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authormasao87 <masao87@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-04 21:45:50 +0000
committermasao87 <masao87@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-04 21:45:50 +0000
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tree685dd907d26abdf44092c0d44a5ee6c89f825bfc /npc/jobs/2-1/assassin.txt
parent2e18eabebe80793354d235866bd80be0743e5cbd (diff)
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- Here comes the big Job folder Update.
* Updated all 1-1, 2-1, 2-2 and the expanded files to the latest available official files and also added support for baby job change. * There might be some optimizations still needed at some places and there maybe occur some errors as well or the job change isn't fully working anymore since I didn't test all the jobs through the end (Me = Lazy), if so then please fill out a bug report in our bug tracker: http://rathena.org/board/tracker/project-4-scripts/ * Ninja, Gunslinger and the other files will follow within the next days. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16579 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/2-1/assassin.txt')
-rw-r--r--npc/jobs/2-1/assassin.txt2441
1 files changed, 1491 insertions, 950 deletions
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
index 7f8febe58..a9919e6b2 100644
--- a/npc/jobs/2-1/assassin.txt
+++ b/npc/jobs/2-1/assassin.txt
@@ -1,56 +1,20 @@
//===== rAthena Script =======================================
-//= Assassin Job Quest
+// Assassin Job change Quest
//===== By: ==================================================
-//= kobra_k88
+//= Masao
+//= Credits: Muad_Dib
//===== Current Version: =====================================
-//= 3.5
+//= 1.0
//===== Compatible With: =====================================
-//= rAthena SVN
+//= Any rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
-//= Job Change quest for Assassin class.
+//= [Translated from the Official]
+//= Job change Quest from Thief -> Assassin.
//===== Additional Comments: =================================
-//= v1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
-//= Also converted the booby traps from the aegis script.[kobra_k88]
-//= v1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality.
-//= Fixed some duplicate npc names. Added missing waitingroom triggers.
-//= Fixed warp in "TimerSin", was supposed to be an areawarp.
-//= For some reason sometimes the "Nameless One" would have message windows
-//= without controls. Changed the doevent that triggers him to an
-//= addtimer and that seemed make the prob. go away[kobra_k88]
-//= 1.2 Fixed WRONG skillpoint check! [Lupus]
-//= 1.2b Fixed missing commands and typos [Lupus]
-//= 1.3 Baby class Support added [Lupus]
-//= 1.5 Fixed possible EXP abuse [Lupus]
-//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
-//= 2.0 Changed numbers to constants. [Vicious]
-//= 2.1 Removed Duplicates [Silent]
-//= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus]
-//= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I
-//= was still able to bypass it) [Toms]
-//= 2.4 Fixed skipping of Nameless NPC [Lupus]
-//= 2.5 Fixed a Rogue exploit [Lupus]
-//= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= 2.7 Several bugfixes with the help of Samuray22 and Barron-Monster. [L0ne_W0lf]
-//= 2.8 Removed duplicate warps. [L0ne_W0lf]
-//= 2.8a Deleted unused variables. [Samuray22]
-//= 2.8b Fixed error caused in last updated, removed useless variable 'joblvl'. [L0ne_W0lf]
-//= 2.9 Fixed an indent and added a 'break;' in hopes of 'fixing' an error [L0ne_W0lf]
-//= 2.9a Corrected a Typo error ";;". [Samuray22]
-//= 2.9b Moved a wrong 'break'. [Zephyrus_cr]
-//= 3.0 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
-//= 3.1 Fixed problem with waiting room. (bugreport:1099) [L0ne_W0lf]
-//= 3.1a Follow up fix. Forgot to replace a label. [L0ne_W0lf]
-//= 3.1b Fixed waiting room not enabled in some situations [Zephyrus]
-//= 3.2 Fixed a question having all correct answers. [brianluau]
-//= 3.3 Added Quest Log commands. [Kisuka]
-//= 3.4 Removed the need for use of 'goto.' [L0ne_W0lf]
-//= 3.5 Fixed the waitingroom where player can enter the Test Area without passing the written exam. Now player will not be warp inside the Test Area when did not passed the written exam instead the player will be warp back to the written exam entrance [JayPee]
+//= 1.0 Updated to latest available official file. [Masao]
//============================================================
-in_moc_16,19,33,1 script Guildsman#asn 55,{
+in_moc_16,19,33,1 script Guildsman 55,{
if (Upper == 1) {
mes "[Ferocious-looking guy]";
mes "Hm? You....?";
@@ -60,7 +24,7 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "I've never met anyone as intimidating as you! For some reason, I don't like you. I think you should leave!";
close;
}
- if (SkillPoint) {
+ if (SkillPoint != 0) {
mes "[Ferocious-looking guy]";
mes "You can't change your job if you have any unused skill points from the 1st job. You better go and use those up first.";
close;
@@ -96,11 +60,22 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
set ASSIN_Q,0;
set ASSIN_Q2,0;
set ASSIN_Q3,0;
+ if(checkquest(8000)){
+ erasequest 8000;
+ } else if(checkquest(8001)){
+ erasequest 8001;
+ } else if(checkquest(8002)){
+ erasequest 8002;
+ } else if(checkquest(8003)){
+ erasequest 8003;
+ } else if(checkquest(8004)){
+ erasequest 8004;
+ }
savepoint "in_moc_16",18,14;
warp "in_moc_16",18,14;
end;
}
- if (BaseJob == Job_Thief && countitem(1008) == 0 && ASSIN_Q > 7) {
+ if ((Class == Job_Baby_Thief || Class == Job_Thief) && (countitem(1008) == 0) && (ASSIN_Q > 7)) {
mes "[Assassin Expert 'Huey']";
mes "Hey, what happened...? How come you didn't bring the ^006699Necklace of Oblivion^000000? You're supposed to carry that with you, so where is it?";
next;
@@ -111,7 +86,7 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "When you finally succeed in getting it, bring it to me! ^666666*Sigh...*^000000";
close;
}
- if (BaseJob == Job_Thief && countitem(1008) > 0 && ASSIN_Q > 7) {
+ if ((Class == Job_Baby_Thief || Class == Job_Thief) && (countitem(1008) > 0) && (ASSIN_Q > 7)) {
mes "[Assassin Expert 'Huey']";
mes "Well well well, you got it. Congratulations! But since it's been clearly scratched, I can't accept it. You'll never become an Assassin!";
next;
@@ -126,19 +101,23 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "......";
next;
delitem 1008,1; //Frozen_Heart
- changequest 8007,8008;
mes "[Assassin Expert 'Huey']";
mes "Alright!";
mes "You've been approved!";
next;
+ if(Class == Job_Baby_Thief){
+ jobchange Job_Baby_Assassin;
+ } else {
+ jobchange Job_Assassin;
+ }
+ set FJOB,Job_Guillotine_Cross;
+ changequest 8007,8008;
completequest 8008;
- callfunc "Job_Change",Job_Assassin;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
mes "[Assassin Expert 'Huey']";
mes "Now! Do your best to be a great Assassin! Travel with faith and kill with dignity. Come by anytime and pay us a visit. Once again, congratulations.";
close;
}
- else if (countitem(1008) > 0 && BaseJob == Job_Thief && ASSIN_Q < 7) {
+ if ((countitem(1008) > 0) && (Class == Job_Baby_Thief || Class == Job_Thief) && (ASSIN_Q < 7)) {
mes "[Ferocious-looking guy]";
mes "Eh?";
mes "What do you want?";
@@ -163,138 +142,128 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
warp "moc_fild16",206,229;
end;
}
- else {
+ mes "[Ferocious-looking guy]";
+ mes "What brings you here?";
+ mes "I don't think I like the way you're looking at me... Punk.";
+ next;
+ if (Class == Job_Baby || Class == Job_Novice) {
mes "[Ferocious-looking guy]";
- mes "What brings you here?";
- mes "I don't think I like the way you're looking at me... Punk.";
+ mes "Hey Newbie. You should really get out of here as soon as you can. I can't guarantee your safety.";
+ close;
+ }
+ if (Class == Job_Swordman || Class == Job_Knight || Class == Job_Crusader) {
+ mes "[Ferocious-looking guy]";
+ mes "What brings a man of the sword to this place? Why don't you try smashing stuff somewhere else, ya lunkhead.";
+ close;
+ }
+ if (Class == Job_Mage || Class == Job_Wizard || Class == Job_Sage) {
+ mes "[Ferocious-looking guy]";
+ mes "Now what would a magic user be doing here?";
next;
- if (BaseClass == Job_Novice) {
- mes "[Ferocious-looking guy]";
- mes "Hey Newbie. You should really get out of here as soon as you can. I can't guarantee your safety.";
- close;
- }
- else if (BaseClass == Job_Swordman) {
- mes "[Ferocious-looking guy]";
- mes "What brings a man of the sword to this place? Why don't you try smashing stuff somewhere else, ya lunkhead.";
- close;
- }
- else if (BaseClass == Job_Mage) {
- mes "[Ferocious-looking guy]";
- mes "Now what would a magic user be doing here?";
- next;
- mes "[Ferocious-looking guy]";
- mes "There's a library in Prontera and Juno where you're welcome, so why don't you make like a magic trick and disappear?";
- close;
- }
- else if (BaseClass == Job_Archer) {
- mes "[Ferocious-looking guy]";
- mes "Well well well.";
- mes "Look at that purdy bow.";
- next;
- mes "[Ferocious-looking guy]";
- mes "There aren't many Bowmen with the gall to even come close to this place. Well, what do you think you're doin' here?!";
- close;
- }
- else if (BaseClass == Job_Acolyte) {
- mes "[Ferocious-looking guy]";
- mes "I thought something smelled funny. What's a servant of God doing in this place? You don't belong here.";
- close;
- }
- else if (BaseClass == Job_Merchant) {
+ mes "[Ferocious-looking guy]";
+ mes "There's a library in Prontera and Juno where you're welcome, so why don't you make like a magic trick and disappear?";
+ close;
+ }
+ if (Class == Job_Archer || Class == Job_Hunter || Class == Job_Bard || Class == Job_Dancer) {
+ mes "[Ferocious-looking guy]";
+ mes "Well well well.";
+ mes "Look at that purdy bow.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "There aren't many Bowmen with the gall to even come close to this place. Well, what do you think you're doin' here?!";
+ close;
+ }
+ if (Class == Job_Acolyte || Class == Job_Priest || Class == Job_Monk) {
+ mes "[Ferocious-looking guy]";
+ mes "I thought something smelled funny. What's a servant of God doing in this place? You don't belong here.";
+ close;
+ }
+ if (Class == Job_Merchant || Class == Job_Blacksmith || Class == Job_Alchemist) {
+ mes "[Ferocious-looking guy]";
+ mes "We don't like greedy people around these parts. You better sell your stuff somewhere else, Moneybags.";
+ close;
+ }
+ if (Class == Job_Rogue) {
+ mes "[Ferocious-looking guy]";
+ mes "You look like you don't have a care in the world. Well, I hope you enjoy your rest while you stay here. It's okay, since the Rogue and Assassin Guilds have always gotten along pretty well.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "By the way...";
+ mes "Have you ever seen";
+ mes "a girl named Markie?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Markie...";
+ mes "We promised that we'd be together forever. ^666666*Sigh...*^000000 I don't even think she remembers that promise anymore. Then again, we were pretty young back then...";
+ close;
+ }
+ if (Class == Job_Baby_Assassin || Class == Job_Assassin) {
+ mes "[Assassin Expert 'Huey']";
+ mes "Hey, I remember you~";
+ mes "Wasn't your name, umm, I remember 'cause it sounded funny to me...";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes ":+:" + strcharinfo(0) + ":+:, right? No wait, just " + strcharinfo(0) + ". Yeah, how's it goin'?";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "Unfortunately, I don't have any requests for you at this time from the guild. Just keep focusing on your training. Till then, see ya.";
+ close;
+ }
+ if ((Classe == Job_Baby_Thief || Class == Job_Thief) && (JobLevel > 39)) {
+ if (SkillPoint != 0) {
mes "[Ferocious-looking guy]";
- mes "We don't like greedy people around these parts. You better sell your stuff somewhere else, Moneybags.";
+ mes "You can't change your job if you still have unused skill points from First Job. You better use up those skill points first.";
close;
}
- else if (BaseJob == Job_Rogue) {
+ mes "[Ferocious-looking guy]";
+ mes "Hmm...";
+ mes "A Thief...?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "And a well-experienced Thief since I can't seem to find my wallet. We do need people like you, you know.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "So how about taking the next step and becoming an Assassin?";
+ next;
+ switch (select("Yes. I've picked my last pocket.:What's the requirements?:Maybe later, I need to steal some things first.")) {
+ case 1:
mes "[Ferocious-looking guy]";
- mes "You look like you don't have a care in the world. Well, I hope you enjoy your rest while you stay here. It's okay, since the Rogue and Assassin Guilds have always gotten along pretty well.";
- next;
+ mes "It's been a while since I've received a guest. I'm sending";
+ mes "you to the office.";
+ close2;
+ set ASSIN_Q,0;
+ warp "in_moc_16",19,76;
+ end;
+ case 2:
mes "[Ferocious-looking guy]";
- mes "By the way...";
- mes "Have you ever seen";
- mes "a girl named Markie?";
+ mes "Requirements? Well, first you need to be a Thief. Second, you need to be at least Thief job level 40.";
next;
mes "[Ferocious-looking guy]";
- mes "Markie...";
- mes "We promised that we'd be together forever. ^666666*Sigh...*^000000 I don't even think she remembers that promise anymore. Then again, we were pretty young back then...";
+ mes "And third, you need to pass a test to become an Assassin. You got";
+ mes "all that? If you're sure of your ability as a Thief, you won't have to worry.";
close;
- }
- else if (BaseJob == Job_Assassin) {
- mes "[Assassin Expert 'Huey']";
- mes "Hey, I remember you~";
- mes "Wasn't your name, umm, I remember 'cause it sounded funny to me...";
- next;
- mes "[Assassin Expert 'Huey']";
- mes ":+:" + strcharinfo(0) + ":+:, right? No wait, just "+ strcharinfo(0) +". Yeah, how's it goin'?";
- next;
- mes "[Assassin Expert 'Huey']";
- mes "Unfortunately, I don't have any requests for you at this time from the guild. Just keep focusing on your training. Till then, see ya.";
- close;
- }
- else if (BaseJob == Job_Thief && JobLevel > 39) {
- if (SkillPoint) {
- mes "[Ferocious-looking guy]";
- mes "You can't change your job if you still have unused skill points from First Job. You better use up those skill points first.";
- close;
- }
- else {
- mes "[Ferocious-looking guy]";
- mes "Hmm...";
- mes "A Thief...?";
- next;
- mes "[Ferocious-looking guy]";
- mes "And a well-experienced Thief since I can't seem to find my wallet. We do need people like you, you know.";
- next;
- mes "[Ferocious-looking guy]";
- mes "So how about taking the next step and becoming an Assassin?";
- next;
- switch(select("Yes. I've picked my last pocket.:What's the requirements?:Maybe later, I need to steal some things first.")) {
- case 1:
- mes "[Ferocious-looking guy]";
- mes "It's been a while since I've received a guest. I'm sending";
- mes "you to the office.";
- close2;
- set ASSIN_Q,0;
- if(checkquest(8000) != -1) {
- changequest 8000,8001;
- }else{
- setquest 8001;
- }
- warp "in_moc_16",19,76;
- end;
- case 2:
- mes "[Ferocious-looking guy]";
- mes "Requirements? Well, first you need to be a Thief. Second, you need to be at least Thief job level 40.";
- next;
- mes "[Ferocious-looking guy]";
- mes "And third, you need to pass a test to become an Assassin. You got";
- mes "all that? If you're sure of your ability as a Thief, you won't have to worry.";
- close;
- case 3:
- mes "[Ferocious-looking guy]";
- mes "Hmm...";
- mes "Alright then.";
- mes "But come back when";
- mes "you think you're ready.";
- close;
- }
- }
- }
- else {
- mes "[Ferocious-looking guy]";
- mes "Huh. You're not qualified to become an Assassin yet. There are requirements you need to meet first, you know.";
- next;
+ case 3:
mes "[Ferocious-looking guy]";
- mes "Well, keep training. You need to be at least job level 40, got it? But if you're above job level 40, that will probably be even better.";
+ mes "Hmm...";
+ mes "Alright then.";
+ mes "But come back when";
+ mes "you think you're ready.";
close;
}
}
+ mes "[Ferocious-looking guy]";
+ mes "Huh. You're not qualified to become an Assassin yet. There are requirements you need to meet first, you know.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Well, keep training. You need to be at least job level 40, got it? But if you're above job level 40, that will probably be even better.";
+ close;
}
in_moc_16,25,90,1 script Guildsman#ASN2 730,2,2,{
+
mes "[Assassin 'Khai']";
mes "Umm?!";
- Emotion e_gasp;
+ emotion e_gasp;
next;
mes "[Assassin 'Khai']";
mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me.";
@@ -302,7 +271,7 @@ in_moc_16,25,90,1 script Guildsman#ASN2 730,2,2,{
close;
OnTouch:
- if (ASSIN_Q2 == 4) {
+ if (ASSIN_Q3 == 4) {
mes "[Assassin 'Khai']";
mes "Ehhh?";
mes "Didn't you just";
@@ -328,7 +297,7 @@ OnTouch:
mes "[Assassin 'Khai']";
mes "Sorry for laughing, but this is hilarious! Hahaha~ So do you want me to give you some hints?";
next;
- switch(select("I beg you, give me hints.:Don't laugh at me! Now, give me hints!:...Shut up, I don't need your help!")) {
+ switch (select("I beg you, give me hints.:Don't laugh at me! Now, give me hints!:...Shut up, I don't need your help!")) {
case 1:
mes "[Assassin 'Khai']";
mes "Haaahahahaha!!!";
@@ -382,14 +351,15 @@ OnTouch:
close;
case 2:
mes "[Assassin 'Khai']";
- if (sex) {
+ if (Sex == 1) {
mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
next;
mes "[Assassin 'Khai']";
mes "Yeah yeah, I understand. Everyone messes up from time to time. Sorry for laughing at your mistakes.";
}
- else
+ else {
mes "Hmm. I like your attitude. You should keep your pride as a Thief. Sorry for laughing at your mistakes. I think you'll do better next time.";
+ }
next;
mes "[Assassin 'Khai']";
mes "I'm not allowed to give you hints, I can tell you more about being an Assassin...";
@@ -411,6 +381,7 @@ OnTouch:
mes "seem depressing to you?";
close;
case 3:
+ set .@assassin_quiz,rand(1,3);
mes "[Assassin 'Khai']";
mes "...Hm.";
next;
@@ -425,12 +396,12 @@ OnTouch:
mes "Along with keeping your pride,";
mes "I want that you respect the blood that may stain your Katar or Dagger.";
next;
- if (select("...Got you.:...I'm confused.") == 1) {
+ switch (select("...Got you.:...I'm confused.")) {
+ case 1:
mes "[Assassin 'Khai']";
mes "Yeah, I can trust you now. Let me give you some important tips.";
next;
- switch(rand(1,3)) {
- case 1:
+ if (.@assassin_quiz == 1) {
mes "[Assassin 'Khai']";
mes "First of all, Grimtooth is ...A skill specifically for the Katar. Therefore, it doesn't require any skills related to Dagger weapons.";
next;
@@ -446,8 +417,8 @@ OnTouch:
mes "[Assassin 'Khai']";
mes "As long as you stick close to the shadows, by walls and things like that, Cloaking will hide you from sight perfectly! Unless some bastard uses a certain detecting skill, you know.";
next;
- break;
- case 2:
+ }
+ if (.@assassin_quiz == 2) {
mes "[Assassin 'Khai']";
mes "'Sharpened Legbone of Ghoul' possesses the Undead property.";
next;
@@ -470,8 +441,8 @@ OnTouch:
mes "[Assassin 'Khai']";
mes "You know elemental weapons? The names of Blacksmiths are engraved on them usually...";
next;
- break;
- case 3:
+ }
+ else {
mes "[Assassin 'Khai']";
mes "Sell an Elder Willow Card to a Mage as soon as you can. They are mad about the card for some reason. Doesn't it increase the INT of a character? Hmmm...";
next;
@@ -508,104 +479,113 @@ OnTouch:
close2;
warp "in_moc_16",19,144;
end;
+ case 2:
+ mes "[Assassin 'Khai']";
+ mes "^666666*Sigh...*^000000";
+ mes "How can you not understand the concept of dignity? You just showed some to me just now!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Oh, I get it. It wasn't pride you were showing, you were just being a jerk!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Grrrrr...";
+ mes "WARP PORTAL!";
+ close2;
+ warp "c_tower4",64,76;
+ end;
}
+ }
+ }
+ mes "[Assassin 'Khai']";
+ mes "Oh, you must be an Assassin trainee. You are here to become";
+ mes "an Assassin, aren't you?";
+ next;
+ switch (select("Yes, I am. :...No, I'm not.")) {
+ case 1:
+ mes "[Assassin 'Khai']";
+ mes "Okay, good. Let's fill out the application form. Please sign your name and include your job level.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Let's see.";
+ mes "Your name is";
+ mes "" + strcharinfo(0) + "...";
+ mes "Job level " + JobLevel + "...";
+ next;
+ if (JobLevel > 48) {
mes "[Assassin 'Khai']";
- mes "^666666*Sigh...*^000000";
- mes "How can you not understand the concept of dignity? You just showed some to me just now!";
+ mes "Wait, Job level " + JobLevel + "?! I can see you've been training pretty hard! My bosses will like this~";
next;
mes "[Assassin 'Khai']";
- mes "Oh, I get it. It wasn't pride you were showing, you were just being a jerk!";
+ mes "Did you finish the form? Alright, go ahead and give it to me. Give me a second and I'll transport you to the Test Hall.";
next;
mes "[Assassin 'Khai']";
- mes "Grrrrr...";
- mes "WARP PORTAL!";
+ mes "Alright then,";
+ mes "best of luck to you!";
close2;
- warp "c_tower4",64,76;
+ set ASSIN_Q2,1;
+ set ASSIN_Q,1;
+ setquest 8001;
+ warp "in_moc_16",19,144;
end;
}
- }
- else {
- mes "[Assassin 'Khai']";
- mes "Oh, you must be an Assassin trainee. You are here to become";
- mes "an Assassin, aren't you?";
- next;
- if (select("Yes, I am. :...No, I'm not.") == 1) {
+ if (JobLevel < 49) {
mes "[Assassin 'Khai']";
- mes "Okay, good. Let's fill out the application form. Please sign your name and include your job level.";
+ mes "Well, you passed";
+ mes "the requirements.";
+ mes "Not bad at all.";
next;
mes "[Assassin 'Khai']";
- mes "Let's see.";
- mes "Your name is";
- mes "" + strcharinfo(0) + "...";
- mes "Job level " + JobLevel + "...";
+ mes "Go ahead and give";
+ mes "me the form when you're";
+ mes "done filling it out.";
+ mes "Alright, thanks.";
next;
- if (JobLevel > 48) {
- mes "[Assassin 'Khai']";
- mes "Wait, Job level " + JobLevel + "?! I can see you've been training pretty hard! My bosses will like this~";
- next;
- mes "[Assassin 'Khai']";
- mes "Did you finish the form? Alright, go ahead and give it to me. Give me a second and I'll transport you to the Test Hall.";
- next;
- mes "[Assassin 'Khai']";
- mes "Alright then,";
- mes "best of luck to you!";
- close2;
- set ASSIN_Q3,1;
- set ASSIN_Q,1;
- changequest 8001,8002;
- warp "in_moc_16",19,144;
- end;
- }
- else if (JobLevel < 49) {
- mes "[Assassin 'Khai']";
- mes "Well, you passed";
- mes "the requirements.";
- mes "Not bad at all.";
- next;
- mes "[Assassin 'Khai']";
- mes "Go ahead and give";
- mes "me the form when you're";
- mes "done filling it out.";
- mes "Alright, thanks.";
- next;
- mes "[Assassin 'Khai']";
- mes "I'll transport you";
- mes "to the Test Hall.";
- mes "Best of luck~";
- close2;
- set ASSIN_Q3,2;
- set ASSIN_Q,1;
- changequest 8001,8002;
- warp "in_moc_16",19,144;
- end;
- }
- else {
- mes "[Assassin 'Khai']";
- mes "Who the";
- mes "hell are you?";
- mes "...Guards!";
- close2;
- warp "moc_fild16",206,229;
- end;
- }
+ mes "[Assassin 'Khai']";
+ mes "I'll transport you";
+ mes "to the Test Hall.";
+ mes "Best of luck~";
+ close2;
+ set ASSIN_Q2,2;
+ set ASSIN_Q,1;
+ setquest 8001;
+ warp "in_moc_16",19,144;
+ end;
}
- else {
+ mes "[Assassin 'Khai']";
+ mes "Who the";
+ mes "hell are you?";
+ mes "...Guards!";
+ close2;
+ warp "moc_fild16",206,229;
+ end;
+ case 2:
+ mes "[Assassin 'Khai']";
+ mes "Huh...?";
+ mes "What, are you trying to trick me or something? Don't you wanna be an Assassin?";
+ next;
+ switch (select("No.:Yes, I want to be an Assassin.")) {
+ case 1:
mes "[Assassin 'Khai']";
- mes "Huh...?";
- mes "What, are you trying to trick me or something? Don't you wanna be an Assassin?";
- next;
- if (select("No.:Yes, I want to be an Assassin.") == 1) {
- mes "[Assassin 'Khai']";
- mes "Eh, get outta here.";
- mes "Stop wastin' my time...";
- close2;
- set ASSIN_Q,0;
- set ASSIN_Q3,0;
- set ASSIN_Q2,0;
+ mes "Eh, get outta here.";
+ mes "Stop wastin' my time...";
+ close2;
+ set ASSIN_Q,0;
+ set ASSIN_Q2,0;
+ set ASSIN_Q3,0;
+ if(checkquest(8000)){
+ erasequest 8000;
+ } else if(checkquest(8001)){
erasequest 8001;
- warp "moc_fild16",206,229;
- end;
+ } else if(checkquest(8002)){
+ erasequest 8002;
+ } else if(checkquest(8003)){
+ erasequest 8003;
+ } else if(checkquest(8004)){
+ erasequest 8004;
}
+ warp "moc_fild16",206,229;
+ end;
+ case 2:
mes "[Assassin 'Khai']";
mes "...";
mes "What the hell?";
@@ -627,13 +607,13 @@ OnTouch:
mes "[Assassin 'Khai']";
mes "Are you done filling out the form? Alright, give it to me so I can send you to the Test Hall. Good luck~";
next;
- set ASSIN_Q3,1;
+ set ASSIN_Q2,1;
set ASSIN_Q,1;
- changequest 8001,8002;
+ setquest 8001;
warp "in_moc_16",19,144;
end;
}
- else if (JobLevel < 49) {
+ if (JobLevel < 49) {
mes "[Assassin 'Khai']";
mes "Not bad. You fulfilled our requirements. Not bad at all. Now are you done filling out the form?";
next;
@@ -641,501 +621,726 @@ OnTouch:
mes "Then give me the form so that I can send you to the Test Hall, alright?";
mes "Good luck...";
next;
- set ASSIN_Q3,2;
+ set ASSIN_Q2,2;
set ASSIN_Q,1;
- changequest 8001,8002;
+ setquest 8001;
warp "in_moc_16",19,144;
end;
}
- else {
- mes "[Assassin 'Khai']";
- mes "How the hell did";
- mes "you get in here?";
- mes "Get out!";
- close2;
- warp "moc_fild16",206,229;
- end;
- }
+ mes "[Assassin 'Khai']";
+ mes "How the hell did";
+ mes "you get in here?";
+ mes "Get out!";
+ close2;
+ warp "moc_fild16",206,229;
+ end;
}
}
}
-in_moc_16,19,154,0 script nameless_one -1,8,2,{
+in_moc_16,19,154,0 script nameless_one 139,8,2,{
+
OnTouch:
- if (ASSIN_Q2 < 5) {
- if (ASSIN_Q2 < 3) {
+ if (ASSIN_Q3 < 1) {
+ mes "[The Anonymous One]";
+ mes "Welcome, guest.";
+ mes "Mwahaha, it's useless";
+ mes "to try to find or see me...";
+ next;
+ mes "[The Anonymous One]";
+ mes "I am perfectly hidden!";
+ mes "To become undetectable can only be done by the greatest Assassins!";
+ next;
+ mes "[The Anonymous One]";
+ mes "Aren't you scared that you can't see me? I could kill you at any time and it would be so easy...";
+ next;
+ if (select("I think I crapped my pants!:You're all talk. I challenge you!") == 1) {
mes "[The Anonymous One]";
- mes "Welcome, guest.";
- mes "Mwahaha, it's useless";
- mes "to try to find or see me...";
+ mes "Now I see that";
+ mes "you're nothing";
+ mes "but a wimp.";
next;
mes "[The Anonymous One]";
- mes "I am perfectly hidden!";
- mes "To become undetectable can only be done by the greatest Assassins!";
+ mes "Bwahahahahahah!";
+ mes "Stop cowering in fear!";
+ mes "It's making me laugh!";
+ close;
+ }
+ mes "[The Anonymous One]";
+ mes "So...";
+ mes "You wish for";
+ mes "a challenge?";
+ mes "From me?!";
+ next;
+ mes "[The Anonymous One]";
+ mes "A river of blood follows my every footstep. I am nameless, for the sting of my blades is all anyone needs to know.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I am here to test your knowledge, as well as your capacity for heartlessness. Those are both necessary to become an Assassin.";
+ next;
+ mes "[The Anonymous One]";
+ mes "For your challenge, you must";
+ mes "answer my questions correctly. Very difficult questions that only an Assassin can answer.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Although I am heartless,";
+ mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?";
+ next;
+ }
+ set ASSIN_Q3,0;
+ while (1) {
+ switch (select("...Skills?:...Stats?:Hmpf, I know it all.")) {
+ case 1:
+ mes "[The Anonymous One]";
+ mes "Skills...?";
+ mes "Although skills can have circumstantial applications, I will tell you about the basic concepts.";
next;
mes "[The Anonymous One]";
- mes "Aren't you scared that you can't see me? I could kill you at any time and it would be so easy...";
+ mes "First, ^3355FFKatar Mastery^000000. This skill increases the damage of Katar class weapons. The higher the skill level, the more damage is increased.";
next;
- if (select("I think I crapped my pants!:You're all talk. I challenge you!") == 1) {
- mes "[The Anonymous One]";
- mes "Now I see that";
- mes "you're nothing";
- mes "but a wimp.";
- next;
- mes "[The Anonymous One]";
- mes "Bwahahahahahah!";
- mes "Stop cowering in fear!";
- mes "It's making me laugh!";
- close;
- }
mes "[The Anonymous One]";
- mes "So...";
- mes "You wish for";
- mes "a challenge?";
- mes "From me?!";
+ mes "^3355FFLeft Hand Mastery^000000 and ^3355FFRight Hand Mastery^000000. Assassins can equip different weapons in each hand when using Dagger class weapons.";
next;
mes "[The Anonymous One]";
- mes "A river of blood follows my every footstep. I am nameless, for the sting of my blades is all anyone needs to know.";
+ mes "But it is obviously more difficult to handle 2 weapons at a time than using just one. The Left and Right Hand Mastery skills increase the damage when using two Daggers.";
next;
mes "[The Anonymous One]";
- mes "I am here to test your knowledge, as well as your capacity for heartlessness. Those are both necessary to become an Assassin.";
+ mes "However, if you don't want to use two Daggers, you won't need this skill. You will see how 'Left Hand Mastery' works as soon as you reach 'Right Hand Mastery' Level 2.";
next;
mes "[The Anonymous One]";
- mes "For your challenge, you must";
- mes "answer my questions correctly. Very difficult questions that only an Assassin can answer.";
+ mes "^3355FFSonic Blow^000000 allows you to strike an enemy 8 times at once. This skill only works with Katar weapons because of the speed it requires.";
next;
mes "[The Anonymous One]";
- mes "Although I am heartless,";
- mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?";
+ mes "Of course, the damage is affected by STR and weapon damage. You'll understand how this skill works when you reach Level 4 Katar Mastery.";
next;
- set ASSIN_Q2,0;
- while(ASSIN_Q2 < 3) {
- switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) {
- case 1:
- mes "[The Anonymous One]";
- mes "Skills...?";
- mes "Although skills can have circumstantial applications, I will tell you about the basic concepts.";
- next;
- mes "[The Anonymous One]";
- mes "First, ^3355FFKatar Mastery^000000. This skill increases the damage of Katar class weapons. The higher the skill level, the more damage is increased.";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFLeft Hand Mastery^000000 and ^3355FFRight Hand Mastery^000000. Assassins can equip different weapons in each hand when using Dagger class weapons.";
- next;
- mes "[The Anonymous One]";
- mes "But it is obviously more difficult to handle 2 weapons at a time than using just one. The Left and Right Hand Mastery skills increase the damage when using two Daggers.";
- next;
- mes "[The Anonymous One]";
- mes "However, if you don't want to use two Daggers, you won't need this skill. You will see how 'Left Hand Mastery' works as soon as you reach 'Right Hand Mastery' Level 2.";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFSonic Blow^000000 allows you to strike an enemy 8 times at once. This skill only works with Katar weapons because of the speed it requires.";
- next;
- mes "[The Anonymous One]";
- mes "Of course, the damage is affected by STR and weapon damage. You'll understand how this skill works when you reach Level 4 Katar Mastery.";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFGrimtooth^000000 allows you to attack enemies while hiding under the ground. As you master it, you'll be able to attack foes from a distance.";
- next;
- mes "[The Anonymous One]";
- mes "Since it's a ranged attack, it can be very useful when you're surrounded by enemies.";
- next;
- mes "[The Anonymous One]";
- mes "Because you're required to perfectly hide yourself to use this skill, you must first learn Level 2 Cloaking before you can learn Grimtooth.";
- next;
- mes "[The Anonymous One]";
- mes "To learn ^3355FFCloaking^000000, you must learn Level 2 Hiding. Then you will be able to move while hiding if you are close to a wall.";
- next;
- mes "[The Anonymous One]";
- mes "The ^3355FFEnchant Poison^000000 skill allows you to enchant poison on the weapon you're using. This will temporarily give the weapon the Poison property.";
- next;
- mes "[The Anonymous One]";
- mes "This will also make your attacks poison the enemy by chance. You can also use this skill to enchant the weapons of your party members...";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFPoison React^000000 shields the user from attacks with the Poison property, and can be used on other people as well. However, you must learn Level 3 Enchant Poison first.";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFVenom Dust^000000 consumes a Red Gemstone to contaminate an area with poison. The duration of contamination increases with the level of this skill.";
- next;
- mes "[The Anonymous One]";
- mes "You can learn the Venom Dust skill after you learn Level 5 Enchant Poison.";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFVenom Splasher^000000 is a skill that, after it is used on a target, will cause it to explode when its HP is less than a certain amount after three seconds.";
- next;
- mes "[The Anonymous One]";
- mes "When the target explodes, the enemies in the vicinity are also damaged. This is an essential skill for Assassins. It requires Level 5 Poison React and Level 5 Venom Dust.";
- next;
- mes "[The Anonymous One]";
- mes "Now...";
- mes "That's all I have to tell you";
- mes "about Assassin skills.";
- set ASSIN_Q2,1;
- next;
- break;
- case 2:
- mes "[The Anonymous One]";
- mes "Hmm, Stats...";
- mes "For Assassins, Agility, or AGI, is the most important stat.";
- next;
- mes "[The Anonymous One]";
- mes "For the sake of assassination, STR is probably the second most important stat. But that is only my recommendation.";
- next;
- mes "[The Anonymous One]";
- mes "I cannot give you better advice than that in regards to Stats. You should research and see which stats suit you, and decide what kind of Assassin you want to be.";
- set ASSIN_Q2,2;
- next;
- break;
- case 3:
- if (ASSIN_Q2 == 0) {
- mes "[The Anonymous One]";
- mes "Know everything do you?!";
- mes "I'll be the judge of that!";
- next;
- }
- set ASSIN_Q2,3;
- break;
- }
- }
mes "[The Anonymous One]";
- mes "Hmpf. It is now time to test your knowledge. You are not allowed to miss more than one question.";
+ mes "^3355FFGrimtooth^000000 allows you to attack enemies while hiding under the ground. As you master it, you'll be able to attack foes from a distance.";
next;
mes "[The Anonymous One]";
- mes "In other words, if you want to pass this test, you must give me 9 correct answers out of 10 questions. I won't let you know which answer you got wrong...";
+ mes "Since it's a ranged attack, it can be very useful when you're surrounded by enemies.";
next;
mes "[The Anonymous One]";
- mes "Are you ready?";
- mes "Prepare yourself!";
- }
- else if (ASSIN_Q2 < 5) {
+ mes "Because you're required to perfectly hide yourself to use this skill, you must first learn Level 2 Cloaking before you can learn Grimtooth.";
+ next;
mes "[The Anonymous One]";
- mes "Having problems";
- mes "passing a simple test?";
- mes "You should have";
- mes "known better.";
+ mes "To learn ^3355FFCloaking^000000, you must learn Level 2 Hiding. Then you will be able to move while hiding if you are close to a wall.";
+ next;
+ mes "[The Anonymous One]";
+ mes "The ^3355FFEnchant Poison^000000 skill allows you to enchant poison on the weapon you're using. This will temporarily give the weapon the Poison property.";
+ next;
+ mes "[The Anonymous One]";
+ mes "This will also make your attacks poison the enemy by chance. You can also use this skill to enchant the weapons of your party members...";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFPoison React^000000 shields the user from attacks with the Poison property, and can be used on other people as well. However, you must learn Level 3 Enchant Poison first.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFVenom Dust^000000 consumes a Red Gemstone to contaminate an area with poison. The duration of contamination increases with the level of this skill.";
next;
- if (select("Help me, how do I pass?:I challenge you again!") == 1) {
- mes "[The Anonymous One]";
- mes "Well, that's a damn good question. But you're banished from the Assassin Guild, so it's no concern of mine...";
- close2;
- warp "moc_fild16",206,151;
- end;
- }
mes "[The Anonymous One]";
- mes "So I see...";
- mes "Now go, but do not fear. I will be by your side as you learn the outcome of your choice...";
+ mes "You can learn the Venom Dust skill after you learn Level 5 Enchant Poison.";
next;
mes "[The Anonymous One]";
- mes "Now, we shall test you once more! Keep in mind, you must answer 9 questions out of 10 correctly. Remember I am doing you a favor...";
+ mes "^3355FFVenom Splasher^000000 is a skill that, after it is used on a target, will cause it to explode when its HP is less than a certain amount after three seconds.";
next;
mes "[The Anonymous One]";
- mes "You must answer 9 questions out of 10 correctly. If you miss more then one question, you can never become an Assassin.";
+ mes "When the target explodes, the enemies in the vicinity are also damaged. This is an essential skill for Assassins. It requires Level 5 Poison React and Level 5 Venom Dust.";
next;
mes "[The Anonymous One]";
- mes "Okay,";
- mes "are you ready?";
- mes "Good luck.";
+ mes "Now...";
+ mes "That's all I have to tell you";
+ mes "about Assassin skills.";
+ set ASSIN_Q3,1;
+ next;
+ break;
+ case 2:
+ mes "[The Anonymous One]";
+ mes "Hmm, Stats...";
+ mes "For Assassins, Agility, or AGI, is the most important stat.";
+ next;
+ mes "[The Anonymous One]";
+ mes "For the sake of assassination, STR is probably the second most important stat. But that is only my recommendation.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I cannot give you better advice than that in regards to Stats. You should research and see which stats suit you, and decide what kind of Assassin you want to be.";
+ set ASSIN_Q3,2;
+ next;
+ break;
+ case 3:
+ if (ASSIN_Q3 == 0) {
+ mes "[The Anonymous One]";
+ mes "Know everything do you?!";
+ mes "I'll be the judge of that!";
+ set ASSIN_Q3,3;
+ changequest 8001,8002;
+ next;
+ break;
+ } else {
+ set ASSIN_Q3,3;
+ changequest 8001,8002;
+ break;
+ }
+ break;
}
+ }
+ if(ASSIN_Q == 3){
+ mes "[The Anonymous One]";
+ mes "Hmpf. It is now time to test your knowledge. You are not allowed to miss more than one question.";
next;
- switch(rand(1,3)) {
- case 1:
+ mes "[The Anonymous One]";
+ mes "In other words, if you want to pass this test, you must give me 9 correct answers out of 10 questions. I won't let you know which answer you got wrong...";
+ next;
+ set .@assassin_quiz,rand(1,3);
+ set @assassin_t, 0;
+ mes "[The Anonymous One]";
+ mes "Are you ready?";
+ mes "Prepare yourself!";
+ next;
+ if (.@assassin_quiz == 1) {
mes "[The Anonymous One]";
mes "1. Choose skill that is not required to learn Grimtooth.";
next;
- if (select("Cloaking level 2:Sonic Blow level 5:Katar Mastery level 4:Right hand Mastery level 2") == 4)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Cloaking level 2:Sonic Blow level 5:Katar Mastery level 4:Right hand Mastery level 2") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "2. What property does Enchant Poison possess?";
next;
- if (select("Poison:Earth:Fire:Wind") == 1)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Poison:Earth:Fire:Wind") == 1) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "3. How does Level 4 Right Hand Mastery work?";
next;
- if (select("Recover 80% of damage decrease:Recover 90% of damage decrease:Increase 90% of damage:Increase 108% of damage") == 2)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Recover 80% of damage decrease:Recover 90% of damage decrease:Increase 90% of damage:Increase 108% of damage") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "4. What is the item required for using Venom Dust?";
next;
- if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?";
next;
- if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "6. Among the following skills, which allows you to walk while invisible?";
next;
- if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "7. Choose the condition that is unrelated to Venom Splasher.";
next;
- if (select("Poisoned target.:Red Gemstone.:Remaing HP of Target.") == 2)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Poisoned target.:Red Gemstone.:Remaing HP of Target.") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire property monster)?";
next;
- if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "9. How much SP does";
mes "Double Attack need?";
next;
- if (select("15:It's a passive skill, so SP use is 0.:It's passive skill, so SP use is 10.:54") == 2)
- set .@assassin_t,.@assassin_t+10;
+ if (select("15:It's a passive skill, so SP use is 0.:It's passive skill, so SP use is 10.:54") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "10. What is the best elemental Main Gauche weapon for hunting in Izlude dungeon?";
next;
- if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1)
- set .@assassin_t,.@assassin_t+10;
- break;
- case 2:
+ if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1) {
+ set @assassin_t,@assassin_t + 10;
+ next;
+ }
+ }
+ if (.@assassin_quiz == 2) {
mes "[The Anonymous One]";
mes "1. Which monster";
mes "drops a slotted Katar?";
next;
- if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobolt") == 3)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobolt") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "2. Which monster";
mes "drops a slotted Jur?";
next;
- if (select("Martin:Desert Wolf:Marionette:Myst") == 1)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Martin:Desert Wolf:Marionette:Myst") == 1) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "3. Which class is allowed to craft elemental weapons?";
next;
- if (select("Merchant:Blacksmith:Thief:Priest") == 2)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Merchant:Blacksmith:Thief:Priest") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "4. Choose the weapon which is not in the Katar class.";
next;
- if (select("Jamadhar:Jur:Katar:Gladius") == 4)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Jamadhar:Jur:Katar:Gladius") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "5. What property do Izlude dungeon monsters posses?";
next;
- if (select("Water:Fire:Wind:Earth") == 1)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Water:Fire:Wind:Earth") == 1) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "6. Which monster";
mes "cannot be a Cute Pet?";
next;
- if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "7. Choose a monster that Fire property Daggers work the best on.";
next;
- if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "8. Choose the non-elemental Katar from the following:";
next;
- if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "9. Which is the uncommon monster?";
next;
- if (select("Poring:Mastering:Ghostring:Spore") == 3)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Poring:Mastering:Ghostring:Spore") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "10. Choose the monster";
mes "that is not Undead.";
next;
- if (select("Drake:Megalodon:Spore:Khalitzburg") == 3)
- set .@assassin_t,.@assassin_t+10;
- break;
- case 3:
+ if (select("Drake:Megalodon:Spore:Khalitzburg") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ next;
+ }
+ } else {
mes "[The Anonymous One]";
mes "1. Choose the correct amount of the maximum dodge rate increase from the 'Increase Dodge' skill when at level 10.";
next;
- if (select("30:40:160:20") == 1)
- set .@assassin_t,.@assassin_t+10;
+ if (select("30:40:160:20") == 1) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "2. Choose a monster which detects hiding/cloaking Thieves and Assassins.";
next;
- if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "3. Choose a group of weapons that cannot be used by an Assassin at once.";
next;
- if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "4. Choose the town where Thieves can change their jobs.";
next;
- if (select("Prontera:Lutie:Alberta:Morocc") == 4)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Prontera:Lutie:Alberta:Morroc") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "5. Choose a card that does not affect the AGI stat.";
next;
- if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "6. Choose the correct specialty of the Assassin class.";
next;
- if (select("Excellent singing talent:Excellent reading talent:Excellent dancing talent:Excellent dodge ability") == 4)
- set .@assassin_t,.@assassin_t+10;
+ select("Excellent singing talent:Excellent reading talent:Excellent dancing talent:Excellent dodge ability");
+ set @assassin_t,@assassin_t + 10;
mes "[The Anonymous One]";
mes "7. Choose the maximum AGI bonus an Assassin can get at job level 50.";
next;
- if (select("7:8:9:10") == 4)
- set .@assassin_t,.@assassin_t+10;
+ if (select("7:8:9:10") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "8. Choose the item that an Assassin cannot equip.";
next;
- if (select("Dagger:Helm:Boots:Brooch") == 2)
- set .@assassin_t,.@assassin_t+10;
+ if (select("Dagger:Helm:Boots:Brooch") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
mes "9. Choose the job change item for Thief.";
next;
- switch(select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) {
+ switch (select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) {
case 1:
- case 3:
- set .@assassin_t,.@assassin_t+10;
- break;
- default:
+ set @assassin_t,@assassin_t + 10;
+ case 2:
break;
+ case 3:
+ set @assassin_t,@assassin_t + 10;
+ case 4:
}
mes "[The Anonymous One]";
mes "10. Choose a card that would typically benefit an Assassin the least.";
next;
- if (select("Whisper card:Elder Willow card:Soldier Skeleton card:Cobold card") == 2)
- set .@assassin_t,.@assassin_t+10;
- break;
+ if (select("Whisper Card:Elder Willow Card:Soldier Skeleton Card:Cobold Card") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ next;
+ }
}
- if (ASSIN_Q2 == 3) {
+ mes "[The Anonymous One]";
+ mes "Hmpf.";
+ mes "Somehow, you";
+ mes "have shown me";
+ mes "great effort.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Let's see...";
+ mes "You scored";
+ mes "" + @assassin_t + " percent...";
+ if (@assassin_t > 80) {
+ set ASSIN_Q3,5;
+ mes "Well done.";
+ mes "You pass.";
next;
mes "[The Anonymous One]";
- mes "Hmpf.";
- mes "Somehow, you";
- mes "have shown me";
- mes "great effort.";
+ mes "However, another test awaits you. When you go inside the next area, you will receive your instructions...";
+ close;
+ }
+ set ASSIN_Q3,4;
+ mes "That means you fail!";
+ next;
+ mes "[The Anonymous One]";
+ mes "How could you expect to be an Assassin with this score? Keep training and come back when you're ready.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I would ask 'Khai,' the one who processed your application, for advice.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You may also use this code: ^880000iro.ragnarokonline.com^000000. Somehow, those words are linked to a vast body of otherworldly knowledge...";
+ close2;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ if (ASSIN_Q3 < 5) {
+ mes "[The Anonymous One]";
+ mes "Having problems";
+ mes "passing a simple test?";
+ mes "You should have";
+ mes "known better.";
+ next;
+ if (select("Help me, how do I pass?:I challenge you again!") == 1) {
+ mes "[The Anonymous One]";
+ mes "Well, that's a damn good question. But you're banished from the Assassin Guild, so it's no concern of mine...";
+ close2;
+ warp "moc_fild16",206,241;
+ end;
+ }
+ mes "[The Anonymous One]";
+ mes "So I see...";
+ mes "Now go, but do not fear. I will be by your side as you learn the outcome of your choice...";
+ next;
+ mes "[The Anonymous One]";
+ mes "Now, we shall test you once more! Keep in mind, you must answer 9 questions out of 10 correctly. Remember I am doing you a favor...";
+ next;
+ mes "[The Anonymous One]";
+ mes "You must answer 9 questions out of 10 correctly. If you miss more then one question, you can never become an Assassin.";
+ next;
+ set @assassin_quiz,rand(1,3);
+ set @assassin_t,0;
+ mes "[The Anonymous One]";
+ mes "Okay,";
+ mes "are you ready?";
+ mes "Good luck.";
+ next;
+ if (.@assassin_quiz == 1) {
+ mes "[The Anonymous One]";
+ mes "1. Choose the skill that is not required to learn Grimtooth.";
next;
+ if (select("Level 2 Cloaking:Level 5 Sonic Blow:Level 4 Katar Mastery:Level 2 Right hand Mastery") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
- mes "Let's see...";
- mes "You scored";
- mes "" + .@assassin_t + " percent...";
- if (.@assassin_t > 80) {
- set ASSIN_Q2,5;
- changequest 8002,8003;
- mes "Well done.";
- mes "You pass.";
- next;
- mes "[The Anonymous One]";
- mes "However, another test awaits you. When you go inside the next area, you will receive your instructions...";
- close;
+ mes "2. What property does Enchant Poison possess?";
+ next;
+ if (select("Poison:Earth:Fire:Wind") == 1) {
+ set @assassin_t,@assassin_t + 10;
}
- else {
- set ASSIN_Q2,4;
- mes "That means you fail!";
- next;
- mes "[The Anonymous One]";
- mes "How could you expect to be an Assassin with this score? Keep training and come back when you're ready.";
- next;
- mes "[The Anonymous One]";
- mes "I would ask 'Khai,' the one who processed your application, for advice.";
+ mes "[The Anonymous One]";
+ mes "3. How does Level 4 'Right hand Mastery' work?";
+ next;
+ if (select("Recover 80% of damage decrement:Recover 90% of damage decrement:Increase 90% of damage:Increase 108% of damage!!") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "4. What is the item required for using Venom Dust?";
+ next;
+ if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?";
+ next;
+ if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "6. Among the following skills, which allows you to become invisible while moving?";
+ next;
+ if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "7. From the following, choose the thing unrelated to using Venom Splasher.";
+ next;
+ if (select("Poisoned target.:Red Gemstone.:Remaining HP of Target.") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire monster)?";
+ next;
+ if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "9. How much SP does";
+ mes "Double Attack use?";
+ next;
+ if (select("15:It's a passive skill and doesn't use SP.:It's a passive skill, so it uses 10 SP.:54") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "10. What is the best elemental Main Gauche to use when hunting in Izlude dungeon?";
+ next;
+ if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1) {
+ set @assassin_t,@assassin_t + 10;
next;
- mes "[The Anonymous One]";
- mes "You may also use this code: ^880000iro.ragnarokonline.com^000000. Somehow, those words are linked to a vast body of otherworldly knowledge...";
- close2;
- warp "in_moc_16",19,76;
- end;
}
}
- else if (ASSIN_Q2 == 4) {
+ if (.@assassin_quiz == 2) {
+ mes "[The Anonymous One]";
+ mes "1. Which monster drops";
+ mes "a slotted Katar?";
next;
+ if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobold") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
- mes "You showed";
- mes "great effort...";
+ mes "2. Which monster";
+ mes "a slotted Jur?";
next;
+ if (select("Martin:Desert Wolf:Marionette:Myst") == 1) {
+ set @assassin_t,@assassin_t + 10;
+ }
mes "[The Anonymous One]";
- mes "Let's see...";
- mes "You scored";
- mes "" + .@assassin_t + " points...";
- if (.@assassin_t > 80) {
- set ASSIN_Q2,5;
- changequest 8002,8003;
- next;
- mes "[The Anonymous One]";
- mes "You didn't fail this time! But you're not done just yet. You have another test ahead of you. Once you proceed, you will be informed about your next trial.";
- close;
+ mes "3. Which class is allowed to craft elemental weapons?";
+ next;
+ if (select("Merchant:Blacksmith:Thief:Priest") == 2) {
+ set @assassin_t,@assassin_t + 10;
}
- else {
- set ASSIN_Q2,4;
- mes "You failed!";
- next;
- mes "[The Anonymous One]";
- mes "You're too underqualified. How can you even think about becoming an Assassin?!";
- next;
- mes "[The Anonymous One]";
- mes "I'm surprised that you were even able to become a Thief. Go away, and come back only when you know what the hell you're doing.";
- next;
- mes "[The Anonymous One]";
- mes "Hmpf, if you really don't have a clue, I will give you a little advice.";
+ mes "[The Anonymous One]";
+ mes "4. Choose a weapon which is not Katar class.";
+ next;
+ if (select("Jamadhar:Jur:Katar:Gladius") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "5. What property do Izlude dungeon monsters possess?";
+ next;
+ if (select("Water:Fire:Wind:Earth") == 1) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "6. Which monster";
+ mes "cannot be a Cute Pet?";
+ next;
+ if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "7. Choose a monster that Fire property daggers work the best on.";
+ next;
+ if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "8. Choose the non-elemental Katar.";
+ next;
+ if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "9. Which is the uncommon monster?";
+ next;
+ if (select("Poring:Mastering:Ghostring:Spore") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "10. Choose the monster";
+ mes "that is not Undead.";
+ next;
+ if (select("Drake:Megalodon:Spore:Khalitzburg") == 3) {
+ set @assassin_t,@assassin_t + 10;
next;
- mes "[The Anonymous One]";
- mes "Go ask 'Khai,' the guy who takes care of your test application, maybe he will help you.";
+ }
+ }
+ else {
+ mes "[The Anonymous One]";
+ mes "1. When the 'Increase Dodge' skill is at Level 10, by how much is the maximum dodge rate increased?";
+ next;
+ if (select("30:40:160:20") == 1) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "2. Choose the monster which detects hiding/cloaking Thief/Assassin.";
+ next;
+ if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "3. Choose the group of weapons that cannot be used by an Assassin at the same time.";
+ next;
+ if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "4. Choose the town where the Thief job change resides.";
+ next;
+ if (select("Prontera:Lutie:Alberta:Morroc") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "5. Choose the card that does not affect the AGI stat.";
+ next;
+ if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "6. Choose the specialty that applies to Assassins.";
+ next;
+ select("Excellent singing talent:Excellent acting talent:Excellent dancing talent:Excellent dodge ability");
+ set @assassin_t,@assassin_t + 10;
+ mes "[The Anonymous One]";
+ mes "7. Choose the maximum AGI bonus that an Assassin can get at job level 50.";
+ next;
+ if (select("7:8:9:10") == 4) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "8. Choose the item that an Assassin cannot equip.";
+ next;
+ if (select("Dagger:Helm:Boots:Brooch") == 2) {
+ set @assassin_t,@assassin_t + 10;
+ }
+ mes "[The Anonymous One]";
+ mes "9. Choose the";
+ mes "job change item";
+ mes "for a Thief.";
+ next;
+ switch (select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) {
+ case 1:
+ set @assassin_t,@assassin_t + 10;
+ case 2:
+ break;
+ case 3:
+ set @assassin_t,@assassin_t + 10;
+ case 4:
+ }
+ mes "[The Anonymous One]";
+ mes "10. Choose a card that would benefit Assassins the least.";
+ next;
+ if (select("Whisper card:Elder Willow card:Soldier Skeleton card:Cobold card") == 2) {
+ set @assassin_t,@assassin_t + 10;
next;
- mes "[The Anonymous One]";
- mes "You may also wish to take advantage of the ancient code, ^3355FFiro.ragnarokonline.com^000000. Supposedly, those words are linked to a vast body of otherworldly knowledge...";
- close2;
- warp "in_moc_16",19,76;
- end;
}
}
- }
- else {
mes "[The Anonymous One]";
- mes "...I will keep watching you.";
- close;
+ mes "You showed";
+ mes "great effort...";
+ next;
+ mes "[The Anonymous One]";
+ mes "Let's see...";
+ mes "You scored";
+ mes "" + @assassin_t + " points...";
+ if (@assassin_t > 80) {
+ set ASSIN_Q3,5;
+ next;
+ mes "[The Anonymous One]";
+ mes "You didn't fail this time! But you're not done just yet. You have another test ahead of you. Once you proceed, you will be informed about your next trial.";
+ close;
+ }
+ set ASSIN_Q3,4;
+ mes "You failed!";
+ next;
+ mes "[The Anonymous One]";
+ mes "You're too underqualified. How can you even think about becoming an Assassin?!";
+ next;
+ mes "[The Anonymous One]";
+ mes "I'm surprised that you were even able to become a Thief. Go away, and come back only when you know what the hell you're doing.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Hmpf, if you really don't have a clue, I will give you a little advice.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Go ask 'Khai,' the guy who takes care of your test application, maybe he will help you.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You may also wish to take advantage of the ancient code, ^3355FFiro.ragnarokonline.com^000000. Supposedly, those words are linked to a vast body of otherworldly knowledge...";
+ close2;
+ warp "in_moc_16",19,76;
+ end;
}
+ mes "[The Anonymous One]";
+ mes "...I will keep watching you.";
+ close;
}
in_moc_16,21,165,2 script Standby Room#ASNTEST 725,{
end;
OnInit:
- disablenpc "Standby Room#ASNTEST";
+ hideonnpc "Standby Room#ASNTEST";
waitingroom "Standby Room",10,"Standby Room#ASNTEST::OnStartArena",1;
enablewaitingroomevent;
end;
OnStartArena:
- warpwaitingpc "in_moc_16", 66, 151;
+ warpwaitingpc "in_moc_16",66,151;
attachrid($@warpwaitingpc[0]);
- if(ASSIN_Q2<5)
- {
+ if(ASSIN_Q2<5) {
warpchar "in_moc_16",20,145,getcharid(0);
end;
}
-
donpcevent "Beholder#ASNTEST::OnEnable";
+ donpcevent "Beholder#ASNTEST2::OnEnable";
donpcevent "Keeper of the Door#ASN::OnDisable";
- set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0;
- disablewaitingroomevent;
+ donpcevent "backers#ASN::OnDisable";
+ donpcevent "traps#ASN::OnEnable";
+ disablewaitingroomevent
end;
-OnStart:
+OnReset:
enablewaitingroomevent;
end;
}
in_moc_16,21,165,2 script Test Guide#ASN 725,4,4,{
- end;
OnTouch:
- if (ASSIN_Q2 < 5) {
+ if (ASSIN_Q3 < 5) {
mes "[Barcardi]";
mes "You can't take the next trial without passing the written test first. You better speak to the Anonymous One...";
close2;
warp "in_moc_16",19,76;
end;
}
- if (ASSIN_Q == 1 && ASSIN_Q2 == 5) {
+ if ((ASSIN_Q == 1) && (ASSIN_Q3 == 5)) {
mes "[Barcardi]";
mes "" + strcharinfo(0) + "...";
mes "You passed the test..?";
@@ -1168,124 +1373,90 @@ OnTouch:
next;
mes "[Barcardi]";
mes "Only one person is allowed to take the test at a time, so if anyone is taking the test, you'll have to wait until that person finishes.";
+ changequest 8002,8003;
close;
}
- else {
- mes "[Barcardi]";
- mes "Hey, don't be too hard";
- mes "on yourself. Cheer up!";
- next;
- mes "[Barcardi]";
- mes "Hmm, if you're exhausted, I'm willing to bring you back. Of course, if you leave, you'll have to take the job test over again. So what do you want to do?";
- next;
- if (select("Continue!:Quit the job change test for now.") == 1) {
- mes "[Barcardi]";
- mes "Good choice!";
- mes "Remember, you";
- mes "must find and kill";
- mes "6 ^008800Job change target^000000 monsters!";
- mes "Good luck!";
- close;
- }
+ mes "[Barcardi]";
+ mes "Hey, don't be too hard";
+ mes "on yourself. Cheer up!";
+ next;
+ mes "[Barcardi]";
+ mes "Hmm, if you're exhausted, I'm willing to bring you back. Of course, if you leave, you'll have to take the job test over again. So what do you want to do?";
+ next;
+ if (select("Continue!:Quit the job change test for now.") == 1) {
mes "[Barcardi]";
- mes "Alright...";
- mes "I guess you";
- mes "could use a break...";
- close2;
- set ASSIN_Q,0;
- set ASSIN_Q3,0;
- set ASSIN_Q2,0;
- changequest 8003,8000;
- warp "in_moc_16",19,13;
- end;
+ mes "Good choice!";
+ mes "Remember, you";
+ mes "must find and kill";
+ mes "6 ^008800Job change target^000000 monsters!";
+ mes "Good luck!";
+ close;
}
+ mes "[Barcardi]";
+ mes "Alright...";
+ mes "I guess you";
+ mes "could use a break...";
+ set ASSIN_Q,0;
+ set ASSIN_Q2,0;
+ set ASSIN_Q3,0;
+ erasequest 8000;
+ erasequest 8001;
+ erasequest 8002;
+ erasequest 8003;
+ erasequest 8004;
+ close2;
+ warp "in_moc_16",19,13;
+ end;
}
-in_moc_16,1,1,0 script Beholder#ASNTEST -1,{
+in_moc_16,1,1,0 script Beholder#ASNTEST 139,{
+ end;
+
+OnInit:
+ hideonnpc "Beholder#ASNTEST";
end;
OnEnable:
- set .MyMobs,6;
- // Target mobs
+ hideoffnpc "Beholder#ASNTEST";
monster "in_moc_16",62,161,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",85,169,"Job change target",1063,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",88,152,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",90,143,"Job change target",1113,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",74,167,"Job change target",1031,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",77,173,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
- // Decoy mobs
- monster "in_moc_16",62,161,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",85,169,"Job change creature",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",79,174,"Job change creature",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",85,156,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",74,171,"Job change monster",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",68,173,"Job change dummy",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",65,158,"Battle test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",60,158,"Warrior test target",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",64,169,"Job change targets",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",71,173,"Jobs change target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",77,172,"Please don't hit me",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",76,172,"Job change sample",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",75,172,"Not me",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",67,167,"I got yours right here",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",86,170,"Job changes target",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",86,171,"Job quest target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",85,170,"Job target change",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,171,"Hit me",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",85,170,"Battle Monster",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,156,"Bouncer",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,156,"Mungamorp",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,156,"Battle test target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,156,"Dew of the Battle field",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,156,"Tear of test",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",83,169,"Evil Druid",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",63,158,"Doppelganger",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",63,157,"Job change dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",64,159,"Job ready dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",63,159,"Job change ready",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",63,159,"Archer test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",63,159,"Swordman test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",83,148,"Thief test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",82,148,"Acolyte test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",84,148,"Merchant test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
initnpctimer;
end;
OnReset:
killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead";
- killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2";
+ donpcevent "Standby Room#ASNTEST::OnReset";
stopnpctimer;
- donpcevent "Standby Room#ASNTEST::OnStart";
end;
OnResetmob:
killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead";
- killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2";
stopnpctimer;
end;
OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
+ if (mobcount ("in_moc_16","Beholder#ASNTEST::OnMyMobDead") < 1) {
mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map;
set ASSIN_Q,3;
- changequest 8003,8004;
donpcevent "timestopper#1::OnEnable";
donpcevent "Keeper of the Door#ASN::OnEnable";
donpcevent "Beholder#ASNTEST::OnResetmob";
- set .DisableTraps,1;
+ donpcevent "Beholder#ASNTEST2::OnReset";
stopnpctimer;
+ donpcevent "Beholder#ASNTEST::OnDisable";
+ donpcevent "Beholder#ASNTEST2::OnDisable";
}
else {
mapannounce "in_moc_16","Okay, you're doing good! Hang in there, you're almost there!",bc_map;
}
end;
-OnMyMobDead2:
- mapannounce "in_moc_16",strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map;
- set ASSIN_Q,2;
- warp "in_moc_16",19,161;
- donpcevent "Beholder#ASNTEST::OnReset";
+OnDisable:
+ hideonnpc "Beholder#ASNTEST";
end;
OnTimer1000:
@@ -1338,165 +1509,440 @@ OnTimer184000:
OnTimer185000:
mapannounce "in_moc_16","Time's up!",bc_map;
+ end;
+
+OnTimer185500:
mapannounce "in_moc_16","Well, good job... If you wanted to waste your time. You'll have to try again!",bc_map;
- //set ASSIN_Q,2;
+ set ASSIN_Q,2;
end;
OnTimer186000:
- areawarp "in_moc_16",60,136,93,177,"in_moc_16",19,161;
+ donpcevent "backers#ASN::OnEnable";
+ end;
+
+OnTimer186500:
+ donpcevent "backers#ASN::OnDisable";
end;
OnTimer187000:
donpcevent "Beholder#ASNTEST::OnReset";
+ donpcevent "Beholder#ASNTEST2::OnReset";
+ donpcevent "Beholder#ASNTEST::OnDisable";
+ donpcevent "Beholder#ASNTEST2::OnDisable";
end;
}
-in_moc_16,68,158,0 script 01_1::SinTrap -1,0,0,{
+in_moc_16,76,158,0 script backers#ASN 139,20,20,{
+
OnTouch:
- if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) {
- mapannounce "in_moc_16",strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map;
- set ASSIN_Q,2;
- warp "in_moc_16",19,161;
- donpcevent "Beholder#ASNTEST::OnResetmob";
- donpcevent "Standby Room#ASNTEST::OnStart";
- }
+ warp "in_moc_16",19,161;
+ end;
+
+OnInit:
+ hideonnpc "backers#ASN";
+ end;
+
+OnEnable:
+ donpcevent "job_asn_test::OnDisable";
+ hideoffnpc "backers#ASN";
+ end;
+
+OnDisable:
+ hideonnpc "backers#ASN";
+ end;
+}
+
+in_moc_16,1,1,0 script traps#ASN 139,{
+ end;
+
+OnEnable:
+ donpcevent "job_asn_test::OnEnable";
end;
}
-in_moc_16,69,158,0 duplicate(SinTrap) 01_2 -1,0,0
-in_moc_16,68,159,0 duplicate(SinTrap) 01_3 -1,0,0
-in_moc_16,69,159,0 duplicate(SinTrap) 01_4 -1,0,0
-in_moc_16,64,162,0 duplicate(SinTrap) 02_1 -1,0,0
-in_moc_16,65,162,0 duplicate(SinTrap) 02_2 -1,0,0
-in_moc_16,64,163,0 duplicate(SinTrap) 02_3 -1,0,0
-in_moc_16,65,163,0 duplicate(SinTrap) 02_4 -1,0,0
-in_moc_16,62,168,0 duplicate(SinTrap) 03_1 -1,0,0
-in_moc_16,63,168,0 duplicate(SinTrap) 03_2 -1,0,0
-in_moc_16,62,169,0 duplicate(SinTrap) 03_3 -1,0,0
-in_moc_16,63,169,0 duplicate(SinTrap) 03_4 -1,0,0
-in_moc_16,66,170,0 duplicate(SinTrap) 04_1 -1,0,0
-in_moc_16,67,170,0 duplicate(SinTrap) 04_2 -1,0,0
-in_moc_16,66,171,0 duplicate(SinTrap) 04_3 -1,0,0
-in_moc_16,67,171,0 duplicate(SinTrap) 04_4 -1,0,0
-in_moc_16,64,174,0 duplicate(SinTrap) 05_1 -1,0,0
-in_moc_16,64,175,0 duplicate(SinTrap) 05_2 -1,0,0
-in_moc_16,65,174,0 duplicate(SinTrap) 05_3 -1,0,0
-in_moc_16,65,175,0 duplicate(SinTrap) 05_4 -1,0,0
-in_moc_16,72,174,0 duplicate(SinTrap) 06_1 -1,0,0
-in_moc_16,72,175,0 duplicate(SinTrap) 06_2 -1,0,0
-in_moc_16,73,174,0 duplicate(SinTrap) 06_3 -1,0,0
-in_moc_16,73,175,0 duplicate(SinTrap) 06_4 -1,0,0
-in_moc_16,72,166,0 duplicate(SinTrap) 07_1 -1,0,0
-in_moc_16,72,167,0 duplicate(SinTrap) 07_2 -1,0,0
-in_moc_16,73,166,0 duplicate(SinTrap) 07_3 -1,0,0
-in_moc_16,73,167,0 duplicate(SinTrap) 07_4 -1,0,0
-in_moc_16,72,168,0 duplicate(SinTrap) 08_1 -1,0,0
-in_moc_16,72,169,0 duplicate(SinTrap) 08_2 -1,0,0
-in_moc_16,73,168,0 duplicate(SinTrap) 08_3 -1,0,0
-in_moc_16,73,169,0 duplicate(SinTrap) 08_4 -1,0,0
-in_moc_16,78,168,0 duplicate(SinTrap) 09_1 -1,0,0
-in_moc_16,78,169,0 duplicate(SinTrap) 09_2 -1,0,0
-in_moc_16,79,168,0 duplicate(SinTrap) 09_3 -1,0,0
-in_moc_16,79,169,0 duplicate(SinTrap) 09_4 -1,0,0
-in_moc_16,80,172,0 duplicate(SinTrap) 10_1 -1,0,0
-in_moc_16,81,172,0 duplicate(SinTrap) 10_2 -1,0,0
-in_moc_16,82,172,0 duplicate(SinTrap) 10_3 -1,0,0
-in_moc_16,83,172,0 duplicate(SinTrap) 10_4 -1,0,0
-in_moc_16,80,173,0 duplicate(SinTrap) 10_5 -1,0,0
-in_moc_16,81,173,0 duplicate(SinTrap) 10_6 -1,0,0
-in_moc_16,82,173,0 duplicate(SinTrap) 10_7 -1,0,0
-in_moc_16,83,173,0 duplicate(SinTrap) 10_8 -1,0,0
-in_moc_16,88,174,0 duplicate(SinTrap) 11_1 -1,0,0
-in_moc_16,88,175,0 duplicate(SinTrap) 11_2 -1,0,0
-in_moc_16,89,174,0 duplicate(SinTrap) 11_3 -1,0,0
-in_moc_16,89,175,0 duplicate(SinTrap) 11_4 -1,0,0
-in_moc_16,86,166,0 duplicate(SinTrap) 12_1 -1,0,0
-in_moc_16,86,167,0 duplicate(SinTrap) 12_2 -1,0,0
-in_moc_16,87,166,0 duplicate(SinTrap) 12_3 -1,0,0
-in_moc_16,87,167,0 duplicate(SinTrap) 12_4 -1,0,0
-in_moc_16,90,164,0 duplicate(SinTrap) 13_1 -1,0,0
-in_moc_16,90,165,0 duplicate(SinTrap) 13_2 -1,0,0
-in_moc_16,91,164,0 duplicate(SinTrap) 13_3 -1,0,0
-in_moc_16,91,165,0 duplicate(SinTrap) 13_4 -1,0,0
-in_moc_16,84,160,0 duplicate(SinTrap) 14_1 -1,0,0
-in_moc_16,85,160,0 duplicate(SinTrap) 14_2 -1,0,0
-in_moc_16,86,160,0 duplicate(SinTrap) 14_3 -1,0,0
-in_moc_16,87,160,0 duplicate(SinTrap) 14_4 -1,0,0
-in_moc_16,88,160,0 duplicate(SinTrap) 14_5 -1,0,0
-in_moc_16,89,160,0 duplicate(SinTrap) 14_6 -1,0,0
-in_moc_16,84,161,0 duplicate(SinTrap) 14_7 -1,0,0
-in_moc_16,85,161,0 duplicate(SinTrap) 14_8 -1,0,0
-in_moc_16,86,161,0 duplicate(SinTrap) 14_9 -1,0,0
-in_moc_16,87,161,0 duplicate(SinTrap) 14_10 -1,0,0
-in_moc_16,88,161,0 duplicate(SinTrap) 14_11 -1,0,0
-in_moc_16,89,161,0 duplicate(SinTrap) 14_12 -1,0,0
-in_moc_16,86,154,0 duplicate(SinTrap) 15_1 -1,0,0
-in_moc_16,86,155,0 duplicate(SinTrap) 15_2 -1,0,0
-in_moc_16,87,154,0 duplicate(SinTrap) 15_3 -1,0,0
-in_moc_16,87,155,0 duplicate(SinTrap) 15_4 -1,0,0
-in_moc_16,84,150,0 duplicate(SinTrap) 16_1 -1,0,0
-in_moc_16,84,151,0 duplicate(SinTrap) 16_2 -1,0,0
-in_moc_16,85,150,0 duplicate(SinTrap) 16_3 -1,0,0
-in_moc_16,85,151,0 duplicate(SinTrap) 16_4 -1,0,0
-in_moc_16,90,150,0 duplicate(SinTrap) 17_1 -1,0,0
-in_moc_16,90,151,0 duplicate(SinTrap) 17_2 -1,0,0
-in_moc_16,91,150,0 duplicate(SinTrap) 17_3 -1,0,0
-in_moc_16,91,151,0 duplicate(SinTrap) 17_4 -1,0,0
-in_moc_16,86,146,0 duplicate(SinTrap) 18_1 -1,0,0
-in_moc_16,86,147,0 duplicate(SinTrap) 18_2 -1,0,0
-in_moc_16,87,146,0 duplicate(SinTrap) 18_3 -1,0,0
-in_moc_16,87,147,0 duplicate(SinTrap) 18_4 -1,0,0
+in_moc_16,2,1,0 script Beholder#ASNTEST2 139,{
+ end;
-in_moc_16,87,137,0 script Keeper of the Door#ASN 45,2,1,{
OnInit:
- disablenpc "Keeper of the Door#ASN";
+ hideonnpc "Beholder#ASNTEST2";
end;
+OnReset:
+ killmonster "in_moc_16","Beholder#ASNTEST2::OnMyMobDead";
+ end;
+
+OnDisable:
+ hideonnpc "Beholder#ASNTEST2";
+ end;
+
+OnEnable:
+ hideoffnpc "Beholder#ASNTEST2";
+ monster "in_moc_16",62,161,"Job change creature",1063,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",85,169,"Job change creature",1031,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",79,174,"Job change creature",1113,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",85,156,"Job change creature",1063,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",74,171,"Job change monster",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",68,173,"Job change dummy",1113,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",65,158,"Battle test target",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",60,158,"Warrior test target",1113,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",64,169,"Job change targets",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",71,173,"Jobs change target",1063,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",77,172,"Please don't hit me",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",76,172,"Job change sample",1063,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",75,172,"Not me",1113,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",67,167,"I got yours right here",1063,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",86,170,"Job changes target",1031,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",86,171,"Job quest target",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",86,170,"Job target change",1113,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",86,173,"Hit me",1063,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",85,170,"Battle Monster",1031,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",89,156,"Bouncer",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",89,156,"Mungamorp",1113,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",89,156,"Battle test target",1063,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",89,156,"Dew of the Battle field",1113,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",89,156,"Tear of test",1031,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",83,169,"Evil Druid",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",63,158,"Doppelganger",1063,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",63,157,"Job change dummy",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",64,159,"Job ready dummy",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",63,159,"Job change ready",1063,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",63,159,"Archer test target",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",63,159,"Swordman test target",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",83,148,"Thief test target",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",82,148,"Acolyte test target",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ monster "in_moc_16",84,148,"Merchant test target",1002,1,"Beholder#ASNTEST2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ mapannounce "in_moc_16"," " + strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map;
+ set ASSIN_Q,2;
+ warp "in_moc_16",19,161;
+ donpcevent "Beholder#ASNTEST::OnReset";
+ donpcevent "Beholder#ASNTEST2::OnReset";
+ donpcevent "Beholder#ASNTEST::OnDisable";
+ donpcevent "Beholder#ASNTEST2::OnDisable";
+ end;
+}
+
+- script job_asn_test::jasntdups -1,{
+
OnTouch:
- donpcevent "Thomas#ASNTEST::OnDisable";
- if (ASSIN_Q == 3)
+ mapannounce "in_moc_16"," " + strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map;
+ set ASSIN_Q,2;
+ warp "in_moc_16",19,161;
+ donpcevent "Beholder#ASNTEST::OnReset";
+ donpcevent "Beholder#ASNTEST2::OnReset";
+ donpcevent "Beholder#ASNTEST::OnDisable";
+ donpcevent "Beholder#ASNTEST2::OnDisable";
+ end;
+
+OnEnable:
+ hideoffnpc "01_1";
+ hideoffnpc "01_2";
+ hideoffnpc "01_3";
+ hideoffnpc "01_4";
+ hideoffnpc "02_1";
+ hideoffnpc "02_2";
+ hideoffnpc "02_3";
+ hideoffnpc "02_4";
+ hideoffnpc "03_1";
+ hideoffnpc "03_2";
+ hideoffnpc "03_3";
+ hideoffnpc "03_4";
+ hideoffnpc "04_1";
+ hideoffnpc "04_2";
+ hideoffnpc "04_3";
+ hideoffnpc "04_4";
+ hideoffnpc "05_1";
+ hideoffnpc "05_2";
+ hideoffnpc "05_3";
+ hideoffnpc "05_4";
+ hideoffnpc "06_1";
+ hideoffnpc "06_2";
+ hideoffnpc "06_3";
+ hideoffnpc "06_4";
+ hideoffnpc "07_1";
+ hideoffnpc "07_2";
+ hideoffnpc "07_3";
+ hideoffnpc "07_4";
+ hideoffnpc "08_1";
+ hideoffnpc "08_2";
+ hideoffnpc "08_3";
+ hideoffnpc "08_4";
+ hideoffnpc "09_1";
+ hideoffnpc "09_2";
+ hideoffnpc "09_3";
+ hideoffnpc "09_4";
+ hideoffnpc "10_1";
+ hideoffnpc "10_2";
+ hideoffnpc "10_3";
+ hideoffnpc "10_4";
+ hideoffnpc "10_5";
+ hideoffnpc "10_6";
+ hideoffnpc "10_7";
+ hideoffnpc "10_8";
+ hideoffnpc "11_1";
+ hideoffnpc "11_2";
+ hideoffnpc "11_3";
+ hideoffnpc "11_4";
+ hideoffnpc "12_1";
+ hideoffnpc "12_2";
+ hideoffnpc "12_3";
+ hideoffnpc "12_4";
+ hideoffnpc "13_1";
+ hideoffnpc "13_2";
+ hideoffnpc "13_3";
+ hideoffnpc "13_4";
+ hideoffnpc "14_1";
+ hideoffnpc "14_2";
+ hideoffnpc "14_3";
+ hideoffnpc "14_4";
+ hideoffnpc "14_5";
+ hideoffnpc "14_6";
+ hideoffnpc "14_7";
+ hideoffnpc "14_8";
+ hideoffnpc "14_9";
+ hideoffnpc "14_10";
+ hideoffnpc "14_11";
+ hideoffnpc "14_12";
+ hideoffnpc "15_1";
+ hideoffnpc "15_2";
+ hideoffnpc "15_3";
+ hideoffnpc "15_4";
+ hideoffnpc "16_1";
+ hideoffnpc "16_2";
+ hideoffnpc "16_3";
+ hideoffnpc "16_4";
+ hideoffnpc "17_1";
+ hideoffnpc "17_2";
+ hideoffnpc "17_3";
+ hideoffnpc "17_4";
+ hideoffnpc "18_1";
+ hideoffnpc "18_2";
+ hideoffnpc "18_3";
+ hideoffnpc "18_4";
+ end;
+
+OnDisable:
+ hideonnpc "01_1";
+ hideonnpc "01_2";
+ hideonnpc "01_3";
+ hideonnpc "01_4";
+ hideonnpc "02_1";
+ hideonnpc "02_2";
+ hideonnpc "02_3";
+ hideonnpc "02_4";
+ hideonnpc "03_1";
+ hideonnpc "03_2";
+ hideonnpc "03_3";
+ hideonnpc "03_4";
+ hideonnpc "04_1";
+ hideonnpc "04_2";
+ hideonnpc "04_3";
+ hideonnpc "04_4";
+ hideonnpc "05_1";
+ hideonnpc "05_2";
+ hideonnpc "05_3";
+ hideonnpc "05_4";
+ hideonnpc "06_1";
+ hideonnpc "06_2";
+ hideonnpc "06_3";
+ hideonnpc "06_4";
+ hideonnpc "07_1";
+ hideonnpc "07_2";
+ hideonnpc "07_3";
+ hideonnpc "07_4";
+ hideonnpc "08_1";
+ hideonnpc "08_2";
+ hideonnpc "08_3";
+ hideonnpc "08_4";
+ hideonnpc "09_1";
+ hideonnpc "09_2";
+ hideonnpc "09_3";
+ hideonnpc "09_4";
+ hideonnpc "10_1";
+ hideonnpc "10_2";
+ hideonnpc "10_3";
+ hideonnpc "10_4";
+ hideonnpc "10_5";
+ hideonnpc "10_6";
+ hideonnpc "10_7";
+ hideonnpc "10_8";
+ hideonnpc "11_1";
+ hideonnpc "11_2";
+ hideonnpc "11_3";
+ hideonnpc "11_4";
+ hideonnpc "12_1";
+ hideonnpc "12_2";
+ hideonnpc "12_3";
+ hideonnpc "12_4";
+ hideonnpc "13_1";
+ hideonnpc "13_2";
+ hideonnpc "13_3";
+ hideonnpc "13_4";
+ hideonnpc "14_1";
+ hideonnpc "14_2";
+ hideonnpc "14_3";
+ hideonnpc "14_4";
+ hideonnpc "14_5";
+ hideonnpc "14_6";
+ hideonnpc "14_7";
+ hideonnpc "14_8";
+ hideonnpc "14_9";
+ hideonnpc "14_10";
+ hideonnpc "14_11";
+ hideonnpc "14_12";
+ hideonnpc "15_1";
+ hideonnpc "15_2";
+ hideonnpc "15_3";
+ hideonnpc "15_4";
+ hideonnpc "16_1";
+ hideonnpc "16_2";
+ hideonnpc "16_3";
+ hideonnpc "16_4";
+ hideonnpc "17_1";
+ hideonnpc "17_2";
+ hideonnpc "17_3";
+ hideonnpc "17_4";
+ hideonnpc "18_1";
+ hideonnpc "18_2";
+ hideonnpc "18_3";
+ hideonnpc "18_4";
+ end;
+}
+
+in_moc_16,68,158,0 duplicate(jasntdups) 01_1 139
+in_moc_16,69,158,0 duplicate(jasntdups) 01_2 139
+in_moc_16,68,159,0 duplicate(jasntdups) 01_3 139
+in_moc_16,69,159,0 duplicate(jasntdups) 01_4 139
+in_moc_16,64,162,0 duplicate(jasntdups) 02_1 139
+in_moc_16,65,162,0 duplicate(jasntdups) 02_2 139
+in_moc_16,64,163,0 duplicate(jasntdups) 02_3 139
+in_moc_16,65,163,0 duplicate(jasntdups) 02_4 139
+in_moc_16,62,168,0 duplicate(jasntdups) 03_1 139
+in_moc_16,63,168,0 duplicate(jasntdups) 03_2 139
+in_moc_16,62,169,0 duplicate(jasntdups) 03_3 139
+in_moc_16,63,169,0 duplicate(jasntdups) 03_4 139
+in_moc_16,66,170,0 duplicate(jasntdups) 04_1 139
+in_moc_16,67,170,0 duplicate(jasntdups) 04_2 139
+in_moc_16,66,171,0 duplicate(jasntdups) 04_3 139
+in_moc_16,67,171,0 duplicate(jasntdups) 04_4 139
+in_moc_16,64,174,0 duplicate(jasntdups) 05_1 139
+in_moc_16,64,175,0 duplicate(jasntdups) 05_2 139
+in_moc_16,65,174,0 duplicate(jasntdups) 05_3 139
+in_moc_16,65,175,0 duplicate(jasntdups) 05_4 139
+in_moc_16,72,174,0 duplicate(jasntdups) 06_1 139
+in_moc_16,72,175,0 duplicate(jasntdups) 06_2 139
+in_moc_16,73,174,0 duplicate(jasntdups) 06_3 139
+in_moc_16,73,175,0 duplicate(jasntdups) 06_4 139
+in_moc_16,72,166,0 duplicate(jasntdups) 07_1 139
+in_moc_16,72,167,0 duplicate(jasntdups) 07_2 139
+in_moc_16,73,166,0 duplicate(jasntdups) 07_3 139
+in_moc_16,73,167,0 duplicate(jasntdups) 07_4 139
+in_moc_16,72,168,0 duplicate(jasntdups) 08_1 139
+in_moc_16,72,169,0 duplicate(jasntdups) 08_2 139
+in_moc_16,73,168,0 duplicate(jasntdups) 08_3 139
+in_moc_16,73,169,0 duplicate(jasntdups) 08_4 139
+in_moc_16,78,168,0 duplicate(jasntdups) 09_1 139
+in_moc_16,78,169,0 duplicate(jasntdups) 09_2 139
+in_moc_16,79,168,0 duplicate(jasntdups) 09_3 139
+in_moc_16,79,169,0 duplicate(jasntdups) 09_4 139
+in_moc_16,80,172,0 duplicate(jasntdups) 10_1 139
+in_moc_16,81,172,0 duplicate(jasntdups) 10_2 139
+in_moc_16,82,172,0 duplicate(jasntdups) 10_3 139
+in_moc_16,83,172,0 duplicate(jasntdups) 10_4 139
+in_moc_16,80,173,0 duplicate(jasntdups) 10_5 139
+in_moc_16,81,173,0 duplicate(jasntdups) 10_6 139
+in_moc_16,82,173,0 duplicate(jasntdups) 10_7 139
+in_moc_16,83,173,0 duplicate(jasntdups) 10_8 139
+in_moc_16,88,174,0 duplicate(jasntdups) 11_1 139
+in_moc_16,88,175,0 duplicate(jasntdups) 11_2 139
+in_moc_16,89,174,0 duplicate(jasntdups) 11_3 139
+in_moc_16,89,175,0 duplicate(jasntdups) 11_4 139
+in_moc_16,86,166,0 duplicate(jasntdups) 12_1 139
+in_moc_16,86,167,0 duplicate(jasntdups) 12_2 139
+in_moc_16,87,166,0 duplicate(jasntdups) 12_3 139
+in_moc_16,87,167,0 duplicate(jasntdups) 12_4 139
+in_moc_16,90,164,0 duplicate(jasntdups) 13_1 139
+in_moc_16,90,165,0 duplicate(jasntdups) 13_2 139
+in_moc_16,91,164,0 duplicate(jasntdups) 13_3 139
+in_moc_16,91,165,0 duplicate(jasntdups) 13_4 139
+in_moc_16,84,160,0 duplicate(jasntdups) 14_1 139
+in_moc_16,85,160,0 duplicate(jasntdups) 14_2 139
+in_moc_16,86,160,0 duplicate(jasntdups) 14_3 139
+in_moc_16,87,160,0 duplicate(jasntdups) 14_4 139
+in_moc_16,88,160,0 duplicate(jasntdups) 14_5 139
+in_moc_16,89,160,0 duplicate(jasntdups) 14_6 139
+in_moc_16,84,161,0 duplicate(jasntdups) 14_7 139
+in_moc_16,85,161,0 duplicate(jasntdups) 14_8 139
+in_moc_16,86,161,0 duplicate(jasntdups) 14_9 139
+in_moc_16,87,161,0 duplicate(jasntdups) 14_10 139
+in_moc_16,88,161,0 duplicate(jasntdups) 14_11 139
+in_moc_16,89,161,0 duplicate(jasntdups) 14_12 139
+in_moc_16,86,154,0 duplicate(jasntdups) 15_1 139
+in_moc_16,86,155,0 duplicate(jasntdups) 15_2 139
+in_moc_16,87,154,0 duplicate(jasntdups) 15_3 139
+in_moc_16,87,155,0 duplicate(jasntdups) 15_4 139
+in_moc_16,84,150,0 duplicate(jasntdups) 16_1 139
+in_moc_16,84,151,0 duplicate(jasntdups) 16_2 139
+in_moc_16,85,150,0 duplicate(jasntdups) 16_3 139
+in_moc_16,85,151,0 duplicate(jasntdups) 16_4 139
+in_moc_16,90,150,0 duplicate(jasntdups) 17_1 139
+in_moc_16,90,151,0 duplicate(jasntdups) 17_2 139
+in_moc_16,91,150,0 duplicate(jasntdups) 17_3 139
+in_moc_16,91,151,0 duplicate(jasntdups) 17_4 139
+in_moc_16,86,146,0 duplicate(jasntdups) 18_1 139
+in_moc_16,86,147,0 duplicate(jasntdups) 18_2 139
+in_moc_16,87,146,0 duplicate(jasntdups) 18_3 139
+in_moc_16,87,147,0 duplicate(jasntdups) 18_4 139
+
+in_moc_16,87,137,0 script Keeper of the Door#ASN 45,2,1,{
+
+OnTouch:
+ donpcevent "Thomas#ASNTEST::OnReset";
+ if (ASSIN_Q == 3) {
set ASSIN_Q,3;
- else
+ }
+ else {
set ASSIN_Q,4;
- warp "in_moc_16",87,102;
+ }
savepoint "in_moc_16",16,13;
+ warp "in_moc_16",87,102;
end;
OnEnable:
mapannounce "in_moc_16","The door to the next room, at coordinates 87 137, has opened.",bc_map;
- enablenpc "Keeper of the Door#ASN";
+ hideoffnpc "Keeper of the Door#ASN";
end;
OnDisable:
- disablenpc "Keeper of the Door#ASN";
+ hideonnpc "Keeper of the Door#ASN";
+ end;
+
+OnInit:
+ hideonnpc "Keeper of the Door#ASN";
end;
}
-in_moc_16,3,3,0 script timestopper#1 -1,{
+in_moc_16,3,3,0 script timestopper#1 139,{
+ end;
+
OnEnable:
initnpctimer;
end;
OnTimer187000:
- donpcevent "Thomas#ASNTEST::OnDisable";
+ donpcevent "Standby Room#ASNTEST::OnReset";
+ donpcevent "Thomas#ASNTEST::OnReset";
stopnpctimer;
end;
OnDisable:
stopnpctimer;
end;
-
-OnMyMobDead:
- mapannounce "in_moc_16","Hey, what the hell was that?! I told you: No killing monsters!",bc_map;
- mapannounce "in_moc_16","I'm bringing you back... *Sigh...*",bc_map;
- set ASSIN_Q,3;
- warp "in_moc_16",87,102;
- killmonsterall "in_moc_16";
- end;
}
in_moc_16,89,98,1 script Thomas#ASNTEST 118,5,1,{
- end;
OnTouch:
if (ASSIN_Q == 4) {
@@ -1508,7 +1954,7 @@ OnTouch:
mes "It looks like you're having a tough time. You're either trying too hard, or not trying hard";
mes "enough, kid.";
next;
- switch(select("I'm gonna try it again!:I... I quit!")) {
+ switch (select("I'm gonna try it again!:I... I quit!")) {
case 1:
mes "[Thomas]";
mes "Hmm. Well, okay.";
@@ -1522,100 +1968,120 @@ OnTouch:
mes "[Thomas]";
mes "Oh hey, don't forget to save your respawn point in town.";
close2;
- mapannounce "in_moc_16",strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map;
+ mapannounce "in_moc_16"," " + strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map;
+ donpcevent "Standby Room#ASNTEST::OnReset";
set ASSIN_Q,0;
set ASSIN_Q2,0;
set ASSIN_Q3,0;
- changequest 8004,8000;
+ erasequest 8000;
+ erasequest 8001;
+ erasequest 8002;
+ erasequest 8003;
+ erasequest 8004;
savepoint "in_moc_16",18,14;
warp "in_moc_16",18,14;
- donpcevent "Standby Room#ASNTEST::OnStart";
- end;
}
+ } else {
+ mes "[Thomas]";
+ mes "Hey, I'm Thomas. I'm in charge of testing your use of the hiding skill. Think you're up to it?";
+ next;
+ mes "[Thomas]";
+ mes "Listen. In this test, you can't kill any monsters. Your goal is to reach 'Barcardi' at the opposite side of this room.";
+ next;
+ mes "[Thomas]";
+ mes "So basically, get to the other side of this room and meet 'Barcardi' without killing a single monster. Understand?";
+ next;
+ mes "[Thomas]";
+ mes "If you run away, get a nose bleed and pass out or something like that, I'll fail ya'. Enough talk. Let's see what you got.";
+ close2;
+ set ASSIN_Q,4;
+ changequest 8003,8004;
}
+ donpcevent "Thomas#ASNTEST::OnTestmode";
+ end;
- mes "[Thomas]";
- mes "Hey, I'm Thomas. I'm in charge of testing your use of the hiding skill. Think you're up to it?";
- next;
- mes "[Thomas]";
- mes "Listen. In this test, you can't kill any monsters. Your goal is to reach 'Barcardi' at the opposite side of this room.";
- next;
- mes "[Thomas]";
- mes "So basically, get to the other side of this room and meet 'Barcardi' without killing a single monster. Understand?";
- next;
- mes "[Thomas]";
- mes "If you run away, get a nose bleed and pass out or something like that, I'll fail ya'. Enough talk. Let's see what you got.";
- close2;
- set ASSIN_Q,4;
-
- monster "in_moc_16",81,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",82,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",83,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",84,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",85,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",86,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",88,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",89,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",90,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",77,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",78,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",79,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",80,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",81,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",91,55,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",92,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",93,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",94,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",95,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",96,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",97,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",76,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",79,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",79,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",76,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",96,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",96,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",99,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",99,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+OnTestmode:
+ monster "in_moc_16",81,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",82,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",83,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",84,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",85,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",86,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",88,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",89,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",90,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",77,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",78,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",79,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",80,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",81,55,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",91,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",92,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",93,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",94,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",95,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",96,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",97,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",76,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",79,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",79,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",76,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",96,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",96,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",99,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",99,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
end;
-OnDisable:
- donpcevent "Standby Room#ASNTEST::OnStart";
- killmonsterall "in_moc_16";
+OnMyMobDead:
+ mapannounce "in_moc_16","Hey, what the hell was that?! I told you: No killing monsters!",bc_map;
+ mapannounce "in_moc_16","I'm bringing you back... *Sigh...*",bc_map;
+ set ASSIN_Q,3;
+ warp "in_moc_16",87,102;
+ killmonster "in_moc_16","Thomas#ASNTEST::OnMyMobDead";
+ end;
+
+OnReset:
+ killmonster "in_moc_16","Thomas#ASNTEST::OnMyMobDead";
end;
}
in_moc_16,87,48,2 script Barcardi#ASN 725,2,2,{
+
OnTouch:
donpcevent "timestopper#1::OnDisable";
- donpcevent "Thomas#ASNTEST::OnDisable";
+ donpcevent "Thomas#ASNTEST::OnReset";
mes "[Barcardi]";
mes "Oh! Congratulations!";
mes "You may now proceed to our Guildmaster's room. Good luck!!";
close2;
set ASSIN_Q,5;
changequest 8004,8005;
+ donpcevent "Standby Room#ASNTEST::OnReset";
warp "in_moc_16",181,183;
end;
}
in_moc_16,182,169,0 script Maze Assistant 45,1,1,{
+
OnTouch:
- if (ASSIN_Q == 5 || ASSIN_Q == 6) {
+ if (ASSIN_Q == 5) {
warp "in_moc_16",181,183;
- set ASSIN_Q,ASSIN_Q+1;
- changequest 8005,8006;
+ set ASSIN_Q,6;
+ }
+ if (ASSIN_Q == 6) {
+ warp "in_moc_16",181,183;
+ set ASSIN_Q,7;
}
else {
- mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map;
+ mapannounce "in_moc_16","" + strcharinfo(0) + " has entered 'Guildmaster's room.'",bc_map;
savepoint "in_moc_16",181,183;
- donpcevent "Guildmaster#ASN2::OnDisable";
warp "in_moc_16",167,113;
- end;
}
+ end;
}
-in_moc_16,167,110,0 script Guildmaster#ASN1 -1,3,1,{
+in_moc_16,167,110,0 script Guildmaster#ASN1 139,3,1,{
+
OnTouch:
savepoint "in_moc_16",167,110;
mes "[Guildmaster]";
@@ -1629,17 +2095,27 @@ OnTouch:
mes "I look forward";
mes "to meeting you";
mes "at the end of maze.";
+ changequest 8005,8006;
close;
-OnDisable:
+OnCast:
mapannounce "in_moc_16","...Next volunteer, please come in.",bc_map;
end;
}
in_moc_16,149,80,4 script Guildmaster#ASN2 106,1,1,{
+
OnTouch:
- savepoint "morocc",100,100;
- if (ASSIN_Q == 7 && BaseJob == Job_Thief) {
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ savepoint "moc_ruins",79,99;
+ if ((ASSIN_Q == 7) && (Class == Job_Thief)) {
set ASSIN_Q,8;
mes "[Guildmaster]";
mes "Welcome.";
@@ -1656,7 +2132,7 @@ OnTouch:
mes "[Guildmaster]";
mes "First off, what do you think is the priority of an Assassin?";
next;
- switch(select("More power.:An Assassin's pride.:Endless practice.")) {
+ switch (select("More power.:An Assassin's pride.:Endless practice.")) {
case 1:
mes "[Guildmaster]";
mes "More power...";
@@ -1672,7 +2148,7 @@ OnTouch:
mes "to be stronger";
mes "than you are now?";
next;
- switch(select("Revenge...!:Money~:I want to travel.")) {
+ switch (select("Revenge...!:Money~:I want to travel.")) {
case 1:
set ASSIN_Q,8;
mes "[Guildmaster]";
@@ -1686,7 +2162,6 @@ OnTouch:
mes "Being an Assassin means";
mes "to abandon the ego.";
next;
- break;
case 2:
set ASSIN_Q,9;
mes "[Guildmaster]";
@@ -1697,7 +2172,6 @@ OnTouch:
mes "to abandon such worldly";
mes "attachments...";
next;
- break;
case 3:
set ASSIN_Q,10;
mes "[Guildmaster]";
@@ -1709,9 +2183,7 @@ OnTouch:
mes "[Guildmaster]";
mes "In a way, being an Assassin is to live life in loneliness...";
next;
- break;
}
- break;
case 2:
mes "[Guildmaster]";
mes "An Assassin's pride...";
@@ -1726,7 +2198,7 @@ OnTouch:
mes "[Guildmaster]";
mes "I can understand why their pride and dignity would be so important to them. Now, for what reason do you wish to become an Assassin?";
next;
- switch(select("I like the solitude.:Making money being an Assassin.:They just look interesting.")) {
+ switch (select("I like the solitude.:Making money being an Assassin.:They just look interesting.")) {
case 1:
set ASSIN_Q,11;
mes "[Guildmaster]";
@@ -1741,13 +2213,11 @@ OnTouch:
mes "[Guildmaster]";
mes "But, as I told you before, we have comrades. I recommend having at least one comrade to back up you when you're on a mission.";
next;
- break;
case 2:
set ASSIN_Q,12;
mes "[Guildmaster]";
mes "Well, I can't deny it, we do need money to make a living. But don't you think we should pursue something even more important than money?";
next;
- break;
case 3:
set ASSIN_Q,13;
mes "[Guildmaster]";
@@ -1760,9 +2230,7 @@ OnTouch:
mes "Don't forget...";
mes "Assassins don't toy around. We are not into a style or trend, and we never will be.";
next;
- break;
}
- break;
case 3:
mes "[Guildmaster]";
mes "Endless Practice...";
@@ -1772,7 +2240,7 @@ OnTouch:
mes "Unlike the Thief class, the Assassin job doesn't allow self-indulgence. Tell me the";
mes "reason you train endlessly.";
next;
- switch(select("To broaden my skills.:It's a goal of mine.:For spiritual improvement.")) {
+ switch (select("To broaden my skills.:It's a goal of mine.:For spiritual improvement.")) {
case 1:
set ASSIN_Q,14;
mes "[Guildmaster]";
@@ -1781,7 +2249,6 @@ OnTouch:
mes "[Guildmaster]";
mes "You won't be satisfied in becoming an Assassin if you think this...";
next;
- break;
case 2:
set ASSIN_Q,15;
mes "[Guildmaster]";
@@ -1795,7 +2262,6 @@ OnTouch:
next;
mes "I'm a bit worried about you. I hope you realize that once you become an Assassin, there's no turning back...";
next;
- break;
case 3:
set ASSIN_Q,16;
mes "[Guildmaster]";
@@ -1805,10 +2271,9 @@ OnTouch:
mes "[Guildmaster]";
mes "I hope you're not a hypocrite. Spiritual discipline is the best way for you to survive.";
next;
- break;
}
- break;
}
+ set @assassin_sangdam,0;
mes "[Guildmaster]";
mes "Sadly, there are some nit-wits who are eager to be Assassins even though they don't know anything...";
next;
@@ -1821,30 +2286,29 @@ OnTouch:
mes "[Guildmaster]";
mes "So if you could become an Assassin right now, what is the first thing you would do?";
next;
- switch(select("I would go hunt right away.:There are people waiting for me.:Check how I can help as an Assassin.")) {
+ switch (select("I would go hunt right away.:There are people waiting for me.:Check how I can help as an Assassin.")) {
case 1:
mes "[Guildmaster]";
mes "Hunt...";
mes "Is that all...?";
next;
- switch(select("I would level up fast.:I want to explore my Assassin skills.:I will go where I couldn't go as a Thief.")) {
+ switch (select("I would level up fast.:I want to explore my Assassin skills.:I will go where I couldn't go as a Thief.")) {
case 1:
- set .@assassin_sangdam,.@assassin_sangdam+10;
+ set @assassin_sangdam,@assassin_sangdam + 10;
mes "[Guildmaster]";
mes "Don't act recklessly...";
mes "Being an Assassin never makes you a different person. And don't rely on chance.";
next;
- break;
case 2:
- set .@assassin_sangdam,.@assassin_sangdam+5;
+ set @assassin_sangdam,@assassin_sangdam + 5;
mes "[Guildmaster]";
mes "It is good for one to examine oneself. I can understand that you will be excited by the great change in your ability.";
next;
mes "[Guildmaster]";
mes "In the meantime, I hope you won't forget the Assassin mentality.";
next;
- break;
case 3:
+ set @assassin_sangdam,@assassin_sangdam + 0;
mes "[Guildmaster]";
mes "Very well...";
mes "Exploring places you've never seen before. But know that being an Assassin never makes you a different person.";
@@ -1853,24 +2317,21 @@ OnTouch:
mes "Don't force yourself too much.";
mes "Take your time and travel wisely.";
next;
- break;
}
- break;
case 2:
mes "[Guildmaster]";
mes "Who is waiting";
mes "for you, might I ask?";
next;
- switch(select("My friends.:My Guildsmen.:My lover.")) {
+ switch (select("My friends.:My Guildsmen.:My lover.")) {
case 1:
- set .@assassin_sangdam,.@assassin_sangdam+5;
+ set @assassin_sangdam,@assassin_sangdam + 5;
mes "[Guildmaster]";
mes "I see...";
mes "Appreciate them for caring about you, even when you're alone.";
next;
- break;
case 2:
- set .@assassin_sangdam,.@assassin_sangdam+5;
+ set @assassin_sangdam,@assassin_sangdam + 5;
mes "[Guildmaster]";
mes "Great...";
mes "Comrades for whom you would die for...";
@@ -1878,30 +2339,30 @@ OnTouch:
mes "[Guildmaster]";
mes "As an Assassin, find a job that you can do for them without them knowing..";
next;
- break;
case 3:
+ set @assassin_sangdam,@assassin_sangdam + 0;
mes "[Guildmaster]";
mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
next;
mes "[Guildmaster]";
- if (sex )
+ if (Sex == 1) {
mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
- else
+ }
+ else {
mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";
+ }
next;
mes "[Guildmaster]";
mes "Love your beloved forever, even if you can't openly express it. Sometimes, life doesn't allow you to find true love more than once.";
next;
- break;
}
- break;
case 3:
mes "[Guildmaster]";
mes "That's most admirable. Is there anything that you would like to ask me about?";
next;
- switch(select("Places where Assassins can level up...:Main goals as an Assassin.:Financial consulting.")) {
+ switch (select("Places where Assassins can level up...:Main goals as an Assassin.:Financial consulting.")) {
case 1:
- set .@assassin_sangdam,.@assassin_sangdam+5;
+ set @assassin_sangdam,@assassin_sangdam + 5;
mes "[Guildmaster]";
mes "It all depends on your mind. Any place could be the best to level up according to your mind state.";
next;
@@ -1909,17 +2370,16 @@ OnTouch:
mes "You must know how to";
mes "survive in any situation.";
next;
- break;
case 2:
+ set @assassin_sangdam,@assassin_sangdam + 0;
mes "[Guildmaster]";
mes "There are many Assassins out there. Look to them as your trainers, and ask for their opinions.";
next;
mes "[Guildmaster]";
mes "I hope you will become an excellent Assassin. And when you reach a certain level, you must guide newbies as your trainers have.";
next;
- break;
case 3:
- set .@assassin_sangdam,.@assassin_sangdam+10;
+ set @assassin_sangdam,@assassin_sangdam + 10;
mes "[Guildmaster]";
mes "Oh my lord...";
mes "Are you planning to become an Assassin in order to make money?";
@@ -1927,9 +2387,7 @@ OnTouch:
mes "[Guildmaster]";
mes "People of that nature are unwelcome. If such is your goal, you may wish to reconsider your job...";
next;
- break;
}
- break;
}
mes "[Guildmaster]";
mes "It was nice to meet you. You reminded me of the good ol' days.";
@@ -1946,13 +2404,13 @@ OnTouch:
mes "They will";
mes "be here soon.";
next;
- enablenpc "[Huey]";
- enablenpc "[Khai]";
- enablenpc "[The Anonymous One]";
- enablenpc "[Barcardi]";
- enablenpc "[Beholder]";
- enablenpc "[Thomas]";
- enablenpc "[Gayle Maroubitz]";
+ donpcevent "[Huey]::OnEnable";
+ donpcevent "[Khai]::OnEnable";
+ donpcevent "[The Anonymous One]::OnEnable";
+ donpcevent "[Barcardi]::OnEnable";
+ donpcevent "[Beholder]::OnEnable";
+ donpcevent "[Thomas]::OnEnable";
+ donpcevent "[Gayle Maroubitz]::OnEnable";
mes "[The Anonymous One]";
mes "I am here.";
next;
@@ -1962,7 +2420,7 @@ OnTouch:
mes "[The Anonymous One]";
mes "Ah yeah...";
mes "I think";
- mes ""+ strcharinfo(0) +"";
+ mes "" + strcharinfo(0) + "";
mes "is decent.";
next;
mes "[Guildmaster]";
@@ -1971,7 +2429,7 @@ OnTouch:
mes "supports you. How";
mes "about you, Huey?";
next;
- if (ASSIN_Q3 == 1) {
+ if (ASSIN_Q2 == 1) {
mes "[Huey]";
mes "A rarity.";
mes "You can tell";
@@ -1980,10 +2438,9 @@ OnTouch:
mes "[Huey]";
mes "I agree with";
mes "the Anonymous One.";
- }
- else {
+ } else {
mes "[Huey]";
- mes "Although "+ strcharinfo(0) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(0) +" has the stuff.";
+ mes "Although " + strcharinfo(0) + " looks too mellow and gentle, kind of like a pussycat, " + strcharinfo(0) + " has the stuff.";
next;
mes "[Huey]";
mes "If it's alright with you, I'd like to get back to my job.";
@@ -2004,74 +2461,72 @@ OnTouch:
next;
mes "[Guildmaster]";
mes "Hmm...";
- mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(0) +" as well...";
+ mes "It seems we are all in agreement. Good. I don't have any problem with " + strcharinfo(0) + " as well...";
next;
- switch(ASSIN_Q) {
- case 8:
+ if (ASSIN_Q == 8) {
mes "[Guildmaster]";
mes "Even though you're driven by personal revenge, I hope it will go away as you train...";
next;
- break;
- case 9:
+ }
+ if (ASSIN_Q == 9) {
mes "[Guildmaster]";
mes "Even though your main concern for now is being a rich, I'm sure you'll pursue something even greater...";
next;
- break;
- case 10:
+ }
+ if (ASSIN_Q == 10) {
mes "[Guildmaster]";
mes "Eager to travel all around the world, I hope your real identity is found in your journeys...";
next;
- break;
- case 11:
+ }
+ if (ASSIN_Q == 11) {
mes "[Guildmaster]";
mes "You seem to know a lot about Assassins. I don't think frustration from being alone will be difficult for you...";
next;
- break;
- case 12:
+ }
+ if (ASSIN_Q == 12) {
mes "[Guildmaster]";
mes "You have an idiocy about money, but I believe that you should be able to overcome it.";
next;
mes "[Guildmaster]";
mes "Although I do not trust you for now, I will give you a chance...";
next;
- break;
- case 13:
+ }
+ if (ASSIN_Q == 13) {
mes "[Guildmaster]";
mes "Even though you're enamored with Assassins superficially, I believe you will realize the real value of the Assassin job sooner or later.";
next;
- break;
- case 14:
+ }
+ if (ASSIN_Q == 14) {
mes "[Guildmaster]";
mes "One of the rare people who seeks better skills, I hope you will realize the importance of spiritual discipline sooner or later.";
next;
- break;
- case 15:
+ }
+ if (ASSIN_Q == 15) {
mes "[Guildmaster]";
mes "Sooner or later, you will find a new goal to which you can devote yourself...";
next;
- break;
- case 16:
+ }
+ if (ASSIN_Q == 16) {
mes "[Guildmaster]";
mes "I know some people care only about their physical training, but";
mes "I believe you stand out amongst them...";
next;
}
- if (ASSIN_Q3 == 1 && BaseJob == Job_Thief && ASSIN_Q > 6 && ASSIN_Q < 17) {
- set ASSIN_Q,17;
- set ASSIN_Q3,2;
+ if ((ASSIN_Q2 == 1) && (Class == Job_Baby_Thief || Class == Job_Thief) && (ASSIN_Q > 6) && (ASSIN_Q < 17)) {
+ set ASSIN_Q2,2;
mes "[Guildmaster]";
mes "Well, I've said too much. Please choose a weapon as a present.";
next;
mes "[Guildmaster]";
mes "You can choose a Jur, Katar, Main Gauche, or a Gladius. As a master, I love them all.";
next;
- switch(select("Jur:Katar:Main Gauche:Gladius")) {
+ switch (select("Jur:Katar:Main Gauche:Gladius")) {
case 1:
mes "[Guildmaster]";
mes "A Jur...";
mes "Good choice. There you are. I hope it will serve you well.";
getitem 1251,1; //Jur_
- break;
+ next;
case 2:
mes "[Guildmaster]";
mes "A Katar...";
@@ -2080,43 +2535,42 @@ OnTouch:
mes "I know it will";
mes "serve you well.";
getitem 1253,1; //Katar_
- break;
+ next;
case 3:
mes "[Guildmaster]";
mes "I see. You want to use both hands. Here, take your Main Gauche.";
getitem 1208,1; //Main_Gauche_
- break;
+ next;
case 4:
mes "[Guildmaster]";
mes "A Gladius...";
mes "It used to rule over the Assassin weapon market. Please take care of my gladius.";
getitem 1220,1; //Gladius_
+ next;
}
- next;
- }
- else {
- set ASSIN_Q,17;
+ } else {
mes "[Guildmaster]";
mes "Well, I talked too much.";
mes "Please take this first.";
next;
- switch(rand(1,5)) {
- case 1:
+ set .@asn_item,rand(1,5);
+ if (.@asn_item == 1) {
getitem 1207,1; //Main_Gauche
- break;
- case 2:
+ }
+ if (.@asn_item == 2) {
getitem 1250,1; //Jur
- break;
- case 3:
+ }
+ if (.@asn_item == 3) {
getitem 1216,1; //Stiletto
- break;
- case 4:
+ }
+ if (.@asn_item == 4) {
getitem 1201,1; //Knife
- break;
- case 5:
+ }
+ else {
getitem 1252,1; //Katar
}
}
+ set ASSIN_Q,17;
mes "[Guildmaster]";
mes "Well, I am giving you a token. Please return to the Assassin expert, the Ferocious-Looking Huey, at the entrance.";
next;
@@ -2125,24 +2579,49 @@ OnTouch:
next;
mes "[Guildmaster]";
mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others.";
- savepoint "morocc",100,100;
+ savepoint "moc_ruins",79,99;
getitem 1008,1; //Frozen_Heart
- changequest 8006,8007;
next;
mes "[Guildmaster]";
mes "Okay, all of you may go back to your positions. I will send you to the entrance as well. Let's move...";
- disablenpc "[Huey]";
- disablenpc "[Khai]";
- disablenpc "[The Anonymous One]";
- disablenpc "[Barcardi]";
- disablenpc "[Beholder]";
- disablenpc "[Thomas]";
- disablenpc "[Gayle Maroubitz]";
+ donpcevent "[Huey]::OnDisable";
+ donpcevent "[Khai]::OnDisable";
+ donpcevent "[The Anonymous One]::OnDisable";
+ donpcevent "[Barcardi]::OnDisable";
+ donpcevent "[Beholder]::OnDisable";
+ donpcevent "[Thomas]::OnDisable";
+ donpcevent "[Gayle Maroubitz]::OnDisable";
close2;
warp "in_moc_16",17,19;
end;
}
- else if (ASSIN_Q == 17) {
+ if ((ASSIN_Q == 17) && (countitem(1008) == 0)) {
+ mes "[Guildmaster]";
+ mes "Well, I am giving you a token. Please return to the Assassin expert, the Ferocious-Looking Huey, at the entrance.";
+ next;
+ mes "[Guildmaster]";
+ mes "Upon receiving this token, Huey will promote you to an Assassin.";
+ next;
+ mes "[Guildmaster]";
+ mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others.";
+ savepoint "moc_ruins",79,99;
+ getitem 1008,1; //Frozen_Heart
+ next;
+ mes "[Guildmaster]";
+ mes "Okay, all of you may go back to your positions. I will send you to the entrance as well. Let's move...";
+ donpcevent "[Huey]::OnDisable";
+ donpcevent "[Khai]::OnDisable";
+ donpcevent "[The Anonymous One]::OnDisable";
+ donpcevent "[Barcardi]::OnDisable";
+ donpcevent "[Beholder]::OnDisable";
+ donpcevent "[Thomas]::OnDisable";
+ donpcevent "[Gayle Maroubitz]::OnDisable";
+ changequest 8006,8007;
+ close2;
+ warp "in_moc_16",17,19;
+ end;
+ }
+ if (ASSIN_Q == 17) {
mes "[Guildmaster]";
mes "Umm...?";
mes "How come you're in here...?";
@@ -2153,7 +2632,7 @@ OnTouch:
warp "in_moc_16",17,19;
end;
}
- else if (ASSIN_Q > 7 && ASSIN_Q < 17) {
+ if ((ASSIN_Q > 7) && (ASSIN_Q < 17)) {
set ASSIN_Q,7;
mes "[Guildmaster]";
mes "What the hell? You pressed 'Cancel' during the process. Do you want to change your job or what?";
@@ -2163,16 +2642,14 @@ OnTouch:
mes "Ok, let's start again. If you don't listen this time, you won't leave this room alive. You got me?";
close;
}
- else {
- mes "[Guildmaster]";
- mes "Umm? How come your in here?";
- next;
- mes "[Guildmaster]";
- mes "You already finished your test, go give your ^006699Necklace of Oblivion^000000 to the Ferocious-looking guy so you can change your job!";
- close2;
- warp "in_moc_16",17,19;
- end;
- }
+ mes "[Guildmaster]";
+ mes "Umm? How come your in here?";
+ next;
+ mes "[Guildmaster]";
+ mes "You already finished your test, go give your ^006699Necklace of Oblivion^000000 to the Ferocious-looking guy so you can change your job!";
+ close2;
+ warp "in_moc_16",17,19;
+ end;
}
in_moc_16,186,81,1 script Master Assist 55,1,1,{
@@ -2181,7 +2658,8 @@ in_moc_16,186,81,1 script Master Assist 55,1,1,{
close;
}
-in_moc_16,170,90,0 script info 1 -1,{
+in_moc_16,170,90,0 script info 1 139,{
+
OnTouch:
mes "[Guildmaster]";
mes "Huh.";
@@ -2189,14 +2667,16 @@ OnTouch:
close;
}
-in_moc_16,153,85,0 script info 2 -1,1,1,{
+in_moc_16,153,85,0 script info 2 139,1,1,{
+
OnTouch:
mes "[Guildmaster]";
mes "You're getting warmer. You're almost there. Just, turn around a little bit.";
close;
}
-in_moc_16,160,85,0 script info 3 -1,1,1,{
+in_moc_16,160,85,0 script info 3 139,1,1,{
+
OnTouch:
mes "[Guildmaster]";
mes "Hmm.";
@@ -2205,7 +2685,8 @@ OnTouch:
close;
}
-in_moc_16,175,89,0 script info 4 -1,1,1,{
+in_moc_16,175,89,0 script info 4 139,1,1,{
+
OnTouch:
mes "[Guildmaster]";
mes "Umm...";
@@ -2213,7 +2694,8 @@ OnTouch:
close;
}
-in_moc_16,164,88,0 script info 5 -1,{
+in_moc_16,164,88,0 script info 5 139,{
+
OnTouch:
mes "[Guildmaster]";
mes "Well done...";
@@ -2221,79 +2703,138 @@ OnTouch:
close;
}
-in_moc_16,149,95,0 script info 6 -1,1,1,{
+in_moc_16,149,95,0 script info 6 139,1,1,{
+
OnTouch:
mes "[Guildmaster]";
mes "Hm? Not bad. You're almost here.";
close;
}
-in_moc_16,180,101,0 script info 7 -1,1,1,{
+in_moc_16,180,101,0 script info 7 139,1,1,{
+
OnTouch:
mes "[Guildmaster]";
mes "I don't think you're going the right way.";
close;
}
-in_moc_16,186,107,0 script info 8 -1,1,1,{
+in_moc_16,186,107,0 script info 8 139,1,1,{
+
OnTouch:
mes "[Guildmaster]";
mes "No sense of direction, eh?";
close;
}
-in_moc_16,156,87,1 script [Huey] 55,{
+in_moc_16,156,87,1 script [Huey] 55,1,1,{
end;
OnInit:
- disablenpc "[Huey]";
+ hideonnpc "[Huey]";
+ end;
+
+OnDisable:
+ hideonnpc "[Huey]";
+ end;
+
+OnEnable:
+ hideoffnpc "[Huey]";
end;
}
-in_moc_16,156,85,1 script [Khai] 730,{
+in_moc_16,156,85,1 script [Khai] 730,1,1,{
end;
OnInit:
- disablenpc "[Khai]";
+ hideonnpc "[Khai]";
+ end;
+
+OnDisable:
+ hideonnpc "[Khai]";
+ end;
+
+OnEnable:
+ hideoffnpc "[Khai]";
end;
}
-in_moc_16,156,83,1 script [The Anonymous One] 106,{
+in_moc_16,156,83,1 script [The Anonymous One] 106,1,1,{
end;
OnInit:
- disablenpc "[The Anonymous One]";
+ hideonnpc "[The Anonymous One]";
+ end;
+
+OnDisable:
+ hideonnpc "[The Anonymous One]";
+ end;
+
+OnEnable:
+ hideoffnpc "[The Anonymous One]";
end;
}
-in_moc_16,156,81,2 script [Barcardi] 725,{
+in_moc_16,156,81,2 script [Barcardi] 725,1,1,{
end;
OnInit:
- disablenpc "[Barcardi]";
+ hideonnpc "[Barcardi]";
+ end;
+
+OnDisable:
+ hideonnpc "[Barcardi]";
+ end;
+
+OnEnable:
+ hideoffnpc "[Barcardi]";
end;
}
-in_moc_16,156,79,1 script [Beholder] 118,{
+in_moc_16,156,79,1 script [Beholder] 118,1,1,{
end;
OnInit:
- disablenpc "[Beholder]";
+ hideonnpc "[Beholder]";
+ end;
+
+OnDisable:
+ hideonnpc "[Beholder]";
+ end;
+
+OnEnable:
+ hideoffnpc "[Beholder]";
end;
}
-in_moc_16,156,77,1 script [Thomas] 118,{
+in_moc_16,156,77,1 script [Thomas] 118,1,1,{
end;
OnInit:
- disablenpc "[Thomas]";
+ hideonnpc "[Thomas]";
+ end;
+
+OnDisable:
+ hideonnpc "[Thomas]";
+ end;
+
+OnEnable:
+ hideoffnpc "[Thomas]";
end;
}
-in_moc_16,156,75,1 script [Gayle Maroubitz] 55,{
+in_moc_16,156,75,1 script [Gayle Maroubitz] 55,1,1,{
end;
OnInit:
- disablenpc "[Gayle Maroubitz]";
+ hideonnpc "[Gayle Maroubitz]";
+ end;
+
+OnDisable:
+ hideonnpc "[Gayle Maroubitz]";
+ end;
+
+OnEnable:
+ hideoffnpc "[Gayle Maroubitz]";
end;
}