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authormasao87 <masao87@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-06-02 01:55:34 +0000
committermasao87 <masao87@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-06-02 01:55:34 +0000
commit0f5b174e6eff3a187fd0d10bc1f225a2907f9e49 (patch)
treeb490bc4ffbd2a54dfc48b523319b2596044bd0ac /npc/quests/eden/eden_quests.txt
parent191533616a39194414eea86bc6d11b75c70454cf (diff)
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- Added Instructor Ur to Eden Quest Quests. bugreport:5742
- Added Mission Boards 86-90 and 91-99 to Eden Group. bugreport:5742 - Updated quest_db.txt to match the new Quests in the new Eden Group Quests. * Special thanks to Chilly for providing the base of the scripts! <3 - Updated Rune Knight Job change Quest for the last time to finally work as official as possible. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16213 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/quests/eden/eden_quests.txt')
-rw-r--r--npc/quests/eden/eden_quests.txt2172
1 files changed, 2165 insertions, 7 deletions
diff --git a/npc/quests/eden/eden_quests.txt b/npc/quests/eden/eden_quests.txt
index 5b79c9f16..d9358871c 100644
--- a/npc/quests/eden/eden_quests.txt
+++ b/npc/quests/eden/eden_quests.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -13,6 +13,8 @@
//= 1.1 Removed unencoded comments (Korean -> Gibberish)
//= Readded the GM helper NPC, commented out.
//= 1.2 Some little optimization here and there. [Masao]
+//= 1.3 Added Instructor Ur and the new Quests which come
+//= alongside him. Special thanks to Chilly for the base. [Masao]
//============================================================
moc_para01,25,35,4 script Instructor Boya#para01 469,{
@@ -1042,7 +1044,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 469,{
mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
close;
}
- if (para_suv01 == 38) {
+ if (para_suv01 >= 38) {
mes "[Boya]";
mes "My boss created all the courses for the training.";
mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
@@ -1369,7 +1371,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
mes "[Timid Cat]";
mes "Did you come here to have a battle?";
mes "Hunt those Thief Bugs, hurry up!";
- mes "Hunt atleast 10!";
+ mes "Hunt at least 10!";
mes "Meooow!";
next;
mes "[Timid Cat]";
@@ -1496,7 +1498,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
percentheal 0,100;
close;
}
- if (para_suv01 == 10) {
+ if (para_suv01 >= 10) {
mes "[Timid Cat]";
mes "You've completed 'Conquer the Culvert'.";
mes "Go back to the Eden Group headquarters to report to Boya.";
@@ -1639,7 +1641,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 904,{
percentheal 0,100;
close;
}
- if (para_suv01 == 16) {
+ if (para_suv01 >= 16) {
mes "[Karl]";
mes "I already informed Boya at the Eden Group headquarters.";
mes "If you go there he will give you a big welcome.";
@@ -1829,7 +1831,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{
percentheal 100,100;
close;
}
- if (para_suv01 == 21) {
+ if (para_suv01 >= 21) {
mes "[Cloud]";
mes "It's enough to say that you've conquered Ant Hell.";
mes "Aren't you getting used to it here?";
@@ -2236,7 +2238,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 745,{
percentheal 100,100;
close;
}
- if (para_suv01 == 36) {
+ if (para_suv01 >= 36) {
mes "[Callandiva]";
mes "I won't give help to you anymore.";
mes "Go back to our headquarters and report about this training mission.";
@@ -3837,6 +3839,2162 @@ moc_para01,179,44,3 script Chef 820,{
}
}
+moc_para01,23,35,4 script Instructor Ur 468,{
+ if (countitem(6219) > 0) {
+ if (BaseLevel < 60) {
+ mes "[Instructor Ur]";
+ mes "Umm. You should raise your level more!";
+ mes "You need to be at least level 60!";
+ mes "I'm sorry but those are the rules.";
+ close;
+ }
+ if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) {
+ mes "[Instructor Ur]";
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ switch(select("Yes!:No, thanks.")) {
+ case 1:
+ mes "[Instructor Ur]";
+ mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
+ next;
+ set para_suv01,39;
+ setquest 7214;
+ mes "[Instructor Ur]";
+ mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
+ close;
+ case 2:
+ mes "[Instructor Ur]";
+ mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
+ close;
+ }
+ }
+ if ((para_suv01 == 39) && (romeo < 4)) {
+ mes "[Instructor Ur]";
+ mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000.";
+ next;
+ mes "[Instructor Ur]";
+ mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
+ close;
+ }
+ if ((para_suv01 == 40) && (romeo == 4)) {
+ mes "[Instructor Ur]";
+ mes "Done already? Great work!";
+ next;
+ set para_suv01,41;
+ completequest 7218;
+ if (para_suv02 < 5) {
+ set para_suv02,5;
+ }
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if (para_suv01 == 41) {
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if ((para_suv01 == 42) && (BaseLevel < 70)) {
+ mes "[Instructor Ur]";
+ mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 70^000000.";
+ close;
+ }
+ if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
+ mes "[Instructor Ur]";
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ switch(select("Yes!:No, thanks.")) {
+ case 1:
+ mes "[Instructor Ur]";
+ mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
+ next;
+ set para_suv01,43;
+ setquest 7219;
+ mes "[Instructor Ur]";
+ mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
+ close;
+ case 2:
+ mes "[Instructor Ur]";
+ mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
+ close;
+ }
+ }
+ if ((para_suv01 == 43) && (johan < 3)) {
+ mes "[Instructor Ur]";
+ mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000.";
+ next;
+ mes "[Instructor Ur]";
+ mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
+ close;
+ }
+ if ((para_suv01 == 43) && (johan == 3)) {
+ mes "[Instructor Ur]";
+ mes "Done already? Great work!";
+ next;
+ set para_suv01,44;
+ completequest 7222;
+ if (para_suv02 < 7) {
+ set para_suv02,7;
+ }
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
+ close;
+ }
+ if (para_suv01 == 44) {
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if ((para_suv01 == 45) && (BaseLevel < 80)) {
+ mes "[Instructor Ur]";
+ mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 80^000000.";
+ close;
+ }
+ if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
+ mes "[Instructor Ur]";
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ switch(select("Yes!:No, thanks.")) {
+ case 1:
+ mes "[Instructor Ur]";
+ mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
+ next;
+ set para_suv01,46;
+ setquest 7223;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
+ close;
+ case 2:
+ mes "[Instructor Ur]";
+ mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
+ close;
+ }
+ }
+ if ((para_suv01 == 46) && (kiren < 3)) {
+ mes "[Instructor Ur]";
+ mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000.";
+ next;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
+ close;
+ }
+ if ((para_suv01 == 46) && (kiren == 3)) {
+ mes "[Instructor Ur]";
+ mes "Done already? Great work!";
+ next;
+ set para_suv01,47;
+ completequest 7228;
+ if (para_suv02 < 9) {
+ set para_suv02,9;
+ }
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
+ close;
+ }
+ if (para_suv01 == 47) {
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if ((para_suv01 == 48) && (BaseLevel < 90)) {
+ mes "[Instructor Ur]";
+ mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 90^000000.";
+ close;
+ }
+ if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
+ mes "[Instructor Ur]";
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ switch(select("Yes!:No, thanks.")) {
+ case 1:
+ mes "[Instructor Ur]";
+ mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
+ next;
+ set para_suv01,49;
+ setquest 7229;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon.";
+ close;
+ case 2:
+ mes "[Instructor Ur]";
+ mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
+ close;
+ }
+ }
+ if ((para_suv01 == 49) && (naomi < 3)) {
+ mes "[Instructor Ur]";
+ mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000.";
+ next;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon.";
+ close;
+ }
+ if ((para_suv01 == 49) && (naomi == 3)) {
+ mes "[Instructor Ur]";
+ mes "Done already? Great work!";
+ next;
+ set para_suv01,50;
+ completequest 7232;
+ if (para_suv02 < 11) {
+ set para_suv02,11;
+ }
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
+ close;
+ }
+ if (para_suv01 == 50) {
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
+ mes "[Instructor Ur]";
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ switch(select("Yes!:No, thanks.")) {
+ case 1:
+ mes "[Instructor Ur]";
+ mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
+ next;
+ set para_suv01,52;
+ setquest 7233;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
+ close;
+ case 2:
+ mes "[Instructor Ur]";
+ mes "Thats too bad. I had some nice rewards to give you.";
+ close;
+ }
+ }
+ if ((para_suv01 == 52) && (margaret < 7)) {
+ mes "[Instructor Ur]";
+ mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000.";
+ next;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
+ close;
+ }
+ if ((para_suv01 == 52) && (margaret == 7)) {
+ mes "[Instructor Ur]";
+ mes "Done already? Great work!";
+ next;
+ set para_suv01,53;
+ completequest 7237;
+ if (para_suv02 < 13) {
+ set para_suv02,13;
+ }
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
+ close;
+ }
+ if (para_suv01 == 53) {
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if (para_suv01 > 53) {
+ mes "[Instructor Ur]";
+ mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain.";
+ close;
+ }
+ }
+ mes "[Instructor Ur]";
+ mes "You are not in my group are you?";
+ mes "I don't have anything to say to outsiders.";
+ mes "If you want something register with my group.";
+ next;
+ mes "[Instructor Ur]";
+ mes "To register with the Eden Group ask Laime Evenor next to me.";
+ close;
+}
+
+comodo,173,354,6 script Romeo#01 55,{
+ if ((para_suv01 == 39) && (romeo < 1)) {
+ mes "[Romeo]";
+ mes "Ah, there you are.";
+ next;
+ mes "[Romeo]";
+ mes "Before we begin, I want to test you.";
+ next;
+ set romeo,1;
+ changequest 7214,7215;
+ mes "[Romeo]";
+ mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me.";
+ close;
+ }
+ if (romeo == 1) {
+ if (checkquest(7215,HUNTING) == 2) {
+ mes "[Romeo]";
+ mes "You did it? Thats all the proof I needed.";
+ next;
+ mes "[Romeo]";
+ mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
+ next;
+ getexp 10000,10000;
+ set romeo,2;
+ changequest 7215,7216;
+ mes "[Romeo]";
+ mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside.";
+ close;
+ }
+ mes "[Romeo]";
+ mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000.";
+ close;
+ }
+ if (romeo == 2) {
+ mes "[Romeo]";
+ mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
+ next;
+ mes "[Romeo]";
+ mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside.";
+ close;
+ }
+ mes "[Romeo]";
+ mes "The person I'm waiting for is late...";
+ close;
+}
+
+um_fild01,34,280,6 script Romeo#02 55,{
+ if (romeo == 2) {
+ if (checkquest(7216,HUNTING) == 2) {
+ mes "[Romeo]";
+ mes "Wow, you have arrived sooner than I expected.";
+ next;
+ mes "[Romeo]";
+ mes "There is only one more thing I need you to do for me.";
+ next;
+ getexp 10000,10000;
+ set romeo,3;
+ changequest 7216,7217;
+ mes "[Romeo]";
+ mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
+ close;
+ }
+ mes "[Romeo]";
+ mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do.";
+ close;
+ }
+ if (romeo == 3) {
+ if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) {
+ mes "[Romeo]";
+ mes "Your work here is done my friend.";
+ next;
+ delitem 7196,5; // Shoulder Pad
+ delitem 7100,7; // Sharp Leaf
+ getexp 10000,10000;
+ set romeo,4;
+ changequest 7217,7218;
+ mes "[Romeo]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Romeo]";
+ mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
+ close;
+ }
+ if (romeo == 4) {
+ mes "[Romeo]";
+ mes "Thank you again for all your help.";
+ next;
+ mes "[Romeo]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Romeo]";
+ mes "What is taking so long...";
+ close;
+}
+
+glast_01,195,131,6 script Johan 95,{
+ if ((para_suv01 == 43) && (johan < 1)) {
+ mes "[Johan]";
+ mes "...";
+ next;
+ mes "[Johan]";
+ mes "I don't need to explain anything to you.";
+ next;
+ set johan,1;
+ changequest 7219,7220;
+ mes "[Johan]";
+ mes "Go kill ^0000FF20 Wraiths^000000.";
+ close;
+ }
+ if (johan == 1) {
+ if (checkquest(7220,HUNTING) == 2) {
+ mes "[Johan]";
+ mes "Good.";
+ next;
+ mes "[Johan]";
+ mes "Next I want you to kill ^0000FF10 Evil Druids^000000.";
+ next;
+ getexp 20000,20000;
+ set johan,2;
+ changequest 7220,7221;
+ mes "[Johan]";
+ mes "This time kill them quickly, I don't like to wait.";
+ close;
+ }
+ mes "[Johan]";
+ mes "... ^0000FF20 Wraiths^000000 shouldn't take this long.";
+ close;
+ }
+ if (johan == 2) {
+ if (checkquest(7221,HUNTING) == 2) {
+ mes "[Johan]";
+ mes "Hmmmm, better.";
+ next;
+ mes "[Johan]";
+ mes "Ok, I'm done with you.";
+ next;
+ getexp 20000,20000;
+ set johan,3;
+ changequest 7221,7222;
+ mes "[Johan]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Johan]";
+ mes "Hurry up, it is only ^0000FF10 Evil Druids^000000.";
+ close;
+ }
+ if (johan == 3) {
+ mes "[Johan]";
+ mes "Why are you still here?";
+ next;
+ mes "[Johan]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Johan]";
+ mes "Go away... I'm busy.";
+ close;
+}
+
+ein_fild08,172,359,4 script Kiren 989,{
+ if ((para_suv01 == 46) && (kiren < 1)) {
+ mes "[Kiren]";
+ mes "Hey there.";
+ next;
+ mes "[Kiren]";
+ mes "You must be a member of the Paradise Group, come help me for a second.";
+ next;
+ set kiren,1;
+ changequest 7223,7224;
+ mes "[kiren]";
+ mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?";
+ close;
+ }
+ if (kiren == 1) {
+ if (checkquest(7224,HUNTING) == 2) {
+ mes "[Kiren]";
+ mes "Wow, most people spend twice as long as you did to kill those Porcellios!";
+ next;
+ mes "[Kiren]";
+ mes "I think you need a challenge.";
+ next;
+ getexp 30000,30000;
+ set kiren,2;
+ changequest 7224,7226;
+ setquest 7227;
+ mes "[Kiren]";
+ mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
+ close;
+ }
+ mes "[Kiren]";
+ mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000.";
+ close;
+ }
+ if (kiren == 2) {
+ if ((checkquest(7226,HUNTING) == 2) && (checkquest(7227,HUNTING) == 2)) {
+ mes "[Kiren]";
+ mes "Incredible, you set a new record!";
+ next;
+ mes "[Kiren]";
+ mes "I have never seen anyone kill them all so fast, you are good at this.";
+ next;
+ getexp 30000,30000;
+ set kiren,3;
+ changequest 7226,7228;
+ completequest 7227;
+ mes "[Kiren]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Kiren]";
+ mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
+ close;
+ }
+ if (kiren == 3) {
+ mes "[Kiren]";
+ mes "Don't worry, nobody else has beaten your record yet.";
+ next;
+ mes "[Kiren]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Kiren]";
+ mes "Be careful, there are some fast monsters around here.";
+ close;
+}
+
+ice_dun01,154,13,6 script Naomi 726,{
+ if ((para_suv01 == 49) && (naomi < 1)) {
+ mes "[Naomi]";
+ mes "It is so cold in here.";
+ next;
+ mes "[Naomi]";
+ mes "I blame those annoying Siromas.";
+ next;
+ set naomi,1;
+ changequest 7229,7230;
+ mes "[Naomi]";
+ mes "Can you kill ^0000FF30 Siromas^000000 for me, please?";
+ close;
+ }
+ if (naomi == 1) {
+ if (checkquest(7230,HUNTING) == 2) {
+ mes "[Naomi]";
+ mes "Thank you, but there are still so many Siromas here!";
+ next;
+ mes "[Naomi]";
+ mes "I need to make a special drink to stay warm, please help me make it.";
+ next;
+ getexp 40000,40000;
+ set naomi,2;
+ changequest 7230,7231;
+ mes "[Naomi]";
+ mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
+ close;
+ }
+ mes "[Naomi]";
+ mes "Please kill ^0000FF30 Siromas^000000, I just hate them.";
+ close;
+ }
+ if (naomi == 2) {
+ if ((checkquest(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) {
+ mes "[Naomi]";
+ mes "Yay, you did it!";
+ next;
+ mes "[Naomi]";
+ mes "I will be fine now, don't worry about me.";
+ next;
+ delitem 7066,30; // Ice Cubic
+ delitem 519,1; // Milk
+ delitem 7453,1; // Sweet Sauce
+ getexp 40000,40000;
+ set naomi,3;
+ changequest 7231,7232;
+ mes "[Naomi]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Naomi]";
+ mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
+ close;
+ }
+ if (naomi == 3) {
+ mes "[Naomi]";
+ mes "I will be fine now, don't worry about me.";
+ next;
+ mes "[Naomi]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Naomi]";
+ mes "So... cold...";
+ close;
+}
+
+mid_camp,212,229,4 script Margaret 893,{
+ if ((para_suv01 == 52) && (margaret < 1)) {
+ mes "[Margaret]";
+ mes "Oh, hello there.";
+ next;
+ mes "[Margaret]";
+ mes "I have two friends here in the New World which need your help.";
+ next;
+ set margaret,1;
+ changequest 7233,7234;
+ mes "[Margaret]";
+ mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
+ close;
+ }
+ if (margaret == 1 || margaret == 2) {
+ mes "[Margaret]";
+ mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
+ close;
+ }
+ if (margaret == 3) {
+ mes "[Margaret]";
+ mes "Ah good, you were able to help him.";
+ next;
+ set margaret,4;
+ mes "[Margaret]";
+ mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
+ close;
+ }
+ if (margaret == 4 || margaret == 5) {
+ mes "[Margaret]";
+ mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
+ close;
+ }
+ if (margaret == 6) {
+ mes "[Margaret]";
+ mes "Haha, so he still wants a zoom out hack...";
+ next;
+ mes "[Margaret]";
+ mes "Thanks for helping them, I knew you could do it.";
+ next;
+ set margaret,7;
+ changequest 7234,7237;
+ mes "[Margaret]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Margaret]";
+ mes "The New World... What a beautiful place!";
+ close;
+}
+
+man_fild01,43,234,2 script Paradise Dispatch#01 939,{
+ if (margaret == 1) {
+ mes "[Paradise Dispatch]";
+ mes "Hey you, can you help me here?";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "The plant monsters in this area have a long ranged attack.";
+ next;
+ set margaret,2;
+ changequest 7234,7235;
+ mes "[Paradise Dispatch]";
+ mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
+ close;
+ }
+ if (margaret == 2) {
+ if (checkquest(7235,HUNTING) == 2) {
+ mes "[Paradise Dispatch]";
+ mes "Thanks!";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "Ok, I'm out of here.";
+ next;
+ getexp 50000,50000;
+ set margaret,3;
+ changequest 7235,7234;
+ mes "[Paradise Dispatch]";
+ mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!";
+ close;
+ }
+ mes "[Paradise Dispatch]";
+ mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
+ close;
+ }
+ if (margaret == 3) {
+ mes "[Paradise Dispatch]";
+ mes "...";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "Don't rush me, just head back to ^0000FFMargaret^000000.";
+ close;
+ }
+ mes "[Paradise Dispatch]";
+ mes "Those Nepenthes are so scary!";
+ close;
+}
+
+spl_fild02,377,149,4 script Paradise Dispatch#02 946,{
+ if (margaret == 4) {
+ mes "[Paradise Dispatch]";
+ mes "So Margaret sent you to help me?";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "Ok, lets get started!";
+ next;
+ set margaret,5;
+ changequest 7234,7236;
+ mes "[Paradise Dispatch]";
+ mes "Kill ^0000FF5 Pinguicula^000000 and then return to me.";
+ close;
+ }
+ if (margaret == 5) {
+ if (checkquest(7236,HUNTING) == 2) {
+ mes "[Paradise Dispatch]";
+ mes "You make it look so easy, but I couldn't even kill 1...";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "Now is my chance to run to Splendide!";
+ next;
+ getexp 50000,50000;
+ set margaret,6;
+ changequest 7236,7234;
+ mes "[Paradise Dispatch]";
+ mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
+ close;
+ }
+ mes "[Paradise Dispatch]";
+ mes "Kill ^0000FF5 Pinguicula^000000 and return to me.";
+ close;
+ }
+ if (margaret == 6) {
+ mes "[Paradise Dispatch]";
+ mes "Now, if only I had a hack for zooming out more...";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
+ close;
+ }
+ mes "[Paradise Dispatch]";
+ mes "I need a hack to zoom out more so I can see if it is safe...";
+ close;
+}
+
+moc_para01,111,83,3 script Toren 813,{
+ if (checkweight(1101,5) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "to many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ mes "[Toren]";
+ mes "Hello adventurer, what can I do for you?";
+ next;
+ switch(select("Where is my reward?:I want an enchantment!")) {
+ case 1:
+ if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
+ mes "[Toren]";
+ mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
+ next;
+ mes "[Toren]";
+ mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
+ next;
+ if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) {
+ mes "[Toren]";
+ mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
+ next;
+ mes "[Toren]";
+ mes "Slayer: Two-handed Sword, 200 Atk.";
+ mes " ";
+ mes "Saber: One-handed Sword, 185 Atk.";
+ mes " ";
+ mes "Spear: One-handed, 165 Atk.";
+ next;
+ switch(select("Slayer.:Saber.:Spear.")) {
+ case 1:
+ getitem 1197,1; //P.Slayer III
+ break;
+ case 2:
+ getitem 13434,1; //P.Saber III
+ break;
+ case 3:
+ getitem 1434,1; //P.Spear I
+ break;
+ }
+ }
+ if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) {
+ mes "[Toren]";
+ mes "Merchant Class gets a choice of weapons, would you like to have a axe, dagger or a sword?";
+ next;
+ mes "[Toren]";
+ mes "Axe: Two-handed, 195 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Axe.:Dagger.:Sword.")) {
+ case 1:
+ getitem 1391,1; //P.Two-Handed Axe I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) {
+ mes "[Toren]";
+ mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
+ next;
+ mes "[Toren]";
+ mes "Katar: Two-handed, 155 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Katar.:Dagger.:Sword.")) {
+ case 1:
+ getitem 1289,1; //P.Katar I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Rogue || Class == Job_Stalker) {
+ mes "[Toren]";
+ mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
+ next;
+ mes "[Toren]";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Dagger.:Bow.:Sword")) {
+ case 1:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Thief) {
+ mes "[Toren]";
+ mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
+ next;
+ mes "[Toren]";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Dagger.:Sword.")) {
+ case 1:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 2:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Bard || Class == Job_Clown) {
+ mes "[Toren]";
+ mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Guitar: One-handed, 125 Atk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Guitar.:Bow.:Dagger.")) {
+ case 1:
+ getitem 1931,1; //P.Guitar I
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Dancer || Class == Job_Gypsy) {
+ mes "[Toren]";
+ mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Whip: One-handed, 125 Atk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Whip.:Bow.:Dagger.")) {
+ case 1:
+ getitem 1986,1; //P.Tail I
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) {
+ mes "[Toren]";
+ mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Bow.:Dagger.")) {
+ case 1:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Priest || Class == Job_High_Priest) {
+ mes "[Toren]";
+ mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
+ next;
+ mes "[Toren]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ mes " ";
+ mes "Book: One-handed, 135 Atk, Matk 110.";
+ next;
+ switch(select("Staff.:Mace.:Book.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ case 3:
+ getitem 1583,1; //P.Book I
+ break;
+ }
+ }
+ if (BaseJob == Job_Monk || Class == Job_Champion) {
+ mes "[Toren]";
+ mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
+ next;
+ mes "[Toren]";
+ mes "Knuckle: One-handed, 120 Atk.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ mes " ";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ next;
+ switch(select("Knuckle.:Mace.:Staff.")) {
+ case 1:
+ getitem 1831,1; //P.Knuckle I
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ case 3:
+ getitem 1658,1; //P.Staff III
+ break;
+ }
+ }
+ if (BaseJob == Job_Acolyte) {
+ mes "[Toren]";
+ mes "Acolyte Class gets a choice of weapons, would you like to ave a staff or a mace?";
+ next;
+ mes "[Toren]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ next;
+ switch(select("Staff.:Mace.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ }
+ }
+ if (BaseJob == Job_Sage || Class == Job_Professor) {
+ mes "[Toren]";
+ mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Book: One-handed, 135 Atk, 110 Matk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Staff.:Book.:Dagger.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 1583,1; //P.Book I
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) {
+ mes "[Toren]";
+ mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Staff.:Dagger.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (Class == Job_Ninja) {
+ mes "[Toren]";
+ mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Huuma Suriken.:Dagger.")) {
+ case 1:
+ getitem 13310,1; //P.Huuma Suriken I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) {
+ getitem 1583,1; //P.Book I
+ }
+ if (Class == Job_Gunslinger) {
+ getitem 13114,1; //P.Revolver III
+ }
+ if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) {
+ getitem 13066,1; //P.Dagger III
+ }
+ getitem 18514,1; //Paradise Hat II
+ getitem 2571,1; //Paradise Mantle II
+ getitem 2473,1; //Paradise Boots IV
+ getitem 15031,1; //Paradise Uniform IV
+ if(para_suv02 == 5){
+ set para_suv02,6;
+ }
+ if(para_suv02 == 7){
+ set para_suv02,8;
+ }
+ if(para_suv02 == 9){
+ set para_suv02,10;
+ }
+ if(para_suv02 == 11){
+ set para_suv02,12;
+ }
+ if(para_suv02 == 13){
+ set para_suv02,14;
+ }
+ if (Class == Job_Taekwon) {
+ mes "[Toren]";
+ mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
+ next;
+ }
+ mes "[Toren]";
+ mes "See you later, and good luck on your adventures!";
+ close;
+ }
+ if ((para_suv02 == 14) && (countitem(18514) < 1)) {
+ mes "[Toren]";
+ mes "Where is the Paradise Hat I gave you?";
+ next;
+ mes "[Toren]";
+ mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ switch(select("Ok.","No, thanks.")) {
+ case 1:
+ if (Zeny >= 250000) {
+ set Zeny, Zeny - 250000;
+ getitem 18514,1; //Paradise Hat II
+ mes "[Toren]";
+ mes "These advanced gears are not easy to make, please take better care of this one.";
+ close;
+ }
+ mes "[Toren]";
+ mes "You dont have enough zeny.";
+ close;
+ case 2:
+ mes "[Toren]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ }
+ if ((para_suv02 == 14) && (countitem(2571) < 1)) {
+ mes "[Toren]";
+ mes "Where is the Paradise Mantle I gave you?";
+ next;
+ mes "[Toren]";
+ mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ switch(select("Ok.","No, thanks.")) {
+ case 1:
+ if (Zeny >= 250000) {
+ set Zeny, Zeny - 250000;
+ getitem 2571,1; //Paradise Mantle II
+ mes "[Toren]";
+ mes "These advanced gears are not easy to make, please take better care of this one.";
+ close;
+ }
+ mes "[Toren]";
+ mes "You dont have enough zeny.";
+ close;
+ case 2:
+ mes "[Toren]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ }
+ if ((para_suv02 == 14) && (countitem(2473) < 1)) {
+ mes "[Toren]";
+ mes "Where is the Paradise Boots I gave you?";
+ next;
+ mes "[Toren]";
+ mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ switch(select("Ok.","No, thanks.")) {
+ case 1:
+ if (Zeny >= 250000) {
+ set Zeny, Zeny - 250000;
+ getitem 2473,1; //Paradise Boots IV
+ mes "[Toren]";
+ mes "These advanced gears are not easy to make, please take better care of this one.";
+ close;
+ }
+ mes "[Toren]";
+ mes "You dont have enough zeny.";
+ close;
+ case 2:
+ mes "[Toren]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ }
+ if ((para_suv02 == 14) && (countitem(15031) < 1)) {
+ mes "[Toren]";
+ mes "Where is the Paradise Uniform I gave you?";
+ next;
+ mes "[Toren]";
+ mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ switch(select("Ok.","No, thanks.")) {
+ case 1:
+ if (Zeny >= 250000) {
+ set Zeny, Zeny - 250000;
+ getitem 15031,1; //Paradise Uniform IV
+ mes "[Toren]";
+ mes "These advanced gears are not easy to make, please take better care of this one.";
+ close;
+ }
+ mes "[Toren]";
+ mes "You dont have enough zeny.";
+ close;
+ case 2:
+ mes "[Toren]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ }
+ if (para_suv02 == 14) {
+ mes "[Toren]";
+ mes "I already gave you the most advanced gears we have to offer.";
+ close;
+ }
+ mes "[Toren]";
+ mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward.";
+ close;
+ case 2:
+ if (para_suv02 < 14) {
+ mes "[Toren]";
+ mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
+ close;
+ }
+ if (paragearenchant < 1) {
+ mes "[Toren]";
+ mes "Alright, but I'll need a few items for the enchantment process.";
+ next;
+ if (BaseLevel >= 90) {
+ set paragearenchant,1;
+ setquest 7239;
+ mes "[Toren]";
+ mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
+ close;
+ }
+ set paragearenchant,2;
+ setquest 7238;
+ mes "[Toren]";
+ mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
+ close;
+ }
+ if (paragearenchant == 1) {
+ if (countitem(7319) >= 20) {
+ mes "[Toren]";
+ mes "Thanks, that's what I needed!";
+ next;
+ delitem 7319,20; // Used Iron Plate
+ set paragearenchant,3;
+ changequest 7239,7240;
+ mes "[Toren]";
+ mes "Give me a second to prepare before I enchant your gears.";
+ close;
+ }
+ mes "[Toren]";
+ mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
+ close;
+ }
+ if (paragearenchant == 2) {
+ if ((countitem(1002) >= 20) && (countitem(998) >= 10)) {
+ mes "[Toren]";
+ mes "Thanks, that's what I needed!";
+ next;
+ delitem 1002,20; // Iron Ore
+ delitem 998,10; // Iron
+ set paragearenchant,3;
+ changequest 7238,7240;
+ mes "[Toren]";
+ mes "Give me a second to prepare before I enchant your gears.";
+ close;
+ }
+ mes "[Toren]";
+ mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
+ close;
+ }
+ if (paragearenchant == 3) {
+ mes "[Toren]";
+ mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000.";
+ next;
+ mes "[Toren]";
+ mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you.";
+ next;
+ mes "[Toren]";
+ mes "Now pick which gear you would like me to enchant.";
+ next;
+ switch(select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")) {
+ case 1:
+ if (countitem(2571) < 1) {
+ mes "[Toren]";
+ mes "Bring one and I'll enchant it.";
+ close;
+ }
+ else {
+ set .@paragearcount,2571;
+ }
+ break;
+ case 2:
+ if (countitem(2473) < 1) {
+ mes "[Toren]";
+ mes "Bring one and I'll enchant it.";
+ close;
+ }
+ else {
+ set .@paragearcount,2473;
+ }
+ break;
+ case 3:
+ if (countitem(15031) < 1) {
+ mes "[Toren]";
+ mes "Bring one and I'll enchant it.";
+ close;
+ }
+ else {
+ set .@paragearcount,15031;
+ }
+ break;
+ }
+ mes "[Toren]";
+ mes "Here we go!";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ progressbar "ffff00",4;
+ set .@enc_paragear,rand(1,42);
+ if (.@enc_paragear == 1) {
+ set .@addpart,4763;
+ }
+ else if (.@enc_paragear == 2) {
+ set .@addpart,4765;
+ }
+ else if (.@enc_paragear == 3) {
+ set .@addpart,4790;
+ }
+ else if (.@enc_paragear == 4) {
+ set .@addpart,4794;
+ }
+ else if ((.@enc_paragear > 4) && (.@enc_paragear < 7)) {
+ set .@addpart,4762;
+ }
+ else if ((.@enc_paragear > 6) && (.@enc_paragear < 9)) {
+ set .@addpart,4764;
+ }
+ else if ((.@enc_paragear > 8) && (.@enc_paragear < 11)) {
+ set .@addpart,4789;
+ }
+ else if ((.@enc_paragear > 10) && (.@enc_paragear < 13)) {
+ set .@addpart,4793;
+ }
+ else if ((.@enc_paragear > 12) && (.@enc_paragear < 15)) {
+ set .@addpart,4701;
+ }
+ else if ((.@enc_paragear > 14) && (.@enc_paragear < 17)) {
+ set .@addpart,4711;
+ }
+ else if ((.@enc_paragear > 16) && (.@enc_paragear < 19)) {
+ set .@addpart,4721;
+ }
+ else if ((.@enc_paragear > 18) && (.@enc_paragear < 21)) {
+ set .@addpart,4731;
+ }
+ else if ((.@enc_paragear > 20) && (.@enc_paragear < 23)) {
+ set .@addpart,4741;
+ }
+ else if ((.@enc_paragear > 22) && (.@enc_paragear < 25)) {
+ set .@addpart,4751;
+ }
+ else if ((.@enc_paragear > 24) && (.@enc_paragear < 28)) {
+ set .@addpart,4788;
+ }
+ else if ((.@enc_paragear > 27) && (.@enc_paragear < 31)) {
+ set .@addpart,4792;
+ }
+ else if ((.@enc_paragear > 30) && (.@enc_paragear < 35)) {
+ set .@addpart,4787;
+ }
+ else if ((.@enc_paragear > 34) && (.@enc_paragear < 39)) {
+ set .@addpart,4791;
+ }
+ else if ((.@enc_paragear > 38) && (.@enc_paragear < 43)) {
+ set .@addpart,4786;
+ }
+ set .@enc_paragear2,rand(1,6);
+ if (.@enc_paragear2 == 1) {
+ set .@addpart2,4701;
+ }
+ else if (.@enc_paragear2 == 2) {
+ set .@addpart2,4711;
+ }
+ else if (.@enc_paragear2 == 3) {
+ set .@addpart2,4721;
+ }
+ else if (.@enc_paragear2 == 4) {
+ set .@addpart2,4731;
+ }
+ else if (.@enc_paragear2 == 5) {
+ set .@addpart2,4741;
+ }
+ else if (.@enc_paragear2 == 6) {
+ set .@addpart2,4751;
+ }
+ delitem .@paragearcount,1;
+ getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
+ set paragearenchant,4;
+ changequest 7240,7241;
+ mes "[Toren]";
+ mes "It is finished! Come back tomorrow if you want to enchant more.";
+ close;
+ }
+ if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) {
+ mes "[Toren]";
+ mes "Please come back tomorrow if you want to enchant more.";
+ close;
+ }
+ if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) {
+ set paragearenchant,0;
+ erasequest 7241;
+ mes "[Toren]";
+ mes "Another day, another piece of equipment to enchant!";
+ close;
+ }
+ }
+}
+
+moc_para01,112,79,3 script Weapons Expert 851,{
+ if (checkweight(1101,5) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you are carrying";
+ mes "to many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ mes "[Weapons Expert]";
+ mes "Hello adventurer, what can I do for you today?";
+ next;
+ switch(select("Where is my reward?","I want an enchantment!")) {
+ case 1:
+ if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
+ mes "[Weapons Expert]";
+ mes "Where is the Paradise Weapon I gave you?";
+ next;
+ mes "[Weapons Expert]";
+ mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ switch(select("Ok.","No, thanks.")) {
+ case 1:
+ if (Zeny >= 250000) {
+ if (Class == Job_Taekwon) {
+ mes "[Weapons Expert]";
+ mes "Wait... Your Class doesn't have a weapon.";
+ close;
+ }
+ set Zeny, Zeny - 250000;
+ if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) {
+ mes "[Weapons Expert]";
+ mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Slayer: Two-handed Sword, 200 Atk.";
+ mes " ";
+ mes "Saber: One-handed Sword, 185 Atk.";
+ mes " ";
+ mes "Spear: One-handed, 165 Atk.";
+ next;
+ switch(select("Slayer.:Saber.:Spear.")) {
+ case 1:
+ getitem 1197,1; //P.Slayer III
+ break;
+ case 2:
+ getitem 13434,1; //P.Saber III
+ break;
+ case 3:
+ getitem 1434,1; //P.Spear I
+ break;
+ }
+ }
+ if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) {
+ mes "[Weapons Expert]";
+ mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Axe: Two-handed, 195 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Axe.:Dagger.:Sword.")) {
+ case 1:
+ getitem 1391,1; //P.Two-Handed Axe I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) {
+ mes "[Weapons Expert]";
+ mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Katar: Two-handed, 155 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Katar.:Dagger.:Sword.")) {
+ case 1:
+ getitem 1289,1; //P.Katar I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Rogue || Class == Job_Stalker) {
+ mes "[Weapons Expert]";
+ mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Dagger.:Bow.:Sword")) {
+ case 1:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Thief) {
+ mes "[Weapons Expert]";
+ mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Dagger.:Sword.")) {
+ case 1:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 2:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Bard || Class == Job_Clown) {
+ mes "[Weapons Expert]";
+ mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Guitar: One-handed, 125 Atk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Guitar.:Bow.:Dagger.")) {
+ case 1:
+ getitem 1931,1; //P.Guitar I
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Dancer || Class == Job_Gypsy) {
+ mes "[Weapons Expert]";
+ mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Whip: One-handed, 125 Atk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Whip.:Bow.:Dagger.")) {
+ case 1:
+ getitem 1986,1; //P.Tail I
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) {
+ mes "[Weapons Expert]";
+ mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Bow.:Dagger.")) {
+ case 1:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Priest || Class == Job_High_Priest) {
+ mes "[Weapons Expert]";
+ mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ mes " ";
+ mes "Book: One-handed, 135 Atk, Matk 110.";
+ next;
+ switch(select("Staff.:Mace.:Book.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ case 3:
+ getitem 1583,1; //P.Book I
+ break;
+ }
+ }
+ if (BaseJob == Job_Monk || Class == Job_Champion) {
+ mes "[Weapons Expert]";
+ mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Knuckle: One-handed, 120 Atk.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ mes " ";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ next;
+ switch(select("Knuckle.:Mace.:Staff.")) {
+ case 1:
+ getitem 1831,1; //P.Knuckle I
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ case 3:
+ getitem 1658,1; //P.Staff III
+ break;
+ }
+ }
+ if (BaseJob == Job_Acolyte) {
+ mes "[Weapons Expert]";
+ mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ next;
+ switch(select("Staff.:Mace.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ }
+ }
+ if (BaseJob == Job_Sage || Class == Job_Professor) {
+ mes "[Weapons Expert]";
+ mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Book: One-handed, 135 Atk, 110 Matk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Staff.:Book.:Dagger.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 1583,1; //P.Book I
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) {
+ mes "[Weapons Expert]";
+ mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Staff.:Dagger.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (Class == Job_Ninja) {
+ mes "[Weapons Expert]";
+ mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Huuma Suriken.:Dagger.")) {
+ case 1:
+ getitem 13310,1; //P.Huuma Suriken I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) {
+ getitem 1583,1; //P.Book I
+ }
+ if (Class == Job_Gunslinger) {
+ getitem 13114,1; //P.Revolver III
+ }
+ if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) {
+ getitem 13066,1; //P.Dagger III
+ }
+ mes "[Weapons Expert]";
+ mes "These weapons aren't easy to make, please take better care of this one.";
+ close;
+ }
+ mes "[Weapons Expert]";
+ mes "You dont have enough zeny.";
+ close;
+ case 2:
+ mes "[Weapons Expert]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ }
+ mes "[Weapons Expert]";
+ mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000.";
+ next;
+ mes "[Weapons Expert]";
+ mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed.";
+ close;
+ case 2:
+ if (para_suv02 < 14) {
+ mes "[Weapons Expert]";
+ mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
+ close;
+ }
+ if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
+ mes "[Weapons Expert]";
+ mes "Did you sell your new Paradise Weapon? No enchantments for you.";
+ close;
+ }
+ if (para_suv01 < 44) {
+ mes "[Weapons Expert]";
+ mes "You haven't completed enough quests for an enchantment yet.";
+ next;
+ mes "[Weapons Expert]";
+ mes "Make sure to pick a weapon from Toren too.";
+ close;
+ }
+ if (para_suv01 == 44) {
+ mes "[Weapons Expert]";
+ mes "It seems you have earned your first weapon enchantment.";
+ next;
+ mes "[Weapons Expert]";
+ mes "There are only 2 to choose from, which one would you like?";
+ next;
+ switch(select("Atk + 3%","Matk + 3%")) {
+ case 1:
+ set paraweaponenchant,4767;
+ break;
+ case 2:
+ set paraweaponenchant,4806;
+ break;
+ }
+ if (countitem(1197) == 1) {
+ set paraweaponcount,1197;
+ }
+ if (countitem(1289) == 1) {
+ set paraweaponcount,1289;
+ }
+ if (countitem(1391) == 1) {
+ set paraweaponcount,1391;
+ }
+ if (countitem(1434) == 1) {
+ set paraweaponcount,1434;
+ }
+ if (countitem(1583) == 1) {
+ set paraweaponcount,1583;
+ }
+ if (countitem(1658) == 1) {
+ set paraweaponcount,1658;
+ }
+ if (countitem(1831) == 1) {
+ set paraweaponcount,1831;
+ }
+ if (countitem(1931) == 1) {
+ set paraweaponcount,1931;
+ }
+ if (countitem(1986) == 1) {
+ set paraweaponcount,1986;
+ }
+ if (countitem(13066) == 1) {
+ set paraweaponcount,13066;
+ }
+ if (countitem(13114) == 1) {
+ set paraweaponcount,13114;
+ }
+ if (countitem(13310) == 1) {
+ set paraweaponcount,13310;
+ }
+ if (countitem(13434) == 1) {
+ set paraweaponcount,13434;
+ }
+ if (countitem(16014) == 1) {
+ set paraweaponcount,16014;
+ }
+ if (countitem(18106) == 1) {
+ set paraweaponcount,18106;
+ }
+ mes "[Weapons Expert]";
+ mes "OK, gimmy a sec.";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ progressbar "ffff00",4;
+ delitem paraweaponcount,1;
+ getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant;
+ set para_suv01,45;
+ mes "[Weapons Expert]";
+ mes "All done.";
+ close;
+ }
+ if (para_suv01 == 47) {
+ mes "[Weapons Expert]";
+ mes "It seems you have earned your second weapon enchantment.";
+ next;
+ if (paraweaponenchant < 1) {
+ mes "[Weapons Expert]";
+ mes "Before I do the second enchantment, you need to pick the first one.";
+ next;
+ mes "[Weapons Expert]";
+ mes "There are only 2 to choose from, which one would you like?";
+ next;
+ switch(select("Atk + 3%","Matk + 3%")) {
+ case 1:
+ set paraweaponenchant,4767;
+ break;
+ case 2:
+ set paraweaponenchant,4806;
+ break;
+ }
+ if (countitem(1197) == 1) {
+ set paraweaponcount,1197;
+ }
+ if (countitem(1289) == 1) {
+ set paraweaponcount,1289;
+ }
+ if (countitem(1391) == 1) {
+ set paraweaponcount,1391;
+ }
+ if (countitem(1434) == 1) {
+ set paraweaponcount,1434;
+ }
+ if (countitem(1583) == 1) {
+ set paraweaponcount,1583;
+ }
+ if (countitem(1658) == 1) {
+ set paraweaponcount,1658;
+ }
+ if (countitem(1831) == 1) {
+ set paraweaponcount,1831;
+ }
+ if (countitem(1931) == 1) {
+ set paraweaponcount,1931;
+ }
+ if (countitem(1986) == 1) {
+ set paraweaponcount,1986;
+ }
+ if (countitem(13066) == 1) {
+ set paraweaponcount,13066;
+ }
+ if (countitem(13114) == 1) {
+ set paraweaponcount,13114;
+ }
+ if (countitem(13310) == 1) {
+ set paraweaponcount,13310;
+ }
+ if (countitem(13434) == 1) {
+ set paraweaponcount,13434;
+ }
+ if (countitem(16014) == 1) {
+ set paraweaponcount,16014;
+ }
+ if (countitem(18106) == 1) {
+ set paraweaponcount,18106;
+ }
+ mes "[Weapons Expert]";
+ mes "Gotcha, now for the second enchantment.";
+ next;
+ }
+ mes "[Weapons Expert]";
+ mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
+ next;
+ mes "[Weapons Expert]";
+ mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
+ next;
+ switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
+ case 1:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4060;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4472;
+ }
+ break;
+ case 2:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4068;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4470;
+ }
+ break;
+ case 3:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4063;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4476;
+ }
+ break;
+ case 4:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4080;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4469;
+ }
+ break;
+ case 5:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4118;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4471;
+ }
+ break;
+ case 6:
+ set paraweaponenchant2,4805;
+ break;
+ }
+ mes "[Weapons Expert]";
+ mes "OK, gimmy a sec.";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ progressbar "ffff00",4;
+ delitem paraweaponcount,1;
+ getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant;
+ set para_suv01,48;
+ mes "[Weapons Expert]";
+ mes "All done.";
+ close;
+ }
+ if (para_suv01 == 50 || para_suv01 == 53) {
+ mes "[Weapons Expert]";
+ mes "It seems you have earned your third weapon enchantment.";
+ next;
+ if (paraweaponenchant < 1) {
+ mes "[Weapons Expert]";
+ mes "Before I do the other enchantments, you need to pick the first one.";
+ next;
+ mes "[Weapons Expert]";
+ mes "There are only 2 to choose from, which one would you like?";
+ next;
+ switch(select("Atk + 3%","Matk + 3%")) {
+ case 1:
+ set paraweaponenchant,4767;
+ break;
+ case 2:
+ set paraweaponenchant,4806;
+ break;
+ }
+ if (countitem(1197) == 1) {
+ set paraweaponcount,1197;
+ }
+ if (countitem(1289) == 1) {
+ set paraweaponcount,1289;
+ }
+ if (countitem(1391) == 1) {
+ set paraweaponcount,1391;
+ }
+ if (countitem(1434) == 1) {
+ set paraweaponcount,1434;
+ }
+ if (countitem(1583) == 1) {
+ set paraweaponcount,1583;
+ }
+ if (countitem(1658) == 1) {
+ set paraweaponcount,1658;
+ }
+ if (countitem(1831) == 1) {
+ set paraweaponcount,1831;
+ }
+ if (countitem(1931) == 1) {
+ set paraweaponcount,1931;
+ }
+ if (countitem(1986) == 1) {
+ set paraweaponcount,1986;
+ }
+ if (countitem(13066) == 1) {
+ set paraweaponcount,13066;
+ }
+ if (countitem(13114) == 1) {
+ set paraweaponcount,13114;
+ }
+ if (countitem(13310) == 1) {
+ set paraweaponcount,13310;
+ }
+ if (countitem(13434) == 1) {
+ set paraweaponcount,13434;
+ }
+ if (countitem(16014) == 1) {
+ set paraweaponcount,16014;
+ }
+ if (countitem(18106) == 1) {
+ set paraweaponcount,18106;
+ }
+ mes "[Weapons Expert]";
+ mes "Gotcha, on to the next one.";
+ next;
+ }
+ if (paraweaponenchant2 < 1) {
+ mes "[Weapons Expert]";
+ mes "Before I do the third enchantment, you need to pick the second one.";
+ next;
+ mes "[Weapons Expert]";
+ mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
+ next;
+ mes "[Weapons Expert]";
+ mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
+ next;
+ switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
+ case 1:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4060;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4472;
+ }
+ break;
+ case 2:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4068;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4470;
+ }
+ break;
+ case 3:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4063;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4476;
+ }
+ break;
+ case 4:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4080;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4469;
+ }
+ break;
+ case 5:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4118;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4471;
+ }
+ break;
+ case 6:
+ set paraweaponenchant2,4805;
+ break;
+ }
+ mes "[Weapons Expert]";
+ mes "Gotcha, now for the third one.";
+ next;
+ }
+ mes "[Weapons Expert]";
+ mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
+ next;
+ mes "[Weapons Expert]";
+ mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
+ next;
+ switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
+ case 1:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant3,4060;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant3,4472;
+ }
+ break;
+ case 2:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant3,4068;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant3,4470;
+ }
+ break;
+ case 3:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant3,4063;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant3,4476;
+ }
+ break;
+ case 4:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant3,4080;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant3,4469;
+ }
+ break;
+ case 5:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant3,4118;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant3,4471;
+ }
+ break;
+ case 6:
+ set paraweaponenchant3,4805;
+ break;
+ }
+ mes "[Weapons Expert]";
+ mes "OK, gimmy a sec.";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ progressbar "ffff00",4;
+ delitem paraweaponcount,1;
+ getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant;
+ set para_suv01,54;
+ mes "[Weapons Expert]";
+ mes "All done.";
+ close;
+ }
+ if (para_suv01 > 53) {
+ mes "[Weapons Expert]";
+ mes "That is the maximum number of enchanments I can do, enjoy them.";
+ close;
+ }
+ mes "[Weapons Expert]";
+ mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
+ close;
+ }
+}
+
/* sec_in02,25,33,4 script Assistant 422,{
mes "Password";
next;