
+// next;
+// mes "[Master Kavaruk]";
+// mes "But if I hear of";
+// mes "any interesting rumors,";
+// mes "I will let you know.";
+// close;
+// }
+// } else {
+// mes "[Master Kavaruk]";
+// mes "I don't know...";
+// mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
+// next;
+// mes "[Master Kavaruk]";
+// mes "any interesting rumors,";
+// mes "I will let you know.";
+// close;
+ }
+ }
+ break;
+
+ case 3:
+ if (tu_archer01 < 1) {
+ mes "[Master Kavaruk]";
+ if ((Class == Job_Novice) || (Class == Job_Baby)) {
+ mes "Ah...";
+ mes "So are you";
+ mes "interested in";
+ mes "becoming an Archer?";
+
+ } else if ((BaseClass == Job_Archer)) {
+ mes "Although I can't deny that you're an expert, I suppose it is a good idea to review the basics of archery from time to time. Would you like to try some refresher training?";
+
+ } else if ((Class == Job_Archer) || (Class == Job_Baby_Archer)) {
+ mes "As an Archer, I can see that you'd want to make sure that you have a strong grasp on the fundamentals";
+ mes "of our job. Would you like some specialized instruction?";
+
+ } else {
+ mes "Although you may not be able";
+ mes "to directly apply archery related knowledge, it's a good idea to understand the capabilities of";
+ mes "your Archer allies.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "How would you like";
+ mes "some specialized instruction to learn more about the Archer job?";
+ }
+ next;
+ switch(select("Yes", "No")) {
+ case 1:
+ set tu_archer01, 1;
+ mes "[Master Kavaruk]";
+ mes "Ah yes. Well then, please";
+ mes "take this message over to ^3131FFSeisner^000000 who is in the Training Grounds west of Icarus.";
+ next;
+ mes "^3355FFYou've received";
+ mes "Kavaruk's message";
+ mes "for Seisner.^000000";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Seisner is very diligent,";
+ mes "composed, intelligent and";
+ mes "extremely capable. I believe";
+ mes "that you can learn much from her.";
+ close;
+ break;
+ case 2:
+ mes "[Master Kavaruk]";
+ mes "Ah, I see. Well,";
+ mes "Icarus will always welcome";
+ mes "you with open arms. If you";
+ mes "ever change your mind, feel";
+ mes "free to come back.";
+ close;
+ break;
+ }
+
+ } else if ((tu_archer01 == 1) || (tu_archer01 == 2)) {
+ mes "[Master Kavaruk]";
+ mes "Hmm...?";
+ mes "What are you still";
+ mes "doing here? Go to the";
+ mes "hills west of Icarus and";
+ mes "talk to ^3131FFSeisner^000000 to begin your special training.";
+ close;
+ } else if (tu_archer01 == 3) {
+ mes "[Master Kavaruk]";
+ mes "So "+strcharinfo(0)+",";
+ mes "Did you have a good experience? Learning theory alone is never too enjoyable, but it is necessary.";
+
+ if ((Class == Job_Archer) || (Class == Job_Archer_High) || (Class == Job_Baby_Archer)) {
+ next;
+ mes "[Master Kavaruk]";
+ mes "Now it is time to experience the principles you've just learned firsthand. Go speak to ^3131FFReidin Corse^000000, who is just outside of this building, and he'll tell you about the different skills.";
+ set tu_archer01, 4;
+ close;
+ } else {
+ next;
+ mes "[Master Kavaruk]";
+ mes "Still, there's no need for you to do any field training since only Archers can actually participate";
+ mes "in that.";
+ close;
+ }
+
+ } else if (tu_archer01 == 4) {
+ mes "[Master Kavaruk]";
+ mes "Reidin Corse is just outside of this building. Didn't you see him on your way in?";
+ close;
+
+ } else {
+ mes "[Master Kavaruk]";
+ mes "You're great";
+ mes "just as you are now.";
+ mes "Still, if you feel like you need something, speak to any of the guild members and listen to their life experiences.";
+ close;
+ }
+ break;
+}
+end;
+}
+}
+
+//=================================================Reidin Corse====================================================
+pay_arche.gat,103,165,5 script Reidin Corse#tu 832,{
+//set @max_max_c1, CheckMaxCount 1201 1;<- Command in eA? [Jukka]
+//if (@max_max_c1 == 1) {
+// mes "[Reidin Corse]";
+// mes "Why are you carrying";
+// mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+// close;
+//}
+
+set @now_weight, MaxWeight - Weight;
+if (@now_weight < 2000) {
+ mes "[Reidin Corse]";
+ mes "Hey, you're carrying an";
+ mes "awful lot of stuff. You ought";
+ mes "to put some of your things";
+ mes "into Kafra Storage...";
+ close;
+}
+
+if (tu_archer01 > 0) {
+ if (tu_archer01 == 4) {
+ mes "[Reidin Corse]";
+ mes "Ah, what is it?";
+ mes "Can I help you";
+ mes "with something?";
+ next;
+ switch(select("Tell me about skills.", "Er, not really...")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Huh. So Master";
+ mes "Kavaruk told you";
+ mes "to come to me, eh?";
+ mes "Alright. Okay.";
+ emotion e_gg;
+ next;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh...?";
+ mes "Alright. You sure";
+ mes "you've got nothing";
+ mes "to ask me? You had";
+ mes "that look, you know?";
+ close;
+ break;
+ }
+
+ mes "[Reidin Corse]";
+ mes "Fine. I'm an incredibly";
+ mes "busy guy, but I'll make time for you. I'll teach you what I know about Archer skills... On one condition!";
+ next;
+ mes "[Reidin Corse]";
+ mes "From here on out, you gotta";
+ mes "call me ^3131FFChief^000000, got it? Stick with me and you'll become the second best archer in the world! How";
+ mes "about it, kid?";
+ next;
+ switch(select("You got it, Chief!", "Ugh, no thanks~!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Ho ho!";
+ mes "That's the way to go!";
+ mes "Good good~ Call me Chief";
+ mes "from now on, you hear?";
+ next;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh? What kind of attitude";
+ mes "is that? Ah, I get it. You're not mature enough to recognize greatness when it's right";
+ mes "before you.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Don't worry...";
+ mes "When you come crawlin'";
+ mes "back, I'll reconsider";
+ mes "teaching you.";
+ close;
+ break;
+ }
+ mes "[Reidin Corse]";
+ mes "Let's see...";
+ mes "How much do you know?";
+ mes "Mmmmmmmmmm...";
+ next;
+ mes "^3355FFReidin Corse narrows his experienced eyes and sizes you up.^000000";
+ next;
+ if (JobLevel > 39) {
+ mes "[Reidin Corse]";
+ mes "Hey! You're ready to change jobs, aren't you? Don't waste time here and just get a new job already! Eh, or you can ask Master Kavaruk for something to do.";
+ close;
+
+ } else if (JobLevel < 5) {
+ mes "[Reidin Corse]";
+ mes "Alright! We got a fresh Archer here! You're lucky you came to me, I'm the best teacher you can find! But let me warn you, I teach at a really fast pace, so try to keep";
+ mes "up. Okay? Good.";
+ next;
+ set tu_archer01, 5;
+ mes "[Reidin Corse]";
+ mes "Okay, I'm ready to begin the lessons! Come back over here once you've got your bow and arrows and everything else ready, got it?";
+ close;
+
+ } else {
+ mes "[Reidin Corse]";
+ mes "Okay. It looks like you know";
+ mes "some stuff. But even if you're";
+ mes "a little experienced, there's still room for you to learn. So try and keep up, got it?";
+ next;
+ set tu_archer01, 5;
+ mes "[Reidin Corse]";
+ mes "Well, I'm ready to teach whenever you're ready to learn. Come back once your bow and arrows and everything else is ready, alright?";
+ close;
+ }
+
+ } else if (tu_archer01 == 5) {
+ mes "[Reidin Corse]";
+ mes "You ready? I think it's fair to remind you that I won't tolerate any complaining! Just do what";
+ mes "I say and you'll be the second best Archer in the world! After me, of course~";
+ next;
+ mes "[Reidin Corse]";
+ mes "If you don't like it, you can just quit! No reason to stick around";
+ mes "if you can't keep up with the Chief, anyway.";
+ next;
+ switch(select("Please teach me... Chief!", "I want to quit.")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "That's what I'm talkin' about! Yeah! Just trust me and you'll learn almost everything about Archer skills! Let's get started!";
+ next;
+ switch(select("Yes, Chief!")) {
+ case 1:
+ emotion e_ok;
+ mes "[Reidin Corse]";
+ mes "Great...!";
+ mes "I like your style!";
+ next;
+ break;
+ }
+
+ mes "[Reidin Corse]";
+ mes "Now, open your Skill Window (Alt+S). You oughta be able to see two skills: ^FF0000Owl's Eye^000000 and ^FF0000Double Strafe^000000. First, I'll talk about Owl's Eye.";
+ next;
+ mes "[Reidin Corse]";
+ mes "We Archers need to be able to preceive the movements of our targets from far away. Now, even during the night, nothing can escape the eyes of an owl.";
+ next;
+ mes "[Reidin Corse]";
+ mes "So we gotta train our vision so that we see the way owls do. Now";
+ mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!";
+ next;
+ set @skill_owl, getskilllv(43);
+ if (@skill_owl < 3) {
+ set tu_archer01, 6;
+ mes "[Reidin Corse]";
+ mes "Now, your first assignment";
+ mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
+ mes "From Prontera, if you travel south, south and then west, you can fight Condors for your training.";
+ next;
+ mes "[Reidin Corse]";
+ mes "You can head somewhere";
+ mes "else if you want, but if you don't know any training areas, then";
+ mes "just follow my great advice.";
+ next;
+ switch(select("I'll follow your advice, Chief!", "I'll hunt somewhere else...")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "I'll send you to";
+ mes "Prontera for now,";
+ mes "so don't forget the";
+ mes "directions I gave you.";
+ mes "Travel ^3131FFsouth^000000, ^3131FFsouth^000000,";
+ mes "and then ^3131FFwest^000000.";
+ next;
+ switch(select("Leave right away~", "W-wait, let me get ready!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "When you struggle";
+ mes "through the hardships";
+ mes "of training, just think";
+ mes "about trying to become as";
+ mes "good as the greatest Archer";
+ mes "ever: me.";
+ emotion e_dots;
+ next;
+ mes "[Reidin Corse]";
+ mes "Okay...!";
+ mes "Off you go!";
+ mes "To Prontera!";
+ close2;
+ warp "prontera.gat",116,72;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Hm...?";
+ mes "What do you possibly";
+ mes "need to prepare? Alright,";
+ mes "do whatever it is you";
+ mes "need to do...";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ emotion e_an;
+ mes "[Reidin Corse]";
+ mes "Say what...?";
+ mes "Alright, then.";
+ mes "But the next time";
+ mes "you come here, you better";
+ mes "know Level 3 Owl's Eye!";
+ close;
+ break;
+ }
+
+ } else {
+ emotion e_ag;
+ mes "[Reidin Corse]";
+ mes "Huh. So you already know a little about Owl's Eye already, huh? Well then, I guess I oughta talk about something you don't know about!";
+ set tu_archer01, 7;
+ set BaseExp, BaseExp + 500;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh. Okay.";
+ mes "And here I was";
+ mes "getting ready to";
+ mes "teach you all my";
+ mes "archery secrets!";
+ close;
+ break;
+ }
+
+ } else if (tu_archer01 == 6) {
+ set @owl, getskilllv(43);
+ if (@owl > 2) {
+ mes "[Reidin Corse]";
+ mes "Ah, you're";
+ mes "finally back.";
+ mes "You've kept me";
+ mes "waiting for a while!";
+ next;
+ emotion e_gasp;
+ mes "[Reidin Corse]";
+ mes "Ah, but your eyes look a lot sharper than they used to be.";
+ mes "Here, this is a small, special reward for you.";
+ //misceffect EF_WIND ;
+ set tu_archer01, 7;
+ set BaseExp, BaseExp + 500;
+ next;
+ emotion e_pif;
+ mes "[Reidin Corse]";
+ mes "Not bad, but you really should master Owl's Eye. That means";
+ mes "you need to learn it all the way";
+ mes "up to Level 10!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, I guess I'll";
+ mes "talk about a different";
+ mes "skill in my next lecture, kay?";
+ mes "Come back when you're ready";
+ mes "to learn something new~";
+ close;
+
+ } else {
+ mes "[Reidin Corse]";
+ mes "Hey! I told";
+ mes "you to learn";
+ mes "Level 3 Owl's Eye!";
+ mes "Try not to learn something";
+ mes "else by accident, okay?";
+ close;
+ }
+ end;
+
+ } else if (tu_archer01 == 7) {
+ mes "[Reidin Corse]";
+ mes "Alright, open";
+ mes "your Skill Window.";
+ mes "Since you have Level 3";
+ mes "Owl's Eye, now you oughta be";
+ mes "able to see the Vulture's Eye";
+ mes "skill in the list too.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now when you think";
+ mes "about vultures, what";
+ mes "exactly comes to mind?";
+ next;
+ switch(select("Sharp, precise eyes.", "You, Chief.")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Exactly!";
+ next;
+ break;
+ case 2:
+ emotion e_lv2;
+ mes "[Reidin Corse]";
+ mes "Hahahaha!";
+ mes "Well, I am famous";
+ mes "for my incredible";
+ mes "vision and precision!";
+ mes "^333333*Ahem*^000000 Anyway...";
+ next;
+ break;
+ }
+ mes "[Reidin Corse]";
+ mes "Vultures circle the sky, find a target on the ground, and then very swiftly swoop down and ensnare their prey in their claws.";
+ next;
+ emotion e_lv;
+ mes "[Reidin Corse]";
+ mes "No doubt about it.";
+ mes "Vultures are awesome!";
+ next;
+ mes "[Reidin Corse]";
+ mes "The ^3131FFVulture's Eye^000000 skill allows";
+ mes "you to train your vision to be like a vulture's. You'll increase your Attack Accuracy and can target enemies from further away.";
+ next;
+ emotion e_no;
+ mes "[Reidin Corse]";
+ mes "I know that you can attack";
+ mes "from a distance now, but don't";
+ mes "be satisfied with just your current attack range. Learn Vulture's Eye so you can attack from even further distances.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now for your";
+ mes "second assignment!";
+ mes "Go hunt Mandagora!";
+ mes "Mandagora don't move,";
+ mes "so they're perfect for target";
+ mes "practice from a distance!";
+ next;
+
+ set @eagle, getskilllv(44);
+
+ if (@eagle < 3) {
+ mes "[Reidin Corse]";
+ mes "Alright, Mandagora usually live around Mt. Mjolnir. I can send you to Prontera, so just travel north, then east from there to find";
+ mes "some of them.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Remember, the most";
+ mes "important thing is to level the Vulture's Eye skill and test the distance of your attack range.";
+ set @f_arrow,MaxWeight - Weight;
+
+ if (@f_arrow < 1000) {
+ mes "You've got plenty of arrows";
+ mes "for that, so go for it!";
+ set tu_archer01, 8;
+ next;
+ } else {
+ next;
+ mes "[Reidin Corse]";
+ mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well.";
+ set tu_archer01, 8;
+ getitem 1752, 300;
+ next;
+ }
+ mes "[Reidin Corse]";
+ mes "Alright~";
+ mes "Ready to go?";
+ next;
+ switch(select("Let's go!", "W-wait a minute!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright...!";
+ mes "Get a move on!";
+ close2;
+ warp "prontera.gat",116,72;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "You still need";
+ mes "to get ready?";
+ mes "Hurry it up!";
+ close;
+ break;
+ }
+
+ } else {
+ mes "[Reidin Corse]";
+ mes "Eh?";
+ mes "Wait a minute...";
+ emotion e_what;
+ next;
+ mes "[Reidin Corse]";
+ mes "You already";
+ mes "learned Vulture's Eye!";
+ mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson...";
+ set tu_archer01, 9;
+ getitem 1752, 500;
+ next;
+ }
+
+ } else if (tu_archer01 == 8) {
+ set @eagle, getskilllv(44);
+ if (@eagle < 3) {
+ mes "[Reidin Corse]";
+ mes "Mandagora lives in the area north and east of Prontera. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Okay...";
+ mes "Are you";
+ mes "ready to go?";
+ next;
+ switch(select("Go.", "Wait a moment.")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright...!";
+ mes "Get a move on!";
+ close2;
+ warp "prontera.gat",116,72;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "You still need";
+ mes "to get ready?";
+ mes "Hurry it up!";
+ close;
+ break;
+ }
+ } else {
+ mes "[Reidin Corse]";
+ mes "Ah, so you've learned";
+ mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~";
+ set tu_archer01, 9;
+ getitem 1752, 500;
+ close;
+ }
+
+ } else if (tu_archer01 == 9) {
+ mes "[Reidin Corse]";
+ mes "Okay...";
+ mes "Up till now we've";
+ mes "studied Passive Skills.";
+ mes "You know, Owl's Eye";
+ mes "and Vulture's Eye.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Even though you may not be doing anything, Passive Skills are always in effect. Now, it's time for me to teach you about an Active Skill";
+ mes "for Archers. Ready?";
+ next;
+ mes "[Reidin Corse]";
+ mes "Today I'll tell";
+ mes "you all about";
+ mes "^3131FFDouble Strafe^000000!";
+ mes "Whaddya think?";
+ mes "Exciting, yes?";
+ next;
+
+ set @eagle, getskilllv(46);
+
+ if (@eagle > 2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I...";
+ mes "I already know";
+ mes "about Double Strafe.";
+ next;
+ mes "[Reidin Corse]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Reidin Corse]";
+ mes "^333333*Sigh*^000000";
+ mes "Next lesson...";
+ set tu_archer01, 10;
+ close;
+
+ } else {
+ mes "[Reidin Corse]";
+ mes "Just like its name, Double Strafe allows you to attack enemies with your arrows twice in a row! Booyah~";
+ next;
+ mes "[Reidin Corse]";
+ mes "As Double Strafe's level rises, its attack strength also increases. If you master this skill, you can do a great amount of damage to your enemies!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Hold your bow and arrow";
+ mes "like this, concentrate, aim,";
+ mes "then fire twice with all your";
+ mes "might! Practice Double Strafe";
+ mes "enough and you'll get used to it!";
+ next;
+ if (@eagle == 0) {
+ //misceffect EF_WIND;
+ set tu_archer01, 10;
+ set JobExp,JobExp+500;
+ }
+ emotion e_no1;
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, there's another skill known as ^FF0000Arrow Shower^000000. Where Double Strafe uses 2 Arrows, Arrow Shower fires a bunch of arrows at once.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Not even I can handle";
+ mes "Arrow Shower all that well since it's really hard. Still, maybe if you trained more at it, you'd manage to pull it off?";
+ emotion e_heh;
+ close;
+ }
+
+ } else if (tu_archer01 == 10) {
+ mes "[Reidin Corse]";
+ mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Hydras^000000!";
+ emotion e_no1;
+ next;
+ mes "[Reidin Corse]";
+ mes "There's a ship that";
+ mes "leads to Byalan Island in Izlude, Prontera's satellite city. Ride that ship to Byalan Island.";
+ next;
+ mes "[Reidin Corse]";
+ mes "In the center of that island is the entrance to a dungeon where a lot of Hydras live. Remember that it's a water dungeon, and that ^3131FFWater resists Fire^000000, ^3131FFbut is weak against Wind^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now go and bring ^3131FF10 Tentacles^000000";
+ mes "from hunting Hydra and ^3131FF1 Crystal Blue^000000, which you can get from hunting the Mushrooms there.";
+ mes "Bring all of that and you pass~";
+ next;
+ mes "[Reidin Corse]";
+ mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(0) + "~";
+ set tu_archer01, 11;
+ close;
+ } else if (tu_archer01 == 11) {
+ if ((countitem(962) > 9) && (countitem(991) > 0)) {
+ set @bow_muge,MaxWeight - Weight;
+ if (@bow_muge < 1000) {
+ mes "[Reidin Corse]";
+ mes "Why are you carrying";
+ mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+ close;
+
+ } else {
+ mes "[Reidin Corse]";
+ mes "Hey, you're back!";
+ mes "Let's see now...";
+ next;
+ emotion e_no1;
+ mes "[Reidin Corse]";
+ mes "Good! You pass.";
+ mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!";
+ //misceffect EF_WIND;
+ set tu_archer01, 12;
+ set BaseExp, BaseExp + 1000;
+ set JobExp,JobExp+1000;
+ getitem 1707, 1;
+ close;
+ }
+
+ } else {
+ mes "[Reidin Corse]";
+ mes "Hey...";
+ mes "You gotta bring";
+ mes "^3131FF10 Tentacles^000000 and";
+ mes "^3131FF1 Crystal Blue^000000 to pass my midterm! Go back to the dungeon on Byalan Island and get them!";
+ close;
+ }
+
+ } else if (tu_archer01 == 12) {
+ mes "[Reidin Corse]";
+ mes "Alright, now there's only";
+ mes "one more skill you need to know about. Personally, I think this one is crucial for every Archer...";
+ next;
+ mes "[Reidin Corse]";
+ mes "Open your Skill Window.";
+ mes "Make sure that you learn";
+ mes "^FF0000Increase Concentration^000000.";
+ mes "Now, how can I describe";
+ mes "how to do it?";
+ next;
+ mes "[Reidin Corse]";
+ mes "I guess that first, you gotta quiet your mind and enter a state of complete concentration. Steadily draw your bowstring back. If there's even a millisecond of imbalance, you'll miss.";
+ next;
+ mes "[Reidin Corse]";
+ mes "We use Increase Concentration";
+ mes "to keep ourselves calm and focused to ^3131FFmaximize certain abilities and stats^000000. This skill enhances our performance as Archers immensely!";
+ next;
+ mes "[Reidin Corse]";
+ mes "You might not be able";
+ mes "to see it now, but as you become more skilled, you'll eventually recognize all the benefits of this skill.";
+ set tu_archer01, 13;
+ close;
+
+ } else if (tu_archer01 == 13) {
+ mes "[Reidin Corse]";
+ mes "^333333*Sigh*^000000";
+ mes "It was a pain in the";
+ mes "ass, but we're finally";
+ mes "done with all of your lessons.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Ah, but it's not time for";
+ mes "you to relax yet! Since I've given you a midterm, it's only fitting that I also give you a final!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Surprised, huh?";
+ mes "Well, this test is a little harder, but I'll help you out so there's";
+ mes "no need for you to fret.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, go to Mt. Mjolnir and hunt Floras. Your test will be to bring back ^3131FF5 Maneater Blossoms^000000 and";
+ mes "^3131FF20 Stems^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I know it's a little dangerous,";
+ mes "but I've got a pal who'll be there to help you. Of course, she's still in training, but...";
+ next;
+ mes "[Reidin Corse]";
+ mes "Oh...";
+ mes "And one last thing.";
+ mes "Take some of these.";
+ next;
+ set @trip_gift,MaxWeight - Weight;
+ if (@trip_gift < 2100) {
+ mes "[Reidin Corse]";
+ mes "H-hey!";
+ mes "Why are you carrying";
+ mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+ close;
+
+ } else {
+ mes "[Reidin Corse]";
+ mes "This stuff is just a little something to encourage you, so don't take it the wrong way! Now hurry up, get what I asked for,";
+ mes "and come back!";
+ set tu_archer01, 14;
+ getitem 601, 10;
+ getitem 501, 10;
+ getitem 602, 1;
+ close;
+ }
+
+ } else if ((tu_archer01 == 14) || (tu_archer01 == 15)) {
+ if ((countitem(1032) > 4) && (countitem(905) > 19)) { // Blossom Of Maneater & Stem
+ mes "[Reidin Corse]";
+ mes "Ha-ha~!";
+ mes "You look more like";
+ mes "a veteran than a rookie";
+ mes "now! Yeap, I can see it";
+ mes "in your eyes.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Right, did you get a chance to meet my Acolyte pal, Mafra? She's pretty shy, but I hope you two got along.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I'm happy to tell";
+ mes "you that you've passed";
+ mes "my final exam! Here, take";
+ mes "this little reward!";
+ //misceffect EF_WIND ;
+ set tu_archer01, 16;
+ set BaseExp, BaseExp + 3000;
+ set JobExp,JobExp+3000;
+ getitem 1770, 500;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, it's like you're a full fledged Archer now. Honestly,";
+ mes "I've got nothing more to teach you. Well, about archery, anyway.";
+ emotion e_heh;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, if you talk to him, Master Kavaruk might have something for you to do. He happens to have me running around to doing errands";
+ mes "for him too. That creep!";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, "+ strcharinfo(0) +",";
+ mes "It'd make me really happy if you get to the point where you develop a true love for the art of archery. I'll see you sometime, okay?";
+ emotion e_no1;
+ close;
+
+ } else {
+ mes "[Reidin Corse]";
+ mes "Remember, you";
+ mes "need to head over to";
+ mes "Mt. Mjolnir and get me";
+ mes "^3131FF5 Maneater Blossoms^000000";
+ mes "and ^3131FF20 Stems^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "From Prontera, you'd get to Mt. Mjolnir by traveling ^3131FFnorth^000000, ^3131FFnorth^000000 and then ^3131FFeast^000000. But if you want,";
+ mes "I can just send you there.";
+ next;
+ switch(select("Go!", "W-Wait!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright!";
+ mes "Oh, and if you get";
+ mes "the chance, give a hello to my Acolyte pal over there for me~";
+ emotion e_heh;
+ close2;
+ warp "mjolnir_11.gat",25,221;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh?";
+ mes "Um, sure. But";
+ mes "there's no reason to";
+ mes "get so nervous, even if";
+ mes "this my final exam for you.";
+ close;
+ break;
+ }
+ }
+
+ } else if (tu_archer01 == 16) {
+ mes "[Reidin Corse]";
+ mes "I really like this town.";
+ mes "There's so much lush greenery";
+ mes "and the birds are always singing. Payon really is peaceful.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Of course, I've got friends here that I can trust with my life. We always argue, but we all want what's best for each other.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Wouldn't you";
+ mes "agree that it's";
+ mes "wonderful to have";
+ mes "great friends?";
+ close;
+ } else {
+ mes "[Reidin Corse]";
+ mes "I really like this town.";
+ mes "Everything is green and birds singing all around.. such a peaceful place Payon is.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I feel so happy laying in the grass and looking up at the sky.";
+ next;
+ mes "[Reidin Corse]";
+ mes "It might also be because I have my trustable friends here with me. Haha.";
+ mes "We always argue, but we care for each other deep down inside.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "..'friend' is a wonderful word. Don't you agree?";
+ close;
+ }
+
+} else {
+ mes "[Reidin Corse]";
+ mes "Allow me to introduce myself. I'm the Archer of all Archers, ^3131FFReidin Corse^000000, Master of the Icarus Guild!";
+ next;
+ emotion e_no1;
+ mes "[Reidin Corse]";
+ mes "Right now, we're having a special event! The application fee for the Icarus Guild has been slashed by 50%! Join now and there'll be no annual fees!";
+ next;
+ emotion e_lv;
+ mes "[Reidin Corse]";
+ mes "During our special event, we'll have no job class restrictions!";
+ mes "As an added bonus, all new male members will be introduced to beautiful Dancer girls!";
+ next;
+ emotion e_heh;
+ mes "[Reidin Corse]";
+ mes "And new female members will have the special opportunity to go out on a date with me! Don't miss out!";
+ next;
+ emotion e_cash;
+ mes "[Reidin Corse]";
+ mes "Join right now";
+ mes "for a one time fee of only ^3131FF1,000,000, zeny^000000! Hurry and join the Icarus Guild while";
+ mes "this offer still lasts!";
+ next;
+ emotion e_pif;
+
+ mes "[Arpesto]";
+ mes "Reidin...";
+ mes "Stop messing around.";
+ mes "Hey there, kid. The real";
+ mes "master of the Icarus Guild";
+ mes "is in that building.";
+ next;
+ emotion e_omg;
+ mes "[Reidin Corse]";
+ mes "Arpesto...!";
+ mes "Why'd you...?!";
+ next;
+ emotion e_ag;
+ mes "[Reidin Corse]";
+ mes "^333333*Sigh*^000000";
+ mes "You got me, you got me.";
+ mes "There's no application fee.";
+ mes "But I'll still date all of";
+ mes "those cute girls...";
+ close;
+}
+end;
+}
+
+//=================================================Arepesto====================================================
+pay_arche.gat,109,169,3 script Arpesto 712,{
+ mes "[Arpesto]";
+ mes "The sky still looks clear, but recently the winds that have been blowing through the land seem to carry with them an air of misfortune.";
+ next;
+ emotion e_pif;
+ mes "[Reidin Corse]";
+ mes "So...";
+ mes "Danger's coming?";
+ mes "Heh! Chill, gramps~";
+ mes "I got it covered!";
+ next;
+ emotion e_swt2;
+ mes "[Arpesto]";
+ mes "Ho ho...";
+ mes "Energetic, but";
+ mes "cocky. Kids nowadays...";
+ close;
+}
+
+//=================================================Seisner====================================================
+pay_arche.gat,84,139,3 script Seisner 727,{
+//misceffect EF_HIT2;
+mes "[Seisner]";
+mes "Aaaah!";
+mes "Double Strafe!";
+//misceffect EF_HIT2;
+next;
+mes "[Seisner]";
+mes "I did it!";
+mes "Only an Archer";
+mes "could make that shot!";
+next;
+mes "[Seisner]";
+mes "Now, there are some";
+mes "Thief class people who also use arrows, but they're better suited to using Knives. We Archers are";
+mes "the arrow specialists!";
+next;
+if ((tu_archer01 == 1) || (tu_archer01 > 2)) {
+ mes "^3355FFYou show Seisner";
+ mes "the letter that Master";
+ mes "Kavaruk has written";
+ mes "to her for you.^000000";
+ next;
+ mes "[Seisner]";
+ mes "So Master Kavaruk";
+ mes "wants me to teach";
+ mes "you about Archers and Archery? Alright, what would you like to know more about?";
+ next;
+ while((1)) {
+ switch(select("About Archers.", "Stats for Archers", "End Conversation.")) {
+ case 1:
+ mes "[Seisner]";
+ mes "Archers specialize";
+ mes "in shooting ^3131FFarrows^000000. We usually attack from a distance, but before we increase our Dodge Rate, we're pretty weak when it comes to one on one battles.";
+ next;
+ mes "[Seisner]";
+ mes "Therefore, Archers tend to attack before the enemy gets too close.";
+ mes "We also like to party with other people who can offer close";
+ mes "range protection.";
+ next;
+ mes "[Seisner]";
+ mes "Now, only Novices can";
+ mes "become Archers after reaching";
+ mes "Job Level 10 and learning all of the Basic Skills.";
+ next;
+ mes "[Seisner]";
+ mes "Well experienced Archers can move on and change to the Second Job Class, becoming ^3131FFHunters^000000, ^3131FFBards^000000 if they are male, or ^3131FFDancers^000000 if they are female.";
+ next;
+ mes "[Seisner]";
+ mes "If you reach Level 99";
+ mes "as a Second Job Class character, you can change to a Transcendent Class with Valkyrie's help.";
+ next;
+ mes "[Seisner]";
+ mes "Hunters can ultimately transcend into ^3131FFSnipers^000000, Bards into ^3131FFMinstrels^000000, and Dancers into ^3131FFGypsies^000000. I know that's pretty complex.";
+ if (tu_archer01 == 1) {
+ set tu_archer01, 2;
+ } else {
+ }
+ next;
+ break;
+ case 2:
+ mes "[Seisner]";
+ mes "So you want to";
+ mes "know more about Stats";
+ mes "and how they affect Archer abilities? I'll do my best to explain.";
+ next;
+ while((1)) {
+ switch(select("STR", "^3131FFAGI^000000", "VIT", "^FF9900INT^000000", "^FF3131DEX^000000", "LUK", "End Conversation.")) {
+ case 1:
+ mes "[Seisner]";
+ mes "STR typically increases the damage of attacks. However, Archer class characters use weapons that rely on ^FF3131DEX^000000 to increase their damage.";
+ next;
+ mes "[Seisner]";
+ mes "In a sense, STR might not be necessary for Archers, although I'm sure there are skills or situations where STR will come in handy.";
+ next;
+ mes "[Seisner]";
+ mes "For instance, if you run out of arrows (which is every Archer's nightmare) and need to equip a Knife, having some STR might";
+ mes "be helpful.";
+ next;
+ mes "[Seisner]";
+ mes "Increasing STR will also";
+ mes "increase the amount of weight";
+ mes "that any character can carry. So if you have more STR, you can carry around more arrows.";
+ next;
+ if (tu_archer01 == 1) {
+ set tu_archer01, 2;
+ } else {
+ }
+ break;
+ case 2:
+ mes "[Seisner]";
+ mes "^FF3131AGI^000000 as you know, ";
+ mes "^3131Ffincreases Attack Speed";
+ mes "(ASPD)^000000 and affects ^3131FF Dodge Rate^000000.";
+ next;
+ mes "[Seisner]";
+ mes "One of the drawbacks of being an Archer is having weaker strength and lower Dodge Rate. However, the Dodge Rate disadvantage is lessened by increasing your ^FF3131AGI^000000.";
+ next;
+ if (tu_archer01 == 1) {
+ set tu_archer01, 2;
+ } else {
+ }
+ break;
+ case 3:
+ mes "[Seisner]";
+ mes "^3131FFVIT^000000 will increase";
+ mes "your Maximum HP and";
+ mes "resistance to damage.";
+ next;
+ mes "[Seisner]";
+ mes "Although Archers don't";
+ mes "specialize in having any special kind of defense, having VIT will help alleviate the defensive weakness of the Archer class.";
+ next;
+ mes "[Seisner]";
+ mes "VIT might be helpful";
+ mes "depending on how you use it. Still, I wouldn't recommend focusing too much on increasing your VIT if you're an Archer.";
+ next;
+ if (tu_archer01 == 1) {
+ set tu_archer01, 2;
+ } else {
+ }
+
+ break;
+ case 4:
+ mes "[Seisner]";
+ mes "^FF0000INT^000000 is more";
+ mes "important to the";
+ mes "Archer class than";
+ mes "you would think~";
+ next;
+ mes "[Seisner]";
+ mes "As you increase ^FF0000INT^000000, you'll raise your Maximum SP, meaning you";
+ mes "can use special skills more often.";
+ next;
+ mes "[Seisner]";
+ mes "For Hunters, one of the Second Job Classes for Archers, having higher INT will increase the damage inflicted by ^3131FFFalcons^000000.";
+ next;
+ if (tu_archer01 == 1) {
+ set tu_archer01, 2;
+ } else {
+ }
+ break;
+ case 5:
+ mes "[Seisner]";
+ mes "Now DEX is almost";
+ mes "without a doubt the";
+ mes "most important stat";
+ mes "for any Archer.";
+ next;
+ mes "[Seisner]";
+ mes "^FF3131DEX^000000 ^3131Ffincreases the damage^000000";
+ mes "of Archer class weapons that fire arrows. These include ^3131FFBows^000000, ^3131FFInstruments^000000 and ^3131FFWhips^000000.";
+ next;
+ mes "[Seisner]";
+ mes "Dexterity enhances an Archer's ability to hit weak points and do more damage, which is why weapons that use arrows don't rely on STR like weapons used by other classes.";
+ next;
+ mes "[Seisner]";
+ mes "Just like any other class, ^FF3131DEX^000000 increases ^3131FFAccuracy (HIT)^000000 and slightly enhances Attack Speed (ASPD).";
+ next;
+ if (tu_archer01 == 1) {
+ set tu_archer01, 2;
+ } else {
+ }
+ break;
+ case 6:
+ mes "[Seisner]";
+ mes "^FF0000LUK^000000 affects your";
+ mes "Perfect Dodge rate";
+ mes "and Critical rate.";
+ next;
+ mes "[Seisner]";
+ mes "For Hunters, one of the Second Classes for the Archer, LUK increases the chance of ^3131FFBlitz Beat^000000 occurring automatically. So Hunters who rely on their Falcons might want to invest in LUK.";
+ next;
+ if (tu_archer01 == 1) {
+ set tu_archer01, 2;
+ } else {
+ }
+ break;
+ case 7:
+ mes "[Seisner]";
+ mes "So is there";
+ mes "anything else that";
+ mes "you want to ask me?";
+ next;
+ break;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Seisner]";
+ mes "Once an Archer shoots an arrow,";
+ mes "he can't stop its flight or change his target. That's why Archers need to be level headed and really careful in battle.";
+ next;
+ mes "[Seisner]";
+ mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune Midgard.";
+ close2;
+ break;
+ end;
+ break;
+ }
+ }
+
+} else if (tu_archer01 == 2) {
+ mes "[Seisner]";
+ mes "Thanks for listening.";
+ mes "I know I gave you a lot of information, but I think it's important that everyone";
+ mes "understands archery.";
+ next;
+ mes "[Seisner]";
+ mes "If you feel comfortable enough with the knowledge I've taught you, you should go back to Master Kavaruk. But if you still have questions, you can always come and ask me.";
+ close2;
+ //misceffect EF_WIND ;
+ set tu_archer01, 3;
+ if (JobLevel == 1) {
+ set JobExp,JobExp+30;
+ } else if ((JobLevel > 1) && (JobLevel < 11)) {
+ set JobExp,JobExp+100;
+ } else if ((JobLevel > 10) && (JobLevel < 21)) {
+ set JobExp,JobExp+250;
+ } else {
+ set JobExp,JobExp+500;
+ }
+ end;
+} else {
+ close;
+}
+end;
+}
+
+//=================================================Target====================================================
+pay_arche.gat,76,135,3 script Target#Target 111,{ end; } // empty NPC?? [Jukka]
+
+//=================================================Acolyte====================================================
+mjolnir_11.gat,27,223,3 script Acolyte#tu 95,{
+ mes "[Acolyte]";
+ if (tu_archer01 == 14) {
+ if((gettime(3) >= 18) && (gettime(3) < 22)) {
+ mes "H-hello!";
+ mes "Umm, umm...";
+ mes "Are you R-Reidin Corse's";
+ mes "friend t-too?";
+ next;
+ mes "[Acolyte]";
+ mes "M-my name is Mafra.";
+ mes "Ever since he saved my life, Reidin has a-always been a good f-friend to me. He's such a great Archer";
+ mes "and a really nice person!";
+ next;
+ mes "[Acolyte]";
+ mes "Um, and...";
+ mes "Uh... Oh no~";
+ mes "What am I supposed";
+ mes "t-to tell you...?";
+ emotion e_swt2;
+ next;
+ mes "[Acolyte]";
+ mes "Oh, since I'm training to be an Acolyte, I'm supposed to help out the people he's teaching. So...";
+ mes "Let's h-help each other train!";
+ mes "Um, is that okay?";
+ next;
+ switch(select("Sure.", "No thanks.", "Reidin Corse is mine!")) {
+ case 1:
+ mes "[Acolyte]";
+ mes "Wow!";
+ mes "Thank you, thank you!";
+ mes "I''ll try my very best!";
+ set tu_archer01, 15;
+ close;
+ break;
+ case 2:
+ mes "[Acolyte]";
+ mes "Oh... Oh.";
+ mes "I'm so sorry.";
+ mes "If you don't need";
+ mes "my help, I guess";
+ mes "that's alright...";
+ emotion e_sob;
+ close;
+ break;
+ case 3:
+ mes "[Acolyte]";
+ mes "Eh?!";
+ mes "R-really?";
+ mes "I guess he doesn't";
+ mes "need to tell me if";
+ mes "he already has a girlfriend...";
+ next;
+ mes "[Acolyte]";
+ if (Sex) {
+ mes "W-wait!";
+ mes "Y-you're a man!";
+ mes "D-d-d-don't tease me";
+ mes "like that! I'm serious!";
+ set tu_archer01, 15;
+ close;
+ } else {
+ mes "And he's so brave";
+ mes "and funny and smart.";
+ mes "Y-you're lucky to have him.";
+ mes "^333333*Sniff*^000000 I... I...";
+ next;
+ mes "[Acolyte]";
+ mes "^333333*Sniffle*^000000";
+ mes "I'll d-do my best to help you!";
+ mes "I wish you both happiness! (Waaaaaah~!)";
+ set tu_archer01, 15;
+ close;
+ }
+ break;
+ }
+ end;
+ } else {
+ mes "^666666Zzzzz...^000000";
+ mes "Wh-wha...?";
+ mes "Who are you?";
+ //misceffect EF_SLEEPATTACK;
+ next;
+ mes "[Acolyte]";
+ mes "Wait, I know...";
+ mes "Y-you're... ^666666*Yawn*^000000";
+ mes "So sleepy. Take this for now...";
+ set @kurae_heal, rand(1,4);
+ if (@kurae_heal == 1) {
+ unitskilluseid getcharid(3),28,3;
+ } else if (@kurae_heal == 2) {
+ unitskilluseid getcharid(3),28,9;
+ } else if (@kurae_heal == 3) {
+ unitskilluseid getcharid(3),28,10;
+ } else if (@kurae_heal == 4) {
+ }
+
+ set @kurae_agi, rand(1,3);
+ if (@kurae_agi == 1) {
+ unitskilluseid getcharid(3),29,0;
+ } else if (@kurae_agi == 2) {
+ unitskilluseid getcharid(3),29,5;
+ } else if (@kurae_agi == 3) {
+ unitskilluseid getcharid(3),29,10;
+ }
+
+ set @kurae_bls, rand(1,3);
+ if (@kurae_bls == 1) {
+ unitskilluseid getcharid(3),34,0;
+ } else if (@kurae_bls == 2) {
+ unitskilluseid getcharid(3),34,5;
+ } else if (@kurae_bls == 3) {
+ unitskilluseid getcharid(3),34,10;
+ }
+ close;
+ }
+ } else if (tu_archer01 == 15) {
+ if ((gettime(3) >= 18) && (gettime(3) < 22)) { //CHECK
+ mes "^666666Zzzzz...^000000";
+ mes "Wh-wha...?";
+ mes "Who are you?";
+ //misceffect EF_SLEEPATTACK;
+ next;
+ mes "[Acolyte]";
+ mes "Reidin Corse?";
+ mes "I can't believe";
+ mes "I feel asleep fo--";
+ mes "^666666Zzzzzzz...^000000";
+ next;
+ mes "[Acolyte]";
+ mes "^666666Zzzz^000000--Oooh!";
+ mes "J-just take this before";
+ mes "I fall asleep again~! ^666666*Yawn*^000000";
+
+ set @kurae_heal, rand(1,4);
+ if (@kurae_heal == 1) {
+ unitskilluseid getcharid(3),28,3;
+ } else if (@kurae_heal == 2) {
+ unitskilluseid getcharid(3),28,10;
+ } else if (@kurae_heal == 3) {
+ unitskilluseid getcharid(3),28,8;
+ }
+
+ set @kurae_agi, rand(1,3);
+ if (@kurae_agi == 1) {
+ unitskilluseid getcharid(3),29,0;
+ } else if (@kurae_agi == 2) {
+ unitskilluseid getcharid(3),29,5;
+ } else if (@kurae_agi == 3) {
+ unitskilluseid getcharid(3),29,10;
+ }
+
+ set @kurae_bls, rand(1,3);
+ if (@kurae_bls == 1) {
+ unitskilluseid getcharid(3),34,0;
+ } else if (@kurae_bls == 2) {
+ unitskilluseid getcharid(3),34,5;
+ } else if (@kurae_bls == 3) {
+ unitskilluseid getcharid(3),34,10;
+ }
+ close;
+ } else {
+ mes "Okay~!";
+ mes "Let me try";
+ mes "casting a spell";
+ mes "to help you! Yaa~p!";
+
+ set @kurae_heal, rand(1,3);
+ if (@kurae_heal == 1) {
+ unitskilluseid getcharid(3),28,3;
+ } else if (@kurae_heal == 2) {
+ unitskilluseid getcharid(3),28,10;
+ } else if (@kurae_heal == 3) {
+ unitskilluseid getcharid(3),28,8;
+ }
+
+ set @kurae_agi, rand(1,2);
+ if (@kurae_agi == 1) {
+ unitskilluseid getcharid(3),29,10;
+ } else if (@kurae_agi == 2) {
+ unitskilluseid getcharid(3),29,5;
+ }
+
+ set @kurae_bls, rand(1,2);
+ if (@kurae_bls == 1) {
+ unitskilluseid getcharid(3),34,10;
+ } else if (@kurae_bls == 2) {
+ unitskilluseid getcharid(3),34,5;
+ }
+ close;
+ }
+ }
+ mes "...";
+ mes "W-why does";
+ mes "traveling make";
+ mes "me sooo sleepy...?";
+ mes "^666666Zzzzzzzz...^000000";
+ //misceffect EF_SLEEPATTACK ;
+ close;
+}
+
+//=================================================Alchemist Guildmember====================================================
+pay_arche.gat,130,113,3 script Alchemist Guildmember#tu 740,{
+ mes "[Alchemist Guildmember]";
+ if (tu_archer02 > 0) {
+ if ((countitem(1032) > 0) || (countitem(905) > 0 )) { // Blossom_Of_Maneater & Stem
+ mes "Great...!";
+ mes "I've been waiting";
+ mes "for the Icarus Guild";
+ mes "to send somebody";
+ mes "to help us! Finally!";
+ emotion e_sob;
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "Would you like to sell ^3131FFStems^000000";
+ mes "and ^3131FFManeater Blossoms^000000 to";
+ mes "the Alchemist Guild? We'll buy";
+ mes "each Stem for ^3131FF30 Zeny^000000 and each";
+ mes "Maneater Blossom for ^3131FF130 Zeny^000000.";
+ next;
+ switch(select("Sell all Stems and Maneater Blossoms", "Don't sell anything.")) {
+ case 1:
+ mes "[Alchemist Guildmember]";
+ mes "Thank you very much!";
+ mes "This will really help";
+ mes "us in maintaining our";
+ mes "Flora field! I really";
+ mes "appreciate your help~";
+
+ set alche_f,countitem(1032);// Blossom_Of_Maneater
+ set alche_s,countitem(905);// Stem
+ set f_zeny, alche_f * 130;
+ set s_zeny, alche_s * 30;
+ set total_zeny, f_zeny + s_zeny;
+ if (countitem(1032) == 0) {
+ delitem 905, alche_s;
+ } else if (countitem(905) == 0) {
+ delitem 1032, alche_f;
+ } else {
+ delitem 1032, alche_f;
+ delitem 905, alche_s;
+ }
+ set Zeny,Zeny+total_zeny;
+ close;
+ break;
+ case 2:
+ mes "[Alchemist Guildmember]";
+ mes "Seriously...";
+ mes "I'm on the verge of begging!";
+ mes "The Alchemist Guild really needs lots of new supplies to keep our Flora field running!";
+ emotion e_sob;
+ close;
+ break;
+ }
+ } else {
+ mes "I don't know if you've heard";
+ mes "from Kavaruk, but our Flora field is getting ruined by stray cats.";
+ emotion e_sob;
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "No matter how much we chase";
+ mes "them away, they always manage to come back. We really have no choice but to replace what they destroy.";
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "We'll reward you if you can bring us ^3131FFStems^000000 and ^3131FFManeater Blossoms^000000";
+ mes "to help us in our field maintenance efforts. These Flora are crucial since they provide funds for our guild. Without them...";
+ close;
+ }
+ }
+ mes "^666666*Sigh...*^000000";
+ mes "Isn't anyone coming";
+ mes "to help us? We're facing";
+ mes "a really huge crisis here!";
+ close;
+}
+
+//=================================================Arthail====================================================
+prontera.gat,126,335,5 script Arthail 51,{
+if (tu_archer02 < 3) {
+ mes "[Arthail]";
+ mes "I am the Bard";
+ mes "who sings only for";
+ mes "himself. The gentle";
+ mes "breeze is the only";
+ mes "audience I have.";
+ next;
+ mes "[Arthail]";
+ mes "I am Arthail";
+ mes "of the Wind.";
+ mes "I sing for no man,";
+ mes "so you had best be on";
+ mes "your way. I'm sorry, but";
+ mes "I have no songs to share.";
+ if (tu_archer02 == 2) {
+ next;
+ switch(select("Master Kavaruk told me to find you!")) {
+ case 1:
+ break;
+ }
+ mes "[Arthail]";
+ mes "Really now?";
+ mes "I suppose it";
+ mes "can't be helped.";
+ mes "I really should";
+ mes "have contacted him.";
+ next;
+ mes "[Arthail]";
+ mes "However, I'm very tired from the long trip. I'm exhausted from the crowding of this city and the hundreds of talking people.";
+ mes "I can't handle it all...";
+ next;
+ mes "[Arthail]";
+ mes "Why can't I be like everyone else? It seems that as I approach people, my heart retreats further away from them. I wonder why that is?";
+ next;
+ mes "[Arthail]";
+ mes "I became a Bard to try to fix this social complex of mine, but to";
+ mes "no avail. Still, I feel much more at ease when I sing. Ah, but I've said too much already.";
+ next;
+ mes "[Arthail]";
+ mes "Master Kavaruk";
+ mes "asked you to help";
+ mes "me? Well then, I have";
+ mes "a favor to ask of you.";
+ next;
+ mes "[Arthail]";
+ mes "Here in the capital of the";
+ mes "Rune Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
+ next;
+ mes "[Arthail]";
+ mes "However, I have a fear of other people and I can't bring myself to go near the crowds of people there. It's embarassing for me to admit this as a Bard...";
+ next;
+ mes "[Arthail]";
+ mes "Would you please go and see if there's any news being spread around in that area for me?";
+ set tu_archer02, 3;
+ close;
+ } else {
+ close;
+ }
+
+} else if (tu_archer02 == 3) {
+ mes "[Arthail]";
+ mes "I'm ashamed to ask,";
+ mes "but would you go the fountain in Prontera's central plaza and see";
+ mes "if there's any news?";
+ close;
+
+} else if (tu_archer02 == 4) {
+ mes "[Arthail]";
+ mes "I see...";
+ mes "Nothing much.";
+ mes "Another person";
+ mes "found an Emperium";
+ mes "and is starting a";
+ mes "brand new guild...";
+ next;
+ mes "[Arthail]";
+ mes "^3131FFEmperium^000000...";
+ mes "There are a lot of ambitious people in Morroc that want one of those. Even in my hometown of Payon,";
+ mes "there are people clamoring to obtain one...";
+ next;
+ mes "[Arthail]";
+ mes "Supposedly, having an Emperium";
+ mes "will give you the power to change the world. People are bound to be attracted to it.";
+ next;
+ mes "[Arthail]";
+ mes "Hmm...?";
+ mes "I sense something";
+ mes "dark and ominous...";
+ mes "I wonder what it could be?";
+ emotion e_hmm;
+ next;
+ mes "[Arthail]";
+ mes "I'm probably just stressed and exhausted. I'll feel better once";
+ mes "I get some rest. Would you like to join me and listen to the flowing water?";
+ next;
+ mes "[Arthail]";
+ mes "It's not the greatest feeling if you stay here for too long, but the sound of this water reminds me of home. Did you see the lake by the Icarus Guild? These waters remind me of that place.";
+ next;
+ mes "[Arthail]";
+ mes "^333333*Yawn...*^000000";
+ mes "I haven't talked";
+ mes "like this in so long.";
+ mes "I'm so tired, I think";
+ mes "I'll rest just a little...";
+ next;
+ mes "[Arthail]";
+ mes "..........";
+ next;
+ mes "^3355FFArthail of the Wind";
+ mes "has fallen fast asleep.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah...";
+ mes "So peaceful~";
+ next;
+ mes "^3355FFThe rhythm of the lapping waters gently eases you into a state of perfect relaxation. The cold, crisp water would feel so refreshing if you dipped your feet into it...^000000";
+ // sound "se_subterranean_waterwave.wav" 1 0 0
+ next;
+ mes "[???]";
+ mes "...";
+ soundeffectall "se_littlewaves02.wav",0;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh?";
+ mes "What was";
+ mes "that noise?";
+ next;
+ mes "[????]";
+ mes "AAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!";
+ emotion e_omg;
+ soundeffectall "se_scream_w01.wav",0;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What the--?!";
+ mes "That sounds like";
+ mes "screams coming from";
+ mes "inside Prontera Castle!";
+ next;
+ mes "^3355FFYou try to wake Arthail";
+ mes "but he's deeply asleep";
+ mes "and won't budge at all.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I can't help it then.";
+ mes "I'd better go check";
+ mes "this out on my own.";
+ set tu_archer02, 5;
+ close2;
+ end;
+
+} else if ((tu_archer02 > 4) && (tu_archer02 < 7)) {
+ mes "[Arthail]";
+ mes "^333333Zzzzz...^000000";
+ close;
+} else if (tu_archer02 == 8) {
+ mes "[Arthail]";
+ mes "Where did you go?";
+ mes "I thought you might have been kidnapped since you weren't";
+ mes "here when I woke up.";
+ next;
+ mes "[Arthail]";
+ mes "So everyone said nothing";
+ mes "happened when you asked";
+ mes "about the shrieks you heard?";
+ mes "That's really peculiar...";
+ next;
+ mes "[Arthail]";
+ mes "Even the Emperium you mentioned earlier. I thought it was supposed to be a rare item, but why is it so easy for so many people to get";
+ mes "one? It's very strange...";
+ next;
+ mes "[Arthail]";
+ mes "Huh. I better investigate this";
+ mes "a little more, so I'll stay here to gather more information. For now, you should head back to Payon and let Master Kavaruk know that I'm doing alright.";
+ next;
+ mes "[Arthail]";
+ mes "And one day...";
+ mes "I guess I'll finally";
+ mes "have a song that I can";
+ mes "share with you.";
+ set tu_archer02, 9;
+ close2;
+ end;
+} else {
+ mes "[Arthail]";
+ mes "...";
+ mes "......";
+ close2;
+ end;
+}
+end;
+}
+
+//=================================================New Guild Master====================================================
+prontera.gat,167,281,3 script New Guild Master#tu 753,{
+ mes "[New Guild Master]";
+ mes "Hearken, all";
+ mes "of you who seek";
+ mes "fame and glory!";
+ next;
+ mes "[New Guild Master]";
+ mes "I hold in my hand this ^3131FFEmperium^000000, sign that I am favored by destiny! Brave ones, I bid you, lend me";
+ mes "your power!";
+ next;
+ mes "[New Guild Master]";
+ mes "Nothing can stop us!";
+ mes "So long as this jewel";
+ mes "is in my possession,";
+ mes "those who call themselves";
+ mes "my comrades will never";
+ mes "know the taste of defeat!";
+ if (tu_archer02 == 3) set tu_archer02, 4;
+ close;
+}
+
+//=================================================MAge====================================================
+prontera.gat,144,301,5 script Mage#tu 123,{
+ mes "[Mage]";
+ mes "Did you see that";
+ mes "new guild master?";
+ mes "Talk about getting";
+ mes "on your soapbox!";
+ next;
+ emotion e_pif;
+ mes "[Mage]";
+ mes "Doesn't he know that there";
+ mes "are a lot of famous guilds around nowadays? Why would anyone want";
+ mes "to join his small no-name guild?";
+ next;
+ mes "[Mage]";
+ mes "Now, if I become a Wizard,";
+ mes "I'm going to join the best guild around. Casting spells to help the strongest Knights and the most powerful Priests would make me";
+ mes "look really cool!";
+ next;
+ mes "[Mage]";
+ mes "Bwahahah!";
+ mes "Just thinking";
+ mes "about it makes";
+ mes "me so excited!";
+ close;
+}
+
+//=================================================Minister====================================================
+prt_castle.gat,76,165,6 script Minister#tu 55,{
+mes "[Minister]";
+mes "The royal family";
+mes "is extremely busy";
+mes "at the moment, handling";
+mes "our nation's administration.";
+if (tu_archer02 == 5) {
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard screams";
+ mes "from outside! Did";
+ mes "something happen?";
+ next;
+ mes "[Minister]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Minister]";
+ mes "Ah, there are a few stray cats running around, those Wild Roses, so those noises you heard must have been them. Everything is fine here in the palace.";
+ set tu_archer02, 6;
+ close;
+} else if (tu_archer02 == 7) {
+ next;
+ mes "^3355FFThe urgency that the Minister expressed earlier has been";
+ mes "replaced with a stone cold feeling of sternness. He probably won't tell you much more information,";
+ mes "no matter how much you ask him.";
+ close;
+} else if (tu_acolyte01 == 25) {
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...";
+ mes "I hear that";
+ mes "the royal family";
+ mes "might be in sort of";
+ mes "trouble. Is there any";
+ mes "way I could help?";
+ next;
+ mes "[Minister]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Minister]";
+ mes "You must be mistaken.";
+ mes "The royal family is fine,";
+ mes "especially since our";
+ mes "kingdom is at peace.";
+ next;
+ mes "[Minister]";
+ mes "Perhaps you've gotten that idea because it's very difficult to meet any member of the royal family. Please understand that they're";
+ mes "all very busy trying to serve";
+ mes "the people.";
+ next;
+ mes "[Minister]";
+ mes "As a holy servant, I'm sure that you'll find plenty of other people who have need of your help and abilities outside of the palace.";
+ close;
+} else {
+ close;
+}
+end;
+}
+
+//=================================================Range NPC====================================================
+prt_castle,94,150,4 script #sound_tu 139,10,10{
+OnTouch:
+ if (tu_archer02 != 6) end;
+ mes "[Minister]";
+ mes "Contact the";
+ mes "Prontera Church.";
+ mes "Hurry, this is urgent!";
+ set tu_archer02, 7;
+ close;
+}
+
+//=================================================Bishop Maugins====================================================
+monk_in.gat,19,43,1 script Bishop Maugins 60,{
+ mes "[Bishop Maugins]";
+ if (vu_archer02 == 7) {
+ mes "Greetings.";
+ mes "I doubt that you're here to change to the Monk job, but may I help you with something? Perhaps you're here for a confession?";
+ next;
+ mes "[Bishop Maugins]";
+ mes "Hm? Work related to the Palace? Yes, I'm in charge of that area. So how may I help you?";
+ next;
+ if(select("Has something happened to the Kingdom?", "Nothing.")==1) {
+ mes "[Bishop Maugins]";
+ mes "...!!";
+ next;
+ mes "[Bishop Maugins]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Bishop Maugins]";
+ mes "Ho ho~";
+ mes "Of course not!";
+ mes "The king and I regularly write to each other, but I haven't heard of anything in particular. Please don't worry yourself.";
+ next;
+ mes "[Bishop Maugins]";
+ mes "Good luck on";
+ mes "your journeys,";
+ mes "brave adventurer.";
+ set tu_archer02, 8;
+ unitskilluseid getcharid(3),29,10;
+ unitskilluseid getcharid(3),34,10;
+ close;
+ } else {
+ mes "[Bishop Maugins]";
+ mes "Good luck on";
+ mes "your journeys,";
+ mes "brave adventurer.";
+ unitskilluseid getcharid(3),29,10;
+ unitskilluseid getcharid(3),34,10;
+ close;
+ }
+ }
+ mes "...Now, I have something to think about. Please visit me later, young sheep..";
+ close;
+} \ No newline at end of file
diff --git a/npc/quests/first_class/WIP/tu_ma_th01.txt b/npc/quests/first_class/WIP/tu_ma_th01.txt
new file mode 100644
index 000000000..7b817bc25
--- /dev/null
+++ b/npc/quests/first_class/WIP/tu_ma_th01.txt
@@ -0,0 +1,794 @@
+//===== eAthena Script =======================================
+//= Theif Mage Quest Story Mode
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= eAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//============================================================
+
+
+//=================================================Battle Traces 1====================================================
+moc_fild12.gat,166,369,0 script battle_traces#1 844,{
+ if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 5) {
+ mes "^3355FFThere are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
+ close;
+ } else if (tu_thief01 == 5) {
+ mes "^3355FFThere are traces of poison used in a battle. After examining the scene carefully, I feel a little dizzy.";
+ set tu_thief01, 6;
+ //##### GetHEALTHSTATE VAR_POISON 60#####
+ //misceffect EF_VENOMDUST2;
+ close;
+ } else if (tu_thief01 == 6) {
+ mes "^3355FFThere are traces of poison used in a battle. After examining the scene carefully, I feel a little dizzy.";
+ //##### GetHEALTHSTATE VAR_POISON 60#####
+ //misceffect EF_VENOMDUST2;
+ close;
+ } else if (tu_thief01 == 7) {
+ mes "^3355FFThere are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
+ close;
+ } else if (tu_thief01 == 8) {
+ mes "^3355FFThere are signs of a pursuit that heads south.^000000";
+ set tu_thief01, 9;
+ close;
+ } else {
+ mes "^3355FFThe traces of battle seem to be leading in different directions. From the peculiar smell that permeates the area, it seems that some kind of lethal poison was used in the fight...^000000";
+ close;
+ }
+ }
+ if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 8) {
+ mes "There are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
+ //misceffect EF_VENOMDUST2;
+ close;
+ } else if (tu_magician01 == 8) {
+ mes "^3355FFThere are signs of a pursuit that heads south.^000000";
+ set tu_magician01, 9;
+ close2;
+ } else {
+ mes "^3355FFThe traces of battle seem to be leading in different directions. From the peculiar smell that permeates the area, it seems that some kind of lethal poison was used in the fight...^000000";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
+ close;
+}
+
+//=================================================Battle Traces 2====================================================
+moc_fild12.gat,173,215,0 script Battle Traces#2 844,{
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 9) {
+ mes "There are traces of many people going by.";
+ close;
+ } else if (tu_thief01 == 9) {
+ mes "The traces lead to the east. There is one peculiar footstep amongst them all that caugh my attention. Seems like the one of the person being pursued.";
+ set tu_thief01, 10;
+ close;
+ } else {
+ mes "The traces lead to the east.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 9) {
+ mes "There are traces of many people going by.";
+ close;
+ } else if (tu_magician01 == 9) {
+ mes "The traces lead to the east. There is one peculiar footstep amongst them all that caugh my attention. Seems like the one of the people being chased.";
+ set tu_magician01, 10;
+ close;
+ } else {
+ mes "The traces lead to the east.";
+ close;
+ }
+} else {
+ mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 3====================================================
+moc_fild12.gat,276,165,0 script battle_traces#3 844,{
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 10) {
+ mes "There are traces of several who have went by.";
+ close;
+ } else if (tu_thief01 == 10) {
+ mes "The footsteps of the one being chased after is rather peculiar. It almost seems as if it was left on purpose.";
+ set tu_thief01, 11;
+ close;
+ } else {
+ mes "There are a peculiar set up footsteps.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 10) {
+ mes "There are traces of many people going by.";
+ close;
+ } else if (tu_magician01 == 10) { //CHECK
+ mes "The footsteps of the one being chased after is rather peculiar. It almost seems like it was left on purpose.";
+ set tu_magician01, 11;//Check
+ close;
+ } else {
+ mes "There are a peculiar set up footsteps.";
+ close;
+ }
+} else {
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 4====================================================
+moc_fild11.gat,39,163,0 script battle_traces#4 844,{
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 11) {
+ mes "There are traces of many that have gone by.";
+ close;
+ } else if (tu_thief01 == 11) {
+ mes "Another peculiar trace has been added. Unlike the others, it is small and clear, It seems like another has joined in.";
+ set tu_thief01, 12;
+ close;
+ } else {
+ mes "A new trace has been added.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 11) {
+ mes "There are traces of many that have gone by.";
+ close;
+ } else if (tu_magician01 == 11) {
+ mes "Another peculiar trace has been added.";
+ mes "Unlike the others, it is small and clear.";
+ mes "It seems like another has joined in.";
+ set tu_magician01, 12;
+ close;
+ } else {
+ mes "A new trace has been added.";
+ close;
+ }
+} else {
+ mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 5====================================================
+moc_fild11.gat,205,52,0 script battle_traces#5 844,{
+OnTouch:
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 12) {
+ mes "There are traces of many that have gone by.";
+ close;
+ } else if (tu_thief01 == 12) {
+ mes "The traces are divided into ones from the East";
+ mes "split into North and South.";
+ if (countitem(506) == 0) { // Green_Potion
+ mes "I sense a strong poison nearby so";
+ mes "it is hard to approach.";
+ mes "It will be hard without getting rid of the poison first.";
+ close;
+ } else {
+ mes "It is hard to approach because of a strong poison.";
+ mes "You can neutralize the poison momentarily";
+ mes "with the Green Potion.";
+ next;
+ switch(select("Use Green Potion.", "Don't use it.")) {
+ case 1:
+ mes "The poison has gotten weaker. After investigating the scene where the poison has cleared I see a piece of cloth.";
+ next;
+ switch(select("Don't investigate.", "Investigate.")) {
+ case 1:
+ mes "It's not something to be concerned about.";
+ close;
+ break;
+ case 2:
+ mes "The cloth drenched in blood has strange letters on it. It could be a good clue.";
+ set tu_thief01, 13;
+ next;
+ mes "Found a piece of cloth.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "It would be faster to follow the traces than investigate this scene.";
+ close;
+ break;
+ }
+ }
+ } else {
+ mes "Can't find anything else. Only the traces split into two remain.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 12) {
+ mes "There are traces of many that have gone by.";
+ close;
+ } else if (tu_magician01 == 12) {
+ mes "The traces from the east split into";
+ mes "the north and south.";
+ if (countitem(506) == 0) { // Green_Potion
+ mes "I sense a strong poison nearby so";
+ mes "it is hard to approach.";
+ mes "It will be hard without getting rid of the poison first.";
+ close;
+ } else {
+ mes "It is hard to approach because of a strong poison.";
+ mes "You can neutralize the poison momentarily";
+ mes "with the Green Potion.";
+ next;
+ switch(select("Use Green Potion.", "Don't use it.")) {
+ case 1:
+ mes "The poison got weaker after using the potion.";
+ mes "After investigating the scene where the poison";
+ mes "is cleared I see a piece of cloth.";
+ next;
+ switch(select("Don't investigate.", "Investigate.")) {
+ case 1:
+ mes "It's not something to be concerned about.";
+ close;
+ break;
+ case 2:
+ mes "The cloth drenched in blood has strange";
+ mes "letters on it. It could be a good clue.";
+ set tu_magician01, 13;
+ next;
+ mes "Found a piece of cloth.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "It would be faster to follow the traces rather";
+ mes "than investigating this scene.";
+ close;
+ break;
+ }
+ }
+ } else {
+ mes "Can't find anything else.";
+ mes "Only the traces split into two remain.";
+ close;
+ }
+} else {
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 6====================================================
+moc_fild11.gat,226,235,0 script battle_traces#6 844,{
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 13) {
+ mes "There are traces of many that have gone by.";
+ close;
+ } else {
+ mes "There is a trace from the south. It seems to be leading to the north but I can't seem to be able to tell as of yet.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 13) {
+ mes "There are traces of many that have gone by.";
+ close;
+ } else {
+ mes "There is a trace from the south. It seems to be leading to the north but I can't seem to be able to tell as of yet.";
+ close;
+ }
+} else {
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 7====================================================
+moc_fild11.gat,184,342,0 script battle_traces#7 844,{
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 13) {
+ mes "There are traces of several that have stopped by.";
+ close;
+ } else {
+ mes "Many of the traces are connected. They seemed to have stopped here for a while, but headed north.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 13) {
+ mes "There are traces of several that have stopped by.";
+ close;
+ } else {
+ mes "Many of the traces are connected. They seemed to have stopped here for a while, but then headed north.";
+ close;
+ }
+} else {
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 8====================================================
+moc_fild17.gat,213,358,0 script battle_traces#8 844,{
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 13) {
+ mes "There are traces of about two people that stopped by.";
+ close;
+ } else if (tu_thief01 == 13) {
+ mes "I can no longer see the traces of those that were pursuiting. I only see traces of the two.";
+ set tu_thief01, 14;
+ close;
+ } else {
+ mes "There are traces of a small amont of people.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 13) {
+ mes "There seem to be traces of approximately two people that stopped by.";
+ close;
+ } else if (tu_magician01 == 13) {
+ mes "I can no longer see the traces of those that were pursuiting. I only see traces of the two.";
+ set tu_magician01, 14;
+ close;
+ } else {
+ mes "There are traces of a small amont of people.";
+ close;
+ }
+} else {
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 9====================================================
+moc_fild17.gat,228,274,0 script battle_traces#9 844,{
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 14) {
+ mes "There are traces of a small battle.";
+ close;
+ } else if (tu_thief01 == 14) {
+ mes "There seems to have been a small battle. Traces that come from the north and some from the southeast are mixed together.";
+ next;
+ mes "Then the traces lead to the east. More may be found by investigating more.";
+ set tu_thief01, 15;
+ close;
+ } else if (tu_thief01 == 15) {
+ set @seek_tm, rand(1,10);
+ if (@seek_tm == 7) {
+ mes "I found a piece of cloth with blood on it like before.";
+ next;
+ mes "- You discovered a piece of cloth with blood -";
+ set tu_thief01, 16;
+ close;
+ } else {
+ mes "I could not find any other traces. More investigation should follow.";
+ close;
+ }
+ } else {
+ mes "There are no other peculiar traces other than one leading west.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 14) {
+ mes "There are traces of a small battle.";
+ close;
+ } else if (tu_magician01 == 14) {
+ mes "There seems to have been a small battle. Traces that come from the north and some from the southeast are mixed together.";
+ next;
+ mes "Then the traces lead to the east. More may be found by investigating more.";
+ set tu_magician01, 15;
+ close;
+ } else if (tu_magician01 == 15) {
+ set @seek_tm1, rand(1,10);
+ if (@seek_tm1 == 7) {
+ mes "I found a piece of cloth with blood on it like before.";
+ next;
+ mes "- You discovered a piece of cloth with blood -";
+ set tu_magician01, 16;
+ close;
+ } else {
+ mes "I could not find any other traces. More investigation should follow.";
+ close;
+ }
+ } else {
+ mes "There are no other peculiar traces other than one leading west.";
+ close;
+ }
+} else {
+ mes "There are some traces, but I can't tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 10====================================================
+moc_fild17.gat,34,292,0 script battle_traces#10 844,{
+OnTouch:
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 16) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_thief01 == 16) {
+ mes "Traces lead from the east. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ set tu_thief01, 17;
+ close;
+ } else {
+ mes "There are traces leading to the east.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 16) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_magician01 == 16) {
+ mes "Traces lead from the east. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ set tu_magician01, 17;
+ close;
+ } else {
+ mes "Traces lead to the east.";
+ close;
+ }
+} else {
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 11====================================================
+moc_fild18.gat,346,296,0 script battle_traces#11 844,{
+OnTouch:
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 17) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_thief01 == 17) {
+ mes "Traces of a pursuit continues. Someone must have been injured seeing there is blood.";
+ set tu_thief01, 18;
+ close;
+ } else {
+ mes "There is blood here and there so other traces should be easy to find.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 17) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_magician01 == 17) {
+ mes "Traces of a pursuit continues. Someone must have been injured seeing there is blood.";
+ set tu_magician01, 18;
+ close;
+ } else {
+ mes "There is blood here and there so other traces should be easy to find.";
+ close;
+ }
+} else {
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 12====================================================
+moc_fild18.gat,309,257,0 script battle_traces#12 844,{
+OnTouch:
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 18) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_thief01 == 18) {
+ mes "Traces lead to the north. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ set tu_thief01, 19;
+ close;
+ } else {
+ mes "There are traces leading to the north.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 18) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_magician01 == 18) {
+ mes "Traces lead to the north. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ set tu_magician01, 19;
+ close;
+ } else {
+ mes "There are traces leading to the north.";
+ close;
+ }
+} else {
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 13====================================================
+moc_fild18.gat,177,333,0 script battle_traces#13 844,{
+OnTouch:
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 19) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_thief01 == 19) {
+ mes "Traces leading to the north have changed direction to the southwest. More pursuers seem to have joined and stalled the group.";
+ set tu_thief01, 20;
+ close;
+ } else {
+ mes "Within the traces of the battle, there are some leading to the southwest.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 19) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_magician01 == 19) {
+ mes "Traces leading to the north have changed direction to the southwest. More pursuers seem to have joined and stalled the group.";
+ set tu_magician01, 20;
+ close;
+ } else {
+ mes "Within the traces of the battle, there are some leading to the southwest.";
+ close;
+ }
+} else {
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 14====================================================
+moc_fild18.gat,111,303,0 script battle_traces#14 844,{
+OnTouch:
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 20) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_thief01 == 20) {
+ mes "Traces lead to the south. More pursuers have joined from the north making the traces clearer.";
+ set tu_thief01, 21;
+ close;
+ } else {
+ mes "Traces lead to the south.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 20) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_magician01 == 20) {
+ mes "Traces lead to the south. More pursuers have joined from the north making the traces clearer.";
+ set tu_magician01, 21;
+ close;
+ } else {
+ mes "Traces lead to the south.";
+ close;
+ }
+} else {
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 15====================================================
+moc_fild18.gat,109,197,0 script battle_traces#15 844,{
+OnTouch:
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 21) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_thief01 == 21) {
+ mes "There are traces of a harsh battle. Poison seems to have been used here and there.";
+ next;
+ switch(select("Continue following the traces.", "Look around a little more.")) {
+ case 1:
+ mes "Nothing special was found.";
+ close;
+ break;
+ case 2:
+ mes "There seem to be some traps related to some different types of poison. Ones that have gone off and others that have not are mixed together.";
+ set tu_thief01, 22;
+ close;
+ break;
+ }
+ } else if (tu_thief01 == 22) {
+ set @trap_tm, rand(1,3);
+ if (@trap_tm == 3) {
+ mes "A peculiar looking trap is found. How about pouring some Green Potion on it like before?";
+ next;
+ switch(select("Pour Green Potion.", "Do something else.")) {
+ case 1:
+ if (countitem(506) < 1) { // Green_Potion
+ mes "...........";
+ mes "No Green Potion is in possession.";
+ close;
+ } else {
+ mes "It did not affect anything. Other things may be necessary.";
+ delitem 506, 1;
+ set tu_thief01, 23;
+ close;
+ }
+ break;
+ case 2:
+ mes "Investigate the area a little more.";
+ close;
+ break;
+ }
+ } else {
+ mes "Hit the trap by accident.";
+ //##### GetHEALTHSTATE VAR_POISON 60#####
+ //misceffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
+ }
+ } else if (tu_thief01 == 23) {
+ if ((countitem(511) > 0) || (countitem(716) > 0)) { // Green_Herb || Red_Gemstone
+ if ((countitem(511) > 0) && (countitem(716) > 0)) { // Green_Herb && Red_Gemstone
+ mes "Make powder out of Green Herb and sprinkle it. When placing a Red Gemstone on the trap, it glows and disappears. The trap is dismantled.";
+ delitem 511, 1;
+ delitem 716, 1;
+ set tu_thief01, 24;
+ close;
+ } else if (countitem(511) > 0) { // Green_Herb
+ mes "Make powder out of Green Herb and sprinkle it. Nothing happens. It may need some other catalyst.";
+ close;
+ } else {
+ mes "Make powder out of Red Gemstone and sprinkle it. Nothing happens. It may need some other catalyst.";
+ close;
+ }
+ } else {
+ mes "Seems to need some other catalyst.";
+ close;
+ }
+ } else if (tu_thief01 == 24) {
+ mes "In front of the dismantled trap, a piece of cloth soaked in blood is found before is there.";
+ next;
+ mes "Found 'Blood Stained Cloth'.";
+ set tu_thief01, 25;
+ close;
+ } else {
+ mes "There seem to be no other Traps. Traces lead to the south.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 21) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_magician01 == 21) {
+ mes "There are traces of a harsh battle. Poison seems to have been used here and there.";
+ next;
+ switch(select("Continue following the traces.", "Look around a little more.")) {
+ case 1:
+ mes "Nothing special was found.";
+ close;
+ break;
+ case 2:
+ mes "There seem to be some traps related to some different types of poison. Ones that have gone off and others that have not are mixed together.";
+ set tu_magician01, 22;
+ close;
+ break;
+ }
+ } else if (tu_magician01 == 22) {
+ set @trap_tm, rand(1,3);
+ if (@trap_tm == 3) {
+ mes "A peculiar looking trap is found. How about pouring some Green Potion on it like before?";
+ next;
+ switch(select("Pour Green Potion.", "Do something else.")) {
+ case 1:
+ if (countitem(506) < 1) { // Green_Potion
+ mes "...........";
+ mes "No Green Potion is in possession.";
+ close;
+ } else {
+ mes "It did not affect anything. Other things may be necessary.";
+ delitem 506, 1;
+ set tu_thief01, 23;
+ close;
+ }
+ break;
+ case 2:
+ mes "Investigate the area a little more.";
+ close;
+ break;
+ }
+ } else {
+ mes "Hit the trap by accident.";
+ //##### GetHEALTHSTATE VAR_POISON 60#####
+ //misceffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
+ }
+ } else if (tu_magician01 == 23) {
+ if ((countitem(511) > 0) || (countitem(716) > 0)) { // Green_Herb || Red_Gemstone
+ if ((countitem(511) > 0) && (countitem(716) > 0)) { // Green_Herb && Red_Gemstone
+ mes "Make powder out of Green Herb and sprinkle it. When placing a Red Gemstone on the trap, it glows and disappears. The trap is dismantled.";
+ delitem 511, 1;
+ delitem 716, 1;
+ set tu_magician01, 24;
+ close;
+ } else if (countitem(511) > 0) { // Green_Herb
+ mes "Make powder out of Green Herb and sprinkle it. Nothing happens. It may need some other catalyst.";
+ close;
+ } else {
+ mes "Make powder out of Red Gemstone and sprinkle it. Nothing happens. It may need some other catalyst.";
+ close;
+ }
+ } else {
+ mes "Seems to need some other catalyst.";
+ close;
+ }
+ } else if (tu_magician01 == 24) {
+ mes "In front of the dismantled trap, a piece of cloth soaked in blood is found before is there.";
+ next;
+ mes "Found 'Blood Stained Cloth'.";
+ set tu_magician01, 25;
+ close;
+ } else {
+ mes "There seem to be no other Traps. Traces lead to the south.";
+ close;
+ }
+} else {
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+end;
+}
+
+//=================================================Battle Traces 16====================================================
+moc_fild18.gat,156,96,0 script battle_traces#16 844,{
+OnTouch:
+if (BaseClass == Job_Thief) {
+ if (tu_thief01 < 25) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_thief01 == 25) {
+ mes "Traces lead to the end of the cliff. No other traces can be found.";
+ next;
+ mes "...............";
+ next;
+ mes "It seems like the ones being pursued fell off the cliff. Traces of those pursuiting are here and there but seem to be divided into two.";
+ next;
+ mes "Return with the data up until now.";
+ set tu_thief01, 26;
+ close;
+ } else {
+ mes "No more traces other than ones from the north.";
+ close;
+ }
+} else if (BaseClass == Job_Mage) {
+ if (tu_magician01 < 25) {
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if (tu_magician01 == 25) {
+ mes "Traces lead to the end of the cliff. No other traces can be found.";
+ next;
+ mes "...............";
+ next;
+ mes "It seems like the ones being pursued fell off the cliff. Traces of those pursuiting are here and there but seem to be divided into two.";
+ next;
+ mes "Return with the data up until now.";
+ set tu_magician01, 26;
+ close;
+ } else {
+ mes "No more traces other than ones from the north.";
+ close;
+ }
+} else {
+ mes "There are some traces, but I cannot tell what they are.";
+ close2;
+ end;
+}
+end;
+} \ No newline at end of file
diff --git a/npc/quests/first_class/WIP/tu_thief01.txt b/npc/quests/first_class/WIP/tu_thief01.txt
new file mode 100644
index 000000000..436da1e1a
--- /dev/null
+++ b/npc/quests/first_class/WIP/tu_thief01.txt
@@ -0,0 +1,750 @@
+//===== eAthena Script =======================================
+//= Acolyte Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= eAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//============================================================
+
+//=================================================Thief Trainer====================================================
+moc_ruins.gat,66,164,4 script Thief Trainer#T 84,{
+if (Class == Job_Novice) {
+ mes "[Yierhan]";
+ mes "Eh...?";
+ mes "A Novice?";
+ mes "Still thinking";
+ mes "what job you're";
+ mes "gonna choose...";
+ mes "Am I right?";
+
+ next;
+ mes "[Yierhan]";
+ mes "Listen, if you ever decide to become a Thief--a smart choice";
+ mes "I might add--come and talk to me. I'll show you the ropes!";
+ close;
+} else if ((Class == Job_Thief) | (Class == Job_Thief_High) | (Class == Job_Assassin) | (Class ==Job_Assassin_Cross) | (Class == Job_Rogue) | (Class == Job_Stalker)) {
+ if ((Class == Job_Thief_High) | (Class == Job_Assassin) | (Class ==Job_Assassin_Cross) | (Class == Job_Rogue) | (Class == Job_Stalker)) {
+ if (tu_thief01 < 8) {
+ mes "[Yierhan]";
+ mes "Whaaaat are you";
+ mes "doin' here? There's";
+ mes "nothing I can teach you!";
+ mes "You're waaay beyond me!";
+ next;
+ mes "[Yierhan]";
+ mes "In fact, I think";
+ mes "you're qualified";
+ mes "to teach me some stuff!";
+ mes "Come on! I need new moves!";
+ close;
+ }
+ }
+ if (tu_thief01 == 0) {
+ mes "[Yierhan]";
+ mes "Heya pal.";
+ mes "I'm Yierhan.";
+ mes "I happen to be";
+ mes "the guy in charge";
+ mes "of training new Thieves.";
+ next;
+ switch(select("Training?", "Training? Right now?")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Yeah, training. I mean, this kind of stuff is second nature to some people, but other guys need a little more help. So this is one of those 'just in case' things.";
+ next;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Right now?";
+ mes "Yeah, right now!";
+ mes "But if you're not ready for some reason, I guess I can wait.";
+ close;
+ break;
+ }
+ mes "[Yierhan]";
+ mes "Alright, first of all, Thieves use melee attacks. Well, most of us do. There are a few who like using long range Bows. But all of us are good at bein' fast!";
+ next;
+ mes "[Yierhan]";
+ mes "So for melee attacks, which stat increases your damage? Come on";
+ mes "now, you should know this if you didn't skip the Novice Training Grounds.";
+ next;
+ switch(select("^6B8E23INT^000000", "^2F4F2FSTR^000000", "^23238EDEX^000000")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Say whaaat? ^6B8E23INT^000000 affects magic damage, magic defense and some skills. Thieves don't even work with magic!";
+ next;
+ mes "[Yierhan]";
+ mes "You musta skipped the Novice Training Grounds altogether! Not that I blame you though. Anyway, it's ^2F4F2FSTR^000000 that increases your attack damage, got it?";
+ next;
+ mes "[Yierhan]";
+ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
+ set tu_thief01, 1;
+ set BaseExp, BaseExp + 200;
+ set JobExp, JobExp + 100;
+ //misceffect EF_HIT5;
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Yeah, that's right! If you wanna increase your damage, you need";
+ mes "to put some stat points into ^2F4F2FSTR^000000. Increasing STR also increases";
+ mes "your Max Weight Limit too.";
+ next;
+ mes "[Yierhan]";
+ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
+ next;
+ mes "[Yierhan]";
+ mes "Sure, ^23238EDEX^000000 and LUK can";
+ mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000.";
+ set tu_thief01, 1;
+ set BaseExp, BaseExp + 400;
+ set JobExp, JobExp + 200;
+ //misceffect EF_HIT5;
+ close;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Say whaaat? ^23238EDEX^000000 affects";
+ mes "your attack accuracy, not your damage! Well, unless you're using";
+ mes "a Bow. Otherwise, it increases your damage only by a tiny bit.";
+ next;
+ mes "[Yierhan]";
+ mes "You musta skipped the Novice Training Grounds altogether! Not that I blame you though. Anyway, it's ^2F4F2FSTR^000000 that increases your attack damage, got it?";
+ next;
+ mes "[Yierhan]";
+ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
+ set tu_thief01, 1;
+ set BaseExp, BaseExp + 200;
+ set JobExp, JobExp + 100;
+ //misceffect EF_HIT5;
+ close;
+ break;
+ }
+ } else if (tu_thief01 == 1) {
+ mes "[Yierhan]";
+ mes "Alright, enough about stats.";
+ mes "You know what? I think I'll just talk to you about the skills that we Thieves use.";
+ next;
+ mes "[Yierhan]";
+ mes "So level up your skills, learn a few new ones if you want, and";
+ mes "then come back over here.";
+ set tu_thief01, 2;
+ close2;
+ end;
+ } else if (tu_thief01 == 2) {
+ mes "[Yierhan]";
+ mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!";
+ next;
+
+ set @chk_th_skill1, getskilllv(48);
+ set @chk_th_skill2, getskilllv(49);
+ set @chk_th_skill3, getskilllv(50);
+ set @chk_th_skill4, getskilllv(51);
+ set @chk_th_skill5, getskilllv(52);
+ set @chk_th_skill6, getskilllv(53);
+ if ((@chk_th_skill1 == 0) && (@chk_th_skill2 == 0) && (@chk_th_skill3 == 0) && (@chk_th_skill4 == 0) && (@chk_th_skill5 == 0) && (@chk_th_skill6 == 0)) {
+ mes "[Yierhan]";
+ mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!";
+ close;
+ } else {
+ if (@chk_th_skill1 > 0) {
+ mes "[Yierhan]";
+ mes "Ah, so you've learned";
+ mes "Level "+@chk_th_skill1+" Double Attack.";
+ mes "Nice! This skill gives you the chance to attack twice in one";
+ mes "attack. Wicked!";
+ next;
+ mes "[Yierhan]";
+ mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
+ next;
+ }
+ if (@chk_th_skill2 > 0) {
+ mes "[Yierhan]";
+ mes "Let's see...";
+ mes "Level "+@chk_th_skill2+" Increase Dodge? ";
+ mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
+ next;
+ mes "[Yierhan]";
+ mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
+ mes "effect. If you don't like to bruise, this is your skill.";
+ next;
+ }
+ if (@chk_th_skill3 > 0) {
+ mes "[Yierhan]";
+ mes "Whoa, so you've";
+ mes "got Level "+@chk_th_skill3+" Steal~";
+ mes "Now that's the skill which gives our job its name! You can't use";
+ mes "it against people, though...";
+ next;
+ mes "[Yierhan]";
+ mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
+ next;
+ }
+ if (@chk_th_skill4 > 0) {
+ mes "[Yierhan]";
+ mes "You've learned";
+ mes "Level "+@chk_th_skill4+" Hiding?";
+ mes "Let's see, you can only learn";
+ mes "that after learning the Steal skill up to a certain level.";
+ next;
+ mes "[Yierhan]";
+ mes "Of course, you use ";
+ mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
+ next;
+ mes "[Yierhan]";
+ mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
+ next;
+ }
+ if (@chk_th_skill5 > 0) {
+ mes "[Yierhan]";
+ mes "Alright, I see that you";
+ mes "know Level "+@chk_th_skill5+" Envenom.";
+ mes "You like being dangerous,";
+ mes "don't you?";
+ next;
+ mes "[Yierhan]";
+ mes "This attack skill has the chance";
+ mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
+ next;
+ mes "[Yierhan]";
+ mes "Eh, but remember.";
+ mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
+ next;
+ }
+ if (@chk_th_skill6 > 0) {
+ mes "[Yierhan]";
+ mes "Level "+@chk_th_skill6+" Detoxify.";
+ mes "If you took the trouble to learn that, you must be the cautious";
+ mes "type or something.";
+ next;
+ mes "[Yierhan]";
+ mes "You can only learn Detoxify";
+ mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
+ next;
+ }
+ }
+
+ mes "[Yierhan]";
+ mes "Alright, I guess";
+ mes "if you want to know";
+ mes "about any other skills,";
+ mes "I can explain real quick.";
+ set tu_thief01, 3;
+ set BaseExp, BaseExp + (BaseLevel * 30);
+ set JobExp, JobExp + (BaseLevel *15);
+ //misceffect EF_HIT5;//CHECK
+ close;
+ } else if (tu_thief01 == 3) {
+ mes "[Yierhan]";
+ mes "So...";
+ mes "Are there any";
+ mes "skills you want";
+ mes "explained or is this";
+ mes "pretty much stuff you";
+ mes "already know?";
+ next;
+ while((1)) {
+ switch(select("Double Attack", "Increase Dodge", "Steal", "Hiding", "Envenom", "Detoxify", "Cancel")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Just like its name,";
+ mes "Double Attack gives your attacks the chance to be a double attack, two strikes in one blow.";
+ next;
+ mes "[Yierhan]";
+ mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
+ set read_d, 1;
+ next;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Increase Dodge";
+ mes "gives a nice boost";
+ mes "to your Flee Rate that";
+ mes "the other jobs don't offer.";
+ mes "Why take your lumps when you";
+ mes "can avoid them altogether?";
+ next;
+ mes "[Yierhan]";
+ mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
+ mes "effect. If you don't like to bruise, this is your skill.";
+ set read_f, 1;
+ next;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Steal is an Active Skill that has the chance of nabbing you some";
+ mes "free items! You can't use it against other people, though.";
+ next;
+ //misceffect EF_STEAL;
+ mes "[Yierhan]";
+ mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
+ set read_s, 1;
+ next;
+ break;
+ case 4:
+ mes "[Yierhan]";
+ mes "Hiding is an active skill where you submerge yourself underground. You can only stay hidden so long, and you can't move, but sometimes it's better than being found!";
+ next;
+ mes "[Yierhan]";
+ mes "Of course, you use ";
+ mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
+ next;
+ mes "[Yierhan]";
+ mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
+ set read_p, 1;
+ next;
+ break;
+ case 5:
+ mes "[Yierhan]";
+ mes "Envenom is an offensive Active Skill that every Thief should know. But that's just what I think.";
+ next;
+ mes "[Yierhan]";
+ mes "This attack skill has the chance";
+ mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
+ mes "Remember that.";
+ set read_h, 1;
+ next;
+ break;
+ case 6:
+ mes "[Yierhan]";
+ mes "Since Thieves deal";
+ mes "quite a bit with poison,";
+ mes "we've got to have a way";
+ mes "to, well, have a taste";
+ mes "of our own medicine.";
+ next;
+ mes "[Yierhan]";
+ mes "You can learn Detoxify";
+ mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
+ set read_r, 1;
+ next;
+ //misceffect EF_DETOXICATION;
+ next;
+ break;
+ case 7:
+ mes "[Yierhan]";
+ mes "Yeah...";
+ mes "I'm tired of explaining these skills anyway. Let's move on to";
+ mes "the next part of Thief training...";
+ next;
+ mes "[Yierhan]";
+ mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?";
+ set tu_thief01, 4;
+ //misceffect EF_HIT5;
+ if (read_d) {
+ set BaseExp, BaseExp + 300;
+ set JobExp, JobExp + 100;
+ }
+ if (read_f) {
+ set BaseExp, BaseExp + 300;
+ set JobExp, JobExp + 100;
+ }
+ if (read_s) {
+ set BaseExp, BaseExp + 300;
+ set JobExp, JobExp + 100;
+ }
+ if (read_p) {
+ set BaseExp, BaseExp + 300;
+ set JobExp, JobExp + 100;
+ }
+ if (read_h) {
+ set BaseExp, BaseExp + 300;
+ set JobExp, JobExp + 100;
+ }
+ if (read_r) {
+ set BaseExp, BaseExp + 300;
+ set JobExp, JobExp + 100;
+ }
+ break;
+ close;
+ break;
+ }
+ }
+ } else if (tu_thief01 == 4) {
+ mes "[Yierhan]";
+ mes "Alright, we studied the skills and you've been practicing a little, right? You better have...";
+ next;
+ mes "[Yierhan]";
+ mes "Alright, now I got some actual fight training I want you to do. Here's a chance for you to figure what skills are best for which situations.";
+ next;
+ mes "[Yierhan]";
+ mes "Go and get me";
+ mes "10 ^ff0000Feather of Birds^000000.";
+ mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back.";
+ set tu_thief01, 5;
+ savepoint "moc_ruins.gat",80,164;
+ getitem 602, 1;
+ set BaseExp, BaseExp + 100;
+ set JobExp, JobExp + 50;
+ //misceffect EF_HIT5;
+ close2;
+ warp "moc_fild12.gat",158,373;
+ end;
+ } else if ((tu_thief01 == 5) || (tu_thief01 == 6)) {
+ if (countitem(916) < 10) { //Feather_Of_Birds
+ mes "[Yierhan]";
+ mes "'Ey, you don't";
+ mes "have the 10 ^ff0000Feather of Birds^000000 I asked you for ";
+ mes "Remember, experience is more important";
+ mes "that knowledge.";
+ close2;
+ warp "moc_fild07.gat",203,38;
+ end;
+ } else {
+ mes "[Yierhan]";
+ mes "Ah~ there you go.";
+ mes "Well done, my friend.";
+ mes "These feathers are the token of your self-improvement.";
+ next;
+ mes "[Yierhan]";
+ mes "I hope you will continue to do your best.";
+ mes "Do you have any question?";
+ next;
+ if (tu_thief01 == 6) {
+ switch(select("Regarding the Traces.", "No.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Ah....";
+ mes "You found the traces, huh?";
+ mes "Hmmm...";
+ mes "I really didn't want to tell you this";
+ mes "as you just have become a thief...but...";
+ next;
+ mes "[Yierhan]";
+ mes "There was a fight happened at the south of town.";
+ mes "It was midnight when it was happened";
+ mes "so only few people know about this.";
+ mes "I stayed up late for a guild meeting";
+ mes "I accidentally witnessed the fight.";
+ next;
+ mes "[Yierhan]";
+ mes "Later I went there where the fight was occurred.";
+ mes "All I found was the traces of fight were headed south.";
+ mes "It seems the trace has something to do with Assassins...";
+ mes "since the traces are poisons scattered around the place.";
+ mes "But that is just my assumption.";
+ next;
+ mes "[Yierhan]";
+ mes "If you are interested in, go follow the traces.";
+ mes "But don't get so near the traces.";
+ mes "They are still poisonous.";
+ set tu_thief01, 8;
+ getitem 1207, 1;
+ set BaseExp, BaseExp + 1000;
+ set JobExp, JobExp + 500;
+ //misceffect EF_HIT5;
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Oh, okay then.";
+ mes "I expect to see you become stronger next time.";
+ mes "And please take this.";
+ mes "Hahaha...";
+ set tu_thief01, 7;
+ getitem 1207, 1;
+ set BaseExp, BaseExp + 500;
+ set JobExp, JobExp + 200;
+ //misceffect EF_HIT5;
+ close;
+ break;
+ }
+ } else {
+ switch(select("It was nice to meet you.", "No.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Hahaha...nice to meet you, too.";
+ mes "I hope you will do your best to practice hard.";
+ mes "If you do, you will become one of the greatest thieves.";
+ next;
+ mes "[Yierhan]";
+ mes "And please take this.";
+ mes "Hahaha...";
+ set tu_thief01, 7;
+ getitem 1207, 1;
+ set BaseExp, BaseExp + 500;
+ set JobExp, JobExp + 200;
+ //misceffect EF_HIT5;
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Oh, okay then.";
+ mes "I expect to see you become stronger next time.";
+ mes "And please take this.";
+ mes "Hahaha...";
+ set tu_thief01, 7;
+ getitem 1207, 1;
+ set BaseExp, BaseExp + 500;
+ set JobExp, JobExp + 200;
+ //misceffect EF_HIT5;
+ close;
+ break;
+ }
+ }
+ }
+ } else if (tu_thief01 == 7) {
+ mes "[Yierhan]";
+ mes "There was a fight happened at the south of town.";
+ mes "It was midnight when it was happened";
+ mes "so only few people know about this.";
+ mes "I stayed up late for a guild meeting";
+ mes "I accidentally witnessed the fight.";
+ next;
+ mes "[Yierhan]";
+ mes "Later I went there where the fight was occurred.";
+ mes "All I found was the traces of fight were headed south.";
+ mes "It seems the trace has something to do with Assassins...";
+ mes "since the traces are poisons scattered around the place.";
+ mes "But that is just my assumption.";
+ next;
+ mes "[Yierhan]";
+ mes "If you are interested in, go follow the traces.";
+ mes "But don't get so near the traces.";
+ mes "They are still poisonous.";
+ next;
+ mes "[Yierhan]";
+ mes "For your information, Green Herb and Green Potion";
+ mes "counteracts poison. And if someone";
+ mes "takes out a Red Gemstone in front of you, beware.";
+ mes "He might try to use poison with the Gemstone.";
+ set tu_thief01, 8;
+ set BaseExp, BaseExp + 200;
+ set JobExp, JobExp + 100;
+ //misceffect EF_HIT5;
+ close;
+ } else if (tu_thief01 == 8) {
+ mes "[Yierhan]";
+ mes "So, how are you lately?";
+ mes "Fighting against an unknown enemy always";
+ mes "have a big danger within.";
+ mes "It seems outsiders have been wielding their power,";
+ mes "so be careful.";
+ next;
+ mes "[Yierhan]";
+ mes "When you are on adventure, you should be careful";
+ mes "for everything. Not only monsters are your enemies but";
+ mes "people, even your comrades.";
+ close;
+ } else if (tu_thief01 < 26) {
+ mes "[Yierhan]";
+ mes "I heard that an assassin who";
+ mes "was on a misson has never come back.";
+ mes "Although the assassin guild was reported his mission was complete,";
+ mes "he has not come back to them yet.";
+ mes "He was a very competent man...as I remember.";
+ next;
+ mes "[Yierhan]";
+ mes "Anyways, take care of yourself well.";
+ close;
+ } else if (tu_thief01 == 26) {
+ mes "[Yierhan]";
+ mes "So, did you complete your mission?";
+ mes "I know it is a pretty difficult one though.";
+ next;
+ switch(select("I am still ivestigating.", "Not yet.", "Yes, I did.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Ah...";
+ mes "I see. Well, I understand that it is difficult.";
+ mes "Keep up the good work.";
+ close2;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Ah...";
+ mes "I see. Well, I understand that it is difficult.";
+ mes "Keep up the good work.";
+ close2;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Oh, you did!";
+ mes "Okay, I am ready to listen.";
+ mes "I was anticipating to see this time come.";
+ next;
+ mes "- You reported him with the result of investigation -";
+ mes "- and a scrap of cloth which you obtained during the mission. -";
+ next;
+ mes "[Yierhan]";
+ mes "Hmm...I see.";
+ mes "Let me see the cloth.";
+ next;
+ mes "- You gave him the scrap of cloth. -";
+ next;
+ mes "[Yierhan]";
+ mes "Umm...isn't this...?";
+ mes "I see, I see...";
+ mes "You did a great job.";
+ mes "You brought me really important information.";
+ next;
+ mes "[Yierhan]";
+ mes "As you see, the pattern on this cloth";
+ mes "is one of the Assassin's peculiar codes.";
+ mes "Especially this pattern looks like";
+ mes "ones used by high assassins.";
+ next;
+ mes "[Yierhan]";
+ mes "Well, with this, I can figure out";
+ mes "what happened on that night.";
+ mes "Thank you.";
+ next;
+ mes "[Yierhan]";
+ mes "let's ask other higher guild members to take care";
+ mes "of the result of investigation.";
+ mes "You did your job perfect and now I want";
+ mes "you to focus on your skill trainings.";
+ next;
+ mes "[Yierhan]";
+ mes "Please take this.";
+ mes "This is a reward for your great job.";
+ set tu_thief01, 27;
+ set Mantle, 1; // Why this? Maybe getitem? [Jukka]
+ set Zeny, Zeny + 5000;
+ set BaseExp, BaseExp + 8000;
+ set JobExp, JobExp + 3000;
+ next;
+ mes "[Yierhan]";
+ mes "Take care now.";
+ close2;
+ break;
+ }
+ } else {
+ mes "[Yierhan]";
+ mes "Always cherish your dream.";
+ mes "Life without a dream cannot become a perfect one.";
+ close2;
+ }
+
+} else if ((Class == Job_Mage) | (Class == Job_Mage_High) | (Class == Job_Wizard) | (Class == Job_High_Wizard) | (Class == Job_Sage) | (Class == Job_Professor)) {
+ if (tu_magician01 < 7) {
+ mes "[Yierhan]";
+ mes "I am a thief trainer.";
+ mes "And I can tell you are not a thief.";
+ mes "You should become a thief if you wanted to";
+ mes "be taught by me...hahaha.";
+ close2;
+ end;
+ } else if (tu_magician01 == 7) {
+ mes "[Yierhan]";
+ mes "Hm...?";
+ mes "That's weird, usually only Thieves hang around this joint. What's someone like you doing here? Unless...";
+ next;
+ switch(select("I'm here on behalf of 'Mana.'")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Ah, I've been expecting you. Good good, I asked Mana for help with something.";
+ next;
+ mes "[Yierhan]";
+ mes "You came at just the right time. You see, there have been something strange has been found in South Morroc.";
+ next;
+ mes "[Yierhan]";
+ mes "Basically, we found traces of poison there were used in a fight. We were going to investigate it, but we've been distracted by other pressing matters.";
+ next;
+ mes "[Yierhan]";
+ mes "That's why we've been asking support from the Mage Guild. Fortunately, I'm well acquainted with Mana, so...";
+ next;
+ mes "[Yierhan]";
+ mes "Anyway, please head to South Morroc since it seems to be the best place to begin your investigation. You'll see what we've found right outside the South Morroc gate.";
+ set tu_magician01, 8;
+ break;
+ }
+ } else if (tu_magician01 < 26) {
+ mes "[Yierhan]";
+ mes "There's stories of some highly skilled Assassin that has never returned from a mission...";
+ next;
+ mes "[Yierhan]";
+ mes "What's strange about it is that the Assassin Guild has reported that the mission was actually completed.";
+ next;
+ mes "[Yierhan]";
+ mes "Be careful, my friend. It seems your mission might be related to that mysterious Assassin...";
+ close;
+ } else if (tu_magician01 == 26) {
+ mes "[Yierhan]";
+ mes "Hmm.....";
+ mes "So how is it going lately?";
+ mes "I have had so many other works recently";
+ mes "to focus on the investigation.";
+ next;
+ switch(select("I am still ivestigating.", "Not yet.", "I finished to investigate.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Ah...";
+ mes "I see. Well, I understand that it is difficult.";
+ mes "Keep up the good work.";
+ close2;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Ah...";
+ mes "I see. Well, I understand that it is difficult.";
+ mes "Keep up the good work.";
+ close2;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Oh, you did!";
+ mes "Okay, I am ready to listen.";
+ mes "I was anticipating to see this time come.";
+ next;
+ mes "- You reported him with the result of investigation -";
+ mes "- and a scrap of cloth which you obtained during the mission. -";
+ next;
+ mes "[Yierhan]";
+ mes "Hmm...I see.";
+ mes "Let me see the cloth.";
+ next;
+ mes "- You gave him the scrap of cloth. -";
+ next;
+ mes "[Yierhan]";
+ mes "Umm...isn't this...?";
+ mes "I see, I see...";
+ mes "You did a great job.";
+ mes "You brought me really important information.";
+ next;
+ mes "[Yierhan]";
+ mes "As you see, the pattern on this cloth";
+ mes "is one of the Assassin's peculiar codes.";
+ mes "Especially this pattern looks like";
+ mes "ones used by high assassins.";
+ next;
+ mes "[Yierhan]";
+ mes "Well, with this, I can figure out";
+ mes "what happened on that night.";
+ mes "Thank you.";
+ next;
+ mes "[Yierhan]";
+ mes "Ah, please take my token of gratitute.";
+ mes "I will send a message to 'Mana' regarding your help.";
+ mes "Take care now.";
+ set tu_magician01, 27;
+ set Zeny, Zeny + 5000;
+ set BaseExp, BaseExp + 5000;
+ set JobExp, JobExp + 2000;
+ close2;
+ break;
+ }
+ } else {
+ mes "[Yierhan]";
+ mes "As I assumed, it was not done by only a group.";
+ mes "There are at least two or three groups involved with this.";
+ mes "Hmm...I am concerned that something bad might happen soon.";
+ close2;
+ }
+} else {
+ mes "[Yierhan]";
+ mes "The most romantic ";
+ mes "thing in the desert is";
+ mes "of course the sand storm. Hahaha.";
+ close2;
+}
+end;
+} \ No newline at end of file
diff --git a/npc/quests/first_class/tu_sword.txt b/npc/quests/first_class/tu_sword.txt
new file mode 100644
index 000000000..053965f6a
--- /dev/null
+++ b/npc/quests/first_class/tu_sword.txt
@@ -0,0 +1,2451 @@
+//===== eAthena Script =======================================
+//= Swordman Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= eAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//============================================================
+
+
+//=================================================Shurank====================================================
+izlude_in.gat,82,163,3 script Shurank 733,{
+ mes "[Shurank]";
+ if (Class == Job_Novice || Class == Job_Baby) {
+ mes "Still wondering";
+ mes "what to do with";
+ mes "your future, eh?";
+ next;
+ mes "[Shurank]";
+ mes "If I may be so bold,";
+ mes "I suggest that you follow";
+ mes "the path of strength.";
+ mes "Become... A Swordman.";
+ next;
+ mes "[Shurank]";
+ mes "If you wish to stake your life on the way of the sword, speak to the Swordman Association representative to the left.";
+ next;
+ mes "[Shurank]";
+ mes "Whatever you do,";
+ mes "I hope that you live out your life without any regrets. And if you do happen to become a Swordman,";
+ mes "come back to me...";
+ close;
+ }
+ if (BaseClass == Job_Swordman && eaclass()&(EAJL_2|&EAJL_UPPER)) {
+ mes "From your raiment,";
+ mes "I see that you are";
+ if (Sex)
+ mes "a man of the sword.";
+ else
+ mes "a woman of the sword.";
+ mes "Your eyes tell me that";
+ mes "you've seen many a battle.";
+ next;
+ mes "[Shurank]";
+ mes "There's nothing that I can actually offer to teach you. But if you know any new Swordmen that show potential, please direct them to me.";
+ close;
+ }
+ if (BaseClass != Job_Swordman) {
+ mes "Greetings adventurer.";
+ mes "If you happen to know";
+ mes "any new Swordmen,";
+ mes "please direct them to me.";
+ next;
+ mes "[Shurank]";
+ mes "My specialty happens to be teaching the fundamentals of the Swordman job to green recruits that have just made the job change.";
+ next;
+ mes "[Shurank]";
+ mes "Although it would be great if everyone can wield a sword,";
+ mes "I'm afraid there's nothing I can effectively teach to you. The methods of your job are...";
+ mes "Foreign to me.";
+ close;
+ }
+ switch(tu_swordman) {
+ case 23:
+ mes "Greetings, my friend.";
+ mes "There is nothing more";
+ mes "that I can teach you...";
+ next;
+ mes "[Shurank]";
+ mes "To improve your skills,";
+ mes "you must explore this vast world and experience all sorts of battle situations. And always commit yourself to your training.";
+ close;
+ break;
+ case 22:
+ mes "This will be my";
+ mes "final lecture to you.";
+ mes "Please listen carefully";
+ mes "as I tell you all about";
+ mes "Magnum Break.";
+ next;
+ mes "[Shurank]";
+ mes "Magnum Break, mastered at Skill Level 10, requires ^5D478BLevel 5 Bash^000000. When used, this skill inflicts splash damage to enemies surrounding the caster.";
+ next;
+ mes "[Shurank]";
+ mes "Enemies struck by Magnum Break";
+ mes "will be pushed back by a Fire property attack. Afterwards, your weapon will temporarily inflict 20% more damage with Fire property attacks.";
+ next;
+ mes "[Shurank]";
+ mes "Magnum Break is ideal for use";
+ mes "when surrounded by foes, but also keep in mind that it also inflicts a little damage on its caster.";
+ next;
+ set @chk_magnum, getskilllv(7);
+ if (@chk_magnum > 5) {
+ mes "[Shurank]";
+ mes "I see that you've been training in the use of Magnum Break. Although it is an awesome skill, it's not for every Swordman. Still, there's no harm in learning it.";
+ next;
+ mes "[Shurank]";
+ mes "Here is a humble reward for";
+ mes "your great efforts. But do not let your talents allow you to grow arrogant!";
+ set tu_swordman, 23;
+ set BaseExp, BaseExp + 1860;
+ getitem 1113, 1;
+ next;
+ mes "[Shurank]";
+ mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
+ next;
+ mes "[Shurank]";
+ mes "As for the matter concerning";
+ mes "that murderer, it's no longer in our hands. At this time, there's nothing that we can effectively";
+ mes "do about it.";
+ next;
+ mes "[Shurank]";
+ mes "However, I'd like";
+ mes "to ask that you keep the";
+ mes "information you've learned";
+ mes "to yourself. This matter is considered highly classified...";
+ next;
+ mes "[Shurank]";
+ mes "In any case, there's no need to worry about it anymore. But if we ever need assistance, I'll remember to ask you for your help.";
+ next;
+ mes "[Shurank]";
+ mes "You've done very well. Continue training and if you reach ^5D478BJob Level 40^000000, you can be promoted to a Knight or a Crusader.";
+ next;
+ mes "[Shurank]";
+ mes "Well...";
+ mes "We Swordmen typically aren't prone to being sentimental, but I'm glad to have met you. Do your best and become a splendid Swordman.";
+ close;
+ }
+ mes "[Shurank]";
+ mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
+ next;
+ mes "[Shurank]";
+ mes "As for the matter concerning";
+ mes "that murderer, it's no longer in our hands. At this time, there's nothing that we can effectively do about it.";
+ next;
+ mes "[Shurank]";
+ mes "However, I'd like";
+ mes "to ask that you keep the";
+ mes "information you've learned";
+ mes "to yourself. This matter is considered highly classified...";
+ next;
+ mes "[Shurank]";
+ mes "In any case, there's no need to worry about it anymore. But if we ever need assistance, I'll remember to ask you for your help.";
+ next;
+ mes "[Shurank]";
+ mes "You've done very well. Continue training and if you reach ^5D478BJob Level 40^000000, you can be promoted to a Knight or a Crusader.";
+ next;
+ mes "[Shurank]";
+ mes "Well...";
+ mes "We Swordmen typically aren't prone to being sentimental, but I'm glad to have met you. Do your best and become a splendid Swordman.";
+ next;
+ mes "[Shurank]";
+ mes "Before you go, please take this.";
+ mes "I hope that you make good use of it as you train to become stronger and stronger. Good luck out there.";
+ set tu_swordman, 23;
+ getitem 1113, 1;
+ close;
+ break;
+ case 21:
+ mes "Ah, you've returned. I've just received a communique from";
+ mes "Dequ'ee. It seems you've been working very hard and that you've made the most of this experience.";
+ next;
+ mes "[Shurank]";
+ mes "For now, I believe you'll benefit from learning some more about Swordman skills. First, let me tell you more about the Sword Masteries.";
+ next;
+ mes "[Shurank]";
+ mes "There are two different kinds:";
+ mes "^5D478BOne Handed Sword Mastery^000000 and";
+ mes "^5D478BTwo Handed Sword Mastery^000000. Both";
+ mes "are Passive Skills that increase your Attack Power as these skills are leveled up.";
+ next;
+ mes "[Shurank]";
+ mes "One Handed Sword Mastery";
+ mes "increases the damage of Daggers and One Handed Swords while Two Handed Sword Mastery increases the damage of Two Handed Swords.";
+ next;
+ set @chk_hanson, getskilllv(2);
+ set @chk_yangson, getskilllv(3);
+ if ((@chk_hanson > 9) || (@chk_yangson > 9)) {
+ mes "[Shurank]";
+ mes "Ah, from the way you handle your Sword, I see that you have mastered a Sword Mastery. I'm thoroughly impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Let me give you";
+ mes "this small reward";
+ mes "in recognition of";
+ mes "your accomplishment.";
+ set tu_swordman, 22;
+ set BaseExp, BaseExp + 1860;
+ next;
+ mes "[Shurank]";
+ mes "Next time, I will tell you more about the Magnum Break skill.";
+ mes "I'll be here when you're ready to learn more.";
+ close;
+ }
+ mes "[Shurank]";
+ mes "Next time, I will tell you more about the Magnum Break skill.";
+ mes "I'll be here when you're ready to learn more.";
+ set tu_swordman, 22;
+ close;
+ break;
+ case 13:
+ mes "You should leave as soon as possible to meet Dequ'ee in Geffen. You do remember where to find him, don't you?";
+ close;
+ break;
+ case 12:
+ mes "So how has your";
+ mes "training for the Endure";
+ mes "skill coming along?";
+ next;
+ set @chk_endure, getskilllv(8);
+ if (@chk_endure > 1) {
+ mes "[Shurank]";
+ mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
+ set tu_swordman, 13;
+ set BaseExp, BaseExp + 1260;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm...";
+ mes "You're not quite";
+ mes "there yet. In the";
+ mes "meantime, I encourage";
+ mes "you to double your efforts!";
+ close;
+ }
+ break;
+ case 11:
+ mes "So have you";
+ mes "learned how to use";
+ mes "the Endure skill yet?";
+ next;
+ set @chk_endure, getskilllv(8);
+ if ((@chk_endure > 0) && (@chk_endure < 2)) {
+ mes "[Shurank]";
+ mes "I see that you";
+ mes "know how to use the";
+ mes "Endure skill. Still, it wouldn't hurt if I review the basic details regarding its use...";
+ next;
+ mes "[Shurank]";
+ mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
+ next;
+ mes "[Shunrank]";
+ mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
+ next;
+ mes "[Shurank]";
+ mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
+ mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
+ next;
+ mes "[Shurank]";
+ mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
+ set tu_swordman, 13;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close2;
+ end;
+ } else if (@chk_endure > 1) {
+ mes "[Shurank]";
+ mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
+ set tu_swordman, 13;
+ set BaseExp, BaseExp + 1260;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "No...?";
+ mes "I recommend that you learn it as soon as you can. Endure is an invaluable skill for any Swordman to have!";
+ close;
+ }
+ break;
+ case 10:
+ mes "The time has come";
+ mes "for me to tell you";
+ mes "all I know about";
+ mes "the Endure skill.";
+ next;
+ set @chk_endure, getskilllv(8);
+ if (@chk_endure == 0) {
+ mes "[Shurank]";
+ mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
+ next;
+ mes "[Shunrank]";
+ mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
+ next;
+ mes "[Shurank]";
+ mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
+ mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
+ next;
+ mes "[Shurank]";
+ mes "Alright. Now I want you to train in the use of the Endure skill. You can become a great Swordman";
+ mes "if you can endure attacks";
+ mes "from your enemies!";
+ set tu_swordman, 11;
+ close;
+ } else if ((@chk_endure > 0) && (@chk_endure < 2)) {
+ mes "[Shurank]";
+ mes "I see that you";
+ mes "know how to use the";
+ mes "Endure skill. Still, it wouldn't hurt if I review the basic details regarding its use...";
+ next;
+ mes "[Shurank]";
+ mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
+ next;
+ mes "[Shurank]";
+ mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
+ next;
+ mes "[Shurank]";
+ mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
+ mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
+ next;
+ mes "[Shurank]";
+ mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
+ set tu_swordman, 13;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ } else if (@chk_endure > 1) {
+ mes "[Shurank]";
+ mes "Hm. But judging from the gleen of toughness on your skin, I suppose teaching you about Endure would be a waste of your time. Well done!";
+ set tu_swordman, 13;
+ set BaseExp, BaseExp + 1260;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ }
+ break;
+ case 9:
+ mes "So have you been";
+ mes "learning more about";
+ mes "the use of the Provoke skill?";
+ next;
+ set @chk_provoke, getskilllv(6);
+ if ((@chk_provoke > 4) && (@chk_provoke < 10)) {
+ mes "[Shurank]";
+ mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
+ set tu_swordman, 10;
+ set BaseExp, BaseExp + 1120;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else if (@chk_provoke == 10) {
+ mes "[Shurank]";
+ mes "Y-you've mastered";
+ mes "Provoke? Impressive!";
+ mes "I see that you've made";
+ mes "up your mind to become";
+ mes "an outstanding Swordman.";
+ mes "Here is a small reward...";
+ set tu_swordman, 10;
+ set BaseExp, BaseExp + 1260;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm, I acknowledge";
+ mes "your progress, but you're not quite there yet. You've got to become more skilled in Provoke before";
+ mes "I can continue my lectures.";
+ close;
+ }
+ break;
+ case 8:
+ mes "Ah, you've returned.";
+ mes "So how has your training";
+ mes "in the use of the Provoke";
+ mes "skill been progressing?";
+ next;
+ set @chk_provoke, getskilllv(6);
+ if ((@chk_provoke > 0) && (@chk_provoke < 5)) {
+ mes "[Shurank]";
+ mes "Ah, now I can see that you";
+ mes "know how to use it. That's a vast improvement over not being able to use it at all. Let me refesh you on Provoke's details.";
+ next;
+ mes "[Shurank]";
+ mes "In order to effectively use Provoke, you must understand";
+ mes "how it works: Provoke infuriates your opponents, making them";
+ mes "want to attack you.";
+ next;
+ mes "[Shurank]";
+ mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
+ next;
+ mes "[Shurank]";
+ mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
+ next;
+ mes "[Shurank]";
+ mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
+ next;
+ mes "[Shurank]";
+ mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
+ next;
+ mes "[Shurank]";
+ mes "Alright, come back to me when you become sufficiently skilled in the use of Provoke. In the meantime, keep training.";
+ set tu_swordman, 9;
+ close;
+ } else if ((@chk_provoke > 4) && (@chk_provoke < 10)) {
+ mes "[Shurank]";
+ mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
+ set tu_swordman, 10;
+ set BaseExp, BaseExp + 1120;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else if (@chk_provoke == 10) {
+ mes "[Shurank]";
+ mes "Y-you've mastered";
+ mes "Provoke? Impressive!";
+ mes "I see that you've made";
+ mes "up your mind to become";
+ mes "an outstanding Swordman.";
+ mes "Here is a small reward...";
+ set tu_swordman, 10;
+ set BaseExp, BaseExp + 1260;
+ next;
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Still haven't learned Provoke, eh? As a Swordman, I believe that it's important that you at least be able to use Provoke!";
+ close;
+ }
+ break;
+ case 7:
+ mes "Ah, you've returned. For a new Swordman, you are doing quite";
+ mes "well. So what is the message";
+ mes "from Dequ'ee?";
+ next;
+ mes "[Shurank]";
+ mes "I see...";
+ mes "Well, now that we taken care";
+ mes "of that, let me continue your instruction on Swordman skills. This time, we'll cover Provoke.";
+ next;
+ set @chk_provoke, getskilllv(6);
+ if (@chk_provoke == 0) {
+ mes "[Shurank]";
+ mes "You haven't";
+ mes "learned Provoke yet?";
+ mes "Hm. All the more reason why";
+ mes "I should explain it to you then.";
+ next;
+ mes "[Shurank]";
+ mes "In order to effectively use Provoke, you must understand";
+ mes "how it works: Provoke infuriates your opponents, making them";
+ mes "want to attack you.";
+ next;
+ mes "[Shurank]";
+ mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
+ next;
+ mes "[Shurank]";
+ mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
+ next;
+ mes "[Shurank]";
+ mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
+ next;
+ mes "[Shurank]";
+ mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
+ next;
+ mes "[Shurank]";
+ mes "Now I ask that you train yourself in the use of Provoke. Come back";
+ mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
+ set tu_swordman, 8;
+ close;
+ } else if ((@chk_provoke > 0) && (@chk_provoke < 5)) {
+ mes "[Shurank]";
+ mes "Hm. You seem to have a basic understanding of Provoke, but let me give you a few details so that you can better understand the use of that skill.";
+ next;
+ mes "[Shurank]";
+ mes "In order to effectively use Provoke, you must understand";
+ mes "how it works: Provoke infuriates your opponents, making them";
+ mes "want to attack you.";
+ next;
+ mes "[Shurank]";
+ mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
+ next;
+ mes "[Shurank]";
+ mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
+ next;
+ mes "[Shurank]";
+ mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
+ next;
+ mes "[Shurank]";
+ mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
+ next;
+ mes "[Shurank]";
+ mes "Now I ask that you train yourself in the use of Provoke. Come back";
+ mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
+ set tu_swordman, 9;
+ close;
+ } else if ((@chk_provoke > 4) && (@chk_provoke < 10)) {
+ mes "[Shurank]";
+ mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
+ set tu_swordman, 10;
+ set BaseExp, BaseExp + 1120;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else if (@chk_provoke == 10) {
+ mes "[Shurank]";
+ mes "Y-you've mastered";
+ mes "Provoke? Impressive!";
+ mes "I see that you've made";
+ mes "up your mind to become";
+ mes "an outstanding Swordman.";
+ mes "Here is a small reward...";
+ set tu_swordman, 10;
+ set BaseExp, BaseExp + 1260;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ }
+ break;
+ case 6:
+ mes "I wish for you to find a Knight named ^5D478BDequ'ee^000000 in ^5D478BGeffen^000000. Listen carefully, this is the message";
+ mes "I want you to give him.";
+ next;
+ mes "[Shurank]";
+ mes "^0000FFWhat happened";
+ mes "to the murderer?^000000";
+ mes "^0000FFDid you find out who he is? If you did, what are we supposed to do now?^000000";
+ next;
+ mes "[Shurank]";
+ mes "If you use those exact words, Dequ'ee will understand what";
+ mes "you're talking about. Remember his response and let me know his answer.";
+ next;
+ mes "[Shurank]";
+ mes "It shouldn't be too hard fighting the monsters on the way to Geffen, but if you encounter any that are too strong, there's no shame in running away.";
+ next;
+ mes "[Shurank]";
+ mes "But now that I think about it, it may take you a while to travel to Geffen. I shall send you there myself! Good luck!";
+ next;
+ warp "gef_fild07.gat",35,192;
+ close;
+ break;
+ case 5:
+ mes "Ah, you've returned. I know I said that I would teach you what I know about the Provoke skill, but...";
+ next;
+ mes "[Shurank]";
+ mes "I actually have an important task that I'd like for you to perform. It's not very difficult: All you must do is deliver a message.";
+ next;
+ mes "[Shurank]";
+ mes "I wish for you to find a Knight named ^5D478BDequ'ee^000000 in ^5D478BGeffen^000000. Listen carefully, this is the message";
+ mes "I want you to give him.";
+ next;
+ mes "[Shurank]";
+ mes "^0000FFWhat happened";
+ mes "to the murderer?^000000";
+ mes "^0000FFDid you find out who he is? If you did, what are we supposed to do now?^000000";
+ next;
+ mes "[Shurank]";
+ mes "If you use those exact words, Dequ'ee will understand what";
+ mes "you're talking about. Remember his response and let me know his answer.";
+ next;
+ mes "[Shurank]";
+ mes "It shouldn't be too hard fighting the monsters on the way to Geffen, but if you encounter any that are too strong, there's no shame in running away.";
+ next;
+ mes "[Shurank]";
+ mes "Although there's a Warp service,";
+ mes "I recommend traveling by foot. You cannot grow strong without testing your strength and practicing your skills!";
+ set tu_swordman, 6;
+ close;
+ break;
+ case 4:
+ mes "Since you've mastered Bash,";
+ mes "I feel that you're ready to learn more about Swordman skills.";
+ next;
+ mes "[Shurank]";
+ mes "Now, you must be familiar with the ^5D478BIncrease HP Recovery Skill^000000. When";
+ mes "it comes to damage, you must be";
+ mes "able to both take it and dish it out.";
+ next;
+ set @chk_hp, getskilllv(4);
+ if (@chk_hp == 0) {
+ mes "[Shurank]";
+ mes "But judging from that";
+ mes "scrawny frame of yours,";
+ mes "its looks like you haven't learned the Increase HP Recovery Skill at all...!";
+ next;
+ mes "[Shurank]";
+ mes "The Increase HP Recovery Skill";
+ mes "is a passive skill that is always in effect and does not consume";
+ mes "any of your SP.";
+ next;
+ mes "[Shurank]";
+ mes "It enables you to regenerate your health twice as fast. This might not seem like a big deal, but it will reduce the time you need to rest from battles.";
+ next;
+ mes "[Shurank]";
+ mes "I strongly suggest that you";
+ mes "learn this skill! Of course, there are other Swordman skills that are just as important, though...";
+ set tu_swordman, 5;
+ next;
+ } else if (@chk_hp == 10) {
+ mes "[Shurank]";
+ mes "Ah! That healthy glow!";
+ mes "I see that you've mastered this skill already. Let me give you a little reward for your hard training!";
+ set tu_swordman, 5;
+ set BaseExp, BaseExp + 1120;
+ next;
+ } else {
+ mes "[Shurank]";
+ mes "Ah, and I see that you've already learned a little bit about it. But let me briefly tell you more about Increase HP Recovery.";
+ next;
+ mes "[Shurank]";
+ mes "The Increase HP Recovery Skill";
+ mes "is a passive skill that is always in effect and does not consume";
+ mes "any of your SP.";
+ next;
+ mes "[Shurank]";
+ mes "It enables you to regenerate your health twice as fast. This might not seem like a big deal, but it will reduce the time you need to rest from battles.";
+ next;
+ mes "[Shurank]";
+ mes "Increase HP Recovery is a fairly important skill, but whether or not you want to master that is really up to you.";
+ set tu_swordman, 5;
+ next;
+ }
+ mes "[Shurank]";
+ mes "By now, I believe that you know enough about the Increase HP Recovery skill. Next time, I shall teach you what I know about the Provoke skill.";
+ close;
+ break;
+ case 3:
+ mes "[Shurank]";
+ mes "If you want to be";
+ mes "able to use the full";
+ mes "power of the Bash skill,";
+ mes "you better have mastered it";
+ mes "if you want me to acknowledge";
+ mes "you as a fellow Swordman.";
+ next;
+ set @chk_bash, getskilllv(5);
+ if (@chk_bash == 10) {
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ set BaseExp, BaseExp + 970;
+ getitem 2503, 1;
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm, you might be able to";
+ mes "use Bash quite well, but you are not a master of it yet. I encourage you to master Bash in order to unleash its true potential!";
+ close;
+ }
+ break;
+ case 2:
+ mes "I hope you've been";
+ mes "training yourself in using";
+ mes "Bash. If you want to grow as a Swordman, you will have great";
+ mes "need to master this skill.";
+ next;
+ set @chk_bash, getskilllv(5);
+ if ((@chk_bash > 4) && (@chk_bash < 10)) {
+ mes "[Shurank]";
+ mes "Hm. It doesn't look like you've gained mastery of Bash, but it seems like you're trying hard.";
+ next;
+ mes "[Shurank]";
+ mes "Let me review the use of the Bash skill to you. If you've heard this before, it'll be a good refresher.";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Here's a little reward for all of your hard work. I hope you realize the importance of using Bash as";
+ mes "you grow stronger.";
+ set tu_swordman, 3;
+ set BaseExp, BaseExp + 830;
+ close;
+ } else if (@chk_bash == 10) {
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ set BaseExp, BaseExp + 970;
+ getitem 2503, 1;
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm, you might be able to";
+ mes "use Bash quite well, but you are not a master of it yet. I encourage you to master Bash in order to unleash its true potential!";
+ close;
+ }
+ break;
+ case 1:
+ mes "Have you been learning";
+ mes "the art of using Bash? I fervently believe that the Bash skill is the essense of Swordmanship!";
+ next;
+ set @chk_bash, getskilllv(5);
+ if ((@chk_bash > 0) && (@chk_bash < 5)) {
+ mes "[Shurank]";
+ mes "I see that you understand";
+ mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
+ mes "of the fundamentals to cover!";
+ set tu_swordman, 2;
+ set BaseExp, BaseExp + 585;
+ close;
+ } else if ((@chk_bash > 4) && (@chk_bash < 10)) {
+ mes "[Shurank]";
+ mes "Hmm...";
+ mes "Still haven't mastered Bash, eh? Well, in any case, I think you've made some progress.";
+ next;
+ mes "[Shurank]";
+ mes "Let me explain the use of the Bash skill to you. If you've heard this before, it'll be a good refresher.";
+ next;
+ mes "[Shurank]";
+ mes "I see that you understand";
+ mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "For your efforts and patience, I offer you this small reward. Please take it and grow even stronger...";
+ set tu_swordman, 3;
+ set BaseExp, BaseExp + 830;
+ next;
+ mes "[Shurank]";
+ mes "I believe that every true Swordman should master the Bash skill. If you ever do master the skill as a Swordman, come back to me.";
+ close;
+ } else if (@chk_bash == 10) {
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ set BaseExp, BaseExp + 970;
+ getitem 2503, 1;
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "You still can't even use Bash...? What's the use of a sword if not to smash things?! Come back to me";
+ mes "once you've learned how to use";
+ mes "that skill!";
+ close;
+ }
+ break;
+ case 0:
+ mes "Ah, a comrade in arms.";
+ mes "Allow me to introduce myself. I am Shurank Chainlier, a Knight in the service of the Prontera Chivalry.";
+ next;
+ mes "[Shurank]";
+ mes "It concerns me deeply that the Swordmen of today may not truly understand the way of the sword. And to think that they may become Knights later...";
+ next;
+ mes "[Shurank]";
+ mes "Have you been training";
+ mes "to be an expert Swordman?";
+ mes "If so, you must learn the";
+ mes "fundamentals, the first of";
+ mes "which is the ^5D478BBash^000000 skill.";
+ next;
+ set @chk_bash, getskilllv(5);
+ if (@chk_bash == 0) {
+ mes "[Shurank]";
+ mes "^333333*Gasp*^000000";
+ mes "Those soft, delicate hands! You've never learned how to use Bash, haven't you?! How do you expect to lead battles without knowing Bash?";
+ next;
+ mes "[Shurank]";
+ mes "Now, if you wish to become a true Swordman, you must learn the Bash skill. There's no question about it: You've got to know these basics! Take this, and learn to Bash!";
+ set tu_swordman, 1;
+ set BaseExp, BaseExp + 490;
+ close;
+ } else if ((@chk_bash > 0) && (@chk_bash < 5)) {
+ mes "[Shurank]";
+ mes "I see that you understand";
+ mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
+ mes "of the fundamentals to cover!";
+ set tu_swordman, 2;
+ set BaseExp, BaseExp + 585;
+ close;
+ } else if ((@chk_bash > 4) && (@chk_bash < 10)) {
+ mes "[Shurank]";
+ mes "I see that you've gained some proficiency with the Bash skill. But still, it's not enough. Let me explain...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
+ mes "of the fundamentals to cover!";
+ set tu_swordman, 3;
+ set BaseExp, BaseExp + 830;
+ next;
+ mes "[Shurank]";
+ mes "But if you wish to become an expert Swordman in my eyes, you must master Bash!";
+ close;
+ } else if (@chk_bash == 10) {
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ set BaseExp, BaseExp + 970;
+ getitem 2503, 1;
+ close;
+ }
+ break;
+ }
+ mes "...";
+ mes "......";
+ close;
+}
+
+//=================================================Daqu'ee====================================================
+geffen.gat,154,143,3 script Dequ'ee 734,{
+ if (BaseJob == Job_Novice) {
+ mes "[Dequ'ee]";
+ mes "Hey there.";
+ mes "Frustrated with";
+ mes "being a Novice?";
+ mes "I know, I know,";
+ mes "we've all been";
+ mes "there once.";
+ next;
+ mes "[Dequ'ee]";
+ mes "If you want to become stronger,";
+ mes "why don't you consider becoming a Swordman? It'll require discipline on your part, but that job will shape you into a tough warrior.";
+ next;
+ mes "[Dequ'ee]";
+ mes "It's ultimately your decision.";
+ mes "I don't know how you want to live your life, but you should give the Swordman job some serious thought...";
+ close;
+ }
+ if (BaseClass == Job_Swordman && eaclass()&(EAJL_2|&EAJL_UPPER)) {
+ mes "[Dequ'ee]";
+ mes "Ah...";
+ mes "A fellow sword wielder!";
+ mes "How have you been doing?";
+ next;
+ mes "[Dequ'ee]";
+ mes "There must be many who must";
+ mes "depend on the strength of your blade. It's an awesome responsibility, but we can never let our allies down in battle...";
+ close;
+ }
+ if (BaseClass != Job_Swordman) {
+ mes "[Dequ'ee]";
+ mes "Hello there.";
+ mes "Not a fan of swords, are you?";
+ mes "Well, if you were, we'd have";
+ mes "something to talk about.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Yeah.";
+ mes "Not much";
+ mes "conversation";
+ mes "happening here.";
+ mes "Pretty boring...";
+ close;
+ }
+
+if (tu_swordman > 20) {
+ mes "[Dequ'ee]";
+ mes "I hope you continue";
+ mes "to train yourself in";
+ mes "the ways of the sword.";
+ mes "There's an art to";
+ mes "wielding a blade...";
+ close;
+}
+
+if (tu_swordman == 20) {
+ mes "[Dequ'ee]";
+ mes "Huh...?";
+ mes "Aren't you supposed";
+ mes "to keep an eye on Bankley?";
+ mes "What happened?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Suicide...?";
+ mes "Are you serious?!";
+ mes "But there's no need to kill";
+ mes "himself if he suspected that he's been caught. Something shady's going on here!";
+ next;
+ mes "[Dequ'ee]";
+ mes "Well, you've done a good job.";
+ mes "As for the other three suspects, I'll make sure that they're monitored by members of the Swordman Association.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Still, I don't think we'll learn anything new from those three.";
+ mes "It looks like this case is closed for now. Once again, thanks for your help.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Why don't you report back to Shurank now? I guess he still";
+ mes "wants to show you the ropes of Swordmanship.";
+ set tu_swordman, 21;
+ close2;
+ warp "izlude.gat",35,78;
+ end;
+}
+
+if (tu_swordman == 19) {
+ mes "[Dequ'ee]";
+ mes "What are still doing here?";
+ mes "Hurry and check on Bankley!";
+ mes "There's no telling what";
+ mes "he might be up to!";
+ close;
+}
+
+if ((tu_swordman == 17) || (tu_swordman == 18)) {
+ mes "[Dequ'ee]";
+ if (tu_swordman == 17) {
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ } else if (tu_swordman == 18) {
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ }
+
+ mes "[Dequ'ee]";
+ mes "I get it now!";
+ mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is";
+ mes "the murderer?";
+ next;
+ switch(select("Hans", "Bankley", "Geil", "Muetro")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans...?";
+ mes "That can't be right.";
+ mes "It doesn't match with";
+ mes "this algorithm I just";
+ mes "made up. You've got";
+ mes "to try it again!";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley...?";
+ mes "Hey, you might be";
+ mes "right. Let me check...";
+ next;
+ mes "[Dequ'ee]";
+ mes "Yeah, when you take out Bankley's password from the rest of them and read it all in the right order...";
+ next;
+ mes "[Dequ'ee]";
+ mes "Alright! It looks like Bankley is the murderer! Although we can't trust this 100%, this evidence is pretty conclusive.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hurry over to Morroc and monitor Bankley in case he does anything desperate. If something happens, report to me right away!";
+ set tu_swordman, 19;
+ set BaseExp, BaseExp + 1620;
+ close2;
+ warp "moc_fild07.gat",359,201;
+ end;
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Geil...?";
+ mes "That can't be right.";
+ mes "It doesn't match with";
+ mes "this algorithm I just";
+ mes "made up. You've got";
+ mes "to try it again!";
+ close;
+ break;
+ case 4:
+ mes "[Dequ'ee]";
+ mes "Muetro...?";
+ mes "That can't be right.";
+ mes "It doesn't match with";
+ mes "this algorithm I just";
+ mes "made up. You've got";
+ mes "to try it again!";
+ close;
+ break;
+ }
+}
+
+if (tu_swordman == 16) {
+ mes "[Dequ'ee]";
+ mes "I guess these codes need to be arranged in a certain order before we can figure out its secrets.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess.";
+ next;
+ switch(select("Muetro", "Hans", "Geil", "Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Okay, Muetro's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Hans", "Geil", "Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Geil", "Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Hans,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Hans,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans", "Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Geil,";
+ mes "Hans and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Geil,";
+ mes "Bankley and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans", "Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Bankley,";
+ mes "Hans and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Bankley,";
+ mes "Geil and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Okay, Hans's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Muetro", "Geil", "Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Geil", "Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Muetro,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Muetro,";
+ mes "Bankley and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro", "Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Geil,";
+ mes "Muetro and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Geil,";
+ mes "Bankley and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro", "Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Bankley,";
+ mes "Muetro and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Bankley,";
+ mes "Geil and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Okay, Geil's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Muetro", "Hans", "Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans", "Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Muetro,";
+ mes "Hans and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try... Wait!";
+ next;
+ mes "[Dequ'ee]";
+ mes "I think that we";
+ mes "can make sense of this";
+ mes "thing! Give me a while";
+ mes "to formulate an algorithm!";
+ set tu_swordman, 17;
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Muetro,";
+ mes "Bankley and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Han's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro", "Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Hans,";
+ mes "Muetro and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Hans,";
+ mes "Bankley and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro", "Hans")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Bankley,";
+ mes "Muetro and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Bankley,";
+ mes "Hans and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 4:
+ mes "[Dequ'ee]";
+ mes "Okay, Bankley's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Muetro", "Hans", "Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans", "Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Muetro,";
+ mes "Hans and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Muetro,";
+ mes "Geil and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro", "Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Hans,";
+ mes "Muetro and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Hans,";
+ mes "Geil and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro", "Hans")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Geil,";
+ mes "Muetro, and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try... Wait!";
+ next;
+ mes "[Dequ'ee]";
+ mes "I think that we";
+ mes "can make sense of this";
+ mes "thing! Give me a while";
+ mes "to formulate an algorithm!";
+ set tu_swordman, 18;
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Geil,";
+ mes "Hans, Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ }
+}
+
+if (tu_swordman == 15) {
+ set @hans$, "victkleyundncem";
+ set @bang$, "hekdlfiDrindkelsd";
+ set @mutr$, "ConBanfoevidehi";
+ set @geil$, "TheisWesomeof";
+ mes "[Dequ'ee]";
+ mes "Ah, you're back.";
+ mes "I've just got a new";
+ mes "lead on the possible";
+ mes "identity of the killer.";
+ next;
+ mes "[Dequ'ee]";
+ mes "I've just heard that all our suspects have pieces of some";
+ mes "sort of code. If we can put the code together and decipher it, we can figure out who the murderer might be.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Did you get all the codes";
+ mes "from all the suspects? First,";
+ mes "tell me the code that Hans had.";
+ next;
+ set @inputstr$, NULL;
+ input @inputstr$;
+ if (@inputstr$ == @hans$) {
+ mes "[Dequ'ee]";
+ mes "victkleyundncem?";
+ mes "That's certainly";
+ mes "strange sounding.";
+ mes "Now, tell me Bankley's.";
+ next;
+ set @inputstr$, NULL;
+ input @inputstr$;
+ if (@inputstr$ == @bang$) {
+ mes "[Dequ'ee]";
+ mes "hekdlfiDrindkelsd..";
+ mes "What the hell is that...?";
+ mes "It's certainly cryptic.";
+ mes "What about Muetro's?";
+ next;
+ set @inputstr$, NULL;
+ input @inputstr$;
+ if (@inputstr$ == @mutr$) {
+ mes "[Dequ'ee]";
+ mes "ConBanfoevidehi.";
+ mes "This is going to";
+ mes "be tough to figure";
+ mes "out. Alright, now";
+ mes "tell me Geil's.";
+ next;
+ set @inputstr$, NULL;
+ input @inputstr$;
+ if (@inputstr$ == @geil$) {
+ mes "[Dequ'ee]";
+ mes "TheisWesomeof...";
+ mes "Alright, great.";
+ mes "Now all we have to";
+ mes "do is figure out what";
+ mes "all of this means.";
+ next;
+ mes "[Dequ'ee]";
+ mes "This is going to";
+ mes "be really difficult.";
+ mes "Do you have any ideas?";
+ mes "We have to figure this";
+ mes "out, it's the only clue";
+ mes "that we have...";
+ set tu_swordman, 16;//Check
+ close;
+ } else {
+ mes "[Dequ'ee]";
+ mes "...Are you sure that you heard";
+ mes "him right? Why don't you go check it out again?";
+ close;
+ }
+ } else {
+ mes "[Dequ'ee]";
+ mes "...Are you sure that you heard";
+ mes "him right? Why don't you go check it out again?";
+ close;
+ }
+ } else {
+ mes "[Dequ'ee]";
+ mes "...Are you sure that you heard";
+ mes "him right? Why don't you go check it out again?";
+ close;
+ }
+ } else {
+ mes "[Dequ'ee]";
+ mes "Are you sure that's right?";
+ mes "No, no, I don't think it is.";
+ mes "Would you check that code and interrogate the suspects again";
+ mes "if you need to?";
+ close;
+ }
+}
+
+if (tu_swordman == 14) {
+ mes "[Dequ'ee]";
+ mes "Didn't I ask you";
+ mes "to interrogate the";
+ mes "suspects over in Morroc?";
+ mes "We need to finish this";
+ mes "investigation as soon";
+ mes "as possible!";
+ close;
+}
+
+if (tu_swordman == 13) {
+ mes "[Dequ'ee]";
+ mes "Ah, you're here!";
+ mes "Shurank must have";
+ mes "asked you to help me.";
+ mes "I really appreciate that.";
+ next;
+ mes "[Dequ'ee]";
+ mes "As you've probably figured out, I'm currently investigating a murder. Basically, I want you to help me figure out who the killer is.";
+ next;
+ mes "[Dequ'ee]";
+ mes "As for the victim, well, that's classified information. You understand, don't you?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now, I want you to go to Morroc and interrogate four suspects. Their names are ^5D478BMuetro^000000, ^5D478BGeil^000000, ^5D478BHans^000000";
+ mes "and ^5D478BBankley^000000. It shouldn't be too difficult.";
+ next;
+ mes "[Dequ'ee]";
+ mes "After you speak to all of them, come back and report to me. And it's especially important that you remember or write down any important clues you might get";
+ mes "from our suspects.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Also, keep in mind that this is a special mission for the Swordman Association. So keep everything you learn a secret. Understood?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now go and see if you can learn anything from Muetro, Geil, Hans and Bankley. We've got to figure out the killer's identity as soon as we can!";
+ next;
+ mes "[Dequ'ee]";
+ mes "Oh wait...";
+ mes "Morroc is a little far. Alright, I'll drop you off somewhere";
+ mes "near that city.";
+ next;
+ set tu_swordman, 14;
+ warp "moc_fild07.gat",359,201;
+ close;
+}
+
+if ((tu_swordman > 7) && (tu_swordman < 13)) {
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "Still receiving";
+ mes "special training";
+ mes "from Shurank?";
+ next;
+ mes "[Dequ'ee]";
+ mes "That's great.";
+ mes "Swordmen nowadays are getting sloppier and sloppier. Someone has to keep the new guys in line and on their toes!";
+ close;
+}
+
+if (tu_swordman == 7) {
+ mes "[Dequ'ee]";
+ mes "What are you";
+ mes "still doing here?";
+ mes "Go and deliver my";
+ mes "message to Shurank.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Let him now that we aren't";
+ mes "sure of the killer's identity,";
+ mes "but we have a list of suspects.";
+ mes "Sooner or later, we'll figure";
+ mes "out who he is.";
+ close;
+}
+
+if (tu_swordman == 6) {
+ mes "[Dequ'ee]";
+ mes "Ah...!";
+ mes "Are you the Swordman";
+ mes "sent by Shurank? Good,";
+ mes "I've been waiting...";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now tell me...";
+ mes "What message does";
+ mes "Shurank have for me?";
+ next;
+ switch(select("Killer...", "Murderer...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What happened";
+ mes "to the killer?";
+ next;
+ switch(select("Who he is...", "Who is behind...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you find";
+ mes "out who he is?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...", "What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you find out who he is? If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you find out who he is? If you did, what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you figure out";
+ mes "who's behind all this?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...", "What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you figure out who's behind all this? If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you figure out who's behind all this? If you did, what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What happened";
+ mes "to the murderer?";
+ next;
+ switch(select("Who he is...", "Who is behind...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you find";
+ mes "out who he is?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...", "What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you find";
+ mes "out who he is? If you did,";
+ mes "why are we sitting around,";
+ mes "doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you find";
+ mes "out who he is? If you did,";
+ mes "what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "I understand";
+ mes "his concerns.";
+ mes "Alright, now please";
+ mes "give him this answer.";
+ next;
+ mes "[Dequ'ee]";
+ mes "We haven't found";
+ mes "out who the murderer";
+ mes "is for sure. However,";
+ mes "we have a list of suspects";
+ mes "and we'll figure it out soon.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points.";
+ set tu_swordman, 7;
+ set BaseExp, BaseExp + 1120;
+ next;
+ mes "[Dequ'ee]";
+ mes "Take care";
+ mes "of yourself,";
+ mes "brave Swordman.";
+ next;
+ warp "izlude.gat",35,78;
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you figure out";
+ mes "who's behind all this?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...", "What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you figure";
+ mes "out who's behind all this?";
+ mes "If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you figure";
+ mes "out who's behind all this?";
+ mes "If you did, what are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ }
+}
+
+ mes "Hmm...?";
+ mes "Do you have any";
+ mes "business with me?";
+ close;
+}
+
+//=================================================Geil====================================================
+morocc_in.gat,51,101,3 script Geil 89,{
+ mes "[Geil]";
+ if (tu_swordman == 15) {
+ mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
+
+ next;
+ mes "[Geil]";
+ mes "Sure, some weird";
+ mes "guy told me some";
+ mes "kind of code related to all this, but that's it! That's all I know! I'm not the killer, I'm not an accessory, nothing!";
+ next;
+ mes "[Geil]";
+ mes "^5D478BTheisWesomeof^000000";
+ mes "That's the code. I can't believe that I'm unable to forget this.";
+ mes "I mean, I think I was drunk";
+ mes "when that guy told me.";
+ next;
+ mes "[Geil]";
+ mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
+ close;
+ }
+ if (tu_swordman == 14) {
+ mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
+
+ next;
+ mes "[Geil]";
+ mes "Sure, some weird";
+ mes "guy told me some";
+ mes "kind of code related to all this, but that's it! That's all I know! I'm not the killer, I'm not an accessory, nothing!";
+ next;
+ mes "[Geil]";
+ mes "^5D478BTheisWesomeof^000000";
+ mes "That's the code. I can't believe that I'm unable to forget this.";
+ mes "I mean, I think I was drunk";
+ mes "when that guy told me.";
+ next;
+ mes "[Geil]";
+ mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "We should all";
+ mes "strive to live in";
+ mes "peace and harmony";
+ mes "with our fellow man.";
+ next;
+ mes "[Geil]";
+ mes "But fear, distrust and panic always seem to get in the way and mess up world events. We've got to find it within ourselves to get along with others. Don't you agree?";
+ close;
+}
+
+//=================================================Meutro====================================================
+morocc.gat,82,292,5 script Muetro 84,{
+ mes "[Muetro]";
+ if (tu_swordman == 15) {
+ mes "You're just";
+ mes "like all the others.";
+ mes "You want the code";
+ mes "I know, right?";
+ next;
+ mes "[Muetro]";
+ mes "^5D478BConBanfoevidehi^000000";
+ mes "Happy now? Now";
+ mes "leave me alone and";
+ mes "catch the murderer.";
+ close;
+ }
+ if (tu_swordman == 14) {
+ mes "You're just";
+ mes "like all the others.";
+ mes "You want the code";
+ mes "I know, right?";
+ next;
+ mes "[Muetro]";
+ mes "^5D478BConBanfoevidehi^000000";
+ mes "Happy now? Now";
+ mes "leave me alone and";
+ mes "catch the murderer.";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "^666666*Sigh*^000000";
+ mes "I try and I try, but sometimes ridiculous things happen and";
+ mes "I can't do anything about them.";
+ next;
+ mes "[Muetro]";
+ mes "I suppose it's fate. There's no escaping what I can't possibly";
+ mes "hope to control or understand.";
+ close;
+}
+
+//=================================================Hans====================================================
+morocc.gat,240,72,3 script Hans 86,{
+ mes "[Hans]";
+ if (tu_swordman == 15) {
+ mes "Help me!";
+ mes "Please help me!";
+ mes "I'm no murderer!";
+ mes "I'm practically";
+ mes "harmless!";
+ next;
+ mes "[Hans]";
+ mes "^5D478Bvictkleyundncem^000000";
+ mes "This is code I know.";
+ mes "Some strange person";
+ mes "told it to me earlier and said";
+ mes "that I'd need to know it soon!";
+ next;
+ mes "[Hans]";
+ mes "He said that this code";
+ mes "would save my life. First,";
+ mes "I thought he was crazy, but for";
+ mes "some reason I can't forget it.";
+ next;
+ mes "[Hans]";
+ mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
+ close;
+ }
+ if (tu_swordman == 14) {
+ mes "Help me!";
+ mes "Please help me!";
+ mes "I'm no murderer!";
+ mes "I'm practically";
+ mes "harmless!";
+ next;
+ mes "[Hans]";
+ mes "^5D478Bvictkleyundncem^000000";
+ mes "This is code I know.";
+ mes "Some strange person";
+ mes "told it to me earlier and said";
+ mes "that I'd need to know it soon!";
+ next;
+ mes "[Hans]";
+ mes "He said that this code";
+ mes "would save my life. First,";
+ mes "I thought he was crazy, but for";
+ mes "some reason I can't forget it.";
+ next;
+ mes "[Hans]";
+ mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "I'm sorry...";
+ mes "But I don't think I can be of any help to you. Right now, it seems that I've got problems of my own...";
+ close;
+}
+
+//=================================================Bankley====================================================
+morocc_in.gat,12,156,3 script Bankley 97,{
+ if (tu_swordman > 19) {
+ mes "^3355FFBankley had a pitiable";
+ mes "expression on his face.^000000";
+ mes "^3355FFHis body is completely lifeless. There's a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
+ close;
+ }
+ if (tu_swordman == 19) {
+ mes "...";
+ mes "......";
+ next;
+ mes "^3355FFHe's dead!^000000";
+ next;
+ mes "^3355FFBankley had a sad, pitiable expression on his face. Since the color is still fresh in his cheeks, he died only a little while ago.";
+ mes "^3355FFThere is a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
+ set tu_swordman, 20;
+ close;
+ }
+ mes "[Bankley]";
+ if (tu_swordman == 15) {
+ mes "I didn't kill anybody...!";
+ mes "I'm innocent and don't";
+ mes "have anything to hide!";
+ next;
+ mes "[Bankley]";
+ mes "But look...";
+ mes "If it helps, let me give you this weird code that some strange guy gave me. I guess it's supposed to be some kind of clue.";
+ next;
+ mes "[Bankley]";
+ mes "^5D478BhekdlfiDrindkelsd^000000";
+ mes "Do you understand what";
+ mes "it means? I have no idea, but";
+ mes "I told you everything I know!";
+ next;
+ mes "[Bankley]";
+ mes "I feel so violated!";
+ mes "Once you prove I'm innocent, are you going to compensate me for";
+ mes "my mental suffering!?";
+ next;
+ mes "[Bankley]";
+ mes "Stop bothering me";
+ mes "and wasting your time.";
+ mes "You're better off hunting";
+ mes "for the real culprit!";
+ close;
+ }
+ if (tu_swordman == 14) {
+ mes "I didn't kill anybody...!";
+ mes "I'm innocent and don't";
+ mes "have anything to hide!";
+ next;
+ mes "[Bankley]";
+ mes "But look...";
+ mes "If it helps, let me give you this weird code that some strange guy gave me. I guess it's supposed to be some kind of clue.";
+ next;
+ mes "[Bankley]";
+ mes "^5D478BhekdlfiDrindkelsd^000000";
+ mes "Do you understand what";
+ mes "it means? I have no idea, but";
+ mes "I told you everything I know!";
+ next;
+ mes "[Bankley]";
+ mes "I feel so violated!";
+ mes "Once you prove I'm innocent, are you going to compensate me for";
+ mes "my mental suffering!?";
+ next;
+ mes "[Bankley]";
+ mes "Stop bothering me";
+ mes "and wasting your time.";
+ mes "You're better off hunting";
+ mes "for the real culprit!";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "Even though I can't afford it now, my dream is to travel around the world and visit all of its great cities!";
+ next;
+ mes "[Bankley]";
+ mes "Someday, I'm sure I'll get the chance to make my dreams";
+ mes "come true. But for now, I'll have to live as best as I can.";
+ close;
+} \ No newline at end of file