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authorL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-08-27 03:25:00 +0000
committerL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-08-27 03:25:00 +0000
commit1fe2e1773b9a7218fe5e39c4d2116194216b6986 (patch)
tree31a19349a7c55280bd21eeab4831fc0b838678bc /npc/jobs/3-1
parenta2ec62d8f24cbc11dcb646712c4c16a5cf897372 (diff)
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- Implemented first version of Archbishop skills. Preliminary version, see doc/3rd_job_notes.txt for details/bugs/issues with skills.
- Implemented fixed cast time, old cast time mechanics no longer available. Added bFixedCastRate used for reducing fixed cast time mechanic. Cast time calculations probably still needs work, as the cast rate reductions are probably additive and multiplicative as they used to be. - As a result, skill_delayfix_sc() has been removed, status effects that modify cast time are now calculated DURING cast time, not after. - Implemented skill cooldown in skill_cast_db.txt. Known issue is that the cooldowns should save on logout/server shutdown/etc. - Implemented new heal calculation and started work on MATK. Added bWeaponMatk, and bEquipmentMatk for use with new MATK mechanic. - Removed custom features and their config settings: delay_dependon_dex, delay_dependon_agi, castrate_dex_scale. - Increased max_def to 9999 for now, as that is by default the largest defense increase found in the Renewal database (Ahura_mazdah, GM item) - Added shield aspd reduction from job_db1.txt-- Not 100% sure on this one yet. Should be considered a WIP. - Modified updatestatus(), to display information more in line with the client's status window. - Updated some calculations in status_calc_misc to match renewal, needs a lot of work still. - ST_CHASEWALK and HP_BASILICA no longer have 0 cast time while being canceled. * Implemented 'Boss' Decrease AGI, like 'Boss' Heal - editable in skill.conf * clif_skill_fail() now accepts a new parameter, to be used in later messages. * status_change_start() now stores tick as duration upon being called, which fixes timers calling the function from showing negative durations. * Implemented skill ALL_PARTYFLEE. 1 level, increases party member flee by 10. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/branches/renewal@14941 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/3-1')
-rw-r--r--npc/jobs/3-1/archbishop.txt2273
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diff --git a/npc/jobs/3-1/archbishop.txt b/npc/jobs/3-1/archbishop.txt
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+++ b/npc/jobs/3-1/archbishop.txt
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+prt_church,103,88,3 script Praying Minister#arch 60,{
+ if (BaseJob != Job_Priest) {
+ if (BaseJob == job_Archbishop) {
+ mes "[Praying Minister]";
+ mes "Ah! An Archbishop.";
+ mes "You have reached the state of light.";
+ mes "I hope you give happiness and honor to people during your adventures.";
+ close;
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+ }
+ }
+ else {
+ if (Upper == 4) {
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+ }
+ if ((BaseLevel == 99) && (JobLevel > 49)) {
+ if (job_arch == 0) {
+ if (SkillPoint) {
+ mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
+ close;
+ }
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ if (Sex == 1)
+ mes "Brother, how has your life been?";
+ else
+ mes "Sister, how has your life been?";
+ mes "Have you lived it to it's fullest?";
+ mes "Have you served your life in the light of Odin?";
+ next;
+ mes "[Praying Minister]";
+ mes "We are ministers and our behavior is seen as acts of the Gods.";
+ mes "We should always be mindful of this.";
+ next;
+ mes "[Praying Minister]";
+ mes "We should always tell the truth.";
+ mes "We should not fall prey to lies and deceit.";
+ next;
+ mes "[Praying Minister]";
+ if (Sex == 1)
+ mes "Brother...";
+ else
+ mes "Sister...";
+ mes "Even though we serve Odin, we are normal people.";
+ mes "We can be degraded in spite of ourselves and we must realize that.";
+ next;
+ mes "[Praying Minister]";
+ mes "We always try to keep our original intention in mind and spread Odin's rule.";
+ next;
+ select("How do I become like that?");
+ mes "[Praying Minister]";
+ mes "That's a good question.";
+ mes "We have lots of methods.";
+ mes "But, I recommend this.";
+ next;
+ mes "[Praying Minister]";
+ mes "Have you ever heard of a";
+ mes "^3131FFHoly Pilgrimage^000000?";
+ mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
+ next;
+ mes "[Praying Minister]";
+ mes "When you pray to Odin in the holy place, you will feel that you are born again.";
+ next;
+ mes "[Praying Minister]";
+ mes "What do you think?";
+ mes "Would you like to do a Holy Pilgrimage?";
+ next;
+ switch(select("Yes I want to.:I'll think about it.")) {
+ case 1:
+ mes "[Praying Minister]";
+ mes "That's the correct attitude.";
+ mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "There is a small village named Umbala far from here.";
+ mes "That village is a where a tribe lives in harmony with nature.";
+ next;
+ mes "[Praying Minister]";
+ mes "Go there and find Priest Dayan.";
+ mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''";
+ next;
+ mes "[Praying Minister]";
+ mes "He's very old so he is hard of hearing.";
+ mes "You have to speak loud and clearly. You got it?";
+ mes "I hope that this paves the way for you to live in the light of Odin......";
+ set job_arch,1;
+ setquest 2187;
+ close;
+ case 2:
+ mes "[Praying Minister]";
+ mes "A Holy Pilgrimage isn't that difficult.";
+ mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Feel free to visit me if you change your mind.";
+ mes "I'll always be here for you.";
+ close;
+ }
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "How's it going?";
+ mes "Did you meet Priest Dayan in Umbala?";
+ close;
+ }
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+ }
+ }
+}
+
+umbala,137,227,5 script Utan Boy#arch 787,{
+ mes "[Utan Boy]";
+ mes "........";
+ close;
+}
+
+umbala,139,227,3 script Priest#arch 60,{
+ if (job_arch < 1) {
+ mes "[Priest]";
+ mes "Un...ba... Unba?";
+ close;
+ }
+ else if (job_arch == 1) {
+ mes "[Priest]";
+ mes "Un...ba... Umba?";
+ next;
+ mes "[Utan Boy]";
+ mes "...............";
+ next;
+ mes "[Priest]";
+ mes "Is that... right?";
+ mes "Hmm... so...";
+ mes "Um...ma? Umau...ma?";
+ emotion e_swt,"Priest#arch";
+ next;
+ mes "[Utan Boy]";
+ mes "...............";
+ next;
+ mes "[Priest]";
+ mes "Huuuuuu......";
+ mes "Oh, dear . I feel heavy.";
+ mes "hohohoho.";
+ next;
+ mes "- mumbling~ -";
+ next;
+ mes "[Priest]";
+ mes "hahahahaha.";
+ mes "huhuhuhu. humhum.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello. are you... Priest Dayan?";
+ next;
+ mes "[Priest]";
+ mes "Huh?";
+ next;
+ mes "He turns his head towards you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Aren't you Priest Dayan?";
+ next;
+ mes "[Priest]";
+ mes "muttering...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Priest! Da~yan! Right!?";
+ next;
+ mes "[Priest Dayan]";
+ mes "Ah~, yes.";
+ mes "Yes, I am.";
+ if (Sex == 1)
+ mes "I'm Dayan. Nice to meet you Brother.";
+ else
+ mes "I'm Dayan. Nice to meet you Sister.";
+ next;
+ mes "The old priest gives you an ear to ear grin. ";
+ next;
+ mes "[Priest Dayan]";
+ mes "I forgot to wear my hearing aid. hehe.";
+ mes "Anyway, why have you come here?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm, I wanted to tell you...";
+ next;
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@urans$,.@input$;
+ set .@myans$,"I'm here for the Holy Pilgrimage";
+ set .@sungzi,compare(.@urans$,.@myans$);
+ if (.@sungzi == 0) {
+ mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
+ next;
+ mes "[Priest]";
+ mes "Eh? Say what?";
+ close;
+ }
+ mes "[Priest Dayan]";
+ mes "..............?";
+ next;
+ mes "He cups his ears towards you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ next;
+ mes "[Priest Dayan]";
+ mes "Eh... are you?";
+ mes "A pilgrimage to the Holy Land...";
+ mes "It has been a long time since I've seen such a devout minister.";
+ if (Sex == 1)
+ mes "Welcome. Brother.";
+ else
+ mes "Welcome. Sister.";
+ next;
+ mes "The old priest gives you a gracious smile.";
+ next;
+ mes "[Priest Dayan]";
+ mes "See this village with the huge forest surrounding it.";
+ mes "Can you see a giant tree?";
+ next;
+ mes "[Priest Dayan]";
+ mes "That big tree is called The ^3131FFYggdrasil^000000.";
+ mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune Midgard.";
+ next;
+ mes "[Priest Dayan]";
+ mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The roots head to Nifflheim where you can find Hvergelmir spring.";
+ mes "In Rune Midgard there is Mimir's spring. And in Asgard, the world of the Gods, there is the Word spring.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1)
+ mes "Brother.";
+ else
+ mes "Sister.";
+ mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Enter the Yggdrasil.";
+ mes "You may be assaulted by creatures in there but be mindful that their intentions are only to protect the Yggdrasil.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Follow your steps with purpose.";
+ mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil.";
+ mes "When you arrive there, find a quiet place.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Pray for a life of faith and expiate your sins with a pious mind.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path.";
+ mes "^3131FFFeel free to ask me about how to pray^000000.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Lets see, go to the place of the most famous creature from Odin.";
+ next;
+ mes "[Priest Dayan]";
+ mes "After making your pilgrimage, let's have a drink together and talk about your experience.";
+ next;
+ mes "- Priest Dayan smiles again. -";
+ set job_arch,2;
+ changequest 2187,2188;
+ close;
+ }
+ else if (job_arch == 2) {
+ mes "[Priest Dayan]";
+ mes "This place is the holiest place in the world, Yggdrasil.";
+ mes "This holy ceremony will brighten your soul.";
+ next;
+ switch(select("How should I pray?:Cancel.")) {
+ case 1:
+ mes "[Priest Dayan]";
+ mes "Through prayer, we can follow four paths.";
+ mes "Remember what I say to you now.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 1st way is the ^3131FFway of meditation^000000.";
+ mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 2nd is the ^3131FFway of agony^000000.";
+ mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 3rd way is the ^3131FFway of joy^000000.";
+ mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.";
+ next;
+ mes "[Priest Dayan]";
+ mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000.";
+ mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The last way is the ^3131FFway of light^000000.";
+ mes "You are free from all sin because you were blessed from all creation.";
+ next;
+ mes "[Priest Dayan]";
+ mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you.";
+ next;
+ mes "[Priest Dayan]";
+ mes "After finishing all of these prayers, just stand up with a pious mind.";
+ mes "If your prayer is truthful, Odin will lend you his wisdom.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Are you ready?";
+ mes "Okay, it's time to leave and exculpate yourself.";
+ mes "If your prayer is finished, let's talk.";
+ close;
+ case 2:
+ mes "[Priest Dayan]";
+ mes "I hope that my prayer can weaken your agony...";
+ close;
+ }
+ close;
+ }
+ else if (job_arch == 3) {
+ mes "[Priest Dayan]";
+ mes "Oh, you've come back.";
+ mes "I can feel that you have a fresh energy. Maybe you did pray truthfully.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I feel light-hearted. Like I was just reborn...";
+ next;
+ mes "[Priest Dayan]";
+ mes "Your faith gives you confidence and courage.";
+ mes "A smile from a peaceful mind will easily rid people of their wariness.";
+ mes "Please, inspire people with love and energy.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks for your kind words.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1)
+ mes "Brother.";
+ else
+ mes "Sister.";
+ mes "Now, there is a place you should go to.";
+ next;
+ mes "[Priest Dayan]";
+ mes "That place is Hugel in Schwaltzvalt.";
+ mes "There is a Nun praying there named Vinue, she is a true minister who prays for the suffering people in the world.";
+ mes "But the last time I saw her she seemed sad.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Can you convince her to make a pilgrimage to Yggdrasil?";
+ mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry.";
+ mes "I'll go and meet her.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1)
+ mes "Feel free to visit here when you want to pray, brother.";
+ else
+ mes "Feel free to visit here when you want to pray, sister.";
+ mes "A visit from a friend always makes me happy.";
+ set job_arch,4;
+ changequest 2188,2189;
+ close;
+ }
+ else {
+ mes "[Dayan]";
+ mes "Did you find Vinue in Hugel?";
+ close;
+ }
+}
+
+yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{
+OnTouch:
+ if (job_arch == 2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Is it the spring of Hvergelmir.";
+ mes "This place is a very vivid and peaceful place.";
+ mes "It's proper to pray.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Time to genuflect...";
+ mes "Hmm, what did that priest say to me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm... What is the first way?";
+ next;
+ switch(select("The way of silence.:The way of confession.:The way of meditation.")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "";
+ mes "I don't think so.";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "The way of confession...?";
+ mes "I don't think so.";
+ close;
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "The way of meditation...?";
+ mes "Yes, it's the way of meditation.";
+ next;
+ break;
+ }
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 1st way is the way of meditation.^000000";
+ mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000";
+ next;
+ mes "- You close your eyes slowly and take a deep breath. -";
+ next;
+ mes "- * BLESSING! * -";
+ specialeffect2 EF_BLESSING;
+ next;
+ mes "Your mind is refreshed with the blessing effect.";
+ mes "You continue to meditate trying to rid your mind of any ill feelings.";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 2nd is the way of agony^000000.";
+ mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Pain... What kind of faults have I had?";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I confess my guilt to the Almighty God Odin.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^3131FF"+.@input$+".^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
+ mes "Please, lead the way and save a foolish minister with your wisdom.";
+ next;
+ mes "You ruminate about your confession and are lost in thought again.";
+ next;
+ mes ".............................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ mes ".....................";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 3rd way is the way of joy.^000000";
+ mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
+ mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
+ next;
+ if (!countitem(523)) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh no! I forgot to bring a Holy Water!";
+ close;
+ }
+ mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -";
+ next;
+ mes "- * ASPERSIO ! * -";
+ specialeffect2 EF_ASPERSIO;
+ next;
+ specialeffect2 EF_RECOVERY;
+ mes ".............................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ mes ".....................";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe last way is a way of light^000000.^000000.";
+ mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000";
+ next;
+ mes "- You breath in deep and start to sing a Gloria.";
+ mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
+ mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~The Curdan wolf protects me from all threats in the world.~";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
+ mes "~The father of light, the poet of wisdom, sing for me.~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~The host of a glittering glass, give me a holy prediction.~";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "- After you finish the song, you feel light and strong with abundant devotion. -";
+ specialeffect2 EF_BLESSING;
+ specialeffect2 EF_RESURRECTION;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That was refreshing.";
+ mes "I guess I should go back to Priest Dayan.";
+ set job_arch,3;
+ close2;
+ warp "umbala",138,219;
+ end;
+ }
+ else if (job_arch == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "The song is over. It's time to go back to Priest Dayan.";
+ close2;
+ warp "umbala",138,219;
+ end;
+ }
+}
+
+hu_in01,205,204,7 script Praying Nun#benew 79,{
+ if (job_arch == 4) {
+ mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
+ next;
+ switch(select("Talk to her.:Stay Quiet.")) {
+ case 1:
+ break;
+ case 2:
+ mes "- You don't feel like disturbing her -";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm, hello sister?";
+ next;
+ mes "[Vinue]";
+ mes "Ah, Welcome.";
+ mes "It's not time to have a service yet...";
+ if (Sex == 1)
+ mes "Are you here to pray, brother?";
+ else
+ mes "Are you here to pray, sister?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I came here to say hello from Priest Dayan from Prontera.";
+ next;
+ mes "[Vinue]";
+ mes "Ah, Priest Dayan.";
+ mes "Is he good?";
+ mes "He is so cute even though he's old.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He told me that he was worried because when he saw you last time, you seemed sad.";
+ mes "He asks you to go on a Holy Pilgrimage.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Umbala has the vital power of nature!";
+ next;
+ mes "[Vinue]";
+ mes "Ah...";
+ if (Sex == 1)
+ mes "He's very kind. As are you brother.";
+ else
+ mes "He's very kind. As are you sister.";
+ next;
+ mes "[Vinue]";
+ mes "But don't worry.";
+ mes "I'm just a little tired because of a bad dream.";
+ next;
+ mes "[Vinue]";
+ mes "Evil is always watching for our souls.";
+ mes "If you are indifferent to praying, it never misses an opportunity.";
+ next;
+ switch(select("A dream? What kind of dream?:Your soul should be fine.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Vinue]";
+ mes "Oh but that's where you're wrong.";
+ mes "My soul may be the most at risk.";
+ mes "Thank you for delivering the message.";
+ mes "I'll go back to my prayers.";
+ close;
+ }
+ mes "[Vinue]";
+ mes "That is...";
+ mes "Actually I started to have a bad dream from the date I was appointed.";
+ next;
+ mes "[Vinue]";
+ mes "At first, it was a dream that Valkyrie was sad and in darkness.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Valkyrie?";
+ next;
+ mes "[Vinue]";
+ mes "Yeah...";
+ mes "She was crying in a pitch-black room.";
+ mes "Hanging down like a bird that had its wings cut.";
+ next;
+ mes "[Vinue]";
+ mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces.";
+ next;
+ mes "[Vinue]";
+ mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "To have to see the death of Valkyrie, must be a tormenting dream.";
+ next;
+ mes "[Vinue]";
+ mes "Is it just a nightmare?";
+ mes "Or do you think it is an omen?";
+ next;
+ mes "[Vinue]";
+ mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The shrine?";
+ mes "Nobody tried to subdue the evil?";
+ next;
+ mes "[Vinue]";
+ mes "Unfortunely, I'm a nun who doesn't have any exorcism skill...";
+ mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure.";
+ next;
+ mes "[Vinue]";
+ mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is the dream related with the evil in the Odin shrine?";
+ next;
+ mes "[Vinue]";
+ mes "Hum... well.";
+ mes "I don't have any way to find out.";
+ mes "I don't have a method, so I just pray.";
+ next;
+ switch(select("I'll investgate for you.:I'll pray with you.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Vinue]";
+ mes "Thank you.";
+ mes "I'll pray that the darkness stays away.";
+ mes "I hope you have a good time with the festival here in Hugel.";
+ close;
+ }
+ mes "[Vinue]";
+ mes "Yeah?";
+ mes "But, it'll be scary inside!";
+ mes "There are lots of devils inside!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But I can't pretend to ignore a Sister who is in trouble?";
+ mes "I'm a minister who copes with lots of asceticism!";
+ mes "Entrust me.";
+ next;
+ mes "[Vinue]";
+ mes "Ah... I'm so worried....";
+ mes "I'll never forget your warm heart.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How do I get to Odin shrine?";
+ next;
+ mes "[Vinue]";
+ mes "There is a ferry on the right side of the church.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, wait for good news!";
+ next;
+ mes "[Vinue]";
+ mes "I'll pray for your safe return.";
+ mes "I hope that Odin gives you his protection as well.";
+ set job_arch,5;
+ changequest 2189,2190;
+ close;
+ }
+ else if ((job_arch > 4) && (job_arch < 100)) {
+ mes "[Vinue]";
+ mes "I'll pray for your safe return.";
+ close;
+ }
+ else {
+ mes "[Vinue]";
+ mes "I feel refreshed.";
+ mes "It must be good news?";
+ mes "Thanks the Gods.";
+ close;
+ }
+}
+
+odin_tem02,282,263,0 script #find_val -1,3,3,{
+OnTouch:
+ if ((job_arch > 4) && (job_arch < 100))
+ enablenpc "Valkyrie Illusion#arch";
+ end;
+}
+
+odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{
+ if ((job_arch > 4) && (job_arch < 100)) {
+ mes "You can see Valkyrie who has a despairing face.";
+ next;
+ switch(select("Touch Valkyrie's Illusion.:Turn away.")) {
+ case 1:
+ mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
+ close2;
+ specialeffect2 EF_CLOAKING;
+ warp "job3_arch01",29,29;
+ disablenpc "Valkyrie Illusion#arch";
+ break;
+ case 2:
+ mes "Out of fear, you turn away from Valkyrie's illusion.";
+ close2;
+ disablenpc "Valkyrie Illusion#arch";
+ break;
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Valkyrie Illusion#arch";
+ end;
+}
+
+job3_arch01,29,34,3 script Valkyrie#arch 403,{
+ if (Upper == 4) {
+ mes "[Valkyrie]";
+ //Custom translation
+ mes "You are only a child.";
+ mes "My job is very difficult, I do not need to tollerate a child's joke. Away with you!";
+ close;
+ }
+ if (!checkweight(1201,2)) {
+ //Custom translation
+ mes "- bags must be emptied before they can proceed. -";
+ close;
+ }
+ if ((BaseLevel != 99) || (JobLevel < 50)) {
+ warp "odin_tem02",282,263;
+ end;
+ }
+ if (getmercinfo(0)) {
+ mes "[Valkyrie]";
+ mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
+ close;
+ }
+ if (BaseJob != Job_Priest) {
+ warp "odin_tem02",282,263;
+ end;
+ }
+ else {
+ if (BaseJob != Job_Archbishop) {
+ if (job_arch < 5) {
+ warp "odin_tem02",282,263;
+ end;
+ }
+ else if (job_arch == 5) {
+ mes "[Valkyrie]";
+ mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
+ mes "Ah, I'm resentful! so regretful!";
+ next;
+ mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
+ next;
+ mes "[Valkyrie]";
+ mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
+ mes "Are you here to ridicule my grim fate?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No way!";
+ mes "But it's true that I'm here for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...me?";
+ mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I see, is your goal to enter Valhalla?";
+ mes "If you do, it's the wrong place for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was already expelled from Asgard.";
+ mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's not that kind of problem.";
+ mes "But someone who perceives your painful situation has sent me here.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Haha! You are going to help me?!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...................";
+ next;
+ mes "- Valkyrie gives you a fierce scowl. -";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "In fact, I can't do anything with my body now.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Human, answer me. Are you here to sincerely help me?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Valkyrie Anguhilde]";
+ mes "I knew that I couldn't trust a human!";
+ close2;
+ warp "odin_tem02",282,263;
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok...";
+ mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
+ mes "I tried to do my best to protect this holy place.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But one day, the devil started to gain influence on this island.";
+ mes "I don't know why they came here and from where they came from.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "The holy shrine was tainted by the devils.";
+ mes "How long do I have to be under this dishonorable fate!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Mortal one, what is your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "My name is "+strcharinfo(0)+".";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes ""+strcharinfo(0)+",";
+ mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
+ mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
+ next;
+ select("How can I do that?");
+ mes "[Valkyrie Anguhilde]";
+ mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I'm going to give you a scroll of paper written in an ancient language.";
+ mes "In that scroll, there is my impersonation.";
+ mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
+ mes "Maybe it'll be spread in the shrine...";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
+ mes "And then I'm going to take care of the matter.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "When you finish preparing to go on, talk to me again.";
+ mes "It'll be a long journey...";
+ set job_arch,6;
+ close;
+ }
+ else if (job_arch == 6) {
+ if ($@archbs== 0) {
+ set $@archbs,1; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ mes ""+strcharinfo(0)+" Did you finish preparing for your way of asceticism?";
+ next;
+ set .@exampc,getmapusers("job3_arch02");
+ if (.@exampc > 0) {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will go see who it is, please wait a moment.";
+ set $@archbs,0; //Global Variable
+ close;
+ }
+ else {
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok. Now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
+ set $@archbs,0; //Global Variable
+ close2;
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ donpcevent "start#arch::OnEnable";
+ set job_arch,7;
+ changequest 2190,2191;
+ warp "job3_arch02",119,49;
+ disablenpc "Valkyrie#arch";
+ end;
+ }
+ }
+ else {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
+ }
+ }
+ else if (job_arch == 7) {
+ if (countitem(12381))
+ delitem 12381,countitem(12381); //ValkyrieA_Scroll
+ if (countitem(12382))
+ delitem 12382,countitem(12382); //ValkyrieB_Scroll
+ if ($@archbs == 0) {
+ set $@archbs,1; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ mes "Are you ok human?";
+ mes "It was not as easy as I expected.";
+ mes "Will you challenge again?";
+ next;
+ set .@exampc,getmapusers("job3_arch02");
+ if (.@exampc > 0) {
+ set $@archbs,0; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will see who it is, please wait a moment.";
+ close;
+ }
+ else {
+ set $@archbs,0; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ mes "OK. now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ close2;
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ donpcevent "start#arch::OnEnable";
+ set job_arch,7;
+ warp "job3_arch02",119,49;
+ disablenpc "Valkyrie#arch";
+ end;
+ }
+ }
+ else {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+Onbc:
+ set $@archbs,0; //Global Variable
+ //Custom translation
+ mapannounce "job3_arch01", "Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00";
+ enablenpc "Valkyrie#arch";
+ end;
+}
+
+job3_arch02,119,49,0 script #arch_1_start -1,6,6,{
+OnTouch:
+ if (!countitem(12381))
+ getitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00";
+ disablenpc "#arch_1_start";
+ end;
+}
+
+job3_arch02,112,73,0 script #arch_1_01 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,94,123,0 script #arch_1_02 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,93,173,0 script #arch_1_03 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,114,186,0 script #arch_1_04 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,134,201,0 script #arch_1_05 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,154,211,0 script #arch_1_06 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,175,227,0 script #arch_1_07 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,201,240,0 script #arch_1_08 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,223,252,0 script #arch_1_09 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,255,268,0 script #arch_1_10 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,269,302,0 script #arch_1_11 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,245,289,0 script #arch_1_12 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,203,286,0 script #arch_1_boss -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ mapannounce "job3_arch02", "Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000";
+ donpcevent "mob#arch_1::Onkill";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,390,390,1 script #arch_redcell 844,{
+ end;
+
+OnInit:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,0;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,0;
+ end;
+
+Ongreen:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,1;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,1;
+ end;
+
+Onred:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,0;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,0;
+ end;
+}
+
+job3_arch02,390,389,1 script #arch_val01 844,{
+ end;
+
+OnEnable:
+ areamonster "job3_arch02",108,322,118,332,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("job_arch02","#arch_val01::OnMyMobDead") < 1) {
+ donpcevent "#arch_redcell::Ongreen";
+ mapannounce "job3_arch02", "Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000";
+ enablenpc "Valkyrie#arch_01";
+ disablenpc "#arch_1_start";
+ disablenpc "#arch_1_01";
+ disablenpc "#arch_1_02";
+ disablenpc "#arch_1_03";
+ disablenpc "#arch_1_04";
+ disablenpc "#arch_1_05";
+ disablenpc "#arch_1_06";
+ disablenpc "#arch_1_07";
+ disablenpc "#arch_1_08";
+ disablenpc "#arch_1_09";
+ disablenpc "#arch_1_10";
+ disablenpc "#arch_1_11";
+ disablenpc "#arch_1_12";
+ disablenpc "#arch_1_boss";
+ }
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_val01::OnMyMobDead";
+ end;
+}
+
+job3_arch02,390,387,1 script #arch_val02 844,{
+ end;
+
+OnEnable:
+ areamonster "job3_arch02",239,41,249,51,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("job_arch02","#arch_val02::OnMyMobDead") < 1) {
+ mapannounce "job3_arch02", "Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000";
+ enablenpc "Valkyrie#arch_02";
+ disablenpc "#arch_2_boss";
+ viewpoint 1,279,234,1,0xFFFF99;
+ }
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_val02::OnMyMobDead";
+ end;
+}
+
+job3_arch02,113,327,5 script Valkyrie#arch_01 403,{
+ if (getmercinfo(0)) {
+ mes "[Valkyrie]";
+ mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
+ close;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "The devil always makes an effort to agitate people's mind.";
+ mes "You don't have to care about their whisperings.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Anyway I can feel my energy coming back.";
+ mes "Show me the stuff that you found.";
+ next;
+ mes "- You show a golden piece of pipe to Valkyrie. -";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Oh, It's a piece of pipe!";
+ mes "If you collect pieces, you can ask other Valkyries for help.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Because of a close battle, I could only get a little energy.";
+ mes "I'm going to give a ^3131FFnew ancient scroll^000000.";
+ mes "It'll be helpful to find the rest of pieces.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Then I look forward a good news.";
+ close2;
+ getitem 12382,1; //ValkyrieB_Scroll
+ viewpoint 1,244,46,1,0xFFFF99;
+ disablenpc "Valkyrie#arch_01";
+ donpcevent "#arch_2_start::OnEnable";
+ end;
+}
+
+job3_arch02,244,46,5 script Valkyrie#arch_02 403,{
+ mes "[Valkyrie Anguhilde]";
+ mes "Did you find the rest of the pieces?";
+ next;
+ if (countitem(6154) < 2) {
+ mes "[Valkyrie Anguhilde]";
+ mes "Hum?";
+ mes "I can see this one beside you.";
+ getitem 6154,2; //Broken_Horn_Pipe
+ next;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "OK.";
+ mes "I'll complete the broken horn pipe!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But the battle is not finished yet.";
+ mes "You remember a ^3131FFruined shrine on the center of the island^000000?";
+ mes "It'll be completed only when you use a horn pipe.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I can feel the air around me is getting impure.";
+ mes "And feel the coldness of the pitch-black darkness.";
+ mes "This time will be dangerous.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I give you a necklace as a present.";
+ mes "But I'm not sure that It'll be helpful or not....";
+ mes "Take care.";
+ mes "Please, hurry up!";
+ close2;
+ getitem 2798,1; //Will_Of_Exhausted_Angel
+ disablenpc "Valkyrie#arch_02";
+ donpcevent "#arch_3_start::OnEnable";
+ end;
+}
+
+job3_arch02,279,234,0 script #arch_end -1,7,7,{
+OnInit:
+ disablenpc "#arch_end";
+ end;
+
+OnTouch:
+ donpcevent "#arch_3_01::Onkill";
+ donpcevent "#arch_3_02::Onkill";
+ donpcevent "#arch_3_03::Onkill";
+ donpcevent "mob#arch_2::Onkill";
+ enablenpc "Valkyrie Anguhilde#end";
+ if (!checkweight(1201,1)) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(6154) < 2) {
+ mes "[Valkyrie Anguhilde]";
+ mes "Did you collect all of the pieces of my horn pipe?";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "It can be dangerous, so let's go back.";
+ close;
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ delitem 6154,countitem(6154); //Broken_Horn_Pipe
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Finally we finished all the preparations.";
+ next;
+ mes "Valkyrie holds the pipe and blows towards the sky.";
+ next;
+ mes "Booo - - - -";
+ next;
+ mes "Booo - - -";
+ next;
+ enablenpc "Valkyrie of the heavens";
+ mes "[Valkyrie Anguhilde]";
+ mes "Assistance of Odin! Soldiers of Valhalla!";
+ mes "The holy place of the God Odin is tainted by darkness!";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't worry, Anguhilde.";
+ mes "Your desire has reached Valhalla.";
+ mes "The devils were removed by other Valkyries as you wanted.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Valkyries! Then is it safe now?";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Yes Anguhilde.";
+ mes "Even though you were expelled because of a incident before, Odin said that he is reconsidering your banishment.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Ah! I can go back to Asgard!";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't make a hasty generalization.";
+ mes "But I think that good news will be sent to you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Honor to Odin!";
+ mes "I feel full of grace.";
+ mes "So bright and warm....";
+ next;
+ mes "- Shoooo -";
+ specialeffect EF_CLOAKING,"Valkyrie Anguhilde#end";
+ disablenpc "Valkyrie Anguhilde#end";
+ emotion e_omg,1;
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Set your mind at ease.";
+ mes "She went to a place where she is supposed to be.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "I think you don't get it.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Anguhilde is a Valkyrie who is dead for a long time ago.";
+ mes "Didn't you see a shrine covered by the devil?";
+ mes "Unfortunately, Anguhilde couldn't cope with the task and fell down.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Here is an illusion of Anguhilde who doesn't want to be recognized.";
+ mes "She can't go to hell even when she is dead, and struggles from her constant nightmare.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "But she is relieved by your favor.";
+ mes "Even though It's different with reality but now she may be able to rest in peace.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Human, the Valkyries are in your debt. Thank you.";
+ mes "I can't invite you as I want, but the power given by Odin can help you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Now, go back to your world.";
+ mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't forget an altruistic minister's spirit like today forever.";
+ mes "I hope we see each other in Valhalla sometime.";
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ delitem 6154,countitem(6154); //Broken_Horn_Pipe
+ set job_arch,100;
+ completequest 2191;
+ getitem 5747,1; //Mitra
+ getitem 2795,1; //Green_Apple_Ring
+ jobchange Job_Archbishop,Upper;
+ close;
+}
+
+job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{
+ end;
+
+OnInit:
+ disablenpc "Valkyrie Anguhilde#end";
+ end;
+}
+
+job3_arch02,273,235,5 script Valkyrie of the heavens 811,{
+ if (job_arch == 100) {
+ mes "[Valkyrie of the heavens]";
+ mes "Now, go back to your world.";
+ mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't forget an altruistic minister's spirit like today forever.";
+ mes "I hope we see each other in Valhalla sometime.";
+ close2;
+ mapwarp "job3_arch02","job_arch01",29,29;
+ }
+ end;
+
+OnInit:
+ disablenpc "Valkyrie of the heavens";
+ end;
+}
+
+job3_arch02,132,323,0 script #arch_2_01 -1,5,5,{
+OnTouch:
+ if (countitem(12382))
+ mapannounce "job3_arch02", "Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000";
+ end;
+}
+
+job3_arch02,167,313,0 script #arch_2_02 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,127,304,0 script #arch_2_03 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,207,279,0 script #arch_2_04 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,239,281,0 script #arch_2_05 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,269,303,0 script #arch_2_06 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,288,283,0 script #arch_2_07 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,278,234,0 script #arch_2_08 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,234,179,0 script #arch_2_09 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,227,169,0 script #arch_2_10 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,190,146,0 script #arch_2_11 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,206,113,0 script #arch_2_boss -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) //VALKYRIE_B
+ mapannounce "job3_arch02", "A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000";
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ }
+ end;
+ }
+}
+
+job3_arch02,284,159,0 script #arch_3_01 -1,20,20,{
+OnInit:
+ enablenpc "#arch_3_01";
+ end;
+
+OnTouch:
+ if (BaseJob != Job_Priest) {
+ mapannounce "job3_arch02", "Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000";
+ areamonster "job3_arch02",239,41,249,51,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
+ }
+ disablenpc "#arch_3_01";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,307,200,0 script #arch_3_02 -1,5,5,{
+OnInit:
+ enablenpc "#arch_3_02";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mapannounce "job3_arch02", "Skogul: You are my guest!",bc_map,"0xFF0000";
+ areamonster "job3_arch02",306,199,308,201,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
+ }
+ disablenpc "#arch_3_02";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,296,216,0 script #arch_3_03 -1,5,5,{
+OnInit:
+ disablenpc "#arch_3_03";
+ end;
+
+OnTouch:
+ mapannounce "job3_arch02", "Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
+ areamonster "job3_arch02",295,215,297,217,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
+ disablenpc "#arch_3_03";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,389,390,1 script mob#arch_1 844,{
+OnEnable:
+ areamonster "job3_arch02",99,101,101,103,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",89,130,91,132,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",90,169,92,171,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",103,182,105,184,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",137,204,139,206,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",160,214,162,216,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",164,214,166,216,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",200,235,202,237,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",217,249,219,251,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",253,292,255,294,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,389,389,1 script mob#arch_2 844,{
+OnEnable:
+ areamonster "job3_arch02",155,320,157,322,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",169,304,171,306,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",182,292,184,294,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",199,286,201,288,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",255,292,257,294,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",285,283,287,285,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",277,235,279,237,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",291,184,293,186,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",280,169,282,171,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",226,165,228,167,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",189,145,191,147,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",203,176,205,178,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,389,388,1 script start#arch 844,{
+ end;
+
+OnInit:
+ mapwarp "job3_arch02","job3_arch02",29,29;
+ end;
+
+OnEnable:
+ mapwarp "job3_arch02","job3_arch02",29,29;
+ enablenpc "#arch_1_start";
+ enablenpc "#arch_1_01";
+ enablenpc "#arch_1_02";
+ enablenpc "#arch_1_03";
+ enablenpc "#arch_1_04";
+ enablenpc "#arch_1_05";
+ enablenpc "#arch_1_06";
+ enablenpc "#arch_1_07";
+ enablenpc "#arch_1_08";
+ enablenpc "#arch_1_09";
+ enablenpc "#arch_1_10";
+ enablenpc "#arch_1_11";
+ enablenpc "#arch_1_12";
+ enablenpc "#arch_1_boss";
+ disablenpc "#arch_2_01";
+ disablenpc "#arch_2_02";
+ disablenpc "#arch_2_03";
+ disablenpc "#arch_2_04";
+ disablenpc "#arch_2_05";
+ disablenpc "#arch_2_06";
+ disablenpc "#arch_2_07";
+ disablenpc "#arch_2_08";
+ disablenpc "#arch_2_09";
+ disablenpc "#arch_2_10";
+ disablenpc "#arch_2_11";
+ disablenpc "#arch_2_boss";
+ disablenpc "#arch_3_01";
+ disablenpc "#arch_3_02";
+ disablenpc "#arch_3_03";
+ donpcevent "#arch_3_01::Onkill";
+ donpcevent "#arch_3_02::Onkill";
+ donpcevent "#arch_3_03::Onkill";
+ disablenpc "#arch_end";
+ disablenpc "Valkyrie#arch_01";
+ disablenpc "Valkyrie#arch_02";
+ disablenpc "Valkyrie Anguhilde#end";
+ disablenpc "Valkyrie of the heavens";
+ donpcevent "#arch_redcell::Onred";
+ donpcevent "mob#arch_1::Onkill";
+ donpcevent "mob#arch_2::Onkill";
+ donpcevent "start#arch::Ontimeoff";
+ donpcevent "start#arch::Ontimeon";
+ donpcevent "#arch_val01::Onkill";
+ donpcevent "#arch_val02::Onkill";
+ donpcevent "mob#arch_1::Onkill";
+ donpcevent "mob#arch_2::Onkill";
+ donpcevent "mob#arch_1::OnEnable";
+ donpcevent "#arch_val01::OnEnable";
+ end;
+
+Ontimeon:
+ initnpctimer;
+ end;
+
+Ontimeoff:
+ stopnpctimer;
+ end;
+
+OnTimer60000:
+OnTimer120000:
+OnTimer180000:
+OnTimer240000:
+OnTimer300000:
+OnTimer360000:
+OnTimer420000:
+OnTimer480000:
+OnTimer540000:
+ set .@mapcount,getmapusers("job3_arch02");
+ if (.@mapcount == 0) {
+ mapwarp "job3_arch02","job_arch01",29,29;
+ donpcevent "Valkyrie#arch::Onbc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer600000:
+ mapannounce "job3_arch02", "Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000";
+ end;
+
+OnTimer605000:
+ mapannounce "job3_arch02", "Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ donpcevent "Valkyrie#arch::Onbc";
+ stopnpctimer;
+ end;
+}
+
+job3_arch02,390,388,1 script #arch_2_start 844,{
+ end;
+
+OnInit:
+ disablenpc "#arch_2_01";
+ disablenpc "#arch_2_02";
+ disablenpc "#arch_2_03";
+ disablenpc "#arch_2_04";
+ disablenpc "#arch_2_05";
+ disablenpc "#arch_2_06";
+ disablenpc "#arch_2_07";
+ disablenpc "#arch_2_08";
+ disablenpc "#arch_2_09";
+ disablenpc "#arch_2_10";
+ disablenpc "#arch_2_11";
+ disablenpc "#arch_2_boss";
+ end;
+
+OnEnable:
+ enablenpc "#arch_2_01";
+ enablenpc "#arch_2_02";
+ enablenpc "#arch_2_03";
+ enablenpc "#arch_2_04";
+ enablenpc "#arch_2_05";
+ enablenpc "#arch_2_06";
+ enablenpc "#arch_2_07";
+ enablenpc "#arch_2_08";
+ enablenpc "#arch_2_09";
+ enablenpc "#arch_2_10";
+ enablenpc "#arch_2_11";
+ enablenpc "#arch_2_boss";
+ donpcevent "#arch_val02::OnEnable";
+ donpcevent "mob#arch_2::OnEnable";
+ end;
+}
+
+job3_arch02,390,386,1 script #arch_3_start 844,{
+ end;
+
+OnEnable:
+ enablenpc "#arch_3_01";
+ enablenpc "#arch_3_02";
+ enablenpc "#arch_3_03";
+ enablenpc "#arch_end";
+ enablenpc "#arch_end_eff";
+ end;
+}
+
+job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{
+OnTouch:
+ specialeffect EF_MAPPILLAR2,"#arch_end";
+ end;
+}
+
+job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
+
+/*
+job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{
+ mes "[Íç¹̵ÄÊÞÈË]";
+ mes "ÇëÊäÈëÃÜÂ롣";
+ next;
+ input .@input; //,0,9999;
+ if (input == 1854) {
+ set archglo,090219_archbs;
+ mes "[ͨÐÐ]";
+ mes "ÏÖÔڵÄȫ¾ֱäÁ¿ֵΪ";
+ mes "" + archglo + "¡£";
+ mes "ÄãÏëÐ޸ÄÂð?";
+ next;
+ switch(select("0:1")) {
+ case 1:
+ set $@archbs,0; //Global Variable
+ enablenpc "Valkyrie#arch";
+ break;
+ case 2:
+ set $@archbs,1; //Global Variable
+ enablenpc "Valkyrie#arch";
+ break;
+ }
+ }
+ else {
+ mes "[Íç¹̵ÄÊÞÈË]";
+ mes "ÎҲ»ÊÇ˵¹ýÃÜÂëҪÊäÈëÕýȷÂ𣡣¡";
+ close;
+ }
+}
+*/
+
+odin_tem02,30,181,0 script #wherearch01 -1,10,10,{
+OnTouch:
+ if (job_arch == 5)
+ viewpoint 1,282,263,1,0xFFFF99;
+ end;
+}
+
+odin_tem02,30,335,0 script #wherearch02 -1,10,10,{
+OnTouch:
+ if (job_arch == 5)
+ viewpoint 1,282,263,1,0xFFFF99;
+ end;
+}