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author | Lupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-05-23 11:51:09 +0000 |
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committer | Lupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-05-23 11:51:09 +0000 |
commit | 548f35874718d457bdc437570fd1f23b0bd1b366 (patch) | |
tree | bb2ed2c91f7126131a261fcabb014f8a3f12053a /npc/quests/Bard_Quest.txt | |
parent | a112d894597529efc23915b9bc3e6252430038c7 (diff) | |
download | hercules-548f35874718d457bdc437570fd1f23b0bd1b366.tar.gz hercules-548f35874718d457bdc437570fd1f23b0bd1b366.tar.bz2 hercules-548f35874718d457bdc437570fd1f23b0bd1b366.tar.xz hercules-548f35874718d457bdc437570fd1f23b0bd1b366.zip |
bard quest bugfix, optimization (-50kb)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10611 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/quests/Bard_Quest.txt')
-rw-r--r-- | npc/quests/Bard_Quest.txt | 2572 |
1 files changed, 547 insertions, 2025 deletions
diff --git a/npc/quests/Bard_Quest.txt b/npc/quests/Bard_Quest.txt index bcf801e19..79c4c9e97 100644 --- a/npc/quests/Bard_Quest.txt +++ b/npc/quests/Bard_Quest.txt @@ -1,9 +1,9 @@ //===== eAthena Script ======================================= -//= Wandering Misntrel Quest +//= Wandering Minstrel Quest //===== By: ================================================== //= Riotblade and L0ne_W0lf //===== Current Version: ===================================== -//= 1.0 +//= 1.1 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -14,6 +14,13 @@ //= Possible NPC conflict with "Representative" //===== Additional Comments: ================================= //= 1.0 First version, needs testing. [L0ne_W0lf] +//= 1.1 Fixed bug, optimized. Not yet final version [Lupus] +//= +//= Variables: +//= @random : temp var +//= @inputstr$ : temp var +//= +//= This Quest has relation with brisingamen_seal.txt (Seals) //============================================================ geffen,132,38,3 script Bard#2 51,{ @@ -27,324 +34,9 @@ geffen,132,38,3 script Bard#2 51,{ next; mes "[Errende]"; mes "Ah~ There are only two things that can make this picturesque moment even more beautiful: story and song. Now then, which would you like to hear?"; - next; - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { - - case 1: - mes "[Errende]"; - mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; - next; - - switch(select("News and rumors~:Cancel.")) { - - case 1: - set @talk,rand(1,3); - if (@talk == 1) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; - next; - mes "[Errende]"; - mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; - next; - mes "[Errende]"; - mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; - next; - mes "[Errende]"; - mes "But I digress."; - mes "Sometimes though,"; - mes "just sometimes mind you,"; - mes "they're not as sexy as usual."; - next; - mes "[Errende]"; - mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "I guess when someone acts even"; - mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; - next; - mes "[Errende]"; - mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; - next; - mes "[Errende]"; - cutin "bard_eland01",2; - mes "Let's see..."; - mes "Look out for this really shady Merchant that hangs out behind"; - mes "the Pub in Geffen."; - next; - mes "[Errende]"; - mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; - next; - mes "[Errende]"; - mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; - next; - mes "[Errende]"; - mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; - next; - mes "[Errende]"; - mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; - next; - mes "[Errende]"; - mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; - goto L_End; - } - - else if (@talk == 2) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; - next; - mes "[Errende]"; - mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; - next; - mes "[Errende]"; - mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; - next; - mes "[Errende]"; - mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; - next; - mes "[Errende]"; - mes "I wonder if that man's friend, Pandger Mayer, ever found"; - mes "his way back home..."; - goto L_End; - } - - else if (@talk == 3) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; - next; - mes "[Errende]"; - mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; - next; - mes "[Errende]"; - mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; - next; - mes "[Errende]"; - mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; - next; - mes "[Errende]"; - mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; - next; - mes "[Errende]"; - mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; - next; - mes "[Errende]"; - mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; - next; - mes "[Errende]"; - mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; - goto L_End; - } - - case 2: - mes "[Errende]"; - mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; - goto L_End; - - } - - case 2: - mes "[Errende]"; - mes "You recognize my talent, so you deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; - next; - - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - - case 1: - if (zeny > 499) { - cutin "bard_eland03",2; - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "ring_of_nibelungen.wav",0; - set zeny,zeny-500; - close2; - } - - else if (@song_random == 2) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "dont_forget_me_not.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "in_to_the_abyss.wav",0; - set zeny,zeny-500; - goto L_End; - } - - } - - else { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Ahahaha~"; - mes "My apologies,"; - mes "But I cannot offer my services for free. Even a Bard needs zeny to live, wouldn't you agree?"; - close2; - break; - } - - case 2: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "An upbeat song...?"; - mes "Hmmm... Let's see."; - mes "An upbeat song,"; - mes "An upbeat song..."; - mes "Okay, here we go~"; - next; - set @song_random2,rand(1,3); - if (@song_random2 == 1) { - mes "^483D8BValhalla dazzles in gold"; - mes "The fifth as we know"; - mes "Is old Glast Heim!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BPalace of the dead"; - mes "With a silver roof~"; - mes "The third as we know..."; - mes "Valaskjalf!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BFive hundred forty doors"; - mes "In the grand halls of Valhalla"; - mes "Fling open to the heart of a hero."; - mes "Eight hundred warriors gather"; - mes "Under the will of God, and"; - mes "Charge as one out through"; - mes "Those doors.^000000"; - next; - mes "^483D8BGodly warriors"; - mes "Step into Yggdrassil"; - mes "Towards their fate."; - mes "With pride and honor,"; - mes "They accept Valyrie's"; - mes "Welcome.^000000"; - next; - mes "^483D8BWarriors fallen in battle"; - mes "In glorious clashes of red"; - mes "Death may have come,"; - mes "But your fame lives on"; - mes "and your spirit will be"; - mes "led to Valhalla.^000000"; - goto L_End; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - mes "[Errende]"; - mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; - next; - mes "[Errende]"; - mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; - mes "may never know"; - mes "with certainty."; - goto L_End; - } - - else if (@song_random2 == 2) { - mes "^483D8BA good Bard sings"; - mes "To please his listener."; - mes "So do not expect a sad song"; - mes "That deepens your anguish.^000000"; - next; - mes "^483D8BA good Dancer dances"; - mes "To please her audience."; - mes "Shall we dance together?"; - mes "Just hold my hands."; - mes "La la la~ La la la~^000000"; - next; - mes "[" + @name$ + "]"; - mes "By the way..."; - mes "Why do you guys play"; - mes "discords sometimes?"; - mes "It sounds weird"; - mes "when you do that."; - next; - mes "[Errende]"; - mes "H-how can you say such a thing, "+ @name$ +"? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; - goto L_End; - } - - else { - mes "^483D8BThe sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "^483D8BHear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us.^000000"; - next; - mes "^483D8BBeat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!^000000"; - next; - mes "^483D8BStun the sky"; - mes "Provoke the earth."; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!^000000"; - next; - mes "[Errende]"; - mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; - goto L_End; - } - - case 3: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "But of course."; - mes "Merriment is best"; - mes "enjoyed when you"; - mes "are in the mood for it."; - mes "Please come again."; - goto L_End; - - } - - case 3: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Hmm~?"; - mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; - - } - - } + callsub S_StorySong,1; - else if (bard_q == 15) { + } else if (bard_q == 15) { cutin "bard_eland01",2; mes "[Errende]"; mes "Ah, so how did it go?"; @@ -430,9 +122,8 @@ geffen,132,38,3 script Bard#2 51,{ mes "[Errende]"; mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power."; goto L_End; - } - else if (bard_q == 14) { + } else if (bard_q == 14) { cutin "bard_eland04",2; mes "[Errende]"; mes "Hmmm?"; @@ -521,23 +212,20 @@ geffen,132,38,3 script Bard#2 51,{ mes "[Errende]"; mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power."; goto L_End; - } - else if ((bard_q > 11) && (bard_q < 14)) { + } else if (bard_q > 11 && bard_q < 14) { cutin "bard_eland02",2; mes "[Errende]"; mes "It seems you haven't found it yet. Well, take your time, I can wait as long as you want. It doesn't really bore me, since waiting seems to be a part of my profession."; goto L_End; - } - else if (bard_q == 11) { + } else if (bard_q == 11) { cutin "bard_eland01",2; mes "[Errende]"; mes "Mr. Skezti has a small book store on the book street at the right side of Mineta in Juno. If you show him the seal, he'll help you out."; goto L_End; - } - else if (bard_q == 10) { + } else if (bard_q == 10) { cutin "bard_eland01",2; mes "[Errende]"; mes "So, have you met Mr. Kitty?"; @@ -566,9 +254,8 @@ geffen,132,38,3 script Bard#2 51,{ mes "Good luck, now~"; set bard_q,11; goto L_End; - } - else if (bard_q == 20) { + } else if (bard_q == 20) { cutin "bard_eland03",2; mes "[Bard]"; mes "^483D8BWhat day is"; @@ -594,9 +281,7 @@ geffen,132,38,3 script Bard#2 51,{ mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?"; next; - switch(select("Who are you?:Ignore him.")) { - - case 1: + if(select("Who are you?:Ignore him.")==1) { cutin "bard_eland04",2; mes "[" + @name$ + "]"; mes "You seem to be"; @@ -611,328 +296,17 @@ geffen,132,38,3 script Bard#2 51,{ mes "If you will let me, I will tell you of my travels. By your leave,"; mes "I will play a song that will help you forget your troubles."; set bard_q,21; - next; - - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { - - case 1: - mes "[Errende]"; - mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; - - next; - switch(select("News and rumors~:Cancel.")) { - - case 1: - set @talk,rand(1,3); - if (@talk == 1) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; - next; - mes "[Errende]"; - mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; - next; - mes "[Errende]"; - mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; - next; - mes "[Errende]"; - mes "But I digress."; - mes "Sometimes though,"; - mes "just sometimes mind you,"; - mes "they're not as sexy as usual."; - next; - mes "[Errende]"; - mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; - next; - mes "[Errende]"; - mes "I guess when someone acts even"; - mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; - next; - mes "[Errende]"; - mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; - next; - mes "[Errende]"; - mes "Let's see..."; - mes "Look out for this really shady Merchant that hangs out behind"; - mes "the Pub in Geffen."; - next; - mes "[Errende]"; - mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; - next; - mes "[Errende]"; - mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; - next; - mes "[Errende]"; - mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; - next; - mes "[Errende]"; - mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; - goto L_End; - } - - else if (@talk == 2) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; - next; - mes "[Errende]"; - mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; - next; - mes "[Errende]"; - mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; - next; - mes "[Errende]"; - mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; - next; - mes "[Errende]"; - mes "I wonder if that man's friend, Pandger Mayer, ever found"; - mes "his way back home..."; - goto L_End; - } - - else if (@talk == 3) { - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; - next; - mes "[Errende]"; - mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; - next; - mes "[Errende]"; - mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; - next; - mes "[Errende]"; - mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; - next; - mes "[Errende]"; - mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; - next; - mes "[Errende]"; - mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; - next; - mes "[Errende]"; - mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; - next; - mes "[Errende]"; - mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; - goto L_End; - } - - case 2: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; - goto L_End; - - } - - case 2: - mes "[Errende]"; - mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; - next; - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - case 1: - if (zeny > 499) { - cutin "bard_eland03",2; - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "ring_of_nibelungen.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else if (@song_random == 2) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "dont_forget_me_not.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "in_to_the_abyss.wav",0; - set zeny,zeny-500; - goto L_End; - } - - } - - else { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Ahahaha~"; - mes "My apologies,"; - mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; - goto L_End; - } - - case 2: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "An upbeat song...?"; - mes "Hmmm... Let's see."; - mes "An upbeat song,"; - mes "An upbeat song..."; - mes "Okay, here we go~"; - next; - set @song_random2,rand(1,3); - if (@song_random2 == 1) { - mes "^483D8BValhalla dazzles in gold"; - mes "The fifth as we know"; - mes "Is old Glast Heim!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BPalace of the dead"; - mes "With a silver roof~"; - mes "The third as we know..."; - mes "Valaskjalf!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BFive hundred forty doors"; - mes "In the grand halls of Valhalla"; - mes "Fling open to the heart of a hero."; - mes "Eight hundred warriors gather"; - mes "Under the will of God, and"; - mes "Charge as one out through"; - mes "Those doors.^000000"; - next; - mes "^483D8BGodly warriors"; - mes "Step into Yggdrassil"; - mes "Towards their fate."; - mes "With pride and honor,"; - mes "They accept Valyrie's"; - mes "Welcome.^000000"; - next; - mes "^483D8BWarriors fallen in battle"; - mes "In glorious clashes of red"; - mes "Death may have come,"; - mes "But your fame lives on"; - mes "and your spirit will be"; - mes "led to Valhalla.^000000"; - next; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - mes "[Errende]"; - mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; - next; - mes "[Errende]"; - mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; - mes "may never know"; - mes "with certainty."; - goto L_End; - } + callsub S_StorySong,2; - else if (@song_random2 == 2) { - mes "^483D8BA good Bard sings"; - mes "To please his listener."; - mes "So do not expect a sad song"; - mes "That deepens your anguish.^000000"; - next; - mes "^483D8BA good Dancer dances"; - mes "To please her audience."; - mes "Shall we dance together?"; - mes "Just hold my hands."; - mes "La la la~ La la la~^000000"; - next; - mes "[" + @name$ + "]"; - mes "By the way..."; - mes "Why do you guys play"; - mes "discords sometimes?"; - mes "It sounds weird"; - mes "when you do that."; - next; - mes "[Errende]"; - mes "H-how can you say such a thing, " + @name$ + "? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; - goto L_End; - } - - else { - mes "^483D8BThe sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "^483D8BHear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us.^000000"; - next; - mes "^483D8BBeat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!^000000"; - next; - mes "^483D8BStun the sky"; - mes "Provoke the earth."; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!^000000"; - next; - mes "[Errende]"; - mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; - goto L_End; - } - - case 3: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Sure, no problem."; - mes "Please come again."; - goto L_End; - - } - - case 3: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Hmm~?"; - mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; - - } - - case 2: + } else { cutin "bard_eland01",2; mes "[Errende]"; mes "Waaah, wah~"; mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?"; goto L_End; - } - } - - else if (bard_q == 27) { + } else if (bard_q == 27) { cutin "bard_eland01",2; mes "[Errende]"; mes "How could I forget the song?"; @@ -942,9 +316,7 @@ geffen,132,38,3 script Bard#2 51,{ mes "me alone."; next; - switch(select("No problem~:Is there any way I can help you?")) { - - case 1: + if(select("No problem~:Is there any way I can help you?")==1) { cutin "bard_eland04",2; mes "[Errende]"; mes "Waaaah~! You're so mean!"; @@ -959,9 +331,7 @@ geffen,132,38,3 script Bard#2 51,{ mes "[Errende]"; mes "*Sob...*"; mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!"; - goto L_End; - - case 2: + } else { mes "[Errende]"; mes "Help me?"; mes "Hmmm..."; @@ -978,13 +348,10 @@ geffen,132,38,3 script Bard#2 51,{ mes "[Errende]"; mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; set bard_q,22; - goto L_End; - } + goto L_End; - } - - else if (bard_q == 26) { + } else if (bard_q == 26) { cutin "bard_eland01",2; mes "[Errende]"; mes "Argh...!"; @@ -1001,6 +368,7 @@ geffen,132,38,3 script Bard#2 51,{ input @inputstr$; mes "" + @inputstr$ + "?"; next; + if (@inputstr$ == "Kino Kitty") { cutin "bard_eland04",2; mes "[Errende]"; @@ -1017,15 +385,12 @@ geffen,132,38,3 script Bard#2 51,{ mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; next; - switch(select("No, thanks.:I can, so stop crying.")) { - - case 1: + if(select("No, thanks.:I can, so stop crying.")==1) { mes "[Errende]"; mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; set bard_q,25; - goto L_End; - case 2: + } else { mes "[Errende]"; mes "Are you serious?"; mes "Oh, thank you so much!"; @@ -1037,25 +402,20 @@ geffen,132,38,3 script Bard#2 51,{ mes "Thank you for your trouble"; mes "in advance~"; set bard_q,24; - goto L_End; - } + goto L_End; - } - - else if (@inputstr$ == "Gunther") { + } else if (@inputstr$ == "Gunther") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; goto L_End; - } - else if (@inputstr$ == "Gunther Doubleharmony") { + } else if (@inputstr$ == "Gunther Doubleharmony") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; goto L_End; - } - else if (@inputstr$ == "Errende") { + } else if (@inputstr$ == "Errende") { cutin "bard_eland04",2; mes "[Errende]"; mes "Surely you jest!"; @@ -1063,9 +423,8 @@ geffen,132,38,3 script Bard#2 51,{ mes "I not know what"; mes "this song is about?"; goto L_End; - } - else { + } else { mes "[Errende]"; mes "" + @inputstr$ +"...?"; mes "I don't think I know that person. Maybe you misunderstood"; @@ -1079,9 +438,7 @@ geffen,132,38,3 script Bard#2 51,{ goto L_End; } - } - - else if (bard_q == 25) { + } else if (bard_q == 25) { cutin "bard_eland04",2; mes "[Errende]"; mes "Oh...!"; @@ -1099,15 +456,14 @@ geffen,132,38,3 script Bard#2 51,{ mes "No love,"; mes "No hope"; mes "No....^000000"; - set @song_random3,rand(1,50); + set @random,rand(1,50); next; - if ((@song_random3 > 27 ) && (@song_random3 < 37 )) { + + if (@random > 27 && @random < 37 ) { mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000"; next; - switch(select("Well, I should help him then...:Ignore him anyway.")) { - - case 1: + if(select("Well, I should help him then...:Ignore him anyway.")==1) { mes "[" + @name$ + "]"; mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you."; next; @@ -1119,20 +475,15 @@ geffen,132,38,3 script Bard#2 51,{ mes "[Errende]"; mes "I promise to pay you back as best as I can! I'll wait for you here until you return!"; set bard_q,24; - goto L_End; - - case 2: + } else { cutin "bard_eland04",2; mes "^3355FFYou ignore his"; mes "heart wrenching song."; mes "But at what cost to your soul?^000000"; - goto L_End; - } + goto L_End; - } - - else { + } else { cutin "bard_eland01",2; mes "[Errende]"; mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?"; @@ -1144,9 +495,7 @@ geffen,132,38,3 script Bard#2 51,{ goto L_End; } - } - - else if (bard_q == 24) { + } else if (bard_q == 24) { cutin "bard_eland02",2; mes "[Errende]"; mes "Umm..."; @@ -1170,9 +519,8 @@ geffen,132,38,3 script Bard#2 51,{ mes "thank you so much"; mes "for your help."; goto L_End; - } - else if (bard_q == 22) { + } else if (bard_q == 22) { mes "[Errende]"; mes "*Sigh...*"; mes "Where can"; @@ -1187,9 +535,8 @@ geffen,132,38,3 script Bard#2 51,{ mes "[Errende]"; mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance."; goto L_End; - } - else if (bard_q == 23) { + } else if (bard_q == 23) { cutin "bard_eland02",2; mes "[Errende]"; mes "So..."; @@ -1222,12 +569,10 @@ geffen,132,38,3 script Bard#2 51,{ mes "At Nine, love is reborn."; mes "At Ten, my Love is gone."; mes "At Eleven I find out why."; - if (sex == 0) { + if (sex) mes "At Twelve I see his new girlfriend?"; - } - else { + else mes "At Twelve I see her new boyfriend?"; - } next; mes "[Errende]"; mes "..."; @@ -1247,6 +592,7 @@ geffen,132,38,3 script Bard#2 51,{ next; cutin "bard_eland01",2; input @inputstr$; + if (@inputstr$ == "Kino Kitty") { mes "[Errende]"; mes "Ah! Of course!"; @@ -1261,15 +607,11 @@ geffen,132,38,3 script Bard#2 51,{ mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; next; - switch(select("No, thanks.:I can, so stop crying.")) { - - case 1: + if(select("No, thanks.:I can, so stop crying.")==1) { mes "[Errende]"; mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; set bard_q,25; - goto L_End; - - case 2: + } else { mes "[Errende]"; mes "Are you serious?"; mes "Oh, thank you so much!"; @@ -1281,27 +623,22 @@ geffen,132,38,3 script Bard#2 51,{ mes "Thank you for your trouble"; mes "in advance~"; set bard_q,24; - goto L_End; - } + goto L_End; - } - - else if (@inputstr$ == "Gunther") { + } else if (@inputstr$ == "Gunther") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; set bard_q,26; goto L_End; - } - else if (@inputstr$ == "Gunther Doubleharmony") { + } else if (@inputstr$ == "Gunther Doubleharmony") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; set bard_q,26; goto L_End; - } - else if (@inputstr$ == "Errende") { + } else if (@inputstr$ == "Errende") { cutin "bard_eland04",2; mes "[Errende]"; mes "Surely you jest!"; @@ -1310,9 +647,8 @@ geffen,132,38,3 script Bard#2 51,{ mes "song is about?"; set bard_q,26; goto L_End; - } - else { + } else { mes "[Errende]"; mes "" + @inputstr$ +"...?"; mes "I don't think I know that person. Maybe you misunderstood"; @@ -1326,9 +662,7 @@ geffen,132,38,3 script Bard#2 51,{ goto L_End; } - } - - else if (bard_q == 21) { + } else if (bard_q == 21) { cutin "bard_eland01",2; mes "[Errende]"; mes "Welcome back,"; @@ -1337,380 +671,16 @@ geffen,132,38,3 script Bard#2 51,{ mes "me to do for you?"; mes "Would you like to hear"; mes "a tale or listen to a song?"; - next; - - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { - - case 1: - cutin "bard_eland02",2; - mes "[Errende]"; - mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; - next; - - switch(select("News and rumors~:Cancel.")) { - - case 1: - set @talk,rand(1,3); - if (@talk == 1) { - mes "[Errende]"; - mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; - next; - mes "[Errende]"; - mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; - next; - mes "[Errende]"; - mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; - next; - mes "[Errende]"; - mes "But I digress."; - mes "Sometimes though,"; - mes "just sometimes mind you,"; - mes "they're not as sexy as usual."; - next; - mes "[Errende]"; - mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; - next; - mes "[Errende]"; - mes "I guess when someone acts even"; - mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; - next; - mes "[Errende]"; - mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; - next; - mes "[Errende]"; - mes "Let's see..."; - mes "Look out for this really shady Merchant that hangs out behind"; - mes "the Pub in Geffen."; - next; - mes "[Errende]"; - mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; - next; - mes "[Errende]"; - mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; - next; - mes "[Errende]"; - mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; - next; - mes "[Errende]"; - mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; - next; - mes "[Errende]"; - mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; - goto L_End; - } - - else if (@talk == 2) { - mes "[Errende]"; - mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; - next; - mes "[Errende]"; - mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; - next; - mes "[Errende]"; - mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; - next; - mes "[Errende]"; - mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; - next; - mes "[Errende]"; - mes "I wonder if that man's friend, Pandger Mayer, ever found"; - mes "his way back home..."; - goto L_End; - } - - else if (@talk == 3) { - mes "[Errende]"; - mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; - next; - mes "[Errende]"; - mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; - next; - mes "[Errende]"; - mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; - next; - mes "[Errende]"; - mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; - next; - mes "[Errende]"; - mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; - next; - mes "[Errende]"; - mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; - next; - mes "[Errende]"; - mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; - next; - mes "[Errende]"; - mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; - goto L_End; - } - - case 2: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; - goto L_End; - - } - - case 2: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; - next; - - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - - case 1: - cutin "bard_eland03",2; - if (zeny > 499) { - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "ring_of_nibelungen.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else if (@song_random == 2) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "dont_forget_me_not.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "in_to_the_abyss.wav",0; - set zeny,zeny-500; - goto L_End; - } - } - - else { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Ahahaha~"; - mes "My apologies,"; - mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; - goto L_End; - } - - case 2: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "An upbeat song...?"; - mes "Hmmm... Let's see."; - mes "An upbeat song,"; - mes "An upbeat song..."; - mes "Okay, here we go~"; - next; - set @song_random2,rand(1,3); - if (@song_random2 == 1) { - mes "^483D8BValhalla dazzles in gold"; - mes "The fifth as we know"; - mes "Is old Glast Heim!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BPalace of the dead"; - mes "With a silver roof~"; - mes "The third as we know..."; - mes "Valaskjalf!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BFive hundred forty doors"; - mes "In the grand halls of Valhalla"; - mes "Fling open to the heart of a hero."; - mes "Eight hundred warriors gather"; - mes "Under the will of God, and"; - mes "Charge as one out through"; - mes "Those doors.^000000"; - next; - mes "^483D8BGodly warriors"; - mes "Step into Yggdrassil"; - mes "Towards their fate."; - mes "With pride and honor,"; - mes "They accept Valyrie's"; - mes "Welcome.^000000"; - next; - mes "^483D8BWarriors fallen in battle"; - mes "In glorious clashes of red"; - mes "Death may have come,"; - mes "But your fame lives on"; - mes "and your spirit will be"; - mes "led to Valhalla.^000000"; - goto L_End; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - mes "[Errende]"; - mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; - next; - mes "[Errende]"; - mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; - mes "may never know"; - mes "with certainty."; - goto L_End; - } - - else if ((@song_random2 > 1) && (@song_random2 < 5)) { - mes "[Errende]"; - if (sex == 1) { - mes "Heroic warrior,"; - } - else { - mes "My fair lady,"; - } - mes "Please listen to my song. If you have a flower in hand and are in love, let's count the flower petals as we go along."; - next; - mes "^483D8BAt One, I fall in love."; - mes "At Two, you give me your smile."; - mes "At Three, I adore your touch."; - mes "At Four, a tender kiss."; - mes "At Five, we change our minds."; - mes "A petal scatters through the air.^000000"; - next; - cutin "bard_eland04",2; - mes "^483D8BAt Six, I fall in love~"; - mes "At Seven, you fall in love~"; - mes "At Eight~^000000"; - next; - mes "[Errende]"; - mes "At eight~"; - mes "At... Eight..."; - mes "What was next...?"; - next; - mes "[Errende]"; - mes "Oh my...!"; - mes "What was the next part?!"; - mes "What was the 8th love?!"; - mes "How shameful for a Bard"; - mes "to forget the words"; - mes "to a song!"; - next; - mes "[Errende]"; - mes "I..."; - mes "I can't bear the humiliation!"; - mes "Or the suspense of what"; - mes "happens next...!"; - next; - mes "[Errende]"; - mes "You're an adventurer, aren't you? So you must travel quite a bit? It's embarassing for me to ask,"; - mes "but I have a favor to ask...!"; - next; - - switch(select("Sure, no problem.:I ain't gonna help you.")) { - - case 1: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Thank you, so much!"; - mes "Let's see, who would know?"; - mes "I've got it! Gunther!"; - next; - mes "[Errende]"; - mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna."; - next; - mes "[Errende]"; - mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000."; - next; - mes "[Errende]"; - mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; - set bard_q,22; - goto L_End; - - case 2: - mes "[Errende]"; - mes "*Sigh...*"; - mes "I can't remember the 8th part of this song if my life depended on it. And it does~! *Wahhhh~*"; - set bard_q,27; - goto L_End; - - } - - } - - else { - mes "^483D8BThe sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "^483D8BHear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us.^000000"; - next; - mes "^483D8BBeat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!^000000"; - next; - mes "^483D8BStun the sky"; - mes "Provoke the earth,"; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!^000000"; - next; - mes "[Errende]"; - mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; - goto L_End; - } - - case 3: - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Sure, no problem."; - mes "Please come again."; - goto L_End; + callsub S_StorySong,3; - } - - case 3: - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Hmm~?"; - mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; - - } - - } - - else if (bard_q == 7) { + } else if (bard_q == 7) { cutin "bard_eland04",2; mes "[Errende]"; mes "How could I forget the song?"; mes "I'm worthless as a Bard~! Please... Just... Please just leave me alone."; next; - switch(select("No problem.:Is there any way I can help you?")) { - - case 1: + if(select("No problem.:Is there any way I can help you?")==1){ mes "[Errende]"; mes "Waaaah~! You're so mean!"; mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'"; @@ -1721,9 +691,7 @@ geffen,132,38,3 script Bard#2 51,{ mes "[Errende]"; mes "*Sob...*"; mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!"; - goto L_End; - - case 2: + } else { cutin "bard_eland01",2; mes "[Errende]"; mes "Help me?"; @@ -1740,13 +708,10 @@ geffen,132,38,3 script Bard#2 51,{ mes "[Errende]"; mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; set bard_q,2; - goto L_End; - } + goto L_End; - } - - else if (bard_q == 6) { + } else if (bard_q == 6) { cutin "bard_eland04",2; mes "[Errende]"; mes "Who could have changed the lyrics to the song? I can't understand why such a thing would happen. I really wish I could ask the person who changed the words..."; @@ -1761,6 +726,7 @@ geffen,132,38,3 script Bard#2 51,{ input @inputstr$; mes "" + @inputstr$ + "?"; next; + if (@inputstr$ == "Kino Kitty") { cutin "bard_eland01",2; mes "[Errende]"; @@ -1775,48 +741,37 @@ geffen,132,38,3 script Bard#2 51,{ mes "Ummm..."; mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; next; - - switch(select("No, thanks.:I can, so stop crying.")) { - - case 1: + if(select("No, thanks.:I can, so stop crying.")==1) { mes "[Errende]"; mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; set bard_q,5; - goto L_End; - - case 2: + } else { mes "[Errende]"; mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!"; next; mes "[Errende]"; mes "I'll pay you back somehow! Thank you for your trouble in advance~"; set bard_q,4; - goto L_End; - } + goto L_End; - } - - else if (@inputstr$ == "Gunther") { + } else if (@inputstr$ == "Gunther") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; goto L_End; - } - else if (@inputstr$ == "Gunther Doubleharmony") { + } else if (@inputstr$ == "Gunther Doubleharmony") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; goto L_End; - } - else if (@inputstr$ == "Errende") { + } else if (@inputstr$ == "Errende") { cutin "bard_eland04",2; mes "[Errende]"; mes "Surely you jest! If I did, why would I not know what this song is about?"; goto L_End; - } - else { + } else { mes "[Errende]"; mes "" + @inputstr$ +"...?"; mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*"; @@ -1829,9 +784,7 @@ geffen,132,38,3 script Bard#2 51,{ goto L_End; } - } - - else if (bard_q == 5) { + } else if (bard_q == 5) { cutin "bard_eland04",2; mes "[Errende]"; mes "Oh...!"; @@ -1843,14 +796,13 @@ geffen,132,38,3 script Bard#2 51,{ mes "Shattering his dreams..."; mes "No dreams, no heart, no love, no hope, no...^000000"; next; - set @song_random3,rand(1,50); - if ((@song_random3 > 27 ) && (@song_random3 < 37 )) { + set @random,rand(1,50); + + if (@random > 27 && @random < 37) { mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000"; next; - switch(select("Well, I should help him then...:Ignore him anyway.")) { - - case 1: + if(select("Well, I should help him then...:Ignore him anyway.")==1) { mes "[" + @name$ + "]"; mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you."; next; @@ -1861,19 +813,14 @@ geffen,132,38,3 script Bard#2 51,{ mes "[Errende]"; mes "I promise to pay you back as best as I can! I'll wait for you here until you return!"; set bard_q,4; - goto L_End; - - case 2: + } else { mes "^3355FFYou ignore his"; mes "heart wrenching song."; mes "But at what cost to your soul?^000000"; - goto L_End; - } + goto L_End; - } - - else { + } else { cutin "bard_eland01",2; mes "[Errende]"; mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?"; @@ -1884,9 +831,8 @@ geffen,132,38,3 script Bard#2 51,{ mes "Ooooooooooh wah!^000000"; goto L_End; } - } - else if (bard_q == 4) { + } else if (bard_q == 4) { cutin "bard_eland01",2; mes "[Errende]"; mes "Umm..."; @@ -1909,9 +855,8 @@ geffen,132,38,3 script Bard#2 51,{ mes "thank you so much"; mes "for your help."; goto L_End; - } - else if (bard_q == 2) { + } else if (bard_q == 2) { cutin "bard_eland04",2; mes "[Errende]"; mes "*Sigh...* Where can I find the 8th love...? Have you met Gunther?"; @@ -1923,9 +868,8 @@ geffen,132,38,3 script Bard#2 51,{ mes "[Errende]"; mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance."; goto L_End; - } - else if (bard_q == 3) { + } else if (bard_q == 3) { cutin "bard_eland02",2; mes "[Errende]"; mes "So..."; @@ -1959,12 +903,10 @@ geffen,132,38,3 script Bard#2 51,{ mes "At Nine, love is reborn."; mes "At Ten, my Love is gone."; mes "At Eleven I find out why."; - if (sex == 0) { - mes "At Twelve I see his new girlfriend?"; - } - else { + if (sex) mes "At Twelve I see her new boyfriend?"; - } + else + mes "At Twelve I see his new girlfriend?"; next; mes "[Errende]"; mes "..."; @@ -1998,27 +940,21 @@ geffen,132,38,3 script Bard#2 51,{ mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; next; - switch(select("No, thanks.:I can, so stop crying.")) { - - case 1: + if(select("No, thanks.:I can, so stop crying.")==1) { mes "[Errende]"; mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; set bard_q,5; - goto L_End; - - case 2: + } else { mes "[Errende]"; mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!"; next; mes "[Errende]"; mes "I'll pay you back somehow! Thank you for your trouble in advance~"; set bard_q,4; - goto L_End; - } - } + goto L_End; - else if (@inputstr$ == "Gunther") { + } else if (@inputstr$ == "Gunther") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; set bard_q,6; @@ -2030,17 +966,15 @@ geffen,132,38,3 script Bard#2 51,{ mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; set bard_q,6; goto L_End; - } - else if (@inputstr$ == "Errende") { + } else if (@inputstr$ == "Errende") { cutin "bard_eland04",2; mes "[Errende]"; mes "Surely you jest! If I did, why would I not know what this song is about?"; set bard_q,6; goto L_End; - } - else { + } else { mes "[Errende]"; mes "" + @inputstr$ +"...?"; mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*"; @@ -2053,9 +987,7 @@ geffen,132,38,3 script Bard#2 51,{ goto L_End; } - } - - else if (bard_q == 1) { + } else if (bard_q == 1) { cutin "bard_eland01",2; mes "[Errende]"; mes "Welcome back,"; @@ -2064,228 +996,266 @@ geffen,132,38,3 script Bard#2 51,{ mes "me to do for you?"; mes "Would you like to hear"; mes "a tale or listen to a song?"; - next; + callsub S_StorySong,4; - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { + } else { + cutin "bard_eland03",2; + mes "^483D8BWhat day is"; + mes "best for drinking?"; + mes "La la la~"; + mes "It's the day of"; + mes "the earth, the sun"; + mes "And the moon~"; + mes "La la la~^000000"; + next; + mes "^483D8BLa la la~"; + mes "I'll only"; + mes "drink on one day~"; + mes "So if you'll tell me"; + mes "when you'll drink"; + mes "I'll tell you when"; + mes "I'll drink with you~^000000"; + next; + mes "^483D8BLet's get together"; + mes "Yea yea ye-^000000 Hmmmmm...?"; + next; + mes "[Bard]"; + mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?"; + next; - case 1: + if(select("Who are you?:Ignore him.")==1) { + cutin "bard_eland04",2; + mes "[" + @name$ + "]"; + mes "You seem to be"; + mes "new around here..."; + mes "Who are you?"; + next; + cutin "bard_eland02",2; mes "[Errende]"; - mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; + mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you."; next; + mes "[Errende]"; + mes "If you will let me, I will tell you of my travels. By your leave,"; + mes "I will play a song that will help you forget your troubles."; + set bard_q,1; + callsub S_StorySong,5; - switch(select("News and rumors~:Cancel.")) { + } else { + mes "[Errende]"; + mes "Waaah, wah~"; + mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?"; + } - case 1: - cutin "bard_eland02",2; - set @talk,rand(1,3); - if (@talk == 1) { - mes "[Errende]"; - mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; - next; - mes "[Errende]"; - mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; - next; - mes "[Errende]"; - mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; - next; - mes "[Errende]"; - mes "But I digress."; - mes "Sometimes though,"; - mes "just sometimes mind you,"; - mes "they're not as sexy as usual."; - next; - mes "[Errende]"; - mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; - next; - mes "[Errende]"; - mes "I guess when someone acts even"; - mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; - next; - mes "[Errende]"; - mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; - next; - mes "[Errende]"; - mes "Let's see..."; - mes "Look out for this really shady Merchant that hangs out behind"; - mes "the Pub in Geffen."; - next; - mes "[Errende]"; - mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; - next; - mes "[Errende]"; - mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; - next; - mes "[Errende]"; - mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; - next; - mes "[Errende]"; - mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; - goto L_End; - } + } - else if (@talk == 2) { - mes "[Errende]"; - mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; - next; - mes "[Errende]"; - mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; - next; - mes "[Errende]"; - mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; - next; - mes "[Errende]"; - mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; - next; - mes "[Errende]"; - mes "I wonder if that man's friend, Pandger Mayer, ever found"; - mes "his way back home..."; - goto L_End; - } +L_End: + close2; + cutin "",255; + end; - else if (@talk == 3) { - mes "[Errende]"; - mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; - next; - mes "[Errende]"; - mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; - next; - mes "[Errende]"; - mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; - next; - mes "[Errende]"; - mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; - next; - mes "[Errende]"; - mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; - next; - mes "[Errende]"; - mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; - next; - cutin "bard_eland03",2; - mes "[Errende]"; - mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; - next; - mes "[Errende]"; - mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; - goto L_End; - } +// SubRoutine for 5 similiar dialogues of the quest - case 2: +S_StorySong: + next; + switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { + case 1: + mes "[Errende]"; + mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; + next; + + if(select("News and rumors~:Cancel.")==1) { + cutin "bard_eland01",2; + mes "[Errende]"; + set @random,rand(1,3); + if (@random == 1) { + mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; + next; + mes "[Errende]"; + mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; + next; + mes "[Errende]"; + mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; + next; + mes "[Errende]"; + mes "But I digress."; + mes "Sometimes though,"; + mes "just sometimes mind you,"; + mes "they're not as sexy as usual."; + next; + mes "[Errende]"; + mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "I guess when someone acts even"; + mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; + next; + mes "[Errende]"; + mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; + next; + mes "[Errende]"; cutin "bard_eland01",2; + mes "Let's see..."; + mes "Look out for this really shady Merchant that hangs out behind"; + mes "the Pub in Geffen."; + next; mes "[Errende]"; - mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; - goto L_End; + mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; + next; + mes "[Errende]"; + mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; + next; + mes "[Errende]"; + mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; + next; + mes "[Errende]"; + mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; + next; + mes "[Errende]"; + mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; + + } else if (@random == 2) { + mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; + next; + mes "[Errende]"; + mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; + next; + mes "[Errende]"; + mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; + next; + mes "[Errende]"; + mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; + next; + mes "[Errende]"; + mes "I wonder if that man's friend, Pandger Mayer, ever found"; + mes "his way back home..."; + } else if (@random == 3) { + mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; + next; + mes "[Errende]"; + mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; + next; + mes "[Errende]"; + mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; + next; + mes "[Errende]"; + mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; + next; + mes "[Errende]"; + mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; + next; + mes "[Errende]"; + mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; + next; + mes "[Errende]"; + mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; + next; + mes "[Errende]"; + mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; + next; + cutin "bard_eland02",2; + mes "[Errende]"; + mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; } - case 2: + } else { cutin "bard_eland01",2; mes "[Errende]"; - mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; - next; - - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - - case 1: - if (zeny > 499) { - cutin "bard_eland03",2; - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "ring_of_nibelungen.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else if (@song_random == 2) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "dont_forget_me_not.wav",0; - set zeny,zeny-500; - goto L_End; - } + mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; + } + goto L_End; - else { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "in_to_the_abyss.wav",0; - set zeny,zeny-500; - goto L_End; - } + case 2: + mes "[Errende]"; + if(getarg(0) < 3) + mes "You recognize my talent, so you deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; + else + mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; + next; - } + switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - else { - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Ahahaha~"; - mes "My apologies,"; - mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; - goto L_End; - } - - case 2: + case 1: + mes "[Errende]"; + if (zeny > 499) { + set zeny,zeny-500; cutin "bard_eland03",2; - mes "[Errende]"; - mes "An upbeat song...?"; - mes "Hmmm... Let's see."; - mes "An upbeat song,"; - mes "An upbeat song..."; - mes "Okay, here we go~"; - next; - set @song_random2,rand(1,3); - if (@song_random2 == 1) { - mes "^483D8BValhalla dazzles in gold"; - mes "The fifth as we know"; - mes "Is old Glast Heim!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BPalace of the dead"; - mes "With a silver roof~"; - mes "The third as we know..."; - mes "Valaskjalf!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BFive hundred forty doors"; - mes "In the grand halls of Valhalla"; - mes "Fling open to the heart of a hero."; - mes "Eight hundred warriors gather"; - mes "Under the will of God, and"; - mes "Charge as one out through"; - mes "Those doors.^000000"; - next; - mes "^483D8BGodly warriors"; - mes "Step into Yggdrassil"; - mes "Towards their fate."; - mes "With pride and honor,"; - mes "They accept Valyrie's"; - mes "Welcome.^000000"; + mes "Alright."; + mes "Here we go~"; + + set @random,rand(1,3); + if (@random == 1) + soundeffect "ring_of_nibelungen.wav",0; + else if (@random == 2) + soundeffect "dont_forget_me_not.wav",0; + else + soundeffect "in_to_the_abyss.wav",0; + + } else { + cutin "bard_eland04",2; + mes "Ahahaha~"; + mes "My apologies,"; + mes "But I cannot offer my services for free. Even a Bard needs zeny to live, wouldn't you agree?"; + } + goto L_End; + + case 2: + cutin "bard_eland03",2; + mes "[Errende]"; + mes "An upbeat song...?"; + mes "Hmmm... Let's see."; + mes "An upbeat song,"; + mes "An upbeat song..."; + mes "Okay, here we go~"; + next; + //for 3 and 4 variants, we need higher chance + if(getarg(0) == 3 || getarg(0) == 4) + set @random,rand(1,5); + else + set @random,rand(1,3); + if (@random == 1) { + mes "^483D8BValhalla dazzles in gold"; + mes "The fifth as we know"; + mes "Is old Glast Heim!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BPalace of the dead"; + mes "With a silver roof~"; + mes "The third as we know..."; + mes "Valaskjalf!"; + mes "Glorious warriors answer"; + mes "The summons of Odin.^000000"; + next; + mes "^483D8BFive hundred forty doors"; + mes "In the grand halls of Valhalla"; + mes "Fling open to the heart of a hero."; + mes "Eight hundred warriors gather"; + mes "Under the will of God, and"; + mes "Charge as one out through"; + mes "Those doors.^000000"; + next; + mes "^483D8BGodly warriors"; + mes "Step into Yggdrassil"; + mes "Towards their fate."; + mes "With pride and honor,"; + mes "They accept Valyrie's"; + mes "Welcome.^000000"; + next; + mes "^483D8BWarriors fallen in battle"; + mes "In glorious clashes of red"; + mes "Death may have come,"; + mes "But your fame lives on"; + mes "and your spirit will be"; + mes "led to Valhalla.^000000"; + //Expanded version for 2nd variant + if(getarg(0) == 2){ next; - mes "^483D8BWarriors fallen in battle"; - mes "In glorious clashes of red"; - mes "Death may have come,"; - mes "But your fame lives on"; - mes "and your spirit will be"; - mes "led to Valhalla.^000000"; - goto L_End; mes "[Errende]"; mes "..."; next; @@ -2300,17 +1270,47 @@ geffen,132,38,3 script Bard#2 51,{ mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; mes "may never know"; mes "with certainty."; - goto L_End; } + goto L_End; - else if ((@song_random2 > 2) && (@song_random2 < 5)) { + } else if (@random == 2) { + + mes "^483D8BThe sounds of galloping"; + mes "Echo in the distance."; + mes "A cloud of hazy dust"; + mes "Fills the setting sun."; + mes "Thousands of eyes open"; + mes "Torches on the castle"; + mes "Flare like thousands of Ifrits."; + next; + mes "^483D8BHear the throbbing of my heart,"; + mes "The blood flowing in my veins."; + mes "Feeling the heaviness of my armor."; + mes "The enemy has appeared before us.^000000"; + next; + mes "^483D8BBeat the drums hard, harder!"; + mes "Courage, soldiers, march forward!"; + mes "Shout loud, soldiers, louder!"; + mes "Today will never come back!^000000"; + next; + mes "^483D8BStun the sky"; + mes "Provoke the earth."; + mes "I feel my heartbeat again."; + mes "Blow the bugle to"; + mes "Sway the fortress."; + mes "Today will never come back!^000000"; + next; + mes "[Errende]"; + mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; + + } else { + // For 3 and 4 cases we set more chance earlier on @random + if(getarg(0) == 3 || getarg(0) == 4){ mes "[Errende]"; - if (sex == 1) { + if (sex) { mes "Heroic warrior,"; - } - else { + else mes "My fair lady,"; - } mes "Please listen to my song. If you have a flower in hand and are in love, let's count the flower petals as we go along."; next; mes "^483D8BAt One, I fall in love."; @@ -2320,6 +1320,7 @@ geffen,132,38,3 script Bard#2 51,{ mes "At Five, we change our minds."; mes "A petal scatters through the air.^000000"; next; + cutin "bard_eland04",2; mes "^483D8BAt Six, I fall in love~"; mes "At Seven, you fall in love~"; mes "At Eight~^000000"; @@ -2347,11 +1348,9 @@ geffen,132,38,3 script Bard#2 51,{ mes "You're an adventurer, aren't you? So you must travel quite a bit? It's embarassing for me to ask,"; mes "but I have a favor to ask...!"; next; - cutin "bard_eland01",2; - - switch(select("Sure, no problem.:I ain't gonna help you.")) { - case 1: + if(select("Sure, no problem.:I ain't gonna help you.")==1) { + cutin "bard_eland01",2; mes "[Errende]"; mes "Thank you, so much!"; mes "Let's see, who would know?"; @@ -2365,437 +1364,63 @@ geffen,132,38,3 script Bard#2 51,{ next; mes "[Errende]"; mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; - set bard_q,2; - goto L_End; + if(bard_q==1) set bard_q,2; + if(bard_q==21) set bard_q,22; - case 2: + } else { mes "[Errende]"; mes "*Sigh...*"; mes "I can't remember the 8th part of this song if my life depended on it. And it does~! *Wahhhh~*"; - set bard_q,7; - goto L_End; - + if(bard_q==2) set bard_q,7; + if(bard_q==21) set bard_q,27; } - - } - - else { - mes "^483D8BThe sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "^483D8BHear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us.^000000"; - next; - mes "^483D8BBeat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!^000000"; - next; - mes "^483D8BStun the sky"; - mes "Provoke the earth,"; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!^000000"; - next; - mes "[Errende]"; - mes "Ah, this is called 'Drumming in the battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; goto L_End; - } - - case 3: - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Sure, no problem."; - mes "Please come again."; - goto L_End; - - } - - case 3: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "Hmm~?"; - mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; - } - - } - - else { - cutin "bard_eland03",2; - mes "^483D8BWhat day is"; - mes "best for drinking?"; - mes "La la la~"; - mes "It's the day of"; - mes "the earth, the sun"; - mes "And the moon~"; - mes "La la la~^000000"; - next; - mes "^483D8BLa la la~"; - mes "I'll only"; - mes "drink on one day~"; - mes "So if you'll tell me"; - mes "when you'll drink"; - mes "I'll tell you when"; - mes "I'll drink with you~^000000"; - next; - mes "^483D8BLet's get together"; - mes "Yea yea ye-^000000 Hmmmmm...?"; - next; - mes "[Bard]"; - mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?"; - next; - - switch(select("Who are you?:Ignore him.")) { - - case 1: - cutin "bard_eland04",2; - mes "[" + @name$ + "]"; - mes "You seem to be"; - mes "new around here..."; - mes "Who are you?"; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you."; - next; - mes "[Errende]"; - mes "If you will let me, I will tell you of my travels. By your leave,"; - mes "I will play a song that will help you forget your troubles."; - set bard_q,1; - next; - - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { - - case 1: - mes "[Errende]"; - mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; - next; - - switch(select("News and rumors~:Cancel.")) { - - case 1: - set @talk,rand(1,3); - if (@talk == 1) { - mes "[Errende]"; - mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?"; - next; - mes "[Errende]"; - mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000."; - next; - mes "[Errende]"; - mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000."; - next; - mes "[Errende]"; - mes "But I digress."; - mes "Sometimes though,"; - mes "just sometimes mind you,"; - mes "they're not as sexy as usual."; - next; - mes "[Errende]"; - mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time."; - next; - mes "[Errende]"; - mes "I guess when someone acts even"; - mes "a little flirtacious towards those girls, their father's spirit takes over. I should know."; - next; - mes "[Errende]"; - mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know."; - next; - cutin "bard_eland04",2; - mes "[Errende]"; - mes "Let's see..."; - mes "Look out for this really shady Merchant that hangs out behind"; - mes "the Pub in Geffen."; - next; - mes "[Errende]"; - mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy."; - next; - mes "[Errende]"; - mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure."; - next; - mes "[Errende]"; - mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned."; - next; - mes "[Errende]"; - mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls."; - goto L_End; - } - - else if (@talk == 2) { - mes "[Errende]"; - mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert."; - next; - mes "[Errende]"; - mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go."; - next; - mes "[Errende]"; - mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades."; - next; - mes "[Errende]"; - mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though..."; - next; - mes "[Errende]"; - mes "I wonder if that man's friend, Pandger Mayer, ever found"; - mes "his way back home..."; - goto L_End; - } - - else if (@talk == 3) { - mes "[Errende]"; - mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money."; - next; - mes "[Errende]"; - mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights."; - next; - mes "[Errende]"; - mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box."; - next; - mes "[Errende]"; - mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress."; - next; - mes "[Errende]"; - mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains."; - next; - mes "[Errende]"; - mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers."; - next; - cutin "bard_eland01",2; - mes "[Errende]"; - mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern."; - next; - cutin "bard_eland02",2; - mes "[Errende]"; - mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now."; - next; - mes "[Errende]"; - mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure."; - goto L_End; - } - - case 2: - mes "[Errende]"; - mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; - goto L_End; - } - - case 2: - mes "[Errende]"; - mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; + mes "^483D8BA good Bard sings"; + mes "To please his listener."; + mes "So do not expect a sad song"; + mes "That deepens your anguish.^000000"; + next; + mes "^483D8BA good Dancer dances"; + mes "To please her audience."; + mes "Shall we dance together?"; + mes "Just hold my hands."; + mes "La la la~ La la la~^000000"; + next; + mes "[" + @name$ + "]"; + mes "By the way..."; + mes "Why do you guys play"; + mes "discords sometimes?"; + mes "It sounds weird"; + mes "when you do that."; next; - - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { - - case 1: - if (zeny > 499) { - cutin "bard_eland03",2; - set @song_random,rand(1,3); - if (@song_random == 1) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "ring_of_nibelungen.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else if (@song_random == 2) { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "dont_forget_me_not.wav",0; - set zeny,zeny-500; - goto L_End; - } - - else { - mes "[Errende]"; - mes "Alright."; - mes "Here we go~"; - soundeffect "in_to_the_abyss.wav",0; - set zeny,zeny-500; - goto L_End; - } - } - - else { - mes "[Errende]"; - mes "Ahahaha~"; - mes "My apologies,"; - mes "But I cannot offer my services for free. Alas, even a Bard needs zeny to live, wouldn't you agree?"; - goto L_End; - } - - case 2: - cutin "bard_eland03",2; - mes "[Errende]"; - mes "An upbeat song...?"; - mes "Hmmm... Let's see."; - mes "An upbeat song,"; - mes "An upbeat song..."; - mes "Okay, here we go~"; - next; - set @song_random2,rand(1,3); - if (@song_random2 == 1) { - mes "^483D8BValhalla dazzles in gold"; - mes "The fifth as we know"; - mes "Is old Glast Heim!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BPalace of the dead"; - mes "With a silver roof~"; - mes "The third as we know..."; - mes "Valaskjalf!"; - mes "Glorious warriors answer"; - mes "The summons of Odin.^000000"; - next; - mes "^483D8BFive hundred forty doors"; - mes "In the grand halls of Valhalla"; - mes "Fling open to the heart of a hero."; - mes "Eight hundred warrior gather"; - mes "Under the will of Odin, and"; - mes "Charge as one out through"; - mes "Those doors.^000000"; - next; - mes "^483D8BGodly warriors"; - mes "Step into Yggdrassil"; - mes "Towards their fate."; - mes "With pride and honor,"; - mes "They accept Valyrie's"; - mes "Welcome.^000000"; - next; - mes "^483D8BWarriors fallen in battle"; - mes "In glorious clashes of red"; - mes "Death may have come,"; - mes "But your fame lives on"; - mes "and your spirit will be"; - mes "led to Valhalla.^000000"; - goto L_End; - mes "[Errende]"; - mes "..."; - next; - mes "[Errende]"; - mes "..."; - mes "......"; - next; - mes "[Errende]"; - mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor."; - next; - mes "[Errende]"; - mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans"; - mes "may never know"; - mes "with certainty."; - goto L_End; - } - - else if (@song_random2 == 2) { - mes "^483D8BA good Bard sings"; - mes "To please his listener."; - mes "So do not expect a sad song"; - mes "That deepens your anguish.^000000"; - next; - mes "^483D8BA good Dancer dances"; - mes "To please her audience."; - mes "Shall we dance together?"; - mes "Just hold my hands."; - mes "La la la~ La la la~^000000"; - next; - mes "[" + @name$ + "]"; - mes "By the way..."; - mes "Why do you guys play"; - mes "discords sometimes?"; - mes "It sounds weird"; - mes "when you do that."; - next; - mes "[Errende]"; - mes "H-how can you say such a thing, " + @name$ + "? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; - goto L_End; - } - - else { - mes "^483D8BThe sounds of galloping"; - mes "Echo in the distance."; - mes "A cloud of hazy dust"; - mes "Fills the setting sun."; - mes "Thousands of eyes open"; - mes "Torches on the castle"; - mes "Flare like thousands of Ifrits."; - next; - mes "^483D8BHear the throbbing of my heart,"; - mes "The blood flowing in my veins."; - mes "Feeling the heaviness of my armor."; - mes "The enemy has appeared before us.^000000"; - next; - mes "^483D8BBeat the drums hard, harder!"; - mes "Courage, soldiers, march forward!"; - mes "Shout loud, soldiers, louder!"; - mes "Today will never come back!^000000"; - next; - mes "^483D8BStun the sky"; - mes "Provoke the earth,"; - mes "I feel my heartbeat again."; - mes "Blow the bugle to"; - mes "Sway the fortress."; - mes "Today will never come back!^000000"; - next; - mes "[Errende]"; - mes "Ah, this is called 'Drumming in the battlefield,' which was written by Mr. Iolo. Yes, I rather like this song."; - goto L_End; - } - - case 3: - mes "[Errende]"; - mes "Sure, no problem."; - mes "Please come again."; - goto L_End; - - } - - case 3: - cutin "bard_eland04",2; mes "[Errende]"; - mes "Hmm~?"; - mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; - + mes "H-how can you say such a thing, "+ @name$ +"? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; } + goto L_End; - case 2: + case 3: + cutin "bard_eland01",2; mes "[Errende]"; - mes "Waaah, wah~"; - mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?"; + mes "But of course."; + mes "Merriment is best"; + mes "enjoyed when you"; + mes "are in the mood for it."; + mes "Please come again."; + goto L_End; } + case 3: + cutin "bard_eland01",2; + mes "[Errende]"; + mes "Hmm~?"; + mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; + goto L_End; } - -L_End: - close2; - cutin "",255; - end; - } - morocc,134,111,3 script Bard#3 741,{ set @name$,strcharinfo(0); if (bard_q == 31) { @@ -2810,10 +1435,11 @@ morocc,134,111,3 script Bard#3 741,{ mes "Is there anything"; mes "you want from me?"; next; + switch(select("Tell me a story...:Your voice is...:No thanks, I appreciate it though.")) { case 1: - set @story_random,rand(1,3); - if (@story_random == 1) { + set @random,rand(1,3); + if (@random == 1) { mes "[Kino Kitty]"; mes "Many legends have been passed down as songs. Stories of Gods and tales of brave warriors have all been written as songs."; next; @@ -2870,9 +1496,8 @@ morocc,134,111,3 script Bard#3 741,{ mes "^333333*Cough Cough*^000000"; mes "Hah... I can't sing more than one song nowadays. But did you like it? ^333333*Cough Cough*^000000"; close; - } - else if (@story_random == 2) { + } else if (@random == 2) { mes "[Kino Kitty]"; mes "Ah..."; mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000"; @@ -2907,9 +1532,8 @@ morocc,134,111,3 script Bard#3 741,{ mes "[Kino Kitty]"; mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world."; close; - } - else { + } else { mes "[Kino Kitty]"; mes "You want to"; mes "listen to a story?"; @@ -2946,12 +1570,9 @@ morocc,134,111,3 script Bard#3 741,{ mes "Hmm...?"; mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~"; close; - } - } - - else if (bard_q == 30) { + } else if (bard_q == 30) { mes "[Kino Kitty]"; mes "Everything will be"; mes "fine in the end, right?"; @@ -2965,10 +1586,9 @@ morocc,134,111,3 script Bard#3 741,{ next; switch(select("Tell me a story, or sing something~:Your voice is...:No thanks. I appreciate it, though.")) { - case 1: - set @story_random,rand(1,3); - if (@story_random == 1) { + set @random,rand(1,3); + if (@random == 1) { mes "[Kino Kitty]"; mes "Ah..."; mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000"; @@ -3003,9 +1623,8 @@ morocc,134,111,3 script Bard#3 741,{ mes "[Kino Kitty]"; mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world."; close; - } - else if (@story_random == 2) { + } else if (@random == 2) { mes "[Kino Kitty]"; mes "Ah..."; mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000"; @@ -3057,9 +1676,8 @@ morocc,134,111,3 script Bard#3 741,{ mes "[Kino Kitty]"; mes "If you have someone who you've left behind, someone that is waiting for you, make sure you come back to that person. You'll regret it if you don't."; close; - } - else { + } else { mes "[Kino Kitty]"; mes "You want to"; mes "listen to a story?"; @@ -3095,27 +1713,21 @@ morocc,134,111,3 script Bard#3 741,{ mes "[Kino Kitty]"; mes "Hmm...?"; mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~"; - close; - + close; } - } - - else if ((bard_q > 12) && (bard_q < 16)) { + } else if (bard_q > 12 && bard_q < 16) { mes "[Kino Kitty]"; mes "Errende must be waiting for you. Although others would be in anguish if they were made to wait, and people like Errende and me wouldn't mind, it's still more polite to hurry when you can."; close; - } - else if (bard_q == 12) { + } else if (bard_q == 12) { mes "[Kino Kitty]"; mes "I guess you've met Mr. Sketzi."; mes "By the way, why do you have that look on your face? Didn't find what you were looking for? Haha, would you show me your left hand?"; next; - switch(select("Here you go.:Um... No!")) { - - case 1: + if(select("Here you go.:Um... No!")==1) { mes "[Kino Kitty]"; mes "Well, while you were gone,"; mes "I remembered the original lyrics to the song. I guess they really are important."; @@ -3174,21 +1786,17 @@ morocc,134,111,3 script Bard#3 741,{ mes "on the front.^000000"; set bard_q,14; close; - } - case 2: + } else { mes "[Kino Kitty]"; mes "Hmmm...?"; mes "There's no reason to be scared."; mes "I mean, I won't bite or anything."; - close; - + close; } - } - - else if (bard_q == 10) { + } else if (bard_q == 10) { mes "[Kino Kitty]"; mes "Didn't you leave already?"; mes "I'm sure you can find the lyrics in a bookstore in Juno."; @@ -3205,9 +1813,8 @@ morocc,134,111,3 script Bard#3 741,{ mes "[Kino Kitty]"; mes "Also, I'd like to thank you for helping Errende. He may be a little whiny, but he's a good person."; close; - } - else if (bard_q == 11) { + } else if (bard_q == 11) { mes "[Kino Kitty]"; mes "A silver seal...?"; mes "Well, welcome to the wanderer's club. I must say, the silver crescent suits you."; @@ -3215,9 +1822,8 @@ morocc,134,111,3 script Bard#3 741,{ mes "[Kino Kitty]"; mes "If you have that seal, Mr. Sketzi will permit you to read his books full of Norse songs."; close; - } - else if ((bard_q > 19) && (bard_q < 28)) { + } else if (bard_q > 19 && bard_q < 28) { mes "[Kino Kitty]"; mes "What business"; mes "do you have with me,"; @@ -3277,10 +1883,8 @@ morocc,134,111,3 script Bard#3 741,{ mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic..."; set bard_q,10; close; - } - - else { + } else { switch(select("Tell me a story.:Sing a song.:Nothing.")) { case 1: @@ -3325,14 +1929,10 @@ morocc,134,111,3 script Bard#3 741,{ mes "business with me?"; mes "What a shame."; close; - } - } - } - - else { + } else { mes "^D43D1AEven in the sandy wind,"; mes "Even in the pouring rain,"; mes "Even in the falling snow,"; @@ -3353,9 +1953,7 @@ morocc,134,111,3 script Bard#3 741,{ mes "princess."; next; - switch(select("Um, was that a love song?:I'm sorry for interrupting you.")) { - - case 1: + if(select("Um, was that a love song?:I'm sorry for interrupting you.")==1) { mes "[Mysterious Bard]"; mes "A..."; mes "Love song?!"; @@ -3379,20 +1977,15 @@ morocc,134,111,3 script Bard#3 741,{ mes "[Mysterious Bard]"; if (BaseClass == Job_Swordman) { mes "There's no reason to be scared. The scary people with swords only use them on monsters, okay?"; - } - else if (BaseClass == Job_Acolyte) { + } else if (BaseClass == Job_Acolyte) { mes "You don't need to be scared, that person is a servant of God, okay?"; - } - else if ((Class == Job_Thief) || (Class == Job_Rogue)) { + } else if (Class == Job_Thief || Class == Job_Rogue) { mes "There's no reason to be afraid of this riffraff, your Uncle Kino is here, okay?"; - } - else if (BaseClass == Job_Assassin) { + } else if (BaseClass == Job_Assassin) { mes "There's no reason to be afraid. I know that person looks scary, but you're a good girl, so you'll be okay."; - } - else if (BaeClass == Job_Blacksmith) { + } else if (BaeClass == Job_Blacksmith) { mes "There's no reason to be scared, honey. It's just a Blacksmith."; - } - else { + } else { mes "There's no reason to be scared. See...? That person won't hurt you."; } next; @@ -3402,7 +1995,7 @@ morocc,134,111,3 script Bard#3 741,{ mes "scared by your outburst...?)^000000"; close; - case 2: + } else { if (bard_q == 2) { mes "[Mysterious Bard]"; mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine."; @@ -3414,9 +2007,8 @@ morocc,134,111,3 script Bard#3 741,{ mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you."; set bard_q,22; close; - } - else if (bard_q == 3) { + } else if (bard_q == 3) { mes "[Mysterious Bard]"; mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine."; next; @@ -3427,9 +2019,8 @@ morocc,134,111,3 script Bard#3 741,{ mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you."; set bard_q,23; close; - } - else if (bard_q == 4) { + } else if (bard_q == 4) { mes "[Mysterious Bard]"; mes "Oh, you're most admirable. You truly do respect Bards, don't you?"; next; @@ -3437,9 +2028,7 @@ morocc,134,111,3 script Bard#3 741,{ mes "Now that I think about it, are you look for anything, or is there a reason you wish to speak to me?"; next; - switch(select("I'm looking for Kino Kitty...:Nothing, really.")) { - - case 1: + if(select("I'm looking for Kino Kitty...:Nothing, really.")==1) { mes "[Kino Kitty]"; mes "How do you"; mes "know my name?"; @@ -3495,20 +2084,17 @@ morocc,134,111,3 script Bard#3 741,{ mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic..."; set bard_q,10; close; - - case 2: + + } else { mes "[Mysterious Bard]"; mes "Really now?"; mes "That's strange."; mes "You adventurers are always one some kind of adventure, aren't you? I mean, that's the very definition of the word."; close; - } - } - - else { - if (sex == 1) { + } else { + if (sex) { mes "[Kino Kitty]"; mes "You're such a nice young man. I will remember your name. I would much appreciate it if you would also remember mine."; next; @@ -3519,9 +2105,8 @@ morocc,134,111,3 script Bard#3 741,{ mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you."; set bard_q,20; close; - } - else { + } else { mes "[Mysterious Bard]"; mes "Ah, it is a privilege to meet a noble woman such as yourself. By your leave, I shall give you my name."; next; @@ -3530,17 +2115,13 @@ morocc,134,111,3 script Bard#3 741,{ set bard_q,20; close; } - } - } - } - } morocc,132,111,3 script Little Girl#Jorti 703,{ - if ((bard_q > 9) && (bard_q < 30)) { + if (bard_q > 9 && bard_q < 30) { mes "[Jorti]"; mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood."; next; @@ -3556,9 +2137,8 @@ morocc,132,111,3 script Little Girl#Jorti 703,{ mes "[Jorti]"; mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet..."; close; - } - else if (bard_q == 30) { + } else if (bard_q == 30) { mes "[Jorti]"; mes "La la la..."; mes "La la la..."; @@ -3571,9 +2151,8 @@ morocc,132,111,3 script Little Girl#Jorti 703,{ mes "[Jorti]"; mes "Hey... The shiny black cross on your hand means you're a friend of Uncle Kino's. So that means, you're my friend too!"; close; - } - else if (bard_q > 30) { + } else if (bard_q > 30) { mes "[Jorti]"; mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood."; mes "I miss my mommy a lot, but when I'm worried, it makes Uncle Kino worry a lot too."; @@ -3587,9 +2166,8 @@ morocc,132,111,3 script Little Girl#Jorti 703,{ mes "[Jorti]"; mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet..."; close; - } - else { + } else { mes "[Mysterious Bard]"; mes "Even in the sandy wind,"; mes "Even in the pouring rain,"; @@ -3606,31 +2184,26 @@ morocc,132,111,3 script Little Girl#Jorti 703,{ mes "I'm sorry, but this is a private performance. This song is only intended for my little Jorti."; close; } - } - -yuno_in01,172,100,3 script Old Man#1 712,{ - if ((bard_q > 11) && (bard_q < 20)) { +yuno_in01,172,100,3 script Old Man#bq1 712,{ + if (bard_q > 11 && bard_q < 20) { mes "[Sketzi Bundin]"; mes "Well, did you find what you were seeking for? Although all we have are old, dusty books, I hope you come by to visit. And please give my regards to your Bard friends."; close; - } - else if (bard_q == 30) { + } else if (bard_q == 30) { mes "[Sketzi Bundin]"; mes "Interesting..."; mes "You have a black cross seal on your hand. Is Kitty still around? I'm glad to see he's still alive. If you're a friend of his, then you are most welcome here."; close; - } - else if (bard_q == 31) { + } else if (bard_q == 31) { mes "[Sketzi Bundin]"; mes "Well, well, well. You're here again. So, what kind of books are you seeking today? Of course, all we have are old, dusty tomes full of eddas. Hahahaha~"; close; - } - else if (bard_q == 11) { + } else if (bard_q == 11) { mes "[Sketzi Bundin]"; mes "Welcome."; mes "You must be looking for something special. Well, we have almost every Norse poem, or 'edda.' This is the only place where you can find those kinds of old songs."; @@ -3639,9 +2212,7 @@ yuno_in01,172,100,3 script Old Man#1 712,{ mes "However, I cannot show these fragile books to just anybody. For the sake of preservation, I can only show these works to preferred customers."; next; - switch(select("Show him your left hand.:Show him your right hand.")) { - - case 1: + if(select("Show him your left hand.:Show him your right hand.")==1) { mes "[Sketzi Bundin]"; mes "Ah~! You must be the friend of a high ranking Bard! I see, I see. You must be a friend of Minty Errende."; next; @@ -3656,8 +2227,8 @@ yuno_in01,172,100,3 script Old Man#1 712,{ mes "looking for."; set bard_q,12; close; - - case 2: + + } else { mes "[Sketzi Bundin]"; mes "Let's see... Okay."; mes "Well, your heartbeat is a little faster than normal. You might want to look into that. You know, for the sake of your health?"; @@ -3665,12 +2236,9 @@ yuno_in01,172,100,3 script Old Man#1 712,{ mes "[Sketzi Bundin]"; mes "You're not looking for any medical or health related books, are you? I'm sorry, but we don't carry any of those."; close; - } - } - - else { + } else { mes "[Sketzi Bundin]"; mes "Welcome."; mes "You must be looking for something special and rare. But we only carry one kind of book around here."; @@ -3679,14 +2247,12 @@ yuno_in01,172,100,3 script Old Man#1 712,{ mes "If you're looking for monster information, why don't you check the Pronrera Library or the Monster Museum here in Juno?"; close; } - } -yuno_in01,163,101,0 script Old Book 111,{ +yuno_in01,163,101,0 script Old Book#bq 111,{ set @name$,strcharinfo(0); if ((bard_q > 11) && (bard_q < 14)) { - set @read_random,rand(1,5); - if (@read_random == 5) { + if (!rand(5)) { mes "^3355FFYou opened the book. There's a crisp brittleness to the pages, and the letters are faded and barely readable. You can't even identify the author's name.^000000"; next; mes "[Collection of Eddas]"; @@ -3724,22 +2290,18 @@ yuno_in01,163,101,0 script Old Book 111,{ mes "^3355FFYou copy down the final lines, and keep them in a note inside your pocket."; set bard_q,15; close; - } - else { + } else { mes "[" + @name$ + "]"; mes "*Sigh* I can barely read this book. Maybe I should try flipping through another one."; close; } - } - - else { + } else { mes "[Sketzi Bundin]"; mes "I'm sorry, but that book is too fragile for handling. Only special customers can peruse these books."; close; } - } @@ -3840,16 +2402,13 @@ yuno_in01,173,96,0 script Luke's Songs Vol.1 111,{ mes "[Luke's Note]"; mes "This song is good to be sung during festivals, as the intentional discord encourages the audience to participate. Aside from that, this song is pretty meaningless."; close; - } - } - else { + } else { mes "[Sketzi Bundin]"; mes "I'm sorry, but that book is not available for public exhibition."; close; } - } yuno_in01,173,94,0 script Battle Songs 111,{ @@ -3888,14 +2447,12 @@ yuno_in01,173,94,0 script Battle Songs 111,{ mes "Sway the fortress."; mes "Today will never come back!"; close; - } - else { + } else { mes "[Sketzi Bundin]"; mes "I'm sorry, but that book is not available for public exhibition."; close; } - } @@ -3956,19 +2513,17 @@ yuno_in01,173,92,0 script Apple of Idun 111,{ mes "You will be blessed"; mes "By every god..."; close; - } - else { + } else { mes "[Sketzi Bundin]"; mes "I'm sorry, but that book is not available for public exhibition."; close; } - } payon,181,172,3 script Bard#4 51,{ set @name$,strcharinfo(0); - if ((bard_q == 2) || (bard_q == 22)) { + if (bard_q == 2 || bard_q == 22) { mes "[Gunther Doubleharmony]"; mes "Hahaha~!"; mes "Listen, listen!"; @@ -4007,32 +2562,23 @@ payon,181,172,3 script Bard#4 51,{ next; mes "[Gunther Doubleharmony]"; mes "There you go! Now you can go back to Minty Errende and show him your back and he will see what I wrote and then remember the lyrics!"; - if (bard_q == 2) { - set bard_q,3; - } - else if (bard_q == 22) { - set bard_q,23; - } + if (bard_q == 2) set bard_q,3; + if (bard_q == 22) set bard_q,23; close; - } - else { + } else { mes "[Gunther Doubleharmony]"; mes "No no no, I don't know anyone with that name, so you better go and check the name of the person asking again, okay?"; close; } - } - - else { + } else { mes "[Gunther Doubleharmony]"; mes "No no no no, I don't know any song with that title, it might not even exist, so you should go and check the name of the song again and tell me, okay?"; close; } - } - - else if ((bard_q == 6) || (bard_q == 26)) { + } else if (bard_q == 6 || bard_q == 26) { mes "[Gunther Doubleharmony]"; mes "You came back again!"; mes "Huh, the song I wrote on your back? Hold on, hold on, let me think let me--ah, right, I got it!"; @@ -4043,9 +2589,8 @@ payon,181,172,3 script Bard#4 51,{ mes "[Gunther Doubleharmony]"; mes "I wish that someday I could be as great a Bard as him!"; close; - } - else { + } else { mes "[Gunther Doubleharmony]"; mes "Hahaha~!"; mes "Listen, listen!"; @@ -4061,9 +2606,7 @@ payon,181,172,3 script Bard#4 51,{ mes "Right, right?"; next; - switch(select("Show some interest.:Ignore him.")) { - - case 1: + if(select("Show some interest.:Ignore him.")==1) { mes "[Gunther Doubleharmony]"; mes "Yay~! I knew it!"; mes "So you wanna hear"; @@ -4121,9 +2664,8 @@ payon,181,172,3 script Bard#4 51,{ mes "[Gunther Doubleharmony]"; mes "That's a very old story about rich Mr. Kim, and his rise from rags to riches to rags to riches. Is it true or is it fiction? Oh, please don't ask me! I've no clue!"; close; - } - else if (@song_random == 2) { + } else if (@song_random == 2) { mes "[Gunther Doubleharmony]"; mes "*Ahem*"; mes "Gunther sings "; @@ -4176,9 +2718,8 @@ payon,181,172,3 script Bard#4 51,{ mes "This is a very old story..."; mes "Is it truth or fiction? But please don't ask me, I have no idea~!"; close; - } - else { + } else { mes "[Gunther Doubleharmony]"; mes "I will sing one of Luke's songs, you know, Luke, one of the greatest Bards of his time? But I changed the words a little bit."; next; @@ -4227,9 +2768,8 @@ payon,181,172,3 script Bard#4 51,{ mes "[Gunther Doubleharmony]"; mes "Why don't you go taste it if you haven't yet? I tried to taste it once. It was kind of yummy, but then I fainted. Hahahaha~!"; close; - } - else if (story == 2) { + } else if (story == 2) { mes "[Gunther Doubleharmony]"; mes "I was passing Prontera the other day at the place where it used to be the Swordman training ground."; next; @@ -4242,9 +2782,8 @@ payon,181,172,3 script Bard#4 51,{ mes "[Gunther Doubleharmony]"; mes "I got bored watching him do the same thing over and over and over again, but I think the Monster Research Organization would like him if I introduced him."; close; - } - else { + } else { mes "[Gunther Doubleharmony]"; mes "Have you ever been in Lutie,"; mes "land of year round snow?"; @@ -4268,87 +2807,81 @@ payon,181,172,3 script Bard#4 51,{ } - - case 2: + } else { mes "[" + @name$ + "]"; mes "..."; next; mes "[Gunther Doubleharmony]"; mes "Wow, you're ignoring me, huh? Alright, that's fine by me! Unless you have some kind of problem where you can't talk, then I'm really really sorry."; close; - } } } -yuno_in04,20,123,7 script Representative 95,{ - //set @check = GetGlobalVar "040708_god2" - //if (check < 101) { - if (god_brising == 3) { - mes "[Marlin Putiur]"; - mes "Welcome to the"; - mes "Monster Research"; - mes "Organization."; - next; - mes "[Marlin Putiur]"; - mes "We are researching monsters based upon information from adventurers in order to efficiently cope with monsters out in the wild."; - next; - mes "[Marlin Putiur]"; - mes "We're accepting any kind of information related to monsters,"; - mes "so if you have any news or info, please don't hesitate to submit it to me."; - next; - mes "[Marlin Putiur]"; - mes "You can use the report documentation form in"; - mes "this room at your convenience."; - next; - mes "[Marlin Putiur]"; - mes "Eh...?"; - mes "Did you just say"; - mes "you're looking for"; - mes "someone? Well..."; - next; - mes "[Marlin Putiur]"; - mes "Well, if he's a registered"; - mes "member of this organization,"; - mes "I can help you."; - next; - mes "[Marlin Putiur]"; - mes "What was the name?"; - mes "Hermite Charles...?"; - next; - mes "[Marlin Putiur]"; - mes "Oh, I found him."; - mes "Errr, but he didn't submit all of the required information when he applied for membership..."; - next; - mes "[Marlin Putiur]"; - mes "Oh. He's a Rogue."; - mes "Well, that explains everything. Anyway, did you want to see all"; - mes "the information we have?"; - next; - mes "^3355FFMarlin shows you"; - mes "the membership"; - mes "application card.^000000"; - next; - mes "[Membership Card]"; - mes "Name: Hermite Charles"; - mes "Job: Rogue"; - mes "Sex: Rogue"; - mes "Address: Yo Mama Street, Prontera"; - next; - mes "[Marlin Putiur]"; - mes "Unfortunately, we don't have any more information. But I hope this will be helpful to you in some way."; - next; - mes "[Marlin Putiur]"; - mes "Still, it may be a good idea to visit the Rogue Guild. Perhaps"; - mes "they can help you."; - close; - } - - //} - +yuno_in04,20,123,7 script Representative#bq 95,{ +//set @check = GetGlobalVar "040708_god2" mes "[Marlin Putiur]"; + if (god_brising == 3) { + mes "Welcome to the"; + mes "Monster Research"; + mes "Organization."; + next; + mes "[Marlin Putiur]"; + mes "We are researching monsters based upon information from adventurers in order to efficiently cope with monsters out in the wild."; + next; + mes "[Marlin Putiur]"; + mes "We're accepting any kind of information related to monsters,"; + mes "so if you have any news or info, please don't hesitate to submit it to me."; + next; + mes "[Marlin Putiur]"; + mes "You can use the report documentation form in"; + mes "this room at your convenience."; + next; + mes "[Marlin Putiur]"; + mes "Eh...?"; + mes "Did you just say"; + mes "you're looking for"; + mes "someone? Well..."; + next; + mes "[Marlin Putiur]"; + mes "Well, if he's a registered"; + mes "member of this organization,"; + mes "I can help you."; + next; + mes "[Marlin Putiur]"; + mes "What was the name?"; + mes "Hermite Charles...?"; + next; + mes "[Marlin Putiur]"; + mes "Oh, I found him."; + mes "Errr, but he didn't submit all of the required information when he applied for membership..."; + next; + mes "[Marlin Putiur]"; + mes "Oh. He's a Rogue."; + mes "Well, that explains everything. Anyway, did you want to see all"; + mes "the information we have?"; + next; + mes "^3355FFMarlin shows you"; + mes "the membership"; + mes "application card.^000000"; + next; + mes "[Membership Card]"; + mes "Name: Hermite Charles"; + mes "Job: Rogue"; + mes "Sex: Rogue"; + mes "Address: Yo Mama Street, Prontera"; + next; + mes "[Marlin Putiur]"; + mes "Unfortunately, we don't have any more information. But I hope this will be helpful to you in some way."; + next; + mes "[Marlin Putiur]"; + mes "Still, it may be a good idea to visit the Rogue Guild. Perhaps"; + mes "they can help you."; + close; + } + mes "Welcome to the"; mes "Monster Research"; mes "Organization."; @@ -4361,7 +2894,7 @@ yuno_in04,20,123,7 script Representative 95,{ next; mes "[Marlin Putiur]"; mes "You can use the report documentation form in this room at your convenience."; - if ((bard_q == 4) || (bard_q == 24)) { + if (bard_q == 4 || bard_q == 24) { next; mes "[Marlin Putiur]"; mes "Hmmm?"; @@ -4382,27 +2915,24 @@ yuno_in04,20,123,7 script Representative 95,{ mes "[Marlin Putiur]"; mes "He's a very kind, friendly person. Errende's always doing his best to provide us with the information we need. When you get a chance, would you please give him my regards?"; close; - } - else if (@inputstr$ == "Kino Kitty") { + } else if (@inputstr$ == "Kino Kitty") { mes "[Marlin Putiur]"; mes "Kino Kitty, Kino Kitty... Oh, here we are. He sent us a letter that says, 'I will stay in the desert until I find my real self.'"; next; mes "[Marlin Putiur]"; mes "He doesn't seem healthy, but I guess he's still traveling. Trying seeking him out in Morroc, and give my regards to him if you get the chance."; close; - } - else if (@inputstr$ == "Gunther Doubleharmony") { + } else if (@inputstr$ == "Gunther Doubleharmony") { mes "[Marlin Putiur]"; mes "Ah, are you a friend of Gunther's? Haha, he's a very funny guy, if a little excitable. Let's see, Gunther, Gunther..."; next; mes "[Marlin Putiur]"; mes "Ah, it says here that he wanted to look around Payon and Alberta. So he'll be at one of those places. I'm sorry I can't be more specific."; close; - } - else { + } else { mes "[Marlin Putiur]"; mes " " + @inputstr$ + "...?"; mes "Ummm hmm..."; @@ -4410,15 +2940,12 @@ yuno_in04,20,123,7 script Representative 95,{ close; } - } - - else { + } else { next; mes "[Marlin Putiur]"; mes "We are endeavoring to research monsters in this world with the intent to aid each and every adventurer on their journeys."; close; } - } yuno_in04,33,119,3 script Adventurer#1 828,{ @@ -4433,8 +2960,8 @@ yuno_in04,33,119,3 script Adventurer#1 828,{ mes "Err...?"; mes "What is it?"; next; - if (sex == 0) { - Emotion 18; //ET_SMILE + if (!sex) { + emotion e_heh; mes "[Energetic Young Man]"; mes "Oh...!"; mes "A beautiful,"; @@ -4458,28 +2985,23 @@ yuno_in04,33,119,3 script Adventurer#1 828,{ next; mes "[Energetic Young Man]"; mes "I shall remember your name, my lady. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time."; - Emotion 30; //ET_CHUP + emotion e_kis; close; - } - else { + } else { mes "That's your name?"; next; mes "[Energetic Young Man]"; mes "Eh, whatever. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time."; - Emotion 18; //ET_SMILE + emotion e_heh; close; } - } - - else { + } else { mes "[Energetic Young Man]"; mes "What, man...!"; mes "Leave me alone."; mes "Can't you see I'm busy?"; close; } - -} - +}
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